/obj/item/blueprints name = "station blueprints" desc = "Blueprints of the station. There is a \"Classified\" stamp and several coffee stains on it." icon = 'icons/obj/items.dmi' icon_state = "blueprints" attack_verb = list("attacked", "bapped", "hit") var/const/AREA_ERRNONE = 0 var/const/AREA_STATION = 1 var/const/AREA_SPACE = 2 var/const/AREA_SPECIAL = 3 var/const/BORDER_ERROR = 0 var/const/BORDER_NONE = 1 var/const/BORDER_BETWEEN = 2 var/const/BORDER_2NDTILE = 3 var/const/BORDER_SPACE = 4 var/const/ROOM_ERR_LOLWAT = 0 var/const/ROOM_ERR_SPACE = -1 var/const/ROOM_ERR_TOOLARGE = -2 /obj/item/blueprints/attack_self(mob/M as mob) if (!istype(M,/mob/living/carbon/human)) M << "This stack of blue paper means nothing to you." //monkeys cannot into projecting return interact() return /obj/item/blueprints/Topic(href, href_list) ..() if ((usr.restrained() || usr.stat || usr.get_active_hand() != src)) return if (!href_list["action"]) return switch(href_list["action"]) if ("create_area") if (get_area_type()!=AREA_SPACE) interact() return create_area() if ("edit_area") if (get_area_type()!=AREA_STATION) interact() return edit_area() /obj/item/blueprints/interact() var/area/A = get_area() var/text = {"[src]

[station_name()] blueprints

Property of Nanotrasen. For heads of staff only. Store in high-secure storage.
"} switch (get_area_type()) if (AREA_SPACE) text += {"

According the blueprints, you are now in outer space. Hold your breath.

Mark this place as new area.

"} if (AREA_STATION) text += {"

According the blueprints, you are now in \"[A.name]\".

You may move an amendment to the drawing.

"} if (AREA_SPECIAL) text += {"

This place isn't noted on the blueprint.

"} else return text += "" usr << browse(text, "window=blueprints") onclose(usr, "blueprints") /obj/item/blueprints/proc/get_area() var/turf/T = get_turf(usr) var/area/A = T.loc A = A.master return A /obj/item/blueprints/proc/get_area_type(var/area/A = get_area()) if (A.name == "Space") return AREA_SPACE var/list/SPECIALS = list( /area/shuttle, /area/admin, /area/arrival, /area/centcom, /area/asteroid, /area/tdome, /area/syndicate_station, /area/wizard_station, /area/prison // /area/derelict //commented out, all hail derelict-rebuilders! ) for (var/type in SPECIALS) if ( istype(A,type) ) return AREA_SPECIAL return AREA_STATION /obj/item/blueprints/proc/create_area() //world << "DEBUG: create_area" var/res = detect_room(get_turf(usr)) if(!istype(res,/list)) switch(res) if(ROOM_ERR_SPACE) usr << "\red The new area must be completely airtight!" return if(ROOM_ERR_TOOLARGE) usr << "\red The new area too large!" return else usr << "\red Error! Please notify administration!" return var/list/turf/turfs = res var/str = trim(stripped_input(usr,"New area name:","Blueprint Editing", "", MAX_NAME_LEN)) if(!str || !length(str)) //cancel return if(length(str) > 50) usr << "\red Name too long." return var/area/A = new A.name = str A.tagbase = "[A.type]_[md5(str)]" // without this dynamic light system ruin everithing //var/ma //ma = A.master ? "[A.master]" : "(null)" //world << "DEBUG: create_area:
A.name=[A.name]
A.tag=[A.tag]
A.master=[ma]" A.power_equip = 0 A.power_light = 0 A.power_environ = 0 A.always_unpowered = 0 move_turfs_to_area(turfs, A) A.always_unpowered = 0 for(var/turf/T in A.contents) T.lighting_changed = 1 lighting_controller.changed_turfs += T spawn(5) //ma = A.master ? "[A.master]" : "(null)" //world << "DEBUG: create_area(5):
A.name=[A.name]
A.tag=[A.tag]
A.master=[ma]" interact() return /obj/item/blueprints/proc/move_turfs_to_area(var/list/turf/turfs, var/area/A) A.contents.Add(turfs) //oldarea.contents.Remove(usr.loc) // not needed //T.loc = A //error: cannot change constant value /obj/item/blueprints/proc/edit_area() var/area/A = get_area() //world << "DEBUG: edit_area" var/prevname = "[A.name]" var/str = trim(stripped_input(usr,"New area name:","Blueprint Editing", prevname, MAX_NAME_LEN)) if(!str || !length(str) || str==prevname) //cancel return if(length(str) > 50) usr << "\red Text too long." return set_area_machinery_title(A,str,prevname) for(var/area/RA in A.related) RA.name = str usr << "\blue You set the area '[prevname]' title to '[str]'." interact() return /obj/item/blueprints/proc/set_area_machinery_title(var/area/A,var/title,var/oldtitle) if (!oldtitle) // or replacetext goes to infinite loop return for(var/area/RA in A.related) for(var/obj/machinery/alarm/M in RA) M.name = replacetext(M.name,oldtitle,title) for(var/obj/machinery/power/apc/M in RA) M.name = replacetext(M.name,oldtitle,title) for(var/obj/machinery/atmospherics/unary/vent_scrubber/M in RA) M.name = replacetext(M.name,oldtitle,title) for(var/obj/machinery/atmospherics/unary/vent_pump/M in RA) M.name = replacetext(M.name,oldtitle,title) for(var/obj/machinery/door/M in RA) M.name = replacetext(M.name,oldtitle,title) //TODO: much much more. Unnamed airlocks, cameras, etc. /obj/item/blueprints/proc/check_tile_is_border(var/turf/T2,var/dir) if (istype(T2, /turf/space)) return BORDER_SPACE //omg hull breach we all going to die here if (istype(T2, /turf/simulated/shuttle)) return BORDER_SPACE if (get_area_type(T2.loc)!=AREA_SPACE) return BORDER_BETWEEN if (istype(T2, /turf/simulated/wall)) return BORDER_2NDTILE if (!istype(T2, /turf/simulated)) return BORDER_BETWEEN for (var/obj/structure/window/W in T2) if(turn(dir,180) == W.dir) return BORDER_BETWEEN if (W.dir in list(NORTHEAST,SOUTHEAST,NORTHWEST,SOUTHWEST)) return BORDER_2NDTILE for(var/obj/machinery/door/window/D in T2) if(turn(dir,180) == D.dir) return BORDER_BETWEEN if (locate(/obj/machinery/door) in T2) return BORDER_2NDTILE if (locate(/obj/structure/falsewall) in T2) return BORDER_2NDTILE if (locate(/obj/structure/falserwall) in T2) return BORDER_2NDTILE return BORDER_NONE /obj/item/blueprints/proc/detect_room(var/turf/first) var/list/turf/found = new var/list/turf/pending = list(first) while(pending.len) if (found.len+pending.len > 300) return ROOM_ERR_TOOLARGE var/turf/T = pending[1] //why byond havent list::pop()? pending -= T for (var/dir in cardinal) var/skip = 0 for (var/obj/structure/window/W in T) if(dir == W.dir || (W.dir in list(NORTHEAST,SOUTHEAST,NORTHWEST,SOUTHWEST))) skip = 1; break if (skip) continue for(var/obj/machinery/door/window/D in T) if(dir == D.dir) skip = 1; break if (skip) continue var/turf/NT = get_step(T,dir) if (!isturf(NT) || (NT in found) || (NT in pending)) continue switch(check_tile_is_border(NT,dir)) if(BORDER_NONE) pending+=NT if(BORDER_BETWEEN) //do nothing, may be later i'll add 'rejected' list as optimization if(BORDER_2NDTILE) found+=NT //tile included to new area, but we dont seek more if(BORDER_SPACE) return ROOM_ERR_SPACE found+=T return found