File standardisation (#13131)

* Adds the check components

* Adds in trailing newlines

* Converts all CRLF to LF

* Post merge EOF

* Post merge line endings

* Final commit
This commit is contained in:
AffectedArc07
2020-03-17 18:08:51 -04:00
committed by GitHub
parent ec19ea3d2d
commit 04ba5c1cc9
1451 changed files with 183694 additions and 183593 deletions
+492 -492
View File
@@ -1,492 +1,492 @@
#define DIRECTION_FORWARDS 1
#define DIRECTION_OFF 0
#define DIRECTION_REVERSED -1
#define IS_OPERATING (operating && can_conveyor_run())
GLOBAL_LIST_INIT(conveyor_belts, list()) //Saves us having to look through the entire machines list for our things
GLOBAL_LIST_INIT(conveyor_switches, list())
//conveyor2 is pretty much like the original, except it supports corners, but not diverters.
//Except this is pretty heavily modified so it's more like conveyor2.5
/obj/machinery/conveyor
icon = 'icons/obj/recycling.dmi'
icon_state = "conveyor_stopped_cw"
name = "conveyor belt"
desc = "It's a conveyor belt, commonly used to transport large numbers of items elsewhere quite quickly."
layer = CONVEYOR_LAYER // so they appear under stuff but not below stuff like vents
anchored = TRUE
move_force = MOVE_FORCE_DEFAULT
var/operating = FALSE //NB: this can be TRUE while the belt doesn't go
var/forwards // The direction the conveyor sends you in
var/backwards // hopefully self-explanatory
var/clockwise = TRUE // For corner pieces - do we go clockwise or counterclockwise?
var/operable = TRUE // Can this belt actually go?
var/list/affecting // the list of all items that will be moved this ptick
var/reversed = FALSE // set to TRUE to have the conveyor belt be reversed
var/id //ID of the connected lever
// create a conveyor
/obj/machinery/conveyor/New(loc, new_dir, new_id)
..(loc)
GLOB.conveyor_belts += src
if(new_id)
id = new_id
if(new_dir)
dir = new_dir
update_move_direction()
for(var/I in GLOB.conveyor_switches)
var/obj/machinery/conveyor_switch/S = I
if(id == S.id)
S.conveyors += src
/obj/machinery/conveyor/Destroy()
GLOB.conveyor_belts -= src
return ..()
/obj/machinery/conveyor/setDir(newdir)
. = ..()
update_move_direction()
// attack with item, place item on conveyor
/obj/machinery/conveyor/attackby(obj/item/I, mob/user)
if(stat & BROKEN)
return ..()
else if(istype(I, /obj/item/conveyor_switch_construct))
var/obj/item/conveyor_switch_construct/S = I
if(S.id == id)
return ..()
for(var/obj/machinery/conveyor_switch/CS in GLOB.conveyor_switches)
if(CS.id == id)
CS.conveyors -= src
id = S.id
to_chat(user, "<span class='notice'>You link [I] with [src].</span>")
else if(user.a_intent != INTENT_HARM)
if(user.drop_item())
I.forceMove(loc)
else
return ..()
/obj/machinery/conveyor/crowbar_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(!(stat & BROKEN))
var/obj/item/conveyor_construct/C = new(loc)
C.id = id
transfer_fingerprints_to(C)
to_chat(user,"<span class='notice'>You remove [src].</span>")
qdel(src)
/obj/machinery/conveyor/wrench_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
set_rotation(user)
update_move_direction()
// attack with hand, move pulled object onto conveyor
/obj/machinery/conveyor/attack_hand(mob/user as mob)
user.Move_Pulled(src)
/obj/machinery/conveyor/update_icon()
..()
if(IS_OPERATING)
icon_state = "conveyor_started_[clockwise ? "cw" : "ccw"]"
if(reversed)
icon_state += "_r"
else
icon_state = "conveyor_stopped_[clockwise ? "cw" : "ccw"]"
/obj/machinery/conveyor/proc/update_move_direction()
update_icon()
switch(dir)
if(NORTH)
forwards = NORTH
backwards = SOUTH
if(EAST)
forwards = EAST
backwards = WEST
if(SOUTH)
forwards = SOUTH
backwards = NORTH
if(WEST)
forwards = WEST
backwards = EAST
if(NORTHEAST)
forwards = clockwise ? EAST : NORTH
backwards = clockwise ? SOUTH : WEST
if(SOUTHEAST)
forwards = clockwise ? SOUTH : EAST
backwards = clockwise ? WEST : NORTH
if(SOUTHWEST)
forwards = clockwise ? WEST : SOUTH
backwards = clockwise ? NORTH : EAST
if(NORTHWEST)
forwards = clockwise ? NORTH : WEST
backwards = clockwise ? EAST : SOUTH
if(!reversed)
return
var/temporary_direction = forwards
forwards = backwards
backwards = temporary_direction
/obj/machinery/conveyor/proc/set_rotation(mob/user)
dir = turn(reversed ? backwards : forwards, -90) //Fuck it, let's do it this way instead of doing something clever with dir
var/turf/left = get_step(src, turn(dir, 90)) //We need to get conveyors to the right, left, and behind this one to be able to determine if we need to make a corner piece
var/turf/right = get_step(src, turn(dir, -90))
var/turf/back = get_step(src, turn(dir, 180))
to_chat(user, "<span class='notice'>You rotate [src].</span>")
var/obj/machinery/conveyor/CL = locate() in left
var/obj/machinery/conveyor/CR = locate() in right
var/obj/machinery/conveyor/CB = locate() in back
var/link_to_left = FALSE
var/link_to_right = FALSE
var/link_to_back = FALSE
if(CL)
if(CL.id == id && get_step(CL, CL.reversed ? CL.backwards : CL.forwards) == loc)
link_to_left = TRUE
if(CR)
if(CR.id == id && get_step(CR, CR.reversed ? CR.backwards : CR.forwards) == loc)
link_to_right = TRUE
if(CB)
if(CB.id == id && get_step(CB, CB.reversed ? CB.backwards : CB.forwards) == loc)
link_to_back = TRUE
if(link_to_back) //Don't need to do anything because we can assume the conveyor carries on in a line
return
else if(!(link_to_left ^ link_to_right)) //Either no valid conveyors point here, or two point here (making a "junction" with this belt as the middle piece). Either way we don't need a corner
return
if(link_to_right)
dir = turn(dir, 45)
clockwise = TRUE
else if(link_to_left)
dir = turn(dir, -45)
clockwise = FALSE
/obj/machinery/conveyor/power_change()
..()
update_icon()
/obj/machinery/conveyor/process()
if(!IS_OPERATING)
return
use_power(100)
affecting = loc.contents - src // moved items will be all in loc
var/still_stuff_to_move = FALSE
for(var/atom/movable/AM in affecting)
if(AM.anchored)
continue
still_stuff_to_move = TRUE
addtimer(CALLBACK(src, .proc/move_thing, AM), 1)
CHECK_TICK
if(!still_stuff_to_move && speed_process)
makeNormalProcess()
else if(still_stuff_to_move && !speed_process)
makeSpeedProcess()
/obj/machinery/conveyor/Crossed(atom/movable/AM, oldloc)
if(!speed_process && !AM.anchored)
makeSpeedProcess()
..()
/obj/machinery/conveyor/proc/move_thing(atom/movable/AM)
if(move_force < (AM.move_resist))
return FALSE
if(!AM.anchored && AM.loc == loc)
step(AM, forwards)
/obj/machinery/conveyor/proc/can_conveyor_run()
if(stat & BROKEN)
return FALSE
else if(stat & NOPOWER)
return FALSE
else if(!operable)
return FALSE
return TRUE
// make the conveyor broken and propagate inoperability to any connected conveyor with the same conveyor datum
/obj/machinery/conveyor/proc/make_broken()
stat |= BROKEN
operable = FALSE
update_icon()
var/obj/machinery/conveyor/C = locate() in get_step(src, forwards)
if(C)
C.set_operable(TRUE, id, FALSE)
C = locate() in get_step(src, backwards)
if(C)
C.set_operable(FALSE, id, FALSE)
/obj/machinery/conveyor/proc/set_operable(propagate_forwards, match_id, op) //Sets a conveyor inoperable if ID matches it, and propagates forwards / backwards
if(id != match_id)
return
operable = op
update_icon()
var/obj/machinery/conveyor/C = locate() in get_step(src, propagate_forwards ? forwards : backwards)
if(C)
C.set_operable(propagate_forwards ? TRUE : FALSE, id, op)
// the conveyor control switch
/obj/machinery/conveyor_switch
name = "conveyor switch"
desc = "This switch controls any and all conveyor belts it is linked to."
icon = 'icons/obj/recycling.dmi'
icon_state = "switch-off"
var/position = DIRECTION_OFF
var/reversed = TRUE
var/one_way = FALSE // Do we go in one direction?
anchored = TRUE
var/id
var/list/conveyors = list()
/obj/machinery/conveyor_switch/New(newloc, new_id)
..(newloc)
GLOB.conveyor_switches += src
if(!id)
id = new_id
for(var/I in GLOB.conveyor_belts)
var/obj/machinery/conveyor/C = I
if(C.id == id)
conveyors += C
/obj/machinery/conveyor_switch/Destroy()
GLOB.conveyor_switches -= src
return ..()
// update the icon depending on the position
/obj/machinery/conveyor_switch/update_icon()
overlays.Cut()
if(!position)
icon_state = "switch-off"
else if(position == DIRECTION_REVERSED)
icon_state = "switch-rev"
if(!(stat & NOPOWER))
overlays += "redlight"
else if(position == DIRECTION_FORWARDS)
icon_state = "switch-fwd"
if(!(stat & NOPOWER))
overlays += "greenlight"
/obj/machinery/conveyor_switch/oneway
one_way = TRUE
// attack with hand, switch position
/obj/machinery/conveyor_switch/attack_hand(mob/user)
if(..())
return TRUE
toggle(user)
/obj/machinery/conveyor_switch/attack_ghost(mob/user)
if(user.can_advanced_admin_interact())
toggle(user)
/obj/machinery/conveyor_switch/proc/toggle(mob/user)
add_fingerprint(user)
if(!allowed(user) && !user.can_advanced_admin_interact()) //this is in Para but not TG. I don't think there's any which are set anyway.
to_chat(user, "<span class='warning'>Access denied.</span>")
return
if(position)
position = DIRECTION_OFF
else
reversed = one_way ? FALSE : !reversed
position = reversed ? DIRECTION_REVERSED : DIRECTION_FORWARDS
update_icon()
for(var/obj/machinery/conveyor/C in conveyors)
C.operating = abs(position)
if(C.reversed != reversed)
C.reversed = reversed
C.update_move_direction()
else
C.update_icon()
CHECK_TICK
for(var/I in GLOB.conveyor_switches) // find any switches with same id as this one, and set their positions to match us
var/obj/machinery/conveyor_switch/S = I
if(S == src || S.id != id)
continue
S.position = position
S.one_way = one_way //Break everything!!1!
S.reversed = reversed
S.update_icon()
CHECK_TICK
/obj/machinery/conveyor_switch/crowbar_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
var/obj/item/conveyor_switch_construct/C = new(loc, id)
transfer_fingerprints_to(C)
to_chat(user,"<span class='notice'>You detach [src].</span>")
qdel(src)
/obj/machinery/conveyor_switch/multitool_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
one_way = !one_way
to_chat(user, "<span class='notice'>[src] will now go [one_way ? "forwards only" : "both forwards and backwards"].</span>")
/obj/machinery/conveyor_switch/power_change()
..()
update_icon()
// CONVEYOR CONSTRUCTION STARTS HERE
/obj/item/conveyor_construct
icon = 'icons/obj/recycling.dmi'
icon_state = "conveyor_loose"
name = "conveyor belt assembly"
desc = "A conveyor belt assembly, used for the assembly of conveyor belt systems."
w_class = WEIGHT_CLASS_BULKY
var/id
/obj/item/conveyor_construct/attackby(obj/item/I, mob/user, params)
..()
if(!istype(I, /obj/item/conveyor_switch_construct))
return
var/obj/item/conveyor_switch_construct/C = I
to_chat(user, "<span class='notice'>You link [src] to [C].</span>")
id = C.id
/obj/item/conveyor_construct/afterattack(turf/T, mob/user, proximity)
if(!proximity)
return
if(user.incapacitated())
return
if(!istype(T, /turf/simulated/floor))
return
if(T == get_turf(user))
to_chat(user, "<span class='notice'>You cannot place [src] under yourself.</span>")
return
if(locate(/obj/machinery/conveyor) in T) //Can't put conveyors beneath conveyors
to_chat(user, "<span class='notice'>There's already a conveyor there!</span>")
return
var/obj/machinery/conveyor/C = new(T, user.dir, id)
transfer_fingerprints_to(C)
qdel(src)
/obj/item/conveyor_switch_construct
name = "conveyor switch assembly"
desc = "A conveyor control switch assembly. When set up, it'll control any and all conveyor belts it is linked to."
icon = 'icons/obj/recycling.dmi'
icon_state = "switch"
w_class = WEIGHT_CLASS_BULKY
var/id
/obj/item/conveyor_switch_construct/New(loc, new_id)
..(loc)
if(new_id)
id = new_id
else
id = world.time + rand() //this couldn't possibly go wrong
/obj/item/conveyor_switch_construct/afterattack(turf/T, mob/user, proximity)
if(!proximity)
return
if(user.incapacitated())
return
if(!istype(T, /turf/simulated/floor))
return
var/found = FALSE
for(var/obj/machinery/conveyor/C in view())
if(C.id == id)
found = TRUE
break
if(!found)
to_chat(user, "<span class='notice'>[src] did not detect any linked conveyor belts in range.</span>")
return
var/obj/machinery/conveyor_switch/NC = new(T, id)
transfer_fingerprints_to(NC)
qdel(src)
/obj/item/conveyor_switch_construct/attackby(obj/item/I, mob/user)
if(!istype(I, /obj/item/conveyor_switch_construct))
return ..()
var/obj/item/conveyor_switch_construct/S = I
id = S.id
to_chat(user, "<span class='notice'>You link the two switch constructs.</span>")
/obj/item/paper/conveyor
name = "paper- 'Nano-it-up U-build series, #9: Build your very own conveyor belt, in SPACE'"
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! </p>\
<p> Set single directional switches by using your multitool on the switch after you've installed the switch assembly.</p>\
<p> This convenience, you can only have it when you Nano-it-up. Stay nano!</p>"
/obj/machinery/conveyor/counterclockwise
clockwise = FALSE
icon_state = "conveyor_stopped_ccw"
/obj/machinery/conveyor/auto/New(loc, newdir)
..(loc, newdir)
operating = TRUE
update_icon()
//Other types of conveyor, mostly for saving yourself a headache during mapping
/obj/machinery/conveyor/north
dir = NORTH
/obj/machinery/conveyor/northeast
dir = NORTHEAST
/obj/machinery/conveyor/east
dir = EAST
/obj/machinery/conveyor/southeast
dir = SOUTHEAST
/obj/machinery/conveyor/south
dir = SOUTH
/obj/machinery/conveyor/southwest
dir = SOUTHWEST
/obj/machinery/conveyor/west
dir = WEST
/obj/machinery/conveyor/northwest
dir = NORTHWEST
/obj/machinery/conveyor/north/ccw
icon_state = "conveyor_stopped_ccw"
clockwise = FALSE
/obj/machinery/conveyor/northeast/ccw
icon_state = "conveyor_stopped_ccw"
clockwise = FALSE
/obj/machinery/conveyor/east/ccw
icon_state = "conveyor_stopped_ccw"
clockwise = FALSE
/obj/machinery/conveyor/southeast/ccw
icon_state = "conveyor_stopped_ccw"
clockwise = FALSE
/obj/machinery/conveyor/south/ccw
icon_state = "conveyor_stopped_ccw"
clockwise = FALSE
/obj/machinery/conveyor/southwest/ccw
icon_state = "conveyor_stopped_ccw"
clockwise = FALSE
/obj/machinery/conveyor/west/ccw
icon_state = "conveyor_stopped_ccw"
clockwise = FALSE
/obj/machinery/conveyor/northwest/ccw
icon_state = "conveyor_stopped_ccw"
clockwise = FALSE
#undef DIRECTION_FORWARDS
#undef DIRECTION_OFF
#undef DIRECTION_REVERSED
#undef IS_OPERATING
#define DIRECTION_FORWARDS 1
#define DIRECTION_OFF 0
#define DIRECTION_REVERSED -1
#define IS_OPERATING (operating && can_conveyor_run())
GLOBAL_LIST_INIT(conveyor_belts, list()) //Saves us having to look through the entire machines list for our things
GLOBAL_LIST_INIT(conveyor_switches, list())
//conveyor2 is pretty much like the original, except it supports corners, but not diverters.
//Except this is pretty heavily modified so it's more like conveyor2.5
/obj/machinery/conveyor
icon = 'icons/obj/recycling.dmi'
icon_state = "conveyor_stopped_cw"
name = "conveyor belt"
desc = "It's a conveyor belt, commonly used to transport large numbers of items elsewhere quite quickly."
layer = CONVEYOR_LAYER // so they appear under stuff but not below stuff like vents
anchored = TRUE
move_force = MOVE_FORCE_DEFAULT
var/operating = FALSE //NB: this can be TRUE while the belt doesn't go
var/forwards // The direction the conveyor sends you in
var/backwards // hopefully self-explanatory
var/clockwise = TRUE // For corner pieces - do we go clockwise or counterclockwise?
var/operable = TRUE // Can this belt actually go?
var/list/affecting // the list of all items that will be moved this ptick
var/reversed = FALSE // set to TRUE to have the conveyor belt be reversed
var/id //ID of the connected lever
// create a conveyor
/obj/machinery/conveyor/New(loc, new_dir, new_id)
..(loc)
GLOB.conveyor_belts += src
if(new_id)
id = new_id
if(new_dir)
dir = new_dir
update_move_direction()
for(var/I in GLOB.conveyor_switches)
var/obj/machinery/conveyor_switch/S = I
if(id == S.id)
S.conveyors += src
/obj/machinery/conveyor/Destroy()
GLOB.conveyor_belts -= src
return ..()
/obj/machinery/conveyor/setDir(newdir)
. = ..()
update_move_direction()
// attack with item, place item on conveyor
/obj/machinery/conveyor/attackby(obj/item/I, mob/user)
if(stat & BROKEN)
return ..()
else if(istype(I, /obj/item/conveyor_switch_construct))
var/obj/item/conveyor_switch_construct/S = I
if(S.id == id)
return ..()
for(var/obj/machinery/conveyor_switch/CS in GLOB.conveyor_switches)
if(CS.id == id)
CS.conveyors -= src
id = S.id
to_chat(user, "<span class='notice'>You link [I] with [src].</span>")
else if(user.a_intent != INTENT_HARM)
if(user.drop_item())
I.forceMove(loc)
else
return ..()
/obj/machinery/conveyor/crowbar_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(!(stat & BROKEN))
var/obj/item/conveyor_construct/C = new(loc)
C.id = id
transfer_fingerprints_to(C)
to_chat(user,"<span class='notice'>You remove [src].</span>")
qdel(src)
/obj/machinery/conveyor/wrench_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
set_rotation(user)
update_move_direction()
// attack with hand, move pulled object onto conveyor
/obj/machinery/conveyor/attack_hand(mob/user as mob)
user.Move_Pulled(src)
/obj/machinery/conveyor/update_icon()
..()
if(IS_OPERATING)
icon_state = "conveyor_started_[clockwise ? "cw" : "ccw"]"
if(reversed)
icon_state += "_r"
else
icon_state = "conveyor_stopped_[clockwise ? "cw" : "ccw"]"
/obj/machinery/conveyor/proc/update_move_direction()
update_icon()
switch(dir)
if(NORTH)
forwards = NORTH
backwards = SOUTH
if(EAST)
forwards = EAST
backwards = WEST
if(SOUTH)
forwards = SOUTH
backwards = NORTH
if(WEST)
forwards = WEST
backwards = EAST
if(NORTHEAST)
forwards = clockwise ? EAST : NORTH
backwards = clockwise ? SOUTH : WEST
if(SOUTHEAST)
forwards = clockwise ? SOUTH : EAST
backwards = clockwise ? WEST : NORTH
if(SOUTHWEST)
forwards = clockwise ? WEST : SOUTH
backwards = clockwise ? NORTH : EAST
if(NORTHWEST)
forwards = clockwise ? NORTH : WEST
backwards = clockwise ? EAST : SOUTH
if(!reversed)
return
var/temporary_direction = forwards
forwards = backwards
backwards = temporary_direction
/obj/machinery/conveyor/proc/set_rotation(mob/user)
dir = turn(reversed ? backwards : forwards, -90) //Fuck it, let's do it this way instead of doing something clever with dir
var/turf/left = get_step(src, turn(dir, 90)) //We need to get conveyors to the right, left, and behind this one to be able to determine if we need to make a corner piece
var/turf/right = get_step(src, turn(dir, -90))
var/turf/back = get_step(src, turn(dir, 180))
to_chat(user, "<span class='notice'>You rotate [src].</span>")
var/obj/machinery/conveyor/CL = locate() in left
var/obj/machinery/conveyor/CR = locate() in right
var/obj/machinery/conveyor/CB = locate() in back
var/link_to_left = FALSE
var/link_to_right = FALSE
var/link_to_back = FALSE
if(CL)
if(CL.id == id && get_step(CL, CL.reversed ? CL.backwards : CL.forwards) == loc)
link_to_left = TRUE
if(CR)
if(CR.id == id && get_step(CR, CR.reversed ? CR.backwards : CR.forwards) == loc)
link_to_right = TRUE
if(CB)
if(CB.id == id && get_step(CB, CB.reversed ? CB.backwards : CB.forwards) == loc)
link_to_back = TRUE
if(link_to_back) //Don't need to do anything because we can assume the conveyor carries on in a line
return
else if(!(link_to_left ^ link_to_right)) //Either no valid conveyors point here, or two point here (making a "junction" with this belt as the middle piece). Either way we don't need a corner
return
if(link_to_right)
dir = turn(dir, 45)
clockwise = TRUE
else if(link_to_left)
dir = turn(dir, -45)
clockwise = FALSE
/obj/machinery/conveyor/power_change()
..()
update_icon()
/obj/machinery/conveyor/process()
if(!IS_OPERATING)
return
use_power(100)
affecting = loc.contents - src // moved items will be all in loc
var/still_stuff_to_move = FALSE
for(var/atom/movable/AM in affecting)
if(AM.anchored)
continue
still_stuff_to_move = TRUE
addtimer(CALLBACK(src, .proc/move_thing, AM), 1)
CHECK_TICK
if(!still_stuff_to_move && speed_process)
makeNormalProcess()
else if(still_stuff_to_move && !speed_process)
makeSpeedProcess()
/obj/machinery/conveyor/Crossed(atom/movable/AM, oldloc)
if(!speed_process && !AM.anchored)
makeSpeedProcess()
..()
/obj/machinery/conveyor/proc/move_thing(atom/movable/AM)
if(move_force < (AM.move_resist))
return FALSE
if(!AM.anchored && AM.loc == loc)
step(AM, forwards)
/obj/machinery/conveyor/proc/can_conveyor_run()
if(stat & BROKEN)
return FALSE
else if(stat & NOPOWER)
return FALSE
else if(!operable)
return FALSE
return TRUE
// make the conveyor broken and propagate inoperability to any connected conveyor with the same conveyor datum
/obj/machinery/conveyor/proc/make_broken()
stat |= BROKEN
operable = FALSE
update_icon()
var/obj/machinery/conveyor/C = locate() in get_step(src, forwards)
if(C)
C.set_operable(TRUE, id, FALSE)
C = locate() in get_step(src, backwards)
if(C)
C.set_operable(FALSE, id, FALSE)
/obj/machinery/conveyor/proc/set_operable(propagate_forwards, match_id, op) //Sets a conveyor inoperable if ID matches it, and propagates forwards / backwards
if(id != match_id)
return
operable = op
update_icon()
var/obj/machinery/conveyor/C = locate() in get_step(src, propagate_forwards ? forwards : backwards)
if(C)
C.set_operable(propagate_forwards ? TRUE : FALSE, id, op)
// the conveyor control switch
/obj/machinery/conveyor_switch
name = "conveyor switch"
desc = "This switch controls any and all conveyor belts it is linked to."
icon = 'icons/obj/recycling.dmi'
icon_state = "switch-off"
var/position = DIRECTION_OFF
var/reversed = TRUE
var/one_way = FALSE // Do we go in one direction?
anchored = TRUE
var/id
var/list/conveyors = list()
/obj/machinery/conveyor_switch/New(newloc, new_id)
..(newloc)
GLOB.conveyor_switches += src
if(!id)
id = new_id
for(var/I in GLOB.conveyor_belts)
var/obj/machinery/conveyor/C = I
if(C.id == id)
conveyors += C
/obj/machinery/conveyor_switch/Destroy()
GLOB.conveyor_switches -= src
return ..()
// update the icon depending on the position
/obj/machinery/conveyor_switch/update_icon()
overlays.Cut()
if(!position)
icon_state = "switch-off"
else if(position == DIRECTION_REVERSED)
icon_state = "switch-rev"
if(!(stat & NOPOWER))
overlays += "redlight"
else if(position == DIRECTION_FORWARDS)
icon_state = "switch-fwd"
if(!(stat & NOPOWER))
overlays += "greenlight"
/obj/machinery/conveyor_switch/oneway
one_way = TRUE
// attack with hand, switch position
/obj/machinery/conveyor_switch/attack_hand(mob/user)
if(..())
return TRUE
toggle(user)
/obj/machinery/conveyor_switch/attack_ghost(mob/user)
if(user.can_advanced_admin_interact())
toggle(user)
/obj/machinery/conveyor_switch/proc/toggle(mob/user)
add_fingerprint(user)
if(!allowed(user) && !user.can_advanced_admin_interact()) //this is in Para but not TG. I don't think there's any which are set anyway.
to_chat(user, "<span class='warning'>Access denied.</span>")
return
if(position)
position = DIRECTION_OFF
else
reversed = one_way ? FALSE : !reversed
position = reversed ? DIRECTION_REVERSED : DIRECTION_FORWARDS
update_icon()
for(var/obj/machinery/conveyor/C in conveyors)
C.operating = abs(position)
if(C.reversed != reversed)
C.reversed = reversed
C.update_move_direction()
else
C.update_icon()
CHECK_TICK
for(var/I in GLOB.conveyor_switches) // find any switches with same id as this one, and set their positions to match us
var/obj/machinery/conveyor_switch/S = I
if(S == src || S.id != id)
continue
S.position = position
S.one_way = one_way //Break everything!!1!
S.reversed = reversed
S.update_icon()
CHECK_TICK
/obj/machinery/conveyor_switch/crowbar_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
var/obj/item/conveyor_switch_construct/C = new(loc, id)
transfer_fingerprints_to(C)
to_chat(user,"<span class='notice'>You detach [src].</span>")
qdel(src)
/obj/machinery/conveyor_switch/multitool_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
one_way = !one_way
to_chat(user, "<span class='notice'>[src] will now go [one_way ? "forwards only" : "both forwards and backwards"].</span>")
/obj/machinery/conveyor_switch/power_change()
..()
update_icon()
// CONVEYOR CONSTRUCTION STARTS HERE
/obj/item/conveyor_construct
icon = 'icons/obj/recycling.dmi'
icon_state = "conveyor_loose"
name = "conveyor belt assembly"
desc = "A conveyor belt assembly, used for the assembly of conveyor belt systems."
w_class = WEIGHT_CLASS_BULKY
var/id
/obj/item/conveyor_construct/attackby(obj/item/I, mob/user, params)
..()
if(!istype(I, /obj/item/conveyor_switch_construct))
return
var/obj/item/conveyor_switch_construct/C = I
to_chat(user, "<span class='notice'>You link [src] to [C].</span>")
id = C.id
/obj/item/conveyor_construct/afterattack(turf/T, mob/user, proximity)
if(!proximity)
return
if(user.incapacitated())
return
if(!istype(T, /turf/simulated/floor))
return
if(T == get_turf(user))
to_chat(user, "<span class='notice'>You cannot place [src] under yourself.</span>")
return
if(locate(/obj/machinery/conveyor) in T) //Can't put conveyors beneath conveyors
to_chat(user, "<span class='notice'>There's already a conveyor there!</span>")
return
var/obj/machinery/conveyor/C = new(T, user.dir, id)
transfer_fingerprints_to(C)
qdel(src)
/obj/item/conveyor_switch_construct
name = "conveyor switch assembly"
desc = "A conveyor control switch assembly. When set up, it'll control any and all conveyor belts it is linked to."
icon = 'icons/obj/recycling.dmi'
icon_state = "switch"
w_class = WEIGHT_CLASS_BULKY
var/id
/obj/item/conveyor_switch_construct/New(loc, new_id)
..(loc)
if(new_id)
id = new_id
else
id = world.time + rand() //this couldn't possibly go wrong
/obj/item/conveyor_switch_construct/afterattack(turf/T, mob/user, proximity)
if(!proximity)
return
if(user.incapacitated())
return
if(!istype(T, /turf/simulated/floor))
return
var/found = FALSE
for(var/obj/machinery/conveyor/C in view())
if(C.id == id)
found = TRUE
break
if(!found)
to_chat(user, "<span class='notice'>[src] did not detect any linked conveyor belts in range.</span>")
return
var/obj/machinery/conveyor_switch/NC = new(T, id)
transfer_fingerprints_to(NC)
qdel(src)
/obj/item/conveyor_switch_construct/attackby(obj/item/I, mob/user)
if(!istype(I, /obj/item/conveyor_switch_construct))
return ..()
var/obj/item/conveyor_switch_construct/S = I
id = S.id
to_chat(user, "<span class='notice'>You link the two switch constructs.</span>")
/obj/item/paper/conveyor
name = "paper- 'Nano-it-up U-build series, #9: Build your very own conveyor belt, in SPACE'"
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! </p>\
<p> Set single directional switches by using your multitool on the switch after you've installed the switch assembly.</p>\
<p> This convenience, you can only have it when you Nano-it-up. Stay nano!</p>"
/obj/machinery/conveyor/counterclockwise
clockwise = FALSE
icon_state = "conveyor_stopped_ccw"
/obj/machinery/conveyor/auto/New(loc, newdir)
..(loc, newdir)
operating = TRUE
update_icon()
//Other types of conveyor, mostly for saving yourself a headache during mapping
/obj/machinery/conveyor/north
dir = NORTH
/obj/machinery/conveyor/northeast
dir = NORTHEAST
/obj/machinery/conveyor/east
dir = EAST
/obj/machinery/conveyor/southeast
dir = SOUTHEAST
/obj/machinery/conveyor/south
dir = SOUTH
/obj/machinery/conveyor/southwest
dir = SOUTHWEST
/obj/machinery/conveyor/west
dir = WEST
/obj/machinery/conveyor/northwest
dir = NORTHWEST
/obj/machinery/conveyor/north/ccw
icon_state = "conveyor_stopped_ccw"
clockwise = FALSE
/obj/machinery/conveyor/northeast/ccw
icon_state = "conveyor_stopped_ccw"
clockwise = FALSE
/obj/machinery/conveyor/east/ccw
icon_state = "conveyor_stopped_ccw"
clockwise = FALSE
/obj/machinery/conveyor/southeast/ccw
icon_state = "conveyor_stopped_ccw"
clockwise = FALSE
/obj/machinery/conveyor/south/ccw
icon_state = "conveyor_stopped_ccw"
clockwise = FALSE
/obj/machinery/conveyor/southwest/ccw
icon_state = "conveyor_stopped_ccw"
clockwise = FALSE
/obj/machinery/conveyor/west/ccw
icon_state = "conveyor_stopped_ccw"
clockwise = FALSE
/obj/machinery/conveyor/northwest/ccw
icon_state = "conveyor_stopped_ccw"
clockwise = FALSE
#undef DIRECTION_FORWARDS
#undef DIRECTION_OFF
#undef DIRECTION_REVERSED
#undef IS_OPERATING
+265 -265
View File
@@ -1,265 +1,265 @@
// Disposal pipe construction
// This is the pipe that you drag around, not the attached ones.
/obj/structure/disposalconstruct
name = "disposal pipe segment"
desc = "A huge pipe segment used for constructing disposal systems."
icon = 'icons/obj/pipes/disposal.dmi'
icon_state = "conpipe-s"
anchored = 0
density = 0
pressure_resistance = 5*ONE_ATMOSPHERE
level = 2
max_integrity = 200
var/ptype = PIPE_DISPOSALS_STRAIGHT //Use the defines
var/base_state
var/dpdir = 0 // directions as disposalpipe
/obj/structure/disposalconstruct/New(loc, pipe_type, direction)
..()
if(pipe_type)
ptype = pipe_type
if(dir)
dir = direction
update()
// update iconstate and dpdir due to dir and type
/obj/structure/disposalconstruct/proc/update()
base_state = get_pipe_icon(ptype)
icon_state = "con[base_state]"
var/flip = turn(dir, 180)
var/left = turn(dir, 90)
var/right = turn(dir, -90)
name = get_pipe_name(ptype, PIPETYPE_DISPOSAL)
switch(ptype)
if(PIPE_DISPOSALS_STRAIGHT)
dpdir = dir | flip
if(PIPE_DISPOSALS_BENT)
dpdir = dir | right
if(PIPE_DISPOSALS_JUNCTION_RIGHT)
dpdir = dir | right | flip
if(PIPE_DISPOSALS_JUNCTION_LEFT)
dpdir = dir | left | flip
if(PIPE_DISPOSALS_Y_JUNCTION)
dpdir = dir | left | right
if(PIPE_DISPOSALS_TRUNK)
dpdir = dir
if(PIPE_DISPOSALS_SORT_RIGHT)
dpdir = dir | right | flip
if(PIPE_DISPOSALS_SORT_LEFT)
dpdir = dir | left | flip
// disposal bin has only one dir, thus we don't need to care about setting it
if(PIPE_DISPOSALS_BIN)
if(!anchored)
icon_state = "[base_state]-unanchored"
else
icon_state = base_state
if(PIPE_DISPOSALS_OUTLET)
dpdir = dir
icon_state = base_state
if(PIPE_DISPOSALS_CHUTE)
dpdir = dir
icon_state = base_state
if(!(ptype in list(PIPE_DISPOSALS_BIN, PIPE_DISPOSALS_OUTLET, PIPE_DISPOSALS_CHUTE)))
icon_state = "con[base_state]"
if(invisibility) // if invisible, fade icon
icon -= rgb(0,0,0,128)
// hide called by levelupdate if turf intact status changes
// change visibility status and force update of icon
/obj/structure/disposalconstruct/hide(var/intact)
invisibility = (intact && level==1) ? 101: 0 // hide if floor is intact
update()
// flip and rotate verbs
/obj/structure/disposalconstruct/verb/rotate()
set name = "Rotate Pipe"
set src in view(1)
if(usr.stat)
return
if(anchored)
to_chat(usr, "You must unfasten the pipe before rotating it.")
return
dir = turn(dir, -90)
update()
/obj/structure/disposalconstruct/AltClick(mob/user)
if(user.incapacitated())
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return
if(!Adjacent(user))
return
rotate()
/obj/structure/disposalconstruct/verb/flip()
set name = "Flip Pipe"
set src in view(1)
if(usr.stat)
return
if(anchored)
to_chat(usr, "You must unfasten the pipe before flipping it.")
return
dir = turn(dir, 180)
switch(ptype)
if(PIPE_DISPOSALS_JUNCTION_RIGHT)
ptype = PIPE_DISPOSALS_JUNCTION_LEFT
if(PIPE_DISPOSALS_JUNCTION_LEFT)
ptype = PIPE_DISPOSALS_JUNCTION_RIGHT
if(PIPE_DISPOSALS_SORT_RIGHT)
ptype = PIPE_DISPOSALS_SORT_LEFT
if(PIPE_DISPOSALS_SORT_LEFT)
ptype = PIPE_DISPOSALS_SORT_RIGHT
update()
// returns the type path of disposalpipe corresponding to this item dtype
/obj/structure/disposalconstruct/proc/dpipetype()
switch(ptype)
if(PIPE_DISPOSALS_STRAIGHT, PIPE_DISPOSALS_BENT)
return /obj/structure/disposalpipe/segment
if(PIPE_DISPOSALS_JUNCTION_RIGHT, PIPE_DISPOSALS_JUNCTION_LEFT, PIPE_DISPOSALS_Y_JUNCTION)
return /obj/structure/disposalpipe/junction
if(PIPE_DISPOSALS_TRUNK)
return /obj/structure/disposalpipe/trunk
if(PIPE_DISPOSALS_BIN)
return /obj/machinery/disposal
if(PIPE_DISPOSALS_OUTLET)
return /obj/structure/disposaloutlet
if(PIPE_DISPOSALS_CHUTE)
return /obj/machinery/disposal/deliveryChute
if(PIPE_DISPOSALS_SORT_RIGHT, PIPE_DISPOSALS_SORT_LEFT)
return /obj/structure/disposalpipe/sortjunction
return
// attackby item
// wrench: (un)anchor
// weldingtool: convert to real pipe
/obj/structure/disposalconstruct/attackby(var/obj/item/I, var/mob/user, params)
var/nicetype = "pipe"
var/ispipe = 0 // Indicates if we should change the level of this pipe
src.add_fingerprint(user)
switch(ptype)
if(PIPE_DISPOSALS_BIN)
nicetype = "disposal bin"
if(PIPE_DISPOSALS_OUTLET)
nicetype = "disposal outlet"
if(PIPE_DISPOSALS_CHUTE)
nicetype = "delivery chute"
if(PIPE_DISPOSALS_SORT_RIGHT, PIPE_DISPOSALS_SORT_LEFT)
nicetype = "sorting pipe"
ispipe = 1
else
nicetype = "pipe"
ispipe = 1
var/turf/T = src.loc
if(T.intact)
to_chat(user, "You can only attach the [nicetype] if the floor plating is removed.")
return
if(istype(I, /obj/item/wrench))
if(anchored)
anchored = 0
if(ispipe)
level = 2
density = 0
else
density = 1
to_chat(user, "You detach the [nicetype] from the underfloor.")
else
anchored = 1
if(ispipe)
level = 1 // We don't want disposal bins to disappear under the floors
density = 0
else
density = 1 // We don't want disposal bins or outlets to go density 0
to_chat(user, "You attach the [nicetype] to the underfloor.")
playsound(src.loc, I.usesound, 100, 1)
update()
return
if(ptype in list(PIPE_DISPOSALS_BIN, PIPE_DISPOSALS_OUTLET, PIPE_DISPOSALS_CHUTE)) // Disposal or outlet
var/obj/structure/disposalpipe/trunk/CP = locate() in T
if(!CP) // There's no trunk
to_chat(user, "The [nicetype] requires a trunk underneath it in order to work.")
return
else
for(var/obj/structure/disposalpipe/CP in T)
if(CP)
update()
var/pdir = CP.dpdir
if(istype(CP, /obj/structure/disposalpipe/broken))
pdir = CP.dir
if(pdir & dpdir)
to_chat(user, "There is already a [nicetype] at that location.")
return
if(istype(I, /obj/item/weldingtool))
if(anchored)
if(I.tool_use_check(user, 0))
to_chat(user, "Welding the [nicetype] in place.")
if(I.use_tool(src, user, 20, volume = I.tool_volume))
to_chat(user, "The [nicetype] has been welded in place!")
update() // TODO: Make this neat
if(ispipe) // Pipe
var/pipetype = dpipetype()
var/obj/structure/disposalpipe/P = new pipetype(src.loc)
src.transfer_fingerprints_to(P)
P.base_icon_state = base_state
P.dir = dir
P.dpdir = dpdir
P.update_icon()
//Needs some special treatment ;)
if(ptype == PIPE_DISPOSALS_SORT_RIGHT || ptype == PIPE_DISPOSALS_SORT_LEFT)
var/obj/structure/disposalpipe/sortjunction/SortP = P
SortP.updatedir()
else if(ptype == PIPE_DISPOSALS_BIN) // Disposal bin
var/obj/machinery/disposal/P = new /obj/machinery/disposal(src.loc)
src.transfer_fingerprints_to(P)
P.mode = 0 // start with pump off
else if(ptype == PIPE_DISPOSALS_OUTLET) // Disposal outlet
var/obj/structure/disposaloutlet/P = new /obj/structure/disposaloutlet(src.loc)
src.transfer_fingerprints_to(P)
P.dir = dir
else if(ptype==PIPE_DISPOSALS_CHUTE) // Disposal outlet
var/obj/machinery/disposal/deliveryChute/P = new /obj/machinery/disposal/deliveryChute(src.loc)
src.transfer_fingerprints_to(P)
P.dir = dir
qdel(src)
return
else
to_chat(user, "You need more welding fuel to complete this task.")
return
else
to_chat(user, "You need to attach it to the plating first!")
return
/obj/structure/disposalconstruct/rpd_act(mob/user, obj/item/rpd/our_rpd)
. = TRUE
if(our_rpd.mode == RPD_ROTATE_MODE)
rotate()
else if(our_rpd.mode == RPD_FLIP_MODE)
flip()
else if(our_rpd.mode == RPD_DELETE_MODE)
our_rpd.delete_single_pipe(user, src)
else
return ..()
// Disposal pipe construction
// This is the pipe that you drag around, not the attached ones.
/obj/structure/disposalconstruct
name = "disposal pipe segment"
desc = "A huge pipe segment used for constructing disposal systems."
icon = 'icons/obj/pipes/disposal.dmi'
icon_state = "conpipe-s"
anchored = 0
density = 0
pressure_resistance = 5*ONE_ATMOSPHERE
level = 2
max_integrity = 200
var/ptype = PIPE_DISPOSALS_STRAIGHT //Use the defines
var/base_state
var/dpdir = 0 // directions as disposalpipe
/obj/structure/disposalconstruct/New(loc, pipe_type, direction)
..()
if(pipe_type)
ptype = pipe_type
if(dir)
dir = direction
update()
// update iconstate and dpdir due to dir and type
/obj/structure/disposalconstruct/proc/update()
base_state = get_pipe_icon(ptype)
icon_state = "con[base_state]"
var/flip = turn(dir, 180)
var/left = turn(dir, 90)
var/right = turn(dir, -90)
name = get_pipe_name(ptype, PIPETYPE_DISPOSAL)
switch(ptype)
if(PIPE_DISPOSALS_STRAIGHT)
dpdir = dir | flip
if(PIPE_DISPOSALS_BENT)
dpdir = dir | right
if(PIPE_DISPOSALS_JUNCTION_RIGHT)
dpdir = dir | right | flip
if(PIPE_DISPOSALS_JUNCTION_LEFT)
dpdir = dir | left | flip
if(PIPE_DISPOSALS_Y_JUNCTION)
dpdir = dir | left | right
if(PIPE_DISPOSALS_TRUNK)
dpdir = dir
if(PIPE_DISPOSALS_SORT_RIGHT)
dpdir = dir | right | flip
if(PIPE_DISPOSALS_SORT_LEFT)
dpdir = dir | left | flip
// disposal bin has only one dir, thus we don't need to care about setting it
if(PIPE_DISPOSALS_BIN)
if(!anchored)
icon_state = "[base_state]-unanchored"
else
icon_state = base_state
if(PIPE_DISPOSALS_OUTLET)
dpdir = dir
icon_state = base_state
if(PIPE_DISPOSALS_CHUTE)
dpdir = dir
icon_state = base_state
if(!(ptype in list(PIPE_DISPOSALS_BIN, PIPE_DISPOSALS_OUTLET, PIPE_DISPOSALS_CHUTE)))
icon_state = "con[base_state]"
if(invisibility) // if invisible, fade icon
icon -= rgb(0,0,0,128)
// hide called by levelupdate if turf intact status changes
// change visibility status and force update of icon
/obj/structure/disposalconstruct/hide(var/intact)
invisibility = (intact && level==1) ? 101: 0 // hide if floor is intact
update()
// flip and rotate verbs
/obj/structure/disposalconstruct/verb/rotate()
set name = "Rotate Pipe"
set src in view(1)
if(usr.stat)
return
if(anchored)
to_chat(usr, "You must unfasten the pipe before rotating it.")
return
dir = turn(dir, -90)
update()
/obj/structure/disposalconstruct/AltClick(mob/user)
if(user.incapacitated())
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return
if(!Adjacent(user))
return
rotate()
/obj/structure/disposalconstruct/verb/flip()
set name = "Flip Pipe"
set src in view(1)
if(usr.stat)
return
if(anchored)
to_chat(usr, "You must unfasten the pipe before flipping it.")
return
dir = turn(dir, 180)
switch(ptype)
if(PIPE_DISPOSALS_JUNCTION_RIGHT)
ptype = PIPE_DISPOSALS_JUNCTION_LEFT
if(PIPE_DISPOSALS_JUNCTION_LEFT)
ptype = PIPE_DISPOSALS_JUNCTION_RIGHT
if(PIPE_DISPOSALS_SORT_RIGHT)
ptype = PIPE_DISPOSALS_SORT_LEFT
if(PIPE_DISPOSALS_SORT_LEFT)
ptype = PIPE_DISPOSALS_SORT_RIGHT
update()
// returns the type path of disposalpipe corresponding to this item dtype
/obj/structure/disposalconstruct/proc/dpipetype()
switch(ptype)
if(PIPE_DISPOSALS_STRAIGHT, PIPE_DISPOSALS_BENT)
return /obj/structure/disposalpipe/segment
if(PIPE_DISPOSALS_JUNCTION_RIGHT, PIPE_DISPOSALS_JUNCTION_LEFT, PIPE_DISPOSALS_Y_JUNCTION)
return /obj/structure/disposalpipe/junction
if(PIPE_DISPOSALS_TRUNK)
return /obj/structure/disposalpipe/trunk
if(PIPE_DISPOSALS_BIN)
return /obj/machinery/disposal
if(PIPE_DISPOSALS_OUTLET)
return /obj/structure/disposaloutlet
if(PIPE_DISPOSALS_CHUTE)
return /obj/machinery/disposal/deliveryChute
if(PIPE_DISPOSALS_SORT_RIGHT, PIPE_DISPOSALS_SORT_LEFT)
return /obj/structure/disposalpipe/sortjunction
return
// attackby item
// wrench: (un)anchor
// weldingtool: convert to real pipe
/obj/structure/disposalconstruct/attackby(var/obj/item/I, var/mob/user, params)
var/nicetype = "pipe"
var/ispipe = 0 // Indicates if we should change the level of this pipe
src.add_fingerprint(user)
switch(ptype)
if(PIPE_DISPOSALS_BIN)
nicetype = "disposal bin"
if(PIPE_DISPOSALS_OUTLET)
nicetype = "disposal outlet"
if(PIPE_DISPOSALS_CHUTE)
nicetype = "delivery chute"
if(PIPE_DISPOSALS_SORT_RIGHT, PIPE_DISPOSALS_SORT_LEFT)
nicetype = "sorting pipe"
ispipe = 1
else
nicetype = "pipe"
ispipe = 1
var/turf/T = src.loc
if(T.intact)
to_chat(user, "You can only attach the [nicetype] if the floor plating is removed.")
return
if(istype(I, /obj/item/wrench))
if(anchored)
anchored = 0
if(ispipe)
level = 2
density = 0
else
density = 1
to_chat(user, "You detach the [nicetype] from the underfloor.")
else
anchored = 1
if(ispipe)
level = 1 // We don't want disposal bins to disappear under the floors
density = 0
else
density = 1 // We don't want disposal bins or outlets to go density 0
to_chat(user, "You attach the [nicetype] to the underfloor.")
playsound(src.loc, I.usesound, 100, 1)
update()
return
if(ptype in list(PIPE_DISPOSALS_BIN, PIPE_DISPOSALS_OUTLET, PIPE_DISPOSALS_CHUTE)) // Disposal or outlet
var/obj/structure/disposalpipe/trunk/CP = locate() in T
if(!CP) // There's no trunk
to_chat(user, "The [nicetype] requires a trunk underneath it in order to work.")
return
else
for(var/obj/structure/disposalpipe/CP in T)
if(CP)
update()
var/pdir = CP.dpdir
if(istype(CP, /obj/structure/disposalpipe/broken))
pdir = CP.dir
if(pdir & dpdir)
to_chat(user, "There is already a [nicetype] at that location.")
return
if(istype(I, /obj/item/weldingtool))
if(anchored)
if(I.tool_use_check(user, 0))
to_chat(user, "Welding the [nicetype] in place.")
if(I.use_tool(src, user, 20, volume = I.tool_volume))
to_chat(user, "The [nicetype] has been welded in place!")
update() // TODO: Make this neat
if(ispipe) // Pipe
var/pipetype = dpipetype()
var/obj/structure/disposalpipe/P = new pipetype(src.loc)
src.transfer_fingerprints_to(P)
P.base_icon_state = base_state
P.dir = dir
P.dpdir = dpdir
P.update_icon()
//Needs some special treatment ;)
if(ptype == PIPE_DISPOSALS_SORT_RIGHT || ptype == PIPE_DISPOSALS_SORT_LEFT)
var/obj/structure/disposalpipe/sortjunction/SortP = P
SortP.updatedir()
else if(ptype == PIPE_DISPOSALS_BIN) // Disposal bin
var/obj/machinery/disposal/P = new /obj/machinery/disposal(src.loc)
src.transfer_fingerprints_to(P)
P.mode = 0 // start with pump off
else if(ptype == PIPE_DISPOSALS_OUTLET) // Disposal outlet
var/obj/structure/disposaloutlet/P = new /obj/structure/disposaloutlet(src.loc)
src.transfer_fingerprints_to(P)
P.dir = dir
else if(ptype==PIPE_DISPOSALS_CHUTE) // Disposal outlet
var/obj/machinery/disposal/deliveryChute/P = new /obj/machinery/disposal/deliveryChute(src.loc)
src.transfer_fingerprints_to(P)
P.dir = dir
qdel(src)
return
else
to_chat(user, "You need more welding fuel to complete this task.")
return
else
to_chat(user, "You need to attach it to the plating first!")
return
/obj/structure/disposalconstruct/rpd_act(mob/user, obj/item/rpd/our_rpd)
. = TRUE
if(our_rpd.mode == RPD_ROTATE_MODE)
rotate()
else if(our_rpd.mode == RPD_FLIP_MODE)
flip()
else if(our_rpd.mode == RPD_DELETE_MODE)
our_rpd.delete_single_pipe(user, src)
else
return ..()
File diff suppressed because it is too large Load Diff
+444 -444
View File
@@ -1,444 +1,444 @@
/obj/structure/bigDelivery
name = "large parcel"
desc = "A big wrapped package."
icon = 'icons/obj/storage.dmi'
icon_state = "deliverycloset"
density = 1
mouse_drag_pointer = MOUSE_ACTIVE_POINTER
var/obj/wrapped = null
var/init_welded = 0
var/giftwrapped = 0
var/sortTag = 0
/obj/structure/bigDelivery/Destroy()
var/turf/T = get_turf(src)
for(var/atom/movable/AM in contents)
AM.forceMove(T)
return ..()
/obj/structure/bigDelivery/ex_act(severity)
for(var/atom/movable/AM in contents)
AM.ex_act()
CHECK_TICK
..()
/obj/structure/bigDelivery/attack_hand(mob/user as mob)
playsound(src.loc, 'sound/items/poster_ripped.ogg', 50, 1)
if(wrapped)
wrapped.loc = get_turf(src)
if(istype(wrapped, /obj/structure/closet))
var/obj/structure/closet/O = wrapped
O.welded = init_welded
var/turf/T = get_turf(src)
for(var/atom/movable/AM in src)
AM.loc = T
qdel(src)
/obj/structure/bigDelivery/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/destTagger))
var/obj/item/destTagger/O = W
if(sortTag != O.currTag)
var/tag = uppertext(GLOB.TAGGERLOCATIONS[O.currTag])
to_chat(user, "<span class='notice'>*[tag]*</span>")
sortTag = O.currTag
playsound(loc, 'sound/machines/twobeep.ogg', 100, 1)
else if(istype(W, /obj/item/shippingPackage))
var/obj/item/shippingPackage/sp = W
if(sp.sealed)
return
else
sortTag = sp.sortTag
to_chat(user, "<span class='notice'>You rip the label off the shipping package and affix it to [src].</span>")
qdel(sp)
playsound(loc, 'sound/items/poster_ripped.ogg', 50, 1)
else if(istype(W, /obj/item/pen))
var/str = copytext(sanitize(input(user,"Label text?","Set label","")),1,MAX_NAME_LEN)
if(!str || !length(str))
to_chat(user, "<span class='notice'>Invalid text.</span>")
return
user.visible_message("<span class='notice'>[user] labels [src] as [str].</span>")
name = "[name] ([str])"
else if(istype(W, /obj/item/stack/wrapping_paper) && !giftwrapped)
var/obj/item/stack/wrapping_paper/WP = W
if(WP.use(3))
user.visible_message("<span class='notice'>[user] wraps the package in festive paper!</span>")
giftwrapped = 1
if(istype(wrapped, /obj/structure/closet/crate))
icon_state = "giftcrate"
else
icon_state = "giftcloset"
if(WP.amount <= 0 && !WP.loc) //if we used our last wrapping paper, drop a cardboard tube
new /obj/item/c_tube( get_turf(user) )
else
to_chat(user, "<span class='notice'>You need more paper.</span>")
else
return ..()
/obj/item/smallDelivery
name = "small parcel"
desc = "A small wrapped package."
icon = 'icons/obj/storage.dmi'
icon_state = "deliverycrateSmall"
item_state = "deliverypackage"
var/obj/item/wrapped = null
var/giftwrapped = 0
var/sortTag = 0
/obj/item/smallDelivery/ex_act(severity)
for(var/atom/movable/AM in contents)
AM.ex_act()
CHECK_TICK
..()
/obj/item/smallDelivery/attack_self(mob/user as mob)
if(wrapped && wrapped.loc) //sometimes items can disappear. For example, bombs. --rastaf0
wrapped.loc = user.loc
if(ishuman(user))
user.put_in_hands(wrapped)
else
wrapped.loc = get_turf(src)
playsound(src.loc, 'sound/items/poster_ripped.ogg', 50, 1)
qdel(src)
/obj/item/smallDelivery/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/destTagger))
var/obj/item/destTagger/O = W
if(sortTag != O.currTag)
var/tag = uppertext(GLOB.TAGGERLOCATIONS[O.currTag])
to_chat(user, "<span class='notice'>*[tag]*</span>")
sortTag = O.currTag
playsound(loc, 'sound/machines/twobeep.ogg', 100, 1)
else if(istype(W, /obj/item/shippingPackage))
var/obj/item/shippingPackage/sp = W
if(sp.sealed)
return
else
sortTag = sp.sortTag
to_chat(user, "<span class='notice'>You rip the label off the shipping package and affix it to [src].</span>")
qdel(sp)
playsound(loc, 'sound/items/poster_ripped.ogg', 50, 1)
else if(istype(W, /obj/item/pen))
var/str = copytext(sanitize(input(user,"Label text?","Set label","")),1,MAX_NAME_LEN)
if(!str || !length(str))
to_chat(user, "<span class='notice'>Invalid text.</span>")
return
user.visible_message("<span class='notice'>[user] labels [src] as [str].</span>")
name = "[name] ([str])"
else if(istype(W, /obj/item/stack/wrapping_paper) && !giftwrapped)
var/obj/item/stack/wrapping_paper/WP = W
if(WP.use(1))
icon_state = "giftcrate[wrapped.w_class]"
giftwrapped = 1
user.visible_message("<span class='notice'>[user] wraps the package in festive paper!</span>")
if(WP.amount <= 0 && !WP.loc) //if we used our last wrapping paper, drop a cardboard tube
new /obj/item/c_tube( get_turf(user) )
else
to_chat(user, "<span class='notice'>You need more paper.</span>")
else
return ..()
/obj/item/stack/packageWrap
name = "package wrapper"
icon = 'icons/obj/items.dmi'
icon_state = "deliveryPaper"
singular_name = "package wrapper"
flags = NOBLUDGEON
amount = 25
max_amount = 25
resistance_flags = FLAMMABLE
/obj/item/stack/packageWrap/afterattack(var/obj/target as obj, mob/user as mob, proximity)
if(!proximity) return
if(!istype(target)) //this really shouldn't be necessary (but it is). -Pete
return
if(istype(target, /obj/item/smallDelivery) || istype(target,/obj/structure/bigDelivery) \
|| istype(target, /obj/item/evidencebag) || istype(target, /obj/structure/closet/body_bag))
return
if(target.anchored)
return
if(target in user)
return
if(istype(target, /obj/item) && !(istype(target, /obj/item/storage) && !istype(target,/obj/item/storage/box) && !istype(target, /obj/item/shippingPackage)))
var/obj/item/O = target
if(use(1))
var/obj/item/smallDelivery/P = new /obj/item/smallDelivery(get_turf(O.loc)) //Aaannd wrap it up!
if(!istype(O.loc, /turf))
if(user.client)
user.client.screen -= O
P.wrapped = O
O.loc = P
var/i = round(O.w_class)
if(i in list(1,2,3,4,5))
P.icon_state = "deliverycrate[i]"
P.w_class = i
P.add_fingerprint(usr)
O.add_fingerprint(usr)
add_fingerprint(usr)
else
return
else if(istype(target, /obj/structure/closet/crate))
var/obj/structure/closet/crate/O = target
if(O.opened)
return
if(amount >= 3 && do_after_once(user, 15, target = target))
if(O.opened || !use(3))
return
var/obj/structure/bigDelivery/P = new /obj/structure/bigDelivery(get_turf(O.loc))
P.icon_state = "deliverycrate"
P.wrapped = O
O.loc = P
else
to_chat(user, "<span class='notice'>You need more paper.</span>")
return
else if(istype (target, /obj/structure/closet))
var/obj/structure/closet/O = target
if(O.opened)
return
if(amount >= 3 && do_after_once(user, 15, target = target))
if(O.opened || !use(3))
return
var/obj/structure/bigDelivery/P = new /obj/structure/bigDelivery(get_turf(O.loc))
P.wrapped = O
P.init_welded = O.welded
O.welded = 1
O.loc = P
else
to_chat(user, "<span class='notice'>You need more paper.</span>")
return
else
to_chat(user, "<span class='notice'>The object you are trying to wrap is unsuitable for the sorting machinery.</span>")
return
user.visible_message("<span class='notice'>[user] wraps [target].</span>")
user.create_attack_log("<font color='blue'>Has used [name] on [target]</font>")
if(amount <= 0 && !src.loc) //if we used our last wrapping paper, drop a cardboard tube
new /obj/item/c_tube( get_turf(user) )
return
/obj/item/destTagger
name = "destination tagger"
desc = "Used to set the destination of properly wrapped packages."
icon = 'icons/obj/device.dmi'
icon_state = "dest_tagger"
var/currTag = 0
//The whole system for the sorttype var is determined based on the order of this list,
//disposals must always be 1, since anything that's untagged will automatically go to disposals, or sorttype = 1 --Superxpdude
w_class = WEIGHT_CLASS_TINY
item_state = "electronic"
flags = CONDUCT
slot_flags = SLOT_BELT
/obj/item/destTagger/proc/openwindow(mob/user as mob)
var/dat = "<tt><center><h1><b>TagMaster 2.2</b></h1></center>"
dat += "<table style='width:100%; padding:4px;'><tr>"
for(var/i = 1, i <= GLOB.TAGGERLOCATIONS.len, i++)
dat += "<td><a href='?src=[UID()];nextTag=[i]'>[GLOB.TAGGERLOCATIONS[i]]</a></td>"
if(i%4==0)
dat += "</tr><tr>"
dat += "</tr></table><br>Current Selection: [currTag ? GLOB.TAGGERLOCATIONS[currTag] : "None"]</tt>"
user << browse(dat, "window=destTagScreen;size=450x350")
onclose(user, "destTagScreen")
/obj/item/destTagger/attack_self(mob/user as mob)
openwindow(user)
return
/obj/item/destTagger/Topic(href, href_list)
src.add_fingerprint(usr)
if(href_list["nextTag"])
var/n = text2num(href_list["nextTag"])
src.currTag = n
openwindow(usr)
/obj/machinery/disposal/deliveryChute
name = "Delivery chute"
desc = "A chute for big and small packages alike!"
density = 1
icon_state = "intake"
required_mode_to_deconstruct = 1
deconstructs_to = PIPE_DISPOSALS_CHUTE
var/can_deconstruct = FALSE
/obj/machinery/disposal/deliveryChute/New()
..()
spawn(5)
trunk = locate() in src.loc
if(trunk)
trunk.linked = src // link the pipe trunk to self
/obj/machinery/disposal/deliveryChute/interact()
return
/obj/machinery/disposal/deliveryChute/update()
return
/obj/machinery/disposal/deliveryChute/Bumped(atom/movable/AM) //Go straight into the chute
if(istype(AM, /obj/item/projectile)) return
switch(dir)
if(NORTH)
if(AM.loc.y != src.loc.y+1) return
if(EAST)
if(AM.loc.x != src.loc.x+1) return
if(SOUTH)
if(AM.loc.y != src.loc.y-1) return
if(WEST)
if(AM.loc.x != src.loc.x-1) return
if(istype(AM, /obj))
var/obj/O = AM
O.loc = src
else if(istype(AM, /mob))
var/mob/M = AM
M.loc = src
src.flush()
/obj/machinery/disposal/deliveryChute/flush()
flushing = 1
flick("intake-closing", src)
var/deliveryCheck = 0
var/obj/structure/disposalholder/H = new() // virtual holder object which actually
// travels through the pipes.
for(var/obj/structure/bigDelivery/O in src)
deliveryCheck = 1
if(O.sortTag == 0)
O.sortTag = 1
for(var/obj/item/smallDelivery/O in src)
deliveryCheck = 1
if(O.sortTag == 0)
O.sortTag = 1
for(var/obj/item/shippingPackage/O in src)
deliveryCheck = 1
if(!O.sealed || O.sortTag == 0) //unsealed or untagged shipping packages will default to disposals
O.sortTag = 1
if(deliveryCheck == 0)
H.destinationTag = 1
sleep(10)
playsound(src, 'sound/machines/disposalflush.ogg', 50, 0, 0)
sleep(5) // wait for animation to finish
H.init(src) // copy the contents of disposer to holder
air_contents = new() // The holder just took our gas; replace it
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
/obj/machinery/disposal/deliveryChute/screwdriver_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
can_deconstruct = !can_deconstruct
to_chat(user, "You [can_deconstruct ? "unfasten": "fasten"] the screws around the power connection.")
/obj/machinery/disposal/deliveryChute/welder_act(mob/user, obj/item/I)
. = TRUE
if(!can_deconstruct)
return
if(contents.len > 0)
to_chat(user, "Eject the items first!")
return
if(!I.tool_use_check(user, 0))
return
WELDER_ATTEMPT_FLOOR_SLICE_MESSAGE
if(I.use_tool(src, user, 20, volume = I.tool_volume))
WELDER_FLOOR_SLICE_SUCCESS_MESSAGE
var/obj/structure/disposalconstruct/C = new (loc)
C.ptype = deconstructs_to
C.update()
C.anchored = TRUE
C.density = TRUE
qdel(src)
/obj/item/shippingPackage
name = "Shipping package"
desc = "A pre-labeled package for shipping an item to coworkers."
icon = 'icons/obj/storage.dmi'
icon_state = "shippack"
var/obj/item/wrapped = null
var/sortTag = 0
var/sealed = 0
/obj/item/shippingPackage/attackby(obj/item/O, mob/user, params)
if(sealed)
if(istype(O, /obj/item/pen))
var/str = copytext(sanitize(input(user,"Intended recipient?","Address","")),1,MAX_NAME_LEN)
if(!str || !length(str))
to_chat(user, "<span class='notice'>Invalid text.</span>")
return
user.visible_message("<span class='notice'>[user] addresses [src] to [str].</span>")
name = "Shipping package (RE: [str])"
return
if(wrapped)
to_chat(user, "<span class='notice'>[src] already contains \a [wrapped].</span>")
return
if(istype(O, /obj/item) && !istype(O, /obj/item/storage) && !istype(O, /obj/item/shippingPackage))
if(!user.canUnEquip(O))
to_chat(user, "<span class='warning'>[O] is stuck to your hand, you cannot put it in [src]!</span>")
return
if(O.w_class > 3)
to_chat(user, "<span class='notice'>[O] is too large to fit in [src].</span>")
else
wrapped = O
user.unEquip(O)
O.forceMove(src)
O.add_fingerprint(usr)
add_fingerprint(usr)
to_chat(user, "<span class='notice'>You put [O] in [src].</span>")
/obj/item/shippingPackage/attack_self(mob/user)
if(sealed)
to_chat(user, "<span class='notice'>You tear open [src], dropping the contents onto the floor.</span>")
playsound(loc, 'sound/items/poster_ripped.ogg', 50, 1)
user.unEquip(src)
wrapped.forceMove(get_turf(user))
wrapped = null
qdel(src)
else if(wrapped)
switch(alert("Select an action:",, "Remove Object", "Seal Package", "Cancel"))
if("Remove Object")
to_chat(user, "<span class='notice'>You shake out [src]'s contents onto the floor.</span>")
wrapped.forceMove(get_turf(user))
wrapped = null
if("Seal Package")
to_chat(user, "<span class='notice'>You seal [src], preparing it for delivery.</span>")
icon_state = "shippack_sealed"
sealed = 1
update_desc()
else
if(alert("Do you want to tear up the package?",, "Yes", "No") == "Yes")
to_chat(user, "<span class='notice'>You shred [src].</span>")
playsound(loc, 'sound/items/poster_ripped.ogg', 50, 1)
user.unEquip(src)
qdel(src)
/obj/item/shippingPackage/proc/update_desc()
desc = "A pre-labeled package for shipping an item to coworkers."
if(sortTag)
desc += " The label says \"Deliver to [GLOB.TAGGERLOCATIONS[sortTag]]\"."
if(!sealed)
desc += " The package is not sealed."
/obj/item/shippingPackage/Destroy()
QDEL_NULL(wrapped)
return ..()
/obj/structure/bigDelivery
name = "large parcel"
desc = "A big wrapped package."
icon = 'icons/obj/storage.dmi'
icon_state = "deliverycloset"
density = 1
mouse_drag_pointer = MOUSE_ACTIVE_POINTER
var/obj/wrapped = null
var/init_welded = 0
var/giftwrapped = 0
var/sortTag = 0
/obj/structure/bigDelivery/Destroy()
var/turf/T = get_turf(src)
for(var/atom/movable/AM in contents)
AM.forceMove(T)
return ..()
/obj/structure/bigDelivery/ex_act(severity)
for(var/atom/movable/AM in contents)
AM.ex_act()
CHECK_TICK
..()
/obj/structure/bigDelivery/attack_hand(mob/user as mob)
playsound(src.loc, 'sound/items/poster_ripped.ogg', 50, 1)
if(wrapped)
wrapped.loc = get_turf(src)
if(istype(wrapped, /obj/structure/closet))
var/obj/structure/closet/O = wrapped
O.welded = init_welded
var/turf/T = get_turf(src)
for(var/atom/movable/AM in src)
AM.loc = T
qdel(src)
/obj/structure/bigDelivery/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/destTagger))
var/obj/item/destTagger/O = W
if(sortTag != O.currTag)
var/tag = uppertext(GLOB.TAGGERLOCATIONS[O.currTag])
to_chat(user, "<span class='notice'>*[tag]*</span>")
sortTag = O.currTag
playsound(loc, 'sound/machines/twobeep.ogg', 100, 1)
else if(istype(W, /obj/item/shippingPackage))
var/obj/item/shippingPackage/sp = W
if(sp.sealed)
return
else
sortTag = sp.sortTag
to_chat(user, "<span class='notice'>You rip the label off the shipping package and affix it to [src].</span>")
qdel(sp)
playsound(loc, 'sound/items/poster_ripped.ogg', 50, 1)
else if(istype(W, /obj/item/pen))
var/str = copytext(sanitize(input(user,"Label text?","Set label","")),1,MAX_NAME_LEN)
if(!str || !length(str))
to_chat(user, "<span class='notice'>Invalid text.</span>")
return
user.visible_message("<span class='notice'>[user] labels [src] as [str].</span>")
name = "[name] ([str])"
else if(istype(W, /obj/item/stack/wrapping_paper) && !giftwrapped)
var/obj/item/stack/wrapping_paper/WP = W
if(WP.use(3))
user.visible_message("<span class='notice'>[user] wraps the package in festive paper!</span>")
giftwrapped = 1
if(istype(wrapped, /obj/structure/closet/crate))
icon_state = "giftcrate"
else
icon_state = "giftcloset"
if(WP.amount <= 0 && !WP.loc) //if we used our last wrapping paper, drop a cardboard tube
new /obj/item/c_tube( get_turf(user) )
else
to_chat(user, "<span class='notice'>You need more paper.</span>")
else
return ..()
/obj/item/smallDelivery
name = "small parcel"
desc = "A small wrapped package."
icon = 'icons/obj/storage.dmi'
icon_state = "deliverycrateSmall"
item_state = "deliverypackage"
var/obj/item/wrapped = null
var/giftwrapped = 0
var/sortTag = 0
/obj/item/smallDelivery/ex_act(severity)
for(var/atom/movable/AM in contents)
AM.ex_act()
CHECK_TICK
..()
/obj/item/smallDelivery/attack_self(mob/user as mob)
if(wrapped && wrapped.loc) //sometimes items can disappear. For example, bombs. --rastaf0
wrapped.loc = user.loc
if(ishuman(user))
user.put_in_hands(wrapped)
else
wrapped.loc = get_turf(src)
playsound(src.loc, 'sound/items/poster_ripped.ogg', 50, 1)
qdel(src)
/obj/item/smallDelivery/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/destTagger))
var/obj/item/destTagger/O = W
if(sortTag != O.currTag)
var/tag = uppertext(GLOB.TAGGERLOCATIONS[O.currTag])
to_chat(user, "<span class='notice'>*[tag]*</span>")
sortTag = O.currTag
playsound(loc, 'sound/machines/twobeep.ogg', 100, 1)
else if(istype(W, /obj/item/shippingPackage))
var/obj/item/shippingPackage/sp = W
if(sp.sealed)
return
else
sortTag = sp.sortTag
to_chat(user, "<span class='notice'>You rip the label off the shipping package and affix it to [src].</span>")
qdel(sp)
playsound(loc, 'sound/items/poster_ripped.ogg', 50, 1)
else if(istype(W, /obj/item/pen))
var/str = copytext(sanitize(input(user,"Label text?","Set label","")),1,MAX_NAME_LEN)
if(!str || !length(str))
to_chat(user, "<span class='notice'>Invalid text.</span>")
return
user.visible_message("<span class='notice'>[user] labels [src] as [str].</span>")
name = "[name] ([str])"
else if(istype(W, /obj/item/stack/wrapping_paper) && !giftwrapped)
var/obj/item/stack/wrapping_paper/WP = W
if(WP.use(1))
icon_state = "giftcrate[wrapped.w_class]"
giftwrapped = 1
user.visible_message("<span class='notice'>[user] wraps the package in festive paper!</span>")
if(WP.amount <= 0 && !WP.loc) //if we used our last wrapping paper, drop a cardboard tube
new /obj/item/c_tube( get_turf(user) )
else
to_chat(user, "<span class='notice'>You need more paper.</span>")
else
return ..()
/obj/item/stack/packageWrap
name = "package wrapper"
icon = 'icons/obj/items.dmi'
icon_state = "deliveryPaper"
singular_name = "package wrapper"
flags = NOBLUDGEON
amount = 25
max_amount = 25
resistance_flags = FLAMMABLE
/obj/item/stack/packageWrap/afterattack(var/obj/target as obj, mob/user as mob, proximity)
if(!proximity) return
if(!istype(target)) //this really shouldn't be necessary (but it is). -Pete
return
if(istype(target, /obj/item/smallDelivery) || istype(target,/obj/structure/bigDelivery) \
|| istype(target, /obj/item/evidencebag) || istype(target, /obj/structure/closet/body_bag))
return
if(target.anchored)
return
if(target in user)
return
if(istype(target, /obj/item) && !(istype(target, /obj/item/storage) && !istype(target,/obj/item/storage/box) && !istype(target, /obj/item/shippingPackage)))
var/obj/item/O = target
if(use(1))
var/obj/item/smallDelivery/P = new /obj/item/smallDelivery(get_turf(O.loc)) //Aaannd wrap it up!
if(!istype(O.loc, /turf))
if(user.client)
user.client.screen -= O
P.wrapped = O
O.loc = P
var/i = round(O.w_class)
if(i in list(1,2,3,4,5))
P.icon_state = "deliverycrate[i]"
P.w_class = i
P.add_fingerprint(usr)
O.add_fingerprint(usr)
add_fingerprint(usr)
else
return
else if(istype(target, /obj/structure/closet/crate))
var/obj/structure/closet/crate/O = target
if(O.opened)
return
if(amount >= 3 && do_after_once(user, 15, target = target))
if(O.opened || !use(3))
return
var/obj/structure/bigDelivery/P = new /obj/structure/bigDelivery(get_turf(O.loc))
P.icon_state = "deliverycrate"
P.wrapped = O
O.loc = P
else
to_chat(user, "<span class='notice'>You need more paper.</span>")
return
else if(istype (target, /obj/structure/closet))
var/obj/structure/closet/O = target
if(O.opened)
return
if(amount >= 3 && do_after_once(user, 15, target = target))
if(O.opened || !use(3))
return
var/obj/structure/bigDelivery/P = new /obj/structure/bigDelivery(get_turf(O.loc))
P.wrapped = O
P.init_welded = O.welded
O.welded = 1
O.loc = P
else
to_chat(user, "<span class='notice'>You need more paper.</span>")
return
else
to_chat(user, "<span class='notice'>The object you are trying to wrap is unsuitable for the sorting machinery.</span>")
return
user.visible_message("<span class='notice'>[user] wraps [target].</span>")
user.create_attack_log("<font color='blue'>Has used [name] on [target]</font>")
if(amount <= 0 && !src.loc) //if we used our last wrapping paper, drop a cardboard tube
new /obj/item/c_tube( get_turf(user) )
return
/obj/item/destTagger
name = "destination tagger"
desc = "Used to set the destination of properly wrapped packages."
icon = 'icons/obj/device.dmi'
icon_state = "dest_tagger"
var/currTag = 0
//The whole system for the sorttype var is determined based on the order of this list,
//disposals must always be 1, since anything that's untagged will automatically go to disposals, or sorttype = 1 --Superxpdude
w_class = WEIGHT_CLASS_TINY
item_state = "electronic"
flags = CONDUCT
slot_flags = SLOT_BELT
/obj/item/destTagger/proc/openwindow(mob/user as mob)
var/dat = "<tt><center><h1><b>TagMaster 2.2</b></h1></center>"
dat += "<table style='width:100%; padding:4px;'><tr>"
for(var/i = 1, i <= GLOB.TAGGERLOCATIONS.len, i++)
dat += "<td><a href='?src=[UID()];nextTag=[i]'>[GLOB.TAGGERLOCATIONS[i]]</a></td>"
if(i%4==0)
dat += "</tr><tr>"
dat += "</tr></table><br>Current Selection: [currTag ? GLOB.TAGGERLOCATIONS[currTag] : "None"]</tt>"
user << browse(dat, "window=destTagScreen;size=450x350")
onclose(user, "destTagScreen")
/obj/item/destTagger/attack_self(mob/user as mob)
openwindow(user)
return
/obj/item/destTagger/Topic(href, href_list)
src.add_fingerprint(usr)
if(href_list["nextTag"])
var/n = text2num(href_list["nextTag"])
src.currTag = n
openwindow(usr)
/obj/machinery/disposal/deliveryChute
name = "Delivery chute"
desc = "A chute for big and small packages alike!"
density = 1
icon_state = "intake"
required_mode_to_deconstruct = 1
deconstructs_to = PIPE_DISPOSALS_CHUTE
var/can_deconstruct = FALSE
/obj/machinery/disposal/deliveryChute/New()
..()
spawn(5)
trunk = locate() in src.loc
if(trunk)
trunk.linked = src // link the pipe trunk to self
/obj/machinery/disposal/deliveryChute/interact()
return
/obj/machinery/disposal/deliveryChute/update()
return
/obj/machinery/disposal/deliveryChute/Bumped(atom/movable/AM) //Go straight into the chute
if(istype(AM, /obj/item/projectile)) return
switch(dir)
if(NORTH)
if(AM.loc.y != src.loc.y+1) return
if(EAST)
if(AM.loc.x != src.loc.x+1) return
if(SOUTH)
if(AM.loc.y != src.loc.y-1) return
if(WEST)
if(AM.loc.x != src.loc.x-1) return
if(istype(AM, /obj))
var/obj/O = AM
O.loc = src
else if(istype(AM, /mob))
var/mob/M = AM
M.loc = src
src.flush()
/obj/machinery/disposal/deliveryChute/flush()
flushing = 1
flick("intake-closing", src)
var/deliveryCheck = 0
var/obj/structure/disposalholder/H = new() // virtual holder object which actually
// travels through the pipes.
for(var/obj/structure/bigDelivery/O in src)
deliveryCheck = 1
if(O.sortTag == 0)
O.sortTag = 1
for(var/obj/item/smallDelivery/O in src)
deliveryCheck = 1
if(O.sortTag == 0)
O.sortTag = 1
for(var/obj/item/shippingPackage/O in src)
deliveryCheck = 1
if(!O.sealed || O.sortTag == 0) //unsealed or untagged shipping packages will default to disposals
O.sortTag = 1
if(deliveryCheck == 0)
H.destinationTag = 1
sleep(10)
playsound(src, 'sound/machines/disposalflush.ogg', 50, 0, 0)
sleep(5) // wait for animation to finish
H.init(src) // copy the contents of disposer to holder
air_contents = new() // The holder just took our gas; replace it
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
/obj/machinery/disposal/deliveryChute/screwdriver_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
can_deconstruct = !can_deconstruct
to_chat(user, "You [can_deconstruct ? "unfasten": "fasten"] the screws around the power connection.")
/obj/machinery/disposal/deliveryChute/welder_act(mob/user, obj/item/I)
. = TRUE
if(!can_deconstruct)
return
if(contents.len > 0)
to_chat(user, "Eject the items first!")
return
if(!I.tool_use_check(user, 0))
return
WELDER_ATTEMPT_FLOOR_SLICE_MESSAGE
if(I.use_tool(src, user, 20, volume = I.tool_volume))
WELDER_FLOOR_SLICE_SUCCESS_MESSAGE
var/obj/structure/disposalconstruct/C = new (loc)
C.ptype = deconstructs_to
C.update()
C.anchored = TRUE
C.density = TRUE
qdel(src)
/obj/item/shippingPackage
name = "Shipping package"
desc = "A pre-labeled package for shipping an item to coworkers."
icon = 'icons/obj/storage.dmi'
icon_state = "shippack"
var/obj/item/wrapped = null
var/sortTag = 0
var/sealed = 0
/obj/item/shippingPackage/attackby(obj/item/O, mob/user, params)
if(sealed)
if(istype(O, /obj/item/pen))
var/str = copytext(sanitize(input(user,"Intended recipient?","Address","")),1,MAX_NAME_LEN)
if(!str || !length(str))
to_chat(user, "<span class='notice'>Invalid text.</span>")
return
user.visible_message("<span class='notice'>[user] addresses [src] to [str].</span>")
name = "Shipping package (RE: [str])"
return
if(wrapped)
to_chat(user, "<span class='notice'>[src] already contains \a [wrapped].</span>")
return
if(istype(O, /obj/item) && !istype(O, /obj/item/storage) && !istype(O, /obj/item/shippingPackage))
if(!user.canUnEquip(O))
to_chat(user, "<span class='warning'>[O] is stuck to your hand, you cannot put it in [src]!</span>")
return
if(O.w_class > 3)
to_chat(user, "<span class='notice'>[O] is too large to fit in [src].</span>")
else
wrapped = O
user.unEquip(O)
O.forceMove(src)
O.add_fingerprint(usr)
add_fingerprint(usr)
to_chat(user, "<span class='notice'>You put [O] in [src].</span>")
/obj/item/shippingPackage/attack_self(mob/user)
if(sealed)
to_chat(user, "<span class='notice'>You tear open [src], dropping the contents onto the floor.</span>")
playsound(loc, 'sound/items/poster_ripped.ogg', 50, 1)
user.unEquip(src)
wrapped.forceMove(get_turf(user))
wrapped = null
qdel(src)
else if(wrapped)
switch(alert("Select an action:",, "Remove Object", "Seal Package", "Cancel"))
if("Remove Object")
to_chat(user, "<span class='notice'>You shake out [src]'s contents onto the floor.</span>")
wrapped.forceMove(get_turf(user))
wrapped = null
if("Seal Package")
to_chat(user, "<span class='notice'>You seal [src], preparing it for delivery.</span>")
icon_state = "shippack_sealed"
sealed = 1
update_desc()
else
if(alert("Do you want to tear up the package?",, "Yes", "No") == "Yes")
to_chat(user, "<span class='notice'>You shred [src].</span>")
playsound(loc, 'sound/items/poster_ripped.ogg', 50, 1)
user.unEquip(src)
qdel(src)
/obj/item/shippingPackage/proc/update_desc()
desc = "A pre-labeled package for shipping an item to coworkers."
if(sortTag)
desc += " The label says \"Deliver to [GLOB.TAGGERLOCATIONS[sortTag]]\"."
if(!sealed)
desc += " The package is not sealed."
/obj/item/shippingPackage/Destroy()
QDEL_NULL(wrapped)
return ..()