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Batrachophreno 4ecb0bc21c Repath obj/machinery to obj/structure/machinery [MDB Ignore] (#22500)
Repaths obj/machinery to obj/structure/machinery. **Note for
reviewers:** the only meaningful changed code exists within
**code/game/objects/structures.dm** and
**code/game/objects/structures/_machinery.dm**, largely concerning
damage procs. With the exception of moving airlock defines to their own
file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES.

Objects, _categorically_, are largely divided between those you can hold
in your hand/inventory and those you can't. Machinery objects are
already subtypes of Structures behaviorally, this PR just makes their
pathing reflect that, and allows for future work (tool actions, more
health/destruction functionality) to be developed without unnecessary
code duplication.

I have tested this PR by loading up the Horizon and dismantling various
machines and structures with tools, shooting guns of various types
throughout the ship, and detonating a bunch of explosions throughout the
ship.
2026-05-26 19:35:48 +00:00

448 lines
15 KiB
Plaintext

// TURBINE v2 AKA rev4407 Engine reborn!
// How to use it? - Mappers
//
// This is a very good power generating mechanism. All you need is a blast furnace with soaring flames and output.
// Not everything is included yet so the turbine can run out of fuel quite quickly. The best thing about the turbine is that even
// though something is on fire that passes through it, it won't be on fire as it passes out of it. So the exhaust fumes can still
// containt unreacted fuel - plasma and oxygen that needs to be filtered out and re-routed back. This of course requires smart piping
// For a computer to work with the turbine the compressor requires a comp_id matching with the turbine computer's id. This will be
// subjected to a change in the near future mind you. Right now this method of generating power is a good backup but don't expect it
// become a main power source unless some work is done. Have fun.
//
// - Numbers
//
// Example setup S - sparker
// B - Blast doors into space for venting
// *BBB****BBB* C - Compressor
// S CT * T - Turbine
// * ^ * * V * D - Doors with firedoor
// **|***D**|** ^ - Fuel feed (Not vent, but a gas outlet)
// | | V - Suction vent (Like the ones in atmos)
//
#define OVERDRIVE 4
#define VERY_FAST 3
#define FAST 2
#define SLOW 1
//below defines the time between an overheat event and next startup
#define OVERHEAT_TIME 120 SECONDS
#define OVERHEAT_THRESHOLD 200 //measured in cycles of 2 seconds
#define OVERHEAT_MESSAGE "Alert! The gas turbine generator's bearings have overheated. Initiating automatic cooling procedures. Manual restart is required."
/obj/structure/machinery/power/compressor
name = "gas turbine compressor"
desc = "The compressor stage of a gas turbine generator. A data panel for linking with a to a computer can be accessed with a screwdriver."
icon = 'icons/obj/pipeturbine.dmi'
icon_state = "compressor"
anchored = TRUE
density = TRUE
atmos_canpass = CANPASS_DENSITY
var/obj/structure/machinery/power/turbine/turbine
var/datum/gas_mixture/gas_contained
var/turf/simulated/inturf
var/starter = FALSE
/// Current RPM value of the compressor
var/rpm = 0
/// Current rpm threshold, used to change sprites
var/rpm_threshold = NONE
/// Target RPM to aim for
var/rpmtarget = 0
/// Capacity in moles that the compressor can fit
var/capacity = 1e6
/// ID of computer to link to.
var/comp_id = 0
/// How efficient the compressor is. Modified by amount and tier of manipulators installed.
var/efficiency
/// value that dertermines the amount of overheat "damage" on the turbine.
var/overheat = 0
/// This value needs to be zero. It represents seconds since the last overheat event
var/last_overheat = 0
/// Internal radio, used to alert engineers of turbine trip!
var/obj/item/radio/radio
component_types = list(
/obj/item/stock_parts/manipulator = 6,
/obj/item/stack/cable_coil = 5
)
/obj/structure/machinery/power/turbine
name = "gas turbine generator"
desc = "A gas turbine used for backup power generation."
icon = 'icons/obj/pipeturbine.dmi'
icon_state = "turbine"
anchored = TRUE
density = TRUE
atmos_canpass = CANPASS_DENSITY
/// Linked [/obj/structure/machinery/power/compressor]. Should not be manipulated directly.
var/obj/structure/machinery/power/compressor/compressor
/// Turf to output air to. Should not be manipulated directly
var/turf/simulated/outturf
/// Last value of power the generator outputted
var/lastgen
/// If the turbine is outputing enough to visibly affect its sprite
var/generator_threshold = FALSE
/// Productivity value of turbine. Modified by amount and tier of capacitors installed.
var/productivity = 1
component_types = list(
/obj/item/stock_parts/capacitor = 6,
/obj/item/stack/cable_coil = 5
)
/obj/structure/machinery/computer/terminal/turbine_computer
name = "gas turbine control computer"
desc = "A computer to remotely control a gas turbine. Link it to a turbine via use of a multitool."
icon_screen = "turbinecomp"
icon_keyboard = "tech_key"
/// Linked [/obj/structure/machinery/power/compressor]. Should not be manipulated directly.
var/obj/structure/machinery/power/compressor/compressor
/// Linked blast doors, currently unused. Should not be manipulated directly
var/list/obj/structure/machinery/door/blast/doors
/// ID of the computer. Tied to var/comp_id in [/obj/structure/machinery/power/compressor]
var/id = 0
/// Currently unused. Intended for control of blast doors in a fully functional turbine setup
var/door_status = 0
// the inlet stage of the gas turbine electricity generator
/obj/structure/machinery/power/compressor/Initialize(mapload)
. = ..()
// The inlet of the compressor is the direction it faces
gas_contained = new
inturf = get_step(src, dir)
locate_machinery()
if(!turbine)
stat |= BROKEN
else
turbine.compressor = src
//Radio for screaming about overheats
radio = new(src)
radio.set_listening(FALSE)
radio.config(list("Engineering" = 0))
#define COMPFRICTION 5e5
#define COMPSTARTERLOAD 2800
// Crucial to make things work!!!!
// OLD FIX - explanation given down below.
// /obj/structure/machinery/power/compressor/CanPass(atom/movable/mover, turf/target, height=0)
// return !density
/obj/structure/machinery/power/compressor/proc/locate_machinery()
if(turbine)
return
turbine = locate() in get_step(src, get_dir(inturf, src))
if(turbine)
turbine.locate_machinery()
/obj/structure/machinery/power/compressor/RefreshParts()
var/E = 0
for(var/obj/item/stock_parts/manipulator/M in component_parts)
E += M.rating
efficiency = E / 6
/obj/structure/machinery/power/compressor/attackby(obj/item/attacking_item, mob/user, params)
if(attacking_item.tool_behaviour == TOOL_WRENCH)
turbine = null
inturf = get_step(src, dir)
locate_machinery()
if(turbine)
to_chat(user, SPAN_NOTICE("Turbine connected."))
stat &= ~BROKEN
else
FEEDBACK_FAILURE(user, "Compressor not connected.")
stat |= BROKEN
return
if(default_deconstruction_crowbar(user, attacking_item))
return TRUE
if(default_deconstruction_screwdriver(user, attacking_item))
return TRUE
return ..()
/obj/structure/machinery/power/compressor/proc/trigger_overheat()
starter = FALSE
last_overheat = world.time
overheat -= 50
radio.autosay(OVERHEAT_MESSAGE, name, "Engineering")
playsound(src, 'sound/machines/buzz-two.ogg', 100, FALSE, 40, 30, falloff_distance = 10)
/obj/structure/machinery/power/compressor/proc/time_until_overheat_done()
return max(last_overheat + OVERHEAT_TIME - world.time, 0)
/obj/structure/machinery/power/compressor/process(seconds_per_tick)
if(!turbine)
stat |= BROKEN
if(!starter)
return
ClearOverlays()
if(stat & BROKEN || panel_open)
return
if(rpm_threshold == OVERDRIVE)
overheat += 2
if(overheat >= OVERHEAT_THRESHOLD)
trigger_overheat()
else if(overheat > 0)
overheat -= 2
rpm = 0.9 * rpm + 0.1 * rpmtarget
var/datum/gas_mixture/environment = inturf.return_air()
var/transfer_moles = environment.total_moles/10 * seconds_per_tick
var/datum/gas_mixture/removed = environment.remove(transfer_moles)
gas_contained.merge(removed)
// RPM function to include compression friction - be advised that too low/high of a compfriction value can make things screwy
rpm = max(0, rpm - (rpm*rpm)/(COMPFRICTION*efficiency))
if(!(stat & NOPOWER))
DRAW_POWER(src, 2800)
if(rpm < 1000)
rpmtarget = 1000
else
if(rpm < 1000)
rpmtarget = 0
var/new_rpm_threshold
switch(rpm)
if(50001 to INFINITY)
new_rpm_threshold = OVERDRIVE
if(10001 to 50000)
new_rpm_threshold = VERY_FAST
if(2001 to 10000)
new_rpm_threshold = FAST
if(501 to 2000)
new_rpm_threshold = SLOW
else
new_rpm_threshold = NONE
if(rpm_threshold != new_rpm_threshold)
rpm_threshold = new_rpm_threshold
AddOverlays(overlay_image(icon, "comp_o[rpm_threshold]", FLY_LAYER))
AddOverlays(emissive_appearance(icon, "comp_o[rpm_threshold]", FLY_LAYER))
update_icon()
// These are crucial to working of a turbine - the stats modify the power output.
// TURBPOWER modifies how much raw energy can you get from rpms,
// TURBCURVESHAPE modifies the shape of the curve - the lower the value the less straight the curve is.
#define TURBPOWER 500000
#define TURBCURVESHAPE 0.5
#define POWER_CURVE_MOD 1.7 // Used to form the turbine power generation curve
/obj/structure/machinery/power/turbine/Initialize(mapload)
. = ..()
// The outlet is pointed at the direction of the turbine component
outturf = get_step(src, dir)
locate_machinery()
return INITIALIZE_HINT_LATELOAD
/obj/structure/machinery/power/turbine/RefreshParts()
var/P = 0
for(var/obj/item/stock_parts/capacitor/C in component_parts)
P += C.rating
productivity = P / 6
/obj/structure/machinery/power/turbine/proc/locate_machinery()
if(compressor)
return
compressor = locate() in get_step(src, get_dir(outturf, src))
if(compressor)
compressor.locate_machinery()
/obj/structure/machinery/power/turbine/process(seconds_per_tick)
if(!compressor)
stat |= BROKEN
if((stat & BROKEN) || panel_open)
return
if(!compressor.starter)
return
// This is the power generation function. If anything is needed it's good to plot it in EXCEL before modifying
// the TURBPOWER and TURBCURVESHAPE values
if(compressor.gas_contained.temperature < 500)
lastgen = 0
else
lastgen = ((compressor.rpm / TURBPOWER) ** TURBCURVESHAPE) * TURBPOWER * productivity * POWER_CURVE_MOD
ADD_TO_POWERNET(src, lastgen)
var/newrpm = (compressor.gas_contained.temperature * compressor.gas_contained.total_moles) / 4
newrpm = max(0, newrpm)
if(!compressor.starter || newrpm > 1000)
compressor.rpmtarget = newrpm
if(compressor.gas_contained.total_moles>0)
var/oamount = min(compressor.gas_contained.total_moles, (compressor.rpm + 100) / 35000 * compressor.capacity * seconds_per_tick)
var/datum/gas_mixture/removed = compressor.gas_contained.remove(oamount)
outturf.assume_air(removed)
if((lastgen > 100) != generator_threshold)
generator_threshold = !generator_threshold
AddOverlays(overlay_image(icon, "turb-o", FLY_LAYER))
updateDialog()
/obj/structure/machinery/power/turbine/attackby(obj/item/attacking_item, mob/user, params)
if(default_deconstruction_screwdriver(user, attacking_item))
return
if(attacking_item.tool_behaviour == TOOL_WRENCH)
compressor = null
outturf = get_step(src, dir)
locate_machinery()
if(compressor)
to_chat(user, SPAN_NOTICE("Compressor connected."))
stat &= ~BROKEN
else
FEEDBACK_FAILURE(user, "Compressor not connected.")
stat |= BROKEN
return
if(default_deconstruction_crowbar(user, attacking_item))
return
return ..()
/obj/structure/machinery/power/turbine/attack_hand(mob/user)
. = ..()
ui_interact(user)
/obj/structure/machinery/power/turbine/ui_state(mob/user)
return GLOB.default_state
/obj/structure/machinery/power/turbine/ui_interact(mob/user, datum/tgui/ui = null)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "TurbineComputer", name)
ui.open()
/obj/structure/machinery/power/turbine/ui_data(mob/user)
var/list/data = list()
data["compressor"] = !isnull(compressor)
data["compressor_broken"] = (!compressor || (compressor.stat & BROKEN))
data["turbine"] = !isnull(compressor?.turbine)
data["turbine_broken"] = (compressor?.turbine?.stat & BROKEN)
if(compressor && compressor.turbine)
data["online"] = compressor.starter
data["power"] = compressor.turbine.lastgen
data["rpm"] = compressor.rpm
data["temperature"] = compressor.gas_contained.temperature
return data
/obj/structure/machinery/power/turbine/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
if(..())
return
switch(action)
if("toggle_power")
var/time_until_done = compressor.time_until_overheat_done()
if(time_until_done)
compressor.starter = FALSE
to_chat(usr, SPAN_ALERT("The turbine is overheating, please wait [time_until_done / 10] seconds for cooldown procedures to complete."))
playsound(src, 'sound/effects/electheart.ogg', 100, FALSE, 40, 30, falloff_distance = 10)
else if(compressor?.turbine)
compressor.starter = !compressor.starter
. = TRUE
playsound(src, 'sound/mecha/powerup.ogg', 100, FALSE, 40, 30, falloff_distance = 10)
if("reconnect")
locate_machinery()
. = TRUE
//////////////////
/////COMPUTER/////
/////////////////
/obj/structure/machinery/computer/terminal/turbine_computer/Initialize()
..()
return INITIALIZE_HINT_LATELOAD
/obj/structure/machinery/computer/terminal/turbine_computer/LateInitialize()
. = ..()
for(var/obj/structure/machinery/power/compressor/C in SSmachinery.machinery)
if(id == C.comp_id)
compressor = C
doors = list()
for(var/obj/structure/machinery/door/blast/P in SSmachinery.machinery)
if(P.id == id)
doors += P
/obj/structure/machinery/computer/terminal/turbine_computer/proc/disconnect()
//this disconnects the computer from the turbine, good for resets.
compressor = null
/obj/structure/machinery/computer/terminal/turbine_computer/attack_hand(mob/user)
. = ..()
ui_interact(user)
/obj/structure/machinery/computer/terminal/turbine_computer/ui_state(mob/user)
return GLOB.default_state
/obj/structure/machinery/computer/terminal/turbine_computer/ui_interact(mob/user, datum/tgui/ui = null)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "TurbineComputer", name)
ui.open()
/obj/structure/machinery/computer/terminal/turbine_computer/ui_data(mob/user)
var/list/data = list()
data["compressor"] = !isnull(compressor)
data["compressor_broken"] = (compressor?.stat & BROKEN)
data["turbine"] = !isnull(compressor?.turbine)
data["turbine_broken"] = (compressor?.turbine?.stat & BROKEN)
if(compressor?.turbine)
data["online"] = compressor.starter
data["power"] = compressor.turbine.lastgen
data["rpm"] = compressor.rpm
data["temperature"] = compressor.gas_contained.temperature
data["bearing_heat"] = clamp((compressor.overheat / OVERHEAT_THRESHOLD) * 100, 0, 100)
return data
/obj/structure/machinery/computer/terminal/turbine_computer/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
if(..())
return
switch(action)
if("toggle_power")
var/time_until_done = compressor.time_until_overheat_done()
if(time_until_done)
compressor.starter = FALSE
to_chat(usr, SPAN_ALERT("The turbine is overheating, please wait [time_until_done / 10] seconds for cooldown procedures to complete."))
playsound(src, 'sound/effects/electheart.ogg', 100, FALSE, 40, 30, falloff_distance = 10)
. = TRUE
else if(compressor?.turbine)
if(!compressor.starter)
playsound(compressor, 'sound/mecha/powerup.ogg', 100, FALSE, 40, 30, falloff_distance = 10)
compressor.starter = !compressor.starter
. = TRUE
/obj/structure/machinery/computer/terminal/turbine_computer/process(seconds_per_tick)
src.updateDialog()
return
#undef OVERDRIVE
#undef VERY_FAST
#undef FAST
#undef SLOW
#undef OVERHEAT_TIME
#undef OVERHEAT_THRESHOLD
#undef OVERHEAT_MESSAGE
#undef COMPFRICTION
#undef COMPSTARTERLOAD
#undef TURBPOWER
#undef TURBCURVESHAPE
#undef POWER_CURVE_MOD