Files
Aurora.3/code/ATMOSPHERICS/components/valve.dm
Lohikar f6dc33a465 Newmap - SMC, Openturf, Arrivals Controller, and Mine Turf Improvements (#1958)
* 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
2017-05-02 14:40:40 -04:00

329 lines
8.1 KiB
Plaintext

/obj/machinery/atmospherics/valve
icon = 'icons/atmos/valve.dmi'
icon_state = "map_valve0"
name = "manual valve"
desc = "A pipe valve"
level = 1
dir = SOUTH
initialize_directions = SOUTH|NORTH
var/open = 0
var/openDuringInit = 0
var/datum/pipe_network/network_node1
var/datum/pipe_network/network_node2
/obj/machinery/atmospherics/valve/open
open = 1
icon_state = "map_valve1"
/obj/machinery/atmospherics/valve/update_icon(animation)
if(animation)
flick("valve[src.open][!src.open]",src)
else
icon_state = "valve[open]"
/obj/machinery/atmospherics/valve/update_underlays()
if(..())
underlays.Cut()
var/turf/T = get_turf(src)
if(!istype(T))
return
add_underlay(T, node1, get_dir(src, node1))
add_underlay(T, node2, get_dir(src, node2))
/obj/machinery/atmospherics/valve/hide(var/i)
update_underlays()
/obj/machinery/atmospherics/valve/New()
switch(dir)
if(NORTH || SOUTH)
initialize_directions = NORTH|SOUTH
if(EAST || WEST)
initialize_directions = EAST|WEST
..()
/obj/machinery/atmospherics/valve/network_expand(datum/pipe_network/new_network, obj/machinery/atmospherics/pipe/reference)
if(reference == node1)
network_node1 = new_network
if(open)
network_node2 = new_network
else if(reference == node2)
network_node2 = new_network
if(open)
network_node1 = new_network
if(new_network.normal_members.Find(src))
return 0
new_network.normal_members += src
if(open)
if(reference == node1)
if(node2)
return node2.network_expand(new_network, src)
else if(reference == node2)
if(node1)
return node1.network_expand(new_network, src)
return null
/obj/machinery/atmospherics/valve/Destroy()
loc = null
if(node1)
node1.disconnect(src)
qdel(network_node1)
if(node2)
node2.disconnect(src)
qdel(network_node2)
node1 = null
node2 = null
return ..()
/obj/machinery/atmospherics/valve/proc/open()
if(open) return 0
open = 1
update_icon()
if(network_node1&&network_node2)
network_node1.merge(network_node2)
network_node2 = network_node1
if(network_node1)
network_node1.update = 1
else if(network_node2)
network_node2.update = 1
return 1
/obj/machinery/atmospherics/valve/proc/close()
if(!open)
return 0
open = 0
update_icon()
if(network_node1)
qdel(network_node1)
if(network_node2)
qdel(network_node2)
build_network()
return 1
/obj/machinery/atmospherics/valve/proc/normalize_dir()
if(dir==3)
set_dir(1)
else if(dir==12)
set_dir(4)
/obj/machinery/atmospherics/valve/attack_ai(mob/user as mob)
return
/obj/machinery/atmospherics/valve/attack_hand(mob/user as mob)
src.add_fingerprint(usr)
update_icon(1)
sleep(10)
if (src.open)
src.close()
else
src.open()
/obj/machinery/atmospherics/valve/process()
..()
. = PROCESS_KILL
return
/obj/machinery/atmospherics/valve/initialize()
normalize_dir()
var/node1_dir
var/node2_dir
for(var/direction in cardinal)
if(direction&initialize_directions)
if (!node1_dir)
node1_dir = direction
else if (!node2_dir)
node2_dir = direction
for(var/obj/machinery/atmospherics/target in get_step(src,node1_dir))
if(target.initialize_directions & get_dir(target,src))
if (check_connect_types(target,src))
node1 = target
break
for(var/obj/machinery/atmospherics/target in get_step(src,node2_dir))
if(target.initialize_directions & get_dir(target,src))
if (check_connect_types(target,src))
node2 = target
break
build_network()
update_icon()
update_underlays()
if(openDuringInit)
close()
open()
openDuringInit = 0
/obj/machinery/atmospherics/valve/build_network()
if(!network_node1 && node1)
network_node1 = new /datum/pipe_network()
network_node1.normal_members += src
network_node1.build_network(node1, src)
if(!network_node2 && node2)
network_node2 = new /datum/pipe_network()
network_node2.normal_members += src
network_node2.build_network(node2, src)
/obj/machinery/atmospherics/valve/return_network(obj/machinery/atmospherics/reference)
build_network()
if(reference==node1)
return network_node1
if(reference==node2)
return network_node2
return null
/obj/machinery/atmospherics/valve/reassign_network(datum/pipe_network/old_network, datum/pipe_network/new_network)
if(network_node1 == old_network)
network_node1 = new_network
if(network_node2 == old_network)
network_node2 = new_network
return 1
/obj/machinery/atmospherics/valve/return_network_air(datum/network/reference)
return null
/obj/machinery/atmospherics/valve/disconnect(obj/machinery/atmospherics/reference)
if(reference==node1)
qdel(network_node1)
node1 = null
else if(reference==node2)
qdel(network_node2)
node2 = null
update_underlays()
return null
/obj/machinery/atmospherics/valve/digital // can be controlled by AI
name = "digital valve"
desc = "A digitally controlled valve."
icon = 'icons/atmos/digital_valve.dmi'
var/frequency = 0
var/id = null
var/datum/radio_frequency/radio_connection
/obj/machinery/atmospherics/valve/digital/attack_ai(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/atmospherics/valve/digital/attack_hand(mob/user as mob)
if(!powered())
return
if(!src.allowed(user))
user << "<span class='warning'>Access denied.</span>"
return
..()
log_and_message_admins("has [open ? "<font color='red'>OPENED</font>" : "closed"] [name].", user)
/obj/machinery/atmospherics/valve/digital/AltClick(var/mob/dead/observer/admin)
if (istype(admin))
if (admin.client && admin.client.holder && ((R_MOD|R_ADMIN) & admin.client.holder.rights))
if (open)
close()
else
if (alert(admin, "The valve is currently closed. Do you want to open it?", "Open the valve?", "Yes", "No") == "No")
return
open()
log_and_message_admins("has [open ? "opened" : "closed"] [name].", admin)
/obj/machinery/atmospherics/valve/digital/open
open = 1
icon_state = "map_valve1"
/obj/machinery/atmospherics/valve/digital/power_change()
var/old_stat = stat
..()
if(old_stat != stat)
update_icon()
/obj/machinery/atmospherics/valve/digital/update_icon()
..()
if(!powered())
icon_state = "valve[open]nopower"
/obj/machinery/atmospherics/valve/digital/proc/set_frequency(new_frequency)
SSradio.remove_object(src, frequency)
frequency = new_frequency
if(frequency)
radio_connection = SSradio.add_object(src, frequency, RADIO_ATMOSIA)
/obj/machinery/atmospherics/valve/digital/initialize()
..()
if(frequency)
set_frequency(frequency)
/obj/machinery/atmospherics/valve/digital/receive_signal(datum/signal/signal)
if(!signal.data["tag"] || (signal.data["tag"] != id))
return 0
switch(signal.data["command"])
if("valve_open")
if(!open)
open()
if("valve_close")
if(open)
close()
if("valve_toggle")
if(open)
close()
else
open()
/obj/machinery/atmospherics/valve/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob)
if (!istype(W, /obj/item/weapon/wrench))
return ..()
if (istype(src, /obj/machinery/atmospherics/valve/digital))
user << "<span class='warning'>You cannot unwrench \the [src], it's too complicated.</span>"
return 1
var/datum/gas_mixture/int_air = return_air()
var/datum/gas_mixture/env_air = loc.return_air()
if ((int_air.return_pressure()-env_air.return_pressure()) > 2*ONE_ATMOSPHERE)
user << "<span class='warning'>You cannot unwrench \the [src], it is too exerted due to internal pressure.</span>"
add_fingerprint(user)
return 1
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
user << "<span class='notice'>You begin to unfasten \the [src]...</span>"
if (do_after(user, 40, act_target = src))
user.visible_message( \
"<span class='notice'>\The [user] unfastens \the [src].</span>", \
"<span class='notice'>You have unfastened \the [src].</span>", \
"You hear a ratchet.")
new /obj/item/pipe(loc, make_from=src)
qdel(src)
/obj/machinery/atmospherics/valve/examine(mob/user)
..()
user << "It is [open ? "open" : "closed"]."