obj/machinery/atmospherics/tvalve icon = 'valve.dmi' icon_state = "tvalve0" name = "manual switching valve" desc = "A pipe valve" dir = SOUTH initialize_directions = SOUTH|NORTH|WEST var/state = 0 // 0 = go straight, 1 = go to side // like a trinary component, node1 is input, node2 is side output, node3 is straight output var/obj/machinery/atmospherics/node1 var/obj/machinery/atmospherics/node2 var/obj/machinery/atmospherics/node3 var/datum/pipe_network/network_node1 var/datum/pipe_network/network_node2 var/datum/pipe_network/network_node3 update_icon(animation) if(animation) flick("tvalve[src.state][!src.state]",src) else icon_state = "tvalve[state]" New() switch(dir) if(NORTH) initialize_directions = SOUTH|NORTH|EAST if(SOUTH) initialize_directions = NORTH|SOUTH|WEST if(EAST) initialize_directions = WEST|EAST|SOUTH if(WEST) initialize_directions = EAST|WEST|NORTH ..() network_expand(datum/pipe_network/new_network, obj/machinery/atmospherics/pipe/reference) if(reference == node1) network_node1 = new_network if(state) network_node2 = new_network else network_node3 = new_network else if(reference == node2) network_node2 = new_network if(state) network_node1 = new_network else if(reference == node3) network_node3 = new_network if(!state) network_node1 = new_network if(new_network.normal_members.Find(src)) return 0 new_network.normal_members += src if(state) if(reference == node1) if(node2) return node2.network_expand(new_network, src) else if(reference == node2) if(node1) return node1.network_expand(new_network, src) else if(reference == node1) if(node3) return node3.network_expand(new_network, src) else if(reference == node3) if(node1) return node1.network_expand(new_network, src) return null Del() loc = null if(node1) node1.disconnect(src) del(network_node1) if(node2) node2.disconnect(src) del(network_node2) if(node3) node3.disconnect(src) del(network_node3) node1 = null node2 = null node3 = null ..() proc/go_to_side() if(state) return 0 state = 1 update_icon() if(network_node1) del(network_node1) if(network_node3) del(network_node3) build_network() if(network_node1&&network_node2) network_node1.merge(network_node2) network_node2 = network_node1 if(network_node1) network_node1.update = 1 else if(network_node2) network_node2.update = 1 return 1 proc/go_straight() if(!state) return 0 state = 0 update_icon() if(network_node1) del(network_node1) if(network_node2) del(network_node2) build_network() if(network_node1&&network_node3) network_node1.merge(network_node3) network_node3 = network_node1 if(network_node1) network_node1.update = 1 else if(network_node3) network_node3.update = 1 return 1 attack_ai(mob/user as mob) return attack_paw(mob/user as mob) return attack_hand(user) attack_hand(mob/user as mob) src.add_fingerprint(usr) update_icon(1) sleep(10) if (src.state) src.go_straight() else src.go_to_side() process() ..() machines.Remove(src) /* if(open && (!node1 || !node2)) close() if(!node1) if(!nodealert) //world << "Missing node from [src] at [src.x],[src.y],[src.z]" nodealert = 1 else if (!node2) if(!nodealert) //world << "Missing node from [src] at [src.x],[src.y],[src.z]" nodealert = 1 else if (nodealert) nodealert = 0 */ return initialize() var/node1_dir var/node2_dir var/node3_dir node1_dir = turn(dir, 180) node2_dir = turn(dir, -90) node3_dir = dir for(var/obj/machinery/atmospherics/target in get_step(src,node1_dir)) if(target.initialize_directions & get_dir(target,src)) node1 = target break for(var/obj/machinery/atmospherics/target in get_step(src,node2_dir)) if(target.initialize_directions & get_dir(target,src)) node2 = target break for(var/obj/machinery/atmospherics/target in get_step(src,node3_dir)) if(target.initialize_directions & get_dir(target,src)) node3 = target break build_network() if(!network_node1 && node1) network_node1 = new /datum/pipe_network() network_node1.normal_members += src network_node1.build_network(node1, src) if(!network_node2 && node2) network_node2 = new /datum/pipe_network() network_node2.normal_members += src network_node2.build_network(node2, src) if(!network_node3 && node3) network_node3 = new /datum/pipe_network() network_node3.normal_members += src network_node3.build_network(node3, src) return_network(obj/machinery/atmospherics/reference) build_network() if(reference==node1) return network_node1 if(reference==node2) return network_node2 if(reference==node3) return network_node3 return null reassign_network(datum/pipe_network/old_network, datum/pipe_network/new_network) if(network_node1 == old_network) network_node1 = new_network if(network_node2 == old_network) network_node2 = new_network if(network_node3 == old_network) network_node3 = new_network return 1 return_network_air(datum/network/reference) return null disconnect(obj/machinery/atmospherics/reference) if(reference==node1) del(network_node1) node1 = null else if(reference==node2) del(network_node2) node2 = null else if(reference==node3) del(network_node3) node2 = null return null digital // can be controlled by AI name = "digital switching valve" desc = "A digitally controlled valve." icon = 'digital_valve.dmi' attack_ai(mob/user as mob) return src.attack_hand(user) attack_hand(mob/user as mob) if(!src.allowed(user)) user << "\red Access denied." return ..() //Radio remote control proc set_frequency(new_frequency) radio_controller.remove_object(src, frequency) frequency = new_frequency if(frequency) radio_connection = radio_controller.add_object(src, frequency, RADIO_ATMOSIA) var/frequency = 0 var/id = null var/datum/radio_frequency/radio_connection initialize() ..() if(frequency) set_frequency(frequency) receive_signal(datum/signal/signal) if(!signal.data["tag"] || (signal.data["tag"] != id)) return 0 switch(signal.data["command"]) if("valve_open") if(!state) go_to_side() if("valve_close") if(state) go_straight() if("valve_toggle") if(state) go_straight() else go_to_side() attackby(var/obj/item/weapon/W as obj, var/mob/user as mob) if (!istype(W, /obj/item/weapon/wrench)) return ..() if (istype(src, /obj/machinery/atmospherics/tvalve/digital)) user << "\red You cannot unwrench this [src], it's too complicated." return 1 var/turf/T = src.loc if (level==1 && isturf(T) && T.intact) user << "\red You must remove the plating first." return 1 var/datum/gas_mixture/int_air = return_air() var/datum/gas_mixture/env_air = loc.return_air() if ((int_air.return_pressure()-env_air.return_pressure()) > 2*ONE_ATMOSPHERE) user << "\red You cannot unwrench this [src], it too exerted due to internal pressure." add_fingerprint(user) return 1 playsound(src.loc, 'Ratchet.ogg', 50, 1) user << "\blue You begin to unfasten \the [src]..." if (do_after(user, 40)) user.visible_message( \ "[user] unfastens \the [src].", \ "\blue You have unfastened \the [src].", \ "You hear ratchet.") new /obj/item/pipe(loc, make_from=src) del(src)