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b1029a24f8 Power Cell Rework + Energy Weapon Rebalance (& misc changes) (#7438)
- all cells in the game are now small, medium, large
- super, hyper capacity cells, device, and weapon cells are all removed
- cells now have standardized variants, some of which are printable by
R&D
- energy weapons rebalanced
- **advanced energy guns and stun revolvers removed** - use the new
modular weapon system and microfission cells.

---------

Co-authored-by: silicons <silicons@silicons.dev>
2025-12-24 12:15:01 +01:00

196 lines
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/obj/item/suit_cooling_unit
name = "portable suit cooling unit"
desc = "A portable heat sink and liquid cooled radiator that can be hooked up to a space suit's existing temperature controls to provide industrial levels of cooling."
w_class = WEIGHT_CLASS_BULKY
icon = 'icons/obj/device.dmi'
icon_state = "suitcooler0"
slot_flags = SLOT_BACK
//copied from tank.dm
damage_force = 5.0
throw_force = 10.0
throw_speed = 1
throw_range = 4
item_action_name = "Toggle Heatsink"
suit_storage_class = SUIT_STORAGE_CLASS_HARDWEAR
materials_base = list(MAT_STEEL = 15000, MAT_GLASS = 3500)
origin_tech = list(TECH_MAGNET = 2, TECH_MATERIAL = 2)
var/cell_type = /obj/item/cell/basic/tier_1/medium
var/cell_accept = CELL_TYPE_MEDIUM | CELL_TYPE_SMALL | CELL_TYPE_WEAPON
var/cell_locked = FALSE
var/on = 0 //is it turned on?
var/cover_open = 0 //is the cover open?
var/max_cooling = 15 // in degrees per second - probably don't need to mess with heat capacity here
var/charge_consumption = 3 // charge per second at max_cooling
var/thermostat = T20C
//TODO: make it heat up the surroundings when not in space
/obj/item/suit_cooling_unit/Initialize(mapload)
var/datum/object_system/cell_slot/slot = init_cell_slot(cell_type, cell_accept)
slot.remove_yank_offhand = TRUE
slot.remove_yank_context = TRUE
return ..()
/obj/item/suit_cooling_unit/object_cell_slot_mutable(mob/user, datum/object_system/cell_slot/slot)
return cover_open && !cell_locked
/obj/item/suit_cooling_unit/ui_action_click(datum/action/action, datum/event_args/actor/actor)
toggle(usr)
/obj/item/suit_cooling_unit/process()
if (!on || !obj_cell_slot?.cell)
return PROCESS_KILL
if (!ismob(loc))
return
if (!attached_to_suit(loc)) //make sure they have a suit and we are attached to it
return
var/mob/living/carbon/human/H = loc
var/turf/T = get_turf(src)
var/datum/gas_mixture/environment = T.return_air()
var/efficiency = 1 - H.get_pressure_weakness(environment.return_pressure()) // You need to have a good seal for effective cooling
var/temp_adj = 0 // How much the unit cools you. Adjusted later on.
var/env_temp = get_environment_temperature() // This won't save you from a fire
var/thermal_protection = H.get_heat_protection(env_temp) // ... unless you've got a good suit.
if(thermal_protection < 0.99) //For some reason, < 1 returns false if the value is 1.
temp_adj = min(H.bodytemperature - max(thermostat, env_temp), max_cooling)
else
temp_adj = min(H.bodytemperature - thermostat, max_cooling)
if (temp_adj < 0.5) //only cools, doesn't heat, also we don't need extreme precision
return
var/charge_usage = (temp_adj/max_cooling)*charge_consumption
H.bodytemperature -= temp_adj*efficiency
obj_cell_slot.cell.use(charge_usage)
if(obj_cell_slot.cell.charge <= 0)
turn_off(1)
/obj/item/suit_cooling_unit/proc/get_environment_temperature()
if (ishuman(loc))
var/mob/living/carbon/human/H = loc
if(istype(H.loc, /obj/vehicle/sealed/mecha))
var/obj/vehicle/sealed/mecha/M = H.loc
return M.return_temperature()
else if(istype(H.loc, /obj/machinery/atmospherics/component/unary/cryo_cell))
var/obj/machinery/atmospherics/component/unary/cryo_cell/C = H.loc
return C.air_contents.temperature
var/turf/T = get_turf(src)
if(istype(T, /turf/space))
return 0 //space has no temperature, this just makes sure the cooling unit works in space
var/datum/gas_mixture/environment = T.return_air()
if (!environment)
return 0
return environment.temperature
/obj/item/suit_cooling_unit/proc/attached_to_suit(mob/M)
if (!ishuman(M))
return 0
var/mob/living/carbon/human/H = M
if (!H.wear_suit || (H.s_store != src && H.back != src))
return 0
return 1
/obj/item/suit_cooling_unit/proc/turn_on()
if(!obj_cell_slot?.cell)
return
if(obj_cell_slot.cell.charge <= 0)
return
on = 1
START_PROCESSING(SSobj, src)
updateicon()
/obj/item/suit_cooling_unit/proc/turn_off(var/failed)
if(failed) visible_message("\The [src] clicks and whines as it powers down.")
on = 0
STOP_PROCESSING(SSobj, src)
updateicon()
/obj/item/suit_cooling_unit/attack_self(mob/user, datum/event_args/actor/actor)
. = ..()
if(.)
return
toggle(user)
/obj/item/suit_cooling_unit/proc/toggle(var/mob/user)
if(on)
turn_off()
else
turn_on()
to_chat(user, "<span class='notice'>You switch \the [src] [on ? "on" : "off"].</span>")
/obj/item/suit_cooling_unit/attackby(obj/item/W as obj, mob/user as mob)
if (W.is_screwdriver())
if(cover_open)
cover_open = 0
to_chat(user, "You screw the panel into place.")
else
cover_open = 1
to_chat(user, "You unscrew the panel.")
playsound(src, W.tool_sound, 50, 1)
updateicon()
return
return ..()
/obj/item/suit_cooling_unit/proc/updateicon()
if (cover_open)
if (obj_cell_slot?.cell)
icon_state = "suitcooler1"
else
icon_state = "suitcooler2"
else
icon_state = "suitcooler0"
/obj/item/suit_cooling_unit/examine(mob/user, dist)
. = ..()
if(Adjacent(user))
if (on)
if (attached_to_suit(src.loc))
. += "It's switched on and running."
else
. += "It's switched on, but not attached to anything."
else
. += "It is switched off."
if (cover_open)
if(obj_cell_slot?.cell)
. += "The panel is open, exposing the [obj_cell_slot.cell]."
else
. += "The panel is open."
if (obj_cell_slot?.cell)
. += "The charge meter reads [round(obj_cell_slot.cell.percent())]%."
else
. += "It doesn't have a power cell installed."
/obj/item/suit_cooling_unit/empty
cell_type = null
/obj/item/suit_cooling_unit/emergency
icon_state = "esuitcooler"
w_class = WEIGHT_CLASS_NORMAL
cell_locked = TRUE
/obj/item/suit_cooling_unit/emergency/updateicon()
return