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Moved into their own folder and got split into three files. Damage zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head. Attacking: Armor is properly checked. Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer. Stungloves/Disarm now show up in the attack log. Stungloves ignore intent. Silicon: AI units can now move between cams that are not on the ss13 network. Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round. Robot vision now uses the standard amount of energy. Gamemodes: Added Deuryn's unrev message. Runes can only be examined if you are close to them. Moved the Loyalty implants to the HoS' locker at the request of HerpA. Nuke agents now come with explosive implants that will activate upon death. Projectiles: Once again went though the gun code and cleaned things up, it is much better now. Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff. Freeze /caplaser/xbow no longer have an infinite loop. Shotguns have to be pumped manually. Went though the latest runtime log. Power cells now use return on their give/use procs Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items. Laying down will now only take 3 ticks to get up, from 5. You can no longer punch people on the spawn screen. This is a big one and was cleared by two heads, TK will only allow you to pick up items. If you have an item in your hand it will act normal. This revision got much larger than originally intended my tests show everything is working fine, but you never know. Ill likely do more mob teaks in the next few days. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
275 lines
7.9 KiB
Plaintext
275 lines
7.9 KiB
Plaintext
/obj/item/device/transfer_valve
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icon = 'assemblies.dmi'
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name = "Tank transfer valve" // because that's what it is exadv1 and don't you dare change it
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icon_state = "valve_1"
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desc = "Regulates the transfer of air between two tanks"
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var/obj/item/weapon/tank/tank_one
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var/obj/item/weapon/tank/tank_two
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var/obj/item/device/attached_device
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var/mob/attacher = "Unknown"
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var/valve_open = 0
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var/toggle = 1
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proc
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Process_Activation(var/obj/item/device/D)
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IsAssemblyHolder()
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return 1
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attackby(obj/item/item, mob/user)
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if(istype(item, /obj/item/weapon/tank))
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if(tank_one && tank_two)
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user << "\red There are already two tanks attached, remove one first!"
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return
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if(!tank_one)
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tank_one = item
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user.drop_item()
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item.loc = src
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user << "\blue You attach the tank to the transfer valve"
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else if(!tank_two)
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tank_two = item
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user.drop_item()
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item.loc = src
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user << "\blue You attach the tank to the transfer valve!"
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update_icon()
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//TODO: Have this take an assemblyholder
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else if(isassembly(item))
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var/obj/item/device/assembly/A = item
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if(A.secured)
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user << "\red The device is secured!"
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return
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if(attached_device)
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user << "\red There is already an device attached to the valve, remove it first!"
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return
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user.remove_from_mob(item)
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attached_device = A
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A.loc = src
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user << "\blue You attach the [item] to the valve controls and secure it!"
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A.holder = src
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A.toggle_secure()
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bombers += "[key_name(user)] attached a [item] to a transfer valve."
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message_admins("[key_name_admin(user)] attached a [item] to a transfer valve.")
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log_game("[key_name_admin(user)] attached a [item] to a transfer valve.")
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attacher = key_name(user)
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return
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HasProximity(atom/movable/AM as mob|obj)
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if(!attached_device) return
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attached_device.HasProximity(AM)
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return
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attack_self(mob/user as mob)
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user.machine = src
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var/dat = {"<B> Valve properties: </B>
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<BR> <B> Attachment one:</B> [tank_one] [tank_one ? "<A href='?src=\ref[src];tankone=1'>Remove</A>" : ""]
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<BR> <B> Attachment two:</B> [tank_two] [tank_two ? "<A href='?src=\ref[src];tanktwo=1'>Remove</A>" : ""]
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<BR> <B> Valve attachment:</B> [attached_device ? "<A href='?src=\ref[src];device=1'>[attached_device]</A>" : "None"] [attached_device ? "<A href='?src=\ref[src];rem_device=1'>Remove</A>" : ""]
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<BR> <B> Valve status: </B> [ valve_open ? "<A href='?src=\ref[src];open=1'>Closed</A> <B>Open</B>" : "<B>Closed</B> <A href='?src=\ref[src];open=1'>Open</A>"]"}
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user << browse(dat, "window=trans_valve;size=600x300")
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onclose(user, "trans_valve")
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return
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Topic(href, href_list)
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..()
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if (usr.stat|| usr.restrained())
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return
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if (src.loc == usr)
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if(href_list["tankone"])
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split_gases()
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valve_open = 0
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tank_one.loc = get_turf(src)
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tank_one = null
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update_icon()
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if(href_list["tanktwo"])
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split_gases()
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valve_open = 0
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tank_two.loc = get_turf(src)
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tank_two = null
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update_icon()
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if(href_list["open"])
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toggle_valve()
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if(href_list["rem_device"])
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if(attached_device)
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attached_device.loc = get_turf(src)
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attached_device:holder = null
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attached_device = null
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update_icon()
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if(href_list["device"])
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attached_device.attack_self(usr)
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src.attack_self(usr)
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src.add_fingerprint(usr)
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return
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Process_Activation(var/obj/item/device/D)
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if(toggle)
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toggle = 0
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toggle_valve()
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spawn(50) // To stop a signal being spammed from a proxy sensor constantly going off or whatever
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toggle = 1
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process()
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update_icon()
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src.overlays = new/list()
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src.underlays = new/list()
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if(!tank_one && !tank_two && !attached_device)
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icon_state = "valve_1"
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return
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icon_state = "valve"
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var/tank_one_icon = ""
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var/tank_two_icon = ""
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if(tank_one)
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tank_one_icon = tank_one.icon_state
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if(tank_two)
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tank_two_icon = tank_two.icon_state
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if(tank_one)
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var/icon/I = new(src.icon, icon_state = "[tank_one_icon]")
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//var/obj/effect/overlay/tank_one_overlay = new
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//tank_one_overlay.icon = src.icon
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//tank_one_overlay.icon_state = tank_one_icon
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src.underlays += I
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if(tank_two)
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var/icon/J = new(src.icon, icon_state = "[tank_two_icon]")
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//I.Flip(EAST) this breaks the perspective!
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J.Shift(WEST, 13)
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//var/obj/underlay/tank_two_overlay = new
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//tank_two_overlay.icon = I
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src.underlays += J
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if(attached_device)
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var/icon/K = new(src.icon, icon_state = "device")
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//var/obj/effect/overlay/device_overlay = new
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//device_overlay.icon = src.icon
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//device_overlay.icon_state = device_icon
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src.overlays += K
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proc
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merge_gases()
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tank_two.air_contents.volume += tank_one.air_contents.volume
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var/datum/gas_mixture/temp
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temp = tank_one.air_contents.remove_ratio(1)
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tank_two.air_contents.merge(temp)
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split_gases()
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if (!valve_open || !tank_one || !tank_two)
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return
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var/ratio1 = tank_one.air_contents.volume/tank_two.air_contents.volume
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var/datum/gas_mixture/temp
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temp = tank_two.air_contents.remove_ratio(ratio1)
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tank_one.air_contents.merge(temp)
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tank_two.air_contents.volume -= tank_one.air_contents.volume
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/*
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Exadv1: I know this isn't how it's going to work, but this was just to check
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it explodes properly when it gets a signal (and it does).
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*/
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toggle_valve()
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if(valve_open==0 && (tank_one && tank_two))
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valve_open = 1
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var/turf/bombturf = get_turf(src)
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var/bombarea = bombturf.loc.name
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var/log_str = "Bomb valve opened in [bombarea] with device attacher: [attacher]. Last touched by: [src.fingerprintslast]"
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bombers += log_str
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message_admins(log_str)
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log_game(log_str)
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merge_gases()
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spawn(20) // In case one tank bursts
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for (var/i=0,i<5,i++)
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src.update_icon()
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sleep(10)
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src.update_icon()
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else if(valve_open==1 && (tank_one && tank_two))
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split_gases()
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valve_open = 0
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src.update_icon()
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// this doesn't do anything but the timer etc. expects it to be here
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// eventually maybe have it update icon to show state (timer, prox etc.) like old bombs
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c_state()
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return
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/obj/structure/falsewall/
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attack_hand(mob/user as mob)
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if(density)
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// Open wall
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icon_state = "fwall_open"
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flick("fwall_opening", src)
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sleep(15)
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src.density = 0
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src.sd_SetOpacity(0)
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var/turf/T = src.loc
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T.sd_LumReset()
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else
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icon_state = "wall"
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flick("fwall_closing", src)
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sleep(15)
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src.density = 1
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src.sd_SetOpacity(1)
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var/turf/T = src.loc
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//T.sd_LumUpdate()
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src.relativewall()
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T.sd_LumReset()
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/screwdriver))
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var/turf/T = get_turf(src)
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user.visible_message("[user] tightens some bolts on the wall.", "You tighten the bolts on the wall.")
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T.ReplaceWithWall()
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del(src)
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//
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/*
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var/turf/T = get_turf(user)
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user << "\blue Now adding plating..."
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sleep(40)
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if (get_turf(user) == T)
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user << "\blue You added the plating!"
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var/turf/Tsrc = get_turf(src)
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Tsrc.ReplaceWithWall()
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*/
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/obj/structure/falserwall/
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attack_hand(mob/user as mob)
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if(density)
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// Open wall
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icon_state = "frwall_open"
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flick("frwall_opening", src)
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sleep(15)
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src.density = 0
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src.sd_SetOpacity(0)
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var/turf/T = src.loc
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T.sd_LumReset()
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else
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icon_state = "r_wall"
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flick("frwall_closing", src)
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sleep(15)
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src.density = 1
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src.sd_SetOpacity(1)
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var/turf/T = src.loc
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//T.sd_LumUpdate()
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src.relativewall()
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T.sd_LumReset()
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/screwdriver))
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var/turf/T = get_turf(src)
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user.visible_message("[user] tightens some bolts on the r wall.", "You tighten the bolts on the r wall.")
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T.ReplaceWithWall() //Intentionally makes a regular wall instead of an r-wall (no cheap r-walls for you).
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del(src) |