Files
CHOMPStation2/code/game/objects/items/devices/transfer_valve.dm
2025-09-14 20:05:26 +02:00

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/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 href='byond://?_src_=holder;[HrefToken(TRUE)];adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name]</a> "
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