Files
vgstation13/code/modules/recycling/conveyor2.dm
elly1989@rocketmail.com 73e5c38a56 Preparations for reducing the number of processing machines at round-start. There are currently 8000 or so at round start, this was already pruned to 2800ish by doohl's stuff.
machine.process() now uses a return value to remove itself from the processing machines list. This is more efficient and will help reduce costs especially at round start where some 5000+ machines were removed from the list using first-find. Now there is no searching involved. Instead of machines.Remove(src) just do .=PROCESS_KILL that will return the flag to the proc which called it (the MC) and trigger its removal from the list. If you're deleting something don't even bother removing it from the machines list, there is no need to.

Simplified the last_processed stuff for the MC. It's now a single variable rather than 3. It is simply a typepath rather than a reference to an object (this is so it works even if said object is deleted)

MC stats in admin status_panels now show the length of the processing lists (indicated by #). I've just realised I forgot to mention what the abbreviations are:
The less obvious ones are: Dis=diseases; Net=pipes; Pnet=powernets; Mch=Machines; Tick=the game-mode ticker.

Beach-water now uses an overlay image rather than a separate object.

Fixed a typo in the shuttle console.

Hydroponics trays no longer use first-find within their process() for checking the plant is in the tray (why is that even there anyway? talk about lazy)

Removed some junk/placeholder procs like organ/proc/process() return

Removed newscasters from the processing machines lists.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4603 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-02 20:32:01 +00:00

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//conveyor2 is pretty much like the original, except it supports corners, but not diverters.
//note that corner pieces transfer stuff clockwise when running forward, and anti-clockwise backwards.
/obj/machinery/conveyor
icon = 'icons/obj/recycling.dmi'
icon_state = "conveyor0"
name = "conveyor belt"
desc = "A conveyor belt."
anchored = 1
var/operating = 0 // 1 if running forward, -1 if backwards, 0 if off
var/operable = 1 // true if can operate (no broken segments in this belt run)
var/forwards // this is the default (forward) direction, set by the map dir
var/backwards // hopefully self-explanatory
var/movedir // the actual direction to move stuff in
var/list/affecting // the list of all items that will be moved this ptick
var/id = "" // the control ID - must match controller ID
/obj/machinery/conveyor/centcom_auto
id = "round_end_belt"
// create a conveyor
/obj/machinery/conveyor/New()
..()
switch(dir)
if(NORTH)
forwards = NORTH
backwards = SOUTH
if(SOUTH)
forwards = SOUTH
backwards = NORTH
if(EAST)
forwards = EAST
backwards = WEST
if(WEST)
forwards = WEST
backwards = EAST
if(NORTHEAST)
forwards = EAST
backwards = SOUTH
if(NORTHWEST)
forwards = SOUTH
backwards = WEST
if(SOUTHEAST)
forwards = NORTH
backwards = EAST
if(SOUTHWEST)
forwards = WEST
backwards = NORTH
/obj/machinery/conveyor/proc/setmove()
if(operating == 1)
movedir = forwards
else
movedir = backwards
update()
/obj/machinery/conveyor/proc/update()
if(stat & BROKEN)
icon_state = "conveyor-broken"
operating = 0
return
if(!operable)
operating = 0
if(stat & NOPOWER)
operating = 0
icon_state = "conveyor[operating]"
// machine process
// move items to the target location
/obj/machinery/conveyor/process()
if(stat & (BROKEN | NOPOWER))
return
if(!operating)
return
use_power(100)
affecting = loc.contents - src // moved items will be all in loc
spawn(1) // slight delay to prevent infinite propagation due to map order //TODO: please no spawn() in process(). It's a very bad idea
var/items_moved = 0
for(var/atom/movable/A in affecting)
if(!A.anchored)
if(isturf(A.loc)) // this is to prevent an ugly bug that forces a player to drop what they're holding if they recently pick it up from the conveyer belt
step(A,movedir)
items_moved++
if(items_moved >= 10)
break
// attack with item, place item on conveyor
/obj/machinery/conveyor/attackby(var/obj/item/I, mob/user)
if(isrobot(user)) return //Carn: fix for borgs dropping their modules on conveyor belts
user.drop_item()
if(I && I.loc) I.loc = src.loc
return
// attack with hand, move pulled object onto conveyor
/obj/machinery/conveyor/attack_hand(mob/user as mob)
if ((!( user.canmove ) || user.restrained() || !( user.pulling )))
return
if (user.pulling.anchored)
return
if ((user.pulling.loc != user.loc && get_dist(user, user.pulling) > 1))
return
if (ismob(user.pulling))
var/mob/M = user.pulling
M.stop_pulling()
step(user.pulling, get_dir(user.pulling.loc, src))
user.stop_pulling()
else
step(user.pulling, get_dir(user.pulling.loc, src))
user.stop_pulling()
return
// make the conveyor broken
// also propagate inoperability to any connected conveyor with the same ID
/obj/machinery/conveyor/proc/broken()
stat |= BROKEN
update()
var/obj/machinery/conveyor/C = locate() in get_step(src, dir)
if(C)
C.set_operable(dir, id, 0)
C = locate() in get_step(src, turn(dir,180))
if(C)
C.set_operable(turn(dir,180), id, 0)
//set the operable var if ID matches, propagating in the given direction
/obj/machinery/conveyor/proc/set_operable(stepdir, match_id, op)
if(id != match_id)
return
operable = op
update()
var/obj/machinery/conveyor/C = locate() in get_step(src, stepdir)
if(C)
C.set_operable(stepdir, id, op)
/*
/obj/machinery/conveyor/verb/destroy()
set src in view()
src.broken()
*/
/obj/machinery/conveyor/power_change()
..()
update()
// the conveyor control switch
//
//
/obj/machinery/conveyor_switch
name = "conveyor switch"
desc = "A conveyor control switch."
icon = 'icons/obj/recycling.dmi'
icon_state = "switch-off"
var/position = 0 // 0 off, -1 reverse, 1 forward
var/last_pos = -1 // last direction setting
var/operated = 1 // true if just operated
var/id = "" // must match conveyor IDs to control them
var/list/conveyors // the list of converyors that are controlled by this switch
anchored = 1
/obj/machinery/conveyor_switch/New()
..()
update()
spawn(5) // allow map load
conveyors = list()
for(var/obj/machinery/conveyor/C in world)
if(C.id == id)
conveyors += C
// update the icon depending on the position
/obj/machinery/conveyor_switch/proc/update()
if(position<0)
icon_state = "switch-rev"
else if(position>0)
icon_state = "switch-fwd"
else
icon_state = "switch-off"
// timed process
// if the switch changed, update the linked conveyors
/obj/machinery/conveyor_switch/process()
if(!operated)
return
operated = 0
for(var/obj/machinery/conveyor/C in conveyors)
C.operating = position
C.setmove()
// attack with hand, switch position
/obj/machinery/conveyor_switch/attack_hand(mob/user)
if(position == 0)
if(last_pos < 0)
position = 1
last_pos = 0
else
position = -1
last_pos = 0
else
last_pos = position
position = 0
operated = 1
update()
// find any switches with same id as this one, and set their positions to match us
for(var/obj/machinery/conveyor_switch/S in world)
if(S.id == src.id)
S.position = position
S.update()
/obj/machinery/conveyor_switch/oneway
var/convdir = 1 //Set to 1 or -1 depending on which way you want the convayor to go. (In other words keep at 1 and set the proper dir on the belts.)
desc = "A conveyor control switch. It appears to only go in one direction."
// attack with hand, switch position
/obj/machinery/conveyor_switch/oneway/attack_hand(mob/user)
if(position == 0)
position = convdir
else
position = 0
operated = 1
update()
// find any switches with same id as this one, and set their positions to match us
for(var/obj/machinery/conveyor_switch/S in world)
if(S.id == src.id)
S.position = position
S.update()