///////////////////////////////
//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
*/
var/list/possible_cable_coil_colours = list(
"White" = COLOR_WHITE,
"Silver" = COLOR_SILVER,
"Gray" = COLOR_GRAY,
"Black" = COLOR_BLACK,
"Red" = COLOR_RED,
"Maroon" = COLOR_MAROON,
"Yellow" = COLOR_YELLOW,
"Olive" = COLOR_OLIVE,
"Lime" = COLOR_GREEN,
"Green" = COLOR_LIME,
"Cyan" = COLOR_CYAN,
"Teal" = COLOR_TEAL,
"Blue" = COLOR_BLUE,
"Navy" = COLOR_NAVY,
"Pink" = COLOR_PINK,
"Purple" = COLOR_PURPLE,
"Orange" = COLOR_ORANGE,
"Beige" = COLOR_BEIGE,
"Brown" = COLOR_BROWN
)
/obj/structure/cable
level = 1
anchored =TRUE
unacidable = TRUE
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
plane = PLATING_PLANE
layer = WIRES_LAYER
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
if(!powernet)
return 0
return powernet.draw_power(amount)
/obj/structure/cable/yellow
color = COLOR_YELLOW
/obj/structure/cable/green
color = COLOR_LIME
/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.is_plating())
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
return ..() // then go ahead and delete the cable
/obj/structure/cable/examine(mob/user)
. = ..()
if(isobserver(user))
. += "[powernet?.avail > 0 ? "[DisplayPower(powernet.avail)] in power network." : "The cable is not powered."]"
// Rotating cables requires d1 and d2 to be rotated
/obj/structure/cable/set_dir(new_dir)
if(powernet)
cut_cable_from_powernet() // Remove this cable from the powernet so the connections update
// If d1 is 0, then it's a not, and doesn't rotate
if(d1)
// Using turn will maintain the cable's shape
// Taking the difference between current orientation and new one
d1 = turn(d1, dir2angle(new_dir) - dir2angle(dir))
d2 = turn(d2, dir2angle(new_dir) - dir2angle(dir))
// Maintain d1 < d2
if(d1 > d2)
var/temp = d1
d1 = d2
d2 = temp
// ..() Cable sprite generation is dependent upon only d1 and d2.
// Actually changing dir will rotate the generated sprite to look wrong, but function correctly.
update_icon()
// Add this cable back to the powernet, if it's connected to any
if(d1)
mergeConnectedNetworks(d1)
else
mergeConnectedNetworksOnTurf()
mergeConnectedNetworks(d2)
///////////////////////////////////
// General procedures
///////////////////////////////////
//If underfloor, hide the cable
/obj/structure/cable/hide(var/i)
if(istype(loc, /turf))
invisibility = i ? 101 : 0
update_icon()
/obj/structure/cable/hides_under_flooring()
return 1
/obj/structure/cable/update_icon()
icon_state = "[d1]-[d2]"
alpha = invisibility ? 127 : 255
//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.is_plating())
return
if(W.is_wirecutter())
var/obj/item/stack/cable_coil/CC
if(d1 == UP || d2 == UP)
to_chat(user, "You must cut this cable from above.")
return
if(breaker_box)
to_chat(user, "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
CC = new/obj/item/stack/cable_coil(T, 2, color)
else
CC = new/obj/item/stack/cable_coil(T, 1, color)
src.add_fingerprint(user)
src.transfer_fingerprints_to(CC)
for(var/mob/O in viewers(src, null))
O.show_message("[user] cuts the cable.", 1)
if(d1 == DOWN || d2 == DOWN)
var/turf/turf = GetBelow(src)
if(turf)
for(var/obj/structure/cable/c in turf)
if(c.d1 == UP || c.d2 == UP)
qdel(c)
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)
to_chat(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?
to_chat(user, "[DisplayPower(powernet.avail)] in power network.")
else
to_chat(user, "The cable is not powered.")
shock(user, 5, 0.2)
else
if(!(W.flags & NOCONDUCT))
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 ? reverse_dir[direction] : 0 //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_zstep(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
// Handle standard cables in adjacent turfs
for(var/cable_dir in list(d1, d2))
if(cable_dir == 0)
continue
var/reverse = reverse_dir[cable_dir]
T = get_zstep(src, cable_dir)
if(T)
for(var/obj/structure/cable/C in T)
if(C.d1 == reverse || C.d2 == reverse)
. += C
if(cable_dir & (cable_dir - 1)) // Diagonal, check for /\/\/\ style cables along cardinal directions
for(var/pair in list(NORTH|SOUTH, EAST|WEST))
T = get_step(src, cable_dir & pair)
if(T)
var/req_dir = cable_dir ^ pair
for(var/obj/structure/cable/C in T)
if(C.d1 == req_dir || C.d2 == req_dir)
. += C
// Handle cables on the same turf as us
for(var/obj/structure/cable/C in loc)
if(C.d1 == d1 || C.d2 == d1 || C.d1 == d2 || C.d2 == d2) // if either of C's d1 and d2 match either of ours
. += C
if(d1 == 0)
for(var/obj/machinery/power/P in loc)
if(P.powernet == 0) continue // exclude APCs with powernet=0
if(!powernetless_only || !P.powernet)
. += P
// if the caller asked for powernetless cables only, dump the ones with powernets
if(powernetless_only)
for(var/obj/structure/cable/C in .)
if(C.powernet)
. -= C
//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 = ITEMSIZE_SMALL
throw_speed = 2
throw_range = 5
matter = list(MAT_STEEL = 50, MAT_GLASS = 20)
slot_flags = SLOT_BELT
item_state = "coil"
attack_verb = list("whipped", "lashed", "disciplined", "flogged")
stacktype = /obj/item/stack/cable_coil
drop_sound = 'sound/items/drop/accessory.ogg'
pickup_sound = 'sound/items/pickup/accessory.ogg'
tool_qualities = list(TOOL_CABLE_COIL)
singular_name = "cable"
/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)
/obj/item/stack/cable_coil/suicide_act(mob/user)
var/datum/gender/TU = gender_datums[user.get_visible_gender()]
if(locate(/obj/item/weapon/stool) in user.loc)
user.visible_message("[user] is making a noose with the [src.name]! It looks like [TU.he] [TU.is] trying to commit suicide.")
else
user.visible_message("[user] is strangling [TU.himself] with the [src.name]! It looks like [TU.he] [TU.is] 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(var/atom/A, var/mob/living/user, var/def_zone)
if(ishuman(A) && user.a_intent == I_HELP)
var/mob/living/carbon/human/H = A
var/obj/item/organ/external/S = H.organs_by_name[user.zone_sel.selecting]
if(!S || S.robotic < ORGAN_ROBOT || S.open == 3)
return ..()
//VOREStation Add - No welding nanoform limbs
if(S.robotic > ORGAN_LIFELIKE)
return ..()
//VOREStation Add End
if(S.organ_tag == BP_HEAD)
if(H.head && istype(H.head,/obj/item/clothing/head/helmet/space))
to_chat(user, "You can't apply [src] through [H.head]!")
return 1
else
if(H.wear_suit && istype(H.wear_suit,/obj/item/clothing/suit/space))
to_chat(user, "You can't apply [src] through [H.wear_suit]!")
return 1
var/use_amt = min(src.amount, CEILING(S.burn_dam/5, 1), 5)
if(can_use(use_amt))
if(S.robo_repair(5*use_amt, BURN, "some damaged wiring", src, user))
src.use(use_amt)
else
return ..()
/obj/item/stack/cable_coil/update_icon()
if (!color)
color = pick(COLOR_RED, COLOR_BLUE, COLOR_LIME, 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 = initial(name)
/obj/item/stack/cable_coil/proc/set_cable_color(var/selected_color, var/user)
if(!selected_color)
return
var/final_color = possible_cable_coil_colours[selected_color]
if(!final_color)
final_color = possible_cable_coil_colours["Red"]
selected_color = "red"
color = final_color
to_chat(user, "You change \the [src]'s color to [lowertext(selected_color)].")
/obj/item/stack/cable_coil/proc/update_wclass()
if(amount == 1)
w_class = ITEMSIZE_TINY
else
w_class = ITEMSIZE_SMALL
/obj/item/stack/cable_coil/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/device/multitool))
var/selected_type = tgui_input_list(usr, "Pick new colour.", "Cable Colour", possible_cable_coil_colours)
set_cable_color(selected_type, usr)
return
return ..()
/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)
to_chat(usr, "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
to_chat(usr, "You wind some cable together to make some restraints.")
src.use(15)
else
to_chat(usr, "You cannot do that.")
/obj/item/stack/cable_coil/cyborg/verb/set_colour()
set name = "Change Colour"
set category = "Object"
var/selected_type = tgui_input_list(usr, "Pick new colour.", "Cable Colour", possible_cable_coil_colours)
set_cable_color(selected_type, usr)
// Items usable on a cable coil :
// - Wirecutters : cut them duh !
// - Cable coil : merge cables
/obj/item/stack/cable_coil/transfer_to(obj/item/stack/cable_coil/S)
if(!istype(S))
return
..()
/obj/item/stack/cable_coil/use()
. = ..()
update_icon()
return
/obj/item/stack/cable_coil/add()
. = ..()
update_icon()
return
///////////////////////////////////////////////
// Cable laying procedures
//////////////////////////////////////////////
// called when cable_coil is clicked on a turf/simulated/floor
/obj/item/stack/cable_coil/proc/turf_place(turf/simulated/F, mob/user)
if(!isturf(user.loc))
return
if(get_amount() < 1) // Out of cable
to_chat(user, "There is no cable left.")
return
if(get_dist(F,user) > 1) // Too far
to_chat(user, "You can't lay cable at a place that far away.")
return
if(!F.is_plating()) // Ff floor is intact, complain
to_chat(user, "You can't lay cable there unless the floor tiles are removed.")
return
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)
var/end_dir = 0
if(istype(F, /turf/simulated/open))
if(!can_use(2))
to_chat(user, "You don't have enough cable to do this!")
return
end_dir = DOWN
for(var/obj/structure/cable/LC in F)
if((LC.d1 == dirn && LC.d2 == end_dir ) || ( LC.d2 == dirn && LC.d1 == end_dir))
to_chat(user, "There's already a cable at that position.")
return
put_cable(F, user, end_dir, dirn)
if(end_dir == DOWN)
put_cable(GetBelow(F), user, UP, 0)
to_chat(user, "You slide some cable downward.")
/obj/item/stack/cable_coil/proc/put_cable(turf/simulated/F, mob/user, d1, d2)
if(!istype(F))
return
var/obj/structure/cable/C = new(F)
C.cableColor(color)
C.d1 = d1
C.d2 = d2
C.add_fingerprint(user)
C.update_icon()
//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.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, 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.is_plating()) // sanity checks, also stop use interacting with T-scanner revealed cable
return
if(get_dist(C, user) > 1) // make sure it's close enough
to_chat(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.is_plating()) // can't place a cable if the floor is complete
to_chat(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)
to_chat(user, "There's already a cable at that position.")
return
put_cable(U,user,0,fdirn)
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
to_chat(user, "There's already a cable at that position.")
return
C.cableColor(color)
C.d1 = nd1
C.d2 = nd2
C.add_fingerprint()
C.update_icon()
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
stacktype = /obj/item/stack/cable_coil
color = COLOR_YELLOW
/obj/item/stack/cable_coil/blue
stacktype = /obj/item/stack/cable_coil
color = COLOR_BLUE
/obj/item/stack/cable_coil/green
stacktype = /obj/item/stack/cable_coil
color = COLOR_LIME
/obj/item/stack/cable_coil/pink
stacktype = /obj/item/stack/cable_coil
color = COLOR_PINK
/obj/item/stack/cable_coil/orange
stacktype = /obj/item/stack/cable_coil
color = COLOR_ORANGE
/obj/item/stack/cable_coil/cyan
stacktype = /obj/item/stack/cable_coil
color = COLOR_CYAN
/obj/item/stack/cable_coil/white
stacktype = /obj/item/stack/cable_coil
color = COLOR_WHITE
/obj/item/stack/cable_coil/silver
stacktype = /obj/item/stack/cable_coil
color = COLOR_SILVER
/obj/item/stack/cable_coil/gray
stacktype = /obj/item/stack/cable_coil
color = COLOR_GRAY
/obj/item/stack/cable_coil/black
stacktype = /obj/item/stack/cable_coil
color = COLOR_BLACK
/obj/item/stack/cable_coil/maroon
stacktype = /obj/item/stack/cable_coil
color = COLOR_MAROON
/obj/item/stack/cable_coil/olive
stacktype = /obj/item/stack/cable_coil
color = COLOR_OLIVE
/obj/item/stack/cable_coil/lime
stacktype = /obj/item/stack/cable_coil
color = COLOR_LIME
/obj/item/stack/cable_coil/teal
stacktype = /obj/item/stack/cable_coil
color = COLOR_TEAL
/obj/item/stack/cable_coil/navy
stacktype = /obj/item/stack/cable_coil
color = COLOR_NAVY
/obj/item/stack/cable_coil/purple
stacktype = /obj/item/stack/cable_coil
color = COLOR_PURPLE
/obj/item/stack/cable_coil/beige
stacktype = /obj/item/stack/cable_coil
color = COLOR_BEIGE
/obj/item/stack/cable_coil/brown
stacktype = /obj/item/stack/cable_coil
color = COLOR_BROWN
/obj/item/stack/cable_coil/random/New()
stacktype = /obj/item/stack/cable_coil
color = pick(COLOR_RED, COLOR_BLUE, COLOR_LIME, COLOR_WHITE, COLOR_PINK, COLOR_YELLOW, COLOR_CYAN, COLOR_SILVER, COLOR_GRAY, COLOR_BLACK, COLOR_MAROON, COLOR_OLIVE, COLOR_LIME, COLOR_TEAL, COLOR_NAVY, COLOR_PURPLE, COLOR_BEIGE, COLOR_BROWN)
..()
/obj/item/stack/cable_coil/random_belt/New()
stacktype = /obj/item/stack/cable_coil
color = pick(COLOR_RED, COLOR_YELLOW, COLOR_ORANGE)
amount = 30
..()
//Endless alien cable coil
/datum/category_item/catalogue/anomalous/precursor_a/alien_wire
name = "Precursor Alpha Object - Recursive Spool"
desc = "Upon visual inspection, this merely appears to be a \
spool for silver-colored cable. If one were to use this for \
some time, however, it would become apparent that the cables \
inside the spool appear to coil around the spool endlessly, \
suggesting an infinite length of wire.\
\
In reality, an infinite amount of something within a finite space \
would likely not be able to exist. Instead, the spool likely has \
some method of creating new wire as it is unspooled. How this is \
accomplished without an apparent source of material would require \
further study."
value = CATALOGUER_REWARD_EASY
/obj/item/stack/cable_coil/alien
name = "alien spool"
desc = "A spool of cable. No matter how hard you try, you can never seem to get to the end."
catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_wire)
icon = 'icons/obj/abductor.dmi'
icon_state = "coil"
amount = MAXCOIL
max_amount = MAXCOIL
color = COLOR_SILVER
throwforce = 10
w_class = ITEMSIZE_SMALL
throw_speed = 2
throw_range = 5
matter = list(MAT_STEEL = 50, MAT_GLASS = 20)
slot_flags = SLOT_BELT
attack_verb = list("whipped", "lashed", "disciplined", "flogged")
stacktype = null
toolspeed = 0.25
/obj/item/stack/cable_coil/alien/New(loc, length = MAXCOIL, var/param_color = null) //There has to be a better way to do this.
if(embed_chance == -1) //From /obj/item, don't want to do what the normal cable_coil does
if(sharp)
embed_chance = force/w_class
else
embed_chance = force/(w_class*3)
update_icon()
/obj/item/stack/cable_coil/alien/update_icon()
icon_state = initial(icon_state)
/obj/item/stack/cable_coil/alien/can_use(var/used)
return 1
/obj/item/stack/cable_coil/alien/use() //It's endless
return 1
/obj/item/stack/cable_coil/alien/add() //Still endless
return 0
/obj/item/stack/cable_coil/alien/update_wclass()
return 0
/obj/item/stack/cable_coil/alien/examine(mob/user)
. = ..()
if(Adjacent(user))
. += "It doesn't seem to have a beginning, or an end."
/obj/item/stack/cable_coil/alien/attack_hand(mob/user as mob)
if (user.get_inactive_hand() == src)
var/N = input(usr, "How many units of wire do you want to take from [src]? You can only take up to [amount] at a time.", "Split stacks", 1) as num|null
if(N && N <= amount)
var/obj/item/stack/cable_coil/CC = new/obj/item/stack/cable_coil(user.loc)
CC.amount = N
CC.update_icon()
to_chat(user,"You take [N] units of wire from the [src].")
if (CC)
user.put_in_hands(CC)
src.add_fingerprint(user)
CC.add_fingerprint(user)
spawn(0)
if (src && usr.machine==src)
src.interact(usr)
else
return
else
..()
return