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Added some stylesheet classes. Approved by Urist. If you're adding game text, please use the class that best describes the text. This way all the text formatting can be edited from the stylesheet rather than traipsing through the code like I am. Cyborg names reflect their module choice. Cyborgs can no longer drop their module-items on conveyor belts. Please remember to add the line: gender = PLURAL to any new item defines if the item is plural, ie metal rods and such. Much more to come. ;-; Just need to check them and merge... why did I start climbing this mountain? git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3232 316c924e-a436-60f5-8080-3fe189b3f50e
248 lines
6.3 KiB
Plaintext
248 lines
6.3 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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if(isrobot(user)) return //Carn: fix for borgs dropping their modules on conveyor belts
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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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/obj/machinery/conveyor_switch/oneway
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var/convdir = 1 //Set to 1 or -1 depending on which way you want the convayor to go. (In other words keep at 1 and set the proper dir on the belts.)
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desc = "A conveyor control switch. It appears to only go in one direction."
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// attack with hand, switch position
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/obj/machinery/conveyor_switch/oneway/attack_hand(mob/user)
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if(position == 0)
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position = convdir
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else
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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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