Files
CHOMPstation/code/modules/recycling/disposal.dm
ReddeyfishVorandGitHub 768887d85a Virgo merge (#107)
* Move pilot helmets from southern_cross to main files, they are used on multiple maps now.

* Ports export reports (#5051)

* Ports export reports

* Absolute pathing, small touchups

* remove both layers

* POLARIS: No string compare for assistants

* Make turf obfuscation lists lazy

* Improve two image cleanups

* POLARIS: zshadows should be as invisible as their origin

* POLARIS: Allow alteration of mob default see_invisible

* say() safety check on client

Spawn keeps it from destroying all say(), thankfully, but needs to be fixed.

* POLARIS: Reduce double admin logs

* POLARIS: Clean up adminpm logs

* POLARIS: Communicator small refactor

* POLARIS: UI Tweak involving species rarity

* POLARIS: Allow species-specific statpanels

* POLARIS: "0x32" is not a valid single-bit flag

* POLARIS: Lazylen species restricted list

* POLARIS: Prevent ghosts from ejecting borgs from rechargers

* POLARIS: Make borg recharger test more robust

* POLARIS: Another recharger fix

* Fix nif logs

* Removes some problematic HIDEJUMPSUIT flags

* Camera fix

* adds statue

* adds statue

* Revert "adds statue"

This reverts commit f1c9193797.

* POLARIS: Improve robot and typing overlays

* Change to Teshari to test for bug

Removing these, to see if they are related to the Teshari bug. These are the only two unique sprite features that I can see.

* Promethean tweaks (hunger, regen time)

* Xenoarch Multitool & Xenoarch Excavation Drill (#5058)

* Xenoarch Multitool & Xenoarch Excavation Drill

* Makes the tool work better

* Cuts down on lines & left comments

* change to m

* Ports antibiotics overhaul (#5050)

* Ports antibiotics overhaul

* Update the rest of the places "spaceacillin" is used where antibiotics is meant.

* Antibiotics port compiles

* Fixes the drone borg ID thing AGAIN. (#5080)

* Fixes the drone borg ID thing

* Updates tracking implant description

* Update tools_pickaxe_vr.dm

* Removes excavation drill

* Fixes default synth tails necessitating potentially harmful mystery delays in mannequin generation.
-Now get_tail_image() can check the owner's syntheticness without having to wait for something else to call it whenever/wherever the fuck it happens.

* Fixes missing pixel on human ass.

* Update update_icons_vr.dm

* absolute pathing

* added slashes. No idea for what, but I don't want anyone to ask me to do it because they have OCD

* Some size stuff for Proteans

* Removes a bunch of my unused fluff stuff

* fixed vale borg flashlight eye sprites

* Changes to objects random

- Fixed the icon_state for 'structure/plushie/carp' and the random first aid kit spawner
- Added a random chance tool spawn for power tools (most of the time it should still just be regular tools)
- Adjusted the spawn rate of medkits, combat medkits should be more rare
- Cash split into its own loot item
- Plushies split into large and small plushies
- All the extra plushie spawns added to the random plushie spawn
- Eightball and conch shell added to toy spawns
- Added spawn points for the large plushies, cash, and the power tools

* Removes an inconsistency in custom species code

This line had no real use at all. It may even have contributed to various issues.
All basic humanoid species have had their appearances constructed onto an existing blank 32x32 icon_state named and called for as "nothing" inside the effects.dmi.
There are no untitled blanks either inside the effects.dmi file, so the funky deviant custom species icon_states would never have had any proper fallback.

* Re-establishes existing foundations for human icon

This line had no real use at all that I could find. It may even have contributed to various issues.
Before this line was added, all basic humanoid species have had their appearances constructed onto an actually existing blank 32x32 icon_state named and called for as "nothing" inside the effects.dmi.
There are no untitled blanks either inside the effects.dmi file, so the funky deviant species specific icon_states would never have had any proper fallback either.

No negative effects whatsoever detected in testing runs. Maybe slight framerate increase, but that was likely unrelated/placebo lmao

* Couple security otie fixes

-Fixes sec oties failing to announce arrests for sec comms.
-Adds another announcement for sec oties to confirm successfully detained crimester.

* Fixes custom accessories not showing up on things

Contradictory hardcoding babe.

* Fixes inconsistencies in organ system
-Seems the years old conversion to turn old limb names and tags and such to BP constants was never finished.
-This also fixes warning spammy diona organ tags.

* Balance pass on custom species traits

* Revert "Fixes cameras making completely black photos"

* Fixes handheld cameras

* Resh - Navy HoS Jacket

https://forum.vore-station.net/viewtopic.php?f=27&t=1065 - approved fluff app. Long time coming, lol.

(And first time 'coding'/using github to change files. hope I did it right. Oof.)

* Increase prom limb health by 60%

* changes hairstyles to use species defines

* Correct Resh custom_items.txt for HoS jacket

* (SQ-Merge) Adds in Floppy Bunny ears. (#3348)

* (SQ-Merge) Possible fix for drop-nomming (#3331)

* possible drop-nomming fix

* no longer 100% fall cushion on non-aligning prefs

* fixed some checks

* (SQ-Merge) Makes rads not kill people in stomachs (#3342)

* Makes rads not kill people in stomachs

* There we go

* Update radiation.dm

* POLARIS: Fixes #3308 (VS) - Skrell lack eyes

* POLARIS: Fixes #3280 (VS) - Typing as ghost removes overlays

Also gives them the proper ghost speech bubble. Unsure why it wasn't used!

* POLARIS: Fixes #3298 (VS) - Observer-ghosts were naked instead of dressed

* POLARIS: Fixes #3270 (VS) - Cleanbots make noise too often, reduce chance

* POLARIS: Fixes #3264 (VS) - MMI insertion sanitizes w/o numbers allowed

* POLARIS: Fixes #3237 (VS) - Cryoconsoles are lit even when unpowered

* POLARIS: Fixes #3238 (VS) - Nothing but humans can understand silicons talking

* POLARIS: Fixes #3221 (VS) - No explanation of what to do in the case of system instability

* POLARIS: Fixes #2601 (VS) - Allows mechs to continue charging after battery swap w/o moving

* POLARIS: Fixes #5282 (VS) - Allow use of pens to label pill bottles, like glass bottles

* POLARIS: Fixes #2573 (VS) - Slap cigarettes off people's faces

* POLARIS: Ventcrawling assistance

* POLARIS: Fix holders to avoid forcemoving held mob to nullspace

* POLARIS: Allow crawling through vertical pipes

* POLARIS: Weird snacks runtime

* POLARIS: Sometimes items have this set to null because they are bad.

* POLARIS: Beam weapons runtime when you shoot yourself

* POLARIS: Fix a call to the wrong update icons in prom regen

* POLARIS: Fix incorrect robolimb checks

* POLARIS: Heal robolimbs when you heal everything

Typically only used in magic and stuff, makes sense to heal both (otherwise there's no way to heal whole FBP bodies)

* POLARIS: Add eye color to shapeshifters

* POLARIS: Adds an animation thing, uses it on ventcrawls

* Fixes Suit Storage Icons
Items in suit storage should no longer vanish.

* Adds Keypad Auth to CE Office

* 44 revolvers

Port from Bay

- Addition of two more revolvers in 44 cal for variety
- Creation of rubber rounds for 44 cal (stats taken from virgo no idea how good they are in actual fights)
- Includes 44 ammo speedloaders, regular and rubber speedloaders
- Slight adjustments to allow for firing animations taken from Bay (the mosley revolver has a firing animation that plays)
- Includes in hand sprites

We did already have the 'webley' sprite (it exists in a recolored sprite). However it is a alternate sprite for the detective's 45 revolver. This brings it in as a actual proper revolver with sprites that are different than the detectives revolver, and maybe in the future can be thrown into loot lists and PoIs.

* Adds bioprinter to medical

Only internal organs work well

* Fixes feathered tesh tail and removes an useless piece of code.
-Feathered tesh tail now uses the proper dual color system now that it no longer comes with the default tail.
-Removes completely redundant body hair code from robolimb icon generation.

* byond beta back on its bullshit

* Update organ_icon.dm

* Update organ_icon.dm

* Probably maybe fixes blank lines for prey

* Fixes incorrect camera naming/networks. Fixes #3353

* Nanoui now supports use of multiple templates (#5105)

* Nanoui now supports use of multiple templates

* Removing debug code, indentation

* Indentation

* Arranges lots of things into planes (#5072)

* Rearranges a billion things into planes

* Make cryotubes fancy

* Update Travis

* Fix hiding logic

* Lore-Compliant Oculum News Channel (#5111)

* adds an e-reader full of news to the loadout

* Political Almanac -> Pocket Newscaster

* new news channel containing lore-compliant news that's not bad

* prettified lorecodex, added a month's worth of news (#5112)

* prettified lorecodex : added a month's worth of news

* what the hell elgie

* all according to kaikoku

* Grant remote profile access to R_DEBUG holders

* Fix for MOB_CAN_SEE_PLANE

* Normal brute kits disinfect wounds

* Fixes fullbright mode hiding lighting overlays.

Fullbright plane master being above lighting plane master is important, shouldn't be removed.

* Fixes machines being below tables they should sit upon.

* Fixes Runtime in logging.dm,61

* Removes vials

* Update and rename pai_manifest.tmpl to crew_manifest.tmpl

* Change of template

* Fixes infinite loop in FBP naming w/o client

* Adds Map Template Groups
Adds ability to have many different 'versions' of a PoI, yet only having one show up per round.
An example on how to do this is provided with Radio Free Sif (aka DJOutpost).
Just make sure all the different versions have the same 'template_group' value.

* Adds a message on emag to the battle arcade machine. (#5129)

* Updates one arcade machine emag message to to_chat, adds another.

* Returns 1 in emag_act for orion trail.

* Converts a bunch of stuff to macros. Should probably not break anything.

* Fixes an improper macro usage.

* Attempts to fix all 20 errors.

* Makes syndie dufflebags hint that they let you move faster

* Fixes untagged sorting junction

* Actually adds adhoc_fallback to pilot headsets

* Map fixes and tweaks

- Flashers in brig cells now should work, extra floor flash in communal brig to deal with crims.
- Inproper access, SMES rooms.
- Trader start point being dark now fixed.
- Medical Vendor Plus has more advanced burn and trauma kits. Also splints.
- Cell 1 and 2 in the brig can now be accessed by detectives.
- Additional r-walls next to the engine room to help with rads.
- Floor decals in a couple areas.
- RD office now has its telescreen back.

* Fix unused variable warnings.

* Fix light/camera layers for macros and fix constants for them too.

* Updates changelog

* Camera types exist to determine networks!

* Reverted use of 'usr' back to 'user' from commit 05fd53ebcc

* Fixes a bug. It's flatland zorren. 

Fixes #3376

* Fixes wallet-HUD interaction issues. (#5130)

* Fixes wallet-HUD interaction issues.

* Fixes HUDs, too. Forgot to commit this the first time. Also hopefully didn't change the map to examplemap.

* Fixes an indentation error.

* Nerfs solargrub drain speed.

Due to the lack of saturation in the moderate event container, solargrubs show up way too frequently, and changing the frequency doesn't help. The container has to pick. This change will just bump the drain speed down so severely, that if you kill one or two grubs, the station should barely feel the impact anymore. As opposed to having to kill 4/5 grubs on average.

Gradual nerfs seem logical, as grubs get more and mroe of a day-to-day experience, and most people know about them now. Time to stop the witch hunting for those annoying grubs :p

* In which MC is dumb. Actually removes network override

* Initial cleanup/changes

* More optimizations for character joins

* Switch cables and pipes to use define constants instead of literals for layers.

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.

* Don't kick admin observers for inactivity.  They might be waiting for ahelps.

* Fixes vox not having hardsuit sprites. Uses the new defines.

* Replaces base egun sprite

* Small fixes and ports discovered during merge. (#5138)

* POLARIS: No string compare for assistants

* POLARIS: Move these planes to more useful places

* POLARIS: Only spam ghosts with chat messages from things with real clients

* Fix small forgotten lines of text accidentally left out of VS syncs.

* Fix typo'd plane in lighting.dm and remove redundant definitions.

* Fixes a bunch of simple animal vore icon issues.

* Fixes Pathing

* Small Shock/Holo collar tweaks.
-Updates their old >> dialogue.
-Makes shock collars taggable.

Was gonna fix them showing up in forced lowercase on people but that turned out to be a separate polaris issue that I just opened a fix for up there.

* more fixes etc

* Update solargrub.dm

* Improves contrasts on sprites and removes the need for mirroring upstream sprites

* adds generic gibs to vore mob icons to prevent sneks

* Adds a bunch of stuff to cargo selection.
-Xenowear crate, 13 non-random xenowear items for 100 points.
-Teshari smocks crate, comes with all the 5 basic colors for 25 points.
-Teshari undercoats, comes with 4 random colors from basic and grey selection for 20 points.
-Teshari undercoats black, comes with 4 random colors from the black trim selection for 20 points.
-Teshari cloaks, comes with 4 random colors from basic and grey selection for 40 points.
-Teshari cloaks black, comes with 4 random colors from the black trim selection for 40 points.
-Utility uniforms, comes with the 3 loadout utility uniforms (black/blue/grey) for 30 points.
-Skirts crate, comes with the 10 regular type skirts for 40 points.
-Varsity jackets, comes with the set of 6 colors for 60 points.
-Leather gear crate, comes with 5 random items from a selection of 21 more or less tough/kinky gear for 50 points.
-Eyewear crate, comes with 11 cosmetic and/or prescription pieces for 50 points.
-Gloves crate, comes with 4 random gloves with a chance to hit a couple fancier ones among the basic colors for 40 points.
-Boots crate, comes with 3 random pairs of boots freely available in loadout for 60 points.
-Taurbags crate, comes with the 3 universal saddlebags we have (basic/robust/vest) for 60 points.
-Cuisine crate, comes with 5 random foods from a list of varying cultural fanciness for 25 points.
-Burger crate, comes with 5 random basic burgers for 15 points.
-Special burger crate, comes with 3 random special burgers for 60 points.
-Bakery products, comes with 5 random bakery products for 15 points.
-Cakes crate, comes with 5 random cakes for 50 points.
-Mexican food crate, comes with 5 random mexican foods for 15 points.
-Asian food crate, comes with 5 random asian foods for 15 points.
-Action figures crate, comes with 5 random figures for 50 points.
-Tabletop miniatures crate, delivers the set of those characters for 30 points.
-Plushies crate, comes with 3 random plushies for 30 points.

* Changes wedding rings to be a subtype of ring

Also moves them to their own .dm, since they're now a subtype of the thing in rings.dm. Also changed bethrothed to spouse, as the former is usually before marriage and not after.

Benefits of this include: Being able to wear gloves over wedding rings. Making them tiny instead of small. Making their gender neuter instead of plural, so it wont say "some wedding ring" when you examine someone wearing them. Probably more good things.

Issue reported by HzDonut.

* Cargo pack tweaks.

* Adds a machine for recoloring apparel ingame.
-Not mapped in currently.
-Still unsure whether to have it whitelisted for white/grey items only or to let people have their fun experimenting on nasty aesthetics.
-Also supports bags and belts. Yes, I've heard the pleas of the people not liking the default grey being the only public backpack option there is.

* Reverts gauze disinfecting until a proper solution can be put in place.

* Fixed mesons NIFSoft overlay not highlighting open spaces above

* Fixes #3368 - Teleporting now often respects dropnom pref

* Fixes #3344 - Holocarp set DM_HOLD when holodeck is safe

* Squashed commit of the following:

commit f55edb98499b600186be9f58c0d245b454479b74
Author: Verkister <superverkelian@hotmail.com>
Date:   Sun Apr 8 17:05:19 2018 +0300

    we'll see about that whitelist crap later then

commit 186ce2aba274c4009c42a730d1ba7c67dddf8ea6
Author: Verkister <superverkelian@hotmail.com>
Date:   Sun Apr 8 16:32:08 2018 +0300

    screw you too travis

commit 470789300bda3949de4027dc8e2c25ae8427eaae
Author: Verkister <superverkelian@hotmail.com>
Date:   Sun Apr 8 16:10:29 2018 +0300

    Update painter_vr.dm

commit e9dee86b0cb84172c95f3a91ba73ce0b2661820c
Author: Verkister <superverkelian@hotmail.com>
Date:   Sun Apr 8 15:51:37 2018 +0300

    Update painter_vr.dm

* allows meteors to be deflected by baseball bats

* snib

* oh, and the DME, too

* fixes the meteor refusing to move at all after being deflected

* done

* Fix shuttle corner turfs disappearing when shuttle moves.

When shuttles land on a turf, it takes the appearance of the turf it lands on as an underlay.  Must make sure this underlay is on FLOAT_PLANE otherwise it will likely end up OVER the turf itself.

* Set appropriate vars for persisting adminspawned characters

* Minor Psych office tweaks. Closes 2090

* Adds compact defib to CC medbay. Closes #2287

* Makes the door button in EVA ACTUALLY WORK

* Squashed commit of the following:

commit bd470fd0276e83fa1516cc1b966308165d081b1b
Author: Verkister <superverkelian@hotmail.com>
Date:   Tue Apr 10 20:45:00 2018 +0300

    Update painter_vr.dm

commit 12e39bcec9b717d477a64aca0f8dfe917917986b
Author: Verkister <superverkelian@hotmail.com>
Date:   Mon Apr 9 09:34:50 2018 +0300

    Update painter_vr.dm

* Reduce abduction chance 1%->0.5%, add logs

* Removes Camilla's plush as per request

* Some protean fixes (regen, size as blob, gender)

* switch map to tgm for merge

* convert map to tgm for merge
2018-04-11 17:14:22 -07:00

1540 lines
41 KiB
Plaintext

// 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(istype(I, /obj/item/weapon/screwdriver))
if(contents.len > 0)
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)
user << "You remove the screws around the power connection."
return
else if(mode==-1)
mode=0
playsound(src, I.usesound, 50, 1)
user << "You attach the screws around the power connection."
return
else if(istype(I,/obj/item/weapon/weldingtool) && mode==-1)
if(contents.len > 0)
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)
user << "You start slicing the floorweld off the disposal unit."
if(do_after(user,20 * W.toolspeed))
if(!src || !W.isOn()) return
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
user << "You need more welding fuel to complete this task."
return
if(istype(I, /obj/item/weapon/melee/energy/blade))
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
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)
return
user.drop_item()
if(I)
I.forceMove(src)
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]."
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]!"
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)
usr << "<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)
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
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
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, height=0, air_group=0)
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, height, air_group)
// 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))
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
user << "Slicing the disposal pipe."
sleep(30)
if(!W.isOn()) return
if(user.loc == uloc && wloc == W.loc)
welded()
else
user << "You must stay still while welding the pipe."
else
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)
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)
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
user << "Slicing the disposal pipe."
sleep(30)
if(!W.isOn()) return
if(user.loc == uloc && wloc == W.loc)
welded()
else
user << "You must stay still while welding the pipe."
else
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(istype(I, /obj/item/weapon/screwdriver))
if(mode==0)
mode=1
user << "You remove the screws around the power connection."
playsound(src, I.usesound, 50, 1)
return
else if(mode==1)
mode=0
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)
user << "You start slicing the floorweld off the disposal outlet."
if(do_after(user,20 * W.toolspeed))
if(!src || !W.isOn()) return
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
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)