mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
1296 lines
35 KiB
Plaintext
1296 lines
35 KiB
Plaintext
// Disposal bin
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// Holds items for disposal into pipe system
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// Draws air from turf, gradually charges internal reservoir
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// Once full (~1 atm), uses air resv to flush items into the pipes
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// Automatically recharges air (unless off), will flush when ready if pre-set
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// Can hold items and human size things, no other draggables
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// Toilets are a type of disposal bin for small objects only and work on magic. By magic, I mean torque rotation
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#define SEND_PRESSURE 0.05*ONE_ATMOSPHERE
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/obj/machinery/disposal
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name = "disposal unit"
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desc = "A pneumatic waste disposal unit."
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icon = 'icons/obj/pipes/disposal.dmi'
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icon_state = "disposal"
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anchored = 1
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density = 1
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var/datum/gas_mixture/air_contents // internal reservoir
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var/mode = 1 // item mode 0=off 1=charging 2=charged
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var/flush = 0 // true if flush handle is pulled
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var/obj/structure/disposalpipe/trunk/trunk = null // the attached pipe trunk
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var/flushing = 0 // true if flushing in progress
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var/flush_every_ticks = 30 //Every 30 ticks it will look whether it is ready to flush
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var/flush_count = 0 //this var adds 1 once per tick. When it reaches flush_every_ticks it resets and tries to flush.
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var/last_sound = 0
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// create a new disposal
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// find the attached trunk (if present) and init gas resvr.
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New()
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..()
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spawn(5)
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trunk = locate() in src.loc
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if(!trunk)
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mode = 0
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flush = 0
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else
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trunk.linked = src // link the pipe trunk to self
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air_contents = new/datum/gas_mixture()
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//gas.volume = 1.05 * CELLSTANDARD
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update()
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// attack by item places it in to disposal
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attackby(var/obj/item/I, var/mob/user)
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if(stat & BROKEN || !I || !user)
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return
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if(isrobot(user) && !istype(I, /obj/item/weapon/trashbag))
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return
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src.add_fingerprint(user)
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if(mode<=0) // It's off
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if(istype(I, /obj/item/weapon/screwdriver))
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if(contents.len > 0)
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user << "Eject the items first!"
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return
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if(mode==0) // It's off but still not unscrewed
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mode=-1 // Set it to doubleoff l0l
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playsound(src.loc, 'sound/items/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(mode==-1)
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mode=0
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playsound(src.loc, 'sound/items/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) && mode==-1)
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if(contents.len > 0)
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user << "Eject the items first!"
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return
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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, 'sound/items/Welder2.ogg', 100, 1)
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user << "You start slicing the floorweld off the disposal unit."
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if(do_after(user,20))
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if(!src || !W.isOn()) return
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user << "You sliced the floorweld off the disposal unit."
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var/obj/structure/disposalconstruct/C = new (src.loc)
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src.transfer_fingerprints_to(C)
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C.ptype = 6 // 6 = disposal unit
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C.anchored = 1
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C.density = 1
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C.update()
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del(src)
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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
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if(istype(I, /obj/item/weapon/melee/energy/blade))
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user << "You can't place that item inside the disposal unit."
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return
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if(istype(I, /obj/item/weapon/trashbag))
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user << "\blue You empty the bag."
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for(var/obj/item/O in I.contents)
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O.loc = src
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I.contents -= O
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I.update_icon()
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update()
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return
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var/obj/item/weapon/grab/G = I
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if(istype(G)) // handle grabbed mob
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if(ismob(G.affecting))
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var/mob/GM = G.affecting
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for (var/mob/V in viewers(usr))
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V.show_message("[usr] starts putting [GM.name] into the disposal.", 3)
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if(do_after(usr, 20))
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if (GM.client)
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GM.client.perspective = EYE_PERSPECTIVE
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GM.client.eye = src
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GM.loc = src
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for (var/mob/C in viewers(src))
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C.show_message("\red [GM.name] has been placed in the [src] by [user].", 3)
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del(G)
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log_attack("<font color='red'>[usr] ([usr.ckey]) placed [GM] ([GM.ckey]) in a disposals unit.</font>")
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log_admin("ATTACK: [usr] ([usr.ckey]) placed [GM] ([GM.ckey]) in a disposals unit.")
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msg_admin_attack("ATTACK: [usr] ([usr.ckey]) placed [GM] ([GM.ckey]) in a disposals unit.")
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return
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if(!I) return
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user.drop_item()
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if(I)
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I.loc = src
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user << "You place \the [I] into the [src]."
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for(var/mob/M in viewers(src))
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if(M == user)
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continue
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M.show_message("[user.name] places \the [I] into the [src].", 3)
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update()
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// mouse drop another mob or self
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//
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MouseDrop_T(mob/target, mob/user)
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if (!istype(target) || target.buckled || get_dist(user, src) > 1 || get_dist(user, target) > 1 || user.stat || istype(user, /mob/living/silicon/ai))
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return
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src.add_fingerprint(user)
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var/msg
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for (var/mob/V in viewers(usr))
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if(target == user && !user.stat && !user.weakened && !user.stunned && !user.paralysis)
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V.show_message("[usr] starts climbing into the disposal.", 3)
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if(target != user && !user.restrained() && !user.stat && !user.weakened && !user.stunned && !user.paralysis)
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if(target.anchored) return
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V.show_message("[usr] starts stuffing [target.name] into the disposal.", 3)
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if(!do_after(usr, 20))
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return
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if(target == user && !user.stat && !user.weakened && !user.stunned && !user.paralysis) // if drop self, then climbed in
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// must be awake, not stunned or whatever
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msg = "[user.name] climbs into the [src]."
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user << "You climb into the [src]."
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else if(target != user && !user.restrained() && !user.stat && !user.weakened && !user.stunned && !user.paralysis)
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msg = "[user.name] stuffs [target.name] into the [src]!"
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user << "You stuff [target.name] into the [src]!"
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else
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return
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if (target.client)
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target.client.perspective = EYE_PERSPECTIVE
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target.client.eye = src
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target.loc = src
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for (var/mob/C in viewers(src))
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if(C == user)
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continue
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C.show_message(msg, 3)
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update()
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return
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// can breath normally in the disposal
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alter_health()
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return get_turf(src)
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// attempt to move while inside
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relaymove(mob/user as mob)
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if(user.stat || src.flushing)
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return
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src.go_out(user)
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return
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// leave the disposal
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proc/go_out(mob/user)
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if (user.client)
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user.client.eye = user.client.mob
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user.client.perspective = MOB_PERSPECTIVE
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user.loc = src.loc
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update()
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return
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// monkeys can only pull the flush lever
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attack_paw(mob/user as mob)
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if(stat & BROKEN)
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return
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flush = !flush
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update()
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return
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// ai as human but can't flush
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attack_ai(mob/user as mob)
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interact(user, 1)
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// human interact with machine
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attack_hand(mob/user as mob)
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if(user && user.loc == src)
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usr << "\red You cannot reach the controls from inside."
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return
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/*
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if(mode==-1)
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usr << "\red The disposal units power is disabled."
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return
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*/
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interact(user, 0)
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// user interaction
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proc/interact(mob/user, var/ai=0)
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src.add_fingerprint(user)
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if(stat & BROKEN)
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user.machine = null
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return
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var/dat = "<head><title>Waste Disposal Unit</title></head><body><TT><B>Waste Disposal Unit</B><HR>"
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if(!ai) // AI can't pull flush handle
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if(flush)
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dat += "Disposal handle: <A href='?src=\ref[src];handle=0'>Disengage</A> <B>Engaged</B>"
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else
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dat += "Disposal handle: <B>Disengaged</B> <A href='?src=\ref[src];handle=1'>Engage</A>"
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dat += "<BR><HR><A href='?src=\ref[src];eject=1'>Eject contents</A><HR>"
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if(mode <= 0)
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dat += "Pump: <B>Off</B> <A href='?src=\ref[src];pump=1'>On</A><BR>"
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else if(mode == 1)
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dat += "Pump: <A href='?src=\ref[src];pump=0'>Off</A> <B>On</B> (pressurizing)<BR>"
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else
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dat += "Pump: <A href='?src=\ref[src];pump=0'>Off</A> <B>On</B> (idle)<BR>"
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var/per = 100* air_contents.return_pressure() / (SEND_PRESSURE)
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dat += "Pressure: [round(per, 1)]%<BR></body>"
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user.machine = src
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user << browse(dat, "window=disposal;size=360x170")
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onclose(user, "disposal")
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// handle machine interaction
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Topic(href, href_list)
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if(usr.loc == src)
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usr << "\red You cannot reach the controls from inside."
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return
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if(mode==-1 && !href_list["eject"]) // only allow ejecting if mode is -1
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usr << "\red The disposal units power is disabled."
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return
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..()
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src.add_fingerprint(usr)
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if(stat & BROKEN)
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return
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if(usr.stat || usr.restrained() || src.flushing)
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return
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if (in_range(src, usr) && istype(src.loc, /turf))
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usr.machine = src
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if(href_list["close"])
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usr.machine = null
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usr << browse(null, "window=disposal")
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return
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if(href_list["pump"])
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if(text2num(href_list["pump"]))
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mode = 1
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else
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mode = 0
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update()
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if(href_list["handle"])
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flush = text2num(href_list["handle"])
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update()
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if(href_list["eject"])
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eject()
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else
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usr << browse(null, "window=disposal")
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usr.machine = null
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return
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return
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// eject the contents of the disposal unit
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proc/eject()
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for(var/atom/movable/AM in src)
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AM.loc = src.loc
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AM.pipe_eject(0)
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update()
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// update the icon & overlays to reflect mode & status
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proc/update()
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overlays = null
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if(stat & BROKEN)
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icon_state = "disposal-broken"
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mode = 0
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flush = 0
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return
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// flush handle
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if(flush)
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overlays += image('icons/obj/pipes/disposal.dmi', "dispover-handle")
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// only handle is shown if no power
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if(stat & NOPOWER || mode == -1)
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return
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// check for items in disposal - occupied light
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if(contents.len > 0)
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overlays += image('icons/obj/pipes/disposal.dmi', "dispover-full")
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// charging and ready light
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if(mode == 1)
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overlays += image('icons/obj/pipes/disposal.dmi', "dispover-charge")
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else if(mode == 2)
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overlays += image('icons/obj/pipes/disposal.dmi', "dispover-ready")
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// timed process
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// charge the gas reservoir and perform flush if ready
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process()
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if(stat & BROKEN) // nothing can happen if broken
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return
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if(!air_contents) // Potentially causes a runtime otherwise (if this is really shitty, blame pete //Donkie)
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return
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flush_count++
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if( flush_count >= flush_every_ticks )
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if( contents.len )
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if(mode == 2)
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spawn(0)
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feedback_inc("disposal_auto_flush",1)
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flush()
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flush_count = 0
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src.updateDialog()
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if(flush && air_contents.return_pressure() >= SEND_PRESSURE ) // flush can happen even without power
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flush()
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if(stat & NOPOWER) // won't charge if no power
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return
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use_power(100) // base power usage
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if(mode != 1) // if off or ready, no need to charge
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return
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// otherwise charge
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use_power(500) // charging power usage
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var/atom/L = loc // recharging from loc turf
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var/datum/gas_mixture/env = L.return_air()
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var/pressure_delta = (SEND_PRESSURE*1.01) - air_contents.return_pressure()
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if(env.temperature > 0)
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var/transfer_moles = 0.1 * pressure_delta*air_contents.volume/(env.temperature * R_IDEAL_GAS_EQUATION)
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//Actually transfer the gas
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var/datum/gas_mixture/removed = env.remove(transfer_moles)
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air_contents.merge(removed)
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// if full enough, switch to ready mode
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if(air_contents.return_pressure() >= SEND_PRESSURE)
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mode = 2
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update()
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return
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// perform a flush
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proc/flush()
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flushing = 1
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flick("[icon_state]-flush", src)
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var/wrapcheck = 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/item/smallDelivery/O in src)
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wrapcheck = 1
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if(wrapcheck == 1)
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H.tomail = 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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if(last_sound < world.time + 1)
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playsound(src, 'sound/machines/disposalflush.ogg', 50, 0, 0)
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last_sound = world.time
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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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// called when area power changes
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power_change()
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..() // do default setting/reset of stat NOPOWER bit
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update() // update icon
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return
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// called when holder is expelled from a disposal
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// should usually only occur if the pipe network is modified
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proc/expel(var/obj/structure/disposalholder/H)
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var/turf/target
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playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0)
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if(H) // Somehow, someone managed to flush a window which broke mid-transit and caused the disposal to go in an infinite loop trying to expel null, hopefully this fixes it
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for(var/atom/movable/AM in H)
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target = get_offset_target_turf(src.loc, rand(5)-rand(5), rand(5)-rand(5))
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AM.loc = src.loc
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AM.pipe_eject(0)
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spawn(1)
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if(AM)
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AM.throw_at(target, 5, 1)
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H.vent_gas(loc)
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del(H)
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CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if (istype(mover,/obj/item) && mover.throwing)
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var/obj/item/I = mover
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if(istype(I, /obj/item/weapon/dummy) || istype(I, /obj/item/projectile))
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return
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if(prob(75))
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I.loc = src
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for(var/mob/M in viewers(src))
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M.show_message("\the [I] lands in \the [src].", 3)
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else
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for(var/mob/M in viewers(src))
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M.show_message("\the [I] bounces off of \the [src]'s rim!.", 3)
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return 0
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else
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return ..(mover, target, height, air_group)
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// virtual disposal object
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// travels through pipes in lieu of actual items
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// contents will be items flushed by the disposal
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// this allows the gas flushed to be tracked
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/obj/structure/disposalholder
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invisibility = 101
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var/datum/gas_mixture/gas = null // gas used to flush, will appear at exit point
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var/active = 0 // true if the holder is moving, otherwise inactive
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dir = 0
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var/count = 1000 //*** can travel 1000 steps before going inactive (in case of loops)
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var/has_fat_guy = 0 // true if contains a fat person
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var/destinationTag = 0 // changes if contains a delivery container
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var/tomail = 0 //changes if contains wrapped package
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var/hasmob = 0 //If it contains a mob
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// initialize a holder from the contents of a disposal unit
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proc/init(var/obj/machinery/disposal/D)
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gas = D.air_contents// transfer gas resv. into holder object
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//Check for any living mobs trigger hasmob.
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//hasmob effects whether the package goes to cargo or its tagged destination.
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for(var/mob/living/M in D)
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if(M && M.stat != 2)
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hasmob = 1
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//Checks 1 contents level deep. This means that players can be sent through disposals...
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//...but it should require a second person to open the package. (i.e. person inside a wrapped locker)
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for(var/obj/O in D)
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if(O.contents)
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for(var/mob/living/M in O.contents)
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if(M && M.stat != 2)
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hasmob = 1
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// now everything inside the disposal gets put into the holder
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// note AM since can contain mobs or objs
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for(var/atom/movable/AM in D)
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AM.loc = src
|
|
if(istype(AM, /mob/living/carbon/human))
|
|
var/mob/living/carbon/human/H = AM
|
|
if(FAT in H.mutations) // is a human and fat?
|
|
has_fat_guy = 1 // set flag on holder
|
|
if(istype(AM, /obj/structure/bigDelivery) && !hasmob)
|
|
var/obj/structure/bigDelivery/T = AM
|
|
src.destinationTag = T.sortTag
|
|
if(istype(AM, /obj/item/smallDelivery) && !hasmob)
|
|
var/obj/item/smallDelivery/T = AM
|
|
src.destinationTag = T.sortTag
|
|
|
|
|
|
// start the movement process
|
|
// argument is the disposal unit the holder started in
|
|
proc/start(var/obj/machinery/disposal/D)
|
|
if(!D.trunk)
|
|
D.expel(src) // no trunk connected, so expel immediately
|
|
return
|
|
|
|
loc = D.trunk
|
|
active = 1
|
|
dir = DOWN
|
|
spawn(1)
|
|
move() // spawn off the movement process
|
|
|
|
return
|
|
|
|
// movement process, persists while holder is moving through pipes
|
|
proc/move()
|
|
var/obj/structure/disposalpipe/last
|
|
while(active)
|
|
if(has_fat_guy && prob(2)) // chance of becoming stuck per segment if contains a fat guy
|
|
active = 0
|
|
// find the fat guys
|
|
for(var/mob/living/carbon/human/H in src)
|
|
|
|
break
|
|
sleep(1) // was 1
|
|
var/obj/structure/disposalpipe/curr = loc
|
|
last = curr
|
|
curr = curr.transfer(src)
|
|
if(!curr)
|
|
last.expel(src, loc, dir)
|
|
|
|
//
|
|
if(!(count--))
|
|
active = 0
|
|
return
|
|
|
|
|
|
|
|
// find the turf which should contain the next pipe
|
|
proc/nextloc()
|
|
return get_step(loc,dir)
|
|
|
|
// find a matching pipe on a turf
|
|
proc/findpipe(var/turf/T)
|
|
|
|
if(!T)
|
|
return null
|
|
|
|
var/fdir = turn(dir, 180) // flip the movement direction
|
|
for(var/obj/structure/disposalpipe/P in T)
|
|
if(fdir & P.dpdir) // find pipe direction mask that matches flipped dir
|
|
return P
|
|
// if no matching pipe, return null
|
|
return null
|
|
|
|
// merge two holder objects
|
|
// used when a a holder meets a stuck holder
|
|
proc/merge(var/obj/structure/disposalholder/other)
|
|
for(var/atom/movable/AM in other)
|
|
AM.loc = src // move everything in other holder to this one
|
|
if(ismob(AM))
|
|
var/mob/M = AM
|
|
if(M.client) // if a client mob, update eye to follow this holder
|
|
M.client.eye = src
|
|
|
|
if(other.has_fat_guy)
|
|
has_fat_guy = 1
|
|
del(other)
|
|
|
|
|
|
// called when player tries to move while in a pipe
|
|
relaymove(mob/user as mob)
|
|
if (user.stat)
|
|
return
|
|
if (src.loc)
|
|
for (var/mob/M in hearers(src.loc.loc))
|
|
M << "<FONT size=[max(0, 5 - get_dist(src, M))]>CLONG, clong!</FONT>"
|
|
|
|
playsound(src.loc, 'sound/effects/clang.ogg', 50, 0, 0)
|
|
|
|
// called to vent all gas in holder to a location
|
|
proc/vent_gas(var/atom/location)
|
|
location.assume_air(gas) // vent all gas to turf
|
|
return
|
|
|
|
// Disposal pipes
|
|
|
|
/obj/structure/disposalpipe
|
|
icon = 'icons/obj/pipes/disposal.dmi'
|
|
name = "disposal pipe"
|
|
desc = "An underfloor disposal pipe."
|
|
anchored = 1
|
|
density = 0
|
|
|
|
level = 1 // underfloor only
|
|
var/dpdir = 0 // bitmask of pipe directions
|
|
dir = 0 // dir will contain dominant direction for junction pipes
|
|
var/health = 10 // health points 0-10
|
|
layer = 2.3 // slightly lower than wires and other pipes
|
|
var/base_icon_state // initial icon state on map
|
|
|
|
// new pipe, set the icon_state as on map
|
|
New()
|
|
..()
|
|
base_icon_state = icon_state
|
|
return
|
|
|
|
|
|
// pipe is deleted
|
|
// ensure if holder is present, it is expelled
|
|
Del()
|
|
var/obj/structure/disposalholder/H = locate() in src
|
|
if(H)
|
|
// holder was present
|
|
H.active = 0
|
|
var/turf/T = src.loc
|
|
if(T.density)
|
|
// deleting pipe is inside a dense turf (wall)
|
|
// this is unlikely, but just dump out everything into the turf in case
|
|
|
|
for(var/atom/movable/AM in H)
|
|
AM.loc = T
|
|
AM.pipe_eject(0)
|
|
del(H)
|
|
..()
|
|
return
|
|
|
|
// otherwise, do normal expel from turf
|
|
if(H)
|
|
expel(H, T, 0)
|
|
..()
|
|
|
|
// returns the direction of the next pipe object, given the entrance dir
|
|
// by default, returns the bitmask of remaining directions
|
|
proc/nextdir(var/fromdir)
|
|
return dpdir & (~turn(fromdir, 180))
|
|
|
|
// transfer the holder through this pipe segment
|
|
// overriden for special behaviour
|
|
//
|
|
proc/transfer(var/obj/structure/disposalholder/H)
|
|
var/nextdir = nextdir(H.dir)
|
|
H.dir = nextdir
|
|
var/turf/T = H.nextloc()
|
|
var/obj/structure/disposalpipe/P = H.findpipe(T)
|
|
|
|
if(P)
|
|
// find other holder in next loc, if inactive merge it with current
|
|
var/obj/structure/disposalholder/H2 = locate() in P
|
|
if(H2 && !H2.active)
|
|
H.merge(H2)
|
|
|
|
H.loc = P
|
|
else // if wasn't a pipe, then set loc to turf
|
|
H.loc = T
|
|
return null
|
|
|
|
return P
|
|
|
|
|
|
// update the icon_state to reflect hidden status
|
|
proc/update()
|
|
var/turf/T = src.loc
|
|
hide(T.intact && !istype(T,/turf/space)) // space never hides pipes
|
|
|
|
// hide called by levelupdate if turf intact status changes
|
|
// change visibility status and force update of icon
|
|
hide(var/intact)
|
|
invisibility = intact ? 101: 0 // hide if floor is intact
|
|
updateicon()
|
|
|
|
// update actual icon_state depending on visibility
|
|
// if invisible, append "f" to icon_state to show faded version
|
|
// this will be revealed if a T-scanner is used
|
|
// if visible, use regular icon_state
|
|
proc/updateicon()
|
|
if(invisibility)
|
|
icon_state = "[base_icon_state]f"
|
|
else
|
|
icon_state = base_icon_state
|
|
return
|
|
|
|
|
|
// expel the held objects into a turf
|
|
// called when there is a break in the pipe
|
|
//
|
|
|
|
proc/expel(var/obj/structure/disposalholder/H, var/turf/T, var/direction)
|
|
|
|
var/turf/target
|
|
|
|
if(T.density) // dense ouput turf, so stop holder
|
|
H.active = 0
|
|
H.loc = src
|
|
return
|
|
if(T.intact && istype(T,/turf/simulated/floor)) //intact floor, pop the tile
|
|
var/turf/simulated/floor/F = T
|
|
//F.health = 100
|
|
F.burnt = 1
|
|
F.intact = 0
|
|
F.levelupdate()
|
|
new /obj/item/stack/tile(H) // add to holder so it will be thrown with other stuff
|
|
F.icon_state = "Floor[F.burnt ? "1" : ""]"
|
|
|
|
if(direction) // direction is specified
|
|
if(istype(T, /turf/space)) // if ended in space, then range is unlimited
|
|
target = get_edge_target_turf(T, direction)
|
|
else // otherwise limit to 10 tiles
|
|
target = get_ranged_target_turf(T, direction, 10)
|
|
|
|
playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0)
|
|
if(H)
|
|
for(var/atom/movable/AM in H)
|
|
AM.loc = T
|
|
AM.pipe_eject(direction)
|
|
spawn(1)
|
|
if(AM)
|
|
AM.throw_at(target, 100, 1)
|
|
H.vent_gas(T)
|
|
del(H)
|
|
|
|
else // no specified direction, so throw in random direction
|
|
|
|
playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0)
|
|
if(H)
|
|
for(var/atom/movable/AM in H)
|
|
target = get_offset_target_turf(T, rand(5)-rand(5), rand(5)-rand(5))
|
|
|
|
AM.loc = T
|
|
AM.pipe_eject(0)
|
|
spawn(1)
|
|
if(AM)
|
|
AM.throw_at(target, 5, 1)
|
|
|
|
H.vent_gas(T) // all gas vent to turf
|
|
del(H)
|
|
|
|
return
|
|
|
|
// call to break the pipe
|
|
// will expel any holder inside at the time
|
|
// then delete the pipe
|
|
// remains : set to leave broken pipe pieces in place
|
|
proc/broken(var/remains = 0)
|
|
if(remains)
|
|
for(var/D in cardinal)
|
|
if(D & dpdir)
|
|
var/obj/structure/disposalpipe/broken/P = new(src.loc)
|
|
P.dir = D
|
|
|
|
src.invisibility = 101 // make invisible (since we won't delete the pipe immediately)
|
|
var/obj/structure/disposalholder/H = locate() in src
|
|
if(H)
|
|
// holder was present
|
|
H.active = 0
|
|
var/turf/T = src.loc
|
|
if(T.density)
|
|
// broken pipe is inside a dense turf (wall)
|
|
// this is unlikely, but just dump out everything into the turf in case
|
|
|
|
for(var/atom/movable/AM in H)
|
|
AM.loc = T
|
|
AM.pipe_eject(0)
|
|
del(H)
|
|
return
|
|
|
|
// otherwise, do normal expel from turf
|
|
if(H)
|
|
expel(H, T, 0)
|
|
|
|
spawn(2) // delete pipe after 2 ticks to ensure expel proc finished
|
|
del(src)
|
|
|
|
|
|
// pipe affected by explosion
|
|
ex_act(severity)
|
|
|
|
switch(severity)
|
|
if(1.0)
|
|
broken(0)
|
|
return
|
|
if(2.0)
|
|
health -= rand(5,15)
|
|
healthcheck()
|
|
return
|
|
if(3.0)
|
|
health -= rand(0,15)
|
|
healthcheck()
|
|
return
|
|
|
|
|
|
// test health for brokenness
|
|
proc/healthcheck()
|
|
if(health < -2)
|
|
broken(0)
|
|
else if(health<1)
|
|
broken(1)
|
|
return
|
|
|
|
//attack by item
|
|
//weldingtool: unfasten and convert to obj/disposalconstruct
|
|
|
|
attackby(var/obj/item/I, var/mob/user)
|
|
|
|
var/turf/T = src.loc
|
|
if(T.intact)
|
|
return // prevent interaction with T-scanner revealed pipes
|
|
src.add_fingerprint(user)
|
|
if(istype(I, /obj/item/weapon/weldingtool))
|
|
var/obj/item/weapon/weldingtool/W = I
|
|
|
|
if(W.remove_fuel(0,user))
|
|
playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
|
|
// check if anything changed over 2 seconds
|
|
var/turf/uloc = user.loc
|
|
var/atom/wloc = W.loc
|
|
user << "Slicing the disposal pipe."
|
|
sleep(30)
|
|
if(!W.isOn()) return
|
|
if(user.loc == uloc && wloc == W.loc)
|
|
welded()
|
|
else
|
|
user << "You must stay still while welding the pipe."
|
|
else
|
|
user << "You need more welding fuel to cut the pipe."
|
|
return
|
|
|
|
// called when pipe is cut with welder
|
|
proc/welded()
|
|
|
|
var/obj/structure/disposalconstruct/C = new (src.loc)
|
|
switch(base_icon_state)
|
|
if("pipe-s")
|
|
C.ptype = 0
|
|
if("pipe-c")
|
|
C.ptype = 1
|
|
if("pipe-j1")
|
|
C.ptype = 2
|
|
if("pipe-j2")
|
|
C.ptype = 3
|
|
if("pipe-y")
|
|
C.ptype = 4
|
|
if("pipe-t")
|
|
C.ptype = 5
|
|
src.transfer_fingerprints_to(C)
|
|
C.dir = dir
|
|
C.density = 0
|
|
C.anchored = 1
|
|
C.update()
|
|
|
|
del(src)
|
|
|
|
// *** TEST verb
|
|
//client/verb/dispstop()
|
|
// for(var/obj/structure/disposalholder/H in world)
|
|
// H.active = 0
|
|
|
|
// a straight or bent segment
|
|
/obj/structure/disposalpipe/segment
|
|
icon_state = "pipe-s"
|
|
|
|
New()
|
|
..()
|
|
if(icon_state == "pipe-s")
|
|
dpdir = dir | turn(dir, 180)
|
|
else
|
|
dpdir = dir | turn(dir, -90)
|
|
|
|
update()
|
|
return
|
|
|
|
|
|
|
|
|
|
//a three-way junction with dir being the dominant direction
|
|
/obj/structure/disposalpipe/junction
|
|
icon_state = "pipe-j1"
|
|
|
|
New()
|
|
..()
|
|
if(icon_state == "pipe-j1")
|
|
dpdir = dir | turn(dir, -90) | turn(dir,180)
|
|
else if(icon_state == "pipe-j2")
|
|
dpdir = dir | turn(dir, 90) | turn(dir,180)
|
|
else // pipe-y
|
|
dpdir = dir | turn(dir,90) | turn(dir, -90)
|
|
update()
|
|
return
|
|
|
|
|
|
// next direction to move
|
|
// if coming in from secondary dirs, then next is primary dir
|
|
// if coming in from primary dir, then next is equal chance of other dirs
|
|
|
|
nextdir(var/fromdir)
|
|
var/flipdir = turn(fromdir, 180)
|
|
if(flipdir != dir) // came from secondary dir
|
|
return dir // so exit through primary
|
|
else // came from primary
|
|
// so need to choose either secondary exit
|
|
var/mask = ..(fromdir)
|
|
|
|
// find a bit which is set
|
|
var/setbit = 0
|
|
if(mask & NORTH)
|
|
setbit = NORTH
|
|
else if(mask & SOUTH)
|
|
setbit = SOUTH
|
|
else if(mask & EAST)
|
|
setbit = EAST
|
|
else
|
|
setbit = WEST
|
|
|
|
if(prob(50)) // 50% chance to choose the found bit or the other one
|
|
return setbit
|
|
else
|
|
return mask & (~setbit)
|
|
|
|
//a three-way junction that sorts objects
|
|
/obj/structure/disposalpipe/sortjunction
|
|
|
|
desc = "An underfloor disposal pipe with a package sorting mechanism."
|
|
icon_state = "pipe-j1s"
|
|
var/sortType = 0
|
|
var/posdir = 0
|
|
var/negdir = 0
|
|
var/sortdir = 0
|
|
|
|
New()
|
|
..()
|
|
posdir = dir
|
|
if(icon_state == "pipe-j1s")
|
|
sortdir = turn(posdir, -90)
|
|
negdir = turn(posdir, 180)
|
|
else
|
|
icon_state = "pipe-j2s"
|
|
sortdir = turn(posdir, 90)
|
|
negdir = turn(posdir, 180)
|
|
dpdir = sortdir | posdir | negdir
|
|
|
|
update()
|
|
return
|
|
|
|
|
|
// next direction to move
|
|
// if coming in from negdir, then next is primary dir or sortdir
|
|
// if coming in from posdir, then flip around and go back to posdir
|
|
// if coming in from sortdir, go to posdir
|
|
|
|
nextdir(var/fromdir, var/sortTag)
|
|
//var/flipdir = turn(fromdir, 180)
|
|
if(fromdir != sortdir) // probably came from the negdir
|
|
|
|
if(src.sortType == sortTag) //if destination matches filtered type...
|
|
return sortdir // exit through sortdirection
|
|
else
|
|
return posdir
|
|
else // came from sortdir
|
|
// so go with the flow to positive direction
|
|
return posdir
|
|
|
|
transfer(var/obj/structure/disposalholder/H)
|
|
var/nextdir = nextdir(H.dir, H.destinationTag)
|
|
H.dir = nextdir
|
|
var/turf/T = H.nextloc()
|
|
var/obj/structure/disposalpipe/P = H.findpipe(T)
|
|
|
|
if(P)
|
|
// find other holder in next loc, if inactive merge it with current
|
|
var/obj/structure/disposalholder/H2 = locate() in P
|
|
if(H2 && !H2.active)
|
|
H.merge(H2)
|
|
|
|
H.loc = P
|
|
else // if wasn't a pipe, then set loc to turf
|
|
H.loc = T
|
|
return null
|
|
|
|
return P
|
|
|
|
|
|
//a three-way junction that sorts objects destined for the mail office mail table (tomail = 1)
|
|
/obj/structure/disposalpipe/wrapsortjunction
|
|
|
|
desc = "An underfloor disposal pipe which sorts wrapped and unwrapped objects."
|
|
icon_state = "pipe-j1s"
|
|
var/posdir = 0
|
|
var/negdir = 0
|
|
var/sortdir = 0
|
|
|
|
New()
|
|
..()
|
|
posdir = dir
|
|
if(icon_state == "pipe-j1s")
|
|
sortdir = turn(posdir, -90)
|
|
negdir = turn(posdir, 180)
|
|
else
|
|
icon_state = "pipe-j2s"
|
|
sortdir = turn(posdir, 90)
|
|
negdir = turn(posdir, 180)
|
|
dpdir = sortdir | posdir | negdir
|
|
|
|
update()
|
|
return
|
|
|
|
|
|
// next direction to move
|
|
// if coming in from negdir, then next is primary dir or sortdir
|
|
// if coming in from posdir, then flip around and go back to posdir
|
|
// if coming in from sortdir, go to posdir
|
|
|
|
nextdir(var/fromdir, var/istomail)
|
|
//var/flipdir = turn(fromdir, 180)
|
|
if(fromdir != sortdir) // probably came from the negdir
|
|
|
|
if(istomail) //if destination matches filtered type...
|
|
return sortdir // exit through sortdirection
|
|
else
|
|
return posdir
|
|
else // came from sortdir
|
|
// so go with the flow to positive direction
|
|
return posdir
|
|
|
|
transfer(var/obj/structure/disposalholder/H)
|
|
var/nextdir = nextdir(H.dir, H.tomail)
|
|
H.dir = nextdir
|
|
var/turf/T = H.nextloc()
|
|
var/obj/structure/disposalpipe/P = H.findpipe(T)
|
|
|
|
if(P)
|
|
// find other holder in next loc, if inactive merge it with current
|
|
var/obj/structure/disposalholder/H2 = locate() in P
|
|
if(H2 && !H2.active)
|
|
H.merge(H2)
|
|
|
|
H.loc = P
|
|
else // if wasn't a pipe, then set loc to turf
|
|
H.loc = T
|
|
return null
|
|
|
|
return P
|
|
|
|
|
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//a trunk joining to a disposal bin or outlet on the same turf
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/obj/structure/disposalpipe/trunk
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icon_state = "pipe-t"
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var/obj/linked // the linked obj/machinery/disposal or obj/disposaloutlet
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/obj/structure/disposalpipe/trunk/New()
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..()
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dpdir = dir
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spawn(1)
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getlinked()
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update()
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return
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/obj/structure/disposalpipe/trunk/proc/getlinked()
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linked = null
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var/obj/machinery/disposal/D = locate() in src.loc
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if(D)
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linked = D
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if (!D.trunk)
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D.trunk = src
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var/obj/structure/disposaloutlet/O = locate() in src.loc
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if(O)
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linked = O
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update()
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return
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// Override attackby so we disallow trunkremoval when somethings ontop
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/obj/structure/disposalpipe/trunk/attackby(var/obj/item/I, var/mob/user)
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//Disposal bins or chutes
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/*
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These shouldn't be required
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var/obj/machinery/disposal/D = locate() in src.loc
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if(D && D.anchored)
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return
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//Disposal outlet
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var/obj/structure/disposaloutlet/O = locate() in src.loc
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if(O && O.anchored)
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return
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*/
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//Disposal constructors
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var/obj/structure/disposalconstruct/C = locate() in src.loc
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if(C && C.anchored)
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return
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var/turf/T = src.loc
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if(T.intact)
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return // prevent interaction with T-scanner revealed pipes
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src.add_fingerprint(user)
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if(istype(I, /obj/item/weapon/weldingtool))
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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, 'sound/items/Welder2.ogg', 100, 1)
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// check if anything changed over 2 seconds
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var/turf/uloc = user.loc
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var/atom/wloc = W.loc
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user << "Slicing the disposal pipe."
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sleep(30)
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if(!W.isOn()) return
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if(user.loc == uloc && wloc == W.loc)
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welded()
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else
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user << "You must stay still while welding the pipe."
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else
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user << "You need more welding fuel to cut the pipe."
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return
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// would transfer to next pipe segment, but we are in a trunk
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// if not entering from disposal bin,
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// transfer to linked object (outlet or bin)
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/obj/structure/disposalpipe/trunk/transfer(var/obj/structure/disposalholder/H)
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if(H.dir == DOWN) // we just entered from a disposer
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return ..() // so do base transfer proc
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// otherwise, go to the linked object
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if(linked)
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var/obj/structure/disposaloutlet/O = linked
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if(istype(O) && (H))
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O.expel(H) // expel at outlet
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else
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var/obj/machinery/disposal/D = linked
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if(H)
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D.expel(H) // expel at disposal
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else
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if(H)
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src.expel(H, src.loc, 0) // expel at turf
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return null
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// nextdir
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/obj/structure/disposalpipe/trunk/nextdir(var/fromdir)
|
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if(fromdir == DOWN)
|
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return dir
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else
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return 0
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// a broken pipe
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/obj/structure/disposalpipe/broken
|
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icon_state = "pipe-b"
|
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dpdir = 0 // broken pipes have dpdir=0 so they're not found as 'real' pipes
|
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// i.e. will be treated as an empty turf
|
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desc = "A broken piece of disposal pipe."
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|
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New()
|
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..()
|
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update()
|
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return
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// called when welded
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// for broken pipe, remove and turn into scrap
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|
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welded()
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// var/obj/item/scrap/S = new(src.loc)
|
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// S.set_components(200,0,0)
|
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del(src)
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// the disposal outlet machine
|
|
|
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/obj/structure/disposaloutlet
|
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name = "disposal outlet"
|
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desc = "An outlet for the pneumatic disposal system."
|
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icon = 'icons/obj/pipes/disposal.dmi'
|
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icon_state = "outlet"
|
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density = 1
|
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anchored = 1
|
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var/active = 0
|
|
var/turf/target // this will be where the output objects are 'thrown' to.
|
|
var/mode = 0
|
|
|
|
New()
|
|
..()
|
|
|
|
spawn(1)
|
|
target = get_ranged_target_turf(src, dir, 10)
|
|
|
|
|
|
var/obj/structure/disposalpipe/trunk/trunk = locate() in src.loc
|
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if(trunk)
|
|
trunk.linked = src // link the pipe trunk to self
|
|
|
|
// expel the contents of the holder object, then delete it
|
|
// called when the holder exits the outlet
|
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proc/expel(var/obj/structure/disposalholder/H)
|
|
|
|
flick("outlet-open", src)
|
|
playsound(src, 'sound/machines/warning-buzzer.ogg', 50, 0, 0)
|
|
sleep(20) //wait until correct animation frame
|
|
playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0)
|
|
|
|
if(H)
|
|
for(var/atom/movable/AM in H)
|
|
AM.loc = src.loc
|
|
AM.pipe_eject(dir)
|
|
spawn(5)
|
|
AM.throw_at(target, 3, 1)
|
|
H.vent_gas(src.loc)
|
|
del(H)
|
|
|
|
return
|
|
|
|
attackby(var/obj/item/I, var/mob/user)
|
|
if(!I || !user)
|
|
return
|
|
src.add_fingerprint(user)
|
|
if(istype(I, /obj/item/weapon/screwdriver))
|
|
if(mode==0)
|
|
mode=1
|
|
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
|
|
user << "You remove the screws around the power connection."
|
|
return
|
|
else if(mode==1)
|
|
mode=0
|
|
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
|
|
user << "You attach the screws around the power connection."
|
|
return
|
|
else if(istype(I,/obj/item/weapon/weldingtool) && mode==1)
|
|
var/obj/item/weapon/weldingtool/W = I
|
|
if(W.remove_fuel(0,user))
|
|
playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
|
|
user << "You start slicing the floorweld off the disposal outlet."
|
|
if(do_after(user,20))
|
|
if(!src || !W.isOn()) return
|
|
user << "You sliced the floorweld off the disposal outlet."
|
|
var/obj/structure/disposalconstruct/C = new (src.loc)
|
|
src.transfer_fingerprints_to(C)
|
|
C.ptype = 7 // 7 = outlet
|
|
C.update()
|
|
C.anchored = 1
|
|
C.density = 1
|
|
del(src)
|
|
return
|
|
else
|
|
user << "You need more welding fuel to complete this task."
|
|
return
|
|
|
|
|
|
|
|
// called when movable is expelled from a disposal pipe or outlet
|
|
// by default does nothing, override for special behaviour
|
|
|
|
/atom/movable/proc/pipe_eject(var/direction)
|
|
return
|
|
|
|
// check if mob has client, if so restore client view on eject
|
|
/mob/pipe_eject(var/direction)
|
|
if (src.client)
|
|
src.client.perspective = MOB_PERSPECTIVE
|
|
src.client.eye = src
|
|
|
|
return
|
|
|
|
/obj/effect/decal/cleanable/blood/gibs/pipe_eject(var/direction)
|
|
var/list/dirs
|
|
if(direction)
|
|
dirs = list( direction, turn(direction, -45), turn(direction, 45))
|
|
else
|
|
dirs = alldirs.Copy()
|
|
|
|
src.streak(dirs)
|
|
|
|
/obj/effect/decal/cleanable/robot_debris/gib/pipe_eject(var/direction)
|
|
var/list/dirs
|
|
if(direction)
|
|
dirs = list( direction, turn(direction, -45), turn(direction, 45))
|
|
else
|
|
dirs = alldirs.Copy()
|
|
|
|
src.streak(dirs)
|