//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 = TRUE layer = BELOW_OPEN_DOOR_LAYER var/operating = FALSE // 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 var/verted = 1 // set to -1 to have the conveyour belt be inverted, so you can use the other corner icons speed_process = 1 /obj/machinery/conveyor/centcom_auto id = "round_end_belt" // Auto conveyour is always on unless unpowered /obj/machinery/conveyor/auto/Initialize(mapload, newdir) . = ..() operating = TRUE update_move_direction() /obj/machinery/conveyor/auto/update() if(stat & BROKEN) icon_state = "conveyor-broken" operating = FALSE return else if(!operable) operating = FALSE else if(stat & NOPOWER) operating = FALSE else operating = TRUE icon_state = "conveyor[operating * verted]" // create a conveyor /obj/machinery/conveyor/Initialize(mapload, newdir) . = ..() if(newdir) setDir(newdir) update_move_direction() /obj/machinery/conveyor/proc/update_move_direction() 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 = NORTH backwards = EAST if(SOUTHEAST) forwards = SOUTH backwards = WEST if(SOUTHWEST) forwards = WEST backwards = NORTH if(verted == -1) var/temp = forwards forwards = backwards backwards = temp if(operating == 1) movedir = forwards else movedir = backwards update() /obj/machinery/conveyor/proc/update() if(stat & BROKEN) icon_state = "conveyor-broken" operating = FALSE return if(!operable) operating = FALSE if(stat & NOPOWER) operating = FALSE icon_state = "conveyor[operating * verted]" // 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 addtimer(CALLBACK(src, .proc/convey, affecting), 1) /obj/machinery/conveyor/proc/convey(list/affecting) for(var/atom/movable/A in affecting) if((A.loc == loc) && A.has_gravity()) A.ConveyorMove(movedir) // attack with item, place item on conveyor /obj/machinery/conveyor/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/crowbar)) user.visible_message("[user] struggles to pry up \the [src] with \the [I].", \ "You struggle to pry up \the [src] with \the [I].") if(do_after(user, 40*I.toolspeed, target = src)) if(QDELETED(src)) return //prevent multiple decontructs if(!(stat & BROKEN)) var/obj/item/conveyor_construct/C = new/obj/item/conveyor_construct(src.loc) C.id = id transfer_fingerprints_to(C) to_chat(user, "You remove the conveyor belt.") qdel(src) else if(istype(I, /obj/item/wrench)) if(!(stat & BROKEN)) playsound(loc, I.usesound, 50, 1) setDir(turn(dir,-45)) update_move_direction() to_chat(user, "You rotate [src].") else if(istype(I, /obj/item/screwdriver)) if(!(stat & BROKEN)) verted = verted * -1 update_move_direction() to_chat(user, "You reverse [src]'s direction.") else if(user.a_intent != INTENT_HARM) user.transferItemToLoc(I, drop_location()) else return ..() // attack with hand, move pulled object onto conveyor /obj/machinery/conveyor/attack_hand(mob/user) user.Move_Pulled(src) // 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/convdir = 0 // 0 is two way switch, 1 and -1 means one way var/id = "" // must match conveyor IDs to control them var/list/conveyors // the list of converyors that are controlled by this switch anchored = TRUE speed_process = 1 /obj/machinery/conveyor_switch/Initialize(mapload, newid) ..() if(!id) id = newid update() return INITIALIZE_HINT_LATELOAD //for machines list /obj/machinery/conveyor_switch/LateInitialize() conveyors = list() for(var/obj/machinery/conveyor/C in GLOB.machines) 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.update_move_direction() CHECK_TICK // attack with hand, switch position /obj/machinery/conveyor_switch/attack_hand(mob/user) add_fingerprint(user) if(position == 0) if(convdir) //is it a oneway switch position = convdir else 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 GLOB.machines) if(S.id == src.id) S.position = position S.update() CHECK_TICK /obj/machinery/conveyor_switch/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/crowbar)) var/obj/item/conveyor_switch_construct/C = new/obj/item/conveyor_switch_construct(src.loc) C.id = id transfer_fingerprints_to(C) to_chat(user, "You deattach the conveyor switch.") qdel(src) /obj/machinery/conveyor_switch/oneway 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." // // CONVEYOR CONSTRUCTION STARTS HERE // /obj/item/conveyor_construct icon = 'icons/obj/recycling.dmi' icon_state = "conveyor0" name = "conveyor belt assembly" desc = "A conveyor belt assembly." w_class = WEIGHT_CLASS_BULKY var/id = "" //inherited by the belt /obj/item/conveyor_construct/attackby(obj/item/I, mob/user, params) ..() if(istype(I, /obj/item/conveyor_switch_construct)) to_chat(user, "You link the switch to the conveyor belt assembly.") var/obj/item/conveyor_switch_construct/C = I id = C.id /obj/item/conveyor_construct/afterattack(atom/A, mob/user, proximity) if(!proximity || user.stat || !isfloorturf(A) || istype(A, /area/shuttle)) return var/cdir = get_dir(A, user) if(A == user.loc) to_chat(user, "You cannot place a conveyor belt under yourself.") return var/obj/machinery/conveyor/C = new/obj/machinery/conveyor(A,cdir) C.id = id transfer_fingerprints_to(C) qdel(src) /obj/item/conveyor_switch_construct name = "conveyor switch assembly" desc = "A conveyor control switch assembly." icon = 'icons/obj/recycling.dmi' icon_state = "switch-off" w_class = WEIGHT_CLASS_BULKY var/id = "" //inherited by the switch /obj/item/conveyor_switch_construct/Initialize() . = ..() id = rand() //this couldn't possibly go wrong /obj/item/conveyor_switch_construct/afterattack(atom/A, mob/user, proximity) if(!proximity || user.stat || !isfloorturf(A) || istype(A, /area/shuttle)) return var/found = 0 for(var/obj/machinery/conveyor/C in view()) if(C.id == src.id) found = 1 break if(!found) to_chat(user, "[icon2html(src, user)]The conveyor switch did not detect any linked conveyor belts in range.") return var/obj/machinery/conveyor_switch/NC = new/obj/machinery/conveyor_switch(A, id) transfer_fingerprints_to(NC) qdel(src) /obj/item/paper/guides/conveyor name = "paper- 'Nano-it-up U-build series, #9: Build your very own conveyor belt, in SPACE'" info = "
You are now the proud owner of the best conveyor set available for space mail order! We at Nano-it-up know you love to prepare your own structures without wasting time, so we have devised a special streamlined assembly procedure that puts all other mail-order products to shame!
Firstly, you need to link the conveyor switch assembly to each of the conveyor belt assemblies. After doing so, you simply need to install the belt assemblies onto the floor, et voila, belt built. Our special Nano-it-up smart switch will detected any linked assemblies as far as the eye can see! This convenience, you can only have it when you Nano-it-up. Stay nano!
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