mirror of
https://github.com/ParadiseSS13/Paradise.git
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436 lines
11 KiB
Plaintext
436 lines
11 KiB
Plaintext
// attach a wire to a power machine - leads from the turf you are standing on
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/obj/machinery/power/attackby(obj/item/weapon/W, mob/user)
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if(istype(W, /obj/item/weapon/cable_coil))
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var/obj/item/weapon/cable_coil/coil = W
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var/turf/T = user.loc
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if(T.intact || !istype(T, /turf/simulated/floor))
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return
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if(get_dist(src, user) > 1)
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return
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if(!directwired) // only for attaching to directwired machines
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return
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var/dirn = get_dir(user, src)
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for(var/obj/cable/LC in T)
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if(LC.d1 == dirn || LC.d2 == dirn)
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user << "There's already a cable at that position."
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return
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var/obj/cable/NC = new(T)
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NC.d1 = 0
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NC.d2 = dirn
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NC.add_fingerprint()
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NC.updateicon()
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NC.update_network()
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coil.use(1)
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return
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else
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..()
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return
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// the power cable object
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/obj/cable/New()
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..()
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// ensure d1 & d2 reflect the icon_state for entering and exiting cable
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var/dash = findtext(icon_state, "-")
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d1 = text2num( copytext( icon_state, 1, dash ) )
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d2 = text2num( copytext( icon_state, dash+1 ) )
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var/turf/T = src.loc // hide if turf is not intact
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if(level==1) hide(T.intact)
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/obj/cable/Del() // called when a cable is deleted
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if(!defer_powernet_rebuild) // set if network will be rebuilt manually
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if(netnum && powernets && powernets.len >= netnum) // make sure cable & powernet data is valid
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var/datum/powernet/PN = powernets[netnum]
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PN.cut_cable(src) // updated the powernets
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else
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if(Debug) diary << "Defered cable deletion at [x],[y]: #[netnum]"
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..() // then go ahead and delete the cable
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/obj/cable/hide(var/i)
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if(level == 1 && istype(loc, /turf/simulated))
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invisibility = i ? 101 : 0
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updateicon()
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/obj/cable/proc/updateicon()
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if(invisibility)
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icon_state = "[d1]-[d2]-f"
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else
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icon_state = "[d1]-[d2]"
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// returns the powernet this cable belongs to
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/obj/cable/proc/get_powernet()
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var/datum/powernet/PN // find the powernet
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if(netnum && powernets && powernets.len >= netnum)
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PN = powernets[netnum]
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return PN
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/obj/cable/attackby(obj/item/weapon/W, mob/user)
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var/turf/T = src.loc
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if(T.intact)
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return
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if(istype(W, /obj/item/weapon/wirecutters))
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if(src.d1) // 0-X cables are 1 unit, X-X cables are 2 units long
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new/obj/item/weapon/cable_coil(T, 2)
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else
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new/obj/item/weapon/cable_coil(T, 1)
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for(var/mob/O in viewers(src, null))
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O.show_message("\red [user] cuts the cable.", 1)
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shock(user, 50)
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defer_powernet_rebuild = 0 // to fix no-action bug
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del(src)
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return // not needed, but for clarity
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else if(istype(W, /obj/item/weapon/cable_coil))
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var/obj/item/weapon/cable_coil/coil = W
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coil.cable_join(src, user)
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//note do shock in cable_join
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else if(istype(W, /obj/item/device/multitool))
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var/datum/powernet/PN = get_powernet() // find the powernet
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if(PN && (PN.avail > 0)) // is it powered?
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user << "\red [PN.avail]W in power network."
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else
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user << "\red The cable is not powered."
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if(prob(40))
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shock(user, 10)
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else
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shock(user, 10)
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src.add_fingerprint(user)
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// shock the user with probability prb
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/obj/cable/proc/shock(mob/user, prb)
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if(!netnum) // unconnected cable is unpowered
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return 0
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return src.electrocute(user, prb, netnum)
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/atom/proc/electrocute(mob/user, prb, netnum)
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if(!prob(prb))
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return 0
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if(!netnum) // unconnected cable is unpowered
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return 0
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var/datum/powernet/PN
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if(powernets && powernets.len >= netnum)
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PN = powernets[netnum]
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if(PN && (PN.avail > 0)) // is it powered?
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var/prot = 1
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if(istype(user, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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if(H.gloves)
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var/obj/item/clothing/gloves/G = H.gloves
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prot = G.siemens_coefficient
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else if (istype(user, /mob/living/silicon))
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return 0
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if(prot == 0) // elec insulted gloves protect completely
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return 0
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var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
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s.set_up(3, 1, src)
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s.start()
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var/shock_damage = 0
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if(PN.avail > 750000) //someone juiced up the grid enough, people going to die!
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shock_damage = min(rand(70,145),rand(70,145))*prot
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else if(PN.avail > 100000)
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shock_damage = min(rand(35,110),rand(35,110))*prot
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else if(PN.avail > 75000)
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shock_damage = min(rand(30,100),rand(30,100))*prot
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else if(PN.avail > 50000)
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shock_damage = min(rand(25,90),rand(25,90))*prot
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else if(PN.avail > 25000)
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shock_damage = min(rand(20,80),rand(20,80))*prot
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else if(PN.avail > 10000)
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shock_damage = min(rand(20,65),rand(20,65))*prot
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else
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shock_damage = min(rand(20,45),rand(20,45))*prot
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// message_admins("\blue <B>ADMIN: </B>DEBUG: shock_damage = [shock_damage] PN.avail = [PN.avail] user = [user] netnum = [netnum]")
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user.burn_skin(shock_damage)
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user.fireloss += shock_damage
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user.updatehealth()
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user << "\red <B>You feel a powerful shock course through your body!</B>"
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sleep(1)
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if(user.stunned < shock_damage) user.stunned = shock_damage
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if(user.weakened < 20*prot) user.weakened = 20*prot
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for(var/mob/M in viewers(src))
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if(M == user) continue
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M.show_message("\red [user.name] was shocked by the [src.name]!", 3, "\red You hear a heavy electrical crack", 2)
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return 1
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return 0
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/obj/cable/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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if(2.0)
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if (prob(50))
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new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1)
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del(src)
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if(3.0)
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if (prob(25))
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new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1)
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del(src)
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return
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// the cable coil object, used for laying cable
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/obj/item/weapon/cable_coil/New(loc, length = MAXCOIL)
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src.amount = length
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pixel_x = rand(-2,2)
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pixel_y = rand(-2,2)
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updateicon()
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..(loc)
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/obj/item/weapon/cable_coil/cut/New(loc)
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..(loc)
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src.amount = rand(1,2)
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pixel_x = rand(-2,2)
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pixel_y = rand(-2,2)
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updateicon()
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/obj/item/weapon/cable_coil/proc/updateicon()
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if(amount == 1)
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icon_state = "coil1"
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name = "cable piece"
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else if(amount == 2)
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icon_state = "coil2"
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name = "cable piece"
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else
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icon_state = "coil"
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name = "cable coil"
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/obj/item/weapon/cable_coil/examine()
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set src in view(1)
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if(amount == 1)
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usr << "A short piece of power cable."
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else if(amount == 1)
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usr << "A piece of power cable."
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else
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usr << "A coil of power cable. There are [amount] lengths of cable in the coil."
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/obj/item/weapon/cable_coil/attackby(obj/item/weapon/W, mob/user)
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if( istype(W, /obj/item/weapon/wirecutters) && src.amount > 1)
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src.amount--
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new/obj/item/weapon/cable_coil(user.loc, 1)
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user << "You cut a piece off the cable coil."
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src.updateicon()
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return
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else if( istype(W, /obj/item/weapon/cable_coil) )
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var/obj/item/weapon/cable_coil/C = W
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if(C.amount == MAXCOIL)
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user << "The coil is too long, you cannot add any more cable to it."
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return
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if( (C.amount + src.amount <= MAXCOIL) )
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C.amount += src.amount
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user << "You join the cable coils together."
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C.updateicon()
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del(src)
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return
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else
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user << "You transfer [MAXCOIL - src.amount ] length\s of cable from one coil to the other."
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src.amount -= (MAXCOIL-C.amount)
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src.updateicon()
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C.amount = MAXCOIL
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C.updateicon()
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return
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/obj/item/weapon/cable_coil/proc/use(var/used)
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if(src.amount < used)
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return 0
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else if (src.amount == used)
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del(src)
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else
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amount -= used
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updateicon()
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return 1
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// called when cable_coil is clicked on a turf/simulated/floor
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/obj/item/weapon/cable_coil/proc/turf_place(turf/simulated/floor/F, mob/user)
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if(!isturf(user.loc))
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return
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if(get_dist(F,user) > 1)
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user << "You can't lay cable at a place that far away."
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return
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if(F.intact) // if floor is intact, complain
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user << "You can't lay cable there unless the floor tiles are removed."
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return
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else
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var/dirn
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if(user.loc == F)
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dirn = user.dir // if laying on the tile we're on, lay in the direction we're facing
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else
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dirn = get_dir(F, user)
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for(var/obj/cable/LC in F)
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if(LC.d1 == dirn || LC.d2 == dirn)
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user << "There's already a cable at that position."
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return
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var/obj/cable/C = new(F)
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C.d1 = 0
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C.d2 = dirn
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C.add_fingerprint(user)
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C.updateicon()
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C.update_network()
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use(1)
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//src.laying = 1
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//last = C
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// called when cable_coil is click on an installed obj/cable
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/obj/item/weapon/cable_coil/proc/cable_join(obj/cable/C, mob/user)
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var/turf/U = user.loc
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if(!isturf(U))
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return
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var/turf/T = C.loc
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if(!isturf(T) || T.intact) // sanity checks, also stop use interacting with T-scanner revealed cable
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return
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if(get_dist(C, user) > 1) // make sure it's close enough
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user << "You can't lay cable at a place that far away."
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return
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if(U == T) // do nothing if we clicked a cable we're standing on
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return // may change later if can think of something logical to do
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var/dirn = get_dir(C, user)
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if(C.d1 == dirn || C.d2 == dirn) // one end of the clicked cable is pointing towards us
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if(U.intact) // can't place a cable if the floor is complete
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user << "You can't lay cable there unless the floor tiles are removed."
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return
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else
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// cable is pointing at us, we're standing on an open tile
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// so create a stub pointing at the clicked cable on our tile
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var/fdirn = turn(dirn, 180) // the opposite direction
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for(var/obj/cable/LC in U) // check to make sure there's not a cable there already
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if(LC.d1 == fdirn && LC.d2 == fdirn)
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user << "There's already a cable at that position."
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return
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var/obj/cable/NC = new(U)
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NC.d1 = 0
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NC.d2 = fdirn
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NC.add_fingerprint()
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NC.updateicon()
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NC.update_network()
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use(1)
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C.shock(user, 25)
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return
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else if(C.d1 == 0) // exisiting cable doesn't point at our position, so see if it's a stub
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// if so, make it a full cable pointing from it's old direction to our dirn
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var/nd1 = C.d2 // these will be the new directions
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var/nd2 = dirn
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if(nd1 > nd2) // swap directions to match icons/states
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nd1 = dirn
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nd2 = C.d2
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for(var/obj/cable/LC in T) // check to make sure there's no matching cable
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if(LC == C) // skip the cable we're interacting with
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continue
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if((LC.d1 == nd1 && LC.d2 == nd2) || (LC.d1 == nd2 && LC.d2 == nd1) ) // make sure no cable matches either direction
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user << "There's already a cable at that position."
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return
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C.shock(user, 25)
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del(C)
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var/obj/cable/NC = new(T)
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NC.d1 = nd1
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NC.d2 = nd2
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NC.add_fingerprint()
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NC.updateicon()
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NC.update_network()
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use(1)
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return
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// called when a new cable is created
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// can be 1 of 3 outcomes:
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// 1. Isolated cable (or only connects to isolated machine) -> create new powernet
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// 2. Joins to end or bridges loop of a single network (may also connect isolated machine) -> add to old network
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// 3. Bridges gap between 2 networks -> merge the networks (must rebuild lists also)
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/obj/cable/proc/update_network()
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// easy way: do /makepowernets again
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makepowernets()
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// do things more logically if this turns out to be too slow
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// may just do this for case 3 anyway (simpler than refreshing list)
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