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* update_appearance * a * a Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com> Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
260 lines
8.1 KiB
Plaintext
260 lines
8.1 KiB
Plaintext
/obj/item/transfer_valve
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icon = 'icons/obj/assemblies.dmi'
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name = "tank transfer valve"
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icon_state = "valve_1"
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base_icon_state = "valve"
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inhand_icon_state = "ttv"
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lefthand_file = 'icons/mob/inhands/weapons/bombs_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/bombs_righthand.dmi'
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desc = "Regulates the transfer of air between two tanks."
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w_class = WEIGHT_CLASS_BULKY
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var/obj/item/tank/tank_one
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var/obj/item/tank/tank_two
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var/obj/item/assembly/attached_device
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var/mob/attacher = null
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var/valve_open = FALSE
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var/toggle = TRUE
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/obj/item/transfer_valve/IsAssemblyHolder()
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return TRUE
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/obj/item/transfer_valve/attackby(obj/item/item, mob/user, params)
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if(istype(item, /obj/item/tank))
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if(tank_one && tank_two)
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to_chat(user, "<span class='warning'>There are already two tanks attached, remove one first!</span>")
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return
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if(!tank_one)
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if(!user.transferItemToLoc(item, src))
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return
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tank_one = item
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to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
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else if(!tank_two)
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if(!user.transferItemToLoc(item, src))
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return
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tank_two = item
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to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
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update_appearance()
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//TODO: Have this take an assemblyholder
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else if(isassembly(item))
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var/obj/item/assembly/A = item
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if(A.secured)
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to_chat(user, "<span class='notice'>The device is secured.</span>")
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return
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if(attached_device)
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to_chat(user, "<span class='warning'>There is already a device attached to the valve, remove it first!</span>")
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return
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if(!user.transferItemToLoc(item, src))
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return
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attached_device = A
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to_chat(user, "<span class='notice'>You attach the [item] to the valve controls and secure it.</span>")
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A.holder = src
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A.toggle_secure() //this calls update_icon(), which calls update_icon() on the holder (i.e. the bomb).
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log_bomber(user, "attached a [item.name] to a ttv -", src, null, FALSE)
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attacher = user
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return
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//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.
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/obj/item/transfer_valve/Move()
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. = ..()
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if(attached_device)
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attached_device.holder_movement()
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/obj/item/transfer_valve/dropped()
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. = ..()
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if(attached_device)
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attached_device.dropped()
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/obj/item/transfer_valve/on_found(mob/finder)
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if(attached_device)
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attached_device.on_found(finder)
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/obj/item/transfer_valve/Crossed(atom/movable/AM as mob|obj)
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. = ..()
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if(attached_device)
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attached_device.Crossed(AM)
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//Triggers mousetraps
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/obj/item/transfer_valve/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(attached_device)
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attached_device.attack_hand()
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/obj/item/transfer_valve/proc/process_activation(obj/item/D)
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if(toggle)
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toggle = FALSE
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toggle_valve()
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addtimer(CALLBACK(src, .proc/toggle_off), 5) //To stop a signal being spammed from a proxy sensor constantly going off or whatever
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/obj/item/transfer_valve/proc/toggle_off()
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toggle = TRUE
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/obj/item/transfer_valve/update_icon_state()
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icon_state = "[base_icon_state][(!tank_one && !tank_two && !attached_device) ? "_1" : null]"
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return ..()
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/obj/item/transfer_valve/update_overlays()
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. = ..()
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if(tank_one)
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. += "[tank_one.icon_state]"
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if(!tank_two)
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underlays = null
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else
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var/mutable_appearance/J = mutable_appearance(icon, icon_state = "[tank_two.icon_state]")
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var/matrix/T = matrix()
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T.Translate(-13, 0)
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J.transform = T
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underlays = list(J)
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if(!attached_device)
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return
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. += "device"
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if(!istype(attached_device, /obj/item/assembly/infra))
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return
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var/obj/item/assembly/infra/sensor = attached_device
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if(sensor.on && sensor.visible)
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. += "proxy_beam"
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/obj/item/transfer_valve/proc/merge_gases(datum/gas_mixture/target, change_volume = TRUE)
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var/target_self = FALSE
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if(!target || (target == tank_one.air_contents))
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target = tank_two.air_contents
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if(target == tank_two.air_contents)
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target_self = TRUE
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if(change_volume)
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if(!target_self)
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target.volume += tank_two.volume
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target.volume += tank_one.air_contents.volume
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var/datum/gas_mixture/temp
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temp = tank_one.air_contents.remove_ratio(1)
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target.merge(temp)
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if(!target_self)
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temp = tank_two.air_contents.remove_ratio(1)
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target.merge(temp)
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/obj/item/transfer_valve/proc/split_gases()
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if (!valve_open || !tank_one || !tank_two)
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return
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var/ratio1 = tank_one.air_contents.volume/tank_two.air_contents.volume
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var/datum/gas_mixture/temp
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temp = tank_two.air_contents.remove_ratio(ratio1)
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tank_one.air_contents.merge(temp)
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tank_two.air_contents.volume -= tank_one.air_contents.volume
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/*
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Exadv1: I know this isn't how it's going to work, but this was just to check
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it explodes properly when it gets a signal (and it does).
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*/
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/obj/item/transfer_valve/proc/toggle_valve()
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if(!valve_open && tank_one && tank_two)
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valve_open = TRUE
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var/turf/bombturf = get_turf(src)
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var/attachment
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var/attachment_signal_log
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if(attached_device)
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if(istype(attached_device, /obj/item/assembly/signaler))
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var/obj/item/assembly/signaler/attached_signaller = attached_device
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attachment = "<A HREF='?_src_=holder;[HrefToken()];secrets=list_signalers'>[attached_signaller]</A>"
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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."
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else
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attachment = attached_device
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var/admin_attachment_message
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var/attachment_message
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if(attachment)
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admin_attachment_message = "The bomb had [attachment], which was attached by [attacher ? ADMIN_LOOKUPFLW(attacher) : "Unknown"]"
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attachment_message = " with [attachment] attached by [attacher ? key_name_admin(attacher) : "Unknown"]"
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var/mob/bomber = get_mob_by_key(fingerprintslast)
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var/admin_bomber_message
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var/bomber_message
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if(bomber)
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admin_bomber_message = "The bomb's most recent set of fingerprints indicate it was last touched by [ADMIN_LOOKUPFLW(bomber)]"
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bomber_message = " - Last touched by: [key_name_admin(bomber)]"
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var/admin_bomb_message = "Bomb valve opened in [ADMIN_VERBOSEJMP(bombturf)]<br>[admin_attachment_message]<br>[admin_bomber_message]<br>[attachment_signal_log]"
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GLOB.bombers += admin_bomb_message
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message_admins(admin_bomb_message)
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log_game("Bomb valve opened in [AREACOORD(bombturf)][attachment_message][bomber_message]")
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merge_gases()
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for(var/i in 1 to 6)
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addtimer(CALLBACK(src, /atom/.proc/update_appearance), 20 + (i - 1) * 10)
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else if(valve_open && tank_one && tank_two)
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split_gases()
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valve_open = FALSE
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update_appearance()
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/*
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This doesn't do anything but the timer etc. expects it to be here
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eventually maybe have it update icon to show state (timer, prox etc.) like old bombs
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*/
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/obj/item/transfer_valve/proc/c_state()
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return
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/obj/item/transfer_valve/ui_state(mob/user)
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return GLOB.hands_state
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/obj/item/transfer_valve/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "TransferValve", name)
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ui.open()
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/obj/item/transfer_valve/ui_data(mob/user)
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var/list/data = list()
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data["tank_one"] = tank_one ? tank_one.name : null
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data["tank_two"] = tank_two ? tank_two.name : null
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data["attached_device"] = attached_device ? attached_device.name : null
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data["valve"] = valve_open
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return data
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/obj/item/transfer_valve/ui_act(action, params)
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. = ..()
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if(.)
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return
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switch(action)
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if("tankone")
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if(tank_one)
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split_gases()
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valve_open = FALSE
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tank_one.forceMove(drop_location())
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tank_one = null
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. = TRUE
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if("tanktwo")
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if(tank_two)
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split_gases()
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valve_open = FALSE
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tank_two.forceMove(drop_location())
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tank_two = null
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. = TRUE
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if("toggle")
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toggle_valve()
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. = TRUE
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if("device")
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if(attached_device)
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attached_device.attack_self(usr)
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. = TRUE
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if("remove_device")
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if(attached_device)
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attached_device.on_detach()
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attached_device = null
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. = TRUE
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update_appearance()
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/**
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* Returns if this is ready to be detonated. Checks if both tanks are in place.
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*/
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/obj/item/transfer_valve/proc/ready()
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return tank_one && tank_two
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