Files
CHOMPStation2/code/game/machinery/CableLayer.dm
2015-04-22 08:42:49 +03:00

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/obj/machinery/cablelayer
name = "automatic cable layer"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "pipe_d"
density = 1
var/obj/structure/cable/last_piece
var/obj/item/stack/cable_coil/cable
var/max_cable = 100
var/on = 0
/obj/machinery/cablelayer/New()
cable = new(src)
cable.amount = 100
..()
/obj/machinery/cablelayer/Move(new_turf,M_Dir)
..()
layCable(new_turf,M_Dir)
/obj/machinery/cablelayer/attack_hand(mob/user as mob)
if(!cable&&!on)
user << "\The [src] don't work with no cable."
return
on=!on
user.visible_message("\The [src] [!on?"dea":"a"]ctivated.", "[user] [!on?"dea":"a"]ctivated \the [src].")
return
/obj/machinery/cablelayer/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(istype(O, /obj/item/stack/cable_coil))
var/result = load_cable(O)
if(!result)
user << "Reel is full."
else
user << "[result] meters of cable successfully loaded."
return
if(istype(O, /obj/item/weapon/screwdriver))
if(cable && cable.amount)
var/m = round(input(usr,"Please specify the length of cable to cut","Cut cable",min(cable.amount,30)) as num, 1)
m = min(m, cable.amount)
m = min(m, 30)
if(m)
use_cable(m)
var/obj/item/stack/cable_coil/CC = new (get_turf(src))
CC.amount = m
else
usr << "There's no more cable on the reel."
/obj/machinery/cablelayer/examine(mob/user)
..()
user << "\The [src] has [cable.amount] meter\s."
/obj/machinery/cablelayer/proc/load_cable(var/obj/item/stack/cable_coil/CC)
if(istype(CC) && CC.amount)
var/cur_amount = cable? cable.amount : 0
var/to_load = max(max_cable - cur_amount,0)
if(to_load)
to_load = min(CC.amount, to_load)
if(!cable)
cable = new(src)
cable.amount = 0
cable.amount += to_load
CC.use(to_load)
return to_load
else
return 0
return
/obj/machinery/cablelayer/proc/use_cable(amount)
if(!cable || cable.amount<1)
visible_message("Cable depleted, [src] deactivated.")
return
/* if(cable.amount < amount)
visible_message("No enough cable to finish the task.")
return*/
cable.use(amount)
return 1
/obj/machinery/cablelayer/proc/reset()
last_piece = null
/obj/machinery/cablelayer/proc/dismantleFloor(var/turf/new_turf)
if(istype(new_turf, /turf/simulated/floor))
var/turf/simulated/floor/T = new_turf
if(!T.is_plating())
if(!T.broken && !T.burnt)
new T.floor_type(T)
T.make_plating()
return !new_turf.intact
/obj/machinery/cablelayer/proc/layCable(var/turf/new_turf,var/M_Dir)
if(!on)
return reset()
else
dismantleFloor(new_turf)
if(!istype(new_turf) || !dismantleFloor(new_turf))
return reset()
var/fdirn = turn(M_Dir,180)
for(var/obj/structure/cable/LC in new_turf) // check to make sure there's not a cable there already
if(LC.d1 == fdirn || LC.d2 == fdirn)
return reset()
if(!use_cable(1))
return reset()
var/obj/structure/cable/NC = new(new_turf)
NC.cableColor("red")
NC.d1 = 0
NC.d2 = fdirn
NC.updateicon()
var/datum/powernet/PN
if(last_piece && last_piece.d2 != M_Dir)
last_piece.d1 = min(last_piece.d2, M_Dir)
last_piece.d2 = max(last_piece.d2, M_Dir)
last_piece.updateicon()
PN = last_piece.powernet
if(!PN)
PN = new()
PN.add_cable(NC)
NC.mergeConnectedNetworks(NC.d2)
//NC.mergeConnectedNetworksOnTurf()
last_piece = NC
return 1