Files
Bubberstation/code/game/objects/items/devices/transfer_valve.dm
SuperSayu 94cbfb30c3 Various assembly fixes. (#69772)
About The Pull Request

Fixes #69043 assemblies not providing a UI when part of a one-tank bomb. (This doesn't count voice analyzers, which don't have UI)
Fixes #68139 assemblies triggering themselves (and often turning themselves off).
Fixes timers ceasing to loop if the timer is set to less than the 3-second anti-spam threshold.
#69335, #68733 signalers occasionally runtiming due to qdel'd weak reference datums. Already addressed by another PR
Proximity sensors and mousetraps work on more wire datums, but proximity sensors are still buggy.
Igniter-sensor pairs can detonate fuel tanks properly, including plumbed fuel tanks. Fuel tank explosions scale with how much fuel is in them; this is slightly nerfed from existing values.

The fuel tank detonation code has been made generic, but other reagent dispensers have rigging turned off. If turned on with a varedit, you can rig and detonate water and other reagent tanks. Reagent tanks can theoretically both explode and spread reagents if it should happen to contain both welding fuel and other stuff. I have not actually tested this part of it, but I have detonated both water tanks and fuel tanks and each works correctly.

In making mousetraps work on wire datums, I had the opportunity to make it so that you could place a mousetrap in a door's wire and it would activate when someone passed through the door (useful to bolt a door open when someone authorized goes through, for example). This is a fun mechanic but does not make sense for a simple mousetrap to be so powerful, so it is disabled. Ideally, you could put the laser tripwire in a door's wires to do the same thing, but that would be a massive rework. Mousetraps still work in on-found mode for all wire datums, and will work on items with wiring datums (like C4 and chem bombs) when stepped on.

The signaler runtimes were a result of weak_ref datums being deleted, and the communications system not handling that. It's probably not ideal to run null checks in the post_signal loop, but I am not going to worry about it.

Many of the assemblies were not properly registering when the assembly holder was attached to an item. This was most important for proximity sensors, but that also has other problems that I haven't been able to track down.

The problem with UI not appearing was a result of the transition to TGUI however long ago that was; the proc that assures TGUI that you have the right item needed to be aware of one-tank bombs and similar, or else when you pass along an interact request it says "but you can't see it" and ignores you.
Why It's Good For The Game

Bugfixen.

The thing with the reagent dispensers only got this complicated when I realized that the plumbed fuel tank variant wasn't a subtype and therefore couldn't be rigged. And then... I basically just scaled it because the flat scale no matter the contents of the tank offended me. You could wrench open tanks, drain them entirely of fuel, rig them, and they would still go off like a pile of dynamite.

I used to have code in my branch that turned chem bombs into variants depending on the trigger, with mousetraps being mines for example. That's honestly the main reason I went out of my way to make mousetraps work better as assemblies. I could wish it were better supported, but mousetraps on grenade wiring will have to do for now.
Changelog

cl
balance: Welding fuel tank explosions have been scaled slightly down and require the fuel tanks to actually be full of welding fuel
fix: You can detonate welding fuel tanks with an igniter-sensor assembly
fix: You can reach your one-tank bomb's assembly controls by activating the item in your hand.
fix: Certain assemblies should no longer turn themselves off.
fix: Clumsy fools handling a mousetrap-based multi-part assembly may set it off by accident
/cl
2022-09-30 13:07:02 +13:00

285 lines
8.8 KiB
Plaintext

/obj/item/transfer_valve
icon = 'icons/obj/assemblies/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'
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/Destroy()
attached_device = null
return ..()
/obj/item/transfer_valve/IsAssemblyHolder()
return TRUE
/obj/item/transfer_valve/handle_atom_del(atom/deleted_atom)
. = ..()
if(deleted_atom == tank_one)
tank_one = null
update_appearance()
return
if(deleted_atom == tank_two)
tank_two = null
update_appearance()
return
/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, span_warning("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, span_notice("You attach the tank to the transfer valve."))
else if(!tank_two)
if(!user.transferItemToLoc(item, src))
return
tank_two = item
to_chat(user, span_notice("You attach the tank to the transfer valve."))
update_appearance()
//TODO: Have this take an assemblyholder
else if(isassembly(item))
var/obj/item/assembly/A = item
if(A.secured)
to_chat(user, span_notice("The device is secured."))
return
if(attached_device)
to_chat(user, span_warning("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, span_notice("You attach the [item] 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 [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)
//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/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(!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
// 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)
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 = "<A HREF='?_src_=holder;[HrefToken()];secrets=list_signalers'>[attached_signaller]</A>"
attachment_signal_log = attached_signaller.last_receive_signal_log ? "The following log entry is the last one associated with the attached signaller<br>[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)]<br>[admin_attachment_message]<br>[admin_bomber_message]<br>[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, /atom/.proc/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
/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, 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_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