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- // attach a wire to a power machine - leads from the turf you are standing on
- /obj/machinery/power/attackby(obj/item/weapon/W, mob/user)
- if(istype(W, /obj/item/weapon/cable_coil))
- var/obj/item/weapon/cable_coil/coil = W
- var/turf/T = user.loc
- if(T.intact || !istype(T, /turf/simulated/floor))
- return
- if(get_dist(src, user) > 1)
- return
- if(!directwired) // only for attaching to directwired machines
- return
- var/dirn = get_dir(user, src)
- for(var/obj/structure/cable/LC in T)
- if( (LC.d1 == dirn && LC.d2 == 0 ) || ( LC.d2 == dirn && LC.d1 == 0) )
- user << "There's already a cable at that position."
- return
- var/obj/structure/cable/NC = new(T)
- NC.cableColor(coil.color)
- NC.d1 = 0
- NC.d2 = dirn
- NC.add_fingerprint()
- NC.updateicon()
- NC.mergeConnectedNetworks(NC.d2)
- NC.mergeConnectedNetworksOnTurf()
- if(netnum == 0 && NC.netnum == 0)
- var/datum/powernet/PN = new()
- PN.number = powernets.len + 1
- powernets += PN
- NC.netnum = PN.number
- netnum = PN.number
- PN.cables += NC
- PN.nodes += src
- powernet = PN
- else if(netnum == 0)
- netnum = NC.netnum
- var/datum/powernet/PN = powernets[netnum]
- powernet = PN
- PN.nodes += src
- NC.mergeConnectedNetworksOnTurf()
- coil.use(1)
- if (NC.shock(user, 50))
- if (prob(50)) //fail
- new/obj/item/weapon/cable_coil(NC.loc, 1, NC.color)
- del(NC)
- return
- else
- ..()
- return
- // the power cable object
- /obj/structure/cable/New()
- ..()
- // ensure d1 & d2 reflect the icon_state for entering and exiting cable
- var/dash = findtext(icon_state, "-")
- d1 = text2num( copytext( icon_state, 1, dash ) )
- d2 = text2num( copytext( icon_state, dash+1 ) )
- var/turf/T = src.loc // hide if turf is not intact
- if(level==1) hide(T.intact)
- /obj/structure/cable/Del() // called when a cable is deleted
- if(!defer_powernet_rebuild) // set if network will be rebuilt manually
- if(netnum && powernets && powernets.len >= netnum) // make sure cable & powernet data is valid
- var/datum/powernet/PN = powernets[netnum]
- PN.cut_cable(src) // updated the powernets
- else
- if(Debug) diary << "Defered cable deletion at [x],[y]: #[netnum]"
- ..() // then go ahead and delete the cable
- /obj/structure/cable/hide(var/i)
- if(level == 1 && istype(loc, /turf))
- invisibility = i ? 101 : 0
- updateicon()
- /obj/structure/cable/proc/updateicon()
- if(invisibility)
- icon_state = "[d1]-[d2]-f"
- else
- icon_state = "[d1]-[d2]"
- // returns the powernet this cable belongs to
- /obj/structure/cable/proc/get_powernet()
- var/datum/powernet/PN // find the powernet
- if(netnum && powernets && powernets.len >= netnum)
- PN = powernets[netnum]
- return PN
- /obj/structure/cable/attack_hand(mob/user)
- if(ishuman(user))
- if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
- call(/obj/item/clothing/gloves/space_ninja/proc/drain)("WIRE",src,user:wear_suit)
- return
- /obj/structure/cable/attackby(obj/item/W, mob/user)
- var/turf/T = src.loc
- if(T.intact)
- return
- if(istype(W, /obj/item/weapon/wirecutters))
- if(power_switch)
- user << "\red This piece of cable is tied to a power switch. Flip the switch to remove it."
- return
- if (shock(user, 50))
- return
- if(src.d1) // 0-X cables are 1 unit, X-X cables are 2 units long
- new/obj/item/weapon/cable_coil(T, 2, color)
- else
- new/obj/item/weapon/cable_coil(T, 1, color)
- for(var/mob/O in viewers(src, null))
- O.show_message("\red [user] cuts the cable.", 1)
- if(defer_powernet_rebuild)
- if(netnum && powernets && powernets.len >= netnum)
- var/datum/powernet/PN = powernets[netnum]
- PN.cut_cable(src)
- del(src)
- return // not needed, but for clarity
- else if(istype(W, /obj/item/weapon/cable_coil))
- var/obj/item/weapon/cable_coil/coil = W
- coil.cable_join(src, user)
- else if(istype(W, /obj/item/device/multitool))
- var/datum/powernet/PN = get_powernet() // find the powernet
- if(PN && (PN.avail > 0)) // is it powered?
- user << "\red [PN.avail]W in power network."
- else
- user << "\red The cable is not powered."
- shock(user, 5, 0.2)
- else
- if (W.flags & CONDUCT)
- shock(user, 50, 0.7)
- src.add_fingerprint(user)
- // shock the user with probability prb
- /obj/structure/cable/proc/shock(mob/user, prb, var/siemens_coeff = 1.0)
- if(!prob(prb))
- return 0
- if (electrocute_mob(user, powernets[src.netnum], src, siemens_coeff))
- var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
- s.set_up(5, 1, src)
- s.start()
- return 1
- else
- return 0
- /obj/structure/cable/ex_act(severity)
- switch(severity)
- if(1.0)
- del(src)
- if(2.0)
- if (prob(50))
- new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1, color)
- del(src)
- if(3.0)
- if (prob(25))
- new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1, color)
- del(src)
- return
- /obj/structure/cable/emp_act(severity)
- var/datum/powernet/PN = get_powernet()
- var/location = get_turf(src)
- switch(severity)
- if(1.0)
- PN.load += rand(5000,10000)
- del(src)
- var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
- s.set_up(rand(3,7),1,src)
- s.start()
- for(var/mob/M in viewers(10,location))
- M << "A wires melt with sparks!"
- if(2.0)
- PN.avail += rand(3500,7000)
- return
- // the cable coil object, used for laying cable
- /obj/item/weapon/cable_coil/New(loc, length = MAXCOIL, var/param_color = null)
- ..()
- src.amount = length
- if (param_color)
- color = param_color
- pixel_x = rand(-2,2)
- pixel_y = rand(-2,2)
- updateicon()
- /obj/item/weapon/cable_coil/cut/New(loc)
- ..()
- src.amount = rand(1,2)
- pixel_x = rand(-2,2)
- pixel_y = rand(-2,2)
- updateicon()
- /obj/item/weapon/cable_coil/proc/updateicon()
- if (!color)
- color = pick("red", "yellow", "blue", "green")
- if(amount == 1)
- icon_state = "coil_[color]1"
- name = "cable piece"
- else if(amount == 2)
- icon_state = "coil_[color]2"
- name = "cable piece"
- else
- icon_state = "coil_[color]"
- name = "cable coil"
- /obj/item/weapon/cable_coil/examine()
- set src in view(1)
- if(amount == 1)
- usr << "A short piece of power cable."
- else if(amount == 2)
- usr << "A piece of power cable."
- else
- usr << "A coil of power cable. There are [amount] lengths of cable in the coil."
- /obj/item/weapon/cable_coil/attackby(obj/item/weapon/W, mob/user)
- ..()
- if( istype(W, /obj/item/weapon/wirecutters) && src.amount > 1)
- src.amount--
- new/obj/item/weapon/cable_coil(user.loc, 1,color)
- user << "You cut a piece off the cable coil."
- src.updateicon()
- return
- else if( istype(W, /obj/item/weapon/cable_coil) )
- var/obj/item/weapon/cable_coil/C = W
- if(C.amount == MAXCOIL)
- user << "The coil is too long, you cannot add any more cable to it."
- return
- if( (C.amount + src.amount <= MAXCOIL) )
- C.amount += src.amount
- user << "You join the cable coils together."
- C.updateicon()
- del(src)
- return
- else
- user << "You transfer [MAXCOIL - src.amount ] length\s of cable from one coil to the other."
- src.amount -= (MAXCOIL-C.amount)
- src.updateicon()
- C.amount = MAXCOIL
- C.updateicon()
- return
- /obj/item/weapon/cable_coil/proc/use(var/used)
- if(src.amount < used)
- return 0
- else if (src.amount == used)
- del(src)
- else
- amount -= used
- updateicon()
- return 1
- // called when cable_coil is clicked on a turf/simulated/floor
- /obj/item/weapon/cable_coil/proc/turf_place(turf/simulated/floor/F, mob/user)
- if(!isturf(user.loc))
- return
- if(get_dist(F,user) > 1)
- user << "You can't lay cable at a place that far away."
- return
- if(F.intact) // if floor is intact, complain
- user << "You can't lay cable there unless the floor tiles are removed."
- return
- else
- var/dirn
- if(user.loc == F)
- dirn = user.dir // if laying on the tile we're on, lay in the direction we're facing
- else
- dirn = get_dir(F, user)
- for(var/obj/structure/cable/LC in F)
- if((LC.d1 == dirn && LC.d2 == 0 ) || ( LC.d2 == dirn && LC.d1 == 0))
- user << "There's already a cable at that position."
- return
- var/obj/structure/cable/C = new(F)
- C.cableColor(color)
- C.d1 = 0
- C.d2 = dirn
- C.add_fingerprint(user)
- C.updateicon()
- var/datum/powernet/PN = new()
- PN.number = powernets.len + 1
- powernets += PN
- C.netnum = PN.number
- PN.cables += C
- C.mergeConnectedNetworks(C.d2)
- C.mergeConnectedNetworksOnTurf()
- use(1)
- if (C.shock(user, 50))
- if (prob(50)) //fail
- new/obj/item/weapon/cable_coil(C.loc, 1, C.color)
- del(C)
- //src.laying = 1
- //last = C
- // called when cable_coil is click on an installed obj/cable
- /obj/item/weapon/cable_coil/proc/cable_join(obj/structure/cable/C, mob/user)
- var/turf/U = user.loc
- if(!isturf(U))
- return
- var/turf/T = C.loc
- if(!isturf(T) || T.intact) // sanity checks, also stop use interacting with T-scanner revealed cable
- return
- if(get_dist(C, user) > 1) // make sure it's close enough
- user << "You can't lay cable at a place that far away."
- return
- if(U == T) // do nothing if we clicked a cable we're standing on
- return // may change later if can think of something logical to do
- var/dirn = get_dir(C, user)
- if(C.d1 == dirn || C.d2 == dirn) // one end of the clicked cable is pointing towards us
- if(U.intact) // can't place a cable if the floor is complete
- user << "You can't lay cable there unless the floor tiles are removed."
- return
- else
- // cable is pointing at us, we're standing on an open tile
- // so create a stub pointing at the clicked cable on our tile
- var/fdirn = turn(dirn, 180) // the opposite direction
- for(var/obj/structure/cable/LC in U) // check to make sure there's not a cable there already
- if(LC.d1 == fdirn || LC.d2 == fdirn)
- user << "There's already a cable at that position."
- return
- var/obj/structure/cable/NC = new(U)
- NC.cableColor(color)
- NC.d1 = 0
- NC.d2 = fdirn
- NC.add_fingerprint()
- NC.updateicon()
- NC.netnum = C.netnum
- var/datum/powernet/PN = powernets[C.netnum]
- PN.cables += NC
- NC.mergeConnectedNetworks(NC.d2)
- NC.mergeConnectedNetworksOnTurf()
- use(1)
- if (NC.shock(user, 50))
- if (prob(50)) //fail
- new/obj/item/weapon/cable_coil(NC.loc, 1, NC.color)
- del(NC)
- return
- else if(C.d1 == 0) // exisiting cable doesn't point at our position, so see if it's a stub
- // if so, make it a full cable pointing from it's old direction to our dirn
- var/nd1 = C.d2 // these will be the new directions
- var/nd2 = dirn
- if(nd1 > nd2) // swap directions to match icons/states
- nd1 = dirn
- nd2 = C.d2
- for(var/obj/structure/cable/LC in T) // check to make sure there's no matching cable
- if(LC == C) // skip the cable we're interacting with
- continue
- if((LC.d1 == nd1 && LC.d2 == nd2) || (LC.d1 == nd2 && LC.d2 == nd1) ) // make sure no cable matches either direction
- user << "There's already a cable at that position."
- return
- C.cableColor(color)
- C.d1 = nd1
- C.d2 = nd2
- C.add_fingerprint()
- C.updateicon()
- C.mergeConnectedNetworks(C.d1)
- C.mergeConnectedNetworks(C.d2)
- C.mergeConnectedNetworksOnTurf()
- use(1)
- if (C.shock(user, 50))
- if (prob(50)) //fail
- new/obj/item/weapon/cable_coil(C.loc, 2, C.color)
- del(C)
- return
- /obj/structure/cable/proc/mergeConnectedNetworks(var/direction)
- var/turf/TB
- if((d1 == direction || d2 == direction) != 1)
- return
- TB = get_step(src, direction)
- for(var/obj/structure/cable/TC in TB)
- if(!TC)
- continue
- if(src == TC)
- continue
- var/fdir = (!direction)? 0 : turn(direction, 180)
- if(TC.d1 == fdir || TC.d2 == fdir)
- if(!netnum)
- var/datum/powernet/PN = powernets[TC.netnum]
- netnum = TC.netnum
- PN = powernets[netnum]
- PN.cables += src
- continue
- if(TC.netnum != netnum)
- var/datum/powernet/PN = powernets[netnum]
- var/datum/powernet/TPN = powernets[TC.netnum]
- PN.merge_powernets(TPN)
- /obj/structure/cable/proc/mergeConnectedNetworksOnTurf()
- for(var/obj/structure/cable/C in loc)
- if(!C)
- continue
- if(C == src)
- continue
- if(netnum == 0)
- var/datum/powernet/PN = powernets[C.netnum]
- netnum = C.netnum
- PN.cables += src
- continue
- var/datum/powernet/PN = powernets[netnum]
- var/datum/powernet/TPN = powernets[C.netnum]
- PN.merge_powernets(TPN)
- for(var/obj/machinery/power/M in loc)
- if(!M)
- continue
- if(!M.netnum)
- var/datum/powernet/PN = powernets[netnum]
- PN.nodes += M
- M.netnum = netnum
- M.powernet = powernets[M.netnum]
- if(M.netnum < 0)
- continue
- var/datum/powernet/PN = powernets[netnum]
- var/datum/powernet/TPN = powernets[M.netnum]
- PN.merge_powernets(TPN)
- for(var/obj/machinery/power/apc/N in loc)
- if(!N) continue
- var/obj/machinery/power/M
- M = N.terminal
- if(!M) continue
- if(!M.netnum)
- if(!netnum)continue
- var/datum/powernet/PN = powernets[netnum]
- PN.nodes += M
- M.netnum = netnum
- M.powernet = powernets[M.netnum]
- continue
- var/datum/powernet/PN = powernets[netnum]
- var/datum/powernet/TPN = powernets[M.netnum]
- PN.merge_powernets(TPN)
- obj/structure/cable/proc/cableColor(var/colorC)
- var/color_n = "red"
- if(colorC)
- color_n = colorC
- color = color_n
- switch(colorC)
- if("red")
- icon = 'power_cond_red.dmi'
- if("yellow")
- icon = 'power_cond_yellow.dmi'
- if("green")
- icon = 'power_cond_green.dmi'
- if("blue")
- icon = 'power_cond_blue.dmi'
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