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This adds the contents of the details variable at the end of the variable, which is defined in the variable variable. You know this last line makes perfect sense. It also adds a space between what is already in details and what you're adding. in effect it's a s += " content" Added an autogibber. If you bump into it from the right end, it gibs you. Added an exit into space at engineering, by the escape pod. - External airlocks require engineering + external access - pod airlocks don't require any access Added an exit into space at the pod in security - External airlocks require security + external access git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2698 316c924e-a436-60f5-8080-3fe189b3f50e
227 lines
5.5 KiB
Plaintext
227 lines
5.5 KiB
Plaintext
//conveyor2 is pretty much like the original, except it supports corners, but not diverters.
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//note that corner pieces transfer stuff clockwise when running forward, and anti-clockwise backwards.
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/obj/machinery/conveyor
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icon = 'recycling.dmi'
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icon_state = "conveyor0"
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name = "conveyor belt"
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desc = "A conveyor belt."
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anchored = 1
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var/operating = 0 // 1 if running forward, -1 if backwards, 0 if off
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var/operable = 1 // true if can operate (no broken segments in this belt run)
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var/forwards // this is the default (forward) direction, set by the map dir
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var/backwards // hopefully self-explanatory
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var/movedir // the actual direction to move stuff in
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var/list/affecting // the list of all items that will be moved this ptick
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var/id = "" // the control ID - must match controller ID
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/obj/machinery/conveyor/centcom_auto
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id = "round_end_belt"
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// create a conveyor
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/obj/machinery/conveyor/New()
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..()
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switch(dir)
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if(NORTH)
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forwards = NORTH
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backwards = SOUTH
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if(SOUTH)
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forwards = SOUTH
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backwards = NORTH
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if(EAST)
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forwards = EAST
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backwards = WEST
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if(WEST)
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forwards = WEST
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backwards = EAST
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if(NORTHEAST)
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forwards = EAST
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backwards = SOUTH
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if(NORTHWEST)
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forwards = SOUTH
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backwards = WEST
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if(SOUTHEAST)
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forwards = NORTH
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backwards = EAST
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if(SOUTHWEST)
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forwards = WEST
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backwards = NORTH
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/obj/machinery/conveyor/proc/setmove()
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if(operating == 1)
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movedir = forwards
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else
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movedir = backwards
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update()
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/obj/machinery/conveyor/proc/update()
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if(stat & BROKEN)
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icon_state = "conveyor-broken"
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operating = 0
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return
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if(!operable)
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operating = 0
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if(stat & NOPOWER)
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operating = 0
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icon_state = "conveyor[operating]"
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// machine process
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// move items to the target location
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/obj/machinery/conveyor/process()
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if(stat & (BROKEN | NOPOWER))
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return
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if(!operating)
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return
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use_power(100)
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affecting = loc.contents - src // moved items will be all in loc
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spawn(1) // slight delay to prevent infinite propagation due to map order
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var/items_moved = 0
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for(var/atom/movable/A in affecting)
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if(!A.anchored)
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if(isturf(A.loc)) // this is to prevent an ugly bug that forces a player to drop what they're holding if they recently pick it up from the conveyer belt
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step(A,movedir)
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items_moved++
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if(items_moved >= 10)
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break
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// attack with item, place item on conveyor
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/obj/machinery/conveyor/attackby(var/obj/item/I, mob/user)
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user.drop_item()
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if(I && I.loc) I.loc = src.loc
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return
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// attack with hand, move pulled object onto conveyor
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/obj/machinery/conveyor/attack_hand(mob/user as mob)
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if ((!( user.canmove ) || user.restrained() || !( user.pulling )))
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return
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if (user.pulling.anchored)
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return
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if ((user.pulling.loc != user.loc && get_dist(user, user.pulling) > 1))
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return
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if (ismob(user.pulling))
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var/mob/M = user.pulling
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M.pulling = null
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step(user.pulling, get_dir(user.pulling.loc, src))
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user.pulling = null
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else
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step(user.pulling, get_dir(user.pulling.loc, src))
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user.pulling = null
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return
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// make the conveyor broken
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// also propagate inoperability to any connected conveyor with the same ID
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/obj/machinery/conveyor/proc/broken()
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stat |= BROKEN
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update()
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var/obj/machinery/conveyor/C = locate() in get_step(src, dir)
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if(C)
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C.set_operable(dir, id, 0)
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C = locate() in get_step(src, turn(dir,180))
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if(C)
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C.set_operable(turn(dir,180), id, 0)
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//set the operable var if ID matches, propagating in the given direction
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/obj/machinery/conveyor/proc/set_operable(stepdir, match_id, op)
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if(id != match_id)
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return
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operable = op
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update()
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var/obj/machinery/conveyor/C = locate() in get_step(src, stepdir)
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if(C)
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C.set_operable(stepdir, id, op)
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/*
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/obj/machinery/conveyor/verb/destroy()
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set src in view()
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src.broken()
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*/
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/obj/machinery/conveyor/power_change()
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..()
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update()
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// the conveyor control switch
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//
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//
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/obj/machinery/conveyor_switch
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name = "conveyor switch"
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desc = "A conveyor control switch."
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icon = 'recycling.dmi'
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icon_state = "switch-off"
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var/position = 0 // 0 off, -1 reverse, 1 forward
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var/last_pos = -1 // last direction setting
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var/operated = 1 // true if just operated
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var/id = "" // must match conveyor IDs to control them
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var/list/conveyors // the list of converyors that are controlled by this switch
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anchored = 1
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/obj/machinery/conveyor_switch/New()
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..()
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update()
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spawn(5) // allow map load
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conveyors = list()
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for(var/obj/machinery/conveyor/C in world)
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if(C.id == id)
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conveyors += C
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// update the icon depending on the position
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/obj/machinery/conveyor_switch/proc/update()
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if(position<0)
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icon_state = "switch-rev"
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else if(position>0)
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icon_state = "switch-fwd"
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else
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icon_state = "switch-off"
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// timed process
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// if the switch changed, update the linked conveyors
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/obj/machinery/conveyor_switch/process()
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if(!operated)
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return
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operated = 0
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for(var/obj/machinery/conveyor/C in conveyors)
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C.operating = position
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C.setmove()
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// attack with hand, switch position
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/obj/machinery/conveyor_switch/attack_hand(mob/user)
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if(position == 0)
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if(last_pos < 0)
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position = 1
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last_pos = 0
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else
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position = -1
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last_pos = 0
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else
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last_pos = position
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position = 0
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operated = 1
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update()
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// find any switches with same id as this one, and set their positions to match us
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for(var/obj/machinery/conveyor_switch/S in world)
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if(S.id == src.id)
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S.position = position
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S.update()
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