Files
Polaris/code/unused/mining/rail_unused.dm
elly1989@rocketmail.com 4073ac9b00 Replaced all 'file.extension' references with 'relativepath/file.extension' using a script by thvortex of ss13-daedalus.
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.

To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"

If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-18 16:33:40 +00:00

338 lines
8.2 KiB
Plaintext

/**********************Rail track**************************/
/obj/machinery/rail_track
name = "Rail track"
icon = 'icons/obj/mining.dmi'
icon_state = "rail"
dir = 2
var/id = null //this is needed for switches to work Set to the same on the whole length of the track
anchored = 1
/**********************Rail intersection**************************/
/obj/machinery/rail_track/intersections
name = "Rail track intersection"
icon_state = "rail_intersection"
/obj/machinery/rail_track/intersections/attack_hand(user as mob)
switch (dir)
if (1) dir = 5
if (5) dir = 4
if (4) dir = 9
if (9) dir = 2
if (2) dir = 10
if (10) dir = 8
if (8) dir = 6
if (6) dir = 1
return
/obj/machinery/rail_track/intersections/NSE
name = "Rail track T intersection"
icon_state = "rail_intersection_NSE"
dir = 2
/obj/machinery/rail_track/intersections/NSE/attack_hand(user as mob)
switch (dir)
if (1) dir = 5
if (2) dir = 5
if (5) dir = 9
if (9) dir = 2
return
/obj/machinery/rail_track/intersections/SEW
name = "Rail track T intersection"
icon_state = "rail_intersection_SEW"
dir = 8
/obj/machinery/rail_track/intersections/SEW/attack_hand(user as mob)
switch (dir)
if (8) dir = 6
if (4) dir = 6
if (6) dir = 5
if (5) dir = 8
return
/obj/machinery/rail_track/intersections/NSW
name = "Rail track T intersection"
icon_state = "rail_intersection_NSW"
dir = 2
/obj/machinery/rail_track/intersections/NSW/attack_hand(user as mob)
switch (dir)
if (1) dir = 10
if (2) dir = 10
if (10) dir = 6
if (6) dir = 2
return
/obj/machinery/rail_track/intersections/NEW
name = "Rail track T intersection"
icon_state = "rail_intersection_NEW"
dir = 8
/obj/machinery/rail_track/intersections/NEW/attack_hand(user as mob)
switch (dir)
if (4) dir = 9
if (8) dir = 9
if (9) dir = 10
if (10) dir = 8
return
/**********************Rail switch**************************/
/obj/machinery/rail_switch
name = "Rail switch"
icon = 'icons/obj/mining.dmi'
icon_state = "rail"
dir = 2
icon = 'icons/obj/recycling.dmi'
icon_state = "switch-off"
var/obj/machinery/rail_track/track = null
var/id //used for to change the track pieces
/obj/machinery/rail_switch/New()
spawn(10)
src.track = locate(/obj/machinery/rail_track, get_step(src, NORTH))
if(track)
id = track.id
return
/obj/machinery/rail_switch/attack_hand(user as mob)
user << "You switch the rail track's direction"
for (var/obj/machinery/rail_track/T in world)
if (T.id == src.id)
var/obj/machinery/rail_car/C = locate(/obj/machinery/rail_car, T.loc)
if (C)
switch (T.dir)
if(1)
switch(C.direction)
if("N") C.direction = "S"
if("S") C.direction = "N"
if("E") C.direction = "S"
if("W") C.direction = "S"
if(2)
switch(C.direction)
if("N") C.direction = "S"
if("S") C.direction = "N"
if("E") C.direction = "S"
if("W") C.direction = "S"
if(4)
switch(C.direction)
if("N") C.direction = "E"
if("S") C.direction = "E"
if("E") C.direction = "W"
if("W") C.direction = "E"
if(8)
switch(C.direction)
if("N") C.direction = "E"
if("S") C.direction = "E"
if("E") C.direction = "W"
if("W") C.direction = "E"
if(5)
switch(C.direction)
if("N") C.direction = "S"
if("S") C.direction = "E"
if("E") C.direction = "S"
if("W") C.direction = "S"
if(6)
switch(C.direction)
if("N") C.direction = "S"
if("S") C.direction = "W"
if("E") C.direction = "S"
if("W") C.direction = "S"
if(9)
switch(C.direction)
if("N") C.direction = "E"
if("S") C.direction = "E"
if("E") C.direction = "N"
if("W") C.direction = "E"
if(10)
switch(C.direction)
if("N") C.direction = "W"
if("S") C.direction = "W"
if("E") C.direction = "W"
if("W") C.direction = "N"
return
/**********************Rail car**************************/
/obj/machinery/rail_car
name = "Rail car"
icon = 'icons/obj/storage.dmi'
icon_state = "miningcar"
var/direction = "S" //S = south, N = north, E = east, W = west. Determines whichw ay it'll look first
var/moving = 0;
anchored = 1
density = 1
var/speed = 0
var/slowing = 0
var/atom/movable/load = null //what it's carrying
/obj/machinery/rail_car/attack_hand(user as mob)
if (moving == 0)
processing_items.Add(src)
moving = 1
else
processing_items.Remove(src)
moving = 0
return
/*
for (var/client/C)
C << "Dela."
*/
/obj/machinery/rail_car/MouseDrop_T(var/atom/movable/C, mob/user)
if(user.stat)
return
if (!istype(C) || C.anchored || get_dist(user, src) > 1 || get_dist(src,C) > 1 )
return
if(ismob(C))
load(C)
/obj/machinery/rail_car/proc/load(var/atom/movable/C)
if(get_dist(C, src) > 1)
return
//mode = 1
C.loc = src.loc
sleep(2)
C.loc = src
load = C
C.pixel_y += 9
if(C.layer < layer)
C.layer = layer + 0.1
overlays += C
if(ismob(C))
var/mob/M = C
if(M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
//mode = 0
//send_status()
/obj/machinery/rail_car/proc/unload(var/dirn = 0)
if(!load)
return
overlays = null
load.loc = src.loc
load.pixel_y -= 9
load.layer = initial(load.layer)
if(ismob(load))
var/mob/M = load
if(M.client)
M.client.perspective = MOB_PERSPECTIVE
M.client.eye = src
if(dirn)
step(load, dirn)
load = null
// in case non-load items end up in contents, dump every else too
// this seems to happen sometimes due to race conditions
// with items dropping as mobs are loaded
for(var/atom/movable/AM in src)
AM.loc = src.loc
AM.layer = initial(AM.layer)
AM.pixel_y = initial(AM.pixel_y)
if(ismob(AM))
var/mob/M = AM
if(M.client)
M.client.perspective = MOB_PERSPECTIVE
M.client.eye = src
/obj/machinery/rail_car/relaymove(var/mob/user)
if(user.stat)
return
if(load == user)
unload(0)
return
/obj/machinery/rail_car/process()
if (moving == 1)
if (slowing == 1)
if (speed > 0)
speed--;
if (speed == 0)
slowing = 0
else
if (speed < 10)
speed++;
var/i = 0
for (i = 0; i < speed; i++)
if (moving == 1)
switch (direction)
if ("S")
for (var/obj/machinery/rail_track/R in locate(src.x,src.y-1,src.z))
if (R.dir == 10)
direction = "W"
if (R.dir == 9)
direction = "E"
if (R.dir == 2 || R.dir == 1 || R.dir == 10 || R.dir == 9)
for (var/mob/living/M in locate(src.x,src.y-1,src.z))
step(M,get_dir(src,R))
step(src,get_dir(src,R))
break
else
moving = 0
speed = 0
if ("N")
for (var/obj/machinery/rail_track/R in locate(src.x,src.y+1,src.z))
if (R.dir == 5)
direction = "E"
if (R.dir == 6)
direction = "W"
if (R.dir == 5 || R.dir == 1 || R.dir == 6 || R.dir == 2)
for (var/mob/living/M in locate(src.x,src.y+1,src.z))
step(M,get_dir(src,R))
step(src,get_dir(src,R))
break
else
moving = 0
speed = 0
if ("E")
for (var/obj/machinery/rail_track/R in locate(src.x+1,src.y,src.z))
if (R.dir == 6)
direction = "S"
if (R.dir == 10)
direction = "N"
if (R.dir == 4 || R.dir == 8 || R.dir == 10 || R.dir == 6)
for (var/mob/living/M in locate(src.x+1,src.y,src.z))
step(M,get_dir(src,R))
step(src,get_dir(src,R))
break
else
moving = 0
speed = 0
if ("W")
for (var/obj/machinery/rail_track/R in locate(src.x-1,src.y,src.z))
if (R.dir == 9)
direction = "N"
if (R.dir == 5)
direction = "S"
if (R.dir == 8 || R.dir == 9 || R.dir == 5 || R.dir == 4)
for (var/mob/living/M in locate(src.x-1,src.y,src.z))
step(M,get_dir(src,R))
step(src,get_dir(src,R))
break
else
moving = 0
speed = 0
sleep(1)
else
processing_items.Remove(src)
moving = 0
return