mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-09 16:07:40 +00:00
* first series of updates * datums * games folder * admin and atmosia stuffs * moar * mob updates borg riding * sprites and stuff * fixes for various things * oops. some missed fixes
484 lines
16 KiB
Plaintext
484 lines
16 KiB
Plaintext
/*
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Overview:
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Used to create objects that need a per step proc call. Default definition of 'New()'
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stores a reference to src machine in global 'machines list'. Default definition
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of 'Del' removes reference to src machine in global 'machines list'.
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Class Variables:
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use_power (num)
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current state of auto power use.
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Possible Values:
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0 -- no auto power use
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1 -- machine is using power at its idle power level
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2 -- machine is using power at its active power level
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active_power_usage (num)
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Value for the amount of power to use when in active power mode
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idle_power_usage (num)
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Value for the amount of power to use when in idle power mode
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power_channel (num)
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What channel to draw from when drawing power for power mode
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Possible Values:
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EQUIP:0 -- Equipment Channel
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LIGHT:2 -- Lighting Channel
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ENVIRON:3 -- Environment Channel
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component_parts (list)
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A list of component parts of machine used by frame based machines.
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uid (num)
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Unique id of machine across all machines.
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gl_uid (global num)
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Next uid value in sequence
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stat (bitflag)
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Machine status bit flags.
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Possible bit flags:
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BROKEN:1 -- Machine is broken
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NOPOWER:2 -- No power is being supplied to machine.
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POWEROFF:4 -- tbd
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MAINT:8 -- machine is currently under going maintenance.
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EMPED:16 -- temporary broken by EMP pulse
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Class Procs:
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New() 'game/machinery/machine.dm'
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Destroy() 'game/machinery/machine.dm'
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auto_use_power() 'game/machinery/machine.dm'
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This proc determines how power mode power is deducted by the machine.
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'auto_use_power()' is called by the 'master_controller' game_controller every
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tick.
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Return Value:
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return:1 -- if object is powered
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return:0 -- if object is not powered.
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Default definition uses 'use_power', 'power_channel', 'active_power_usage',
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'idle_power_usage', 'powered()', and 'use_power()' implement behavior.
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powered(chan = EQUIP) 'modules/power/power.dm'
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Checks to see if area that contains the object has power available for power
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channel given in 'chan'.
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use_power(amount, chan=EQUIP) 'modules/power/power.dm'
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Deducts 'amount' from the power channel 'chan' of the area that contains the object.
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power_change() 'modules/power/power.dm'
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Called by the area that contains the object when ever that area under goes a
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power state change (area runs out of power, or area channel is turned off).
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RefreshParts() 'game/machinery/machine.dm'
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Called to refresh the variables in the machine that are contributed to by parts
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contained in the component_parts list. (example: glass and material amounts for
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the autolathe)
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Default definition does nothing.
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assign_uid() 'game/machinery/machine.dm'
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Called by machine to assign a value to the uid variable.
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process() 'game/machinery/machine.dm'
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Called by the 'machinery subsystem' once per machinery tick for each machine that is listed in its 'machines' list.
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process_atmos()
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Called by the 'air subsystem' once per atmos tick for each machine that is listed in its 'atmos_machines' list.
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is_operational()
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Returns 0 if the machine is unpowered, broken or undergoing maintenance, something else if not
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Compiled by Aygar
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*/
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/obj/machinery
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name = "machinery"
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icon = 'icons/obj/stationobjs.dmi'
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verb_say = "beeps"
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verb_yell = "blares"
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pressure_resistance = 15
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obj_integrity = 200
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max_integrity = 200
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var/stat = 0
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var/emagged = 0
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var/use_power = 1
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//0 = dont run the auto
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//1 = run auto, use idle
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//2 = run auto, use active
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var/idle_power_usage = 0
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var/active_power_usage = 0
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var/power_channel = EQUIP
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//EQUIP,ENVIRON or LIGHT
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var/list/component_parts = null //list of all the parts used to build it, if made from certain kinds of frames.
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var/uid
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var/global/gl_uid = 1
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var/panel_open = 0
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var/state_open = 0
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var/critical_machine = FALSE //If this machine is critical to station operation and should have the area be excempted from power failures.
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var/mob/living/occupant = null
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var/unsecuring_tool = /obj/item/weapon/wrench
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var/interact_open = 0 // Can the machine be interacted with when in maint/when the panel is open.
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var/interact_offline = 0 // Can the machine be interacted with while de-powered.
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var/speed_process = 0 // Process as fast as possible?
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/obj/machinery/New()
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if (!armor)
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armor = list(melee = 25, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 70)
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..()
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machines += src
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if(!speed_process)
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START_PROCESSING(SSmachine, src)
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else
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START_PROCESSING(SSfastprocess, src)
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power_change()
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/obj/machinery/Destroy()
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machines.Remove(src)
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if(!speed_process)
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STOP_PROCESSING(SSmachine, src)
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else
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STOP_PROCESSING(SSfastprocess, src)
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dropContents()
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return ..()
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/obj/machinery/proc/locate_machinery()
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return
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/obj/machinery/process()//If you dont use process or power why are you here
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return PROCESS_KILL
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/obj/machinery/proc/process_atmos()//If you dont use process why are you here
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return PROCESS_KILL
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/obj/machinery/emp_act(severity)
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if(use_power && !stat)
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use_power(7500/severity)
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new /obj/effect/overlay/temp/emp(loc)
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..()
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/obj/machinery/proc/open_machine(drop = 1)
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state_open = 1
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density = 0
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if(drop)
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dropContents()
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update_icon()
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updateUsrDialog()
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/obj/machinery/proc/dropContents()
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var/turf/T = get_turf(src)
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for(var/atom/movable/A in contents)
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A.forceMove(T)
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if(isliving(A))
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var/mob/living/L = A
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L.update_canmove()
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occupant = null
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/obj/machinery/proc/close_machine(mob/living/target = null)
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state_open = 0
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density = 1
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if(!target)
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for(var/mob/living/carbon/C in loc)
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if(C.buckled || C.has_buckled_mobs())
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continue
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else
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target = C
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if(target && !target.buckled && !target.has_buckled_mobs())
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occupant = target
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target.forceMove(src)
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updateUsrDialog()
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update_icon()
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/obj/machinery/proc/auto_use_power()
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if(!powered(power_channel))
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return 0
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if(use_power == 1)
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use_power(idle_power_usage,power_channel)
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else if(use_power >= 2)
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use_power(active_power_usage,power_channel)
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return 1
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/obj/machinery/proc/is_operational()
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return !(stat & (NOPOWER|BROKEN|MAINT))
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/obj/machinery/proc/is_interactable()
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if((stat & (NOPOWER|BROKEN)) && !interact_offline)
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return FALSE
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if(panel_open && !interact_open)
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return FALSE
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return TRUE
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////////////////////////////////////////////////////////////////////////////////////////////
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/obj/machinery/interact(mob/user)
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add_fingerprint(user)
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ui_interact(user)
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/obj/machinery/ui_status(mob/user)
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if(is_interactable())
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return ..()
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return UI_CLOSE
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/obj/machinery/ui_act(action, params)
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add_fingerprint(usr)
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return ..()
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/obj/machinery/Topic(href, href_list)
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..()
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if(!is_interactable())
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return 1
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if(!usr.canUseTopic(src))
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return 1
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add_fingerprint(usr)
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return 0
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////////////////////////////////////////////////////////////////////////////////////////////
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/obj/machinery/attack_paw(mob/living/user)
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if(user.a_intent != INTENT_HARM)
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return attack_hand(user)
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else
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
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user.visible_message("<span class='danger'>[user.name] smashes against \the [src.name] with its paws.</span>", null, null, COMBAT_MESSAGE_RANGE)
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take_damage(4, BRUTE, "melee", 1)
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/obj/machinery/attack_ai(mob/user)
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if(iscyborg(user))// For some reason attack_robot doesn't work
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var/mob/living/silicon/robot/R = user
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if(R.client && R.client.eye == R && !R.low_power_mode)// This is to stop robots from using cameras to remotely control machines; and from using machines when the borg has no power.
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return attack_hand(user)
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else
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return attack_hand(user)
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//set_machine must be 0 if clicking the machinery doesn't bring up a dialog
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/obj/machinery/attack_hand(mob/user, check_power = 1, set_machine = 1)
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if(..())// unbuckling etc
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return 1
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if((user.lying || user.stat) && !IsAdminGhost(user))
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return 1
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if(!user.IsAdvancedToolUser() && !IsAdminGhost(user))
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usr << "<span class='warning'>You don't have the dexterity to do this!</span>"
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return 1
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if(!is_interactable())
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return 1
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if(set_machine)
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user.set_machine(src)
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interact(user)
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add_fingerprint(user)
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return 0
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/obj/machinery/CheckParts(list/parts_list)
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..()
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RefreshParts()
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/obj/machinery/proc/RefreshParts() //Placeholder proc for machines that are built using frames.
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return
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/obj/machinery/proc/assign_uid()
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uid = gl_uid
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gl_uid++
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/obj/machinery/proc/default_pry_open(obj/item/weapon/crowbar/C)
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. = !(state_open || panel_open || is_operational() || (flags & NODECONSTRUCT)) && istype(C)
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if(.)
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playsound(loc, C.usesound, 50, 1)
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visible_message("<span class='notice'>[usr] pries open \the [src].</span>", "<span class='notice'>You pry open \the [src].</span>")
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open_machine()
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return 1
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/obj/machinery/proc/default_deconstruction_crowbar(obj/item/weapon/crowbar/C, ignore_panel = 0)
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. = istype(C) && (panel_open || ignore_panel) && !(flags & NODECONSTRUCT)
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if(.)
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playsound(loc, C.usesound, 50, 1)
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deconstruct(TRUE)
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/obj/machinery/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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on_deconstruction()
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if(component_parts && component_parts.len)
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spawn_frame(disassembled)
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for(var/obj/item/I in component_parts)
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I.forceMove(loc)
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qdel(src)
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/obj/machinery/proc/spawn_frame(disassembled)
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var/obj/structure/frame/machine/M = new /obj/structure/frame/machine(loc)
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. = M
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M.anchored = anchored
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if(!disassembled)
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M.obj_integrity = M.max_integrity * 0.5 //the frame is already half broken
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transfer_fingerprints_to(M)
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M.state = 2
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M.icon_state = "box_1"
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/obj/machinery/obj_break(damage_flag)
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if(!(flags & NODECONSTRUCT))
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stat |= BROKEN
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/obj/machinery/contents_explosion(severity, target)
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if(occupant)
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occupant.ex_act(severity, target)
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/obj/machinery/handle_atom_del(atom/A)
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if(A == occupant)
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occupant = null
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update_icon()
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updateUsrDialog()
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/obj/machinery/proc/default_deconstruction_screwdriver(mob/user, icon_state_open, icon_state_closed, obj/item/weapon/screwdriver/S)
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if(istype(S) && !(flags & NODECONSTRUCT))
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playsound(loc, S.usesound, 50, 1)
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if(!panel_open)
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panel_open = 1
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icon_state = icon_state_open
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user << "<span class='notice'>You open the maintenance hatch of [src].</span>"
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else
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panel_open = 0
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icon_state = icon_state_closed
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user << "<span class='notice'>You close the maintenance hatch of [src].</span>"
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return 1
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return 0
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/obj/machinery/proc/default_change_direction_wrench(mob/user, obj/item/weapon/wrench/W)
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if(panel_open && istype(W))
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playsound(loc, W.usesound, 50, 1)
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setDir(turn(dir,-90))
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user << "<span class='notice'>You rotate [src].</span>"
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return 1
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return 0
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/obj/proc/can_be_unfasten_wrench(mob/user, silent) //if we can unwrench this object; returns SUCCESSFUL_UNFASTEN and FAILED_UNFASTEN, which are both TRUE, or CANT_UNFASTEN, which isn't.
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if(!isfloorturf(loc) && !anchored)
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user << "<span class='warning'>[src] needs to be on the floor to be secured!</span>"
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return FAILED_UNFASTEN
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return SUCCESSFUL_UNFASTEN
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/obj/proc/default_unfasten_wrench(mob/user, obj/item/weapon/wrench/W, time = 20) //try to unwrench an object in a WONDERFUL DYNAMIC WAY
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if(istype(W) && !(flags & NODECONSTRUCT))
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var/can_be_unfasten = can_be_unfasten_wrench(user)
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if(!can_be_unfasten || can_be_unfasten == FAILED_UNFASTEN)
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return can_be_unfasten
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if(time)
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user << "<span class='notice'>You begin [anchored ? "un" : ""]securing [src]...</span>"
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playsound(loc, W.usesound, 50, 1)
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var/prev_anchored = anchored
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//as long as we're the same anchored state and we're either on a floor or are anchored, toggle our anchored state
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if(!time || do_after(user, time*W.toolspeed, target = src, extra_checks = CALLBACK(src, .proc/unfasten_wrench_check, prev_anchored, user)))
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user << "<span class='notice'>You [anchored ? "un" : ""]secure [src].</span>"
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anchored = !anchored
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playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
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return SUCCESSFUL_UNFASTEN
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return FAILED_UNFASTEN
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return CANT_UNFASTEN
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/obj/proc/unfasten_wrench_check(prev_anchored, mob/user) //for the do_after, this checks if unfastening conditions are still valid
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if(anchored != prev_anchored)
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return FALSE
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if(can_be_unfasten_wrench(user, TRUE) != SUCCESSFUL_UNFASTEN) //if we aren't explicitly successful, cancel the fuck out
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return FALSE
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return TRUE
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/obj/machinery/proc/exchange_parts(mob/user, obj/item/weapon/storage/part_replacer/W)
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if(!istype(W))
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return
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if((flags & NODECONSTRUCT) && !W.works_from_distance)
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return
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var/shouldplaysound = 0
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if(component_parts)
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if(panel_open || W.works_from_distance)
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var/obj/item/weapon/circuitboard/machine/CB = locate(/obj/item/weapon/circuitboard/machine) in component_parts
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var/P
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if(W.works_from_distance)
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display_parts(user)
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for(var/obj/item/weapon/stock_parts/A in component_parts)
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for(var/D in CB.req_components)
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if(ispath(A.type, D))
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P = D
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break
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for(var/obj/item/weapon/stock_parts/B in W.contents)
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if(istype(B, P) && istype(A, P))
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if(B.rating > A.rating)
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W.remove_from_storage(B, src)
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W.handle_item_insertion(A, 1)
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component_parts -= A
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component_parts += B
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B.loc = null
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user << "<span class='notice'>[A.name] replaced with [B.name].</span>"
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shouldplaysound = 1 //Only play the sound when parts are actually replaced!
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break
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RefreshParts()
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else
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display_parts(user)
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if(shouldplaysound)
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W.play_rped_sound()
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return 1
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return 0
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/obj/machinery/proc/display_parts(mob/user)
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user << "<span class='notice'>Following parts detected in the machine:</span>"
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for(var/obj/item/C in component_parts)
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user << "<span class='notice'>\icon[C] [C.name]</span>"
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/obj/machinery/examine(mob/user)
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..()
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if(stat & BROKEN)
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user << "<span class='notice'>It looks broken and non functional.</span>"
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if(!(resistance_flags & INDESTRUCTIBLE))
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if(resistance_flags & ON_FIRE)
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user << "<span class='warning'>It's on fire!</span>"
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var/healthpercent = (obj_integrity/max_integrity) * 100
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switch(healthpercent)
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if(50 to 99)
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user << "It looks slightly damaged."
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if(25 to 50)
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user << "It appears heavily damaged."
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if(0 to 25)
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user << "<span class='warning'>It's falling apart!</span>"
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if(user.research_scanner && component_parts)
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display_parts(user)
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//called on machinery construction (i.e from frame to machinery) but not on initialization
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/obj/machinery/proc/on_construction()
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return
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//called on deconstruction before the final deletion
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/obj/machinery/proc/on_deconstruction()
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return
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/obj/machinery/allow_drop()
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return 0
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// Hook for html_interface module to prevent updates to clients who don't have this as their active machine.
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/obj/machinery/proc/hiIsValidClient(datum/html_interface_client/hclient, datum/html_interface/hi)
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if (hclient.client.mob && (hclient.client.mob.stat == 0 || IsAdminGhost(hclient.client.mob)))
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if (isAI(hclient.client.mob) || IsAdminGhost(hclient.client.mob)) return TRUE
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else return hclient.client.mob.machine == src && Adjacent(hclient.client.mob)
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else
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return FALSE
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// Hook for html_interface module to unset the active machine when the window is closed by the player.
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/obj/machinery/proc/hiOnHide(datum/html_interface_client/hclient)
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if (hclient.client.mob && hclient.client.mob.machine == src) hclient.client.mob.unset_machine()
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/obj/machinery/proc/can_be_overridden()
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. = 1
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/obj/machinery/tesla_act(power, explosive = FALSE)
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..()
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if(prob(85) && explosive)
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explosion(src.loc,1,2,4,flame_range = 2, adminlog = 0, smoke = 0)
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else if(prob(50))
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emp_act(2)
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else
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ex_act(2)
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