mirror of
https://github.com/Aurorastation/Aurora.3.git
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* 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
262 lines
8.6 KiB
Plaintext
262 lines
8.6 KiB
Plaintext
#define REGULATE_NONE 0
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#define REGULATE_INPUT 1 //shuts off when input side is below the target pressure
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#define REGULATE_OUTPUT 2 //shuts off when output side is above the target pressure
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/obj/machinery/atmospherics/binary/passive_gate
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icon = 'icons/atmos/passive_gate.dmi'
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icon_state = "map"
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level = 1
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name = "pressure regulator"
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desc = "A one-way air valve that can be used to regulate input or output pressure, and flow rate. Does not require power."
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use_power = 0
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interact_offline = 1
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var/unlocked = 0 //If 0, then the valve is locked closed, otherwise it is open(-able, it's a one-way valve so it closes if gas would flow backwards).
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var/target_pressure = ONE_ATMOSPHERE
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var/max_pressure_setting = 15000 //kPa
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var/set_flow_rate = ATMOS_DEFAULT_VOLUME_PUMP * 2.5
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var/regulate_mode = REGULATE_OUTPUT
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var/flowing = 0 //for icons - becomes zero if the valve closes itself due to regulation mode
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var/frequency = 0
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var/id = null
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var/datum/radio_frequency/radio_connection
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/obj/machinery/atmospherics/binary/passive_gate/New()
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..()
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air1.volume = ATMOS_DEFAULT_VOLUME_PUMP * 2.5
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air2.volume = ATMOS_DEFAULT_VOLUME_PUMP * 2.5
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/obj/machinery/atmospherics/binary/passive_gate/update_icon()
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icon_state = (unlocked && flowing)? "on" : "off"
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/obj/machinery/atmospherics/binary/passive_gate/update_underlays()
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if(..())
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underlays.Cut()
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var/turf/T = get_turf(src)
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if(!istype(T))
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return
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add_underlay(T, node1, turn(dir, 180))
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add_underlay(T, node2, dir)
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/obj/machinery/atmospherics/binary/passive_gate/hide(var/i)
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update_underlays()
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/obj/machinery/atmospherics/binary/passive_gate/process()
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..()
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last_flow_rate = 0
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if(!unlocked)
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return 0
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var/output_starting_pressure = air2.return_pressure()
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var/input_starting_pressure = air1.return_pressure()
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var/pressure_delta
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switch (regulate_mode)
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if (REGULATE_INPUT)
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pressure_delta = input_starting_pressure - target_pressure
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if (REGULATE_OUTPUT)
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pressure_delta = target_pressure - output_starting_pressure
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//-1 if pump_gas() did not move any gas, >= 0 otherwise
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var/returnval = -1
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if((regulate_mode == REGULATE_NONE || pressure_delta > 0.01) && (air1.temperature > 0 || air2.temperature > 0)) //since it's basically a valve, it makes sense to check both temperatures
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flowing = 1
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//flow rate limit
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var/transfer_moles = (set_flow_rate/air1.volume)*air1.total_moles
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//Figure out how much gas to transfer to meet the target pressure.
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switch (regulate_mode)
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if (REGULATE_INPUT)
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transfer_moles = min(transfer_moles, calculate_transfer_moles(air2, air1, pressure_delta, (network1)? network1.volume : 0))
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if (REGULATE_OUTPUT)
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transfer_moles = min(transfer_moles, calculate_transfer_moles(air1, air2, pressure_delta, (network2)? network2.volume : 0))
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//pump_gas() will return a negative number if no flow occurred
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returnval = pump_gas_passive(src, air1, air2, transfer_moles)
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if (returnval >= 0)
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if(network1)
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network1.update = 1
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if(network2)
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network2.update = 1
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if (last_flow_rate)
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flowing = 1
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update_icon()
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//Radio remote control
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/obj/machinery/atmospherics/binary/passive_gate/proc/set_frequency(new_frequency)
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SSradio.remove_object(src, frequency)
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frequency = new_frequency
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if(frequency)
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radio_connection = SSradio.add_object(src, frequency, filter = RADIO_ATMOSIA)
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/obj/machinery/atmospherics/binary/passive_gate/proc/broadcast_status()
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if(!radio_connection)
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return 0
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var/datum/signal/signal = new
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signal.transmission_method = 1 //radio signal
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signal.source = src
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signal.data = list(
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"tag" = id,
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"device" = "AGP",
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"power" = unlocked,
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"target_output" = target_pressure,
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"regulate_mode" = regulate_mode,
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"set_flow_rate" = set_flow_rate,
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"sigtype" = "status"
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)
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radio_connection.post_signal(src, signal, filter = RADIO_ATMOSIA)
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return 1
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/obj/machinery/atmospherics/binary/passive_gate/initialize()
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..()
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if(frequency)
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set_frequency(frequency)
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/obj/machinery/atmospherics/binary/passive_gate/receive_signal(datum/signal/signal)
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if(!signal.data["tag"] || (signal.data["tag"] != id) || (signal.data["sigtype"]!="command"))
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return 0
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if("power" in signal.data)
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unlocked = text2num(signal.data["power"])
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if("power_toggle" in signal.data)
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unlocked = !unlocked
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if("set_target_pressure" in signal.data)
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target_pressure = between(
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0,
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text2num(signal.data["set_target_pressure"]),
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max_pressure_setting
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)
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if("set_regulate_mode" in signal.data)
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regulate_mode = text2num(signal.data["set_regulate_mode"])
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if("set_flow_rate" in signal.data)
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regulate_mode = text2num(signal.data["set_flow_rate"])
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if("status" in signal.data)
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addtimer(CALLBACK(src, .proc/broadcast_status), 2, TIMER_UNIQUE)
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return //do not update_icon
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addtimer(CALLBACK(src, .proc/broadcast_status), 2, TIMER_UNIQUE)
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update_icon()
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return
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/obj/machinery/atmospherics/binary/passive_gate/attack_hand(user as mob)
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if(..())
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return
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src.add_fingerprint(usr)
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if(!src.allowed(user))
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user << "<span class='warning'>Access denied.</span>"
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return
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usr.set_machine(src)
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ui_interact(user)
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return
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/obj/machinery/atmospherics/binary/passive_gate/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
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if(stat & (BROKEN|NOPOWER))
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return
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// this is the data which will be sent to the ui
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var/data[0]
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data = list(
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"on" = unlocked,
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"pressure_set" = round(target_pressure*100), //Nano UI can't handle rounded non-integers, apparently.
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"max_pressure" = max_pressure_setting,
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"input_pressure" = round(air1.return_pressure()*100),
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"output_pressure" = round(air2.return_pressure()*100),
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"regulate_mode" = regulate_mode,
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"set_flow_rate" = round(set_flow_rate*10),
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"last_flow_rate" = round(last_flow_rate*10)
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)
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// update the ui if it exists, returns null if no ui is passed/found
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ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
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if (!ui)
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// the ui does not exist, so we'll create a new() one
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// for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm
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ui = new(user, src, ui_key, "pressure_regulator.tmpl", name, 470, 370)
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ui.set_initial_data(data) // when the ui is first opened this is the data it will use
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ui.open() // open the new ui window
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ui.set_auto_update(1) // auto update every Master Controller tick
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/obj/machinery/atmospherics/binary/passive_gate/Topic(href,href_list)
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if(..()) return 1
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if(href_list["toggle_valve"])
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unlocked = !unlocked
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if(href_list["regulate_mode"])
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switch(href_list["regulate_mode"])
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if ("off") regulate_mode = REGULATE_NONE
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if ("input") regulate_mode = REGULATE_INPUT
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if ("output") regulate_mode = REGULATE_OUTPUT
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switch(href_list["set_press"])
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if ("min")
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target_pressure = 0
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if ("max")
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target_pressure = max_pressure_setting
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if ("set")
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var/new_pressure = input(usr,"Enter new output pressure (0-[max_pressure_setting]kPa)","Pressure Control",src.target_pressure) as num
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src.target_pressure = between(0, new_pressure, max_pressure_setting)
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switch(href_list["set_flow_rate"])
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if ("min")
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set_flow_rate = 0
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if ("max")
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set_flow_rate = air1.volume
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if ("set")
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var/new_flow_rate = input(usr,"Enter new flow rate limit (0-[air1.volume]kPa)","Flow Rate Control",src.set_flow_rate) as num
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src.set_flow_rate = between(0, new_flow_rate, air1.volume)
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usr.set_machine(src) //Is this even needed with NanoUI?
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src.update_icon()
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src.add_fingerprint(usr)
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return
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/obj/machinery/atmospherics/binary/passive_gate/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob)
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if (!istype(W, /obj/item/weapon/wrench))
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return ..()
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if (unlocked)
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user << "<span class='warning'>You cannot unwrench \the [src], turn it off first.</span>"
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return 1
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var/datum/gas_mixture/int_air = return_air()
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var/datum/gas_mixture/env_air = loc.return_air()
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if ((int_air.return_pressure()-env_air.return_pressure()) > 2*ONE_ATMOSPHERE)
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user << "<span class='warning'>You cannot unwrench \the [src], it too exerted due to internal pressure.</span>"
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add_fingerprint(user)
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return 1
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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user << "<span class='notice'>You begin to unfasten \the [src]...</span>"
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if (do_after(user, 40, act_target = src))
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user.visible_message( \
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"<span class='notice'>\The [user] unfastens \the [src].</span>", \
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"<span class='notice'>You have unfastened \the [src].</span>", \
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"You hear ratchet.")
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new /obj/item/pipe(loc, make_from=src)
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qdel(src)
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#undef REGULATE_NONE
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#undef REGULATE_INPUT
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#undef REGULATE_OUTPUT
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