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Polaris/code/modules/power/cable.dm

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// attach a wire to a power machine - leads from the turf you are standing on
/obj/machinery/power/attackby(obj/item/weapon/W, mob/user)
if(istype(W, /obj/item/weapon/cable_coil))
var/obj/item/weapon/cable_coil/coil = W
var/turf/T = user.loc
if(T.intact || !istype(T, /turf/simulated/floor))
return
if(get_dist(src, user) > 1)
return
if(!directwired) // only for attaching to directwired machines
return
var/dirn = get_dir(user, src)
for(var/obj/structure/cable/LC in T)
if( (LC.d1 == dirn && LC.d2 == 0 ) || ( LC.d2 == dirn && LC.d1 == 0) )
user << "There's already a cable at that position."
return
var/obj/structure/cable/NC = new(T)
NC.cableColor(coil.color)
NC.d1 = 0
NC.d2 = dirn
NC.add_fingerprint()
NC.updateicon()
NC.mergeConnectedNetworks(NC.d2)
NC.mergeConnectedNetworksOnTurf()
if(netnum == 0 && NC.netnum == 0)
var/datum/powernet/PN = new()
PN.number = powernets.len + 1
powernets += PN
NC.netnum = PN.number
netnum = PN.number
PN.cables += NC
PN.nodes += src
powernet = PN
else if(netnum == 0)
netnum = NC.netnum
var/datum/powernet/PN = powernets[netnum]
powernet = PN
PN.nodes += src
NC.mergeConnectedNetworksOnTurf()
coil.use(1)
if (NC.shock(user, 50))
if (prob(50)) //fail
new/obj/item/weapon/cable_coil(NC.loc, 1, NC.color)
del(NC)
return
else
..()
return
// the power cable object
/obj/structure/cable/New()
..()
// ensure d1 & d2 reflect the icon_state for entering and exiting cable
var/dash = findtext(icon_state, "-")
d1 = text2num( copytext( icon_state, 1, dash ) )
d2 = text2num( copytext( icon_state, dash+1 ) )
var/turf/T = src.loc // hide if turf is not intact
if(level==1) hide(T.intact)
/obj/structure/cable/Del() // called when a cable is deleted
if(!defer_powernet_rebuild) // set if network will be rebuilt manually
if(netnum && powernets && powernets.len >= netnum) // make sure cable & powernet data is valid
var/datum/powernet/PN = powernets[netnum]
PN.cut_cable(src) // updated the powernets
else
if(Debug) diary << "Defered cable deletion at [x],[y]: #[netnum]"
..() // then go ahead and delete the cable
/obj/structure/cable/hide(var/i)
if(level == 1 && istype(loc, /turf))
invisibility = i ? 101 : 0
updateicon()
/obj/structure/cable/proc/updateicon()
if(invisibility)
icon_state = "[d1]-[d2]-f"
else
icon_state = "[d1]-[d2]"
// returns the powernet this cable belongs to
/obj/structure/cable/proc/get_powernet()
var/datum/powernet/PN // find the powernet
if(netnum && powernets && powernets.len >= netnum)
PN = powernets[netnum]
return PN
/obj/structure/cable/attack_hand(mob/user)
if(ishuman(user))
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("WIRE",src,user:wear_suit)
return
/obj/structure/cable/attackby(obj/item/W, mob/user)
var/turf/T = src.loc
if(T.intact)
return
if(istype(W, /obj/item/weapon/wirecutters))
if(power_switch)
user << "\red This piece of cable is tied to a power switch. Flip the switch to remove it."
return
if (shock(user, 50))
return
if(src.d1) // 0-X cables are 1 unit, X-X cables are 2 units long
new/obj/item/weapon/cable_coil(T, 2, color)
else
new/obj/item/weapon/cable_coil(T, 1, color)
for(var/mob/O in viewers(src, null))
O.show_message("\red [user] cuts the cable.", 1)
if(defer_powernet_rebuild)
if(netnum && powernets && powernets.len >= netnum)
var/datum/powernet/PN = powernets[netnum]
PN.cut_cable(src)
del(src)
return // not needed, but for clarity
else if(istype(W, /obj/item/weapon/cable_coil))
var/obj/item/weapon/cable_coil/coil = W
coil.cable_join(src, user)
else if(istype(W, /obj/item/device/multitool))
var/datum/powernet/PN = get_powernet() // find the powernet
if(PN && (PN.avail > 0)) // is it powered?
user << "\red [PN.avail]W in power network."
else
user << "\red The cable is not powered."
shock(user, 5, 0.2)
else
if (W.flags & CONDUCT)
shock(user, 50, 0.7)
src.add_fingerprint(user)
// shock the user with probability prb
/obj/structure/cable/proc/shock(mob/user, prb, var/siemens_coeff = 1.0)
if(!prob(prb))
return 0
if (electrocute_mob(user, powernets[src.netnum], src, siemens_coeff))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
return 1
else
return 0
/obj/structure/cable/ex_act(severity)
switch(severity)
if(1.0)
del(src)
if(2.0)
if (prob(50))
new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1, color)
del(src)
if(3.0)
if (prob(25))
new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1, color)
del(src)
return
// the cable coil object, used for laying cable
/obj/item/weapon/cable_coil/New(loc, length = MAXCOIL, var/param_color = null)
..()
src.amount = length
if (param_color)
color = param_color
pixel_x = rand(-2,2)
pixel_y = rand(-2,2)
updateicon()
/obj/item/weapon/cable_coil/cut/New(loc)
..()
src.amount = rand(1,2)
pixel_x = rand(-2,2)
pixel_y = rand(-2,2)
updateicon()
/obj/item/weapon/cable_coil/proc/updateicon()
if (!color)
color = pick("red", "yellow", "blue", "green", "pink")
if(amount == 1)
icon_state = "coil_[color]1"
name = "cable piece"
else if(amount == 2)
icon_state = "coil_[color]2"
name = "cable piece"
else
icon_state = "coil_[color]"
name = "cable coil"
/obj/item/weapon/cable_coil/examine()
set src in view(1)
if(amount == 1)
usr << "A short piece of power cable."
else if(amount == 2)
usr << "A piece of power cable."
else
usr << "A coil of power cable. There are [amount] lengths of cable in the coil."
/obj/item/weapon/cable_coil/verb/make_restraint()
set name = "Make Cable Restraints"
set category = "Object"
var/mob/M = usr
if (istype(M, /mob/dead/)) return
if (usr.stat) return
if(!istype(usr.loc,/turf)) return
if(src.amount <= 14)
usr << "\red You need at least 15 lengths to make restraints!"
return
var/obj/item/weapon/handcuffs/cable/B = new /obj/item/weapon/handcuffs/cable(usr.loc)
usr << "\blue You wind some cable together to make some restraints."
if(src.amount == 15)
del(src)
else
src.amount -= 15
B.layer = 20
..()
/obj/item/weapon/cable_coil/attackby(obj/item/weapon/W, mob/user)
..()
if( istype(W, /obj/item/weapon/wirecutters) && src.amount > 1)
src.amount--
new/obj/item/weapon/cable_coil(user.loc, 1,color)
user << "You cut a piece off the cable coil."
src.updateicon()
return
else if( istype(W, /obj/item/weapon/cable_coil) )
var/obj/item/weapon/cable_coil/C = W
if(C.amount == MAXCOIL)
user << "The coil is too long, you cannot add any more cable to it."
return
if( (C.amount + src.amount <= MAXCOIL) )
C.amount += src.amount
user << "You join the cable coils together."
C.updateicon()
del(src)
return
else
user << "You transfer [MAXCOIL - src.amount ] length\s of cable from one coil to the other."
src.amount -= (MAXCOIL-C.amount)
src.updateicon()
C.amount = MAXCOIL
C.updateicon()
return
/obj/item/weapon/cable_coil/proc/use(var/used)
if(src.amount < used)
return 0
else if (src.amount == used)
del(src)
else
amount -= used
updateicon()
return 1
// called when cable_coil is clicked on a turf/simulated/floor
/obj/item/weapon/cable_coil/proc/turf_place(turf/simulated/floor/F, mob/user)
if(!isturf(user.loc))
return
if(get_dist(F,user) > 1)
user << "You can't lay cable at a place that far away."
return
if(F.intact) // if floor is intact, complain
user << "You can't lay cable there unless the floor tiles are removed."
return
else
var/dirn
if(user.loc == F)
dirn = user.dir // if laying on the tile we're on, lay in the direction we're facing
else
dirn = get_dir(F, user)
for(var/obj/structure/cable/LC in F)
if((LC.d1 == dirn && LC.d2 == 0 ) || ( LC.d2 == dirn && LC.d1 == 0))
user << "There's already a cable at that position."
return
var/obj/structure/cable/C = new(F)
C.cableColor(color)
C.d1 = 0
C.d2 = dirn
C.add_fingerprint(user)
C.updateicon()
var/datum/powernet/PN = new()
PN.number = powernets.len + 1
powernets += PN
C.netnum = PN.number
PN.cables += C
C.mergeConnectedNetworks(C.d2)
C.mergeConnectedNetworksOnTurf()
use(1)
if (C.shock(user, 50))
if (prob(50)) //fail
new/obj/item/weapon/cable_coil(C.loc, 1, C.color)
del(C)
//src.laying = 1
//last = C
// called when cable_coil is click on an installed obj/cable
/obj/item/weapon/cable_coil/proc/cable_join(obj/structure/cable/C, mob/user)
var/turf/U = user.loc
if(!isturf(U))
return
var/turf/T = C.loc
if(!isturf(T) || T.intact) // sanity checks, also stop use interacting with T-scanner revealed cable
return
if(get_dist(C, user) > 1) // make sure it's close enough
user << "You can't lay cable at a place that far away."
return
if(U == T) // do nothing if we clicked a cable we're standing on
return // may change later if can think of something logical to do
var/dirn = get_dir(C, user)
if(C.d1 == dirn || C.d2 == dirn) // one end of the clicked cable is pointing towards us
if(U.intact) // can't place a cable if the floor is complete
user << "You can't lay cable there unless the floor tiles are removed."
return
else
// cable is pointing at us, we're standing on an open tile
// so create a stub pointing at the clicked cable on our tile
var/fdirn = turn(dirn, 180) // the opposite direction
for(var/obj/structure/cable/LC in U) // check to make sure there's not a cable there already
if(LC.d1 == fdirn || LC.d2 == fdirn)
user << "There's already a cable at that position."
return
var/obj/structure/cable/NC = new(U)
NC.cableColor(color)
NC.d1 = 0
NC.d2 = fdirn
NC.add_fingerprint()
NC.updateicon()
NC.netnum = C.netnum
var/datum/powernet/PN = powernets[C.netnum]
PN.cables += NC
NC.mergeConnectedNetworks(NC.d2)
NC.mergeConnectedNetworksOnTurf()
use(1)
if (NC.shock(user, 50))
if (prob(50)) //fail
new/obj/item/weapon/cable_coil(NC.loc, 1, NC.color)
del(NC)
return
else if(C.d1 == 0) // exisiting cable doesn't point at our position, so see if it's a stub
// if so, make it a full cable pointing from it's old direction to our dirn
var/nd1 = C.d2 // these will be the new directions
var/nd2 = dirn
if(nd1 > nd2) // swap directions to match icons/states
nd1 = dirn
nd2 = C.d2
for(var/obj/structure/cable/LC in T) // check to make sure there's no matching cable
if(LC == C) // skip the cable we're interacting with
continue
if((LC.d1 == nd1 && LC.d2 == nd2) || (LC.d1 == nd2 && LC.d2 == nd1) ) // make sure no cable matches either direction
user << "There's already a cable at that position."
return
C.cableColor(color)
C.d1 = nd1
C.d2 = nd2
C.add_fingerprint()
C.updateicon()
C.mergeConnectedNetworks(C.d1)
C.mergeConnectedNetworks(C.d2)
C.mergeConnectedNetworksOnTurf()
use(1)
if (C.shock(user, 50))
if (prob(50)) //fail
new/obj/item/weapon/cable_coil(C.loc, 2, C.color)
del(C)
return
/obj/structure/cable/proc/mergeConnectedNetworks(var/direction)
var/turf/TB
if((d1 == direction || d2 == direction) != 1)
return
TB = get_step(src, direction)
for(var/obj/structure/cable/TC in TB)
if(!TC)
continue
if(src == TC)
continue
var/fdir = (!direction)? 0 : turn(direction, 180)
if(TC.d1 == fdir || TC.d2 == fdir)
if(!netnum)
var/datum/powernet/PN = powernets[TC.netnum]
netnum = TC.netnum
PN = powernets[netnum]
PN.cables += src
continue
if(TC.netnum != netnum)
var/datum/powernet/PN = powernets[netnum]
var/datum/powernet/TPN = powernets[TC.netnum]
PN.merge_powernets(TPN)
/obj/structure/cable/proc/mergeConnectedNetworksOnTurf()
for(var/obj/structure/cable/C in loc)
if(!C)
continue
if(C == src)
continue
if(netnum == 0)
var/datum/powernet/PN = powernets[C.netnum]
netnum = C.netnum
PN.cables += src
continue
var/datum/powernet/PN = powernets[netnum]
var/datum/powernet/TPN = powernets[C.netnum]
PN.merge_powernets(TPN)
for(var/obj/machinery/power/M in loc)
if(!M)
continue
if(!M.netnum)
var/datum/powernet/PN = powernets[netnum]
PN.nodes += M
M.netnum = netnum
M.powernet = powernets[M.netnum]
if(M.netnum < 0)
continue
var/datum/powernet/PN = powernets[netnum]
var/datum/powernet/TPN = powernets[M.netnum]
PN.merge_powernets(TPN)
for(var/obj/machinery/power/apc/N in loc)
if(!N) continue
var/obj/machinery/power/M
M = N.terminal
if(!M) continue
if(!M.netnum)
if(!netnum)continue
var/datum/powernet/PN = powernets[netnum]
PN.nodes += M
M.netnum = netnum
M.powernet = powernets[M.netnum]
continue
var/datum/powernet/PN = powernets[netnum]
var/datum/powernet/TPN = powernets[M.netnum]
PN.merge_powernets(TPN)
obj/structure/cable/proc/cableColor(var/colorC)
var/color_n = "red"
if(colorC)
color_n = colorC
color = color_n
switch(colorC)
if("red")
icon = 'power_cond_red.dmi'
if("yellow")
icon = 'power_cond_yellow.dmi'
if("green")
icon = 'power_cond_green.dmi'
if("blue")
icon = 'power_cond_blue.dmi'