/obj/item/transfer_valve icon = 'icons/obj/devices/assemblies.dmi' name = "tank transfer valve" icon_state = "valve_1" base_icon_state = "valve" inhand_icon_state = "ttv" lefthand_file = 'icons/mob/inhands/weapons/bombs_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/bombs_righthand.dmi' worn_icon = 'icons/mob/clothing/back/backpack.dmi' worn_icon_state = "ttv" desc = "Regulates the transfer of air between two tanks." w_class = WEIGHT_CLASS_BULKY var/obj/item/tank/tank_one var/obj/item/tank/tank_two var/obj/item/assembly/attached_device var/mob/attacher = null var/valve_open = FALSE var/toggle = TRUE ///do we have cables attached to be able to be put on the back? var/wired = FALSE ///our overlay when wired = true var/mutable_appearance/cable_overlay /obj/item/transfer_valve/Initialize(mapload) . = ..() AddElement(/datum/element/cuffable_item) RegisterSignal(src, COMSIG_ITEM_FRIED, PROC_REF(on_fried)) register_context() register_item_context() /obj/item/transfer_valve/Destroy() attached_device = null return ..() /obj/item/transfer_valve/examine(mob/user) . = ..() if(tank_one) . += span_notice("A [tank_one] is attached to the primary port.") if(tank_two) . += span_notice("A [tank_two] is attached to the secondary port.") if(!tank_one || !tank_two) . += span_notice("You could attach a gas tank onto the open port.") if(attached_device) . += span_notice("A [attached_device] is attached to the fuse input.") if(wired) . += span_notice("It looks like some nutjob added makeshift backpack straps with [EXAMINE_HINT("wires")]...") . += span_notice("You could cut off the straps with [EXAMINE_HINT(TOOL_WIRECUTTER)].") /obj/item/transfer_valve/add_context(atom/source, list/context, obj/item/held_item, mob/user) . = ..() if(tank_one || tank_two) context[SCREENTIP_CONTEXT_ALT_LMB] = "Remove [tank_one || tank_two]" . = CONTEXTUAL_SCREENTIP_SET if(istype(held_item) && is_type_in_list(held_item, list(/obj/item/tank, /obj/item/assembly))) context[SCREENTIP_CONTEXT_LMB] = "Attach [held_item]" . = CONTEXTUAL_SCREENTIP_SET return . || NONE /obj/item/transfer_valve/add_item_context(obj/item/source, list/context, atom/target, mob/living/user) . = NONE if(istype(target, /obj/vehicle/ridden/wheelchair)) var/obj/vehicle/ridden/wheelchair/chair = target if(!chair.bell_attached) context[SCREENTIP_CONTEXT_LMB] = "Attach TTV to wheelchair." return CONTEXTUAL_SCREENTIP_SET /obj/item/transfer_valve/click_alt(mob/user) if(tank_one) split_gases() valve_open = FALSE tank_one.forceMove(drop_location()) else if(tank_two) split_gases() valve_open = FALSE tank_two.forceMove(drop_location()) return CLICK_ACTION_SUCCESS /obj/item/transfer_valve/IsAssemblyHolder() return TRUE /obj/item/transfer_valve/Exited(atom/movable/gone, direction) . = ..() if(gone == tank_one) tank_one = null update_appearance() else if(gone == tank_two) tank_two = null update_appearance() /obj/item/transfer_valve/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers) . = ..() if(istype(interacting_with, /obj/vehicle/ridden/wheelchair)) var/obj/vehicle/ridden/wheelchair/chair = interacting_with if (chair.bomb_attached) user.balloon_alert(user, "already has a TTV!") return ITEM_INTERACT_FAILURE user.balloon_alert(user, "attaching TTV...") if (!do_after(user, 0.5 SECONDS, chair)) return ITEM_INTERACT_FAILURE chair.attach_bomb(src) user.log_message("attached [src] to [chair]", LOG_GAME) return ITEM_INTERACT_SUCCESS else if(istype(interacting_with, /obj/item/tank)) if(try_attach_tank(interacting_with)) return ITEM_INTERACT_SUCCESS else return ITEM_INTERACT_FAILURE else if(isassembly(interacting_with)) if(try_attach_assembly(interacting_with)) return ITEM_INTERACT_SUCCESS else return ITEM_INTERACT_FAILURE return NONE /obj/item/transfer_valve/attackby(obj/item/item, mob/user, params) if(istype(item, /obj/item/tank)) try_attach_tank(item, user) //TODO: Have this take an assemblyholder else if(isassembly(item)) try_attach_assembly(item, user) else if(istype(item, /obj/item/stack/cable_coil) && !wired) var/obj/item/stack/cable_coil/coil = item if (coil.get_amount() < 15) to_chat(user, span_warning("You need fifteen lengths of coil for this!")) return coil.use(15) to_chat(user, span_notice("You add some cables, not being really sure why. Looks like backpack straps.")) wired = TRUE slot_flags |= ITEM_SLOT_BACK update_appearance() else if(item.tool_behaviour == TOOL_WIRECUTTER && wired) item.play_tool_sound(src) to_chat(user, span_notice("You remove the cables.")) wired = FALSE slot_flags &= ~ITEM_SLOT_BACK Move(drop_location()) new /obj/item/stack/cable_coil(drop_location(), 15) update_appearance() return /obj/item/transfer_valve/proc/try_attach_tank(obj/item/tank/new_tank, mob/user) if(!tank_one) if(!user.transferItemToLoc(new_tank, src)) return FALSE tank_one = new_tank to_chat(user, span_notice("You attach the [new_tank] to the transfer valve's primary port.")) else if(!tank_two) if(!user.transferItemToLoc(new_tank, src)) return FALSE tank_two = new_tank to_chat(user, span_notice("You attach the [new_tank] to the transfer valve's secondary port.")) else to_chat(user, span_warning("There are already two tanks attached, remove one first!")) return FALSE update_appearance() return TRUE /obj/item/transfer_valve/proc/try_attach_assembly(obj/item/assembly/A, mob/user) if(A.secured) to_chat(user, span_notice("The [A] is secured; unsecure it first.")) return FALSE if(attached_device) to_chat(user, span_warning("There is already a device attached to the valve, remove it first!")) return FALSE if(!user.transferItemToLoc(A, src)) return FALSE attached_device = A to_chat(user, span_notice("You attach the [A] to the valve controls and secure it.")) A.holder = src A.on_attach() A.toggle_secure() //this calls update_icon(), which calls update_icon() on the holder (i.e. the bomb). log_bomber(user, "attached a [A.name] to a ttv -", src, null, FALSE) attacher = user return TRUE //These keep attached devices synced up, for example a TTV with a mouse trap being found in a bag so it's triggered, or moving the TTV with an infrared beam sensor to update the beam's direction. /obj/item/transfer_valve/Move() . = ..() if(attached_device) attached_device.holder_movement() /obj/item/transfer_valve/dropped() . = ..() if(attached_device) attached_device.dropped() /obj/item/transfer_valve/on_found(mob/finder) if(attached_device) attached_device.on_found(finder) //Triggers mousetraps /obj/item/transfer_valve/attack_hand(mob/user, list/modifiers) . = ..() if(.) return if(attached_device) attached_device.attack_hand() /obj/item/transfer_valve/proc/process_activation(obj/item/D) if(toggle) toggle = FALSE toggle_valve() addtimer(CALLBACK(src, PROC_REF(toggle_off)), 5) //To stop a signal being spammed from a proxy sensor constantly going off or whatever /obj/item/transfer_valve/proc/toggle_off() toggle = TRUE /obj/item/transfer_valve/update_icon_state() icon_state = "[base_icon_state][(!tank_one && !tank_two && !attached_device) ? "_1" : null]" return ..() /obj/item/transfer_valve/update_overlays() . = ..() if(tank_one) . += "[tank_one.icon_state]" if(!tank_two) underlays = null else var/mutable_appearance/J = mutable_appearance(icon, icon_state = "[tank_two.icon_state]") var/matrix/T = matrix() T.Translate(-13, 0) J.transform = T underlays = list(J) if(wired) cable_overlay = mutable_appearance(icon, icon_state = "valve_cables", layer = layer + 0.05, appearance_flags = KEEP_TOGETHER) add_overlay(cable_overlay) else if(cable_overlay) cut_overlay(cable_overlay, TRUE) cable_overlay = null worn_icon_state = "[initial(worn_icon_state)][tank_two ? "l" : ""][tank_one ? "r" : ""]" if(ishuman(loc)) //worn var/mob/living/carbon/human/human = loc human.update_worn_back() if(!attached_device) return . += "device" if(!istype(attached_device, /obj/item/assembly/infra)) return var/obj/item/assembly/infra/sensor = attached_device if(sensor.on && sensor.visible) . += "proxy_beam" /// Merge both gases into a single tank. Combine the volume by default. If target tank isn't specified default to tank_two /obj/item/transfer_valve/proc/merge_gases(obj/item/tank/target, change_volume = TRUE) if(!target) target = tank_two if(!istype(target) || (target != tank_one && target != tank_two)) return FALSE for(var/obj/effect/forcefield/cosmic_field/potential_field as anything in GLOB.active_cosmic_fields) if(get_dist(potential_field, src) < 3) new /obj/effect/temp_visual/revenant(get_turf(src)) return FALSE // Throw both tanks into processing queue var/datum/gas_mixture/target_mix = target.return_air() var/datum/gas_mixture/other_mix other_mix = (target == tank_one ? tank_two : tank_one).return_air() if(change_volume) target_mix.volume += other_mix.volume target_mix.merge(other_mix.remove_ratio(1)) return TRUE /obj/item/transfer_valve/proc/split_gases() if (!valve_open || !tank_one || !tank_two) return var/datum/gas_mixture/mix_one = tank_one.return_air() var/datum/gas_mixture/mix_two = tank_two.return_air() var/volume_ratio = mix_one.volume/mix_two.volume var/datum/gas_mixture/temp temp = mix_two.remove_ratio(volume_ratio) mix_one.merge(temp) mix_two.volume -= mix_one.volume /* Exadv1: I know this isn't how it's going to work, but this was just to check it explodes properly when it gets a signal (and it does). */ /obj/item/transfer_valve/proc/toggle_valve(obj/item/tank/target, change_volume = TRUE) playsound(src, 'sound/effects/valve_opening.ogg', 50) if(!valve_open && tank_one && tank_two) var/turf/bombturf = get_turf(src) var/attachment var/attachment_signal_log if(attached_device) if(issignaler(attached_device)) var/obj/item/assembly/signaler/attached_signaller = attached_device attachment = "[attached_signaller]" attachment_signal_log = attached_signaller.last_receive_signal_log ? "The following log entry is the last one associated with the attached signaller
[attached_signaller.last_receive_signal_log]" : "There is no signal log entry." else attachment = attached_device var/admin_attachment_message var/attachment_message if(attachment) admin_attachment_message = "The bomb had [attachment], which was attached by [attacher ? ADMIN_LOOKUPFLW(attacher) : "Unknown"]" attachment_message = " with [attachment] attached by [attacher ? key_name_admin(attacher) : "Unknown"]" var/mob/bomber = get_mob_by_key(fingerprintslast) var/admin_bomber_message var/bomber_message if(bomber) admin_bomber_message = "The bomb's most recent set of fingerprints indicate it was last touched by [ADMIN_LOOKUPFLW(bomber)]" bomber_message = " - Last touched by: [key_name_admin(bomber)]" bomber.log_message("opened bomb valve", LOG_GAME, log_globally = FALSE) if(istype(attachment, /obj/item/assembly/voice)) var/obj/item/assembly/voice/spoken_trigger = attachment attachment_message += " with the following activation message: \"[spoken_trigger.recorded]\"" admin_attachment_message += " with the following activation message: \"[spoken_trigger.recorded]\"" var/admin_bomb_message = "Bomb valve opened in [ADMIN_VERBOSEJMP(bombturf)]
[admin_attachment_message]
[admin_bomber_message]
[attachment_signal_log]" GLOB.bombers += admin_bomb_message message_admins(admin_bomb_message) log_game("Bomb valve opened in [AREACOORD(bombturf)][attachment_message][bomber_message]") valve_open = merge_gases(target, change_volume) if(!valve_open) stack_trace("TTV gas merging failed.") for(var/i in 1 to 6) addtimer(CALLBACK(src, TYPE_PROC_REF(/atom/, update_appearance)), 20 + (i - 1) * 10) else if(valve_open && tank_one && tank_two) split_gases() valve_open = FALSE update_appearance() /* This doesn't do anything but the timer etc. expects it to be here eventually maybe have it update icon to show state (timer, prox etc.) like old bombs */ /obj/item/transfer_valve/proc/c_state() return ///Signal when deep fried, so it can have an explosive reaction! /obj/item/transfer_valve/proc/on_fried(datum/source, fry_time) SIGNAL_HANDLER log_bomber(null, "TTV valve opened via deepfrying", src, "last fingerprints = [fingerprintslast]") toggle_valve() /obj/item/transfer_valve/ui_state(mob/user) return GLOB.hands_state /obj/item/transfer_valve/ui_interact(mob/user, datum/tgui/ui) ui = SStgui.try_update_ui(user, src, ui) if(!ui) ui = new(user, src, "TransferValve", name) ui.open() /obj/item/transfer_valve/ui_data(mob/user) var/list/data = list() data["tank_one"] = tank_one ? tank_one.name : null data["tank_two"] = tank_two ? tank_two.name : null data["attached_device"] = attached_device ? attached_device.name : null data["valve"] = valve_open return data /obj/item/transfer_valve/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state) . = ..() if(.) return switch(action) if("tankone") if(tank_one) split_gases() valve_open = FALSE tank_one.forceMove(drop_location()) . = TRUE if("tanktwo") if(tank_two) split_gases() valve_open = FALSE tank_two.forceMove(drop_location()) . = TRUE if("toggle") toggle_valve() . = TRUE if("device") if(attached_device) attached_device.attack_self(usr) . = TRUE if("remove_device") if(attached_device) attached_device.on_detach() attached_device = null . = TRUE update_appearance() /** * Returns if this is ready to be detonated. Checks if both tanks are in place. */ /obj/item/transfer_valve/proc/ready() return tank_one && tank_two /obj/item/transfer_valve/fake/Initialize(mapload) . = ..() tank_one = new /obj/item/tank/internals/plasma (src) tank_two = new /obj/item/tank/internals/oxygen (src) update_appearance()