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## About The Pull Request Adds shorthand alt-click for removing tanks from TTVs and adds context for it. ## Why It's Good For The Game Hate removing these manually when refining anoms ## Changelog 🆑 qol: Adds shorthand alt-click for removing tanks from TTVs and adds context for it /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
365 lines
11 KiB
Plaintext
365 lines
11 KiB
Plaintext
/obj/item/transfer_valve
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icon = 'icons/obj/devices/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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worn_icon = 'icons/mob/clothing/back/backpack.dmi'
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worn_icon_state = "ttv"
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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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///do we have cables attached to be able to be put on the back?
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var/wired = FALSE
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///our overlay when wired = true
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var/mutable_appearance/cable_overlay
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/obj/item/transfer_valve/Initialize(mapload)
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. = ..()
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RegisterSignal(src, COMSIG_ITEM_FRIED, PROC_REF(on_fried))
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register_context()
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/obj/item/transfer_valve/Destroy()
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attached_device = null
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return ..()
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/obj/item/transfer_valve/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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. = ..()
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if(tank_one || tank_two)
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context[SCREENTIP_CONTEXT_ALT_LMB] = "Remove [tank_one || tank_two]"
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. = CONTEXTUAL_SCREENTIP_SET
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if(istype(held_item) && is_type_in_list(held_item, list(/obj/item/tank, /obj/item/assembly)))
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context[SCREENTIP_CONTEXT_LMB] = "Attach [held_item]"
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. = CONTEXTUAL_SCREENTIP_SET
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return . || NONE
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/obj/item/transfer_valve/click_alt(mob/user)
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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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else 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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return CLICK_ACTION_SUCCESS
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/obj/item/transfer_valve/IsAssemblyHolder()
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return TRUE
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/obj/item/transfer_valve/Exited(atom/movable/gone, direction)
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. = ..()
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if(gone == tank_one)
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tank_one = null
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update_appearance()
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else if(gone == tank_two)
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tank_two = null
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update_appearance()
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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_warning("There are already two tanks attached, remove one first!"))
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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_notice("You attach the tank to the transfer valve."))
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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_notice("You attach the tank to the transfer valve."))
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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_notice("The device is secured."))
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return
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if(attached_device)
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to_chat(user, span_warning("There is already a device attached to the valve, remove it first!"))
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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_notice("You attach the [item] to the valve controls and secure it."))
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A.holder = src
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A.on_attach()
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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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else if(istype(item, /obj/item/stack/cable_coil) && !wired)
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var/obj/item/stack/cable_coil/coil = item
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if (coil.get_amount() < 15)
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to_chat(user, span_warning("You need fifteen lengths of coil for this!"))
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return
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coil.use(15)
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to_chat(user, span_notice("You add some cables, not being really sure why. Looks like <i>backpack</i> straps."))
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wired = TRUE
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slot_flags |= ITEM_SLOT_BACK
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update_appearance()
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else if(item.tool_behaviour == TOOL_WIRECUTTER && wired)
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item.play_tool_sound(src)
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to_chat(user, span_notice("You remove the cables."))
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wired = FALSE
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slot_flags &= ~ITEM_SLOT_BACK
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Move(drop_location())
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new /obj/item/stack/cable_coil(drop_location(), 15)
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update_appearance()
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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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//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_REF(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(wired)
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cable_overlay = mutable_appearance(icon, icon_state = "valve_cables", layer = layer + 0.05, appearance_flags = KEEP_TOGETHER)
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add_overlay(cable_overlay)
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else if(cable_overlay)
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cut_overlay(cable_overlay, TRUE)
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cable_overlay = null
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worn_icon_state = "[initial(worn_icon_state)][tank_two ? "l" : ""][tank_one ? "r" : ""]"
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if(ishuman(loc)) //worn
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var/mob/living/carbon/human/human = loc
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human.update_worn_back()
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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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/// Merge both gases into a single tank. Combine the volume by default. If target tank isn't specified default to tank_two
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/obj/item/transfer_valve/proc/merge_gases(obj/item/tank/target, change_volume = TRUE)
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if(!target)
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target = tank_two
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if(!istype(target) || (target != tank_one && target != tank_two))
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return FALSE
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// Throw both tanks into processing queue
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var/datum/gas_mixture/target_mix = target.return_air()
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var/datum/gas_mixture/other_mix
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other_mix = (target == tank_one ? tank_two : tank_one).return_air()
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if(change_volume)
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target_mix.volume += other_mix.volume
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target_mix.merge(other_mix.remove_ratio(1))
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return TRUE
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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/datum/gas_mixture/mix_one = tank_one.return_air()
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var/datum/gas_mixture/mix_two = tank_two.return_air()
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var/volume_ratio = mix_one.volume/mix_two.volume
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var/datum/gas_mixture/temp
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temp = mix_two.remove_ratio(volume_ratio)
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mix_one.merge(temp)
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mix_two.volume -= mix_one.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(obj/item/tank/target, change_volume = TRUE)
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playsound(src, 'sound/effects/valve_opening.ogg', 50)
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if(!valve_open && tank_one && tank_two)
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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(issignaler(attached_device))
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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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bomber.log_message("opened bomb valve", LOG_GAME, log_globally = FALSE)
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if(istype(attachment, /obj/item/assembly/voice))
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var/obj/item/assembly/voice/spoken_trigger = attachment
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attachment_message += " with the following activation message: \"[spoken_trigger.recorded]\""
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admin_attachment_message += " with the following activation message: \"[spoken_trigger.recorded]\""
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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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valve_open = merge_gases(target, change_volume)
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if(!valve_open)
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stack_trace("TTV gas merging failed.")
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for(var/i in 1 to 6)
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addtimer(CALLBACK(src, TYPE_PROC_REF(/atom/, 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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///Signal when deep fried, so it can have an explosive reaction!
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/obj/item/transfer_valve/proc/on_fried(datum/source, fry_time)
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SIGNAL_HANDLER
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log_bomber(null, "TTV valve opened via deepfrying", src, "last fingerprints = [fingerprintslast]")
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toggle_valve()
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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, list/params, datum/tgui/ui, datum/ui_state/state)
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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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. = 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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. = 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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/obj/item/transfer_valve/fake/Initialize(mapload)
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. = ..()
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tank_one = new /obj/item/tank/internals/plasma (src)
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tank_two = new /obj/item/tank/internals/oxygen (src)
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update_appearance()
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