Files
Bubberstation/code/game/objects/items/tanks/tanks.dm
tattle d91390a447 [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) (#69416)
Moves singulo and supermatter dmis into obj/engine, renamed from obj/tesla_engine
Moves Halloween, Christmas, and misc holiday items to obj/holiday
Moves lollipops to obj/food
Moves crates, closets, and storage to obj/storage
Moves assemblies to obj/assemblies
Renames decals.dmi to signs.dmi ...because they're signs and not decals
Moves statues, cutouts, instruments, art supplies, and crayons to obj/art
Moves balloons, plushes, toys, cards, dice, the hourglass, and TCG to obj/toys
Moves guns, swords, shields to obj/weapons
2022-08-24 20:49:35 -03:00

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/// How much time (in seconds) is assumed to pass while assuming air. Used to scale overpressure/overtemp damage when assuming air.
#define ASSUME_AIR_DT_FACTOR 1
/**
* # Gas Tank
*
* Handheld gas canisters
* Can rupture explosively if overpressurized
*/
/obj/item/tank
name = "tank"
icon = 'icons/obj/atmospherics/tank.dmi'
icon_state = "generic"
lefthand_file = 'icons/mob/inhands/equipment/tanks_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tanks_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BACK
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.
hitsound = 'sound/weapons/smash.ogg'
pressure_resistance = ONE_ATMOSPHERE * 5
force = 5
throwforce = 10
throw_speed = 1
throw_range = 4
demolition_mod = 1.25
custom_materials = list(/datum/material/iron = 500)
actions_types = list(/datum/action/item_action/set_internals)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, FIRE = 80, ACID = 30)
integrity_failure = 0.5
/// The gases this tank contains. Don't modify this directly, use return_air() to get it instead
var/datum/gas_mixture/air_contents = null
/// 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.
var/volume = TANK_STANDARD_VOLUME
/// Whether the tank is currently leaking.
var/leaking = FALSE
/// The pressure of the gases this tank supplies to internals.
var/distribute_pressure = ONE_ATMOSPHERE
/// Icon state when in a tank holder. Null makes it incompatible with tank holder.
var/tank_holder_icon_state = "holder_generic"
///Used by process() to track if there's a reason to process each tick
var/excited = TRUE
/// How our particular tank explodes.
var/list/explosion_info
/// List containing reactions happening inside our tank.
var/list/reaction_info
/obj/item/tank/ui_action_click(mob/user)
toggle_internals(user)
/obj/item/tank/proc/toggle_internals(mob/user)
var/mob/living/carbon/human/H = user
if(!istype(H))
return
if(H.internal == src)
to_chat(H, span_notice("You close [src] valve."))
H.internal = null
else
if(!H.getorganslot(ORGAN_SLOT_BREATHING_TUBE))
if(!H.wear_mask)
to_chat(H, span_warning("You need a mask!"))
return
var/is_clothing = isclothing(H.wear_mask)
if(is_clothing && H.wear_mask.mask_adjusted)
H.wear_mask.adjustmask(H)
if(!is_clothing || !(H.wear_mask.clothing_flags & MASKINTERNALS))
to_chat(H, span_warning("[H.wear_mask] can't use [src]!"))
return
if(H.internal)
to_chat(H, span_notice("You switch your internals to [src]."))
else
to_chat(H, span_notice("You open [src] valve."))
H.internal = src
H.update_action_buttons_icon()
/obj/item/tank/Initialize(mapload)
. = ..()
if(tank_holder_icon_state)
AddComponent(/datum/component/container_item/tank_holder, tank_holder_icon_state)
air_contents = new(volume) //liters
air_contents.temperature = T20C
populate_gas()
reaction_info = list()
explosion_info = list()
AddComponent(/datum/component/atmos_reaction_recorder, reset_criteria = list(COMSIG_GASMIX_MERGING = air_contents, COMSIG_GASMIX_REMOVING = air_contents), target_list = reaction_info)
// This is separate from the reaction recorder.
// In this case we are only listening to determine if the tank is overpressurized but not destroyed.
RegisterSignal(air_contents, COMSIG_GASMIX_MERGED, .proc/merging_information)
START_PROCESSING(SSobj, src)
/obj/item/tank/proc/populate_gas()
return
/obj/item/tank/Destroy()
UnregisterSignal(air_contents, COMSIG_GASMIX_MERGED)
air_contents = null
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/tank/examine(mob/user)
var/obj/icon = src
. = ..()
if(istype(src.loc, /obj/item/assembly))
icon = src.loc
if(!in_range(src, user) && !isobserver(user))
if(icon == src)
. += span_notice("If you want any more information you'll need to get closer.")
return
. += span_notice("The pressure gauge reads [round(src.air_contents.return_pressure(),0.01)] kPa.")
var/celsius_temperature = air_contents.temperature-T0C
var/descriptive
if (celsius_temperature < 20)
descriptive = "cold"
else if (celsius_temperature < 40)
descriptive = "room temperature"
else if (celsius_temperature < 80)
descriptive = "lukewarm"
else if (celsius_temperature < 100)
descriptive = "warm"
else if (celsius_temperature < 300)
descriptive = "hot"
else
descriptive = "furiously hot"
. += span_notice("It feels [descriptive].")
/obj/item/tank/deconstruct(disassembled = TRUE)
var/atom/location = loc
if(location)
location.assume_air(air_contents)
playsound(location, 'sound/effects/spray.ogg', 10, TRUE, -3)
return ..()
/obj/item/tank/suicide_act(mob/user)
var/mob/living/carbon/human/H = user
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!"))
playsound(loc, 'sound/effects/spray.ogg', 10, TRUE, -3)
if(!QDELETED(H) && air_contents && air_contents.return_pressure() >= 1000)
ADD_TRAIT(H, TRAIT_DISFIGURED, TRAIT_GENERIC)
H.inflate_gib()
return MANUAL_SUICIDE
else
to_chat(user, span_warning("There isn't enough pressure in [src] to commit suicide with..."))
return SHAME
/obj/item/tank/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
if(istype(W, /obj/item/assembly_holder))
bomb_assemble(W, user)
return TRUE
return ..()
/obj/item/tank/ui_state(mob/user)
return GLOB.hands_state
/obj/item/tank/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Tank", name)
ui.open()
/obj/item/tank/ui_static_data(mob/user)
. = list (
"defaultReleasePressure" = round(TANK_DEFAULT_RELEASE_PRESSURE),
"minReleasePressure" = round(TANK_MIN_RELEASE_PRESSURE),
"maxReleasePressure" = round(TANK_MAX_RELEASE_PRESSURE),
"leakPressure" = round(TANK_LEAK_PRESSURE),
"fragmentPressure" = round(TANK_FRAGMENT_PRESSURE)
)
/obj/item/tank/ui_data(mob/user)
. = list(
"tankPressure" = round(air_contents.return_pressure()),
"releasePressure" = round(distribute_pressure)
)
var/mob/living/carbon/C = user
if(!istype(C))
C = loc.loc
if(istype(C) && C.internal == src)
.["connected"] = TRUE
/obj/item/tank/ui_act(action, params)
. = ..()
if(.)
return
switch(action)
if("pressure")
var/pressure = params["pressure"]
if(pressure == "reset")
pressure = initial(distribute_pressure)
. = TRUE
else if(pressure == "min")
pressure = TANK_MIN_RELEASE_PRESSURE
. = TRUE
else if(pressure == "max")
pressure = TANK_MAX_RELEASE_PRESSURE
. = TRUE
else if(text2num(pressure) != null)
pressure = text2num(pressure)
. = TRUE
if(.)
distribute_pressure = clamp(round(pressure), TANK_MIN_RELEASE_PRESSURE, TANK_MAX_RELEASE_PRESSURE)
/obj/item/tank/remove_air(amount)
START_PROCESSING(SSobj, src)
return air_contents.remove(amount)
/obj/item/tank/return_air()
START_PROCESSING(SSobj, src)
return air_contents
/obj/item/tank/return_analyzable_air()
return air_contents
/obj/item/tank/assume_air(datum/gas_mixture/giver)
START_PROCESSING(SSobj, src)
air_contents.merge(giver)
handle_tolerances(ASSUME_AIR_DT_FACTOR)
return TRUE
/**
* Removes some volume of the tanks gases as the tanks distribution pressure.
*
* Arguments:
* - volume_to_return: The amount of volume to remove from the tank.
*/
/obj/item/tank/proc/remove_air_volume(volume_to_return)
if(!air_contents)
return null
var/tank_pressure = air_contents.return_pressure()
var/actual_distribute_pressure = clamp(tank_pressure, 0, distribute_pressure)
// Lets do some algebra to understand why this works, yeah?
// R_IDEAL_GAS_EQUATION is (kPa * L) / (K * mol) by the by, so the units in this equation look something like this
// kpa * L / (R_IDEAL_GAS_EQUATION * K)
// Or restated (kpa * L / K) * 1/R_IDEAL_GAS_EQUATION
// (kpa * L * K * mol) / (kpa * L * K)
// If we cancel it all out, we get moles, which is the expected unit
// This sort of thing comes up often in atmos, keep the tool in mind for other bits of code
var/moles_needed = actual_distribute_pressure*volume_to_return/(R_IDEAL_GAS_EQUATION*air_contents.temperature)
return remove_air(moles_needed)
/obj/item/tank/process(delta_time)
if(!air_contents)
return
//Allow for reactions
excited = (excited | air_contents.react(src))
excited = (excited | handle_tolerances(delta_time))
excited = (excited | leaking)
if(!excited)
STOP_PROCESSING(SSobj, src)
excited = FALSE
if(QDELETED(src) || !leaking || !air_contents)
return
var/atom/location = loc
if(!location)
return
var/datum/gas_mixture/leaked_gas = air_contents.remove_ratio(0.25)
location.assume_air(leaked_gas)
/**
* Handles the minimum and maximum pressure tolerances of the tank.
*
* Returns true if it did anything of significance, false otherwise
* Arguments:
* - delta_time: How long has passed between ticks.
*/
/obj/item/tank/proc/handle_tolerances(delta_time)
if(!air_contents)
return FALSE
var/pressure = air_contents.return_pressure()
var/temperature = air_contents.return_temperature()
if(temperature >= TANK_MELT_TEMPERATURE)
var/temperature_damage_ratio = (temperature - TANK_MELT_TEMPERATURE) / temperature
take_damage(max_integrity * temperature_damage_ratio * delta_time, BURN, FIRE, FALSE, NONE)
if(QDELETED(src))
return TRUE
if(pressure >= TANK_LEAK_PRESSURE)
var/pressure_damage_ratio = (pressure - TANK_LEAK_PRESSURE) / (TANK_RUPTURE_PRESSURE - TANK_LEAK_PRESSURE)
take_damage(max_integrity * pressure_damage_ratio * delta_time, BRUTE, BOMB, FALSE, NONE)
return TRUE
return FALSE
/// Handles the tank springing a leak.
/obj/item/tank/atom_break(damage_flag)
. = ..()
if(leaking)
return
leaking = TRUE
START_PROCESSING(SSobj, src)
if(atom_integrity < 0) // So we don't play the alerts while we are exploding or rupturing.
return
visible_message(span_warning("[src] springs a leak!"))
playsound(src, 'sound/effects/spray.ogg', 10, TRUE, -3)
/// Handles rupturing and fragmenting
/obj/item/tank/atom_destruction(damage_flag)
if(!air_contents)
return ..()
/// Handle fragmentation
var/pressure = air_contents.return_pressure()
if(pressure > TANK_FRAGMENT_PRESSURE)
if(!istype(loc, /obj/item/transfer_valve))
log_bomber(get_mob_by_key(fingerprintslast), "was last key to touch", src, "which ruptured explosively")
//Give the gas a chance to build up more pressure through reacting
air_contents.react(src)
pressure = air_contents.return_pressure()
// As of writing this this is calibrated to maxcap at 140L and 160atm.
var/power = (air_contents.volume * (pressure - TANK_FRAGMENT_PRESSURE)) / TANK_FRAGMENT_SCALE
log_atmos("[type] exploded with a power of [power] and a mix of ", air_contents)
dyn_explosion(src, power, flash_range = 1.5, ignorecap = FALSE)
return ..()
/obj/item/tank/proc/merging_information()
SIGNAL_HANDLER
if(air_contents.return_pressure() > TANK_FRAGMENT_PRESSURE)
explosion_info += TANK_MERGE_OVERPRESSURE
/obj/item/tank/proc/explosion_information()
return list(TANK_RESULTS_REACTION = reaction_info, TANK_RESULTS_MISC = explosion_info)
#undef ASSUME_AIR_DT_FACTOR