/obj/item/transfer_valve icon = 'icons/obj/assemblies.dmi' name = "tank transfer valve" icon_state = "valve_1" inhand_icon_state = "ttv" lefthand_file = 'icons/mob/inhands/weapons/bombs_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/bombs_righthand.dmi' 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 /obj/item/transfer_valve/IsAssemblyHolder() return TRUE /obj/item/transfer_valve/attackby(obj/item/item, mob/user, params) if(istype(item, /obj/item/tank)) if(tank_one && tank_two) to_chat(user, "There are already two tanks attached, remove one first!") return if(!tank_one) if(!user.transferItemToLoc(item, src)) return tank_one = item to_chat(user, "You attach the tank to the transfer valve.") else if(!tank_two) if(!user.transferItemToLoc(item, src)) return tank_two = item to_chat(user, "You attach the tank to the transfer valve.") update_icon() //TODO: Have this take an assemblyholder else if(isassembly(item)) var/obj/item/assembly/A = item if(A.secured) to_chat(user, "The device is secured.") return if(attached_device) to_chat(user, "There is already a device attached to the valve, remove it first!") return if(!user.transferItemToLoc(item, src)) return attached_device = A to_chat(user, "You attach the [item] to the valve controls and secure it.") A.holder = src A.toggle_secure() //this calls update_icon(), which calls update_icon() on the holder (i.e. the bomb). log_bomber(user, "attached a [item.name] to a ttv -", src, null, FALSE) attacher = user return //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) /obj/item/transfer_valve/Crossed(atom/movable/AM as mob|obj) . = ..() if(attached_device) attached_device.Crossed(AM) //Triggers mousetraps /obj/item/transfer_valve/attack_hand() . = ..() 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/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() cut_overlays() if(!tank_one && !tank_two && !attached_device) icon_state = "valve_1" return icon_state = "valve" if(tank_one) add_overlay("[tank_one.icon_state]") if(tank_two) 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) else underlays = null if(attached_device) add_overlay("device") if(istype(attached_device, /obj/item/assembly/infra)) var/obj/item/assembly/infra/sensor = attached_device if(sensor.on && sensor.visible) add_overlay("proxy_beam") /obj/item/transfer_valve/proc/merge_gases(datum/gas_mixture/target, change_volume = TRUE) var/target_self = FALSE if(!target || (target == tank_one.air_contents)) target = tank_two.air_contents if(target == tank_two.air_contents) target_self = TRUE if(change_volume) if(!target_self) target.volume += tank_two.volume target.volume += tank_one.air_contents.volume var/datum/gas_mixture/temp temp = tank_one.air_contents.remove_ratio(1) target.merge(temp) if(!target_self) temp = tank_two.air_contents.remove_ratio(1) target.merge(temp) /obj/item/transfer_valve/proc/split_gases() if (!valve_open || !tank_one || !tank_two) return var/ratio1 = tank_one.air_contents.volume/tank_two.air_contents.volume var/datum/gas_mixture/temp temp = tank_two.air_contents.remove_ratio(ratio1) tank_one.air_contents.merge(temp) tank_two.air_contents.volume -= tank_one.air_contents.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() if(!valve_open && tank_one && tank_two) valve_open = TRUE var/turf/bombturf = get_turf(src) var/attachment if(attached_device) if(istype(attached_device, /obj/item/assembly/signaler)) attachment = "[attached_device]" else attachment = attached_device var/admin_attachment_message var/attachment_message if(attachment) admin_attachment_message = " with [attachment] 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 = " - Last touched by: [ADMIN_LOOKUPFLW(bomber)]" bomber_message = " - Last touched by: [key_name_admin(bomber)]" var/admin_bomb_message = "Bomb valve opened in [ADMIN_VERBOSEJMP(bombturf)][admin_attachment_message][admin_bomber_message]" GLOB.bombers += admin_bomb_message message_admins(admin_bomb_message) log_game("Bomb valve opened in [AREACOORD(bombturf)][attachment_message][bomber_message]") merge_gases() for(var/i in 1 to 6) addtimer(CALLBACK(src, /atom/.proc/update_icon), 20 + (i - 1) * 10) else if(valve_open && tank_one && tank_two) split_gases() valve_open = FALSE update_icon() /* 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 /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 data["tank_two"] = tank_two data["attached_device"] = attached_device data["valve"] = valve_open return data /obj/item/transfer_valve/ui_act(action, params) if(..()) return switch(action) if("tankone") if(tank_one) split_gases() valve_open = FALSE tank_one.forceMove(drop_location()) tank_one = null . = TRUE if("tanktwo") if(tank_two) split_gases() valve_open = FALSE tank_two.forceMove(drop_location()) tank_two = null . = 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_icon() /** * 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