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418 lines
13 KiB
Plaintext
418 lines
13 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_yell = "blares"
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pressure_resistance = 10
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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/mob/living/occupant = null
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var/unsecuring_tool = /obj/item/weapon/wrench
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var/interact_offline = 0 // Can the machine be interacted with while de-powered.
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/obj/machinery/New()
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..()
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machines += src
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SSmachine.processing += src
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auto_use_power()
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/obj/machinery/Destroy()
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machines.Remove(src)
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SSmachine.processing -= src
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if(occupant)
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dropContents()
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..()
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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 == 0)
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use_power(7500/severity)
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var/obj/effect/overlay/pulse2 = new/obj/effect/overlay ( src.loc )
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pulse2.icon = 'icons/effects/effects.dmi'
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pulse2.icon_state = "empdisable"
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pulse2.name = "emp sparks"
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pulse2.anchored = 1
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pulse2.dir = pick(cardinal)
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spawn(10)
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qdel(pulse2)
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..()
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/obj/machinery/proc/open_machine()
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state_open = 1
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density = 0
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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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T.contents += contents
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if(occupant)
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if(occupant.client)
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occupant.client.eye = occupant
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occupant.client.perspective = MOB_PERSPECTIVE
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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)
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continue
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else
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target = C
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if(target)
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if(target.client)
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target.client.perspective = EYE_PERSPECTIVE
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target.client.eye = src
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occupant = target
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target.loc = src
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target.stop_pulling()
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updateUsrDialog()
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update_icon()
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/obj/machinery/blob_act()
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if(prob(50))
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qdel(src)
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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(src.use_power == 1)
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use_power(idle_power_usage,power_channel)
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else if(src.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/Topic(href, href_list)
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..()
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if(!can_be_used_by(usr))
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return 1
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add_fingerprint(usr)
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return 0
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/obj/machinery/proc/can_be_used_by(mob/user)
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if(!interact_offline && stat & (NOPOWER|BROKEN))
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return 0
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if(!user.canUseTopic(src))
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return 0
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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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////////////////////////////////////////////////////////////////////////////////////////////
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/mob/proc/canUseTopic() //TODO: once finished, place these procs on the respective mob files
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return
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/mob/dead/observer/canUseTopic()
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if(check_rights(R_ADMIN, 0))
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return
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/mob/living/canUseTopic(atom/movable/M, be_close = 0, no_dextery = 0)
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if(no_dextery)
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if(be_close && in_range(M, src))
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return 1
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else
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src << "<span class='warning'>You don't have the dexterity to do this!</span>"
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return
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/mob/living/carbon/human/canUseTopic(atom/movable/M, be_close = 0)
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if(incapacitated() || lying )
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return
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if(!Adjacent(M))
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if((be_close == 0) && (dna.check_mutation(TK)))
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if(tkMaxRangeCheck(src, M))
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return 1
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return
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if(!isturf(M.loc) && M.loc != src)
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return
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return 1
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/mob/living/silicon/ai/canUseTopic(atom/movable/M, be_close = 0)
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if(stat)
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return
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if(be_close && !in_range(M, src))
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return
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//stop AIs from leaving windows open and using then after they lose vision
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//apc_override is needed here because AIs use their own APC when powerless
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//get_turf_pixel() is because APCs in maint aren't actually in view of the inner camera
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if(cameranet && !cameranet.checkTurfVis(get_turf_pixel(M)) && !apc_override)
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return
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return 1
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/mob/living/silicon/robot/canUseTopic(atom/movable/M, be_close = 0)
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if(stat || lockcharge || stunned || weakened)
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return
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if(be_close && !in_range(M, src))
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return
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return 1
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/obj/machinery/attack_ai(mob/user as mob)
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if(isrobot(user))
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// For some reason attack_robot doesn't work
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// This is to stop robots from using cameras to remotely control machines.
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if(user.client && user.client.eye == user)
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return src.attack_hand(user)
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else
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return src.attack_hand(user)
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/obj/machinery/attack_paw(mob/user as mob)
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return src.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 as mob, var/check_power = 1, var/set_machine = 1)
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if(user.lying || user.stat)
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return 1
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if(!user.IsAdvancedToolUser())
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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 (ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.getBrainLoss() >= 60)
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visible_message("<span class='danger'>[H] stares cluelessly at [src] and drools.</span>")
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return 1
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else if(prob(H.getBrainLoss()))
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user << "<span class='warning'>You momentarily forget how to use [src]!</span>"
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return 1
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if(panel_open)
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src.add_fingerprint(user)
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return 0
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if(check_power && stat & NOPOWER)
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user << "<span class='danger'>\The [src] seems unpowered.</span>"
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return 1
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if(!interact_offline && stat & (BROKEN|MAINT))
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user << "<span class='danger'>\The [src] seems broken.</span>"
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return 1
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src.add_fingerprint(user)
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if(set_machine)
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user.set_machine(src)
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return 0
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/obj/machinery/CheckParts()
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RefreshParts()
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return
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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(var/obj/item/weapon/crowbar/C)
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. = !(state_open || panel_open || is_operational()) && istype(C)
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if(.)
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playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
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visible_message("<span class='notice'>[usr] pry 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(var/obj/item/weapon/crowbar/C, var/ignore_panel = 0)
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. = istype(C) && (panel_open || ignore_panel)
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if(.)
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playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
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var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
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M.state = 2
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M.icon_state = "box_1"
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for(var/obj/item/I in component_parts)
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if(I.reliability != 100 && crit_fail)
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I.crit_fail = 1
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I.loc = src.loc
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qdel(src)
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/obj/machinery/proc/default_deconstruction_screwdriver(var/mob/user, var/icon_state_open, var/icon_state_closed, var/obj/item/weapon/screwdriver/S)
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if(istype(S))
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 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(var/mob/user, var/obj/item/weapon/wrench/W)
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if(panel_open && istype(W))
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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dir = 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/machinery/proc/default_unfasten_wrench(mob/user, obj/item/weapon/wrench/W, time = 20)
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if(istype(W))
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user << "<span class='notice'>You begin [anchored ? "un" : ""]securing [name]...</span>"
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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if(do_after(user, time))
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user << "<span class='notice'>You [anchored ? "un" : ""]secure [name].</span>"
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anchored = !anchored
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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return 1
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return 0
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/obj/machinery/proc/exchange_parts(mob/user, obj/item/weapon/storage/part_replacer/W)
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var/shouldplaysound = 0
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if(istype(W) && component_parts)
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if(panel_open || W.works_from_distance)
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var/obj/item/weapon/circuitboard/CB = locate(/obj/item/weapon/circuitboard) in component_parts
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var/P
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if(W.works_from_distance)
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user << "<span class='notice'>Following parts detected in the machine:</span>"
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for(var/var/obj/item/C in component_parts)
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user << "<span class='notice'> [C.name]</span>"
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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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user << "<span class='notice'>Following parts detected in the machine:</span>"
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for(var/var/obj/item/C in component_parts)
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user << "<span class='notice'> [C.name]</span>"
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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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//called on machinery construction (i.e from frame to machinery) but not on initialization
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/obj/machinery/proc/construction()
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return
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/obj/machinery/allow_drop()
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return 0 |