Files
Polaris/code/game/objects/transfer_valve.dm
mport2004@gmail.com 17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00

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7.9 KiB
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/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(item.IsAssembly())
if(item: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 = item
item.loc = src
user << "\blue You attach the [item] to the valve controls and secure it!"
item:holder = src
item: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 = {"<B> Valve properties: </B>
<BR> <B> Attachment one:</B> [tank_one] [tank_one ? "<A href='?src=\ref[src];tankone=1'>Remove</A>" : ""]
<BR> <B> Attachment two:</B> [tank_two] [tank_two ? "<A href='?src=\ref[src];tanktwo=1'>Remove</A>" : ""]
<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>" : ""]
<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>"]"}
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)