mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-22 08:01:06 +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
287 lines
6.6 KiB
Plaintext
287 lines
6.6 KiB
Plaintext
#define ADIABATIC_EXPONENT 0.667 //Actually adiabatic exponent - 1.
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/obj/machinery/atmospherics/pipeturbine
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name = "turbine"
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desc = "A gas turbine. Converting pressure into energy since 1884."
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icon = 'icons/obj/pipeturbine.dmi'
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icon_state = "turbine"
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anchored = 0
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density = 1
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var/efficiency = 0.4
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var/kin_energy = 0
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var/datum/gas_mixture/air_in = new
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var/datum/gas_mixture/air_out = new
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var/volume_ratio = 0.2
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var/kin_loss = 0.001
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var/dP = 0
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var/datum/pipe_network/network1
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var/datum/pipe_network/network2
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New()
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..()
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air_in.volume = 200
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air_out.volume = 800
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volume_ratio = air_in.volume / (air_in.volume + air_out.volume)
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switch(dir)
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if(NORTH)
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initialize_directions = EAST|WEST
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if(SOUTH)
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initialize_directions = EAST|WEST
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if(EAST)
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initialize_directions = NORTH|SOUTH
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if(WEST)
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initialize_directions = NORTH|SOUTH
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Destroy()
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loc = null
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if(node1)
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node1.disconnect(src)
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qdel(network1)
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if(node2)
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node2.disconnect(src)
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qdel(network2)
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node1 = null
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node2 = null
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return ..()
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process()
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..()
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if(anchored && !(stat&BROKEN))
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kin_energy *= 1 - kin_loss
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dP = max(air_in.return_pressure() - air_out.return_pressure(), 0)
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if(dP > 10)
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kin_energy += 1/ADIABATIC_EXPONENT * dP * air_in.volume * (1 - volume_ratio**ADIABATIC_EXPONENT) * efficiency
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air_in.temperature *= volume_ratio**ADIABATIC_EXPONENT
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var/datum/gas_mixture/air_all = new
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air_all.volume = air_in.volume + air_out.volume
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air_all.merge(air_in.remove_ratio(1))
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air_all.merge(air_out.remove_ratio(1))
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air_in.merge(air_all.remove(volume_ratio))
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air_out.merge(air_all)
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update_icon()
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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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update_icon()
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overlays.Cut()
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if (dP > 10)
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overlays += image('icons/obj/pipeturbine.dmi', "moto-turb")
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if (kin_energy > 100000)
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overlays += image('icons/obj/pipeturbine.dmi', "low-turb")
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if (kin_energy > 500000)
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overlays += image('icons/obj/pipeturbine.dmi', "med-turb")
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if (kin_energy > 1000000)
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overlays += image('icons/obj/pipeturbine.dmi', "hi-turb")
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/wrench))
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anchored = !anchored
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user << "<span class='notice'>You [anchored ? "secure" : "unsecure"] the bolts holding \the [src] to the floor.</span>"
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if(anchored)
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if(dir & (NORTH|SOUTH))
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initialize_directions = EAST|WEST
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else if(dir & (EAST|WEST))
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initialize_directions = NORTH|SOUTH
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initialize()
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build_network()
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if (node1)
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node1.initialize()
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node1.build_network()
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if (node2)
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node2.initialize()
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node2.build_network()
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else
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if(node1)
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node1.disconnect(src)
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qdel(network1)
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if(node2)
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node2.disconnect(src)
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qdel(network2)
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node1 = null
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node2 = null
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else
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..()
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verb/rotate_clockwise()
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set category = "Object"
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set name = "Rotate Circulator (Clockwise)"
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set src in view(1)
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if (usr.stat || usr.restrained() || anchored)
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return
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src.set_dir(turn(src.dir, -90))
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verb/rotate_anticlockwise()
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set category = "Object"
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set name = "Rotate Circulator (Counterclockwise)"
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set src in view(1)
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if (usr.stat || usr.restrained() || anchored)
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return
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src.set_dir(turn(src.dir, 90))
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//Goddamn copypaste from binary base class because atmospherics machinery API is not damn flexible
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network_expand(datum/pipe_network/new_network, obj/machinery/atmospherics/pipe/reference)
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if(reference == node1)
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network1 = new_network
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else if(reference == node2)
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network2 = new_network
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if(new_network.normal_members.Find(src))
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return 0
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new_network.normal_members += src
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return null
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initialize()
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if(node1 && node2) return
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var/node2_connect = turn(dir, -90)
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var/node1_connect = turn(dir, 90)
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for(var/obj/machinery/atmospherics/target in get_step(src,node1_connect))
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if(target.initialize_directions & get_dir(target,src))
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node1 = target
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break
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for(var/obj/machinery/atmospherics/target in get_step(src,node2_connect))
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if(target.initialize_directions & get_dir(target,src))
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node2 = target
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break
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build_network()
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if(!network1 && node1)
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network1 = new /datum/pipe_network()
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network1.normal_members += src
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network1.build_network(node1, src)
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if(!network2 && node2)
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network2 = new /datum/pipe_network()
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network2.normal_members += src
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network2.build_network(node2, src)
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return_network(obj/machinery/atmospherics/reference)
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build_network()
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if(reference==node1)
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return network1
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if(reference==node2)
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return network2
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return null
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reassign_network(datum/pipe_network/old_network, datum/pipe_network/new_network)
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if(network1 == old_network)
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network1 = new_network
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if(network2 == old_network)
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network2 = new_network
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return 1
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return_network_air(datum/pipe_network/reference)
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var/list/results = list()
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if(network1 == reference)
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results += air_in
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if(network2 == reference)
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results += air_out
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return results
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disconnect(obj/machinery/atmospherics/reference)
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if(reference==node1)
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qdel(network1)
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node1 = null
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else if(reference==node2)
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qdel(network2)
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node2 = null
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return null
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/obj/machinery/power/turbinemotor
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name = "motor"
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desc = "Electrogenerator. Converts rotation into power."
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icon = 'icons/obj/pipeturbine.dmi'
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icon_state = "motor"
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anchored = 0
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density = 1
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var/kin_to_el_ratio = 0.1 //How much kinetic energy will be taken from turbine and converted into electricity
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var/obj/machinery/atmospherics/pipeturbine/turbine
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New()
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..()
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spawn(1)
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updateConnection()
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proc/updateConnection()
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turbine = null
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if(src.loc && anchored)
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turbine = locate(/obj/machinery/atmospherics/pipeturbine) in get_step(src,dir)
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if (turbine.stat & (BROKEN) || !turbine.anchored || turn(turbine.dir,180) != dir)
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turbine = null
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process()
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updateConnection()
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if(!turbine || !anchored || stat & (BROKEN))
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return
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var/power_generated = kin_to_el_ratio * turbine.kin_energy
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turbine.kin_energy -= power_generated
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add_avail(power_generated)
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/wrench))
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anchored = !anchored
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turbine = null
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user << "<span class='notice'>You [anchored ? "secure" : "unsecure"] the bolts holding \the [src] to the floor.</span>"
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updateConnection()
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else
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..()
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verb/rotate_clock()
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set category = "Object"
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set name = "Rotate Motor Clockwise"
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set src in view(1)
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if (usr.stat || usr.restrained() || anchored)
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return
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src.set_dir(turn(src.dir, -90))
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verb/rotate_anticlock()
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set category = "Object"
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set name = "Rotate Motor Counterclockwise"
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set src in view(1)
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if (usr.stat || usr.restrained() || anchored)
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return
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src.set_dir(turn(src.dir, 90))
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