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A lot of new defines are now in inventory_sizes.dm, which contains; All the size identifiers (the thing that tells the game if something is bulky, or w/e). Storage costs for all the sizes, which are exponents of two, as previously. A few constants for inventory size. Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke. The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
941 lines
28 KiB
Plaintext
941 lines
28 KiB
Plaintext
///////////////////////////////
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//CABLE STRUCTURE
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///////////////////////////////
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////////////////////////////////
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// Definitions
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////////////////////////////////
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/* Cable directions (d1 and d2)
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9 1 5
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\ | /
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8 - 0 - 4,
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/ | \
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10 2 6
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If d1 = 0 and d2 = 0, there's no cable
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If d1 = 0 and d2 = dir, it's a O-X cable, getting from the center of the tile to dir (knot cable)
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If d1 = dir1 and d2 = dir2, it's a full X-X cable, getting from dir1 to dir2
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By design, d1 is the smallest direction and d2 is the highest
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*/
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var/list/possible_cable_coil_colours = list(
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"White" = COLOR_WHITE,
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"Silver" = COLOR_SILVER,
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"Gray" = COLOR_GRAY,
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"Black" = COLOR_BLACK,
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"Red" = COLOR_RED,
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"Maroon" = COLOR_MAROON,
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"Yellow" = COLOR_YELLOW,
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"Olive" = COLOR_OLIVE,
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"Lime" = COLOR_GREEN,
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"Green" = COLOR_LIME,
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"Cyan" = COLOR_CYAN,
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"Teal" = COLOR_TEAL,
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"Blue" = COLOR_BLUE,
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"Navy" = COLOR_NAVY,
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"Pink" = COLOR_PINK,
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"Purple" = COLOR_PURPLE,
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"Orange" = COLOR_ORANGE,
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"Beige" = COLOR_BEIGE,
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"Brown" = COLOR_BROWN
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)
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/obj/structure/cable
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level = 1
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anchored =1
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var/datum/powernet/powernet
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name = "power cable"
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desc = "A flexible superconducting cable for heavy-duty power transfer"
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icon = 'icons/obj/power_cond_white.dmi'
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icon_state = "0-1"
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var/d1 = 0
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var/d2 = 1
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layer = 2.44 //Just below unary stuff, which is at 2.45 and above pipes, which are at 2.4
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color = COLOR_RED
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var/obj/machinery/power/breakerbox/breaker_box
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/obj/structure/cable/drain_power(var/drain_check, var/surge, var/amount = 0)
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if(drain_check)
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return 1
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var/datum/powernet/PN = get_powernet()
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if(!PN) return 0
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return PN.draw_power(amount)
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/obj/structure/cable/yellow
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color = COLOR_YELLOW
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/obj/structure/cable/green
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color = COLOR_LIME
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/obj/structure/cable/blue
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color = COLOR_BLUE
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/obj/structure/cable/pink
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color = COLOR_PINK
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/obj/structure/cable/orange
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color = COLOR_ORANGE
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/obj/structure/cable/cyan
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color = COLOR_CYAN
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/obj/structure/cable/white
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color = COLOR_WHITE
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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.is_plating())
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cable_list += src //add it to the global cable list
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/obj/structure/cable/Destroy() // called when a cable is deleted
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if(powernet)
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cut_cable_from_powernet() // update the powernets
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cable_list -= src //remove it from global cable list
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..() // then go ahead and delete the cable
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// Ghost examining the cable -> tells him the power
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/obj/structure/cable/attack_ghost(mob/user)
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if(user.client && user.client.inquisitive_ghost)
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user.examinate(src)
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// following code taken from attackby (multitool)
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if(powernet && (powernet.avail > 0))
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user << "<span class='warning'>[powernet.avail]W in power network.</span>"
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else
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user << "<span class='warning'>The cable is not powered.</span>"
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return
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///////////////////////////////////
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// General procedures
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///////////////////////////////////
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//If underfloor, hide the cable
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/obj/structure/cable/hide(var/i)
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if(istype(loc, /turf))
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invisibility = i ? 101 : 0
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updateicon()
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/obj/structure/cable/hides_under_flooring()
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return 1
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/obj/structure/cable/proc/updateicon()
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icon_state = "[d1]-[d2]"
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alpha = invisibility ? 127 : 255
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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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//Telekinesis has no effect on a cable
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/obj/structure/cable/attack_tk(mob/user)
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return
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// Items usable on a cable :
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// - Wirecutters : cut it duh !
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// - Cable coil : merge cables
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// - Multitool : get the power currently passing through the cable
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//
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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.is_plating())
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return
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if(istype(W, /obj/item/weapon/wirecutters))
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if(d1 == 12 || d2 == 12)
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user << "<span class='warning'>You must cut this cable from above.</span>"
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return
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if(breaker_box)
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user << "\red This cable is connected to nearby breaker box. Use breaker box to interact with 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/stack/cable_coil(T, 2, color)
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else
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new/obj/item/stack/cable_coil(T, 1, color)
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for(var/mob/O in viewers(src, null))
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O.show_message("<span class='warning'>[user] cuts the cable.</span>", 1)
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if(d1 == 11 || d2 == 11)
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var/turf/turf = GetBelow(src)
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if(turf)
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for(var/obj/structure/cable/c in turf)
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if(c.d1 == 12 || c.d2 == 12)
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qdel(c)
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investigate_log("was cut by [key_name(usr, usr.client)] in [user.loc.loc]","wires")
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qdel(src)
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return
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else if(istype(W, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/coil = W
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if (coil.get_amount() < 1)
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user << "Not enough cable"
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return
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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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if(powernet && (powernet.avail > 0)) // is it powered?
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user << "<span class='warning'>[powernet.avail]W in power network.</span>"
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else
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user << "<span class='warning'>The cable is not powered.</span>"
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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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if(usr.stunned)
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return 1
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return 0
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//explosion handling
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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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qdel(src)
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if(2.0)
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if (prob(50))
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new/obj/item/stack/cable_coil(src.loc, src.d1 ? 2 : 1, color)
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qdel(src)
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if(3.0)
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if (prob(25))
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new/obj/item/stack/cable_coil(src.loc, src.d1 ? 2 : 1, color)
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qdel(src)
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return
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obj/structure/cable/proc/cableColor(var/colorC)
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var/color_n = "#DD0000"
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if(colorC)
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color_n = colorC
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color = color_n
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/////////////////////////////////////////////////
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// Cable laying helpers
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////////////////////////////////////////////////
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//handles merging diagonally matching cables
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//for info : direction^3 is flipping horizontally, direction^12 is flipping vertically
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/obj/structure/cable/proc/mergeDiagonalsNetworks(var/direction)
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//search for and merge diagonally matching cables from the first direction component (north/south)
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var/turf/T = get_step(src, direction&3)//go north/south
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for(var/obj/structure/cable/C in T)
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if(!C)
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continue
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if(src == C)
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continue
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if(C.d1 == (direction^3) || C.d2 == (direction^3)) //we've got a diagonally matching cable
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if(!C.powernet) //if the matching cable somehow got no powernet, make him one (should not happen for cables)
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var/datum/powernet/newPN = new()
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newPN.add_cable(C)
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if(powernet) //if we already have a powernet, then merge the two powernets
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merge_powernets(powernet,C.powernet)
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else
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C.powernet.add_cable(src) //else, we simply connect to the matching cable powernet
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//the same from the second direction component (east/west)
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T = get_step(src, direction&12)//go east/west
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for(var/obj/structure/cable/C in T)
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if(!C)
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continue
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if(src == C)
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continue
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if(C.d1 == (direction^12) || C.d2 == (direction^12)) //we've got a diagonally matching cable
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if(!C.powernet) //if the matching cable somehow got no powernet, make him one (should not happen for cables)
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var/datum/powernet/newPN = new()
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newPN.add_cable(C)
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if(powernet) //if we already have a powernet, then merge the two powernets
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merge_powernets(powernet,C.powernet)
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else
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C.powernet.add_cable(src) //else, we simply connect to the matching cable powernet
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// merge with the powernets of power objects in the given direction
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/obj/structure/cable/proc/mergeConnectedNetworks(var/direction)
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var/fdir = (!direction)? 0 : turn(direction, 180) //flip the direction, to match with the source position on its turf
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if(!(d1 == direction || d2 == direction)) //if the cable is not pointed in this direction, do nothing
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return
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var/turf/TB = get_step(src, direction)
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for(var/obj/structure/cable/C in TB)
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if(!C)
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continue
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if(src == C)
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continue
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if(C.d1 == fdir || C.d2 == fdir) //we've got a matching cable in the neighbor turf
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if(!C.powernet) //if the matching cable somehow got no powernet, make him one (should not happen for cables)
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var/datum/powernet/newPN = new()
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newPN.add_cable(C)
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if(powernet) //if we already have a powernet, then merge the two powernets
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merge_powernets(powernet,C.powernet)
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else
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C.powernet.add_cable(src) //else, we simply connect to the matching cable powernet
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// merge with the powernets of power objects in the source turf
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/obj/structure/cable/proc/mergeConnectedNetworksOnTurf()
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var/list/to_connect = list()
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if(!powernet) //if we somehow have no powernet, make one (should not happen for cables)
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var/datum/powernet/newPN = new()
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newPN.add_cable(src)
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//first let's add turf cables to our powernet
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//then we'll connect machines on turf with a node cable is present
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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.d1 == d1 || C.d2 == d1 || C.d1 == d2 || C.d2 == d2) //only connected if they have a common direction
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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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powernet.add_cable(C) //the cable was powernetless, let's just add it to our powernet
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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 // APC are connected through their terminal
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if(N.terminal.powernet == powernet)
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continue
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to_connect += N.terminal //we'll connect the machines after all cables are merged
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else if(istype(AM,/obj/machinery/power)) //other power machines
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var/obj/machinery/power/M = AM
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if(M.powernet == powernet)
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continue
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to_connect += M //we'll connect the machines after all cables are merged
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//now that cables are done, let's connect found machines
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for(var/obj/machinery/power/PM in to_connect)
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if(!PM.connect_to_network())
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PM.disconnect_from_network() //if we somehow can't connect the machine to the new powernet, remove it from the old nonetheless
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//////////////////////////////////////////////
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// Powernets handling helpers
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//////////////////////////////////////////////
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//if powernetless_only = 1, will only get connections without powernet
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/obj/structure/cable/proc/get_connections(var/powernetless_only = 0)
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. = list() // this will be a list of all connected power objects
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var/turf/T
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// Handle up/down cables
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if(d1 == 11 || d2 == 11)
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T = GetBelow(src)
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if(T)
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. += power_list(T, src, 12, 1)
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if(d1 == 12 || d1 == 12)
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T = GetAbove(src)
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if(T)
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. += power_list(T, src, 11, 1)
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// Handle standard cables in adjacent turfs
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for(var/cable_dir in list(d1, d2))
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if(cable_dir == 11 || cable_dir == 12 || cable_dir == 0)
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continue
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var/reverse = reverse_dir[cable_dir]
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T = get_step(src, cable_dir)
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if(T)
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for(var/obj/structure/cable/C in T)
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if((C.d1 && C.d1 == reverse) || (C.d2 && C.d2 == reverse))
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. += C
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if(cable_dir & (cable_dir - 1)) // Diagonal, check for /\/\/\ style cables along cardinal directions
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for(var/pair in list(NORTH|SOUTH, EAST|WEST))
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T = get_step(src, cable_dir & pair)
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if(T)
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var/req_dir = cable_dir ^ pair
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for(var/obj/structure/cable/C in T)
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if((C.d1 && C.d1 == req_dir) || (C.d2 && C.d2 == req_dir))
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. += C
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// Handle cables on the same turf as us
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for(var/obj/structure/cable/C in loc)
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if(C.d1 == d1 || C.d2 == d1 || C.d1 == d2 || C.d2 == d2) // if either of C's d1 and d2 match either of ours
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. += C
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if(d1 == 0)
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for(var/obj/machinery/power/P in loc)
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if(P.powernet == 0) continue // exclude APCs with powernet=0
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if(!powernetless_only || !P.powernet)
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. += P
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// if the caller asked for powernetless cables only, dump the ones with powernets
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if(powernetless_only)
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for(var/obj/structure/cable/C in .)
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if(C.powernet)
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. -= C
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//should be called after placing a cable which extends another cable, creating a "smooth" cable that no longer terminates in the centre of a turf.
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//needed as this can, unlike other placements, disconnect cables
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/obj/structure/cable/proc/denode()
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var/turf/T1 = loc
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if(!T1) return
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var/list/powerlist = power_list(T1,src,0,0) //find the other cables that ended in the centre of the turf, with or without a powernet
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if(powerlist.len>0)
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var/datum/powernet/PN = new()
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propagate_network(powerlist[1],PN) //propagates the new powernet beginning at the source cable
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if(PN.is_empty()) //can happen with machines made nodeless when smoothing cables
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qdel(PN)
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// cut the cable's powernet at this cable and updates the powergrid
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/obj/structure/cable/proc/cut_cable_from_powernet()
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var/turf/T1 = loc
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var/list/P_list
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if(!T1) return
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if(d1)
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T1 = get_step(T1, d1)
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P_list = power_list(T1, src, turn(d1,180),0,cable_only = 1) // what adjacently joins on to cut cable...
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P_list += power_list(loc, src, d1, 0, cable_only = 1)//... and on turf
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if(P_list.len == 0)//if nothing in both list, then the cable was a lone cable, just delete it and its powernet
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powernet.remove_cable(src)
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for(var/obj/machinery/power/P in T1)//check if it was powering a machine
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if(!P.connect_to_network()) //can't find a node cable on a the turf to connect to
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P.disconnect_from_network() //remove from current network (and delete powernet)
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return
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// remove the cut cable from its turf and powernet, so that it doesn't get count in propagate_network worklist
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loc = null
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powernet.remove_cable(src) //remove the cut cable from its powernet
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var/datum/powernet/newPN = new()// creates a new powernet...
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propagate_network(P_list[1], newPN)//... and propagates it to the other side of the cable
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// Disconnect machines connected to nodes
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if(d1 == 0) // if we cut a node (O-X) cable
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for(var/obj/machinery/power/P in T1)
|
|
if(!P.connect_to_network()) //can't find a node cable on a the turf to connect to
|
|
P.disconnect_from_network() //remove from current network
|
|
|
|
///////////////////////////////////////////////
|
|
// The cable coil object, used for laying cable
|
|
///////////////////////////////////////////////
|
|
|
|
////////////////////////////////
|
|
// Definitions
|
|
////////////////////////////////
|
|
|
|
#define MAXCOIL 30
|
|
|
|
/obj/item/stack/cable_coil
|
|
name = "cable coil"
|
|
icon = 'icons/obj/power.dmi'
|
|
icon_state = "coil"
|
|
amount = MAXCOIL
|
|
max_amount = MAXCOIL
|
|
color = COLOR_RED
|
|
desc = "A coil of power cable."
|
|
throwforce = 10
|
|
w_class = ITEMSIZE_SMALL
|
|
throw_speed = 2
|
|
throw_range = 5
|
|
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20)
|
|
flags = CONDUCT
|
|
slot_flags = SLOT_BELT
|
|
item_state = "coil"
|
|
attack_verb = list("whipped", "lashed", "disciplined", "flogged")
|
|
stacktype = /obj/item/stack/cable_coil
|
|
|
|
/obj/item/stack/cable_coil/cyborg
|
|
name = "cable coil synthesizer"
|
|
desc = "A device that makes cable."
|
|
gender = NEUTER
|
|
matter = null
|
|
uses_charge = 1
|
|
charge_costs = list(1)
|
|
|
|
/obj/item/stack/cable_coil/suicide_act(mob/user)
|
|
if(locate(/obj/item/weapon/stool) in user.loc)
|
|
user.visible_message("<span class='suicide'>[user] is making a noose with the [src.name]! It looks like \he's trying to commit suicide.</span>")
|
|
else
|
|
user.visible_message("<span class='suicide'>[user] is strangling \himself with the [src.name]! It looks like \he's trying to commit suicide.</span>")
|
|
return(OXYLOSS)
|
|
|
|
/obj/item/stack/cable_coil/New(loc, length = MAXCOIL, var/param_color = null)
|
|
..()
|
|
src.amount = length
|
|
if (param_color) // It should be red by default, so only recolor it if parameter was specified.
|
|
color = param_color
|
|
pixel_x = rand(-2,2)
|
|
pixel_y = rand(-2,2)
|
|
update_icon()
|
|
update_wclass()
|
|
|
|
///////////////////////////////////
|
|
// General procedures
|
|
///////////////////////////////////
|
|
|
|
//you can use wires to heal robotics
|
|
/obj/item/stack/cable_coil/attack(var/atom/A, var/mob/living/user, var/def_zone)
|
|
if(ishuman(A) && user.a_intent == I_HELP)
|
|
var/mob/living/carbon/human/H = A
|
|
var/obj/item/organ/external/S = H.organs_by_name[user.zone_sel.selecting]
|
|
|
|
if(!S || S.robotic < ORGAN_ROBOT || S.open == 3)
|
|
return ..()
|
|
|
|
var/use_amt = min(src.amount, ceil(S.burn_dam/3), 5)
|
|
if(can_use(use_amt))
|
|
if(S.robo_repair(3*use_amt, BURN, "some damaged wiring", src, user))
|
|
src.use(use_amt)
|
|
|
|
else
|
|
return ..()
|
|
|
|
/obj/item/stack/cable_coil/update_icon()
|
|
if (!color)
|
|
color = pick(COLOR_RED, COLOR_BLUE, COLOR_LIME, COLOR_ORANGE, COLOR_WHITE, COLOR_PINK, COLOR_YELLOW, COLOR_CYAN)
|
|
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/stack/cable_coil/proc/set_cable_color(var/selected_color, var/user)
|
|
if(!selected_color)
|
|
return
|
|
|
|
var/final_color = possible_cable_coil_colours[selected_color]
|
|
if(!final_color)
|
|
final_color = possible_cable_coil_colours["Red"]
|
|
selected_color = "red"
|
|
color = final_color
|
|
user << "<span class='notice'>You change \the [src]'s color to [lowertext(selected_color)].</span>"
|
|
|
|
/obj/item/stack/cable_coil/proc/update_wclass()
|
|
if(amount == 1)
|
|
w_class = ITEMSIZE_TINY
|
|
else
|
|
w_class = ITEMSIZE_SMALL
|
|
|
|
/obj/item/stack/cable_coil/examine(mob/user)
|
|
if(get_dist(src, user) > 1)
|
|
return
|
|
|
|
if(get_amount() == 1)
|
|
user << "A short piece of power cable."
|
|
else if(get_amount() == 2)
|
|
user << "A piece of power cable."
|
|
else
|
|
user << "A coil of power cable. There are [get_amount()] lengths of cable in the coil."
|
|
|
|
|
|
/obj/item/stack/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 << "\red You need at least 15 lengths to make restraints!"
|
|
return
|
|
var/obj/item/weapon/handcuffs/cable/B = new /obj/item/weapon/handcuffs/cable(usr.loc)
|
|
B.color = color
|
|
usr << "<span class='notice'>You wind some cable together to make some restraints.</span>"
|
|
src.use(15)
|
|
else
|
|
usr << "\blue You cannot do that."
|
|
..()
|
|
|
|
/obj/item/stack/cable_coil/cyborg/verb/set_colour()
|
|
set name = "Change Colour"
|
|
set category = "Object"
|
|
|
|
var/selected_type = input("Pick new colour.", "Cable Colour", null, null) as null|anything in possible_cable_coil_colours
|
|
set_cable_color(selected_type, usr)
|
|
|
|
// Items usable on a cable coil :
|
|
// - Wirecutters : cut them duh !
|
|
// - Cable coil : merge cables
|
|
|
|
/obj/item/stack/cable_coil/transfer_to(obj/item/stack/cable_coil/S)
|
|
if(!istype(S))
|
|
return
|
|
..()
|
|
|
|
/obj/item/stack/cable_coil/use()
|
|
. = ..()
|
|
update_icon()
|
|
return
|
|
|
|
/obj/item/stack/cable_coil/add()
|
|
. = ..()
|
|
update_icon()
|
|
return
|
|
|
|
///////////////////////////////////////////////
|
|
// Cable laying procedures
|
|
//////////////////////////////////////////////
|
|
|
|
// called when cable_coil is clicked on a turf/simulated/floor
|
|
/obj/item/stack/cable_coil/proc/turf_place(turf/simulated/floor/F, mob/user)
|
|
if(!isturf(user.loc))
|
|
return
|
|
|
|
if(get_amount() < 1) // Out of cable
|
|
user << "There is no cable left."
|
|
return
|
|
|
|
if(get_dist(F,user) > 1) // Too far
|
|
user << "You can't lay cable at a place that far away."
|
|
return
|
|
|
|
if(!F.is_plating()) // Ff floor is intact, complain
|
|
user << "You can't lay cable there unless the floor tiles are removed."
|
|
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/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/obj/structure/cable/C = new(F)
|
|
var/obj/structure/cable/D = new(GetBelow(F))
|
|
|
|
C.cableColor(color)
|
|
|
|
C.d1 = 11
|
|
C.d2 = dirn
|
|
C.add_fingerprint(user)
|
|
C.updateicon()
|
|
|
|
var/datum/powernet/PN = new()
|
|
PN.add_cable(C)
|
|
|
|
C.mergeConnectedNetworks(C.d2)
|
|
C.mergeConnectedNetworksOnTurf()
|
|
|
|
D.cableColor(color)
|
|
|
|
D.d1 = 12
|
|
D.d2 = 0
|
|
D.add_fingerprint(user)
|
|
D.updateicon()
|
|
|
|
PN.add_cable(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(color)
|
|
|
|
//set up the new cable
|
|
C.d1 = 0 //it's a O-X node cable
|
|
C.d2 = dirn
|
|
C.add_fingerprint(user)
|
|
C.updateicon()
|
|
|
|
//create a new powernet with the cable, if needed it will be merged later
|
|
var/datum/powernet/PN = new()
|
|
PN.add_cable(C)
|
|
|
|
C.mergeConnectedNetworks(C.d2) //merge the powernet with adjacents powernets
|
|
C.mergeConnectedNetworksOnTurf() //merge the powernet with on turf powernets
|
|
|
|
if(C.d2 & (C.d2 - 1))// if the cable is layed diagonally, check the others 2 possible directions
|
|
C.mergeDiagonalsNetworks(C.d2)
|
|
|
|
|
|
use(1)
|
|
if (C.shock(user, 50))
|
|
if (prob(50)) //fail
|
|
new/obj/item/stack/cable_coil(C.loc, 1, C.color)
|
|
qdel(C)
|
|
|
|
// called when cable_coil is click on an installed obj/cable
|
|
// or click on a turf that already contains a "node" cable
|
|
/obj/item/stack/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.is_plating()) // 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 << "You can't lay cable at a place that far away."
|
|
return
|
|
|
|
|
|
if(U == T) //if clicked on the turf we're standing on, try to put a cable in the direction we're facing
|
|
turf_place(T,user)
|
|
return
|
|
|
|
var/dirn = get_dir(C, user)
|
|
|
|
// one end of the clicked cable is pointing towards us
|
|
if(C.d1 == dirn || C.d2 == dirn)
|
|
if(!U.is_plating()) // can't place a cable if the floor is complete
|
|
user << "You can't lay cable there unless the floor tiles are removed."
|
|
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 << "There's already a cable at that position."
|
|
return
|
|
|
|
var/obj/structure/cable/NC = new(U)
|
|
NC.cableColor(color)
|
|
|
|
NC.d1 = 0
|
|
NC.d2 = fdirn
|
|
NC.add_fingerprint()
|
|
NC.updateicon()
|
|
|
|
//create a new powernet with the cable, if needed it will be merged later
|
|
var/datum/powernet/newPN = new()
|
|
newPN.add_cable(NC)
|
|
|
|
NC.mergeConnectedNetworks(NC.d2) //merge the powernet with adjacents powernets
|
|
NC.mergeConnectedNetworksOnTurf() //merge the powernet with on turf powernets
|
|
|
|
if(NC.d2 & (NC.d2 - 1))// if the cable is layed diagonally, check the others 2 possible directions
|
|
NC.mergeDiagonalsNetworks(NC.d2)
|
|
|
|
use(1)
|
|
|
|
if (NC.shock(user, 50))
|
|
if (prob(50)) //fail
|
|
new/obj/item/stack/cable_coil(NC.loc, 1, NC.color)
|
|
qdel(NC)
|
|
|
|
return
|
|
|
|
// exisiting cable doesn't point at our position, so see if it's a stub
|
|
else if(C.d1 == 0)
|
|
// 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 << "There's already a cable at that position."
|
|
return
|
|
|
|
|
|
C.cableColor(color)
|
|
|
|
C.d1 = nd1
|
|
C.d2 = nd2
|
|
|
|
C.add_fingerprint()
|
|
C.updateicon()
|
|
|
|
|
|
C.mergeConnectedNetworks(C.d1) //merge the powernets...
|
|
C.mergeConnectedNetworks(C.d2) //...in the two new cable directions
|
|
C.mergeConnectedNetworksOnTurf()
|
|
|
|
if(C.d1 & (C.d1 - 1))// if the cable is layed diagonally, check the others 2 possible directions
|
|
C.mergeDiagonalsNetworks(C.d1)
|
|
|
|
if(C.d2 & (C.d2 - 1))// if the cable is layed diagonally, check the others 2 possible directions
|
|
C.mergeDiagonalsNetworks(C.d2)
|
|
|
|
use(1)
|
|
|
|
if (C.shock(user, 50))
|
|
if (prob(50)) //fail
|
|
new/obj/item/stack/cable_coil(C.loc, 2, C.color)
|
|
qdel(C)
|
|
return
|
|
|
|
C.denode()// this call may have disconnected some cables that terminated on the centre of the turf, if so split the powernets.
|
|
return
|
|
|
|
//////////////////////////////
|
|
// Misc.
|
|
/////////////////////////////
|
|
|
|
/obj/item/stack/cable_coil/cut
|
|
item_state = "coil2"
|
|
|
|
/obj/item/stack/cable_coil/cut/New(loc)
|
|
..()
|
|
src.amount = rand(1,2)
|
|
pixel_x = rand(-2,2)
|
|
pixel_y = rand(-2,2)
|
|
update_icon()
|
|
update_wclass()
|
|
|
|
/obj/item/stack/cable_coil/yellow
|
|
stacktype = /obj/item/stack/cable_coil
|
|
color = COLOR_YELLOW
|
|
|
|
/obj/item/stack/cable_coil/blue
|
|
stacktype = /obj/item/stack/cable_coil
|
|
color = COLOR_BLUE
|
|
|
|
/obj/item/stack/cable_coil/green
|
|
stacktype = /obj/item/stack/cable_coil
|
|
color = COLOR_LIME
|
|
|
|
/obj/item/stack/cable_coil/pink
|
|
stacktype = /obj/item/stack/cable_coil
|
|
color = COLOR_PINK
|
|
|
|
/obj/item/stack/cable_coil/orange
|
|
stacktype = /obj/item/stack/cable_coil
|
|
color = COLOR_ORANGE
|
|
|
|
/obj/item/stack/cable_coil/cyan
|
|
stacktype = /obj/item/stack/cable_coil
|
|
color = COLOR_CYAN
|
|
|
|
/obj/item/stack/cable_coil/white
|
|
stacktype = /obj/item/stack/cable_coil
|
|
color = COLOR_WHITE
|
|
|
|
/obj/item/stack/cable_coil/silver
|
|
stacktype = /obj/item/stack/cable_coil
|
|
color = COLOR_SILVER
|
|
|
|
/obj/item/stack/cable_coil/gray
|
|
stacktype = /obj/item/stack/cable_coil
|
|
color = COLOR_GRAY
|
|
|
|
/obj/item/stack/cable_coil/black
|
|
stacktype = /obj/item/stack/cable_coil
|
|
color = COLOR_BLACK
|
|
|
|
/obj/item/stack/cable_coil/maroon
|
|
stacktype = /obj/item/stack/cable_coil
|
|
color = COLOR_MAROON
|
|
|
|
/obj/item/stack/cable_coil/olive
|
|
stacktype = /obj/item/stack/cable_coil
|
|
color = COLOR_OLIVE
|
|
|
|
/obj/item/stack/cable_coil/lime
|
|
stacktype = /obj/item/stack/cable_coil
|
|
color = COLOR_LIME
|
|
|
|
/obj/item/stack/cable_coil/teal
|
|
stacktype = /obj/item/stack/cable_coil
|
|
color = COLOR_TEAL
|
|
|
|
/obj/item/stack/cable_coil/navy
|
|
stacktype = /obj/item/stack/cable_coil
|
|
color = COLOR_NAVY
|
|
|
|
/obj/item/stack/cable_coil/purple
|
|
stacktype = /obj/item/stack/cable_coil
|
|
color = COLOR_PURPLE
|
|
|
|
/obj/item/stack/cable_coil/beige
|
|
stacktype = /obj/item/stack/cable_coil
|
|
color = COLOR_BEIGE
|
|
|
|
/obj/item/stack/cable_coil/brown
|
|
stacktype = /obj/item/stack/cable_coil
|
|
color = COLOR_BROWN
|
|
|
|
/obj/item/stack/cable_coil/random/New()
|
|
stacktype = /obj/item/stack/cable_coil
|
|
color = pick(COLOR_RED, COLOR_BLUE, COLOR_LIME, COLOR_WHITE, COLOR_PINK, COLOR_YELLOW, COLOR_CYAN, COLOR_SILVER, COLOR_GRAY, COLOR_BLACK, COLOR_MAROON, COLOR_OLIVE, COLOR_LIME, COLOR_TEAL, COLOR_NAVY, COLOR_PURPLE, COLOR_BEIGE, COLOR_BROWN)
|
|
..() |