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2016-03-06 20:52:14 +01:00

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/*CONTENTS
Buildable pipes
Buildable meters
*/
/obj/item/weapon/pipe
name = "pipe"
desc = "A pipe"
var/pipe_type = 0
var/pipe_dir = 0
icon = 'icons/obj/pipe-item.dmi'
icon_state = "straight"
item_state = "buildpipe"
flags = TABLEPASS|FPRINT
w_class = 4
level = 2
/obj/item/weapon/pipe/New()
..()
update()
//update the name and icon of the pipe item depending on the type
/obj/item/weapon/pipe/proc/update()
var/list/nlist = list("pipe", "bent pipe", "h/e pipe", "bent h/e pipe", "connector", "manifold", "junction", "vent", "valve", "pump", "filter")
name = nlist[pipe_type+1] + " fitting"
updateicon()
//update the icon of the item
/obj/item/weapon/pipe/proc/updateicon()
var/list/islist = list("straight", "bend", "he-straight", "he-bend", "connector", "manifold", "junction", "vent", "valve", "pump", "filter")
icon_state = islist[pipe_type + 1]
if(invisibility) // true if placed under floor
icon -= rgb(0,0,0,128) // fade the icon
else
icon = initial(icon) // otherwise reset to inital icon
// called to hide or unhide a pipe
// i=true if hiding
/obj/item/weapon/pipe/hide(var/i)
invisibility = i ? 101 : 0 // make hidden pipe items invisible
updateicon()
//called when a turf is attacked with a pipe item
// place the pipe on the turf, setting pipe level to 1 (underfloor) if the turf is not intact
// rotate the pipe item clockwise
/obj/item/weapon/pipe/verb/rotate()
set src in view(1)
if ( usr.stat || usr.restrained() )
return
switch(pipe_type)
if(0)
if(icon_state == "straight")
pipe_dir = 12
icon_state = "straight12"
else if (icon_state == "straight12")
pipe_dir = 3
icon_state = "straight"
if(1)
if(icon_state == "bend9")
icon_state = "bend"
pipe_dir = 10
else if(icon_state == "bend")
icon_state = "bend6"
pipe_dir = 6
else if(icon_state == "bend6")
icon_state = "bend5"
pipe_dir = 5
else if(icon_state == "bend5")
icon_state = "bend9"
pipe_dir = 9
if(2)
if(icon_state == "he-straight")
icon_state = "he-straight12"
pipe_dir = 12
else if(icon_state == "he-straight12")
icon_state = "he-straight"
pipe_dir = 3
if(3)
if(icon_state == "he-bend")
icon_state = "he-bend9"
pipe_dir = 9
else if(icon_state == "he-bend6")
icon_state = "he-bend"
pipe_dir = 10
else if(icon_state == "he-bend5")
icon_state = "he-bend6"
pipe_dir = 6
else if(icon_state == "he-bend9")
icon_state = "he-bend5"
pipe_dir = 5
if(4,7,5,6,7,8,9,10)
src.dir = turn(src.dir, -90)
return
// returns the p_dir from the pipe item type and dir
/obj/item/weapon/pipe/proc/get_pdir()
var/flip = turn(dir, 180)
var/cw = turn(dir, -90)
var/acw = turn(dir, 90)
switch(pipe_type)
if(0)
if(pipe_dir == 0)
pipe_dir = 3
return pipe_dir
if(1)
if(pipe_dir == 0)
pipe_dir = 10
return pipe_dir
if(2,3)
return 0
if(4,7,10)
return dir
if(5)
return dir|cw|acw
if(6)
return flip
return 0
// return the h_dir (heat-exchange pipes) from the type and the dir
/obj/item/weapon/pipe/proc/get_hdir()
// var/flip = turn(dir, 180)
// var/cw = turn(dir, -90)
switch(pipe_type)
if(0,1,4,5,7,10)
return 0
if(2)
if(pipe_dir == 0)
pipe_dir = 3
return pipe_dir
if(3)
if(pipe_dir == 0)
pipe_dir = 10
return pipe_dir
if(6)
return dir
return 0
/obj/item/weapon/pipe/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob)
/*
if (istype(W, /obj/item/weapon/wrench))
var/pipedir = src.get_pdir()|src.get_hdir() // all possible pipe dirs including h/e#
for(var/obj/machinery/M in src.loc)
if(M.level == src.level) // only on same level
if( (M.p_dir & pipedir) || (M.h_dir & pipedir) ) // matches at least one direction on either type of pipe
boutput(user, "There is already a pipe at that location.")
return
playsound(src.loc, "sound/items/Ratchet.ogg", 50, 1)
// no conflicts found
// 0 1 2 3 4 5 6 7 8 9 10
//"pipe", "bent pipe", "h/e pipe", "bent h/e pipe", "connector", "manifold", "junction", "vent", "valve", "pump", "filter inlet"
var/obj/machinery/pipes/P
switch(pipe_type)
if(0,1) // straight or bent pipe
P = new/obj/machinery/pipes( src.loc )
P.p_dir = get_pdir()
P.icon_state = get_pdir()
P.level = level
P.update()
var/list/dirs = P.get_dirs()
P.node1 = get_machine(P.level, P.loc, dirs[1])
P.node2 = get_machine(P.level, P.loc, dirs[2])
if(2,3) // straight or bent h/e pipe
P = new/obj/machinery/pipes/heat_exch( src.loc )
P.h_dir = get_hdir()
P.icon_state = get_hdir()
P.level = 2
P.update()
var/list/dirs = P.get_dirs()
P.node1 = get_he_machine(P.level, P.loc, dirs[1])
P.node2 = get_he_machine(P.level, P.loc, dirs[2])
if(4) // connector
var/obj/machinery/connector/C = new( src.loc )
C.dir = src.dir
C.p_dir = src.dir
C.level = level
C.buildnodes()
setlineterm(C.node, C.vnode)
if(5) //manifold
var/obj/machinery/manifold/M = new( src.loc )
M.dir = dir
M.p_dir = pipedir
M.level = level
M.buildnodes()
setlineterm(M.node1, M.vnode1)
setlineterm(M.node2, M.vnode2)
setlineterm(M.node3, M.vnode3)
if(6) //junctions
var/obj/machinery/junction/J = new( src.loc )
J.dir = dir
J.p_dir = src.get_pdir()
J.h_dir = src.get_hdir()
J.level = 2
J.buildnodes()
setlineterm(J.node1, J.vnode1)
setlineterm(J.node2, J.vnode2)
if(7) // vent
var/obj/machinery/vent/V = new( src.loc )
V.dir = src.dir
V.p_dir = src.dir
V.level = level
V.buildnodes()
setlineterm(V.node, V.vnode)
if(8) //valve
var/obj/machinery/valve/mvalve/V = new( src.loc)
V.dir = src.dir
switch(dir)
if(1, 2)
V.p_dir = 3
if(4,8)
V.p_dir = 12
V.buildnodes()
setlineterm(V.node1, V.vnode1)
setlineterm(V.node2, V.vnode2)
if(9) //Pipe pump
var/obj/machinery/oneway/pipepump/PP = new(src.loc)
PP.dir = src.dir
PP.p_dir = dir|turn(dir, 180)
PP.buildnodes()
setlineterm(PP.node1, PP.vnode1)
setlineterm(PP.node2, PP.vnode2)
if(10) //filter inlet
var/obj/machinery/inlet/filter/F = new(src.loc)
F.dir = src.dir
F.p_dir = src.dir
F.level = level
F.buildnodes()
setlineterm(F.node, F.vnode)
// for pipe objects, now do updating of pipelines if needed
switch(pipe_type)
if(0,1,2,3) // new regular or or h/e pipe
// number of pipes connected to P
var/pipecon = (P.node1 && P.node1.ispipe()) + (P.node2 && P.node2.ispipe())
if(Debug) boutput(world, "Pipecon [pipecon]")
if(!pipecon) // simplest case - no connection pipes (but may be machines)
var/obj/machinery/pipeline/PL = new() // create a new pipeline
P.buildnodes(++linenums) // set new pipe to use new pl
P.pl = PL
P.plnum = linenums
PL.linenumber = linenums // set new pipe to use new pl
PL.nodes += P // and add it
PL.numnodes = 1
PL.capmult = 2
plines += PL // and new pipeline to the global list
PL.setterm() // and ensure any connections to machines are made
PL.name = "pipeline #[plines.Find(PL)]" // set the name
else if(pipecon == 1) // single connected pipe
var/obj/machinery/pipes/CP // the connected pipe
if(P.node1 && P.node1.ispipe()) // find the connected pipe
CP = P.node1
else
CP = P.node2
var/obj/machinery/pipeline/PL = CP.pl // the pipeline we connected to
P.pl = PL
P.buildnodes(PL.linenumber) // set the pipeline and nodes of any adjoining pipes
if(PL.nodes[1] == CP) // if the connected pipe is at start of line nodes list
PL.nodes.Insert(1, P) // insert new pipe into start of node list
else
PL.nodes += P // otherwise, insert it at end
PL.numnodes++
PL.capmult++
PL.setterm() // connect to any machines
CP.termination = 0 // connected pipe no longer terminal
else //(pipecon==2)
var/obj/machinery/pipes/CP1 = P.node1
var/obj/machinery/pipes/CP2 = P.node2
var/obj/machinery/pipeline/PL1 = CP1.pl
var/obj/machinery/pipeline/PL2 = CP2.pl
P.pl = PL1
if(PL1 == PL2) // special case - completing a loop
// make sure to check if this works properly
P.buildnodes(PL1.linenumber)
PL1.nodes += P
PL1.numnodes++
PL1.capmult++
PL1.setterm()
CP1.termination = 0
CP2.termination = 0
PL1.vnode1 = PL1 // link pipeline to self
PL1.vnode2 = PL1
else // separate pipelines
P.buildnodes(PL1.linenumber)
CP1.termination = 0
CP2.termination = 0
var/list/plist
if(PL1.nodes[1] == CP1)
plist = pipelist(null, PL1.nodes[PL1.nodes.len])
else
plist = pipelist(null, PL1.nodes[1])
PL1.gas.transfer_from(PL2.gas, -1)
PL1.ngas.transfer_from(PL2.ngas, -1)
plines -= PL2
for(var/obj/machinery/pipes/OP in PL2.nodes)
OP.pl = PL1
OP.plnum = PL1.linenumber
PL1.nodes = plist
PL1.numnodes = plist.len
PL1.capmult = plist.len+1
PL1.setterm()
qdel(PL2)
boutput(user, "You have fastened the pipe")
qdel(src) // remove the pipe item
return
*/ //TODO: DEFERRED
// ensure that setterm() is called for a newly connected pipeline
/proc/setlineterm(var/obj/machinery/node, var/obj/machinery/vnode)
if(vnode)
if( istype(vnode, /obj/machinery/pipeline) )
var/obj/machinery/pipeline/PL = vnode
node.buildnodes(PL.linenumber)
PL.setterm()
else
node.buildnodes()
/obj/item/weapon/pipe_meter
name = "meter"
desc = "A meter that can be laid on pipes"
icon = 'icons/obj/pipe-item.dmi'
icon_state = "meter"
item_state = "buildpipe"
flags = TABLEPASS|FPRINT
w_class = 4
/obj/item/weapon/pipe_meter/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob)
if (istype(W, /obj/item/weapon/wrench))
if(locate(/obj/machinery/pipes, src.loc))
new/obj/machinery/meter( src.loc )
playsound(src.loc, "sound/items/Ratchet.ogg", 50, 1)
boutput(user, "You have fastened the meter to the pipe")
qdel(src)
else
boutput(user, "You need to fasten it to a pipe")
return
/obj/item/weapon/filter_control
name = "filter control"
desc = "A switch to control filter inlets"
icon = 'icons/obj/pipe-item.dmi'
icon_state = "filter_control"
item_state = "buildpipe"
flags = TABLEPASS|FPRINT
w_class = 4
var/control = null
/obj/item/weapon/filter_control/verb/set_control()
set src in usr
src.control = input("Enter the name of the control?.", "Control", "") as text
/obj/item/weapon/filter_control/proc/wall_place(turf/simulated/F, mob/user)
if(!isturf(user.loc))
return
if(get_dist(F,user) > 1)
boutput(user, "You can't place the control on from this distance.")
return
else
var/dirn
if(user.loc != F)
dirn = get_dir(F, user)
else
boutput(user, "Cannot place the filter control like this")
if(locate(/obj/machinery, F))
boutput(user, "There's already a piece of machinery in this position.")
return
var/obj/machinery/filter_control/FC = new(src.loc)
switch(dirn)
if(NORTH)
FC.pixel_y = 22
if(SOUTH)
FC.pixel_y = -22
if(EAST)
FC.pixel_x = 22
if(WEST)
FC.pixel_x = -22
if(NORTHEAST)
FC.pixel_y = 22
FC.pixel_x = 22
if(NORTHWEST)
FC.pixel_y = 22
FC.pixel_x = -22
if(SOUTHEAST)
FC.pixel_y = -22
FC.pixel_x = 22
if(SOUTHWEST)
FC.pixel_y = -22
FC.pixel_x = -22
else
boutput(world, "Invalid direction [dirn], [src.x], [src.y], [src.z]. Please report this.")
FC.control = src.control
FC.add_fingerprint(user)
FC.updateicon()
qdel(src)