mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-25 01:22:13 +00:00
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
321 lines
8.7 KiB
Plaintext
321 lines
8.7 KiB
Plaintext
/obj/machinery/compressor
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name = "compressor"
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desc = "The compressor stage of a gas turbine generator."
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icon = 'icons/obj/pipes.dmi'
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icon_state = "compressor"
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anchored = 1
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density = 1
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var/obj/machinery/power/turbine/turbine
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var/datum/gas_mixture/gas_contained
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var/turf/simulated/inturf
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var/starter = 0
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var/rpm = 0
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var/rpmtarget = 0
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var/capacity = 1e6
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var/comp_id = 0
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/obj/machinery/power/turbine
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name = "gas turbine generator"
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desc = "A gas turbine used for backup power generation."
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icon = 'icons/obj/pipes.dmi'
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icon_state = "turbine"
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anchored = 1
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density = 1
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var/obj/machinery/compressor/compressor
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var/turf/simulated/outturf
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var/lastgen
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/obj/machinery/computer/turbine_computer
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name = "Gas turbine control computer"
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desc = "A computer to remotely control a gas turbine"
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icon = 'icons/obj/computer.dmi'
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icon_screen = "turbinecomp"
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circuit = /obj/item/weapon/circuitboard/turbine_control
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anchored = 1
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density = 1
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var/obj/machinery/compressor/compressor
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var/list/obj/machinery/door/blast/doors
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var/id = 0
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var/door_status = 0
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// the inlet stage of the gas turbine electricity generator
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/obj/machinery/compressor/New()
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..()
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gas_contained = new
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inturf = get_step(src, dir)
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spawn(5)
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turbine = locate() in get_step(src, get_dir(inturf, src))
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if(!turbine)
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stat |= BROKEN
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else
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turbine.stat &= !BROKEN
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turbine.compressor = src
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#define COMPFRICTION 5e5
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#define COMPSTARTERLOAD 2800
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/obj/machinery/compressor/process()
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if(!starter)
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return
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overlays.Cut()
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if(stat & BROKEN)
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return
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if(!turbine)
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stat |= BROKEN
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return
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rpm = 0.9* rpm + 0.1 * rpmtarget
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var/datum/gas_mixture/environment = inturf.return_air()
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var/transfer_moles = environment.total_moles / 10
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//var/transfer_moles = rpm/10000*capacity
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var/datum/gas_mixture/removed = inturf.remove_air(transfer_moles)
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gas_contained.merge(removed)
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rpm = max(0, rpm - (rpm*rpm)/COMPFRICTION)
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if(starter && !(stat & NOPOWER))
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use_power(2800)
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if(rpm<1000)
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rpmtarget = 1000
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else
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if(rpm<1000)
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rpmtarget = 0
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if(rpm>50000)
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overlays += image('icons/obj/pipes.dmi', "comp-o4", FLY_LAYER)
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else if(rpm>10000)
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overlays += image('icons/obj/pipes.dmi', "comp-o3", FLY_LAYER)
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else if(rpm>2000)
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overlays += image('icons/obj/pipes.dmi', "comp-o2", FLY_LAYER)
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else if(rpm>500)
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overlays += image('icons/obj/pipes.dmi', "comp-o1", FLY_LAYER)
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//TODO: DEFERRED
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/obj/machinery/power/turbine/New()
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..()
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outturf = get_step(src, dir)
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spawn(5)
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compressor = locate() in get_step(src, get_dir(outturf, src))
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if(!compressor)
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stat |= BROKEN
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else
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compressor.stat &= !BROKEN
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compressor.turbine = src
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#define TURBPRES 9000000
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#define TURBGENQ 20000
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#define TURBGENG 0.8
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/obj/machinery/power/turbine/process()
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if(!compressor.starter)
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return
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overlays.Cut()
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if(stat & BROKEN)
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return
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if(!compressor)
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stat |= BROKEN
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return
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lastgen = ((compressor.rpm / TURBGENQ)**TURBGENG) *TURBGENQ
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add_avail(lastgen)
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var/newrpm = ((compressor.gas_contained.temperature) * compressor.gas_contained.total_moles)/4
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newrpm = max(0, newrpm)
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if(!compressor.starter || newrpm > 1000)
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compressor.rpmtarget = newrpm
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if(compressor.gas_contained.total_moles>0)
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var/oamount = min(compressor.gas_contained.total_moles, (compressor.rpm+100)/35000*compressor.capacity)
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var/datum/gas_mixture/removed = compressor.gas_contained.remove(oamount)
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outturf.assume_air(removed)
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if(lastgen > 100)
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overlays += image('icons/obj/pipes.dmi', "turb-o", FLY_LAYER)
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for(var/mob/M in viewers(1, src))
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if ((M.client && M.machine == src))
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src.interact(M)
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AutoUpdateAI(src)
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/obj/machinery/power/turbine/interact(mob/user)
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if ( (get_dist(src, user) > 1 ) || (stat & (NOPOWER|BROKEN)) && (!istype(user, /mob/living/silicon/ai)) )
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user.machine = null
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user << browse(null, "window=turbine")
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return
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user.machine = src
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var/t = "<TT><B>Gas Turbine Generator</B><HR><PRE>"
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t += "Generated power : [round(lastgen)] W<BR><BR>"
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t += "Turbine: [round(compressor.rpm)] RPM<BR>"
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t += "Starter: [ compressor.starter ? "<A href='?src=\ref[src];str=1'>Off</A> <B>On</B>" : "<B>Off</B> <A href='?src=\ref[src];str=1'>On</A>"]"
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t += "</PRE><HR><A href='?src=\ref[src];close=1'>Close</A>"
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t += "</TT>"
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user << browse(t, "window=turbine")
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onclose(user, "turbine")
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return
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/obj/machinery/power/turbine/Topic(href, href_list)
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..()
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if(stat & BROKEN)
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return
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if (usr.stat || usr.restrained() )
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return
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if (usr.IsAdvancedToolUser())
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if(!istype(usr, /mob/living/silicon/ai))
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usr << "\red You don't have the dexterity to do this!"
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return
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if (( usr.machine==src && ((get_dist(src, usr) <= 1) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon/ai)))
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if( href_list["close"] )
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usr << browse(null, "window=turbine")
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usr.machine = null
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return
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else if( href_list["str"] )
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compressor.starter = !compressor.starter
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spawn(0)
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for(var/mob/M in viewers(1, src))
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if ((M.client && M.machine == src))
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src.interact(M)
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else
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usr << browse(null, "window=turbine")
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usr.machine = null
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return
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/obj/machinery/computer/turbine_computer/New()
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..()
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spawn(5)
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for(var/obj/machinery/compressor/C in machines)
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if(id == C.comp_id)
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compressor = C
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doors = new /list()
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for(var/obj/machinery/door/blast/P in machines)
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if(P.id == id)
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doors += P
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/*
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/obj/machinery/computer/turbine_computer/attackby(I as obj, user as mob)
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if(istype(I, /obj/item/weapon/screwdriver))
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
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if(do_after(user, 20))
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if (src.stat & BROKEN)
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user << "\blue The broken glass falls out."
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var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
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new /obj/item/weapon/material/shard( src.loc )
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var/obj/item/weapon/circuitboard/turbine_control/M = new /obj/item/weapon/circuitboard/turbine_control( A )
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for (var/obj/C in src)
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C.loc = src.loc
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M.id = src.id
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A.circuit = M
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A.state = 3
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A.icon_state = "3"
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A.anchored = 1
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qdel(src)
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else
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user << "\blue You disconnect the monitor."
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var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
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var/obj/item/weapon/circuitboard/turbine_control/M = new /obj/item/weapon/circuitboard/turbine_control( A )
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for (var/obj/C in src)
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C.loc = src.loc
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M.id = src.id
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A.circuit = M
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A.state = 4
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A.icon_state = "4"
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A.anchored = 1
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qdel(src)
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else
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src.attack_hand(user)
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return
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*/
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/obj/machinery/computer/turbine_computer/attack_hand(var/mob/user as mob)
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user.machine = src
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var/dat
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if(src.compressor)
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dat += {"<BR><B>Gas turbine remote control system</B><HR>
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\nTurbine status: [ src.compressor.starter ? "<A href='?src=\ref[src];str=1'>Off</A> <B>On</B>" : "<B>Off</B> <A href='?src=\ref[src];str=1'>On</A>"]
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\n<BR>
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\nTurbine speed: [src.compressor.rpm]rpm<BR>
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\nPower currently being generated: [src.compressor.turbine.lastgen]W<BR>
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\nInternal gas temperature: [src.compressor.gas_contained.temperature]K<BR>
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\nVent doors: [ src.door_status ? "<A href='?src=\ref[src];doors=1'>Closed</A> <B>Open</B>" : "<B>Closed</B> <A href='?src=\ref[src];doors=1'>Open</A>"]
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\n</PRE><HR><A href='?src=\ref[src];view=1'>View</A>
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\n</PRE><HR><A href='?src=\ref[src];close=1'>Close</A>
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\n<BR>
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\n"}
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else
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dat += "<span class='danger'>No compatible attached compressor found.</span>"
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user << browse(dat, "window=computer;size=400x500")
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onclose(user, "computer")
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return
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/obj/machinery/computer/turbine_computer/Topic(href, href_list)
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if(..())
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return
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if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
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usr.machine = src
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if( href_list["view"] )
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usr.client.eye = src.compressor
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else if( href_list["str"] )
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src.compressor.starter = !src.compressor.starter
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else if (href_list["doors"])
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for(var/obj/machinery/door/blast/D in src.doors)
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if (door_status == 0)
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spawn( 0 )
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D.open()
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door_status = 1
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else
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spawn( 0 )
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D.close()
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door_status = 0
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else if( href_list["close"] )
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usr << browse(null, "window=computer")
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usr.machine = null
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return
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src.add_fingerprint(usr)
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src.updateUsrDialog()
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return
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/obj/machinery/computer/turbine_computer/process()
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src.updateDialog()
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return
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