reset
This commit is contained in:
@@ -8,8 +8,8 @@
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var/on = 0 //Are we currently active??
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var/menu_message = ""
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/obj/item/radio/integrated/Initialize()
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. = ..()
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/obj/item/radio/integrated/Initialize()
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. = ..()
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if (istype(loc.loc, /obj/item/device/pda))
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hostpda = loc.loc
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@@ -1,145 +1,145 @@
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// Powersink - used to drain station power
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/obj/item/device/powersink
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desc = "A nulling power sink which drains energy from electrical systems."
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name = "power sink"
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icon_state = "powersink0"
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item_state = "electronic"
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w_class = WEIGHT_CLASS_BULKY
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flags = CONDUCT
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throwforce = 5
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throw_speed = 1
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throw_range = 2
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materials = list(MAT_METAL=750)
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origin_tech = "powerstorage=5;syndicate=5"
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var/drain_rate = 1600000 // amount of power to drain per tick
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var/power_drained = 0 // has drained this much power
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var/max_power = 1e10 // maximum power that can be drained before exploding
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var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
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var/admins_warned = 0 // stop spam, only warn the admins once that we are about to boom
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var/const/DISCONNECTED = 0
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var/const/CLAMPED_OFF = 1
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var/const/OPERATING = 2
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var/obj/structure/cable/attached // the attached cable
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/obj/item/device/powersink/update_icon()
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icon_state = "powersink[mode == OPERATING]"
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/obj/item/device/powersink/proc/set_mode(value)
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if(value == mode)
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return
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switch(value)
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if(DISCONNECTED)
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attached = null
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if(mode == OPERATING)
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STOP_PROCESSING(SSobj, src)
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anchored = 0
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if(CLAMPED_OFF)
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if(!attached)
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return
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if(mode == OPERATING)
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STOP_PROCESSING(SSobj, src)
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anchored = 1
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if(OPERATING)
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if(!attached)
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return
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START_PROCESSING(SSobj, src)
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anchored = 1
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mode = value
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update_icon()
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set_light(0)
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/obj/item/device/powersink/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/screwdriver))
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if(mode == DISCONNECTED)
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var/turf/T = loc
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if(isturf(T) && !T.intact)
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attached = locate() in T
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if(!attached)
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to_chat(user, "<span class='warning'>This device must be placed over an exposed, powered cable node!</span>")
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else
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set_mode(CLAMPED_OFF)
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user.visible_message( \
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"[user] attaches \the [src] to the cable.", \
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"<span class='notice'>You attach \the [src] to the cable.</span>",
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"<span class='italics'>You hear some wires being connected to something.</span>")
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else
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to_chat(user, "<span class='warning'>This device must be placed over an exposed, powered cable node!</span>")
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else
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set_mode(DISCONNECTED)
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user.visible_message( \
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"[user] detaches \the [src] from the cable.", \
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"<span class='notice'>You detach \the [src] from the cable.</span>",
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"<span class='italics'>You hear some wires being disconnected from something.</span>")
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else
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return ..()
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/obj/item/device/powersink/attack_paw()
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return
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/obj/item/device/powersink/attack_ai()
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return
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/obj/item/device/powersink/attack_hand(mob/user)
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switch(mode)
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if(DISCONNECTED)
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..()
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if(CLAMPED_OFF)
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user.visible_message( \
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"[user] activates \the [src]!", \
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"<span class='notice'>You activate \the [src].</span>",
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"<span class='italics'>You hear a click.</span>")
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message_admins("Power sink activated by [ADMIN_LOOKUPFLW(user)] at [ADMIN_COORDJMP(src)]")
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log_game("Power sink activated by [key_name(user)] at [COORD(src)]")
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set_mode(OPERATING)
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if(OPERATING)
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user.visible_message( \
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"[user] deactivates \the [src]!", \
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"<span class='notice'>You deactivate \the [src].</span>",
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"<span class='italics'>You hear a click.</span>")
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set_mode(CLAMPED_OFF)
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/obj/item/device/powersink/process()
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if(!attached)
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set_mode(DISCONNECTED)
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return
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var/datum/powernet/PN = attached.powernet
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if(PN)
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set_light(5)
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// found a powernet, so drain up to max power from it
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var/drained = min ( drain_rate, PN.avail )
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PN.load += drained
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power_drained += drained
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// if tried to drain more than available on powernet
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// now look for APCs and drain their cells
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if(drained < drain_rate)
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for(var/obj/machinery/power/terminal/T in PN.nodes)
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if(istype(T.master, /obj/machinery/power/apc))
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var/obj/machinery/power/apc/A = T.master
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if(A.operating && A.cell)
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A.cell.charge = max(0, A.cell.charge - 50)
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power_drained += 50
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if(A.charging == 2) // If the cell was full
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A.charging = 1 // It's no longer full
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if(power_drained > max_power * 0.98)
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if (!admins_warned)
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admins_warned = 1
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message_admins("Power sink at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>) is 95% full. Explosion imminent.")
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playsound(src, 'sound/effects/screech.ogg', 100, 1, 1)
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if(power_drained >= max_power)
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STOP_PROCESSING(SSobj, src)
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explosion(src.loc, 4,8,16,32)
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qdel(src)
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// Powersink - used to drain station power
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/obj/item/device/powersink
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desc = "A nulling power sink which drains energy from electrical systems."
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name = "power sink"
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icon_state = "powersink0"
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item_state = "electronic"
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w_class = WEIGHT_CLASS_BULKY
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flags = CONDUCT
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throwforce = 5
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throw_speed = 1
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throw_range = 2
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materials = list(MAT_METAL=750)
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origin_tech = "powerstorage=5;syndicate=5"
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var/drain_rate = 1600000 // amount of power to drain per tick
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var/power_drained = 0 // has drained this much power
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var/max_power = 1e10 // maximum power that can be drained before exploding
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var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
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var/admins_warned = 0 // stop spam, only warn the admins once that we are about to boom
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var/const/DISCONNECTED = 0
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var/const/CLAMPED_OFF = 1
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var/const/OPERATING = 2
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var/obj/structure/cable/attached // the attached cable
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/obj/item/device/powersink/update_icon()
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icon_state = "powersink[mode == OPERATING]"
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/obj/item/device/powersink/proc/set_mode(value)
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if(value == mode)
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return
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switch(value)
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if(DISCONNECTED)
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attached = null
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if(mode == OPERATING)
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STOP_PROCESSING(SSobj, src)
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anchored = 0
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if(CLAMPED_OFF)
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if(!attached)
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return
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if(mode == OPERATING)
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STOP_PROCESSING(SSobj, src)
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anchored = 1
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if(OPERATING)
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if(!attached)
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return
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START_PROCESSING(SSobj, src)
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anchored = 1
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mode = value
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update_icon()
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set_light(0)
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/obj/item/device/powersink/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/screwdriver))
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if(mode == DISCONNECTED)
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var/turf/T = loc
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if(isturf(T) && !T.intact)
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attached = locate() in T
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if(!attached)
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to_chat(user, "<span class='warning'>This device must be placed over an exposed, powered cable node!</span>")
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else
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set_mode(CLAMPED_OFF)
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user.visible_message( \
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"[user] attaches \the [src] to the cable.", \
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"<span class='notice'>You attach \the [src] to the cable.</span>",
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"<span class='italics'>You hear some wires being connected to something.</span>")
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else
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to_chat(user, "<span class='warning'>This device must be placed over an exposed, powered cable node!</span>")
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else
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set_mode(DISCONNECTED)
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user.visible_message( \
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"[user] detaches \the [src] from the cable.", \
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"<span class='notice'>You detach \the [src] from the cable.</span>",
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"<span class='italics'>You hear some wires being disconnected from something.</span>")
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else
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return ..()
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/obj/item/device/powersink/attack_paw()
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return
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/obj/item/device/powersink/attack_ai()
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return
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/obj/item/device/powersink/attack_hand(mob/user)
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switch(mode)
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if(DISCONNECTED)
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..()
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if(CLAMPED_OFF)
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user.visible_message( \
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"[user] activates \the [src]!", \
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"<span class='notice'>You activate \the [src].</span>",
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"<span class='italics'>You hear a click.</span>")
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message_admins("Power sink activated by [ADMIN_LOOKUPFLW(user)] at [ADMIN_COORDJMP(src)]")
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log_game("Power sink activated by [key_name(user)] at [COORD(src)]")
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set_mode(OPERATING)
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if(OPERATING)
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user.visible_message( \
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"[user] deactivates \the [src]!", \
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"<span class='notice'>You deactivate \the [src].</span>",
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"<span class='italics'>You hear a click.</span>")
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set_mode(CLAMPED_OFF)
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/obj/item/device/powersink/process()
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if(!attached)
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set_mode(DISCONNECTED)
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return
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var/datum/powernet/PN = attached.powernet
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if(PN)
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set_light(5)
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// found a powernet, so drain up to max power from it
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var/drained = min ( drain_rate, PN.avail )
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PN.load += drained
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power_drained += drained
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// if tried to drain more than available on powernet
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// now look for APCs and drain their cells
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if(drained < drain_rate)
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for(var/obj/machinery/power/terminal/T in PN.nodes)
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if(istype(T.master, /obj/machinery/power/apc))
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var/obj/machinery/power/apc/A = T.master
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if(A.operating && A.cell)
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A.cell.charge = max(0, A.cell.charge - 50)
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power_drained += 50
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if(A.charging == 2) // If the cell was full
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A.charging = 1 // It's no longer full
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if(power_drained > max_power * 0.98)
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if (!admins_warned)
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admins_warned = 1
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message_admins("Power sink at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>) is 95% full. Explosion imminent.")
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playsound(src, 'sound/effects/screech.ogg', 100, 1, 1)
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if(power_drained >= max_power)
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STOP_PROCESSING(SSobj, src)
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explosion(src.loc, 4,8,16,32)
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qdel(src)
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@@ -7,8 +7,8 @@
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origin_tech = "bluespace=1"
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dog_fashion = null
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/obj/item/device/radio/beacon/Initialize()
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. = ..()
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/obj/item/device/radio/beacon/Initialize()
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. = ..()
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GLOB.teleportbeacons += src
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/obj/item/device/radio/beacon/Destroy()
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@@ -11,8 +11,8 @@
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var/obj/item/device/encryptionkey/keyslot2 = null
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dog_fashion = null
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/obj/item/device/radio/headset/Initialize()
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. = ..()
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/obj/item/device/radio/headset/Initialize()
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. = ..()
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recalculateChannels()
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/obj/item/device/radio/headset/Destroy()
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@@ -47,21 +47,21 @@
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item_state = "syndie_headset"
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/obj/item/device/radio/headset/syndicate/alt/Initialize(mapload)
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. = ..()
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. = ..()
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SET_SECONDARY_FLAG(src, BANG_PROTECT)
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/obj/item/device/radio/headset/syndicate/alt/leader
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name = "team leader headset"
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command = TRUE
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/obj/item/device/radio/headset/syndicate/Initialize()
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. = ..()
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/obj/item/device/radio/headset/syndicate/Initialize()
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. = ..()
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make_syndie()
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/obj/item/device/radio/headset/binary
|
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origin_tech = "syndicate=3"
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/obj/item/device/radio/headset/binary/Initialize()
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. = ..()
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/obj/item/device/radio/headset/binary/Initialize()
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. = ..()
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qdel(keyslot)
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keyslot = new /obj/item/device/encryptionkey/binary
|
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recalculateChannels()
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@@ -79,7 +79,7 @@
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item_state = "sec_headset_alt"
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||||
|
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/obj/item/device/radio/headset/headset_sec/alt/Initialize(mapload)
|
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. = ..()
|
||||
. = ..()
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||||
SET_SECONDARY_FLAG(src, BANG_PROTECT)
|
||||
|
||||
/obj/item/device/radio/headset/headset_eng
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@@ -134,7 +134,7 @@
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item_state = "com_headset_alt"
|
||||
|
||||
/obj/item/device/radio/headset/heads/captain/alt/Initialize(mapload)
|
||||
. = ..()
|
||||
. = ..()
|
||||
SET_SECONDARY_FLAG(src, BANG_PROTECT)
|
||||
|
||||
/obj/item/device/radio/headset/heads/rd
|
||||
@@ -156,7 +156,7 @@
|
||||
item_state = "com_headset_alt"
|
||||
|
||||
/obj/item/device/radio/headset/heads/hos/alt/Initialize(mapload)
|
||||
. = ..()
|
||||
. = ..()
|
||||
SET_SECONDARY_FLAG(src, BANG_PROTECT)
|
||||
|
||||
/obj/item/device/radio/headset/heads/ce
|
||||
@@ -213,7 +213,7 @@
|
||||
keyslot = null
|
||||
|
||||
/obj/item/device/radio/headset/headset_cent/alt/Initialize(mapload)
|
||||
. = ..()
|
||||
. = ..()
|
||||
SET_SECONDARY_FLAG(src, BANG_PROTECT)
|
||||
|
||||
/obj/item/device/radio/headset/ai
|
||||
|
||||
@@ -11,8 +11,8 @@
|
||||
var/last_tick //used to delay the powercheck
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/device/radio/intercom/Initialize()
|
||||
. = ..()
|
||||
/obj/item/device/radio/intercom/Initialize()
|
||||
. = ..()
|
||||
START_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/device/radio/intercom/Destroy()
|
||||
|
||||
@@ -1,211 +1,211 @@
|
||||
/obj/item/device/transfer_valve
|
||||
icon = 'icons/obj/assemblies.dmi'
|
||||
name = "tank transfer valve"
|
||||
icon_state = "valve_1"
|
||||
item_state = "ttv"
|
||||
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 = null
|
||||
var/valve_open = 0
|
||||
var/toggle = 1
|
||||
origin_tech = "materials=1;engineering=1"
|
||||
|
||||
/obj/item/device/transfer_valve/IsAssemblyHolder()
|
||||
return 1
|
||||
|
||||
/obj/item/device/transfer_valve/attackby(obj/item/item, mob/user, params)
|
||||
if(istype(item, /obj/item/weapon/tank))
|
||||
if(tank_one && tank_two)
|
||||
to_chat(user, "<span class='warning'>There are already two tanks attached, remove one first!</span>")
|
||||
return
|
||||
|
||||
if(!tank_one)
|
||||
if(!user.transferItemToLoc(item, src))
|
||||
return
|
||||
tank_one = item
|
||||
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
|
||||
if(item.w_class > w_class)
|
||||
w_class = item.w_class
|
||||
else if(!tank_two)
|
||||
if(!user.transferItemToLoc(item, src))
|
||||
return
|
||||
tank_two = item
|
||||
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
|
||||
if(item.w_class > w_class)
|
||||
w_class = item.w_class
|
||||
|
||||
update_icon()
|
||||
//TODO: Have this take an assemblyholder
|
||||
else if(isassembly(item))
|
||||
var/obj/item/device/assembly/A = item
|
||||
if(A.secured)
|
||||
to_chat(user, "<span class='notice'>The device is secured.</span>")
|
||||
return
|
||||
if(attached_device)
|
||||
to_chat(user, "<span class='warning'>There is already a device attached to the valve, remove it first!</span>")
|
||||
return
|
||||
if(!user.transferItemToLoc(item, src))
|
||||
return
|
||||
attached_device = A
|
||||
to_chat(user, "<span class='notice'>You attach the [item] to the valve controls and secure it.</span>")
|
||||
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.")
|
||||
log_game("[key_name_admin(user)] attached a [item] to a transfer valve.")
|
||||
attacher = user
|
||||
return
|
||||
|
||||
/obj/item/device/transfer_valve/attack_self(mob/user)
|
||||
user.set_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>"]"}
|
||||
|
||||
var/datum/browser/popup = new(user, "trans_valve", name)
|
||||
popup.set_content(dat)
|
||||
popup.open()
|
||||
return
|
||||
|
||||
/obj/item/device/transfer_valve/Topic(href, href_list)
|
||||
..()
|
||||
if ( usr.stat || usr.restrained() )
|
||||
return
|
||||
if (src.loc == usr)
|
||||
if(tank_one && href_list["tankone"])
|
||||
split_gases()
|
||||
valve_open = 0
|
||||
tank_one.loc = get_turf(src)
|
||||
tank_one = null
|
||||
update_icon()
|
||||
if((!tank_two || tank_two.w_class < WEIGHT_CLASS_BULKY) && (w_class > WEIGHT_CLASS_NORMAL))
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
else if(tank_two && href_list["tanktwo"])
|
||||
split_gases()
|
||||
valve_open = 0
|
||||
tank_two.loc = get_turf(src)
|
||||
tank_two = null
|
||||
update_icon()
|
||||
if((!tank_one || tank_one.w_class < WEIGHT_CLASS_BULKY) && (w_class > WEIGHT_CLASS_NORMAL))
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
else if(href_list["open"])
|
||||
toggle_valve()
|
||||
else if(attached_device)
|
||||
if(href_list["rem_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
|
||||
return
|
||||
|
||||
/obj/item/device/transfer_valve/proc/process_activation(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
|
||||
|
||||
/obj/item/device/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/device/transfer_valve/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)
|
||||
|
||||
/obj/item/device/transfer_valve/proc/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).
|
||||
*/
|
||||
|
||||
/obj/item/device/transfer_valve/proc/toggle_valve()
|
||||
if(!valve_open && tank_one && tank_two)
|
||||
valve_open = 1
|
||||
var/turf/bombturf = get_turf(src)
|
||||
var/area/A = get_area(bombturf)
|
||||
|
||||
var/attachment = "no device"
|
||||
if(attached_device)
|
||||
if(istype(attached_device, /obj/item/device/assembly/signaler))
|
||||
attachment = "<A HREF='?_src_=holder;secrets=list_signalers'>[attached_device]</A>"
|
||||
else
|
||||
attachment = attached_device
|
||||
|
||||
var/attacher_name = ""
|
||||
if(!attacher)
|
||||
attacher_name = "Unknown"
|
||||
else
|
||||
attacher_name = "[key_name_admin(attacher)]"
|
||||
|
||||
var/log_str1 = "Bomb valve opened in "
|
||||
var/log_str2 = "with [attachment] attacher: [attacher_name]"
|
||||
|
||||
var/log_attacher = ""
|
||||
if(attacher)
|
||||
log_attacher = "[ADMIN_QUE(attacher)] [ADMIN_FLW(attacher)]"
|
||||
|
||||
var/mob/mob = get_mob_by_key(src.fingerprintslast)
|
||||
var/last_touch_info = ""
|
||||
if(mob)
|
||||
last_touch_info = "[ADMIN_QUE(mob)] [ADMIN_FLW(mob)]"
|
||||
|
||||
var/log_str3 = " Last touched by: [key_name_admin(mob)]"
|
||||
|
||||
var/bomb_message = "[log_str1] [A.name][ADMIN_JMP(bombturf)] [log_str2][log_attacher] [log_str3][last_touch_info]"
|
||||
|
||||
GLOB.bombers += bomb_message
|
||||
|
||||
message_admins(bomb_message, 0, 1)
|
||||
log_game("[log_str1] [A.name][COORD(bombturf)] [log_str2] [log_str3]")
|
||||
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 && 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
|
||||
/obj/item/device/transfer_valve/proc/c_state()
|
||||
return
|
||||
/obj/item/device/transfer_valve
|
||||
icon = 'icons/obj/assemblies.dmi'
|
||||
name = "tank transfer valve"
|
||||
icon_state = "valve_1"
|
||||
item_state = "ttv"
|
||||
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 = null
|
||||
var/valve_open = 0
|
||||
var/toggle = 1
|
||||
origin_tech = "materials=1;engineering=1"
|
||||
|
||||
/obj/item/device/transfer_valve/IsAssemblyHolder()
|
||||
return 1
|
||||
|
||||
/obj/item/device/transfer_valve/attackby(obj/item/item, mob/user, params)
|
||||
if(istype(item, /obj/item/weapon/tank))
|
||||
if(tank_one && tank_two)
|
||||
to_chat(user, "<span class='warning'>There are already two tanks attached, remove one first!</span>")
|
||||
return
|
||||
|
||||
if(!tank_one)
|
||||
if(!user.transferItemToLoc(item, src))
|
||||
return
|
||||
tank_one = item
|
||||
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
|
||||
if(item.w_class > w_class)
|
||||
w_class = item.w_class
|
||||
else if(!tank_two)
|
||||
if(!user.transferItemToLoc(item, src))
|
||||
return
|
||||
tank_two = item
|
||||
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
|
||||
if(item.w_class > w_class)
|
||||
w_class = item.w_class
|
||||
|
||||
update_icon()
|
||||
//TODO: Have this take an assemblyholder
|
||||
else if(isassembly(item))
|
||||
var/obj/item/device/assembly/A = item
|
||||
if(A.secured)
|
||||
to_chat(user, "<span class='notice'>The device is secured.</span>")
|
||||
return
|
||||
if(attached_device)
|
||||
to_chat(user, "<span class='warning'>There is already a device attached to the valve, remove it first!</span>")
|
||||
return
|
||||
if(!user.transferItemToLoc(item, src))
|
||||
return
|
||||
attached_device = A
|
||||
to_chat(user, "<span class='notice'>You attach the [item] to the valve controls and secure it.</span>")
|
||||
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.")
|
||||
log_game("[key_name_admin(user)] attached a [item] to a transfer valve.")
|
||||
attacher = user
|
||||
return
|
||||
|
||||
/obj/item/device/transfer_valve/attack_self(mob/user)
|
||||
user.set_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>"]"}
|
||||
|
||||
var/datum/browser/popup = new(user, "trans_valve", name)
|
||||
popup.set_content(dat)
|
||||
popup.open()
|
||||
return
|
||||
|
||||
/obj/item/device/transfer_valve/Topic(href, href_list)
|
||||
..()
|
||||
if ( usr.stat || usr.restrained() )
|
||||
return
|
||||
if (src.loc == usr)
|
||||
if(tank_one && href_list["tankone"])
|
||||
split_gases()
|
||||
valve_open = 0
|
||||
tank_one.loc = get_turf(src)
|
||||
tank_one = null
|
||||
update_icon()
|
||||
if((!tank_two || tank_two.w_class < WEIGHT_CLASS_BULKY) && (w_class > WEIGHT_CLASS_NORMAL))
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
else if(tank_two && href_list["tanktwo"])
|
||||
split_gases()
|
||||
valve_open = 0
|
||||
tank_two.loc = get_turf(src)
|
||||
tank_two = null
|
||||
update_icon()
|
||||
if((!tank_one || tank_one.w_class < WEIGHT_CLASS_BULKY) && (w_class > WEIGHT_CLASS_NORMAL))
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
else if(href_list["open"])
|
||||
toggle_valve()
|
||||
else if(attached_device)
|
||||
if(href_list["rem_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
|
||||
return
|
||||
|
||||
/obj/item/device/transfer_valve/proc/process_activation(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
|
||||
|
||||
/obj/item/device/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/device/transfer_valve/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)
|
||||
|
||||
/obj/item/device/transfer_valve/proc/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).
|
||||
*/
|
||||
|
||||
/obj/item/device/transfer_valve/proc/toggle_valve()
|
||||
if(!valve_open && tank_one && tank_two)
|
||||
valve_open = 1
|
||||
var/turf/bombturf = get_turf(src)
|
||||
var/area/A = get_area(bombturf)
|
||||
|
||||
var/attachment = "no device"
|
||||
if(attached_device)
|
||||
if(istype(attached_device, /obj/item/device/assembly/signaler))
|
||||
attachment = "<A HREF='?_src_=holder;secrets=list_signalers'>[attached_device]</A>"
|
||||
else
|
||||
attachment = attached_device
|
||||
|
||||
var/attacher_name = ""
|
||||
if(!attacher)
|
||||
attacher_name = "Unknown"
|
||||
else
|
||||
attacher_name = "[key_name_admin(attacher)]"
|
||||
|
||||
var/log_str1 = "Bomb valve opened in "
|
||||
var/log_str2 = "with [attachment] attacher: [attacher_name]"
|
||||
|
||||
var/log_attacher = ""
|
||||
if(attacher)
|
||||
log_attacher = "[ADMIN_QUE(attacher)] [ADMIN_FLW(attacher)]"
|
||||
|
||||
var/mob/mob = get_mob_by_key(src.fingerprintslast)
|
||||
var/last_touch_info = ""
|
||||
if(mob)
|
||||
last_touch_info = "[ADMIN_QUE(mob)] [ADMIN_FLW(mob)]"
|
||||
|
||||
var/log_str3 = " Last touched by: [key_name_admin(mob)]"
|
||||
|
||||
var/bomb_message = "[log_str1] [A.name][ADMIN_JMP(bombturf)] [log_str2][log_attacher] [log_str3][last_touch_info]"
|
||||
|
||||
GLOB.bombers += bomb_message
|
||||
|
||||
message_admins(bomb_message, 0, 1)
|
||||
log_game("[log_str1] [A.name][COORD(bombturf)] [log_str2] [log_str3]")
|
||||
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 && 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
|
||||
/obj/item/device/transfer_valve/proc/c_state()
|
||||
return
|
||||
|
||||
Reference in New Issue
Block a user