/*
Quick overview:
Pipes combine to form pipelines
Pipelines and other atmospheric objects combine to form pipe_networks
Note: A single pipe_network represents a completely open space
Pipes -> Pipelines
Pipelines + Other Objects -> Pipe network
*/
GLOBAL_DATUM_INIT(pipe_icon_manager, /datum/pipe_icon_manager, new())
/obj/machinery/atmospherics
anchored = 1
layer = 2.4 //under wires with their 2.44
idle_power_usage = 0
active_power_usage = 0
power_channel = ENVIRON
on_blueprints = TRUE
var/nodealert = 0
var/can_unwrench = 0
var/connect_types[] = list(1) //1=regular, 2=supply, 3=scrubber
var/connected_to = 1 //same as above, currently not used for anything
var/icon_connect_type = "" //"-supply" or "-scrubbers"
var/initialize_directions = 0
var/pipe_color
var/obj/item/pipe/stored
var/image/pipe_image
/obj/machinery/atmospherics/New()
if(!armor)
armor = list(melee = 25, bullet = 10, laser = 10, energy = 100, bomb = 0, bio = 100, rad = 100)
..()
if(!pipe_color)
pipe_color = color
color = null
if(!pipe_color_check(pipe_color))
pipe_color = null
/obj/machinery/atmospherics/Initialize()
. = ..()
SSair.atmos_machinery += src
/obj/machinery/atmospherics/proc/atmos_init()
if(can_unwrench)
stored = new(src, make_from = src)
/obj/machinery/atmospherics/Destroy()
QDEL_NULL(stored)
SSair.atmos_machinery -= src
SSair.deferred_pipenet_rebuilds -= src
for(var/mob/living/L in src) //ventcrawling is serious business
L.remove_ventcrawl()
L.forceMove(get_turf(src))
QDEL_NULL(pipe_image) //we have to del it, or it might keep a ref somewhere else
return ..()
// Icons/overlays/underlays
/obj/machinery/atmospherics/update_icon()
return null
/obj/machinery/atmospherics/proc/update_pipe_image()
pipe_image = image(src, loc, layer = 20, dir = dir) //the 20 puts it above Byond's darkness (not its opacity view)
pipe_image.plane = HUD_PLANE
/obj/machinery/atmospherics/proc/check_icon_cache(var/safety = 0)
if(!istype(GLOB.pipe_icon_manager))
if(!safety) //to prevent infinite loops
GLOB.pipe_icon_manager = new()
check_icon_cache(1)
return 0
return 1
/obj/machinery/atmospherics/proc/color_cache_name(var/obj/machinery/atmospherics/node)
//Don't use this for standard pipes
if(!istype(node))
return null
return node.pipe_color
/obj/machinery/atmospherics/proc/add_underlay(var/turf/T, var/obj/machinery/atmospherics/node, var/direction, var/icon_connect_type)
if(node)
if(T.intact && node.level == 1 && istype(node, /obj/machinery/atmospherics/pipe))
//underlays += GLOB.pipe_icon_manager.get_atmos_icon("underlay_down", direction, color_cache_name(node))
underlays += GLOB.pipe_icon_manager.get_atmos_icon("underlay", direction, color_cache_name(node), "down" + icon_connect_type)
else
//underlays += GLOB.pipe_icon_manager.get_atmos_icon("underlay_intact", direction, color_cache_name(node))
underlays += GLOB.pipe_icon_manager.get_atmos_icon("underlay", direction, color_cache_name(node), "intact" + icon_connect_type)
else
//underlays += GLOB.pipe_icon_manager.get_atmos_icon("underlay_exposed", direction, pipe_color)
underlays += GLOB.pipe_icon_manager.get_atmos_icon("underlay", direction, color_cache_name(node), "exposed" + icon_connect_type)
/obj/machinery/atmospherics/proc/update_underlays()
if(check_icon_cache())
return 1
else
return 0
// Connect types
/obj/machinery/atmospherics/proc/check_connect_types(obj/machinery/atmospherics/atmos1, obj/machinery/atmospherics/atmos2)
var/i
var/list1[] = atmos1.connect_types
var/list2[] = atmos2.connect_types
for(i=1,i<=list1.len,i++)
var/j
for(j=1,j<=list2.len,j++)
if(list1[i] == list2[j])
var/n = list1[i]
return n
return 0
/obj/machinery/atmospherics/proc/check_connect_types_construction(obj/machinery/atmospherics/atmos1, obj/item/pipe/pipe2)
var/i
var/list1[] = atmos1.connect_types
var/list2[] = pipe2.connect_types
for(i=1,i<=list1.len,i++)
var/j
for(j=1,j<=list2.len,j++)
if(list1[i] == list2[j])
var/n = list1[i]
return n
return 0
// Pipenet related functions
/obj/machinery/atmospherics/proc/returnPipenet()
return
/obj/machinery/atmospherics/proc/returnPipenetAir()
return
/obj/machinery/atmospherics/proc/setPipenet()
return
/obj/machinery/atmospherics/proc/replacePipenet()
return
/obj/machinery/atmospherics/proc/build_network(remove_deferral = FALSE)
// Called to build a network from this node
if(remove_deferral)
SSair.deferred_pipenet_rebuilds -= src
/obj/machinery/atmospherics/proc/defer_build_network()
SSair.deferred_pipenet_rebuilds += src
/obj/machinery/atmospherics/proc/disconnect(obj/machinery/atmospherics/reference)
return
/obj/machinery/atmospherics/proc/nullifyPipenet(datum/pipeline/P)
if(P)
P.other_atmosmch -= src
//(De)construction
/obj/machinery/atmospherics/attackby(obj/item/W, mob/user)
if(can_unwrench && istype(W, /obj/item/wrench))
var/turf/T = get_turf(src)
if(level == 1 && isturf(T) && T.intact)
to_chat(user, "You must remove the plating first.")
return 1
var/datum/gas_mixture/int_air = return_air()
var/datum/gas_mixture/env_air = loc.return_air()
add_fingerprint(user)
var/unsafe_wrenching = FALSE
var/I = int_air ? int_air.return_pressure() : 0
var/E = env_air ? env_air.return_pressure() : 0
var/internal_pressure = I - E
playsound(src.loc, W.usesound, 50, 1)
to_chat(user, "You begin to unfasten \the [src]...")
if(internal_pressure > 2*ONE_ATMOSPHERE)
to_chat(user, "As you begin unwrenching \the [src] a gush of air blows in your face... maybe you should reconsider?")
unsafe_wrenching = TRUE //Oh dear oh dear
if(do_after(user, 40 * W.toolspeed, target = src) && !QDELETED(src))
user.visible_message( \
"[user] unfastens \the [src].", \
"You have unfastened \the [src].", \
"You hear ratchet.")
investigate_log("was REMOVED by [key_name(usr)]", "atmos")
//You unwrenched a pipe full of pressure? let's splat you into the wall silly.
if(unsafe_wrenching)
unsafe_pressure_release(user,internal_pressure)
deconstruct(TRUE)
else
return ..()
//Called when an atmospherics object is unwrenched while having a large pressure difference
//with it's locs air contents.
/obj/machinery/atmospherics/proc/unsafe_pressure_release(var/mob/user,var/pressures)
if(!user)
return
if(!pressures)
var/datum/gas_mixture/int_air = return_air()
var/datum/gas_mixture/env_air = loc.return_air()
pressures = int_air.return_pressure()-env_air.return_pressure()
var/fuck_you_dir = get_dir(src,user)
var/turf/general_direction = get_edge_target_turf(user,fuck_you_dir)
user.visible_message("[user] is sent flying by pressure!","The pressure sends you flying!")
//Values based on 2*ONE_ATMOS (the unsafe pressure), resulting in 20 range and 4 speed
user.throw_at(general_direction,pressures/10,pressures/50)
/obj/machinery/atmospherics/deconstruct(disassembled = TRUE)
if(can_deconstruct)
if(can_unwrench)
if(stored)
stored.forceMove(get_turf(src))
if(!disassembled)
stored.obj_integrity = stored.max_integrity * 0.5
transfer_fingerprints_to(stored)
stored = null
..()
/obj/machinery/atmospherics/on_construction(D, P, C)
if(C)
color = C
dir = D
initialize_directions = P
var/turf/T = loc
level = T.intact ? 2 : 1
add_fingerprint(usr)
atmos_init()
var/list/nodes = pipeline_expansion()
for(var/obj/machinery/atmospherics/A in nodes)
A.atmos_init()
A.addMember(src)
build_network()
// Find a connecting /obj/machinery/atmospherics in specified direction.
/obj/machinery/atmospherics/proc/findConnecting(var/direction)
for(var/obj/machinery/atmospherics/target in get_step(src,direction))
var/can_connect = check_connect_types(target, src)
if(can_connect && (target.initialize_directions & get_dir(target,src)))
return target
// Ventcrawling
#define VENT_SOUND_DELAY 30
/obj/machinery/atmospherics/relaymove(mob/living/user, direction)
if(!(direction & initialize_directions)) //can't go in a way we aren't connecting to
return
if(buckled_mob == user)
return
var/obj/machinery/atmospherics/target_move = findConnecting(direction)
if(target_move)
if(is_type_in_list(target_move, ventcrawl_machinery) && target_move.can_crawl_through())
user.remove_ventcrawl()
user.forceMove(target_move.loc) //handles entering and so on
user.visible_message("You hear something squeezing through the ducts.", "You climb out the ventilation system.")
else if(target_move.can_crawl_through())
if(returnPipenet() != target_move.returnPipenet())
user.update_pipe_vision(target_move)
user.loc = target_move
user.client.eye = target_move //if we don't do this, Byond only updates the eye every tick - required for smooth movement
if(world.time - user.last_played_vent > VENT_SOUND_DELAY)
user.last_played_vent = world.time
playsound(src, 'sound/machines/ventcrawl.ogg', 50, 1, -3)
else
if((direction & initialize_directions) || is_type_in_list(src, ventcrawl_machinery)) //if we move in a way the pipe can connect, but doesn't - or we're in a vent
user.remove_ventcrawl()
user.forceMove(src.loc)
user.visible_message("You hear something squeezing through the pipes.", "You climb out the ventilation system.")
user.canmove = 0
spawn(1)
user.canmove = 1
/obj/machinery/atmospherics/AltClick(var/mob/living/L)
if(is_type_in_list(src, ventcrawl_machinery))
L.handle_ventcrawl(src)
return
..()
/obj/machinery/atmospherics/proc/can_crawl_through()
return 1
/obj/machinery/atmospherics/proc/change_color(var/new_color)
//only pass valid pipe colors please ~otherwise your pipe will turn invisible
if(!pipe_color_check(new_color))
return
pipe_color = new_color
update_icon()
// Additional icon procs
/obj/machinery/atmospherics/proc/universal_underlays(var/obj/machinery/atmospherics/node, var/direction)
var/turf/T = get_turf(src)
if(!istype(T)) return
if(node)
var/node_dir = get_dir(src,node)
if(node.icon_connect_type == "-supply")
add_underlay_adapter(T, , node_dir, "")
add_underlay_adapter(T, node, node_dir, "-supply")
add_underlay_adapter(T, , node_dir, "-scrubbers")
else if(node.icon_connect_type == "-scrubbers")
add_underlay_adapter(T, , node_dir, "")
add_underlay_adapter(T, , node_dir, "-supply")
add_underlay_adapter(T, node, node_dir, "-scrubbers")
else
add_underlay_adapter(T, node, node_dir, "")
add_underlay_adapter(T, , node_dir, "-supply")
add_underlay_adapter(T, , node_dir, "-scrubbers")
else
add_underlay_adapter(T, , direction, "-supply")
add_underlay_adapter(T, , direction, "-scrubbers")
add_underlay_adapter(T, , direction, "")
/obj/machinery/atmospherics/proc/add_underlay_adapter(var/turf/T, var/obj/machinery/atmospherics/node, var/direction, var/icon_connect_type) //modified from add_underlay, does not make exposed underlays
if(node)
if(T.intact && node.level == 1 && istype(node, /obj/machinery/atmospherics/pipe))
underlays += GLOB.pipe_icon_manager.get_atmos_icon("underlay", direction, color_cache_name(node), "down" + icon_connect_type)
else
underlays += GLOB.pipe_icon_manager.get_atmos_icon("underlay", direction, color_cache_name(node), "intact" + icon_connect_type)
else
underlays += GLOB.pipe_icon_manager.get_atmos_icon("underlay", direction, color_cache_name(node), "retracted" + icon_connect_type)
/obj/machinery/atmospherics/singularity_pull(S, current_size)
if(current_size >= STAGE_FIVE)
deconstruct(FALSE)
/obj/machinery/atmospherics/update_remote_sight(mob/user)
user.sight |= (SEE_TURFS|BLIND)