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https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request Removes all arbitrary energy and power units in the codebase. Everything is replaced with the joule and watt, with 1 = 1 joule, or 1 watt if you are going to multiply by time. This is a visible change, where all arbitrary energy units you see in the game will get proper prefixed units of energy. With power cells being converted to the joule, charging one joule of a power cell will require one joule of energy. The grid will now store energy, instead of power. When an energy usage is described as using the watt, a power to energy conversion based on the relevant subsystem's timing (usually multiplying by seconds_per_tick or applying power_to_energy()) is needed before adding or removing from the grid. Power usages that are described as the watt is really anything you would scale by time before applying the load. If it's described as a joule, no time conversion is needed. Players will still read the grid as power, having no visible change. Machines that dynamically use power with the use_power() proc will directly drain from the grid (and apc cell if there isn't enough) instead of just tallying it up on the dynamic power usages for the area. This should be more robust at conserving energy as the surplus is updated on the go, preventing charging cells from nothing. APCs no longer consume power for the dynamic power usage channels. APCs will consume power for static power usages. Because static power usages are added up without checking surplus, static power consumption will be applied before any machine processes. This will give a more truthful surplus for dynamic power consumers. APCs will display how much power it is using for charging the cell. APC cell charging applies power in its own channel, which gets added up to the total. This will prevent invisible power usage you see when looking at the power monitoring console. After testing in MetaStation, I found roundstart power consumption to be around 406kW after all APCs get fully charged. During the roundstart APC charge rush, the power consumption can get as high as over 2MW (up to 25kW per roundstart APC charging) as long as there's that much available. Because of the absurd potential power consumption of charging APCs near roundstart, I have changed how APCs decide to charge. APCs will now charge only after all other machines have processed in the machines processing subsystem. This will make sure APC charging won't disrupt machines taking from the grid, and should stop APCs getting their power drained due to others demanding too much power while charging. I have removed the delays for APC charging too, so they start charging immediately whenever there's excess power. It also stops them turning red when a small amount of cell gets drained (airlocks opening and shit during APC charge rush), as they immediately become fully charged (unless too much energy got drained somehow) before changing icon. Engineering SMES now start at 100% charge instead of 75%. I noticed cells were draining earlier than usual after these changes, so I am making them start maxed to try and combat that. These changes will fix all conservation of energy issues relating to charging powercells. ## Why It's Good For The Game Closes #73438 Closes #75789 Closes #80634 Closes #82031 Makes it much easier to interface with the power system in the codebase. It's more intuitive. Removes a bunch of conservation of energy issues, making energy and power much more meaningful. It will help the simulation remain immersive as players won't encounter energy duplication so easily. Arbitrary energy units getting replaced with the joule will also tell people more meaningful information when reading it. APC charging will feel more snappy. ## Changelog 🆑 fix: Fixes conservation of energy issues relating to charging powercells. qol: APCs will display how much power they are using to charge their cell. This is accounted for in the power monitoring console. qol: All arbitrary power cell energy units you see are replaced with prefixed joules. balance: As a consequence of the conservation of energy issues getting fixed, the power consumption for charging cells is now very significant. balance: APCs only use surplus power from the grid after every machine processes when charging, preventing APCs from causing others to discharge while charging. balance: Engineering SMES start at max charge to combat the increased energy loss due to conservation of energy fixes. /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
438 lines
16 KiB
Plaintext
438 lines
16 KiB
Plaintext
/// range of the chrono beam!
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#define CHRONO_BEAM_RANGE 3
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/// how many frames the chronofield needs before it eradicates someone.
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#define CHRONO_FRAME_COUNT 22
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///Eradication lock - Prevents people who aren't the owner of the suit from existing on the timeline via eradicating the suit with the intruder inside
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/obj/item/mod/module/eradication_lock
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name = "MOD eradication lock module"
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desc = "A module which remembers the original owner of the suit, even alternate universe \
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versions. When a non-owner enters, the eradication lock will begin eradicating the suit \
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from the timeline... with the intruder inside. Not the way you want to go, so it turns \
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out to be a good deterrent."
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icon_state = "eradicationlock"
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module_type = MODULE_USABLE
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removable = FALSE
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use_energy_cost = DEFAULT_CHARGE_DRAIN * 3
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incompatible_modules = list(/obj/item/mod/module/eradication_lock, /obj/item/mod/module/dna_lock)
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cooldown_time = 0.5 SECONDS
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/// The ckey we lock with, to allow all alternate versions of the user.
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var/true_owner_ckey
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/obj/item/mod/module/eradication_lock/on_install()
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RegisterSignal(mod, COMSIG_MOD_ACTIVATE, PROC_REF(on_mod_activation))
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RegisterSignal(mod, COMSIG_MOD_MODULE_REMOVAL, PROC_REF(on_mod_removal))
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/obj/item/mod/module/eradication_lock/on_uninstall(deleting = FALSE)
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UnregisterSignal(mod, COMSIG_MOD_ACTIVATE)
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UnregisterSignal(mod, COMSIG_MOD_MODULE_REMOVAL)
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/obj/item/mod/module/eradication_lock/on_use()
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. = ..()
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if(!.)
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return
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true_owner_ckey = mod.wearer.ckey
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balloon_alert(mod.wearer, "user remembered")
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drain_power(use_energy_cost)
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///Signal fired when the modsuit tries activating
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/obj/item/mod/module/eradication_lock/proc/on_mod_activation(datum/source, mob/user)
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SIGNAL_HANDLER
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if(true_owner_ckey && user.ckey != true_owner_ckey)
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to_chat(mod.wearer, span_userdanger("\"MODsuit compromised by timeline inhabitant! Eradicating...\""))
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new /obj/structure/chrono_field(user.loc, user)
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return MOD_CANCEL_ACTIVATE
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///Signal fired when the modsuit tries removing a module.
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/obj/item/mod/module/eradication_lock/proc/on_mod_removal(datum/source, mob/user)
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SIGNAL_HANDLER
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if(true_owner_ckey && user.ckey != true_owner_ckey)
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to_chat(mod.wearer, span_userdanger("\"Timeline inhabitant tampering detected! Eradicating...\""))
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new /obj/structure/chrono_field(user.loc, user)
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return MOD_CANCEL_REMOVAL
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///Rewinder - Activating saves a point in time, after 10 seconds you will jump back to that state.
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/obj/item/mod/module/rewinder
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name = "MOD rewinder module"
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desc = "A module that can pull the user back through time given an anchor point to \
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pull to. Very useful tool to get the job done, but keep in mind the suit locks for \
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safety reasons while preparing a rewind."
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icon_state = "rewinder"
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module_type = MODULE_USABLE
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removable = FALSE
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use_energy_cost = DEFAULT_CHARGE_DRAIN * 5
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incompatible_modules = list(/obj/item/mod/module/rewinder)
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cooldown_time = 20 SECONDS
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/obj/item/mod/module/rewinder/on_use()
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. = ..()
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if(!.)
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return
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balloon_alert(mod.wearer, "anchor point set")
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playsound(src, 'sound/items/modsuit/time_anchor_set.ogg', 50, TRUE)
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//stops all mods from triggering during rewinding
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for(var/obj/item/mod/module/module as anything in mod.modules)
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RegisterSignal(module, COMSIG_MODULE_TRIGGERED, PROC_REF(on_module_triggered))
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mod.wearer.AddComponent(/datum/component/dejavu/timeline, 1, 10 SECONDS)
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RegisterSignal(mod, COMSIG_MOD_ACTIVATE, PROC_REF(on_activate_block))
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addtimer(CALLBACK(src, PROC_REF(unblock_suit_activation)), 10 SECONDS)
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///Unregisters the modsuit deactivation blocking signal, after dejavu functionality finishes.
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/obj/item/mod/module/rewinder/proc/unblock_suit_activation()
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for(var/obj/item/mod/module/module as anything in mod.modules)
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UnregisterSignal(module, COMSIG_MODULE_TRIGGERED)
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UnregisterSignal(mod, COMSIG_MOD_ACTIVATE)
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///Signal fired when wearer attempts to activate/deactivate suits
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/obj/item/mod/module/rewinder/proc/on_activate_block(datum/source, user)
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SIGNAL_HANDLER
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balloon_alert(user, "not while rewinding!")
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return MOD_CANCEL_ACTIVATE
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///Signal fired when wearer attempts to trigger modules, if attempting while time is stopped
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/obj/item/mod/module/rewinder/proc/on_module_triggered(datum/source, mob/user)
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SIGNAL_HANDLER
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balloon_alert(user, "not while rewinding!")
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return MOD_ABORT_USE
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///Timestopper - Need I really explain? It's the wizard's time stop, but the user channels it by not moving instead of a duration.
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/obj/item/mod/module/timestopper
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name = "MOD timestopper module"
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desc = "A module that can halt time in a small radius around the user... for as long as they \
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want! Great for monologues or lunch breaks. Keep in mind moving will end the stop, and the \
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module has a hefty cooldown period to avoid reality errors."
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icon_state = "timestop"
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module_type = MODULE_USABLE
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removable = FALSE
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use_energy_cost = DEFAULT_CHARGE_DRAIN * 5
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incompatible_modules = list(/obj/item/mod/module/timestopper)
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cooldown_time = 60 SECONDS
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///The current timestop in progress.
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var/obj/effect/timestop/channelled/timestop
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/obj/item/mod/module/timestopper/on_use()
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. = ..()
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if(!.)
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return
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if(timestop)
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mod.balloon_alert(mod.wearer, "already freezing time!")
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return
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//stops all mods from triggering during timestop- including timestop itself
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for(var/obj/item/mod/module/module as anything in mod.modules)
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RegisterSignal(module, COMSIG_MODULE_TRIGGERED, PROC_REF(on_module_triggered))
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timestop = new /obj/effect/timestop/channelled(get_turf(mod.wearer), 2, INFINITY, list(mod.wearer))
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RegisterSignal(timestop, COMSIG_QDELETING, PROC_REF(unblock_suit_activation))
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///Unregisters the modsuit deactivation blocking signal, after timestop functionality finishes.
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/obj/item/mod/module/timestopper/proc/unblock_suit_activation(datum/source)
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SIGNAL_HANDLER
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for(var/obj/item/mod/module/module as anything in mod.modules)
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UnregisterSignal(module, COMSIG_MODULE_TRIGGERED)
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UnregisterSignal(source, COMSIG_QDELETING)
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UnregisterSignal(mod, COMSIG_MOD_ACTIVATE)
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timestop = null
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///Signal fired when wearer attempts to trigger modules, if attempting while time is stopped
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/obj/item/mod/module/timestopper/proc/on_module_triggered(datum/source)
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SIGNAL_HANDLER
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balloon_alert(mod.wearer, "not while channelling timestop!")
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return MOD_ABORT_USE
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///Signal fired when wearer attempts to activate/deactivate suits, if attempting while time is stopped
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/obj/item/mod/module/timestopper/proc/on_activate_block(datum/source, user)
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SIGNAL_HANDLER
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balloon_alert(user, "not while channelling timestop!")
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return MOD_CANCEL_ACTIVATE
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///Timeline Jumper - Infinite phasing. needs some special effects
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/obj/item/mod/module/timeline_jumper
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name = "MOD timeline jumper module"
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desc = "A module used to traverse timelines, phasing the user in and out of the stream of events."
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icon_state = "timeline_jumper"
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module_type = MODULE_USABLE
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removable = FALSE
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use_energy_cost = DEFAULT_CHARGE_DRAIN * 5
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incompatible_modules = list(/obj/item/mod/module/timeline_jumper)
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cooldown_time = 5 SECONDS
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allow_flags = MODULE_ALLOW_PHASEOUT
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///The dummy for phasing from this module, the wearer is phased out while this exists.
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var/obj/effect/dummy/phased_mob/chrono/phased_mob
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/obj/item/mod/module/timeline_jumper/on_use()
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. = ..()
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if(!.)
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return
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var/area/noteleport_check = get_area(mod.wearer)
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if(noteleport_check && noteleport_check.area_flags & NOTELEPORT)
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to_chat(mod.wearer, span_danger("Some dull, universal force is between you and the [phased_mob ? "current timeline" : "stream between timelines"]."))
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return FALSE
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if(!phased_mob)
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//phasing out
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mod.visible_message(span_warning("[mod.wearer] leaps out of the timeline!"))
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mod.wearer.SetAllImmobility(0)
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mod.wearer.setStaminaLoss(0)
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phased_mob = new(get_turf(mod.wearer.loc), mod.wearer)
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RegisterSignal(mod, COMSIG_MOD_ACTIVATE, PROC_REF(on_activate_block))
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else
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//phasing in
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phased_mob.eject_jaunter()
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phased_mob = null
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UnregisterSignal(mod, COMSIG_MOD_ACTIVATE)
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mod.visible_message(span_warning("[mod.wearer] drops into the timeline!"))
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//probably justifies its own sound but whatever
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playsound(src, 'sound/items/modsuit/time_anchor_set.ogg', 50, TRUE)
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///Signal fired when wearer attempts to activate/deactivate suits while phased out
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/obj/item/mod/module/timeline_jumper/proc/on_activate_block(datum/source, user)
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SIGNAL_HANDLER
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//has to be a to_chat because you're phased out.
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to_chat(user, span_warning("Deactivating your suit while inbetween timelines would be a very bad idea."))
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return MOD_CANCEL_ACTIVATE
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///special subtype for phased mobs.
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/obj/effect/dummy/phased_mob/chrono
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name = "reality static"
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verb_say = "echoes"
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///TEM - Lets you eradicate people.
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/obj/item/mod/module/tem
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name = "MOD timestream eradication module"
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desc = "The correction device of a fourth dimensional group outside time itself used to \
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change the destination of a timeline. this device is capable of wiping a being from the \
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timestream. They never are, they never were, they never will be."
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icon_state = "chronogun"
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module_type = MODULE_ACTIVE
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removable = FALSE
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use_energy_cost = DEFAULT_CHARGE_DRAIN * 5
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incompatible_modules = list(/obj/item/mod/module/tem)
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cooldown_time = 0.5 SECONDS
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///Reference to the chrono field being controlled by this module
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var/obj/structure/chrono_field/field = null
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///Where the chronofield maker was when the field went up
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var/turf/startpos
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/obj/item/mod/module/tem/on_select_use(atom/target)
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. = ..()
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if(!.)
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return
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//trying to fire again, so disconnect what we have
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if(field)
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field_disconnect(field)
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//fire projectile
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var/obj/projectile/energy/chrono_beam/chrono_beam = new /obj/projectile/energy/chrono_beam(get_turf(src))
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chrono_beam.tem_weakref = WEAKREF(src)
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chrono_beam.preparePixelProjectile(target, mod.wearer)
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chrono_beam.firer = mod.wearer
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playsound(src, 'sound/items/modsuit/time_anchor_set.ogg', 50, TRUE)
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INVOKE_ASYNC(chrono_beam, TYPE_PROC_REF(/obj/projectile, fire))
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/obj/item/mod/module/tem/on_uninstall(deleting = FALSE)
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if(!field)
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return
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field_disconnect(field)
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/**
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* ### field_connect
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*
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* Links a chrono field to this module. The chrono field will keep track of the eradication process.
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* Unlinks a chrono field if it is connected to a tem already.
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*
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* Arguments:
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* * field: chronofield we are attempting to link to this module.
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*/
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/obj/item/mod/module/tem/proc/field_connect(obj/structure/chrono_field/field)
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if(field.tem)
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if(field.captured)
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balloon_alert(mod.wearer, "already has connection!")
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field_disconnect(field)
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return
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startpos = get_turf(mod.wearer)
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src.field = field
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field.tem = src
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if(field.captured)
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balloon_alert(mod.wearer, "connection estabilished")
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/**
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* ### field_disconnect
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*
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* Unlinks a chrono field from this module.
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*
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* Arguments:
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* * field: chronofield we are attempting to unlink from this module.
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*/
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/obj/item/mod/module/tem/proc/field_disconnect(obj/structure/chrono_field/field)
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if(field)
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if(field.tem == src)
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field.tem = null
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if(field.captured)
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balloon_alert(mod.wearer, "connection lost!")
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field = null
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startpos = null
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/**
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* ### field_check
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*
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* Checks to see if our field can still be linked to the tem. If it isn't, it will unlink the field.
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*
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* Arguments:
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* * field: chronofield we're checking the connection's validity on.
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*/
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/obj/item/mod/module/tem/proc/field_check(obj/structure/chrono_field/field)
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if(!field)
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return FALSE
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var/turf/currentpos = get_turf(src)
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if(currentpos == startpos && mod.wearer.body_position == STANDING_UP && !HAS_TRAIT(mod.wearer, TRAIT_INCAPACITATED) && (field in view(CHRONO_BEAM_RANGE, currentpos)))
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return TRUE
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field_disconnect(field)
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return FALSE
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/obj/projectile/energy/chrono_beam
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name = "eradication beam"
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icon_state = "chronobolt"
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range = CHRONO_BEAM_RANGE
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///Reference to the tem... given by the tem! weakref because back in the day we didn't know about harddels- or maybe we didn't care.
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var/datum/weakref/tem_weakref
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/obj/projectile/energy/chrono_beam/on_hit(atom/target, blocked = 0, pierce_hit)
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var/obj/item/mod/module/tem/tem = tem_weakref.resolve()
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if(target && tem && isliving(target))
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var/obj/structure/chrono_field/field = new(target.loc, target, tem)
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tem.field_connect(field)
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return BULLET_ACT_HIT
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return ..()
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/obj/structure/chrono_field
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name = "eradication field"
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desc = "An aura of time-bluespace energy."
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icon = 'icons/effects/effects.dmi'
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icon_state = "chronofield"
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density = FALSE
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anchored = TRUE
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
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move_resist = INFINITY
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interaction_flags_atom = NONE
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/// Mob being eradicated by this field
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var/mob/living/captured
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/// Linked module. while this exists, the field will progress towards eradication. while it isn't, the field progresses away until it disappears. see attached for a special case
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var/obj/item/mod/module/tem/tem
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/// Time in seconds before someone is eradicated, assuming progress isn't interrupted
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var/timetokill = 3 SECONDS
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/// The eradication appearance
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var/mutable_appearance/mob_underlay
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/// The actual frame the animation is at in eradication, only changing when the progress towards eradication progresses enough to move to the next frame.
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var/RPpos = null
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/// If a TEM to link to isn't provided initially, this chrono field will progress towards eradication by itself without one.
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var/attached = TRUE
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/obj/structure/chrono_field/Initialize(mapload, mob/living/target, obj/item/mod/module/tem/tem)
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if(isliving(target))
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if(!tem)
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attached = FALSE
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target.forceMove(src)
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captured = target
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var/icon/mob_snapshot = getFlatIcon(target)
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var/icon/cached_icon = new()
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for(var/i in 1 to CHRONO_FRAME_COUNT)
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var/icon/removing_frame = icon('icons/obj/chronos.dmi', "erasing", SOUTH, i)
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var/icon/mob_icon = icon(mob_snapshot)
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mob_icon.Blend(removing_frame, ICON_MULTIPLY)
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cached_icon.Insert(mob_icon, "frame[i]")
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mob_underlay = mutable_appearance(cached_icon, "frame1")
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update_appearance()
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desc = initial(desc) + "<br>[span_info("It appears to contain [target.name].")]"
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START_PROCESSING(SSobj, src)
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return ..()
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/obj/structure/chrono_field/Destroy()
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if(tem)
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tem.field_disconnect(src)
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return ..()
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/obj/structure/chrono_field/update_overlays()
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. = ..()
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var/ttk_frame = 1 - (timetokill / initial(timetokill))
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ttk_frame = clamp(CEILING(ttk_frame * CHRONO_FRAME_COUNT, 1), 1, CHRONO_FRAME_COUNT)
|
|
if(ttk_frame != RPpos)
|
|
RPpos = ttk_frame
|
|
underlays -= mob_underlay
|
|
mob_underlay.icon_state = "frame[RPpos]"
|
|
underlays += mob_underlay
|
|
|
|
/obj/structure/chrono_field/process(seconds_per_tick)
|
|
if(!captured)
|
|
qdel(src)
|
|
return
|
|
|
|
if(timetokill > initial(timetokill))
|
|
for(var/atom/movable/freed_movable in contents)
|
|
freed_movable.forceMove(drop_location())
|
|
qdel(src)
|
|
else if(timetokill <= 0)
|
|
to_chat(captured, span_notice("As the last essence of your being is erased from time, you are taken back to your most enjoyable memory. You feel happy..."))
|
|
var/mob/dead/observer/ghost = captured.ghostize(can_reenter_corpse = TRUE)
|
|
if(captured.mind)
|
|
if(ghost)
|
|
ghost.mind = null
|
|
qdel(captured)
|
|
qdel(src)
|
|
else
|
|
captured.Unconscious(8 SECONDS)
|
|
if(captured.loc != src)
|
|
captured.forceMove(src)
|
|
update_appearance()
|
|
if(tem)
|
|
if(tem.field_check(src))
|
|
timetokill -= seconds_per_tick
|
|
else
|
|
tem = null
|
|
return
|
|
else if(!attached)
|
|
timetokill -= seconds_per_tick
|
|
else
|
|
timetokill += seconds_per_tick
|
|
|
|
|
|
/obj/structure/chrono_field/bullet_act(obj/projectile/projectile)
|
|
if(istype(projectile, /obj/projectile/energy/chrono_beam))
|
|
var/obj/projectile/energy/chrono_beam/beam = projectile
|
|
var/obj/item/mod/module/tem/linked_tem = beam.tem_weakref.resolve()
|
|
if(linked_tem && istype(linked_tem))
|
|
linked_tem.field_connect(src)
|
|
return BULLET_ACT_HIT
|
|
|
|
return ..()
|
|
|
|
/obj/structure/chrono_field/assume_air()
|
|
return FALSE
|
|
|
|
/obj/structure/chrono_field/return_air() //we always have nominal air and temperature
|
|
var/datum/gas_mixture/fresh_air = new
|
|
fresh_air.add_gases(/datum/gas/oxygen, /datum/gas/nitrogen)
|
|
fresh_air.gases[/datum/gas/oxygen][MOLES] = MOLES_O2STANDARD
|
|
fresh_air.gases[/datum/gas/nitrogen][MOLES] = MOLES_N2STANDARD
|
|
fresh_air.temperature = T20C
|
|
return fresh_air
|
|
|
|
/obj/structure/chrono_field/singularity_act()
|
|
return
|
|
|
|
/obj/structure/chrono_field/singularity_pull()
|
|
return
|
|
|
|
/obj/structure/chrono_field/ex_act()
|
|
return FALSE
|
|
|
|
/obj/structure/chrono_field/blob_act(obj/structure/blob/B)
|
|
return
|
|
|
|
#undef CHRONO_BEAM_RANGE
|
|
#undef CHRONO_FRAME_COUNT
|