498 lines
14 KiB
Plaintext
498 lines
14 KiB
Plaintext
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//disposal bin and Delivery chute.
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#define SEND_PRESSURE 0.05*ONE_ATMOSPHERE
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/obj/machinery/disposal
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icon = 'icons/obj/atmospherics/pipes/disposal.dmi'
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anchored = 1
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density = 1
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on_blueprints = TRUE
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armor = list(melee = 25, bullet = 10, laser = 10, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 90, acid = 30)
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obj_integrity = 200
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max_integrity = 200
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resistance_flags = FIRE_PROOF
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interact_open = TRUE
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var/datum/gas_mixture/air_contents // internal reservoir
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var/full_pressure = FALSE
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var/pressure_charging = TRUE
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var/flush = 0 // true if flush handle is pulled
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var/obj/structure/disposalpipe/trunk/trunk = null // the attached pipe trunk
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var/flushing = 0 // true if flushing in progress
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var/flush_every_ticks = 30 //Every 30 ticks it will look whether it is ready to flush
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var/flush_count = 0 //this var adds 1 once per tick. When it reaches flush_every_ticks it resets and tries to flush.
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var/last_sound = 0
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var/obj/structure/disposalconstruct/stored
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// create a new disposal
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// find the attached trunk (if present) and init gas resvr.
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/obj/machinery/disposal/Initialize(mapload, obj/structure/disposalconstruct/make_from)
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. = ..()
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if(make_from)
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setDir(make_from.dir)
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make_from.loc = 0
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stored = make_from
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else
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stored = new /obj/structure/disposalconstruct(0,DISP_END_BIN,dir)
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trunk_check()
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air_contents = new/datum/gas_mixture()
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//gas.volume = 1.05 * CELLSTANDARD
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update_icon()
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/obj/machinery/disposal/proc/trunk_check()
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trunk = locate() in loc
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if(!trunk)
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pressure_charging = FALSE
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flush = FALSE
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else
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if(initial(pressure_charging))
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pressure_charging = TRUE
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flush = initial(flush)
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trunk.linked = src // link the pipe trunk to self
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/obj/machinery/disposal/Destroy()
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eject()
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if(trunk)
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trunk.linked = null
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return ..()
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/obj/machinery/disposal/singularity_pull(S, current_size)
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if(current_size >= STAGE_FIVE)
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deconstruct()
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/obj/machinery/disposal/Initialize(mapload)
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..()
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return INITIALIZE_HINT_LATELOAD //we need turfs to have air
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/obj/machinery/disposal/LateInitialize()
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//this will get a copy of the air turf and take a SEND PRESSURE amount of air from it
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var/atom/L = loc
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var/datum/gas_mixture/env = new
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env.copy_from(L.return_air())
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var/datum/gas_mixture/removed = env.remove(SEND_PRESSURE + 1)
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air_contents.merge(removed)
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trunk_check()
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/obj/machinery/disposal/attackby(obj/item/I, mob/user, params)
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add_fingerprint(user)
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if(!pressure_charging && !full_pressure && !flush)
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if(istype(I, /obj/item/weapon/screwdriver))
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panel_open = !panel_open
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playsound(get_turf(src), I.usesound, 50, 1)
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to_chat(user, "<span class='notice'>You [panel_open ? "remove":"attach"] the screws around the power connection.</span>")
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return
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else if(istype(I,/obj/item/weapon/weldingtool) && panel_open)
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var/obj/item/weapon/weldingtool/W = I
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if(W.remove_fuel(0,user))
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playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
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to_chat(user, "<span class='notice'>You start slicing the floorweld off \the [src]...</span>")
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if(do_after(user,20*I.toolspeed, target = src) && panel_open)
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if(!W.isOn())
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return
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to_chat(user, "<span class='notice'>You slice the floorweld off \the [src].</span>")
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deconstruct()
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return
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if(user.a_intent != INTENT_HARM)
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if(!user.drop_item() || (I.flags & ABSTRACT))
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return
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place_item_in_disposal(I, user)
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update_icon()
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return 1 //no afterattack
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else
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return ..()
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/obj/machinery/disposal/proc/place_item_in_disposal(obj/item/I, mob/user)
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I.forceMove(src)
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user.visible_message("[user.name] places \the [I] into \the [src].", "<span class='notice'>You place \the [I] into \the [src].</span>")
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//mouse drop another mob or self
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/obj/machinery/disposal/MouseDrop_T(mob/living/target, mob/living/user)
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if(istype(target))
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stuff_mob_in(target, user)
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/obj/machinery/disposal/proc/stuff_mob_in(mob/living/target, mob/living/user)
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if(!iscarbon(user) && !user.ventcrawler) //only carbon and ventcrawlers can climb into disposal by themselves.
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return
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if(!isturf(user.loc)) //No magically doing it from inside closets
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return
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if(target.buckled || target.has_buckled_mobs())
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return
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if(target.mob_size > MOB_SIZE_HUMAN)
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to_chat(user, "<span class='warning'>[target] doesn't fit inside [src]!</span>")
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return
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add_fingerprint(user)
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if(user == target)
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user.visible_message("[user] starts climbing into [src].", "<span class='notice'>You start climbing into [src]...</span>")
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else
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target.visible_message("<span class='danger'>[user] starts putting [target] into [src].</span>", "<span class='userdanger'>[user] starts putting you into [src]!</span>")
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if(do_mob(user, target, 20))
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if (!loc)
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return
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target.forceMove(src)
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if(user == target)
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user.visible_message("[user] climbs into [src].", "<span class='notice'>You climb into [src].</span>")
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else
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target.visible_message("<span class='danger'>[user] has placed [target] in [src].</span>", "<span class='userdanger'>[user] has placed [target] in [src].</span>")
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add_logs(user, target, "stuffed", addition="into [src]")
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target.LAssailant = user
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update_icon()
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/obj/machinery/disposal/relaymove(mob/user)
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attempt_escape(user)
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// resist to escape the bin
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/obj/machinery/disposal/container_resist(mob/living/user)
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attempt_escape(user)
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/obj/machinery/disposal/proc/attempt_escape(mob/user)
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if(flushing)
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return
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go_out(user)
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// leave the disposal
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/obj/machinery/disposal/proc/go_out(mob/user)
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user.forceMove(loc)
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update_icon()
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// monkeys and xenos can only pull the flush lever
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/obj/machinery/disposal/attack_paw(mob/user)
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if(stat & BROKEN)
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return
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flush = !flush
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update_icon()
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// ai as human but can't flush
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/obj/machinery/disposal/attack_ai(mob/user)
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interact(user, 1)
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// human interact with machine
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/obj/machinery/disposal/attack_hand(mob/user)
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if(user && user.loc == src)
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to_chat(usr, "<span class='warning'>You cannot reach the controls from inside!</span>")
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return
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interact(user, 0)
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// eject the contents of the disposal unit
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/obj/machinery/disposal/proc/eject()
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var/turf/T = get_turf(src)
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for(var/atom/movable/AM in src)
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AM.forceMove(T)
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AM.pipe_eject(0)
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update_icon()
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// update the icon & overlays to reflect mode & status
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/obj/machinery/disposal/update_icon()
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return
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/obj/machinery/disposal/proc/flush()
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flushing = TRUE
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flushAnimation()
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sleep(10)
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if(last_sound < world.time + 1)
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playsound(src, 'sound/machines/disposalflush.ogg', 50, 0, 0)
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last_sound = world.time
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sleep(5)
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if(QDELETED(src))
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return
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var/obj/structure/disposalholder/H = new()
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newHolderDestination(H)
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H.init(src)
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air_contents = new()
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H.start(src)
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flushing = FALSE
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flush = FALSE
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/obj/machinery/disposal/proc/newHolderDestination(obj/structure/disposalholder/H)
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for(var/obj/item/smallDelivery/O in src)
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H.tomail = 1
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return
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/obj/machinery/disposal/proc/flushAnimation()
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flick("[icon_state]-flush", src)
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// called when area power changes
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/obj/machinery/disposal/power_change()
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..() // do default setting/reset of stat NOPOWER bit
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update_icon() // update icon
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// called when holder is expelled from a disposal
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// should usually only occur if the pipe network is modified
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/obj/machinery/disposal/proc/expel(obj/structure/disposalholder/H)
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var/turf/T = get_turf(src)
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var/turf/target
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playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0)
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if(H) // Somehow, someone managed to flush a window which broke mid-transit and caused the disposal to go in an infinite loop trying to expel null, hopefully this fixes it
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for(var/atom/movable/AM in H)
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target = get_offset_target_turf(src.loc, rand(5)-rand(5), rand(5)-rand(5))
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AM.forceMove(T)
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AM.pipe_eject(0)
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AM.throw_at(target, 5, 1)
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H.vent_gas(loc)
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qdel(H)
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/obj/machinery/disposal/deconstruct(disassembled = TRUE)
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var/turf/T = loc
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if(!(flags & NODECONSTRUCT))
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if(stored)
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stored.forceMove(T)
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src.transfer_fingerprints_to(stored)
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stored.anchored = 0
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stored.density = 1
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stored.update_icon()
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for(var/atom/movable/AM in src) //out, out, darned crowbar!
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AM.forceMove(T)
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..()
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//How disposal handles getting a storage dump from a storage object
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/obj/machinery/disposal/storage_contents_dump_act(obj/item/weapon/storage/src_object, mob/user)
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for(var/obj/item/I in src_object)
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if(user.s_active != src_object)
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if(I.on_found(user))
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return
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src_object.remove_from_storage(I, src)
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return 1
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// Disposal bin
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// Holds items for disposal into pipe system
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// Draws air from turf, gradually charges internal reservoir
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// Once full (~1 atm), uses air resv to flush items into the pipes
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// Automatically recharges air (unless off), will flush when ready if pre-set
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// Can hold items and human size things, no other draggables
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/obj/machinery/disposal/bin
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name = "disposal unit"
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desc = "A pneumatic waste disposal unit."
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icon_state = "disposal"
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// attack by item places it in to disposal
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/obj/machinery/disposal/bin/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/storage/bag/trash))
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var/obj/item/weapon/storage/bag/trash/T = I
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to_chat(user, "<span class='warning'>You empty the bag.</span>")
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for(var/obj/item/O in T.contents)
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T.remove_from_storage(O,src)
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T.update_icon()
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update_icon()
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else
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return ..()
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// handle machine interaction
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/obj/machinery/disposal/bin/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
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datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
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if(stat & BROKEN)
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return
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if(user.loc == src)
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to_chat(user, "<span class='warning'>You cannot reach the controls from inside!</span>")
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return
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ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
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if(!ui)
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ui = new(user, src, ui_key, "disposal_unit", name, 300, 200, master_ui, state)
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ui.open()
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/obj/machinery/disposal/bin/ui_data(mob/user)
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var/list/data = list()
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data["flush"] = flush
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data["full_pressure"] = full_pressure
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data["pressure_charging"] = pressure_charging
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data["panel_open"] = panel_open
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var/per = Clamp(100* air_contents.return_pressure() / (SEND_PRESSURE), 0, 100)
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data["per"] = round(per, 1)
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data["isai"] = isAI(user)
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return data
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/obj/machinery/disposal/bin/ui_act(action, params)
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if(..())
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return
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switch(action)
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if("handle-0")
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flush = FALSE
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update_icon()
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. = TRUE
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if("handle-1")
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if(!panel_open)
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flush = TRUE
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update_icon()
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. = TRUE
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if("pump-0")
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if(pressure_charging)
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pressure_charging = FALSE
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update_icon()
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. = TRUE
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if("pump-1")
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if(!pressure_charging)
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pressure_charging = TRUE
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update_icon()
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. = TRUE
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if("eject")
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eject()
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. = TRUE
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/obj/machinery/disposal/bin/CanPass(atom/movable/mover, turf/target, height=0)
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if (istype(mover,/obj/item) && mover.throwing)
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var/obj/item/I = mover
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if(istype(I, /obj/item/projectile))
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return
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if(prob(75))
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I.forceMove(src)
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visible_message("<span class='notice'>[I] lands in [src].</span>")
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update_icon()
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else
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visible_message("<span class='notice'>[I] bounces off of [src]'s rim!</span>")
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return 0
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else
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return ..(mover, target, height)
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/obj/machinery/disposal/bin/flush()
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..()
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full_pressure = FALSE
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pressure_charging = TRUE
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update_icon()
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/obj/machinery/disposal/bin/update_icon()
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cut_overlays()
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if(stat & BROKEN)
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pressure_charging = FALSE
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flush = FALSE
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return
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//flush handle
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if(flush)
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add_overlay("dispover-handle")
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//only handle is shown if no power
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if(stat & NOPOWER || panel_open)
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return
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//check for items in disposal - occupied light
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if(contents.len > 0)
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add_overlay("dispover-full")
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//charging and ready light
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if(pressure_charging)
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add_overlay("dispover-charge")
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else if(full_pressure)
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add_overlay("dispover-ready")
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//timed process
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//charge the gas reservoir and perform flush if ready
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/obj/machinery/disposal/bin/process()
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if(stat & BROKEN) //nothing can happen if broken
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return
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flush_count++
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if(flush_count >= flush_every_ticks)
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if(contents.len)
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if(full_pressure)
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spawn(0)
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SSblackbox.inc("disposal_auto_flush",1)
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flush()
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flush_count = 0
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updateDialog()
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if(flush && air_contents.return_pressure() >= SEND_PRESSURE) // flush can happen even without power
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INVOKE_ASYNC(src, .proc/flush)
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if(stat & NOPOWER) // won't charge if no power
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return
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use_power(100) // base power usage
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if(!pressure_charging) // if off or ready, no need to charge
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return
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// otherwise charge
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use_power(500) // charging power usage
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var/atom/L = loc //recharging from loc turf
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var/datum/gas_mixture/env = L.return_air()
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var/pressure_delta = (SEND_PRESSURE*1.01) - air_contents.return_pressure()
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if(env.temperature > 0)
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var/transfer_moles = 0.1 * pressure_delta*air_contents.volume/(env.temperature * R_IDEAL_GAS_EQUATION)
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//Actually transfer the gas
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var/datum/gas_mixture/removed = env.remove(transfer_moles)
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air_contents.merge(removed)
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air_update_turf()
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//if full enough, switch to ready mode
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if(air_contents.return_pressure() >= SEND_PRESSURE)
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full_pressure = TRUE
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pressure_charging = FALSE
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update_icon()
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return
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/obj/machinery/disposal/bin/get_remote_view_fullscreens(mob/user)
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if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
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user.overlay_fullscreen("remote_view", /obj/screen/fullscreen/impaired, 2)
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//Delivery Chute
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/obj/machinery/disposal/deliveryChute
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name = "delivery chute"
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desc = "A chute for big and small packages alike!"
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density = 1
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icon_state = "intake"
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pressure_charging = FALSE // the chute doesn't need charging and always works
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/obj/machinery/disposal/deliveryChute/Initialize(mapload, obj/structure/disposalconstruct/make_from)
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. = ..()
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stored.ptype = DISP_END_CHUTE
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spawn(5)
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trunk = locate() in loc
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if(trunk)
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trunk.linked = src // link the pipe trunk to self
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/obj/machinery/disposal/deliveryChute/place_item_in_disposal(obj/item/I, mob/user)
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if(I.disposalEnterTry())
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..()
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flush()
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/obj/machinery/disposal/deliveryChute/Bumped(atom/movable/AM) //Go straight into the chute
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if(!AM.disposalEnterTry())
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return
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switch(dir)
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if(NORTH)
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if(AM.loc.y != loc.y+1) return
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if(EAST)
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if(AM.loc.x != loc.x+1) return
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if(SOUTH)
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if(AM.loc.y != loc.y-1) return
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if(WEST)
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if(AM.loc.x != loc.x-1) return
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if(isobj(AM))
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var/obj/O = AM
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O.loc = src
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else if(istype(AM, /mob))
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var/mob/M = AM
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if(prob(2)) // to prevent mobs being stuck in infinite loops
|
|
to_chat(M, "<span class='warning'>You hit the edge of the chute.</span>")
|
|
return
|
|
M.forceMove(src)
|
|
flush()
|
|
|
|
/atom/movable/proc/disposalEnterTry()
|
|
return 1
|
|
|
|
/obj/item/projectile/disposalEnterTry()
|
|
return
|
|
|
|
/obj/effect/disposalEnterTry()
|
|
return
|
|
|
|
/obj/mecha/disposalEnterTry()
|
|
return
|
|
|
|
/obj/machinery/disposal/deliveryChute/newHolderDestination(obj/structure/disposalholder/H)
|
|
H.destinationTag = 1
|