/obj/item/device/transfer_valve
icon = 'assemblies.dmi'
name = "Tank transfer valve" // because that's what it is exadv1 and don't you dare change it
icon_state = "valve_1"
desc = "Regulates the transfer of air between two tanks"
var/obj/item/weapon/tank/tank_one
var/obj/item/weapon/tank/tank_two
var/obj/item/device/attached_device
var/mob/attacher = "Unknown"
var/valve_open = 0
var/toggle = 1
attackby(obj/item/item, mob/user)
if(istype(item, /obj/item/weapon/tank))
if(tank_one && tank_two)
user << "\red There are already two tanks attached, remove one first!"
return
if(!tank_one)
tank_one = item
user.drop_item()
item.loc = src
user << "\blue You attach the tank to the transfer valve"
else if(!tank_two)
tank_two = item
user.drop_item()
item.loc = src
user << "\blue You attach the tank to the transfer valve!"
update_icon()
else if(istype(item, /obj/item/device/radio/signaler) || istype(item, /obj/item/device/timer) || istype(item, /obj/item/device/infra) || istype(item, /obj/item/device/prox_sensor))
if(attached_device)
user << "\red There is already an device attached to the valve, remove it first!"
return
attached_device = item
user.drop_item()
item.loc = src
user << "\blue You attach the [item] to the valve controls!"
item.master = src
bombers += "[key_name(user)] attached a [item] to a transfer valve."
message_admins("[key_name_admin(user)] attached a [item] to a transfer valve.")
attacher = key_name(user)
return
attack_self(mob/user as mob)
user.machine = src
var/dat = {" Valve properties:
Attachment one: [tank_one] [tank_one ? "Remove" : ""]
Attachment two: [tank_two] [tank_two ? "Remove" : ""]
Valve attachment: [attached_device ? "[attached_device]" : "None"] [attached_device ? "Remove" : ""]
Valve status: [ valve_open ? "Closed Open" : "Closed Open"]"}
user << browse(dat, "window=trans_valve;size=600x300")
onclose(user, "trans_valve")
return
Topic(href, href_list)
..()
if (usr.stat|| usr.restrained())
return
if (src.loc == usr)
if(href_list["tankone"])
tank_one.loc = get_turf(src)
tank_one = null
update_icon()
if(href_list["tanktwo"])
tank_two.loc = get_turf(src)
tank_two = null
update_icon()
if(href_list["open"])
toggle_valve()
if(href_list["rem_device"])
if(attached_device)
attached_device.loc = get_turf(src)
attached_device = null
update_icon()
if(href_list["device"])
attached_device.attack_self(usr)
src.attack_self(usr)
src.add_fingerprint(usr)
return
receive_signal(signal)
if(toggle)
toggle = 0
toggle_valve()
spawn(50) // To stop a signal being spammed from a proxy sensor constantly going off or whatever
toggle = 1
process()
update_icon()
src.overlays = new/list()
src.underlays = new/list()
if(!tank_one && !tank_two && !attached_device)
icon_state = "valve_1"
return
icon_state = "valve"
var/tank_one_icon = ""
var/tank_two_icon = ""
if(tank_one)
tank_one_icon = tank_one.icon_state
if(tank_two)
tank_two_icon = tank_two.icon_state
if(tank_one)
var/icon/I = new(src.icon, icon_state = "[tank_one_icon]")
//var/obj/overlay/tank_one_overlay = new
//tank_one_overlay.icon = src.icon
//tank_one_overlay.icon_state = tank_one_icon
src.underlays += I
if(tank_two)
var/icon/J = new(src.icon, icon_state = "[tank_two_icon]")
//I.Flip(EAST) this breaks the perspective!
J.Shift(WEST, 13)
//var/obj/underlay/tank_two_overlay = new
//tank_two_overlay.icon = I
src.underlays += J
if(attached_device)
var/icon/K = new(src.icon, icon_state = "device")
//var/obj/overlay/device_overlay = new
//device_overlay.icon = src.icon
//device_overlay.icon_state = device_icon
src.overlays += K
proc
/*
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).
*/
toggle_valve()
src.valve_open = !valve_open
if(valve_open && (tank_one && tank_two))
var/turf/bombturf = get_turf(src)
var/bombarea = bombturf.loc.name
bombers += "Bomb valve opened in [bombarea] with device attacher: [attacher]. Last touched by: [src.fingerprintslast]"
message_admins("Bomb valve opened in [bombarea] with device attacher: [attacher]. Last touched by: [src.fingerprintslast]")
var/datum/gas_mixture/temp
temp = tank_one.air_contents.remove_ratio(1)
tank_two.air_contents.volume = tank_two.air_contents.volume + tank_one.air_contents.volume
tank_two.air_contents.merge(temp)
spawn(20) // In case one tank bursts
src.update_icon()
// 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
c_state()
return
/obj/falsewall/
attack_hand(mob/user as mob)
if(density)
// Open wall
icon_state = "fwall_open"
flick("fwall_opening", src)
sleep(15)
src.density = 0
src.sd_SetOpacity(0)
var/turf/T = src.loc
T.sd_LumReset()
else
icon_state = "wall"
flick("fwall_closing", src)
sleep(15)
src.density = 1
src.sd_SetOpacity(1)
var/turf/T = src.loc
//T.sd_LumUpdate()
src.relativewall()
T.sd_LumReset()
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/screwdriver))
var/turf/T = get_turf(src)
user.visible_message("[user] tightens some bolts on the wall.", "You tighten the bolts on the wall.")
T.ReplaceWithWall()
del(src)
//
/*
var/turf/T = get_turf(user)
user << "\blue Now adding plating..."
sleep(40)
if (get_turf(user) == T)
user << "\blue You added the plating!"
var/turf/Tsrc = get_turf(src)
Tsrc.ReplaceWithWall()
*/
/obj/falserwall/
attack_hand(mob/user as mob)
if(density)
// Open wall
icon_state = "frwall_open"
flick("frwall_opening", src)
sleep(15)
src.density = 0
src.sd_SetOpacity(0)
var/turf/T = src.loc
T.sd_LumReset()
else
icon_state = "r_wall"
flick("frwall_closing", src)
sleep(15)
src.density = 1
src.sd_SetOpacity(1)
var/turf/T = src.loc
//T.sd_LumUpdate()
src.relativewall()
T.sd_LumReset()
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/screwdriver))
var/turf/T = get_turf(src)
user.visible_message("[user] tightens some bolts on the r wall.", "You tighten the bolts on the r wall.")
T.ReplaceWithWall() //Intentionally makes a regular wall instead of an r-wall (no cheap r-walls for you).
del(src)