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https://github.com/CHOMPStation2/CHOMPStation2.git
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Also fix a few things to be on the correct plane. Basically the under-floor stuff is supposed to be on PLATING_PLANE. Portable atmospherics go on object layer so they are above stationary machinery, given that they move around. Fixed wires to be on top of pipes like they used to be, otherwise they'd be obscured too often.
271 lines
7.2 KiB
Plaintext
271 lines
7.2 KiB
Plaintext
//
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// Simple Pipes - Just a tube, maybe bent
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//
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/obj/machinery/atmospherics/pipe/simple
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icon = 'icons/atmos/pipes.dmi'
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icon_state = ""
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var/pipe_icon = "" //what kind of pipe it is and from which dmi is the icon manager getting its icons, "" for simple pipes, "hepipe" for HE pipes, "hejunction" for HE junctions
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name = "pipe"
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desc = "A one meter section of regular pipe"
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volume = ATMOS_DEFAULT_VOLUME_PIPE
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dir = SOUTH
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initialize_directions = SOUTH|NORTH
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pipe_flags = PIPING_CARDINAL_AUTONORMALIZE
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construction_type = /obj/item/pipe/binary/bendable
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pipe_state = "simple"
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var/minimum_temperature_difference = 300
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var/thermal_conductivity = 0 //WALL_HEAT_TRANSFER_COEFFICIENT No
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var/maximum_pressure = 70*ONE_ATMOSPHERE
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var/fatigue_pressure = 55*ONE_ATMOSPHERE
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alert_pressure = 55*ONE_ATMOSPHERE
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level = 1
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/obj/machinery/atmospherics/pipe/simple/New()
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..()
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// Pipe colors and icon states are handled by an image cache - so color and icon should
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// be null. For mapping purposes color is defined in the object definitions.
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icon = null
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alpha = 255
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/obj/machinery/atmospherics/pipe/simple/check_pressure(pressure)
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var/datum/gas_mixture/environment = loc.return_air()
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var/pressure_difference = pressure - environment.return_pressure()
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if(pressure_difference > maximum_pressure)
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burst()
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else if(pressure_difference > fatigue_pressure)
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//TODO: leak to turf, doing pfshhhhh
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if(prob(5))
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burst()
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else return 1
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/obj/machinery/atmospherics/pipe/simple/init_dir()
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switch(dir)
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if(SOUTH)
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initialize_directions = SOUTH|NORTH
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if(NORTH)
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initialize_directions = SOUTH|NORTH
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if(EAST)
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initialize_directions = EAST|WEST
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if(WEST)
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initialize_directions = EAST|WEST
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if(NORTHEAST)
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initialize_directions = NORTH|EAST
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if(NORTHWEST)
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initialize_directions = NORTH|WEST
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if(SOUTHEAST)
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initialize_directions = SOUTH|EAST
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if(SOUTHWEST)
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initialize_directions = SOUTH|WEST
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/obj/machinery/atmospherics/pipe/simple/proc/burst()
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src.visible_message("<span class='danger'>\The [src] bursts!</span>");
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playsound(src.loc, 'sound/effects/bang.ogg', 25, 1)
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var/datum/effect/effect/system/smoke_spread/smoke = new
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smoke.set_up(1,0, src.loc, 0)
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smoke.start()
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qdel(src)
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/obj/machinery/atmospherics/pipe/simple/proc/normalize_dir()
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if(dir==3)
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set_dir(1)
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else if(dir==12)
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set_dir(4)
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/obj/machinery/atmospherics/pipe/simple/Destroy()
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if(node1)
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node1.disconnect(src)
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node1 = null
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if(node2)
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node2.disconnect(src)
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node1 = null
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. = ..()
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/obj/machinery/atmospherics/pipe/simple/pipeline_expansion()
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return list(node1, node2)
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/obj/machinery/atmospherics/pipe/simple/change_color(var/new_color)
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..()
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//for updating connected atmos device pipes (i.e. vents, manifolds, etc)
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if(node1)
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node1.update_underlays()
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if(node2)
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node2.update_underlays()
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/obj/machinery/atmospherics/pipe/simple/update_icon(var/safety = 0)
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if(!check_icon_cache())
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return
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alpha = 255
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overlays.Cut()
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if(node1 && node2)
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overlays += icon_manager.get_atmos_icon("pipe", , pipe_color, "[pipe_icon]intact[icon_connect_type]")
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else
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overlays += icon_manager.get_atmos_icon("pipe", , pipe_color, "[pipe_icon]exposed[node1?1:0][node2?1:0][icon_connect_type]")
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/obj/machinery/atmospherics/pipe/simple/update_underlays()
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return
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/obj/machinery/atmospherics/pipe/simple/atmos_init()
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normalize_dir()
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var/node1_dir
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var/node2_dir
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for(var/direction in cardinal)
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if(direction&initialize_directions)
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if (!node1_dir)
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node1_dir = direction
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else if (!node2_dir)
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node2_dir = direction
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for(var/obj/machinery/atmospherics/target in get_step(src,node1_dir))
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if(can_be_node(target, 1))
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node1 = target
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break
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for(var/obj/machinery/atmospherics/target in get_step(src,node2_dir))
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if(can_be_node(target, 2))
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node2 = target
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break
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if(!node1 && !node2)
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qdel(src)
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return
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var/turf/T = loc
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if(level == 1 && !T.is_plating()) hide(1)
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update_icon()
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/obj/machinery/atmospherics/pipe/simple/disconnect(obj/machinery/atmospherics/reference)
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if(reference == node1)
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if(istype(node1, /obj/machinery/atmospherics/pipe))
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qdel(parent)
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node1 = null
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if(reference == node2)
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if(istype(node2, /obj/machinery/atmospherics/pipe))
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qdel(parent)
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node2 = null
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update_icon()
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return null
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/obj/machinery/atmospherics/pipe/simple/visible
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icon_state = "intact"
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level = 2
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/obj/machinery/atmospherics/pipe/simple/visible/scrubbers
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name = "Scrubbers pipe"
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desc = "A one meter section of scrubbers pipe"
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icon_state = "intact-scrubbers"
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connect_types = CONNECT_TYPE_SCRUBBER
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piping_layer = PIPING_LAYER_SCRUBBER
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layer = PIPES_SCRUBBER_LAYER
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icon_connect_type = "-scrubbers"
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color = PIPE_COLOR_RED
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/obj/machinery/atmospherics/pipe/simple/visible/supply
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name = "Air supply pipe"
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desc = "A one meter section of supply pipe"
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icon_state = "intact-supply"
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connect_types = CONNECT_TYPE_SUPPLY
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piping_layer = PIPING_LAYER_SUPPLY
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layer = PIPES_SUPPLY_LAYER
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icon_connect_type = "-supply"
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color = PIPE_COLOR_BLUE
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/obj/machinery/atmospherics/pipe/simple/visible/yellow
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color = PIPE_COLOR_YELLOW
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/obj/machinery/atmospherics/pipe/simple/visible/cyan
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color = PIPE_COLOR_CYAN
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/obj/machinery/atmospherics/pipe/simple/visible/green
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color = PIPE_COLOR_GREEN
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/obj/machinery/atmospherics/pipe/simple/visible/black
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color = PIPE_COLOR_BLACK
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/obj/machinery/atmospherics/pipe/simple/visible/red
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color = PIPE_COLOR_RED
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/obj/machinery/atmospherics/pipe/simple/visible/blue
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color = PIPE_COLOR_BLUE
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/obj/machinery/atmospherics/pipe/simple/visible/purple
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color = PIPE_COLOR_PURPLE
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/obj/machinery/atmospherics/pipe/simple/hidden
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icon_state = "intact"
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level = 1
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alpha = 128 //set for the benefit of mapping - this is reset to opaque when the pipe is spawned in game
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/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers
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name = "Scrubbers pipe"
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desc = "A one meter section of scrubbers pipe"
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icon_state = "intact-scrubbers"
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connect_types = CONNECT_TYPE_SCRUBBER
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piping_layer = PIPING_LAYER_SCRUBBER
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layer = PIPES_SCRUBBER_LAYER
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icon_connect_type = "-scrubbers"
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color = PIPE_COLOR_RED
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/obj/machinery/atmospherics/pipe/simple/hidden/supply
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name = "Air supply pipe"
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desc = "A one meter section of supply pipe"
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icon_state = "intact-supply"
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connect_types = CONNECT_TYPE_SUPPLY
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piping_layer = PIPING_LAYER_SUPPLY
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layer = PIPES_SUPPLY_LAYER
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icon_connect_type = "-supply"
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color = PIPE_COLOR_BLUE
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/obj/machinery/atmospherics/pipe/simple/hidden/yellow
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color = PIPE_COLOR_YELLOW
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/obj/machinery/atmospherics/pipe/simple/hidden/cyan
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color = PIPE_COLOR_CYAN
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/obj/machinery/atmospherics/pipe/simple/hidden/green
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color = PIPE_COLOR_GREEN
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/obj/machinery/atmospherics/pipe/simple/hidden/black
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color = PIPE_COLOR_BLACK
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/obj/machinery/atmospherics/pipe/simple/hidden/red
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color = PIPE_COLOR_RED
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/obj/machinery/atmospherics/pipe/simple/hidden/blue
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color = PIPE_COLOR_BLUE
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/obj/machinery/atmospherics/pipe/simple/hidden/purple
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color = PIPE_COLOR_PURPLE
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/obj/machinery/atmospherics/pipe/simple/insulated
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icon = 'icons/obj/atmospherics/red_pipe.dmi'
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icon_state = "intact"
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construction_type = /obj/item/pipe/binary/bendable
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pipe_state = "insulated"
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minimum_temperature_difference = 10000
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thermal_conductivity = 0
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maximum_pressure = 1000*ONE_ATMOSPHERE
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fatigue_pressure = 900*ONE_ATMOSPHERE
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alert_pressure = 900*ONE_ATMOSPHERE
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level = 2
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