//conveyor2 is pretty much like the original, except it supports corners, but not diverters. //note that corner pieces transfer stuff clockwise when running forward, and anti-clockwise backwards. GLOBAL_LIST_EMPTY(conveyors_by_id) #define MAX_CONVEYOR_ITEMS_MOVE 30 /obj/machinery/conveyor icon = 'icons/obj/recycling.dmi' icon_state = "conveyor_map" name = "conveyor belt" desc = "A conveyor belt." layer = BELOW_OPEN_DOOR_LAYER /// 1 if running forward, -1 if backwards, 0 if off var/operating = 0 /// true if can operate (no broken segments in this belt run) var/operable = 1 /// this is the default (forward) direction, set by the map dir var/forwards /// The opposite of forwards. It's set in a special var for corner belts, which aren't using the opposite direction when in reverse. var/backwards /// the actual direction to move stuff in var/movedir /// The control ID - must match at least one conveyor switch's ID to be useful. var/id = "" // Inverts the direction the conveyor belt moves when true. var/inverted = FALSE speed_process = TRUE /// Are we currently conveying items? var/conveying = FALSE /obj/machinery/conveyor/examine(mob/user) . = ..() if(inverted) . += span_notice("It is currently set to go in reverse.") . += "\nLeft-click with a wrench to rotate." . += "Left-click with a screwdriver to invert its direction." /obj/machinery/conveyor/centcom_auto id = "round_end_belt" /obj/machinery/conveyor/inverted //Directions inverted so you can use different corner peices. icon_state = "conveyor_map_inverted" inverted = TRUE /obj/machinery/conveyor/inverted/Initialize(mapload) . = ..() if(mapload && !(dir in GLOB.diagonals)) log_mapping("[src] at [AREACOORD(src)] spawned without using a diagonal dir. Please replace with a normal version.") // Auto conveyour is always on unless unpowered /obj/machinery/conveyor/auto/Initialize(mapload, newdir) . = ..() operating = TRUE update_move_direction() /obj/machinery/conveyor/auto/update() . = ..() operating = . // create a conveyor /obj/machinery/conveyor/Initialize(mapload, newdir, newid) . = ..() if(newdir) setDir(newdir) if(newid) id = newid update_move_direction() LAZYADD(GLOB.conveyors_by_id[id], src) /obj/machinery/conveyor/Destroy() LAZYREMOVE(GLOB.conveyors_by_id[id], src) . = ..() /obj/machinery/conveyor/vv_edit_var(var_name, var_value) if (var_name == "id") // if "id" is varedited, update our list membership LAZYREMOVE(GLOB.conveyors_by_id[id], src) . = ..() LAZYADD(GLOB.conveyors_by_id[id], src) else return ..() /obj/machinery/conveyor/proc/update_move_direction() switch(dir) if(NORTH) forwards = NORTH backwards = SOUTH if(SOUTH) forwards = SOUTH backwards = NORTH if(EAST) forwards = EAST backwards = WEST if(WEST) forwards = WEST backwards = EAST if(NORTHEAST) forwards = EAST backwards = SOUTH if(NORTHWEST) forwards = NORTH backwards = EAST if(SOUTHEAST) forwards = SOUTH backwards = WEST if(SOUTHWEST) forwards = WEST backwards = NORTH if(inverted) var/temp = forwards forwards = backwards backwards = temp if(operating == 1) movedir = forwards else movedir = backwards update() /obj/machinery/conveyor/update_icon() if(!operating) icon_state = "conveyor[inverted ? "-0" : "0"]" else icon_state = "conveyor[inverted ? -operating : operating]" /obj/machinery/conveyor/proc/update() . = TRUE if(stat & NOPOWER) operating = FALSE . = FALSE update_icon() // machine process // move items to the target location /obj/machinery/conveyor/process() if(!operating || conveying) return use_power(6) //get the first 30 items in contents var/turf/locturf = loc var/list/items = locturf.contents - src - locturf.lighting_object if(!LAZYLEN(items))//Dont do anything at all if theres nothing there but the conveyor return var/list/affecting if(length(items) > MAX_CONVEYOR_ITEMS_MOVE) affecting = items.Copy(1, MAX_CONVEYOR_ITEMS_MOVE + 1)//Lists start at 1 lol else affecting = items conveying = TRUE addtimer(CALLBACK(src, .proc/convey, affecting), 1)//Movement effect /obj/machinery/conveyor/proc/convey(list/affecting) for(var/am in affecting) if(!ismovable(am)) //This is like a third faster than for(var/atom/movable in affecting) continue var/atom/movable/movable_thing = am //Give this a chance to yield if the server is busy stoplag() if(QDELETED(movable_thing) || (movable_thing.loc != loc)) continue if(iseffect(movable_thing) || isdead(movable_thing)) continue if(isliving(movable_thing)) var/mob/living/zoommob = movable_thing if((zoommob.movement_type & FLYING) && !zoommob.stat) continue if(!movable_thing.anchored && movable_thing.has_gravity()) step(movable_thing, movedir) conveying = FALSE // attack with item, place item on conveyor /obj/machinery/conveyor/attackby(obj/item/I, mob/user, params) if(I.tool_behaviour == TOOL_CROWBAR) user.visible_message("[user] struggles to pry up \the [src] with \the [I].", \ "You struggle to pry up \the [src] with \the [I].") if(I.use_tool(src, user, 40, volume=40)) var/obj/item/stack/conveyor/C = new/obj/item/stack/conveyor(loc, 1, TRUE, id) C.id = id transfer_fingerprints_to(C) to_chat(user, "You remove the conveyor belt.") qdel(src) else if(I.tool_behaviour == TOOL_WRENCH) I.play_tool_sound(src) setDir(turn(dir,-45)) update_move_direction() to_chat(user, "You rotate [src].") else if(I.tool_behaviour == TOOL_SCREWDRIVER) inverted = !inverted update_move_direction() to_chat(user, "You set [src]'s direction [inverted ? "backwards" : "back to default"].") update_icon() else if(user.a_intent != INTENT_HARM) user.transferItemToLoc(I, drop_location()) else return ..() // attack with hand, move pulled object onto conveyor /obj/machinery/conveyor/attack_hand(mob/user) . = ..() if(.) return user.Move_Pulled(src) /obj/machinery/conveyor/power_change() ..() update() // the conveyor control switch // // /obj/machinery/conveyor_switch name = "conveyor switch" desc = "A conveyor control switch." icon = 'icons/obj/recycling.dmi' icon_state = "switch-off" speed_process = TRUE var/position = 0 // 0 off, -1 reverse, 1 forward var/last_pos = -1 // last direction setting var/operated = 1 // true if just operated var/oneway = FALSE // if the switch only operates the conveyor belts in a single direction. var/invert_icon = FALSE // If the level points the opposite direction when it's turned on. var/id = "" // must match conveyor IDs to control them /obj/machinery/conveyor_switch/Initialize(mapload, newid) . = ..() if (newid) id = newid update_icon() LAZYADD(GLOB.conveyors_by_id[id], src) /obj/machinery/conveyor_switch/Destroy() LAZYREMOVE(GLOB.conveyors_by_id[id], src) . = ..() /obj/machinery/conveyor_switch/vv_edit_var(var_name, var_value) if (var_name == "id") // if "id" is varedited, update our list membership LAZYREMOVE(GLOB.conveyors_by_id[id], src) . = ..() LAZYADD(GLOB.conveyors_by_id[id], src) else return ..() // update the icon depending on the position /obj/machinery/conveyor_switch/update_icon() if(position<0) if(invert_icon) icon_state = "switch-fwd" else icon_state = "switch-rev" else if(position>0) if(invert_icon) icon_state = "switch-rev" else icon_state = "switch-fwd" else icon_state = "switch-off" // timed process // if the switch changed, update the linked conveyors /obj/machinery/conveyor_switch/process() if(!operated) return operated = 0 for(var/obj/machinery/conveyor/C in GLOB.conveyors_by_id[id]) C.operating = position C.update_move_direction() CHECK_TICK // attack with hand, switch position /obj/machinery/conveyor_switch/interact(mob/user) add_fingerprint(user) if(position == 0) if(oneway) //is it a oneway switch position = oneway else if(last_pos < 0) position = 1 last_pos = 0 else position = -1 last_pos = 0 else last_pos = position position = 0 operated = 1 update_icon() // find any switches with same id as this one, and set their positions to match us for(var/obj/machinery/conveyor_switch/S in GLOB.conveyors_by_id[id]) S.invert_icon = invert_icon S.position = position S.update_icon() CHECK_TICK /obj/machinery/conveyor_switch/attackby(obj/item/I, mob/user, params) switch(I.tool_behaviour) if(TOOL_CROWBAR) var/obj/item/conveyor_switch_construct/C = new/obj/item/conveyor_switch_construct(src.loc) C.id = id transfer_fingerprints_to(C) to_chat(user, "You detach the conveyor switch.") qdel(src) if(TOOL_WRENCH) if(position) to_chat(user, span_warning("\The [src] must be off before attempting to change it's direction!")) return FALSE oneway = !oneway I.play_tool_sound(src, 75) user.visible_message("[user] sets \the [src] to [oneway ? "one-way" : "two-way"].", "You set \the [src] to [oneway ? "one-way" : "two-way"].", "You hear a ratchet.") /obj/machinery/conveyor_switch/oneway icon_state = "conveyor_switch_oneway" desc = "A conveyor control switch. It appears to only go in one direction." oneway = TRUE /obj/machinery/conveyor_switch/oneway/Initialize() . = ..() if((dir == NORTH) || (dir == WEST)) invert_icon = TRUE /obj/item/conveyor_switch_construct name = "conveyor switch assembly" desc = "A conveyor control switch assembly." icon = 'icons/obj/recycling.dmi' icon_state = "switch-off" w_class = WEIGHT_CLASS_BULKY var/id = "" //inherited by the switch /obj/item/conveyor_switch_construct/Initialize() . = ..() id = "[rand()]" //this couldn't possibly go wrong /obj/item/conveyor_switch_construct/afterattack(atom/A, mob/user, proximity) . = ..() if(!proximity || user.stat || !isfloorturf(A) || istype(A, /area/shuttle)) return var/found = 0 for(var/obj/machinery/conveyor/C in view()) if(C.id == src.id) found = 1 break if(!found) to_chat(user, "[icon2html(src, user)]The conveyor switch did not detect any linked conveyor belts in range.") return var/obj/machinery/conveyor_switch/NC = new/obj/machinery/conveyor_switch(A, id) transfer_fingerprints_to(NC) qdel(src) /obj/item/conveyor_switch_construct/attackby(obj/item/I, mob/user, params) if(I.tool_behaviour == TOOL_MULTITOOL) id = "[rand()]" to_chat(user, span_notice("You pulse \the [src]'s connection, randomly generating a new network ID.")) /obj/item/stack/conveyor name = "conveyor belt assembly" desc = "A conveyor belt assembly." icon = 'icons/obj/recycling.dmi' icon_state = "conveyor_construct" max_amount = 30 singular_name = "conveyor belt" w_class = WEIGHT_CLASS_BULKY materials = list(/datum/material/metal = 1000) ///id for linking var/id = "" //inherited by the belt /obj/item/stack/conveyor/Initialize(mapload, new_amount, merge = TRUE, _id) . = ..() id = _id /obj/item/stack/conveyor/afterattack(atom/A, mob/user, proximity) . = ..() if(!proximity || user.stat || !isfloorturf(A) || istype(A, /area/shuttle)) return var/cdir = get_dir(A, user) if(A == user.loc) to_chat(user, "You cannot place a conveyor belt under yourself.") return var/obj/machinery/conveyor/C = new/obj/machinery/conveyor(A, cdir, id) transfer_fingerprints_to(C) use(1) /obj/item/stack/conveyor/attackby(obj/item/I, mob/user, params) ..() if(istype(I, /obj/item/conveyor_switch_construct)) to_chat(user, "You link the switch to the conveyor belt assembly.") var/obj/item/conveyor_switch_construct/C = I id = C.id if(I.tool_behaviour == TOOL_MULTITOOL) id = "" to_chat(user, span_notice("You unlink the conveyor belt assembly from any switches it's connected to.")) /obj/item/stack/conveyor/update_weight() return FALSE /obj/item/stack/conveyor/thirty amount = 30 /obj/item/paper/guides/conveyor name = "paper- 'Nano-it-up U-build series, #9: Build your very own conveyor belt, in SPACE'" info = "

Congratulations!

You are now the proud owner of the best conveyor set available for space mail order! We at Nano-it-up know you love to prepare your own structures without wasting time, so we have devised a special streamlined assembly procedure that puts all other mail-order products to shame!

Firstly, you need to link the conveyor switch assembly to each of the conveyor belt assemblies. After doing so, you simply need to install the belt assemblies onto the floor, et voila, belt built. Our special Nano-it-up smart switch will detected any linked assemblies as far as the eye can see! This convenience, you can only have it when you Nano-it-up. Stay nano!

" #undef MAX_CONVEYOR_ITEMS_MOVE