Files
vgstation13/code/modules/RCD/schematics/pipe.dm
kane-f 84bf965ae8 Multi-z 3: With a vengeance (#30178)
* 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>
2021-08-27 08:14:13 -05:00

845 lines
23 KiB
Plaintext

#define PIPE_NONE 0
#define PIPE_BINARY 1
#define PIPE_BENT 2
#define PIPE_TRINARY 3
#define PIPE_TRIN_M 4
#define PIPE_UNARY 5
#define PIPE_Z_UP_BINARY 6
#define PIPE_Z_DOWN_BINARY 7
//UTILITIES.
/datum/rcd_schematic/decon_pipes
name = "Eat pipes"
category = "Utilities"
flags = RCD_RANGE | RCD_ALLOW_SWITCH
/datum/rcd_schematic/decon_pipes/attack(var/atom/A, var/mob/user)
if(!istype(A, /atom/movable))
return 1
var/atom/movable/AM = A
if(!is_type_in_list(AM, list(/obj/item/pipe, /obj/item/pipe_meter, /obj/item/pipe_gsensor, /obj/structure/disposalconstruct)))
return 1
to_chat(user, "Destroying Pipe...")
playsound(master, 'sound/machines/click.ogg', 50, 1)
if(!master.delay(user, AM, 0.5 SECONDS))
return 1
if(!AM)
return 1
playsound(master, 'sound/items/Deconstruct.ogg', 50, 1)
if(istype(AM, /obj/item/pipe))
qdel(A)
else
qdel(AM)
/datum/rcd_schematic/paint_pipes
name = "Paint pipes"
category = "Utilities"
flags = RCD_RANGE
var/mass_colour = 0
var/list/available_colors = list(
"grey" = PIPE_COLOR_GREY,
"red" = PIPE_COLOR_RED,
"blue" = PIPE_COLOR_BLUE,
"cyan" = PIPE_COLOR_CYAN,
"green" = PIPE_COLOR_GREEN,
"orange" = PIPE_COLOR_ORANGE,
"purple" = PIPE_COLOR_PURPLE,
"custom" = "custom"
)
var/last_colouration = 0
var/selected_color = "grey"
var/colouring_delay = 0
/datum/rcd_schematic/paint_pipes/New(var/obj/item/device/rcd/n_master)
. = ..()
if(!master || !master.interface)
return
//Add the colour CSS defines to the master's interface's HEAD.
var/color_css
for(var/color_name in available_colors)
var/color = available_colors[color_name]
if (color == "custom")
color = "#000000"
color_css += {"
a.color.[color_name] {
color: [color];
}
a.color.[color_name]:hover {
border:1px solid [color];
}
a.color.[color_name].selected {
background-color: [color];
}
"}
master.interface.head += "<style type='text/css'>[color_css]</style><br><"
/datum/rcd_schematic/paint_pipes/deselect(var/mob/user, var/datum/rcd_schematic/new_schematic)
. = ..()
selected_color = available_colors[1]
/datum/rcd_schematic/paint_pipes/get_HTML()
. += "<h4>Colour Choice:</h4>"
for(var/color_name in available_colors)
var/selected = ""
if(color_name == selected_color)
selected = " selected"
if (selected_color == "custom")
selected_color = input("Select Colour to change the pipe to", "Custom Pipe Colour", selected_color) as color
if (selected_color == "#ffffff")
selected_color = "#fffffe"
. += "<a class='color [color_name][selected]' href='?src=\ref[master.interface];set_color=[color_name]'>&bull;</a>"
var/mass_colour_on = mass_colour ? "On" : "Off"
. += {" <br>
<h4>Mass Colour:</h4>
Mass Colouration: <b><A href='?src=\ref[master.interface];set_mass_colour=1'>[mass_colour_on]</a></b>"}
/datum/rcd_schematic/paint_pipes/attack(var/atom/A, var/mob/user)
if(!istype(A, /obj/machinery/atmospherics))
return 1
var/obj/machinery/atmospherics/O = A
if(!O.can_be_coloured)
to_chat(user, "<span class='danger'>\The [O] cannot be painted.</span>")
return 1
playsound(master, 'sound/machines/click.ogg', 50, 1)
if (selected_color in available_colors)
selected_color = available_colors[selected_color]
if(mass_colour && world.timeofday < last_colouration + colouring_delay)
return "We aren't ready to mass paint again; please wait [(last_colouration+colouring_delay)-world.timeofday] more seconds!"
if(mass_colour && istype(O, /obj/machinery/atmospherics/unary/cap))
var/obj/machinery/atmospherics/unary/cap/cap = O
var/obj/machinery/atmospherics/pipe/maybe_pipe_to_colour = cap.node1
if (istype(maybe_pipe_to_colour))
var/datum/pipeline/pipe_line = maybe_pipe_to_colour.parent
var/list/pipeline_members = pipe_line.members
if(pipeline_members.len < 500)
last_colouration = world.timeofday
colouring_delay = (pipeline_members.len)/2
O.color = selected_color
maybe_pipe_to_colour.mass_colouration(selected_color)
else
return "That pipe network is simply too big to paint!"
else if(mass_colour && istype(O, /obj/machinery/atmospherics/pipe))
var/obj/machinery/atmospherics/pipe/pipe_to_colour = O
var/datum/pipeline/pipe_line = pipe_to_colour.parent
var/list/pipeline_members = pipe_line.members
if(pipeline_members.len < 500)
last_colouration = world.timeofday
colouring_delay = (pipeline_members.len)/2
O.color = selected_color
pipe_to_colour.mass_colouration(selected_color)
else
return "That pipe network is simply too big to paint!"
else
O.color = selected_color
O.update_icon()
user.visible_message("<span class='notice'>[user] paints \the [O] [selected_color].</span>","<span class='notice'>You paint \the [O] [selected_color].</span>")
/datum/rcd_schematic/paint_pipes/Topic(var/href, var/list/href_list)
if(href_list["set_color"])
if(href_list["set_color"] in available_colors)
selected_color = href_list["set_color"]
master.update_options_menu()
if(href_list["set_mass_colour"])
mass_colour = mass_colour ? 0:1
master.update_options_menu()
return 1
//METERS AND SENSORS.
/datum/rcd_schematic/gsensor
name = "Gas sensor"
category = "Devices"
flags = RCD_RANGE | RCD_GET_TURF | RCD_ALLOW_SWITCH
/datum/rcd_schematic/gsensor/attack(var/atom/A, var/mob/user)
if(!isturf(A))
return
to_chat(user, "Building gas sensor...")
playsound(master, 'sound/machines/click.ogg', 50, 1)
if(!master.delay(user, A, 2 SECONDS))
return 1
playsound(master, 'sound/items/Deconstruct.ogg', 50, 1)
new /obj/item/pipe_gsensor(A)
/datum/rcd_schematic/pmeter
name = "Pipe meter"
category = "Devices"
flags = RCD_RANGE | RCD_GET_TURF | RCD_ALLOW_SWITCH
/datum/rcd_schematic/pmeter/attack(var/atom/A, var/mob/user)
if(!isturf(A))
return
to_chat(user, "Building pipe meter...")
playsound(master, 'sound/machines/click.ogg', 50, 1)
if(!master.delay(user, A, 2 SECONDS))
return 1
playsound(master, 'sound/items/Deconstruct.ogg', 50, 1)
new /obj/item/pipe_meter(A)
//ACTUAL PIPES.
/datum/rcd_schematic/pipe
name = "Pipe"
category = "Regular pipes"
flags = RCD_RANGE | RCD_GET_TURF | RCD_ALLOW_SWITCH
var/pipe_id = PIPE_SIMPLE_STRAIGHT
var/pipe_type = PIPE_BINARY
var/selected_dir = NORTH
var/layer = PIPING_LAYER_DEFAULT //Layer selected, at 0, no layer picker will be available (disposals).
/datum/rcd_schematic/pipe/New(var/obj/item/device/rcd/n_master)
. = ..()
if(n_master) // So we don't do this in case we're created for asset registering.
selected_dir = get_base_dir()
/datum/rcd_schematic/pipe/proc/get_base_dir()
if(pipe_type == PIPE_BENT)
return NORTHEAST
return NORTH
/datum/rcd_schematic/pipe/register_assets()
var/list/dir_list = get_dirs()
for(var/dir in dir_list)
register_icon(dir)
/datum/rcd_schematic/pipe/send_assets(var/client/client)
var/list/dir_list = get_dirs()
for(var/dir in dir_list)
send_icon(client, dir)
send_asset(client, "RPD-layer-blended-1.png")
send_asset(client, "RPD-layer-blended-4.png")
send_asset(client, "RPD_0_4.png")
send_asset(client, "RPD_0_1.png")
// NOTE: these define the order in which scrolling with alt+mousewheel occur too!
// These have been made the same as the directions used in get_HTML() because of that.
// Rule of thumb: scrolling is clockwise.
/datum/rcd_schematic/pipe/proc/get_dirs()
switch(pipe_type)
if(PIPE_UNARY, PIPE_Z_UP_BINARY, PIPE_Z_DOWN_BINARY)
. = list(NORTH, EAST, SOUTH, WEST)
if(PIPE_TRINARY)
. = list(NORTH, EAST, WEST, SOUTH)
if(PIPE_BINARY)
. = list(NORTH, EAST)
if(PIPE_BENT)
. = list(NORTHWEST, NORTHEAST, SOUTHEAST, SOUTHWEST)
if(PIPE_TRIN_M)
. = list(NORTH, EAST, WEST, NORTHEAST, SOUTHWEST, NORTHWEST, SOUTHEAST, SOUTH)
else
. = list()
/datum/rcd_schematic/pipe/proc/register_icon(var/dir)
register_asset("RPD_[pipe_id]_[dir].png", new/icon('icons/obj/pipe-item.dmi', pipeID2State[pipe_id + 1], dir))
/datum/rcd_schematic/pipe/proc/send_icon(var/client/client, var/dir)
send_asset(client, "RPD_[pipe_id]_[dir].png")
/datum/rcd_schematic/pipe/get_HTML()
. += "<h4>Directions & layers</h4>"
. += "<div id='dir_holder'>"
switch(pipe_type)
if(PIPE_BINARY)
. += render_dir_image(NORTH, "Vertical")
. += render_dir_image(EAST, "Horizontal")
if(PIPE_UNARY)
. += render_dir_image(NORTH, "North")
. += render_dir_image(EAST, "East")
. += render_dir_image(SOUTH, "South")
. += render_dir_image(WEST, "West")
if(PIPE_BENT)
. += render_dir_image(NORTHWEST, "West to North")
. += render_dir_image(NORTHEAST, "North to East")
. += "<br/>"
. += render_dir_image(SOUTHWEST, "South to West")
. += render_dir_image(SOUTHEAST, "East to South")
if(PIPE_TRINARY)
. += render_dir_image(NORTH, "West South East")
. += render_dir_image(EAST, "North West South")
. += "<br/>"
. += render_dir_image(SOUTH, "East North West")
. += render_dir_image(WEST, "South East North")
if(PIPE_TRIN_M)
. += render_dir_image(NORTH, "West South East")
. += render_dir_image(EAST, "North West South")
. += "<br/>"
. += render_dir_image(SOUTH, "East North West")
. += render_dir_image(WEST, "South East North")
. += "<br/>"
. += render_dir_image(SOUTHEAST, "West South East")
. += render_dir_image(NORTHEAST, "North West South")
. += "<br/>"
. += render_dir_image(NORTHWEST, "East North West")
. += render_dir_image(SOUTHWEST, "South East North")
if(PIPE_Z_UP_BINARY)
. += render_dir_image(NORTH, "North to Up")
. += render_dir_image(EAST, "East to Up")
. += "<br/>"
. += render_dir_image(SOUTH, "South to Up")
. += render_dir_image(WEST, "West to Up")
if(PIPE_Z_DOWN_BINARY)
. += render_dir_image(NORTH, "North to Down")
. += render_dir_image(EAST, "East to Down")
. += "<br/>"
. += render_dir_image(SOUTH, "South to Down")
. += render_dir_image(WEST, "West to Down")
. += "</div>"
if(layer)
. += {"
<div class="layer_holder">
<a class="no_dec" href="?src=\ref[master.interface];set_layer=1"><div class="layer vertical one [layer == 1 ? "selected" : ""]"></div></a>
<a class="no_dec" href="?src=\ref[master.interface];set_layer=2"><div class="layer vertical two [layer == 2 ? "selected" : ""]"></div></a>
<a class="no_dec" href="?src=\ref[master.interface];set_layer=3"><div class="layer vertical three [layer == 3 ? "selected" : ""]"></div></a>
<a class="no_dec" href="?src=\ref[master.interface];set_layer=4"><div class="layer vertical four [layer == 4 ? "selected" : ""]"></div></a>
<a class="no_dec" href="?src=\ref[master.interface];set_layer=5"><div class="layer vertical five [layer == 5 ? "selected" : ""]"></div></a>
</div>
<div class="layer_holder" style="left: 200px;">
<a class="no_dec" href="?src=\ref[master.interface];set_layer=1"><div class="layer horizontal one [layer == 1 ? "selected" : ""]"></div></a>
<a class="no_dec" href="?src=\ref[master.interface];set_layer=2"><div class="layer horizontal two [layer == 2 ? "selected" : ""]"></div></a>
<a class="no_dec" href="?src=\ref[master.interface];set_layer=3"><div class="layer horizontal three [layer == 3 ? "selected" : ""]"></div></a>
<a class="no_dec" href="?src=\ref[master.interface];set_layer=4"><div class="layer horizontal four [layer == 4 ? "selected" : ""]"></div></a>
<a class="no_dec" href="?src=\ref[master.interface];set_layer=5"><div class="layer horizontal five [layer == 5 ? "selected" : ""]"></div></a>
</div>
"}
/datum/rcd_schematic/pipe/proc/render_dir_image(var/dir, var/title)
var/selected = ""
if(selected_dir == dir)
selected = " class='selected'"
return "<a href='?src=\ref[master.interface];set_dir=[dir]'[selected] title='[title]'><img src='RPD_[pipe_id]_[dir].png'/></a>"
/datum/rcd_schematic/pipe/Topic(var/href, var/href_list)
if(href_list["set_dir"])
var/dir = text2num(href_list["set_dir"])
if(!(dir in get_dirs()) || selected_dir == dir)
return 1
set_dir(dir)
return 1
if(href_list["set_layer"] && layer) //Only handle this is layer is nonzero.
var/n_layer = clamp(round(text2num(href_list["set_layer"])), PIPING_LAYER_MIN, PIPING_LAYER_MAX)
if(layer == n_layer) //No point doing anything.
return 1
set_layer(n_layer)
return 1
/datum/rcd_schematic/pipe/proc/set_dir(var/new_dir)
selected_dir = new_dir
master.update_options_menu()
/datum/rcd_schematic/pipe/proc/set_layer(var/new_layer)
layer = new_layer
master.data["pipe_layer"] = new_layer
master.update_options_menu()
/datum/rcd_schematic/pipe/MouseWheeled(var/mob/user, var/delta_x, var/delta_y, var/params)
var/list/modifiers = params2list(params)
if (modifiers["shift"] && layer)
var/new_layer = layer
if (delta_y <= 0)
new_layer++
if (new_layer > PIPING_LAYER_MAX)
new_layer = PIPING_LAYER_MIN
else
new_layer--
if (new_layer < PIPING_LAYER_MIN)
new_layer = PIPING_LAYER_MAX
set_layer(new_layer)
if (modifiers["alt"] && pipe_type != PIPE_NONE)
var/list/dirs = get_dirs()
var/index = dirs.Find(selected_dir)
if (delta_y >= 0)
index++
if (index > dirs.len)
index = 1
else
index = index - 1 || dirs.len
set_dir(dirs[index])
/datum/rcd_schematic/pipe/attack(var/atom/A, var/mob/user)
to_chat(user, "Building Pipes ...")
playsound(user, 'sound/machines/click.ogg', 50, 1)
var/thislayer = layer
var/thisdir = selected_dir
if(!master.delay(user, A, 2 SECONDS))
return 1
playsound(user, 'sound/items/Deconstruct.ogg', 50, 1)
var/obj/item/pipe/P = new /obj/item/pipe(A, pipe_id, thisdir)
P.setPipingLayer(thislayer)
P.update()
P.add_fingerprint(user)
var/obj/item/device/rcd/rpd/ourmaster = master
if(ourmaster.autowrench)
P.attackby(ourmaster.internal_wrench, user)
/datum/rcd_schematic/pipe/select(var/mob/user, var/datum/rcd_schematic/old_schematic)
if(!istype(old_schematic, /datum/rcd_schematic/pipe))
return ..()
if (layer && master.data["pipe_layer"])
layer = master.data["pipe_layer"]
return ..()
//Disposal piping.
/datum/rcd_schematic/pipe/disposal
category = "Disposal Pipes"
layer = 0 // Set to 0 to disable layer selection.
pipe_id = DISP_PIPE_STRAIGHT
var/actual_id = 0 // This is needed because disposals construction code is a shit.
/datum/rcd_schematic/pipe/disposal/register_icon(var/dir)
register_asset("RPD_D_[pipe_id]_[dir].png", new/icon('icons/obj/pipes/disposal.dmi', disposalpipeID2State[pipe_id + 1], dir))
/datum/rcd_schematic/pipe/disposal/send_icon(var/client/client, var/dir)
send_asset(client, "RPD_D_[pipe_id]_[dir].png")
/datum/rcd_schematic/pipe/disposal/render_dir_image(var/dir, var/title)
var/selected = ""
if(selected_dir == dir)
selected = " class='selected'"
return "<a href='?src=\ref[master.interface];set_dir=[dir]'[selected] title='[title]'><img src='RPD_D_[pipe_id]_[dir].png'/></a>"
/datum/rcd_schematic/pipe/disposal/attack(var/atom/A, var/mob/user)
to_chat(user, "Building Pipes ...")
playsound(user, 'sound/machines/click.ogg', 50, 1)
var/thisdir = selected_dir
if(!master.delay(user, A, 2 SECONDS))
return 1
playsound(user, 'sound/items/Deconstruct.ogg', 50, 1)
var/obj/structure/disposalconstruct/C = new/obj/structure/disposalconstruct(A)
C.dir = thisdir
C.ptype = actual_id
C.update()
C.add_fingerprint(user)
var/global/list/disposalpipeID2State = list(
"pipe-s",
"pipe-c",
"pipe-j1",
"pipe-y",
"pipe-t",
"disposal",
"outlet",
"intake",
"pipe-j1s",
"pipe-j1s",
"pipe-u",
"pipe-d"
)
//This is a meta thing to send a blended pipe sprite to clients, basically the default straight pipe, but blended blue.
//Yes I tried to find a proper way to blend things in HTML/CSS, alas.
/datum/rcd_schematic/pipe/blender/register_assets()
var/icon/I = new/icon('icons/obj/pipe-item.dmi', pipeID2State[1], 1)
I.Blend("#0000FF", ICON_MULTIPLY) //Make it blue
register_asset("RPD-layer-blended-1.png", I)
I = new/icon('icons/obj/pipe-item.dmi', pipeID2State[1], 4)
I.Blend("#0000FF", ICON_MULTIPLY) //Make it blue
register_asset("RPD-layer-blended-4.png", I)
//PIPE DEFINES START HERE.
//REGULAR PIPES.
//Straight is the base class, so not included.
/datum/rcd_schematic/pipe/bent
name = "Bent Pipe"
pipe_id = PIPE_SIMPLE_BENT
pipe_type = PIPE_BENT
/datum/rcd_schematic/pipe/z_up
name = "Up Pipe"
pipe_id = PIPE_Z_UP
pipe_type = PIPE_Z_UP_BINARY
/datum/rcd_schematic/pipe/z_down
name = "Down Pipe"
pipe_id = PIPE_Z_DOWN
pipe_type = PIPE_Z_DOWN_BINARY
/datum/rcd_schematic/pipe/manifold
name = "Manifold"
pipe_id = PIPE_MANIFOLD
pipe_type = PIPE_TRINARY
/datum/rcd_schematic/pipe/valve
name = "Manual Valve"
pipe_id = PIPE_MVALVE
pipe_type = PIPE_BINARY
/datum/rcd_schematic/pipe/dvalve
name = "Digital Valve"
pipe_id = PIPE_DVALVE
pipe_type = PIPE_BINARY
/datum/rcd_schematic/pipe/cap
name = "Pipe Cap"
pipe_id = PIPE_CAP
pipe_type = PIPE_UNARY
/datum/rcd_schematic/pipe/manifold_4w
name = "4-Way Manifold"
pipe_id = PIPE_MANIFOLD4W
pipe_type = PIPE_BINARY
/datum/rcd_schematic/pipe/mtvalve
name = "Manual T-Valve"
pipe_id = PIPE_MTVALVE
pipe_type = PIPE_TRIN_M
/datum/rcd_schematic/pipe/dtvalve
name = "Digital T-Valve"
pipe_id = PIPE_DTVALVE
pipe_type = PIPE_TRIN_M
/datum/rcd_schematic/pipe/layer_manifold
name = "Layer Manifold"
pipe_id = PIPE_LAYER_MANIFOLD
pipe_type = PIPE_UNARY
layer = 0
/datum/rcd_schematic/pipe/layer_adapter
name = "Layer Adapter"
pipe_id = PIPE_LAYER_ADAPTER
pipe_type = PIPE_UNARY
/datum/rcd_schematic/pipe/layer_adapter/register_icon(var/dir)
for(var/layer = PIPING_LAYER_MIN to PIPING_LAYER_MAX)
var/icon/I = new/icon('icons/obj/atmospherics/pipe_adapter.dmi', "adapter_[layer]", dir)
I.Blend(PIPE_COLOR_GREY, ICON_MULTIPLY)
register_asset("RPD_[pipe_id]_[dir]_[layer].png", I)
/datum/rcd_schematic/pipe/layer_adapter/send_icon(var/client/client, var/dir)
send_asset(client, "RPD_[pipe_id]_[dir]_[layer].png")
/datum/rcd_schematic/pipe/layer_adapter/render_dir_image(var/dir, var/title)
var/selected = ""
if(selected_dir == dir)
selected = " class='selected'"
return "<a href='?src=\ref[master.interface];set_dir=[dir]'[selected] title='[title]'><img src='RPD_[pipe_id]_[dir]_[layer].png'/></a>"
//DEVICES.
/datum/rcd_schematic/pipe/connector
name = "Connector"
category = "Devices"
pipe_id = PIPE_CONNECTOR
pipe_type = PIPE_UNARY
/datum/rcd_schematic/pipe/unary_vent
name = "Unary Vent"
category = "Devices"
pipe_id = PIPE_UVENT
pipe_type = PIPE_UNARY
/datum/rcd_schematic/pipe/passive_vent
name = "Passive Vent"
category = "Devices"
pipe_id = PIPE_PASV_VENT
pipe_type = PIPE_UNARY
/datum/rcd_schematic/pipe/pump
name = "Gas Pump"
category = "Devices"
pipe_id = PIPE_PUMP
pipe_type = PIPE_UNARY
/datum/rcd_schematic/pipe/passive_gate
name = "Passive gate"
category = "Devices"
pipe_id = PIPE_PASSIVE_GATE
pipe_type = PIPE_UNARY
/datum/rcd_schematic/pipe/volume_pump
name = "Volume Pump"
category = "Devices"
pipe_id = PIPE_VOLUME_PUMP
pipe_type = PIPE_UNARY
/datum/rcd_schematic/pipe/scrubber
name = "Scrubber"
category = "Devices"
pipe_id = PIPE_SCRUBBER
pipe_type = PIPE_UNARY
/datum/rcd_schematic/pipe/filter
name = "Gas Filter"
category = "Devices"
pipe_id = PIPE_GAS_FILTER
pipe_type = PIPE_TRIN_M
/datum/rcd_schematic/pipe/mixer
name = "Gas Mixer"
category = "Devices"
pipe_id = PIPE_GAS_MIXER
pipe_type = PIPE_TRIN_M
/datum/rcd_schematic/pipe/thermal_plate
name = "Thermal Plate"
category = "Devices"
pipe_id = PIPE_THERMAL_PLATE
pipe_type = PIPE_UNARY
/datum/rcd_schematic/pipe/heat_pump
name = "Thermoelectric Cooler"
category = "Devices"
pipe_id = PIPE_HEAT_PUMP
pipe_type = PIPE_UNARY
/datum/rcd_schematic/pipe/injector
name = "Injector"
category = "Devices"
pipe_id = PIPE_INJECTOR
pipe_type = PIPE_UNARY
/datum/rcd_schematic/pipe/dp_vent
name = "Dual-Port Vent"
category = "Devices"
pipe_id = PIPE_DP_VENT
pipe_type = PIPE_UNARY
//H/E Pipes.
/datum/rcd_schematic/pipe/he
name = "Pipe"
category = "Heat Exchange"
pipe_id = PIPE_HE_STRAIGHT
pipe_type = PIPE_BINARY
/datum/rcd_schematic/pipe/he_bent
name = "Bent Pipe"
category = "Heat Exchange"
pipe_id = PIPE_HE_BENT
pipe_type = PIPE_BENT
/datum/rcd_schematic/pipe/juntion
name = "Junction"
category = "Heat Exchange"
pipe_id = PIPE_JUNCTION
pipe_type = PIPE_UNARY
/datum/rcd_schematic/pipe/heat_exchanger
name = "Heat Exchanger"
category = "Heat Exchange"
pipe_id = PIPE_HEAT_EXCHANGE
pipe_type = PIPE_UNARY
/datum/rcd_schematic/pipe/he_manifold
name = "Manifold"
category = "Heat Exchange"
pipe_id = PIPE_HE_MANIFOLD
pipe_type = PIPE_TRINARY
/datum/rcd_schematic/pipe/he_manifold4w
name = "4-Way Manifold"
category = "Heat Exchange"
pipe_id = PIPE_HE_MANIFOLD4W
pipe_type = PIPE_BINARY
/datum/rcd_schematic/pipe/he_cap
name = "Pipe Cap"
category = "Heat Exchange"
pipe_id = PIPE_HE_CAP
pipe_type = PIPE_UNARY
//INSULATED PIPES.
/datum/rcd_schematic/pipe/insulated
name = "Pipe"
category = "Insulated Pipes"
pipe_id = PIPE_INSULATED_STRAIGHT
pipe_type = PIPE_BINARY
/datum/rcd_schematic/pipe/insulated_bent
name = "Bent Pipe"
category = "Insulated Pipes"
pipe_id = PIPE_INSULATED_BENT
pipe_type = PIPE_BENT
/datum/rcd_schematic/pipe/insulated_manifold
name = "Manifold"
category = "Insulated Pipes"
pipe_id = PIPE_INSUL_MANIFOLD
pipe_type = PIPE_TRINARY
/datum/rcd_schematic/pipe/insulated_4w_manifold
name = "4-Way Manifold"
category = "Insulated Pipes"
pipe_id = PIPE_INSUL_MANIFOLD4W
pipe_type = PIPE_BINARY
//DISPOSAL PIPES
//Again basic straight is handled in the parent.
/datum/rcd_schematic/pipe/disposal/bent
name = "Bent Pipe"
pipe_id = DISP_PIPE_BENT
actual_id = 1
pipe_type = PIPE_UNARY //Yes this makes no sense but BLAME FUCKING DISPOSALS CODE.
/datum/rcd_schematic/pipe/disposal/junction
name = "Junction"
pipe_id = DISP_JUNCTION
actual_id = 2
pipe_type = PIPE_TRINARY
/datum/rcd_schematic/pipe/disposal/y_junction
name = "Y-Junction"
pipe_id = DISP_YJUNCTION
actual_id = 4
pipe_type = PIPE_TRINARY
/datum/rcd_schematic/pipe/disposal/trunk
name = "Trunk"
pipe_id = DISP_END_TRUNK
actual_id = 5
pipe_type = PIPE_UNARY
/datum/rcd_schematic/pipe/disposal/bin
name = "Bin"
pipe_id = DISP_END_BIN
actual_id = 6
pipe_type = PIPE_NONE //Will disable the icon.
/datum/rcd_schematic/pipe/disposal/outlet
name = "Outlet"
pipe_id = DISP_END_OUTLET
actual_id = 7
pipe_type = PIPE_UNARY
/datum/rcd_schematic/pipe/disposal/chute
name = "Chute"
pipe_id = DISP_END_CHUTE
actual_id = 8
pipe_type = PIPE_UNARY
/datum/rcd_schematic/pipe/disposal/sort
name = "Sorting Junction"
pipe_id = DISP_SORT_JUNCTION
actual_id = 9
pipe_type = PIPE_TRINARY
/datum/rcd_schematic/pipe/disposal/sort_wrap
name = "Wrapped Sorting Junction"
pipe_id = DISP_SORT_WRAP_JUNCTION
actual_id = 11
pipe_type = PIPE_TRINARY
/datum/rcd_schematic/pipe/disposal/up
name = "Up Pipe"
pipe_id = DISP_PIPE_UP
actual_id = 13
pipe_type = PIPE_Z_UP_BINARY
/datum/rcd_schematic/pipe/disposal/down
name = "Down Pipe"
pipe_id = DISP_PIPE_DOWN
actual_id = 14
pipe_type = PIPE_Z_DOWN_BINARY