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CHOMPStation2/code/modules/recycling/disposal.dm
2020-01-15 16:42:41 -07:00

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// Disposal bin
// Holds items for disposal into pipe system
// Draws air from turf, gradually charges internal reservoir
// Once full (~1 atm), uses air resv to flush items into the pipes
// Automatically recharges air (unless off), will flush when ready if pre-set
// Can hold items and human size things, no other draggables
// Toilets are a type of disposal bin for small objects only and work on magic. By magic, I mean torque rotation
#define SEND_PRESSURE (700 + ONE_ATMOSPHERE) //kPa - assume the inside of a dispoal pipe is 1 atm, so that needs to be added.
#define PRESSURE_TANK_VOLUME 150 //L
#define PUMP_MAX_FLOW_RATE 90 //L/s - 4 m/s using a 15 cm by 15 cm inlet
/obj/machinery/disposal
name = "disposal unit"
desc = "A pneumatic waste disposal unit."
icon = 'icons/obj/pipes/disposal.dmi'
icon_state = "disposal"
anchored = 1
density = 1
var/datum/gas_mixture/air_contents // internal reservoir
var/mode = 1 // item mode 0=off 1=charging 2=charged
var/flush = 0 // true if flush handle is pulled
var/obj/structure/disposalpipe/trunk/trunk = null // the attached pipe trunk
var/flushing = 0 // true if flushing in progress
var/flush_every_ticks = 30 //Every 30 ticks it will look whether it is ready to flush
var/flush_count = 0 //this var adds 1 once per tick. When it reaches flush_every_ticks it resets and tries to flush.
var/last_sound = 0
active_power_usage = 2200 //the pneumatic pump power. 3 HP ~ 2200W
idle_power_usage = 100
// create a new disposal
// find the attached trunk (if present) and init gas resvr.
/obj/machinery/disposal/New()
..()
spawn(5)
trunk = locate() in src.loc
if(!trunk)
mode = 0
flush = 0
else
trunk.linked = src // link the pipe trunk to self
air_contents = new/datum/gas_mixture(PRESSURE_TANK_VOLUME)
update()
/obj/machinery/disposal/Destroy()
eject()
if(trunk)
trunk.linked = null
return ..()
// attack by item places it in to disposal
/obj/machinery/disposal/attackby(var/obj/item/I, var/mob/user)
if(stat & BROKEN || !I || !user)
return
src.add_fingerprint(user)
if(mode<=0) // It's off
if(I.is_screwdriver())
if(contents.len > 0)
to_chat(user, "Eject the items first!")
return
if(mode==0) // It's off but still not unscrewed
mode=-1 // Set it to doubleoff l0l
playsound(src, I.usesound, 50, 1)
to_chat(user, "You remove the screws around the power connection.")
return
else if(mode==-1)
mode=0
playsound(src, I.usesound, 50, 1)
to_chat(user, "You attach the screws around the power connection.")
return
else if(istype(I, /obj/item/weapon/weldingtool) && mode==-1)
if(contents.len > 0)
to_chat(user, "Eject the items first!")
return
var/obj/item/weapon/weldingtool/W = I
if(W.remove_fuel(0,user))
playsound(src, W.usesound, 100, 1)
to_chat(user, "You start slicing the floorweld off the disposal unit.")
if(do_after(user,20 * W.toolspeed))
if(!src || !W.isOn()) return
to_chat(user, "You sliced the floorweld off the disposal unit.")
var/obj/structure/disposalconstruct/C = new (src.loc)
src.transfer_fingerprints_to(C)
C.ptype = 6 // 6 = disposal unit
C.anchored = 1
C.density = 1
C.update()
qdel(src)
return
else
to_chat(user, "You need more welding fuel to complete this task.")
return
if(istype(I, /obj/item/weapon/melee/energy/blade))
to_chat(user, "You can't place that item inside the disposal unit.")
return
if(istype(I, /obj/item/weapon/storage/bag/trash))
var/obj/item/weapon/storage/bag/trash/T = I
to_chat(user, "<font color='blue'>You empty the bag.</font>")
for(var/obj/item/O in T.contents)
T.remove_from_storage(O,src)
T.update_icon()
update()
return
if(istype(I, /obj/item/weapon/material/ashtray))
var/obj/item/weapon/material/ashtray/A = I
if(A.contents.len > 0)
user.visible_message("<span class='notice'>\The [user] empties \the [A.name] into [src].</span>")
for(var/obj/item/O in A.contents)
O.forceMove(src)
A.update_icon()
update()
return
var/obj/item/weapon/grab/G = I
if(istype(G)) // handle grabbed mob
if(ismob(G.affecting))
var/mob/GM = G.affecting
for (var/mob/V in viewers(usr))
V.show_message("[usr] starts putting [GM.name] into the disposal.", 3)
if(do_after(usr, 20))
if (GM.client)
GM.client.perspective = EYE_PERSPECTIVE
GM.client.eye = src
GM.forceMove(src)
for (var/mob/C in viewers(src))
C.show_message("<font color='red'>[GM.name] has been placed in the [src] by [user].</font>", 3)
qdel(G)
add_attack_logs(user,GM,"Disposals dunked")
return
if(isrobot(user))
return
if(!I || I.anchored || !I.canremove)
return
user.drop_item()
if(I)
I.forceMove(src)
to_chat(user, "You place \the [I] into the [src].")
for(var/mob/M in viewers(src))
if(M == user)
continue
M.show_message("[user.name] places \the [I] into the [src].", 3)
update()
// mouse drop another mob or self
//
/obj/machinery/disposal/MouseDrop_T(mob/target, mob/user)
if(user.stat || !user.canmove || !istype(target))
return
if(target.buckled || get_dist(user, src) > 1 || get_dist(user, target) > 1)
return
//animals cannot put mobs other than themselves into disposal
if(isanimal(user) && target != user)
return
src.add_fingerprint(user)
var/target_loc = target.loc
var/msg
for (var/mob/V in viewers(usr))
if(target == user && !user.stat && !user.weakened && !user.stunned && !user.paralysis)
V.show_message("[usr] starts climbing into the disposal.", 3)
if(target != user && !user.restrained() && !user.stat && !user.weakened && !user.stunned && !user.paralysis)
if(target.anchored) return
V.show_message("[usr] starts stuffing [target.name] into the disposal.", 3)
if(!do_after(usr, 20))
return
if(target_loc != target.loc)
return
if(target == user && !user.stat && !user.weakened && !user.stunned && !user.paralysis) // if drop self, then climbed in
// must be awake, not stunned or whatever
msg = "[user.name] climbs into the [src]."
to_chat(user, "You climb into the [src].")
else if(target != user && !user.restrained() && !user.stat && !user.weakened && !user.stunned && !user.paralysis)
msg = "[user.name] stuffs [target.name] into the [src]!"
to_chat(user, "You stuff [target.name] into the [src]!")
add_attack_logs(user,target,"Disposals dunked")
else
return
if (target.client)
target.client.perspective = EYE_PERSPECTIVE
target.client.eye = src
target.forceMove(src)
for (var/mob/C in viewers(src))
if(C == user)
continue
C.show_message(msg, 3)
update()
return
// attempt to move while inside
/obj/machinery/disposal/relaymove(mob/user as mob)
if(user.stat || src.flushing)
return
if(user.loc == src)
src.go_out(user)
return
// leave the disposal
/obj/machinery/disposal/proc/go_out(mob/user)
if (user.client)
user.client.eye = user.client.mob
user.client.perspective = MOB_PERSPECTIVE
user.forceMove(src.loc)
update()
return
// ai as human but can't flush
/obj/machinery/disposal/attack_ai(mob/user as mob)
interact(user, 1)
// human interact with machine
/obj/machinery/disposal/attack_hand(mob/user as mob)
if(stat & BROKEN)
return
if(user && user.loc == src)
to_chat(user, "<font color='red'>You cannot reach the controls from inside.</font>")
return
// Clumsy folks can only flush it.
if(user.IsAdvancedToolUser(1))
interact(user, 0)
else
flush = !flush
update()
return
// user interaction
/obj/machinery/disposal/interact(mob/user, var/ai=0)
src.add_fingerprint(user)
if(stat & BROKEN)
user.unset_machine()
return
var/dat = "<head><title>Waste Disposal Unit</title></head><body><TT><B>Waste Disposal Unit</B><HR>"
if(!ai) // AI can't pull flush handle
if(flush)
dat += "Disposal handle: <A href='?src=\ref[src];handle=0'>Disengage</A> <B>Engaged</B>"
else
dat += "Disposal handle: <B>Disengaged</B> <A href='?src=\ref[src];handle=1'>Engage</A>"
dat += "<BR><HR><A href='?src=\ref[src];eject=1'>Eject contents</A><HR>"
if(mode <= 0)
dat += "Pump: <B>Off</B> <A href='?src=\ref[src];pump=1'>On</A><BR>"
else if(mode == 1)
dat += "Pump: <A href='?src=\ref[src];pump=0'>Off</A> <B>On</B> (pressurizing)<BR>"
else
dat += "Pump: <A href='?src=\ref[src];pump=0'>Off</A> <B>On</B> (idle)<BR>"
var/per = 100* air_contents.return_pressure() / (SEND_PRESSURE)
dat += "Pressure: [round(per, 1)]%<BR></body>"
user.set_machine(src)
user << browse(dat, "window=disposal;size=360x170")
onclose(user, "disposal")
// handle machine interaction
/obj/machinery/disposal/Topic(href, href_list)
if(usr.loc == src)
to_chat(usr, "<font color='red'>You cannot reach the controls from inside.</font>")
return
if(mode==-1 && !href_list["eject"]) // only allow ejecting if mode is -1
to_chat(usr, "<font color='red'>The disposal units power is disabled.</font>")
return
if(..())
return
if(stat & BROKEN)
return
if(usr.stat || usr.restrained() || src.flushing)
return
if(istype(src.loc, /turf))
usr.set_machine(src)
if(href_list["close"])
usr.unset_machine()
usr << browse(null, "window=disposal")
return
if(href_list["pump"])
if(text2num(href_list["pump"]))
mode = 1
else
mode = 0
update()
if(!isAI(usr))
if(href_list["handle"])
flush = text2num(href_list["handle"])
update()
if(href_list["eject"])
eject()
else
usr << browse(null, "window=disposal")
usr.unset_machine()
return
return
// eject the contents of the disposal unit
/obj/machinery/disposal/proc/eject()
for(var/atom/movable/AM in src)
AM.forceMove(src.loc)
AM.pipe_eject(0)
update()
// update the icon & overlays to reflect mode & status
/obj/machinery/disposal/proc/update()
overlays.Cut()
if(stat & BROKEN)
icon_state = "disposal-broken"
mode = 0
flush = 0
return
// flush handle
if(flush)
overlays += image('icons/obj/pipes/disposal.dmi', "dispover-handle")
// only handle is shown if no power
if(stat & NOPOWER || mode == -1)
return
// check for items in disposal - occupied light
if(contents.len > 0)
overlays += image('icons/obj/pipes/disposal.dmi', "dispover-full")
// charging and ready light
if(mode == 1)
overlays += image('icons/obj/pipes/disposal.dmi', "dispover-charge")
else if(mode == 2)
overlays += image('icons/obj/pipes/disposal.dmi', "dispover-ready")
// timed process
// charge the gas reservoir and perform flush if ready
/obj/machinery/disposal/process()
if(!air_contents || (stat & BROKEN)) // nothing can happen if broken
update_use_power(0)
return
flush_count++
if( flush_count >= flush_every_ticks )
if( contents.len )
if(mode == 2)
spawn(0)
feedback_inc("disposal_auto_flush",1)
flush()
flush_count = 0
src.updateDialog()
if(flush && air_contents.return_pressure() >= SEND_PRESSURE ) // flush can happen even without power
flush()
if(mode != 1) //if off or ready, no need to charge
update_use_power(1)
else if(air_contents.return_pressure() >= SEND_PRESSURE)
mode = 2 //if full enough, switch to ready mode
update()
else
src.pressurize() //otherwise charge
/obj/machinery/disposal/proc/pressurize()
if(stat & NOPOWER) // won't charge if no power
update_use_power(0)
return
var/atom/L = loc // recharging from loc turf
var/datum/gas_mixture/env = L.return_air()
var/power_draw = -1
if(env && env.temperature > 0)
var/transfer_moles = (PUMP_MAX_FLOW_RATE/env.volume)*env.total_moles //group_multiplier is divided out here
power_draw = pump_gas(src, env, air_contents, transfer_moles, active_power_usage)
if (power_draw > 0)
use_power(power_draw)
// perform a flush
/obj/machinery/disposal/proc/flush()
flushing = 1
flick("[icon_state]-flush", src)
var/wrapcheck = 0
var/obj/structure/disposalholder/H = new() // virtual holder object which actually
// travels through the pipes.
//Hacky test to get drones to mail themselves through disposals.
for(var/mob/living/silicon/robot/drone/D in src)
wrapcheck = 1
for(var/obj/item/smallDelivery/O in src)
wrapcheck = 1
if(wrapcheck == 1)
H.tomail = 1
sleep(10)
if(last_sound < world.time + 1)
playsound(src, 'sound/machines/disposalflush.ogg', 50, 0, 0)
last_sound = world.time
sleep(5) // wait for animation to finish
GLOB.disposals_flush_shift_roundstat++
H.init(src, air_contents) // copy the contents of disposer to holder
air_contents = new(PRESSURE_TANK_VOLUME) // new empty gas resv.
H.start(src) // start the holder processing movement
flushing = 0
// now reset disposal state
flush = 0
if(mode == 2) // if was ready,
mode = 1 // switch to charging
update()
return
// called when area power changes
/obj/machinery/disposal/power_change()
..() // do default setting/reset of stat NOPOWER bit
update() // update icon
return
// called when holder is expelled from a disposal
// should usually only occur if the pipe network is modified
/obj/machinery/disposal/proc/expel(var/obj/structure/disposalholder/H)
var/turf/target
playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0)
if(H) // Somehow, someone managed to flush a window which broke mid-transit and caused the disposal to go in an infinite loop trying to expel null, hopefully this fixes it
for(var/atom/movable/AM in H)
target = get_offset_target_turf(src.loc, rand(5)-rand(5), rand(5)-rand(5))
AM.forceMove(src.loc)
AM.pipe_eject(0)
if(!istype(AM,/mob/living/silicon/robot/drone)) //Poor drones kept smashing windows and taking system damage being fired out of disposals. ~Z
spawn(1)
if(AM)
AM.throw_at(target, 5, 1)
H.vent_gas(loc)
qdel(H)
/obj/machinery/disposal/CanPass(atom/movable/mover, turf/target)
if(istype(mover, /obj/item/projectile))
return 1
if (istype(mover,/obj/item) && mover.throwing)
var/obj/item/I = mover
if(istype(I, /obj/item/projectile))
return
if(prob(75))
I.forceMove(src)
for(var/mob/M in viewers(src))
M.show_message("\The [I] lands in \the [src].", 3)
else
for(var/mob/M in viewers(src))
M.show_message("\The [I] bounces off of \the [src]'s rim!", 3)
return 0
else
return ..(mover, target)
// virtual disposal object
// travels through pipes in lieu of actual items
// contents will be items flushed by the disposal
// this allows the gas flushed to be tracked
/obj/structure/disposalholder
invisibility = 101
var/datum/gas_mixture/gas = null // gas used to flush, will appear at exit point
var/active = 0 // true if the holder is moving, otherwise inactive
dir = 0
var/count = 2048 //*** can travel 2048 steps before going inactive (in case of loops)
var/destinationTag = "" // changes if contains a delivery container
var/tomail = 0 //changes if contains wrapped package
var/hasmob = 0 //If it contains a mob
var/partialTag = "" //set by a partial tagger the first time round, then put in destinationTag if it goes through again.
// initialize a holder from the contents of a disposal unit
proc/init(var/obj/machinery/disposal/D, var/datum/gas_mixture/flush_gas)
gas = flush_gas// transfer gas resv. into holder object -- let's be explicit about the data this proc consumes, please.
//Check for any living mobs trigger hasmob.
//hasmob effects whether the package goes to cargo or its tagged destination.
for(var/mob/living/M in D)
if(M && M.stat != 2 && !istype(M,/mob/living/silicon/robot/drone))
hasmob = 1
//Checks 1 contents level deep. This means that players can be sent through disposals...
//...but it should require a second person to open the package. (i.e. person inside a wrapped locker)
for(var/obj/O in D)
if(O.contents)
for(var/mob/living/M in O.contents)
if(M && M.stat != 2 && !istype(M,/mob/living/silicon/robot/drone))
hasmob = 1
// now everything inside the disposal gets put into the holder
// note AM since can contain mobs or objs
for(var/atom/movable/AM in D)
AM.forceMove(src)
if(istype(AM, /obj/structure/bigDelivery) && !hasmob)
var/obj/structure/bigDelivery/T = AM
src.destinationTag = T.sortTag
if(istype(AM, /obj/item/smallDelivery) && !hasmob)
var/obj/item/smallDelivery/T = AM
src.destinationTag = T.sortTag
//Drones can mail themselves through maint.
if(istype(AM, /mob/living/silicon/robot/drone))
var/mob/living/silicon/robot/drone/drone = AM
src.destinationTag = drone.mail_destination
// start the movement process
// argument is the disposal unit the holder started in
proc/start(var/obj/machinery/disposal/D)
if(!D.trunk)
D.expel(src) // no trunk connected, so expel immediately
return
forceMove(D.trunk)
active = 1
set_dir(DOWN)
spawn(1)
move() // spawn off the movement process
return
// movement process, persists while holder is moving through pipes
proc/move()
var/obj/structure/disposalpipe/last
while(active)
sleep(1) // was 1
if(!loc) return // check if we got GC'd
if(hasmob && prob(3))
for(var/mob/living/H in src)
if(!istype(H,/mob/living/silicon/robot/drone)) //Drones use the mailing code to move through the disposal system,
H.take_overall_damage(20, 0, "Blunt Trauma")//horribly maim any living creature jumping down disposals. c'est la vie
var/obj/structure/disposalpipe/curr = loc
last = curr
curr = curr.transfer(src)
if(!loc) return //side effects
if(!curr)
last.expel(src, loc, dir)
//
if(!(count--))
active = 0
return
// find the turf which should contain the next pipe
proc/nextloc()
return get_step(loc,dir)
// find a matching pipe on a turf
proc/findpipe(var/turf/T)
if(!T)
return null
var/fdir = turn(dir, 180) // flip the movement direction
for(var/obj/structure/disposalpipe/P in T)
if(fdir & P.dpdir) // find pipe direction mask that matches flipped dir
return P
// if no matching pipe, return null
return null
// merge two holder objects
// used when a a holder meets a stuck holder
proc/merge(var/obj/structure/disposalholder/other)
for(var/atom/movable/AM in other)
AM.forceMove(src) // move everything in other holder to this one
if(ismob(AM))
var/mob/M = AM
if(M.client) // if a client mob, update eye to follow this holder
M.client.eye = src
qdel(other)
proc/settag(var/new_tag)
destinationTag = new_tag
proc/setpartialtag(var/new_tag)
if(partialTag == new_tag)
destinationTag = new_tag
partialTag = ""
else
partialTag = new_tag
// called when player tries to move while in a pipe
relaymove(mob/user as mob)
if(!istype(user,/mob/living))
return
var/mob/living/U = user
if (U.stat || U.last_special <= world.time)
return
U.last_special = world.time+100
if (src.loc)
for (var/mob/M in hearers(src.loc.loc))
to_chat(M, "<FONT size=[max(0, 5 - get_dist(src, M))]>CLONG, clong!</FONT>")
playsound(src.loc, 'sound/effects/clang.ogg', 50, 0, 0)
// called to vent all gas in holder to a location
proc/vent_gas(var/atom/location)
location.assume_air(gas) // vent all gas to turf
return
/obj/structure/disposalholder/Destroy()
qdel(gas)
active = 0
return ..()
// Disposal pipes
/obj/structure/disposalpipe
icon = 'icons/obj/pipes/disposal.dmi'
name = "disposal pipe"
desc = "An underfloor disposal pipe."
anchored = 1
density = 0
level = 1 // underfloor only
var/dpdir = 0 // bitmask of pipe directions
dir = 0 // dir will contain dominant direction for junction pipes
var/health = 10 // health points 0-10
plane = PLATING_PLANE
layer = DISPOSAL_LAYER // slightly lower than wires and other pipes
var/base_icon_state // initial icon state on map
var/sortType = ""
var/subtype = 0
// new pipe, set the icon_state as on map
New()
..()
base_icon_state = icon_state
return
// pipe is deleted
// ensure if holder is present, it is expelled
Destroy()
var/obj/structure/disposalholder/H = locate() in src
if(H)
// holder was present
H.active = 0
var/turf/T = src.loc
if(T.density)
// deleting pipe is inside a dense turf (wall)
// this is unlikely, but just dump out everything into the turf in case
for(var/atom/movable/AM in H)
AM.forceMove(T)
AM.pipe_eject(0)
qdel(H)
..()
return
// otherwise, do normal expel from turf
if(H)
expel(H, T, 0)
..()
// returns the direction of the next pipe object, given the entrance dir
// by default, returns the bitmask of remaining directions
proc/nextdir(var/fromdir)
return dpdir & (~turn(fromdir, 180))
// transfer the holder through this pipe segment
// overriden for special behaviour
//
proc/transfer(var/obj/structure/disposalholder/H)
var/nextdir = nextdir(H.dir)
H.set_dir(nextdir)
var/turf/T = H.nextloc()
var/obj/structure/disposalpipe/P = H.findpipe(T)
if(P)
// find other holder in next loc, if inactive merge it with current
var/obj/structure/disposalholder/H2 = locate() in P
if(H2 && !H2.active)
H.merge(H2)
H.forceMove(P)
else // if wasn't a pipe, then set loc to turf
H.forceMove(T)
return null
return P
// update the icon_state to reflect hidden status
proc/update()
var/turf/T = src.loc
hide(!T.is_plating() && !istype(T,/turf/space)) // space never hides pipes
// hide called by levelupdate if turf intact status changes
// change visibility status and force update of icon
hide(var/intact)
invisibility = intact ? 101: 0 // hide if floor is intact
updateicon()
// update actual icon_state depending on visibility
// if invisible, append "f" to icon_state to show faded version
// this will be revealed if a T-scanner is used
// if visible, use regular icon_state
proc/updateicon()
/* if(invisibility) //we hide things with alpha now, no need for transparent icons
icon_state = "[base_icon_state]f"
else
icon_state = base_icon_state*/
icon_state = base_icon_state
return
// expel the held objects into a turf
// called when there is a break in the pipe
proc/expel(var/obj/structure/disposalholder/H, var/turf/T, var/direction)
if(!istype(H))
return
// Empty the holder if it is expelled into a dense turf.
// Leaving it intact and sitting in a wall is stupid.
if(T.density)
for(var/atom/movable/AM in H)
AM.loc = T
AM.pipe_eject(0)
qdel(H)
return
if(!T.is_plating() && istype(T,/turf/simulated/floor)) //intact floor, pop the tile
var/turf/simulated/floor/F = T
F.break_tile()
new /obj/item/stack/tile(H) // add to holder so it will be thrown with other stuff
var/turf/target
if(direction) // direction is specified
if(istype(T, /turf/space)) // if ended in space, then range is unlimited
target = get_edge_target_turf(T, direction)
else // otherwise limit to 10 tiles
target = get_ranged_target_turf(T, direction, 10)
playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0)
if(H)
for(var/atom/movable/AM in H)
AM.forceMove(T)
AM.pipe_eject(direction)
spawn(1)
if(AM)
AM.throw_at(target, 100, 1)
H.vent_gas(T)
qdel(H)
else // no specified direction, so throw in random direction
playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0)
if(H)
for(var/atom/movable/AM in H)
target = get_offset_target_turf(T, rand(5)-rand(5), rand(5)-rand(5))
AM.forceMove(T)
AM.pipe_eject(0)
spawn(1)
if(AM)
AM.throw_at(target, 5, 1)
H.vent_gas(T) // all gas vent to turf
qdel(H)
return
// call to break the pipe
// will expel any holder inside at the time
// then delete the pipe
// remains : set to leave broken pipe pieces in place
proc/broken(var/remains = 0)
if(remains)
for(var/D in cardinal)
if(D & dpdir)
var/obj/structure/disposalpipe/broken/P = new(src.loc)
P.set_dir(D)
src.invisibility = 101 // make invisible (since we won't delete the pipe immediately)
var/obj/structure/disposalholder/H = locate() in src
if(H)
// holder was present
H.active = 0
var/turf/T = src.loc
if(T.density)
// broken pipe is inside a dense turf (wall)
// this is unlikely, but just dump out everything into the turf in case
for(var/atom/movable/AM in H)
AM.forceMove(T)
AM.pipe_eject(0)
qdel(H)
return
// otherwise, do normal expel from turf
if(H)
expel(H, T, 0)
spawn(2) // delete pipe after 2 ticks to ensure expel proc finished
qdel(src)
// pipe affected by explosion
ex_act(severity)
switch(severity)
if(1.0)
broken(0)
return
if(2.0)
health -= rand(5,15)
healthcheck()
return
if(3.0)
health -= rand(0,15)
healthcheck()
return
// test health for brokenness
proc/healthcheck()
if(health < -2)
broken(0)
else if(health<1)
broken(1)
return
//attack by item
//weldingtool: unfasten and convert to obj/disposalconstruct
attackby(var/obj/item/I, var/mob/user)
var/turf/T = src.loc
if(!T.is_plating())
return // prevent interaction with T-scanner revealed pipes
src.add_fingerprint(user)
if(istype(I, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/W = I
if(W.remove_fuel(0,user))
playsound(src, W.usesound, 50, 1)
// check if anything changed over 2 seconds
var/turf/uloc = user.loc
var/atom/wloc = W.loc
to_chat(user, "Slicing the disposal pipe.")
sleep(30)
if(!W.isOn()) return
if(user.loc == uloc && wloc == W.loc)
welded()
else
to_chat(user, "You must stay still while welding the pipe.")
else
to_chat(user, "You need more welding fuel to cut the pipe.")
return
// called when pipe is cut with welder
proc/welded()
var/obj/structure/disposalconstruct/C = new (src.loc)
switch(base_icon_state)
if("pipe-s")
C.ptype = 0
if("pipe-c")
C.ptype = 1
if("pipe-j1")
C.ptype = 2
if("pipe-j2")
C.ptype = 3
if("pipe-y")
C.ptype = 4
if("pipe-t")
C.ptype = 5
if("pipe-j1s")
C.ptype = 9
C.sortType = sortType
if("pipe-j2s")
C.ptype = 10
C.sortType = sortType
///// Z-Level stuff
if("pipe-u")
C.ptype = 11
if("pipe-d")
C.ptype = 12
///// Z-Level stuff
if("pipe-tagger")
C.ptype = 13
if("pipe-tagger-partial")
C.ptype = 14
C.subtype = src.subtype
src.transfer_fingerprints_to(C)
C.set_dir(dir)
C.density = 0
C.anchored = 1
C.update()
qdel(src)
// pipe is deleted
// ensure if holder is present, it is expelled
/obj/structure/disposalpipe/Destroy()
var/obj/structure/disposalholder/H = locate() in src
if(H)
// holder was present
H.active = 0
var/turf/T = src.loc
if(T.density)
// deleting pipe is inside a dense turf (wall)
// this is unlikely, but just dump out everything into the turf in case
for(var/atom/movable/AM in H)
AM.forceMove(T)
AM.pipe_eject(0)
qdel(H)
..()
return
// otherwise, do normal expel from turf
if(H)
expel(H, T, 0)
..()
/obj/structure/disposalpipe/hides_under_flooring()
return 1
// *** TEST verb
//client/verb/dispstop()
// for(var/obj/structure/disposalholder/H in world)
// H.active = 0
// a straight or bent segment
/obj/structure/disposalpipe/segment
icon_state = "pipe-s"
New()
..()
if(icon_state == "pipe-s")
dpdir = dir | turn(dir, 180)
else
dpdir = dir | turn(dir, -90)
update()
return
///// Z-Level stuff
/obj/structure/disposalpipe/up
icon_state = "pipe-u"
New()
..()
dpdir = dir
update()
return
nextdir(var/fromdir)
var/nextdir
if(fromdir == 11)
nextdir = dir
else
nextdir = 12
return nextdir
transfer(var/obj/structure/disposalholder/H)
var/nextdir = nextdir(H.dir)
H.set_dir(nextdir)
var/turf/T
var/obj/structure/disposalpipe/P
if(nextdir == 12)
T = GetAbove(src)
if(!T)
H.forceMove(loc)
return
else
for(var/obj/structure/disposalpipe/down/F in T)
P = F
else
T = get_step(src.loc, H.dir)
P = H.findpipe(T)
if(P)
// find other holder in next loc, if inactive merge it with current
var/obj/structure/disposalholder/H2 = locate() in P
if(H2 && !H2.active)
H.merge(H2)
H.forceMove(P)
else // if wasn't a pipe, then set loc to turf
H.forceMove(T)
return null
return P
/obj/structure/disposalpipe/down
icon_state = "pipe-d"
New()
..()
dpdir = dir
update()
return
nextdir(var/fromdir)
var/nextdir
if(fromdir == 12)
nextdir = dir
else
nextdir = 11
return nextdir
transfer(var/obj/structure/disposalholder/H)
var/nextdir = nextdir(H.dir)
H.dir = nextdir
var/turf/T
var/obj/structure/disposalpipe/P
if(nextdir == 11)
T = GetBelow(src)
if(!T)
H.forceMove(src.loc)
return
else
for(var/obj/structure/disposalpipe/up/F in T)
P = F
else
T = get_step(src.loc, H.dir)
P = H.findpipe(T)
if(P)
// find other holder in next loc, if inactive merge it with current
var/obj/structure/disposalholder/H2 = locate() in P
if(H2 && !H2.active)
H.merge(H2)
H.forceMove(P)
else // if wasn't a pipe, then set loc to turf
H.forceMove(T)
return null
return P
///// Z-Level stuff
/obj/structure/disposalpipe/junction/yjunction
icon_state = "pipe-y"
//a three-way junction with dir being the dominant direction
/obj/structure/disposalpipe/junction
icon_state = "pipe-j1"
New()
..()
if(icon_state == "pipe-j1")
dpdir = dir | turn(dir, -90) | turn(dir,180)
else if(icon_state == "pipe-j2")
dpdir = dir | turn(dir, 90) | turn(dir,180)
else // pipe-y
dpdir = dir | turn(dir,90) | turn(dir, -90)
update()
return
// next direction to move
// if coming in from secondary dirs, then next is primary dir
// if coming in from primary dir, then next is equal chance of other dirs
nextdir(var/fromdir)
var/flipdir = turn(fromdir, 180)
if(flipdir != dir) // came from secondary dir
return dir // so exit through primary
else // came from primary
// so need to choose either secondary exit
var/mask = ..(fromdir)
// find a bit which is set
var/setbit = 0
if(mask & NORTH)
setbit = NORTH
else if(mask & SOUTH)
setbit = SOUTH
else if(mask & EAST)
setbit = EAST
else
setbit = WEST
if(prob(50)) // 50% chance to choose the found bit or the other one
return setbit
else
return mask & (~setbit)
/obj/structure/disposalpipe/tagger
name = "package tagger"
icon_state = "pipe-tagger"
var/sort_tag = ""
var/partial = 0
proc/updatedesc()
desc = initial(desc)
if(sort_tag)
desc += "\nIt's tagging objects with the '[sort_tag]' tag."
proc/updatename()
if(sort_tag)
name = "[initial(name)] ([sort_tag])"
else
name = initial(name)
New()
. = ..()
dpdir = dir | turn(dir, 180)
if(sort_tag) tagger_locations |= sort_tag
updatename()
updatedesc()
update()
attackby(var/obj/item/I, var/mob/user)
if(..())
return
if(istype(I, /obj/item/device/destTagger))
var/obj/item/device/destTagger/O = I
if(O.currTag)// Tag set
sort_tag = O.currTag
playsound(src.loc, 'sound/machines/twobeep.ogg', 100, 1)
to_chat(user, "<font color='blue'>Changed tag to '[sort_tag]'.</font>")
updatename()
updatedesc()
transfer(var/obj/structure/disposalholder/H)
if(sort_tag)
if(partial)
H.setpartialtag(sort_tag)
else
H.settag(sort_tag)
return ..()
/obj/structure/disposalpipe/tagger/partial //needs two passes to tag
name = "partial package tagger"
icon_state = "pipe-tagger-partial"
partial = 1
//a three-way junction that sorts objects
/obj/structure/disposalpipe/sortjunction
name = "sorting junction"
icon_state = "pipe-j1s"
desc = "An underfloor disposal pipe with a package sorting mechanism."
var/posdir = 0
var/negdir = 0
var/sortdir = 0
proc/updatedesc()
desc = initial(desc)
if(sortType)
desc += "\nIt's filtering objects with the '[sortType]' tag."
proc/updatename()
if(sortType)
name = "[initial(name)] ([sortType])"
else
name = initial(name)
proc/updatedir()
posdir = dir
negdir = turn(posdir, 180)
if(icon_state == "pipe-j1s")
sortdir = turn(posdir, -90)
else if(icon_state == "pipe-j2s")
sortdir = turn(posdir, 90)
dpdir = sortdir | posdir | negdir
New()
. = ..()
if(sortType) tagger_locations |= sortType
updatedir()
updatename()
updatedesc()
update()
attackby(var/obj/item/I, var/mob/user)
if(..())
return
if(istype(I, /obj/item/device/destTagger))
var/obj/item/device/destTagger/O = I
if(O.currTag)// Tag set
sortType = O.currTag
playsound(src.loc, 'sound/machines/twobeep.ogg', 100, 1)
to_chat(user, "<font color='blue'>Changed filter to '[sortType]'.</font>")
updatename()
updatedesc()
proc/divert_check(var/checkTag)
return sortType == checkTag
// next direction to move
// if coming in from negdir, then next is primary dir or sortdir
// if coming in from posdir, then flip around and go back to posdir
// if coming in from sortdir, go to posdir
nextdir(var/fromdir, var/sortTag)
if(fromdir != sortdir) // probably came from the negdir
if(divert_check(sortTag))
return sortdir
else
return posdir
else // came from sortdir
// so go with the flow to positive direction
return posdir
transfer(var/obj/structure/disposalholder/H)
var/nextdir = nextdir(H.dir, H.destinationTag)
H.set_dir(nextdir)
var/turf/T = H.nextloc()
var/obj/structure/disposalpipe/P = H.findpipe(T)
if(P)
// find other holder in next loc, if inactive merge it with current
var/obj/structure/disposalholder/H2 = locate() in P
if(H2 && !H2.active)
H.merge(H2)
H.forceMove(P)
else // if wasn't a pipe, then set loc to turf
H.forceMove(T)
return null
return P
//a three-way junction that filters all wrapped and tagged items
/obj/structure/disposalpipe/sortjunction/wildcard
name = "wildcard sorting junction"
desc = "An underfloor disposal pipe which filters all wrapped and tagged items."
subtype = 1
divert_check(var/checkTag)
return checkTag != ""
//junction that filters all untagged items
/obj/structure/disposalpipe/sortjunction/untagged
name = "untagged sorting junction"
desc = "An underfloor disposal pipe which filters all untagged items."
subtype = 2
divert_check(var/checkTag)
return checkTag == ""
/obj/structure/disposalpipe/sortjunction/flipped //for easier and cleaner mapping
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/wildcard/flipped
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/untagged/flipped
icon_state = "pipe-j2s"
//a trunk joining to a disposal bin or outlet on the same turf
/obj/structure/disposalpipe/trunk
icon_state = "pipe-t"
var/obj/linked // the linked obj/machinery/disposal or obj/disposaloutlet
/obj/structure/disposalpipe/trunk/New()
..()
dpdir = dir
spawn(1)
getlinked()
update()
return
/obj/structure/disposalpipe/trunk/proc/getlinked()
linked = null
var/obj/machinery/disposal/D = locate() in src.loc
if(D)
linked = D
if (!D.trunk)
D.trunk = src
var/obj/structure/disposaloutlet/O = locate() in src.loc
if(O)
linked = O
update()
return
// Override attackby so we disallow trunkremoval when somethings ontop
/obj/structure/disposalpipe/trunk/attackby(var/obj/item/I, var/mob/user)
//Disposal bins or chutes
/*
These shouldn't be required
var/obj/machinery/disposal/D = locate() in src.loc
if(D && D.anchored)
return
//Disposal outlet
var/obj/structure/disposaloutlet/O = locate() in src.loc
if(O && O.anchored)
return
*/
//Disposal constructors
var/obj/structure/disposalconstruct/C = locate() in src.loc
if(C && C.anchored)
return
var/turf/T = src.loc
if(!T.is_plating())
return // prevent interaction with T-scanner revealed pipes
src.add_fingerprint(user)
if(istype(I, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/W = I
if(W.remove_fuel(0,user))
playsound(src, W.usesound, 100, 1)
// check if anything changed over 2 seconds
var/turf/uloc = user.loc
var/atom/wloc = W.loc
to_chat(user, "Slicing the disposal pipe.")
sleep(30)
if(!W.isOn()) return
if(user.loc == uloc && wloc == W.loc)
welded()
else
to_chat(user, "You must stay still while welding the pipe.")
else
to_chat(user, "You need more welding fuel to cut the pipe.")
return
// would transfer to next pipe segment, but we are in a trunk
// if not entering from disposal bin,
// transfer to linked object (outlet or bin)
/obj/structure/disposalpipe/trunk/transfer(var/obj/structure/disposalholder/H)
if(H.dir == DOWN) // we just entered from a disposer
return ..() // so do base transfer proc
// otherwise, go to the linked object
if(linked)
var/obj/structure/disposaloutlet/O = linked
if(istype(O) && (H))
O.expel(H) // expel at outlet
else
var/obj/machinery/disposal/D = linked
if(H)
D.expel(H) // expel at disposal
else
if(H)
src.expel(H, src.loc, 0) // expel at turf
return null
// nextdir
/obj/structure/disposalpipe/trunk/nextdir(var/fromdir)
if(fromdir == DOWN)
return dir
else
return 0
// a broken pipe
/obj/structure/disposalpipe/broken
icon_state = "pipe-b"
dpdir = 0 // broken pipes have dpdir=0 so they're not found as 'real' pipes
// i.e. will be treated as an empty turf
desc = "A broken piece of disposal pipe."
New()
..()
update()
return
// called when welded
// for broken pipe, remove and turn into scrap
welded()
// var/obj/item/scrap/S = new(src.loc)
// S.set_components(200,0,0)
qdel(src)
// the disposal outlet machine
/obj/structure/disposaloutlet
name = "disposal outlet"
desc = "An outlet for the pneumatic disposal system."
icon = 'icons/obj/pipes/disposal.dmi'
icon_state = "outlet"
density = 1
anchored = 1
var/active = 0
var/turf/target // this will be where the output objects are 'thrown' to.
var/mode = 0
New()
..()
spawn(1)
target = get_ranged_target_turf(src, dir, 10)
var/obj/structure/disposalpipe/trunk/trunk = locate() in src.loc
if(trunk)
trunk.linked = src // link the pipe trunk to self
// expel the contents of the holder object, then delete it
// called when the holder exits the outlet
proc/expel(var/obj/structure/disposalholder/H)
flick("outlet-open", src)
playsound(src, 'sound/machines/warning-buzzer.ogg', 50, 0, 0)
sleep(20) //wait until correct animation frame
playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0)
if(H)
for(var/atom/movable/AM in H)
AM.forceMove(src.loc)
AM.pipe_eject(dir)
if(!istype(AM,/mob/living/silicon/robot/drone)) //Drones keep smashing windows from being fired out of chutes. Bad for the station. ~Z
spawn(5)
AM.throw_at(target, 3, 1)
H.vent_gas(src.loc)
qdel(H)
return
attackby(var/obj/item/I, var/mob/user)
if(!I || !user)
return
src.add_fingerprint(user)
if(I.is_screwdriver())
if(mode==0)
mode=1
to_chat(user, "You remove the screws around the power connection.")
playsound(src, I.usesound, 50, 1)
return
else if(mode==1)
mode=0
to_chat(user, "You attach the screws around the power connection.")
playsound(src, I.usesound, 50, 1)
return
else if(istype(I, /obj/item/weapon/weldingtool) && mode==1)
var/obj/item/weapon/weldingtool/W = I
if(W.remove_fuel(0,user))
playsound(src, W.usesound, 100, 1)
to_chat(user, "You start slicing the floorweld off the disposal outlet.")
if(do_after(user,20 * W.toolspeed))
if(!src || !W.isOn()) return
to_chat(user, "You sliced the floorweld off the disposal outlet.")
var/obj/structure/disposalconstruct/C = new (src.loc)
src.transfer_fingerprints_to(C)
C.ptype = 7 // 7 = outlet
C.update()
C.anchored = 1
C.density = 1
qdel(src)
return
else
to_chat(user, "You need more welding fuel to complete this task.")
return
// called when movable is expelled from a disposal pipe or outlet
// by default does nothing, override for special behaviour
/atom/movable/proc/pipe_eject(var/direction)
return
// check if mob has client, if so restore client view on eject
/mob/pipe_eject(var/direction)
if (src.client)
src.client.perspective = MOB_PERSPECTIVE
src.client.eye = src
return
/obj/effect/decal/cleanable/blood/gibs/pipe_eject(var/direction)
var/list/dirs
if(direction)
dirs = list( direction, turn(direction, -45), turn(direction, 45))
else
dirs = alldirs.Copy()
src.streak(dirs)
/obj/effect/decal/cleanable/blood/gibs/robot/pipe_eject(var/direction)
var/list/dirs
if(direction)
dirs = list( direction, turn(direction, -45), turn(direction, 45))
else
dirs = alldirs.Copy()
src.streak(dirs)