Files
Bubberstation/code/controllers/subsystem/processing/fluids.dm
Time-Green ceeff661a0 [READY] Plumbing (#44833)
cl Time-Green
add: Adds plumbing pipes and some hidden plumbing related machines. They're not available in-game yet.
sprites: Geyser and geyser pump sprites created by Mey-Ha-Zah!
/cl
Adds the following objects:

    Fluid ducts . Like atmos pipe, but for reagents. They're smart and can be seperated by layer and color

    Geysers. They spawn on lavaland and can be harvested with liquid pumps or just beakers.

    Liquid pumps. For pumping geysers. They need to be on a wire node and connected to a duct network.

    Plumbable reagent dispenser subtype.

    New plumbing RPD specific RPD.

    Plungers. The reinforced plunger can be used for plunging geysers to activate them. They currently serve no other function and can't be worn as a hat yet.

They're all disabled and admin only.

Adds the following systems:

    Ductnet datum. They pretty much say "hey, we're connected"

    Plumbing component. You can turn any movable atom into a plumbable thing. Comes with overlays and everything. They're essential for everything that has input and outputs, except pipes. That means you can have machines connected to both atmospheric pipes and fluid ducts. They only connect with layer 3 ducts.

    Fluid subsystem that handles the processing on the plumbing machinery and other plumbing related stuff.

Basically atmospherics but with reagents. Reagents are pressurized and thus transferred instantly, to avoid those stupid leftovers in pipes no one likes. I am PRing it now because if I were to add a dozen or so associated machines, it would be too much of a pain to manage/review in one PR. It would also be a massive waste if people didn't even want it in the first place.

Also yes all of this works (as far as I know)

Things I plan to add in later PR's

    Layers / colors (maybe) done
    Machinery (Stuff like chemical processors, filters, special mixing chambers and factories)
    Make geysers more interesting, so chemists/atmostechs/cargotechs/assistants can go to lavaland and get some exotic stuff.
    Pipe fractures. Damaged pipes could do the cartooney water soaker beam coming out to shoot at people cause why the fuck not.

Code concerns:

    Connecting is handled through pipes only. Not sure if this is the best approach. This means plumbing devices cant directly connect to each other without pipes. I could add some exceptions to handle it. I could also take connecting away from pipes and make it a global proc, with alot of exceptions since it'd be handling both plumbing machinery and the ducts.

    Reagent transferring. Basically the transfer is instantaneous from A to B. I did this because stuff getting stuck in pipes could pose some serious mixing problems with chemistry, since it's alot more delicate than atmos. I could understand if people would want it to be like atmos. It wouldn't be difficult to change.

Also for testing I suggest you set the pipe_dispenser to category 3 to print fluid ducts. My tests were done with
/obj/structure/geyser
/obj/structure/reagent_dispensers/plumbed/storage
/obj/item/plunger/reinforced
/obj/machinery/power/liquid_pump
/obj/item/pipe_dispenser/plumbing
that and standard tools for setting things up
2019-07-09 11:58:02 +12:00

6 lines
137 B
Plaintext

PROCESSING_SUBSYSTEM_DEF(fluids)
name = "Fluids"
wait = 20
stat_tag = "FD" //its actually Fluid Ducts
flags = SS_NO_INIT | SS_TICKER