//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" 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]" // create a conveyor /obj/machinery/conveyor/New(loc, newdir) ..(loc) if(newdir) dir = newdir update_move_direction() /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/weapon/crowbar)) if(!(stat & BROKEN)) var/obj/item/conveyor_construct/C = new/obj/item/conveyor_construct(src.loc) C.id = id transfer_fingerprints_to(C) playsound(loc, I.usesound, 50, 1) to_chat(usr,"You remove the conveyor belt.") qdel(src) else if(istype(I, /obj/item/weapon/wrench)) if(!(stat & BROKEN)) playsound(loc, I.usesound, 50, 1) dir = turn(dir,-45) update_move_direction() to_chat(user, "You rotate [src].") 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) // 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) return operable = op 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/power_change() ..() update() // 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/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) ..(newloc) if(!id) id = newid update() spawn(5) conveyors = list() for(var/obj/machinery/conveyor/C in machines) if(C.id == id) conveyors += C // 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 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 /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. // attack with hand, switch position /obj/machinery/conveyor_switch/attack_hand(mob/user) if(..()) return 1 toggle(user) /obj/machinery/conveyor_switch/attack_ghost(mob/user) if(user.can_advanced_admin_interact()) toggle(user) /obj/machinery/conveyor_switch/proc/toggle(mob/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, "Access denied.") 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 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() CHECK_TICK /obj/machinery/conveyor_switch/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/weapon/crowbar)) var/obj/item/conveyor_switch_construct/C = new/obj/item/conveyor_switch_construct(src.loc) C.id = id transfer_fingerprints_to(C) to_chat(user,"You deattach the conveyor switch.") qdel(src) else if(istype(I, /obj/item/device/multitool)) update_multitool_menu(user) return 1 /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 /obj/machinery/conveyor_switch/multitool_menu(var/mob/user, var/obj/item/device/multitool/P) return {"
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