Files
Paradise/code/game/machinery/bots/cleanbot.dm
johnsonmt88@gmail.com 52dd7b3af5 Cleaning up machine process()s
But first! Unrelated to process():
- Only humans and monkeys can move into sleepers.
- Immovable rods no longer delete themselves if they hit a shuttle. Instead they act as if the shuttle doesn't exist. This should help cut down on rods deleting themselves before going through the station.

And now back to our regularly scheduled programming...

Removed process() that were doing nothing from:
- Dispenser(the one that dispenses O2 and Plasma tanks)
- Robotic Fabricators
- Crew Monitoring computer

Reworked hydroponic's process(). 
- Merged if statements together since most of them lacked "else if"s or were duplicate checks.
- Changed a while loop into a for loop as sloppy coding or an admin var-editing could cause an infinite loop.

Removed a sleep(100) { process() } from the operating table's constructor as the MC will call process() regardless.

Cleaned up shieldgen.dm
- Changed a while loop into an if statement. The loop was unnecessary
- Moved some stuff around so it's not nearly as confusing.
- Standardized the proc and variable definitions.
- These are not currently in-game but they are amazing items. I'll see about sorting out their bugs and getting them in proper working order.

Removed a for(var in world) from
- cleanbot process()
- floorbot process()

Removed computer/engine/process() from robot/computer code
- /obj/machinery/computer/engine does not exist in the first place...

Note: These are only some of the machinery process()s. I didn't want to potentially break too much at once. More to come.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4017 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-08 19:40:10 +00:00

364 lines
11 KiB
Plaintext

//Cleanbot assembly
/obj/item/weapon/bucket_sensor
desc = "It's a bucket. With a sensor attached."
name = "proxy bucket"
icon = 'aibots.dmi'
icon_state = "bucket_proxy"
force = 3.0
throwforce = 10.0
throw_speed = 2
throw_range = 5
w_class = 3.0
flags = TABLEPASS
var/created_name = "Cleanbot"
//Cleanbot
/obj/machinery/bot/cleanbot
name = "Cleanbot"
desc = "A little cleaning robot, he looks so excited!"
icon = 'aibots.dmi'
icon_state = "cleanbot0"
layer = 5.0
density = 0
anchored = 0
//weight = 1.0E7
health = 25
maxhealth = 25
var/cleaning = 0
var/locked = 1
var/screwloose = 0
var/oddbutton = 0
var/blood = 1
var/panelopen = 0
var/list/target_types = list()
var/obj/effect/decal/cleanable/target
var/obj/effect/decal/cleanable/oldtarget
var/oldloc = null
req_access = list(access_janitor)
var/path[] = new()
var/patrol_path[] = null
var/beacon_freq = 1445 // navigation beacon frequency
var/closest_dist
var/closest_loc
var/failed_steps
var/should_patrol
var/next_dest
var/next_dest_loc
/obj/machinery/bot/cleanbot/New()
..()
src.get_targets()
src.icon_state = "cleanbot[src.on]"
should_patrol = 1
src.botcard = new /obj/item/weapon/card/id(src)
src.botcard.access = get_access("Janitor")
if(radio_controller)
radio_controller.add_object(src, beacon_freq, filter = RADIO_NAVBEACONS)
/obj/machinery/bot/cleanbot/turn_on()
. = ..()
src.icon_state = "cleanbot[src.on]"
src.updateUsrDialog()
/obj/machinery/bot/cleanbot/turn_off()
..()
src.target = null
src.oldtarget = null
src.oldloc = null
src.icon_state = "cleanbot[src.on]"
src.path = new()
src.updateUsrDialog()
/obj/machinery/bot/cleanbot/attack_hand(mob/user as mob)
. = ..()
if (.)
return
usr.machine = src
interact(user)
/obj/machinery/bot/cleanbot/proc/interact(mob/user as mob)
var/dat
dat += text({"
<TT><B>Automatic Station Cleaner v1.0</B></TT><BR><BR>
Status: []<BR>
Behaviour controls are [src.locked ? "locked" : "unlocked"]"},
text("<A href='?src=\ref[src];operation=start'>[src.on ? "On" : "Off"]</A>"))
if(!src.locked)
dat += text({"<BR>Cleans Blood: []<BR>"}, text("<A href='?src=\ref[src];operation=blood'>[src.blood ? "Yes" : "No"]</A>"))
dat += text({"<BR>Patrol station: []<BR>"}, text("<A href='?src=\ref[src];operation=patrol'>[src.should_patrol ? "Yes" : "No"]</A>"))
// dat += text({"<BR>Beacon frequency: []<BR>"}, text("<A href='?src=\ref[src];operation=freq'>[src.beacon_freq]</A>"))
if(src.panelopen && !src.locked)
dat += text({"
Odd looking screw twiddled: []<BR>
Weird button pressed: []"},
text("<A href='?src=\ref[src];operation=screw'>[src.screwloose ? "Yes" : "No"]</A>"),
text("<A href='?src=\ref[src];operation=oddbutton'>[src.oddbutton ? "Yes" : "No"]</A>"))
user << browse("<HEAD><TITLE>Cleaner v1.0 controls</TITLE></HEAD>[dat]", "window=autocleaner")
onclose(user, "autocleaner")
return
/obj/machinery/bot/cleanbot/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
switch(href_list["operation"])
if("start")
if (src.on)
turn_off()
else
turn_on()
if("blood")
src.blood =!src.blood
src.get_targets()
src.updateUsrDialog()
if("patrol")
src.should_patrol =!src.should_patrol
src.patrol_path = null
src.updateUsrDialog()
if("freq")
var/freq = text2num(input("Select frequency for navigation beacons", "Frequnecy", num2text(beacon_freq / 10))) * 10
if (freq > 0)
src.beacon_freq = freq
src.updateUsrDialog()
if("screw")
src.screwloose = !src.screwloose
usr << "<span class='notice>You twiddle the screw.</span>"
src.updateUsrDialog()
if("oddbutton")
src.oddbutton = !src.oddbutton
usr << "<span class='notice'>You press the weird button.</span>"
src.updateUsrDialog()
/obj/machinery/bot/cleanbot/attackby(obj/item/weapon/W, mob/user as mob)
if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
if(src.allowed(usr))
src.locked = !src.locked
user << "<span class='notice'>You [ src.locked ? "lock" : "unlock"] the [src] behaviour controls.</span>"
else
user << "<span class='notice'>This [src] doesn't seem to respect your authority.</span>"
else if (istype(W, /obj/item/weapon/screwdriver))
if(!src.locked)
src.panelopen = !src.panelopen
user << "<span class='notice'>You [ src.panelopen ? "open" : "close"] the hidden panel on [src].</span>"
else
return ..()
/obj/machinery/bot/cleanbot/Emag(mob/user as mob)
..()
if(user) user << "<span class='notice'>The [src] buzzes and beeps.</span>"
src.oddbutton = 1
src.screwloose = 1
src.panelopen = 0
src.locked = 1
/obj/machinery/bot/cleanbot/process()
set background = 1
if(!src.on)
return
if(src.cleaning)
return
var/list/cleanbottargets = list()
if(!src.screwloose && !src.oddbutton && prob(5))
for(var/mob/O in viewers(src, null))
O.show_message(text("[src] makes an excited beeping booping sound!"), 1)
if(src.screwloose && prob(5))
for(var/mob/O in viewers(src, null))
O.show_message(text("[src] leaks a drop of water. How strange."), 1)
if(istype(loc,/turf/simulated))
var/turf/simulated/T = src.loc
if(T.wet < 1)
T.wet = 1
if(T.wet_overlay)
T.overlays -= T.wet_overlay
T.wet_overlay = null
T.wet_overlay = image('water.dmi',T,"wet_floor")
T.overlays += T.wet_overlay
spawn(800)
if (istype(T) && T.wet < 2)
T.wet = 0
if(T.wet_overlay)
T.overlays -= T.wet_overlay
T.wet_overlay = null
if(src.oddbutton && prob(5))
for(var/mob/O in viewers(src, null))
O.show_message(text("Something flies out of [src]. He seems to be acting oddly."), 1)
var/obj/effect/decal/cleanable/blood/gibs/gib = new /obj/effect/decal/cleanable/blood/gibs(src.loc)
//gib.streak(list(NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST))
src.oldtarget = gib
if(!src.target || src.target == null)
for (var/obj/effect/decal/cleanable/D in view(7,src))
for(var/T in src.target_types)
if(!(D in cleanbottargets) && (D.type == T || D.parent_type == T) && D != src.oldtarget)
src.oldtarget = D
src.target = D
return
if(!src.target || src.target == null)
if(src.loc != src.oldloc)
src.oldtarget = null
if (!should_patrol)
return
if (!patrol_path || patrol_path.len < 1)
var/datum/radio_frequency/frequency = radio_controller.return_frequency(beacon_freq)
if(!frequency) return
closest_dist = 9999
closest_loc = null
next_dest_loc = null
var/datum/signal/signal = new()
signal.source = src
signal.transmission_method = 1
signal.data = list("findbeacon" = "patrol")
frequency.post_signal(src, signal, filter = RADIO_NAVBEACONS)
spawn(5)
if (!next_dest_loc)
next_dest_loc = closest_loc
if (next_dest_loc)
src.patrol_path = AStar(src.loc, next_dest_loc, /turf/proc/CardinalTurfsWithAccess, /turf/proc/Distance, 0, 120, id=botcard, exclude=null)
src.patrol_path = reverselist(src.patrol_path)
else
patrol_move()
return
if(target && path.len == 0)
spawn(0)
if(!src || !target) return
src.path = AStar(src.loc, src.target.loc, /turf/proc/AdjacentTurfs, /turf/proc/Distance, 0, 30)
src.path = reverselist(src.path)
if(src.path.len == 0)
src.oldtarget = src.target
src.target = null
return
if(src.path.len > 0 && src.target && (src.target != null))
step_to(src, src.path[1])
src.path -= src.path[1]
else if(src.path.len == 1)
step_to(src, target)
if(src.target && (src.target != null))
patrol_path = null
if(src.loc == src.target.loc)
clean(src.target)
src.path = new()
src.target = null
return
src.oldloc = src.loc
/obj/machinery/bot/cleanbot/proc/patrol_move()
if (src.patrol_path.len <= 0)
return
var/next = src.patrol_path[1]
src.patrol_path -= next
if (next == src.loc)
return
var/moved = step_towards(src, next)
if (!moved)
failed_steps++
if (failed_steps > 4)
patrol_path = null
next_dest = null
failed_steps = 0
else
failed_steps = 0
/obj/machinery/bot/cleanbot/receive_signal(datum/signal/signal)
var/recv = signal.data["beacon"]
var/valid = signal.data["patrol"]
if(!recv || !valid)
return
var/dist = get_dist(src, signal.source.loc)
if (dist < closest_dist && signal.source.loc != src.loc)
closest_dist = dist
closest_loc = signal.source.loc
next_dest = signal.data["next_patrol"]
if (recv == next_dest)
next_dest_loc = signal.source.loc
next_dest = signal.data["next_patrol"]
/obj/machinery/bot/cleanbot/proc/get_targets()
src.target_types = new/list()
target_types += /obj/effect/decal/cleanable/oil
target_types += /obj/effect/decal/cleanable/vomit
target_types += /obj/effect/decal/cleanable/robot_debris
target_types += /obj/effect/decal/cleanable/crayon
if(src.blood)
target_types += /obj/effect/decal/cleanable/xenoblood/
target_types += /obj/effect/decal/cleanable/xenoblood/xgibs
target_types += /obj/effect/decal/cleanable/blood/
target_types += /obj/effect/decal/cleanable/blood/gibs/
target_types += /obj/effect/decal/cleanable/dirt
/obj/machinery/bot/cleanbot/proc/clean(var/obj/effect/decal/cleanable/target)
src.anchored = 1
src.icon_state = "cleanbot-c"
for(var/mob/O in viewers(src, null))
O.show_message(text("\red [src] begins to clean up the [target]"), 1)
src.cleaning = 1
spawn(50)
src.cleaning = 0
del(target)
src.icon_state = "cleanbot[src.on]"
src.anchored = 0
src.target = null
/obj/machinery/bot/cleanbot/explode()
src.on = 0
src.visible_message("\red <B>[src] blows apart!</B>", 1)
var/turf/Tsec = get_turf(src)
new /obj/item/weapon/reagent_containers/glass/bucket(Tsec)
new /obj/item/device/assembly/prox_sensor(Tsec)
if (prob(50))
new /obj/item/robot_parts/l_arm(Tsec)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
del(src)
return
/obj/item/weapon/bucket_sensor/attackby(var/obj/item/W, mob/user as mob)
..()
if(istype(W, /obj/item/robot_parts/l_arm) || istype(W, /obj/item/robot_parts/r_arm))
user.drop_item()
del(W)
var/turf/T = get_turf(src.loc)
var/obj/machinery/bot/cleanbot/A = new /obj/machinery/bot/cleanbot(T)
A.name = src.created_name
user << "<span class='notice'>You add the robot arm to the bucket and sensor assembly. Beep boop!</span>"
user.drop_from_inventory(src)
del(src)
else if (istype(W, /obj/item/weapon/pen))
var/t = input(user, "Enter new robot name", src.name, src.created_name) as text
t = copytext(sanitize(t), 1, MAX_MESSAGE_LEN)
if (!t)
return
if (!in_range(src, usr) && src.loc != usr)
return
src.created_name = t