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https://github.com/CHOMPStation2/CHOMPStation2.git
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HE pipe changes
HE pipes will now change colour as they heat up, the procs for calculating this are in type2type.dm. Mobs buckled to HE pipes will be forced to lie down and will share heat with and get burned by the pipe network. Signed-off-by: Mloc-Argent <colmohici@gmail.com>
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@@ -3,18 +3,23 @@ obj/machinery/atmospherics/pipe/simple/heat_exchanging
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icon = 'icons/atmos/heat.dmi'
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icon_state = "intact"
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pipe_icon = "hepipe"
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color = "#404040"
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level = 2
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var/initialize_directions_he
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var/surface = 2 //surface area in m^2
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var/icon_temperature = T20C //stop small changes in temperature causing an icon refresh
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minimum_temperature_difference = 20
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thermal_conductivity = OPEN_HEAT_TRANSFER_COEFFICIENT
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buckle_lying = 1
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// BubbleWrap
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New()
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..()
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initialize_directions_he = initialize_directions // The auto-detection from /pipe is good enough for a simple HE pipe
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// BubbleWrap END
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color = "#404040" //we don't make use of the fancy overlay system for colours, use this to set the default.
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initialize()
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normalize_dir()
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@@ -48,19 +53,53 @@ obj/machinery/atmospherics/pipe/simple/heat_exchanging
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if(!parent)
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..()
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else
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var/environment_temperature = 0
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var/datum/gas_mixture/pipe_air = return_air()
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if(istype(loc, /turf/simulated/))
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var/environment_temperature = 0
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if(loc:blocks_air)
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environment_temperature = loc:temperature
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else
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var/datum/gas_mixture/environment = loc.return_air()
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environment_temperature = environment.temperature
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var/datum/gas_mixture/pipe_air = return_air()
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if(abs(environment_temperature-pipe_air.temperature) > minimum_temperature_difference)
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parent.temperature_interact(loc, volume, thermal_conductivity)
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else if(istype(loc, /turf/space/))
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parent.radiate_heat_to_space(surface, 1)
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if(buckled_mob)
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var/hc = pipe_air.heat_capacity()
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var/avg_temp = (pipe_air.temperature * hc + buckled_mob.bodytemperature * 3500) / (hc + 3500)
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pipe_air.temperature = avg_temp
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buckled_mob.bodytemperature = avg_temp
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var/heat_limit = 1000
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var/mob/living/carbon/human/H = buckled_mob
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if(istype(H) && H.species)
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heat_limit = H.species.heat_level_3
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if(pipe_air.temperature > heat_limit + 1)
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buckled_mob.apply_damage(4 * log(pipe_air.temperature - heat_limit), BURN, "chest", used_weapon = "Excessive Heat")
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//fancy radiation glowing
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if(pipe_air.temperature && (icon_temperature > 500 || pipe_air.temperature > 500)) //start glowing at 500K
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if(abs(pipe_air.temperature - icon_temperature) > 10)
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icon_temperature = pipe_air.temperature
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var/h_r = heat2color_r(icon_temperature)
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var/h_g = heat2color_g(icon_temperature)
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var/h_b = heat2color_b(icon_temperature)
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if(icon_temperature < 2000) //scale up overlay until 2000K
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var/scale = (icon_temperature - 500) / 1500
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h_r = 64 + (h_r - 64)*scale
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h_g = 64 + (h_g - 64)*scale
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h_b = 64 + (h_b - 64)*scale
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animate(src, color = rgb(h_r, h_g, h_b), time = 20, easing = SINE_EASING)
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obj/machinery/atmospherics/pipe/simple/heat_exchanging/junction
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icon = 'icons/atmos/junction.dmi'
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@@ -194,7 +194,7 @@ proc/tg_list2text(list/list, glue=",")
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. += copytext(text, last_found, found)
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last_found = found + delim_len
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while(found)
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/proc/text2numlist(text, delimiter="\n")
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var/list/num_list = list()
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for(var/x in text2list(text, delimiter))
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@@ -339,3 +339,31 @@ proc/tg_list2text(list/list, glue=",")
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if("Orange") return 'icons/mob/screen1_Orange.dmi'
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if("Midnight") return 'icons/mob/screen1_Midnight.dmi'
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else return 'icons/mob/screen1_White.dmi'
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//adapted from http://www.tannerhelland.com/4435/convert-temperature-rgb-algorithm-code/
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/proc/heat2color(temp)
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return rgb(heat2color_r(temp), heat2color_g(temp), heat2color_b(temp))
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/proc/heat2color_r(temp)
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temp /= 100
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if(temp <= 66)
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. = 255
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else
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. = max(0, min(255, 329.698727446 * (temp - 60) ** -0.1332047592))
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/proc/heat2color_g(temp)
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temp /= 100
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if(temp <= 66)
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. = max(0, min(255, 99.4708025861 * log(temp) - 161.1195681661))
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else
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. = max(0, min(255, 288.1221695283 * ((temp - 60) ** -0.0755148492)))
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/proc/heat2color_b(temp)
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temp /= 100
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if(temp >= 66)
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. = 255
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else
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if(temp <= 16)
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. = 0
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else
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. = max(0, min(255, 138.5177312231 * log(temp - 10) - 305.0447927307))
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@@ -56,7 +56,7 @@
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var/cold_level_3 = 120 // Cold damage level 3 below this point.
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var/heat_level_1 = 360 // Heat damage level 1 above this point.
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var/heat_level_2 = 400 // Heat damage level 2 above this point.
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var/heat_level_3 = 1000 // Heat damage level 2 above this point.
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var/heat_level_3 = 1000 // Heat damage level 3 above this point.
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var/synth_temp_gain = 0 // IS_SYNTHETIC species will gain this much temperature every second
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var/hazard_high_pressure = HAZARD_HIGH_PRESSURE // Dangerously high pressure.
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var/warning_high_pressure = WARNING_HIGH_PRESSURE // High pressure warning.
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