Files
CHOMPStation2/code/ATMOSPHERICS/components/binary_devices/pipeturbine.dm
Leshana 63a1dd0143 - Moved pipe construction defines into __defines/construction.dm
- Unified pipe *unwrenching* by creating a standard proc along with the `construction_type` var.
- Eliminated the pipe fitting name & icon_state lookup tables by adding `pipe_state` var on atmos machinery and referencing that.
    - Each pipe which can be made from a fitting object should override `pipe_state` with the icon state to be used on the pipe fitting object.
- Eliminated the giant switch statement of doom in pipe construction by delegating that work to `on_construction` proc.
    - To make this work, every pipe must implement `get_neighbor_nodes_for_init` which returns a list of nodes which should be re-initialized on that pipe's construction.
- Combined the SCRUBBERS, SUPPLY and REGULAR pipe fitting classes together by storing the `piping_layer` variable and using the `setPipingLayer` procs
- Standardized the code for searching for node neighbors into the `can_be_node` proc.
    - This proc is also improved in that is a mutual check, `check_connectable` is called on BOTH objects, so they have to mutually agree to connect as nodes. Eliminates lots of special edge case logic.
    - Updated all the `amos_init` procs to use `can_be_node`.  In the most common cases, even that boilerplate code is consolidated into the `STANDARD_ATMOS_CHOOSE_NODE` macro.
- Implemented `pipe_flags` which lets pipes declare (or override) certain requirements.
- Adds a "pipe_recipe" datum to help out things that construct pipes.  By taking it out of the dispenser, we open the road for multiple dispenser types.  No, no RPD yet.  Soon.
    - Enhances the pipe dispenser to operate on pipe recipe datums instead of hard coded lists of pipes it can construct.   These datums are also (partially) initialized from the pipe machine types themselves, reducing having to define stuff in multiple places.
    - Switched pipe dispenser UI to use browse().   Not a NanoUI, but makes it a bit prettier with low effort.
    - Changed pipe dispenser to use a button selector to switch between Regular/Scrubbers/Supply instead of having separate list items.
- Added icon states to HE pipes to support the "connected on neither side" state.
2018-03-04 14:49:33 -05:00

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#define ADIABATIC_EXPONENT 0.667 //Actually adiabatic exponent - 1.
/obj/machinery/atmospherics/pipeturbine
name = "turbine"
desc = "A gas turbine. Converting pressure into energy since 1884."
icon = 'icons/obj/pipeturbine.dmi'
icon_state = "turbine"
anchored = 0
density = 1
var/efficiency = 0.4
var/kin_energy = 0
var/datum/gas_mixture/air_in = new
var/datum/gas_mixture/air_out = new
var/volume_ratio = 0.2
var/kin_loss = 0.001
var/dP = 0
var/datum/pipe_network/network1
var/datum/pipe_network/network2
New()
..()
air_in.volume = 200
air_out.volume = 800
volume_ratio = air_in.volume / (air_in.volume + air_out.volume)
switch(dir)
if(NORTH)
initialize_directions = EAST|WEST
if(SOUTH)
initialize_directions = EAST|WEST
if(EAST)
initialize_directions = NORTH|SOUTH
if(WEST)
initialize_directions = NORTH|SOUTH
Destroy()
. = ..()
if(node1)
node1.disconnect(src)
qdel(network1)
if(node2)
node2.disconnect(src)
qdel(network2)
node1 = null
node2 = null
process()
..()
if(anchored && !(stat&BROKEN))
kin_energy *= 1 - kin_loss
dP = max(air_in.return_pressure() - air_out.return_pressure(), 0)
if(dP > 10)
kin_energy += 1/ADIABATIC_EXPONENT * dP * air_in.volume * (1 - volume_ratio**ADIABATIC_EXPONENT) * efficiency
air_in.temperature *= volume_ratio**ADIABATIC_EXPONENT
var/datum/gas_mixture/air_all = new
air_all.volume = air_in.volume + air_out.volume
air_all.merge(air_in.remove_ratio(1))
air_all.merge(air_out.remove_ratio(1))
air_in.merge(air_all.remove(volume_ratio))
air_out.merge(air_all)
update_icon()
if (network1)
network1.update = 1
if (network2)
network2.update = 1
update_icon()
overlays.Cut()
if (dP > 10)
overlays += image('icons/obj/pipeturbine.dmi', "moto-turb")
if (kin_energy > 100000)
overlays += image('icons/obj/pipeturbine.dmi', "low-turb")
if (kin_energy > 500000)
overlays += image('icons/obj/pipeturbine.dmi', "med-turb")
if (kin_energy > 1000000)
overlays += image('icons/obj/pipeturbine.dmi', "hi-turb")
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
anchored = !anchored
playsound(src, W.usesound, 50, 1)
to_chat(user, "<span class='notice'>You [anchored ? "secure" : "unsecure"] the bolts holding \the [src] to the floor.</span>")
if(anchored)
if(dir & (NORTH|SOUTH))
initialize_directions = EAST|WEST
else if(dir & (EAST|WEST))
initialize_directions = NORTH|SOUTH
atmos_init()
build_network()
if (node1)
node1.atmos_init()
node1.build_network()
if (node2)
node2.atmos_init()
node2.build_network()
else
if(node1)
node1.disconnect(src)
qdel(network1)
if(node2)
node2.disconnect(src)
qdel(network2)
node1 = null
node2 = null
else
..()
verb/rotate_clockwise()
set category = "Object"
set name = "Rotate Circulator (Clockwise)"
set src in view(1)
if (usr.stat || usr.restrained() || anchored)
return
src.set_dir(turn(src.dir, -90))
verb/rotate_anticlockwise()
set category = "Object"
set name = "Rotate Circulator (Counterclockwise)"
set src in view(1)
if (usr.stat || usr.restrained() || anchored)
return
src.set_dir(turn(src.dir, 90))
//Goddamn copypaste from binary base class because atmospherics machinery API is not damn flexible
get_neighbor_nodes_for_init()
return list(node1, node2)
network_expand(datum/pipe_network/new_network, obj/machinery/atmospherics/pipe/reference)
if(reference == node1)
network1 = new_network
else if(reference == node2)
network2 = new_network
if(new_network.normal_members.Find(src))
return 0
new_network.normal_members += src
return null
atmos_init()
if(node1 && node2) return
var/node2_connect = turn(dir, -90)
var/node1_connect = turn(dir, 90)
for(var/obj/machinery/atmospherics/target in get_step(src,node1_connect))
if(target.initialize_directions & get_dir(target,src))
node1 = target
break
for(var/obj/machinery/atmospherics/target in get_step(src,node2_connect))
if(target.initialize_directions & get_dir(target,src))
node2 = target
break
build_network()
if(!network1 && node1)
network1 = new /datum/pipe_network()
network1.normal_members += src
network1.build_network(node1, src)
if(!network2 && node2)
network2 = new /datum/pipe_network()
network2.normal_members += src
network2.build_network(node2, src)
return_network(obj/machinery/atmospherics/reference)
build_network()
if(reference==node1)
return network1
if(reference==node2)
return network2
return null
reassign_network(datum/pipe_network/old_network, datum/pipe_network/new_network)
if(network1 == old_network)
network1 = new_network
if(network2 == old_network)
network2 = new_network
return 1
return_network_air(datum/pipe_network/reference)
var/list/results = list()
if(network1 == reference)
results += air_in
if(network2 == reference)
results += air_out
return results
disconnect(obj/machinery/atmospherics/reference)
if(reference==node1)
qdel(network1)
node1 = null
else if(reference==node2)
qdel(network2)
node2 = null
return null
/obj/machinery/power/turbinemotor
name = "motor"
desc = "Electrogenerator. Converts rotation into power."
icon = 'icons/obj/pipeturbine.dmi'
icon_state = "motor"
anchored = 0
density = 1
var/kin_to_el_ratio = 0.1 //How much kinetic energy will be taken from turbine and converted into electricity
var/obj/machinery/atmospherics/pipeturbine/turbine
New()
..()
spawn(1)
updateConnection()
proc/updateConnection()
turbine = null
if(src.loc && anchored)
turbine = locate(/obj/machinery/atmospherics/pipeturbine) in get_step(src,dir)
if (turbine.stat & (BROKEN) || !turbine.anchored || turn(turbine.dir,180) != dir)
turbine = null
process()
updateConnection()
if(!turbine || !anchored || stat & (BROKEN))
return
var/power_generated = kin_to_el_ratio * turbine.kin_energy
turbine.kin_energy -= power_generated
add_avail(power_generated)
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
anchored = !anchored
playsound(src, W.usesound, 50, 1)
turbine = null
to_chat(user, "<span class='notice'>You [anchored ? "secure" : "unsecure"] the bolts holding \the [src] to the floor.</span>")
updateConnection()
else
..()
verb/rotate_clock()
set category = "Object"
set name = "Rotate Motor Clockwise"
set src in view(1)
if (usr.stat || usr.restrained() || anchored)
return
src.set_dir(turn(src.dir, -90))
verb/rotate_anticlock()
set category = "Object"
set name = "Rotate Motor Counterclockwise"
set src in view(1)
if (usr.stat || usr.restrained() || anchored)
return
src.set_dir(turn(src.dir, 90))