mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
You can now dispense Disposal Bins, Outlets and Chutes from the disposal dispenser. These are movable and you can attach them above open trunks with a wrench, then weld them to attach them completely. You can remove Bins by turning off their pump, then screwdriver, then weld, then wrench. Same with outlet and chute except for the pump part. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3690 316c924e-a436-60f5-8080-3fe189b3f50e
296 lines
8.7 KiB
Plaintext
296 lines
8.7 KiB
Plaintext
/obj/effect/bigDelivery //Why is this an effect? 0.o --SkyMarshal
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desc = "A big wrapped package."
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name = "large parcel"
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icon = 'storage.dmi'
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icon_state = "deliverycloset"
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var/obj/wrapped = null
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density = 1
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var/sortTag = 0
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flags = FPRINT
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mouse_drag_pointer = MOUSE_ACTIVE_POINTER
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attack_hand(mob/user as mob)
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if(wrapped) //sometimes items can disappear. For example, bombs. --rastaf0
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wrapped.loc = (get_turf(src.loc))
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if(istype(wrapped, /obj/structure/closet))
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var/obj/structure/closet/O = wrapped
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O.welded = 0
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del(src)
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return
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attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W, /obj/item/device/destTagger))
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var/obj/item/device/destTagger/O = W
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user << "\blue *TAGGED*"
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src.sortTag = O.currTag
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else if(istype(W, /obj/item/weapon/pen))
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var/str = copytext(sanitize(input(usr,"Label text?","Set label","")),1,MAX_NAME_LEN)
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if(!str || !length(str))
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usr << "\red Invalid text."
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return
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for(var/mob/M in viewers())
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M << "\blue [user] labels [src] as [str]."
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src.name = "[src.name] ([str])"
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return
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/obj/item/smallDelivery
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desc = "A small wrapped package."
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name = "small parcel"
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icon = 'storage.dmi'
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icon_state = "deliverycrateSmall"
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var/obj/item/wrapped = null
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var/sortTag = 0
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flags = FPRINT
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attack_self(mob/user as mob)
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if (src.wrapped) //sometimes items can disappear. For example, bombs. --rastaf0
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wrapped.loc = user.loc
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if(ishuman(user))
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user.put_in_hand(wrapped)
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else
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wrapped.loc = get_turf_loc(src)
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del(src)
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return
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attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W, /obj/item/device/destTagger))
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var/obj/item/device/destTagger/O = W
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user << "\blue *TAGGED*"
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src.sortTag = O.currTag
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else if(istype(W, /obj/item/weapon/pen))
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var/str = copytext(sanitize(input(usr,"Label text?","Set label","")),1,MAX_NAME_LEN)
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if(!str || !length(str))
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usr << "\red Invalid text."
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return
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for(var/mob/M in viewers())
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M << "\blue [user] labels [src] as [str]."
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src.name = "[src.name] ([str])"
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return
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/obj/item/weapon/packageWrap
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name = "package wrapper"
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icon = 'items.dmi'
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icon_state = "deliveryPaper"
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w_class = 3.0
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var/amount = 25.0
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afterattack(var/obj/target as obj, mob/user as mob)
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if(!(istype(target, /obj))) //this really shouldn't be necessary (but it is). -Pete
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return
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if(istype(target, /obj/structure/table) || istype(target, /obj/structure/rack) || istype(target,/obj/item/smallDelivery))
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return
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if(target.anchored)
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return
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if(target in user)
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return
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user.attack_log += text("\[[time_stamp()]\] <font color='blue'>Has used [src.name] on \ref[target]</font>")
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if (istype(target, /obj/item) && !(istype(target, /obj/item/weapon/storage)))
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var/obj/item/O = target
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if (src.amount > 1)
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var/obj/item/smallDelivery/P = new /obj/item/smallDelivery(get_turf(O.loc)) //Aaannd wrap it up!
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if(!istype(O.loc, /turf))
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if(user.client)
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user.client.screen -= O
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P.wrapped = O
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O.loc = P
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src.amount -= 1
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else if (istype(target, /obj/structure/closet/crate))
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var/obj/structure/closet/crate/O = target
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if (src.amount > 3 && !O.opened)
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var/obj/effect/bigDelivery/P = new /obj/effect/bigDelivery(get_turf(O.loc))
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P.icon_state = "deliverycrate"
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P.wrapped = O
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O.loc = P
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src.amount -= 3
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else if(src.amount < 3)
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user << "\blue You need more paper."
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else if (istype (target, /obj/structure/closet))
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var/obj/structure/closet/O = target
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if (src.amount > 3 && !O.opened)
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var/obj/effect/bigDelivery/P = new /obj/effect/bigDelivery(get_turf(O.loc))
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P.wrapped = O
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O.welded = 1
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O.loc = P
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src.amount -= 3
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else if(src.amount < 3)
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user << "\blue You need more paper."
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else
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user << "\blue The object you are trying to wrap is unsuitable for the sorting machinery!"
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if (src.amount <= 0)
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new /obj/item/weapon/c_tube( src.loc )
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del(src)
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return
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return
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examine()
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if(src in usr)
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usr << "\blue There are [amount] units of package wrap left!"
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..()
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return
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/obj/item/device/destTagger
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name = "destination tagger"
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desc = "Used to set the destination of properly wrapped packages."
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icon_state = "forensic0"
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var/currTag = 0
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var/list/locationList = list("Disposals",
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"Cargo Bay", "QM Office", "Engineering", "CE Office",
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"Atmospherics", "Security", "HoS Office", "Medbay",
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"CMO Office", "Chemistry", "Research", "RD Office",
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"Robotics", "HoP Office", "Library", "Chapel", "Theatre",
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"Bar", "Kitchen", "Hydroponics", "Janitor Closet",)
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//The whole system for the sorttype var is determined based on the order of this list,
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//disposals must always be 1, since anything that's untagged will automatically go to disposals, or sorttype = 1 --Superxpdude
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//If you don't want to fuck up disposals, add to this list, and don't change the order.
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//If you insist on changing the order, you'll have to change every sort junction to reflect the new order. --Pete
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w_class = 1
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item_state = "electronic"
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flags = FPRINT | TABLEPASS | CONDUCT
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slot_flags = SLOT_BELT
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attack_self(mob/user as mob)
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var/dat = "<TT><B>TagMaster 2.2</B><BR><BR>"
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if (src.currTag == 0)
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dat += "<br>Current Selection: None<br>"
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else
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dat += "<br>Current Selection: [locationList[currTag]]<br><br>"
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for (var/i = 1, i <= locationList.len, i++)
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dat += "<A href='?src=\ref[src];nextTag=[i]'>[locationList[i]]</A>"
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if (i%4==0)
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dat += "<br>"
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else
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dat += " "
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user << browse(dat, "window=destTagScreen")
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onclose(user, "destTagScreen")
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return
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Topic(href, href_list)
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src.add_fingerprint(usr)
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if(href_list["nextTag"])
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var/n = text2num(href_list["nextTag"])
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src.currTag = n
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src.updateUsrDialog()
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/*
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attack(target as obj, mob/user as mob)
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user << "/blue *TAGGED*"
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target.sortTag = src.currTag
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attack(target as obj, mob/user as mob)
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user << "/blue You can only tag properly wrapped delivery packages!"
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*/
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attack(target as obj, mob/user as mob)
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if (istype(target, /obj/effect/bigDelivery))
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user << "\blue *TAGGED*"
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var/obj/effect/bigDelivery/O = target
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O.sortTag = src.currTag
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else if (istype(target, /obj/item/smallDelivery))
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user << "\blue *TAGGED*"
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var/obj/item/smallDelivery/O = target
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O.sortTag = src.currTag
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else
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user << "\blue You can only tag properly wrapped delivery packages!"
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return
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/obj/machinery/disposal/deliveryChute
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name = "Delivery chute"
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desc = "A chute for big and small packages alike!"
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density = 0
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icon_state = "intake"
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var/c_mode = 0
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interact()
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return
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update()
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return
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HasEntered(AM as mob|obj) //Go straight into the chute
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if (istype(AM, /obj))
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var/obj/O = AM
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O.loc = src
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else if (istype(AM, /mob))
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var/mob/M = AM
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M.loc = src
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src.flush()
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flush()
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flushing = 1
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flick("intake-closing", src)
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var/deliveryCheck = 0
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var/obj/structure/disposalholder/H = new() // virtual holder object which actually
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// travels through the pipes.
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for(var/obj/effect/bigDelivery/O in src)
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deliveryCheck = 1
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if(O.sortTag == 0)
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O.sortTag = 1
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for(var/obj/item/smallDelivery/O in src)
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deliveryCheck = 1
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if (O.sortTag == 0)
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O.sortTag = 1
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if(deliveryCheck == 0)
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H.destinationTag = 1
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H.init(src) // copy the contents of disposer to holder
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air_contents = new() // new empty gas resv.
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sleep(10)
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playsound(src, 'disposalflush.ogg', 50, 0, 0)
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sleep(5) // wait for animation to finish
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H.start(src) // start the holder processing movement
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flushing = 0
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// now reset disposal state
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flush = 0
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if(mode == 2) // if was ready,
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mode = 1 // switch to charging
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update()
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return
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attackby(var/obj/item/I, var/mob/user)
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if(!I || !user)
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return
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if(istype(I, /obj/item/weapon/screwdriver))
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if(c_mode==0)
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c_mode=1
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playsound(src.loc, 'Screwdriver.ogg', 50, 1)
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user << "You remove the screws around the power connection."
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return
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else if(c_mode==1)
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c_mode=0
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playsound(src.loc, 'Screwdriver.ogg', 50, 1)
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user << "You attach the screws around the power connection."
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return
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else if(istype(I,/obj/item/weapon/weldingtool) && c_mode==1)
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var/obj/item/weapon/weldingtool/W = I
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if(W.remove_fuel(0,user))
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playsound(src.loc, 'Welder2.ogg', 100, 1)
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user << "You start slicing the floorweld off the delivery chute."
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W:welding = 2
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if(do_after(user,20))
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user << "You sliced the floorweld off the delivery chute."
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var/obj/structure/disposalconstruct/C = new (src.loc)
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C.ptype = 8 // 8 = Delivery chute
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C.update()
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C.anchored = 1
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C.density = 1
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del(src)
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W:welding = 1
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return
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else
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user << "You need more welding fuel to complete this task."
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return |