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- Welding tool code how has proper comments! Maybe not "proper" but at least I don't lie and say a proc is/does something that it doesn't actually do. - Welders now start full of fuel instead of some random amount between 10-20 - Someone decided it would be a good idea to set the welding tool's 'on/off' var in a ton of attackby() procs. These objects and turfs shouldnt even touch this variable. This is why people have been noticing their welding being on without the sprite or damagetype and amount reflecting that. - - I've removed a bunch of these instances but there are so many objects and turfs spread out through the code, there's no way to know if I've got them all (This is the majority of the files) - - I've created a new proc in welding tools that checks to see if they are turned on or not. "isOn()" - - Since I'm not sure if I've gotten every instance of this force-var-on, I've set the welding tool to update it's icon every process(). I hate adding checks like this to processes but it's necessary for now. - Added a setWelding() proc. If you HAVE to turn the welding tool on or off, use this, don't just change the var. In fact, dont even touch the 'welding' var anymore - Fixes issue 435 While changing the hundreds(literally) of cases of welding tool uses I've - Changed some :'s (object:varorproc) I've come across into .'s (object.varorproc) - Added checks to make sure the welding tool is actually on before using it (some attackby()'s didnt have this. Heck, some checked how much fuel you had, but didn't actually USE the fuel) - Added sanity checks after some do_after()s that were missing them Added traitor uplink items back to erro's stat tracker - Added 'random' with the tag "RN" - Added thermal meson glasses with the tag "TM" - Reorganized uplinks.dm a little by moving the 'random' item generation to its own proc - NOTE: I have absolutely no way to test this on my own, but it should work! I've tested a bunch of construction/deconstructions with the welding tool, but again I've probably missed a few things. If there are any problems, please let me know and I'll fix them asap. Revision: r3741 Author: johnsonmt88
242 lines
6.2 KiB
Plaintext
242 lines
6.2 KiB
Plaintext
// Disposal pipe construction
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// This is the pipe that you drag around, not the attached ones.
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/obj/structure/disposalconstruct
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name = "disposal pipe segment"
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desc = "A huge pipe segment used for constructing disposal systems."
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icon = 'disposal.dmi'
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icon_state = "conpipe-s"
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anchored = 0
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density = 0
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pressure_resistance = 5*ONE_ATMOSPHERE
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m_amt = 1850
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level = 2
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var/ptype = 0
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// 0=straight, 1=bent, 2=junction-j1, 3=junction-j2, 4=junction-y, 5=trunk, 6=disposal bin, 7=outlet, 8=inlet, 9=junction-j1s, 10=junction-j2s
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var/dpdir = 0 // directions as disposalpipe
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var/base_state = "pipe-s"
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// update iconstate and dpdir due to dir and type
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proc/update()
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var/flip = turn(dir, 180)
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var/left = turn(dir, 90)
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var/right = turn(dir, -90)
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switch(ptype)
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if(0)
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base_state = "pipe-s"
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dpdir = dir | flip
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if(1)
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base_state = "pipe-c"
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dpdir = dir | right
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if(2)
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base_state = "pipe-j1"
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dpdir = dir | right | flip
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if(3)
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base_state = "pipe-j2"
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dpdir = dir | left | flip
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if(4)
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base_state = "pipe-y"
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dpdir = dir | left | right
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if(5)
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base_state = "pipe-t"
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dpdir = dir
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// disposal bin has only one dir, thus we don't need to care about setting it
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if(6)
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if(anchored)
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base_state = "disposal"
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else
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base_state = "condisposal"
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if(7)
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base_state = "outlet"
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dpdir = dir
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if(8)
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base_state = "intake"
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dpdir = dir
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if(9)
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base_state = "pipe-j1s"
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dpdir = dir | right | flip
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if(10)
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base_state = "pipe-j2s"
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dpdir = dir | left | flip
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if(ptype<6 && ptype != 9 && ptype != 10)
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icon_state = "con[base_state]"
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else
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icon_state = base_state
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if(invisibility) // if invisible, fade icon
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icon -= rgb(0,0,0,128)
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// hide called by levelupdate if turf intact status changes
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// change visibility status and force update of icon
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hide(var/intact)
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invisibility = (intact && level==1) ? 101: 0 // hide if floor is intact
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update()
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// flip and rotate verbs
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verb/rotate()
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set name = "Rotate Pipe"
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set src in view(1)
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if(usr.stat)
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return
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if(anchored)
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usr << "You must unfasten the pipe before rotating it."
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return
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dir = turn(dir, -90)
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update()
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verb/flip()
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set name = "Flip Pipe"
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set src in view(1)
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if(usr.stat)
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return
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if(anchored)
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usr << "You must unfasten the pipe before flipping it."
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return
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dir = turn(dir, 180)
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if(ptype == 2)
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ptype = 3
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else if(ptype == 3)
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ptype = 2
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update()
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// returns the type path of disposalpipe corresponding to this item dtype
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proc/dpipetype()
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switch(ptype)
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if(0,1)
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return /obj/structure/disposalpipe/segment
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if(2,3,4)
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return /obj/structure/disposalpipe/junction
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if(5)
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return /obj/structure/disposalpipe/trunk
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if(6)
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return /obj/machinery/disposal
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if(7)
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return /obj/structure/disposaloutlet
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if(8)
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return /obj/machinery/disposal/deliveryChute
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if(9,10)
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return /obj/structure/disposalpipe/sortjunction
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return
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// attackby item
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// wrench: (un)anchor
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// weldingtool: convert to real pipe
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attackby(var/obj/item/I, var/mob/user)
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var/nicetype = "pipe"
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var/ispipe = 0 // Indicates if we should change the level of this pipe
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switch(ptype)
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if(6)
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nicetype = "disposal bin"
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if(7)
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nicetype = "disposal outlet"
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if(8)
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nicetype = "delivery chute"
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else
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nicetype = "pipe"
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ispipe = 1
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var/turf/T = src.loc
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if(T.intact)
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user << "You can only attach the [nicetype] if the floor plating is removed."
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return
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var/obj/structure/disposalpipe/CP = locate() in T
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if(ptype>=6 && ptype != 9 && ptype != 10) // Disposal or outlet
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if(CP) // There's something there
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if(!istype(CP,/obj/structure/disposalpipe/trunk))
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user << "The [nicetype] requires a trunk underneath it in order to work."
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return
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else // Nothing under, fuck.
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user << "The [nicetype] requires a trunk underneath it in order to work."
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return
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else
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if(CP)
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update()
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var/pdir = CP.dpdir
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if(istype(CP, /obj/structure/disposalpipe/broken))
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pdir = CP.dir
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if(pdir & dpdir)
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user << "There is already a [nicetype] at that location."
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return
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var/obj/structure/disposalpipe/trunk/Trunk = CP
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if(istype(I, /obj/item/weapon/wrench))
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if(anchored)
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anchored = 0
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if(ispipe)
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level = 2
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density = 0
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else
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density = 1
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user << "You detach the [nicetype] from the underfloor."
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else
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anchored = 1
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if(ispipe)
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level = 1 // We don't want disposal bins to disappear under the floors
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density = 0
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else
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density = 1 // We don't want disposal bins or outlets to go density 0
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user << "You attach the [nicetype] to the underfloor."
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playsound(src.loc, 'Ratchet.ogg', 100, 1)
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update()
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else if(istype(I, /obj/item/weapon/weldingtool))
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if(anchored)
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var/obj/item/weapon/weldingtool/W = I
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if(W.remove_fuel(0,user))
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playsound(src.loc, 'Welder2.ogg', 100, 1)
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user << "Welding the [nicetype] in place."
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if(do_after(user, 20))
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if(!src || !W.isOn()) return
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user << "The [nicetype] has been welded in place!"
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update() // TODO: Make this neat
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if(ispipe) // Pipe
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var/pipetype = dpipetype()
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var/obj/structure/disposalpipe/P = new pipetype(src.loc)
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P.base_icon_state = base_state
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P.dir = dir
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P.dpdir = dpdir
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P.updateicon()
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else if(ptype==6) // Disposal bin
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var/obj/machinery/disposal/P = new /obj/machinery/disposal(src.loc)
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P.mode = 0 // start with pump off
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else if(ptype==7) // Disposal outlet
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var/obj/structure/disposaloutlet/P = new /obj/structure/disposaloutlet(src.loc)
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P.dir = dir
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Trunk.linked = P
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else if(ptype==8) // Disposal outlet
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var/obj/machinery/disposal/deliveryChute/P = new /obj/machinery/disposal/deliveryChute(src.loc)
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P.dir = dir
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del(src)
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return
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else
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user << "You need more welding fuel to complete this task."
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return
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else
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user << "You need to attach it to the plating first!"
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return
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