#define TANK_MAX_RELEASE_PRESSURE (3*ONE_ATMOSPHERE) #define TANK_DEFAULT_RELEASE_PRESSURE 24 /obj/item/weapon/tank name = "tank" icon = 'icons/obj/tank.dmi' flags = CONDUCT slot_flags = SLOT_BACK hitsound = 'sound/weapons/smash.ogg' w_class = 3 pressure_resistance = ONE_ATMOSPHERE*5 force = 5.0 throwforce = 10.0 throw_speed = 1 throw_range = 4 var/datum/gas_mixture/air_contents = null var/distribute_pressure = ONE_ATMOSPHERE var/integrity = 3 var/volume = 70 /obj/item/weapon/tank/New() ..() src.air_contents = new /datum/gas_mixture() src.air_contents.volume = volume //liters src.air_contents.temperature = T20C processing_objects.Add(src) return /obj/item/weapon/tank/Destroy() if(air_contents) qdel(air_contents) processing_objects.Remove(src) return ..() /obj/item/weapon/tank/examine() var/obj/icon = src if (istype(src.loc, /obj/item/assembly)) icon = src.loc if (!in_range(src, usr)) if (icon == src) usr << "\blue It's \a \icon[icon][src]! If you want any more information you'll need to get closer." return var/celsius_temperature = src.air_contents.temperature-T0C var/descriptive if (celsius_temperature < 20) descriptive = "cold" else if (celsius_temperature < 40) descriptive = "room temperature" else if (celsius_temperature < 80) descriptive = "lukewarm" else if (celsius_temperature < 100) descriptive = "warm" else if (celsius_temperature < 300) descriptive = "hot" else descriptive = "furiously hot" usr << "\blue \The \icon[icon][src] feels [descriptive]" return /obj/item/weapon/tank/blob_act() if(prob(50)) var/turf/location = src.loc if (!( istype(location, /turf) )) qdel(src) if(src.air_contents) location.assume_air(air_contents) qdel(src) /obj/item/weapon/tank/attackby(obj/item/weapon/W as obj, mob/user as mob, params) ..() src.add_fingerprint(user) if (istype(src.loc, /obj/item/assembly)) icon = src.loc if ((istype(W, /obj/item/device/analyzer)) && get_dist(user, src) <= 1) atmosanalyzer_scan(air_contents, user) else if (istype(W,/obj/item/latexballon)) var/obj/item/latexballon/LB = W LB.blow(src) if(istype(W, /obj/item/device/assembly_holder)) bomb_assemble(W,user) /obj/item/weapon/tank/attack_self(mob/user as mob) if (!(src.air_contents)) return ui_interact(user) /obj/item/weapon/tank/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1) var/using_internal if(istype(loc,/mob/living/carbon)) var/mob/living/carbon/location = loc if(location.internal==src) using_internal = 1 // this is the data which will be sent to the ui var/data[0] data["tankPressure"] = round(air_contents.return_pressure() ? air_contents.return_pressure() : 0) data["releasePressure"] = round(distribute_pressure ? distribute_pressure : 0) data["defaultReleasePressure"] = round(TANK_DEFAULT_RELEASE_PRESSURE) data["maxReleasePressure"] = round(TANK_MAX_RELEASE_PRESSURE) data["valveOpen"] = using_internal ? 1 : 0 data["maskConnected"] = 0 if(istype(loc,/mob/living/carbon)) var/mob/living/carbon/location = loc if(location.internal == src || (location.wear_mask && (location.wear_mask.flags & MASKINTERNALS))) data["maskConnected"] = 1 // 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, "tanks.tmpl", "Tank", 500, 300) // 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(1) /obj/item/weapon/tank/Topic(href, href_list) ..() if (usr.stat|| usr.restrained()) return 0 if (src.loc != usr) return 0 if (href_list["dist_p"]) if (href_list["dist_p"] == "reset") src.distribute_pressure = TANK_DEFAULT_RELEASE_PRESSURE else if (href_list["dist_p"] == "max") src.distribute_pressure = TANK_MAX_RELEASE_PRESSURE else var/cp = text2num(href_list["dist_p"]) src.distribute_pressure += cp src.distribute_pressure = min(max(round(src.distribute_pressure), 0), TANK_MAX_RELEASE_PRESSURE) if (href_list["stat"]) if(istype(loc,/mob/living/carbon)) var/mob/living/carbon/location = loc if(location.internal == src) location.internal = null location.internals.icon_state = "internal0" usr << "\blue You close the tank release valve." if (location.internals) location.internals.icon_state = "internal0" else if(location.wear_mask && (location.wear_mask.flags & MASKINTERNALS)) location.internal = src usr << "\blue You open \the [src] valve." if (location.internals) location.internals.icon_state = "internal1" else usr << "\blue You need something to connect to \the [src]." src.add_fingerprint(usr) return 1 /obj/item/weapon/tank/remove_air(amount) return air_contents.remove(amount) /obj/item/weapon/tank/return_air() return air_contents /obj/item/weapon/tank/assume_air(datum/gas_mixture/giver) air_contents.merge(giver) check_status() return 1 /obj/item/weapon/tank/proc/remove_air_volume(volume_to_return) if(!air_contents) return null var/tank_pressure = air_contents.return_pressure() if(tank_pressure < distribute_pressure) distribute_pressure = tank_pressure var/moles_needed = distribute_pressure*volume_to_return/(R_IDEAL_GAS_EQUATION*air_contents.temperature) return remove_air(moles_needed) /obj/item/weapon/tank/process() //Allow for reactions air_contents.react() check_status() /obj/item/weapon/tank/proc/check_status() //Handle exploding, leaking, and rupturing of the tank if(!air_contents) return 0 var/pressure = air_contents.return_pressure() if(pressure > TANK_FRAGMENT_PRESSURE) if(!istype(src.loc,/obj/item/device/transfer_valve)) message_admins("Explosive tank rupture! last key to touch the tank was [src.fingerprintslast].") log_game("Explosive tank rupture! last key to touch the tank was [src.fingerprintslast].") //world << "\blue[x],[y] tank is exploding: [pressure] kPa" //Give the gas a chance to build up more pressure through reacting air_contents.react() air_contents.react() air_contents.react() pressure = air_contents.return_pressure() var/range = (pressure-TANK_FRAGMENT_PRESSURE)/TANK_FRAGMENT_SCALE var/turf/epicenter = get_turf(loc) //world << "\blue Exploding Pressure: [pressure] kPa, intensity: [range]" explosion(epicenter, round(range*0.25), round(range*0.5), round(range), round(range*1.5)) if(istype(src.loc,/obj/item/device/transfer_valve)) qdel(src.loc) else qdel(src) else if(pressure > TANK_RUPTURE_PRESSURE) //world << "\blue[x],[y] tank is rupturing: [pressure] kPa, integrity [integrity]" if(integrity <= 0) var/turf/simulated/T = get_turf(src) if(!T) return T.assume_air(air_contents) playsound(src.loc, 'sound/effects/spray.ogg', 10, 1, -3) qdel(src) else integrity-- else if(pressure > TANK_LEAK_PRESSURE) //world << "\blue[x],[y] tank is leaking: [pressure] kPa, integrity [integrity]" if(integrity <= 0) var/turf/simulated/T = get_turf(src) if(!T) return var/datum/gas_mixture/leaked_gas = air_contents.remove_ratio(0.25) T.assume_air(leaked_gas) else integrity-- else if(integrity < 3) integrity++