mirror of
https://github.com/cybergirlvannie/OpenSS13.git
synced 2026-02-08 02:17:38 +00:00
432 lines
10 KiB
Plaintext
432 lines
10 KiB
Plaintext
/obj/item/weapon/t_scanner/attack_self(mob/user)
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on = !on
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icon_state = "t-scanner[on]"
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if(on)
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src.process()
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/obj/item/weapon/t_scanner/proc/process()
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while(on)
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for(var/turf/T in range(1, src.loc) )
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if(!T.intact)
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continue
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for(var/obj/O in T.contents)
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if(O.level != 1)
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continue
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if(O.invisibility == 101)
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O.invisibility = 0
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spawn(10)
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if(O)
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var/turf/U = O.loc
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if(U.intact)
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O.invisibility = 101
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var/mob/human/M = locate() in T
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if(M && M.invisibility == 2)
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M.invisibility = 0
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spawn(2)
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if(M)
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M.invisibility = 2
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sleep(10)
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// test flashlight object
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/obj/item/weapon/flashlight/attack_self(mob/user)
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on = !on
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icon_state = "flight[on]"
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if(on)
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src.process()
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/obj/item/weapon/flashlight/proc/process()
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lastHolder = null
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while(on)
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var/atom/holder = loc
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var/isHeld = 0
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if (ismob(holder))
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isHeld=1
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else
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isHeld=0
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if (lastHolder!=null)
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lastHolder:luminosity = 0
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lastHolder = null
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if (isHeld==1)
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if (holder!=lastHolder && lastHolder!=null)
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lastHolder:luminosity = 0
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holder:luminosity = 5
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lastHolder = holder
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luminosity = 5
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sleep(10)
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if (lastHolder!=null)
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lastHolder:luminosity = 0
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lastHolder = null
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luminosity = 0;
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// pipe item
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// used in constrction of pipe system; can be carried, moved, rotated, unlike static pipes
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// does not carry gas at this time
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/obj/item/weapon/pipe/New()
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..()
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update()
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//update the name and icon of the pipe item depending on the type
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/obj/item/weapon/pipe/proc/update()
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var/list/nlist = list("pipe", "bent pipe", "h/e pipe", "bent h/e pipe", "connector", "manifold", "junction", "vent")
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name = nlist[ptype+1] + " fitting"
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updateicon()
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//update the icon of the item
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/obj/item/weapon/pipe/proc/updateicon()
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var/list/islist = list("straight", "bend", "he-straight", "he-bend", "connector", "manifold", "junction", "vent")
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icon_state = islist[ptype + 1]
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if(invisibility) // true if placed under floor
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icon -= rgb(0,0,0,128) // fade the icon
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else
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icon = initial(icon) // otherwise reset to inital icon
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// called to hide or unhide a pipe
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// i=true if hiding
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/obj/item/weapon/pipe/hide(var/i)
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invisibility = i ? 101 : 0 // make hidden pipe items invisible
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updateicon()
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//called when a turf is attacked with a pipe item
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// place the pipe on the turf, setting pipe level to 1 (underfloor) if the turf is not intact
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/obj/item/weapon/pipe/proc/turf_place(turf/T, mob/user)
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if(!isturf(user.loc))
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return
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if(get_dist(T,user) > 1)
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user.client_mob() << "You can't lay pipe at a place that far away."
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return
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if(!T.intact && (ptype == 2 || ptype == 3 || ptype == 6) )
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user.client_mob() << "That type of pipe cannot be laid under the floor."
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return
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user.drop_item() // drop the pipe at the user's feet
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src.loc = T
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level = 2 // defaults to above floor laying
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if(!T.intact)
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level = 1 // if floor is not intact, make a low-level pipe
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anchored = 1 // anchor the item so that it can't be dragged around if placed
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// otherwise able to drag underfloor pipes into intact turfs
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// called when an item is dropped
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/obj/item/weapon/pipe/dropped(mob/user)
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src.anchored = 0 // set unanchored if dropped manually. Will be set anchored if placed (above)
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// rotate the pipe item clockwise
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/obj/item/weapon/pipe/verb/rotate()
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set src in view(1)
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if ( usr.stat || usr.restrained() )
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return
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var/turf/T = src.loc
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if(isturf(T) && T.intact && level==1) // if the pipe is underfloor, don't rotate
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return // incase the pipe has been revaled with a t-scanner
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src.dir = turn(src.dir, -90)
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return
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// returns the p_dir from the pipe item type and dir
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/obj/item/weapon/pipe/proc/get_pdir()
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var/flip = turn(dir, 180)
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var/cw = turn(dir, -90)
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var/acw = turn(dir, 90)
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switch(ptype)
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if(0)
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return dir|flip
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if(1)
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return dir|cw
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if(2,3)
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return 0
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if(4,7)
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return dir
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if(5)
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return dir|cw|acw
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if(6)
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return flip
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return 0
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// return the h_dir (heat-exchange pipes) from the type and the dir
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/obj/item/weapon/pipe/proc/get_hdir()
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var/flip = turn(dir, 180)
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var/cw = turn(dir, -90)
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switch(ptype)
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if(0,1,4,5,7)
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return 0
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if(2)
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return dir|flip
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if(3)
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return dir|cw
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if(6)
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return dir
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return 0
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// test verb
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/obj/item/weapon/pipe/verb/inc()
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set src in view(1)
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ptype = (ptype+1)%8
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update()
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/obj/item/weapon/pipe/attackby(obj/item/weapon/W, mob/user)
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var/turf/T = src.loc
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if(T.intact && level==1) // if the pipe is underfloor, don't interact
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return // in case the pipe has been revealed with a t-scanner
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var/pipedir = src.get_pdir()|src.get_hdir() // all possible pipe dirs including h/e
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if (istype(W, /obj/item/weapon/weldingtool) )
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var/obj/item/weapon/weldingtool/WT = W
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if (WT.welding && WT.weldfuel>=0)
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WT.weldfuel--
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for(var/obj/machinery/M in T) // check to make sure no other pipes conflit with this one
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if(M.level == src.level) // only on same level
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if( (M.p_dir & pipedir) || (M.h_dir & pipedir) ) // matches at least one direction on either type of pipe
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user.client_mob() << "There is already a pipe at that location and position."
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return
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// no conflicts found
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// 0 1 2 3 4 5 6 7
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//"pipe", "bent pipe", "h/e pipe", "bent h/e pipe", "connector", "manifold", "junction" vent
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var/obj/machinery/pipes/P
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switch(ptype)
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if(0,1) // straight or bent pipe
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P = new/obj/machinery/pipes(T)
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P.icon_state = "[pipedir]"
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P.level = level
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P.update()
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P.updateicon()
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var/list/dirs = P.get_dirs()
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P.node1 = get_machine(P.level, P.loc, dirs[1])
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P.node2 = get_machine(P.level, P.loc, dirs[2])
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if(2,3) // straight or bent h/e pipe
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P = new/obj/machinery/pipes/heat_exch(T)
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P.icon_state = "[pipedir]"
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P.level = 2
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P.update()
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P.updateicon()
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var/list/dirs = P.get_dirs()
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P.node1 = get_he_machine(P.level, P.loc, dirs[1])
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P.node2 = get_he_machine(P.level, P.loc, dirs[2])
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if(4) // connector
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var/obj/machinery/connector/C = new(T)
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C.dir = src.dir
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C.p_dir = src.dir
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C.level = level
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C.buildnodes()
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setlineterm(C.node, C.vnode)
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if(5) //manifold
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var/obj/machinery/manifold/M = new(T)
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M.dir = dir
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M.p_dir = pipedir
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M.level = level
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M.buildnodes()
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setlineterm(M.node1, M.vnode1)
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setlineterm(M.node2, M.vnode2)
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setlineterm(M.node3, M.vnode3)
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if(6) //junctions
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var/obj/machinery/junction/J = new(T)
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J.dir = dir
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J.p_dir = src.get_pdir()
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J.h_dir = src.get_hdir()
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J.level = 2
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J.buildnodes()
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setlineterm(J.node1, J.vnode1)
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setlineterm(J.node2, J.vnode2)
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if(7) // vent
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var/obj/machinery/vent/V = new(T)
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V.dir = src.dir
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V.p_dir = src.dir
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V.level = level
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V.buildnodes()
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setlineterm(V.node, V.vnode)
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// for pipe objects, now do updating of pipelines if needed
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switch(ptype)
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if(0,1,2,3) // new regular or or h/e pipe
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// number of pipes connected to P
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var/pipecon = (P.node1 && P.node1.ispipe()) + (P.node2 && P.node2.ispipe())
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if(Debug) world << "Pipecon [pipecon]"
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if(!pipecon) // simplest case - no connection pipes (but may be machines)
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var/obj/machinery/pipeline/PL = new() // create a new pipeline
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P.buildnodes(PL) // set new pipe to use new pl
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PL.nodes += P // and add it
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PL.numnodes = 1
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PL.capmult = 2
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plines += PL // and new pipeline to the global list
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PL.setterm() // and ensure any connections to machines are made
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PL.name = "pipeline #[plines.Find(PL)]" // set the name
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else if(pipecon == 1) // single connected pipe
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var/obj/machinery/pipes/CP // the connected pipe
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if(P.node1 && P.node1.ispipe()) // find the connected pipe
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CP = P.node1
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else
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CP = P.node2
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var/obj/machinery/pipeline/PL = CP.pl // the pipeline we connected to
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P.buildnodes(PL) // set the pipeline and nodes of any adjoining pipes
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if(PL.nodes[1] == CP) // if the connected pipe is at start of line nodes list
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PL.nodes.Insert(1, P) // insert new pipe into start of node list
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else
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PL.nodes += P // otherwise, insert it at end
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PL.numnodes++
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PL.capmult++
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PL.setterm() // connect to any machines
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CP.termination = 0 // connected pipe no longer terminal
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else //(pipecon==2)
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var/obj/machinery/pipes/CP1 = P.node1
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var/obj/machinery/pipes/CP2 = P.node2
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var/obj/machinery/pipeline/PL1 = CP1.pl
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var/obj/machinery/pipeline/PL2 = CP2.pl
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if(PL1 == PL2) // special case - completing a loop
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// make sure to check if this works properly
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P.buildnodes(PL1)
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PL1.nodes += P
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PL1.numnodes++
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PL1.capmult++
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PL1.setterm()
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CP1.termination = 0
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CP2.termination = 0
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PL1.vnode1 = PL1 // link pipeline to self
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PL1.vnode2 = PL1
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else // separate pipelines
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P.buildnodes(PL1)
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CP1.termination = 0
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CP2.termination = 0
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var/list/plist
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if(PL1.nodes[1] == CP1)
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plist = pipelist(null, PL1.nodes[PL1.nodes.len])
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else
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plist = pipelist(null, PL1.nodes[1])
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PL1.gas.transfer_from(PL2.gas, -1)
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PL1.ngas.transfer_from(PL2.ngas, -1)
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plines -= PL2
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for(var/obj/machinery/pipes/OP in PL2.nodes)
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OP.pl = PL1
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PL1.nodes = plist
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PL1.numnodes = plist.len
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PL1.capmult = plist.len+1
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PL1.setterm()
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del(PL2)
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del(src) // remove the pipe item
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return
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// ensure that setterm() is called for a newly connected pipeline
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/proc/setlineterm(var/obj/machinery/node, var/obj/machinery/vnode)
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if(vnode)
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if( istype(vnode, /obj/machinery/pipeline) )
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var/obj/machinery/pipeline/PL = vnode
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node.buildnodes(PL)
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PL.setterm()
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else
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node.buildnodes()
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