Files
CHOMPStation2/code/modules/recycling/disposal-construction.dm
Mloc-Argent 117ca6a135 refactor 'dir = ' into 'set_dir()'
This should have little/no gameplay effect right now, just paving the
 way for directional lights.
Replaced handle_rotation() on buckly things with this.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2014-12-01 13:44:02 +00:00

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// Disposal pipe construction
// This is the pipe that you drag around, not the attached ones.
/obj/structure/disposalconstruct
name = "disposal pipe segment"
desc = "A huge pipe segment used for constructing disposal systems."
icon = 'icons/obj/pipes/disposal.dmi'
icon_state = "conpipe-s"
anchored = 0
density = 0
pressure_resistance = 5*ONE_ATMOSPHERE
matter = list("metal" = 1850)
level = 2
var/ptype = 0
// 0=straight, 1=bent, 2=junction-j1, 3=junction-j2, 4=junction-y, 5=trunk, 6=disposal bin, 7=outlet, 8=inlet
var/dpdir = 0 // directions as disposalpipe
var/base_state = "pipe-s"
// update iconstate and dpdir due to dir and type
proc/update()
var/flip = turn(dir, 180)
var/left = turn(dir, 90)
var/right = turn(dir, -90)
switch(ptype)
if(0)
base_state = "pipe-s"
dpdir = dir | flip
if(1)
base_state = "pipe-c"
dpdir = dir | right
if(2)
base_state = "pipe-j1"
dpdir = dir | right | flip
if(3)
base_state = "pipe-j2"
dpdir = dir | left | flip
if(4)
base_state = "pipe-y"
dpdir = dir | left | right
if(5)
base_state = "pipe-t"
dpdir = dir
// disposal bin has only one dir, thus we don't need to care about setting it
if(6)
if(anchored)
base_state = "disposal"
else
base_state = "condisposal"
if(7)
base_state = "outlet"
dpdir = dir
if(8)
base_state = "intake"
dpdir = dir
if(9)
base_state = "pipe-j1s"
dpdir = dir | right | flip
if(10)
base_state = "pipe-j2s"
dpdir = dir | left | flip
///// Z-Level stuff
if(11)
base_state = "pipe-u"
dpdir = dir
if(12)
base_state = "pipe-d"
dpdir = dir
///// Z-Level stuff
if(13)
base_state = "pipe-tagger"
dpdir = dir | flip
if(14)
base_state = "pipe-tagger-partial"
dpdir = dir | flip
///// Z-Level stuff
if(ptype<6 || ptype>8 && !(ptype==11 || ptype==12))
///// Z-Level stuff
icon_state = "con[base_state]"
else
icon_state = base_state
if(invisibility) // if invisible, fade icon
alpha = 128
// hide called by levelupdate if turf intact status changes
// change visibility status and force update of icon
hide(var/intact)
invisibility = (intact && level==1) ? 101: 0 // hide if floor is intact
update()
// flip and rotate verbs
verb/rotate()
set category = "Object"
set name = "Rotate Pipe"
set src in view(1)
if(usr.stat)
return
if(anchored)
usr << "You must unfasten the pipe before rotating it."
return
set_dir(turn(dir, -90))
update()
verb/flip()
set category = "Object"
set name = "Flip Pipe"
set src in view(1)
if(usr.stat)
return
if(anchored)
usr << "You must unfasten the pipe before flipping it."
return
set_dir(turn(dir, 180))
switch(ptype)
if(2)
ptype = 3
if(3)
ptype = 2
if(9)
ptype = 10
if(10)
ptype = 9
update()
// returns the type path of disposalpipe corresponding to this item dtype
proc/dpipetype()
switch(ptype)
if(0,1)
return /obj/structure/disposalpipe/segment
if(2,3,4)
return /obj/structure/disposalpipe/junction
if(5)
return /obj/structure/disposalpipe/trunk
if(6)
return /obj/machinery/disposal
if(7)
return /obj/structure/disposaloutlet
if(8)
return /obj/machinery/disposal/deliveryChute
if(9)
return /obj/structure/disposalpipe/sortjunction
if(10)
return /obj/structure/disposalpipe/sortjunction/flipped
///// Z-Level stuff
if(11)
return /obj/structure/disposalpipe/up
if(12)
return /obj/structure/disposalpipe/down
///// Z-Level stuff
if(13)
return /obj/structure/disposalpipe/tagger
if(14)
return /obj/structure/disposalpipe/tagger/partial
return
// attackby item
// wrench: (un)anchor
// weldingtool: convert to real pipe
attackby(var/obj/item/I, var/mob/user)
var/nicetype = "pipe"
var/ispipe = 0 // Indicates if we should change the level of this pipe
src.add_fingerprint(user)
switch(ptype)
if(6)
nicetype = "disposal bin"
if(7)
nicetype = "disposal outlet"
if(8)
nicetype = "delivery chute"
if(9, 10)
nicetype = "sorting pipe"
ispipe = 1
if(13)
nicetype = "tagging pipe"
ispipe = 1
if(14)
nicetype = "partial tagging pipe"
ispipe = 1
else
nicetype = "pipe"
ispipe = 1
var/turf/T = src.loc
if(T.intact)
user << "You can only attach the [nicetype] if the floor plating is removed."
return
var/obj/structure/disposalpipe/CP = locate() in T
if(istype(I, /obj/item/weapon/wrench))
if(anchored)
anchored = 0
if(ispipe)
level = 2
density = 0
else
density = 1
user << "You detach the [nicetype] from the underfloor."
else
if(ptype>=6 && ptype <= 8) // Disposal or outlet
if(CP) // There's something there
if(!istype(CP,/obj/structure/disposalpipe/trunk))
user << "The [nicetype] requires a trunk underneath it in order to work."
return
else // Nothing under, fuck.
user << "The [nicetype] requires a trunk underneath it in order to work."
return
else
if(CP)
update()
var/pdir = CP.dpdir
if(istype(CP, /obj/structure/disposalpipe/broken))
pdir = CP.dir
if(pdir & dpdir)
user << "There is already a [nicetype] at that location."
return
anchored = 1
if(ispipe)
level = 1 // We don't want disposal bins to disappear under the floors
density = 0
else
density = 1 // We don't want disposal bins or outlets to go density 0
user << "You attach the [nicetype] to the underfloor."
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
update()
else if(istype(I, /obj/item/weapon/weldingtool))
if(anchored)
var/obj/item/weapon/weldingtool/W = I
if(W.remove_fuel(0,user))
playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
user << "Welding the [nicetype] in place."
if(do_after(user, 20))
if(!src || !W.isOn()) return
user << "The [nicetype] has been welded in place!"
update() // TODO: Make this neat
if(ispipe) // Pipe
var/pipetype = dpipetype()
var/obj/structure/disposalpipe/P = new pipetype(src.loc)
src.transfer_fingerprints_to(P)
P.base_icon_state = base_state
P.set_dir(dir)
P.dpdir = dpdir
P.updateicon()
//Needs some special treatment ;)
if(ptype==9 || ptype==10)
var/obj/structure/disposalpipe/sortjunction/SortP = P
SortP.updatedir()
else if(ptype==6) // Disposal bin
var/obj/machinery/disposal/P = new /obj/machinery/disposal(src.loc)
src.transfer_fingerprints_to(P)
P.mode = 0 // start with pump off
else if(ptype==7) // Disposal outlet
var/obj/structure/disposaloutlet/P = new /obj/structure/disposaloutlet(src.loc)
src.transfer_fingerprints_to(P)
P.set_dir(dir)
var/obj/structure/disposalpipe/trunk/Trunk = CP
Trunk.linked = P
else if(ptype==8) // Disposal outlet
var/obj/machinery/disposal/deliveryChute/P = new /obj/machinery/disposal/deliveryChute(src.loc)
src.transfer_fingerprints_to(P)
P.set_dir(dir)
del(src)
return
else
user << "You need more welding fuel to complete this task."
return
else
user << "You need to attach it to the plating first!"
return