Files
CHOMPStation2/code/modules/power/cable.dm
Chinsky 4d7aa320cb Due to git tree being fucked up for some reason, manually reapplied many man many fixes.
Just got to tip of real tree and got zipball, then unpacked it here.
2013-02-07 07:13:27 +04:00

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// 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/obj/structure/cable/proc/get_powernet() //TODO: remove this as it is obsolete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_hand(mob/user)
if(ishuman(user))
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("WIRE",src,user:wear_suit)
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, color)
else
new/obj/item/weapon/cable_coil(T, 1, 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, color)
del(src)
if(3.0)
if (prob(25))
new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1, 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
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 | USEDELAY | FPRINT | CONDUCT
slot_flags = SLOT_BELT
item_state = "coil_red"
attack_verb = list("whipped", "lashed", "disciplined", "flogged")
suicide_act(mob/user)
viewers(user) << "\red <b>[user] is strangling \himself with the [src.name]! It looks like \he's trying to commit suicide.</b>"
return(OXYLOSS)
/obj/item/weapon/cable_coil/New(loc, length = MAXCOIL, var/param_color = null)
..()
src.amount = length
if (param_color)
color = param_color
pixel_x = rand(-2,2)
pixel_y = rand(-2,2)
updateicon()
/obj/item/weapon/cable_coil/proc/updateicon()
if (!color)
color = pick("red", "yellow", "blue", "green")
if(amount == 1)
icon_state = "coil_[color]1"
name = "cable piece"
else if(amount == 2)
icon_state = "coil_[color]2"
name = "cable piece"
else
icon_state = "coil_[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_[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,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(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.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(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.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(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.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
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
color = "yellow"
icon_state = "coil_yellow"
/obj/item/weapon/cable_coil/blue
color = "blue"
icon_state = "coil_blue"
/obj/item/weapon/cable_coil/green
color = "green"
icon_state = "coil_green"
/obj/item/weapon/cable_coil/pink
color = "pink"
icon_state = "coil_pink"
/obj/item/weapon/cable_coil/orange
color = "orange"
icon_state = "coil_orange"
/obj/item/weapon/cable_coil/cyan
color = "cyan"
icon_state = "coil_cyan"
/obj/item/weapon/cable_coil/white
color = "white"
icon_state = "coil_white"
/obj/item/weapon/cable_coil/random/New()
color = pick("red","yellow","green","blue","pink")
icon_state = "coil_[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 ..()