/obj/item/weapon/tank name = "tank" icon = 'icons/obj/tank.dmi' flags = FPRINT | TABLEPASS | CONDUCT slot_flags = SLOT_BACK 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/Del() if(air_contents) del(air_contents) processing_objects.Remove(src) ..() /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) )) del(src) if(src.air_contents) location.assume_air(air_contents) del(src) /obj/item/weapon/tank/attackby(obj/item/weapon/W as obj, mob/user as mob) ..() var/obj/icon = src if (istype(src.loc, /obj/item/assembly)) icon = src.loc if ((istype(W, /obj/item/device/analyzer) || (istype(W, /obj/item/device/pda))) && get_dist(user, src) <= 1) for (var/mob/O in viewers(user, null)) O << "\red [user] has used [W] on \icon[icon] [src]" var/pressure = air_contents.return_pressure() var/total_moles = air_contents.total_moles() user << "\blue Results of analysis of \icon[icon]" if (total_moles>0) var/o2_concentration = air_contents.oxygen/total_moles var/n2_concentration = air_contents.nitrogen/total_moles var/co2_concentration = air_contents.carbon_dioxide/total_moles var/plasma_concentration = air_contents.toxins/total_moles var/unknown_concentration = 1-(o2_concentration+n2_concentration+co2_concentration+plasma_concentration) user << "\blue Pressure: [round(pressure,0.1)] kPa" user << "\blue Nitrogen: [round(n2_concentration*100)]%" user << "\blue Oxygen: [round(o2_concentration*100)]%" user << "\blue CO2: [round(co2_concentration*100)]%" user << "\blue Plasma: [round(plasma_concentration*100)]%" if(unknown_concentration>0.01) user << "\red Unknown: [round(unknown_concentration*100)]%" user << "\blue Temperature: [round(air_contents.temperature-T0C)]°C" else user << "\blue Tank is empty!" src.add_fingerprint(user) else if (istype(W,/obj/item/latexballon)) var/obj/item/latexballon/LB = W LB.blow(src) src.add_fingerprint(user) return /obj/item/weapon/tank/attack_self(mob/user as mob) if (!(src.air_contents)) return user.machine = src var/using_internal if(istype(loc,/mob/living/carbon)) var/mob/living/carbon/location = loc if(location.internal==src) using_internal = 1 var/message = {" Tank
Tank Pressure: [air_contents.return_pressure()]

Mask Release Pressure: - - [distribute_pressure] + +
Mask Release Valve: [using_internal?("Open"):("Closed")] "} user << browse(message, "window=tank;size=600x300") onclose(user, "tank") return /obj/item/weapon/tank/Topic(href, href_list) ..() if (usr.stat|| usr.restrained()) return if (src.loc == usr) usr.machine = src if (href_list["dist_p"]) var/cp = text2num(href_list["dist_p"]) src.distribute_pressure += cp src.distribute_pressure = min(max(round(src.distribute_pressure), 0), 3*ONE_ATMOSPHERE) 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) /* * the following is needed for a tank lying on the floor. But currently we restrict players to use not weared tanks as intrals. --rastaf for(var/mob/M in viewers(1, src.loc)) if ((M.client && M.machine == src)) src.attack_self(M) */ src.attack_self(usr) else usr << browse(null, "window=tank") return return /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 range = min(range, MAX_EXPLOSION_RANGE) // was 8 - - - Changed to a configurable define -- TLE 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)) del(src) else if(pressure > TANK_RUPTURE_PRESSURE) //world << "\blue[x],[y] tank is rupturing: [pressure] kPa, integrity [integrity]" if(integrity <= 0) loc.assume_air(air_contents) playsound(src.loc, 'sound/effects/spray.ogg', 10, 1, -3) del(src) else integrity-- else if(pressure > TANK_LEAK_PRESSURE) //world << "\blue[x],[y] tank is leaking: [pressure] kPa, integrity [integrity]" if(integrity <= 0) var/datum/gas_mixture/leaked_gas = air_contents.remove_ratio(0.25) loc.assume_air(leaked_gas) else integrity-- else if(integrity < 3) integrity++