Files
CHOMPStation2/code/modules/power/cable.dm

661 lines
17 KiB
Plaintext

// attach a wire to a power machine - leads from the turf you are standing on
/obj/machinery/power/attackby(obj/item/weapon/W, mob/user)
if(istype(W, /obj/item/weapon/cable_coil))
var/obj/item/weapon/cable_coil/coil = W
var/turf/T = user.loc
if(T.intact || !istype(T, /turf/simulated/floor))
return
if(get_dist(src, user) > 1)
return
if(!directwired) // only for attaching to directwired machines
return
coil.turf_place(T, user)
return
else
..()
return
// the power cable object
/obj/structure/cable
level = 1
anchored =1
var/datum/powernet/powernet
name = "power cable"
desc = "A flexible superconducting cable for heavy-duty power transfer"
icon = 'icons/obj/power_cond_white.dmi'
icon_state = "0-1"
var/d1 = 0
var/d2 = 1
layer = 2.44 //Just below unary stuff, which is at 2.45 and above pipes, which are at 2.4
color = COLOR_RED
var/obj/structure/powerswitch/power_switch
/obj/structure/cable/yellow
color = COLOR_YELLOW
/obj/structure/cable/green
color = COLOR_GREEN
/obj/structure/cable/blue
color = COLOR_BLUE
/obj/structure/cable/pink
color = COLOR_PINK
/obj/structure/cable/orange
color = COLOR_ORANGE
/obj/structure/cable/cyan
color = COLOR_CYAN
/obj/structure/cable/white
color = COLOR_WHITE
/obj/structure/cable/New()
..()
// ensure d1 & d2 reflect the icon_state for entering and exiting cable
var/dash = findtext(icon_state, "-")
d1 = text2num( copytext( icon_state, 1, dash ) )
d2 = text2num( copytext( icon_state, dash+1 ) )
var/turf/T = src.loc // hide if turf is not intact
if(level==1) hide(T.intact)
cable_list += src
update_icon()
/obj/structure/cable/Del() // called when a cable is deleted
if(!defer_powernet_rebuild) // set if network will be rebuilt manually
if(powernet)
powernet.cut_cable(src) // update the powernets
cable_list -= src
..() // then go ahead and delete the cable
/obj/structure/cable/hide(var/i)
if(level == 1 && istype(loc, /turf))
invisibility = i ? 101 : 0
updateicon()
/obj/structure/cable/proc/updateicon()
icon_state = "[d1]-[d2]"
alpha = invisibility ? 127 : 255
// returns the powernet this cable belongs to
/obj/structure/cable/proc/get_powernet() //TODO: remove this as it is obsolete
return powernet
/obj/structure/cable/attack_tk(mob/user)
return
/obj/structure/cable/attackby(obj/item/W, mob/user)
var/turf/T = src.loc
if(T.intact)
return
if(istype(W, /obj/item/weapon/wirecutters))
///// Z-Level Stuff
if(src.d1 == 12 || src.d2 == 12)
user << "<span class='warning'>You must cut this cable from above.</span>"
return
///// Z-Level Stuff
// if(power_switch)
// user << "\red This piece of cable is tied to a power switch. Flip the switch to remove it."
// return
if (shock(user, 50))
return
if(src.d1) // 0-X cables are 1 unit, X-X cables are 2 units long
new/obj/item/weapon/cable_coil(T, 2, color)
else
new/obj/item/weapon/cable_coil(T, 1, color)
for(var/mob/O in viewers(src, null))
O.show_message("<span class='warning'>[user] cuts the cable.</span>", 1)
///// Z-Level Stuff
if(src.d1 == 11 || src.d2 == 11)
var/turf/controllerlocation = locate(1, 1, z)
for(var/obj/effect/landmark/zcontroller/controller in controllerlocation)
if(controller.down)
var/turf/below = locate(src.x, src.y, controller.down_target)
for(var/obj/structure/cable/c in below)
if(c.d1 == 12 || c.d2 == 12)
c.Del()
///// Z-Level Stuff
del(src)
return // not needed, but for clarity
else if(istype(W, /obj/item/weapon/cable_coil))
var/obj/item/weapon/cable_coil/coil = W
coil.cable_join(src, user)
else if(istype(W, /obj/item/device/multitool))
var/datum/powernet/PN = get_powernet() // find the powernet
if(PN && (PN.avail > 0)) // is it powered?
user << "<span class='warning'>[PN.avail]W in power network.</span>"
else
user << "<span class='warning'>The cable is not powered.</span>"
shock(user, 5, 0.2)
else
if (W.flags & CONDUCT)
shock(user, 50, 0.7)
src.add_fingerprint(user)
// shock the user with probability prb
/obj/structure/cable/proc/shock(mob/user, prb, var/siemens_coeff = 1.0)
if(!prob(prb))
return 0
if (electrocute_mob(user, powernet, src, siemens_coeff))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
return 1
else
return 0
/obj/structure/cable/ex_act(severity)
switch(severity)
if(1.0)
del(src)
if(2.0)
if (prob(50))
new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1, color)
del(src)
if(3.0)
if (prob(25))
new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1, color)
del(src)
return
// the cable coil object, used for laying cable
#define MAXCOIL 30
/obj/item/weapon/cable_coil
name = "cable coil"
icon = 'icons/obj/power.dmi'
icon_state = "coil"
var/amount = MAXCOIL
item_color = COLOR_RED
desc = "A coil of power cable."
throwforce = 10
w_class = 2.0
throw_speed = 2
throw_range = 5
matter = list("metal" = 50, "glass" = 20)
flags = TABLEPASS | FPRINT | CONDUCT
slot_flags = SLOT_BELT
item_state = "coil"
attack_verb = list("whipped", "lashed", "disciplined", "flogged")
suicide_act(mob/user)
viewers(user) << "<span class='warning'><b>[user] is strangling \himself with the [src.name]! It looks like \he's trying to commit suicide.</b></span>"
return(OXYLOSS)
/obj/item/weapon/cable_coil/New(loc, length = MAXCOIL, var/param_color = null)
..()
src.amount = length
if (param_color)
color = param_color
else
color = item_color
pixel_x = rand(-2,2)
pixel_y = rand(-2,2)
updateicon()
update_wclass()
/obj/item/weapon/cable_coil/proc/updateicon()
if (!color)
color = pick(COLOR_RED, COLOR_BLUE, COLOR_GREEN, COLOR_ORANGE, COLOR_WHITE, COLOR_PINK, COLOR_YELLOW, COLOR_CYAN)
item_color = color
if(amount == 1)
icon_state = "coil1"
name = "cable piece"
else if(amount == 2)
icon_state = "coil2"
name = "cable piece"
else
icon_state = "coil"
name = "cable coil"
/obj/item/weapon/cable_coil/proc/update_wclass()
if(amount == 1)
w_class = 1.0
else
w_class = 2.0
/obj/item/weapon/cable_coil/examine()
set src in view(1)
if(amount == 1)
usr << "A short piece of power cable."
else if(amount == 2)
usr << "A piece of power cable."
else
usr << "A coil of power cable. There are [amount] lengths of cable in the coil."
/obj/item/weapon/cable_coil/verb/make_restraint()
set name = "Make Cable Restraints"
set category = "Object"
var/mob/M = usr
if(ishuman(M) && !M.restrained() && !M.stat && !M.paralysis && ! M.stunned)
if(!istype(usr.loc,/turf)) return
if(src.amount <= 14)
usr << "<span class='warning'>You need at least 15 lengths to make restraints!</span>"
return
var/obj/item/weapon/handcuffs/cable/B = new /obj/item/weapon/handcuffs/cable(usr.loc)
B.color = item_color
usr << "<span class='notice'>You wind some cable together to make some restraints.</span>"
src.use(15)
else
usr << "<span class='notice'>\blue You cannot do that.</span>"
..()
/obj/item/weapon/cable_coil/attackby(obj/item/weapon/W, mob/user)
..()
if( istype(W, /obj/item/weapon/wirecutters) && src.amount > 1)
src.amount--
new/obj/item/weapon/cable_coil(user.loc, 1,item_color)
user << "<span class='notice'>You cut a piece off the cable coil.</span>"
src.updateicon()
src.update_wclass()
return
else if( istype(W, /obj/item/weapon/cable_coil) )
var/obj/item/weapon/cable_coil/C = W
if(C.amount == MAXCOIL)
user << "<span class='notice'>The coil is too long, you cannot add any more cable to it.</span>"
return
if( (C.amount + src.amount <= MAXCOIL) )
C.amount += src.amount
user << "<span class='notice'>You join the cable coils together.</span>"
C.updateicon()
C.update_wclass()
del(src)
return
else
user << "<span class='notice'>You transfer [MAXCOIL - C.amount ] length\s of cable from one coil to the other.</span>"
src.amount -= (MAXCOIL-C.amount)
src.updateicon()
src.update_wclass()
C.amount = MAXCOIL
C.updateicon()
C.update_wclass()
return
/obj/item/weapon/cable_coil/proc/use(var/used)
if(src.amount < used)
return 0
else if (src.amount == used)
del(src)
else
amount -= used
updateicon()
update_wclass()
return 1
// called when cable_coil is clicked on a turf/simulated/floor
/obj/item/weapon/cable_coil/proc/turf_place(turf/simulated/floor/F, mob/user)
if(!isturf(user.loc))
return
if(get_dist(F,user) > 1)
user << "<span class='warning'>You can't lay cable at a place that far away.</span>"
return
if(F.intact) // if floor is intact, complain
user << "<span class='warning'>You can't lay cable there unless the floor tiles are removed.</span>"
return
else
var/dirn
if(user.loc == F)
dirn = user.dir // if laying on the tile we're on, lay in the direction we're facing
else
dirn = get_dir(F, user)
for(var/obj/structure/cable/LC in F)
if((LC.d1 == dirn && LC.d2 == 0 ) || ( LC.d2 == dirn && LC.d1 == 0))
user << "<span class='warning'>There's already a cable at that position.</span>"
return
///// Z-Level Stuff
// check if the target is open space
if(istype(F, /turf/simulated/floor/open))
for(var/obj/structure/cable/LC in F)
if((LC.d1 == dirn && LC.d2 == 11 ) || ( LC.d2 == dirn && LC.d1 == 11))
user << "<span class='warning'>There's already a cable at that position.</span>"
return
var/turf/simulated/floor/open/temp = F
var/obj/structure/cable/C = new(F)
var/obj/structure/cable/D = new(temp.floorbelow)
C.cableColor(item_color)
C.d1 = 11
C.d2 = dirn
C.add_fingerprint(user)
C.updateicon()
C.powernet = new()
powernets += C.powernet
C.powernet.cables += C
C.mergeConnectedNetworks(C.d2)
C.mergeConnectedNetworksOnTurf()
D.cableColor(item_color)
D.d1 = 12
D.d2 = 0
D.add_fingerprint(user)
D.updateicon()
D.powernet = C.powernet
D.powernet.cables += D
D.mergeConnectedNetworksOnTurf()
// do the normal stuff
else
///// Z-Level Stuff
for(var/obj/structure/cable/LC in F)
if((LC.d1 == dirn && LC.d2 == 0 ) || ( LC.d2 == dirn && LC.d1 == 0))
user << "There's already a cable at that position."
return
var/obj/structure/cable/C = new(F)
C.cableColor(item_color)
C.d1 = 0
C.d2 = dirn
C.add_fingerprint(user)
C.updateicon()
C.powernet = new()
powernets += C.powernet
C.powernet.cables += C
C.mergeConnectedNetworks(C.d2)
C.mergeConnectedNetworksOnTurf()
use(1)
if (C.shock(user, 50))
if (prob(50)) //fail
new/obj/item/weapon/cable_coil(C.loc, 1, C.color)
del(C)
//src.laying = 1
//last = C
// called when cable_coil is click on an installed obj/cable
/obj/item/weapon/cable_coil/proc/cable_join(obj/structure/cable/C, mob/user)
var/turf/U = user.loc
if(!isturf(U))
return
var/turf/T = C.loc
if(!isturf(T) || T.intact) // sanity checks, also stop use interacting with T-scanner revealed cable
return
if(get_dist(C, user) > 1) // make sure it's close enough
user << "<span class='warning'>You can't lay cable at a place that far away.</span>"
return
if(U == T) // do nothing if we clicked a cable we're standing on
return // may change later if can think of something logical to do
var/dirn = get_dir(C, user)
if(C.d1 == dirn || C.d2 == dirn) // one end of the clicked cable is pointing towards us
if(U.intact) // can't place a cable if the floor is complete
user << "<span class='warning'>You can't lay cable there unless the floor tiles are removed.</span>"
return
else
// cable is pointing at us, we're standing on an open tile
// so create a stub pointing at the clicked cable on our tile
var/fdirn = turn(dirn, 180) // the opposite direction
for(var/obj/structure/cable/LC in U) // check to make sure there's not a cable there already
if(LC.d1 == fdirn || LC.d2 == fdirn)
user << "<span class='warning'>There's already a cable at that position.</span>"
return
var/obj/structure/cable/NC = new(U)
NC.cableColor(item_color)
NC.d1 = 0
NC.d2 = fdirn
NC.add_fingerprint()
NC.updateicon()
if(C.powernet)
NC.powernet = C.powernet
NC.powernet.cables += NC
NC.mergeConnectedNetworks(NC.d2)
NC.mergeConnectedNetworksOnTurf()
use(1)
if (NC.shock(user, 50))
if (prob(50)) //fail
new/obj/item/weapon/cable_coil(NC.loc, 1, NC.color)
del(NC)
return
else if(C.d1 == 0) // exisiting cable doesn't point at our position, so see if it's a stub
// if so, make it a full cable pointing from it's old direction to our dirn
var/nd1 = C.d2 // these will be the new directions
var/nd2 = dirn
if(nd1 > nd2) // swap directions to match icons/states
nd1 = dirn
nd2 = C.d2
for(var/obj/structure/cable/LC in T) // check to make sure there's no matching cable
if(LC == C) // skip the cable we're interacting with
continue
if((LC.d1 == nd1 && LC.d2 == nd2) || (LC.d1 == nd2 && LC.d2 == nd1) ) // make sure no cable matches either direction
user << "<span class='warning'>There's already a cable at that position.</span>"
return
C.cableColor(item_color)
C.d1 = nd1
C.d2 = nd2
C.add_fingerprint()
C.updateicon()
C.mergeConnectedNetworks(C.d1)
C.mergeConnectedNetworks(C.d2)
C.mergeConnectedNetworksOnTurf()
use(1)
if (C.shock(user, 50))
if (prob(50)) //fail
new/obj/item/weapon/cable_coil(C.loc, 2, C.color)
del(C)
return
/obj/structure/cable/proc/mergeConnectedNetworks(var/direction)
var/turf/TB
if(!(d1 == direction || d2 == direction))
return
TB = get_step(src, direction)
for(var/obj/structure/cable/TC in TB)
if(!TC)
continue
if(src == TC)
continue
var/fdir = (!direction)? 0 : turn(direction, 180)
if(TC.d1 == fdir || TC.d2 == fdir)
if(!TC.powernet)
TC.powernet = new()
powernets += TC.powernet
TC.powernet.cables += TC
if(powernet)
merge_powernets(powernet,TC.powernet)
else
powernet = TC.powernet
powernet.cables += src
/obj/structure/cable/proc/mergeConnectedNetworksOnTurf()
if(!powernet)
powernet = new()
powernets += powernet
powernet.cables += src
for(var/AM in loc)
if(istype(AM,/obj/structure/cable))
var/obj/structure/cable/C = AM
if(C.powernet == powernet) continue
if(C.powernet)
merge_powernets(powernet, C.powernet)
else
C.powernet = powernet
powernet.cables += C
else if(istype(AM,/obj/machinery/power/apc))
var/obj/machinery/power/apc/N = AM
if(!N.terminal) continue
if(N.terminal.powernet)
merge_powernets(powernet, N.terminal.powernet)
else
N.terminal.powernet = powernet
powernet.nodes[N.terminal] = N.terminal
else if(istype(AM,/obj/machinery/power))
var/obj/machinery/power/M = AM
if(M.powernet == powernet) continue
if(M.powernet)
merge_powernets(powernet, M.powernet)
else
M.powernet = powernet
powernet.nodes[M] = M
obj/structure/cable/proc/cableColor(var/colorC)
var/color_n = "#DD0000"
if(colorC)
color_n = colorC
color = color_n
/obj/item/weapon/cable_coil/cut
item_state = "coil2"
/obj/item/weapon/cable_coil/cut/New(loc)
..()
src.amount = rand(1,2)
pixel_x = rand(-2,2)
pixel_y = rand(-2,2)
updateicon()
update_wclass()
/obj/item/weapon/cable_coil/yellow
item_color = COLOR_YELLOW
/obj/item/weapon/cable_coil/blue
item_color = COLOR_BLUE
/obj/item/weapon/cable_coil/green
item_color = COLOR_GREEN
/obj/item/weapon/cable_coil/pink
item_color = COLOR_PINK
/obj/item/weapon/cable_coil/orange
item_color = COLOR_ORANGE
/obj/item/weapon/cable_coil/cyan
item_color = COLOR_CYAN
/obj/item/weapon/cable_coil/white
item_color = COLOR_WHITE
/obj/item/weapon/cable_coil/random/New()
item_color = pick(COLOR_RED, COLOR_BLUE, COLOR_GREEN, COLOR_WHITE, COLOR_PINK, COLOR_YELLOW, COLOR_CYAN)
..()
/obj/item/weapon/cable_coil/attack(mob/M as mob, mob/user as mob)
if(hasorgans(M))
var/datum/organ/external/S = M:get_organ(user.zone_sel.selecting)
if(!(S.status & ORGAN_ROBOT) || user.a_intent != "help")
return ..()
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.species.flags & IS_SYNTHETIC)
if(M == user)
user << "\red You can't repair damage to your own body - it's against OH&S."
return
if(S.burn_dam > 0 && use(1))
S.heal_damage(0,15,0,1)
user.visible_message("\red \The [user] repairs some burn damage on \the [M]'s [S.display_name] with \the [src].")
return
else
user << "Nothing to fix!"
else
return ..()