Files
Bubberstation/code/game/objects/items/devices/transfer_valve.dm
carlarctg b6b0a0fb9d Adds shorthand alt-click for removing tanks from TTVs and adds context for it (#86777)
## 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>
2024-09-20 23:03:07 +00:00

365 lines
11 KiB
Plaintext

/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)
. = ..()
RegisterSignal(src, COMSIG_ITEM_FRIED, PROC_REF(on_fried))
register_context()
/obj/item/transfer_valve/Destroy()
attached_device = null
return ..()
/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/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/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
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 <i>backpack</i> 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
//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
// 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 = "<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, 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()