Merge pull request #4926 from VOREStation/vplk-gas-turbine

Make gas turbine constructable and operational
This commit is contained in:
Anewbe
2018-02-23 13:16:56 -06:00
committed by GitHub
4 changed files with 346 additions and 191 deletions

View File

@@ -509,6 +509,16 @@ Turf and target are seperate in case you want to teleport some distance from a t
// mob_list.Add(M)
return moblist
// Format a power value in W, kW, MW, or GW.
/proc/DisplayPower(powerused)
if(powerused < 1000) //Less than a kW
return "[powerused] W"
else if(powerused < 1000000) //Less than a MW
return "[round((powerused * 0.001),0.01)] kW"
else if(powerused < 1000000000) //Less than a GW
return "[round((powerused * 0.000001),0.001)] MW"
return "[round((powerused * 0.000000001),0.0001)] GW"
//Forces a variable to be posative
/proc/modulus(var/M)
if(M >= 0)

View File

@@ -100,6 +100,7 @@
/obj/item/weapon/circuitboard/turbine_control
name = T_BOARD("turbine control console")
build_path = /obj/machinery/computer/turbine_computer
origin_tech = list(TECH_DATA = 2, TECH_POWER = 2)
/obj/item/weapon/circuitboard/solar_control
name = T_BOARD("solar control console")

View File

@@ -1,10 +1,34 @@
// TURBINE v2 AKA rev4407 Engine reborn!
// How to use it? - Mappers
//
// This is a very good power generating mechanism. All you need is a blast furnace with soaring flames and output.
// Not everything is included yet so the turbine can run out of fuel quiet quickly. The best thing about the turbine is that even
// though something is on fire that passes through it, it won't be on fire as it passes out of it. So the exhaust fumes can still
// containt unreacted fuel - plasma and oxygen that needs to be filtered out and re-routed back. This of course requires smart piping
// For a computer to work with the turbine the compressor requires a comp_id matching with the turbine computer's id. This will be
// subjected to a change in the near future mind you. Right now this method of generating power is a good backup but don't expect it
// become a main power source unless some work is done. Have fun. At 50k RPM it generates 60k power. So more than one turbine is needed!
//
// - Numbers
//
// Example setup S - sparker
// B - Blast doors into space for venting
// *BBB****BBB* C - Compressor
// S CT * T - Turbine
// * ^ * * V * D - Doors with firedoor
// **|***D**|** ^ - Fuel feed (Not vent, but a gas outlet)
// | | V - Suction vent (Like the ones in atmos
//
/obj/machinery/compressor
name = "compressor"
desc = "The compressor stage of a gas turbine generator."
icon = 'icons/obj/pipes.dmi'
icon_state = "compressor"
anchored = 1
density = 1
anchored = TRUE
density = TRUE
circuit = /obj/item/weapon/circuitboard/machine/power_compressor
var/obj/machinery/power/turbine/turbine
var/datum/gas_mixture/gas_contained
var/turf/simulated/inturf
@@ -13,69 +37,132 @@
var/rpmtarget = 0
var/capacity = 1e6
var/comp_id = 0
var/efficiency
/obj/machinery/power/turbine
name = "gas turbine generator"
desc = "A gas turbine used for backup power generation."
icon = 'icons/obj/pipes.dmi'
icon_state = "turbine"
anchored = 1
density = 1
anchored = TRUE
density = TRUE
circuit = /obj/item/weapon/circuitboard/machine/power_turbine
var/obj/machinery/compressor/compressor
var/turf/simulated/outturf
var/lastgen
var/productivity = 1
/obj/machinery/computer/turbine_computer
name = "Gas turbine control computer"
desc = "A computer to remotely control a gas turbine"
name = "gas turbine control computer"
desc = "A computer to remotely control a gas turbine."
icon_keyboard = "tech_key"
icon_screen = "turbinecomp"
circuit = /obj/item/weapon/circuitboard/turbine_control
anchored = 1
density = 1
var/obj/machinery/compressor/compressor
var/list/obj/machinery/door/blast/doors
var/id = 0
var/door_status = 0
/obj/item/weapon/circuitboard/machine/power_compressor
name = T_BOARD("power compressor")
build_path = /obj/machinery/compressor
board_type = new /datum/frame/frame_types/machine
origin_tech = list(TECH_MATERIAL = 4, TECH_POWER = 2)
req_components = list(/obj/item/stack/cable_coil = 5, /obj/item/weapon/stock_parts/manipulator = 6)
/obj/item/weapon/circuitboard/machine/power_turbine
name = T_BOARD("power turbine")
build_path = /obj/machinery/power/turbine
board_type = new /datum/frame/frame_types/machine
origin_tech = list(TECH_ENGINEERING = 2, TECH_POWER = 4)
req_components = list(/obj/item/stack/cable_coil = 5, /obj/item/weapon/stock_parts/capacitor = 6)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Compressor
// the inlet stage of the gas turbine electricity generator
/obj/machinery/compressor/New()
..()
gas_contained = new
inturf = get_step(src, dir)
spawn(5)
turbine = locate() in get_step(src, get_dir(inturf, src))
if(!turbine)
stat |= BROKEN
else
turbine.stat &= !BROKEN
turbine.compressor = src
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define COMPFRICTION 5e5
#define COMPSTARTERLOAD 2800
/obj/machinery/compressor/initialize()
. = ..()
default_apply_parts()
gas_contained = new()
inturf = get_step(src, dir)
locate_machinery()
if(!turbine)
stat |= BROKEN
// When anchored, don't let air past us.
/obj/machinery/compressor/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
if(!height || air_group)
return !anchored
return !density
/obj/machinery/compressor/proc/locate_machinery()
if(turbine)
return
turbine = locate() in get_step(src, get_dir(inturf, src))
if(turbine)
turbine.locate_machinery()
/obj/machinery/compressor/RefreshParts()
var/E = 0
for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
E += M.rating
efficiency = E / 6
/obj/machinery/compressor/attackby(obj/item/W, mob/user)
src.add_fingerprint(user)
if(default_deconstruction_screwdriver(user, W))
return
if(default_part_replacement(user, W))
return
if(default_unfasten_wrench(user, W))
return
if(default_deconstruction_crowbar(user, W))
return
if(ismultitool(W))
var/new_ident = input("Enter a new ident tag.", name, comp_id) as null|text
if(new_ident && user.Adjacent(src))
comp_id = new_ident
return
return ..()
/obj/machinery/compressor/default_unfasten_wrench(var/mob/user, var/obj/item/weapon/wrench/W, var/time = 20)
if((. = ..()))
turbine = null
if(anchored)
inturf = get_step(src, dir)
locate_machinery()
if(turbine)
to_chat(user, "<span class='notice'>Turbine connected.</span>")
stat &= ~BROKEN
else
to_chat(user, "<span class='alert'>Turbine not connected.</span>")
stat |= BROKEN
/obj/machinery/compressor/process()
if(!turbine)
stat = BROKEN
if(stat & BROKEN || panel_open)
return
if(!starter)
return
overlays.Cut()
if(stat & BROKEN)
return
if(!turbine)
stat |= BROKEN
return
rpm = 0.9* rpm + 0.1 * rpmtarget
var/datum/gas_mixture/environment = inturf.return_air()
// It's a simplified version taking only 1/10 of the moles from the turf nearby. It should be later changed into a better version
var/transfer_moles = environment.total_moles / 10
//var/transfer_moles = rpm/10000*capacity
var/datum/gas_mixture/removed = inturf.remove_air(transfer_moles)
gas_contained.merge(removed)
rpm = max(0, rpm - (rpm*rpm)/COMPFRICTION)
// RPM function to include compression friction - be advised that too low/high of a compfriction value can make things screwy
rpm = max(0, rpm - (rpm*rpm)/(COMPFRICTION*efficiency))
if(starter && !(stat & NOPOWER))
use_power(2800)
@@ -85,8 +172,6 @@
if(rpm<1000)
rpmtarget = 0
if(rpm>50000)
overlays += image('icons/obj/pipes.dmi', "comp-o4", FLY_LAYER)
else if(rpm>10000)
@@ -97,38 +182,84 @@
overlays += image('icons/obj/pipes.dmi', "comp-o1", FLY_LAYER)
//TODO: DEFERRED
/obj/machinery/power/turbine/New()
..()
outturf = get_step(src, dir)
spawn(5)
compressor = locate() in get_step(src, get_dir(outturf, src))
if(!compressor)
stat |= BROKEN
else
compressor.stat &= !BROKEN
compressor.turbine = src
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Turbine
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// These are crucial to working of a turbine - the stats modify the power output. TurbGenQ modifies how much raw energy can you get from
// rpms, TurbGenG modifies the shape of the curve - the lower the value the less straight the curve is.
#define TURBPRES 9000000
#define TURBGENQ 20000
#define TURBGENQ 100000
#define TURBGENG 0.8
/obj/machinery/power/turbine/initialize()
. = ..()
default_apply_parts()
// The outlet is pointed at the direction of the turbine component
outturf = get_step(src, dir)
locate_machinery()
if(!compressor)
stat |= BROKEN
/obj/machinery/power/turbine/RefreshParts()
var/P = 0
for(var/obj/item/weapon/stock_parts/capacitor/C in component_parts)
P += C.rating
productivity = P / 6
/obj/machinery/power/turbine/proc/locate_machinery()
if(compressor)
return
compressor = locate() in get_step(src, get_dir(outturf, src))
if(compressor)
compressor.locate_machinery()
/obj/machinery/power/turbine/attackby(obj/item/W, mob/user)
src.add_fingerprint(user)
if(default_deconstruction_screwdriver(user, W))
return
if(default_part_replacement(user, W))
return
if(default_unfasten_wrench(user, W))
return
if(default_deconstruction_crowbar(user, W))
return
return ..()
/obj/machinery/power/turbine/default_unfasten_wrench(var/mob/user, var/obj/item/weapon/wrench/W, var/time = 20)
if((. = ..()))
compressor = null
if(anchored)
outturf = get_step(src, dir)
locate_machinery()
if(compressor)
to_chat(user, "<span class='notice'>Compressor connected.</span>")
stat &= ~BROKEN
else
to_chat(user, "<span class='alert'>Compressor not connected.</span>")
stat |= BROKEN
/obj/machinery/power/turbine/process()
if(!compressor)
stat = BROKEN
if((stat & BROKEN) || panel_open)
return
if(!compressor.starter)
return
overlays.Cut()
if(stat & BROKEN)
return
if(!compressor)
stat |= BROKEN
return
lastgen = ((compressor.rpm / TURBGENQ)**TURBGENG) *TURBGENQ
// This is the power generation function. If anything is needed it's good to plot it in EXCEL before modifying
// the TURBGENQ and TURBGENG values
lastgen = ((compressor.rpm / TURBGENQ)**TURBGENG) * TURBGENQ * productivity
add_avail(lastgen)
// Weird function but it works. Should be something else...
var/newrpm = ((compressor.gas_contained.temperature) * compressor.gas_contained.total_moles)/4
newrpm = max(0, newrpm)
if(!compressor.starter || newrpm > 1000)
@@ -139,181 +270,138 @@
var/datum/gas_mixture/removed = compressor.gas_contained.remove(oamount)
outturf.assume_air(removed)
// If it works, put an overlay that it works!
if(lastgen > 100)
overlays += image('icons/obj/pipes.dmi', "turb-o", FLY_LAYER)
updateDialog()
for(var/mob/M in viewers(1, src))
if ((M.client && M.machine == src))
src.interact(M)
AutoUpdateAI(src)
/obj/machinery/power/turbine/attack_hand(var/mob/user as mob)
if((. = ..()))
return
src.interact(user)
/obj/machinery/power/turbine/interact(mob/user)
if ( (get_dist(src, user) > 1 ) || (stat & (NOPOWER|BROKEN)) && (!istype(user, /mob/living/silicon/ai)) )
user.machine = null
if(!Adjacent(user) || (stat & (NOPOWER|BROKEN)) && !issilicon(user))
user.unset_machine(src)
user << browse(null, "window=turbine")
return
user.machine = src
user.set_machine(src)
var/t = "<TT><B>Gas Turbine Generator</B><HR><PRE>"
t += "Generated power : [round(lastgen)] W<BR><BR>"
t += "Generated power : [DisplayPower(lastgen)]<BR><BR>"
t += "Turbine: [round(compressor.rpm)] RPM<BR>"
t += "Starter: [ compressor.starter ? "<A href='?src=\ref[src];str=1'>Off</A> <B>On</B>" : "<B>Off</B> <A href='?src=\ref[src];str=1'>On</A>"]"
t += "</PRE><HR><A href='?src=\ref[src];close=1'>Close</A>"
t += "</TT>"
user << browse(t, "window=turbine")
onclose(user, "turbine")
var/datum/browser/popup = new(user, "turbine", name, 700, 500, src)
popup.set_content(t)
popup.open()
return
/obj/machinery/power/turbine/Topic(href, href_list)
..()
if(stat & BROKEN)
if(..())
return
if (usr.stat || usr.restrained() )
return
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
if(!istype(usr, /mob/living/silicon/ai))
usr << "<font color='red'>You don't have the dexterity to do this!</font>"
return
if (( usr.machine==src && ((get_dist(src, usr) <= 1) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon/ai)))
if( href_list["close"] )
usr << browse(null, "window=turbine")
usr.machine = null
return
else if( href_list["str"] )
compressor.starter = !compressor.starter
spawn(0)
for(var/mob/M in viewers(1, src))
if ((M.client && M.machine == src))
src.interact(M)
else
if(href_list["close"])
usr << browse(null, "window=turbine")
usr.machine = null
return
usr.unset_machine(src)
return
else if(href_list["str"])
if(compressor)
compressor.starter = !compressor.starter
updateDialog()
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Turbine Computer
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/obj/machinery/computer/turbine_computer/initialize()
. = ..()
return INITIALIZE_HINT_LATELOAD
/obj/machinery/computer/turbine_computer/LateInitialize()
locate_machinery()
/obj/machinery/computer/turbine_computer/New()
..()
spawn(5)
for(var/obj/machinery/compressor/C in machines)
if(id == C.comp_id)
compressor = C
doors = new /list()
for(var/obj/machinery/door/blast/P in machines)
if(P.id == id)
doors += P
/obj/machinery/computer/turbine_computer/proc/locate_machinery()
if(!id)
return
for(var/obj/machinery/compressor/C in machines)
if(C.comp_id == id)
compressor = C
LAZYINITLIST(doors)
for(var/obj/machinery/door/blast/P in machines)
if(P.id == id)
doors += P
/*
/obj/machinery/computer/turbine_computer/attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, I.usesound, 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "<font color='blue'>The broken glass falls out.</font>"
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
new /obj/item/weapon/material/shard( src.loc )
var/obj/item/weapon/circuitboard/turbine_control/M = new /obj/item/weapon/circuitboard/turbine_control( A )
for (var/obj/C in src)
C.loc = src.loc
M.id = src.id
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
qdel(src)
else
user << "<font color='blue'>You disconnect the monitor.</font>"
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/turbine_control/M = new /obj/item/weapon/circuitboard/turbine_control( A )
for (var/obj/C in src)
C.loc = src.loc
M.id = src.id
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
qdel(src)
else
src.attack_hand(user)
return
*/
/obj/machinery/computer/turbine_computer/attackby(obj/item/W, mob/user)
if(ismultitool(W))
var/new_ident = input("Enter a new ident tag.", name, id) as null|text
if(new_ident && user.Adjacent(src))
id = new_ident
return
/obj/machinery/computer/turbine_computer/attack_hand(var/mob/user as mob)
user.machine = src
var/dat
if(src.compressor)
dat += {"<BR><B>Gas turbine remote control system</B><HR>
\nTurbine status: [ src.compressor.starter ? "<A href='?src=\ref[src];str=1'>Off</A> <B>On</B>" : "<B>Off</B> <A href='?src=\ref[src];str=1'>On</A>"]
\n<BR>
\nTurbine speed: [src.compressor.rpm]rpm<BR>
\nPower currently being generated: [src.compressor.turbine.lastgen]W<BR>
\nInternal gas temperature: [src.compressor.gas_contained.temperature]K<BR>
\nVent doors: [ src.door_status ? "<A href='?src=\ref[src];doors=1'>Closed</A> <B>Open</B>" : "<B>Closed</B> <A href='?src=\ref[src];doors=1'>Open</A>"]
\n</PRE><HR><A href='?src=\ref[src];view=1'>View</A>
\n</PRE><HR><A href='?src=\ref[src];close=1'>Close</A>
\n<BR>
\n"}
else
dat += "<span class='danger'>No compatible attached compressor found.</span>"
if((. = ..()))
return
src.interact(user)
user << browse(dat, "window=computer;size=400x500")
onclose(user, "computer")
return
/obj/machinery/computer/turbine_computer/interact(mob/user)
return ui_interact(user)
/obj/machinery/computer/turbine_computer/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
var/list/data = list()
data["connected"] = (compressor && compressor.turbine) ? TRUE : FALSE
data["compressor_broke"] = (!compressor || (compressor.stat & BROKEN)) ? TRUE : FALSE
data["turbine_broke"] = (!compressor || !compressor.turbine || (compressor.turbine.stat & BROKEN)) ? TRUE : FALSE
data["broken"] = (data["compressor_broke"] || data["turbine_broke"])
data["door_status"] = door_status ? TRUE : FALSE
if(compressor && compressor.turbine)
data["online"] = compressor.starter
data["power"] = DisplayPower(compressor.turbine.lastgen)
data["rpm"] = compressor.rpm
data["temp"] = compressor.gas_contained.temperature
// update the ui if it exists, returns null if no ui is passed/found
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
// the ui does not exist, so we'll create a new() one
// for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm
ui = new(user, src, ui_key, "turbine_computer.tmpl", name, 520, 440)
// when the ui is first opened this is the data it will use
ui.set_initial_data(data)
// open the new ui window
ui.open()
// auto update every Master Controller tick
ui.set_auto_update(TRUE)
/obj/machinery/computer/turbine_computer/Topic(href, href_list)
if(..())
return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
usr.machine = src
if(href_list["power-on"])
if(compressor && compressor.turbine)
compressor.starter = TRUE
. = TRUE
else if(href_list["power-off"])
if(compressor && compressor.turbine)
compressor.starter = FALSE
. = TRUE
else if(href_list["reconnect"])
locate_machinery()
. = TRUE
else if(href_list["doors"])
door_status = !door_status
for(var/obj/machinery/door/blast/D in src.doors)
if (door_status)
spawn(0) D.close()
else
spawn(0)D.open()
. = TRUE
if( href_list["view"] )
usr.client.eye = src.compressor
else if( href_list["str"] )
src.compressor.starter = !src.compressor.starter
else if (href_list["doors"])
for(var/obj/machinery/door/blast/D in src.doors)
if (door_status == 0)
spawn( 0 )
D.open()
door_status = 1
else
spawn( 0 )
D.close()
door_status = 0
else if( href_list["close"] )
usr << browse(null, "window=computer")
usr.machine = null
return
src.add_fingerprint(usr)
src.updateUsrDialog()
return
/obj/machinery/computer/turbine_computer/process()
src.updateDialog()
return
#undef COMPFRICTION
#undef COMPSTARTERLOAD
#undef TURBPRES
#undef TURBGENQ
#undef TURBGENG

View File

@@ -0,0 +1,56 @@
<!--
Interface for turbine control computer
See: code/modules/power/turbine.dm
-->
<h3>Turbine Controller</h3>
<div class="item">
<div class="itemLabel">Status</div>
<div class="itemContent">
{{if data.broken}}
<span class='bad'>Broken</span>
{{:helper.link('Reconnect', 'refresh', {'reconnect' : 1})}}
{{else}}
<span class="{{:(data.online ? 'good' : 'bad')}}">
{{:data.online && !(data.compressor_broke || data.turbine_broke) ? "Online" : "Offline"}}
</span>
{{/if}}
</div>
</div>
<div class="item">
<div class="itemLabel">Compressor</div>
<div class="itemContent">
{{if data.compressor_broke}}
<br>
[ <span class='bad'>Compressor is inoperable</span> ]
{{/if}}
{{if data.turbine_broke}}
<br>
[ <span class='bad'>Turbine is inoperable</span> ]
{{/if}}
{{if (!data.broken)}}
{{:helper.link('On', 'power', {'power-on' : 1}, data.online ? 'selected' : null)}}
{{:helper.link('Off', 'close', {'power-off' : 1}, data.online ? null : 'selected')}}
{{/if}}
</div>
</div>
<h3>Readout</h3>
<div class="item">
<div class="itemLabel">Turbine Speed</div>
<div class="itemContent">{{:data.broken ? "--" : data.rpm}} RPM</div>
</div>
<div class="item">
<div class="itemLabel">Internal Temperature</div>
<div class="itemContent">{{:data.broken ? "--" : data.temp}} K</div>
</div>
<div class="item">
<div class="itemLabel">Generated Power</div>
<div class="itemContent">{{:data.broken ? "--" : data.power}}</div>
</div>
<div class="item">
<div class="itemLabel">Vent doors</div>
<div class="itemContent">
{{:helper.link('Closed', 'locked', {'doors' : 1}, data.door_status ? 'selected' : null)}}
{{:helper.link('Open', 'unlocked', {'doors' : 1}, data.door_status ? null : 'selected')}}
</div>
</div>