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## About The Pull Request Air tanks (ones that can slot into tank holders) and breath masks (normal, surgical and muzzle, which has been repathed to be a subtype of breath masks instead of being a subtype of a muzzle, for some reason) can now be attached to operating tables, and removed using wrenches/screwdrivers respectively. Right-clicking on an operating table with a mask attached will put it in your hand akin to defib paddles (similarly snapping back if you walk away). Dragging the table with an attached tank onto the person lying on it will attempt to connect their internals to the attached tank. Also since I had to adjust the table sprite, its lights now change color based on whenever there's an active patient and an active operating computer. ##### This is a commission for Improvedname/Ezel ## Why It's Good For The Game Anesthetics are incredibly clunky to use, as either the person themselves, or you as a surgeon, need to equip the tank onto whoever is being operated on, then equip and activate the mask. This should make them a bit less tedious, so maybe they'll actually see some use. ## Changelog 🆑 add: You can now attach anesthetic tanks and breathing masks to surgical tables. /🆑
579 lines
20 KiB
Plaintext
579 lines
20 KiB
Plaintext
/// How much time (in seconds) is assumed to pass while assuming air. Used to scale overpressure/overtemp damage when assuming air.
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#define ASSUME_AIR_DT_FACTOR 1
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/// Multiplies the pressure of assembly bomb explosions before it's put through THE LOGARITHM
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#define ASSEMBLY_BOMB_COEFFICIENT 0.5
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/// Base of the logarithmic function used to calculate assembly bomb explosion size
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#define ASSEMBLY_BOMB_BASE 2.7
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/**
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* # Gas Tank
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*
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* Handheld gas canisters
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* Can rupture explosively if overpressurized
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*/
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/obj/item/tank
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name = "tank"
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icon = 'icons/obj/canisters.dmi'
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icon_state = "generic"
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inhand_icon_state = "generic_tank"
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icon_angle = -45
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lefthand_file = 'icons/mob/inhands/equipment/tanks_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/tanks_righthand.dmi'
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obj_flags = CONDUCTS_ELECTRICITY
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slot_flags = ITEM_SLOT_BACK
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worn_icon = 'icons/mob/clothing/back.dmi' //since these can also get thrown into suit storage slots. if something goes on the belt, set this to null.
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hitsound = 'sound/items/weapons/smash.ogg'
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pickup_sound = 'sound/items/handling/gas_tank/gas_tank_pick_up.ogg'
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drop_sound = 'sound/items/handling/gas_tank/gas_tank_drop.ogg'
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sound_vary = TRUE
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pressure_resistance = ONE_ATMOSPHERE * 5
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force = 5
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throwforce = 10
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throw_speed = 1
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throw_range = 4
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demolition_mod = 1.25
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*5)
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actions_types = list(/datum/action/item_action/set_internals)
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action_slots = ALL
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armor_type = /datum/armor/item_tank
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integrity_failure = 0.5
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/// If we are in the process of exploding, stops multi explosions
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var/igniting = FALSE
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/// The gases this tank contains. Don't modify this directly, use return_air() to get it instead
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var/datum/gas_mixture/air_contents = null
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/// The volume of this tank. Among other things gas tank explosions (including TTVs) scale off of this. Be sure to account for that if you change this or you will break ~~toxins~~ ordinance.
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var/volume = TANK_STANDARD_VOLUME
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/// Whether the tank is currently leaking.
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var/leaking = FALSE
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/// The pressure of the gases this tank supplies to internals.
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var/distribute_pressure = ONE_ATMOSPHERE
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/// Icon state when in a tank holder or a surgical table. Null makes it incompatible with tank holder.
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var/tank_holder_icon_state = "holder_generic"
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///Used by process() to track if there's a reason to process each tick
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var/excited = TRUE
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/// How our particular tank explodes.
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var/list/explosion_info
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/// List containing reactions happening inside our tank.
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var/list/reaction_info
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/// Mob that is currently breathing from the tank.
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var/mob/living/carbon/breathing_mob = null
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///Progress bar showing how much volume is in the tank when equipped.
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var/datum/progressbar/volume_bar
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/// Attached assembly, can either detonate the tank or release its contents when receiving a signal
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var/obj/item/assembly_holder/tank_assembly
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/// Whether or not it will try to explode when it receives a signal
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var/bomb_status = FALSE
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/// Closes the tank if dropped while open.
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/datum/armor/item_tank
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bomb = 10
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fire = 80
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acid = 30
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/obj/item/tank/dropped(mob/living/user, silent)
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. = ..()
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// Close open air tank if its current user got sent to the shadowrealm.
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if (QDELETED(breathing_mob))
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breathing_mob = null
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return
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// Close open air tank if it got dropped by its current user.
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if (loc != breathing_mob)
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breathing_mob.cutoff_internals()
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/// Closes the tank if given to another mob while open.
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/obj/item/tank/equipped(mob/living/user, slot, initial)
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. = ..()
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// Close open air tank if it was equipped by a mob other than the current user.
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if (breathing_mob && (user != breathing_mob))
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breathing_mob.cutoff_internals()
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/// Called by carbons after they connect the tank to their breathing apparatus.
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/obj/item/tank/proc/after_internals_opened(mob/living/carbon/carbon_target)
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breathing_mob = carbon_target
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playsound(loc, 'sound/items/internals/internals_on.ogg', 15, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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var/pressure_on_open = air_contents.return_pressure() //we start off "full" when we toggle, and count down from there.
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volume_bar = new(carbon_target, pressure_on_open, src, pressure_on_open)
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/// Called by carbons after they disconnect the tank from their breathing apparatus.
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/obj/item/tank/proc/after_internals_closed(mob/living/carbon/carbon_target)
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breathing_mob = null
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playsound(loc, 'sound/items/internals/internals_off.ogg', 15, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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QDEL_NULL(volume_bar)
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/// Attempts to toggle the mob's internals on or off using this tank. Returns TRUE if successful.
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/obj/item/tank/proc/toggle_internals(mob/living/carbon/mob_target)
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return mob_target.toggle_internals(src)
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/obj/item/tank/ui_action_click(mob/user)
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toggle_internals(user)
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/obj/item/tank/Initialize(mapload)
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. = ..()
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if(tank_holder_icon_state)
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AddComponent(/datum/component/container_item/tank_holder, tank_holder_icon_state)
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air_contents = new(volume) //liters
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air_contents.temperature = T20C
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populate_gas()
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reaction_info = list()
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explosion_info = list()
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AddComponent(/datum/component/atmos_reaction_recorder, reset_criteria = list(COMSIG_GASMIX_MERGING = air_contents, COMSIG_GASMIX_REMOVING = air_contents), target_list = reaction_info)
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// This is separate from the reaction recorder.
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// In this case we are only listening to determine if the tank is overpressurized but not destroyed.
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RegisterSignal(air_contents, COMSIG_GASMIX_MERGED, PROC_REF(merging_information))
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START_PROCESSING(SSobj, src)
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/obj/item/tank/proc/populate_gas()
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return
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/obj/item/tank/Destroy()
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STOP_PROCESSING(SSobj, src)
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air_contents = null
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QDEL_NULL(tank_assembly)
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QDEL_NULL(volume_bar)
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return ..()
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/obj/item/tank/update_overlays()
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. = ..()
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if(tank_assembly)
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. += tank_assembly.icon_state
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. += tank_assembly.overlays
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. += "bomb_assembly"
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/obj/item/tank/examine(mob/user)
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var/obj/icon = src
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. = ..()
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if(istype(loc, /obj/item/assembly))
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icon = loc
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if(!in_range(src, user) && !isobserver(user))
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if(icon == src)
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. += span_notice("If you want any more information you'll need to get closer.")
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return
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. += span_notice("The pressure gauge reads [round(air_contents.return_pressure(),0.01)] kPa.")
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var/celsius_temperature = air_contents.temperature-T0C
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var/descriptive
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if (celsius_temperature < 20)
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descriptive = "cold"
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else if (celsius_temperature < 40)
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descriptive = "room temperature"
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else if (celsius_temperature < 80)
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descriptive = "lukewarm"
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else if (celsius_temperature < 100)
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descriptive = "warm"
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else if (celsius_temperature < 300)
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descriptive = "hot"
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else
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descriptive = "furiously hot"
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. += span_notice("It feels [descriptive].")
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if(tank_assembly)
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. += span_warning("There is some kind of device [EXAMINE_HINT("rigged")] to the tank!")
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/obj/item/tank/atom_deconstruct(disassembled = TRUE)
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var/atom/location = loc
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if(location)
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location.assume_air(air_contents)
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playsound(location, 'sound/effects/spray.ogg', 10, TRUE, -3)
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return ..()
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/obj/item/tank/suicide_act(mob/living/user)
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var/mob/living/carbon/human/human_user = user
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user.visible_message(span_suicide("[user] is putting [src]'s valve to [user.p_their()] lips! It looks like [user.p_theyre()] trying to commit suicide!"))
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playsound(loc, 'sound/effects/spray.ogg', 10, TRUE, -3)
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if(!QDELETED(human_user) && air_contents && air_contents.return_pressure() >= 1000)
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ADD_TRAIT(human_user, TRAIT_DISFIGURED, TRAIT_GENERIC)
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human_user.inflate_gib()
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return MANUAL_SUICIDE
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to_chat(user, span_warning("There isn't enough pressure in [src] to commit suicide with..."))
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return SHAME
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/obj/item/tank/attackby(obj/item/attacking_item, mob/user, list/modifiers, list/attack_modifiers)
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add_fingerprint(user)
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if(istype(attacking_item, /obj/item/assembly_holder))
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if(tank_assembly)
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balloon_alert(user, "something already attached!")
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return ITEM_INTERACT_BLOCKING
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bomb_assemble(attacking_item, user)
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return ITEM_INTERACT_SUCCESS
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return ..()
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/obj/item/tank/wrench_act(mob/living/user, obj/item/tool)
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if(tank_assembly)
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tool.play_tool_sound(src)
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bomb_disassemble(user)
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return ITEM_INTERACT_SUCCESS
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return ..()
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/obj/item/tank/welder_act(mob/living/user, obj/item/tool)
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if(bomb_status)
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balloon_alert(user, "already welded!")
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return ITEM_INTERACT_BLOCKING
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if(tool.use_tool(src, user, 0, volume=40))
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bomb_status = TRUE
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balloon_alert(user, "bomb armed")
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log_bomber(user, "welded a single tank bomb,", src, "| Temp: [air_contents.temperature] Pressure: [air_contents.return_pressure()]")
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add_fingerprint(user)
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return ITEM_INTERACT_SUCCESS
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return ..()
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/obj/item/tank/ui_state(mob/user)
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return GLOB.hands_state
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/obj/item/tank/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "Tank", name)
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ui.open()
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/obj/item/tank/ui_static_data(mob/user)
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. = list (
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"defaultReleasePressure" = round(TANK_DEFAULT_RELEASE_PRESSURE),
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"minReleasePressure" = round(TANK_MIN_RELEASE_PRESSURE),
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"maxReleasePressure" = round(TANK_MAX_RELEASE_PRESSURE),
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"leakPressure" = round(TANK_LEAK_PRESSURE),
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"fragmentPressure" = round(TANK_FRAGMENT_PRESSURE)
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)
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/obj/item/tank/ui_data(mob/user)
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. = list(
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"tankPressure" = round(air_contents.return_pressure()),
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"releasePressure" = round(distribute_pressure)
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)
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var/mob/living/carbon/carbon_user = user
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if(!istype(carbon_user))
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carbon_user = loc
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if(istype(carbon_user) && (carbon_user.external == src || carbon_user.internal == src))
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.["connected"] = TRUE
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/obj/item/tank/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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. = ..()
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if(.)
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return
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switch(action)
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if("pressure")
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var/pressure = params["pressure"]
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if(pressure == "reset")
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pressure = initial(distribute_pressure)
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. = TRUE
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else if(pressure == "min")
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pressure = TANK_MIN_RELEASE_PRESSURE
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. = TRUE
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else if(pressure == "max")
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pressure = TANK_MAX_RELEASE_PRESSURE
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. = TRUE
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else if(text2num(pressure) != null)
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pressure = text2num(pressure)
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. = TRUE
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if(.)
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distribute_pressure = clamp(round(pressure), TANK_MIN_RELEASE_PRESSURE, TANK_MAX_RELEASE_PRESSURE)
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/obj/item/tank/remove_air(amount)
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START_PROCESSING(SSobj, src)
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return air_contents.remove(amount)
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/obj/item/tank/return_air()
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START_PROCESSING(SSobj, src)
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return air_contents
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/obj/item/tank/return_analyzable_air()
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return air_contents
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/obj/item/tank/assume_air(datum/gas_mixture/giver)
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START_PROCESSING(SSobj, src)
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air_contents.merge(giver)
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handle_tolerances(ASSUME_AIR_DT_FACTOR)
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return TRUE
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/**
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* Removes some volume of the tanks gases as the tanks distribution pressure.
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*
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* Arguments:
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* - volume_to_return: The amount of volume to remove from the tank.
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*/
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/obj/item/tank/proc/remove_air_volume(volume_to_return)
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if(!air_contents)
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return null
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var/tank_pressure = air_contents.return_pressure()
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var/actual_distribute_pressure = clamp(tank_pressure, 0, distribute_pressure)
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// Lets do some algebra to understand why this works, yeah?
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// R_IDEAL_GAS_EQUATION is (kPa * L) / (K * mol) by the by, so the units in this equation look something like this
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// kpa * L / (R_IDEAL_GAS_EQUATION * K)
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// Or restated (kpa * L / K) * 1/R_IDEAL_GAS_EQUATION
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// (kpa * L * K * mol) / (kpa * L * K)
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// If we cancel it all out, we get moles, which is the expected unit
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// This sort of thing comes up often in atmos, keep the tool in mind for other bits of code
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var/moles_needed = actual_distribute_pressure*volume_to_return/(R_IDEAL_GAS_EQUATION*air_contents.temperature)
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return remove_air(moles_needed)
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/obj/item/tank/process(seconds_per_tick)
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if(!air_contents)
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return
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if(!QDELETED(volume_bar))
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volume_bar.update(air_contents.return_pressure())
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//Allow for reactions
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excited = (excited | air_contents.react(src))
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excited = (excited | handle_tolerances(seconds_per_tick))
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excited = (excited | leaking)
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if(!excited)
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STOP_PROCESSING(SSobj, src)
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excited = FALSE
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if(QDELETED(src) || !leaking || !air_contents)
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return
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var/atom/location = loc
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if(!location)
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return
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var/datum/gas_mixture/leaked_gas = air_contents.remove_ratio(0.25)
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location.assume_air(leaked_gas)
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/**
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* Handles the minimum and maximum pressure tolerances of the tank.
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*
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* Returns true if it did anything of significance, false otherwise
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* Arguments:
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* - seconds_per_tick: How long has passed between ticks.
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*/
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/obj/item/tank/proc/handle_tolerances(seconds_per_tick)
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if(!air_contents)
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return FALSE
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var/pressure = air_contents.return_pressure()
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var/temperature = air_contents.return_temperature()
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if(temperature >= TANK_MELT_TEMPERATURE)
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var/temperature_damage_ratio = (temperature - TANK_MELT_TEMPERATURE) / temperature
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take_damage(max_integrity * temperature_damage_ratio * seconds_per_tick, BURN, FIRE, FALSE, NONE)
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if(QDELETED(src))
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return TRUE
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if(pressure >= TANK_LEAK_PRESSURE)
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var/pressure_damage_ratio = (pressure - TANK_LEAK_PRESSURE) / (TANK_RUPTURE_PRESSURE - TANK_LEAK_PRESSURE)
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take_damage(max_integrity * pressure_damage_ratio * seconds_per_tick, BRUTE, BOMB, FALSE, NONE)
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return TRUE
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return FALSE
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/// Handles the tank springing a leak.
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/obj/item/tank/atom_break(damage_flag)
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. = ..()
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if(leaking)
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return
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leaking = TRUE
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START_PROCESSING(SSobj, src)
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if(atom_integrity < 0) // So we don't play the alerts while we are exploding or rupturing.
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return
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visible_message(span_warning("[src] springs a leak!"))
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playsound(src, 'sound/effects/spray.ogg', 10, TRUE, -3)
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/// Handles rupturing and fragmenting
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/obj/item/tank/atom_destruction(damage_flag)
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if(!air_contents)
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return ..()
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/// Handle fragmentation
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var/pressure = air_contents.return_pressure()
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if(pressure > TANK_FRAGMENT_PRESSURE)
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if(!istype(loc, /obj/item/transfer_valve))
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log_bomber(get_mob_by_key(fingerprintslast), "was last key to touch", src, "which ruptured explosively")
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//Give the gas a chance to build up more pressure through reacting
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air_contents.react(src)
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pressure = air_contents.return_pressure()
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// As of writing this this is calibrated to maxcap at 140L and 160atm.
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var/power = (air_contents.volume * (pressure - TANK_FRAGMENT_PRESSURE)) / TANK_FRAGMENT_SCALE
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log_atmos("[type] exploded with a power of [power] and a mix of ", air_contents)
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dyn_explosion(src, power, flash_range = 1.5, ignorecap = FALSE)
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return ..()
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/obj/item/tank/proc/merging_information()
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SIGNAL_HANDLER
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if(air_contents.return_pressure() > TANK_FRAGMENT_PRESSURE)
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explosion_info += TANK_MERGE_OVERPRESSURE
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/obj/item/tank/proc/explosion_information()
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return list(TANK_RESULTS_REACTION = reaction_info, TANK_RESULTS_MISC = explosion_info)
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/obj/item/tank/on_found(mob/finder) //for mousetraps
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. = ..()
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if(tank_assembly)
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tank_assembly.on_found(finder)
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/obj/item/tank/attack_hand() //also for mousetraps
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if(..())
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return
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if(tank_assembly)
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tank_assembly.attack_hand()
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/obj/item/tank/attack_self(mob/user, modifiers)
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if (tank_assembly)
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tank_assembly.attack_self(user)
|
|
return TRUE
|
|
return ..()
|
|
|
|
/obj/item/tank/attack_self_secondary(mob/user, modifiers)
|
|
. = ..()
|
|
ui_interact(user)
|
|
|
|
/obj/item/tank/Move()
|
|
. = ..()
|
|
if(tank_assembly)
|
|
tank_assembly.setDir(dir)
|
|
|
|
/obj/item/tank/dropped()
|
|
. = ..()
|
|
if(tank_assembly)
|
|
tank_assembly.dropped()
|
|
|
|
/obj/item/tank/IsSpecialAssembly()
|
|
return TRUE
|
|
|
|
/obj/item/tank/receive_signal() //This is mainly called by the sensor through sense() to the holder, and from the holder to here.
|
|
audible_message(span_warning("[icon2html(src, hearers(src))] *beep* *beep* *beep*"))
|
|
playsound(src, 'sound/machines/beep/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
|
|
addtimer(CALLBACK(src, PROC_REF(ignite)), 1 SECONDS)
|
|
|
|
/// Attaches an assembly holder to the tank to create a bomb.
|
|
/obj/item/tank/proc/bomb_assemble(obj/item/assembly_holder/assembly, mob/living/user)
|
|
//Check if either part of the assembly has an igniter, but if both parts are igniters, then fuck it
|
|
var/igniter_count = 0
|
|
for(var/obj/item/assembly/igniter/attached_assembly in assembly.assemblies)
|
|
igniter_count++
|
|
|
|
if(LAZYLEN(assembly.assemblies) == igniter_count)
|
|
return
|
|
|
|
if(isitem(loc)) // we are in a storage item
|
|
balloon_alert(user, "can't reach!")
|
|
return
|
|
|
|
if((src in user.get_equipped_items(INCLUDE_POCKETS | INCLUDE_ACCESSORIES)) && !user.canUnEquip(src))
|
|
balloon_alert(user, "it's stuck!")
|
|
return
|
|
|
|
if(!user.canUnEquip(assembly))
|
|
balloon_alert(user, "it's stuck!")
|
|
return
|
|
|
|
if(!user.transferItemToLoc(assembly, src))
|
|
balloon_alert(user, "it's stuck!")
|
|
return
|
|
|
|
tank_assembly = assembly //Tell the tank about its assembly part
|
|
assembly.master = src //Tell the assembly about its new owner
|
|
assembly.on_attach()
|
|
update_weight_class(WEIGHT_CLASS_BULKY)
|
|
|
|
balloon_alert(user, "bomb assembled")
|
|
update_appearance(UPDATE_OVERLAYS)
|
|
|
|
/// Detaches an assembly holder from the tank, disarming the bomb
|
|
/obj/item/tank/proc/bomb_disassemble(mob/user)
|
|
bomb_status = FALSE
|
|
balloon_alert(user, "bomb disarmed")
|
|
if(!tank_assembly)
|
|
CRASH("bomb_disassemble() called on a tank with no assembly!")
|
|
user.put_in_hands(tank_assembly)
|
|
tank_assembly.master = null
|
|
tank_assembly = null
|
|
update_weight_class(initial(w_class))
|
|
update_appearance(UPDATE_OVERLAYS)
|
|
|
|
/// Ignites the contents of the tank. Called when receiving a signal if the tank is welded and has an igniter attached.
|
|
/obj/item/tank/proc/ignite()
|
|
if(!bomb_status) // if it isn't welded, release the gases instead
|
|
release()
|
|
return
|
|
|
|
// check to make sure it's not already exploding before exploding it
|
|
if(igniting)
|
|
CRASH("ignite() called multiple times on [type]")
|
|
igniting = TRUE
|
|
|
|
var/datum/gas_mixture/our_mix = return_air()
|
|
our_mix.assert_gases(/datum/gas/plasma, /datum/gas/oxygen)
|
|
var/fuel_moles = our_mix.gases[/datum/gas/plasma][MOLES] + our_mix.gases[/datum/gas/oxygen][MOLES]/6
|
|
our_mix.garbage_collect()
|
|
var/datum/gas_mixture/bomb_mixture = our_mix.copy()
|
|
var/strength = 1
|
|
|
|
var/turf/ground_zero = get_turf(loc)
|
|
|
|
/// Used to determine what the temperature of the hotspot when it isn't able to explode
|
|
var/igniter_temperature = 0
|
|
for(var/obj/item/assembly/igniter/firestarter in tank_assembly.assemblies)
|
|
igniter_temperature = max(igniter_temperature, firestarter.heat)
|
|
|
|
if(!igniter_temperature)
|
|
CRASH("[type] called ignite() without any igniters attached")
|
|
|
|
if(bomb_mixture.temperature > (T0C + 400))
|
|
strength = (fuel_moles/15)
|
|
|
|
if(strength >= 2)
|
|
explosion(ground_zero, devastation_range = round(strength,1), heavy_impact_range = round(strength*2,1), light_impact_range = round(strength*3,1), flash_range = round(strength*4,1), explosion_cause = src)
|
|
else if(strength >= 1)
|
|
explosion(ground_zero, devastation_range = round(strength,1), heavy_impact_range = round(strength*2,1), light_impact_range = round(strength*2,1), flash_range = round(strength*3,1), explosion_cause = src)
|
|
else if(strength >= 0.5)
|
|
explosion(ground_zero, heavy_impact_range = 1, light_impact_range = 2, flash_range = 4, explosion_cause = src)
|
|
else if(strength >= 0.2)
|
|
explosion(ground_zero, devastation_range = -1, light_impact_range = 1, flash_range = 2, explosion_cause = src)
|
|
else
|
|
ground_zero.assume_air(bomb_mixture)
|
|
ground_zero.hotspot_expose(igniter_temperature, 125)
|
|
|
|
else if(bomb_mixture.temperature > (T0C + 250))
|
|
strength = (fuel_moles/20)
|
|
|
|
if(strength >= 1)
|
|
explosion(ground_zero, heavy_impact_range = round(strength,1), light_impact_range = round(strength*2,1), flash_range = round(strength*3,1), explosion_cause = src)
|
|
else if(strength >= 0.5)
|
|
explosion(ground_zero, devastation_range = -1, light_impact_range = 1, flash_range = 2, explosion_cause = src)
|
|
else
|
|
ground_zero.assume_air(bomb_mixture)
|
|
ground_zero.hotspot_expose(igniter_temperature, 125)
|
|
|
|
else if(bomb_mixture.temperature > (T0C + 100))
|
|
strength = (fuel_moles/25)
|
|
|
|
if(strength >= 1)
|
|
explosion(ground_zero, devastation_range = -1, light_impact_range = round(strength,1), flash_range = round(strength*3,1), explosion_cause = src)
|
|
else
|
|
ground_zero.assume_air(bomb_mixture)
|
|
ground_zero.hotspot_expose(igniter_temperature, 125)
|
|
|
|
else
|
|
ground_zero.assume_air(bomb_mixture)
|
|
ground_zero.hotspot_expose(igniter_temperature, 125)
|
|
|
|
qdel(src)
|
|
|
|
/// Releases air stored in the tank. Called when signaled without being welded, or when ignited without enough pressure to explode.
|
|
/obj/item/tank/proc/release()
|
|
var/datum/gas_mixture/our_mix = return_air()
|
|
var/datum/gas_mixture/removed = remove_air(our_mix.total_moles())
|
|
var/turf/T = get_turf(src)
|
|
if(!T)
|
|
return
|
|
log_atmos("[type] released its contents of ", removed)
|
|
T.assume_air(removed)
|
|
|
|
#undef ASSEMBLY_BOMB_BASE
|
|
#undef ASSEMBLY_BOMB_COEFFICIENT
|
|
#undef ASSUME_AIR_DT_FACTOR
|