/obj/item/weapon/t_scanner/attack_self(mob/user) on = !on icon_state = "t-scanner[on]" if(on) src.process() /obj/item/weapon/t_scanner/proc/process() while(on) for(var/turf/T in range(1, src.loc) ) if(!T.intact) continue for(var/obj/O in T.contents) if(O.level != 1) continue if(O.invisibility == 101) O.invisibility = 0 spawn(10) if(O) var/turf/U = O.loc if(U.intact) O.invisibility = 101 var/mob/human/M = locate() in T if(M && M.invisibility == 2) M.invisibility = 0 spawn(2) if(M) M.invisibility = 2 sleep(10) // test flashlight object /obj/item/weapon/flashlight/attack_self(mob/user) on = !on icon_state = "flight[on]" if(on) src.process() /obj/item/weapon/flashlight/proc/process() lastHolder = null while(on) var/atom/holder = loc var/isHeld = 0 if (ismob(holder)) isHeld=1 else isHeld=0 if (lastHolder!=null) lastHolder:luminosity = 0 lastHolder = null if (isHeld==1) if (holder!=lastHolder && lastHolder!=null) lastHolder:luminosity = 0 holder:luminosity = 5 lastHolder = holder luminosity = 5 sleep(10) if (lastHolder!=null) lastHolder:luminosity = 0 lastHolder = null luminosity = 0; // pipe item // used in constrction of pipe system; can be carried, moved, rotated, unlike static pipes // does not carry gas at this time /obj/item/weapon/pipe/New() ..() update() //update the name and icon of the pipe item depending on the type /obj/item/weapon/pipe/proc/update() var/list/nlist = list("pipe", "bent pipe", "h/e pipe", "bent h/e pipe", "connector", "manifold", "junction", "vent") name = nlist[ptype+1] + " fitting" updateicon() //update the icon of the item /obj/item/weapon/pipe/proc/updateicon() var/list/islist = list("straight", "bend", "he-straight", "he-bend", "connector", "manifold", "junction", "vent") icon_state = islist[ptype + 1] if(invisibility) // true if placed under floor icon -= rgb(0,0,0,128) // fade the icon else icon = initial(icon) // otherwise reset to inital icon // called to hide or unhide a pipe // i=true if hiding /obj/item/weapon/pipe/hide(var/i) invisibility = i ? 101 : 0 // make hidden pipe items invisible updateicon() //called when a turf is attacked with a pipe item // place the pipe on the turf, setting pipe level to 1 (underfloor) if the turf is not intact /obj/item/weapon/pipe/proc/turf_place(turf/T, mob/user) if(!isturf(user.loc)) return if(get_dist(T,user) > 1) user.client_mob() << "You can't lay pipe at a place that far away." return if(!T.intact && (ptype == 2 || ptype == 3 || ptype == 6) ) user.client_mob() << "That type of pipe cannot be laid under the floor." return user.drop_item() // drop the pipe at the user's feet src.loc = T level = 2 // defaults to above floor laying if(!T.intact) level = 1 // if floor is not intact, make a low-level pipe anchored = 1 // anchor the item so that it can't be dragged around if placed // otherwise able to drag underfloor pipes into intact turfs // called when an item is dropped /obj/item/weapon/pipe/dropped(mob/user) src.anchored = 0 // set unanchored if dropped manually. Will be set anchored if placed (above) // rotate the pipe item clockwise /obj/item/weapon/pipe/verb/rotate() set src in view(1) if ( usr.stat || usr.restrained() ) return var/turf/T = src.loc if(isturf(T) && T.intact && level==1) // if the pipe is underfloor, don't rotate return // incase the pipe has been revaled with a t-scanner src.dir = turn(src.dir, -90) return // returns the p_dir from the pipe item type and dir /obj/item/weapon/pipe/proc/get_pdir() var/flip = turn(dir, 180) var/cw = turn(dir, -90) var/acw = turn(dir, 90) switch(ptype) if(0) return dir|flip if(1) return dir|cw if(2,3) return 0 if(4,7) return dir if(5) return dir|cw|acw if(6) return flip return 0 // return the h_dir (heat-exchange pipes) from the type and the dir /obj/item/weapon/pipe/proc/get_hdir() var/flip = turn(dir, 180) var/cw = turn(dir, -90) switch(ptype) if(0,1,4,5,7) return 0 if(2) return dir|flip if(3) return dir|cw if(6) return dir return 0 // test verb /obj/item/weapon/pipe/verb/inc() set src in view(1) ptype = (ptype+1)%8 update() /obj/item/weapon/pipe/attackby(obj/item/weapon/W, mob/user) var/turf/T = src.loc if(T.intact && level==1) // if the pipe is underfloor, don't interact return // in case the pipe has been revealed with a t-scanner var/pipedir = src.get_pdir()|src.get_hdir() // all possible pipe dirs including h/e if (istype(W, /obj/item/weapon/weldingtool) ) var/obj/item/weapon/weldingtool/WT = W if (WT.welding && WT.weldfuel>=0) WT.weldfuel-- for(var/obj/machinery/M in T) // check to make sure no other pipes conflit with this one if(M.level == src.level) // only on same level if( (M.p_dir & pipedir) || (M.h_dir & pipedir) ) // matches at least one direction on either type of pipe user.client_mob() << "There is already a pipe at that location and position." return // no conflicts found // 0 1 2 3 4 5 6 7 //"pipe", "bent pipe", "h/e pipe", "bent h/e pipe", "connector", "manifold", "junction" vent var/obj/machinery/pipes/P switch(ptype) if(0,1) // straight or bent pipe P = new/obj/machinery/pipes(T) P.icon_state = "[pipedir]" P.level = level P.update() P.updateicon() var/list/dirs = P.get_dirs() P.node1 = get_machine(P.level, P.loc, dirs[1]) P.node2 = get_machine(P.level, P.loc, dirs[2]) if(2,3) // straight or bent h/e pipe P = new/obj/machinery/pipes/heat_exch(T) P.icon_state = "[pipedir]" P.level = 2 P.update() P.updateicon() var/list/dirs = P.get_dirs() P.node1 = get_he_machine(P.level, P.loc, dirs[1]) P.node2 = get_he_machine(P.level, P.loc, dirs[2]) if(4) // connector var/obj/machinery/connector/C = new(T) C.dir = src.dir C.p_dir = src.dir C.level = level C.buildnodes() setlineterm(C.node, C.vnode) if(5) //manifold var/obj/machinery/manifold/M = new(T) M.dir = dir M.p_dir = pipedir M.level = level M.buildnodes() setlineterm(M.node1, M.vnode1) setlineterm(M.node2, M.vnode2) setlineterm(M.node3, M.vnode3) if(6) //junctions var/obj/machinery/junction/J = new(T) J.dir = dir J.p_dir = src.get_pdir() J.h_dir = src.get_hdir() J.level = 2 J.buildnodes() setlineterm(J.node1, J.vnode1) setlineterm(J.node2, J.vnode2) if(7) // vent var/obj/machinery/vent/V = new(T) V.dir = src.dir V.p_dir = src.dir V.level = level V.buildnodes() setlineterm(V.node, V.vnode) // for pipe objects, now do updating of pipelines if needed switch(ptype) if(0,1,2,3) // new regular or or h/e pipe // number of pipes connected to P var/pipecon = (P.node1 && P.node1.ispipe()) + (P.node2 && P.node2.ispipe()) if(Debug) world << "Pipecon [pipecon]" if(!pipecon) // simplest case - no connection pipes (but may be machines) var/obj/machinery/pipeline/PL = new() // create a new pipeline P.buildnodes(PL) // set new pipe to use new pl PL.nodes += P // and add it PL.numnodes = 1 PL.capmult = 2 plines += PL // and new pipeline to the global list PL.setterm() // and ensure any connections to machines are made PL.name = "pipeline #[plines.Find(PL)]" // set the name else if(pipecon == 1) // single connected pipe var/obj/machinery/pipes/CP // the connected pipe if(P.node1 && P.node1.ispipe()) // find the connected pipe CP = P.node1 else CP = P.node2 var/obj/machinery/pipeline/PL = CP.pl // the pipeline we connected to P.buildnodes(PL) // set the pipeline and nodes of any adjoining pipes if(PL.nodes[1] == CP) // if the connected pipe is at start of line nodes list PL.nodes.Insert(1, P) // insert new pipe into start of node list else PL.nodes += P // otherwise, insert it at end PL.numnodes++ PL.capmult++ PL.setterm() // connect to any machines CP.termination = 0 // connected pipe no longer terminal else //(pipecon==2) var/obj/machinery/pipes/CP1 = P.node1 var/obj/machinery/pipes/CP2 = P.node2 var/obj/machinery/pipeline/PL1 = CP1.pl var/obj/machinery/pipeline/PL2 = CP2.pl if(PL1 == PL2) // special case - completing a loop // make sure to check if this works properly P.buildnodes(PL1) PL1.nodes += P PL1.numnodes++ PL1.capmult++ PL1.setterm() CP1.termination = 0 CP2.termination = 0 PL1.vnode1 = PL1 // link pipeline to self PL1.vnode2 = PL1 else // separate pipelines P.buildnodes(PL1) CP1.termination = 0 CP2.termination = 0 var/list/plist if(PL1.nodes[1] == CP1) plist = pipelist(null, PL1.nodes[PL1.nodes.len]) else plist = pipelist(null, PL1.nodes[1]) PL1.gas.transfer_from(PL2.gas, -1) PL1.ngas.transfer_from(PL2.ngas, -1) plines -= PL2 for(var/obj/machinery/pipes/OP in PL2.nodes) OP.pl = PL1 PL1.nodes = plist PL1.numnodes = plist.len PL1.capmult = plist.len+1 PL1.setterm() del(PL2) del(src) // remove the pipe item return // ensure that setterm() is called for a newly connected pipeline /proc/setlineterm(var/obj/machinery/node, var/obj/machinery/vnode) if(vnode) if( istype(vnode, /obj/machinery/pipeline) ) var/obj/machinery/pipeline/PL = vnode node.buildnodes(PL) PL.setterm() else node.buildnodes()