Revert "more water pipes stuff"

This reverts commit 2d639d053b.
This commit is contained in:
Albert Iordache
2012-01-27 10:05:50 +02:00
parent 1a5d71faea
commit 4d5ecd09b6
8 changed files with 26 additions and 146 deletions
+13 -92
View File
@@ -5,20 +5,7 @@
desc = "A sink used for washing one's hands and face."
anchored = 1
var/busy = 0 //Something's being washed at the moment
var/mode = 0 //0 == fill, 1 == pour
var/obj/machinery/water/binary/fixture/cxn
New()
..()
reagents = new(100)
reagents.my_atom = src
spawn(2)
cxn = locate(/obj/machinery/water/binary/fixture) in loc
if(cxn)
cxn.parent = src
verbs += /obj/machinery/sink/proc/mode_pour
attack_hand(mob/M as mob)
if(busy)
@@ -27,33 +14,18 @@
var/turf/location = M.loc
if(!isturf(location)) return
M << "\blue You start washing up."
// collect water, at least 10u?
var/amt_needed = 25 - reagents.total_volume
if(!cxn || cxn.fill(amt_needed) < amt_needed)
M << "\The [src] barely trickles. Cleaning up with \the [src] is impossible!"
return
usr << "\blue You start washing up."
busy = 1
sleep(40)
busy = 0
// react, for if there's something not water
reagents.reaction(M, TOUCH)
// ok, this is just goop..
if(reagents.get_reagent_amount("water") < 10)
M << "\red This does not feel... very water-like..."
return
if(M.loc != location) return //Person has moved away from the sink
if(M.blood_DNA)
reagents.add_reagent("blood", 10) // down the sink
M.clean_blood()
if(istype(M, /mob/living/carbon))
var/mob/living/carbon/C = M
C.clean_blood()
/*
if(C.r_hand)
C.r_hand.clean_blood() // The hand you attack with is empty anyway, the other one should not be washed while doing this.
@@ -77,63 +49,22 @@
for(var/mob/V in viewers(src, null))
V.show_message(text("\blue [M] washes up using \the [src]."))
// empty sink
cxn.drain(reagents.total_volume)
proc/mode_pour()
set name = "Toggle Mode -> Pour"
set category = "Object"
set src in oview(1)
mode = 1
verbs -= /obj/machinery/sink/proc/mode_pour
verbs += /obj/machinery/sink/proc/mode_fill
usr << "You will now pour reagents down \the [src]."
proc/mode_fill()
set name = "Toggle Mode -> Fill"
set category = "Object"
set src in oview(1)
mode = 0
verbs -= /obj/machinery/sink/proc/mode_fill
verbs += /obj/machinery/sink/proc/mode_pour
usr << "You will now fill your container from the faucet."
attackby(var/obj/item/O as obj, var/mob/user as mob)
if(busy)
user << "\red Someone's already washing something here."
return
// collect water, any water?
var/amt_needed = 10 - reagents.total_volume
if(!cxn || cxn.fill(amt_needed) == 0)
user << "\The [src] barely trickles. Getting water from \the [src] is impossible!"
return
if (istype(O, /obj/item/weapon/reagent_containers/glass) || istype(O,/obj/item/weapon/reagent_containers/food/drinks))
if(!mode)
// fill
if(O.reagents.total_volume < O.reagents.maximum_volume)
reagents.trans_to(O, reagents.total_volume)
user.visible_message( \
"\blue [user] fills \the [O] using \the [src].", \
"\blue You fill \the [O] using \the [src].")
else
user.visible_message( \
"\blue [user] spills water out of \the overflowing [O] into \the [src].", \
"\blue You spill water out of \the overflowing [O] into \the [src].")
if(O.reagents.total_volume < O.reagents.maximum_volume)
O:reagents.add_reagent("water", 10)
user.visible_message( \
"\blue [user] fills the [O] using the [src].", \
"\blue You fill the [O] using the [src].")
else
// pour
if(O.reagents.total_volume > 0)
O.reagents.trans_to(src, O.reagents.total_volume)
user.visible_message( \
"\blue [user] pours the contents of \the [O] into \the [src].", \
"\blue You pour the contents of \the [O] into \the [src].")
else
user << "\The [O] is empty."
// empty sink
cxn.drain(reagents.total_volume)
user.visible_message( \
"\blue [user] spills water out of the overflowing [O] into the [src].", \
"\blue You spill water out of the overflowing [O] into the [src].")
return
else if (istype(O, /obj/item/weapon/melee/baton))
var/obj/item/weapon/melee/baton/B = O
@@ -150,9 +81,6 @@
user.visible_message( \
"[user] was stunned by his wet [O].", \
"\red You have wet \the [O], it shocks you!")
// empty sink
cxn.drain(reagents.total_volume)
return
var/turf/location = user.loc
@@ -167,30 +95,23 @@
sleep(40)
busy = 0
reagents.reaction(O, TOUCH)
if(user.loc != location) return //User has moved
if(!I) return //Item's been destroyed while washing
if(user.get_active_hand() != I) return //Person has switched hands or the item in their hands
if(O.blood_DNA)
reagents.add_reagent("blood", 10) // down the sink
O.clean_blood()
user.visible_message( \
"\blue [user] washes \a [I] using \the [src].", \
"\blue You wash \a [I] using \the [src].")
// empty sink
cxn.drain(reagents.total_volume)
shower
name = "shower"
name = "Shower"
desc = "This is dumb."
kitchen
name = "kitchen sink"
name = "Kitchen Sink"
icon_state = "sink_alt"
kitchen2
name = "kitchen sink"
name = "Kitchen Sink"
icon_state = "sink_alt2"
-29
View File
@@ -21,16 +21,6 @@
//1 = hacked
var/gibs_ready = 0
var/obj/crayon
var/obj/machinery/water/binary/fixture/cxn
New()
..()
reagents = new(200)
reagents.my_atom = src
spawn(2)
cxn = locate(/obj/machinery/water/binary/fixture) in loc
if(cxn)
cxn.parent = src
/obj/machinery/washing_machine/verb/start()
set name = "Start Washing"
@@ -41,31 +31,13 @@
usr << "The washing machine cannot run in this state."
return
if(!cxn)
usr << "\The [src] makes a grinding sound and stalls."
if( locate(/mob,contents) )
state = 8
else
state = 5
update_icon()
// collect water, fill up
var/amt_needed
do
amt_needed = reagents.maximum_volume/2 - reagents.total_volume
cxn.fill(amt_needed)
sleep(10)
while(amt_needed > 0)
// now, clean things
sleep(200)
for(var/atom/A in contents)
reagents.reaction(A, TOUCH)
if(A.blood_DNA)
reagents.add_reagent("blood", 10) // down the sink
reagents.add_reagent("carbon", 5)
A.clean_blood()
if(crayon)
@@ -170,7 +142,6 @@
gibs_ready = 1
else
state = 4
cxn.drain(reagents.total_volume)
update_icon()
/obj/machinery/washing_machine/verb/climb_out()
@@ -1,15 +1,12 @@
/obj/machinery/water/binary/fixture
name = "water fixture connection"
icon = 'water_fixtures.dmi'
icon_state = "fixture-f"
icon_state = "fixture"
level = 1
layer = 2.9
var/obj/parent
update_icon()
icon_state = "intact[invisibility ? "-f" : "" ]"
hide(var/i)
if(level == 1 && istype(loc, /turf/simulated))
invisibility = i ? 101 : 0
@@ -78,7 +75,3 @@
"You hear ratchet.")
new /obj/item/water_pipe(loc, make_from=src)
del(src)
visible
icon_state = "fixture"
level = 2
@@ -97,16 +97,9 @@ obj/machinery/water/trinary/filter
return 1
hide(var/i)
if(level == 1 && istype(loc, /turf/simulated))
invisibility = i ? 101 : 0
update_icon()
initialize()
set_frequency(frequency)
..()
var/turf/T = src.loc // hide if turf is not intact
hide(T.intact)
attackby(var/obj/item/weapon/W as obj, var/mob/user as mob)
if (!istype(W, /obj/item/weapon/wrench))
@@ -8,9 +8,8 @@
initialize_directions = SOUTH
density = 1
var/icon_type = ""
var/obj/item/weapon/reagent_containers/glass/connected_device
var/obj/machinery/water/node
var/datum/water/pipe_network/network
@@ -20,14 +19,14 @@
update_icon()
if(node)
icon_state = "[node.level == 1 && istype(loc, /turf/simulated) ? "h" : "" ]intact[icon_type]"
icon_state = "[node.level == 1 && istype(loc, /turf/simulated) ? "h" : "" ]intact"
dir = get_dir(src, node)
else
icon_state = "exposed[icon_type]"
icon_state = "exposed"
overlays = new()
if(connected_device)
overlays += "inserted[icon_type]"
overlays += "inserted"
if(connected_device.reagents.total_volume)
var/obj/effect/overlay = new/obj
@@ -205,8 +204,4 @@
update_icon()
user << "\blue You add \the [W] to \the [src]."
else
return ..()
/obj/machinery/water/glass_connector/wall
icon_state = "intact-w"
icon_type = "-w"
return ..()
@@ -32,6 +32,13 @@
return
hide(var/i) //to make the little pipe section invisible, the icon changes.
if(node)
icon_state = "[i == 1 && istype(loc, /turf/simulated) ? "h" : "" ]intact"
dir = get_dir(src, node)
else
icon_state = "exposed"
process()
..()
if(!on)