mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-13 16:13:19 +01:00
Merge tgstation r4633 into bs12_with_tgport
Conflicts: code/defines/obj/costume.dm code/game/gamemodes/cult/runes.dm code/game/machinery/computer/communications.dm code/game/machinery/telecomms/broadcaster.dm code/game/objects/structures/crates_lockers/closets/fitness.dm code/modules/mob/living/simple_animal/life.dm code/modules/mob/living/simple_animal/parrot.dm code/modules/power/power.dm code/modules/power/switch.dm Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
@@ -142,8 +142,8 @@ var/global/BSACooldown = 0
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M.change_mob_type( /mob/living/simple_animal/crab/Coffee , null, null, delmob)
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if("parrot")
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M.change_mob_type( /mob/living/simple_animal/parrot , null, null, delmob)
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if("drprofessor")
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M.change_mob_type( /mob/living/simple_animal/parrot/DrProfessor , null, null, delmob)
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if("polyparrot")
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M.change_mob_type( /mob/living/simple_animal/parrot/Poly , null, null, delmob)
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if("constructarmoured")
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M.change_mob_type( /mob/living/simple_animal/constructarmoured , null, null, delmob)
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if("constructbuilder")
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@@ -802,10 +802,11 @@ var/global/BSACooldown = 0
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if ((src.rank in list( "Trial Admin", "Badmin", "Game Admin", "Game Master" )))
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var/mob/M = locate(href_list["forcespeech"])
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if (ismob(M))
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var/speech = copytext(sanitize(input("What will [key_name(M)] say?.", "Force speech", "")),1,MAX_MESSAGE_LEN)
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var/speech = input("What will [key_name(M)] say?.", "Force speech", "")// Don't need to sanitize, since it does that in say(), we also trust our admins.
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if(!speech)
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return
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M.say(speech)
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speech = sanitize(speech) // Nah, we don't trust them
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log_admin("[key_name(usr)] forced [key_name(M)] to say: [speech]")
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message_admins("\blue [key_name_admin(usr)] forced [key_name_admin(M)] to say: [speech]")
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else
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@@ -2041,6 +2042,20 @@ var/global/BSACooldown = 0
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for(var/obj/machinery/light/L in world)
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L.fix()
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message_admins("[key_name_admin(usr)] fixed all lights", 1)
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if("friendai")
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feedback_inc("admin_secrets_fun_used",1)
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feedback_add_details("admin_secrets_fun_used","FA")
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for(var/mob/aiEye/aE in mob_list)
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aE.icon_state = "ai_friend"
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for(var/obj/machinery/M in machines)
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if(istype(M, /obj/machinery/ai_status_display))
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var/obj/machinery/ai_status_display/A = M
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A.emotion = "Friend Computer"
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else if(istype(M, /obj/machinery/status_display))
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var/obj/machinery/status_display/A = M
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A.friendc = 1
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message_admins("[key_name_admin(usr)] turned all AIs into best friends.", 1)
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if("virus")
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feedback_inc("admin_secrets_fun_used",1)
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feedback_add_details("admin_secrets_fun_used","V")
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@@ -2574,7 +2589,7 @@ var/global/BSACooldown = 0
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body += "<A href='?src=\ref[src];simplemake=crab;mob=\ref[M]'>Crab</A> | "
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body += "<A href='?src=\ref[src];simplemake=coffee;mob=\ref[M]'>Coffee</A> | "
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//body += "<A href='?src=\ref[src];simplemake=parrot;mob=\ref[M]'>Parrot</A> | "
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//body += "<A href='?src=\ref[src];simplemake=drprofessor;mob=\ref[M]'>DrProfessor</A> | "
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//body += "<A href='?src=\ref[src];simplemake=polyparrot;mob=\ref[M]'>Poly</A> | "
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body += "\[ Construct: <A href='?src=\ref[src];simplemake=constructarmoured;mob=\ref[M]'>Armoured</A> , "
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body += "<A href='?src=\ref[src];simplemake=constructbuilder;mob=\ref[M]'>Builder</A> , "
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body += "<A href='?src=\ref[src];simplemake=constructwraith;mob=\ref[M]'>Wraith</A> \] "
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@@ -2939,7 +2954,8 @@ var/global/BSACooldown = 0
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<A href='?src=\ref[src];secretsfun=movealienship'>Move Alien Dinghy</A><BR>
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<A href='?src=\ref[src];secretsfun=moveminingshuttle'>Move Mining Shuttle</A><BR>
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<A href='?src=\ref[src];secretsfun=blackout'>Break all lights</A><BR>
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<A href='?src=\ref[src];secretsfun=whiteout'>Fix all lights</A><BR>"}
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<A href='?src=\ref[src];secretsfun=whiteout'>Fix all lights</A><BR>
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<A href='?src=\ref[src];secretsfun=friendai'>Best Friend AI</A><BR>"}
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//<A href='?src=\ref[src];secretsfun=shockwave'>Station Shockwave</A><BR>
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if(lvl >= 6)
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@@ -25,7 +25,7 @@
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O.loc = src
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update_icon()
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else if(istype(O, /obj/item/weapon/pen))
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var/newname = copytext(sanitize(input("What would you like to title this bookshelf?") as text|null),1,MAX_MESSAGE_LEN)
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var/newname = stripped_input(usr, "What would you like to title this bookshelf?")
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if(!newname)
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return
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else
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@@ -140,7 +140,7 @@
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var/choice = input("What would you like to change?") in list("Title", "Contents", "Author", "Cancel")
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switch(choice)
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if("Title")
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var/newtitle = copytext(reject_bad_text(input("Write a new title:") as text|null),1,MAX_MESSAGE_LEN)
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var/newtitle = reject_bad_text(stripped_input(usr, "Write a new title:"))
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if(!newtitle)
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usr << "The title is invalid."
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return
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@@ -148,14 +148,14 @@
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src.name = newtitle
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src.title = newtitle
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if("Contents")
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var/content = strip_html(input("Write your book's contents (HTML NOT allowed):"),8192) as message|null
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var/content = strip_html(input(usr, "Write your book's contents (HTML NOT allowed):"),8192) as message|null
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if(!content)
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usr << "The content is invalid."
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return
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else
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src.dat += content
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if("Author")
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var/newauthor = copytext(sanitize(input("Write the author's name:") as text|null),1,MAX_NAME_LEN)
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var/newauthor = stripped_input(usr, "Write the author's name:")
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if(!newauthor)
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usr << "The name is invalid."
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return
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@@ -261,7 +261,7 @@
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if (prob(30))
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switch(pick(1,2))
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if(1)
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core()
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view_core()
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if(2)
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ai_call_shuttle()
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..()
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@@ -445,7 +445,7 @@
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return 0
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if(!src.eyeobj)
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core()
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view_core()
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return
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// ok, we're alive, camera is good and in our network...
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eyeobj.setLoc(get_turf(C))
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@@ -510,9 +510,9 @@
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/mob/living/silicon/ai/cancel_camera()
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set category = "AI Commands"
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set name = "Cancel Camera View"
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//reset_view(null)
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//machine = null
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src.cameraFollow = null
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//src.cameraFollow = null
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src.view_core()
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//Replaces /mob/living/silicon/ai/verb/change_network() in ai.dm & camera.dm
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@@ -547,7 +547,7 @@
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network = input(U, "Which network would you like to view?") as null|anything in cameralist
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if(!U.eyeobj)
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U.core()
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U.view_core()
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return
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if(isnull(network))
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@@ -578,16 +578,18 @@
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return
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var/list/ai_emotions = list("Very Happy", "Happy", "Neutral", "Unsure", "Confused", "Sad", "BSOD", "Blank", "Problems?", "Awesome", "Facepalm", "Friend Computer")
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var/emote = input("Please, select a status!", "AI Status", null, null) in ai_emotions
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for (var/obj/machinery/ai_status_display/AISD in world) //change status
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spawn( 0 )
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AISD.emotion = emote
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for (var/obj/machinery/status_display/SD in world) //if Friend Computer, change ALL displays
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if(emote=="Friend Computer")
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spawn(0)
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SD.friendc = 1
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else
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spawn(0)
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SD.friendc = 0
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for (var/obj/machinery/M in machines) //change status
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if(istype(M, /obj/machinery/ai_status_display))
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var/obj/machinery/ai_status_display/AISD = M
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AISD.emotion = emote
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//if Friend Computer, change ALL displays
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else if(istype(M, /obj/machinery/status_display))
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var/obj/machinery/status_display/SD = M
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if(emote=="Friend Computer")
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SD.friendc = 1
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else
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SD.friendc = 0
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return
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//I am the icon meister. Bow fefore me. //>fefore
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@@ -5,10 +5,12 @@
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/mob/aiEye
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name = "Inactive AI Eye"
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icon = 'icons/obj/status_display.dmi' // For AI friend secret shh :o
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var/list/visibleCameraChunks = list()
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var/mob/living/silicon/ai/ai = null
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density = 0
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nodamage = 1 // You can't damage it.
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mouse_opacity = 0
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// Movement code. Returns 0 to stop air movement from moving it.
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/mob/aiEye/Move()
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@@ -40,6 +42,11 @@
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if(ai)
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if(ai.client)
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ai.client.eye = src
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//Holopad
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if(istype(ai.current, /obj/machinery/hologram/holopad))
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var/obj/machinery/hologram/holopad/H = ai.current
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H.move_hologram()
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// AI MOVEMENT
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@@ -103,11 +110,17 @@
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/mob/living/silicon/ai/verb/core()
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set category = "AI Commands"
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set name = "AI Core"
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view_core()
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/mob/living/silicon/ai/proc/view_core()
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current = null
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cameraFollow = null
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machine = null
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if(src.eyeobj)
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if(src.eyeobj && src.loc)
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src.eyeobj.loc = src.loc
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else
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src << "ERROR: Eyeobj not found. Please report this to Giacom. Creating new eye..."
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@@ -33,6 +33,19 @@
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if(ticker)
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cameranet.updateVisibility(src)
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// EFFECTS
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/obj/effect/Del()
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if(ticker)
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cameranet.updateVisibility(src)
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..()
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/obj/effect/New()
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..()
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if(ticker)
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cameranet.updateVisibility(src)
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// DOORS
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// Simply updates the visibility of the area when it opens/closes/destroyed.
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@@ -22,5 +22,5 @@
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if(O)
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O.mode = 1
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O.emotion = "Neutral"
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src.core()
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src.view_core()
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return
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@@ -6,5 +6,5 @@
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if (client)
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client.eye = loc
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client.perspective = EYE_PERSPECTIVE
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src.core()
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src.view_core()
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return
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@@ -56,7 +56,6 @@
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var/speed = 0 //LETS SEE IF I CAN SET SPEEDS FOR SIMPLE MOBS WITHOUT DESTROYING EVERYTHING. Higher speed is slower, negative speed is faster
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var/obj/item/device/radio/headset/ears = null
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/mob/living/simple_animal/New()
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..()
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verbs -= /mob/verb/observe
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@@ -1,36 +1,107 @@
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/* Parrots!
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* Contains
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* Defines
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* Inventory (headset stuff)
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* Attack responces
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* AI
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* Procs / Verbs (usable by players)
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* Sub-types
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*/
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/*
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* Defines
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*/
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//Only a maximum of one action and one intent should be active at any given time.
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//Actions
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#define PARROT_PERCH 1 //Sitting/sleeping, not moving
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#define PARROT_SWOOP 2 //Moving towards or away from a target
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#define PARROT_WANDER 4 //Moving without a specific target in mind
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//Intents
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#define PARROT_STEAL 8 //Flying towards a target to steal it/from it
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#define PARROT_ATTACK 16 //Flying towards a target to attack it
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#define PARROT_RETURN 32 //Flying towards its perch
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#define PARROT_FLEE 64 //Flying away from its attacker
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/mob/living/simple_animal/parrot
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name = "\improper Parrot"
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desc = "It's a parrot! No dirty words!"
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icon = 'icons/mob/mob.dmi'
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icon_state = "parrot"
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icon_living = "parrot"
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icon_dead = "parrot_dead"
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speak = list("Hi","Hello!","Cracker?","BAWWWWK george mellons griffing me")
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desc = "The parrot squacks, \"It's a Parrot! BAWWK!\""
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icon = 'icons/mob/animal.dmi'
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icon_state = "chick"
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icon_living = "chick"
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icon_dead = "chick_dead"
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pass_flags = PASSTABLE
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speak = list("Hi","Hello!","Cracker?","BAWWWWK george mellons griffing me") //TODO: make it pick up on what people are saying.
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speak_emote = list("squawks","says","yells")
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emote_hear = list("squawks","bawks")
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emote_see = list("flutters its wings", "glares at you")
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emote_see = list("flutters its wings")
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speak_chance = 1
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turns_per_move = 5
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meat_type = /obj/item/weapon/reagent_containers/food/snacks/cracker/
|
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response_help = "pets the"
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response_disarm = "gently moves aside the"
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response_harm = "swats the"
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min_oxy = 16 //Require atleast 16kPA oxygen
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minbodytemp = 223 //Below -50 Degrees Celcius
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maxbodytemp = 323 //Above 50 Degrees Celcius
|
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stop_automated_movement = 1
|
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|
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ears = new /obj/item/device/radio/headset/heads/ce()
|
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/mob/living/simple_animal/parrot/DrProfessor
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name = "Doctor Professor Parrot, PhD"
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desc = "That's the Doctor Professor. He has more degrees than all of the engineering team put together, and has several published papers on quantum cracker theory."
|
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speak = list(":e Check the singlo, you chucklefucks!",":e Wire the solars, you lazy bums!",":e WHO TOOK THE DAMN RIG SUIT?",":e OH GOD ITS FREE CALL THE SHUTTLE",":e Open secure storage please.",":e I think something happened to the containment field...")
|
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response_harm = "is attacked in the face by"
|
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var/parrot_state = PARROT_WANDER //Hunt for a perch when created
|
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var/parrot_sleep_max = 25 //The time the parrot sits while perched before looking around. Mosly a way to avoid the parrot's AI in life() being run every single tick.
|
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var/parrot_sleep_dur = 25 //Same as above, this is the var that physically counts down
|
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var/parrot_dam_zone = list("chest", "head", "l_arm", "l_leg", "r_arm", "r_leg") //For humans, select a bodypart to attack TODO: pecking out a mob's eyes
|
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/obj/item/weapon/reagent_containers/food/snacks/cracker/
|
||||
name = "Cracker"
|
||||
desc = "It's a salted cracker."
|
||||
//Headset for Poly to yell at engineers :)
|
||||
var/obj/item/device/radio/headset/ears = null
|
||||
|
||||
//The thing the parrot is currently interested in. This gets used for items the parrot wants to pick up, mobs it wants to steal from,
|
||||
//mobs it wants to attack or mobs that have attacked it
|
||||
var/atom/movable/parrot_interest = null
|
||||
|
||||
//Parrots will generally sit on their pertch unless something catches their eye.
|
||||
//These vars store their preffered perch and if they dont have one, what they can use as a perch
|
||||
var/obj/parrot_perch = null
|
||||
var/obj/desired_perches = list(/obj/structure/computerframe, /obj/structure/displaycase, \
|
||||
/obj/structure/closet, /obj/structure/filingcabinet, \
|
||||
/obj/machinery/computer, /obj/machinery/clonepod, \
|
||||
/obj/machinery/dna_scanner, /obj/machinery/dna_scannernew, \
|
||||
/obj/machinery/nuclearbomb, /obj/machinery/particle_accelerator, \
|
||||
/obj/machinery/recharge_station, /obj/machinery/smartfridge, \
|
||||
/obj/machinery/suit_storage_unit, /obj/machinery/telecomms, \
|
||||
/obj/machinery/teleport)
|
||||
|
||||
//Parrots are kleptomaniacs. These vars a used for just that.. holding items and storing items the parrot wants to steal.
|
||||
var/obj/item/held_item = null
|
||||
var/list/desired_items = list(/obj/item/weapon/reagent_containers/food/snacks/cracker/, \
|
||||
/obj/item/smallDelivery, /obj/item/weapon/gift, \
|
||||
/obj/item/weapon/soap, /obj/item/toy/spinningtoy, \
|
||||
/obj/item/weapon/coin, /obj/item/weapon/stamp,\
|
||||
/obj/item/weapon/grenade)
|
||||
|
||||
|
||||
/mob/living/simple_animal/parrot/New()
|
||||
usr << "\red <B>Sorry parrots are not ready yet!</B>"
|
||||
del(src)
|
||||
/*
|
||||
..()
|
||||
parrot_sleep_dur = parrot_sleep_max //In case someone decides to change the max without changing the duration var
|
||||
ears = new /obj/item/device/radio/headset/headset_eng(src)
|
||||
verbs.Add(/mob/living/simple_animal/parrot/proc/steal_from_ground, \
|
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/mob/living/simple_animal/parrot/proc/steal_from_mob, \
|
||||
/mob/living/simple_animal/parrot/proc/drop_held_item)
|
||||
*/
|
||||
/mob/living/simple_animal/parrot/Die()
|
||||
if(held_item)
|
||||
held_item.loc = src.loc
|
||||
held_item = null
|
||||
..()
|
||||
|
||||
/*
|
||||
* Inventory
|
||||
*/
|
||||
/mob/living/simple_animal/parrot/show_inv(mob/user as mob)
|
||||
user.machine = src
|
||||
if(user.stat) return
|
||||
@@ -45,50 +116,475 @@
|
||||
onclose(user, "mob[real_name]")
|
||||
return
|
||||
|
||||
|
||||
|
||||
/mob/living/simple_animal/parrot/Topic(href, href_list)
|
||||
if(usr.stat) return
|
||||
|
||||
//Removing from inventory
|
||||
if(href_list["remove_inv"])
|
||||
if(get_dist(src,usr) > 1 || !(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr)))
|
||||
return
|
||||
var/remove_from = href_list["remove_inv"]
|
||||
switch(remove_from)
|
||||
if("ears")
|
||||
if(ears)
|
||||
src.say(":e BAWWWWWK LEAVE THE HEADSET BAWKKKKK!")
|
||||
ears.loc = src.loc
|
||||
ears = null
|
||||
else
|
||||
usr << "\red There is nothing to remove from its [remove_from]."
|
||||
return
|
||||
//Can the usr physically do this?
|
||||
if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
|
||||
return
|
||||
|
||||
//Adding things to inventory
|
||||
else if(href_list["add_inv"])
|
||||
if(get_dist(src,usr) > 1 || !(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr)))
|
||||
return
|
||||
var/add_to = href_list["add_inv"]
|
||||
if(!usr.get_active_hand())
|
||||
usr << "\red You have nothing in your hand to put on its [add_to]."
|
||||
return
|
||||
switch(add_to)
|
||||
if("ears")
|
||||
if(ears)
|
||||
usr << "\red It's already wearing something."
|
||||
return
|
||||
else
|
||||
var/obj/item/item_to_add = usr.get_active_hand()
|
||||
if(!item_to_add)
|
||||
//Is the usr's mob type able to do this? (lolaliens)
|
||||
if(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr))
|
||||
|
||||
//Removing from inventory
|
||||
if(href_list["remove_inv"])
|
||||
var/remove_from = href_list["remove_inv"]
|
||||
switch(remove_from)
|
||||
if("ears")
|
||||
if(ears)
|
||||
src.say(":e BAWWWWWK LEAVE THE HEADSET BAWKKKKK!")
|
||||
ears.loc = src.loc
|
||||
ears = null
|
||||
else
|
||||
usr << "\red There is nothing to remove from its [remove_from]."
|
||||
return
|
||||
|
||||
if( !istype(item_to_add, /obj/item/device/radio/headset) )
|
||||
usr << "\red This object won't fit."
|
||||
//Adding things to inventory
|
||||
else if(href_list["add_inv"])
|
||||
var/add_to = href_list["add_inv"]
|
||||
if(!usr.get_active_hand())
|
||||
usr << "\red You have nothing in your hand to put on its [add_to]."
|
||||
return
|
||||
switch(add_to)
|
||||
if("ears")
|
||||
if(ears)
|
||||
usr << "\red It's already wearing something."
|
||||
return
|
||||
else
|
||||
var/obj/item/item_to_add = usr.get_active_hand()
|
||||
if(!item_to_add)
|
||||
return
|
||||
|
||||
usr.drop_item()
|
||||
item_to_add.loc = src
|
||||
src.ears = item_to_add
|
||||
else
|
||||
..()
|
||||
if( !istype(item_to_add, /obj/item/device/radio/headset) )
|
||||
usr << "\red This object won't fit."
|
||||
return
|
||||
|
||||
usr.drop_item()
|
||||
item_to_add.loc = src
|
||||
src.ears = item_to_add
|
||||
else
|
||||
..()
|
||||
|
||||
/*
|
||||
* Attack responces
|
||||
*/
|
||||
//Humans, monkeys, aliens
|
||||
/mob/living/simple_animal/parrot/attack_hand(mob/living/carbon/M as mob)
|
||||
..()
|
||||
if(client) return
|
||||
if(!stat && M.a_intent == "hurt")
|
||||
if(parrot_state == PARROT_PERCH)
|
||||
parrot_sleep_dur = parrot_sleep_max //Reset it's sleep timer if it was perched
|
||||
|
||||
parrot_interest = M
|
||||
parrot_state = PARROT_SWOOP //The parrot just got hit, it WILL move, now to pick a direction..
|
||||
|
||||
if(M.getMaxHealth() - M.health < 50) //Weakened mob? Fight back!
|
||||
parrot_state |= PARROT_ATTACK
|
||||
else
|
||||
parrot_state |= PARROT_FLEE //Otherwise, fly like a bat out of hell!
|
||||
drop_held_item(0)
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/parrot/attack_paw(mob/living/carbon/monkey/M as mob)
|
||||
attack_hand(M)
|
||||
|
||||
/mob/living/simple_animal/parrot/attack_alien(mob/living/carbon/monkey/M as mob)
|
||||
attack_hand(M)
|
||||
|
||||
//Simple animals
|
||||
/mob/living/simple_animal/parrot/attack_animal(mob/living/simple_animal/M as mob)
|
||||
if(client) return
|
||||
|
||||
if(parrot_state == PARROT_PERCH)
|
||||
parrot_sleep_dur = parrot_sleep_max //Reset it's sleep timer if it was perched
|
||||
|
||||
if(M.melee_damage_upper > 0)
|
||||
parrot_interest = M
|
||||
parrot_state = PARROT_SWOOP | PARROT_ATTACK //Attack other animals regardless
|
||||
|
||||
//Mobs with objects
|
||||
/mob/living/simple_animal/parrot/attackby(var/obj/item/O as obj, var/mob/user as mob)
|
||||
..()
|
||||
if(!stat && !client && !istype(O, /obj/item/stack/medical))
|
||||
if(O.force)
|
||||
if(parrot_state == PARROT_PERCH)
|
||||
parrot_sleep_dur = parrot_sleep_max //Reset it's sleep timer if it was perched
|
||||
|
||||
parrot_interest = user
|
||||
parrot_state = PARROT_SWOOP | PARROT_FLEE
|
||||
drop_held_item(0)
|
||||
return
|
||||
|
||||
//Bullets
|
||||
/mob/living/simple_animal/parrot/bullet_act(var/obj/item/projectile/Proj)
|
||||
..()
|
||||
if(!stat && !client)
|
||||
if(parrot_state == PARROT_PERCH)
|
||||
parrot_sleep_dur = parrot_sleep_max //Reset it's sleep timer if it was perched
|
||||
|
||||
parrot_interest = null
|
||||
parrot_state = PARROT_WANDER //OWFUCK, Been shot! RUN LIKE HELL!
|
||||
drop_held_item(0)
|
||||
return
|
||||
|
||||
|
||||
/*
|
||||
* AI - Not really intelligent, but I'm calling it AI anyway.
|
||||
*/
|
||||
/mob/living/simple_animal/parrot/Life()
|
||||
..()
|
||||
|
||||
if(client)
|
||||
return //Lets not force players to move
|
||||
|
||||
if(!isturf(src.loc) || !canmove || buckled || pulledby)
|
||||
return //If it can't move, dont let it move. (The buckled check probably isn't necessary)
|
||||
|
||||
world << "State: [parrot_state]"
|
||||
|
||||
//Alright, here we go... down the slope
|
||||
|
||||
//-----SLEEPING
|
||||
if(parrot_state == PARROT_PERCH)
|
||||
world << "Perched"
|
||||
if(parrot_perch.loc != src.loc) //Make sure someone hasnt moved our perch on us
|
||||
if(parrot_perch in view(src))
|
||||
parrot_state = PARROT_SWOOP | PARROT_RETURN
|
||||
return
|
||||
else
|
||||
parrot_state = PARROT_WANDER
|
||||
return
|
||||
|
||||
if(--parrot_sleep_dur) //Zzz
|
||||
world << "Perched: sleeping"
|
||||
return
|
||||
|
||||
else
|
||||
world << "Perched: looking around"
|
||||
parrot_sleep_dur = parrot_sleep_max //This way we only call the loop below once every [sleep_max] ticks.
|
||||
parrot_interest = search_for_item()
|
||||
if(parrot_interest)
|
||||
emote("[src] looks in [parrot_interest]'s direction and takes flight.")
|
||||
parrot_state = PARROT_SWOOP | PARROT_STEAL
|
||||
return
|
||||
|
||||
//-----WANDERING - This is basically a 'I dont know what to do yet' state
|
||||
else if(parrot_state == PARROT_WANDER)
|
||||
world << "Wander"
|
||||
//Stop movement, we'll set it later
|
||||
walk(src, 0)
|
||||
parrot_interest = null
|
||||
|
||||
//Wander around aimlessly. This will help keep the loops from searches down
|
||||
//and possibly move the mob into a new are in view of something they can use
|
||||
if(prob(90))
|
||||
world << "Wander: randomly"
|
||||
step(src, pick(cardinal))
|
||||
return
|
||||
|
||||
if(!held_item && !parrot_perch) //If we've got nothing to do.. look for something to do.
|
||||
world << "Wander: looking for perch or item"
|
||||
world << parrot_interest
|
||||
var/atom/movable/AM = search_for_perch_and_item() //This handles checking through lists so we know it's either a perch or stealable item
|
||||
if(AM)
|
||||
if(istype(AM, /obj/item) || isliving(AM)) //If stealable item
|
||||
parrot_interest = AM
|
||||
emote("[src] turns and flies towards [parrot_interest].")
|
||||
parrot_state = PARROT_SWOOP | PARROT_STEAL
|
||||
world << parrot_interest
|
||||
return
|
||||
else //Else it's a perch
|
||||
parrot_perch = AM
|
||||
parrot_state = PARROT_SWOOP | PARROT_RETURN
|
||||
world << parrot_interest
|
||||
return
|
||||
return
|
||||
|
||||
if(parrot_interest)
|
||||
if(parrot_interest in view(src)) //Putting this in a seperate if so it doesnt run the 'in view' loop as often
|
||||
parrot_state = PARROT_SWOOP | PARROT_STEAL
|
||||
return
|
||||
|
||||
if(parrot_perch)
|
||||
world << "Wander: returning to perch"
|
||||
parrot_state = PARROT_SWOOP | PARROT_RETURN
|
||||
return
|
||||
|
||||
else //Have an item but no perch? Find one!
|
||||
world << "Wander: looking for perch, holding item"
|
||||
parrot_perch = search_for_perch()
|
||||
if(parrot_perch)
|
||||
parrot_state = PARROT_SWOOP | PARROT_RETURN
|
||||
return
|
||||
//-----STEALING
|
||||
else if(parrot_state == (PARROT_SWOOP | PARROT_STEAL))
|
||||
world << "Steal"
|
||||
walk(src,0)
|
||||
if(!parrot_interest || held_item)
|
||||
world << "Steal: lost interest or holding an item"
|
||||
parrot_state = PARROT_SWOOP | PARROT_RETURN
|
||||
return
|
||||
|
||||
if(!(parrot_interest in view(src)))
|
||||
world << "Steal: interest not in view"
|
||||
parrot_state = PARROT_SWOOP | PARROT_RETURN
|
||||
return
|
||||
|
||||
if(in_range(src, parrot_interest))
|
||||
world << "Steal: stealing item"
|
||||
if(isliving(parrot_interest))
|
||||
steal_from_mob()
|
||||
else
|
||||
steal_from_ground()
|
||||
|
||||
parrot_interest = null
|
||||
parrot_state = PARROT_SWOOP | PARROT_RETURN
|
||||
return
|
||||
|
||||
world << "Steal: swooping closer to target"
|
||||
var/oldloc = src.loc
|
||||
step_towards(src, get_step_towards(src,parrot_interest))
|
||||
if(src.loc == oldloc) //Check if the mob is stuck
|
||||
parrot_state = PARROT_WANDER //and demonstrate your amazing obstical avoidance AI
|
||||
|
||||
return
|
||||
|
||||
//-----RETURNING TO PERCH
|
||||
else if(parrot_state == (PARROT_SWOOP | PARROT_RETURN))
|
||||
world << "Return"
|
||||
walk(src, 0)
|
||||
if(!parrot_perch || !isturf(parrot_perch.loc)) //Make sure the perch exists and somehow isnt inside of something else.
|
||||
world << "Return: no perch?"
|
||||
parrot_perch = null
|
||||
parrot_state = PARROT_WANDER
|
||||
return
|
||||
|
||||
if(in_range(src, parrot_perch))
|
||||
world << "Return: landing"
|
||||
src.loc = parrot_perch.loc
|
||||
drop_held_item()
|
||||
parrot_state = PARROT_PERCH
|
||||
return
|
||||
|
||||
world << "Return: returning to perch"
|
||||
var/oldloc = src.loc
|
||||
step_towards(src, get_step_towards(src,parrot_perch))
|
||||
if(src.loc == oldloc) //Check if the mob is stuck
|
||||
parrot_state = PARROT_WANDER //and demonstrate your amazing obstical avoidance AI
|
||||
return
|
||||
|
||||
//-----FLEEING
|
||||
else if(parrot_state == (PARROT_SWOOP | PARROT_FLEE))
|
||||
world << "Flee"
|
||||
walk(src,0)
|
||||
if(!parrot_interest || !isliving(parrot_interest)) //Sanity
|
||||
world << "Flee: lost interest"
|
||||
parrot_state = PARROT_WANDER
|
||||
|
||||
world << "Flee: fleeing"
|
||||
var/oldloc = src.loc
|
||||
step(src, get_step_away(src, parrot_interest))
|
||||
if(src.loc == oldloc) //Check if the mob is stuck
|
||||
parrot_state = PARROT_WANDER //and demonstrate your amazing obstical avoidance AI
|
||||
|
||||
//-----ATTACKING
|
||||
else if(parrot_state == (PARROT_SWOOP | PARROT_ATTACK))
|
||||
world << "Attack"
|
||||
|
||||
//If we're attacking a nothing, an object, a turf or a ghost for some stupid reason, switch to wander
|
||||
if(!parrot_interest || !isliving(parrot_interest))
|
||||
world << "Attack: lost interest"
|
||||
parrot_interest = null
|
||||
parrot_state = PARROT_WANDER
|
||||
return
|
||||
|
||||
var/mob/living/L = parrot_interest
|
||||
|
||||
//If the mob is close enough to interact with
|
||||
if(in_range(src, parrot_interest))
|
||||
|
||||
//If the mob we've been chasing/attacking dies or falls into crit, check for loot!
|
||||
if(L.stat)
|
||||
world << "Attack: looting body"
|
||||
parrot_interest = null
|
||||
if(!held_item)
|
||||
held_item = steal_from_ground()
|
||||
if(!held_item)
|
||||
held_item = steal_from_mob() //Apparently it's possible for dead mobs to hang onto items in certain circumstances.
|
||||
if(parrot_perch in view(src)) //If we have a home nearby, go to it, otherwise find a new home
|
||||
parrot_state = PARROT_SWOOP | PARROT_RETURN
|
||||
else
|
||||
parrot_state = PARROT_WANDER
|
||||
return
|
||||
|
||||
//Time for the hurt to begin!
|
||||
var/damage = rand(5,10)
|
||||
|
||||
if(ishuman(parrot_interest))
|
||||
world << "Attack: attacking human"
|
||||
var/mob/living/carbon/human/H = parrot_interest
|
||||
var/datum/organ/external/affecting = H.get_organ(ran_zone(pick(parrot_dam_zone)))
|
||||
|
||||
H.apply_damage(damage, BRUTE, affecting, H.run_armor_check(affecting, "melee"))
|
||||
emote(pick("pecks [H]'s [affecting]", "cuts [H]'s [affecting] with its talons"))
|
||||
|
||||
else
|
||||
world << "Attack: attacking non-human"
|
||||
L.adjustBruteLoss(damage)
|
||||
emote(pick("pecks at [L]", "claws [L]"))
|
||||
return
|
||||
|
||||
//Otherwise, fly towards the mob!
|
||||
else
|
||||
world << "Attack: swooping towards the mob"
|
||||
var/oldloc = src.loc
|
||||
step_towards(src, get_step_towards(src,parrot_interest))
|
||||
if(src.loc == oldloc) //Check if the mob is stuck
|
||||
parrot_state = PARROT_WANDER //and demonstrate your amazing obstical avoidance AI
|
||||
|
||||
//-----STATE MISHAP
|
||||
else //This should not happen. If it does lets reset everything and try again
|
||||
world << "Unknown state: resetting to wander"
|
||||
walk(src,0)
|
||||
parrot_interest = null
|
||||
parrot_perch = null
|
||||
drop_held_item()
|
||||
parrot_state = PARROT_WANDER
|
||||
return
|
||||
|
||||
/*
|
||||
* Procs
|
||||
*/
|
||||
|
||||
/mob/living/simple_animal/parrot/proc/search_for_item()
|
||||
for(var/atom/movable/AM in view(src))
|
||||
for(var/path in desired_items)
|
||||
if(parrot_perch && AM.loc == parrot_perch.loc) //Skip items we already stole
|
||||
continue
|
||||
|
||||
if(istype(AM, path))
|
||||
return AM
|
||||
|
||||
if(iscarbon(AM))
|
||||
var/mob/living/carbon/C = AM
|
||||
if(istype(C.l_hand, path) || istype(C.r_hand, path))
|
||||
return C
|
||||
return null
|
||||
|
||||
/mob/living/simple_animal/parrot/proc/search_for_perch()
|
||||
for(var/obj/O in view(src))
|
||||
for(var/path in desired_perches)
|
||||
if(istype(O, path))
|
||||
return O
|
||||
return null
|
||||
|
||||
//This proc was made to save on doing two 'in view' loops seperatly
|
||||
/mob/living/simple_animal/parrot/proc/search_for_perch_and_item()
|
||||
for(var/atom/movable/AM in view(src))
|
||||
for(var/perch_path in desired_perches)
|
||||
if(istype(AM, perch_path))
|
||||
return AM
|
||||
|
||||
for(var/item_path in desired_items)
|
||||
if(parrot_perch && AM.loc == parrot_perch.loc) //Skip items we already stole
|
||||
continue
|
||||
|
||||
if(istype(AM, item_path))
|
||||
return AM
|
||||
|
||||
if(iscarbon(AM))
|
||||
var/mob/living/carbon/C = AM
|
||||
if(istype(C.l_hand, item_path) || istype(C.r_hand, item_path))
|
||||
return AM
|
||||
return null
|
||||
|
||||
|
||||
/*
|
||||
* Verbs - These are actually procs, but can be used as verbs by player-controlled parrots.
|
||||
*/
|
||||
/mob/living/simple_animal/parrot/proc/steal_from_ground()
|
||||
set name = "Steal from ground"
|
||||
set category = "Parrot"
|
||||
set desc = "Grabs a nearby item."
|
||||
|
||||
if(stat)
|
||||
return -1
|
||||
|
||||
if(held_item)
|
||||
usr << "\red You are already holding the [held_item]"
|
||||
return 1
|
||||
|
||||
for(var/obj/item/I in view(1,src))
|
||||
for(var/path in desired_items)
|
||||
if(istype(I, path))
|
||||
held_item = I
|
||||
I.loc = src
|
||||
visible_message("[src] grabs the [held_item]!", "\blue You grab the [held_item]!", "You hear the sounds of wings flapping furiously.")
|
||||
return held_item
|
||||
|
||||
usr << "\red There is nothing of interest to take."
|
||||
return 0
|
||||
|
||||
/mob/living/simple_animal/parrot/proc/steal_from_mob()
|
||||
set name = "Steal from mob"
|
||||
set category = "Parrot"
|
||||
set desc = "Steals an item right out of a person's hand!"
|
||||
if(stat)
|
||||
return -1
|
||||
|
||||
if(held_item)
|
||||
usr << "\red You are already holding the [held_item]"
|
||||
return 1
|
||||
|
||||
var/obj/item/stolen_item = null
|
||||
|
||||
for(var/mob/living/carbon/C in view(1,src))
|
||||
for(var/path in desired_items)
|
||||
if(istype(C.l_hand, path))
|
||||
stolen_item = C.l_hand
|
||||
|
||||
if(istype(C.r_hand, path))
|
||||
stolen_item = C.r_hand
|
||||
|
||||
if(stolen_item)
|
||||
C.u_equip(stolen_item)
|
||||
held_item = stolen_item
|
||||
stolen_item.loc = src
|
||||
visible_message("[src] grabs the [held_item] out of [C]'s hand!", "\blue You snag the [held_item] out of [C]'s hand!", "You hear the sounds of wings flapping furiously.")
|
||||
return held_item
|
||||
|
||||
usr << "\red There is nothing of interest to take."
|
||||
return 0
|
||||
|
||||
/mob/living/simple_animal/parrot/proc/drop_held_item(var/drop_gently = 1)
|
||||
set name = "Drop held item"
|
||||
set category = "Parrot"
|
||||
set desc = "Drop the item you're holding."
|
||||
|
||||
if(stat)
|
||||
return -1
|
||||
|
||||
if(!held_item)
|
||||
usr << "\red You have nothing to drop!"
|
||||
return 0
|
||||
|
||||
if(!drop_gently)
|
||||
if(istype(held_item, /obj/item/weapon/grenade))
|
||||
var/obj/item/weapon/grenade/G = held_item
|
||||
G.loc = get_turf(src)
|
||||
G.prime()
|
||||
held_item = null
|
||||
|
||||
usr << "You drop the [held_item]."
|
||||
|
||||
held_item.loc = src.loc
|
||||
held_item = null
|
||||
return 1
|
||||
|
||||
/*
|
||||
* Sub-types
|
||||
*/
|
||||
/mob/living/simple_animal/parrot/Poly
|
||||
name = "Poly"
|
||||
desc = "Poly the Parrot. An expert on quantum cracker theory."
|
||||
speak = list("Poly wanna cracker!", ":e Check the singlo, you chucklefucks!",":e Wire the solars, you lazy bums!",":e WHO TOOK THE DAMN HARDSUITS?",":e OH GOD ITS FREE CALL THE SHUTTLE")
|
||||
|
||||
@@ -46,7 +46,7 @@
|
||||
var/main_status = 0
|
||||
var/wiresexposed = 0
|
||||
var/apcwires = 15
|
||||
netnum = -1 // set so that APCs aren't found as powernet nodes
|
||||
powernet = 0 // set so that APCs aren't found as powernet nodes //Hackish, Horrible, was like this before I changed it :(
|
||||
var/malfhack = 0 //New var for my changes to AI malf. --NeoFite
|
||||
var/mob/living/silicon/ai/malfai = null //See above --NeoFite
|
||||
// luminosity = 1
|
||||
|
||||
+66
-108
@@ -35,21 +35,13 @@
|
||||
|
||||
NC.mergeConnectedNetworks(NC.d2)
|
||||
NC.mergeConnectedNetworksOnTurf()
|
||||
if(netnum == 0 && NC.netnum == 0)
|
||||
var/datum/powernet/PN = new()
|
||||
|
||||
PN.number = powernets.len + 1
|
||||
powernets += PN
|
||||
NC.netnum = PN.number
|
||||
netnum = PN.number
|
||||
PN.cables += NC
|
||||
PN.nodes += src
|
||||
powernet = PN
|
||||
else if(netnum == 0)
|
||||
netnum = NC.netnum
|
||||
var/datum/powernet/PN = powernets[netnum]
|
||||
powernet = PN
|
||||
PN.nodes += src
|
||||
if(powernet==null)
|
||||
if(NC.powernet == null)
|
||||
NC.powernet = new()
|
||||
powernets += NC.powernet
|
||||
NC.powernet.cables += NC
|
||||
powernet = NC.powernet
|
||||
NC.powernet.nodes += src
|
||||
NC.mergeConnectedNetworksOnTurf()
|
||||
|
||||
coil.use(1)
|
||||
@@ -82,15 +74,11 @@
|
||||
cable_list += src
|
||||
|
||||
|
||||
/obj/structure/cable/Del() // called when a cable is deleted
|
||||
|
||||
if(!defer_powernet_rebuild) // set if network will be rebuilt manually
|
||||
if(netnum && powernets && (powernets.len >= netnum) && (netnum >= 1) ) // make sure cable & powernet data is valid
|
||||
var/datum/powernet/PN = powernets[netnum]
|
||||
PN.cut_cable(src) // updated the powernets
|
||||
/obj/structure/cable/Del() // called when a cable is deleted
|
||||
if(!defer_powernet_rebuild) // set if network will be rebuilt manually
|
||||
if(powernet)
|
||||
powernet.cut_cable(src) // update the powernets
|
||||
cable_list -= src
|
||||
// else
|
||||
// if(Debug) diary << "Defered cable deletion at [x],[y]: #[netnum]"
|
||||
..() // then go ahead and delete the cable
|
||||
|
||||
/obj/structure/cable/hide(var/i)
|
||||
@@ -107,11 +95,8 @@
|
||||
|
||||
|
||||
// returns the powernet this cable belongs to
|
||||
/obj/structure/cable/proc/get_powernet()
|
||||
var/datum/powernet/PN // find the powernet
|
||||
if(netnum && powernets && powernets.len >= netnum)
|
||||
PN = powernets[netnum]
|
||||
return PN
|
||||
/obj/structure/cable/proc/get_powernet() //TODO: remove this as it is obsolete
|
||||
return powernet
|
||||
|
||||
/obj/structure/cable/attack_hand(mob/user)
|
||||
if(ishuman(user))
|
||||
@@ -127,9 +112,9 @@
|
||||
|
||||
if(istype(W, /obj/item/weapon/wirecutters))
|
||||
|
||||
if(power_switch)
|
||||
user << "\red This piece of cable is tied to a power switch. Flip the switch to remove it."
|
||||
return
|
||||
// if(power_switch)
|
||||
// user << "\red This piece of cable is tied to a power switch. Flip the switch to remove it."
|
||||
// return
|
||||
|
||||
if (shock(user, 50))
|
||||
return
|
||||
@@ -174,7 +159,7 @@
|
||||
/obj/structure/cable/proc/shock(mob/user, prb, var/siemens_coeff = 1.0)
|
||||
if(!prob(prb))
|
||||
return 0
|
||||
if (electrocute_mob(user, powernets[src.netnum], src, siemens_coeff))
|
||||
if (electrocute_mob(user, powernet, src, siemens_coeff))
|
||||
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
||||
s.set_up(5, 1, src)
|
||||
s.start()
|
||||
@@ -334,11 +319,9 @@
|
||||
C.add_fingerprint(user)
|
||||
C.updateicon()
|
||||
|
||||
var/datum/powernet/PN = new()
|
||||
PN.number = powernets.len + 1
|
||||
powernets += PN
|
||||
C.netnum = PN.number
|
||||
PN.cables += C
|
||||
C.powernet = new()
|
||||
powernets += C.powernet
|
||||
C.powernet.cables += C
|
||||
|
||||
C.mergeConnectedNetworks(C.d2)
|
||||
C.mergeConnectedNetworksOnTurf()
|
||||
@@ -399,11 +382,11 @@
|
||||
NC.add_fingerprint()
|
||||
NC.updateicon()
|
||||
|
||||
NC.netnum = C.netnum
|
||||
var/datum/powernet/PN = powernets[C.netnum]
|
||||
PN.cables += NC
|
||||
NC.mergeConnectedNetworks(NC.d2)
|
||||
NC.mergeConnectedNetworksOnTurf()
|
||||
if(C.powernet)
|
||||
NC.powernet = C.powernet
|
||||
NC.powernet.cables += NC
|
||||
NC.mergeConnectedNetworks(NC.d2)
|
||||
NC.mergeConnectedNetworksOnTurf()
|
||||
use(1)
|
||||
if (NC.shock(user, 50))
|
||||
if (prob(50)) //fail
|
||||
@@ -453,7 +436,7 @@
|
||||
|
||||
/obj/structure/cable/proc/mergeConnectedNetworks(var/direction)
|
||||
var/turf/TB
|
||||
if((d1 == direction || d2 == direction) != 1)
|
||||
if(!(d1 == direction || d2 == direction))
|
||||
return
|
||||
TB = get_step(src, direction)
|
||||
|
||||
@@ -469,79 +452,54 @@
|
||||
|
||||
if(TC.d1 == fdir || TC.d2 == fdir)
|
||||
|
||||
if(!netnum)
|
||||
var/datum/powernet/PN = powernets[TC.netnum]
|
||||
netnum = TC.netnum
|
||||
PN = powernets[netnum]
|
||||
PN.cables += src
|
||||
continue
|
||||
if(!TC.powernet)
|
||||
TC.powernet = new()
|
||||
powernets += TC.powernet
|
||||
TC.powernet.cables += TC
|
||||
|
||||
if(powernet)
|
||||
merge_powernets(powernet,TC.powernet)
|
||||
else
|
||||
powernet = TC.powernet
|
||||
powernet.cables += src
|
||||
|
||||
|
||||
if(TC.netnum != netnum)
|
||||
var/datum/powernet/PN = powernets[netnum]
|
||||
var/datum/powernet/TPN = powernets[TC.netnum]
|
||||
|
||||
PN.merge_powernets(TPN)
|
||||
|
||||
/obj/structure/cable/proc/mergeConnectedNetworksOnTurf()
|
||||
if(!powernet)
|
||||
powernet = new()
|
||||
powernets += powernet
|
||||
powernet.cables += src
|
||||
|
||||
for(var/AM in loc)
|
||||
if(istype(AM,/obj/structure/cable))
|
||||
var/obj/structure/cable/C = AM
|
||||
if(C.powernet == powernet) continue
|
||||
if(C.powernet)
|
||||
merge_powernets(powernet, C.powernet)
|
||||
else
|
||||
C.powernet = powernet
|
||||
powernet.cables += C
|
||||
|
||||
for(var/obj/structure/cable/C in loc)
|
||||
else if(istype(AM,/obj/machinery/power/apc))
|
||||
var/obj/machinery/power/apc/N = AM
|
||||
if(!N.terminal) continue
|
||||
if(N.terminal.powernet)
|
||||
merge_powernets(powernet, N.terminal.powernet)
|
||||
else
|
||||
N.terminal.powernet = powernet
|
||||
powernet.nodes += N.terminal
|
||||
|
||||
else if(istype(AM,/obj/machinery/power))
|
||||
var/obj/machinery/power/M = AM
|
||||
if(M.powernet == powernet) continue
|
||||
if(M.powernet)
|
||||
merge_powernets(powernet, M.powernet)
|
||||
else
|
||||
M.powernet = powernet
|
||||
powernet.nodes += M
|
||||
|
||||
if(!C)
|
||||
continue
|
||||
|
||||
if(C == src)
|
||||
continue
|
||||
if(netnum == 0)
|
||||
var/datum/powernet/PN = powernets[C.netnum]
|
||||
netnum = C.netnum
|
||||
PN.cables += src
|
||||
continue
|
||||
|
||||
var/datum/powernet/PN = powernets[netnum]
|
||||
var/datum/powernet/TPN = powernets[C.netnum]
|
||||
|
||||
PN.merge_powernets(TPN)
|
||||
|
||||
for(var/obj/machinery/power/M in loc)
|
||||
|
||||
if(!M)
|
||||
continue
|
||||
|
||||
if(!M.netnum)
|
||||
var/datum/powernet/PN = powernets[netnum]
|
||||
PN.nodes += M
|
||||
M.netnum = netnum
|
||||
M.powernet = powernets[M.netnum]
|
||||
|
||||
if(M.netnum < 0)
|
||||
continue
|
||||
|
||||
var/datum/powernet/PN = powernets[netnum]
|
||||
var/datum/powernet/TPN = powernets[M.netnum]
|
||||
|
||||
PN.merge_powernets(TPN)
|
||||
|
||||
for(var/obj/machinery/power/apc/N in loc)
|
||||
if(!N) continue
|
||||
|
||||
var/obj/machinery/power/M
|
||||
M = N.terminal
|
||||
if(!M) continue
|
||||
|
||||
if(!M.netnum)
|
||||
if(!netnum)continue
|
||||
var/datum/powernet/PN = powernets[netnum]
|
||||
PN.nodes += M
|
||||
M.netnum = netnum
|
||||
M.powernet = powernets[M.netnum]
|
||||
continue
|
||||
|
||||
var/datum/powernet/PN = powernets[netnum]
|
||||
var/datum/powernet/TPN = powernets[M.netnum]
|
||||
|
||||
PN.merge_powernets(TPN)
|
||||
|
||||
obj/structure/cable/proc/cableColor(var/colorC)
|
||||
var/color_n = "red"
|
||||
|
||||
+166
-213
@@ -3,7 +3,6 @@
|
||||
icon = 'icons/obj/power.dmi'
|
||||
anchored = 1.0
|
||||
var/datum/powernet/powernet = null
|
||||
var/netnum = 0
|
||||
var/directwired = 1 // by default, power machines are connected by a cable in a neighbouring turf
|
||||
// if set to 0, requires a 0-X cable on this turf
|
||||
use_power = 0
|
||||
@@ -43,7 +42,7 @@
|
||||
if(!A || !isarea(A) || !A.master)
|
||||
return 0 // if not, then not powered
|
||||
|
||||
return A.master.powered(power_channel) // return power status of the area
|
||||
return A.master.powered(chan) // return power status of the area
|
||||
|
||||
// increment the power usage stats for an area
|
||||
|
||||
@@ -72,263 +71,213 @@
|
||||
// rebuild all power networks from scratch
|
||||
|
||||
/proc/makepowernets()
|
||||
|
||||
var/netcount = 0
|
||||
powernets = list()
|
||||
for(var/datum/powernet/PN in powernets)
|
||||
del(PN)
|
||||
powernets.Cut()
|
||||
|
||||
for(var/obj/structure/cable/PC in cable_list)
|
||||
PC.netnum = 0
|
||||
for(var/obj/machinery/power/M in machines)
|
||||
if(M.netnum >=0)
|
||||
M.netnum = 0
|
||||
|
||||
|
||||
for(var/obj/structure/cable/PC in cable_list)
|
||||
if(!PC.netnum)
|
||||
PC.netnum = ++netcount
|
||||
|
||||
if(Debug) world.log << "Starting mpn at [PC.x],[PC.y] ([PC.d1]/[PC.d2]) #[netcount]"
|
||||
powernet_nextlink(PC, PC.netnum)
|
||||
|
||||
if(Debug) world.log << "[netcount] powernets found"
|
||||
|
||||
for(var/L = 1 to netcount)
|
||||
var/datum/powernet/PN = new()
|
||||
powernets += PN
|
||||
PN.number = L
|
||||
if(!PC.powernet)
|
||||
PC.powernet = new()
|
||||
powernets += PC.powernet
|
||||
// if(Debug) world.log << "Starting mpn at [PC.x],[PC.y] ([PC.d1]/[PC.d2])"
|
||||
powernet_nextlink(PC,PC.powernet)
|
||||
|
||||
// if(Debug) world.log << "[powernets.len] powernets found"
|
||||
|
||||
for(var/obj/structure/cable/C in cable_list)
|
||||
var/datum/powernet/PN = powernets[C.netnum]
|
||||
PN.cables += C
|
||||
if(!C.powernet) continue
|
||||
C.powernet.cables += C
|
||||
|
||||
for(var/obj/machinery/power/M in machines)
|
||||
if(M.netnum<=0) // APCs have netnum=-1 so they don't count as network nodes directly
|
||||
continue
|
||||
|
||||
M.powernet = powernets[M.netnum]
|
||||
if(!M.powernet) continue // APCs have powernet=0 so they don't count as network nodes directly
|
||||
M.powernet.nodes += M
|
||||
|
||||
|
||||
// returns a list of all power-related objects (nodes, cable, junctions) in turf,
|
||||
// excluding source, that match the direction d
|
||||
// if unmarked==1, only return those with netnum==0
|
||||
|
||||
// if unmarked==1, only return those with no powernet
|
||||
/proc/power_list(var/turf/T, var/source, var/d, var/unmarked=0)
|
||||
var/list/result = list()
|
||||
var/fdir = (!d)? 0 : turn(d, 180) // the opposite direction to d (or 0 if d==0)
|
||||
. = list()
|
||||
var/fdir = (!d)? 0 : turn(d, 180) // the opposite direction to d (or 0 if d==0)
|
||||
// world.log << "d=[d] fdir=[fdir]"
|
||||
for(var/AM in T)
|
||||
if(AM == source) continue //we don't want to return source
|
||||
|
||||
for(var/obj/machinery/power/P in T)
|
||||
if(P.netnum < 0) // exclude APCs
|
||||
continue
|
||||
if(istype(AM,/obj/machinery/power))
|
||||
var/obj/machinery/power/P = AM
|
||||
if(P.powernet == 0) continue // exclude APCs which have powernet=0
|
||||
|
||||
if(P.directwired) // true if this machine covers the whole turf (so can be joined to a cable on neighbour turf)
|
||||
if(!unmarked || !P.netnum)
|
||||
result += P
|
||||
else if(d == 0) // otherwise, need a 0-X cable on same turf to connect
|
||||
if(!unmarked || !P.netnum)
|
||||
result += P
|
||||
if(!unmarked || !P.powernet) //if unmarked=1 we only return things with no powernet
|
||||
if(P.directwired || (d == 0))
|
||||
. += P
|
||||
|
||||
else if(istype(AM,/obj/structure/cable))
|
||||
var/obj/structure/cable/C = AM
|
||||
|
||||
for(var/obj/structure/cable/C in T)
|
||||
if(C.d1 == fdir || C.d2 == fdir)
|
||||
if(!unmarked || !C.netnum)
|
||||
result += C
|
||||
|
||||
result -= source
|
||||
|
||||
return result
|
||||
if(!unmarked || !C.powernet)
|
||||
if(C.d1 == fdir || C.d2 == fdir)
|
||||
. += C
|
||||
return .
|
||||
|
||||
|
||||
/obj/structure/cable/proc/get_connections()
|
||||
. = list() // this will be a list of all connected power objects
|
||||
var/turf/T = loc
|
||||
|
||||
var/list/res = list() // this will be a list of all connected power objects
|
||||
|
||||
var/turf/T
|
||||
if(!d1)
|
||||
T = src.loc // if d1=0, same turf as src
|
||||
else
|
||||
T = get_step(src, d1)
|
||||
|
||||
res += power_list(T, src , d1, 1)
|
||||
if(d1) T = get_step(src, d1)
|
||||
if(T) . += power_list(T, src, d1, 1)
|
||||
|
||||
T = get_step(src, d2)
|
||||
if(T) . += power_list(T, src, d2, 1)
|
||||
|
||||
res += power_list(T, src, d2, 1)
|
||||
|
||||
return res
|
||||
return .
|
||||
|
||||
|
||||
/obj/machinery/power/proc/get_connections()
|
||||
if(!directwired) return get_indirect_connections()
|
||||
|
||||
if(!directwired)
|
||||
return get_indirect_connections()
|
||||
|
||||
var/list/res = list()
|
||||
. = list()
|
||||
var/cdir
|
||||
|
||||
for(var/turf/T in orange(1, src))
|
||||
|
||||
cdir = get_dir(T, src)
|
||||
for(var/card in cardinal)
|
||||
var/turf/T = get_step(loc,card)
|
||||
cdir = get_dir(T,loc)
|
||||
|
||||
for(var/obj/structure/cable/C in T)
|
||||
|
||||
if(C.netnum)
|
||||
continue
|
||||
|
||||
if(C.powernet) continue
|
||||
if(C.d1 == cdir || C.d2 == cdir)
|
||||
res += C
|
||||
|
||||
return res
|
||||
. += C
|
||||
return .
|
||||
|
||||
/obj/machinery/power/proc/get_indirect_connections()
|
||||
|
||||
var/list/res = list()
|
||||
|
||||
for(var/obj/structure/cable/C in src.loc)
|
||||
|
||||
if(C.netnum)
|
||||
continue
|
||||
|
||||
. = list()
|
||||
for(var/obj/structure/cable/C in loc)
|
||||
if(C.powernet) continue
|
||||
if(C.d1 == 0)
|
||||
res += C
|
||||
|
||||
return res
|
||||
. += C
|
||||
return .
|
||||
|
||||
|
||||
/proc/powernet_nextlink(var/obj/O, var/num)
|
||||
|
||||
/proc/powernet_nextlink(var/obj/O, var/datum/powernet/PN)
|
||||
var/list/P
|
||||
|
||||
//world.log << "start: [O] at [O.x].[O.y]"
|
||||
|
||||
|
||||
while(1)
|
||||
|
||||
if( istype(O, /obj/structure/cable) )
|
||||
if( istype(O,/obj/structure/cable) )
|
||||
var/obj/structure/cable/C = O
|
||||
|
||||
C.netnum = num
|
||||
C.powernet = PN
|
||||
P = C.get_connections()
|
||||
|
||||
else if( istype(O, /obj/machinery/power) )
|
||||
|
||||
else if( istype(O,/obj/machinery/power) )
|
||||
var/obj/machinery/power/M = O
|
||||
|
||||
M.netnum = num
|
||||
M.powernet = PN
|
||||
P = M.get_connections()
|
||||
|
||||
if(P.len == 0)
|
||||
//world.log << "end1"
|
||||
return
|
||||
if(P.len == 0) return
|
||||
|
||||
O = P[1]
|
||||
|
||||
|
||||
for(var/L = 2 to P.len)
|
||||
|
||||
powernet_nextlink(P[L], num)
|
||||
|
||||
//world.log << "next: [O] at [O.x].[O.y]"
|
||||
powernet_nextlink(P[L], PN)
|
||||
|
||||
|
||||
// cut a powernet at this cable object
|
||||
|
||||
/datum/powernet/proc/cut_cable(var/obj/structure/cable/C)
|
||||
|
||||
var/turf/T1 = C.loc
|
||||
if(C.d1)
|
||||
T1 = get_step(C, C.d1)
|
||||
if(!T1) return
|
||||
|
||||
var/turf/T2
|
||||
if(C.d2) T2 = get_step(T1, C.d2)
|
||||
if(C.d1) T1 = get_step(T1, C.d1)
|
||||
|
||||
var/turf/T2 = get_step(C, C.d2)
|
||||
|
||||
var/list/P1 = power_list(T1, C, C.d1) // what joins on to cut cable in dir1
|
||||
|
||||
var/list/P2 = power_list(T2, C, C.d2) // what joins on to cut cable in dir2
|
||||
|
||||
if(Debug)
|
||||
for(var/obj/O in P1)
|
||||
world.log << "P1: [O] at [O.x] [O.y] : [istype(O, /obj/structure/cable) ? "[O:d1]/[O:d2]" : null] "
|
||||
for(var/obj/O in P2)
|
||||
world.log << "P2: [O] at [O.x] [O.y] : [istype(O, /obj/structure/cable) ? "[O:d1]/[O:d2]" : null] "
|
||||
// if(Debug)
|
||||
// for(var/obj/O in P1)
|
||||
// world.log << "P1: [O] at [O.x] [O.y] : [istype(O, /obj/structure/cable) ? "[O:d1]/[O:d2]" : null] "
|
||||
// for(var/obj/O in P2)
|
||||
// world.log << "P2: [O] at [O.x] [O.y] : [istype(O, /obj/structure/cable) ? "[O:d1]/[O:d2]" : null] "
|
||||
|
||||
|
||||
|
||||
if(P1.len == 0 || P2.len ==0) // if nothing in either list, then the cable was an endpoint
|
||||
// no need to rebuild the powernet, just remove cut cable from the list
|
||||
cables -= C
|
||||
if(Debug) world.log << "Was end of cable"
|
||||
if(P1.len == 0 || P2.len == 0)//if nothing in either list, then the cable was an endpoint no need to rebuild the powernet,
|
||||
cables -= C //just remove cut cable from the list
|
||||
// if(Debug) world.log << "Was end of cable"
|
||||
return
|
||||
|
||||
// zero the netnum of all cables & nodes in this powernet
|
||||
|
||||
for(var/obj/structure/cable/OC in cables)
|
||||
OC.netnum = 0
|
||||
for(var/obj/machinery/power/OM in nodes)
|
||||
OM.netnum = 0
|
||||
|
||||
//null the powernet reference of all cables & nodes in this powernet
|
||||
var/i=1
|
||||
while(i<=cables.len)
|
||||
var/obj/structure/cable/Cable = cables[i]
|
||||
if(Cable)
|
||||
Cable.powernet = null
|
||||
if(Cable == C)
|
||||
cables.Cut(i,i+1)
|
||||
continue
|
||||
i++
|
||||
i=1
|
||||
while(i<=nodes.len)
|
||||
var/obj/machinery/power/Node = nodes[i]
|
||||
if(Node) Node.powernet = null
|
||||
i++
|
||||
|
||||
// remove the cut cable from the network
|
||||
C.netnum = -1
|
||||
// C.netnum = -1
|
||||
C.loc = null
|
||||
cables -= C
|
||||
|
||||
|
||||
|
||||
powernet_nextlink(P1[1], number) // propagate network from 1st side of cable, using current netnum
|
||||
powernet_nextlink(P1[1], src) // propagate network from 1st side of cable, using current netnum //TODO?
|
||||
|
||||
// now test to see if propagation reached to the other side
|
||||
// if so, then there's a loop in the network
|
||||
|
||||
var/notlooped = 0
|
||||
for(var/obj/O in P2)
|
||||
for(var/O in P2)
|
||||
if( istype(O, /obj/machinery/power) )
|
||||
var/obj/machinery/power/OM = O
|
||||
if(OM.netnum != number)
|
||||
var/obj/machinery/power/Machine = O
|
||||
if(Machine.powernet != src)
|
||||
notlooped = 1
|
||||
break
|
||||
else if( istype(O, /obj/structure/cable) )
|
||||
var/obj/structure/cable/OC = O
|
||||
if(OC.netnum != number)
|
||||
var/obj/structure/cable/Cable = O
|
||||
if(Cable.powernet != src)
|
||||
notlooped = 1
|
||||
break
|
||||
|
||||
if(notlooped)
|
||||
|
||||
// not looped, so make a new powernet
|
||||
|
||||
var/datum/powernet/PN = new()
|
||||
powernets += PN
|
||||
PN.number = powernets.len
|
||||
|
||||
if(Debug) world.log << "Was not looped: spliting PN#[number] ([cables.len];[nodes.len])"
|
||||
// if(Debug) world.log << "Was not looped: spliting PN#[number] ([cables.len];[nodes.len])"
|
||||
|
||||
for(var/obj/structure/cable/OC in cables)
|
||||
i=1
|
||||
while(i<=cables.len)
|
||||
var/obj/structure/cable/Cable = cables[i]
|
||||
if(Cable && !Cable.powernet) // non-connected cables will have powernet=null, since they weren't reached by propagation
|
||||
Cable.powernet = PN
|
||||
cables.Cut(i,i+1) // remove from old network & add to new one
|
||||
PN.cables += Cable
|
||||
continue
|
||||
i++
|
||||
|
||||
if(!OC.netnum) // non-connected cables will have netnum==0, since they weren't reached by propagation
|
||||
i=1
|
||||
while(i<=nodes.len)
|
||||
var/obj/machinery/power/Node = nodes[i]
|
||||
if(Node && !Node.powernet)
|
||||
Node.powernet = PN
|
||||
nodes.Cut(i,i+1)
|
||||
PN.nodes += Node
|
||||
continue
|
||||
i++
|
||||
|
||||
OC.netnum = PN.number
|
||||
cables -= OC
|
||||
PN.cables += OC // remove from old network & add to new one
|
||||
|
||||
for(var/obj/machinery/power/OM in nodes)
|
||||
if(!OM.netnum)
|
||||
OM.netnum = PN.number
|
||||
OM.powernet = PN
|
||||
nodes -= OM
|
||||
PN.nodes += OM // same for power machines
|
||||
|
||||
if(Debug)
|
||||
world.log << "Old PN#[number] : ([cables.len];[nodes.len])"
|
||||
world.log << "New PN#[PN.number] : ([PN.cables.len];[PN.nodes.len])"
|
||||
|
||||
else
|
||||
if(Debug)
|
||||
world.log << "Was looped."
|
||||
//there is a loop, so nothing to be done
|
||||
return
|
||||
|
||||
return
|
||||
// if(Debug)
|
||||
// world.log << "Old PN#[number] : ([cables.len];[nodes.len])"
|
||||
// world.log << "New PN#[PN.number] : ([PN.cables.len];[PN.nodes.len])"
|
||||
//
|
||||
// else
|
||||
// if(Debug)
|
||||
// world.log << "Was looped."
|
||||
// //there is a loop, so nothing to be done
|
||||
// return
|
||||
|
||||
|
||||
|
||||
@@ -379,52 +328,57 @@
|
||||
return min(rand(10,20),rand(10,20))*/
|
||||
if (1000000 to INFINITY)
|
||||
return min(rand(50,160),rand(50,160))
|
||||
if (200000 to 1000000-1)
|
||||
if (200000 to 1000000)
|
||||
return min(rand(25,80),rand(25,80))
|
||||
if (100000 to 200000-1)//Ave powernet
|
||||
if (100000 to 200000)//Ave powernet
|
||||
return min(rand(20,60),rand(20,60))
|
||||
if (50000 to 100000-1)
|
||||
if (50000 to 100000)
|
||||
return min(rand(15,40),rand(15,40))
|
||||
if (1000 to 50000-1)
|
||||
if (1000 to 50000)
|
||||
return min(rand(10,20),rand(10,20))
|
||||
else
|
||||
return 0
|
||||
|
||||
/datum/powernet/proc/merge_powernets(var/datum/powernet/P)
|
||||
// The powernet that calls this proc will consume the other powernet - Rockdtben
|
||||
//The powernet that calls this proc will consume the other powernet - Rockdtben
|
||||
//TODO: rewrite so the larger net absorbs the smaller net
|
||||
/proc/merge_powernets(var/datum/powernet/net1, var/datum/powernet/net2)
|
||||
if(!net1 || !net2) return
|
||||
if(net1 == net2) return
|
||||
|
||||
if(src == P)
|
||||
return
|
||||
//We assume net1 is larger. If net2 is in fact larger we are just going to make them switch places to reduce on code.
|
||||
if(net1.cables.len < net2.cables.len) //net2 is larger than net1. Let's switch them around
|
||||
var/temp = net1
|
||||
net1 = net2
|
||||
net2 = temp
|
||||
|
||||
if(nodes.len >= P.nodes.len)
|
||||
nodes += P.nodes
|
||||
else
|
||||
P.nodes += nodes
|
||||
nodes = P.nodes
|
||||
for(var/obj/machinery/power/M in nodes)
|
||||
M.netnum = number
|
||||
M.powernet = powernets[M.netnum] // Thanks to Derp__
|
||||
for(var/i=1,i<=net2.nodes.len,i++) //merge net2 into net1
|
||||
var/obj/machinery/power/Node = net2.nodes[i]
|
||||
if(Node)
|
||||
Node.powernet = net1
|
||||
net1.nodes += Node
|
||||
|
||||
for(var/i=1,i<=net2.cables.len,i++)
|
||||
var/obj/structure/cable/Cable = net2.cables[i]
|
||||
if(Cable)
|
||||
Cable.powernet = net1
|
||||
net1.cables += Cable
|
||||
|
||||
del(net2)
|
||||
return net1
|
||||
|
||||
if(cables.len >= P.cables.len)
|
||||
cables += P.cables
|
||||
else
|
||||
P.cables += cables
|
||||
cables = P.cables
|
||||
for(var/obj/structure/cable/C in cables)
|
||||
C.netnum = number
|
||||
del P
|
||||
|
||||
/obj/machinery/power/proc/connect_to_network()
|
||||
var/turf/T = src.loc
|
||||
var/obj/structure/cable/C = T.get_cable_node()
|
||||
if (!C || !C.netnum)
|
||||
return
|
||||
makepowernets() //TODO: find fast way
|
||||
if(!C || !C.powernet) return
|
||||
// makepowernets() //TODO: find fast way //EWWWW what are you doing!?
|
||||
powernet = C.powernet
|
||||
powernet.nodes += src
|
||||
|
||||
/obj/machinery/power/proc/disconnect_from_network()
|
||||
//TODO: dunno how to do that
|
||||
return
|
||||
if(!powernet) return
|
||||
powernet.nodes -= src
|
||||
powernet = null
|
||||
|
||||
/turf/proc/get_cable_node()
|
||||
if(!istype(src, /turf/simulated/floor))
|
||||
@@ -447,31 +401,29 @@
|
||||
//source is an object caused electrocuting (airlock, grille, etc)
|
||||
//No animations will be performed by this proc.
|
||||
/proc/electrocute_mob(mob/living/carbon/M as mob, var/power_source, var/obj/source, var/siemens_coeff = 1.0)
|
||||
if(istype(M.loc,/obj/mecha))
|
||||
return 0
|
||||
if(istype(M.loc,/obj/mecha)) return 0 //feckin mechs are dumb
|
||||
if(istype(M,/mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = M
|
||||
if(H.gloves)
|
||||
var/obj/item/clothing/gloves/G = H.gloves
|
||||
var/siem_coef = G.siemens_coefficient
|
||||
if(siem_coef == 0) //to avoid spamming with insulated glvoes on
|
||||
return 0
|
||||
if(G.siemens_coefficient == 0) return 0 //to avoid spamming with insulated glvoes on
|
||||
|
||||
var/area/source_area
|
||||
if (istype(power_source,/area))
|
||||
if(istype(power_source,/area))
|
||||
source_area = power_source
|
||||
power_source = source_area.get_apc()
|
||||
if (istype(power_source,/obj/structure/cable))
|
||||
var/obj/structure/cable/tmp = power_source
|
||||
power_source = powernets[tmp.netnum]
|
||||
if(istype(power_source,/obj/structure/cable))
|
||||
var/obj/structure/cable/Cable = power_source
|
||||
power_source = Cable.powernet
|
||||
|
||||
var/datum/powernet/PN
|
||||
var/obj/item/weapon/cell/cell
|
||||
|
||||
if (istype(power_source,/datum/powernet))
|
||||
if(istype(power_source,/datum/powernet))
|
||||
PN = power_source
|
||||
else if (istype(power_source,/obj/item/weapon/cell))
|
||||
else if(istype(power_source,/obj/item/weapon/cell))
|
||||
cell = power_source
|
||||
else if (istype(power_source,/obj/machinery/power/apc))
|
||||
else if(istype(power_source,/obj/machinery/power/apc))
|
||||
var/obj/machinery/power/apc/apc = power_source
|
||||
cell = apc.cell
|
||||
if (apc.terminal)
|
||||
@@ -506,4 +458,5 @@
|
||||
PN.newload+=drained_power
|
||||
else if (istype(power_source, /obj/item/weapon/cell))
|
||||
cell.use(drained_energy)
|
||||
return drained_energy
|
||||
return drained_energy
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
//After it knows this it creates the number of cables from the center to each of the cables attempting to conenct. These cables cannot be removed
|
||||
//with wirecutters. When the switch is turned off it removes all the cables on the tile it's on.
|
||||
//The switch uses a 5s delay to prevent powernet change spamming.
|
||||
|
||||
/*
|
||||
/obj/structure/powerswitch
|
||||
name = "power switch"
|
||||
desc = "A switch that controls power."
|
||||
@@ -81,4 +81,5 @@
|
||||
else
|
||||
icon_state = icon_state_off
|
||||
for(var/obj/structure/cable/C in src.loc)
|
||||
del(C)
|
||||
del(C)
|
||||
*/
|
||||
Reference in New Issue
Block a user