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VOREStation/code/game/objects/items/devices/transfer_valve.dm
T
Cameron Lennox d5849910e5 Begin clickcode attack_self fix (#18797)
* 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
2025-12-29 13:21:10 -05:00

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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)
. = ..(user)
if(.)
return TRUE
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