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Paradise/code/modules/power/cable.dm

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// attach a wire to a power machine - leads from the turf you are standing on
/obj/machinery/power/attackby(obj/item/weapon/W, mob/user)
if(istype(W, /obj/item/weapon/cable_coil))
var/obj/item/weapon/cable_coil/coil = W
var/turf/T = user.loc
if(T.intact || !istype(T, /turf/simulated/floor))
return
if(get_dist(src, user) > 1)
return
if(!directwired) // only for attaching to directwired machines
return
var/dirn = get_dir(user, src)
for(var/obj/cable/LC in T)
if(LC.d1 == dirn || LC.d2 == dirn)
user << "There's already a cable at that position."
return
var/obj/cable/NC = new(T)
NC.d1 = 0
NC.d2 = dirn
NC.add_fingerprint()
NC.updateicon()
NC.update_network()
coil.use(1)
return
else
..()
return
// the power cable object
/obj/cable/New()
..()
// ensure d1 & d2 reflect the icon_state for entering and exiting cable
var/dash = findtext(icon_state, "-")
d1 = text2num( copytext( icon_state, 1, dash ) )
d2 = text2num( copytext( icon_state, dash+1 ) )
var/turf/T = src.loc // hide if turf is not intact
if(level==1) hide(T.intact)
/obj/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) // make sure cable & powernet data is valid
var/datum/powernet/PN = powernets[netnum]
PN.cut_cable(src) // updated the powernets
else
if(Debug) diary << "Defered cable deletion at [x],[y]: #[netnum]"
..() // then go ahead and delete the cable
/obj/cable/hide(var/i)
if(level == 1 && istype(loc, /turf/simulated))
invisibility = i ? 101 : 0
updateicon()
/obj/cable/proc/updateicon()
if(invisibility)
icon_state = "[d1]-[d2]-f"
else
icon_state = "[d1]-[d2]"
// returns the powernet this cable belongs to
/obj/cable/proc/get_powernet()
var/datum/powernet/PN // find the powernet
if(netnum && powernets && powernets.len >= netnum)
PN = powernets[netnum]
return PN
/obj/cable/attackby(obj/item/weapon/W, mob/user)
var/turf/T = src.loc
if(T.intact)
return
if(istype(W, /obj/item/weapon/wirecutters))
if(src.d1) // 0-X cables are 1 unit, X-X cables are 2 units long
new/obj/item/weapon/cable_coil(T, 2)
else
new/obj/item/weapon/cable_coil(T, 1)
for(var/mob/O in viewers(src, null))
O.show_message("\red [user] cuts the cable.", 1)
shock(user, 50)
defer_powernet_rebuild = 0 // to fix no-action bug
del(src)
return // not needed, but for clarity
else if(istype(W, /obj/item/weapon/cable_coil))
var/obj/item/weapon/cable_coil/coil = W
coil.cable_join(src, user)
//note do shock in cable_join
else if(istype(W, /obj/item/device/multitool))
var/datum/powernet/PN = get_powernet() // find the powernet
if(PN && (PN.avail > 0)) // is it powered?
user << "\red [PN.avail]W in power network."
else
user << "\red The cable is not powered."
if(prob(40))
shock(user, 10)
else
shock(user, 10)
src.add_fingerprint(user)
// shock the user with probability prb
/obj/cable/proc/shock(mob/user, prb)
if(!netnum) // unconnected cable is unpowered
return 0
return src.electrocute(user, prb, netnum)
/atom/proc/electrocute(mob/user, prb, netnum)
if(!prob(prb))
return 0
if(!netnum) // unconnected cable is unpowered
return 0
var/datum/powernet/PN
if(powernets && powernets.len >= netnum)
PN = powernets[netnum]
if(PN && (PN.avail > 0)) // is it powered?
var/prot = 1
if(istype(user, /mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(H.gloves)
var/obj/item/clothing/gloves/G = H.gloves
prot = G.siemens_coefficient
else if (istype(user, /mob/living/silicon))
return 0
if(prot == 0) // elec insulted gloves protect completely
return 0
var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
s.set_up(3, 1, src)
s.start()
var/shock_damage = 0
if(PN.avail > 750000) //someone juiced up the grid enough, people going to die!
shock_damage = min(rand(70,145),rand(70,145))*prot
else if(PN.avail > 100000)
shock_damage = min(rand(35,110),rand(35,110))*prot
else if(PN.avail > 75000)
shock_damage = min(rand(30,100),rand(30,100))*prot
else if(PN.avail > 50000)
shock_damage = min(rand(25,90),rand(25,90))*prot
else if(PN.avail > 25000)
shock_damage = min(rand(20,80),rand(20,80))*prot
else if(PN.avail > 10000)
shock_damage = min(rand(20,65),rand(20,65))*prot
else
shock_damage = min(rand(20,45),rand(20,45))*prot
// message_admins("\blue <B>ADMIN: </B>DEBUG: shock_damage = [shock_damage] PN.avail = [PN.avail] user = [user] netnum = [netnum]")
user.burn_skin(shock_damage)
user.fireloss += shock_damage
user.updatehealth()
user << "\red <B>You feel a powerful shock course through your body!</B>"
sleep(1)
if(user.stunned < shock_damage) user.stunned = shock_damage
if(user.weakened < 20*prot) user.weakened = 20*prot
for(var/mob/M in viewers(src))
if(M == user) continue
M.show_message("\red [user.name] was shocked by the [src.name]!", 3, "\red You hear a heavy electrical crack", 2)
return 1
return 0
/obj/cable/ex_act(severity)
switch(severity)
if(1.0)
del(src)
if(2.0)
if (prob(50))
new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1)
del(src)
if(3.0)
if (prob(25))
new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1)
del(src)
return
// the cable coil object, used for laying cable
/obj/item/weapon/cable_coil/New(loc, length = MAXCOIL)
src.amount = length
pixel_x = rand(-2,2)
pixel_y = rand(-2,2)
updateicon()
..(loc)
/obj/item/weapon/cable_coil/cut/New(loc)
..(loc)
src.amount = rand(1,2)
pixel_x = rand(-2,2)
pixel_y = rand(-2,2)
updateicon()
/obj/item/weapon/cable_coil/proc/updateicon()
if(amount == 1)
icon_state = "coil1"
name = "cable piece"
else if(amount == 2)
icon_state = "coil2"
name = "cable piece"
else
icon_state = "coil"
name = "cable coil"
/obj/item/weapon/cable_coil/examine()
set src in view(1)
if(amount == 1)
usr << "A short piece of power cable."
else if(amount == 1)
usr << "A piece of power cable."
else
usr << "A coil of power cable. There are [amount] lengths of cable in the coil."
/obj/item/weapon/cable_coil/attackby(obj/item/weapon/W, mob/user)
if( istype(W, /obj/item/weapon/wirecutters) && src.amount > 1)
src.amount--
new/obj/item/weapon/cable_coil(user.loc, 1)
user << "You cut a piece off the cable coil."
src.updateicon()
return
else if( istype(W, /obj/item/weapon/cable_coil) )
var/obj/item/weapon/cable_coil/C = W
if(C.amount == MAXCOIL)
user << "The coil is too long, you cannot add any more cable to it."
return
if( (C.amount + src.amount <= MAXCOIL) )
C.amount += src.amount
user << "You join the cable coils together."
C.updateicon()
del(src)
return
else
user << "You transfer [MAXCOIL - src.amount ] length\s of cable from one coil to the other."
src.amount -= (MAXCOIL-C.amount)
src.updateicon()
C.amount = MAXCOIL
C.updateicon()
return
/obj/item/weapon/cable_coil/proc/use(var/used)
if(src.amount < used)
return 0
else if (src.amount == used)
del(src)
else
amount -= used
updateicon()
return 1
// called when cable_coil is clicked on a turf/simulated/floor
/obj/item/weapon/cable_coil/proc/turf_place(turf/simulated/floor/F, mob/user)
if(!isturf(user.loc))
return
if(get_dist(F,user) > 1)
user << "You can't lay cable at a place that far away."
return
if(F.intact) // if floor is intact, complain
user << "You can't lay cable there unless the floor tiles are removed."
return
else
var/dirn
if(user.loc == F)
dirn = user.dir // if laying on the tile we're on, lay in the direction we're facing
else
dirn = get_dir(F, user)
for(var/obj/cable/LC in F)
if(LC.d1 == dirn || LC.d2 == dirn)
user << "There's already a cable at that position."
return
var/obj/cable/C = new(F)
C.d1 = 0
C.d2 = dirn
C.add_fingerprint(user)
C.updateicon()
C.update_network()
use(1)
//src.laying = 1
//last = C
// called when cable_coil is click on an installed obj/cable
/obj/item/weapon/cable_coil/proc/cable_join(obj/cable/C, mob/user)
var/turf/U = user.loc
if(!isturf(U))
return
var/turf/T = C.loc
if(!isturf(T) || T.intact) // sanity checks, also stop use interacting with T-scanner revealed cable
return
if(get_dist(C, user) > 1) // make sure it's close enough
user << "You can't lay cable at a place that far away."
return
if(U == T) // do nothing if we clicked a cable we're standing on
return // may change later if can think of something logical to do
var/dirn = get_dir(C, user)
if(C.d1 == dirn || C.d2 == dirn) // one end of the clicked cable is pointing towards us
if(U.intact) // can't place a cable if the floor is complete
user << "You can't lay cable there unless the floor tiles are removed."
return
else
// cable is pointing at us, we're standing on an open tile
// so create a stub pointing at the clicked cable on our tile
var/fdirn = turn(dirn, 180) // the opposite direction
for(var/obj/cable/LC in U) // check to make sure there's not a cable there already
if(LC.d1 == fdirn && LC.d2 == fdirn)
user << "There's already a cable at that position."
return
var/obj/cable/NC = new(U)
NC.d1 = 0
NC.d2 = fdirn
NC.add_fingerprint()
NC.updateicon()
NC.update_network()
use(1)
C.shock(user, 25)
return
else if(C.d1 == 0) // exisiting cable doesn't point at our position, so see if it's a stub
// if so, make it a full cable pointing from it's old direction to our dirn
var/nd1 = C.d2 // these will be the new directions
var/nd2 = dirn
if(nd1 > nd2) // swap directions to match icons/states
nd1 = dirn
nd2 = C.d2
for(var/obj/cable/LC in T) // check to make sure there's no matching cable
if(LC == C) // skip the cable we're interacting with
continue
if((LC.d1 == nd1 && LC.d2 == nd2) || (LC.d1 == nd2 && LC.d2 == nd1) ) // make sure no cable matches either direction
user << "There's already a cable at that position."
return
C.shock(user, 25)
del(C)
var/obj/cable/NC = new(T)
NC.d1 = nd1
NC.d2 = nd2
NC.add_fingerprint()
NC.updateicon()
NC.update_network()
use(1)
return
// called when a new cable is created
// can be 1 of 3 outcomes:
// 1. Isolated cable (or only connects to isolated machine) -> create new powernet
// 2. Joins to end or bridges loop of a single network (may also connect isolated machine) -> add to old network
// 3. Bridges gap between 2 networks -> merge the networks (must rebuild lists also)
/obj/cable/proc/update_network()
// easy way: do /makepowernets again
makepowernets()
// do things more logically if this turns out to be too slow
// may just do this for case 3 anyway (simpler than refreshing list)