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https://github.com/CHOMPStation2/CHOMPStation2.git
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machine.process() now uses a return value to remove itself from the processing machines list. This is more efficient and will help reduce costs especially at round start where some 5000+ machines were removed from the list using first-find. Now there is no searching involved. Instead of machines.Remove(src) just do .=PROCESS_KILL that will return the flag to the proc which called it (the MC) and trigger its removal from the list. If you're deleting something don't even bother removing it from the machines list, there is no need to. Simplified the last_processed stuff for the MC. It's now a single variable rather than 3. It is simply a typepath rather than a reference to an object (this is so it works even if said object is deleted) MC stats in admin status_panels now show the length of the processing lists (indicated by #). I've just realised I forgot to mention what the abbreviations are: The less obvious ones are: Dis=diseases; Net=pipes; Pnet=powernets; Mch=Machines; Tick=the game-mode ticker. Beach-water now uses an overlay image rather than a separate object. Fixed a typo in the shuttle console. Hydroponics trays no longer use first-find within their process() for checking the plant is in the tray (why is that even there anyway? talk about lazy) Removed some junk/placeholder procs like organ/proc/process() return Removed newscasters from the processing machines lists. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4603 316c924e-a436-60f5-8080-3fe189b3f50e
332 lines
7.3 KiB
Plaintext
332 lines
7.3 KiB
Plaintext
obj/machinery/atmospherics/valve
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icon = 'icons/obj/atmospherics/valve.dmi'
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icon_state = "valve0"
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name = "manual valve"
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desc = "A pipe valve"
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dir = SOUTH
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initialize_directions = SOUTH|NORTH
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var/open = 0
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var/openDuringInit = 0
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var/obj/machinery/atmospherics/node1
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var/obj/machinery/atmospherics/node2
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var/datum/pipe_network/network_node1
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var/datum/pipe_network/network_node2
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update_icon(animation)
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if(animation)
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flick("valve[src.open][!src.open]",src)
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else
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icon_state = "valve[open]"
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New()
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switch(dir)
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if(NORTH || SOUTH)
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initialize_directions = NORTH|SOUTH
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if(EAST || WEST)
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initialize_directions = EAST|WEST
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..()
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network_expand(datum/pipe_network/new_network, obj/machinery/atmospherics/pipe/reference)
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if(reference == node1)
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network_node1 = new_network
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if(open)
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network_node2 = new_network
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else if(reference == node2)
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network_node2 = new_network
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if(open)
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network_node1 = new_network
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if(new_network.normal_members.Find(src))
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return 0
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new_network.normal_members += src
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if(open)
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if(reference == node1)
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if(node2)
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return node2.network_expand(new_network, src)
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else if(reference == node2)
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if(node1)
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return node1.network_expand(new_network, src)
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return null
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Del()
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loc = null
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if(node1)
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node1.disconnect(src)
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del(network_node1)
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if(node2)
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node2.disconnect(src)
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del(network_node2)
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node1 = null
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node2 = null
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..()
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proc/open()
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if(open) return 0
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open = 1
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update_icon()
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if(network_node1&&network_node2)
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network_node1.merge(network_node2)
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network_node2 = network_node1
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if(network_node1)
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network_node1.update = 1
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else if(network_node2)
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network_node2.update = 1
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return 1
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proc/close()
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if(!open)
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return 0
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open = 0
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update_icon()
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if(network_node1)
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del(network_node1)
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if(network_node2)
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del(network_node2)
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build_network()
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return 1
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proc/normalize_dir()
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if(dir==3)
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dir = 1
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else if(dir==12)
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dir = 4
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attack_ai(mob/user as mob)
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return
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attack_paw(mob/user as mob)
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return attack_hand(user)
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attack_hand(mob/user as mob)
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src.add_fingerprint(usr)
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update_icon(1)
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sleep(10)
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if (src.open)
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src.close()
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else
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src.open()
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process()
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..()
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. = PROCESS_KILL
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/* if(open && (!node1 || !node2))
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close()
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if(!node1)
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if(!nodealert)
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//world << "Missing node from [src] at [src.x],[src.y],[src.z]"
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nodealert = 1
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else if (!node2)
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if(!nodealert)
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//world << "Missing node from [src] at [src.x],[src.y],[src.z]"
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nodealert = 1
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else if (nodealert)
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nodealert = 0
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*/
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return
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initialize()
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normalize_dir()
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var/node1_dir
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var/node2_dir
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for(var/direction in cardinal)
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if(direction&initialize_directions)
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if (!node1_dir)
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node1_dir = direction
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else if (!node2_dir)
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node2_dir = direction
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for(var/obj/machinery/atmospherics/target in get_step(src,node1_dir))
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if(target.initialize_directions & get_dir(target,src))
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node1 = target
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break
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for(var/obj/machinery/atmospherics/target in get_step(src,node2_dir))
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if(target.initialize_directions & get_dir(target,src))
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node2 = target
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break
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if(openDuringInit)
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open()
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openDuringInit = 0
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build_network()
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/*
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var/connect_directions
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switch(dir)
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if(NORTH)
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connect_directions = NORTH|SOUTH
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if(SOUTH)
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connect_directions = NORTH|SOUTH
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if(EAST)
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connect_directions = EAST|WEST
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if(WEST)
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connect_directions = EAST|WEST
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else
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connect_directions = dir
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for(var/direction in cardinal)
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if(direction&connect_directions)
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for(var/obj/machinery/atmospherics/target in get_step(src,direction))
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if(target.initialize_directions & get_dir(target,src))
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connect_directions &= ~direction
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node1 = target
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break
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if(node1)
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break
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for(var/direction in cardinal)
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if(direction&connect_directions)
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for(var/obj/machinery/atmospherics/target in get_step(src,direction))
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if(target.initialize_directions & get_dir(target,src))
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node2 = target
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break
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if(node1)
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break
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*/
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build_network()
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if(!network_node1 && node1)
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network_node1 = new /datum/pipe_network()
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network_node1.normal_members += src
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network_node1.build_network(node1, src)
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if(!network_node2 && node2)
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network_node2 = new /datum/pipe_network()
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network_node2.normal_members += src
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network_node2.build_network(node2, src)
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return_network(obj/machinery/atmospherics/reference)
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build_network()
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if(reference==node1)
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return network_node1
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if(reference==node2)
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return network_node2
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return null
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reassign_network(datum/pipe_network/old_network, datum/pipe_network/new_network)
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if(network_node1 == old_network)
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network_node1 = new_network
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if(network_node2 == old_network)
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network_node2 = new_network
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return 1
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return_network_air(datum/network/reference)
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return null
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disconnect(obj/machinery/atmospherics/reference)
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if(reference==node1)
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del(network_node1)
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node1 = null
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else if(reference==node2)
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del(network_node2)
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node2 = null
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return null
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digital // can be controlled by AI
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name = "digital valve"
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desc = "A digitally controlled valve."
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icon = 'icons/obj/atmospherics/digital_valve.dmi'
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attack_ai(mob/user as mob)
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return src.attack_hand(user)
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attack_hand(mob/user as mob)
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if(!src.allowed(user))
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user << "\red Access denied."
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return
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..()
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//Radio remote control
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proc
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set_frequency(new_frequency)
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radio_controller.remove_object(src, frequency)
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frequency = new_frequency
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if(frequency)
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radio_connection = radio_controller.add_object(src, frequency, RADIO_ATMOSIA)
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var/frequency = 0
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var/id = null
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var/datum/radio_frequency/radio_connection
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initialize()
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..()
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if(frequency)
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set_frequency(frequency)
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receive_signal(datum/signal/signal)
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if(!signal.data["tag"] || (signal.data["tag"] != id))
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return 0
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switch(signal.data["command"])
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if("valve_open")
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if(!open)
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open()
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if("valve_close")
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if(open)
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close()
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if("valve_toggle")
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if(open)
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close()
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else
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open()
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attackby(var/obj/item/weapon/W as obj, var/mob/user as mob)
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if (!istype(W, /obj/item/weapon/wrench))
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return ..()
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if (istype(src, /obj/machinery/atmospherics/valve/digital))
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user << "\red You cannot unwrench this [src], it's too complicated."
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return 1
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var/turf/T = src.loc
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if (level==1 && isturf(T) && T.intact)
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user << "\red You must remove the plating first."
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return 1
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var/datum/gas_mixture/int_air = return_air()
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var/datum/gas_mixture/env_air = loc.return_air()
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if ((int_air.return_pressure()-env_air.return_pressure()) > 2*ONE_ATMOSPHERE)
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user << "\red You cannot unwrench this [src], it too exerted due to internal pressure."
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add_fingerprint(user)
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return 1
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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user << "\blue You begin to unfasten \the [src]..."
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if (do_after(user, 40))
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user.visible_message( \
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"[user] unfastens \the [src].", \
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"\blue You have unfastened \the [src].", \
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"You hear ratchet.")
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new /obj/item/pipe(loc, make_from=src)
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del(src)
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