mirror of
https://github.com/vgstation-coders/vgstation13.git
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306 lines
12 KiB
Plaintext
306 lines
12 KiB
Plaintext
/*
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Quick overview:
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Pipes combine to form pipelines
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Pipelines and other atmospheric objects combine to form pipe_networks
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Note: A single pipe_network represents a completely open space
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Pipes -> Pipelines
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Pipelines + Other Objects -> Pipe network
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*/
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#define PIPE_TYPE_STANDARD 0
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#define PIPE_TYPE_HE 1
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//Pipe bitflags
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#define IS_MIRROR 1
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#define ALL_LAYER 2 //if the pipe can connect at any layer, instead of just the specific one
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/obj/machinery/atmospherics
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anchored = 1
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idle_power_usage = 0
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active_power_usage = 0
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power_channel = ENVIRON
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var/nodealert = 0
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var/update_icon_ready = 0 // don't update icons before they're ready or if they don't want to be
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var/starting_volume = 200
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// Which directions can we connect with?
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var/initialize_directions = 0
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var/can_be_coloured = 0
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var/image/centre_overlay = null
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// Investigation logs
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var/log
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var/global/list/node_con = list()
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var/global/list/node_ex = list()
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var/pipe_flags = 0
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var/obj/machinery/atmospherics/mirror //not actually an object reference, but a type. The reflection of the current pipe
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var/default_colour = null
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var/image/pipe_image
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var/piping_layer = PIPING_LAYER_DEFAULT //used in multi-pipe-on-tile - pipes only connect if they're on the same pipe layer
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internal_gravity = 1 // Ventcrawlers can move in pipes without gravity since they have traction.
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/obj/machinery/atmospherics/New()
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..()
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machines.Remove(src)
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atmos_machines |= src
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/obj/machinery/atmospherics/Destroy()
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for(var/mob/living/M in src) //ventcrawling is serious business
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M.remove_ventcrawl()
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M.forceMove(src.loc)
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if(pipe_image)
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for(var/mob/living/M in player_list)
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M.client.images -= pipe_image
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M.pipes_shown -= pipe_image
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pipe_image = null
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atmos_machines -= src
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centre_overlay = null
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..()
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/obj/machinery/atmospherics/update_icon(var/adjacent_procd,node_list)
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if(!can_be_coloured && color)
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default_colour = color
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color = null
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else if(can_be_coloured && default_colour)
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color = default_colour
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default_colour = null
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if((!node_con.len)||(!node_ex.len))
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node_con["[NORTH]"] = image('icons/obj/pipes.dmi',"pipe_intact",dir = 1)
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node_con["[SOUTH]"] = image('icons/obj/pipes.dmi',"pipe_intact",dir = 2)
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node_con["[EAST]"] = image('icons/obj/pipes.dmi',"pipe_intact",dir = 4)
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node_con["[WEST]"] = image('icons/obj/pipes.dmi',"pipe_intact",dir = 8)
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node_ex["[NORTH]"] = image('icons/obj/pipes.dmi',"pipe_exposed",dir = 1)
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node_ex["[SOUTH]"] = image('icons/obj/pipes.dmi',"pipe_exposed",dir = 2)
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node_ex["[EAST]"] = image('icons/obj/pipes.dmi',"pipe_exposed",dir = 4)
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node_ex["[WEST]"] = image('icons/obj/pipes.dmi',"pipe_exposed",dir = 8)
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alpha = invisibility ? 128 : 255
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if (!update_icon_ready)
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update_icon_ready = 1
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else underlays.Cut()
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var/list/missing_nodes = list()
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for(var/direction in cardinal)
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if(direction & initialize_directions)
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missing_nodes += direction
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for (var/obj/machinery/atmospherics/connected_node in node_list)
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var/con_dir = get_dir(src, connected_node)
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missing_nodes -= con_dir // finds all the directions that aren't pointed to by a node
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var/image/nodecon = node_con["[con_dir]"]
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if(nodecon)
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if (default_colour && connected_node.default_colour && (connected_node.default_colour != default_colour)) // if both pipes have special colours - average them
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var/list/centre_colour = GetHexColors(default_colour)
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var/list/other_colour = GetHexColors(connected_node.default_colour)
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var/list/average_colour = list(((centre_colour[1]+other_colour[1])/2),((centre_colour[2]+other_colour[2])/2),((centre_colour[3]+other_colour[3])/2))
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nodecon.color = rgb(average_colour[1],average_colour[2],average_colour[3])
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else if (color)
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nodecon.color = null
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else if (connected_node.color)
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nodecon.color = connected_node.color
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else if(default_colour)
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nodecon.color = default_colour
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else if(connected_node.default_colour && connected_node.default_colour != "#B4B4B4")
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nodecon.color = connected_node.default_colour
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else nodecon.color = "#B4B4B4"
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underlays += nodecon
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if (!adjacent_procd && connected_node.update_icon_ready && !(istype(connected_node,/obj/machinery/atmospherics/pipe/simple)))
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connected_node.update_icon(1)
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for (var/missing_dir in missing_nodes)
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var/image/nodeex = node_ex["[missing_dir]"]
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if(!color)
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nodeex.color = default_colour ? default_colour : "#B4B4B4"
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else nodeex.color = null
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underlays += nodeex
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/obj/machinery/atmospherics/proc/setPipingLayer(new_layer = PIPING_LAYER_DEFAULT)
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piping_layer = new_layer
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pixel_x = (piping_layer - PIPING_LAYER_DEFAULT) * PIPING_LAYER_P_X
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pixel_y = (piping_layer - PIPING_LAYER_DEFAULT) * PIPING_LAYER_P_Y
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layer = initial(layer) + ((piping_layer - PIPING_LAYER_DEFAULT) * PIPING_LAYER_LCHANGE)
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// Find a connecting /obj/machinery/atmospherics in specified direction.
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/obj/machinery/atmospherics/proc/findConnecting(var/direction, var/given_layer = src.piping_layer)
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for(var/obj/machinery/atmospherics/target in get_step(src,direction))
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if(target.initialize_directions & get_dir(target,src))
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if(isConnectable(target, direction, given_layer) && target.isConnectable(src, turn(direction, 180), given_layer))
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return target
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// Ditto, but for heat-exchanging pipes.
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/obj/machinery/atmospherics/proc/findConnectingHE(var/direction, var/given_layer = src.piping_layer)
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for(var/obj/machinery/atmospherics/pipe/simple/heat_exchanging/target in get_step(src,direction))
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if(target.initialize_directions_he & get_dir(target,src))
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if(isConnectable(target, direction, given_layer) && target.isConnectable(src, turn(direction, 180), given_layer))
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return target
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//Called when checking connectability in findConnecting()
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//This is checked for both pipes in establishing a connection - the base behaviour will work fine nearly every time
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/obj/machinery/atmospherics/proc/isConnectable(var/obj/machinery/atmospherics/target, var/direction, var/given_layer)
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return (target.piping_layer == given_layer || target.pipe_flags & ALL_LAYER)
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/obj/machinery/atmospherics/proc/getNodeType(var/node_id)
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return PIPE_TYPE_STANDARD
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// A bit more flexible.
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// @param connect_dirs integer Directions at which we should check for connections.
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/obj/machinery/atmospherics/proc/findAllConnections(var/connect_dirs)
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var/node_id=0
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for(var/direction in cardinal)
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if(connect_dirs & direction)
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node_id++
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var/obj/machinery/atmospherics/found
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var/node_type=getNodeType(node_id)
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switch(node_type)
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if(PIPE_TYPE_STANDARD)
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found = findConnecting(direction)
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if(PIPE_TYPE_HE)
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found = findConnectingHE(direction)
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else
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error("UNKNOWN RESPONSE FROM [src.type]/getNodeType([node_id]): [node_type]")
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return
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if(!found) continue
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var/node_var="node[node_id]"
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if(!(node_var in vars))
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testing("[node_var] not in vars.")
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return
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if(!vars[node_var])
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vars[node_var] = found
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// Wait.. What the fuck?
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// I asked /tg/ and bay and they have no idea why this is here, so into the trash it goes. - N3X
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// Re-enabled for debugging.
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/obj/machinery/atmospherics/process()
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if(timestopped) return 0 //under effects of time magick
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. = build_network()
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//testing("[src] called parent process to build_network()")
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/obj/machinery/atmospherics/proc/network_expand(datum/pipe_network/new_network, obj/machinery/atmospherics/pipe/reference)
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// Check to see if should be added to network. Add self if so and adjust variables appropriately.
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// Note don't forget to have neighbors look as well!
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return null
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/obj/machinery/atmospherics/proc/build_network()
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// Called to build a network from this node
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return null
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/obj/machinery/atmospherics/proc/return_network(obj/machinery/atmospherics/reference)
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// Returns pipe_network associated with connection to reference
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// Notes: should create network if necessary
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// Should never return null
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return null
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/obj/machinery/atmospherics/proc/unassign_network(datum/pipe_network/reference)
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/obj/machinery/atmospherics/proc/reassign_network(datum/pipe_network/old_network, datum/pipe_network/new_network)
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// Used when two pipe_networks are combining
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/obj/machinery/atmospherics/proc/return_network_air(datum/network/reference)
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// Return a list of gas_mixture(s) in the object
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// associated with reference pipe_network for use in rebuilding the networks gases list
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// Is permitted to return null
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/obj/machinery/atmospherics/proc/disconnect(obj/machinery/atmospherics/reference)
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/obj/machinery/atmospherics/proc/buildFrom(var/mob/usr,var/obj/item/pipe/pipe)
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error("[src] does not define a buildFrom!")
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return FALSE
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/obj/machinery/atmospherics/cultify()
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if(src.invisibility != INVISIBILITY_MAXIMUM)
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src.invisibility = INVISIBILITY_MAXIMUM
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/obj/machinery/atmospherics/attackby(var/obj/item/W, mob/user)
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if(istype(W, /obj/item/pipe)) //lets you autodrop
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var/obj/item/pipe/pipe = W
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user.drop_item(pipe)
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pipe.setPipingLayer(src.piping_layer) //align it with us
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return 1
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if (!istype(W, /obj/item/weapon/wrench))
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return ..()
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if(src.machine_flags & WRENCHMOVE)
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return ..()
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var/turf/T = src.loc
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if (level==1 && isturf(T) && T.intact)
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user << "<span class='warning'>You must remove the plating first.</span>"
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return 1
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var/datum/gas_mixture/int_air = return_air()
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var/datum/gas_mixture/env_air = loc.return_air()
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add_fingerprint(user)
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if ((int_air.return_pressure()-env_air.return_pressure()) > 2*ONE_ATMOSPHERE)
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if(istype(W, /obj/item/weapon/wrench/socket) && istype(src, /obj/machinery/atmospherics/pipe))
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user << "<span class='warning'>You begin to open the pressure release valve on the pipe...</span>"
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if(do_after(user, src, 50))
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if(!loc) return
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playsound(get_turf(src), 'sound/machines/hiss.ogg', 50, 1)
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user.visible_message("[user] vents \the [src].",
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"You have vented \the [src].",
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"You hear a ratchet.")
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var/obj/machinery/atmospherics/pipe/P = src
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var/datum/gas_mixture/transit = new
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transit.add(int_air)
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var/datum/pipeline/pipe_parent = P.parent
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if(pipe_parent)
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transit.divide(pipe_parent.members.len) //we get the total pressure over the number of pipes to find gas per pipe
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env_air.add(transit) //put it in the air
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del(transit) //remove the carrier
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else
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user << "<span class='warning'>You cannot unwrench this [src], it too exerted due to internal pressure.</span>"
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return 1
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playsound(get_turf(src), 'sound/items/Ratchet.ogg', 50, 1)
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user << "<span class='notice'>You begin to unfasten \the [src]...</span>"
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if (do_after(user, src, 40))
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user.visible_message( \
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"[user] unfastens \the [src].", \
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"<span class='notice'>You have unfastened \the [src].</span>", \
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"You hear a ratchet.")
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getFromPool(/obj/item/pipe, loc, null, null, src)
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//P.New(loc, make_from=src) //new /obj/item/pipe(loc, make_from=src)
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qdel(src)
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return 1
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#define VENT_SOUND_DELAY 30
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/obj/machinery/atmospherics/Entered(atom/movable/Obj)
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if(istype(Obj, /mob/living))
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var/mob/living/L = Obj
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L.ventcrawl_layer = src.piping_layer
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/obj/machinery/atmospherics/relaymove(mob/living/user, direction)
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if(!(direction & initialize_directions)) //can't go in a way we aren't connecting to
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return
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var/obj/machinery/atmospherics/target_move = findConnecting(direction, user.ventcrawl_layer)
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if(target_move)
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if(is_type_in_list(target_move, ventcrawl_machinery) && target_move.can_crawl_through())
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user.remove_ventcrawl()
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user.forceMove(target_move.loc) //handles entering and so on
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user.visible_message("You hear something squeezing through the ducts.", "You climb out the ventilation system.")
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else if(target_move.can_crawl_through())
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if(target_move.return_network(target_move) != return_network(src))
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user.remove_ventcrawl()
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user.add_ventcrawl(target_move)
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user.forceMove(target_move)
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user.client.eye = target_move //if we don't do this, Byond only updates the eye every tick - required for smooth movement
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if(world.time - user.last_played_vent > VENT_SOUND_DELAY)
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user.last_played_vent = world.time
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playsound(src, 'sound/machines/ventcrawl.ogg', 50, 1, -3)
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else
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if((direction & initialize_directions) || is_type_in_list(src, ventcrawl_machinery) && src.can_crawl_through()) //if we move in a way the pipe can connect, but doesn't - or we're in a vent
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user.remove_ventcrawl()
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user.forceMove(src.loc)
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user.visible_message("You hear something squeezing through the pipes.", "You climb out the ventilation system.")
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user.canmove = 0
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spawn(1)
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user.canmove = 1
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/obj/machinery/atmospherics/proc/can_crawl_through()
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return 1
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