/obj/item/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/tank/tank_one var/obj/item/tank/tank_two var/obj/item/assembly/attached_device var/mob/attacher = null var/valve_open = 0 var/toggle = 1 /obj/item/transfer_valve/attackby(obj/item/item, mob/user) var/turf/location = get_turf(src) // For admin logs 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) tank_one = item user.drop_item() item.forceMove(src) to_chat(user, span_notice("You attach the tank to the transfer valve.")) else if(!tank_two) tank_two = item user.drop_item() item.forceMove(src) to_chat(user, span_notice("You attach the tank to the transfer valve.")) message_admins("[key_name_admin(user)] attached both tanks to a transfer valve. [ADMIN_JMP(location)]") log_game("[key_name_admin(user)] attached both tanks to a transfer valve.") update_icon() SStgui.update_uis(src) // update all UIs attached to src //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 an device attached to the valve, remove it first.")) return user.remove_from_mob(item) attached_device = A A.forceMove(src) to_chat(user, span_notice("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). GLOB.bombers += "[key_name(user)] attached a [item] to a transfer valve." message_admins("[key_name_admin(user)] attached a [item] to a transfer valve. [ADMIN_JMP(location)]") log_game("[key_name_admin(user)] attached a [item] to a transfer valve.") attacher = user SStgui.update_uis(src) // update all UIs attached to src return /obj/item/transfer_valve/HasProximity(turf/T, datum/weakref/WF, old_loc) if(isnull(WF)) return var/atom/movable/AM = WF.resolve() if(isnull(AM)) log_runtime("DEBUG: HasProximity called without reference on [src].") attached_device?.HasProximity(T, WF, old_loc) /obj/item/transfer_valve/Moved(old_loc, direction, forced) . = ..() if(isturf(old_loc)) unsense_proximity(callback = TYPE_PROC_REF(/atom,HasProximity), center = old_loc) if(isturf(loc)) sense_proximity(callback = TYPE_PROC_REF(/atom,HasProximity)) /obj/item/transfer_valve/attack_self(mob/user) tgui_interact(user) /obj/item/transfer_valve/tgui_state(mob/user) return GLOB.tgui_inventory_state /obj/item/transfer_valve/tgui_interact(mob/user, datum/tgui/ui = null) ui = SStgui.try_update_ui(user, src, ui) if(!ui) ui = new(user, src, "TransferValve", name) // 460, 320 ui.open() /obj/item/transfer_valve/tgui_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/tgui_act(action, params, datum/tgui/ui) if(..()) return . = TRUE switch(action) if("tankone") remove_tank(tank_one) if("tanktwo") remove_tank(tank_two) if("toggle") toggle_valve() if("device") if(attached_device) attached_device.attack_self(ui.user) if("remove_device") if(attached_device) attached_device.forceMove(get_turf(src)) attached_device.holder = null attached_device = null update_icon() else . = FALSE if(.) update_icon() add_fingerprint(ui.user) /obj/item/transfer_valve/proc/process_activation(var/obj/item/D) if(toggle) toggle = FALSE toggle_valve() VARSET_IN(src, toggle, TRUE, 5 SECONDS) /obj/item/transfer_valve/update_icon() cut_overlays() underlays = null if(!tank_one && !tank_two && !attached_device) icon_state = "valve_1" return icon_state = "valve" if(tank_one) add_overlay("[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) add_overlay("device") /obj/item/transfer_valve/proc/remove_tank(obj/item/tank/T) if(tank_one == T) split_gases() tank_one = null else if(tank_two == T) split_gases() tank_two = null else return T.forceMove(get_turf(src)) update_icon() /obj/item/transfer_valve/proc/merge_gases() if(valve_open) return 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) valve_open = 1 /obj/item/transfer_valve/proc/split_gases() if(!valve_open) return valve_open = 0 if(QDELETED(tank_one) || QDELETED(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/transfer_valve/proc/toggle_valve() if(!valve_open && (tank_one && tank_two)) 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 += ADMIN_QUE(attacher) var/mob/mob = get_mob_by_key(forensic_data?.get_lastprint()) var/last_touch_info = "" if(mob) last_touch_info = ADMIN_QUE(mob) log_str += " Last touched by: [forensic_data?.get_lastprint()][last_touch_info]" GLOB.bombers += log_str message_admins(log_str, 0, 1) log_game(log_str) merge_gases() else if(valve_open==1 && (tank_one && tank_two)) split_gases() 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/transfer_valve/proc/c_state() return