#define PAINT_MODE -2 #define EATING_MODE -1 #define ATMOS_MODE 0 #define DISPOSALS_MODE 1 #define TRANSIT_MODE 2 /obj/item/weapon/pipe_dispenser name = "Rapid Piping Device (RPD)" desc = "A device used to rapidly pipe things." icon = 'icons/obj/tools_vr.dmi' icon_state = "rpd" item_state = "rpd" item_icons = list( slot_l_hand_str = 'icons/mob/items/lefthand_vr.dmi', slot_r_hand_str = 'icons/mob/items/righthand_vr.dmi', ) flags = NOBLUDGEON force = 10 throwforce = 10 throw_speed = 1 throw_range = 5 w_class = ITEMSIZE_NORMAL matter = list(MAT_STEEL = 50000, MAT_GLASS = 25000) var/datum/effect/effect/system/spark_spread/spark_system var/mode = ATMOS_MODE var/p_dir = NORTH // Next pipe will be built with this dir var/p_flipped = FALSE // If the next pipe should be built flipped var/paint_color = "grey" // Pipe color index for next pipe painted/built. var/screen = ATMOS_MODE // Starts on the atmos tab. var/piping_layer = PIPING_LAYER_DEFAULT var/wrench_mode = FALSE var/obj/item/weapon/tool/wrench/tool var/datum/pipe_recipe/recipe = null // pipe recipie selected for display/construction var/static/datum/pipe_recipe/first_atmos var/static/datum/pipe_recipe/first_disposal var/static/datum/asset/iconsheet/pipes/icon_assets var/static/list/pipe_layers = list( "Regular" = PIPING_LAYER_REGULAR, "Supply" = PIPING_LAYER_SUPPLY, "Scrubber" = PIPING_LAYER_SCRUBBER, "Fuel" = PIPING_LAYER_FUEL, "Aux" = PIPING_LAYER_AUX ) /obj/item/weapon/pipe_dispenser/Initialize() . = ..() src.spark_system = new /datum/effect/effect/system/spark_spread spark_system.set_up(5, 0, src) spark_system.attach(src) tool = new /obj/item/weapon/tool/wrench/cyborg(src) // RPDs have wrenches inside of them, so that they can wrench down spawned pipes without being used as superior wrenches themselves. /obj/item/weapon/pipe_dispenser/proc/SetupPipes() if(!first_atmos) first_atmos = atmos_pipe_recipes[atmos_pipe_recipes[1]][1] recipe = first_atmos if(!first_disposal) first_disposal = disposal_pipe_recipes[disposal_pipe_recipes[1]][1] recipe = first_disposal if(recipe == null) recipe = atmos_pipe_recipes[atmos_pipe_recipes[1]][1] /obj/item/weapon/pipe_dispenser/Destroy() qdel_null(spark_system) qdel_null(tool) return ..() /obj/item/weapon/pipe_dispenser/suicide_act(mob/user) var/datum/gender/TU = gender_datums[user.get_visible_gender()] user.visible_message("[user] points the end of the RPD down [TU.his] throat and presses a button! It looks like [TU.hes] trying to commit suicide...") playsound(src, 'sound/machines/click.ogg', 50, 1) playsound(src, 'sound/items/deconstruct.ogg', 50, 1) return(BRUTELOSS) /obj/item/weapon/pipe_dispenser/attack_self(mob/user) src.interact(user) // TODO - Wouldn't it be nice to have nanoui? /obj/item/weapon/pipe_dispenser/interact(mob/user) SetupPipes() if(!icon_assets) icon_assets = get_asset_datum(/datum/asset/iconsheet/pipes) icon_assets.send(user) var/list/lines = list() if(mode >= ATMOS_MODE) lines += "

Direction:

" switch(recipe.dirtype) if(PIPE_STRAIGHT) // Straight, N-S, W-E lines += render_dir_img(recipe.icon_state,user,NORTH,"Vertical","↕") lines += render_dir_img(recipe.icon_state,user,EAST,"Horizontal","↔") if(PIPE_BENDABLE) // Bent, N-W, N-E etc lines += render_dir_img(recipe.icon_state,user,NORTH,"Vertical","↕") lines += render_dir_img(recipe.icon_state,user,EAST,"Horizontal","↔") lines += "
" lines += render_dir_img(recipe.icon_state,user,NORTHWEST,"West to North","╝") lines += render_dir_img(recipe.icon_state,user,NORTHEAST,"North to East","╚") lines += render_dir_img(recipe.icon_state,user,SOUTHWEST,"South to West","╗") lines += render_dir_img(recipe.icon_state,user,SOUTHEAST,"East to South","╔") if(PIPE_TRINARY) // Manifold lines += render_dir_img(recipe.icon_state,user,NORTH,"West South East","╦") lines += render_dir_img(recipe.icon_state,user,EAST,"North West South","╣") lines += render_dir_img(recipe.icon_state,user,SOUTH,"East North West","╩") lines += render_dir_img(recipe.icon_state,user,WEST,"South East North","╠") if(PIPE_TRIN_M) // Mirrored ones //each mirror icon is 45 anticlockwise from it's real direction lines += render_dir_img(recipe.icon_state,user,NORTH,"West South East","╦") lines += render_dir_img(recipe.icon_state,user,EAST,"North West South","╣") lines += render_dir_img(recipe.icon_state,user,SOUTH,"East North West","╩") lines += render_dir_img(recipe.icon_state,user,WEST,"South East North","╠") lines += "
" lines += render_dir_img(recipe.icon_state_m,user,SOUTH,"West South East","╦", 1) lines += render_dir_img(recipe.icon_state_m,user,WEST,"South East North","╠", 1) lines += render_dir_img(recipe.icon_state_m,user,NORTH,"East North West","╩", 1) lines += render_dir_img(recipe.icon_state_m,user,EAST,"North West South","╣", 1) if(PIPE_DIRECTIONAL) // Stuff with four directions - includes pumps etc. lines += render_dir_img(recipe.icon_state,user,NORTH,"North","↑") lines += render_dir_img(recipe.icon_state,user,EAST,"East","→") lines += render_dir_img(recipe.icon_state,user,SOUTH,"South","↓") lines += render_dir_img(recipe.icon_state,user,WEST,"West","←") if(PIPE_ONEDIR) // Single icon_state (eg 4-way manifolds) lines += render_dir_img(recipe.icon_state,user,SOUTH,"Pipe","↕") lines += "
" if(mode == ATMOS_MODE || mode == PAINT_MODE) lines += "

Color:

" var/i = 0 for(var/c in pipe_colors) ++i lines += "[c]" if(i == 4) lines += "
" i = 0 lines += "
" lines += "

Mode:

" lines += "Lay Pipes" lines += "Eat Pipes" lines += "Paint Pipes" lines += "
" lines += "

Category:

" lines += "Atmospherics" lines += "Disposals" //lines += "Transit Tube" lines += "
Wrench Mode" lines += "
" if(screen == ATMOS_MODE) for(var/category in atmos_pipe_recipes) lines += "

[category]:

" if(category == "Pipes") lines += "
" for(var/pipename in pipe_layers) var/pipelayer = pipe_layers[pipename] lines += "[pipename] " lines += "
" lines += "
" for(var/i in 1 to atmos_pipe_recipes[category].len) var/datum/pipe_recipe/PI = atmos_pipe_recipes[category][i] lines += "
" lines += "[PI.name]" lines += "
" lines += "
" else if(screen == DISPOSALS_MODE) for(var/category in disposal_pipe_recipes) lines += "

[category]:

" for(var/i in 1 to disposal_pipe_recipes[category].len) var/datum/pipe_recipe/PI = disposal_pipe_recipes[category][i] lines += "
" lines += "[PI.name]" lines += "
" lines += "
" var/dat = lines.Join() var/datum/browser/popup = new(user, "rpd", name, 300, 800, src) popup.set_content("[dat]") popup.add_head_content(icon_assets.css_tag()) popup.open() /obj/item/weapon/pipe_dispenser/Topic(href, href_list, state = global.inventory_state) SetupPipes() if(..()) return 1 if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr)) return 1 var/playeffect = TRUE // Do we spark the device var/anyclicked = FALSE // Tells us if we need to refresh the window. if(href_list["paint_color"]) paint_color = href_list["paint_color"] playeffect = FALSE anyclicked = TRUE if(href_list["mode"]) mode = text2num(href_list["mode"]) anyclicked = TRUE if(href_list["screen"]) if(mode == screen) mode = text2num(href_list["screen"]) screen = text2num(href_list["screen"]) switch(screen) if(DISPOSALS_MODE) recipe = first_disposal if(ATMOS_MODE) recipe = first_atmos p_dir = NORTH playeffect = FALSE anyclicked = TRUE if(href_list["piping_layer"]) piping_layer = text2num(href_list["piping_layer"]) playeffect = FALSE anyclicked = TRUE if(href_list["pipe_type"]) recipe = all_pipe_recipes[href_list["category"]][text2num(href_list["pipe_type"])] if(recipe.dirtype == PIPE_ONEDIR) // One hell of a hack for the fact that the image previews for the onedir types only show on the south, but the default pipe type is north. p_dir = SOUTH // Did I fuck this up? Maybe. Or maybe it's just the icon files not being ready for an RPD. else // If going to try and fix this hack, be aware the pipe dispensers might rely on pipes defaulting south instead of north. p_dir = NORTH p_flipped = FALSE anyclicked = TRUE if(href_list["dir"]) p_dir = text2dir(href_list["dir"]) p_flipped = text2num(href_list["flipped"]) playeffect = FALSE anyclicked = TRUE if(href_list["switch_wrench"]) wrench_mode = text2num(href_list["wrench_mode"]) anyclicked = TRUE if(anyclicked) if(playeffect) spark_system.start() playsound(src, 'sound/effects/pop.ogg', 50, 0) src.interact(usr) /obj/item/weapon/pipe_dispenser/afterattack(atom/A, mob/user as mob, proximity) if(!user.IsAdvancedToolUser() || istype(A, /turf/space/transit) || !proximity) return ..() //So that changing the menu settings doesn't affect the pipes already being built. var/queued_piping_layer = piping_layer var/queued_p_dir = p_dir var/queued_p_flipped = p_flipped //make sure what we're clicking is valid for the current mode var/static/list/make_pipe_whitelist // This should probably be changed to be in line with polaris standards. Oh well. if(!make_pipe_whitelist) make_pipe_whitelist = typecacheof(list(/obj/structure/lattice, /obj/structure/girder, /obj/item/pipe)) var/can_make_pipe = (isturf(A) || is_type_in_typecache(A, make_pipe_whitelist)) . = FALSE switch(mode) //if we've gotten this var, the target is valid if(PAINT_MODE) //Paint pipes if(!istype(A, /obj/machinery/atmospherics/pipe)) return ..() var/obj/machinery/atmospherics/pipe/P = A playsound(src, 'sound/machines/click.ogg', 50, 1) P.change_color(pipe_colors[paint_color]) user.visible_message("[user] paints \the [P] [paint_color].", "You paint \the [P] [paint_color].") return if(EATING_MODE) //Eating pipes if(!(istype(A, /obj/item/pipe) || istype(A, /obj/item/pipe_meter) || istype(A, /obj/structure/disposalconstruct))) return ..() to_chat(user, "You start destroying a pipe...") playsound(src, 'sound/machines/click.ogg', 50, 1) if(do_after(user, 2, target = A)) activate() animate_deletion(A) if(ATMOS_MODE) //Making pipes if(!can_make_pipe) return ..() playsound(src, 'sound/machines/click.ogg', 50, 1) if (istype(recipe, /datum/pipe_recipe/meter)) to_chat(user, "You start building a meter...") if(do_after(user, 2, target = A)) activate() var/obj/item/pipe_meter/PM = new /obj/item/pipe_meter(get_turf(A)) PM.setAttachLayer(queued_piping_layer) if(wrench_mode) do_wrench(PM, user) else if(istype(recipe, /datum/pipe_recipe/pipe)) var/datum/pipe_recipe/pipe/R = recipe to_chat(user, "You start building a pipe...") if(do_after(user, 2, target = A)) activate() var/obj/machinery/atmospherics/path = R.pipe_type var/pipe_item_type = initial(path.construction_type) || /obj/item/pipe var/obj/item/pipe/P = new pipe_item_type(get_turf(A), path, queued_p_dir) P.update() P.add_fingerprint(usr) if (R.paintable) P.color = pipe_colors[paint_color] P.setPipingLayer(queued_piping_layer) if(queued_p_flipped) P.do_a_flip() if(wrench_mode) do_wrench(P, user) else build_effect(P) if(DISPOSALS_MODE) //Making disposals pipes var/datum/pipe_recipe/disposal/R = recipe if(!istype(R) || !can_make_pipe) return ..() A = get_turf(A) if(istype(A, /turf/unsimulated)) to_chat(user, "[src]'s error light flickers; there's something in the way!") return to_chat(user, "You start building a disposals pipe...") playsound(src, 'sound/machines/click.ogg', 50, 1) if(do_after(user, 4, target = A)) var/obj/structure/disposalconstruct/C = new(A, R.pipe_type, queued_p_dir, queued_p_flipped, R.subtype) if(!C.can_place()) to_chat(user, "There's not enough room to build that here!") qdel(C) return activate() C.add_fingerprint(usr) C.update_icon() if(wrench_mode) do_wrench(C, user) else build_effect(C) else return ..() /obj/item/weapon/pipe_dispenser/proc/build_effect(var/obj/P, var/time = 1.5) set waitfor = FALSE P.filters += filter(type = "angular_blur", size = 30) animate(P.filters[P.filters.len], size = 0, time = time) var/outline = filter(type = "outline", size = 1, color = "#22AAFF") P.filters += outline sleep(time) P.filters -= outline P.filters -= filter(type = "angular_blur", size = 0) /obj/item/weapon/pipe_dispenser/proc/animate_deletion(var/obj/P, var/time = 1.5) set waitfor = FALSE P.filters += filter(type = "angular_blur", size = 0) animate(P.filters[P.filters.len], size = 30, time = time) sleep(time) if(!QDELETED(P)) P.filters -= filter(type = "angular_blur", size = 30) qdel(P) /obj/item/weapon/pipe_dispenser/proc/activate() playsound(src, 'sound/items/deconstruct.ogg', 50, 1) /obj/item/weapon/pipe_dispenser/proc/do_wrench(var/atom/target, mob/user) var/resolved = target.attackby(tool,user) if(!resolved && tool && target) tool.afterattack(target,user,1) /obj/item/weapon/pipe_dispenser/proc/render_dir_img(icon_state, user, _dir, title, noimg, flipped = FALSE) var/dirtext = dir2text(_dir) var/attrs = " style=\"height:34px;width:34px;display:inline-block\"" if(_dir == p_dir && flipped == p_flipped) attrs += " class=\"linkOn\"" if(icon_state) var/img_tag = icon_assets.icon_tag(icon_state, _dir) return "[img_tag]" else return "[noimg]" #undef PAINT_MODE #undef EATING_MODE #undef ATMOS_MODE #undef DISPOSALS_MODE