Makes conveyors easier to place with buildmode, adds vars to autogibbers

makes them kill stuff stupid fast
This commit is contained in:
Crazylemon64
2017-01-11 02:07:20 -08:00
parent 5eb2c3aa28
commit 3c50c2f6ba
5 changed files with 72 additions and 41 deletions
+4
View File
@@ -15,6 +15,10 @@
var/atom_say_verb = "says"
var/dont_save = 0 // For atoms that are temporary by necessity - like lighting overlays
// A list of datums that desire to interact with this atom - used so that automated processes
// don't step on one another's toes, if they are doing an action that takes time
var/list/interaction_queue = list()
///Chemistry.
var/datum/reagents/reagents = null
+16
View File
@@ -132,6 +132,22 @@ Class Procs:
else
fast_processing += src
// gotta go fast
/obj/machinery/proc/makeSpeedProcess()
if(speed_process)
return
speed_process = 1
machine_processing -= src
fast_processing += src
// gotta go slow
/obj/machinery/proc/makeNormalProcess()
if(!speed_process)
return
speed_process = 0
machine_processing += src
fast_processing -= src
/obj/machinery/New() //new
machines += src
..()
+4 -18
View File
@@ -446,22 +446,8 @@
log_admin("Build Mode: [key_name(user)] built an airlock at ([object.x],[object.y],[object.z])")
new/obj/machinery/door/airlock(get_turf(object))
else if(istype(object,/turf) && ctrl_click && left_click)
switch(build_dir)
if(NORTH)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.dir = NORTH
if(SOUTH)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.dir = SOUTH
if(EAST)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.dir = EAST
if(WEST)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.dir = WEST
if(NORTHWEST)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.dir = NORTHWEST
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.set_dir(build_dir)
log_admin("Build Mode: [key_name(user)] built a window at ([object.x],[object.y],[object.z])")
if(ADV_BUILDMODE)
@@ -472,7 +458,7 @@
T.ChangeTurf(objholder)
else
var/obj/A = new objholder (get_turf(object))
A.dir = build_dir
A.set_dir(build_dir)
log_admin("Build Mode: [key_name(user)] modified [A]'s ([A.x],[A.y],[A.z]) dir to [build_dir]")
else if(right_click)
if(isobj(object))
@@ -561,7 +547,7 @@
T.ChangeTurf(objholder)
else
var/obj/A = new objholder(T)
A.dir = build_dir
A.set_dir(build_dir)
deselect_region()
return
@@ -12,7 +12,12 @@
var/locked = 0 //Used to prevent mobs from breaking the feedin anim
var/gib_throw_dir = WEST // Direction to spit meat and gibs in. Defaults to west.
var/gibtime = 40 // Time from starting until meat appears
var/animation_delay = GIBBER_ANIMATION_DELAY
// For hiding gibs, making an even more devious trap (invisible autogibbers)
var/stealthmode = FALSE
var/list/victims = list()
@@ -110,25 +115,25 @@
/obj/machinery/gibber/proc/move_into_gibber(var/mob/user,var/mob/living/victim)
if(occupant)
to_chat(user, "<span class='danger'>The gibber is full, empty it first!</span>")
to_chat(user, "<span class='danger'>The [src] is full, empty it first!</span>")
return
if(operating)
to_chat(user, "<span class='danger'>The gibber is locked and running, wait for it to finish.</span>")
to_chat(user, "<span class='danger'>The [src] is locked and running, wait for it to finish.</span>")
return
if(!ishuman(victim) || issmall(victim))
to_chat(user, "<span class='danger'>This is not suitable for the gibber!</span>")
to_chat(user, "<span class='danger'>This is not suitable for the [src]]!</span>")
return
if(victim.abiotic(1))
to_chat(user, "<span class='danger'>Subject may not have abiotic items on.</span>")
return
user.visible_message("<span class='danger'>[user] starts to put [victim] into the gibber!</span>")
user.visible_message("<span class='danger'>[user] starts to put [victim] into the [src]!</span>")
add_fingerprint(user)
if(do_after(user, 30, target = victim) && user.Adjacent(src) && victim.Adjacent(user) && !occupant)
user.visible_message("<span class='danger'>[user] stuffs [victim] into the gibber!</span>")
user.visible_message("<span class='danger'>[user] stuffs [victim] into the [src]]!</span>")
victim.forceMove(src)
occupant = victim
@@ -195,16 +200,16 @@
holder2.layer = MOB_LAYER + 0.1 //3D, it's above the mob, rest of the gibber is behind
holder2.anchored = 1
animate(holder, pixel_y = 16, time = GIBBER_ANIMATION_DELAY) //animate going down
animate(holder, pixel_y = 16, time = animation_delay) //animate going down
sleep(GIBBER_ANIMATION_DELAY)
sleep(animation_delay)
holder.overlays -= feedee //reset static icon
feedee.icon += icon('icons/obj/kitchen.dmi', "footicon") //this is some byond magic; += to the icon var with a black and white image will mask it
holder.overlays += feedee
animate(holder, pixel_y = -3, time = GIBBER_ANIMATION_DELAY) //animate going down further
animate(holder, pixel_y = -3, time = animation_delay) //animate going down further
sleep(GIBBER_ANIMATION_DELAY) //time everything right, animate doesn't prevent proc from continuing
sleep(animation_delay) //time everything right, animate doesn't prevent proc from continuing
qdel(holder) //get rid of holder object
qdel(holder2) //get rid of holder object
@@ -281,15 +286,20 @@
playsound(get_turf(src), 'sound/effects/splat.ogg', 50, 1)
operating = 0
for(var/obj/item/thing in contents) //Meat is spawned inside the gibber and thrown out afterwards.
thing.loc = get_turf(thing) // Drop it onto the turf for throwing.
thing.throw_at(get_edge_target_turf(src,gib_throw_dir),rand(1,5),15) // Being pelted with bits of meat and bone would hurt.
sleep(1)
if(stealthmode)
for(var/atom/movable/AM in contents)
qdel(AM)
sleep(1)
else
for(var/obj/item/thing in contents) //Meat is spawned inside the gibber and thrown out afterwards.
thing.loc = get_turf(thing) // Drop it onto the turf for throwing.
thing.throw_at(get_edge_target_turf(src,gib_throw_dir),rand(1,5),15) // Being pelted with bits of meat and bone would hurt.
sleep(1)
for(var/obj/effect/gibs in contents) //throw out the gibs too
gibs.loc = get_turf(gibs) //drop onto turf for throwing
gibs.throw_at(get_edge_target_turf(src,gib_throw_dir),rand(1,5),15)
sleep(1)
for(var/obj/effect/gibs in contents) //throw out the gibs too
gibs.loc = get_turf(gibs) //drop onto turf for throwing
gibs.throw_at(get_edge_target_turf(src,gib_throw_dir),rand(1,5),15)
sleep(1)
pixel_x = initial(pixel_x) //return to it's spot after shaking
operating = 0
@@ -306,6 +316,8 @@
var/acceptdir = NORTH
var/lastacceptdir = NORTH
var/turf/lturf
var/consumption_delay = 3 SECONDS
var/target_found = 0
/obj/machinery/gibber/autogibber/New()
..()
@@ -320,7 +332,7 @@
RefreshParts()
/obj/machinery/gibber/autogibber/process()
if(!lturf || occupant || locked || dirty || operating)
if(!lturf || occupant || locked || dirty || operating || occupant || target_found)
return
if(acceptdir != lastacceptdir)
@@ -331,15 +343,22 @@
lturf = T
for(var/mob/living/carbon/human/H in lturf)
if(istype(H) && H.loc == lturf)
if(istype(H) && H.loc == lturf && !(locate(/obj/machinery/gibber/autogibber) in H.interaction_queue))
target_found = 1
H.interaction_queue += src
visible_message({"<span class='danger'>\The [src] states, "Food detected!"</span>"})
sleep(30)
sleep(consumption_delay)
if(H.loc == lturf) //still standing there
if(force_move_into_gibber(H))
locked = 1 // no escape
ejectclothes(occupant)
cleanbay()
startgibbing(null, 1)
locked = 0
if(H)
H.interaction_queue -= src
break
target_found = 0
/obj/machinery/gibber/autogibber/proc/force_move_into_gibber(var/mob/living/carbon/human/victim)
if(!istype(victim)) return 0
@@ -364,7 +383,7 @@
continue
if(istype(O,/obj/item/organ))
continue
if(O.flags & NODROP)
if(O.flags & NODROP || stealthmode)
qdel(O) //they are already dead by now
H.unEquip(O)
O.loc = loc
@@ -372,7 +391,7 @@
sleep(1)
for(var/obj/item/clothing/C in H)
if(C.flags & NODROP)
if(C.flags & NODROP || stealthmode)
qdel(C)
H.unEquip(C)
C.loc = loc
@@ -384,7 +403,9 @@
/obj/machinery/gibber/autogibber/proc/cleanbay()
var/spats = 0 //keeps track of how many items get spit out. Don't show a message if none are found.
for(var/obj/O in src)
if(istype(O))
if(stealthmode)
qdel(O)
else if(istype(O))
O.loc = loc
O.throw_at(get_edge_target_turf(src,gib_throw_dir),rand(1,5),15)
spats++
+4
View File
@@ -50,6 +50,10 @@
dir = newdir
update_move_direction()
/obj/machinery/conveyor/set_dir(newdir)
. = ..()
update_move_direction()
/obj/machinery/conveyor/proc/update_move_direction()
switch(dir)