/////////////////////////////// //CABLE STRUCTURE /////////////////////////////// //////////////////////////////// // Definitions //////////////////////////////// /* Cable directions (d1 and d2) 9 1 5 \ | / 8 - 0 - 4 / | \ 10 2 6 If d1 = 0 and d2 = 0, there's no cable If d1 = 0 and d2 = dir, it's a O-X cable, getting from the center of the tile to dir (knot cable) If d1 = dir1 and d2 = dir2, it's a full X-X cable, getting from dir1 to dir2 By design, d1 is the smallest direction and d2 is the highest */ /obj/structure/cable level = 1 anchored =1 var/datum/powernet/powernet name = "power cable" desc = "A flexible superconducting cable for heavy-duty power transfer" icon = 'icons/obj/power_cond_white.dmi' icon_state = "0-1" var/d1 = 0 var/d2 = 1 layer = 2.44 //Just below unary stuff, which is at 2.45 and above pipes, which are at 2.4 color = COLOR_RED var/obj/machinery/power/breakerbox/breaker_box /obj/structure/cable/drain_power(var/drain_check, var/surge, var/amount = 0) if(drain_check) return 1 var/datum/powernet/PN = get_powernet() if(!PN) return 0 return PN.draw_power(amount) /obj/structure/cable/yellow color = COLOR_YELLOW /obj/structure/cable/green color = COLOR_GREEN /obj/structure/cable/blue color = COLOR_BLUE /obj/structure/cable/pink color = COLOR_PINK /obj/structure/cable/orange color = COLOR_ORANGE /obj/structure/cable/cyan color = COLOR_CYAN /obj/structure/cable/white color = COLOR_WHITE /obj/structure/cable/New() ..() // ensure d1 & d2 reflect the icon_state for entering and exiting cable var/dash = findtext(icon_state, "-") d1 = text2num( copytext( icon_state, 1, dash ) ) d2 = text2num( copytext( icon_state, dash+1 ) ) var/turf/T = src.loc // hide if turf is not intact if(level==1) hide(T.intact) cable_list += src //add it to the global cable list /obj/structure/cable/Destroy() // called when a cable is deleted if(powernet) cut_cable_from_powernet() // update the powernets cable_list -= src //remove it from global cable list ..() // then go ahead and delete the cable /////////////////////////////////// // General procedures /////////////////////////////////// //If underfloor, hide the cable /obj/structure/cable/hide(var/i) if(level == 1 && istype(loc, /turf)) invisibility = i ? 101 : 0 updateicon() /obj/structure/cable/proc/updateicon() icon_state = "[d1]-[d2]" alpha = invisibility ? 127 : 255 // returns the powernet this cable belongs to /obj/structure/cable/proc/get_powernet() //TODO: remove this as it is obsolete return powernet //Telekinesis has no effect on a cable /obj/structure/cable/attack_tk(mob/user) return // Items usable on a cable : // - Wirecutters : cut it duh ! // - Cable coil : merge cables // - Multitool : get the power currently passing through the cable // /obj/structure/cable/attackby(obj/item/W, mob/user) var/turf/T = src.loc if(T.intact) return if(istype(W, /obj/item/weapon/wirecutters)) ///// Z-Level Stuff if(src.d1 == 12 || src.d2 == 12) user << "You must cut this cable from above." return ///// Z-Level Stuff if(breaker_box) user << "\red This cable is connected to nearby breaker box. Use breaker box to interact with it." return if (shock(user, 50)) return if(src.d1) // 0-X cables are 1 unit, X-X cables are 2 units long new/obj/item/stack/cable_coil(T, 2, color) else new/obj/item/stack/cable_coil(T, 1, color) for(var/mob/O in viewers(src, null)) O.show_message("[user] cuts the cable.", 1) ///// Z-Level Stuff if(src.d1 == 11 || src.d2 == 11) var/turf/controllerlocation = locate(1, 1, z) for(var/obj/effect/landmark/zcontroller/controller in controllerlocation) if(controller.down) var/turf/below = locate(src.x, src.y, controller.down_target) for(var/obj/structure/cable/c in below) if(c.d1 == 12 || c.d2 == 12) qdel(c) ///// Z-Level Stuff investigate_log("was cut by [key_name(usr, usr.client)] in [user.loc.loc]","wires") qdel(src) return else if(istype(W, /obj/item/stack/cable_coil)) var/obj/item/stack/cable_coil/coil = W if (coil.get_amount() < 1) user << "Not enough cable" return coil.cable_join(src, user) else if(istype(W, /obj/item/device/multitool)) if(powernet && (powernet.avail > 0)) // is it powered? user << "[powernet.avail]W in power network." else user << "The cable is not powered." shock(user, 5, 0.2) else if (W.flags & CONDUCT) shock(user, 50, 0.7) src.add_fingerprint(user) // shock the user with probability prb /obj/structure/cable/proc/shock(mob/user, prb, var/siemens_coeff = 1.0) if(!prob(prb)) return 0 if (electrocute_mob(user, powernet, src, siemens_coeff)) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(5, 1, src) s.start() if(usr.stunned) return 1 return 0 //explosion handling /obj/structure/cable/ex_act(severity) switch(severity) if(1.0) qdel(src) if(2.0) if (prob(50)) new/obj/item/stack/cable_coil(src.loc, src.d1 ? 2 : 1, color) qdel(src) if(3.0) if (prob(25)) new/obj/item/stack/cable_coil(src.loc, src.d1 ? 2 : 1, color) qdel(src) return obj/structure/cable/proc/cableColor(var/colorC) var/color_n = "#DD0000" if(colorC) color_n = colorC color = color_n ///////////////////////////////////////////////// // Cable laying helpers //////////////////////////////////////////////// //handles merging diagonally matching cables //for info : direction^3 is flipping horizontally, direction^12 is flipping vertically /obj/structure/cable/proc/mergeDiagonalsNetworks(var/direction) //search for and merge diagonally matching cables from the first direction component (north/south) var/turf/T = get_step(src, direction&3)//go north/south for(var/obj/structure/cable/C in T) if(!C) continue if(src == C) continue if(C.d1 == (direction^3) || C.d2 == (direction^3)) //we've got a diagonally matching cable if(!C.powernet) //if the matching cable somehow got no powernet, make him one (should not happen for cables) var/datum/powernet/newPN = new() newPN.add_cable(C) if(powernet) //if we already have a powernet, then merge the two powernets merge_powernets(powernet,C.powernet) else C.powernet.add_cable(src) //else, we simply connect to the matching cable powernet //the same from the second direction component (east/west) T = get_step(src, direction&12)//go east/west for(var/obj/structure/cable/C in T) if(!C) continue if(src == C) continue if(C.d1 == (direction^12) || C.d2 == (direction^12)) //we've got a diagonally matching cable if(!C.powernet) //if the matching cable somehow got no powernet, make him one (should not happen for cables) var/datum/powernet/newPN = new() newPN.add_cable(C) if(powernet) //if we already have a powernet, then merge the two powernets merge_powernets(powernet,C.powernet) else C.powernet.add_cable(src) //else, we simply connect to the matching cable powernet // merge with the powernets of power objects in the given direction /obj/structure/cable/proc/mergeConnectedNetworks(var/direction) var/fdir = (!direction)? 0 : turn(direction, 180) //flip the direction, to match with the source position on its turf if(!(d1 == direction || d2 == direction)) //if the cable is not pointed in this direction, do nothing return var/turf/TB = get_step(src, direction) for(var/obj/structure/cable/C in TB) if(!C) continue if(src == C) continue if(C.d1 == fdir || C.d2 == fdir) //we've got a matching cable in the neighbor turf if(!C.powernet) //if the matching cable somehow got no powernet, make him one (should not happen for cables) var/datum/powernet/newPN = new() newPN.add_cable(C) if(powernet) //if we already have a powernet, then merge the two powernets merge_powernets(powernet,C.powernet) else C.powernet.add_cable(src) //else, we simply connect to the matching cable powernet // merge with the powernets of power objects in the source turf /obj/structure/cable/proc/mergeConnectedNetworksOnTurf() var/list/to_connect = list() if(!powernet) //if we somehow have no powernet, make one (should not happen for cables) var/datum/powernet/newPN = new() newPN.add_cable(src) //first let's add turf cables to our powernet //then we'll connect machines on turf with a node cable is present for(var/AM in loc) if(istype(AM,/obj/structure/cable)) var/obj/structure/cable/C = AM if(C.d1 == d1 || C.d2 == d1 || C.d1 == d2 || C.d2 == d2) //only connected if they have a common direction if(C.powernet == powernet) continue if(C.powernet) merge_powernets(powernet, C.powernet) else powernet.add_cable(C) //the cable was powernetless, let's just add it to our powernet else if(istype(AM,/obj/machinery/power/apc)) var/obj/machinery/power/apc/N = AM if(!N.terminal) continue // APC are connected through their terminal if(N.terminal.powernet == powernet) continue to_connect += N.terminal //we'll connect the machines after all cables are merged else if(istype(AM,/obj/machinery/power)) //other power machines var/obj/machinery/power/M = AM if(M.powernet == powernet) continue to_connect += M //we'll connect the machines after all cables are merged //now that cables are done, let's connect found machines for(var/obj/machinery/power/PM in to_connect) if(!PM.connect_to_network()) PM.disconnect_from_network() //if we somehow can't connect the machine to the new powernet, remove it from the old nonetheless ////////////////////////////////////////////// // Powernets handling helpers ////////////////////////////////////////////// //if powernetless_only = 1, will only get connections without powernet /obj/structure/cable/proc/get_connections(var/powernetless_only = 0) . = list() // this will be a list of all connected power objects var/turf/T ///// Z-Level Stuff if (d1 == 11 || d1 == 12) var/turf/controllerlocation = locate(1, 1, z) for(var/obj/effect/landmark/zcontroller/controller in controllerlocation) if(controller.up && d1 == 12) T = locate(src.x, src.y, controller.up_target) if(T) . += power_list(T, src, 11, 1) if(controller.down && d1 == 11) T = locate(src.x, src.y, controller.down_target) if(T) . += power_list(T, src, 12, 1) ///// Z-Level Stuff //get matching cables from the first direction else if(d1) //if not a node cable T = get_step(src, d1) if(T) . += power_list(T, src, turn(d1, 180), powernetless_only) //get adjacents matching cables if(d1&(d1-1)) //diagonal direction, must check the 4 possibles adjacents tiles T = get_step(src,d1&3) // go north/south if(T) . += power_list(T, src, d1 ^ 3, powernetless_only) //get diagonally matching cables T = get_step(src,d1&12) // go east/west if(T) . += power_list(T, src, d1 ^ 12, powernetless_only) //get diagonally matching cables . += power_list(loc, src, d1, powernetless_only) //get on turf matching cables ///// Z-Level Stuff if(d2 == 11 || d2 == 12) var/turf/controllerlocation = locate(1, 1, z) for(var/obj/effect/landmark/zcontroller/controller in controllerlocation) if(controller.up && d2 == 12) T = locate(src.x, src.y, controller.up_target) if(T) . += power_list(T, src, 11, 1) if(controller.down && d2 == 11) T = locate(src.x, src.y, controller.down_target) if(T) . += power_list(T, src, 12, 1) ///// Z-Level Stuff else //do the same on the second direction (which can't be 0) T = get_step(src, d2) if(T) . += power_list(T, src, turn(d2, 180), powernetless_only) //get adjacents matching cables if(d2&(d2-1)) //diagonal direction, must check the 4 possibles adjacents tiles T = get_step(src,d2&3) // go north/south if(T) . += power_list(T, src, d2 ^ 3, powernetless_only) //get diagonally matching cables T = get_step(src,d2&12) // go east/west if(T) . += power_list(T, src, d2 ^ 12, powernetless_only) //get diagonally matching cables . += power_list(loc, src, d2, powernetless_only) //get on turf matching cables return . //should be called after placing a cable which extends another cable, creating a "smooth" cable that no longer terminates in the centre of a turf. //needed as this can, unlike other placements, disconnect cables /obj/structure/cable/proc/denode() var/turf/T1 = loc if(!T1) return var/list/powerlist = power_list(T1,src,0,0) //find the other cables that ended in the centre of the turf, with or without a powernet if(powerlist.len>0) var/datum/powernet/PN = new() propagate_network(powerlist[1],PN) //propagates the new powernet beginning at the source cable if(PN.is_empty()) //can happen with machines made nodeless when smoothing cables qdel(PN) // cut the cable's powernet at this cable and updates the powergrid /obj/structure/cable/proc/cut_cable_from_powernet() var/turf/T1 = loc var/list/P_list if(!T1) return if(d1) T1 = get_step(T1, d1) P_list = power_list(T1, src, turn(d1,180),0,cable_only = 1) // what adjacently joins on to cut cable... P_list += power_list(loc, src, d1, 0, cable_only = 1)//... and on turf if(P_list.len == 0)//if nothing in both list, then the cable was a lone cable, just delete it and its powernet powernet.remove_cable(src) for(var/obj/machinery/power/P in T1)//check if it was powering a machine if(!P.connect_to_network()) //can't find a node cable on a the turf to connect to P.disconnect_from_network() //remove from current network (and delete powernet) return // remove the cut cable from its turf and powernet, so that it doesn't get count in propagate_network worklist loc = null powernet.remove_cable(src) //remove the cut cable from its powernet var/datum/powernet/newPN = new()// creates a new powernet... propagate_network(P_list[1], newPN)//... and propagates it to the other side of the cable // Disconnect machines connected to nodes if(d1 == 0) // if we cut a node (O-X) cable for(var/obj/machinery/power/P in T1) if(!P.connect_to_network()) //can't find a node cable on a the turf to connect to P.disconnect_from_network() //remove from current network /////////////////////////////////////////////// // The cable coil object, used for laying cable /////////////////////////////////////////////// //////////////////////////////// // Definitions //////////////////////////////// #define MAXCOIL 30 /obj/item/stack/cable_coil name = "cable coil" icon = 'icons/obj/power.dmi' icon_state = "coil" amount = MAXCOIL max_amount = MAXCOIL color = COLOR_RED desc = "A coil of power cable." throwforce = 10 w_class = 2.0 throw_speed = 2 throw_range = 5 matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20) flags = CONDUCT slot_flags = SLOT_BELT item_state = "coil" attack_verb = list("whipped", "lashed", "disciplined", "flogged") /obj/item/stack/cable_coil/cyborg name = "cable coil synthesizer" desc = "A device that makes cable." gender = NEUTER matter = null uses_charge = 1 charge_costs = list(1) stacktype = /obj/item/stack/cable_coil /obj/item/stack/cable_coil/suicide_act(mob/user) if(locate(/obj/item/weapon/stool) in user.loc) user.visible_message("[user] is making a noose with the [src.name]! It looks like \he's trying to commit suicide.") else user.visible_message("[user] is strangling \himself with the [src.name]! It looks like \he's trying to commit suicide.") return(OXYLOSS) /obj/item/stack/cable_coil/New(loc, length = MAXCOIL, var/param_color = null) ..() src.amount = length if (param_color) // It should be red by default, so only recolor it if parameter was specified. color = param_color pixel_x = rand(-2,2) pixel_y = rand(-2,2) update_icon() update_wclass() /////////////////////////////////// // General procedures /////////////////////////////////// //you can use wires to heal robotics /obj/item/stack/cable_coil/attack(mob/M as mob, mob/user as mob) if(istype(M,/mob/living/carbon/human)) var/mob/living/carbon/human/H = M var/obj/item/organ/external/S = H.get_organ(user.zone_sel.selecting) if(!(S.status & ORGAN_ROBOT) || user.a_intent != "help") return ..() if(H.species.flags & IS_SYNTHETIC) if(M == user) user << "\red You can't repair damage to your own body - it's against OH&S." return if(S.burn_dam > 0 && use(1)) S.heal_damage(0,15,0,1) user.visible_message("\red \The [user] repairs some burn damage on \the [M]'s [S.name] with \the [src].") return else user << "Nothing to fix!" else return ..() /obj/item/stack/cable_coil/update_icon() if (!color) color = pick(COLOR_RED, COLOR_BLUE, COLOR_GREEN, COLOR_ORANGE, COLOR_WHITE, COLOR_PINK, COLOR_YELLOW, COLOR_CYAN) if(amount == 1) icon_state = "coil1" name = "cable piece" else if(amount == 2) icon_state = "coil2" name = "cable piece" else icon_state = "coil" name = "cable coil" /obj/item/stack/cable_coil/proc/update_wclass() if(amount == 1) w_class = 1.0 else w_class = 2.0 /obj/item/stack/cable_coil/examine(mob/user) if(get_dist(src, user) > 1) return if(get_amount() == 1) user << "A short piece of power cable." else if(get_amount() == 2) user << "A piece of power cable." else user << "A coil of power cable. There are [get_amount()] lengths of cable in the coil." /obj/item/stack/cable_coil/verb/make_restraint() set name = "Make Cable Restraints" set category = "Object" var/mob/M = usr if(ishuman(M) && !M.restrained() && !M.stat && !M.paralysis && ! M.stunned) if(!istype(usr.loc,/turf)) return if(src.amount <= 14) usr << "\red You need at least 15 lengths to make restraints!" return var/obj/item/weapon/handcuffs/cable/B = new /obj/item/weapon/handcuffs/cable(usr.loc) B.color = color usr << "You wind some cable together to make some restraints." src.use(15) else usr << "\blue You cannot do that." ..() /obj/item/stack/cable_coil/cyborg/verb/set_colour() set name = "Change Colour" set category = "Object" var/list/possible_colours = list ("Yellow", "Green", "Pink", "Blue", "Orange", "Cyan", "Red") var/selected_type = input("Pick new colour.", "Cable Colour", null, null) as null|anything in possible_colours if(selected_type) switch(selected_type) if("Yellow") color = COLOR_YELLOW if("Green") color = COLOR_GREEN if("Pink") color = COLOR_PINK if("Blue") color = COLOR_BLUE if("Orange") color = COLOR_ORANGE if("Cyan") color = COLOR_CYAN else color = COLOR_RED usr << "You change your cable coil's colour to [selected_type]" // Items usable on a cable coil : // - Wirecutters : cut them duh ! // - Cable coil : merge cables /obj/item/stack/cable_coil/proc/can_merge(var/obj/item/stack/cable_coil/C) return color == C.color /obj/item/stack/cable_coil/cyborg/can_merge() return 1 /obj/item/stack/cable_coil/attackby(obj/item/weapon/W, mob/user) ..() if( istype(W, /obj/item/weapon/wirecutters) && src.get_amount() > 1) src.use(1) new/obj/item/stack/cable_coil(user.loc, 1,color) user << "You cut a piece off the cable coil." src.update_icon() return else if(istype(W, /obj/item/stack/cable_coil)) var/obj/item/stack/cable_coil/C = W if(!can_merge(C)) user << "These coils do not go together." return if(C.get_amount() >= get_max_amount()) user << "The coil is too long, you cannot add any more cable to it." return if( (C.get_amount() + src.get_amount() <= get_max_amount()) ) user << "You join the cable coils together." C.give(src.get_amount()) // give it cable src.use(src.get_amount()) // make sure this one cleans up right return else var/amt = get_max_amount() - C.get_amount() user << "You transfer [amt] length\s of cable from one coil to the other." C.give(amt) src.use(amt) return //remove cables from the stack /* This is probably reduntant /obj/item/stack/cable_coil/use(var/used) if(src.amount < used) return 0 else if (src.amount == used) if(ismob(loc)) //handle mob icon update var/mob/M = loc M.unEquip(src) qdel(src) return 1 else amount -= used update_icon() return 1 */ /obj/item/stack/cable_coil/use(var/used) . = ..() update_icon() return //add cables to the stack /obj/item/stack/cable_coil/proc/give(var/extra) if(amount + extra > MAXCOIL) amount = MAXCOIL else amount += extra update_icon() /////////////////////////////////////////////// // Cable laying procedures ////////////////////////////////////////////// // called when cable_coil is clicked on a turf/simulated/floor /obj/item/stack/cable_coil/proc/turf_place(turf/simulated/floor/F, mob/user) if(!isturf(user.loc)) return if(get_amount() < 1) // Out of cable user << "There is no cable left." return if(get_dist(F,user) > 1) // Too far user << "You can't lay cable at a place that far away." return if(F.intact) // Ff floor is intact, complain user << "You can't lay cable there unless the floor tiles are removed." return else var/dirn if(user.loc == F) dirn = user.dir // if laying on the tile we're on, lay in the direction we're facing else dirn = get_dir(F, user) for(var/obj/structure/cable/LC in F) if((LC.d1 == dirn && LC.d2 == 0 ) || ( LC.d2 == dirn && LC.d1 == 0)) user << "There's already a cable at that position." return ///// Z-Level Stuff // check if the target is open space if(istype(F, /turf/simulated/floor/open)) for(var/obj/structure/cable/LC in F) if((LC.d1 == dirn && LC.d2 == 11 ) || ( LC.d2 == dirn && LC.d1 == 11)) user << "There's already a cable at that position." return var/turf/simulated/floor/open/temp = F var/obj/structure/cable/C = new(F) var/obj/structure/cable/D = new(temp.floorbelow) C.cableColor(color) C.d1 = 11 C.d2 = dirn C.add_fingerprint(user) C.updateicon() var/datum/powernet/PN = new() PN.add_cable(C) C.mergeConnectedNetworks(C.d2) C.mergeConnectedNetworksOnTurf() D.cableColor(color) D.d1 = 12 D.d2 = 0 D.add_fingerprint(user) D.updateicon() PN.add_cable(D) D.mergeConnectedNetworksOnTurf() // do the normal stuff else ///// Z-Level Stuff for(var/obj/structure/cable/LC in F) if((LC.d1 == dirn && LC.d2 == 0 ) || ( LC.d2 == dirn && LC.d1 == 0)) user << "There's already a cable at that position." return var/obj/structure/cable/C = new(F) C.cableColor(color) //set up the new cable C.d1 = 0 //it's a O-X node cable C.d2 = dirn C.add_fingerprint(user) C.updateicon() //create a new powernet with the cable, if needed it will be merged later var/datum/powernet/PN = new() PN.add_cable(C) C.mergeConnectedNetworks(C.d2) //merge the powernet with adjacents powernets C.mergeConnectedNetworksOnTurf() //merge the powernet with on turf powernets if(C.d2 & (C.d2 - 1))// if the cable is layed diagonally, check the others 2 possible directions C.mergeDiagonalsNetworks(C.d2) use(1) if (C.shock(user, 50)) if (prob(50)) //fail new/obj/item/stack/cable_coil(C.loc, 1, C.color) qdel(C) // called when cable_coil is click on an installed obj/cable // or click on a turf that already contains a "node" cable /obj/item/stack/cable_coil/proc/cable_join(obj/structure/cable/C, mob/user) var/turf/U = user.loc if(!isturf(U)) return var/turf/T = C.loc if(!isturf(T) || T.intact) // sanity checks, also stop use interacting with T-scanner revealed cable return if(get_dist(C, user) > 1) // make sure it's close enough user << "You can't lay cable at a place that far away." return if(U == T) //if clicked on the turf we're standing on, try to put a cable in the direction we're facing turf_place(T,user) return var/dirn = get_dir(C, user) // one end of the clicked cable is pointing towards us if(C.d1 == dirn || C.d2 == dirn) if(U.intact) // can't place a cable if the floor is complete user << "You can't lay cable there unless the floor tiles are removed." return else // cable is pointing at us, we're standing on an open tile // so create a stub pointing at the clicked cable on our tile var/fdirn = turn(dirn, 180) // the opposite direction for(var/obj/structure/cable/LC in U) // check to make sure there's not a cable there already if(LC.d1 == fdirn || LC.d2 == fdirn) user << "There's already a cable at that position." return var/obj/structure/cable/NC = new(U) NC.cableColor(color) NC.d1 = 0 NC.d2 = fdirn NC.add_fingerprint() NC.updateicon() //create a new powernet with the cable, if needed it will be merged later var/datum/powernet/newPN = new() newPN.add_cable(NC) NC.mergeConnectedNetworks(NC.d2) //merge the powernet with adjacents powernets NC.mergeConnectedNetworksOnTurf() //merge the powernet with on turf powernets if(NC.d2 & (NC.d2 - 1))// if the cable is layed diagonally, check the others 2 possible directions NC.mergeDiagonalsNetworks(NC.d2) use(1) if (NC.shock(user, 50)) if (prob(50)) //fail new/obj/item/stack/cable_coil(NC.loc, 1, NC.color) qdel(NC) return // exisiting cable doesn't point at our position, so see if it's a stub else if(C.d1 == 0) // if so, make it a full cable pointing from it's old direction to our dirn var/nd1 = C.d2 // these will be the new directions var/nd2 = dirn if(nd1 > nd2) // swap directions to match icons/states nd1 = dirn nd2 = C.d2 for(var/obj/structure/cable/LC in T) // check to make sure there's no matching cable if(LC == C) // skip the cable we're interacting with continue if((LC.d1 == nd1 && LC.d2 == nd2) || (LC.d1 == nd2 && LC.d2 == nd1) ) // make sure no cable matches either direction user << "There's already a cable at that position." return C.cableColor(color) C.d1 = nd1 C.d2 = nd2 C.add_fingerprint() C.updateicon() C.mergeConnectedNetworks(C.d1) //merge the powernets... C.mergeConnectedNetworks(C.d2) //...in the two new cable directions C.mergeConnectedNetworksOnTurf() if(C.d1 & (C.d1 - 1))// if the cable is layed diagonally, check the others 2 possible directions C.mergeDiagonalsNetworks(C.d1) if(C.d2 & (C.d2 - 1))// if the cable is layed diagonally, check the others 2 possible directions C.mergeDiagonalsNetworks(C.d2) use(1) if (C.shock(user, 50)) if (prob(50)) //fail new/obj/item/stack/cable_coil(C.loc, 2, C.color) qdel(C) return C.denode()// this call may have disconnected some cables that terminated on the centre of the turf, if so split the powernets. return ////////////////////////////// // Misc. ///////////////////////////// /obj/item/stack/cable_coil/cut item_state = "coil2" /obj/item/stack/cable_coil/cut/New(loc) ..() src.amount = rand(1,2) pixel_x = rand(-2,2) pixel_y = rand(-2,2) update_icon() update_wclass() /obj/item/stack/cable_coil/yellow color = COLOR_YELLOW /obj/item/stack/cable_coil/blue color = COLOR_BLUE /obj/item/stack/cable_coil/green color = COLOR_GREEN /obj/item/stack/cable_coil/pink color = COLOR_PINK /obj/item/stack/cable_coil/orange color = COLOR_ORANGE /obj/item/stack/cable_coil/cyan color = COLOR_CYAN /obj/item/stack/cable_coil/white color = COLOR_WHITE /obj/item/stack/cable_coil/random/New() color = pick(COLOR_RED, COLOR_BLUE, COLOR_GREEN, COLOR_WHITE, COLOR_PINK, COLOR_YELLOW, COLOR_CYAN) ..()