Files
vgstation13/code/modules/recycling/disposal.dm
SECBATON GRIFFON 0a37d67dc2 Fixes a ton of sentence starts with non capitalised improper nouns. (#37099)
* Fixes capitalisation on throwing stuff in disposals

* in fact, fixes it for everything

* even more

* outta here
2024-09-16 22:37:36 -05:00

1725 lines
47 KiB
Plaintext

// Disposal bin
// Holds items for disposal into pipe system
// Draws air from turf, gradually charges internal reservoir
// Once full (~1 atm), uses air resv to flush items into the pipes
// Automatically recharges air (unless off), will flush when ready if pre-set
// Can hold items and human size things, no other draggables
// Toilets are a type of disposal bin for small objects only and work on magic. By magic, I mean torque rotation
#define SEND_PRESSURE 0.05*ONE_ATMOSPHERE
/obj/machinery/disposal
name = "disposal unit"
desc = "A pneumatic waste disposal unit."
icon = 'icons/obj/pipes/disposal.dmi'
icon_state = "disposal"
anchored = 1
density = 1
var/datum/gas_mixture/air_contents // internal reservoir
var/mode = 1 // item mode 0=off 1=charging 2=charged
var/flush = 0 // true if flush handle is pulled
var/obj/structure/disposalpipe/trunk/trunk = null // the attached pipe trunk
var/flushing = 0 // true if flushing in progress
var/flush_every_ticks = 30 //Every 30 ticks it will look whether it is ready to flush
var/flush_count = 0 //this var adds 1 once per tick. When it reaches flush_every_ticks it resets and tries to flush.
var/last_sound = 0
var/template_path = "disposalsbin.tmpl"
var/deconstructable = TRUE //Set to FALSE for disposal machinery that can be used for transporting players or things, but not tinkered with by players.
/obj/machinery/disposal/splashable()
return FALSE
/obj/machinery/disposal/supports_holomap()
return TRUE
/obj/machinery/disposal/initialize()
..()
add_self_to_holomap()
/obj/machinery/disposal/no_deconstruct
deconstructable = FALSE
// create a new disposal
// find the attached trunk (if present) and init gas resvr.
/obj/machinery/disposal/New()
..()
spawn(5)
handle_trunk()
/obj/machinery/disposal/proc/handle_trunk()
for(var/obj/structure/disposalpipe/trunk/O in loc.contents)//This is more efficient than locate()
trunk = O
if(trunk)
if(trunk.disposal != src)
trunk.disposal = src
if(trunk.linked != trunk.disposal)
trunk.linked = trunk.disposal
else
mode = 0
flush = 0
air_contents = new/datum/gas_mixture()
//gas.volume = 1.05 * CELLSTANDARD
update_icon()
/obj/machinery/disposal/Destroy()
eject()
if(trunk)
if(trunk.disposal)
trunk.disposal = null
if(trunk.linked)
trunk.linked = null
trunk = null
..()
/obj/machinery/disposal/ex_act(var/severity,var/child=null)
var/child_severity=severity
if(!child)
child_severity++
if(child_severity <= 3)
for(var/obj/O in contents)
O.ex_act(child_severity)
switch(severity)
if(2 to INFINITY)
if(prob(50))
eject()
if(severity==2)
qdel(src)
if(1)
qdel(src)
/obj/machinery/disposal/conveyor_act(var/atom/movable/AM, var/obj/machinery/conveyor/CB)
if(istype(AM,/obj/item))
if(stat & BROKEN || !AM || mode <=0 || !deconstructable)
return FALSE
var/obj/item/I = AM
I.forceMove(src)
update_icon()
return TRUE
return FALSE
// attack by item places it in to disposal
/obj/machinery/disposal/attackby(var/obj/item/I, var/mob/user)
if(stat & BROKEN || !I || !user || !deconstructable)
return
if(!user.has_hand_check())
to_chat(user, "<span class='warning'>You don't have any hands!</span>")
return
src.add_fingerprint(user)
if(mode<=0) // It's off
if(I.is_screwdriver(user))
if(contents.len > 0)
to_chat(user, "Eject the items first!")
return
if(mode==0) // It's off but still not unscrewed
mode=-1 // Set it to doubleoff l0l
I.playtoolsound(src, 50)
to_chat(user, "You remove the screws around the power connection.")
return
else if(mode==-1)
mode=0
I.playtoolsound(src, 50)
to_chat(user, "You attach the screws around the power connection.")
return
else if(iswelder(I) && mode==-1)
if(contents.len > 0)
to_chat(user, "Eject the items first!")
return
var/obj/item/tool/weldingtool/W = I
to_chat(user, "You start slicing the floorweld off the disposal unit.")
if(W.do_weld(user, src,20, 0))
if(gcDestroyed)
return
to_chat(user, "You sliced the floorweld off the disposal unit.")
var/obj/structure/disposalconstruct/C = new (src.loc)
src.transfer_fingerprints_to(C)
C.ptype = 6 // 6 = disposal unit
C.anchored = 1
C.setDensity(TRUE)
C.update()
qdel(src)
return
if(isrobot(user) && !istype(I, /obj/item/weapon/storage/bag/trash) && !isgripper(user.get_active_hand()) && !isMoMMI(user) )
return
if(istype(I, /obj/item/weapon/storage/bag))
var/obj/item/weapon/storage/bag/B = I
if(B.contents.len == 0)
if(user.drop_item(I, src))
to_chat(user, "<span class='notice'>You throw away \the empty [B].</span>")
return
to_chat(user, "<span class='notice'>You empty \the [B].</span>")
B.mass_remove(src)
B.update_icon()
update_icon()
return
if(istype(I, /obj/item/ashtray))
var/obj/item/ashtray/A = I
if(A.contents.len == 0)
if(user.drop_item(I, src))
to_chat(user, "<span class='notice'>You throw away \the empty [A].</span>")
return
to_chat(user, "<span class='notice'>You empty \the [A].</span>")
for (var/obj/item/O in A.contents)
O.forceMove(src)
A.update_icon()
update_icon()
return
var/obj/item/weapon/grab/G = I
if(istype(G)) // handle grabbed mob
if(ismob(G.affecting))
var/mob/GM = G.affecting
user.attack_log += "<span class='warning'> [user]([user.ckey]) has attempted to put [GM]([GM.ckey]) in disposals.</span>"
GM.attack_log += "<span class='warning'> [user]([user.ckey]) has attempted to put [GM]([GM.ckey]) in disposals.</span>"
user.visible_message("[usr] starts putting [GM.name] into \the [src].", "You start putting \the [GM.name] into the [src].", "You hear some clunking.")
if(do_after(usr, src, 20))
if (GM.client)
GM.client.perspective = EYE_PERSPECTIVE
GM.client.eye = src
GM.forceMove(src)
user.visible_message("<span class='warning'>[GM.name] has been placed in \the [src] by [user].</span>", "<span class='warning'>[GM.name] has been placed in \the [src] by you.</span>", "<span class='warning'>You hear a loud clunk.</span>")
qdel(G)
log_attack("<font color='red'>[usr] ([usr.ckey]) placed [GM] ([GM.ckey]) in a disposals unit.</font>")
return
if(!I)
return
if(user.drop_item(I, src))
user.visible_message("[user.name] places \the [I] into the [src].", "You place \the [I] into the [src].")
I.extinguish()
update_icon()
// can breath normally in the disposal
/obj/machinery/disposal/alter_health()
return get_turf(src)
// attempt to move while inside
/obj/machinery/disposal/relaymove(mob/user as mob)
if(user.stat || src.flushing)
return
src.go_out(user)
return
// leave the disposal
/obj/machinery/disposal/proc/go_out(mob/user)
if (user.client)
user.client.eye = user.client.mob
user.client.perspective = MOB_PERSPECTIVE
user.forceMove(src.loc)
update_icon()
return
// monkeys can only pull the flush lever
/obj/machinery/disposal/attack_paw(mob/user as mob)
if(stat & BROKEN)
return
flush = !flush
update_icon()
return
// human interact with machine
/obj/machinery/disposal/attack_hand(mob/user as mob)
if(user && user.loc == src)
to_chat(usr, "<span class='warning'>You cannot reach the controls from inside.</span>")
return
/*
if(mode==-1)
to_chat(usr, "<span class='warning'>The disposal units power is disabled.</span>")
return
*/
src.add_fingerprint(user)
ui_interact(user)
// user interaction
/obj/machinery/disposal/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = NANOUI_FOCUS)
var/list/data[0]
if(air_contents)
data["pressure"] = round(100 * air_contents.return_pressure() / (SEND_PRESSURE))
data["flush"] = flush
data["mode"] = mode
data["isAI"] = isAI(user)
data["charge"] = round(100 * flush_count / flush_every_ticks) //This is only used by the compactor
// update the ui with data if it exists, returns null if no ui is passed/found or if force_open is 1/true
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
if(!ui)
// the ui does not exist, so we'll create a new() one
// for a list of parameters and their descriptions see the code docs in \code\\modules\nano\nanoui.dm
ui = new(user, src, ui_key, template_path, "Waste Disposal Unit", 430, 150)
// when the ui is first opened this is the data it will use
ui.set_initial_data(data)
// open the new ui window
ui.open()
// Make the UI auto-update.
ui.set_auto_update(1)
/obj/machinery/disposal/AltClick(mob/user)
if(user.loc == src)
to_chat(user, "<span class='warning'>You cannot reach the controls from inside.</span>")
else if(mode==-1)
to_chat(user, "<span class='warning'>The disposal units power is disabled.</span>")
else if(!user.incapacitated() && Adjacent(user))
flush = !flush
to_chat(user, "<span class='notice'>The disposal handle is now [flush ? "" : "dis"]engaged.</span>")
return ..()
// handle machine interaction
/obj/machinery/disposal/Topic(href, href_list)
if(usr.loc == src)
to_chat(usr, "<span class='warning'>You cannot reach the controls from inside.</span>")
return
if(mode==-1 && !href_list["eject"]) // only allow ejecting if mode is -1
to_chat(usr, "<span class='warning'>The disposal units power is disabled.</span>")
return
if(..())
usr << browse(null, "window=disposal")
usr.unset_machine()
return 1
else
src.add_fingerprint(usr)
usr.set_machine(src)
if(href_list["close"])
usr.unset_machine()
usr << browse(null, "window=disposal")
return
if(href_list["pump"])
if(text2num(href_list["pump"]))
mode = 1
else
mode = 0
update_icon()
if(href_list["handle"])
flush = text2num(href_list["handle"])
update_icon()
if(href_list["eject"])
eject()
nanomanager.update_uis(src)
return
// eject the contents of the disposal unit
/obj/machinery/disposal/proc/eject(var/atom/location = loc)
if(Adjacent(location))
if(location != loc)
var/turf/T = get_turf(location)
if(!T || is_blocked_turf(T,src))
location = loc
for(var/atom/movable/AM in src)
AM.forceMove(location)
AM.pipe_eject(0)
update_icon()
// update the icon & overlays to reflect mode & status
/obj/machinery/disposal/update_icon()
overlays.len = 0
if(stat & BROKEN)
icon_state = "disposal-broken"
mode = 0
flush = 0
return
// flush handle
if(flush)
overlays += image('icons/obj/pipes/disposal.dmi', "dispover-handle")
// only handle is shown if no power
if(stat & (FORCEDISABLE|NOPOWER) || mode == -1)
return
// check for items in disposal - occupied light
if(contents.len > 0)
overlays += image('icons/obj/pipes/disposal.dmi', "dispover-full")
// charging and ready light
if(mode == 1)
overlays += image('icons/obj/pipes/disposal.dmi', "dispover-charge")
else if(mode == 2)
overlays += image('icons/obj/pipes/disposal.dmi', "dispover-ready")
// timed process
// charge the gas reservoir and perform flush if ready
/obj/machinery/disposal/process()
if(stat & BROKEN) // nothing can happen if broken
return
if(!air_contents) // Potentially causes a runtime otherwise (if this is really shitty, blame pete //Donkie)
return
flush_count++
if( flush_count >= flush_every_ticks )
if( contents.len )
if(mode == 2)
spawn(0)
feedback_inc("disposal_auto_flush",1)
flush()
flush_count = 0
src.updateDialog()
if(flush && air_contents.return_pressure() >= SEND_PRESSURE ) // flush can happen even without power
spawn(0)
flush()
if(stat & (FORCEDISABLE|NOPOWER)) // won't charge if no power
return
use_power(100) // base power usage
if(mode != 1) // if off or ready, no need to charge
return
// otherwise charge
use_power(500) // charging power usage
var/atom/L = loc // recharging from loc turf
var/datum/gas_mixture/env = L.return_air()
var/pressure_delta = (SEND_PRESSURE*1.01) - air_contents.return_pressure()
if(env.temperature > 0)
var/transfer_moles = 0.1 * pressure_delta * air_contents.volume / (env.temperature * R_IDEAL_GAS_EQUATION)
//Actually transfer the gas
var/datum/gas_mixture/removed = env.remove(transfer_moles)
air_contents.merge(removed)
// if full enough, switch to ready mode
if(air_contents.return_pressure() >= SEND_PRESSURE)
mode = 2
update_icon()
return
// perform a flush
/obj/machinery/disposal/proc/flush()
flushing = 1
flick("[icon_state]-flush", src)
var/wrapcheck = 0
var/obj/structure/disposalholder/H = new() // virtual holder object which actually
// travels through the pipes.
for(var/obj/item/I in src)
if(istype(I, /obj/item/delivery) || istype(I, /obj/item/weapon/paper/envelope))
wrapcheck = 1
if(wrapcheck == 1)
H.tomail = 1
air_contents = new() // new empty gas resv.
sleep(10)
if(last_sound < world.time + 1)
playsound(src, 'sound/machines/disposalflush.ogg', 50, 0, 0)
last_sound = world.time
sleep(5) // wait for animation to finish
H.init(src) // copy the contents of disposer to holder
H.start(src) // start the holder processing movement
flushing = 0
// now reset disposal state
flush = 0
if(mode == 2) // if was ready,
mode = 1 // switch to charging
update_icon()
return
// called when area power changes
/obj/machinery/disposal/power_change()
..() // do default setting/reset of stat NOPOWER bit
update_icon() // update icon
return
// called when holder is expelled from a disposal
// should usually only occur if the pipe network is modified
/obj/machinery/disposal/proc/expel(var/obj/structure/disposalholder/H)
var/turf/target
playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0)
if(H) // Somehow, someone managed to flush a window which broke mid-transit and caused the disposal to go in an infinite loop trying to expel null, hopefully this fixes it
if(H.destinationTag)
playsound(src, 'sound/misc/yougotmail.wav', 50, 0, 0)
visible_message("[bicon(src)]<span class='notice'><font size=4><i>You've got mail!</i></font></span>")
H.active = 0 // Stop disposalholder's move() processing so we don't call the trunk's expel() too
for(var/atom/movable/AM in H)
target = get_offset_target_turf(src.loc, rand(5)-rand(5), rand(5)-rand(5))
AM.forceMove(src.loc)
AM.pipe_eject(0)
spawn(1)
if(AM)
AM.throw_at(target, 5, 1)
H.vent_gas(loc)
qdel(H)
/obj/machinery/disposal/Cross(atom/movable/mover, turf/target, height=1.5, air_group = 0)
if (istype(mover,/obj/item) && mover.throwing && Adjacent(mover))
var/obj/item/I = mover
if(istype(I, /obj/item/weapon/dummy) || istype(I, /obj/item/projectile))
return
var/mob/mob = get_mob_by_key(mover.fingerprintslast)
if(prob(75) || (mob?.reagents?.get_sportiness()>=5))
I.forceMove(src)
visible_message("\The [I] lands in \the [src].")
else
visible_message("\The [I] bounces off of \the [src]'s rim!")
return 0
else
return ..(mover, target, height, air_group)
/obj/machinery/disposal/proc/can_load_crates()
return TRUE
/obj/machinery/disposal/MouseDropTo(atom/movable/dropping, mob/user)
if(isAI(user))
return
//We are restrained or can't move, this will compromise taking out the trash
if(user.restrained() || !user.canmove || user.incapacitated())
return
if(!Adjacent(user) || !user.Adjacent(dropping))
return
if(!user.canMouseDrag())
return
if(!ismob(dropping)) //Not a mob, so we can expect it to be an item
if(istype(dropping, /obj/item))
if(dropping.locked_to) //Items can very specifically be locked to something, check that here
return
attackby(dropping, user)
else if(istype(dropping, /obj/structure/closet/crate) && can_load_crates())
if(do_after(user,src,20))
if(dropping.locked_to || !user.canmove || user.incapacitated() || !isturf(dropping.loc))
return
user.visible_message("[user] hoists \the [dropping] into \the [src].", "You hoist \the [dropping] into \the [src].")
add_fingerprint(user)
dropping.forceMove(src)
update_icon()
return
//From there, we are working on a mob (as our target, user is supposed to be a mob)
var/locHolder = dropping.loc
var/mob/target = dropping
//Our target, now confirmed to be a mob, is locked to something, same thing
if(target.locked_to)
return
if(target == user)
target.visible_message("[target] starts climbing into \the [src].", "You start climbing into \the [src].")
else
if(isanimal(user))
return //Animals cannot put mobs other than themselves into disposal
user.visible_message("[user] starts stuffing \the [target] into \the [src].", "You start stuffing \the [target] into \the [src].")
if(!do_after(user, src, 20))
return
if(user.restrained() || !user.canmove)
return
if(target.locked_to)
return
if(locHolder != target.loc)
return
if(target == user)
target.visible_message("[target] climbs into \the [src].", "You climb into \the [src].")
else
user.visible_message("[user] stuffed \the [target] into \the [src]!", "You stuffed \the [target] into \the [src]!")
log_attack("<span class='warning'>[key_name(user)] stuffed [key_name(target)] into a disposal unit/([src]).</span>")
add_fingerprint(user)
target.forceMove(src)
update_icon()
/obj/machinery/disposal/MouseDropFrom(atom/over_object, src_location, over_location, src_control, over_control, params)
if(isAI(usr))
return
//We are restrained or can't move, this will compromise taking out the trash
if(usr.restrained() || !usr.canmove || usr.incapacitated())
return
if(!Adjacent(usr) || !Adjacent(over_location))
return
if(!usr.canMouseDrag())
return
eject(over_location)
// 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/structure/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/destinationTag = DISP_DISPOSALS // changes if contains a delivery container
var/tomail = 0 //changes if contains wrapped package
var/hasmob = 0 //If it contains a mob
/obj/structure/disposalholder/proc/has_fat_guy()
for(var/mob/living/carbon/human/H in src)
if(H.is_fat() || H.is_bulky())
return TRUE
// Dislodge players whenever they're no longer fat or the holder is active for some reason.
/obj/structure/disposalholder/proc/until_skinny()
spawn while(1) // Checking this is not a priority. Check whenever the server has a moment.
if(!has_fat_guy() || active) // If the person is no longer fat or something made the holder active again.
for(var/mob/living/carbon/human/H in src)
to_chat(H, "You become dislodged from the grip of the pipe!")
active = 1
move()
break
else
sleep(10) // Probably unwise to keep constantly checking, so just wait some time before doing it again.
return
// initialize a holder from the contents of a disposal unit
/obj/structure/disposalholder/proc/init(var/obj/machinery/disposal/D)
gas = D.air_contents// transfer gas resv. into holder object
//Check for any living mobs trigger hasmob.
//hasmob effects whether the package goes to cargo or its tagged destination.
for(var/mob/living/M in D)
if(M && M.stat != DEAD)
hasmob = 1
//Checks 1 contents level deep. This means that players can be sent through disposals...
//...but it should require a second person to open the package. (i.e. person inside a wrapped locker)
for(var/obj/O in D)
if(O.contents)
for(var/mob/living/M in O.contents)
if(istype(M, /mob/living/simple_animal/hostile/mimic/crate))
continue
if (istype(O, /obj/item/delivery/large))
var/obj/item/delivery/large/P = O
if(P.syndie)
continue //route syndie-wrapped mobs normally
else if(M && M.stat != DEAD)
hasmob = 1
// 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.forceMove(src)
if(istype(AM, /obj/item/delivery/large) && !hasmob)
var/obj/item/delivery/large/T = AM
src.destinationTag = T.sortTag
if(istype(AM, /obj/item/delivery) && !hasmob)
var/obj/item/delivery/T = AM
src.destinationTag = T.sortTag
if(istype(AM, /obj/item/weapon/paper/envelope) && !hasmob)
var/obj/item/weapon/paper/envelope/E = AM
src.destinationTag = E.sortTag
// start the movement process
// argument is the disposal unit the holder started in
/obj/structure/disposalholder/proc/start(var/obj/machinery/disposal/D)
if(!D.trunk)
D.expel(src) // no trunk connected, so expel immediately
return
forceMove(D.trunk)
active = 1
dir = DOWN
spawn(1)
move() // spawn off the movement process
// movement process, persists while holder is moving through pipes
/obj/structure/disposalholder/proc/move()
var/obj/structure/disposalpipe/last
while(active)
/* vg edit
if(hasmob && prob(3))
for(var/mob/living/H in src)
H.take_overall_damage(20, 0, "Blunt Trauma")//horribly maim any living creature jumping down disposals. c'est la vie
*/
if(prob(2)) // chance of becoming stuck per segment if contains a fat guy
if(has_fat_guy())
active = 0
// find the fat guys
for(var/mob/living/carbon/human/H in src)
if(H.is_fat())
to_chat(H, "<span class='danger'>You suddenly stop by your own fat holding onto the pipe!</span> <span class='warning'>You hope something knocks you free.</span>")
else if(H.is_bulky())
to_chat(H, "<span class='danger'>You suddenly stop by your own bulky anatomy!</span> <span class='warning'>You hope something knocks you free.</span>")
else
to_chat(H, "<span class='danger'>You suddenly stop by the fatass with you!</span> <span class='warning'>You hope something knocks you free.</span>")
until_skinny()
break
sleep(1) // was 1
if(!loc || isnull(loc))
qdel(src)
return
var/obj/structure/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
/obj/structure/disposalholder/proc/nextloc()
return get_step(loc,dir)
// find a matching pipe on a turf
/obj/structure/disposalholder/proc/findpipe(var/turf/T)
if(!T)
return null
var/fdir = turn(dir, 180) // flip the movement direction
for(var/obj/structure/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
/obj/structure/disposalholder/proc/merge(var/obj/structure/disposalholder/other)
if(src.destinationTag == DISP_DISPOSALS && other.destinationTag != DISP_DISPOSALS)
// Lets make sure we don't accidentally dispose of stuff.
// Of course, if this happened before the cargo office this is a non-issue but if someone jammed the pipe after the office, then it's a problem.
src.destinationTag = other.destinationTag
for(var/atom/movable/AM in other)
AM.forceMove(src) // move everything in other holder to this one
if(ismob(AM))
var/mob/M = AM
if(M.client) // if a client mob, update eye to follow this holder
M.client.eye = src
if(!other.active)
to_chat(M, "Something hits and dislodges you from the pipe!")
qdel(other)
// called when player tries to move while in a pipe
/obj/structure/disposalholder/relaymove(mob/user as mob)
//testing("src.loc=[src.loc]")
//testing("user.stat=[user.stat]")
if (user.stat)
return
//testing("Passed statcheck")
if (src.loc)
for (var/mob/M in hearers(get_turf(src)))
if(M.clong_delayer.blocked()) continue
M.clong_delayer.setDelay(10)
//testing("SENDING CLONG")
to_chat(M, "<FONT size=[max(0, 5 - get_dist(src, M))]>CLONG, clong!</FONT>")
playsound(src, 'sound/effects/clang.ogg', 50, 0, 0)
/obj/machinery/disposal/is_airtight() //No polyacid smoke while inside the pipes. The disposals bins, inlets/outlets and such aren't counted for this purpose
return 1
// called to vent all gas in holder to a location
/obj/structure/disposalholder/proc/vent_gas(var/atom/location)
location.assume_air(gas) // vent all gas to turf
return
// Disposal pipes
/obj/structure/disposalpipe
icon = 'icons/obj/pipes/disposal.dmi'
name = "disposal pipe"
desc = "An underfloor disposal pipe."
anchored = 1
density = 0
level = LEVEL_BELOW_FLOOR // underfloor only
var/dpdir = 0 // bitmask of pipe directions
dir = 0 // dir will contain dominant direction for junction pipes
health = 10 // health points 0-10
layer = DISPOSALS_PIPE_LAYER
plane = ABOVE_TURF_PLANE //Set above turf for mapping preview only, supposed to be ABOVE_PLATING_PLANE, handled in New()
var/base_icon_state // initial icon state on map
var/deconstructable = TRUE
/obj/structure/disposalpipe/supports_holomap()
return TRUE
/obj/structure/disposalpipe/initialize()
..()
add_self_to_holomap()
// new pipe, set the icon_state as on map
/obj/structure/disposalpipe/New()
..()
plane = ABOVE_PLATING_PLANE //Set cables to the proper plane. They should NOT be on another plane outside of mapping preview
base_icon_state = icon_state
update_dir()
update()
// pipe is deleted
// ensure if holder is present, it is expelled
/obj/structure/disposalpipe/Destroy()
var/obj/structure/disposalholder/H = locate() in src
if(H)
// holder was present
H.active = 0
var/turf/T = src.loc
if(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.forceMove(T)
AM.pipe_eject(0)
qdel(H)
..()
return
// otherwise, do normal expel from turf
if(H)
expel(H, T, 0)
..()
// returns the direction of the next pipe object, given the entrance dir
// by default, returns the bitmask of remaining directions
/obj/structure/disposalpipe/proc/nextdir(var/fromdir)
return dpdir & (~turn(fromdir, 180))
// transfer the holder through this pipe segment
// overriden for special behaviour
//
/obj/structure/disposalpipe/proc/transfer(var/obj/structure/disposalholder/H)
var/nextdir = nextdir(H.dir)
H.dir = nextdir
var/turf/T = H.nextloc()
var/obj/structure/disposalpipe/P = H.findpipe(T)
if(P)
// find other holder in next loc, if inactive merge it with current
var/obj/structure/disposalholder/H2 = locate() in P
if(H2 && !H2.active)
H.merge(H2)
H.forceMove(P)
else // if wasn't a pipe, then set loc to turf
H.forceMove(T)
return null
return P
// update the icon_state to reflect hidden status
/obj/structure/disposalpipe/proc/update()
var/turf/T = src.loc
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
/obj/structure/disposalpipe/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
/obj/structure/disposalpipe/proc/updateicon()
if(invisibility)
icon_state = "[base_icon_state]f"
else
icon_state = base_icon_state
/obj/structure/disposalpipe/t_scanner_expose()
if (level != LEVEL_BELOW_FLOOR)
return
var/old_invisibility = invisibility
invisibility = 0
plane = ABOVE_TURF_PLANE
spawn(1 SECONDS)
var/turf/U = loc
if(istype(U) && U.intact)
invisibility = old_invisibility
plane = initial(plane)
// expel the held objects into a turf
// called when there is a break in the pipe
//
/obj/structure/disposalpipe/proc/expel(var/obj/structure/disposalholder/H, var/turf/T, var/direction)
var/turf/target
if(!T || isnull(T))
T = loc
if(T.density) // dense ouput turf, so stop holder
H.active = 0
H.forceMove(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.break_tile()
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)
if(H)
for(var/atom/movable/AM in H)
AM.forceMove(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)
if(H)
for(var/atom/movable/AM in H)
target = get_offset_target_turf(T, rand(5)-rand(5), rand(5)-rand(5))
AM.forceMove(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
/obj/structure/disposalpipe/proc/broken(var/remains = 0)
if(remains)
for(var/D in cardinal)
if(D & dpdir)
var/obj/structure/disposalpipe/broken/P = new(src.loc)
P.dir = D
src.invisibility = 101 // make invisible (since we won't delete the pipe immediately)
var/obj/structure/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.forceMove(T)
AM.pipe_eject(0)
qdel(H)
return
// otherwise, do normal expel from turf
if(H)
expel(H, T, 0)
spawn(2) // delete pipe after 2 ticks to ensure expel proc finished
qdel(src)
// pipe affected by explosion
/obj/structure/disposalpipe/ex_act(severity)
if(isturf(loc))
var/turf/T = loc
if(T.protect_infrastructure)
return
for(var/atom/movable/A in src)
A.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
/obj/structure/disposalpipe/proc/healthcheck()
if(health < -2)
broken(0)
else if(health<1)
broken(1)
return
//attack by item
//weldingtool: unfasten and convert to obj/disposalconstruct
/obj/structure/disposalpipe/attackby(var/obj/item/I, var/mob/user)
var/turf/T = src.loc
if(T.intact) //has a floortile attached
return // prevent interaction with T-scanner revealed pipes
if(!deconstructable)
return
src.add_fingerprint(user)
if(iswelder(I))
var/obj/item/tool/weldingtool/W = I
to_chat(user, "You start slicing the disposal pipe.")
if(W.do_weld(user, src, 3 SECONDS, 0))
if(gcDestroyed)
return
welded()
// called when pipe is cut with welder
/obj/structure/disposalpipe/proc/welded()
var/obj/structure/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-j1s")
C.ptype = 9
if("pipe-j2s")
C.ptype = 10
if("pipe-u")
C.ptype = 13
if("pipe-d")
C.ptype = 14
src.transfer_fingerprints_to(C)
C.change_dir(dir)
C.setDensity(FALSE)
C.anchored = 1
C.update()
qdel(src)
// *** TEST verb
//client/verb/dispstop()
// for(var/obj/structure/disposalholder/H in world)
// H.active = 0
// a straight or bent segment
/obj/structure/disposalpipe/segment
icon_state = "pipe-s"
/obj/structure/disposalpipe/segment/no_deconstruct
deconstructable = FALSE
/obj/structure/disposalpipe/segment/update_dir()
if(base_icon_state == "pipe-s")
dpdir = dir | turn(dir, 180)
else
dpdir = dir | turn(dir, -90)
..()
//a three-way junction with dir being the dominant direction
/obj/structure/disposalpipe/junction
icon_state = "pipe-j1"
/obj/structure/disposalpipe/junction/no_deconstruct
deconstructable = FALSE
/obj/structure/disposalpipe/junction/update_dir()
if(base_icon_state == "pipe-j1")
dpdir = dir | turn(dir, -90) | turn(dir,180)
else if(base_icon_state == "pipe-j2")
dpdir = dir | turn(dir, 90) | turn(dir,180)
else // pipe-y
dpdir = dir | turn(dir,90) | turn(dir, -90)
..()
// 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
/obj/structure/disposalpipe/junction/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 three-way junction that sorts objects
/obj/structure/disposalpipe/sortjunction
icon_state = "pipe-j1s"
var/sortType = 0 //Deprecated, here for legacy support.
var/sort_tag //Replacement of the above, more construction friendly.
var/posdir = 0
var/negdir = 0
var/sortdir = 0
/obj/structure/disposalpipe/sortjunction/proc/updatedesc()
desc = "An underfloor disposal pipe with a package sorting mechanism."
if(sort_tag)
desc += "\nIt's tagged with [sort_tag]."
/obj/structure/disposalpipe/sortjunction/update_dir()
posdir = dir
negdir = turn(posdir, 180)
if(base_icon_state == "pipe-j1s")
sortdir = turn(posdir, -90)
else
icon_state = "pipe-j2s"
base_icon_state = "pipe-j2s"
sortdir = turn(posdir, 90)
dpdir = sortdir | posdir | negdir
..()
/obj/structure/disposalpipe/sortjunction/New()
. = ..()
if(sortType && !sort_tag)
sort_tag = uppertext(map.default_tagger_locations[sortType])
else if(sort_tag)
sort_tag = uppertext(sort_tag)
update_dir()
updatedesc()
update()
/obj/structure/disposalpipe/sortjunction/attackby(var/obj/item/I, var/mob/user)
if(istype(I, /obj/item/device/destTagger))
var/obj/item/device/destTagger/O = I
if(O.currTag)// Tag set
sort_tag = uppertext(O.destinations[O.currTag])
playsound(src, 'sound/machines/twobeep.ogg', 100, 1)
to_chat(user, "<span class='notice'>Changed filter to [sort_tag]</span>")
updatedesc()
return 1
. = ..()
// next direction to move
// if coming in from negdir, then next is primary dir or sortdir
// if coming in from posdir, then flip around and go back to posdir
// if coming in from sortdir, go to posdir
/obj/structure/disposalpipe/sortjunction/nextdir(var/fromdir, var/sortTag)
//var/flipdir = turn(fromdir, 180)
if(fromdir != sortdir) // probably came from the negdir
if(sort_tag == sortTag) //if destination matches filtered type...
return sortdir // exit through sortdirection
else
return posdir
else // came from sortdir
// so go with the flow to positive direction
return posdir
/obj/structure/disposalpipe/sortjunction/transfer(var/obj/structure/disposalholder/H)
var/nextdir = nextdir(H.dir, H.destinationTag)
H.dir = nextdir
var/turf/T = H.nextloc()
var/obj/structure/disposalpipe/P = H.findpipe(T)
if(P)
// find other holder in next loc, if inactive merge it with current
var/obj/structure/disposalholder/H2 = locate() in P
if(H2 && !H2.active)
H.merge(H2)
H.forceMove(P)
else // if wasn't a pipe, then set loc to turf
H.forceMove(T)
return
return P
////////////////// SortJunctionSubtypes//////////////////
/obj/structure/disposalpipe/sortjunction/Disposals
sort_tag = DISP_DISPOSALS
/obj/structure/disposalpipe/sortjunction/Disposals/mirrored
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/Cargo
sort_tag = DISP_CARGO_BAY
/obj/structure/disposalpipe/sortjunction/Cargo/mirrored
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/QM
sort_tag = DISP_QM_OFFICE
/obj/structure/disposalpipe/sortjunction/QM/mirrored
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/Engineering
sort_tag = DISP_ENGINEERING
/obj/structure/disposalpipe/sortjunction/Engineering/mirrored
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/CE
sort_tag = DISP_CE_OFFICE
/obj/structure/disposalpipe/sortjunction/CE/mirrored
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/Atmos
sort_tag = DISP_ATMOSPHERICS
/obj/structure/disposalpipe/sortjunction/Atmos/mirrored
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/Security
sort_tag = DISP_SECURITY
/obj/structure/disposalpipe/sortjunction/Security/mirrored
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/HoS
sort_tag = DISP_HOS_OFFICE
/obj/structure/disposalpipe/sortjunction/HoS/mirrored
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/Medbay
sort_tag = DISP_MEDBAY
/obj/structure/disposalpipe/sortjunction/Medbay/mirrored
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/CMO
sort_tag = DISP_CMO_OFFICE
/obj/structure/disposalpipe/sortjunction/CMO/mirrored
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/Chemistry
sort_tag = DISP_CHEMISTRY
/obj/structure/disposalpipe/sortjunction/Chemistry/mirrored
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/Research
sort_tag = DISP_RESEARCH
/obj/structure/disposalpipe/sortjunction/Research/mirrored
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/RD
sort_tag = DISP_RD_OFFICE
/obj/structure/disposalpipe/sortjunction/RD/mirrored
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/Robotics
sort_tag = DISP_ROBOTICS
/obj/structure/disposalpipe/sortjunction/Robotics/mirrored
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/HoP
sort_tag = DISP_HOP_OFFICE
/obj/structure/disposalpipe/sortjunction/HoP/mirrored
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/Library
sort_tag = DISP_LIBRARY
/obj/structure/disposalpipe/sortjunction/Library/mirrored
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/Chapel
sort_tag = DISP_CHAPEL
/obj/structure/disposalpipe/sortjunction/Chapel/mirrored
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/Theatre
sort_tag = DISP_THEATRE
/obj/structure/disposalpipe/sortjunction/Theatre/mirrored
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/Bar
sort_tag = DISP_BAR
/obj/structure/disposalpipe/sortjunction/Bar/mirrored
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/Kitchen
sort_tag = DISP_KITCHEN
/obj/structure/disposalpipe/sortjunction/Kitchen/mirrored
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/Hydroponics
sort_tag = DISP_HYDROPONICS
/obj/structure/disposalpipe/sortjunction/Hydroponics/mirrored
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/Janitor
sort_tag = DISP_JANITOR_CLOSET
/obj/structure/disposalpipe/sortjunction/Janitor/mirrored
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/Genetics
sort_tag = DISP_GENETICS
/obj/structure/disposalpipe/sortjunction/Genetics/mirrored
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/Telecomms
sort_tag = DISP_TELECOMMS
/obj/structure/disposalpipe/sortjunction/Telecomms/mirrored
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/Mechanics
sort_tag = DISP_MECHANICS
/obj/structure/disposalpipe/sortjunction/Mechanics/mirrored
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/Telescience
sort_tag = DISP_TELESCIENCE
/obj/structure/disposalpipe/sortjunction/Telescience/mirrored
icon_state = "pipe-j2s"
//////////////////
//a three-way junction that sorts wrapped objects destined for the mail office mail table (tomail = 1)
/obj/structure/disposalpipe/wrapsortjunction
desc = "An underfloor disposal pipe which sorts wrapped and unwrapped objects."
icon_state = "pipe-j1ms"
var/posdir = 0
var/negdir = 0
var/sortdir = 0
/obj/structure/disposalpipe/wrapsortjunction/mirrored
icon_state = "pipe-j2ms"
/obj/structure/disposalpipe/wrapsortjunction/New()
. = ..()
update_dir()
update()
/obj/structure/disposalpipe/wrapsortjunction/update_dir()
posdir = dir
negdir = turn(posdir, 180)
if(base_icon_state == "pipe-j1ms")
sortdir = turn(posdir, -90)
else
icon_state = "pipe-j2ms"
base_icon_state = "pipe-j2ms"
sortdir = turn(posdir, 90)
dpdir = sortdir | posdir | negdir
..()
// next direction to move
// if coming in from negdir, then next is primary dir or sortdir
// if coming in from posdir, then flip around and go back to posdir
// if coming in from sortdir, go to posdir
/obj/structure/disposalpipe/wrapsortjunction/nextdir(var/fromdir, var/istomail)
//var/flipdir = turn(fromdir, 180)
if(fromdir != sortdir) // probably came from the negdir
if(istomail) //if destination matches filtered type...
return sortdir // exit through sortdirection
else
return posdir
else // came from sortdir
// so go with the flow to positive direction
return posdir
/obj/structure/disposalpipe/wrapsortjunction/transfer(var/obj/structure/disposalholder/H)
var/nextdir = nextdir(H.dir, H.tomail)
H.dir = nextdir
var/turf/T = H.nextloc()
var/obj/structure/disposalpipe/P = H.findpipe(T)
if(P)
// find other holder in next loc, if inactive merge it with current
var/obj/structure/disposalholder/H2 = locate() in P
if(H2 && !H2.active)
H.merge(H2)
H.forceMove(P)
else // if wasn't a pipe, then set loc to turf
H.forceMove(T)
return
return P
//a trunk joining to a disposal bin or outlet on the same turf
/obj/structure/disposalpipe/trunk
icon_state = "pipe-t"
var/obj/machinery/disposal/disposal
var/obj/structure/disposaloutlet/disposaloutlet
var/obj/linked
/obj/structure/disposalpipe/trunk/no_deconstruct
deconstructable = FALSE
/obj/structure/disposalpipe/trunk/New()
. = ..()
update_dir()
spawn(1)
getlinked()
update()
/obj/structure/disposalpipe/trunk/update_dir()
dpdir = dir
..()
/obj/structure/disposalpipe/trunk/proc/getlinked()
disposal = locate() in loc
if(disposal)
if(disposal.trunk != src)
disposal.trunk = src
linked = disposal
disposaloutlet = locate() in loc
if(disposaloutlet)
if(disposaloutlet.trunk != src)
disposaloutlet.trunk = src
linked = disposaloutlet
/obj/structure/disposalpipe/trunk/Destroy()
if(disposal)
if(disposal.trunk)
disposal.trunk = null
disposal = null
if(disposaloutlet)
if(disposaloutlet.trunk)
disposaloutlet.trunk = null
disposaloutlet = null
if(linked)
linked = null
..()
// Override attackby so we disallow trunkremoval when somethings ontop
/obj/structure/disposalpipe/trunk/attackby(var/obj/item/I, var/mob/user)
//Disposal bins or chutes
/*
These shouldn't be required
var/obj/machinery/disposal/D = locate() in src.loc
if(D && D.anchored)
return
//Disposal outlet
var/obj/structure/disposaloutlet/O = locate() in src.loc
if(O && O.anchored)
return
*/
//Disposal constructors
var/obj/structure/disposalconstruct/C = locate() in src.loc
if(C && C.anchored)
return
var/turf/T = src.loc
if(T.intact)
return // prevent interaction with T-scanner revealed pipes
if(!deconstructable)
return
src.add_fingerprint(user)
if(iswelder(I))
var/obj/item/tool/weldingtool/W = I
to_chat(user, "You start slicing the disposal pipe.")
if(W.do_weld(user, src, 3 SECONDS))
if(gcDestroyed)
return
welded()
// 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)
/obj/structure/disposalpipe/trunk/transfer(var/obj/structure/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/structure/disposaloutlet/O = linked
if(istype(O) && (H))
O.expel(H) // expel at outlet
return H
else
var/obj/machinery/disposal/D = linked
if(H)
D.expel(H) // expel at disposal
return H
else
if(H)
src.expel(H, src.loc, 0) // expel at turf
return null
// nextdir
/obj/structure/disposalpipe/trunk/nextdir(var/fromdir)
if(fromdir == DOWN)
return dir
else
return 0
// a broken pipe
/obj/structure/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."
/obj/structure/disposalpipe/broken/New()
..()
update()
// called when welded
// for broken pipe, remove and turn into scrap
/obj/structure/disposalpipe/broken/welded()
// var/obj/item/scrap/S = new(src.loc)
// S.set_components(200,0,0)
qdel(src)
// the disposal outlet machine
/obj/structure/disposaloutlet
name = "disposal outlet"
desc = "An outlet for the pneumatic disposal system."
icon = 'icons/obj/pipes/disposal.dmi'
icon_state = "outlet"
plane = ABOVE_HUMAN_PLANE
layer = DISPOSALS_CHUTE_LAYER
density = 1
anchored = 1
var/active = 0
var/turf/target // this will be where the output objects are 'thrown' to.
var/mode = 0
var/obj/structure/disposalpipe/trunk/trunk
var/deconstructable = TRUE
/obj/structure/disposaloutlet/supports_holomap()
return TRUE
/obj/structure/disposaloutlet/initialize()
..()
add_self_to_holomap()
/obj/structure/disposaloutlet/no_deconstruct
deconstructable = FALSE
/obj/structure/disposaloutlet/New()
. = ..()
spawn(1)
target = get_ranged_target_turf(src, dir, 10)
trunk = locate() in loc
if(trunk)
if(trunk.disposaloutlet != src)
trunk.disposaloutlet = src
if(trunk.linked != trunk.disposaloutlet)
trunk.linked = trunk.disposaloutlet
/obj/structure/disposaloutlet/Destroy()
if(trunk)
if(trunk.disposaloutlet)
trunk.disposaloutlet = null
if(trunk.linked)
trunk.linked = null
trunk = null
..()
// expel the contents of the holder object, then delete it
// called when the holder exits the outlet
/obj/structure/disposaloutlet/proc/expel(var/obj/structure/disposalholder/H)
if(H)
H.active = 0
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)
if(H)
for(var/atom/movable/AM in H)
AM.forceMove(src.loc)
AM.pipe_eject(dir)
spawn(5)
if(AM)
AM.throw_at(target, 3, 1)
H.vent_gas(src.loc)
qdel(H)
/obj/structure/disposaloutlet/attackby(var/obj/item/I, var/mob/user)
if(!I || !user || !deconstructable)
return
src.add_fingerprint(user)
if(I.is_screwdriver(user))
if(mode==0)
mode=1
I.playtoolsound(src, 50)
to_chat(user, "You remove the screws around the power connection.")
return
else if(mode==1)
mode=0
I.playtoolsound(src, 50)
to_chat(user, "You attach the screws around the power connection.")
return
else if(iswelder(I) && mode==1)
var/obj/item/tool/weldingtool/W = I
to_chat(user, "You start slicing the floorweld off the disposal outlet.")
if(W.do_weld(user, src, 20, 0))
if(gcDestroyed)
return
to_chat(user, "You sliced the floorweld off the disposal outlet.")
var/obj/structure/disposalconstruct/C = new (src.loc)
src.transfer_fingerprints_to(C)
C.ptype = 7 // 7 = outlet
C.update()
C.anchored = 1
C.setDensity(TRUE)
qdel(src)
// 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)
if (src.client)
src.client.perspective = MOB_PERSPECTIVE
src.client.eye = src
return
/obj/effect/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/effect/decal/cleanable/blood/gibs/robot/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)