diff --git a/code/modules/plumbing/ducts.dm b/code/modules/plumbing/ducts.dm
index 6cc09c7d15..cb94f281db 100644
--- a/code/modules/plumbing/ducts.dm
+++ b/code/modules/plumbing/ducts.dm
@@ -7,10 +7,10 @@ All the important duct code:
name = "fluid duct"
icon = 'icons/obj/plumbing/fluid_ducts.dmi'
icon_state = "nduct"
- level = 1
+
///bitfield with the directions we're connected in
var/connects
- ///set to TRUE to disable smart cable behaviour
+ ///set to TRUE to disable smart duct behaviour
var/dumb = FALSE
///wheter we allow our connects to be changed after initialization or not
var/lock_connects = FALSE
@@ -36,13 +36,16 @@ All the important duct code:
///wheter we just unanchored or drop whatever is in the variable. either is safe
var/drop_on_wrench = /obj/item/stack/ducts
-/obj/machinery/duct/Initialize(mapload, no_anchor, color_of_duct, layer_of_duct = DUCT_LAYER_DEFAULT, force_connects)
+/obj/machinery/duct/Initialize(mapload, no_anchor, color_of_duct = "#ffffff", layer_of_duct = DUCT_LAYER_DEFAULT, force_connects)
. = ..()
+
if(no_anchor)
active = FALSE
- anchored = FALSE
+ set_anchored(FALSE)
else if(!can_anchor())
qdel(src)
+ CRASH("Overlapping ducts detected")
+
if(force_connects)
connects = force_connects //skip change_connects() because we're still initializing and we need to set our connects at one point
if(!lock_layers)
@@ -51,17 +54,22 @@ All the important duct code:
duct_color = color_of_duct
if(duct_color)
add_atom_colour(duct_color, FIXED_COLOUR_PRIORITY)
+
handle_layer()
+
for(var/obj/machinery/duct/D in loc)
if(D == src)
continue
if(D.duct_layer & duct_layer)
disconnect_duct()
+
if(active)
attempt_connect()
+
+ AddElement(/datum/element/undertile, TRAIT_T_RAY_VISIBLE)
+
///start looking around us for stuff to connect to
/obj/machinery/duct/proc/attempt_connect()
- reset_connects() //All connects are gathered here again eitherway, we might aswell reset it so they properly update when reconnecting
for(var/atom/movable/AM in loc)
var/datum/component/plumbing/P = AM.GetComponent(/datum/component/plumbing)
@@ -75,6 +83,7 @@ All the important duct code:
if(connect_network(AM, D))
add_connects(D)
update_icon()
+
///see if whatever we found can be connected to
/obj/machinery/duct/proc/connect_network(atom/movable/AM, direction, ignore_color)
if(istype(AM, /obj/machinery/duct))
@@ -84,6 +93,7 @@ All the important duct code:
if(!plumber)
return
return connect_plumber(plumber, direction)
+
///connect to a duct
/obj/machinery/duct/proc/connect_duct(obj/machinery/duct/D, direction, ignore_color)
var/opposite_dir = turn(direction, 180)
@@ -92,11 +102,11 @@ All the important duct code:
if(!dumb && D.dumb && !(opposite_dir & D.connects))
return
- if(dumb && D.dumb && !(connects & D.connects)) //we eliminated a few more scenario in attempt connect
+ if(dumb && D.dumb && !(connects & D.connects)) //we eliminated a few more scenarios in attempt connect
return
if((duct == D.duct) && duct)//check if we're not just comparing two null values
- add_neighbour(D)
+ add_neighbour(D, direction)
D.add_connects(opposite_dir)
D.update_icon()
@@ -118,9 +128,12 @@ All the important duct code:
else
create_duct()
duct.add_duct(D)
- add_neighbour(D)
- D.attempt_connect()//tell our buddy its time to pass on the torch of connecting to pipes. This shouldn't ever infinitely loop since it only works on pipes that havent been inductrinated
+ add_neighbour(D, direction)
+ //tell our buddy its time to pass on the torch of connecting to pipes. This shouldn't ever infinitely loop since it only works on pipes that havent been inductrinated
+ D.attempt_connect()
+
return TRUE
+
///connect to a plumbing object
/obj/machinery/duct/proc/connect_plumber(datum/component/plumbing/P, direction)
var/opposite_dir = turn(direction, 180)
@@ -134,11 +147,14 @@ All the important duct code:
if(opposite_dir & comp_directions)
if(!duct)
create_duct()
- duct.add_plumber(P, opposite_dir)
- return TRUE
+ if(duct.add_plumber(P, opposite_dir))
+ neighbours[P.parent] = direction
+ return TRUE
+
///we disconnect ourself from our neighbours. we also destroy our ductnet and tell our neighbours to make a new one
-/obj/machinery/duct/proc/disconnect_duct()
- anchored = FALSE
+/obj/machinery/duct/proc/disconnect_duct(skipanchor)
+ if(!skipanchor) //since set_anchored calls us too.
+ set_anchored(FALSE)
active = FALSE
if(duct)
duct.remove_duct(src)
@@ -149,30 +165,72 @@ All the important duct code:
new drop_on_wrench(drop_location())
qdel(src)
+///''''''''''''''''optimized''''''''''''''''' proc for quickly reconnecting after a duct net was destroyed
+/obj/machinery/duct/proc/reconnect()
+ if(neighbours.len && !duct)
+ create_duct()
+ for(var/atom/movable/AM in neighbours)
+ if(istype(AM, /obj/machinery/duct))
+ var/obj/machinery/duct/D = AM
+ if(D.duct)
+ if(D.duct == duct) //we're already connected
+ continue
+ else
+ duct.assimilate(D.duct)
+ continue
+ else
+ duct.add_duct(D)
+ D.reconnect()
+ else
+ var/datum/component/plumbing/P = AM.GetComponent(/datum/component/plumbing)
+ if(AM in get_step(src, neighbours[AM])) //did we move?
+ if(P)
+ connect_plumber(P, neighbours[AM])
+ else
+ neighbours -= AM //we moved
+
+///Special proc to draw a new connect frame based on neighbours. not the norm so we can support multiple duct kinds
+/obj/machinery/duct/proc/generate_connects()
+ if(lock_connects)
+ return
+ connects = 0
+ for(var/A in neighbours)
+ connects |= neighbours[A]
+ update_icon()
+
///create a new duct datum
/obj/machinery/duct/proc/create_duct()
duct = new()
duct.add_duct(src)
+
///add a duct as neighbour. this means we're connected and will connect again if we ever regenerate
-/obj/machinery/duct/proc/add_neighbour(obj/machinery/duct/D)
+/obj/machinery/duct/proc/add_neighbour(obj/machinery/duct/D, direction)
if(!(D in neighbours))
- neighbours += D
+ neighbours[D] = direction
if(!(src in D.neighbours))
- D.neighbours += src
+ D.neighbours[src] = turn(direction, 180)
+
///remove all our neighbours, and remove us from our neighbours aswell
/obj/machinery/duct/proc/lose_neighbours()
- for(var/A in neighbours)
- var/obj/machinery/duct/D = A
+ for(var/obj/machinery/duct/D in neighbours)
D.neighbours.Remove(src)
neighbours = list()
+
///add a connect direction
/obj/machinery/duct/proc/add_connects(new_connects) //make this a define to cut proc calls?
if(!lock_connects)
connects |= new_connects
+
+///remove a connect direction
+/obj/machinery/duct/proc/remove_connects(dead_connects)
+ if(!lock_connects)
+ connects &= ~dead_connects
+
///remove our connects
/obj/machinery/duct/proc/reset_connects()
if(!lock_connects)
connects = 0
+
///get a list of the ducts we can connect to if we are dumb
/obj/machinery/duct/proc/get_adjacent_ducts()
var/list/adjacents = list()
@@ -183,7 +241,7 @@ All the important duct code:
adjacents += D
return adjacents
-/obj/machinery/duct/update_icon() //setting connects isnt a parameter because sometimes we make more than one change, overwrite it completely or just add it to the bitfield
+/obj/machinery/duct/update_icon_state()
var/temp_icon = initial(icon_state)
for(var/D in GLOB.cardinals)
if(D & connects)
@@ -196,6 +254,7 @@ All the important duct code:
if(D == WEST)
temp_icon += "_w"
icon_state = temp_icon
+
///update the layer we are on
/obj/machinery/duct/proc/handle_layer()
var/offset
@@ -214,31 +273,33 @@ All the important duct code:
pixel_y = offset
+/obj/machinery/duct/set_anchored(anchorvalue)
+ . = ..()
+ if(isnull(.))
+ return
+ if(anchorvalue)
+ active = TRUE
+ attempt_connect()
+ else
+ disconnect_duct(TRUE)
+
/obj/machinery/duct/wrench_act(mob/living/user, obj/item/I) //I can also be the RPD
..()
add_fingerprint(user)
I.play_tool_sound(src)
- if(anchored)
+ if(anchored || can_anchor())
+ set_anchored(!anchored)
user.visible_message( \
- "[user] unfastens \the [src].", \
- "You unfasten \the [src].", \
+ "[user] [anchored ? null : "un"]fastens \the [src].", \
+ "You [anchored ? null : "un"]fasten \the [src].", \
"You hear ratcheting.")
- disconnect_duct()
- else if(can_anchor())
- anchored = TRUE
- active = TRUE
- user.visible_message( \
- "[user] fastens \the [src].", \
- "You fasten \the [src].", \
- "You hear ratcheting.")
- attempt_connect()
return TRUE
-///collection of all the sanity checks to prevent us from stacking ducts that shouldnt be stacked
+///collection of all the sanity checks to prevent us from stacking ducts that shouldn't be stacked
/obj/machinery/duct/proc/can_anchor(turf/T)
if(!T)
T = get_turf(src)
for(var/obj/machinery/duct/D in T)
- if(!anchored)
+ if(!anchored || D == src)
continue
for(var/A in GLOB.cardinals)
if(A & connects && A & D.connects)
@@ -271,9 +332,10 @@ All the important duct code:
return
add_connects(direction) //the connect of the other duct is handled in connect_network, but do this here for the parent duct because it's not necessary in normal cases
- add_neighbour(D)
+ add_neighbour(D, direction)
connect_network(D, direction, TRUE)
update_icon()
+
///has a total of 5 layers and doesnt give a shit about color. its also dumb so doesnt autoconnect.
/obj/machinery/duct/multilayered
name = "duct layer-manifold"
@@ -298,8 +360,9 @@ All the important duct code:
. = ..()
update_connects()
-/obj/machinery/duct/multilayered/update_icon()
- return
+/obj/machinery/duct/multilayered/ComponentInitialize()
+ . = ..()
+ AddElement(/datum/element/update_icon_blocker)
/obj/machinery/duct/multilayered/wrench_act(mob/living/user, obj/item/I)
. = ..()
@@ -311,7 +374,7 @@ All the important duct code:
else
connects = EAST | WEST
-///don't connect to other multilayered stuff because honestly it shouldnt be done and I dont wanna deal with it
+///don't connect to other multilayered stuff because honestly it shouldn't be done and I dont wanna deal with it
/obj/machinery/duct/multilayered/connect_duct(obj/machinery/duct/D, direction, ignore_color)
if(istype(D, /obj/machinery/duct/multilayered))
return
@@ -326,6 +389,7 @@ All the important duct code:
singular_name = "duct"
icon = 'icons/obj/plumbing/fluid_ducts.dmi'
icon_state = "ducts"
+ custom_materials = list(/datum/material/iron=500)
w_class = WEIGHT_CLASS_TINY
novariants = FALSE
max_amount = 50