mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-25 08:51:41 +00:00
TG: Added new transfer valve assembly sprites from Baystation 12, and made the
transfer valve update_icon() a lot simpler and more robust. Revision: r3666 Author: petethegoat
This commit is contained in:
@@ -10,195 +10,180 @@
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var/valve_open = 0
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var/toggle = 1
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proc
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process_activation(var/obj/item/device/D)
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/obj/item/device/transfer_valve/proc/process_activation(var/obj/item/device/D)
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IsAssemblyHolder()
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return 1
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/obj/item/device/transfer_valve/IsAssemblyHolder()
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return 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 << "<span class='warning'>There are already two tanks attached, remove one first.</span>"
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return
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/obj/item/device/transfer_valve/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 << "<span class='warning'>There are already two tanks attached, remove one first.</span>"
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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 << "<span class='notice'>You attach the tank to the transfer valve.</span>"
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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 << "<span class='notice'>You attach the tank to the transfer valve.</span>"
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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 << "<span class='notice'>You attach the tank to the transfer valve.</span>"
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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 << "<span class='notice'>You attach the tank to the transfer valve.</span>"
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update_icon()
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update_icon()
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//TODO: Have this take an assemblyholder
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else if(isassembly(item))
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var/obj/item/device/assembly/A = item
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if(A.secured)
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user << "<span class='notice'>The device is secured.</span>"
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return
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if(attached_device)
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user << "<span class='warning'>There is already an device attached to the valve, remove it first.</span>"
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return
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user.remove_from_mob(item)
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attached_device = A
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A.loc = src
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user << "<span class='notice'>You attach the [item] to the valve controls and secure it.</span>"
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A.holder = src
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A.toggle_secure()
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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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log_game("[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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HasProximity(atom/movable/AM as mob|obj)
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if(!attached_device) return
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attached_device.HasProximity(AM)
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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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else if(isassembly(item))
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var/obj/item/device/assembly/A = item
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if(A.secured)
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user << "<span class='notice'>The device is secured.</span>"
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return
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if (src.loc == usr)
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if(tank_one && href_list["tankone"])
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split_gases()
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valve_open = 0
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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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else if(tank_two && href_list["tanktwo"])
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split_gases()
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valve_open = 0
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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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else if(href_list["open"])
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toggle_valve()
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else if(attached_device)
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if(href_list["rem_device"])
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attached_device.loc = get_turf(src)
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attached_device:holder = null
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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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return
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process_activation(var/obj/item/device/D)
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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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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/effect/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/effect/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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proc
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merge_gases()
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tank_two.air_contents.volume += tank_one.air_contents.volume
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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.merge(temp)
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split_gases()
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if (!valve_open || !tank_one || !tank_two)
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return
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var/ratio1 = tank_one.air_contents.volume/tank_two.air_contents.volume
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var/datum/gas_mixture/temp
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temp = tank_two.air_contents.remove_ratio(ratio1)
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tank_one.air_contents.merge(temp)
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tank_two.air_contents.volume -= tank_one.air_contents.volume
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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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if(valve_open==0 && (tank_one && tank_two))
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valve_open = 1
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var/turf/bombturf = get_turf(src)
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var/bombarea = bombturf.loc.name
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var/log_str = "Bomb valve opened in [bombarea] with device attacher: [attacher]. Last touched by: [src.fingerprintslast]"
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bombers += log_str
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message_admins(log_str)
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log_game(log_str)
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merge_gases()
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spawn(20) // In case one tank bursts
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for (var/i=0,i<5,i++)
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src.update_icon()
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sleep(10)
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src.update_icon()
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else if(valve_open==1 && (tank_one && tank_two))
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split_gases()
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valve_open = 0
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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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user << "<span class='warning'>There is already an device attached to the valve, remove it first.</span>"
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return
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user.remove_from_mob(item)
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attached_device = A
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A.loc = src
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user << "<span class='notice'>You attach the [item] to the valve controls and secure it.</span>"
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A.holder = src
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A.toggle_secure()
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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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log_game("[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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/obj/item/device/transfer_valve/HasProximity(atom/movable/AM as mob|obj)
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if(!attached_device) return
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attached_device.HasProximity(AM)
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return
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/obj/item/device/transfer_valve/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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/obj/item/device/transfer_valve/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(tank_one && href_list["tankone"])
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split_gases()
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valve_open = 0
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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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else if(tank_two && href_list["tanktwo"])
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split_gases()
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valve_open = 0
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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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else if(href_list["open"])
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toggle_valve()
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else if(attached_device)
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if(href_list["rem_device"])
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attached_device.loc = get_turf(src)
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attached_device:holder = null
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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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return
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/obj/item/device/transfer_valve/process_activation(var/obj/item/device/D)
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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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/obj/item/device/transfer_valve/process()
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return
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/obj/item/device/transfer_valve/update_icon()
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overlays = null
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underlays = null
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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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if(tank_one)
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overlays += "[tank_one.icon_state]"
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if(tank_two)
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var/icon/J = new(icon, icon_state = "[tank_two.icon_state]")
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J.Shift(WEST, 13)
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underlays += J
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if(attached_device)
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overlays += "device"
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/obj/item/device/transfer_valve/proc/merge_gases()
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tank_two.air_contents.volume += tank_one.air_contents.volume
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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.merge(temp)
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/obj/item/device/transfer_valve/proc/split_gases()
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if (!valve_open || !tank_one || !tank_two)
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return
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var/ratio1 = tank_one.air_contents.volume/tank_two.air_contents.volume
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var/datum/gas_mixture/temp
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temp = tank_two.air_contents.remove_ratio(ratio1)
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tank_one.air_contents.merge(temp)
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tank_two.air_contents.volume -= tank_one.air_contents.volume
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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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/obj/item/device/transfer_valve/proc/toggle_valve()
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if(valve_open==0 && (tank_one && tank_two))
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valve_open = 1
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var/turf/bombturf = get_turf(src)
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var/bombarea = bombturf.loc.name
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var/log_str = "Bomb valve opened in [bombarea] with device attacher: [attacher]. Last touched by: [src.fingerprintslast]"
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bombers += log_str
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message_admins(log_str)
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log_game(log_str)
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merge_gases()
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spawn(20) // In case one tank bursts
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for (var/i=0,i<5,i++)
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src.update_icon()
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sleep(10)
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src.update_icon()
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else if(valve_open==1 && (tank_one && tank_two))
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split_gases()
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valve_open = 0
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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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/obj/item/device/transfer_valve/proc/c_state()
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return
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/obj/structure/falsewall/
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/obj/structure/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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Reference in New Issue
Block a user