Files
drsingh dc4217b498 modified process scheduler, 510 compatibility, explosions moved to process
this is all very alpha please don't hate me too much if i fucked it up
2016-03-12 16:36:00 -08:00

1651 lines
42 KiB
Plaintext

// virtual disposal object
// travels through pipes in lieu of actual items
// contents will be items flushed by the disposal
// this allows the gas flushed to be tracked
/obj/disposalholder
invisibility = 101
var/datum/gas_mixture/gas = null // gas used to flush, will appear at exit point
var/active = 0 // true if the holder is moving, otherwise inactive
dir = 0
var/count = 1000 //*** can travel 1000 steps before going inactive (in case of loops)
var/has_fat_guy = 0 // true if contains a fat person
var/mail_tag = null //Switching junctions with the same tag will pass it out the secondary instead of primary
// initialize a holder from the contents of a disposal unit
proc/init(var/obj/machinery/disposal/D)
gas = D.air_contents.remove_ratio(1) // transfer gas resv. into holder object
// now everything inside the disposal gets put into the holder
// note AM since can contain mobs or objs
for(var/atom/movable/AM in D)
AM.set_loc(src)
if(istype(AM, /mob/living/carbon/human))
var/mob/living/carbon/human/H = AM
H.unlock_medal("It'sa me, Mario", 1)
if(H.bioHolder.HasEffect("fat")) // is a human and fat?
has_fat_guy = 1 // set flag on holder
// start the movement process
// argument is the disposal unit the holder started in
proc/start(var/obj/machinery/disposal/D)
if(!D.trunk || D.trunk.loc != D.loc)
D.expel(src) // no trunk connected, so expel immediately
return
loc = D.trunk
active = 1
dir = DOWN
spawn(1)
process() // spawn off the movement process
return
// movement process, persists while holder is moving through pipes
proc/process()
var/obj/disposalpipe/last
while(active)
if(has_fat_guy && prob(2)) // chance of becoming stuck per segment if contains a fat guy
active = 0
// find the fat guys
for(var/mob/living/carbon/human/H in src)
if(H.bioHolder.HasEffect("fat"))
H.unlock_medal("Try jiggling the handle",1)
break
sleep(1) // was 1
if (!loc)
return
var/obj/disposalpipe/curr = loc
last = curr
curr = curr.transfer(src)
if(!curr)
last.expel(src, loc, dir)
//
if(!(count--))
active = 0
return
// find the turf which should contain the next pipe
proc/nextloc()
return get_step(loc,dir)
// find a matching pipe on a turf
proc/findpipe(var/turf/T)
if(!T)
return null
var/fdir = turn(dir, 180) // flip the movement direction
for(var/obj/disposalpipe/P in T)
if(fdir & P.dpdir) // find pipe direction mask that matches flipped dir
return P
// if no matching pipe, return null
return null
// merge two holder objects
// used when a a holder meets a stuck holder
proc/merge(var/obj/disposalholder/other)
for(var/atom/movable/AM in other)
AM.set_loc(src) // move everything in other holder to this one
if(other.has_fat_guy)
has_fat_guy = 1
if(other.mail_tag && !src.mail_tag)
src.mail_tag = other.mail_tag
qdel(other)
// called when player tries to move while in a pipe
relaymove(mob/user as mob)
if (user.stat)
return
// drsingh: attempted fix for Cannot read null.loc
if (src == null || src.loc == null || src.loc.loc == null)
return
for (var/mob/M in hearers(src.loc.loc))
boutput(M, "<FONT size=[max(0, 5 - get_dist(src, M))]>CLONG, clong!</FONT>")
playsound(src.loc, "sound/effects/clang.ogg", 50, 0, 0)
// called to vent all gas in holder to a location
proc/vent_gas(var/atom/location)
location.assume_air(gas) // vent all gas to turf
gas = null
return
// Disposal pipes
/obj/disposalpipe
icon = 'icons/obj/disposal.dmi'
name = "disposal pipe"
desc = "An underfloor disposal pipe."
anchored = 1
density = 0
level = 1 // underfloor only
var/dpdir = 0 // bitmask of pipe directions
dir = 0 // dir will contain dominant direction for junction pipes
var/health = 10 // health points 0-10
layer = DISPOSAL_PIPE_LAYER
var/base_icon_state // initial icon state on map
var/list/mail_tag = null // Tag of mail group for switching pipes
var/image/pipeimg = null
// new pipe, set the icon_state as on map
New()
..()
base_icon_state = icon_state
pipeimg = image(src.icon, src.loc, src.icon_state, 3, dir)
pipeimg.layer = OBJ_LAYER
pipeimg.dir = dir
return
// pipe is deleted
// ensure if holder is present, it is expelled
disposing()
var/obj/disposalholder/H = locate() in src
if(H)
// holder was present
H.active = 0
var/turf/T = get_turf(src)
if(T && T.density)
// deleting pipe is inside a dense turf (wall)
// this is unlikely, but just dump out everything into the turf in case
for(var/atom/movable/AM in H)
AM.set_loc(T)
AM.pipe_eject(0)
H.dispose()
..()
return
// otherswise, do normal expel from turf
expel(H, T, 0)
..()
// returns the direction of the next pipe object, given the entrance dir
// by default, returns the bitmask of remaining directions
proc/nextdir(var/fromdir)
return dpdir & (~turn(fromdir, 180))
// transfer the holder through this pipe segment
// overriden for special behaviour
//
proc/transfer(var/obj/disposalholder/H)
var/nextdir = nextdir(H.dir)
H.dir = nextdir
var/turf/T = H.nextloc()
var/obj/disposalpipe/P = H.findpipe(T)
if(P)
// find other holder in next loc, if inactive merge it with current
var/obj/disposalholder/H2 = locate() in P
if(H2 && !H2.active)
H.merge(H2)
H.set_loc(P)
else // if wasn't a pipe, then set loc to turf
H.set_loc(T)
return null
return P
// update the icon_state to reflect hidden status
proc/update()
var/turf/T = src.loc
if (T) hide(T.intact && !istype(T,/turf/space)) // space never hides pipes
// hide called by levelupdate if turf intact status changes
// change visibility status and force update of icon
hide(var/intact)
invisibility = intact ? 101: 0 // hide if floor is intact
updateicon()
// update actual icon_state depending on visibility
// if invisible, append "f" to icon_state to show faded version
// this will be revealed if a T-scanner is used
// if visible, use regular icon_state
proc/updateicon()
if(invisibility)
icon_state = "[base_icon_state]f"
else
icon_state = base_icon_state
return
// expel the held objects into a turf
// called when there is a break in the pipe
//
proc/expel(var/obj/disposalholder/H, var/turf/T, var/direction)
// oh dear, please stop ruining the machine loop with your invalid loc
if (!T)
return
var/turf/target
if(T.density) // dense ouput turf, so stop holder
H.active = 0
H.set_loc(src)
return
if(T.intact && istype(T,/turf/simulated/floor)) //intact floor, pop the tile
var/turf/simulated/floor/F = T
//F.health = 100
F.burnt = 1
F.intact = 0
F.levelupdate()
new /obj/item/tile/steel(H) // add to holder so it will be thrown with other stuff
F.icon_state = "Floor[F.burnt ? "1" : ""]"
if(direction) // direction is specified
if(istype(T, /turf/space)) // if ended in space, then range is unlimited
target = get_edge_target_turf(T, direction)
else // otherwise limit to 10 tiles
target = get_ranged_target_turf(T, direction, 10)
playsound(src, "sound/machines/hiss.ogg", 50, 0, 0)
for(var/atom/movable/AM in H)
AM.set_loc(T)
AM.pipe_eject(direction)
spawn(1)
if(AM)
AM.throw_at(target, 100, 1)
H.vent_gas(T)
qdel(H)
else // no specified direction, so throw in random direction
playsound(src, "sound/machines/hiss.ogg", 50, 0, 0)
for(var/atom/movable/AM in H)
target = get_offset_target_turf(T, rand(5)-rand(5), rand(5)-rand(5))
AM.set_loc(T)
AM.pipe_eject(0)
spawn(1)
if(AM)
AM.throw_at(target, 5, 1)
H.vent_gas(T) // all gas vent to turf
qdel(H)
return
// call to break the pipe
// will expel any holder inside at the time
// then delete the pipe
// remains : set to leave broken pipe pieces in place
proc/broken(var/remains = 0)
if(isrestrictedz(z))
return
if(remains)
for(var/D in cardinal)
if(D & dpdir)
var/obj/disposalpipe/broken/P = new(src.loc)
P.dir = D
src.invisibility = 101 // make invisible (since we won't delete the pipe immediately)
var/obj/disposalholder/H = locate() in src
if(H)
// holder was present
H.active = 0
var/turf/T = src.loc
if(T.density)
// broken pipe is inside a dense turf (wall)
// this is unlikely, but just dump out everything into the turf in case
for(var/atom/movable/AM in H)
AM.set_loc(T)
AM.pipe_eject(0)
qdel(H)
return
// otherswise, do normal expel from turf
expel(H, T, 0)
spawn(2) // delete pipe after 2 ticks to ensure expel proc finished
qdel(src)
// pipe affected by explosion
ex_act(severity)
switch(severity)
if(1.0)
broken(0)
return
if(2.0)
health -= rand(5,15)
healthcheck()
return
if(3.0)
health -= rand(0,15)
healthcheck()
return
// test health for brokenness
proc/healthcheck()
if(isrestrictedz(z))
return
if(health < -2)
broken(0)
else if(health<1)
broken(1)
return
//attack by item
//weldingtool: unfasten and convert to obj/disposalconstruct
attackby(var/obj/item/I, var/mob/user)
if (isrestrictedz(z))
return
var/turf/T = src.loc
if (T.intact)
return // prevent interaction with T-scanner revealed pipes
if (istype(I, /obj/item/weldingtool))
var/obj/item/weldingtool/W = I
if (W.welding)
if (W.get_fuel() > 3)
W.use_fuel(3)
playsound(src.loc, "sound/items/Welder2.ogg", 100, 1)
// check if anything changed over 2 seconds
var/turf/uloc = user.loc
var/atom/wloc = W.loc
boutput(user, "You begin slicing [src].")
sleep(30)
if (user.loc == uloc && wloc == W.loc)
welded(user)
else
boutput(user, "You must stay still while welding the pipe.")
return
else
boutput(user, "You need more welding fuel to cut the pipe.")
return
// called when pipe is cut with welder
proc/welded(var/user)
var/obj/disposalconstruct/C = new (src.loc)
switch(base_icon_state)
if("pipe-s")
C.ptype = 0
if("pipe-c")
C.ptype = 1
if("pipe-j1")
C.ptype = 2
if("pipe-j2")
C.ptype = 3
if("pipe-y")
C.ptype = 4
if("pipe-t")
C.ptype = 5
if("pipe-sj1")
C.ptype = 6
if("pipe-sj2")
C.ptype = 7
if (user)
boutput(user, "You finish slicing [C].")
C.dir = dir
C.mail_tag = src.mail_tag
C.update()
qdel(src)
// a straight or bent segment
/obj/disposalpipe/segment
icon_state = "pipe-s"
horizontal
dir = EAST
vertical
dir = NORTH
bent
icon_state = "pipe-c"
north
dir = NORTH
east
dir = EAST
south
dir = SOUTH
west
dir = WEST
mail
name = "mail pipe"
horizontal
dir = EAST
vertical
dir = NORTH
bent
icon_state = "pipe-c"
north
dir = NORTH
east
dir = EAST
south
dir = SOUTH
west
dir = WEST
New()
..()
if(icon_state == "pipe-s")
dpdir = dir | turn(dir, 180)
else
dpdir = dir | turn(dir, -90)
update()
return
//a three-way junction with dir being the dominant direction
/obj/disposalpipe/junction
icon_state = "pipe-j1"
left
name = "pipe junction"
icon_state = "pipe-j1"
north
dir = NORTH
east
dir = EAST
south
dir = SOUTH
west
dir = WEST
right
name = "pipe junction"
icon_state = "pipe-j2"
north
dir = NORTH
east
dir = EAST
south
dir = SOUTH
west
dir = WEST
middle
name = "pipe junction"
icon_state = "pipe-y"
north
dir = NORTH
east
dir = EAST
south
dir = SOUTH
west
dir = WEST
New()
..()
if(icon_state == "pipe-j1")
dpdir = dir | turn(dir, -90) | turn(dir,180)
else if(icon_state == "pipe-j2")
dpdir = dir | turn(dir, 90) | turn(dir,180)
else // pipe-y
dpdir = dir | turn(dir,90) | turn(dir, -90)
update()
return
// next direction to move
// if coming in from secondary dirs, then next is primary dir
// if coming in from primary dir, then next is equal chance of other dirs
nextdir(var/fromdir)
var/flipdir = turn(fromdir, 180)
if(flipdir != dir) // came from secondary dir
return dir // so exit through primary
else // came from primary
// so need to choose either secondary exit
var/mask = ..(fromdir)
// find a bit which is set
var/setbit = 0
if(mask & NORTH)
setbit = NORTH
else if(mask & SOUTH)
setbit = SOUTH
else if(mask & EAST)
setbit = EAST
else
setbit = WEST
if(prob(50)) // 50% chance to choose the found bit or the other one
return setbit
else
return mask & (~setbit)
//A junction capable of switching output direction
/obj/disposalpipe/switch_junction
name = "switching pipe"
icon_state = "pipe-sj1"
var/redirect_chance = 50
var/switch_dir = 0 //Direction of secondary port
//Same-tag holders are sent out this one.
left
name = "mail junction"
icon_state = "pipe-sj1"
north
dir = NORTH
east
dir = EAST
south
dir = SOUTH
west
dir = WEST
right
name = "mail junction"
icon_state = "pipe-sj2"
north
dir = NORTH
east
dir = EAST
south
dir = SOUTH
west
dir = WEST
New()
..()
if(icon_state == "pipe-sj1")
switch_dir = turn(dir, -90)
dpdir = dir | switch_dir | turn(dir,180)
else if(icon_state == "pipe-sj2")
switch_dir = turn(dir, 90)
dpdir = dir | turn(dir, 90) | turn(dir,180)
else
switch_dir = turn(dir, 90)
dpdir = dir | turn(dir,90) | turn(dir, -90)
update()
if (src.mail_tag)
if (islist(src.mail_tag))
src.name = "mail junction (multiple destinations)"
else
src.name = "mail junction ([src.mail_tag])"
src.mail_tag = params2list(src.mail_tag)
return
// next direction to move
transfer(var/obj/disposalholder/H)
var/same_group = 0
if(src.mail_tag && (H.mail_tag in src.mail_tag))
same_group = 1
var/nextdir = nextdir(H.dir, same_group)
H.dir = nextdir
var/turf/T = H.nextloc()
var/obj/disposalpipe/P = H.findpipe(T)
if(P)
// find other holder in next loc, if inactive merge it with current
var/obj/disposalholder/H2 = locate() in P
if(H2 && !H2.active)
H.merge(H2)
H.set_loc(P)
else // if wasn't a pipe, then set loc to turf
H.set_loc(T)
return null
return P
nextdir(var/fromdir, var/use_secondary)
var/flipdir = turn(fromdir, 180)
if(flipdir != dir) // came from secondary or tertiary
var/senddir = dir //Do we send this out the primary or secondary?
if(use_secondary && flipdir != switch_dir) //Oh, we're set to sort this out our side secondary
flick("[base_icon_state]-on", src)
senddir = switch_dir
return senddir
else // came from primary
// so need to choose either secondary exit
var/mask = ..(fromdir)
// find a bit which is set
var/setbit = 0
if(mask & NORTH)
setbit = NORTH
else if(mask & SOUTH)
setbit = SOUTH
else if(mask & EAST)
setbit = EAST
else
setbit = WEST
if(prob(redirect_chance)) // Adjustable chance to choose the found bit or the other one
return setbit
else
return mask & (~setbit)
/obj/disposalpipe/switch_junction/biofilter
name = "biofilter pipe"
desc = "A pipe junction designed to redirect living organic tissue."
redirect_chance = 0
left
icon_state = "pipe-sj1"
north
dir = NORTH
east
dir = EAST
south
dir = SOUTH
west
dir = WEST
right
icon_state = "pipe-sj2"
north
dir = NORTH
east
dir = EAST
south
dir = SOUTH
west
dir = WEST
transfer(var/obj/disposalholder/H)
var/redirect = 0
for (var/mob/living/carbon/C in H)
if (C.stat != 2)
redirect = 1
break
var/nextdir = nextdir(H.dir, redirect)
H.dir = nextdir
var/turf/T = H.nextloc()
var/obj/disposalpipe/P = H.findpipe(T)
if(P)
// find other holder in next loc, if inactive merge it with current
var/obj/disposalholder/H2 = locate() in P
if(H2 && !H2.active)
H.merge(H2)
H.set_loc(P)
else // if wasn't a pipe, then set loc to turf
H.set_loc(T)
return null
return P
welded()
var/obj/disposalconstruct/C = new (src.loc)
C.ptype = (src.icon_state == "pipe-sj1" ? 8 : 9)
C.dir = dir
C.mail_tag = src.mail_tag
C.update()
qdel(src)
/obj/disposalpipe/loafer
name = "disciplinary loaf processor"
desc = "A pipe segment designed to convert detritus into a nutritionally-complete meal for inmates."
icon_state = "pipe-loaf0"
var/nugget_mode = 0
horizontal
dir = EAST
vertical
dir = NORTH
New()
..()
dpdir = dir | turn(dir, 180)
update()
transfer(var/obj/disposalholder/H)
if (H.contents.len)
playsound(src.loc, "sound/machines/mixer.ogg", 50, 1)
//src.visible_message("<b>[src] activates!</b>") // Processor + loop = SPAM
src.icon_state = "pipe-loaf1"
var/doSuperLoaf = 0
for (var/atom/movable/O in H)
if(O.name == "strangelet loaf")
doSuperLoaf = 1
break
if(doSuperLoaf)
for (var/atom/movable/O2 in H)
qdel(O2)
var/obj/item/reagent_containers/food/snacks/einstein_loaf/estein = new /obj/item/reagent_containers/food/snacks/einstein_loaf(src)
estein.set_loc(H)
goto StopLoafing
if (nugget_mode)
var/obj/item/reagent_containers/food/snacks/ingredient/meat/mysterymeat/nugget/current_nugget
var/list/new_nuggets = list()
for (var/atom/movable/newIngredient in H)
if (!current_nugget)
current_nugget = new /obj/item/reagent_containers/food/snacks/ingredient/meat/mysterymeat/nugget(src)
new_nuggets += current_nugget
current_nugget.name = "[newIngredient] nugget"
current_nugget.desc = "A breaded wad of [newIngredient.name], far too processed to have a more specific label than 'nugget.'"
if (istype(newIngredient, /mob/living))
playsound(src.loc, pick("sound/effects/splat.ogg","sound/effects/slosh.ogg","sound/effects/zhit.ogg","sound/effects/attackblob.ogg","sound/effects/blobattack.ogg","sound/effects/bloody_stab.ogg"), 50, 1)
var/mob/living/poorSoul = newIngredient
if (issilicon(poorSoul))
current_nugget.reagents.add_reagent("oil",10)
current_nugget.reagents.add_reagent("silicon",10)
current_nugget.reagents.add_reagent("iron",10)
else
current_nugget.reagents.add_reagent("bloodc",10) // heh
current_nugget.reagents.add_reagent("ectoplasm",10)
if(poorSoul.stat != 2)
poorSoul:emote("scream")
sleep(5)
poorSoul.ghostize()
if (newIngredient.reagents)
var/anItem = istype(newIngredient, /obj/item)
while (newIngredient.reagents.total_volume > 0 || (anItem && newIngredient:w_class--))
newIngredient.reagents.trans_to(current_nugget, current_nugget.reagents.maximum_volume)
if (current_nugget.reagents.total_volume >= current_nugget.reagents.maximum_volume)
current_nugget = new /obj/item/reagent_containers/food/snacks/ingredient/meat/mysterymeat/nugget(src)
current_nugget.name = "[newIngredient] nugget"
current_nugget.desc = "A breaded wad of [newIngredient.name], far too processed to have a more specific label than 'nugget.'"
new_nuggets += current_nugget
qdel(newIngredient)
LAGCHECK(50)
for (var/obj/O in new_nuggets)
O.set_loc(H)
LAGCHECK(50)
else
var/obj/item/reagent_containers/food/snacks/prison_loaf/newLoaf = new /obj/item/reagent_containers/food/snacks/prison_loaf(src)
for (var/atom/movable/newIngredient in H)
if (newIngredient.reagents)
newIngredient.reagents.trans_to(newLoaf, 1000)
if (istype(newIngredient, /obj/item/reagent_containers/food/snacks/prison_loaf))
var/obj/item/reagent_containers/food/snacks/prison_loaf/otherLoaf = newIngredient
newLoaf.loaf_factor += otherLoaf.loaf_factor * 1.2
newLoaf.loaf_recursion = otherLoaf.loaf_recursion + 1
else if (istype(newIngredient, /mob/living))
playsound(src.loc, pick("sound/effects/splat.ogg","sound/effects/slosh.ogg","sound/effects/zhit.ogg","sound/effects/attackblob.ogg","sound/effects/blobattack.ogg","sound/effects/bloody_stab.ogg"), 50, 1)
var/mob/living/poorSoul = newIngredient
if (issilicon(poorSoul))
newLoaf.reagents.add_reagent("oil",10)
newLoaf.reagents.add_reagent("silicon",10)
newLoaf.reagents.add_reagent("iron",10)
else
newLoaf.reagents.add_reagent("bloodc",10) // heh
newLoaf.reagents.add_reagent("ectoplasm",10)
if(ishuman(newIngredient))
newLoaf.loaf_factor += (newLoaf.loaf_factor / 5) + 50 // good god this is a weird value
else
newLoaf.loaf_factor += (newLoaf.loaf_factor / 10) + 50
if(poorSoul.stat != 2)
poorSoul:emote("scream")
sleep(5)
poorSoul.ghostize()
else if (istype(newIngredient, /obj/item))
var/obj/item/I = newIngredient
newLoaf.loaf_factor += I.w_class * 5
else
newLoaf.loaf_factor++
qdel(newIngredient)
LAGCHECK(50)
newLoaf.update()
newLoaf.set_loc(H)
StopLoafing
sleep(3) //make a bunch of ongoing noise i guess?
playsound(src.loc, pick("sound/machines/mixer.ogg","sound/machines/mixer.ogg","sound/machines/mixer.ogg","sound/machines/hiss.ogg","sound/machines/ding.ogg","sound/machines/buzz-sigh.ogg","sound/effects/robogib.ogg","sound/effects/pop.ogg","sound/machines/warning-buzzer.ogg","sound/effects/Glassbr1.ogg","sound/effects/gib.ogg","sound/effects/spring.ogg","sound/machines/engine_grump1.ogg","sound/machines/engine_grump2.ogg","sound/machines/engine_grump3.ogg","sound/effects/Glasshit.ogg","sound/effects/bubbles.ogg","sound/effects/brrp.ogg"), 50, 1)
sleep(3)
playsound(src.loc, "sound/machines/engine_grump1.ogg", 50, 1)
sleep(30)
src.icon_state = "pipe-loaf0"
//src.visible_message("<b>[src] deactivates!</b>") // Processor + loop = SPAM
var/nextdir = nextdir(H.dir)
H.dir = nextdir
var/turf/T = H.nextloc()
var/obj/disposalpipe/P = H.findpipe(T)
if(P)
// find other holder in next loc, if inactive merge it with current
var/obj/disposalholder/H2 = locate() in P
if(H2 && !H2.active)
H.merge(H2)
H.set_loc(P)
else // if wasn't a pipe, then set loc to turf
H.set_loc(T)
return null
return P
welded()
/*var/obj/disposalconstruct/C = new (src.loc)
C.ptype = 10
C.dir = dir
C.update()
qdel(src)*/
src.visible_message("<span style=\"color:red\">[src] emits a weird noise!</span>")
src.nugget_mode = !src.nugget_mode
src.update()
return
update()
..()
if (nugget_mode)
src.name = "disciplinary nugget processor"
else
src.name = initial(src.name)
#define MAXIMUM_LOAF_STATE_VALUE 10
/obj/item/reagent_containers/food/snacks/einstein_loaf
name = "einstein-rosen loaf"
desc = "A hypothetical feature of loaf-spacetime. It could in theory be used to open a bridge between one point in space-time to another point in loaf-spacetime, if one had the machine required ..."
icon = 'icons/obj/foodNdrink/food_meals.dmi'
icon_state = "eloaf"
force = 0
throwforce = 0
New()
..()
var/datum/reagents/R = new/datum/reagents(1000)
reagents = R
R.my_atom = src
src.reagents.add_reagent("liquid spacetime",11)
/obj/item/reagent_containers/food/snacks/prison_loaf
name = "prison loaf"
desc = "A rather slapdash loaf designed to feed prisoners. Technically nutritionally complete and edible in the same sense that potted meat product is edible."
icon = 'icons/obj/foodNdrink/food_meals.dmi'
icon_state = "ploaf0"
force = 0
throwforce = 0
var/loaf_factor = 1
var/loaf_recursion = 1
var/processing = 0
New()
..()
var/datum/reagents/R = new/datum/reagents(1000)
reagents = R
R.my_atom = src
src.reagents.add_reagent("gravy",10)
src.reagents.add_reagent("refried_beans",10)
src.reagents.add_reagent("fakecheese",10)
src.reagents.add_reagent("silicate",10)
src.reagents.add_reagent("space_fungus",3)
src.reagents.add_reagent("synthflesh",10)
proc/update()
var/orderOfLoafitude = max( 0, min( round( log(8, loaf_factor)), MAXIMUM_LOAF_STATE_VALUE ) )
//src.icon_state = "ploaf[orderOfLoafitude]"
src.w_class = min(orderOfLoafitude+1, 4)
switch ( orderOfLoafitude )
if (1)
src.name = "prison loaf"
src.desc = "A rather slapdash loaf designed to feed prisoners. Technically nutritionally complete and edible in the same sense that potted meat product is edible."
src.icon_state = "ploaf0"
src.force = 0
src.throwforce = 0
if (2)
src.name = "dense prison loaf"
src.desc = "The chef must be really packing a lot of junk into these things today."
src.icon_state = "ploaf0"
src.force = 3
src.throwforce = 3
src.reagents.add_reagent("beff",25)
if (3)
src.name = "extra dense prison loaf"
src.desc = "Good lord, this thing feels almost like a brick. A brick made of kitchen scraps and god knows what else."
src.icon_state = "ploaf0"
src.force = 6
src.throwforce = 6
src.reagents.add_reagent("porktonium",25)
if (4)
src.name = "super-compressed prison loaf"
src.desc = "Hard enough to scratch a diamond, yet still somehow edible, this loaf seems to be emitting decay heat. Dear god."
src.icon_state = "ploaf1"
src.force = 11
src.throwforce = 11
src.throw_range = 6
src.reagents.add_reagent("thalmerite",25)
if (5)
src.name = "fissile loaf"
src.desc = "There's so much junk packed into this loaf, the flavor atoms are starting to go fissile. This might make a decent engine fuel, but it definitely wouldn't be good for you to eat."
src.icon_state = "ploaf2"
src.force = 22
src.throwforce = 22
src.throw_range = 5
src.reagents.add_reagent("uranium",25)
if (6)
src.name = "fusion loaf"
src.desc = "Forget fission, the flavor atoms in this loaf are so densely packed now that they are undergoing atomic fusion. What terrifying new flavor atoms might lurk within?"
src.icon_state = "ploaf3"
src.force = 44
src.throwforce = 44
src.throw_range = 4
src.reagents.add_reagent("radium",25)
if (7)
src.name = "neutron loaf"
src.desc = "Oh good, the flavor atoms in this prison loaf have collapsed down to a a solid lump of neutrons."
src.icon_state = "ploaf4"
src.force = 66
src.throwforce = 66
src.throw_range = 3
src.reagents.add_reagent("polonium",25)
if (8)
src.name = "quark loaf"
src.desc = "This nutritional loaf is collapsing into subatomic flavor particles. It is unfathmomably heavy."
src.icon_state = "ploaf5"
src.force = 88
src.throwforce = 88
src.throw_range = 2
src.reagents.add_reagent("george_melonium",25)
if (9)
src.name = "degenerate loaf"
src.desc = "You should probably call a physicist."
src.icon_state = "ploaf6"
src.force = 110
src.throwforce = 110
src.throw_range = 1
src.reagents.add_reagent("george_melonium",50)
if (10)
src.name = "strangelet loaf"
src.desc = "You should probably call a priest."
src.icon_state = "ploaf7"
src.force = 220
src.throwforce = 220
src.throw_range = 0
src.reagents.add_reagent("george_melonium",100)
if (!src.processing)
src.processing++
if (!(src in processing_items))
processing_items.Add(src)
/*spawn(rand(100,1000))
if(src)
src.visible_message("<span style=\"color:red\"><b>[src] collapses into a black hole! Holy fuck!</b></span>")
world << sound("sound/effects/kaboom.ogg")
new /obj/bhole(get_turf(src.loc))*/
return
process()
if(src.loc == get_turf(src))
var/edge = get_edge_target_turf(src, pick(alldirs))
spawn
src.throw_at(edge, 100, 1)
#undef MAXIMUM_LOAF_STATE_VALUE
/obj/disposalpipe/mechanics_switch
icon_state = "pipe-mech0"
var/active = 0
var/switch_dir = 0
north
dir = NORTH
east
dir = EAST
south
dir = SOUTH
west
dir = WEST
New()
..()
mechanics = new(src)
mechanics.master = src
mechanics.addInput("toggle", "toggleactivation")
mechanics.addInput("on", "activate")
mechanics.addInput("off", "deactivate")
spawn (10)
switch_dir = turn(dir, 90)
dpdir = dir | switch_dir | turn(dir,180)
update()
nextdir(var/fromdir)
//var/flipdir = turn(fromdir, 180)
if(fromdir & turn(switch_dir, 180)) // came in the wrong way
return dpdir & (prob(50) ? dir : turn(dir, 180))//turn(switch_dir, prob(50) ? -90 : 90)
else
if (active)
return switch_dir
else
return fromdir
updateicon()
icon_state = "pipe-mech[active][invisibility ? "f" : null]"
return
proc/toggleactivation()
src.active = !src.active
updateicon()
proc/activate()
src.active = 1
updateicon()
proc/deactivate()
src.active = 0
updateicon()
welded()
var/obj/disposalconstruct/C = new (src.loc)
C.ptype = 11
C.dir = dir
C.update()
if (src.mechanics)
src.mechanics.wipeIncoming()
src.mechanics.wipeOutgoing()
qdel(src)
//<Jewel>:
//Tried to rework biofilter to create a new disposalholder and send bio one way and normal objects the other. It doesn't work.
//Check back on the pipe code later. It needs some kinda revamp in the future.
/*/obj/disposalpipe/switch_junction/biofilter
name = "biofilter pipe"
desc = "A pipe junction designed to redirect living organic tissue."
redirect_chance = 0
var/obj/disposalholder/bioHolder = new()
transfer(var/obj/disposalholder/origHolder)
for (var/mob/living/carbon/C in origHolder)
if (C.stat != 2)
C.set_loc(bioHolder)
var/otherdir = nextdir(origHolder.dir, 0)
var/biodir = nextdir(origHolder.dir, 1)
origHolder.dir = otherdir
bioHolder.dir = biodir
var/turf/nonBioTurf = origHolder.nextloc()
var/turf/bioTurf = bioHolder.nextloc()
var/obj/disposalpipe/nonBioPipe = origHolder.findpipe(nonBioTurf)
var/obj/disposalpipe/bioPipe = bioHolder.findpipe(bioTurf)
if (nonBioPipe)
var/obj/disposalholder/newHolder = locate() in nonBioPipe
if(newHolder && !newHolder.active)
origHolder.merge(newHolder)
origHolder.set_loc(nonBioPipe)
boutput(world, "I found a non bio pipe at [nonBioPipe.loc] with [origHolder.loc]")
if (bioPipe)
var/obj/disposalholder/newHolderBio = locate() in bioPipe
if (newHolderBio && !newHolderBio.active)
bioHolder.merge(newHolderBio)
bioHolder.set_loc(bioPipe)
boutput(world, "I found a bio pipe at [bioPipe.loc] with [bioHolder.loc]")
bioHolder.active = 1
bioHolder.dir = biodir
spawn(1)
bioHolder.process()
return nonBioPipe
welded()
var/obj/disposalconstruct/C = new (src.loc)
C.ptype = (src.icon_state == "pipe-sj1" ? 8 : 9)
C.dir = dir
C.mail_tag = src.mail_tag
C.update()
qdel(src)*/
/obj/disposalpipe/block_sensing_outlet
name = "smart disposal outlet"
desc = "A disposal outlet with a little sonar sensor on the front, so it only dumps contents if it is unblocked."
icon_state = "unblockoutlet"
anchored = 1
density = 1
var/turf/stuff_chucking_target
north
dir = NORTH
east
dir = EAST
south
dir = SOUTH
west
dir = WEST
New()
..()
dpdir = dir | turn(dir, 270) | turn(dir, 90)
spawn (1)
stuff_chucking_target = get_ranged_target_turf(src, dir, 1)
welded()
return
transfer(var/obj/disposalholder/H)
var/allowDump = 1
for (var/atom/movable/blockingJerk in get_step(src, src.dir))
if (blockingJerk.density)
allowDump = 0
break
if (allowDump)
flick("unblockoutlet-open", src)
playsound(src, "sound/machines/warning-buzzer.ogg", 50, 0, 0)
sleep(20) //wait until correct animation frame
playsound(src, "sound/machines/hiss.ogg", 50, 0, 0)
for(var/atom/movable/AM in H)
AM.set_loc(src.loc)
AM.pipe_eject(dir)
spawn(1)
AM.throw_at(stuff_chucking_target, 3, 1)
H.vent_gas(src.loc)
qdel(H)
return null
var/turf/T = H.nextloc()
var/obj/disposalpipe/P = H.findpipe(T)
if(P)
// find other holder in next loc, if inactive merge it with current
var/obj/disposalholder/H2 = locate() in P
if(H2 && !H2.active)
H.merge(H2)
H.set_loc(P)
else // if wasn't a pipe, then set loc to turf
H.set_loc(T)
return null
return P
/obj/disposalpipe/type_sensing_outlet
name = "filter disposal outlet"
desc = "A disposal outlet with a little sensor in it, to allow it to filter out unwanted things from the system."
icon_state = "unblockoutlet"
var/turf/stuff_chucking_target
var/list/allowed_types = list()
north
dir = NORTH
east
dir = EAST
south
dir = SOUTH
west
dir = WEST
New()
..()
dpdir = dir | turn(dir, 270) | turn(dir, 90)
spawn (1)
stuff_chucking_target = get_ranged_target_turf(src, dir, 1)
welded()
return
transfer(var/obj/disposalholder/H)
var/list/things_to_dump = list()
for (var/atom/movable/A in H)
var/dump_this = 1
for (var/thing in src.allowed_types)
if (ispath(thing) && istype(A, thing))
dump_this = 0
break
if (dump_this)
things_to_dump += A
if (things_to_dump.len)
flick("unblockoutlet-open", src)
playsound(src, "sound/machines/warning-buzzer.ogg", 50, 0, 0)
sleep(20) //wait until correct animation frame
playsound(src, "sound/machines/hiss.ogg", 50, 0, 0)
for (var/atom/movable/AM in things_to_dump)
AM.set_loc(src.loc)
AM.pipe_eject(dir)
spawn(1)
AM.throw_at(stuff_chucking_target, 3, 1)
if (H.contents.len < 1)
H.vent_gas(src.loc)
qdel(H)
return null
var/turf/T = H.nextloc()
var/obj/disposalpipe/P = H.findpipe(T)
if(P)
// find other holder in next loc, if inactive merge it with current
var/obj/disposalholder/H2 = locate() in P
if(H2 && !H2.active)
H.merge(H2)
H.set_loc(P)
else // if wasn't a pipe, then set loc to turf
H.set_loc(T)
return null
return P
/obj/disposalpipe/type_sensing_outlet/drone_factory
allowed_types = list(/obj/item/ghostdrone_assembly)
#define SENSE_LIVING 1
#define SENSE_OBJECT 2
#define SENSE_TAG 3
/obj/disposalpipe/mechanics_sensor
name = "Sensor pipe"
icon_state = "pipe-mechsense"
var/sense_mode = SENSE_OBJECT
var/sense_tag_filter = ""
horizontal
dir = EAST
vertical
dir = NORTH
New()
..()
mechanics = new(src)
mechanics.master = src
dpdir = dir | turn(dir, 180)
update()
MouseDrop(obj/O, null, var/src_location, var/control_orig, var/control_new, var/params)
if(!istype(usr, /mob/living))
return
if(istype(O, /obj/item/mechanics) && O.level == 2)
boutput(usr, "<span style=\"color:red\">[O] needs to be secured into place before it can be connected.</span>")
return
if(usr.stat)
return
if(!mechanics.allowChange(usr))
boutput(usr, "<span style=\"color:red\">[MECHFAILSTRING]</span>")
return
mechanics.dropConnect(O, null, src_location, control_orig, control_new, params)
return ..()
verb/set_sense_mode()
set src in view(1)
set name = "\[Set Mode\]"
set desc = "Sets the sensing mode of the pipe.."
if (!istype(usr, /mob/living))
return
if (usr.stat)
return
if (!mechanics.allowChange(usr))
boutput(usr, "<span style=\"color:red\">[MECHFAILSTRING]</span>")
return
. = alert(usr, "What should trigger the sensor?","Disposal Sensor", "Creatures", "Anything", "A mail tag")
if (.)
if (get_dist(usr, src) > 1 || usr.stat)
return
switch (.)
if ("Creatures")
sense_mode = SENSE_LIVING
if ("Anything")
sense_mode = SENSE_OBJECT
if ("A mail tag")
. = copytext(ckeyEx(input(usr, "What should the tag be?", "What?")), 1, 33)
if (. && get_dist(usr, src) < 2 && !usr.stat)
sense_mode = SENSE_TAG
sense_tag_filter = .
transfer(var/obj/disposalholder/H)
if (sense_mode == SENSE_TAG)
if (cmptext(H.mail_tag, sense_tag_filter))
mechanics.fireOutgoing(mechanics.newSignal(ckey(H.mail_tag)))
flick("pipe-mechsense-detect", src)
else if (sense_mode == SENSE_OBJECT)
if (H.contents.len)
mechanics.fireOutgoing(mechanics.newSignal("1"))
flick("pipe-mechsense-detect", src)
else
for (var/atom/aThing in H)
if (sense_mode == SENSE_LIVING)
if ((istype(aThing, /obj/critter) || (istype(aThing, /mob/living) && aThing:stat != 2)))
mechanics.fireOutgoing(mechanics.newSignal("1"))
flick("pipe-mechsense-detect", src)
break
return ..()
welded()
var/obj/disposalconstruct/C = new (src.loc)
C.ptype = 12
C.dir = dir
C.update()
if (src.mechanics)
src.mechanics.wipeIncoming()
src.mechanics.wipeOutgoing()
qdel(src)
#undef SENSE_LIVING
#undef SENSE_OBJECT
#undef SENSE_TAG
//a trunk joining to a disposal bin or outlet on the same turf
/obj/disposalpipe/trunk
icon_state = "pipe-t"
var/obj/linked // the linked obj/machinery/disposal or obj/disposaloutlet
north
dir = NORTH
east
dir = EAST
south
dir = SOUTH
west
dir = WEST
mail
name = "mail pipe"
north
dir = NORTH
east
dir = EAST
south
dir = SOUTH
west
dir = WEST
New()
..()
dpdir = dir
spawn(1)
getlinked()
update()
return
proc/getlinked()
linked = null
var/obj/machinery/disposal/D = locate() in src.loc
if(D)
linked = D
var/obj/disposaloutlet/O = locate() in src.loc
if(O)
linked = O
update()
return
// would transfer to next pipe segment, but we are in a trunk
// if not entering from disposal bin,
// transfer to linked object (outlet or bin)
transfer(var/obj/disposalholder/H)
if(H.dir == DOWN) // we just entered from a disposer
return ..() // so do base transfer proc
// otherwise, go to the linked object
if(linked)
var/obj/disposaloutlet/O = linked
if(istype(O))
O.expel(H) // expel at outlet
else
var/obj/machinery/disposal/D = linked
D.expel(H) // expel at disposal
else
src.expel(H, src.loc, 0) // expel at turf
return null
// nextdir
nextdir(var/fromdir)
if(fromdir == DOWN)
return dir
else
return 0
// a broken pipe
/obj/disposalpipe/broken
icon_state = "pipe-b"
dpdir = 0 // broken pipes have dpdir=0 so they're not found as 'real' pipes
// i.e. will be treated as an empty turf
desc = "A broken piece of disposal pipe."
New()
..()
update()
return
// called when welded
// for broken pipe, remove and turn into scrap
welded()
var/obj/item/scrap/S = new(src.loc)
S.set_components(200,0,0)
qdel(src)
// the disposal outlet machine
/obj/disposaloutlet
name = "disposal outlet"
desc = "An outlet for the pneumatic disposal system."
icon = 'icons/obj/disposal.dmi'
icon_state = "outlet"
density = 1
anchored = 1
var/active = 0
var/turf/target // this will be where the output objects are 'thrown' to.
mats = 12
var/message = null
var/mailgroup = null
var/mailgroup2 = null
var/net_id = null
var/frequency = 1149
var/datum/radio_frequency/radio_connection
north
dir = NORTH
east
dir = EAST
south
dir = SOUTH
west
dir = WEST
New()
..()
spawn(1)
target = get_ranged_target_turf(src, dir, 10)
spawn(8)
if(radio_controller)
radio_connection = radio_controller.add_object(src, "[frequency]")
if(!src.net_id)
src.net_id = generate_net_id(src)
// expel the contents of the holder object, then delete it
// called when the holder exits the outlet
proc/expel(var/obj/disposalholder/H)
if (message && mailgroup && radio_connection)
var/datum/signal/newsignal = get_free_signal()
newsignal.source = src
newsignal.transmission_method = TRANSMISSION_RADIO
newsignal.data["command"] = "text_message"
newsignal.data["sender_name"] = "CHUTE-MAILBOT"
newsignal.data["message"] = "[message]"
newsignal.data["address_1"] = "00000000"
newsignal.data["group"] = mailgroup
newsignal.data["sender"] = src.net_id
radio_connection.post_signal(src, newsignal)
if (message && mailgroup2 && radio_connection)
var/datum/signal/newsignal = get_free_signal()
newsignal.source = src
newsignal.transmission_method = TRANSMISSION_RADIO
newsignal.data["command"] = "text_message"
newsignal.data["sender_name"] = "CHUTE-MAILBOT"
newsignal.data["message"] = "[message]"
newsignal.data["address_1"] = "00000000"
newsignal.data["group"] = mailgroup2
newsignal.data["sender"] = src.net_id
radio_connection.post_signal(src, newsignal)
flick("outlet-open", src)
playsound(src, "sound/machines/warning-buzzer.ogg", 50, 0, 0)
sleep(20) //wait until correct animation frame
playsound(src, "sound/machines/hiss.ogg", 50, 0, 0)
for(var/atom/movable/AM in H)
AM.set_loc(src.loc)
AM.pipe_eject(dir)
spawn(1)
AM.throw_at(target, 3, 1)
H.vent_gas(src.loc)
qdel(H)
return
// called when movable is expelled from a disposal pipe or outlet
// by default does nothing, override for special behaviour
/atom/movable/proc/pipe_eject(var/direction)
return
// check if mob has client, if so restore client view on eject
/mob/pipe_eject(var/direction)
src.weakened = max(src.weakened, 2)
return
/obj/decal/cleanable/blood/gibs/pipe_eject(var/direction)
var/list/dirs
if(direction)
dirs = list( direction, turn(direction, -45), turn(direction, 45))
else
dirs = alldirs.Copy()
src.streak(dirs)
/obj/decal/cleanable/robot_debris/gib/pipe_eject(var/direction)
var/list/dirs
if(direction)
dirs = list( direction, turn(direction, -45), turn(direction, 45))
else
dirs = alldirs.Copy()
src.streak(dirs)
// -------------------- VR --------------------
/obj/disposaloutlet/virtual
name = "gauntlet outlet"
desc = "For disposing of pixel junk, one would suppose."
icon = 'icons/effects/VR.dmi'
// --------------------------------------------