mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-21 23:52:12 +00:00
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
329 lines
8.1 KiB
Plaintext
329 lines
8.1 KiB
Plaintext
/obj/machinery/atmospherics/valve
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icon = 'icons/atmos/valve.dmi'
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icon_state = "map_valve0"
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name = "manual valve"
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desc = "A pipe valve"
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level = 1
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dir = SOUTH
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initialize_directions = SOUTH|NORTH
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var/open = 0
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var/openDuringInit = 0
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var/datum/pipe_network/network_node1
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var/datum/pipe_network/network_node2
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/obj/machinery/atmospherics/valve/open
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open = 1
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icon_state = "map_valve1"
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/obj/machinery/atmospherics/valve/update_icon(animation)
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if(animation)
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flick("valve[src.open][!src.open]",src)
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else
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icon_state = "valve[open]"
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/obj/machinery/atmospherics/valve/update_underlays()
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if(..())
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underlays.Cut()
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var/turf/T = get_turf(src)
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if(!istype(T))
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return
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add_underlay(T, node1, get_dir(src, node1))
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add_underlay(T, node2, get_dir(src, node2))
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/obj/machinery/atmospherics/valve/hide(var/i)
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update_underlays()
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/obj/machinery/atmospherics/valve/New()
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switch(dir)
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if(NORTH || SOUTH)
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initialize_directions = NORTH|SOUTH
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if(EAST || WEST)
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initialize_directions = EAST|WEST
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..()
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/obj/machinery/atmospherics/valve/network_expand(datum/pipe_network/new_network, obj/machinery/atmospherics/pipe/reference)
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if(reference == node1)
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network_node1 = new_network
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if(open)
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network_node2 = new_network
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else if(reference == node2)
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network_node2 = new_network
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if(open)
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network_node1 = new_network
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if(new_network.normal_members.Find(src))
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return 0
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new_network.normal_members += src
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if(open)
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if(reference == node1)
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if(node2)
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return node2.network_expand(new_network, src)
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else if(reference == node2)
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if(node1)
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return node1.network_expand(new_network, src)
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return null
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/obj/machinery/atmospherics/valve/Destroy()
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loc = null
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if(node1)
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node1.disconnect(src)
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qdel(network_node1)
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if(node2)
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node2.disconnect(src)
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qdel(network_node2)
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node1 = null
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node2 = null
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return ..()
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/obj/machinery/atmospherics/valve/proc/open()
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if(open) return 0
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open = 1
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update_icon()
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if(network_node1&&network_node2)
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network_node1.merge(network_node2)
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network_node2 = network_node1
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if(network_node1)
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network_node1.update = 1
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else if(network_node2)
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network_node2.update = 1
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return 1
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/obj/machinery/atmospherics/valve/proc/close()
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if(!open)
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return 0
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open = 0
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update_icon()
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if(network_node1)
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qdel(network_node1)
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if(network_node2)
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qdel(network_node2)
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build_network()
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return 1
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/obj/machinery/atmospherics/valve/proc/normalize_dir()
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if(dir==3)
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set_dir(1)
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else if(dir==12)
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set_dir(4)
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/obj/machinery/atmospherics/valve/attack_ai(mob/user as mob)
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return
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/obj/machinery/atmospherics/valve/attack_hand(mob/user as mob)
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src.add_fingerprint(usr)
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update_icon(1)
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sleep(10)
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if (src.open)
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src.close()
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else
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src.open()
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/obj/machinery/atmospherics/valve/process()
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..()
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. = PROCESS_KILL
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return
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/obj/machinery/atmospherics/valve/initialize()
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normalize_dir()
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var/node1_dir
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var/node2_dir
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for(var/direction in cardinal)
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if(direction&initialize_directions)
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if (!node1_dir)
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node1_dir = direction
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else if (!node2_dir)
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node2_dir = direction
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for(var/obj/machinery/atmospherics/target in get_step(src,node1_dir))
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if(target.initialize_directions & get_dir(target,src))
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if (check_connect_types(target,src))
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node1 = target
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break
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for(var/obj/machinery/atmospherics/target in get_step(src,node2_dir))
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if(target.initialize_directions & get_dir(target,src))
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if (check_connect_types(target,src))
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node2 = target
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break
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build_network()
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update_icon()
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update_underlays()
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if(openDuringInit)
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close()
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open()
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openDuringInit = 0
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/obj/machinery/atmospherics/valve/build_network()
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if(!network_node1 && node1)
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network_node1 = new /datum/pipe_network()
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network_node1.normal_members += src
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network_node1.build_network(node1, src)
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if(!network_node2 && node2)
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network_node2 = new /datum/pipe_network()
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network_node2.normal_members += src
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network_node2.build_network(node2, src)
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/obj/machinery/atmospherics/valve/return_network(obj/machinery/atmospherics/reference)
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build_network()
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if(reference==node1)
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return network_node1
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if(reference==node2)
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return network_node2
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return null
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/obj/machinery/atmospherics/valve/reassign_network(datum/pipe_network/old_network, datum/pipe_network/new_network)
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if(network_node1 == old_network)
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network_node1 = new_network
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if(network_node2 == old_network)
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network_node2 = new_network
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return 1
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/obj/machinery/atmospherics/valve/return_network_air(datum/network/reference)
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return null
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/obj/machinery/atmospherics/valve/disconnect(obj/machinery/atmospherics/reference)
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if(reference==node1)
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qdel(network_node1)
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node1 = null
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else if(reference==node2)
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qdel(network_node2)
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node2 = null
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update_underlays()
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return null
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/obj/machinery/atmospherics/valve/digital // can be controlled by AI
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name = "digital valve"
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desc = "A digitally controlled valve."
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icon = 'icons/atmos/digital_valve.dmi'
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var/frequency = 0
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var/id = null
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var/datum/radio_frequency/radio_connection
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/obj/machinery/atmospherics/valve/digital/attack_ai(mob/user as mob)
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return src.attack_hand(user)
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/obj/machinery/atmospherics/valve/digital/attack_hand(mob/user as mob)
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if(!powered())
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return
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if(!src.allowed(user))
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user << "<span class='warning'>Access denied.</span>"
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return
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..()
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log_and_message_admins("has [open ? "<font color='red'>OPENED</font>" : "closed"] [name].", user)
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/obj/machinery/atmospherics/valve/digital/AltClick(var/mob/dead/observer/admin)
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if (istype(admin))
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if (admin.client && admin.client.holder && ((R_MOD|R_ADMIN) & admin.client.holder.rights))
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if (open)
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close()
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else
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if (alert(admin, "The valve is currently closed. Do you want to open it?", "Open the valve?", "Yes", "No") == "No")
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return
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open()
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log_and_message_admins("has [open ? "opened" : "closed"] [name].", admin)
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/obj/machinery/atmospherics/valve/digital/open
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open = 1
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icon_state = "map_valve1"
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/obj/machinery/atmospherics/valve/digital/power_change()
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var/old_stat = stat
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..()
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if(old_stat != stat)
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update_icon()
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/obj/machinery/atmospherics/valve/digital/update_icon()
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..()
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if(!powered())
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icon_state = "valve[open]nopower"
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/obj/machinery/atmospherics/valve/digital/proc/set_frequency(new_frequency)
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SSradio.remove_object(src, frequency)
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frequency = new_frequency
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if(frequency)
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radio_connection = SSradio.add_object(src, frequency, RADIO_ATMOSIA)
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/obj/machinery/atmospherics/valve/digital/initialize()
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..()
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if(frequency)
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set_frequency(frequency)
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/obj/machinery/atmospherics/valve/digital/receive_signal(datum/signal/signal)
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if(!signal.data["tag"] || (signal.data["tag"] != id))
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return 0
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switch(signal.data["command"])
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if("valve_open")
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if(!open)
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open()
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if("valve_close")
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if(open)
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close()
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if("valve_toggle")
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if(open)
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close()
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else
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open()
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/obj/machinery/atmospherics/valve/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob)
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if (!istype(W, /obj/item/weapon/wrench))
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return ..()
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if (istype(src, /obj/machinery/atmospherics/valve/digital))
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user << "<span class='warning'>You cannot unwrench \the [src], it's too complicated.</span>"
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return 1
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var/datum/gas_mixture/int_air = return_air()
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var/datum/gas_mixture/env_air = loc.return_air()
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if ((int_air.return_pressure()-env_air.return_pressure()) > 2*ONE_ATMOSPHERE)
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user << "<span class='warning'>You cannot unwrench \the [src], it is too exerted due to internal pressure.</span>"
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add_fingerprint(user)
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return 1
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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user << "<span class='notice'>You begin to unfasten \the [src]...</span>"
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if (do_after(user, 40, act_target = src))
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user.visible_message( \
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"<span class='notice'>\The [user] unfastens \the [src].</span>", \
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"<span class='notice'>You have unfastened \the [src].</span>", \
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"You hear a ratchet.")
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new /obj/item/pipe(loc, make_from=src)
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qdel(src)
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/obj/machinery/atmospherics/valve/examine(mob/user)
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..()
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user << "It is [open ? "open" : "closed"]."
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