/obj/item/device/transfer_valve name = "tank transfer valve" desc = "Regulates the transfer of air between two tanks" icon = 'icons/obj/assemblies.dmi' icon_state = "valve_1" var/obj/item/weapon/tank/tank_one var/obj/item/weapon/tank/tank_two var/obj/item/device/attached_device var/mob/attacher = null var/valve_open = 0 var/toggle = 1 flags = PROXMOVE /obj/item/device/transfer_valve/proc/process_activation(var/obj/item/device/D) /obj/item/device/transfer_valve/IsAssemblyHolder() return 1 /obj/item/device/transfer_valve/attackby(obj/item/item, mob/user) var/turf/location = get_turf(src) // For admin logs if(istype(item, /obj/item/weapon/tank)) if(tank_one && tank_two) user << "There are already two tanks attached, remove one first." return if(!tank_one) tank_one = item user.drop_item() item.loc = src user << "You attach the tank to the transfer valve." else if(!tank_two) tank_two = item user.drop_item() item.loc = src user << "You attach the tank to the transfer valve." message_admins("[key_name_admin(user)] attached both tanks to a transfer valve. (JMP)") log_game("[key_name_admin(user)] attached both tanks to a transfer valve.") update_icon() nanomanager.update_uis(src) // update all UIs attached to src //TODO: Have this take an assemblyholder else if(isassembly(item)) var/obj/item/device/assembly/A = item if(A.secured) user << "The device is secured." return if(attached_device) user << "There is already an device attached to the valve, remove it first." return user.remove_from_mob(item) attached_device = A A.loc = src user << "You attach the [item] to the valve controls and secure it." A.holder = src A.toggle_secure() //this calls update_icon(), which calls update_icon() on the holder (i.e. the bomb). bombers += "[key_name(user)] attached a [item] to a transfer valve." message_admins("[key_name_admin(user)] attached a [item] to a transfer valve. (JMP)") log_game("[key_name_admin(user)] attached a [item] to a transfer valve.") attacher = user nanomanager.update_uis(src) // update all UIs attached to src return /obj/item/device/transfer_valve/HasProximity(atom/movable/AM as mob|obj) if(!attached_device) return attached_device.HasProximity(AM) return /obj/item/device/transfer_valve/attack_self(mob/user as mob) ui_interact(user) /obj/item/device/transfer_valve/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1) // this is the data which will be sent to the ui var/data[0] data["attachmentOne"] = tank_one ? tank_one.name : null data["attachmentTwo"] = tank_two ? tank_two.name : null data["valveAttachment"] = attached_device ? attached_device.name : null data["valveOpen"] = valve_open ? 1 : 0 // update the ui if it exists, returns null if no ui is passed/found ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open) if (!ui) // the ui does not exist, so we'll create a new() one // for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm ui = new(user, src, ui_key, "transfer_valve.tmpl", "Tank Transfer Valve", 460, 280) // when the ui is first opened this is the data it will use ui.set_initial_data(data) // open the new ui window ui.open() // auto update every Master Controller tick //ui.set_auto_update(1) /obj/item/device/transfer_valve/Topic(href, href_list) ..() if ( usr.stat || usr.restrained() ) return 0 if (src.loc != usr) return 0 if(tank_one && href_list["tankone"]) split_gases() valve_open = 0 tank_one.loc = get_turf(src) tank_one = null update_icon() else if(tank_two && href_list["tanktwo"]) split_gases() valve_open = 0 tank_two.loc = get_turf(src) tank_two = null update_icon() else if(href_list["open"]) toggle_valve() else if(attached_device) if(href_list["rem_device"]) attached_device.loc = get_turf(src) attached_device:holder = null attached_device = null update_icon() if(href_list["device"]) attached_device.attack_self(usr) src.add_fingerprint(usr) return 1 // Returning 1 sends an update to attached UIs /obj/item/device/transfer_valve/process_activation(var/obj/item/device/D) 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 /obj/item/device/transfer_valve/update_icon() overlays.Cut() underlays = null if(!tank_one && !tank_two && !attached_device) icon_state = "valve_1" return icon_state = "valve" if(tank_one) overlays += "[tank_one.icon_state]" if(tank_two) var/icon/J = new(icon, icon_state = "[tank_two.icon_state]") J.Shift(WEST, 13) underlays += J if(attached_device) overlays += "device" /obj/item/device/transfer_valve/proc/merge_gases() tank_two.air_contents.volume += tank_one.air_contents.volume var/datum/gas_mixture/temp temp = tank_one.air_contents.remove_ratio(1) tank_two.air_contents.merge(temp) /obj/item/device/transfer_valve/proc/split_gases() if (!valve_open || !tank_one || !tank_two) return var/ratio1 = tank_one.air_contents.volume/tank_two.air_contents.volume var/datum/gas_mixture/temp temp = tank_two.air_contents.remove_ratio(ratio1) tank_one.air_contents.merge(temp) tank_two.air_contents.volume -= tank_one.air_contents.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/device/transfer_valve/proc/toggle_valve() if(valve_open==0 && (tank_one && tank_two)) valve_open = 1 var/turf/bombturf = get_turf(src) var/area/A = get_area(bombturf) var/attacher_name = "" if(!attacher) attacher_name = "Unknown" else attacher_name = "[attacher.name]([attacher.ckey])" var/log_str = "Bomb valve opened in [A.name] " log_str += "with [attached_device ? attached_device : "no device"] attacher: [attacher_name]" if(attacher) log_str += "(?)" var/mob/mob = get_mob_by_key(src.fingerprintslast) var/last_touch_info = "" if(mob) last_touch_info = "(?)" log_str += " Last touched by: [src.fingerprintslast][last_touch_info]" bombers += log_str message_admins(log_str, 0, 1) log_game(log_str) merge_gases() spawn(20) // In case one tank bursts for (var/i=0,i<5,i++) src.update_icon() sleep(10) src.update_icon() else if(valve_open==1 && (tank_one && tank_two)) split_gases() valve_open = 0 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 /obj/item/device/transfer_valve/proc/c_state() return