mirror of
https://github.com/KabKebab/GS13.git
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138d171dbe
Also implemented a new treadmill
419 lines
13 KiB
Plaintext
419 lines
13 KiB
Plaintext
//conveyor2 is pretty much like the original, except it supports corners, but not diverters.
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//note that corner pieces transfer stuff clockwise when running forward, and anti-clockwise backwards.
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GLOBAL_LIST_EMPTY(conveyors_by_id)
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#define MAX_CONVEYOR_ITEMS_MOVE 30
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/obj/machinery/conveyor
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icon = 'icons/obj/recycling.dmi'
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icon_state = "conveyor_map"
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name = "conveyor belt"
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desc = "A conveyor belt."
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layer = BELOW_OPEN_DOOR_LAYER
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/// 1 if running forward, -1 if backwards, 0 if off
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var/operating = 0
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/// true if can operate (no broken segments in this belt run)
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var/operable = 1
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/// this is the default (forward) direction, set by the map dir
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var/forwards
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/// The opposite of forwards. It's set in a special var for corner belts, which aren't using the opposite direction when in reverse.
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var/backwards
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/// the actual direction to move stuff in
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var/movedir
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/// The control ID - must match at least one conveyor switch's ID to be useful.
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var/id = ""
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// Inverts the direction the conveyor belt moves when true.
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var/inverted = FALSE
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speed_process = TRUE
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/// Are we currently conveying items?
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var/conveying = FALSE
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/obj/machinery/conveyor/examine(mob/user)
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. = ..()
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if(inverted)
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. += span_notice("It is currently set to go in reverse.")
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. += "\nLeft-click with a <b>wrench</b> to rotate."
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. += "Left-click with a <b>screwdriver</b> to invert its direction."
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/obj/machinery/conveyor/centcom_auto
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id = "round_end_belt"
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/obj/machinery/conveyor/inverted //Directions inverted so you can use different corner peices.
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icon_state = "conveyor_map_inverted"
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inverted = TRUE
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/obj/machinery/conveyor/inverted/Initialize(mapload)
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. = ..()
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if(mapload && !(dir in GLOB.diagonals))
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log_mapping("[src] at [AREACOORD(src)] spawned without using a diagonal dir. Please replace with a normal version.")
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// Auto conveyour is always on unless unpowered
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/obj/machinery/conveyor/auto/Initialize(mapload, newdir)
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. = ..()
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operating = TRUE
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update_move_direction()
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/obj/machinery/conveyor/auto/update()
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. = ..()
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operating = .
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// create a conveyor
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/obj/machinery/conveyor/Initialize(mapload, newdir, newid)
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. = ..()
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if(newdir)
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setDir(newdir)
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if(newid)
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id = newid
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update_move_direction()
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LAZYADD(GLOB.conveyors_by_id[id], src)
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/obj/machinery/conveyor/Destroy()
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LAZYREMOVE(GLOB.conveyors_by_id[id], src)
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. = ..()
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/obj/machinery/conveyor/vv_edit_var(var_name, var_value)
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if (var_name == "id")
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// if "id" is varedited, update our list membership
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LAZYREMOVE(GLOB.conveyors_by_id[id], src)
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. = ..()
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LAZYADD(GLOB.conveyors_by_id[id], src)
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else
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return ..()
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/obj/machinery/conveyor/proc/update_move_direction()
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switch(dir)
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if(NORTH)
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forwards = NORTH
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backwards = SOUTH
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if(SOUTH)
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forwards = SOUTH
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backwards = NORTH
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if(EAST)
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forwards = EAST
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backwards = WEST
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if(WEST)
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forwards = WEST
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backwards = EAST
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if(NORTHEAST)
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forwards = EAST
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backwards = SOUTH
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if(NORTHWEST)
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forwards = NORTH
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backwards = EAST
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if(SOUTHEAST)
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forwards = SOUTH
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backwards = WEST
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if(SOUTHWEST)
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forwards = WEST
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backwards = NORTH
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if(inverted)
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var/temp = forwards
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forwards = backwards
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backwards = temp
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if(operating == 1)
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movedir = forwards
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else
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movedir = backwards
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update()
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/obj/machinery/conveyor/update_icon()
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if(!operating)
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icon_state = "conveyor[inverted ? "-0" : "0"]"
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else
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icon_state = "conveyor[inverted ? -operating : operating]"
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/obj/machinery/conveyor/proc/update()
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. = TRUE
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if(stat & NOPOWER)
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operating = FALSE
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. = FALSE
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update_icon()
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// machine process
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// move items to the target location
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/obj/machinery/conveyor/process()
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if(!operating || conveying)
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return
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use_power(6)
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//get the first 30 items in contents
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var/turf/locturf = loc
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var/list/items = locturf.contents - src - locturf.lighting_object
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if(!LAZYLEN(items))//Dont do anything at all if theres nothing there but the conveyor
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return
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var/list/affecting
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if(length(items) > MAX_CONVEYOR_ITEMS_MOVE)
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affecting = items.Copy(1, MAX_CONVEYOR_ITEMS_MOVE + 1)//Lists start at 1 lol
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else
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affecting = items
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conveying = TRUE
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addtimer(CALLBACK(src, .proc/convey, affecting), 1)//Movement effect
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/obj/machinery/conveyor/proc/convey(list/affecting)
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for(var/am in affecting)
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if(!ismovable(am)) //This is like a third faster than for(var/atom/movable in affecting)
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continue
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var/atom/movable/movable_thing = am
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//Give this a chance to yield if the server is busy
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stoplag()
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if(QDELETED(movable_thing) || (movable_thing.loc != loc))
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continue
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if(iseffect(movable_thing) || isdead(movable_thing))
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continue
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if(isliving(movable_thing))
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var/mob/living/zoommob = movable_thing
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if((zoommob.movement_type & FLYING) && !zoommob.stat)
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continue
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if(!movable_thing.anchored && movable_thing.has_gravity())
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step(movable_thing, movedir)
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conveying = FALSE
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// attack with item, place item on conveyor
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/obj/machinery/conveyor/attackby(obj/item/I, mob/user, params)
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if(I.tool_behaviour == TOOL_CROWBAR)
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user.visible_message("<span class='notice'>[user] struggles to pry up \the [src] with \the [I].</span>", \
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"<span class='notice'>You struggle to pry up \the [src] with \the [I].</span>")
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if(I.use_tool(src, user, 40, volume=40))
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var/obj/item/stack/conveyor/C = new/obj/item/stack/conveyor(loc, 1, TRUE, id)
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C.id = id
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transfer_fingerprints_to(C)
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to_chat(user, "<span class='notice'>You remove the conveyor belt.</span>")
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qdel(src)
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else if(I.tool_behaviour == TOOL_WRENCH)
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I.play_tool_sound(src)
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setDir(turn(dir,-45))
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update_move_direction()
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to_chat(user, "<span class='notice'>You rotate [src].</span>")
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else if(I.tool_behaviour == TOOL_SCREWDRIVER)
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inverted = !inverted
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update_move_direction()
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to_chat(user, "<span class='notice'>You set [src]'s direction [inverted ? "backwards" : "back to default"].</span>")
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update_icon()
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else if(user.a_intent != INTENT_HARM)
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user.transferItemToLoc(I, drop_location())
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else
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return ..()
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// attack with hand, move pulled object onto conveyor
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/obj/machinery/conveyor/attack_hand(mob/user)
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. = ..()
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if(.)
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return
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user.Move_Pulled(src)
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/obj/machinery/conveyor/power_change()
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..()
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update()
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// the conveyor control switch
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//
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//
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/obj/machinery/conveyor_switch
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name = "conveyor switch"
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desc = "A conveyor control switch."
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icon = 'icons/obj/recycling.dmi'
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icon_state = "switch-off"
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speed_process = TRUE
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var/position = 0 // 0 off, -1 reverse, 1 forward
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var/last_pos = -1 // last direction setting
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var/operated = 1 // true if just operated
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var/oneway = FALSE // if the switch only operates the conveyor belts in a single direction.
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var/invert_icon = FALSE // If the level points the opposite direction when it's turned on.
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var/id = "" // must match conveyor IDs to control them
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/obj/machinery/conveyor_switch/Initialize(mapload, newid)
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. = ..()
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if (newid)
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id = newid
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update_icon()
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LAZYADD(GLOB.conveyors_by_id[id], src)
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/obj/machinery/conveyor_switch/Destroy()
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LAZYREMOVE(GLOB.conveyors_by_id[id], src)
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. = ..()
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/obj/machinery/conveyor_switch/vv_edit_var(var_name, var_value)
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if (var_name == "id")
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// if "id" is varedited, update our list membership
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LAZYREMOVE(GLOB.conveyors_by_id[id], src)
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. = ..()
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LAZYADD(GLOB.conveyors_by_id[id], src)
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else
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return ..()
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// update the icon depending on the position
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/obj/machinery/conveyor_switch/update_icon()
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if(position<0)
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if(invert_icon)
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icon_state = "switch-fwd"
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else
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icon_state = "switch-rev"
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else if(position>0)
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if(invert_icon)
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icon_state = "switch-rev"
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else
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icon_state = "switch-fwd"
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else
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icon_state = "switch-off"
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// timed process
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// if the switch changed, update the linked conveyors
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/obj/machinery/conveyor_switch/process()
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if(!operated)
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return
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operated = 0
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for(var/obj/machinery/conveyor/C in GLOB.conveyors_by_id[id])
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C.operating = position
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C.update_move_direction()
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CHECK_TICK
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// attack with hand, switch position
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/obj/machinery/conveyor_switch/interact(mob/user)
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add_fingerprint(user)
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if(position == 0)
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if(oneway) //is it a oneway switch
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position = oneway
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else
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if(last_pos < 0)
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position = 1
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last_pos = 0
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else
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position = -1
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last_pos = 0
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else
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last_pos = position
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position = 0
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operated = 1
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update_icon()
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// find any switches with same id as this one, and set their positions to match us
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for(var/obj/machinery/conveyor_switch/S in GLOB.conveyors_by_id[id])
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S.invert_icon = invert_icon
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S.position = position
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S.update_icon()
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CHECK_TICK
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/obj/machinery/conveyor_switch/attackby(obj/item/I, mob/user, params)
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switch(I.tool_behaviour)
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if(TOOL_CROWBAR)
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var/obj/item/conveyor_switch_construct/C = new/obj/item/conveyor_switch_construct(src.loc)
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C.id = id
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transfer_fingerprints_to(C)
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to_chat(user, "<span class='notice'>You detach the conveyor switch.</span>")
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qdel(src)
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if(TOOL_WRENCH)
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if(position)
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to_chat(user, span_warning("\The [src] must be off before attempting to change it's direction!"))
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return FALSE
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oneway = !oneway
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I.play_tool_sound(src, 75)
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user.visible_message("<span class='notice'>[user] sets \the [src] to [oneway ? "one-way" : "two-way"].</span>",
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"<span class='notice'>You set \the [src] to [oneway ? "one-way" : "two-way"].</span>",
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"<span class='italics'>You hear a ratchet.</span>")
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/obj/machinery/conveyor_switch/oneway
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icon_state = "conveyor_switch_oneway"
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desc = "A conveyor control switch. It appears to only go in one direction."
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oneway = TRUE
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/obj/machinery/conveyor_switch/oneway/Initialize()
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. = ..()
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if((dir == NORTH) || (dir == WEST))
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invert_icon = TRUE
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/obj/item/conveyor_switch_construct
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name = "conveyor switch assembly"
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desc = "A conveyor control switch assembly."
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icon = 'icons/obj/recycling.dmi'
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icon_state = "switch-off"
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w_class = WEIGHT_CLASS_BULKY
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var/id = "" //inherited by the switch
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/obj/item/conveyor_switch_construct/Initialize()
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. = ..()
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id = "[rand()]" //this couldn't possibly go wrong
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/obj/item/conveyor_switch_construct/afterattack(atom/A, mob/user, proximity)
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. = ..()
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if(!proximity || user.stat || !isfloorturf(A) || istype(A, /area/shuttle))
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return
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var/found = 0
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for(var/obj/machinery/conveyor/C in view())
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if(C.id == src.id)
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found = 1
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break
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if(!found)
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to_chat(user, "[icon2html(src, user)]<span class=notice>The conveyor switch did not detect any linked conveyor belts in range.</span>")
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return
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var/obj/machinery/conveyor_switch/NC = new/obj/machinery/conveyor_switch(A, id)
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transfer_fingerprints_to(NC)
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qdel(src)
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/obj/item/conveyor_switch_construct/attackby(obj/item/I, mob/user, params)
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if(I.tool_behaviour == TOOL_MULTITOOL)
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id = "[rand()]"
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to_chat(user, span_notice("You pulse \the [src]'s connection, randomly generating a new network ID."))
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/obj/item/stack/conveyor
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name = "conveyor belt assembly"
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desc = "A conveyor belt assembly."
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icon = 'icons/obj/recycling.dmi'
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icon_state = "conveyor_construct"
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max_amount = 30
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singular_name = "conveyor belt"
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w_class = WEIGHT_CLASS_BULKY
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materials = list(/datum/material/metal = 1000)
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///id for linking
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var/id = "" //inherited by the belt
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/obj/item/stack/conveyor/Initialize(mapload, new_amount, merge = TRUE, _id)
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. = ..()
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id = _id
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/obj/item/stack/conveyor/afterattack(atom/A, mob/user, proximity)
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. = ..()
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if(!proximity || user.stat || !isfloorturf(A) || istype(A, /area/shuttle))
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return
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var/cdir = get_dir(A, user)
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if(A == user.loc)
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to_chat(user, "<span class='notice'>You cannot place a conveyor belt under yourself.</span>")
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return
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var/obj/machinery/conveyor/C = new/obj/machinery/conveyor(A, cdir, id)
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transfer_fingerprints_to(C)
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use(1)
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/obj/item/stack/conveyor/attackby(obj/item/I, mob/user, params)
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..()
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if(istype(I, /obj/item/conveyor_switch_construct))
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to_chat(user, "<span class='notice'>You link the switch to the conveyor belt assembly.</span>")
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var/obj/item/conveyor_switch_construct/C = I
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id = C.id
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if(I.tool_behaviour == TOOL_MULTITOOL)
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id = ""
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to_chat(user, span_notice("You unlink the conveyor belt assembly from any switches it's connected to."))
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/obj/item/stack/conveyor/update_weight()
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return FALSE
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/obj/item/stack/conveyor/thirty
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amount = 30
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/obj/item/paper/guides/conveyor
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name = "paper- 'Nano-it-up U-build series, #9: Build your very own conveyor belt, in SPACE'"
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info = "<h1>Congratulations!</h1><p>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!</p><p>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!</p>"
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#undef MAX_CONVEYOR_ITEMS_MOVE
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