// attach a wire to a power machine - leads from the turf you are standing on /obj/machinery/power/attackby(obj/item/weapon/W, mob/user) if(istype(W, /obj/item/weapon/cable_coil)) var/obj/item/weapon/cable_coil/coil = W var/turf/T = user.loc if(T.intact || !istype(T, /turf/simulated/floor)) return if(get_dist(src, user) > 1) return if(!directwired) // only for attaching to directwired machines return coil.turf_place(T, user) return else ..() return // the power cable object /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 /obj/structure/cable/Del() // called when a cable is deleted if(!defer_powernet_rebuild) // set if network will be rebuilt manually if(powernet) powernet.cut_cable(src) // update the powernets cable_list -= src ..() // then go ahead and delete the cable /obj/structure/cable/hide(var/i) if(level == 1 && istype(loc, /turf)) invisibility = i ? 101 : 0 updateicon() /obj/structure/cable/proc/updateicon() if(invisibility) icon_state = "[d1]-[d2]-f" else icon_state = "[d1]-[d2]" // returns the powernet this cable belongs to /obj/structure/cable/proc/get_powernet() //TODO: remove this as it is obsolete return powernet /obj/structure/cable/attack_tk(mob/user) return /obj/structure/cable/attackby(obj/item/W, mob/user) var/turf/T = src.loc if(T.intact) return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)) // if(power_switch) // user << "\red This piece of cable is tied to a power switch. Flip the switch to remove 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/weapon/cable_coil(T, 2, cable_color) else new/obj/item/weapon/cable_coil(T, 1, cable_color) for(var/mob/O in viewers(src, null)) O.show_message("\red [user] cuts the cable.", 1) del(src) return // not needed, but for clarity else if(istype(W, /obj/item/weapon/cable_coil)) var/obj/item/weapon/cable_coil/coil = W coil.cable_join(src, user) else if(istype(W, /obj/item/device/multitool)) var/datum/powernet/PN = get_powernet() // find the powernet if(PN && (PN.avail > 0)) // is it powered? user << "\red [PN.avail]W in power network." else user << "\red 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() return 1 else return 0 /obj/structure/cable/ex_act(severity) switch(severity) if(1.0) del(src) if(2.0) if (prob(50)) new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1, cable_color) del(src) if(3.0) if (prob(25)) new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1, cable_color) del(src) return // the cable coil object, used for laying cable #define MAXCOIL 30 /obj/item/weapon/cable_coil name = "cable coil" icon = 'icons/obj/power.dmi' icon_state = "coil_red" var/amount = MAXCOIL item_color = "red" desc = "A coil of power cable." throwforce = 10 w_class = 2.0 throw_speed = 2 throw_range = 5 m_amt = 50 g_amt = 20 flags = TABLEPASS | FPRINT | CONDUCT slot_flags = SLOT_BELT item_state = "coil_red" attack_verb = list("whipped", "lashed", "disciplined", "flogged") suicide_act(mob/user) viewers(user) << "\red [user] is strangling \himself with the [src.name]! It looks like \he's trying to commit suicide." return(OXYLOSS) /obj/item/weapon/cable_coil/New(loc, length = MAXCOIL, var/param_color = null) ..() src.amount = length if (param_color) item_color = param_color pixel_x = rand(-2,2) pixel_y = rand(-2,2) updateicon() /obj/item/weapon/cable_coil/proc/updateicon() if (!item_color) item_color = pick("red", "yellow", "blue", "green") if(amount == 1) icon_state = "coil_[item_color]1" name = "cable piece" else if(amount == 2) icon_state = "coil_[item_color]2" name = "cable piece" else icon_state = "coil_[item_color]" name = "cable coil" /obj/item/weapon/cable_coil/examine() set src in view(1) if(amount == 1) usr << "A short piece of power cable." else if(amount == 2) usr << "A piece of power cable." else usr << "A coil of power cable. There are [amount] lengths of cable in the coil." /obj/item/weapon/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.icon_state = "cuff_[item_color]" usr << "\blue You wind some cable together to make some restraints." src.use(15) else usr << "\blue You cannot do that." ..() /obj/item/weapon/cable_coil/attackby(obj/item/weapon/W, mob/user) ..() if( istype(W, /obj/item/weapon/wirecutters) && src.amount > 1) src.amount-- new/obj/item/weapon/cable_coil(user.loc, 1,item_color) user << "You cut a piece off the cable coil." src.updateicon() return else if( istype(W, /obj/item/weapon/cable_coil) ) var/obj/item/weapon/cable_coil/C = W if(C.amount == MAXCOIL) user << "The coil is too long, you cannot add any more cable to it." return if( (C.amount + src.amount <= MAXCOIL) ) C.amount += src.amount user << "You join the cable coils together." C.updateicon() del(src) return else user << "You transfer [MAXCOIL - src.amount ] length\s of cable from one coil to the other." src.amount -= (MAXCOIL-C.amount) src.updateicon() C.amount = MAXCOIL C.updateicon() return /obj/item/weapon/cable_coil/proc/use(var/used) if(src.amount < used) return 0 else if (src.amount == used) del(src) else amount -= used updateicon() return 1 // called when cable_coil is clicked on a turf/simulated/floor /obj/item/weapon/cable_coil/proc/turf_place(turf/simulated/floor/F, mob/user) if(!isturf(user.loc)) return if(get_dist(F,user) > 1) user << "You can't lay cable at a place that far away." return if(F.intact) // if 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 var/obj/structure/cable/C = new(F) C.cableColor(item_color) C.d1 = 0 C.d2 = dirn C.add_fingerprint(user) C.updateicon() C.powernet = new() powernets += C.powernet C.powernet.cables += C C.mergeConnectedNetworks(C.d2) C.mergeConnectedNetworksOnTurf() use(1) if (C.shock(user, 50)) if (prob(50)) //fail new/obj/item/weapon/cable_coil(C.loc, 1, C.cable_color) del(C) //src.laying = 1 //last = C // called when cable_coil is click on an installed obj/cable /obj/item/weapon/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) // do nothing if we clicked a cable we're standing on return // may change later if can think of something logical to do var/dirn = get_dir(C, user) if(C.d1 == dirn || C.d2 == dirn) // one end of the clicked cable is pointing towards us 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(item_color) NC.d1 = 0 NC.d2 = fdirn NC.add_fingerprint() NC.updateicon() if(C.powernet) NC.powernet = C.powernet NC.powernet.cables += NC NC.mergeConnectedNetworks(NC.d2) NC.mergeConnectedNetworksOnTurf() use(1) if (NC.shock(user, 50)) if (prob(50)) //fail new/obj/item/weapon/cable_coil(NC.loc, 1, NC.cable_color) del(NC) return else if(C.d1 == 0) // exisiting cable doesn't point at our position, so see if it's a stub // 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(item_color) C.d1 = nd1 C.d2 = nd2 C.add_fingerprint() C.updateicon() C.mergeConnectedNetworks(C.d1) C.mergeConnectedNetworks(C.d2) C.mergeConnectedNetworksOnTurf() use(1) if (C.shock(user, 50)) if (prob(50)) //fail new/obj/item/weapon/cable_coil(C.loc, 2, C.cable_color) del(C) return /obj/structure/cable/proc/mergeConnectedNetworks(var/direction) var/turf/TB if(!(d1 == direction || d2 == direction)) return TB = get_step(src, direction) for(var/obj/structure/cable/TC in TB) if(!TC) continue if(src == TC) continue var/fdir = (!direction)? 0 : turn(direction, 180) if(TC.d1 == fdir || TC.d2 == fdir) if(!TC.powernet) TC.powernet = new() powernets += TC.powernet TC.powernet.cables += TC if(powernet) merge_powernets(powernet,TC.powernet) else powernet = TC.powernet powernet.cables += src /obj/structure/cable/proc/mergeConnectedNetworksOnTurf() if(!powernet) powernet = new() powernets += powernet powernet.cables += src for(var/AM in loc) if(istype(AM,/obj/structure/cable)) var/obj/structure/cable/C = AM if(C.powernet == powernet) continue if(C.powernet) merge_powernets(powernet, C.powernet) else C.powernet = powernet powernet.cables += C else if(istype(AM,/obj/machinery/power/apc)) var/obj/machinery/power/apc/N = AM if(!N.terminal) continue if(N.terminal.powernet) merge_powernets(powernet, N.terminal.powernet) else N.terminal.powernet = powernet powernet.nodes[N.terminal] = N.terminal else if(istype(AM,/obj/machinery/power)) var/obj/machinery/power/M = AM if(M.powernet == powernet) continue if(M.powernet) merge_powernets(powernet, M.powernet) else M.powernet = powernet powernet.nodes[M] = M obj/structure/cable/proc/cableColor(var/colorC) var/color_n = "red" if(colorC) color_n = colorC cable_color = color_n switch(colorC) if("red") icon = 'icons/obj/power_cond_red.dmi' if("yellow") icon = 'icons/obj/power_cond_yellow.dmi' if("green") icon = 'icons/obj/power_cond_green.dmi' if("blue") icon = 'icons/obj/power_cond_blue.dmi' if("pink") icon = 'icons/obj/power_cond_pink.dmi' if("orange") icon = 'icons/obj/power_cond_orange.dmi' if("cyan") icon = 'icons/obj/power_cond_cyan.dmi' if("white") icon = 'icons/obj/power_cond_white.dmi' /obj/item/weapon/cable_coil/cut item_state = "coil_red2" /obj/item/weapon/cable_coil/cut/New(loc) ..() src.amount = rand(1,2) pixel_x = rand(-2,2) pixel_y = rand(-2,2) updateicon() /obj/item/weapon/cable_coil/yellow item_color = "yellow" icon_state = "coil_yellow" /obj/item/weapon/cable_coil/blue item_color = "blue" icon_state = "coil_blue" /obj/item/weapon/cable_coil/green item_color = "green" icon_state = "coil_green" /obj/item/weapon/cable_coil/pink item_color = "pink" icon_state = "coil_pink" /obj/item/weapon/cable_coil/orange item_color = "orange" icon_state = "coil_orange" /obj/item/weapon/cable_coil/cyan item_color = "cyan" icon_state = "coil_cyan" /obj/item/weapon/cable_coil/white item_color = "white" icon_state = "coil_white" /obj/item/weapon/cable_coil/random/New() item_color = pick("red","yellow","green","blue","pink") icon_state = "coil_[item_color]" ..() /obj/item/weapon/cable_coil/attack(mob/M as mob, mob/user as mob) if(hasorgans(M)) var/datum/organ/external/S = M:get_organ(user.zone_sel.selecting) if(!(S.status & ORGAN_ROBOT) || user.a_intent != "help") return ..() if(S.burn_dam > 0 && use(1)) S.heal_damage(0,15,0,1) if(user != M) user.visible_message("\red \The [user] repairs some burn damage on their [S.display_name] with \the [src]",\ "\red You repair some burn damage on your [S.display_name]",\ "You hear wires being cut.") else user.visible_message("\red \The [user] repairs some burn damage on their [S.display_name] with \the [src]",\ "\red You repair some burn damage on your [S.display_name]",\ "You hear wires being cut.") else user << "Nothing to fix!" else return ..()