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Paradise/code/modules/power/cable.dm
variableundefined 2354619f17 Merge pull request #16525 from S34NW/glass_floors_2
Glass floors attempt 2
2021-09-06 19:10:44 -05:00

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#define HEALPERCABLE 3
#define MAXCABLEPERHEAL 8
///////////////////////////////
//CABLE STRUCTURE
///////////////////////////////
////////////////////////////////
// Definitions
////////////////////////////////
/* Cable directions (d1 and d2)
9 1 5
\ | /
8 - 0 - 4
/ | \
10 2 6
If d1 = 0 and d2 = 0, there's no cable
If d1 = 0 and d2 = dir, it's a O-X cable, getting from the center of the tile to dir (knot cable)
If d1 = dir1 and d2 = dir2, it's a full X-X cable, getting from dir1 to dir2
By design, d1 is the smallest direction and d2 is the highest
*/
/obj/structure/cable
level = 1
anchored = 1
on_blueprints = TRUE
var/datum/powernet/powernet
name = "power cable"
desc = "A flexible superconducting cable for heavy-duty power transfer"
icon = 'icons/obj/power_cond/power_cond_white.dmi'
icon_state = "0-1"
var/d1 = 0
var/d2 = 1
plane = FLOOR_PLANE
layer = WIRE_LAYER //Just below unary stuff, which is at 2.45 and above pipes, which are at 2.4
color = COLOR_RED
/obj/structure/cable/yellow
color = COLOR_YELLOW
/obj/structure/cable/green
color = COLOR_GREEN
/obj/structure/cable/blue
color = COLOR_BLUE
/obj/structure/cable/pink
color = COLOR_PINK
/obj/structure/cable/orange
color = COLOR_ORANGE
/obj/structure/cable/cyan
color = COLOR_CYAN
/obj/structure/cable/white
color = COLOR_WHITE
/obj/structure/cable/Initialize(mapload)
. = ..()
// 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 = get_turf(src) // hide if turf is not intact
LAZYADD(GLOB.cable_list, src) //add it to the global cable list
if(T.transparent_floor)
return
if(level == 1)
hide(T.intact)
/obj/structure/cable/Destroy() // called when a cable is deleted
if(powernet)
cut_cable_from_powernet() // update the powernets
LAZYREMOVE(GLOB.cable_list, src) //remove it from global cable list
return ..() // then go ahead and delete the cable
/obj/structure/cable/deconstruct(disassembled = TRUE)
var/turf/T = get_turf(src)
if(usr)
investigate_log("was deconstructed by [key_name(usr, 1)] in [get_area(usr)]([T.x], [T.y], [T.z] - [ADMIN_JMP(T)])","wires")
if(!(flags & NODECONSTRUCT))
if(d1) // 0-X cables are 1 unit, X-X cables are 2 units long
new/obj/item/stack/cable_coil(T, 2, paramcolor = color)
else
new/obj/item/stack/cable_coil(T, 1, paramcolor = color)
qdel(src)
///////////////////////////////////
// General procedures
///////////////////////////////////
//If underfloor, hide the cable
/obj/structure/cable/hide(i)
if(level == 1 && isturf(loc))
invisibility = i ? INVISIBILITY_MAXIMUM : 0
updateicon()
/obj/structure/cable/proc/updateicon()
if(invisibility)
icon_state = "[d1]-[d2]-f"
else
icon_state = "[d1]-[d2]"
////////////////////////////////////////////
// Power related
///////////////////////////////////////////
// All power generation handled in add_avail()
// Machines should use add_load(), surplus(), avail()
// Non-machines should use add_delayedload(), delayed_surplus(), newavail()
/obj/structure/cable/proc/add_avail(amount)
if(powernet)
powernet.newavail += amount
/obj/structure/cable/proc/add_load(amount)
if(powernet)
powernet.load += amount
/obj/structure/cable/proc/surplus()
if(powernet)
return clamp(powernet.avail-powernet.load, 0, powernet.avail)
else
return 0
/obj/structure/cable/proc/avail()
if(powernet)
return powernet.avail
else
return 0
/obj/structure/cable/proc/add_delayedload(amount)
if(powernet)
powernet.delayedload += amount
/obj/structure/cable/proc/delayed_surplus()
if(powernet)
return clamp(powernet.newavail - powernet.delayedload, 0, powernet.newavail)
else
return 0
/obj/structure/cable/proc/newavail()
if(powernet)
return powernet.newavail
else
return 0
//Telekinesis has no effect on a cable
/obj/structure/cable/attack_tk(mob/user)
return
// Items usable on a cable :
// - Wirecutters : cut it duh !
// - Cable coil : merge cables
// - Multitool : get the power currently passing through the cable
//
/obj/structure/cable/attackby(obj/item/W, mob/user)
var/turf/T = get_turf(src)
if(T.transparent_floor || T.intact)
to_chat(user, "<span class='danger'>You can't interact with something that's under the floor!</span>")
return
else if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = W
if(coil.get_amount() < 1)
to_chat(user, "<span class='warning'>Not enough cable!</span>")
return
coil.cable_join(src, user)
else if(istype(W, /obj/item/twohanded/rcl))
var/obj/item/twohanded/rcl/R = W
if(R.loaded)
R.loaded.cable_join(src, user)
R.is_empty(user)
else if(istype(W, /obj/item/toy/crayon))
var/obj/item/toy/crayon/C = W
cable_color(C.colourName)
else
if(W.flags & CONDUCT)
shock(user, 50, 0.7)
add_fingerprint(user)
/obj/structure/cable/multitool_act(mob/user, obj/item/I)
. = TRUE
var/turf/T = get_turf(src)
if(T.intact)
return
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(powernet && (powernet.avail > 0)) // is it powered?
to_chat(user, "<span class='danger'>Total power: [DisplayPower(powernet.avail)]\nLoad: [DisplayPower(powernet.load)]\nExcess power: [DisplayPower(surplus())]</span>")
else
to_chat(user, "<span class='danger'>The cable is not powered.</span>")
shock(user, 5, 0.2)
/obj/structure/cable/wirecutter_act(mob/user, obj/item/I)
. = TRUE
var/turf/T = get_turf(src)
if(T.transparent_floor || T.intact)
to_chat(user, "<span class='danger'>You can't interact with something that's under the floor!</span>")
return
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(shock(user, 50))
return
user.visible_message("[user] cuts the cable.", "<span class='notice'>You cut the cable.</span>")
investigate_log("was cut by [key_name(usr, 1)] in [get_area(user)]([T.x], [T.y], [T.z] - [ADMIN_JMP(T)])","wires")
deconstruct()
// shock the user with probability prb
/obj/structure/cable/proc/shock(mob/user, prb, siemens_coeff = 1)
if(!prob(prb))
return FALSE
if(electrocute_mob(user, powernet, src, siemens_coeff))
do_sparks(5, 1, src)
return TRUE
else
return FALSE
/obj/structure/cable/singularity_pull(S, current_size)
..()
if(current_size >= STAGE_FIVE)
deconstruct()
/obj/structure/cable/proc/cable_color(colorC)
if(!colorC)
color = COLOR_RED
else if(colorC == "rainbow")
color = color_rainbow()
else if(colorC == "orange") //byond only knows 16 colors by name, and orange isn't one of them
color = COLOR_ORANGE
else
color = colorC
/obj/structure/cable/proc/color_rainbow()
color = pick(COLOR_RED, COLOR_BLUE, COLOR_GREEN, COLOR_PINK, COLOR_YELLOW, COLOR_CYAN)
return color
/////////////////////////////////////////////////
// Cable laying helpers
////////////////////////////////////////////////
//handles merging diagonally matching cables
//for info : direction^3 is flipping horizontally, direction^12 is flipping vertically
/obj/structure/cable/proc/mergeDiagonalsNetworks(direction)
//search for and merge diagonally matching cables from the first direction component (north/south)
var/turf/T = get_step(src, direction&3)//go north/south
for(var/obj/structure/cable/C in T)
if(!C)
continue
if(src == C)
continue
if(C.d1 == (direction^3) || C.d2 == (direction^3)) //we've got a diagonally matching cable
if(!C.powernet) //if the matching cable somehow got no powernet, make him one (should not happen for cables)
var/datum/powernet/newPN = new()
newPN.add_cable(C)
if(powernet) //if we already have a powernet, then merge the two powernets
merge_powernets(powernet,C.powernet)
else
C.powernet.add_cable(src) //else, we simply connect to the matching cable powernet
//the same from the second direction component (east/west)
T = get_step(src, direction&12)//go east/west
for(var/obj/structure/cable/C in T)
if(!C)
continue
if(src == C)
continue
if(C.d1 == (direction^12) || C.d2 == (direction^12)) //we've got a diagonally matching cable
if(!C.powernet) //if the matching cable somehow got no powernet, make him one (should not happen for cables)
var/datum/powernet/newPN = new()
newPN.add_cable(C)
if(powernet) //if we already have a powernet, then merge the two powernets
merge_powernets(powernet,C.powernet)
else
C.powernet.add_cable(src) //else, we simply connect to the matching cable powernet
// merge with the powernets of power objects in the given direction
/obj/structure/cable/proc/mergeConnectedNetworks(direction)
var/fdir = (!direction)? 0 : turn(direction, 180) //flip the direction, to match with the source position on its turf
if(!(d1 == direction || d2 == direction)) //if the cable is not pointed in this direction, do nothing
return
var/turf/TB = get_step(src, direction)
for(var/obj/structure/cable/C in TB)
if(!C)
continue
if(src == C)
continue
if(C.d1 == fdir || C.d2 == fdir) //we've got a matching cable in the neighbor turf
if(!C.powernet) //if the matching cable somehow got no powernet, make him one (should not happen for cables)
var/datum/powernet/newPN = new()
newPN.add_cable(C)
if(powernet) //if we already have a powernet, then merge the two powernets
merge_powernets(powernet,C.powernet)
else
C.powernet.add_cable(src) //else, we simply connect to the matching cable powernet
// merge with the powernets of power objects in the source turf
/obj/structure/cable/proc/mergeConnectedNetworksOnTurf()
var/list/to_connect = list()
if(!powernet) //if we somehow have no powernet, make one (should not happen for cables)
var/datum/powernet/newPN = new()
newPN.add_cable(src)
//first let's add turf cables to our powernet
//then we'll connect machines on turf with a node cable is present
for(var/AM in loc)
if(istype(AM, /obj/structure/cable))
var/obj/structure/cable/C = AM
if(C.d1 == d1 || C.d2 == d1 || C.d1 == d2 || C.d2 == d2) //only connected if they have a common direction
if(C.powernet == powernet)
continue
if(C.powernet)
merge_powernets(powernet, C.powernet)
else
powernet.add_cable(C) //the cable was powernetless, let's just add it to our powernet
else if(istype(AM, /obj/machinery/power/apc))
var/obj/machinery/power/apc/N = AM
if(!N.terminal)
continue // APC are connected through their terminal
if(N.terminal.powernet == powernet)
continue
to_connect += N.terminal //we'll connect the machines after all cables are merged
else if(istype(AM, /obj/machinery/power)) //other power machines
var/obj/machinery/power/M = AM
if(M.powernet == powernet)
continue
to_connect += M //we'll connect the machines after all cables are merged
//now that cables are done, let's connect found machines
for(var/obj/machinery/power/PM in to_connect)
if(!PM.connect_to_network())
PM.disconnect_from_network() //if we somehow can't connect the machine to the new powernet, remove it from the old nonetheless
//////////////////////////////////////////////
// Powernets handling helpers
//////////////////////////////////////////////
//if powernetless_only = 1, will only get connections without powernet
/obj/structure/cable/proc/get_connections(powernetless_only = 0)
. = list() // this will be a list of all connected power objects
var/turf/T
//get matching cables from the first direction
if(d1) //if not a node cable
T = get_step(src, d1)
if(T)
. += power_list(T, src, turn(d1, 180), powernetless_only) //get adjacents matching cables
if(d1&(d1-1)) //diagonal direction, must check the 4 possibles adjacents tiles
T = get_step(src,d1&3) // go north/south
if(T)
. += power_list(T, src, d1 ^ 3, powernetless_only) //get diagonally matching cables
T = get_step(src,d1&12) // go east/west
if(T)
. += power_list(T, src, d1 ^ 12, powernetless_only) //get diagonally matching cables
. += power_list(loc, src, d1, powernetless_only) //get on turf matching cables
//do the same on the second direction (which can't be 0)
T = get_step(src, d2)
if(T)
. += power_list(T, src, turn(d2, 180), powernetless_only) //get adjacents matching cables
if(d2&(d2-1)) //diagonal direction, must check the 4 possibles adjacents tiles
T = get_step(src,d2&3) // go north/south
if(T)
. += power_list(T, src, d2 ^ 3, powernetless_only) //get diagonally matching cables
T = get_step(src,d2&12) // go east/west
if(T)
. += power_list(T, src, d2 ^ 12, powernetless_only) //get diagonally matching cables
. += power_list(loc, src, d2, powernetless_only) //get on turf matching cables
return .
//should be called after placing a cable which extends another cable, creating a "smooth" cable that no longer terminates in the centre of a turf.
//needed as this can, unlike other placements, disconnect cables
/obj/structure/cable/proc/denode()
var/turf/T1 = loc
if(!T1)
return
var/list/powerlist = power_list(T1,src,0,0) //find the other cables that ended in the centre of the turf, with or without a powernet
if(powerlist.len>0)
var/datum/powernet/PN = new()
propagate_network(powerlist[1],PN) //propagates the new powernet beginning at the source cable
if(PN.is_empty()) //can happen with machines made nodeless when smoothing cables
qdel(PN)
/obj/structure/cable/proc/auto_propogate_cut_cable(obj/O)
if(O && !QDELETED(O))
var/datum/powernet/newPN = new()// creates a new powernet...
propagate_network(O, newPN)//... and propagates it to the other side of the cable
// cut the cable's powernet at this cable and updates the powergrid
/obj/structure/cable/proc/cut_cable_from_powernet(remove=TRUE)
var/turf/T1 = loc
var/list/P_list
if(!T1)
return
if(d1)
T1 = get_step(T1, d1)
P_list = power_list(T1, src, turn(d1,180),0,cable_only = 1) // what adjacently joins on to cut cable...
P_list += power_list(loc, src, d1, 0, cable_only = 1)//... and on turf
if(P_list.len == 0)//if nothing in both list, then the cable was a lone cable, just delete it and its powernet
powernet.remove_cable(src)
for(var/obj/machinery/power/P in T1)//check if it was powering a machine
if(!P.connect_to_network()) //can't find a node cable on a the turf to connect to
P.disconnect_from_network() //remove from current network (and delete powernet)
return
var/obj/O = P_list[1]
// remove the cut cable from its turf and powernet, so that it doesn't get count in propagate_network worklist
if(remove)
loc = null
powernet.remove_cable(src) //remove the cut cable from its powernet
// queue it to rebuild
SSmachines.deferred_powernet_rebuilds += O
// addtimer(CALLBACK(O, .proc/auto_propogate_cut_cable, O), 0) //so we don't rebuild the network X times when singulo/explosion destroys a line of X cables
// Disconnect machines connected to nodes
if(d1 == 0) // if we cut a node (O-X) cable
for(var/obj/machinery/power/P in T1)
if(!P.connect_to_network()) //can't find a node cable on a the turf to connect to
P.disconnect_from_network() //remove from current network
///////////////////////////////////////////////
// The cable coil object, used for laying cable
///////////////////////////////////////////////
////////////////////////////////
// Definitions
////////////////////////////////
GLOBAL_LIST_INIT(cable_coil_recipes, list (new/datum/stack_recipe/cable_restraints("cable restraints", /obj/item/restraints/handcuffs/cable, 15)))
/obj/item/stack/cable_coil
name = "cable coil"
singular_name = "cable"
icon = 'icons/obj/power.dmi'
icon_state = "coil"
item_state = "coil_red"
amount = MAXCOIL
max_amount = MAXCOIL
merge_type = /obj/item/stack/cable_coil // This is here to let its children merge between themselves
color = COLOR_RED
desc = "A coil of power cable."
throwforce = 10
w_class = WEIGHT_CLASS_SMALL
throw_speed = 2
throw_range = 5
materials = list(MAT_METAL=10, MAT_GLASS=5)
flags = CONDUCT
slot_flags = SLOT_BELT
item_state = "coil"
attack_verb = list("whipped", "lashed", "disciplined", "flogged")
usesound = 'sound/items/deconstruct.ogg'
toolspeed = 1
/obj/item/stack/cable_coil/suicide_act(mob/user)
if(locate(/obj/structure/chair/stool) in user.loc)
user.visible_message("<span class='suicide'>[user] is making a noose with [src]! It looks like [user.p_theyre()] trying to commit suicide.</span>")
else
user.visible_message("<span class='suicide'>[user] is strangling [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide.</span>")
return OXYLOSS
/obj/item/stack/cable_coil/New(loc, length = MAXCOIL, paramcolor = null)
..()
amount = length
if(paramcolor)
color = paramcolor
pixel_x = rand(-2,2)
pixel_y = rand(-2,2)
update_icon()
recipes = GLOB.cable_coil_recipes
update_wclass()
///////////////////////////////////
// General procedures
///////////////////////////////////
//you can use wires to heal robotics
/obj/item/stack/cable_coil/attack(mob/M, mob/user)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/S = H.bodyparts_by_name[user.zone_selected]
if(!S)
return
if(!S.is_robotic() || user.a_intent != INTENT_HELP || S.open == 2)
return ..()
if(S.burn_dam > ROBOLIMB_SELF_REPAIR_CAP)
to_chat(user, "<span class='danger'>The damage is far too severe to patch over externally.</span>")
return
if(!S.burn_dam)
to_chat(user, "<span class='notice'>Nothing to fix!</span>")
return
if(H == user)
if(!do_mob(user, H, 10))
return 0
var/cable_used = 0
var/childlist
if(!isnull(S.children))
childlist = S.children.Copy()
var/parenthealed = FALSE
while(cable_used <= MAXCABLEPERHEAL && amount >= 1)
var/obj/item/organ/external/E
if(S.burn_dam)
E = S
else if(LAZYLEN(childlist))
E = pick_n_take(childlist)
if(!E.burn_dam || !E.is_robotic())
continue
else if(S.parent && !parenthealed)
E = S.parent
parenthealed = TRUE
if(!E.burn_dam || !E.is_robotic())
break
else
break
while(cable_used <= MAXCABLEPERHEAL && E.burn_dam && amount >= 1)
use(1)
cable_used += 1
E.heal_damage(0, HEALPERCABLE, 0, 1)
user.visible_message("<span class='alert'>\The [user] repairs some burn damage on \the [M]'s [E.name] with \the [src].</span>")
return 1
else
return ..()
/obj/item/stack/cable_coil/split()
var/obj/item/stack/cable_coil/C = ..()
C.color = color
return C
/obj/item/stack/cable_coil/update_icon()
if(!color)
color = pick(COLOR_RED, COLOR_BLUE, COLOR_GREEN, COLOR_ORANGE, COLOR_WHITE, COLOR_PINK, COLOR_YELLOW, COLOR_CYAN)
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/stack/cable_coil/proc/update_wclass()
if(amount == 1)
w_class = WEIGHT_CLASS_TINY
else
w_class = WEIGHT_CLASS_SMALL
/obj/item/stack/cable_coil/examine(mob/user)
. = ..()
if(in_range(user, src) && !is_cyborg)
if(get_amount() == 1)
. += "A short piece of power cable."
else if(get_amount() == 2)
. += "A piece of power cable."
else
. += "A coil of power cable. There are [get_amount()] lengths of cable in the coil."
// Items usable on a cable coil :
// - Wirecutters : cut them duh !
// - Cable coil : merge cables
/obj/item/stack/cable_coil/attackby(obj/item/W, mob/user)
..()
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = W
// Cable merging is handled by parent proc
if(C.get_amount() >= MAXCOIL)
to_chat(user, "The coil is as long as it will get.")
return
if((C.get_amount() + get_amount() <= MAXCOIL))
to_chat(user, "You join the cable coils together.")
return
else
to_chat(user, "You transfer [get_amount_transferred()] length\s of cable from one coil to the other.")
return
if(istype(W, /obj/item/toy/crayon))
var/obj/item/toy/crayon/C = W
cable_color(C.colourName)
///////////////////////////////////////////////
// Cable laying procedures
//////////////////////////////////////////////
/obj/item/stack/cable_coil/proc/get_new_cable(location)
var/obj/structure/cable/C = new(location)
C.cable_color(color)
return C
// called when cable_coil is clicked on a turf/simulated/floor
/obj/item/stack/cable_coil/proc/place_turf(turf/T, mob/user, dirnew)
if(!isturf(user.loc))
return
if(!isturf(T) || T.intact || !T.can_have_cabling())
to_chat(user, "<span class='warning'>You can only lay cables on catwalks and plating!</span>")
return
if(get_amount() < 1) // Out of cable
to_chat(user, "<span class='warning'>There is no cable left!</span>")
return
if(get_dist(T,user) > 1) // Too far
to_chat(user, "<span class='warning'>You can't lay cable at a place that far away!</span>")
return
var/dirn
if(!dirnew) //If we weren't given a direction, come up with one! (Called as null from catwalk.dm and floor.dm)
if(user.loc == T)
dirn = user.dir //If laying on the tile we're on, lay in the direction we're facing
else
dirn = get_dir(T, user)
else
dirn = dirnew
for(var/obj/structure/cable/LC in T)
if(LC.d2 == dirn && LC.d1 == 0)
to_chat(user, "<span class='warning'>There's already a cable at that position!</span>")
return
var/obj/structure/cable/C = get_new_cable(T)
//set up the new cable
C.d1 = 0 //it's a O-X node cable
C.d2 = dirn
C.add_fingerprint(user)
C.updateicon()
//create a new powernet with the cable, if needed it will be merged later
var/datum/powernet/PN = new()
PN.add_cable(C)
C.mergeConnectedNetworks(C.d2) //merge the powernet with adjacents powernets
C.mergeConnectedNetworksOnTurf() //merge the powernet with on turf powernets
if(C.d2 & (C.d2 - 1))// if the cable is layed diagonally, check the others 2 possible directions
C.mergeDiagonalsNetworks(C.d2)
use(1)
if(C.shock(user, 50))
if(prob(50)) //fail
new /obj/item/stack/cable_coil(get_turf(C), 1, paramcolor = C.color)
C.deconstruct()
return C
// called when cable_coil is click on an installed obj/cable
// or click on a turf that already contains a "node" cable
/obj/item/stack/cable_coil/proc/cable_join(obj/structure/cable/C, mob/user)
var/turf/U = user.loc
if(!isturf(U))
return
var/turf/T = get_turf(C)
if(!isturf(T) || T.intact || T.transparent_floor) // sanity checks, also stop use interacting with T-scanner revealed cable
return
if(get_dist(C, user) > 1) // make sure it's close enough
to_chat(user, "<span class='warning'>You can't lay cable at a place that far away!</span>")
return
if(U == T) //if clicked on the turf we're standing on, try to put a cable in the direction we're facing
place_turf(T,user)
return
var/dirn = get_dir(C, user)
// one end of the clicked cable is pointing towards us
if(C.d1 == dirn || C.d2 == dirn)
if(U.intact || U.transparent_floor) // can't place a cable if the floor is complete
to_chat(user, "<span class='warning'>You can't lay cable there unless the floor tiles are removed!</span>")
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/structure/cable/LC in U) // check to make sure there's not a cable there already
if(LC.d1 == fdirn || LC.d2 == fdirn)
to_chat(user, "<span class='warning'>There's already a cable at that position!</span>")
return
var/obj/structure/cable/NC = get_new_cable (U)
NC.d1 = 0
NC.d2 = fdirn
NC.add_fingerprint(user)
NC.update_icon()
//create a new powernet with the cable, if needed it will be merged later
var/datum/powernet/newPN = new()
newPN.add_cable(NC)
NC.mergeConnectedNetworks(NC.d2) //merge the powernet with adjacents powernets
NC.mergeConnectedNetworksOnTurf() //merge the powernet with on turf powernets
if(NC.d2 & (NC.d2 - 1))// if the cable is layed diagonally, check the others 2 possible directions
NC.mergeDiagonalsNetworks(NC.d2)
use(1)
if(NC.shock(user, 50))
if(prob(50)) //fail
NC.deconstruct()
return
// exisiting cable doesn't point at our position, so see if it's a stub
else if(C.d1 == 0)
// 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/structure/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
to_chat(user, "<span class='warning'>There's already a cable at that position!</span>")
return
C.cable_color(color)
C.d1 = nd1
C.d2 = nd2
C.add_fingerprint()
C.updateicon()
C.mergeConnectedNetworks(C.d1) //merge the powernets...
C.mergeConnectedNetworks(C.d2) //...in the two new cable directions
C.mergeConnectedNetworksOnTurf()
if(C.d1 & (C.d1 - 1))// if the cable is layed diagonally, check the others 2 possible directions
C.mergeDiagonalsNetworks(C.d1)
if(C.d2 & (C.d2 - 1))// if the cable is layed diagonally, check the others 2 possible directions
C.mergeDiagonalsNetworks(C.d2)
use(1)
if(C.shock(user, 50))
if(prob(50)) //fail
C.deconstruct()
return
C.denode()// this call may have disconnected some cables that terminated on the centre of the turf, if so split the powernets.
return
//////////////////////////////
// Misc.
/////////////////////////////
/obj/item/stack/cable_coil/cut
item_state = "coil2"
/obj/item/stack/cable_coil/cut/Initialize(mapload)
. = ..()
src.amount = rand(1,2)
pixel_x = rand(-2,2)
pixel_y = rand(-2,2)
update_icon()
update_wclass()
/obj/item/stack/cable_coil/yellow
color = COLOR_YELLOW
/obj/item/stack/cable_coil/blue
color = COLOR_BLUE
/obj/item/stack/cable_coil/green
color = COLOR_GREEN
/obj/item/stack/cable_coil/pink
color = COLOR_PINK
/obj/item/stack/cable_coil/orange
color = COLOR_ORANGE
/obj/item/stack/cable_coil/cyan
color = COLOR_CYAN
/obj/item/stack/cable_coil/white
color = COLOR_WHITE
/obj/item/stack/cable_coil/random/New()
color = pick(COLOR_RED, COLOR_BLUE, COLOR_GREEN, COLOR_WHITE, COLOR_PINK, COLOR_YELLOW, COLOR_CYAN)
..()
/obj/item/stack/cable_coil/proc/cable_color(colorC)
if(!colorC)
color = COLOR_RED
else if(colorC == "rainbow")
color = color_rainbow()
else if(colorC == "orange") //byond only knows 16 colors by name, and orange isn't one of them
color = COLOR_ORANGE
else
color = colorC
/obj/item/stack/cable_coil/proc/color_rainbow()
color = pick(COLOR_RED, COLOR_BLUE, COLOR_GREEN, COLOR_PINK, COLOR_YELLOW, COLOR_CYAN)
return color
/obj/item/stack/cable_coil/cyborg
energy_type = /datum/robot_energy_storage/cable
is_cyborg = TRUE
/obj/item/stack/cable_coil/cyborg/update_icon()
return // icon_state should always be a full cable
/obj/item/stack/cable_coil/cyborg/attack_self(mob/user)
var/cablecolor = input(user,"Pick a cable color.","Cable Color") in list("red","yellow","green","blue","pink","orange","cyan","white")
color = cablecolor
update_icon()
#undef MAXCABLEPERHEAL
#undef HEALPERCABLE