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Bubberstation/code/game/objects/items/devices/transfer_valve.dm
SkyratBot f4d302d5e5 [MIRROR] Removes Bombgers, by vibe checking your TTV bomb in the deep frying process [MDB IGNORE] (#17865)
* Removes Bombgers, by vibe checking your TTV bomb in the deep frying process (#71550)

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## About The Pull Request

TTVs now open their valve when deep fried. This either KERBLOOEYS the
kitchen, or proves the TTV is inert, and as such we don't care if it
goes in custom food or whatever. But that's a separate problem, letting
larger items enter smaller foods, or rather letting smaller foods stay
small when large items enter them

Fixes #71547
Closes #71548

## Why It's Good For The Game

God never intended for TTVs to be turned into easily concealed,
explosively delicious food. But I like my solution more than a
blacklist~

## Changelog

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🆑
fix: TTVs can have an explosive reaction from deepfrying.
/🆑

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Co-authored-by: Time-Green <timkoster1@ hotmail.com>

* Removes Bombgers, by vibe checking your TTV bomb in the deep frying process

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Time-Green <timkoster1@ hotmail.com>
2022-12-02 00:01:42 +00:00

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/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/Initialize(mapload)
. = ..()
RegisterSignal(src, COMSIG_ITEM_FRIED, PROC_REF(on_fried))
/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_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(!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, 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, 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