mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Fixed the failsafe misreporting how long the MC has been dead. Lighting initialization no longer 'interrupts' the master_controller setup(). Added updated powernet debugging tools. They're in my WIP folder. They are sexy c: It draws the powernet onto the map so you can see what's going on during debugging. Added tachyon-doppler arrays. They're gonna be something for scientists to measure their bombs with rather than praying for the figures. Nothing spectacular. Commented out switches, they aren't used and I've been fixing/testing powernets all day. Sorry. If you need them back just PM me and I'll fix them. Known issues: the merging procs behave silly at intersections. I really tried to fix it but I think I'll make more progress just working on some powernet improvements. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4623 316c924e-a436-60f5-8080-3fe189b3f50e
526 lines
13 KiB
Plaintext
526 lines
13 KiB
Plaintext
// attach a wire to a power machine - leads from the turf you are standing on
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/obj/machinery/power/attackby(obj/item/weapon/W, mob/user)
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if(istype(W, /obj/item/weapon/cable_coil))
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var/obj/item/weapon/cable_coil/coil = W
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var/turf/T = user.loc
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if(T.intact || !istype(T, /turf/simulated/floor))
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return
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if(get_dist(src, user) > 1)
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return
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if(!directwired) // only for attaching to directwired machines
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return
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var/dirn = get_dir(user, src)
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for(var/obj/structure/cable/LC in T)
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if( (LC.d1 == dirn && LC.d2 == 0 ) || ( LC.d2 == dirn && LC.d1 == 0) )
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user << "There's already a cable at that position."
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return
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var/obj/structure/cable/NC = new(T)
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NC.cableColor(coil.color)
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NC.d1 = 0
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NC.d2 = dirn
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NC.add_fingerprint()
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NC.updateicon()
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NC.mergeConnectedNetworks(NC.d2)
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NC.mergeConnectedNetworksOnTurf()
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if(powernet==null)
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if(NC.powernet == null)
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NC.powernet = new()
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powernets += NC.powernet
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NC.powernet.cables += NC
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powernet = NC.powernet
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NC.powernet.nodes += src
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NC.mergeConnectedNetworksOnTurf()
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coil.use(1)
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if (NC.shock(user, 50))
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if (prob(50)) //fail
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new/obj/item/weapon/cable_coil(NC.loc, 1, NC.color)
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del(NC)
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return
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else
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..()
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return
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// the power cable object
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/obj/structure/cable/New()
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..()
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// ensure d1 & d2 reflect the icon_state for entering and exiting cable
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var/dash = findtext(icon_state, "-")
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d1 = text2num( copytext( icon_state, 1, dash ) )
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d2 = text2num( copytext( icon_state, dash+1 ) )
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var/turf/T = src.loc // hide if turf is not intact
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if(level==1) hide(T.intact)
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cable_list += src
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/obj/structure/cable/Del() // called when a cable is deleted
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if(!defer_powernet_rebuild) // set if network will be rebuilt manually
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if(powernet)
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powernet.cut_cable(src) // update the powernets
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cable_list -= src
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..() // then go ahead and delete the cable
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/obj/structure/cable/hide(var/i)
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if(level == 1 && istype(loc, /turf))
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invisibility = i ? 101 : 0
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updateicon()
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/obj/structure/cable/proc/updateicon()
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if(invisibility)
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icon_state = "[d1]-[d2]-f"
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else
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icon_state = "[d1]-[d2]"
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// returns the powernet this cable belongs to
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/obj/structure/cable/proc/get_powernet() //TODO: remove this as it is obsolete
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return powernet
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/obj/structure/cable/attack_hand(mob/user)
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if(ishuman(user))
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if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
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call(/obj/item/clothing/gloves/space_ninja/proc/drain)("WIRE",src,user:wear_suit)
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return
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/obj/structure/cable/attackby(obj/item/W, mob/user)
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var/turf/T = src.loc
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if(T.intact)
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return
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if(istype(W, /obj/item/weapon/wirecutters))
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// if(power_switch)
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// user << "\red This piece of cable is tied to a power switch. Flip the switch to remove it."
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// return
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if (shock(user, 50))
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return
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if(src.d1) // 0-X cables are 1 unit, X-X cables are 2 units long
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new/obj/item/weapon/cable_coil(T, 2, color)
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else
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new/obj/item/weapon/cable_coil(T, 1, color)
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for(var/mob/O in viewers(src, null))
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O.show_message("\red [user] cuts the cable.", 1)
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del(src)
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return // not needed, but for clarity
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else if(istype(W, /obj/item/weapon/cable_coil))
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var/obj/item/weapon/cable_coil/coil = W
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coil.cable_join(src, user)
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else if(istype(W, /obj/item/device/multitool))
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var/datum/powernet/PN = get_powernet() // find the powernet
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if(PN && (PN.avail > 0)) // is it powered?
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user << "\red [PN.avail]W in power network."
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else
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user << "\red The cable is not powered."
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shock(user, 5, 0.2)
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else
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if (W.flags & CONDUCT)
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shock(user, 50, 0.7)
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src.add_fingerprint(user)
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// shock the user with probability prb
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/obj/structure/cable/proc/shock(mob/user, prb, var/siemens_coeff = 1.0)
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if(!prob(prb))
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return 0
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if (electrocute_mob(user, powernet, src, siemens_coeff))
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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return 1
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else
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return 0
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/obj/structure/cable/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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if(2.0)
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if (prob(50))
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new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1, color)
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del(src)
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if(3.0)
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if (prob(25))
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new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1, color)
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del(src)
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return
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// the cable coil object, used for laying cable
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/obj/item/weapon/cable_coil/New(loc, length = MAXCOIL, var/param_color = null)
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..()
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src.amount = length
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if (param_color)
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color = param_color
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pixel_x = rand(-2,2)
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pixel_y = rand(-2,2)
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updateicon()
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/obj/item/weapon/cable_coil/cut/New(loc)
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..()
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src.amount = rand(1,2)
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pixel_x = rand(-2,2)
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pixel_y = rand(-2,2)
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updateicon()
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/obj/item/weapon/cable_coil/proc/updateicon()
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if (!color)
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color = pick("red", "yellow", "blue", "green")
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if(amount == 1)
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icon_state = "coil_[color]1"
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name = "cable piece"
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else if(amount == 2)
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icon_state = "coil_[color]2"
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name = "cable piece"
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else
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icon_state = "coil_[color]"
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name = "cable coil"
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/obj/item/weapon/cable_coil/examine()
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set src in view(1)
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if(amount == 1)
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usr << "A short piece of power cable."
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else if(amount == 2)
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usr << "A piece of power cable."
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else
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usr << "A coil of power cable. There are [amount] lengths of cable in the coil."
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/obj/item/weapon/cable_coil/verb/make_restraint()
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set name = "Make Cable Restraints"
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set category = "Object"
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var/mob/M = usr
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if(ishuman(M) && !M.restrained() && !M.stat && !M.paralysis && ! M.stunned)
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if(!istype(usr.loc,/turf)) return
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if(src.amount <= 14)
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usr << "\red You need at least 15 lengths to make restraints!"
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return
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var/obj/item/weapon/handcuffs/cable/B = new /obj/item/weapon/handcuffs/cable(usr.loc)
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B.icon_state = "cuff_[color]"
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usr << "\blue You wind some cable together to make some restraints."
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src.use(15)
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else
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usr << "\blue You cannot do that."
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..()
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/obj/item/weapon/cable_coil/attackby(obj/item/weapon/W, mob/user)
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..()
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if( istype(W, /obj/item/weapon/wirecutters) && src.amount > 1)
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src.amount--
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new/obj/item/weapon/cable_coil(user.loc, 1,color)
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user << "You cut a piece off the cable coil."
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src.updateicon()
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return
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else if( istype(W, /obj/item/weapon/cable_coil) )
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var/obj/item/weapon/cable_coil/C = W
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if(C.amount == MAXCOIL)
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user << "The coil is too long, you cannot add any more cable to it."
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return
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if( (C.amount + src.amount <= MAXCOIL) )
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C.amount += src.amount
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user << "You join the cable coils together."
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C.updateicon()
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del(src)
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return
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else
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user << "You transfer [MAXCOIL - src.amount ] length\s of cable from one coil to the other."
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src.amount -= (MAXCOIL-C.amount)
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src.updateicon()
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C.amount = MAXCOIL
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C.updateicon()
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return
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/obj/item/weapon/cable_coil/proc/use(var/used)
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if(src.amount < used)
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return 0
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else if (src.amount == used)
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del(src)
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else
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amount -= used
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updateicon()
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return 1
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// called when cable_coil is clicked on a turf/simulated/floor
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/obj/item/weapon/cable_coil/proc/turf_place(turf/simulated/floor/F, mob/user)
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if(!isturf(user.loc))
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return
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if(get_dist(F,user) > 1)
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user << "You can't lay cable at a place that far away."
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return
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if(F.intact) // if floor is intact, complain
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user << "You can't lay cable there unless the floor tiles are removed."
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return
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else
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var/dirn
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if(user.loc == F)
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dirn = user.dir // if laying on the tile we're on, lay in the direction we're facing
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else
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dirn = get_dir(F, user)
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for(var/obj/structure/cable/LC in F)
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if((LC.d1 == dirn && LC.d2 == 0 ) || ( LC.d2 == dirn && LC.d1 == 0))
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user << "There's already a cable at that position."
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return
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var/obj/structure/cable/C = new(F)
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C.cableColor(color)
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C.d1 = 0
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C.d2 = dirn
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C.add_fingerprint(user)
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C.updateicon()
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C.powernet = new()
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powernets += C.powernet
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C.powernet.cables += C
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C.mergeConnectedNetworks(C.d2)
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C.mergeConnectedNetworksOnTurf()
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use(1)
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if (C.shock(user, 50))
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if (prob(50)) //fail
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new/obj/item/weapon/cable_coil(C.loc, 1, C.color)
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del(C)
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//src.laying = 1
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//last = C
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// called when cable_coil is click on an installed obj/cable
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/obj/item/weapon/cable_coil/proc/cable_join(obj/structure/cable/C, mob/user)
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var/turf/U = user.loc
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if(!isturf(U))
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return
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var/turf/T = C.loc
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if(!isturf(T) || T.intact) // sanity checks, also stop use interacting with T-scanner revealed cable
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return
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if(get_dist(C, user) > 1) // make sure it's close enough
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user << "You can't lay cable at a place that far away."
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return
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if(U == T) // do nothing if we clicked a cable we're standing on
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return // may change later if can think of something logical to do
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var/dirn = get_dir(C, user)
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if(C.d1 == dirn || C.d2 == dirn) // one end of the clicked cable is pointing towards us
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if(U.intact) // can't place a cable if the floor is complete
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user << "You can't lay cable there unless the floor tiles are removed."
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return
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else
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// cable is pointing at us, we're standing on an open tile
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// so create a stub pointing at the clicked cable on our tile
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var/fdirn = turn(dirn, 180) // the opposite direction
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for(var/obj/structure/cable/LC in U) // check to make sure there's not a cable there already
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if(LC.d1 == fdirn || LC.d2 == fdirn)
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user << "There's already a cable at that position."
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return
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var/obj/structure/cable/NC = new(U)
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NC.cableColor(color)
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NC.d1 = 0
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NC.d2 = fdirn
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NC.add_fingerprint()
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NC.updateicon()
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if(C.powernet)
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NC.powernet = C.powernet
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NC.powernet.cables += NC
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NC.mergeConnectedNetworks(NC.d2)
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NC.mergeConnectedNetworksOnTurf()
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use(1)
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if (NC.shock(user, 50))
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if (prob(50)) //fail
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new/obj/item/weapon/cable_coil(NC.loc, 1, NC.color)
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del(NC)
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return
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else if(C.d1 == 0) // exisiting cable doesn't point at our position, so see if it's a stub
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// if so, make it a full cable pointing from it's old direction to our dirn
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var/nd1 = C.d2 // these will be the new directions
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var/nd2 = dirn
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if(nd1 > nd2) // swap directions to match icons/states
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nd1 = dirn
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nd2 = C.d2
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for(var/obj/structure/cable/LC in T) // check to make sure there's no matching cable
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if(LC == C) // skip the cable we're interacting with
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continue
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if((LC.d1 == nd1 && LC.d2 == nd2) || (LC.d1 == nd2 && LC.d2 == nd1) ) // make sure no cable matches either direction
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user << "There's already a cable at that position."
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return
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C.cableColor(color)
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C.d1 = nd1
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C.d2 = nd2
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C.add_fingerprint()
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C.updateicon()
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C.mergeConnectedNetworks(C.d1)
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C.mergeConnectedNetworks(C.d2)
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C.mergeConnectedNetworksOnTurf()
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use(1)
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if (C.shock(user, 50))
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if (prob(50)) //fail
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new/obj/item/weapon/cable_coil(C.loc, 2, C.color)
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del(C)
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return
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/obj/structure/cable/proc/mergeConnectedNetworks(var/direction)
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var/turf/TB
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if(!(d1 == direction || d2 == direction))
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return
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TB = get_step(src, direction)
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for(var/obj/structure/cable/TC in TB)
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if(!TC)
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continue
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if(src == TC)
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continue
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var/fdir = (!direction)? 0 : turn(direction, 180)
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if(TC.d1 == fdir || TC.d2 == fdir)
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if(!TC.powernet)
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TC.powernet = new()
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powernets += TC.powernet
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TC.powernet.cables += TC
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if(powernet)
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merge_powernets(powernet,TC.powernet)
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else
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powernet = TC.powernet
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powernet.cables += src
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/obj/structure/cable/proc/mergeConnectedNetworksOnTurf()
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if(!powernet)
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powernet = new()
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powernets += powernet
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powernet.cables += src
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for(var/AM in loc)
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if(istype(AM,/obj/structure/cable))
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var/obj/structure/cable/C = AM
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if(C.powernet == powernet) continue
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if(C.powernet)
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merge_powernets(powernet, C.powernet)
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else
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C.powernet = powernet
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powernet.cables += C
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else if(istype(AM,/obj/machinery/power/apc))
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var/obj/machinery/power/apc/N = AM
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if(!N.terminal) continue
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if(N.terminal.powernet)
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merge_powernets(powernet, N.terminal.powernet)
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else
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N.terminal.powernet = powernet
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powernet.nodes += N.terminal
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else if(istype(AM,/obj/machinery/power))
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var/obj/machinery/power/M = AM
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if(M.powernet == powernet) continue
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if(M.powernet)
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merge_powernets(powernet, M.powernet)
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else
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M.powernet = powernet
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powernet.nodes += M
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obj/structure/cable/proc/cableColor(var/colorC)
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var/color_n = "red"
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if(colorC)
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color_n = colorC
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color = color_n
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switch(colorC)
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if("red")
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icon = 'icons/obj/power_cond_red.dmi'
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if("yellow")
|
|
icon = 'icons/obj/power_cond_yellow.dmi'
|
|
if("green")
|
|
icon = 'icons/obj/power_cond_green.dmi'
|
|
if("blue")
|
|
icon = 'icons/obj/power_cond_blue.dmi'
|
|
if("pink")
|
|
icon = 'icons/obj/power_cond_pink.dmi'
|
|
if("orange")
|
|
icon = 'icons/obj/power_cond_orange.dmi'
|
|
if("cyan")
|
|
icon = 'icons/obj/power_cond_cyan.dmi'
|
|
if("white")
|
|
icon = 'icons/obj/power_cond_white.dmi'
|