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https://github.com/Aurorastation/Aurora.3.git
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Adding more ammo options to the autolathe, as well suit cooling units for ipcs, the tommy gun for tators and fixing some borked crate prize at mining.
187 lines
4.7 KiB
Plaintext
187 lines
4.7 KiB
Plaintext
/obj/item/device/suit_cooling_unit
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name = "portable suit cooling unit"
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desc = "A portable heat sink and liquid cooled radiator that can be hooked up to a space suit's existing temperature controls to provide industrial levels of cooling."
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w_class = 4
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icon = 'icons/obj/device.dmi'
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icon_state = "suitcooler0"
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slot_flags = SLOT_BACK //you can carry it on your back if you want, but it won't do anything unless attached to suit storage
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//copied from tank.dm
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flags = CONDUCT
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force = 5.0
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throwforce = 10.0
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throw_speed = 1
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throw_range = 4
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matter = list(DEFAULT_WALL_MATERIAL = 25000, "glass" = 3500)
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origin_tech = "magnets=2;materials=2"
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var/on = 0 //is it turned on?
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var/cover_open = 0 //is the cover open?
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var/obj/item/weapon/cell/cell
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var/max_cooling = 12 //in degrees per second - probably don't need to mess with heat capacity here
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var/charge_consumption = 16.6 //charge per second at max_cooling
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var/thermostat = T20C
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//TODO: make it heat up the surroundings when not in space
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/obj/item/device/suit_cooling_unit/New()
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processing_objects |= src
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cell = new/obj/item/weapon/cell() //comes with the crappy default power cell - high-capacity ones shouldn't be hard to find
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cell.loc = src
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/obj/item/device/suit_cooling_unit/process()
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if (!on || !cell)
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return
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if (!ismob(loc))
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return
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if (!attached_to_suit(loc)) //make sure they have a suit and we are attached to it
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return
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var/mob/living/carbon/human/H = loc
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var/efficiency = 1 - H.get_pressure_weakness() //you need to have a good seal for effective cooling
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var/env_temp = get_environment_temperature() //wont save you from a fire
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var/temp_adj = min(H.bodytemperature - max(thermostat, env_temp), max_cooling)
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if (temp_adj < 0.5) //only cools, doesn't heat, also we don't need extreme precision
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return
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var/charge_usage = (temp_adj/max_cooling)*charge_consumption
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H.bodytemperature -= temp_adj*efficiency
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cell.use(charge_usage)
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if(cell.charge <= 0)
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turn_off()
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/obj/item/device/suit_cooling_unit/proc/get_environment_temperature()
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if (ishuman(loc))
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var/mob/living/carbon/human/H = loc
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if(istype(H.loc, /obj/mecha))
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var/obj/mecha/M = loc
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return M.return_temperature()
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else if(istype(H.loc, /obj/machinery/atmospherics/unary/cryo_cell))
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return H.loc:air_contents.temperature
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var/turf/T = get_turf(src)
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if(istype(T, /turf/space))
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return 0 //space has no temperature, this just makes sure the cooling unit works in space
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var/datum/gas_mixture/environment = T.return_air()
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if (!environment)
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return 0
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return environment.temperature
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/obj/item/device/suit_cooling_unit/proc/attached_to_suit(mob/M)
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if (!ishuman(M))
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return 0
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var/mob/living/carbon/human/H = M
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if (!H.wear_suit || H.s_store != src)
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return 0
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return 1
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/obj/item/device/suit_cooling_unit/proc/turn_on()
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if(!cell)
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return
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if(cell.charge <= 0)
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return
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on = 1
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updateicon()
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/obj/item/device/suit_cooling_unit/proc/turn_off()
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.show_message("\The [src] clicks and whines as it powers down.", 2) //let them know in case it's run out of power.
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on = 0
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updateicon()
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/obj/item/device/suit_cooling_unit/attack_self(mob/user as mob)
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if(cover_open && cell)
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if(ishuman(user))
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user.put_in_hands(cell)
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else
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cell.loc = get_turf(loc)
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cell.add_fingerprint(user)
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cell.update_icon()
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user << "You remove the [src.cell]."
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src.cell = null
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updateicon()
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return
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//TODO use a UI like the air tanks
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if(on)
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turn_off()
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else
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turn_on()
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if (on)
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user << "You switch on the [src]."
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/obj/item/device/suit_cooling_unit/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/screwdriver))
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if(cover_open)
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cover_open = 0
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user << "You screw the panel into place."
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else
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cover_open = 1
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user << "You unscrew the panel."
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updateicon()
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return
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if (istype(W, /obj/item/weapon/cell))
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if(cover_open)
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if(cell)
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user << "There is a [cell] already installed here."
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else
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user.drop_item()
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W.loc = src
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cell = W
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user << "You insert the [cell]."
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updateicon()
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return
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return ..()
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/obj/item/device/suit_cooling_unit/proc/updateicon()
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if (cover_open)
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if (cell)
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icon_state = "suitcooler1"
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else
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icon_state = "suitcooler2"
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else
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icon_state = "suitcooler0"
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/obj/item/device/suit_cooling_unit/examine(mob/user)
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if(!..(user, 1))
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return
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if (on)
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if (attached_to_suit(src.loc))
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user << "It's switched on and running."
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else
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user << "It's switched on, but not attached to anything."
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else
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user << "It is switched off."
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if (cover_open)
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if(cell)
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user << "The panel is open, exposing the [cell]."
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else
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user << "The panel is open."
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if (cell)
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user << "The charge meter reads [round(cell.percent())]%."
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else
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user << "It doesn't have a power cell installed."
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