mirror of
https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 10:21:11 +00:00
* fix map * Fixing bad syntax * Maybe this will work * Travis wanted me to remove this * Unticking attempt * Unticking attempt 2 * Removing all useless broken zshadow stuff * Maybe now? * Oh weird * Adding up/down pipe sprites * Adding darkness overlay, attempt #1 * Second attempt, now works * Turf tweaks, now much less visually glitchy, plus walls now make blank floors above them for less weirdness * Fix, plus keeps this floor in place * Really bad fix that stops space looking weird * Now everything should work normally, except lighting overlays * Updates the map * Consistency * Adds new fall damage sound * Typo * Jetpack fun * Better * Less bad brackets and parantheses pain * OHhh * These fly too, brooms next whenever I figure those out * Finishing pipe icons * Making it easier to build catwalks and stuff on turfs without clicking the stuff below by mistake * Bringing back zshadow, but with no icon * Oh it's this issue again * Final fix, better attempt at image relay * Now for it looking nice, vis_contents are bad here too * Attempt at refactoring this, light overlays are now finally underneath players, at the cost of blocking everything else, but exxion wanted to testmerge it * Map change * Changing it back, test server stays on box anyways * Removing non-working solution * Removes broken lighting overlays * Finally fixes up floor generation above walls * Adding bones of a 3d implementation of spiral block for git push origin multizfungit push origin multiz * More, almost done * Finalised * Cube option * Logic fix * Syntax * Attempting to make item fall on arc * Compile * Now this is no longer needed * BRACE FOR ENABLING MULTI-Z ZAS * Attempt at fixing glass floor tiles * Splitting off explosion proc into destroy part, bones of calling it recursively and smaller on above and below layers, implementation of multi-z explosion suggested by DeityLink * Missing var * Removing unused var and fixes consistency * Fixing logic and syntax etc, still needs testing before uncomment * Uncommenting, some fixes too * Makes this a seperate function otherwise it won't call at all, MULTI Z EXPLOSIONS NOW CONFIRMED WORKING * Client proc to test this * Adds to list * Typo not drawing red on main layer * Here too * Adding debug logs for clarity * Better * Even better * Experimental multi-Z EMP support, cylindrical effect for now * Better distance falloff * Sound/visual support on other layers? * Z cap for EMP sound * Booms too * Adds back accidentally deleted file * Muuuch more sane check * Attempt at connecting heard speech between multi Z * Cleaner * Missing bracket * Removing zshadow mobs entirely again, no need for them whatsoever * Multi-z visible messages * Emotes * Fix? * Wew * K * Much nicer function * I forget about this define * Ohhhh * Comma fix * Aaa * This might fix * Removing visible message one for now * Trying this solution * Typo * RIP location, hope this won't break anything * Actually location gets to come back, fix is here * I give up, the tests are clearly what's borken * Let's see what this does with those nullspaces test items (yes really) * Indent fix, plus nice comments * MULTI-Z SOUND??? * Woops * Jetpack and etc trails over open space now! * No macros, this is why we can't have nice things * Watch how coder stops potion of levitation, broom and fairy wing wielders from falling with ONE NEAT TRICK * Gotta make leapers not fall somehow * Bad oversight * Fully allows going down stairs with weird border objects * Flying now works properly for humans on open space * Now, fall instantly on stop * Oversight * Oh this function * New helper functions * Oversight again * Replacing lines with abs(), multi z singulo pull attempt * Quick supermatter fix * Don't cut overlays * Move down here * Typo * Now actually works, implementation could be better though * Additional helper function for z distances because BYOND hates comparing z * Reimplementing for sound * abs() to keep positive for max comparisons in line distances * Keeping gas overlays outside of multi-z viewing to stop some glitches * That didn't work * Testing removal from float planes for stuff that never needed to be on it * Fixes gas overlays showing up all wrong in multi Z ZAS * Gutting this controller, no longer needed period, system works fine without it * Now glass floors look mostly perfect on open spaces * Var name change for fun stuff later * Knew I'd miss one * Gravity based fall delay? * Settle with using sleep() for now, what could go wrong? * Lagged the game horribly, so everything * Here all along, huh * Just remove it for now, it kinda works but not ideally at all * Thank you TK code for giving me a nice and working way to do this * Comments, oversights * No wait it was right the first time * Now for the damage multiplier * Knockdown too * Nicer format * This should still be min, plus now have a debug log and shifted around logic * Now for mech stuff * Clamping knockdown * Definition fix * Dusting this off, hopeful fix to things not falling * Probably don't need this, I forget * Hahaha nope, this did nothing * Finally, a way to make fall() call in mid air after a delay without horrible lag * Tunes pipe layering if on same zlevel, getting there * Now fully tuned * Adding bones for pipe item support * Test * z_up pipe item icon state * z_up and z_down pipe item icon state * Adding these to pipe dispensers * Typo * RCDs too * Moved here * Moved back * Makes space work nicer * Oh and here * Fall updates * Don't need this * Oversights everywhere * Fixes * More * More, and new stuff * Even more * Dampening these a bit * So many, so moved to new file * Forgot this * Refactor * Forgot to actually use * Indentation issues * Works better like this * Refactors into nicer proc * One oversight * Stair frames, to construct into stairs * Stack recipe for em * Cutting useless stuff * Fixes * Last fixes * Stops uncrossing at non existant aboves * Better logic * Better logic * Fix * Fixes nullspace checking runtime * Removes redundant check on stairs * Replaces CanPass with Cross, functionality is same and definition is duplicate of it * Missed one * Darkening and falling tweaks * Better call for gravity * Oversight * Stops falling in space, zero-g open space movement fixes etc * Consistency * Fixes slipping on open spaces with catwalks (lattices make sense I guess) and stairs not being snapped down to * Var name fix * Much nicer system with no recursive function or last_fall variable use * Adds buildFrom()s so z-pipes can actually be fitted, stops spam of fall() calls on enter with lock for nicer gravity * Makes z distances pay attention to multi z support * Maybe this is better * Left this in * Adding visible and hidden variants for mapping * Counts glass floors as open space for the purpose of open space checks * Bracket fix * Makes it a macro for easy viewing * Space looks much better like this honestly * Makes schematics actually show up on RPD in multi-z * Making these tied to WORLD_ICON_SIZE * Changes for someone to test * Now the fix actually works * Removes forceMove(), nicer solution * Giving stairs all their dirs * Fixing stair position problem and other things * Stair deconstruction * Removing redundant enter() check to move() * Some updates as requested * .dme and map/file fixes * .dme and map/file fixes * Updating can_falls * Ladder climb fix * Some port notes updates * Docs itself * Removing unused edge_type var * Removing landmark object, converts it code side * Removing unsimmed walls doing it, not necessary * Updated descs * Fixing observer non-standards in file * More file cleanup * Jetpacks allow z-travelling * Now they really do * Robots too * Updating docs * Code cleanup * Catch one * Indent fix * Not sure what that even is * Catching these * Applying some old fixes * Removing unused file * Moving nodes back to original places, or an attempt to * Here too * Removing unused file * Moving these back too * Some fixes for now * Some more * Even more, almost done * Better pipe icons * More icons * Disposal pipe construction * Mixup * List optimisation, new fixes Co-authored-by: Damian <damian@autistici.org> Co-authored-by: kanef <kanef9x@protonmail.com>
274 lines
9.1 KiB
Plaintext
274 lines
9.1 KiB
Plaintext
/obj/machinery/pipedispenser
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name = "Pipe Dispenser"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "pipe_d"
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density = 1
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anchored = 1
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var/wait = 0
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machine_flags = WRENCHMOVE | FIXED2WORK
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var/layer_to_make = PIPING_LAYER_DEFAULT
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/********************************************************************
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** Adding Stock Parts to VV so preconstructed shit has its candy **
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********************************************************************/
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/obj/machinery/pipedispenser/New()
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. = ..()
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component_parts = newlist(
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/obj/item/weapon/circuitboard/pipedispenser,
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/obj/item/weapon/stock_parts/matter_bin,
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/obj/item/weapon/stock_parts/matter_bin,
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/obj/item/weapon/stock_parts/capacitor,
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/obj/item/weapon/stock_parts/scanning_module,
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/obj/item/weapon/stock_parts/scanning_module,
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/obj/item/weapon/stock_parts/manipulator,
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/obj/item/weapon/stock_parts/manipulator
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)
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RefreshParts()
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/obj/machinery/pipedispenser/attack_hand(user as mob)
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if(..())
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return
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interact(user)
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/obj/machinery/pipedispenser/interact(mob/user)
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var/multi_z_dat = map.multiz ? {"
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<b>Multi-floor pipes:</b>
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<ul>
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<li><a href='?src=\ref[src];make=[PIPE_Z_UP];dir=1'>Up Pipe</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_Z_DOWN];dir=1'>Down Pipe</a></li>
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</ul>"} : ""
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var/dat = {"
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<b>Regular pipes:</b>
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<ul>
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<li><a href='?src=\ref[src];make=[PIPE_SIMPLE_STRAIGHT];dir=1'>Pipe</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_SIMPLE_BENT];dir=5'>Bent Pipe</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_MANIFOLD];dir=1'>Manifold</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_MVALVE];dir=1'>Manual Valve</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_DVALVE];dir=1'>Digital Valve</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_CAP];dir=1'>Pipe Cap</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_MANIFOLD4W];dir=1'>4-Way Manifold</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_MTVALVE];dir=1'>Manual T-Valve</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_MTVALVE];dir=9'>Manual T-Valve \[M]</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_DTVALVE];dir=1'>Digital T-Valve</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_DTVALVE];dir=9'>Digital T-Valve \[M]</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_LAYER_MANIFOLD];dir=1'>Layer Manifold</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_LAYER_ADAPTER];dir=1'>Layer Adapter</a></li>
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</ul>
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<b>Devices:</b>
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<ul>
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<li><a href='?src=\ref[src];make=[PIPE_CONNECTOR];dir=1'>Connector</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_UVENT];dir=1'>Unary Vent</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_PASV_VENT];dir=1'>Passive Vent</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_PUMP];dir=1'>Gas Pump</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_PASSIVE_GATE];dir=1'>Passive Gate</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_VOLUME_PUMP];dir=1'>Volume Pump</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_SCRUBBER];dir=1'>Scrubber</a></li>
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<li><a href='?src=\ref[src];makemeter=1'>Meter</a></li>
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<li><a href='?src=\ref[src];makegsensor=1'>Gas Sensor</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_GAS_FILTER];dir=1'>Gas Filter</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_GAS_FILTER];dir=9'>Gas Filter \[M]</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_GAS_MIXER];dir=1'>Gas Mixer</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_GAS_MIXER];dir=9'>Gas Mixer \[M]</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_THERMAL_PLATE];dir=1'>Thermal Plate</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_INJECTOR];dir=1'>Injector</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_DP_VENT];dir=1'>Dual-Port Vent</a></li>
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</ul>
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<b>Heat exchange:</b>
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<ul>
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<li><a href='?src=\ref[src];make=[PIPE_HE_STRAIGHT];dir=1'>Pipe</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_HE_BENT];dir=5'>Bent Pipe</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_JUNCTION];dir=1'>Junction</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_HEAT_EXCHANGE];dir=1'>Heat Exchanger</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_HE_CAP];dir=1'>Pipe Cap</a></li>
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</ul>
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<b>Insulated pipes:</b>
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<ul>
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<li><a href='?src=\ref[src];make=[PIPE_INSULATED_STRAIGHT];dir=1'>Pipe</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_INSULATED_BENT];dir=5'>Bent Pipe</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_INSUL_MANIFOLD];dir=1'>Manifold</a></li>
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<li><a href='?src=\ref[src];make=[PIPE_INSUL_MANIFOLD4W];dir=1'>4-Way Manifold</a></li>
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</ul>
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[multi_z_dat]
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<b> Currently aligned at: [layer_to_make] \[ <a href='?src=\ref[src];editlayer=1'>EDIT</a> \]</b></li>
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"}
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//What number the make points to is in the define # at the top of construction.dm in same folder
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user << browse("<HEAD><TITLE>[src]</TITLE></HEAD><TT>[dat]</TT>", "window=pipedispenser")
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onclose(user, "pipedispenser")
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return
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/obj/machinery/pipedispenser/Topic(href, href_list)
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if(..())
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usr << browse(null, "window=pipedispenser")
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return 1
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if(!anchored)
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usr << browse(null, "window=pipedispenser")
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return 1
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usr.set_machine(src)
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src.add_fingerprint(usr)
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if(href_list["make"])
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if(!wait)
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var/p_type = text2num(href_list["make"])
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var/p_dir = text2num(href_list["dir"])
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var/obj/item/pipe/P = new /obj/item/pipe(get_turf(src), pipe_type = p_type, dir = p_dir)
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P.setPipingLayer(layer_to_make)
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P.update()
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P.add_fingerprint(usr)
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wait = 1
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spawn(10)
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wait = 0
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if(href_list["makemeter"])
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if(!wait)
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new /obj/item/pipe_meter(/*usr.loc*/ src.loc)
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wait = 1
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spawn(15)
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wait = 0
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if(href_list["makegsensor"])
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if(!wait)
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new /obj/item/pipe_gsensor(/*usr.loc*/ src.loc)
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wait = 1
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spawn(15)
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wait = 0
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if(href_list["editlayer"])
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if(!wait)
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var/num_input = input(usr, "Alignment", "Calibrate Dispenser", "") as num
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num_input = clamp(round(num_input, PIPING_LAYER_INCREMENT), PIPING_LAYER_MIN, PIPING_LAYER_MAX)
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layer_to_make = num_input
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interact(usr)
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return
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/obj/machinery/pipedispenser/attackby(var/obj/item/W as obj, var/mob/user as mob)
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src.add_fingerprint(usr)
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if (istype(W, /obj/item/pipe) || istype(W, /obj/item/pipe_meter) || istype(W, /obj/item/pipe_gsensor))
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if(user.drop_item(W, src))
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to_chat(usr, "<span class='notice'>You put [W] back to [src].</span>")
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if(istype(W, /obj/item/pipe))
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qdel(W)
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else
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qdel(W)
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return
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else
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return ..()
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/obj/machinery/pipedispenser/wrenchAnchor(var/mob/user, var/obj/item/I)
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. = ..()
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if(!.)
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return
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if(anchored)
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src.stat &= ~MAINT
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power_change()
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else
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src.stat |= MAINT
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if (user.machine==src)
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user << browse(null, "window=pipedispenser")
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/obj/machinery/pipedispenser/disposal
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name = "Disposal Pipe Dispenser"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "pipe_d"
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density = 1
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anchored = 1.0
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/obj/machinery/pipedispenser/disposal/New()
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. = ..()
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component_parts = newlist(
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/obj/item/weapon/circuitboard/pipedispenser/disposal,
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/obj/item/weapon/stock_parts/matter_bin,
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/obj/item/weapon/stock_parts/matter_bin,
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/obj/item/weapon/stock_parts/capacitor,
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/obj/item/weapon/stock_parts/scanning_module,
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/obj/item/weapon/stock_parts/scanning_module,
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/obj/item/weapon/stock_parts/manipulator,
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/obj/item/weapon/stock_parts/manipulator
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)
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RefreshParts()
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/*
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//Allow you to push disposal pipes into it (for those with density 1)
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/obj/machinery/pipedispenser/disposal/Crossed(var/obj/structure/disposalconstruct/pipe as obj)
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if(istype(pipe) && !pipe.anchored)
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del(pipe)
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Nah
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*/
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//Allow you to drag-drop disposal pipes into it
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/obj/machinery/pipedispenser/disposal/MouseDropTo(var/obj/structure/disposalconstruct/pipe, mob/usr)
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if(!usr.canmove || usr.stat || usr.restrained())
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return
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if (!istype(pipe) || get_dist(usr, src) > 1 || get_dist(src,pipe) > 2 )
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return
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if (pipe.anchored)
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return
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qdel(pipe)
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/obj/machinery/pipedispenser/disposal/attack_hand(user as mob)
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if(..())
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return
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var/dat = {"<b>Disposal Pipes</b><br><br>
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<A href='?src=\ref[src];dmake=[DISP_PIPE_STRAIGHT]'>Pipe</A><BR>
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<A href='?src=\ref[src];dmake=[DISP_PIPE_BENT]'>Bent Pipe</A><BR>
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<A href='?src=\ref[src];dmake=[DISP_JUNCTION]'>Junction</A><BR>
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<A href='?src=\ref[src];dmake=[DISP_YJUNCTION]'>Y-Junction</A><BR>
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<A href='?src=\ref[src];dmake=[DISP_END_TRUNK]'>Trunk</A><BR>
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<A href='?src=\ref[src];dmake=[DISP_END_BIN]'>Bin</A><BR>
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<A href='?src=\ref[src];dmake=[DISP_END_OUTLET]'>Outlet</A><BR>
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<A href='?src=\ref[src];dmake=[DISP_END_CHUTE]'>Chute</A><BR>
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"}
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user << browse("<HEAD><TITLE>[src]</TITLE></HEAD><TT>[dat]</TT>", "window=pipedispenser")
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return
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// 0=straight, 1=bent, 2=junction-j1, 3=junction-j2, 4=junction-y, 5=trunk
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/obj/machinery/pipedispenser/disposal/Topic(href, href_list)
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if(..())
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return
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usr.set_machine(src)
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src.add_fingerprint(usr)
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if(href_list["dmake"])
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if(!anchored || !usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
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usr << browse(null, "window=pipedispenser")
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return
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if(!wait)
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var/p_type = text2num(href_list["dmake"])
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var/obj/structure/disposalconstruct/C = new (src.loc)
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switch(p_type)
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if(0)
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C.ptype = 0
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if(1)
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C.ptype = 1
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if(2)
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C.ptype = 2
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if(3)
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C.ptype = 4
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if(4)
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C.ptype = 5
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if(5)
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C.ptype = 6
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C.setDensity(TRUE)
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if(6)
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C.ptype = 7
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C.setDensity(TRUE)
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if(7)
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C.ptype = 8
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C.setDensity(TRUE)
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C.add_fingerprint(usr)
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C.update()
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wait = 1
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spawn(15)
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wait = 0
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return
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