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* Begin clickcode attack_self fix Begins the work to make everything call back to parent for attack_self so that signals are sacred. * Makes MORE things call the attack_self() parent Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'. * Finishes making the rest of attack_self call parent. As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items. * begone foul demon * some more cleanup * These * GOD this was annoying * yeh * Fix this * fLARES * Thesee too * toys! * Even more! * More fixes * Even more * rest of em * these too * Update syndie.dm * hardref clear * Update code/game/gamemodes/nuclear/pinpointer.dm * Update code/game/objects/effects/mines.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/contraband_vr.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/weapons/gift_wrappaper.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * these too * Update maintpanel_stack.dm * angry warning * Fixes packaged snacks. Fixes improper var default. * Special handling for these * proper poly types * Fixes magclaws Makes the 'features' it had just part of base magboots that can be adjusted via varswap. * Fixes jackets Fixes https://github.com/VOREStation/VOREStation/issues/18941 * Small bugfix Makes p_Theyre properly capitialize Makes examine show proper wording * Update gift_wrappaper.dm
227 lines
6.5 KiB
Plaintext
227 lines
6.5 KiB
Plaintext
/obj/item/transfer_valve
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name = "tank transfer valve"
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desc = "Regulates the transfer of air between two tanks"
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icon = 'icons/obj/assemblies.dmi'
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icon_state = "valve_1"
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var/obj/item/tank/tank_one
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var/obj/item/tank/tank_two
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var/obj/item/assembly/attached_device
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var/mob/attacher = null
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var/valve_open = 0
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var/toggle = 1
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/obj/item/transfer_valve/attackby(obj/item/item, mob/user)
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var/turf/location = get_turf(src) // For admin logs
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if(istype(item, /obj/item/tank))
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if(tank_one && tank_two)
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to_chat(user, span_warning("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.forceMove(src)
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to_chat(user, span_notice("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.forceMove(src)
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to_chat(user, span_notice("You attach the tank to the transfer valve."))
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message_admins("[key_name_admin(user)] attached both tanks to a transfer valve. [ADMIN_JMP(location)]")
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log_game("[key_name_admin(user)] attached both tanks to a transfer valve.")
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update_icon()
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SStgui.update_uis(src) // update all UIs attached to src
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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/assembly/A = item
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if(A.secured)
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to_chat(user, span_notice("The device is secured."))
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return
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if(attached_device)
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to_chat(user, span_warning("There is already an device attached to the valve, remove it first."))
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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.forceMove(src)
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to_chat(user, span_notice("You attach the [item] to the valve controls and secure it."))
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A.holder = src
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A.toggle_secure() //this calls update_icon(), which calls update_icon() on the holder (i.e. the bomb).
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GLOB.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. [ADMIN_JMP(location)]")
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log_game("[key_name_admin(user)] attached a [item] to a transfer valve.")
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attacher = user
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SStgui.update_uis(src) // update all UIs attached to src
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return
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/obj/item/transfer_valve/HasProximity(turf/T, datum/weakref/WF, old_loc)
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if(isnull(WF))
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return
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var/atom/movable/AM = WF.resolve()
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if(isnull(AM))
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log_runtime("DEBUG: HasProximity called without reference on [src].")
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attached_device?.HasProximity(T, WF, old_loc)
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/obj/item/transfer_valve/Moved(old_loc, direction, forced)
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. = ..()
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if(isturf(old_loc))
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unsense_proximity(callback = TYPE_PROC_REF(/atom,HasProximity), center = old_loc)
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if(isturf(loc))
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sense_proximity(callback = TYPE_PROC_REF(/atom,HasProximity))
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/obj/item/transfer_valve/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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tgui_interact(user)
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/obj/item/transfer_valve/tgui_state(mob/user)
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return GLOB.tgui_inventory_state
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/obj/item/transfer_valve/tgui_interact(mob/user, datum/tgui/ui = null)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "TransferValve", name) // 460, 320
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ui.open()
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/obj/item/transfer_valve/tgui_data(mob/user)
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var/list/data = list()
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data["tank_one"] = tank_one ? tank_one.name : null
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data["tank_two"] = tank_two ? tank_two.name : null
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data["attached_device"] = attached_device ? attached_device.name : null
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data["valve"] = valve_open
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return data
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/obj/item/transfer_valve/tgui_act(action, params, datum/tgui/ui)
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if(..())
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return
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. = TRUE
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switch(action)
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if("tankone")
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remove_tank(tank_one)
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if("tanktwo")
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remove_tank(tank_two)
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if("toggle")
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toggle_valve()
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if("device")
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if(attached_device)
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attached_device.attack_self(ui.user)
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if("remove_device")
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if(attached_device)
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attached_device.forceMove(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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else
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. = FALSE
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if(.)
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update_icon()
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add_fingerprint(ui.user)
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/obj/item/transfer_valve/proc/process_activation(var/obj/item/D)
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if(toggle)
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toggle = FALSE
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toggle_valve()
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VARSET_IN(src, toggle, TRUE, 5 SECONDS)
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/obj/item/transfer_valve/update_icon()
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cut_overlays()
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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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add_overlay("[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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add_overlay("device")
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/obj/item/transfer_valve/proc/remove_tank(obj/item/tank/T)
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if(tank_one == T)
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split_gases()
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tank_one = null
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else if(tank_two == T)
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split_gases()
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tank_two = null
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else
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return
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T.forceMove(get_turf(src))
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update_icon()
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/obj/item/transfer_valve/proc/merge_gases()
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if(valve_open)
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return
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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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valve_open = 1
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/obj/item/transfer_valve/proc/split_gases()
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if(!valve_open)
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return
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valve_open = 0
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if(QDELETED(tank_one) || QDELETED(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/transfer_valve/proc/toggle_valve()
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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/area/A = get_area(bombturf)
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var/attacher_name = ""
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if(!attacher)
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attacher_name = "Unknown"
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else
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attacher_name = "[attacher.name]([attacher.ckey])"
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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> "
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log_str += "with [attached_device ? attached_device : "no device"] attacher: [attacher_name]"
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if(attacher)
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log_str += ADMIN_QUE(attacher)
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var/mob/mob = get_mob_by_key(forensic_data?.get_lastprint())
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var/last_touch_info = ""
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if(mob)
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last_touch_info = ADMIN_QUE(mob)
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log_str += " Last touched by: [forensic_data?.get_lastprint()][last_touch_info]"
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GLOB.bombers += log_str
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message_admins(log_str, 0, 1)
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log_game(log_str)
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merge_gases()
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else if(valve_open==1 && (tank_one && tank_two))
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split_gases()
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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/transfer_valve/proc/c_state()
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return
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