Files
Polaris/code/modules/recycling/disposal.dm
Erthilo eb7ae97624 TG: Welding tool: Mostly code-related, the players won't notice much.
- 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
2012-06-07 03:30:13 +01:00

1495 lines
40 KiB
Plaintext

// 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 = 'disposal.dmi'
icon_state = "disposal"
anchored = 1
density = 1
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/timeleft = 0 //used to give a delay after the last item was put in before flushing
var/islarge = 0 //If there is a crate, lets not add a second.
var/playing_sound = 0
// create a new disposal
// find the attached trunk (if present) and init gas resvr.
New()
..()
spawn(5)
trunk = locate() in src.loc
if(!trunk)
mode = 0
flush = 0
else
trunk.linked = src // link the pipe trunk to self
air_contents = new/datum/gas_mixture()
//gas.volume = 1.05 * CELLSTANDARD
update()
// attack by item places it in to disposal
attackby(var/obj/item/I, var/mob/user)
if(stat & BROKEN || !I || !user)
return
if(isrobot(user) && !istype(I, /obj/item/weapon/trashbag))
return
if(mode<=0) // It's off
if(contents.len > 0)
user << "Eject the items first!"
return
if(istype(I, /obj/item/weapon/screwdriver))
if(mode==0) // It's off but still not unscrewed
mode=-1 // Set it to doubleoff l0l
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
user << "You remove the screws around the power connection."
return
else if(mode==-1)
mode=0
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
user << "You attach the screws around the power connection."
return
else if(istype(I,/obj/item/weapon/weldingtool) && mode==-1)
var/obj/item/weapon/weldingtool/W = I
if(W.remove_fuel(0,user))
playsound(src.loc, 'Welder2.ogg', 100, 1)
user << "You start slicing the floorweld off the disposal unit."
if(do_after(user,20))
if(!src || !W.isOn()) return
user << "You sliced the floorweld off the disposal unit."
var/obj/structure/disposalconstruct/C = new (src.loc)
C.ptype = 6 // 6 = disposal unit
C.anchored = 1
C.density = 1
C.update()
del(src)
return
else
user << "You need more welding fuel to complete this task."
return
if(istype(I, /obj/item/weapon/melee/energy/blade))
user << "You can't place that item inside the disposal unit."
return
if(istype(I, /obj/item/weapon/trashbag))
user << "\blue You empty the bag."
for(var/obj/item/O in I.contents)
O.loc = src
I.contents -= O
I.update_icon()
update()
return
if(istype(I, /obj/item/ashtray) && (I.health > 0))
user << "\blue You empty the ashtray into [src]."
for(var/obj/item/O in I.contents)
O.loc = src
I.contents -= O
I.icon_state = I:icon_empty
update()
return
var/obj/item/weapon/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] into the disposal.", 3)
if(do_after(usr, 20))
if (GM.client)
GM.client.perspective = EYE_PERSPECTIVE
GM.client.eye = src
GM.loc = src
for (var/mob/C in viewers(src))
C.show_message("\red [GM.name] has been placed in the [src] by [user].", 3)
del(G)
log_attack("<font color='red'>[usr] ([usr.ckey]) placed [GM] ([GM.ckey]) in a disposals unit.</font>")
log_admin("ATTACK: [usr] ([usr.ckey]) placed [GM] ([GM.ckey]) in a disposals unit.")
message_admins("ATTACK: [usr] ([usr.ckey]) placed [GM] ([GM.ckey]) in a disposals unit.")
else
if(!I || isnull(I))
//CRASH("disposal/attackby() was called, but I was nulled before calling user.drop_item()")
return // No idea why, but somehow I gets nulled before it goes into the else, and that leads to a lot of spam with runtime errors.
user.drop_item()
if(I)
I.loc = src
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)
timeleft = 5
update()
// mouse drop another mob or self
//
MouseDrop_T(var/atom/movable/T, mob/user)
if (istype(T,/mob))
var/mob/target = T
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(src.islarge == 1)
user << "They won't fit with that crate in there!"
return
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))
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
log_attack("<font color='red'>[user] ([user.ckey]) climbed into a disposals unit.</font>")
log_admin("ATTACK: [user] ([user.ckey]) climbed into in a disposals unit.")
//message_admins("ATTACK: [user] ([user.ckey]) climbed into in a disposals unit.")
msg = "[user.name] climbs into the [src]."
user << "You climb into the [src]."
else if(target != user && !user.restrained() && !user.stat && !user.weakened && !user.stunned && !user.paralysis)
log_attack("<font color='red'>[user] ([user.ckey]) placed [target] ([target.ckey]) in a disposals unit.</font>")
log_admin("ATTACK: [user] ([user.ckey]) placed [target] ([target.ckey]) in a disposals unit.")
//message_admins("ATTACK: [user] ([user.ckey]) placed [target] ([target.ckey]) in a disposals unit.")
msg = "[user.name] stuffs [target.name] into the [src]!"
user << "You stuff [target.name] into the [src]!"
else
return
if (target.client)
target.client.perspective = EYE_PERSPECTIVE
target.client.eye = src
target.loc = src
for (var/mob/C in viewers(src))
if(C == user)
continue
C.show_message(msg, 3)
timeleft = 5
update()
return
if(istype(T,/obj/structure/bigDelivery))
if (T.anchored || get_dist(user, src) > 1 || get_dist(src,T) > 2 )
return
if(src.islarge == 1)
user << "[T] won't fit with that crate in there!"
return
for(var/mob/M in viewers(src))
if(M == user)
user << "You start to shove \the [T] into the [src]."
continue
M.show_message("[user.name] looks like they're trying to place \the [T] into the [src].", 5)
if(!do_after(usr, 20))
return
user << "Your back is starting to hurt!"
sleep(5)
if(prob(50))
user << "No way can you get this thing in there."
return
if(!do_after(usr, 20))
return
T.loc = src
src.islarge = 1
for(var/mob/M in viewers(src))
if(M == user)
user << "You shove \the [T] into the [src]."
continue
M.show_message("[user.name] manages to stuff \the [T] into the [src]. Impressive!", 5)
return
else
return
// can breath normally in the disposal
alter_health()
return get_turf(src)
// attempt to move while inside
relaymove(mob/user as mob)
if(user.stat || src.flushing)
return
src.go_out(user)
return
// leave the disposal
proc/go_out(mob/user)
if (user.client)
user.client.eye = user.client.mob
user.client.perspective = MOB_PERSPECTIVE
user.loc = src.loc
update()
return
// monkeys can only pull the flush lever
attack_paw(mob/user as mob)
if(stat & BROKEN)
return
flush = !flush
update()
return
// ai as human but can't flush
attack_ai(mob/user as mob)
interact(user, 1)
// human interact with machine
attack_hand(mob/user as mob)
if(user && user.loc == src)
usr << "\red You cannot reach the controls from inside."
return
/*
if(mode==-1)
usr << "\red The disposal units power is disabled."
return
*/
interact(user, 0)
// user interaction
proc/interact(mob/user, var/ai=0)
src.add_fingerprint(user)
if(stat & BROKEN)
user.machine = null
return
var/dat = "<head><title>Waste Disposal Unit</title></head><body><TT><B>Waste Disposal Unit</B><HR>"
if(!ai) // AI can't pull flush handle
if(flush)
dat += "Disposal handle: <A href='?src=\ref[src];handle=0'>Disengage</A> <B>Engaged</B>"
else
dat += "Disposal handle: <B>Disengaged</B> <A href='?src=\ref[src];handle=1'>Engage</A>"
dat += "<BR><HR><A href='?src=\ref[src];eject=1'>Eject contents</A><HR>"
if(mode <= 0)
dat += "Pump: <B>Off</B> <A href='?src=\ref[src];pump=1'>On</A><BR>"
else if(mode == 1)
dat += "Pump: <A href='?src=\ref[src];pump=0'>Off</A> <B>On</B> (pressurizing)<BR>"
else
dat += "Pump: <A href='?src=\ref[src];pump=0'>Off</A> <B>On</B> (idle)<BR>"
var/per = 100* air_contents.return_pressure() / (SEND_PRESSURE)
dat += "Pressure: [round(per, 1)]%<BR></body>"
user.machine = src
user << browse(dat, "window=disposal;size=360x170")
onclose(user, "disposal")
// handle machine interaction
Topic(href, href_list)
if(usr.loc == src)
usr << "\red You cannot reach the controls from inside."
return
if(mode==-1 && !href_list["eject"]) // only allow ejecting if mode is -1
usr << "\red The disposal units power is disabled."
return
..()
src.add_fingerprint(usr)
if(stat & BROKEN)
return
if(usr.stat || usr.restrained() || src.flushing)
return
if (in_range(src, usr) && istype(src.loc, /turf))
usr.machine = src
if(href_list["close"])
usr.machine = null
usr << browse(null, "window=disposal")
return
if(href_list["pump"])
if(text2num(href_list["pump"]))
mode = 1
else
mode = 0
update()
if(href_list["handle"])
flush = text2num(href_list["handle"])
update()
if(href_list["eject"])
eject()
else
usr << browse(null, "window=disposal")
usr.machine = null
return
return
// eject the contents of the disposal unit
proc/eject()
for(var/atom/movable/AM in src)
AM.loc = src.loc
AM.pipe_eject(0)
islarge = 0
update()
// update the icon & overlays to reflect mode & status
proc/update()
overlays = null
if(stat & BROKEN)
icon_state = "disposal-broken"
mode = 0
flush = 0
return
// flush handle
if(flush)
overlays += image('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('disposal.dmi', "dispover-full")
// charging and ready light
if(mode == 1)
overlays += image('disposal.dmi', "dispover-charge")
else if(mode == 2)
overlays += image('disposal.dmi', "dispover-ready")
// timed process
// charge the gas reservoir and perform flush if ready
process()
if(stat & BROKEN) // nothing can happen if broken
return
if(!air_contents) // Potentially causes a runtime otherwise (if this is really shitty, blame pete //Donkie)
return
if(length(src.contents) > 0)
if(timeleft == 0)
flush = 1
else
timeleft--
src.updateDialog()
if(!air_contents) // caused runtime error for the first tick, if created mid-game
return
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(100) // base power usage
if(mode != 1) // if off or ready, no need to charge
return
// otherwise charge
use_power(500) // charging power usage
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)
// if full enough, switch to ready mode
if(air_contents.return_pressure() >= SEND_PRESSURE)
mode = 2
update()
return
// perform a flush
proc/flush()
flushing = 1
flick("[icon_state]-flush", src)
var/obj/structure/disposalholder/H = new() // virtual holder object which actually
// travels through the pipes.
H.init(src) // copy the contents of disposer to holder
air_contents = new() // new empty gas resv.
sleep(10)
playsound(src, 'disposalflush.ogg', 50, 0, 0)
sleep(5) // wait for animation to finish
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
if(islarge)
islarge = 0
update()
return
// called when area power changes
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
proc/expel(var/obj/structure/disposalholder/H)
var/turf/target
if(!playing_sound)
playing_sound = 1
playsound(src, 'hiss.ogg', 50, 0, 0)
spawn(20)
playing_sound = 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)
spawn(1)
if(AM)
AM.throw_at(target, 5, 1)
H.vent_gas(loc)
del(H)
CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if (istype(mover,/obj/item) && mover.throwing)
var/obj/item/I = mover
if(istype(I, /obj/item/weapon/dummy) || 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)
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 ..()
// 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 to the mail room (in case of loops)
var/destinationTag = null // changes if contains a delivery container
var/tomail = 0 //changes if contains wrapped package
var/hasmob = 0 //If it contains a mob
// initialize a holder from the contents of a disposal unit
proc/init(var/obj/machinery/disposal/D)
gas = D.air_contents// transfer gas resv. into holder object
// 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
/*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) Already have a check for this.
var/obj/structure/bigDelivery/T = AM
src.destinationTag = T.sortTag
if(istype(AM, /obj/item/smallDelivery))// && !hasmob) And that. DMTG
var/obj/item/smallDelivery/T = AM
src.destinationTag = T.sortTag
else if (!src.destinationTag)
src.destinationTag = null
// start the movement process
// argument is the disposal unit the holder started in
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
proc/move()
var/obj/structure/disposalpipe/last
while(active)
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--))
tomail = 1 //So loops end up in the mail room.
destinationTag = null
return
// find the turf which should contain the next pipe
proc/nextloc()
return get_step(loc,dir)
// find a matching pipe on a turf
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
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
del(other)
// called when player tries to move while in a pipe
relaymove(mob/user as mob)
if (user.stat)
return
if (src.loc)
for (var/mob/M in hearers(src.loc.loc))
M << "<FONT size=[max(0, 5 - get_dist(src, M))]>CLONG, clong!</FONT>"
playsound(src.loc, 'clang.ogg', 50, 0, 0)
// called to vent all gas in holder to a location
proc/vent_gas(var/atom/location)
location.assume_air(gas) // vent all gas to turf
return
// Disposal pipes
/obj/structure/disposalpipe
icon = 'disposal.dmi'
name = "disposal pipe"
desc = "An underfloor disposal pipe."
anchored = 1
density = 0
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
layer = 2.3 // slightly lower than wires and other pipes
var/base_icon_state // initial icon state on map
var/playing_sound = 0
// new pipe, set the icon_state as on map
New()
..()
base_icon_state = icon_state
return
// pipe is deleted
// ensure if holder is present, it is expelled
Del()
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)
del(H)
..()
return
// otherwise, do normal expel from turf
if(H)
expel(H, T, 0)
..()
// returns the direction of the next pipe object, given the entrance dir
// by default, returns the bitmask of remaining directions
proc/nextdir(var/fromdir)
return dpdir & (~turn(fromdir, 180))
// transfer the holder through this pipe segment
// overriden for special behaviour
//
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
if((P.dir & (P.dir - 1)) || istype(P,/obj/structure/disposalpipe/junction) || istype(P,/obj/structure/disposalpipe/sortjunction))
for(var/mob/M in H)
M.weakened += 2
if(prob(20))
M.paralysis += 2
if(istype(M,/mob/living/carbon/human))
var/name = pick(M:organs)
var/datum/organ/external/temp = M:organs[name]
if (istype(temp, /datum/organ/external))
temp.take_damage(4, 0)
if(temp.name == "head")
M.paralysis += 4
M << "\red Your head smashes into a rogue piece of metal!"
else if(temp.name == "groin")
M.weakened += 4
M << "\red You're gonna remember that one in the morning!"
M:UpdateDamageIcon()
//M:UpdateDamage() //doesnt fucking exist if you arent a blob
else
M.bruteloss += 4
if(prob(2))
M << "\red Your elbow doesn't bend that way, dammit!"
//else
// M << "\red <b>You are tossed about in the pipes!</b>"
M << 'clang.ogg'
for (var/mob/O in hearers(get_turf(src)))
O << "<FONT size=[max(0, 5 - get_dist(src, M))]>CLONG!</FONT>"
playsound(src.loc, 'clang.ogg', 50, 0, 0)
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
proc/update()
var/turf/T = src.loc
hide(T.intact && !istype(T,/turf/space)) // space never hides pipes
// hide called by levelupdate if turf intact status changes
// change visibility status and force update of icon
hide(var/intact)
invisibility = intact ? 101: 0 // hide if floor is intact
updateicon()
// 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
proc/updateicon()
if(invisibility)
icon_state = "[base_icon_state]f"
else
icon_state = base_icon_state
return
// expel the held objects into a turf
// called when there is a break in the pipe
//
proc/expel(var/obj/structure/disposalholder/H, var/turf/T, var/direction)
var/turf/target
if(T.density) // dense ouput turf, so stop holder
H.active = 0
H.loc = src
return
if(istype(T,/turf/simulated/floor) && T.intact) //intact floor, pop the tile
var/turf/simulated/floor/F = T
//F.health = 100
F.burnt = 1
F.intact = 0
F.levelupdate()
new /obj/item/stack/tile(H) // add to holder so it will be thrown with other stuff
F.icon_state = "Floor[F.burnt ? "1" : ""]"
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)
if(!playing_sound)
playing_sound = 1
playsound(src, 'hiss.ogg', 50, 0, 0)
spawn(20)
playing_sound = 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)
del(H)
else // no specified direction, so throw in random direction
if(!playing_sound)
playing_sound = 1
playsound(src, 'hiss.ogg', 50, 0, 0)
spawn(20)
playing_sound = 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
del(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
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)
del(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
del(src)
// pipe affected by explosion
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
proc/healthcheck()
if(health < -2)
broken(0)
else if(health<1)
broken(1)
return
//attack by item
//weldingtool: unfasten and convert to obj/disposalconstruct
attackby(var/obj/item/I, var/mob/user)
var/turf/T = src.loc
if(T.intact)
return // prevent interaction with T-scanner revealed pipes
if(istype(I, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/W = I
if(W.remove_fuel(0,user))
playsound(src.loc, 'Welder2.ogg', 100, 1)
// check if anything changed over 2 seconds
var/turf/uloc = user.loc
var/atom/wloc = W.loc
user << "Slicing the disposal pipe."
sleep(30)
if(!W.isOn()) return
if(user.loc == uloc && wloc == W.loc)
welded()
else
user << "You must stay still while welding the pipe."
else
user << "You need more welding fuel to cut the pipe."
return
// called when pipe is cut with welder
proc/welded()
var/obj/structure/disposalconstruct/C = new (src.loc)
switch(base_icon_state)
if("pipe-s")
C.ptype = 0
if("pipe-c")
C.ptype = 1
if("pipe-j1")
C.ptype = 2
if("pipe-j2")
C.ptype = 3
if("pipe-y")
C.ptype = 4
if("pipe-t")
C.ptype = 5
C.dir = dir
C.density = 0
C.anchored = 1
C.update()
del(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"
New()
..()
if(icon_state == "pipe-s")
dpdir = dir | turn(dir, 180)
else
dpdir = dir | turn(dir, -90)
update()
return
//a three-way junction with dir being the dominant direction
/obj/structure/disposalpipe/junction
icon_state = "pipe-j1"
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()
return
// 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
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
desc = "An underfloor disposal pipe with a package sorting mechanism."
icon_state = "pipe-j1s"
var/list/sortType = list()
var/list/backType = list()
var/backsort = 0 //For sending disposal packets to upstream destinations.
var/mailsort = 0
var/posdir = 0
var/negdir = 0
var/sortdir = 0
var/service = 0
var/screen = 0
var/icon_state_old = null
nonsorting
NE
dir = 1
icon_state = "pipe-j1s"
NW
dir = 1
icon_state = "pipe-j2s"
ES
dir = 4
icon_state = "pipe-j1s"
EN
dir = 4
icon_state = "pipe-j2s"
SW
dir = 2
icon_state = "pipe-j1s"
SE
dir = 2
icon_state = "pipe-j2s"
WN
dir = 8
icon_state = "pipe-j1s"
WS
dir = 81
icon_state = "pipe-j2s"
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
nextdir(var/fromdir, var/sortTag, var/ismail)
//var/flipdir = turn(fromdir, 180)
if(service)
return posdir //If it's being worked on, it isn't sorting.
if(sortTag)
if(sortTag in backType)
return negdir
else if (!sortTag && mailsort)
return sortdir
else if (!sortTag && !mailsort)
return posdir
if(fromdir != sortdir) // probably came from the negdir
if(sortTag in sortType)
return sortdir // exit through sortdirection
else
return posdir
else // came from sortdir
return posdir // so go with the flow to positive direction
transfer(var/obj/structure/disposalholder/H)
var/nextdir = nextdir(H.dir, H.destinationTag, 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
attackby(var/obj/item/I, var/mob/user)
if(istype(I, /obj/item/weapon/screwdriver))
if(service)
icon_state = icon_state_old
service = 0
user << "You close the service hatch on the sorter"
else
icon_state_old = icon_state
icon_state += "s"
service = 1
user << "You open up the service hatch on the sorter"
attack_hand(mob/user as mob)
if(service)
interact(user)
return
proc
interact(var/mob/user)
var/dat = "<TT><B>Sorting Mechanism</B><BR>"
if (sortType.len == 0)
dat += "<br>Currently Filtering: <A href='?src=\ref[src];choice=selectSort'>None</A><br>"
else
dat += "<br>Currently Filtering:"
for(var/i = 1, i <= sortType.len, i++)
dat += " <A href='?src=\ref[src];choice=selectSort'>[sortType[i]]</A>,"
dat += "<br>"
if (!backsort)
dat += "Backwards Sorting Disabled <A href='?src=\ref[src];choice=toggleBack'>Toggle</A><br>"
else if(backType.len == 0 && backsort)
dat += "Backwards Sorting Active. Sorting: <A href='?src=\ref[src];choice=selectBack'>None.</A> <A href='?src=\ref[src];choice=toggleBack'>Toggle</A><br>"
else
dat += "Backwards Sorting Active. Sorting:"
for(var/i = 1, i <= backType.len, i++)
dat += " <A href='?src=\ref[src];choice=selectBack'>[backType[i]]</A>,"
dat += " <A href='?src=\ref[src];choice=toggleBack'>Toggle</A><br>"
user << browse(dat, "window=sortScreen")
onclose(user, "sortScreen")
return
Topic(href, href_list)
src.add_fingerprint(usr)
usr.machine = src
switch(href_list["choice"])
if("toggleBack")
backsort = !backsort
if("selectBack")
var/list/names = sortList(backType)
var/variable = input("Which tag?","Tag") as null|anything in names + "(ADD TAG)"
if(!variable)
return
if(variable == "(ADD TAG)")
var/var_value = input("Enter new tag:","Tag") as text|null
if(!var_value) return
backType |= var_value
else
backType -= variable
if("selectSort")
var/list/names = sortList(sortType)
var/variable = input("Which tag?","Tag") as null|anything in names + "(ADD TAG)"
if(!variable)
return
if(variable == "(ADD TAG)")
var/var_value = input("Enter new tag:","Tag") as text|null
if(!var_value) return
sortType |= var_value
else
sortType -= variable
updateUsrDialog()
//a three-way junction that sorts objects
/obj/structure/disposalpipe/mailjunction
name = "\improper Package Discrimination Unit"
desc = "An underfloor disposal pipe that is racist against packages."
icon_state = "pipe-j1s"
var/posdir = 0
var/negdir = 0
var/sortdir = 0
var/screen = 0
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
nextdir(var/package)
//var/flipdir = turn(fromdir, 180)
if(package)
return sortdir
else
return posdir // so go with the flow to positive direction
transfer(var/obj/structure/disposalholder/H)
var/package = locate(/obj/structure/bigDelivery) in H
if(!package)
package = locate(/obj/item/smallDelivery) in H
var/nextdir = nextdir(package)
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/proc/getlinked()
linked = null
var/obj/machinery/disposal/D = locate() in src.loc
if(D)
linked = D
if (!D.trunk)
D.trunk = src
var/obj/structure/disposaloutlet/O = locate() in src.loc
if(O)
linked = O
update()
return
// Override attackby so we disallow trunkremoval when somethings ontop
/obj/structure/disposalpipe/trunk/attackby(var/obj/item/I, var/mob/user)
//Disposal bins or chutes
/*
These shouldn't be required
var/obj/machinery/disposal/D = locate() in src.loc
if(D && D.anchored)
return
//Disposal outlet
var/obj/structure/disposaloutlet/O = locate() in src.loc
if(O && O.anchored)
return
*/
//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
if(istype(I, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/W = I
if(W.remove_fuel(0,user))
playsound(src.loc, 'Welder2.ogg', 100, 1)
// check if anything changed over 2 seconds
var/turf/uloc = user.loc
var/atom/wloc = W.loc
user << "Slicing the disposal pipe."
sleep(30)
if(!W.isOn()) return
if(user.loc == uloc && wloc == W.loc)
welded()
else
user << "You must stay still while welding the pipe."
else
user << "You need more welding fuel to cut the pipe."
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(var/obj/structure/disposalholder/H)
if(H.dir == DOWN) // we just entered from a disposer
return ..() // so do base transfer proc
// otherwise, go to the linked object
if(linked)
var/obj/structure/disposaloutlet/O = linked
if(istype(O) && (H))
O.expel(H) // expel at outlet
else
var/obj/machinery/disposal/D = linked
if(H)
D.expel(H) // expel at disposal
else
if(H)
src.expel(H, src.loc, 0) // expel at turf
return null
// 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."
New()
..()
update()
return
// called when welded
// for broken pipe, remove and turn into scrap
welded()
// var/obj/item/scrap/S = new(src.loc)
// S.set_components(200,0,0)
del(src)
// the disposal outlet machine
/obj/structure/disposaloutlet
name = "disposal outlet"
desc = "An outlet for the pneumatic disposal system."
icon = '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/mode = 0
var/playing_sound = 0
var/playing_buzzer = 0
New()
..()
spawn(1)
target = get_ranged_target_turf(src, dir, 10)
var/obj/structure/disposalpipe/trunk/trunk = locate() in src.loc
if(trunk)
trunk.linked = src // link the pipe trunk to self
// expel the contents of the holder object, then delete it
// called when the holder exits the outlet
proc/expel(var/obj/structure/disposalholder/H)
flick("outlet-open", src)
if(!playing_buzzer)
playing_buzzer = 1
playsound(src, 'warning-buzzer.ogg', 50, 0, 0)
spawn(30)
playing_buzzer = 0
sleep(20) //wait until correct animation frame
if(!playing_sound)
playing_sound = 1
playsound(src, 'hiss.ogg', 50, 0, 0)
spawn(20)
playing_sound = 0
if(H)
for(var/atom/movable/AM in H)
AM.loc = src.loc
AM.pipe_eject(dir)
spawn(5)
AM.throw_at(target, 3, 1)
H.vent_gas(src.loc)
del(H)
return
attackby(var/obj/item/I, var/mob/user)
if(!I || !user)
return
if(istype(I, /obj/item/weapon/screwdriver))
if(mode==0)
mode=1
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
user << "You remove the screws around the power connection."
return
else if(mode==1)
mode=0
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
user << "You attach the screws around the power connection."
return
else if(istype(I,/obj/item/weapon/weldingtool) && mode==1)
var/obj/item/weapon/weldingtool/W = I
if(W.remove_fuel(0,user))
playsound(src.loc, 'Welder2.ogg', 100, 1)
user << "You start slicing the floorweld off the disposal outlet."
if(do_after(user,20))
if(!src || !W.isOn()) return
user << "You sliced the floorweld off the disposal outlet."
var/obj/structure/disposalconstruct/C = new (src.loc)
C.ptype = 7 // 7 = outlet
C.update()
C.anchored = 1
C.density = 1
del(src)
return
else
user << "You need more welding fuel to complete this task."
return
// 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)
if (src.client)
src.client.perspective = MOB_PERSPECTIVE
src.client.eye = src
return
/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/robot_debris/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)