Files
CHOMPStation2/code/game/objects/items/blueprints.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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/obj/item/blueprints
name = "station blueprints"
desc = "Blueprints of the station. There's stamp \"Classified\" and several coffee stains on it."
icon = 'icons/obj/items.dmi'
icon_state = "blueprints"
attack_verb = list("attacked", "bapped", "hit")
var/const/AREA_ERRNONE = 0
var/const/AREA_STATION = 1
var/const/AREA_SPACE = 2
var/const/AREA_SPECIAL = 3
var/const/BORDER_ERROR = 0
var/const/BORDER_NONE = 1
var/const/BORDER_BETWEEN = 2
var/const/BORDER_2NDTILE = 3
var/const/BORDER_SPACE = 4
var/const/ROOM_ERR_LOLWAT = 0
var/const/ROOM_ERR_SPACE = -1
var/const/ROOM_ERR_TOOLARGE = -2
/obj/item/blueprints/attack_self(mob/M as mob)
if (!istype(M,/mob/living/carbon/human))
M << "This is stack of useless pieces of harsh paper." //monkeys cannot into projecting
return
interact()
return
/obj/item/blueprints/Topic(href, href_list)
..()
if ((usr.restrained() || usr.stat || usr.get_active_hand() != src))
return
if (!href_list["action"])
return
switch(href_list["action"])
if ("create_area")
if (get_area_type()!=AREA_SPACE)
interact()
return
create_area()
if ("edit_area")
if (get_area_type()!=AREA_STATION)
interact()
return
edit_area()
/obj/item/blueprints/interact()
var/area/A = get_area()
var/text = {"<HTML><head><title>[src]</title></head><BODY>
<h2>[station_name()] blueprints</h2>
<small>Property of Nanotrasen. For heads of staff only. Store in high-secure storage.</small><hr>
"}
switch (get_area_type())
if (AREA_SPACE)
text += {"
<p>According this blueprints you are in <b>open space</b> now.</p>
<p><a href='?src=\ref[src];action=create_area'>Mark this place as new area.</a></p>
"}
if (AREA_STATION)
text += {"
<p>According this blueprints you are in <b>[A.name]</b> now.</p>
<p>You may <a href='?src=\ref[src];action=edit_area'>
move an amendment</a> to the drawing.</p>
"}
if (AREA_SPECIAL)
text += {"
<p>This place isn't noted on these blueprints.</p>
"}
else
return
text += "</BODY></HTML>"
usr << browse(text, "window=blueprints")
onclose(usr, "blueprints")
/obj/item/blueprints/proc/get_area()
var/turf/T = get_turf_loc(usr)
var/area/A = T.loc
A = A.master
return A
/obj/item/blueprints/proc/get_area_type(var/area/A = get_area())
if (A.name == "Space")
return AREA_SPACE
var/list/SPECIALS = list(
/area/shuttle,
/area/admin,
/area/arrival,
/area/centcom,
/area/asteroid,
/area/tdome,
/area/syndicate_station,
/area/wizard_station,
/area/prison
// /area/derelict //commented out, all hail derelict-rebuilders!
)
for (var/type in SPECIALS)
if ( istype(A,type) )
return AREA_SPECIAL
return AREA_STATION
/obj/item/blueprints/proc/create_area()
//world << "DEBUG: create_area"
var/res = detect_room(get_turf_loc(usr))
if(!istype(res,/list))
switch(res)
if(ROOM_ERR_SPACE)
usr << "\red New area must be complete airtight!"
return
if(ROOM_ERR_TOOLARGE)
usr << "\red New area too large!"
return
else
usr << "\red Error! Please notify administration!"
return
var/list/turf/turfs = res
var/str = trim(stripped_input(usr,"New area title","Blueprints editing", "", MAX_NAME_LEN))
if(!str || !length(str)) //cancel
return
if(length(str) > 50)
usr << "\red Text too long."
return
var/area/A = new
A.name = str
A.tag="[A.type]_[md5(str)]" // without this dynamic light system ruin everithing
//var/ma
//ma = A.master ? "[A.master]" : "(null)"
//world << "DEBUG: create_area: <br>A.name=[A.name]<br>A.tag=[A.tag]<br>A.master=[ma]"
A.power_equip = 0
A.power_light = 0
A.power_environ = 0
A.always_unpowered = 0
move_turfs_to_area(turfs, A)
A.always_unpowered = 0
for(var/turf/T in A.contents)
T.lighting_changed = 1
lighting_controller.changed_turfs += T
spawn(5)
//ma = A.master ? "[A.master]" : "(null)"
//world << "DEBUG: create_area(5): <br>A.name=[A.name]<br>A.tag=[A.tag]<br>A.master=[ma]"
interact()
return
/obj/item/blueprints/proc/move_turfs_to_area(var/list/turf/turfs, var/area/A)
A.contents.Add(turfs)
//oldarea.contents.Remove(usr.loc) // not needed
//T.loc = A //error: cannot change constant value
/obj/item/blueprints/proc/edit_area()
var/area/A = get_area()
//world << "DEBUG: edit_area"
var/prevname = A.name
var/str = trim(stripped_input(usr,"New area title","Blueprints editing", prevname, MAX_NAME_LEN))
if(!str || !length(str) || str==prevname) //cancel
return
if(length(str) > 50)
usr << "\red Text too long."
return
set_area_machinery_title(A,str,prevname)
for(var/area/RA in A.related)
RA.name = str
usr << "\blue You set the area '[prevname]' title to '[str]'."
interact()
return
/obj/item/blueprints/proc/set_area_machinery_title(var/area/A,var/title,var/oldtitle)
if (!oldtitle) // or replacetext goes to infinite loop
return
for(var/area/RA in A.related)
for(var/obj/machinery/alarm/M in RA)
M.name = replacetext(M.name,oldtitle,title)
for(var/obj/machinery/power/apc/M in RA)
M.name = replacetext(M.name,oldtitle,title)
for(var/obj/machinery/atmospherics/unary/vent_scrubber/M in RA)
M.name = replacetext(M.name,oldtitle,title)
for(var/obj/machinery/atmospherics/unary/vent_pump/M in RA)
M.name = replacetext(M.name,oldtitle,title)
for(var/obj/machinery/door/M in RA)
M.name = replacetext(M.name,oldtitle,title)
//TODO: much much more. Unnamed airlocks, cameras, etc.
/obj/item/blueprints/proc/check_tile_is_border(var/turf/T2,var/dir)
if (istype(T2, /turf/space))
return BORDER_SPACE //omg hull breach we all going to die here
if (istype(T2, /turf/simulated/shuttle))
return BORDER_SPACE
if (get_area_type(T2.loc)!=AREA_SPACE)
return BORDER_BETWEEN
if (istype(T2, /turf/simulated/wall))
return BORDER_2NDTILE
if (!istype(T2, /turf/simulated))
return BORDER_BETWEEN
for (var/obj/structure/window/W in T2)
if(turn(dir,180) == W.dir)
return BORDER_BETWEEN
if (W.dir in list(NORTHEAST,SOUTHEAST,NORTHWEST,SOUTHWEST))
return BORDER_2NDTILE
for(var/obj/machinery/door/window/D in T2)
if(turn(dir,180) == D.dir)
return BORDER_BETWEEN
if (locate(/obj/machinery/door) in T2)
return BORDER_2NDTILE
if (locate(/obj/structure/falsewall) in T2)
return BORDER_2NDTILE
if (locate(/obj/structure/falserwall) in T2)
return BORDER_2NDTILE
return BORDER_NONE
/obj/item/blueprints/proc/detect_room(var/turf/first)
var/list/turf/found = new
var/list/turf/pending = list(first)
while(pending.len)
if (found.len+pending.len > 300)
return ROOM_ERR_TOOLARGE
var/turf/T = pending[1] //why byond havent list::pop()?
pending -= T
for (var/dir in cardinal)
var/skip = 0
for (var/obj/structure/window/W in T)
if(dir == W.dir || (W.dir in list(NORTHEAST,SOUTHEAST,NORTHWEST,SOUTHWEST)))
skip = 1; break
if (skip) continue
for(var/obj/machinery/door/window/D in T)
if(dir == D.dir)
skip = 1; break
if (skip) continue
var/turf/NT = get_step(T,dir)
if (!isturf(NT) || (NT in found) || (NT in pending))
continue
switch(check_tile_is_border(NT,dir))
if(BORDER_NONE)
pending+=NT
if(BORDER_BETWEEN)
//do nothing, may be later i'll add 'rejected' list as optimization
if(BORDER_2NDTILE)
found+=NT //tile included to new area, but we dont seek more
if(BORDER_SPACE)
return ROOM_ERR_SPACE
found+=T
return found