/////////////////////////////// //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