// Disposal bin // Holds items for disposal into pipe system // Draws air from turf, gradually charges internal reservoir // Once full (~1 atm), uses air resv to flush items into the pipes // Automatically recharges air (unless off), will flush when ready if pre-set // Can hold items and human size things, no other draggables // Toilets are a type of disposal bin for small objects only and work on magic. By magic, I mean torque rotation #define SEND_PRESSURE 0.05*ONE_ATMOSPHERE /obj/machinery/disposal name = "disposal unit" desc = "A pneumatic waste disposal unit." icon = 'icons/obj/pipes/disposal.dmi' icon_state = "disposal" anchored = 1 density = 1 var/datum/gas_mixture/air_contents // internal reservoir var/mode = 1 // item mode 0=off 1=charging 2=charged var/flush = 0 // true if flush handle is pulled var/obj/structure/disposalpipe/trunk/trunk = null // the attached pipe trunk var/flushing = 0 // true if flushing in progress var/flush_every_ticks = 30 //Every 30 ticks it will look whether it is ready to flush var/flush_count = 0 //this var adds 1 once per tick. When it reaches flush_every_ticks it resets and tries to flush. var/last_sound = 0 // create a new disposal // find the attached trunk (if present) and init gas resvr. New() ..() spawn(5) trunk = locate() in src.loc if(!trunk) mode = 0 flush = 0 else trunk.linked = src // link the pipe trunk to self air_contents = new/datum/gas_mixture() //gas.volume = 1.05 * CELLSTANDARD update() // attack by item places it in to disposal attackby(var/obj/item/I, var/mob/user) if(stat & BROKEN || !I || !user) return if(isrobot(user) && !istype(I, /obj/item/weapon/trashbag)) return src.add_fingerprint(user) if(mode<=0) // It's off if(istype(I, /obj/item/weapon/screwdriver)) if(contents.len > 0) user << "Eject the items first!" return if(mode==0) // It's off but still not unscrewed mode=-1 // Set it to doubleoff l0l playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1) user << "You remove the screws around the power connection." return else if(mode==-1) mode=0 playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1) user << "You attach the screws around the power connection." return else if(istype(I,/obj/item/weapon/weldingtool) && mode==-1) if(contents.len > 0) user << "Eject the items first!" return var/obj/item/weapon/weldingtool/W = I if(W.remove_fuel(0,user)) playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1) user << "You start slicing the floorweld off the disposal unit." if(do_after(user,20)) if(!src || !W.isOn()) return user << "You sliced the floorweld off the disposal unit." var/obj/structure/disposalconstruct/C = new (src.loc) src.transfer_fingerprints_to(C) C.ptype = 6 // 6 = disposal unit C.anchored = 1 C.density = 1 C.update() del(src) return else user << "You need more welding fuel to complete this task." return if(istype(I, /obj/item/weapon/melee/energy/blade)) user << "You can't place that item inside the disposal unit." return if(istype(I, /obj/item/weapon/trashbag)) user << "\blue You empty the bag." for(var/obj/item/O in I.contents) O.loc = src I.contents -= O I.update_icon() update() return var/obj/item/weapon/grab/G = I if(istype(G)) // handle grabbed mob if(ismob(G.affecting)) var/mob/GM = G.affecting for (var/mob/V in viewers(usr)) V.show_message("[usr] starts putting [GM.name] into the disposal.", 3) if(do_after(usr, 20)) if (GM.client) GM.client.perspective = EYE_PERSPECTIVE GM.client.eye = src GM.loc = src for (var/mob/C in viewers(src)) C.show_message("\red [GM.name] has been placed in the [src] by [user].", 3) del(G) log_attack("[usr] ([usr.ckey]) placed [GM] ([GM.ckey]) in a disposals unit.") log_admin("ATTACK: [usr] ([usr.ckey]) placed [GM] ([GM.ckey]) in a disposals unit.") msg_admin_attack("ATTACK: [usr] ([usr.ckey]) placed [GM] ([GM.ckey]) in a disposals unit.") return if(!I) return user.drop_item() if(I) I.loc = src user << "You place \the [I] into the [src]." for(var/mob/M in viewers(src)) if(M == user) continue M.show_message("[user.name] places \the [I] into the [src].", 3) update() // mouse drop another mob or self // MouseDrop_T(mob/target, mob/user) if (!istype(target) || target.buckled || get_dist(user, src) > 1 || get_dist(user, target) > 1 || user.stat || istype(user, /mob/living/silicon/ai)) return src.add_fingerprint(user) var/msg for (var/mob/V in viewers(usr)) if(target == user && !user.stat && !user.weakened && !user.stunned && !user.paralysis) V.show_message("[usr] starts climbing into the disposal.", 3) if(target != user && !user.restrained() && !user.stat && !user.weakened && !user.stunned && !user.paralysis) if(target.anchored) return V.show_message("[usr] starts stuffing [target.name] into the disposal.", 3) if(!do_after(usr, 20)) return if(target == user && !user.stat && !user.weakened && !user.stunned && !user.paralysis) // if drop self, then climbed in // must be awake, not stunned or whatever msg = "[user.name] climbs into the [src]." user << "You climb into the [src]." else if(target != user && !user.restrained() && !user.stat && !user.weakened && !user.stunned && !user.paralysis) msg = "[user.name] stuffs [target.name] into the [src]!" user << "You stuff [target.name] into the [src]!" else return if (target.client) target.client.perspective = EYE_PERSPECTIVE target.client.eye = src target.loc = src for (var/mob/C in viewers(src)) if(C == user) continue C.show_message(msg, 3) update() return // can breath normally in the disposal alter_health() return get_turf(src) // attempt to move while inside relaymove(mob/user as mob) if(user.stat || src.flushing) return src.go_out(user) return // leave the disposal proc/go_out(mob/user) if (user.client) user.client.eye = user.client.mob user.client.perspective = MOB_PERSPECTIVE user.loc = src.loc update() return // monkeys can only pull the flush lever attack_paw(mob/user as mob) if(stat & BROKEN) return flush = !flush update() return // ai as human but can't flush attack_ai(mob/user as mob) interact(user, 1) // human interact with machine attack_hand(mob/user as mob) if(user && user.loc == src) usr << "\red You cannot reach the controls from inside." return /* if(mode==-1) usr << "\red The disposal units power is disabled." return */ interact(user, 0) // user interaction proc/interact(mob/user, var/ai=0) src.add_fingerprint(user) if(stat & BROKEN) user.machine = null return var/dat = "Waste Disposal UnitWaste Disposal Unit
" if(!ai) // AI can't pull flush handle if(flush) dat += "Disposal handle: Disengage Engaged" else dat += "Disposal handle: Disengaged Engage" dat += "

Eject contents
" if(mode <= 0) dat += "Pump: Off On
" else if(mode == 1) dat += "Pump: Off On (pressurizing)
" else dat += "Pump: Off On (idle)
" var/per = 100* air_contents.return_pressure() / (SEND_PRESSURE) dat += "Pressure: [round(per, 1)]%
" user.machine = src user << browse(dat, "window=disposal;size=360x170") onclose(user, "disposal") // handle machine interaction Topic(href, href_list) if(usr.loc == src) usr << "\red You cannot reach the controls from inside." return if(mode==-1 && !href_list["eject"]) // only allow ejecting if mode is -1 usr << "\red The disposal units power is disabled." return ..() src.add_fingerprint(usr) if(stat & BROKEN) return if(usr.stat || usr.restrained() || src.flushing) return if (in_range(src, usr) && istype(src.loc, /turf)) usr.machine = src if(href_list["close"]) usr.machine = null usr << browse(null, "window=disposal") return if(href_list["pump"]) if(text2num(href_list["pump"])) mode = 1 else mode = 0 update() if(href_list["handle"]) flush = text2num(href_list["handle"]) update() if(href_list["eject"]) eject() else usr << browse(null, "window=disposal") usr.machine = null return return // eject the contents of the disposal unit proc/eject() for(var/atom/movable/AM in src) AM.loc = src.loc AM.pipe_eject(0) update() // update the icon & overlays to reflect mode & status proc/update() overlays = null if(stat & BROKEN) icon_state = "disposal-broken" mode = 0 flush = 0 return // flush handle if(flush) overlays += image('icons/obj/pipes/disposal.dmi', "dispover-handle") // only handle is shown if no power if(stat & NOPOWER || mode == -1) return // check for items in disposal - occupied light if(contents.len > 0) overlays += image('icons/obj/pipes/disposal.dmi', "dispover-full") // charging and ready light if(mode == 1) overlays += image('icons/obj/pipes/disposal.dmi', "dispover-charge") else if(mode == 2) overlays += image('icons/obj/pipes/disposal.dmi', "dispover-ready") // timed process // charge the gas reservoir and perform flush if ready process() if(stat & BROKEN) // nothing can happen if broken return if(!air_contents) // Potentially causes a runtime otherwise (if this is really shitty, blame pete //Donkie) return flush_count++ if( flush_count >= flush_every_ticks ) if( contents.len ) if(mode == 2) spawn(0) feedback_inc("disposal_auto_flush",1) flush() flush_count = 0 src.updateDialog() if(flush && air_contents.return_pressure() >= SEND_PRESSURE ) // flush can happen even without power flush() if(stat & NOPOWER) // won't charge if no power return use_power(100) // base power usage if(mode != 1) // if off or ready, no need to charge return // otherwise charge use_power(500) // charging power usage var/atom/L = loc // recharging from loc turf var/datum/gas_mixture/env = L.return_air() var/pressure_delta = (SEND_PRESSURE*1.01) - air_contents.return_pressure() if(env.temperature > 0) var/transfer_moles = 0.1 * pressure_delta*air_contents.volume/(env.temperature * R_IDEAL_GAS_EQUATION) //Actually transfer the gas var/datum/gas_mixture/removed = env.remove(transfer_moles) air_contents.merge(removed) // if full enough, switch to ready mode if(air_contents.return_pressure() >= SEND_PRESSURE) mode = 2 update() return // perform a flush proc/flush() flushing = 1 flick("[icon_state]-flush", src) var/wrapcheck = 0 var/obj/structure/disposalholder/H = new() // virtual holder object which actually // travels through the pipes. for(var/obj/item/smallDelivery/O in src) wrapcheck = 1 if(wrapcheck == 1) H.tomail = 1 H.init(src) // copy the contents of disposer to holder air_contents = new() // new empty gas resv. sleep(10) if(last_sound < world.time + 1) playsound(src, 'sound/machines/disposalflush.ogg', 50, 0, 0) last_sound = world.time sleep(5) // wait for animation to finish H.start(src) // start the holder processing movement flushing = 0 // now reset disposal state flush = 0 if(mode == 2) // if was ready, mode = 1 // switch to charging update() return // called when area power changes power_change() ..() // do default setting/reset of stat NOPOWER bit update() // update icon return // called when holder is expelled from a disposal // should usually only occur if the pipe network is modified proc/expel(var/obj/structure/disposalholder/H) var/turf/target playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0) if(H) // Somehow, someone managed to flush a window which broke mid-transit and caused the disposal to go in an infinite loop trying to expel null, hopefully this fixes it for(var/atom/movable/AM in H) target = get_offset_target_turf(src.loc, rand(5)-rand(5), rand(5)-rand(5)) AM.loc = src.loc AM.pipe_eject(0) spawn(1) if(AM) AM.throw_at(target, 5, 1) H.vent_gas(loc) del(H) CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if (istype(mover,/obj/item) && mover.throwing) var/obj/item/I = mover if(istype(I, /obj/item/weapon/dummy) || istype(I, /obj/item/projectile)) return if(prob(75)) I.loc = src for(var/mob/M in viewers(src)) M.show_message("\the [I] lands in \the [src].", 3) else for(var/mob/M in viewers(src)) M.show_message("\the [I] bounces off of \the [src]'s rim!.", 3) return 0 else return ..(mover, target, height, air_group) // virtual disposal object // travels through pipes in lieu of actual items // contents will be items flushed by the disposal // this allows the gas flushed to be tracked /obj/structure/disposalholder invisibility = 101 var/datum/gas_mixture/gas = null // gas used to flush, will appear at exit point var/active = 0 // true if the holder is moving, otherwise inactive dir = 0 var/count = 1000 //*** can travel 1000 steps before going inactive (in case of loops) var/has_fat_guy = 0 // true if contains a fat person var/destinationTag = 0 // changes if contains a delivery container var/tomail = 0 //changes if contains wrapped package var/hasmob = 0 //If it contains a mob // initialize a holder from the contents of a disposal unit proc/init(var/obj/machinery/disposal/D) gas = D.air_contents// transfer gas resv. into holder object //Check for any living mobs trigger hasmob. //hasmob effects whether the package goes to cargo or its tagged destination. for(var/mob/living/M in D) if(M && M.stat != 2) hasmob = 1 //Checks 1 contents level deep. This means that players can be sent through disposals... //...but it should require a second person to open the package. (i.e. person inside a wrapped locker) for(var/obj/O in D) if(O.contents) for(var/mob/living/M in O.contents) if(M && M.stat != 2) hasmob = 1 // now everything inside the disposal gets put into the holder // note AM since can contain mobs or objs for(var/atom/movable/AM in D) AM.loc = src if(istype(AM, /mob/living/carbon/human)) var/mob/living/carbon/human/H = AM if(FAT in H.mutations) // is a human and fat? has_fat_guy = 1 // set flag on holder if(istype(AM, /obj/structure/bigDelivery) && !hasmob) var/obj/structure/bigDelivery/T = AM src.destinationTag = T.sortTag if(istype(AM, /obj/item/smallDelivery) && !hasmob) var/obj/item/smallDelivery/T = AM src.destinationTag = T.sortTag // start the movement process // argument is the disposal unit the holder started in proc/start(var/obj/machinery/disposal/D) if(!D.trunk) D.expel(src) // no trunk connected, so expel immediately return loc = D.trunk active = 1 dir = DOWN spawn(1) move() // spawn off the movement process return // movement process, persists while holder is moving through pipes proc/move() var/obj/structure/disposalpipe/last while(active) if(has_fat_guy && prob(2)) // chance of becoming stuck per segment if contains a fat guy active = 0 // find the fat guys for(var/mob/living/carbon/human/H in src) break sleep(1) // was 1 var/obj/structure/disposalpipe/curr = loc last = curr curr = curr.transfer(src) if(!curr) last.expel(src, loc, dir) // if(!(count--)) active = 0 return // find the turf which should contain the next pipe proc/nextloc() return get_step(loc,dir) // find a matching pipe on a turf proc/findpipe(var/turf/T) if(!T) return null var/fdir = turn(dir, 180) // flip the movement direction for(var/obj/structure/disposalpipe/P in T) if(fdir & P.dpdir) // find pipe direction mask that matches flipped dir return P // if no matching pipe, return null return null // merge two holder objects // used when a a holder meets a stuck holder proc/merge(var/obj/structure/disposalholder/other) for(var/atom/movable/AM in other) AM.loc = src // move everything in other holder to this one if(ismob(AM)) var/mob/M = AM if(M.client) // if a client mob, update eye to follow this holder M.client.eye = src if(other.has_fat_guy) has_fat_guy = 1 del(other) // called when player tries to move while in a pipe relaymove(mob/user as mob) if (user.stat) return if (src.loc) for (var/mob/M in hearers(src.loc.loc)) M << "CLONG, clong!" playsound(src.loc, 'sound/effects/clang.ogg', 50, 0, 0) // called to vent all gas in holder to a location proc/vent_gas(var/atom/location) location.assume_air(gas) // vent all gas to turf return // Disposal pipes /obj/structure/disposalpipe icon = 'icons/obj/pipes/disposal.dmi' name = "disposal pipe" desc = "An underfloor disposal pipe." anchored = 1 density = 0 level = 1 // underfloor only var/dpdir = 0 // bitmask of pipe directions dir = 0 // dir will contain dominant direction for junction pipes var/health = 10 // health points 0-10 layer = 2.3 // slightly lower than wires and other pipes var/base_icon_state // initial icon state on map // new pipe, set the icon_state as on map New() ..() base_icon_state = icon_state return // pipe is deleted // ensure if holder is present, it is expelled Del() var/obj/structure/disposalholder/H = locate() in src if(H) // holder was present H.active = 0 var/turf/T = src.loc if(T.density) // deleting pipe is inside a dense turf (wall) // this is unlikely, but just dump out everything into the turf in case for(var/atom/movable/AM in H) AM.loc = T AM.pipe_eject(0) del(H) ..() return // otherwise, do normal expel from turf if(H) expel(H, T, 0) ..() // returns the direction of the next pipe object, given the entrance dir // by default, returns the bitmask of remaining directions proc/nextdir(var/fromdir) return dpdir & (~turn(fromdir, 180)) // transfer the holder through this pipe segment // overriden for special behaviour // proc/transfer(var/obj/structure/disposalholder/H) var/nextdir = nextdir(H.dir) H.dir = nextdir var/turf/T = H.nextloc() var/obj/structure/disposalpipe/P = H.findpipe(T) if(P) // find other holder in next loc, if inactive merge it with current var/obj/structure/disposalholder/H2 = locate() in P if(H2 && !H2.active) H.merge(H2) H.loc = P else // if wasn't a pipe, then set loc to turf H.loc = T return null return P // update the icon_state to reflect hidden status proc/update() var/turf/T = src.loc hide(T.intact && !istype(T,/turf/space)) // space never hides pipes // hide called by levelupdate if turf intact status changes // change visibility status and force update of icon hide(var/intact) invisibility = intact ? 101: 0 // hide if floor is intact updateicon() // update actual icon_state depending on visibility // if invisible, append "f" to icon_state to show faded version // this will be revealed if a T-scanner is used // if visible, use regular icon_state proc/updateicon() if(invisibility) icon_state = "[base_icon_state]f" else icon_state = base_icon_state return // expel the held objects into a turf // called when there is a break in the pipe // proc/expel(var/obj/structure/disposalholder/H, var/turf/T, var/direction) var/turf/target if(T.density) // dense ouput turf, so stop holder H.active = 0 H.loc = src return if(T.intact && istype(T,/turf/simulated/floor)) //intact floor, pop the tile var/turf/simulated/floor/F = T //F.health = 100 F.burnt = 1 F.intact = 0 F.levelupdate() new /obj/item/stack/tile(H) // add to holder so it will be thrown with other stuff F.icon_state = "Floor[F.burnt ? "1" : ""]" if(direction) // direction is specified if(istype(T, /turf/space)) // if ended in space, then range is unlimited target = get_edge_target_turf(T, direction) else // otherwise limit to 10 tiles target = get_ranged_target_turf(T, direction, 10) playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0) if(H) for(var/atom/movable/AM in H) AM.loc = T AM.pipe_eject(direction) spawn(1) if(AM) AM.throw_at(target, 100, 1) H.vent_gas(T) del(H) else // no specified direction, so throw in random direction playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0) if(H) for(var/atom/movable/AM in H) target = get_offset_target_turf(T, rand(5)-rand(5), rand(5)-rand(5)) AM.loc = T AM.pipe_eject(0) spawn(1) if(AM) AM.throw_at(target, 5, 1) H.vent_gas(T) // all gas vent to turf del(H) return // call to break the pipe // will expel any holder inside at the time // then delete the pipe // remains : set to leave broken pipe pieces in place proc/broken(var/remains = 0) if(remains) for(var/D in cardinal) if(D & dpdir) var/obj/structure/disposalpipe/broken/P = new(src.loc) P.dir = D src.invisibility = 101 // make invisible (since we won't delete the pipe immediately) var/obj/structure/disposalholder/H = locate() in src if(H) // holder was present H.active = 0 var/turf/T = src.loc if(T.density) // broken pipe is inside a dense turf (wall) // this is unlikely, but just dump out everything into the turf in case for(var/atom/movable/AM in H) AM.loc = T AM.pipe_eject(0) del(H) return // otherwise, do normal expel from turf if(H) expel(H, T, 0) spawn(2) // delete pipe after 2 ticks to ensure expel proc finished del(src) // pipe affected by explosion ex_act(severity) switch(severity) if(1.0) broken(0) return if(2.0) health -= rand(5,15) healthcheck() return if(3.0) health -= rand(0,15) healthcheck() return // test health for brokenness proc/healthcheck() if(health < -2) broken(0) else if(health<1) broken(1) return //attack by item //weldingtool: unfasten and convert to obj/disposalconstruct attackby(var/obj/item/I, var/mob/user) var/turf/T = src.loc if(T.intact) return // prevent interaction with T-scanner revealed pipes src.add_fingerprint(user) if(istype(I, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/W = I if(W.remove_fuel(0,user)) playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1) // check if anything changed over 2 seconds var/turf/uloc = user.loc var/atom/wloc = W.loc user << "Slicing the disposal pipe." sleep(30) if(!W.isOn()) return if(user.loc == uloc && wloc == W.loc) welded() else user << "You must stay still while welding the pipe." else user << "You need more welding fuel to cut the pipe." return // called when pipe is cut with welder proc/welded() var/obj/structure/disposalconstruct/C = new (src.loc) switch(base_icon_state) if("pipe-s") C.ptype = 0 if("pipe-c") C.ptype = 1 if("pipe-j1") C.ptype = 2 if("pipe-j2") C.ptype = 3 if("pipe-y") C.ptype = 4 if("pipe-t") C.ptype = 5 src.transfer_fingerprints_to(C) C.dir = dir C.density = 0 C.anchored = 1 C.update() del(src) // *** TEST verb //client/verb/dispstop() // for(var/obj/structure/disposalholder/H in world) // H.active = 0 // a straight or bent segment /obj/structure/disposalpipe/segment icon_state = "pipe-s" New() ..() if(icon_state == "pipe-s") dpdir = dir | turn(dir, 180) else dpdir = dir | turn(dir, -90) update() return //a three-way junction with dir being the dominant direction /obj/structure/disposalpipe/junction icon_state = "pipe-j1" New() ..() if(icon_state == "pipe-j1") dpdir = dir | turn(dir, -90) | turn(dir,180) else if(icon_state == "pipe-j2") dpdir = dir | turn(dir, 90) | turn(dir,180) else // pipe-y dpdir = dir | turn(dir,90) | turn(dir, -90) update() return // next direction to move // if coming in from secondary dirs, then next is primary dir // if coming in from primary dir, then next is equal chance of other dirs nextdir(var/fromdir) var/flipdir = turn(fromdir, 180) if(flipdir != dir) // came from secondary dir return dir // so exit through primary else // came from primary // so need to choose either secondary exit var/mask = ..(fromdir) // find a bit which is set var/setbit = 0 if(mask & NORTH) setbit = NORTH else if(mask & SOUTH) setbit = SOUTH else if(mask & EAST) setbit = EAST else setbit = WEST if(prob(50)) // 50% chance to choose the found bit or the other one return setbit else return mask & (~setbit) //a three-way junction that sorts objects /obj/structure/disposalpipe/sortjunction desc = "An underfloor disposal pipe with a package sorting mechanism." icon_state = "pipe-j1s" var/sortType = 0 var/posdir = 0 var/negdir = 0 var/sortdir = 0 New() ..() posdir = dir if(icon_state == "pipe-j1s") sortdir = turn(posdir, -90) negdir = turn(posdir, 180) else icon_state = "pipe-j2s" sortdir = turn(posdir, 90) negdir = turn(posdir, 180) dpdir = sortdir | posdir | negdir update() return // next direction to move // if coming in from negdir, then next is primary dir or sortdir // if coming in from posdir, then flip around and go back to posdir // if coming in from sortdir, go to posdir nextdir(var/fromdir, var/sortTag) //var/flipdir = turn(fromdir, 180) if(fromdir != sortdir) // probably came from the negdir if(src.sortType == sortTag) //if destination matches filtered type... return sortdir // exit through sortdirection else return posdir else // came from sortdir // so go with the flow to positive direction return posdir transfer(var/obj/structure/disposalholder/H) var/nextdir = nextdir(H.dir, H.destinationTag) H.dir = nextdir var/turf/T = H.nextloc() var/obj/structure/disposalpipe/P = H.findpipe(T) if(P) // find other holder in next loc, if inactive merge it with current var/obj/structure/disposalholder/H2 = locate() in P if(H2 && !H2.active) H.merge(H2) H.loc = P else // if wasn't a pipe, then set loc to turf H.loc = T return null return P //a three-way junction that sorts objects destined for the mail office mail table (tomail = 1) /obj/structure/disposalpipe/wrapsortjunction desc = "An underfloor disposal pipe which sorts wrapped and unwrapped objects." icon_state = "pipe-j1s" var/posdir = 0 var/negdir = 0 var/sortdir = 0 New() ..() posdir = dir if(icon_state == "pipe-j1s") sortdir = turn(posdir, -90) negdir = turn(posdir, 180) else icon_state = "pipe-j2s" sortdir = turn(posdir, 90) negdir = turn(posdir, 180) dpdir = sortdir | posdir | negdir update() return // next direction to move // if coming in from negdir, then next is primary dir or sortdir // if coming in from posdir, then flip around and go back to posdir // if coming in from sortdir, go to posdir nextdir(var/fromdir, var/istomail) //var/flipdir = turn(fromdir, 180) if(fromdir != sortdir) // probably came from the negdir if(istomail) //if destination matches filtered type... return sortdir // exit through sortdirection else return posdir else // came from sortdir // so go with the flow to positive direction return posdir transfer(var/obj/structure/disposalholder/H) var/nextdir = nextdir(H.dir, H.tomail) H.dir = nextdir var/turf/T = H.nextloc() var/obj/structure/disposalpipe/P = H.findpipe(T) if(P) // find other holder in next loc, if inactive merge it with current var/obj/structure/disposalholder/H2 = locate() in P if(H2 && !H2.active) H.merge(H2) H.loc = P else // if wasn't a pipe, then set loc to turf H.loc = T return null return P //a trunk joining to a disposal bin or outlet on the same turf /obj/structure/disposalpipe/trunk icon_state = "pipe-t" var/obj/linked // the linked obj/machinery/disposal or obj/disposaloutlet /obj/structure/disposalpipe/trunk/New() ..() dpdir = dir spawn(1) getlinked() update() return /obj/structure/disposalpipe/trunk/proc/getlinked() linked = null var/obj/machinery/disposal/D = locate() in src.loc if(D) linked = D if (!D.trunk) D.trunk = src var/obj/structure/disposaloutlet/O = locate() in src.loc if(O) linked = O update() return // Override attackby so we disallow trunkremoval when somethings ontop /obj/structure/disposalpipe/trunk/attackby(var/obj/item/I, var/mob/user) //Disposal bins or chutes /* These shouldn't be required var/obj/machinery/disposal/D = locate() in src.loc if(D && D.anchored) return //Disposal outlet var/obj/structure/disposaloutlet/O = locate() in src.loc if(O && O.anchored) return */ //Disposal constructors var/obj/structure/disposalconstruct/C = locate() in src.loc if(C && C.anchored) return var/turf/T = src.loc if(T.intact) return // prevent interaction with T-scanner revealed pipes src.add_fingerprint(user) if(istype(I, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/W = I if(W.remove_fuel(0,user)) playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1) // check if anything changed over 2 seconds var/turf/uloc = user.loc var/atom/wloc = W.loc user << "Slicing the disposal pipe." sleep(30) if(!W.isOn()) return if(user.loc == uloc && wloc == W.loc) welded() else user << "You must stay still while welding the pipe." else user << "You need more welding fuel to cut the pipe." return // would transfer to next pipe segment, but we are in a trunk // if not entering from disposal bin, // transfer to linked object (outlet or bin) /obj/structure/disposalpipe/trunk/transfer(var/obj/structure/disposalholder/H) if(H.dir == DOWN) // we just entered from a disposer return ..() // so do base transfer proc // otherwise, go to the linked object if(linked) var/obj/structure/disposaloutlet/O = linked if(istype(O) && (H)) O.expel(H) // expel at outlet else var/obj/machinery/disposal/D = linked if(H) D.expel(H) // expel at disposal else if(H) src.expel(H, src.loc, 0) // expel at turf return null // nextdir /obj/structure/disposalpipe/trunk/nextdir(var/fromdir) if(fromdir == DOWN) return dir else return 0 // a broken pipe /obj/structure/disposalpipe/broken icon_state = "pipe-b" dpdir = 0 // broken pipes have dpdir=0 so they're not found as 'real' pipes // i.e. will be treated as an empty turf desc = "A broken piece of disposal pipe." New() ..() update() return // called when welded // for broken pipe, remove and turn into scrap welded() // var/obj/item/scrap/S = new(src.loc) // S.set_components(200,0,0) del(src) // the disposal outlet machine /obj/structure/disposaloutlet name = "disposal outlet" desc = "An outlet for the pneumatic disposal system." icon = 'icons/obj/pipes/disposal.dmi' icon_state = "outlet" density = 1 anchored = 1 var/active = 0 var/turf/target // this will be where the output objects are 'thrown' to. var/mode = 0 New() ..() spawn(1) target = get_ranged_target_turf(src, dir, 10) var/obj/structure/disposalpipe/trunk/trunk = locate() in src.loc if(trunk) trunk.linked = src // link the pipe trunk to self // expel the contents of the holder object, then delete it // called when the holder exits the outlet proc/expel(var/obj/structure/disposalholder/H) flick("outlet-open", src) playsound(src, 'sound/machines/warning-buzzer.ogg', 50, 0, 0) sleep(20) //wait until correct animation frame playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0) if(H) for(var/atom/movable/AM in H) AM.loc = src.loc AM.pipe_eject(dir) spawn(5) AM.throw_at(target, 3, 1) H.vent_gas(src.loc) del(H) return attackby(var/obj/item/I, var/mob/user) if(!I || !user) return src.add_fingerprint(user) if(istype(I, /obj/item/weapon/screwdriver)) if(mode==0) mode=1 playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1) user << "You remove the screws around the power connection." return else if(mode==1) mode=0 playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1) user << "You attach the screws around the power connection." return else if(istype(I,/obj/item/weapon/weldingtool) && mode==1) var/obj/item/weapon/weldingtool/W = I if(W.remove_fuel(0,user)) playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1) user << "You start slicing the floorweld off the disposal outlet." if(do_after(user,20)) if(!src || !W.isOn()) return user << "You sliced the floorweld off the disposal outlet." var/obj/structure/disposalconstruct/C = new (src.loc) src.transfer_fingerprints_to(C) C.ptype = 7 // 7 = outlet C.update() C.anchored = 1 C.density = 1 del(src) return else user << "You need more welding fuel to complete this task." return // called when movable is expelled from a disposal pipe or outlet // by default does nothing, override for special behaviour /atom/movable/proc/pipe_eject(var/direction) return // check if mob has client, if so restore client view on eject /mob/pipe_eject(var/direction) if (src.client) src.client.perspective = MOB_PERSPECTIVE src.client.eye = src return /obj/effect/decal/cleanable/blood/gibs/pipe_eject(var/direction) var/list/dirs if(direction) dirs = list( direction, turn(direction, -45), turn(direction, 45)) else dirs = alldirs.Copy() src.streak(dirs) /obj/effect/decal/cleanable/robot_debris/gib/pipe_eject(var/direction) var/list/dirs if(direction) dirs = list( direction, turn(direction, -45), turn(direction, 45)) else dirs = alldirs.Copy() src.streak(dirs)