mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@260 316c924e-a436-60f5-8080-3fe189b3f50e
208 lines
6.2 KiB
Plaintext
208 lines
6.2 KiB
Plaintext
/obj/item/device/transfer_valve
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icon = 'assemblies.dmi'
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name = "Tank transfer valve" // because that's what it is exadv1 and don't you dare change it
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icon_state = "valve_1"
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desc = "Regulates the transfer of air between two tanks"
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var/obj/item/weapon/tank/tank_one
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var/obj/item/weapon/tank/tank_two
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var/obj/item/device/attached_device
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var/mob/attacher = "Unknown"
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var/valve_open = 0
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var/toggle = 1
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attackby(obj/item/item, mob/user)
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if(istype(item, /obj/item/weapon/tank))
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if(tank_one && tank_two)
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user << "\red There are already two tanks attached, remove one first!"
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return
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if(!tank_one)
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tank_one = item
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user.drop_item()
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item.loc = src
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user << "\blue You attach the tank to the transfer valve"
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else if(!tank_two)
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tank_two = item
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user.drop_item()
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item.loc = src
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user << "\blue You attach the tank to the transfer valve!"
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update_icon()
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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))
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if(attached_device)
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user << "\red There is already an device attached to the valve, remove it first!"
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return
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attached_device = item
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user.drop_item()
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item.loc = src
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user << "\blue You attach the [item] to the valve controls!"
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item.master = src
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bombers += "[key_name(user)] attached a [item] to a transfer valve."
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message_admins("[key_name_admin(user)] attached a [item] to a transfer valve.")
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attacher = key_name(user)
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return
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attack_self(mob/user as mob)
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user.machine = src
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var/dat = {"<B> Valve properties: </B>
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<BR> <B> Attachment one:</B> [tank_one] [tank_one ? "<A href='?src=\ref[src];tankone=1'>Remove</A>" : ""]
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<BR> <B> Attachment two:</B> [tank_two] [tank_two ? "<A href='?src=\ref[src];tanktwo=1'>Remove</A>" : ""]
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<BR> <B> Valve attachment:</B> [attached_device ? "<A href='?src=\ref[src];device=1'>[attached_device]</A>" : "None"] [attached_device ? "<A href='?src=\ref[src];rem_device=1'>Remove</A>" : ""]
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<BR> <B> Valve status: </B> [ valve_open ? "<A href='?src=\ref[src];open=1'>Closed</A> <B>Open</B>" : "<B>Closed</B> <A href='?src=\ref[src];open=1'>Open</A>"]"}
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user << browse(dat, "window=trans_valve;size=600x300")
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onclose(user, "trans_valve")
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return
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Topic(href, href_list)
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..()
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if (usr.stat|| usr.restrained())
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return
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if (src.loc == usr)
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if(href_list["tankone"])
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tank_one.loc = get_turf(src)
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tank_one = null
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update_icon()
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if(href_list["tanktwo"])
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tank_two.loc = get_turf(src)
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tank_two = null
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update_icon()
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if(href_list["open"])
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toggle_valve()
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if(href_list["rem_device"])
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if(attached_device)
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attached_device.loc = get_turf(src)
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attached_device = null
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update_icon()
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if(href_list["device"])
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attached_device.attack_self(usr)
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src.attack_self(usr)
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src.add_fingerprint(usr)
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return
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receive_signal(signal)
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if(toggle)
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toggle = 0
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toggle_valve()
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spawn(50) // To stop a signal being spammed from a proxy sensor constantly going off or whatever
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toggle = 1
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process()
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proc
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update_icon()
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src.overlays = new/list()
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src.underlays = new/list()
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if(!tank_one && !tank_two && !attached_device)
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icon_state = "valve_1"
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return
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icon_state = "valve"
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var/tank_one_icon = ""
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var/tank_two_icon = ""
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if(tank_one)
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tank_one_icon = tank_one.icon_state
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if(tank_two)
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tank_two_icon = tank_two.icon_state
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if(tank_one)
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var/icon/I = new(src.icon, icon_state = "[tank_one_icon]")
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//var/obj/overlay/tank_one_overlay = new
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//tank_one_overlay.icon = src.icon
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//tank_one_overlay.icon_state = tank_one_icon
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src.underlays += I
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if(tank_two)
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var/icon/J = new(src.icon, icon_state = "[tank_two_icon]")
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//I.Flip(EAST) this breaks the perspective!
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J.Shift(WEST, 13)
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//var/obj/underlay/tank_two_overlay = new
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//tank_two_overlay.icon = I
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src.underlays += J
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if(attached_device)
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var/icon/K = new(src.icon, icon_state = "device")
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//var/obj/overlay/device_overlay = new
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//device_overlay.icon = src.icon
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//device_overlay.icon_state = device_icon
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src.overlays += K
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/*
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Exadv1: I know this isn't how it's going to work, but this was just to check
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it explodes properly when it gets a signal (and it does).
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*/
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toggle_valve()
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src.valve_open = !valve_open
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if(valve_open && (tank_one && tank_two))
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var/turf/bombturf = get_turf(src)
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var/bombarea = bombturf.loc.name
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bombers += "Bomb valve opened in [bombarea] with device attacher: [attacher]. Last touched by: [src.fingerprintslast]"
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message_admins("Bomb valve opened in [bombarea] with device attacher: [attacher]. Last touched by: [src.fingerprintslast]")
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var/datum/gas_mixture/temp
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temp = tank_one.air_contents.remove_ratio(1)
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tank_two.air_contents.volume = tank_two.air_contents.volume + tank_one.air_contents.volume
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tank_two.air_contents.merge(temp)
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spawn(20) // In case one tank bursts
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src.update_icon()
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// this doesn't do anything but the timer etc. expects it to be here
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// eventually maybe have it update icon to show state (timer, prox etc.) like old bombs
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c_state()
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return
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/obj/falsewall/
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attack_hand(mob/user as mob)
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if(density)
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// Open wall
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icon_state = "fwall_open"
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flick("fwall_opening", src)
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sleep(15)
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src.density = 0
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src.sd_SetOpacity(0)
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var/turf/T = src.loc
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T.sd_LumUpdate()
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else
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icon_state = ""
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flick("fwall_closing", src)
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sleep(15)
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src.density = 1
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src.sd_SetOpacity(1)
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var/turf/T = src.loc
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T.sd_LumUpdate()
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/screwdriver))
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var/turf/T = get_turf(src)
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user.visible_message("[user] tightens some bolts on the wall.", "You tighten the bolts on the wall.")
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T.ReplaceWithWall()
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del(src)
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//
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/*
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var/turf/T = get_turf(user)
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user << "\blue Now adding plating..."
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sleep(40)
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if (get_turf(user) == T)
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user << "\blue You added the plating!"
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var/turf/Tsrc = get_turf(src)
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Tsrc.ReplaceWithWall()
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*/ |