Files
Bubberstation/code/modules/plumbing/plumbers/destroyer.dm
SyncIt21 49e4a8bc19 Plumbing RCD Refactors (#77563)
## About The Pull Request
- Removed the `category` var from all plumbing machinery, now all the
designs are organized by category in a single static list(1 list for
each plumbing rcd type). This makes it easy to add new designs to 1 list
in the future and since the list is static memory is saved when multiple
plumbing RCDs are made in game
- Removed redundant `machinery_data` list. This list simply stored the
cost of designs from the `plumbing_designs` list. Rather than wasting
memory with this list we can derive the cost from `plumbing_designs`
list ourselves
- Removed unused list `choices`. No idea what that did back then
- When low on ammo the plumbing RCD would display multiple balloon
alerts. That's fixed now
- Made the icon sizes of designs in the UI slightly smaller so they
don't clip and look blurry

## Changelog
🆑
fix: multiple balloon alerts when the plumbing RCD is low on ammo
code: organized all plumbing designs into static lists for memory
savings
refactor: removed unused vars for further memory savings
/🆑
2023-08-15 09:29:07 -07:00

27 lines
942 B
Plaintext

/obj/machinery/plumbing/disposer
name = "chemical disposer"
desc = "Breaks down chemicals and annihilates them."
icon_state = "disposal"
pass_flags_self = PASSMACHINE | LETPASSTHROW // Small
active_power_usage = BASE_MACHINE_ACTIVE_CONSUMPTION * 2
///we remove 5 reagents per second
var/disposal_rate = 5
/obj/machinery/plumbing/disposer/Initialize(mapload, bolt, layer)
. = ..()
AddComponent(/datum/component/plumbing/simple_demand, bolt, layer)
/obj/machinery/plumbing/disposer/process(seconds_per_tick)
if(machine_stat & NOPOWER)
return
if(reagents.total_volume)
if(icon_state != initial(icon_state) + "_working") //threw it here instead of update icon since it only has two states
icon_state = initial(icon_state) + "_working"
reagents.remove_any(disposal_rate * seconds_per_tick)
use_power(active_power_usage * seconds_per_tick)
else
if(icon_state != initial(icon_state))
icon_state = initial(icon_state)