Files
CHOMPStation2/code/ATMOSPHERICS/components/valve.dm
elly1989@rocketmail.com 4073ac9b00 Replaced all 'file.extension' references with 'relativepath/file.extension' using a script by thvortex of ss13-daedalus.
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.

To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"

If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-18 16:33:40 +00:00

332 lines
7.3 KiB
Plaintext

obj/machinery/atmospherics/valve
icon = 'icons/obj/atmospherics/valve.dmi'
icon_state = "valve0"
name = "manual valve"
desc = "A pipe valve"
dir = SOUTH
initialize_directions = SOUTH|NORTH
var/open = 0
var/openDuringInit = 0
var/obj/machinery/atmospherics/node1
var/obj/machinery/atmospherics/node2
var/datum/pipe_network/network_node1
var/datum/pipe_network/network_node2
update_icon(animation)
if(animation)
flick("valve[src.open][!src.open]",src)
else
icon_state = "valve[open]"
New()
switch(dir)
if(NORTH || SOUTH)
initialize_directions = NORTH|SOUTH
if(EAST || WEST)
initialize_directions = EAST|WEST
..()
network_expand(datum/pipe_network/new_network, obj/machinery/atmospherics/pipe/reference)
if(reference == node1)
network_node1 = new_network
if(open)
network_node2 = new_network
else if(reference == node2)
network_node2 = new_network
if(open)
network_node1 = new_network
if(new_network.normal_members.Find(src))
return 0
new_network.normal_members += src
if(open)
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)
return null
Del()
loc = null
if(node1)
node1.disconnect(src)
del(network_node1)
if(node2)
node2.disconnect(src)
del(network_node2)
node1 = null
node2 = null
..()
proc/open()
if(open) return 0
open = 1
update_icon()
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/close()
if(!open)
return 0
open = 0
update_icon()
if(network_node1)
del(network_node1)
if(network_node2)
del(network_node2)
build_network()
return 1
proc/normalize_dir()
if(dir==3)
dir = 1
else if(dir==12)
dir = 4
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.open)
src.close()
else
src.open()
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()
normalize_dir()
var/node1_dir
var/node2_dir
for(var/direction in cardinal)
if(direction&initialize_directions)
if (!node1_dir)
node1_dir = direction
else if (!node2_dir)
node2_dir = direction
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
if(openDuringInit)
open()
openDuringInit = 0
build_network()
/*
var/connect_directions
switch(dir)
if(NORTH)
connect_directions = NORTH|SOUTH
if(SOUTH)
connect_directions = NORTH|SOUTH
if(EAST)
connect_directions = EAST|WEST
if(WEST)
connect_directions = EAST|WEST
else
connect_directions = dir
for(var/direction in cardinal)
if(direction&connect_directions)
for(var/obj/machinery/atmospherics/target in get_step(src,direction))
if(target.initialize_directions & get_dir(target,src))
connect_directions &= ~direction
node1 = target
break
if(node1)
break
for(var/direction in cardinal)
if(direction&connect_directions)
for(var/obj/machinery/atmospherics/target in get_step(src,direction))
if(target.initialize_directions & get_dir(target,src))
node2 = target
break
if(node1)
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)
return_network(obj/machinery/atmospherics/reference)
build_network()
if(reference==node1)
return network_node1
if(reference==node2)
return network_node2
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
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
return null
digital // can be controlled by AI
name = "digital valve"
desc = "A digitally controlled valve."
icon = 'icons/obj/atmospherics/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(!open)
open()
if("valve_close")
if(open)
close()
if("valve_toggle")
if(open)
close()
else
open()
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/valve/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, 'sound/items/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)