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Bubberstation/code/modules/assembly/igniter.dm
Watermelon914 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00

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#define EXPOSED_VOLUME 1000
#define ROOM_TEMP 293
#define MIN_FREEZE_TEMP 50
#define MAX_FREEZE_TEMP 1000000
/obj/item/assembly/igniter
name = "igniter"
desc = "A small electronic device able to ignite combustible substances."
icon_state = "igniter"
custom_materials = list(/datum/material/iron=500, /datum/material/glass=50)
var/datum/effect_system/spark_spread/sparks
heat = 1000
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
/obj/item/assembly/igniter/suicide_act(mob/living/carbon/user)
user.visible_message(span_suicide("[user] is trying to ignite [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
user.IgniteMob()
return FIRELOSS
/obj/item/assembly/igniter/Initialize()
. = ..()
sparks = new
sparks.set_up(2, 0, src)
sparks.attach(src)
/obj/item/assembly/igniter/Destroy()
if(sparks)
qdel(sparks)
sparks = null
. = ..()
/obj/item/assembly/igniter/activate()
if(!..())
return FALSE//Cooldown check
var/turf/location = get_turf(loc)
if(location)
location.hotspot_expose(heat, EXPOSED_VOLUME)
sparks.start()
return TRUE
/obj/item/assembly/igniter/attack_self(mob/user)
activate()
add_fingerprint(user)
/obj/item/assembly/igniter/ignition_effect(atom/A, mob/user)
. = span_notice("[user] fiddles with [src], and manages to light [A].")
activate()
add_fingerprint(user)
//For the Condenser, which functions like the igniter but makes things colder.
/obj/item/assembly/igniter/condenser
name = "condenser"
desc = "A small electronic device able to chill their surroundings."
icon_state = "freezer"
custom_materials = list(/datum/material/iron=250, /datum/material/glass=300)
heat = 200
/obj/item/assembly/igniter/condenser/activate()
. = ..()
if(!.)
return //Cooldown check
var/turf/location = get_turf(loc)
if(location)
var/datum/gas_mixture/enviro = location.return_air()
enviro.temperature = clamp(min(ROOM_TEMP, enviro.temperature*0.85),MIN_FREEZE_TEMP,MAX_FREEZE_TEMP)
sparks.start()
#undef EXPOSED_VOLUME
#undef ROOM_TEMP
#undef MIN_FREEZE_TEMP
#undef MAX_FREEZE_TEMP