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Paradise/code/modules/recycling/disposal.dm

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// Disposal bin
// Holds items for disposal into pipe system
// Draws air from turf, gradually charges internal reservoir
// Once full (~1 atm), uses air resv to flush items into the pipes
// Automatically recharges air (unless off), will flush when ready if pre-set
// Can hold items and human size things, no other draggables
// Toilets are a type of disposal bin for small objects only and work on magic. By magic, I mean torque rotation
#define SEND_PRESSURE 0.05*ONE_ATMOSPHERE
/obj/machinery/disposal
name = "disposal unit"
desc = "A pneumatic waste disposal unit."
icon = 'icons/obj/pipes/disposal.dmi'
icon_state = "disposal"
anchored = 1
density = 1
on_blueprints = TRUE
armor = list(melee = 25, bullet = 10, laser = 10, energy = 100, bomb = 0, bio = 100, rad = 100)
var/datum/gas_mixture/air_contents // internal reservoir
var/mode = 1 // item mode 0=off 1=charging 2=charged
var/flush = 0 // true if flush handle is pulled
var/obj/structure/disposalpipe/trunk/trunk = null // the attached pipe trunk
var/flushing = 0 // true if flushing in progress
var/flush_every_ticks = 30 //Every 30 ticks it will look whether it is ready to flush
var/flush_count = 0 //this var adds 1 once per tick. When it reaches flush_every_ticks it resets and tries to flush.
var/last_sound = 0
active_power_usage = 600
idle_power_usage = 100
// create a new disposal
// find the attached trunk (if present)
/obj/machinery/disposal/New()
..()
trunk_check()
//gas.volume = 1.05 * CELLSTANDARD
update()
/obj/machinery/disposal/proc/trunk_check()
var/obj/structure/disposalpipe/trunk/T = locate() in loc
if(!T)
mode = 0
flush = 0
else
mode = initial(mode)
flush = initial(flush)
T.nicely_link_to_other_stuff(src)
//When the disposalsoutlet is forcefully moved. Due to meteorshot (not the recall spell)
/obj/machinery/disposal/Moved(atom/OldLoc, Dir)
. = ..()
eject()
var/ptype = istype(src, /obj/machinery/disposal/deliveryChute) ? PIPE_DISPOSALS_CHUTE : PIPE_DISPOSALS_BIN //Check what disposaltype it is
var/turf/T = OldLoc
if(T.intact)
var/turf/simulated/floor/F = T
F.remove_tile(null,TRUE,TRUE)
T.visible_message("<span class='warning'>The floortile is ripped from the floor!</span>", "<span class='warning'>You hear a loud bang!</span>")
if(trunk)
trunk.remove_trunk_links()
var/obj/structure/disposalconstruct/C = new (loc)
transfer_fingerprints_to(C)
C.ptype = ptype
C.update()
C.anchored = 0
C.density = 1
qdel(src)
/obj/machinery/disposal/Destroy()
eject()
if(trunk)
trunk.remove_trunk_links()
return ..()
/obj/machinery/disposal/Initialize()
// this will get a copy of the air turf and take a SEND PRESSURE amount of air from it
..()
var/atom/L = loc
var/datum/gas_mixture/env = new
env.copy_from(L.return_air())
var/datum/gas_mixture/removed = env.remove(SEND_PRESSURE + 1)
air_contents = new
air_contents.merge(removed)
trunk_check()
// attack by item places it in to disposal
/obj/machinery/disposal/attackby(var/obj/item/I, var/mob/user, params)
if(stat & BROKEN || !I || !user)
return
src.add_fingerprint(user)
if(mode<=0) // It's off
if(istype(I, /obj/item/screwdriver))
if(contents.len > 0)
to_chat(user, "Eject the items first!")
return
if(mode==0) // It's off but still not unscrewed
mode=-1 // Set it to doubleoff l0l
playsound(src.loc, I.usesound, 50, 1)
to_chat(user, "You remove the screws around the power connection.")
return
else if(mode==-1)
mode=0
playsound(src.loc, I.usesound, 50, 1)
to_chat(user, "You attach the screws around the power connection.")
return
else if(istype(I,/obj/item/weldingtool) && mode==-1)
if(contents.len > 0)
to_chat(user, "Eject the items first!")
return
var/obj/item/weldingtool/W = I
if(W.remove_fuel(0,user))
playsound(src.loc, W.usesound, 100, 1)
to_chat(user, "You start slicing the floorweld off the disposal unit.")
if(do_after(user, 20 * W.toolspeed, target = src))
if(!src || !W.isOn()) return
to_chat(user, "You sliced the floorweld off the disposal unit.")
var/obj/structure/disposalconstruct/C = new (src.loc)
src.transfer_fingerprints_to(C)
C.ptype = PIPE_DISPOSALS_BIN
C.anchored = 1
C.density = 1
C.update()
qdel(src)
return
else
to_chat(user, "You need more welding fuel to complete this task.")
return
if(istype(I, /obj/item/melee/energy/blade))
to_chat(user, "You can't place that item inside the disposal unit.")
return
if(istype(I, /obj/item/storage))
var/obj/item/storage/S = I
if((S.allow_quick_empty || S.allow_quick_gather) && S.contents.len)
S.hide_from(user)
user.visible_message("[user] empties \the [S] into \the [src].", "You empty \the [S] into \the [src].")
for(var/obj/item/O in S.contents)
S.remove_from_storage(O, src)
S.update_icon() // For content-sensitive icons
update()
return
var/obj/item/grab/G = I
if(istype(G)) // handle grabbed mob
if(ismob(G.affecting))
var/mob/GM = G.affecting
for(var/mob/V in viewers(usr))
V.show_message("[usr] starts putting [GM.name] into the disposal.", 3)
if(do_after(usr, 20, target = GM))
GM.forceMove(src)
for(var/mob/C in viewers(src))
C.show_message("<span class='warning'>[GM.name] has been placed in the [src] by [user].</span>", 3)
qdel(G)
add_attack_logs(usr, GM, "Disposal'ed", !!GM.ckey ? null : ATKLOG_ALL)
return
if(!I)
return
if(!user.drop_item())
return
if(I)
I.loc = src
to_chat(user, "You place \the [I] into the [src].")
for(var/mob/M in viewers(src))
if(M == user)
continue
M.show_message("[user.name] places \the [I] into the [src].", 3)
update()
// mouse drop another mob or self
//
/obj/machinery/disposal/MouseDrop_T(mob/target, mob/user)
if(!istype(target) || target.buckled || get_dist(user, src) > 1 || get_dist(user, target) > 1 || user.stat || istype(user, /mob/living/silicon/ai))
return
if(isanimal(user) && target != user) return //animals cannot put mobs other than themselves into disposal
src.add_fingerprint(user)
var/target_loc = target.loc
var/msg
for(var/mob/V in viewers(usr))
if(target == user && !user.stat && !user.weakened && !user.stunned && !user.paralysis)
V.show_message("[usr] starts climbing into the disposal.", 3)
if(target != user && !user.restrained() && !user.stat && !user.weakened && !user.stunned && !user.paralysis)
if(target.anchored) return
V.show_message("[usr] starts stuffing [target.name] into the disposal.", 3)
if(!do_after(usr, 20, target = target))
return
if(target_loc != target.loc)
return
if(target == user && !user.stat && !user.weakened && !user.stunned && !user.paralysis) // if drop self, then climbed in
// must be awake, not stunned or whatever
msg = "[user.name] climbs into the [src]."
to_chat(user, "You climb into the [src].")
else if(target != user && !user.restrained() && !user.stat && !user.weakened && !user.stunned && !user.paralysis)
msg = "[user.name] stuffs [target.name] into the [src]!"
to_chat(user, "You stuff [target.name] into the [src]!")
add_attack_logs(user, target, "Disposal'ed", !!target.ckey ? null : ATKLOG_ALL)
else
return
target.forceMove(src)
for(var/mob/C in viewers(src))
if(C == user)
continue
C.show_message(msg, 3)
update()
return
// attempt to move while inside
/obj/machinery/disposal/relaymove(mob/user as mob)
if(user.stat || src.flushing)
return
src.go_out(user)
return
// leave the disposal
/obj/machinery/disposal/proc/go_out(mob/user)
if(user)
user.forceMove(loc)
update()
// ai as human but can't flush
/obj/machinery/disposal/attack_ai(mob/user as mob)
src.add_hiddenprint(user)
ui_interact(user)
/obj/machinery/disposal/attack_ghost(mob/user as mob)
ui_interact(user)
// human interact with machine
/obj/machinery/disposal/attack_hand(mob/user as mob)
if(..(user))
return 1
if(stat & BROKEN)
return
if(user && user.loc == src)
to_chat(usr, "<span class='warning'>You cannot reach the controls from inside.</span>")
return
// Clumsy folks can only flush it.
if(user.IsAdvancedToolUser())
ui_interact(user)
else
flush = !flush
update()
return
/obj/machinery/disposal/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "disposal_bin.tmpl", "Waste Disposal Unit", 395, 250)
ui.open()
ui.set_auto_update(1)
/obj/machinery/disposal/ui_data(mob/user, ui_key = "main", datum/topic_state/state = default_state)
var/data[0]
var/pressure = Clamp(100* air_contents.return_pressure() / (SEND_PRESSURE), 0, 100)
var/pressure_round = round(pressure,1)
data["isAI"] = isAI(user)
data["flushing"] = flush
data["mode"] = mode
if(mode <= 0)
data["pumpstatus"] = "N/A"
else if(mode == 1)
data["pumpstatus"] = "Pressurizing"
else if(mode == 2)
data["pumpstatus"] = "Ready"
else
data["pumpstatus"] = "Idle"
data["pressure"] = pressure_round
return data
/obj/machinery/disposal/Topic(href, href_list)
if(usr.loc == src)
to_chat(usr, "<span class='warning'>You cannot reach the controls from inside.</span>")
return
if(mode==-1 && !href_list["eject"]) // only allow ejecting if mode is -1
to_chat(usr, "<span class='warning'>The disposal units power is disabled.</span>")
return
if(..())
return
if(stat & BROKEN)
return
src.add_fingerprint(usr)
if(usr.stat || usr.restrained() || src.flushing)
return
if(istype(src.loc, /turf))
if(href_list["pump"])
if(text2num(href_list["pump"]))
mode = 1
else
mode = 0
update()
if(!isAI(usr))
if(href_list["handle"])
flush = text2num(href_list["handle"])
update()
if(href_list["eject"])
eject()
return
// eject the contents of the disposal unit
/obj/machinery/disposal/proc/eject()
for(var/atom/movable/AM in src)
AM.loc = src.loc
AM.pipe_eject(0)
update()
// update the icon & overlays to reflect mode & status
/obj/machinery/disposal/proc/update()
overlays.Cut()
if(stat & BROKEN)
icon_state = "disposal-broken"
mode = 0
flush = 0
return
// flush handle
if(flush)
overlays += image('icons/obj/pipes/disposal.dmi', "dispover-handle")
// only handle is shown if no power
if(stat & NOPOWER || mode == -1)
return
// check for items in disposal - occupied light
if(contents.len > 0)
overlays += image('icons/obj/pipes/disposal.dmi', "dispover-full")
// charging and ready light
if(mode == 1)
overlays += image('icons/obj/pipes/disposal.dmi', "dispover-charge")
else if(mode == 2)
overlays += image('icons/obj/pipes/disposal.dmi', "dispover-ready")
// timed process
// charge the gas reservoir and perform flush if ready
/obj/machinery/disposal/process()
use_power = NO_POWER_USE
if(stat & BROKEN) // nothing can happen if broken
return
flush_count++
if( flush_count >= flush_every_ticks )
if( contents.len )
if(mode == 2)
spawn(0)
feedback_inc("disposal_auto_flush",1)
flush()
flush_count = 0
src.updateDialog()
if(flush && air_contents.return_pressure() >= SEND_PRESSURE ) // flush can happen even without power
flush()
if(stat & NOPOWER) // won't charge if no power
return
use_power = IDLE_POWER_USE
if(mode != 1) // if off or ready, no need to charge
return
// otherwise charge
use_power = ACTIVE_POWER_USE
var/atom/L = loc // recharging from loc turf
var/datum/gas_mixture/env = L.return_air()
var/pressure_delta = (SEND_PRESSURE*1.01) - air_contents.return_pressure()
if(env.temperature > 0)
var/transfer_moles = 0.1 * pressure_delta*air_contents.volume/(env.temperature * R_IDEAL_GAS_EQUATION)
//Actually transfer the gas
var/datum/gas_mixture/removed = env.remove(transfer_moles)
air_contents.merge(removed)
air_update_turf()
// if full enough, switch to ready mode
if(air_contents.return_pressure() >= SEND_PRESSURE)
mode = 2
update()
return
// perform a flush
/obj/machinery/disposal/proc/flush()
flushing = 1
flick("[icon_state]-flush", src)
var/wrapcheck = 0
var/obj/structure/disposalholder/H = new() // virtual holder object which actually
// travels through the pipes.
//Hacky test to get drones to mail themselves through disposals.
for(var/mob/living/silicon/robot/drone/D in src)
wrapcheck = 1
for(var/mob/living/silicon/robot/syndicate/saboteur/R in src)
wrapcheck = 1
for(var/obj/item/smallDelivery/O in src)
wrapcheck = 1
if(wrapcheck == 1)
H.tomail = 1
sleep(10)
if(last_sound < world.time + 1)
playsound(src, 'sound/machines/disposalflush.ogg', 50, 0, 0)
last_sound = world.time
sleep(5) // wait for animation to finish
H.init(src) // copy the contents of disposer to holder
air_contents = new() // The holder just took our gas; replace it
H.start(src) // start the holder processing movement
flushing = 0
// now reset disposal state
flush = 0
if(mode == 2) // if was ready,
mode = 1 // switch to charging
update()
return
// called when area power changes
/obj/machinery/disposal/power_change()
..() // do default setting/reset of stat NOPOWER bit
update() // update icon
return
// called when holder is expelled from a disposal
// should usually only occur if the pipe network is modified
/obj/machinery/disposal/proc/expel(var/obj/structure/disposalholder/H)
var/turf/target
playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0)
if(H) // Somehow, someone managed to flush a window which broke mid-transit and caused the disposal to go in an infinite loop trying to expel null, hopefully this fixes it
for(var/atom/movable/AM in H)
target = get_offset_target_turf(src.loc, rand(5)-rand(5), rand(5)-rand(5))
AM.loc = src.loc
AM.pipe_eject(0)
if(!istype(AM, /mob/living/silicon/robot/drone) && !istype(AM, /mob/living/silicon/robot/syndicate/saboteur)) //Poor drones kept smashing windows and taking system damage being fired out of disposals. ~Z
spawn(1)
if(AM)
AM.throw_at(target, 5, 1)
H.vent_gas(loc)
qdel(H)
/obj/machinery/disposal/CanPass(atom/movable/mover, turf/target, height=0)
if(istype(mover,/obj/item) && mover.throwing)
var/obj/item/I = mover
if(istype(I, /obj/item/projectile))
return
if(prob(75))
I.loc = src
for(var/mob/M in viewers(src))
M.show_message("\the [I] lands in \the [src].", 3)
update()
else
for(var/mob/M in viewers(src))
M.show_message("\the [I] bounces off of \the [src]'s rim!.", 3)
return 0
else
return ..(mover, target, height)
/obj/machinery/disposal/singularity_pull(S, current_size)
if(current_size >= STAGE_FIVE)
qdel(src)
/obj/machinery/disposal/get_remote_view_fullscreens(mob/user)
if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
user.overlay_fullscreen("remote_view", /obj/screen/fullscreen/impaired, 2)
// virtual disposal object
// travels through pipes in lieu of actual items
// contents will be items flushed by the disposal
// this allows the gas flushed to be tracked
/obj/structure/disposalholder
invisibility = 101
var/datum/gas_mixture/gas = null // gas used to flush, will appear at exit point
var/active = 0 // true if the holder is moving, otherwise inactive
dir = 0
var/count = 1000 //*** can travel 1000 steps before going inactive (in case of loops)
var/has_fat_guy = 0 // true if contains a fat person
var/destinationTag = 0 // changes if contains a delivery container
var/tomail = 0 //changes if contains wrapped package
var/hasmob = 0 //If it contains a mob
/obj/structure/disposalholder/Destroy()
QDEL_NULL(gas)
active = 0
return ..()
// initialize a holder from the contents of a disposal unit
/obj/structure/disposalholder/proc/init(var/obj/machinery/disposal/D)
gas = D.air_contents// transfer gas resv. into holder object
//Check for any living mobs trigger hasmob.
//hasmob effects whether the package goes to cargo or its tagged destination.
for(var/mob/living/M in D)
if(M && M.stat != 2 && !istype(M, /mob/living/silicon/robot/drone) && !istype(M, /mob/living/silicon/robot/syndicate/saboteur))
hasmob = 1
//Checks 1 contents level deep. This means that players can be sent through disposals...
//...but it should require a second person to open the package. (i.e. person inside a wrapped locker)
for(var/obj/O in D)
if(O.contents)
for(var/mob/living/M in O.contents)
if(M && M.stat != 2 && !istype(M,/mob/living/silicon/robot/drone) && !istype(M, /mob/living/silicon/robot/syndicate/saboteur))
hasmob = 1
// now everything inside the disposal gets put into the holder
// note AM since can contain mobs or objs
for(var/atom/movable/AM in D)
AM.loc = src
SEND_SIGNAL(AM, COMSIG_MOVABLE_DISPOSING, src, D)
if(istype(AM, /mob/living/carbon/human))
var/mob/living/carbon/human/H = AM
if(FAT in H.mutations) // is a human and fat?
has_fat_guy = 1 // set flag on holder
if(istype(AM, /obj/structure/bigDelivery) && !hasmob)
var/obj/structure/bigDelivery/T = AM
destinationTag = T.sortTag
if(istype(AM, /obj/item/smallDelivery) && !hasmob)
var/obj/item/smallDelivery/T = AM
destinationTag = T.sortTag
//Drones can mail themselves through maint.
if(istype(AM, /mob/living/silicon/robot/drone))
var/mob/living/silicon/robot/drone/drone = AM
destinationTag = drone.mail_destination
if(istype(AM, /mob/living/silicon/robot/syndicate/saboteur))
var/mob/living/silicon/robot/syndicate/saboteur/S = AM
destinationTag = S.mail_destination
if(istype(AM, /obj/item/shippingPackage) && !hasmob)
var/obj/item/shippingPackage/sp = AM
if(sp.sealed) //only sealed packages get delivered to their intended destination
destinationTag = sp.sortTag
// start the movement process
// argument is the disposal unit the holder started in
/obj/structure/disposalholder/proc/start(var/obj/machinery/disposal/D)
if(!D.trunk)
D.expel(src) // no trunk connected, so expel immediately
return
loc = D.trunk
active = 1
dir = DOWN
spawn(1)
move() // spawn off the movement process
return
// movement process, persists while holder is moving through pipes
/obj/structure/disposalholder/proc/move()
var/obj/structure/disposalpipe/last
while(active)
/* if(hasmob && prob(3))
for(var/mob/living/H in src)
if(!istype(H,/mob/living/silicon/robot/drone)) //Drones use the mailing code to move through the disposal system,
H.take_overall_damage(20, 0, "Blunt Trauma") */ //horribly maim any living creature jumping down disposals. c'est la vie
if(has_fat_guy && prob(2)) // chance of becoming stuck per segment if contains a fat guy
active = 0
// find the fat guys
for(var/mob/living/carbon/human/H in src)
break
sleep(1) // was 1
var/obj/structure/disposalpipe/curr = loc
last = curr
curr = curr.transfer(src)
if(!curr)
last.expel(src, loc, dir)
//
if(!(count--))
active = 0
return
// find the turf which should contain the next pipe
/obj/structure/disposalholder/proc/nextloc()
return get_step(loc,dir)
// find a matching pipe on a turf
/obj/structure/disposalholder/proc/findpipe(var/turf/T)
if(!T)
return null
var/fdir = turn(dir, 180) // flip the movement direction
for(var/obj/structure/disposalpipe/P in T)
if(fdir & P.dpdir) // find pipe direction mask that matches flipped dir
return P
// if no matching pipe, return null
return null
// merge two holder objects
// used when a a holder meets a stuck holder
/obj/structure/disposalholder/proc/merge(var/obj/structure/disposalholder/other)
for(var/atom/movable/AM in other)
AM.loc = src // move everything in other holder to this one
if(ismob(AM))
var/mob/M = AM
if(M.client) // if a client mob, update eye to follow this holder
M.client.eye = src
if(other.has_fat_guy)
has_fat_guy = 1
qdel(other)
// called when player tries to move while in a pipe
/obj/structure/disposalholder/relaymove(mob/user as mob)
if(!istype(user,/mob/living))
return
var/mob/living/U = user
if(U.stat || U.last_special <= world.time)
return
U.last_special = world.time+100
if(src.loc)
for(var/mob/M in hearers(src.loc.loc))
to_chat(M, "<FONT size=[max(0, 5 - get_dist(src, M))]>CLONG, clong!</FONT>")
playsound(src.loc, 'sound/effects/clang.ogg', 50, 0, 0)
// called to vent all gas in holder to a location
/obj/structure/disposalholder/proc/vent_gas(var/atom/location)
if(location)
location.assume_air(gas) // vent all gas to turf
air_update_turf()
return
// Disposal pipes
/obj/structure/disposalpipe
icon = 'icons/obj/pipes/disposal.dmi'
name = "disposal pipe"
desc = "An underfloor disposal pipe."
anchored = 1
density = 0
on_blueprints = TRUE
level = 1 // underfloor only
var/dpdir = 0 // bitmask of pipe directions
dir = 0 // dir will contain dominant direction for junction pipes
var/health = 10 // health points 0-10
armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100)
layer = DISPOSAL_PIPE_LAYER // slightly lower than wires and other pipes
var/base_icon_state // initial icon state on map
// new pipe, set the icon_state as on map
/obj/structure/disposalpipe/New()
..()
base_icon_state = icon_state
// pipe is deleted
// ensure if holder is present, it is expelled
/obj/structure/disposalpipe/Destroy()
var/obj/structure/disposalholder/H = locate() in src
if(H)
// holder was present
H.active = 0
var/turf/T = src.loc
if(T.density)
// deleting pipe is inside a dense turf (wall)
// this is unlikely, but just dump out everything into the turf in case
for(var/atom/movable/AM in H)
AM.loc = T
AM.pipe_eject(0)
qdel(H)
..()
return
// otherwise, do normal expel from turf
if(H)
expel(H, T, 0)
return ..()
/obj/structure/disposalpipe/singularity_pull(S, current_size)
if(current_size >= STAGE_FIVE)
qdel(src)
// returns the direction of the next pipe object, given the entrance dir
// by default, returns the bitmask of remaining directions
/obj/structure/disposalpipe/proc/nextdir(var/fromdir)
return dpdir & (~turn(fromdir, 180))
// transfer the holder through this pipe segment
// overriden for special behaviour
//
/obj/structure/disposalpipe/proc/transfer(var/obj/structure/disposalholder/H)
var/nextdir = nextdir(H.dir)
H.dir = nextdir
var/turf/T = H.nextloc()
var/obj/structure/disposalpipe/P = H.findpipe(T)
if(P)
// find other holder in next loc, if inactive merge it with current
var/obj/structure/disposalholder/H2 = locate() in P
if(H2 && !H2.active)
H.merge(H2)
H.loc = P
else // if wasn't a pipe, then set loc to turf
H.loc = T
return null
return P
// update the icon_state to reflect hidden status
/obj/structure/disposalpipe/proc/update()
var/turf/T = src.loc
hide(T.intact && !istype(T,/turf/space)) // space never hides pipes
update_icon()
// hide called by levelupdate if turf intact status changes
// change visibility status and force update of icon
/obj/structure/disposalpipe/hide(var/intact)
invisibility = intact ? 101: 0 // hide if floor is intact
update_icon()
// update actual icon_state depending on visibility
// if invisible, append "f" to icon_state to show faded version
// this will be revealed if a T-scanner is used
// if visible, use regular icon_state
/obj/structure/disposalpipe/update_icon()
if(invisibility)
icon_state = "[base_icon_state]f"
else
icon_state = base_icon_state
// expel the held objects into a turf
// called when there is a break in the pipe
//
/obj/structure/disposalpipe/proc/expel(var/obj/structure/disposalholder/H, var/turf/T, var/direction)
if(!T)
return
var/turf/target
if(T.density) // dense ouput turf, so stop holder
H.active = 0
H.loc = src
return
if(T.intact && istype(T,/turf/simulated/floor)) //intact floor, pop the tile
var/turf/simulated/floor/F = T
new F.builtin_tile.type(H)
F.remove_tile(null,TRUE,FALSE)
if(direction) // direction is specified
if(istype(T, /turf/space)) // if ended in space, then range is unlimited
target = get_edge_target_turf(T, direction)
else // otherwise limit to 10 tiles
target = get_ranged_target_turf(T, direction, 10)
playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0)
if(H)
for(var/atom/movable/AM in H)
AM.loc = T
AM.pipe_eject(direction)
spawn(1)
if(AM)
AM.throw_at(target, 100, 1)
H.vent_gas(T)
qdel(H)
else // no specified direction, so throw in random direction
playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0)
if(H)
for(var/atom/movable/AM in H)
target = get_offset_target_turf(T, rand(5)-rand(5), rand(5)-rand(5))
AM.loc = T
AM.pipe_eject(0)
spawn(1)
if(AM)
AM.throw_at(target, 5, 1)
H.vent_gas(T) // all gas vent to turf
qdel(H)
return
// call to break the pipe
// will expel any holder inside at the time
// then delete the pipe
// remains : set to leave broken pipe pieces in place
/obj/structure/disposalpipe/proc/broken(var/remains = 0)
if(remains)
for(var/D in cardinal)
if(D & dpdir)
var/obj/structure/disposalpipe/broken/P = new(src.loc)
P.dir = D
src.invisibility = 101 // make invisible (since we won't delete the pipe immediately)
var/obj/structure/disposalholder/H = locate() in src
if(H)
// holder was present
H.active = 0
var/turf/T = src.loc
if(T.density)
// broken pipe is inside a dense turf (wall)
// this is unlikely, but just dump out everything into the turf in case
for(var/atom/movable/AM in H)
AM.loc = T
AM.pipe_eject(0)
qdel(H)
return
// otherwise, do normal expel from turf
if(H)
expel(H, T, 0)
spawn(2) // delete pipe after 2 ticks to ensure expel proc finished
qdel(src)
// pipe affected by explosion
/obj/structure/disposalpipe/ex_act(severity)
switch(severity)
if(1.0)
broken(0)
return
if(2.0)
health -= rand(5,15)
healthcheck()
return
if(3.0)
health -= rand(0,15)
healthcheck()
return
// test health for brokenness
/obj/structure/disposalpipe/proc/healthcheck()
if(health < -2)
broken(0)
else if(health<1)
broken(1)
return
//attack by item
//weldingtool: unfasten and convert to obj/disposalconstruct
/obj/structure/disposalpipe/attackby(var/obj/item/I, var/mob/user, params)
var/turf/T = get_turf(src)
if(T.intact)
return // prevent interaction with T-scanner revealed pipes
add_fingerprint(user)
if(istype(I, /obj/item/weldingtool))
var/obj/item/weldingtool/W = I
if(W.remove_fuel(0, user))
to_chat(user, "<span class='notice'>You begin slicing \the [src].</span>")
playsound(loc, W.usesound, 100, 1)
if(do_after(user, 30 * W.toolspeed, target = src))
to_chat(user, "<span class='notice'>You finish slicing \the [src].</span>")
welded()
else
to_chat(user, "<span class='warning'>You need more welding fuel to cut the pipe.</span>")
// called when pipe is cut with welder
/obj/structure/disposalpipe/proc/welded()
var/obj/structure/disposalconstruct/C = new (src.loc)
switch(base_icon_state)
if("pipe-s")
C.ptype = PIPE_DISPOSALS_STRAIGHT
if("pipe-c")
C.ptype = PIPE_DISPOSALS_BENT
if("pipe-j1")
C.ptype = PIPE_DISPOSALS_JUNCTION_RIGHT
if("pipe-j2")
C.ptype = PIPE_DISPOSALS_JUNCTION_LEFT
if("pipe-y")
C.ptype = PIPE_DISPOSALS_Y_JUNCTION
if("pipe-t")
C.ptype = PIPE_DISPOSALS_TRUNK
if("pipe-j1s")
C.ptype = PIPE_DISPOSALS_SORT_RIGHT
if("pipe-j2s")
C.ptype = PIPE_DISPOSALS_SORT_LEFT
src.transfer_fingerprints_to(C)
C.dir = dir
C.density = 0
C.anchored = 1
C.update()
qdel(src)
// *** TEST verb
//client/verb/dispstop()
// for(var/obj/structure/disposalholder/H in world)
// H.active = 0
// a straight or bent segment
/obj/structure/disposalpipe/segment
icon_state = "pipe-s"
/obj/structure/disposalpipe/segment/New()
..()
if(icon_state == "pipe-s")
dpdir = dir | turn(dir, 180)
else
dpdir = dir | turn(dir, -90)
update()
//a three-way junction with dir being the dominant direction
/obj/structure/disposalpipe/junction
icon_state = "pipe-j1"
/obj/structure/disposalpipe/junction/New()
..()
if(icon_state == "pipe-j1")
dpdir = dir | turn(dir, -90) | turn(dir,180)
else if(icon_state == "pipe-j2")
dpdir = dir | turn(dir, 90) | turn(dir,180)
else // pipe-y
dpdir = dir | turn(dir,90) | turn(dir, -90)
update()
// next direction to move
// if coming in from secondary dirs, then next is primary dir
// if coming in from primary dir, then next is equal chance of other dirs
/obj/structure/disposalpipe/junction/nextdir(var/fromdir)
var/flipdir = turn(fromdir, 180)
if(flipdir != dir) // came from secondary dir
return dir // so exit through primary
else // came from primary
// so need to choose either secondary exit
var/mask = ..(fromdir)
// find a bit which is set
var/setbit = 0
if(mask & NORTH)
setbit = NORTH
else if(mask & SOUTH)
setbit = SOUTH
else if(mask & EAST)
setbit = EAST
else
setbit = WEST
if(prob(50)) // 50% chance to choose the found bit or the other one
return setbit
else
return mask & (~setbit)
//a three-way junction that sorts objects
/obj/structure/disposalpipe/sortjunction
icon_state = "pipe-j1s"
var/sortType = 0 //Look at the list called TAGGERLOCATIONS in /code/_globalvars/lists/flavor_misc.dm
var/posdir = 0
var/negdir = 0
var/sortdir = 0
/obj/structure/disposalpipe/sortjunction/proc/updatedesc()
desc = "An underfloor disposal pipe with a package sorting mechanism."
if(sortType>0)
var/tag = uppertext(GLOB.TAGGERLOCATIONS[sortType])
desc += "\nIt's tagged with [tag]"
/obj/structure/disposalpipe/sortjunction/proc/updatedir()
posdir = dir
negdir = turn(posdir, 180)
if(icon_state == "pipe-j1s")
sortdir = turn(posdir, -90)
else
icon_state = "pipe-j2s"
sortdir = turn(posdir, 90)
dpdir = sortdir | posdir | negdir
/obj/structure/disposalpipe/sortjunction/New()
..()
updatedir()
updatedesc()
update()
return
/obj/structure/disposalpipe/sortjunction/attackby(var/obj/item/I, var/mob/user, params)
if(..())
return
if(istype(I, /obj/item/destTagger))
var/obj/item/destTagger/O = I
if(O.currTag > 0)// Tag set
sortType = O.currTag
playsound(src.loc, 'sound/machines/twobeep.ogg', 100, 1)
var/tag = uppertext(GLOB.TAGGERLOCATIONS[O.currTag])
to_chat(user, "<span class='notice'>Changed filter to [tag]</span>")
updatedesc()
// next direction to move
// if coming in from negdir, then next is primary dir or sortdir
// if coming in from posdir, then flip around and go back to posdir
// if coming in from sortdir, go to posdir
/obj/structure/disposalpipe/sortjunction/nextdir(var/fromdir, var/sortTag)
//var/flipdir = turn(fromdir, 180)
if(fromdir != sortdir) // probably came from the negdir
if(src.sortType == sortTag) //if destination matches filtered type...
return sortdir // exit through sortdirection
else
return posdir
else // came from sortdir
// so go with the flow to positive direction
return posdir
/obj/structure/disposalpipe/sortjunction/transfer(var/obj/structure/disposalholder/H)
var/nextdir = nextdir(H.dir, H.destinationTag)
H.dir = nextdir
var/turf/T = H.nextloc()
var/obj/structure/disposalpipe/P = H.findpipe(T)
if(P)
// find other holder in next loc, if inactive merge it with current
var/obj/structure/disposalholder/H2 = locate() in P
if(H2 && !H2.active)
H.merge(H2)
H.loc = P
else // if wasn't a pipe, then set loc to turf
H.loc = T
return null
return P
//a three-way junction that sorts objects destined for the mail office mail table (tomail = 1)
/obj/structure/disposalpipe/wrapsortjunction
desc = "An underfloor disposal pipe which sorts wrapped and unwrapped objects."
icon_state = "pipe-j1s"
var/posdir = 0
var/negdir = 0
var/sortdir = 0
/obj/structure/disposalpipe/wrapsortjunction/New()
..()
posdir = dir
if(icon_state == "pipe-j1s")
sortdir = turn(posdir, -90)
negdir = turn(posdir, 180)
else
icon_state = "pipe-j2s"
sortdir = turn(posdir, 90)
negdir = turn(posdir, 180)
dpdir = sortdir | posdir | negdir
update()
return
// next direction to move
// if coming in from negdir, then next is primary dir or sortdir
// if coming in from posdir, then flip around and go back to posdir
// if coming in from sortdir, go to posdir
/obj/structure/disposalpipe/wrapsortjunction/nextdir(var/fromdir, var/istomail)
//var/flipdir = turn(fromdir, 180)
if(fromdir != sortdir) // probably came from the negdir
if(istomail) //if destination matches filtered type...
return sortdir // exit through sortdirection
else
return posdir
else // came from sortdir
return posdir // so go with the flow to positive direction
/obj/structure/disposalpipe/wrapsortjunction/transfer(var/obj/structure/disposalholder/H)
var/nextdir = nextdir(H.dir, H.tomail)
H.dir = nextdir
var/turf/T = H.nextloc()
var/obj/structure/disposalpipe/P = H.findpipe(T)
if(P)
// find other holder in next loc, if inactive merge it with current
var/obj/structure/disposalholder/H2 = locate() in P
if(H2 && !H2.active)
H.merge(H2)
H.loc = P
else // if wasn't a pipe, then set loc to turf
H.loc = T
return null
return P
//a trunk joining to a disposal bin or outlet on the same turf
/obj/structure/disposalpipe/trunk
icon_state = "pipe-t"
var/obj/linked // the linked obj/machinery/disposal or obj/disposaloutlet
/obj/structure/disposalpipe/trunk/New()
..()
dpdir = dir
spawn(1)
getlinked()
update()
return
/obj/structure/disposalpipe/trunk/Destroy()
if(istype(linked, /obj/structure/disposaloutlet))
var/obj/structure/disposaloutlet/O = linked
O.expel(animation = 0)
else if(istype(linked, /obj/machinery/disposal))
var/obj/machinery/disposal/D = linked
if(D.trunk == src)
D.go_out()
D.trunk = null
remove_trunk_links()
return ..()
/obj/structure/disposalpipe/trunk/proc/getlinked()
var/obj/machinery/disposal/D = locate() in src.loc
if(D)
nicely_link_to_other_stuff(D)
return
var/obj/structure/disposaloutlet/O = locate() in src.loc
if(O)
nicely_link_to_other_stuff(O)
/obj/structure/disposalpipe/trunk/proc/remove_trunk_links() //disposals is well-coded
if(!linked)
return
else if(istype(linked, /obj/machinery/disposal)) //jk lol
var/obj/machinery/disposal/D = linked
D.trunk = null
else if(istype(linked, /obj/structure/disposaloutlet)) //God fucking damn it
var/obj/structure/disposaloutlet/D = linked
D.linkedtrunk = null
linked = null
/obj/structure/disposalpipe/trunk/proc/nicely_link_to_other_stuff(obj/O)
remove_trunk_links() //Breaks the connections between this trunk and the linked machinery so we don't get sent to nullspace or some shit like that
if(istype(O, /obj/machinery/disposal))
var/obj/machinery/disposal/D = O
linked = D
D.trunk = src
else if(istype(O, /obj/structure/disposaloutlet))
var/obj/structure/disposaloutlet/D = O
linked = D
D.linkedtrunk = src
// Override attackby so we disallow trunkremoval when somethings ontop
/obj/structure/disposalpipe/trunk/attackby(var/obj/item/I, var/mob/user, params)
//Disposal bins or chutes
//Disposal constructors
var/obj/structure/disposalconstruct/C = locate() in src.loc
if(C && C.anchored)
return
var/turf/T = src.loc
if(T.intact)
return // prevent interaction with T-scanner revealed pipes
src.add_fingerprint(user)
if(istype(I, /obj/item/weldingtool))
var/obj/item/weldingtool/W = I
if(W.remove_fuel(0,user))
playsound(loc, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>Slicing the disposal pipe.</span>")
if(do_after(user, 30 * W.toolspeed, target = src))
if(!W.isOn())
return
welded()
else
to_chat(user, "<span class='warning'>You need more welding fuel to cut the pipe.</span>")
return
// would transfer to next pipe segment, but we are in a trunk
// if not entering from disposal bin,
// transfer to linked object (outlet or bin)
/obj/structure/disposalpipe/trunk/transfer(obj/structure/disposalholder/H)
if(!H)
return
if(H.dir == DOWN) // we just entered from a disposer
return ..() // so do base transfer proc
// otherwise, go to the linked object
if(!linked)
expel(H, loc, FALSE) // expel at turf
else if(istype(linked, /obj/structure/disposaloutlet))
var/obj/structure/disposaloutlet/DO = linked
for(var/atom/movable/AM in H)
AM.forceMove(DO)
qdel(H)
H.vent_gas(loc)
DO.expel()
else if(istype(linked, /obj/machinery/disposal))
var/obj/machinery/disposal/D = linked
H.forceMove(D)
D.expel(H) // expel at disposal
else //just in case
expel(H, loc, FALSE)
// nextdir
/obj/structure/disposalpipe/trunk/nextdir(var/fromdir)
if(fromdir == DOWN)
return dir
else
return 0
// a broken pipe
/obj/structure/disposalpipe/broken
icon_state = "pipe-b"
dpdir = 0 // broken pipes have dpdir=0 so they're not found as 'real' pipes
// i.e. will be treated as an empty turf
desc = "A broken piece of disposal pipe."
/obj/structure/disposalpipe/broken/New()
..()
update()
return
/obj/structure/disposalpipe/broken/welded()
qdel(src)
// the disposal outlet machine
/obj/structure/disposaloutlet
name = "disposal outlet"
desc = "An outlet for the pneumatic disposal system."
icon = 'icons/obj/pipes/disposal.dmi'
icon_state = "outlet"
density = 1
anchored = 1
var/active = 0
var/turf/target // this will be where the output objects are 'thrown' to.
var/obj/structure/disposalpipe/trunk/linkedtrunk
var/mode = 0
/obj/structure/disposaloutlet/New()
..()
spawn(1)
target = get_ranged_target_turf(src, dir, 10)
var/obj/structure/disposalpipe/trunk/T = locate() in loc
if(T)
T.nicely_link_to_other_stuff(src)
/obj/structure/disposaloutlet/Destroy()
if(linkedtrunk)
linkedtrunk.remove_trunk_links()
expel(FALSE)
return ..()
// expel the contents of the outlet
/obj/structure/disposaloutlet/proc/expel(animation = TRUE)
if(animation)
flick("outlet-open", src)
playsound(src, 'sound/machines/warning-buzzer.ogg', 50, 0, 0)
sleep(20) //wait until correct animation frame
playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0)
for(var/atom/movable/AM in contents)
AM.forceMove(loc)
AM.pipe_eject(dir)
if(istype(AM,/mob/living/silicon/robot/drone) || istype(AM, /mob/living/silicon/robot/syndicate/saboteur)) //Drones keep smashing windows from being fired out of chutes. Bad for the station. ~Z
return
spawn(5)
if(QDELETED(AM))
return
AM.throw_at(target, 3, 1)
/obj/structure/disposaloutlet/attackby(var/obj/item/I, var/mob/user, params)
if(!I || !user)
return
src.add_fingerprint(user)
if(istype(I, /obj/item/screwdriver))
if(mode==0)
mode=1
playsound(src.loc, I.usesound, 50, 1)
to_chat(user, "You remove the screws around the power connection.")
return
else if(mode==1)
mode=0
playsound(src.loc, I.usesound, 50, 1)
to_chat(user, "You attach the screws around the power connection.")
return
else if(istype(I,/obj/item/weldingtool) && mode==1)
var/obj/item/weldingtool/W = I
if(W.remove_fuel(0,user))
playsound(src.loc, W.usesound, 100, 1)
to_chat(user, "You start slicing the floorweld off the disposal outlet.")
if(do_after(user, 20 * W.toolspeed, target = src))
if(!src || !W.isOn()) return
to_chat(user, "You sliced the floorweld off the disposal outlet.")
var/obj/structure/disposalconstruct/C = new (src.loc)
src.transfer_fingerprints_to(C)
C.ptype = PIPE_DISPOSALS_OUTLET
C.update()
C.anchored = 1
C.density = 1
qdel(src)
return
else
to_chat(user, "You need more welding fuel to complete this task.")
return
//When the disposalsoutlet is forcefully moved. Due to meteorshot or the recall item spell for instance
/obj/structure/disposaloutlet/Moved(atom/OldLoc, Dir)
. = ..()
var/turf/T = OldLoc
if(T.intact)
var/turf/simulated/floor/F = T
F.remove_tile(null,TRUE,TRUE)
T.visible_message("<span class='warning'>The floortile is ripped from the floor!</span>", "<span class='warning'>You hear a loud bang!</span>")
if(linkedtrunk)
linkedtrunk.remove_trunk_links()
var/obj/structure/disposalconstruct/C = new (loc)
transfer_fingerprints_to(C)
C.ptype = PIPE_DISPOSALS_OUTLET
C.update()
C.anchored = 0
C.density = 1
qdel(src)
// called when movable is expelled from a disposal pipe or outlet
// by default does nothing, override for special behaviour
/atom/movable/proc/pipe_eject(var/direction)
return
// check if mob has client, if so restore client view on eject
/mob/pipe_eject(var/direction)
reset_perspective(null)
/obj/effect/decal/cleanable/blood/gibs/pipe_eject(var/direction)
var/list/dirs
if(direction)
dirs = list( direction, turn(direction, -45), turn(direction, 45))
else
dirs = alldirs.Copy()
src.streak(dirs)
/obj/effect/decal/cleanable/blood/gibs/robot/gib/pipe_eject(var/direction)
var/list/dirs
if(direction)
dirs = list( direction, turn(direction, -45), turn(direction, 45))
else
dirs = alldirs.Copy()
src.streak(dirs)