/obj/item/device/transfer_valve icon = 'assemblies.dmi' name = "Tank transfer valve" // because that's what it is exadv1 and don't you dare change it icon_state = "valve_1" desc = "Regulates the transfer of air between two tanks" var/obj/item/weapon/tank/tank_one var/obj/item/weapon/tank/tank_two var/obj/item/device/attached_device var/mob/attacher = "Unknown" var/valve_open = 0 var/toggle = 1 proc Process_Activation(var/obj/item/device/D) IsAssemblyHolder() return 1 attackby(obj/item/item, mob/user) if(istype(item, /obj/item/weapon/tank)) if(tank_one && tank_two) user << "\red There are already two tanks attached, remove one first!" return if(!tank_one) tank_one = item user.drop_item() item.loc = src user << "\blue You attach the tank to the transfer valve" else if(!tank_two) tank_two = item user.drop_item() item.loc = src user << "\blue You attach the tank to the transfer valve!" update_icon() //TODO: Have this take an assemblyholder else if(isassembly(item)) var/obj/item/device/assembly/A = item if(A.secured) user << "\red The device is secured!" return if(attached_device) user << "\red There is already an device attached to the valve, remove it first!" return user.remove_from_mob(item) attached_device = A A.loc = src user << "\blue You attach the [item] to the valve controls and secure it!" A.holder = src A.toggle_secure() bombers += "[key_name(user)] attached a [item] to a transfer valve." message_admins("[key_name_admin(user)] attached a [item] to a transfer valve.") log_game("[key_name_admin(user)] attached a [item] to a transfer valve.") attacher = key_name(user) return HasProximity(atom/movable/AM as mob|obj) if(!attached_device) return attached_device.HasProximity(AM) return attack_self(mob/user as mob) user.machine = src var/dat = {" Valve properties:
Attachment one: [tank_one] [tank_one ? "Remove" : ""]
Attachment two: [tank_two] [tank_two ? "Remove" : ""]
Valve attachment: [attached_device ? "[attached_device]" : "None"] [attached_device ? "Remove" : ""]
Valve status: [ valve_open ? "Closed Open" : "Closed Open"]"} user << browse(dat, "window=trans_valve;size=600x300") onclose(user, "trans_valve") return Topic(href, href_list) ..() if (usr.stat|| usr.restrained()) return if (src.loc == usr) if(href_list["tankone"]) split_gases() valve_open = 0 tank_one.loc = get_turf(src) tank_one = null update_icon() if(href_list["tanktwo"]) split_gases() valve_open = 0 tank_two.loc = get_turf(src) tank_two = null update_icon() if(href_list["open"]) toggle_valve() if(href_list["rem_device"]) if(attached_device) attached_device.loc = get_turf(src) attached_device:holder = null attached_device = null update_icon() if(href_list["device"]) attached_device.attack_self(usr) src.attack_self(usr) src.add_fingerprint(usr) return Process_Activation(var/obj/item/device/D) if(toggle) toggle = 0 toggle_valve() spawn(50) // To stop a signal being spammed from a proxy sensor constantly going off or whatever toggle = 1 process() update_icon() src.overlays = new/list() src.underlays = new/list() if(!tank_one && !tank_two && !attached_device) icon_state = "valve_1" return icon_state = "valve" var/tank_one_icon = "" var/tank_two_icon = "" if(tank_one) tank_one_icon = tank_one.icon_state if(tank_two) tank_two_icon = tank_two.icon_state if(tank_one) var/icon/I = new(src.icon, icon_state = "[tank_one_icon]") //var/obj/effect/overlay/tank_one_overlay = new //tank_one_overlay.icon = src.icon //tank_one_overlay.icon_state = tank_one_icon src.underlays += I if(tank_two) var/icon/J = new(src.icon, icon_state = "[tank_two_icon]") //I.Flip(EAST) this breaks the perspective! J.Shift(WEST, 13) //var/obj/underlay/tank_two_overlay = new //tank_two_overlay.icon = I src.underlays += J if(attached_device) var/icon/K = new(src.icon, icon_state = "device") //var/obj/effect/overlay/device_overlay = new //device_overlay.icon = src.icon //device_overlay.icon_state = device_icon src.overlays += K proc merge_gases() 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) split_gases() if (!valve_open || !tank_one || !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). */ toggle_valve() if(valve_open==0 && (tank_one && tank_two)) valve_open = 1 var/turf/bombturf = get_turf(src) var/bombarea = bombturf.loc.name var/log_str = "Bomb valve opened in [bombarea] with device attacher: [attacher]. Last touched by: [src.fingerprintslast]" bombers += log_str message_admins(log_str) log_game(log_str) merge_gases() spawn(20) // In case one tank bursts for (var/i=0,i<5,i++) src.update_icon() sleep(10) src.update_icon() else if(valve_open==1 && (tank_one && tank_two)) split_gases() valve_open = 0 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 c_state() return /obj/structure/falsewall/ attack_hand(mob/user as mob) if(density) // Open wall icon_state = "fwall_open" flick("fwall_opening", src) sleep(15) src.density = 0 src.sd_SetOpacity(0) var/turf/T = src.loc T.sd_LumReset() else icon_state = "wall" flick("fwall_closing", src) sleep(15) src.density = 1 src.sd_SetOpacity(1) var/turf/T = src.loc //T.sd_LumUpdate() src.relativewall() T.sd_LumReset() attackby(obj/item/weapon/W as obj, mob/user as mob) if(istype(W, /obj/item/weapon/screwdriver)) var/turf/T = get_turf(src) user.visible_message("[user] tightens some bolts on the wall.", "You tighten the bolts on the wall.") T.ReplaceWithWall() del(src) // /* var/turf/T = get_turf(user) user << "\blue Now adding plating..." sleep(40) if (get_turf(user) == T) user << "\blue You added the plating!" var/turf/Tsrc = get_turf(src) Tsrc.ReplaceWithWall() */ /obj/structure/falserwall/ attack_hand(mob/user as mob) if(density) // Open wall icon_state = "frwall_open" flick("frwall_opening", src) sleep(15) src.density = 0 src.sd_SetOpacity(0) var/turf/T = src.loc T.sd_LumReset() else icon_state = "r_wall" flick("frwall_closing", src) sleep(15) src.density = 1 src.sd_SetOpacity(1) var/turf/T = src.loc //T.sd_LumUpdate() src.relativewall() T.sd_LumReset() attackby(obj/item/weapon/W as obj, mob/user as mob) if(istype(W, /obj/item/weapon/screwdriver)) var/turf/T = get_turf(src) user.visible_message("[user] tightens some bolts on the r wall.", "You tighten the bolts on the r wall.") T.ReplaceWithWall() //Intentionally makes a regular wall instead of an r-wall (no cheap r-walls for you). del(src)