Better conveyor belt sprites, logic, and ease of use

This commit is contained in:
Citinited
2018-10-08 19:43:41 +01:00
parent 3a8c6e4732
commit 5761c76333
4 changed files with 291 additions and 270 deletions
+287 -267
View File
@@ -1,262 +1,256 @@
#define DIRECTION_FORWARDS 1
#define DIRECTION_OFF 0
#define DIRECTION_REVERSED -1
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.
//note that corner pieces transfer stuff clockwise when running forward, and anti-clockwise backwards.
/obj/machinery/conveyor
icon = 'icons/obj/recycling.dmi'
icon_state = "conveyor0"
icon_state = "conveyor_stopped_cw"
name = "conveyor belt"
desc = "A conveyor belt."
layer = 2 // so they appear under stuff
anchored = 1
var/operating = 0 // 1 if running forward, -1 if backwards, 0 if off
var/operable = 1 // true if can operate (no broken segments in this belt run)
var/forwards // this is the default (forward) direction, set by the map dir
var/backwards // hopefully self-explanatory
var/movedir // the actual direction to move stuff in
var/list/affecting // the list of all items that will be moved this ptick
var/id = "" // the control ID - must match controller ID
var/verted = 1 // set to -1 to have the conveyour belt be inverted, so you can use the other corner icons
speed_process = 1
/obj/machinery/conveyor/centcom_auto
id = "round_end_belt"
// Auto conveyor is always on unless unpowered
/obj/machinery/conveyor/auto/New(loc, newdir)
..(loc, newdir)
operating = 1
update_move_direction()
/obj/machinery/conveyor/auto/update()
if(stat & BROKEN)
icon_state = "conveyor-broken"
operating = 0
return
else if(!operable)
operating = 0
else if(stat & NOPOWER)
operating = 0
else
operating = 1
icon_state = "conveyor[operating * verted]"
layer = TURF_LAYER // so they appear under stuff
anchored = TRUE
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
speed_process = TRUE //gotta go fast
var/id //ID of the connected lever
// create a conveyor
/obj/machinery/conveyor/New(loc, newdir)
/obj/machinery/conveyor/New(loc, new_dir, new_id)
..(loc)
if(newdir)
dir = newdir
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()
/obj/machinery/conveyor/proc/update_move_direction()
switch(dir)
if(NORTH)
forwards = NORTH
backwards = SOUTH
if(SOUTH)
forwards = SOUTH
backwards = NORTH
if(EAST)
forwards = EAST
backwards = WEST
if(WEST)
forwards = WEST
backwards = EAST
if(NORTHEAST)
forwards = EAST
backwards = SOUTH
if(NORTHWEST)
forwards = SOUTH
backwards = WEST
if(SOUTHEAST)
forwards = NORTH
backwards = EAST
if(SOUTHWEST)
forwards = WEST
backwards = NORTH
if(verted == -1)
var/temp = forwards
forwards = backwards
backwards = temp
if(operating == 1)
movedir = forwards
else
movedir = backwards
update()
/obj/machinery/conveyor/proc/update()
if(stat & BROKEN)
icon_state = "conveyor-broken"
operating = 0
return
if(!operable)
operating = 0
if(stat & NOPOWER)
operating = 0
icon_state = "conveyor[operating * verted]"
// machine process
// move items to the target location
/obj/machinery/conveyor/process()
if(stat & (BROKEN | NOPOWER))
return
if(!operating)
return
use_power(100)
affecting = loc.contents - src // moved items will be all in loc
sleep(1)
for(var/atom/movable/A in affecting)
if(!A.anchored)
if(A.loc == loc) // prevents the object from being affected if it's not currently here.
step(A,movedir)
CHECK_TICK
// attack with item, place item on conveyor
/obj/machinery/conveyor/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/crowbar))
/obj/machinery/conveyor/attackby(obj/item/I, mob/user)
if(iscrowbar(I))
if(!(stat & BROKEN))
var/obj/item/conveyor_construct/C = new/obj/item/conveyor_construct(src.loc)
var/obj/item/conveyor_construct/C = new(loc)
C.id = id
transfer_fingerprints_to(C)
playsound(loc, I.usesound, 50, 1)
to_chat(usr,"<span class='notice'>You remove the conveyor belt.</span>")
to_chat(user,"<span class='notice'>You remove the conveyor belt.</span>")
qdel(src)
else if(istype(I, /obj/item/wrench))
if(!(stat & BROKEN))
playsound(loc, I.usesound, 50, 1)
dir = turn(dir,-45)
update_move_direction()
to_chat(user, "<span class='notice'>You rotate [src].</span>")
else if(stat & BROKEN)
return ..()
else if(iswrench(I))
set_rotation(user)
update_move_direction()
playsound(loc, I.usesound, 50, 1)
else if(istype(I, /obj/item/conveyor_switch_construct))
var/obj/item/conveyor_switch_construct/S = I
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 ..()
// 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(operating && can_conveyor_run())
icon_state = "conveyor_started_[clockwise ? "cw" : "ccw"]"
if(reversed)
icon_state += "_r"
else
icon_state = "conveyor_stopped_[clockwise ? "cw" : "ccw"]"
// make the conveyor broken
// also propagate inoperability to any connected conveyor with the same ID
/obj/machinery/conveyor/proc/broken()
stat |= BROKEN
update()
var/obj/machinery/conveyor/C = locate() in get_step(src, dir)
if(C)
C.set_operable(dir, id, 0)
C = locate() in get_step(src, turn(dir,180))
if(C)
C.set_operable(turn(dir,180), id, 0)
//set the operable var if ID matches, propagating in the given direction
/obj/machinery/conveyor/proc/set_operable(stepdir, match_id, op)
if(id != match_id)
/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
operable = op
var/temporary_direction = forwards
forwards = backwards
backwards = temporary_direction
update()
var/obj/machinery/conveyor/C = locate() in get_step(src, stepdir)
if(C)
C.set_operable(stepdir, id, op)
/*
/obj/machinery/conveyor/verb/destroy()
set src in view()
src.broken()
*/
/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()
update_icon()
/obj/machinery/conveyor/process()
if(!operating)
return
if(!can_conveyor_run())
return
use_power(100)
affecting = loc.contents - src // moved items will be all in loc
if(!affecting)
return
sleep(1)
for(var/atom/movable/A in affecting)
if(!A.anchored)
if(A.loc == loc) // prevents the object from being affected if it's not currently here.
step(A,forwards)
CHECK_TICK
/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 = "A conveyor control switch."
icon = 'icons/obj/recycling.dmi'
icon_state = "switch-off"
var/position = 0 // 0 off, -1 reverse, 1 forward
var/last_pos = -1 // last direction setting
var/operated = 1 // true if just operated
var/convdir = 0 // 0 is two way switch, 1 and -1 means one way
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()
var/id = "" // must match conveyor IDs to control them
var/list/conveyors // the list of converyors that are controlled by this switch
anchored = 1
speed_process = 1
/obj/machinery/conveyor_switch/New(newloc, newid)
/obj/machinery/conveyor_switch/New(newloc, new_id)
..(newloc)
GLOB.conveyor_switches += src
if(!id)
id = newid
update()
spawn(5)
conveyors = list()
for(var/obj/machinery/conveyor/C in machines)
if(C.id == id)
conveyors += C
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/proc/update()
if(position<0)
icon_state = "switch-rev"
else if(position>0)
icon_state = "switch-fwd"
else
/obj/machinery/conveyor_switch/update_icon()
overlays.Cut()
if(!position)
icon_state = "switch-off"
// timed process
// if the switch changed, update the linked conveyors
/obj/machinery/conveyor_switch/process()
if(!operated)
return
operated = 0
for(var/obj/machinery/conveyor/C in conveyors)
C.operating = position
C.update_move_direction()
CHECK_TICK
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
convdir = 1 //Set to 1 or -1 depending on which way you want the convayor to go. (In other words keep at 1 and set the proper dir on the belts.) - Cargo uses a reverse belt.
one_way = TRUE
// attack with hand, switch position
/obj/machinery/conveyor_switch/attack_hand(mob/user)
if(..())
return 1
return TRUE
toggle(user)
/obj/machinery/conveyor_switch/attack_ghost(mob/user)
@@ -264,95 +258,93 @@
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
add_fingerprint(user)
if(position == 0)
if(convdir) //is it a oneway switch
position = convdir
else
if(last_pos < 0)
position = 1
last_pos = 0
else
position = -1
last_pos = 0
if(position)
position = DIRECTION_OFF
else
last_pos = position
position = 0
operated = 1
update()
// find any switches with same id as this one, and set their positions to match us
for(var/obj/machinery/conveyor_switch/S in machines)
if(S.id == src.id)
S.position = position
S.update()
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/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/crowbar))
var/obj/item/conveyor_switch_construct/C = new/obj/item/conveyor_switch_construct(src.loc)
C.id = id
/obj/machinery/conveyor_switch/attackby(obj/item/I, mob/user)
if(iscrowbar(I))
var/obj/item/conveyor_switch_construct/C = new(loc, id)
transfer_fingerprints_to(C)
to_chat(user,"<span class='notice'>You deattach the conveyor switch.</span>")
to_chat(user,"<span class='notice'>You detach the conveyor switch.</span>")
qdel(src)
else if(istype(I, /obj/item/multitool))
else if(ismultitool(I))
update_multitool_menu(user)
return 1
else
return ..()
/obj/machinery/conveyor_switch/multitool_topic(var/mob/user,var/list/href_list,var/obj/O)
..()
if("toggle_logic" in href_list)
if(convdir)
convdir = 0
else if(last_pos)
convdir = last_pos
else
convdir = position
one_way = !one_way
update_multitool_menu(user)
/obj/machinery/conveyor_switch/multitool_menu(var/mob/user, var/obj/item/multitool/P)
return {"
<ul>
<li><b>One direction only:</b> <a href='?src=[UID()];toggle_logic=1'>[convdir ? "On" : "Off"]</a></li>
<li><b>One direction only:</b> <a href='?src=[UID()];toggle_logic=1'>[one_way ? "On" : "Off"]</a></li>
</ul>"}
/obj/machinery/conveyor_switch/power_change()
..()
update_icon()
//
// CONVEYOR CONSTRUCTION STARTS HERE
//
/obj/item/conveyor_construct
icon = 'icons/obj/recycling.dmi'
icon_state = "conveyor0"
icon_state = "conveyor_loose"
name = "conveyor belt assembly"
desc = "A conveyor belt assembly."
w_class = WEIGHT_CLASS_BULKY
var/id = "" //inherited by the belt
var/id
/obj/item/conveyor_construct/attackby(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/conveyor_switch_construct))
to_chat(user, "<span class='notice'>You link the switch to the conveyor belt assembly.</span>")
var/obj/item/conveyor_switch_construct/C = I
id = C.id
/obj/item/conveyor_construct/afterattack(atom/A, mob/user, proximity)
if(!proximity || user.stat || !istype(A, /turf/simulated/floor) || istype(A, /area/shuttle))
if(!istype(I, /obj/item/conveyor_switch_construct))
return
var/cdir = get_dir(A, user)
if(A == user.loc)
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 a conveyor belt under yourself.</span>")
return
var/obj/machinery/conveyor/C = new/obj/machinery/conveyor(A,cdir)
C.id = id
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)
@@ -360,29 +352,57 @@
name = "conveyor switch assembly"
desc = "A conveyor control switch assembly."
icon = 'icons/obj/recycling.dmi'
icon_state = "switch-off"
icon_state = "switch"
w_class = WEIGHT_CLASS_BULKY
var/id = "" //inherited by the switch
var/id
/obj/item/conveyor_switch_construct/New()
..()
id = rand() //this couldn't possibly go wrong
/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(atom/A, mob/user, proximity)
if(!proximity || user.stat || !istype(A, /turf/simulated/floor) || istype(A, /area/shuttle))
/obj/item/conveyor_switch_construct/afterattack(turf/T, mob/user, proximity)
if(!proximity)
return
var/found = 0
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 == src.id)
found = 1
if(C.id == id)
found = TRUE
break
if(!found)
to_chat(usr, "<span class='notice'>[bicon(src)] The conveyor switch did not detect any linked conveyor belts in range.</span>")
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/obj/machinery/conveyor_switch(A, id)
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()
#undef DIRECTION_FORWARDS
#undef DIRECTION_OFF
#undef DIRECTION_REVERSED