mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-12 03:02:54 +00:00
/obj/effects is now /obj/effect. /obj/station_objects is now /obj/structure. Did a bit of minor blob work. The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly. Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up. The medbay/tox monkeys names are random once more. More random name monkeys will help with changeling and clean up the observe/mob menus. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
207 lines
4.7 KiB
Plaintext
207 lines
4.7 KiB
Plaintext
/obj/machinery/power/am_engine
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icon = 'AM_Engine.dmi'
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density = 1
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anchored = 1.0
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flags = 512.0
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/obj/machinery/power/am_engine/bits
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name = "Antimatter Engine"
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icon_state = "1"
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/obj/machinery/power/am_engine/engine
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name = "Antimatter Engine"
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icon_state = "am_engine"
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var/engine_id = 0
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var/H_fuel = 0
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var/antiH_fuel = 0
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var/operating = 0
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var/stopping = 0
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var/obj/machinery/power/am_engine/injector/connected = null
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/obj/machinery/power/am_engine/injector
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name = "Injector"
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icon_state = "injector"
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var/engine_id = 0
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var/injecting = 0
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var/fuel = 0
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var/obj/machinery/power/am_engine/engine/connected = null
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//injector
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/obj/machinery/power/am_engine/injector/New()
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..()
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spawn( 13 )
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var/loc = get_step(src, NORTH)
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src.connected = locate(/obj/machinery/power/am_engine/engine, get_step(loc, NORTH))
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return
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return
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/obj/machinery/power/am_engine/injector/attackby(obj/item/weapon/fuel/F, mob/user)
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if( (stat & BROKEN) || !connected) return
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if(istype(F, /obj/item/weapon/fuel/H))
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if(injecting)
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user << "Theres already a fuel rod in the injector!"
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return
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user << "You insert the rod into the injector"
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injecting = 1
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var/fuel = F.fuel
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del(F)
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spawn( 300 )
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injecting = 0
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new/obj/item/weapon/fuel(src.loc)
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connected.H_fuel += fuel
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if(istype(F, /obj/item/weapon/fuel/antiH))
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if(injecting)
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user << "Theres already a fuel rod in the injector!"
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return
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user << "You insert the rod into the injector"
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injecting = 1
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var/fuel = F.fuel
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del(F)
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spawn( 300 )
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injecting = 0
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new /obj/item/weapon/fuel(src.loc)
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connected.antiH_fuel += fuel
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return
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//engine
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/obj/machinery/power/am_engine/engine/New()
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..()
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spawn( 7 )
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var/loc = get_step(src, SOUTH)
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src.connected = locate(/obj/machinery/power/am_engine/injector, get_step(loc, SOUTH))
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return
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return
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/obj/machinery/power/am_engine/engine/proc/engine_go()
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if( (!src.connected) || (stat & BROKEN) )
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return
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if(!antiH_fuel || !H_fuel)
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return
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operating = 1
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var/energy = 0
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if(antiH_fuel == H_fuel)
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var/mass = antiH_fuel + H_fuel
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energy = convert2energy(mass)
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H_fuel = 0
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antiH_fuel = 0
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else
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var/residual_matter = modulus(H_fuel - antiH_fuel)
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var/mass = antiH_fuel + H_fuel - residual_matter
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energy = convert2energy(mass)
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if( H_fuel > antiH_fuel )
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H_fuel = residual_matter
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antiH_fuel = 0
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else
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H_fuel = 0
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antiH_fuel = residual_matter
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for(var/mob/M in hearers(src, null))
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M.show_message(text("\red You hear a loud bang!"))
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//Q = k x (delta T)
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energy = energy*0.75
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operating = 0
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//TODO: DEFERRED Heat tile
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return
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/obj/machinery/power/am_engine/engine/proc/engine_process()
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do
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if( (!src.connected) || (stat & BROKEN) )
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return
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if(!antiH_fuel || !H_fuel)
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return
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if(operating)
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return
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operating = 1
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sleep(50)
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var/energy //energy from the reaction
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var/H //residual matter if H
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var/antiH //residual matter if antiH
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var/mass //total mass
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if(antiH_fuel == H_fuel) //if they're equal then convert the whole mass to energy
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mass = antiH_fuel + H_fuel
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energy = convert2energy(mass)
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else //else if they're not equal determine which isn't equal
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//and set it equal to either H or antiH so we don't lose anything
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var/residual_matter = modulus(H_fuel - antiH_fuel)
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mass = antiH_fuel + H_fuel - residual_matter
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energy = convert2energy(mass)
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if( H_fuel > antiH_fuel )
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H = residual_matter
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else
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antiH = residual_matter
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if(energy > convert2energy(8e-12)) //TOO MUCH ENERGY
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for(var/mob/M in hearers(src, null))
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M.show_message(text("\red You hear a loud whirring!"))
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sleep(20)
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//Q = k x (delta T)
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//Too much energy so machine panics and dissapates half of it as heat
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//The rest of the energetic photons then form into H and anti H particles again!
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H_fuel -= H
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antiH_fuel -= antiH
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antiH_fuel = antiH_fuel/2
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H_fuel = H_fuel/2
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energy = convert2energy(H_fuel + antiH_fuel)
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H_fuel += H
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antiH_fuel += antiH
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if(energy > convert2energy(8e-12)) //FAR TOO MUCH ENERGY STILL
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for(var/mob/M in hearers(src, null))
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M.show_message(text("\red <big>BANG!</big>"))
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new /obj/effect/bhole(src.loc)
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else //this amount of energy is okay so it does the proper output thing
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sleep(60)
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//E = Pt
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//Lets say its 86% efficient
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var/output = 0.86*energy/20
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add_avail(output)
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//yeah the machine realises that something isn't right and accounts for it if H or antiH
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H_fuel -= H
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antiH_fuel -= antiH
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antiH_fuel = antiH_fuel/4
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H_fuel = H_fuel/4
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H_fuel += H
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antiH_fuel += antiH
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operating = 0
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sleep(100)
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while(!stopping)
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stopping = 0
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return |