Files
Paradise/code/game/objects/tank.dm
n3ophyt3@gmail.com 7391fac4e9 Another stack of runtime errors dealt with.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@260 316c924e-a436-60f5-8080-3fe189b3f50e
2010-10-10 05:36:31 +00:00

542 lines
14 KiB
Plaintext

/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/attack_self(mob/user as mob)
user.machine = src
if (!(src.air_contents))
return
var/using_internal
if(istype(loc,/mob/living/carbon))
var/mob/living/carbon/location = loc
if(location.internal==src)
using_internal = 1
var/message = {"
<b>Tank</b><BR>
<FONT color='blue'><b>Tank Pressure:</b> [air_contents.return_pressure()]</FONT><BR>
<BR>
<b>Mask Release Pressure:</b> <A href='?src=\ref[src];dist_p=-10'>-</A> <A href='?src=\ref[src];dist_p=-1'>-</A> [distribute_pressure] <A href='?src=\ref[src];dist_p=1'>+</A> <A href='?src=\ref[src];dist_p=10'>+</A><BR>
<b>Mask Release Valve:</b> <A href='?src=\ref[src];stat=1'>[using_internal?("Open"):("Closed")]</A>
"}
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)
usr << "\blue You close the tank release valve."
else
if(location.wear_mask && (location.wear_mask.flags & MASKINTERNALS))
location.internal = src
usr << "\blue You open the tank valve."
else
usr << "\blue The valve immediately closes."
src.add_fingerprint(usr)
for(var/mob/M in viewers(1, src.loc))
if ((M.client && M.machine == src))
src.attack_self(M)
else
usr << browse(null, "window=tank")
return
return
/obj/item/weapon/tank
remove_air(amount)
return air_contents.remove(amount)
return_air()
return air_contents
assume_air(datum/gas_mixture/giver)
air_contents.merge(giver)
check_status()
return 1
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)
process()
//Allow for reactions
air_contents.react()
check_status()
var/integrity = 3
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)
//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)
//TODO: make pop sound
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++
/obj/item/weapon/tank/attack(mob/M as mob, mob/user as mob)
..()
if ((prob(30) && M.stat < 2))
var/mob/living/carbon/human/H = M
// ******* Check
if ((istype(H, /mob/living/carbon/human) && istype(H, /obj/item/clothing/head) && H.flags & 8 && prob(80)))
M << "\red The helmet protects you from being hit hard in the head!"
return
var/time = rand(2, 6)
if (prob(90))
if (M.paralysis < time)
M.paralysis = time
else
if (M.stunned < time)
M.stunned = time
if(M.stat != 2) M.stat = 1
for(var/mob/O in viewers(M, null))
if ((O.client && !( O.blinded )))
O << text("\red <B>[] has been knocked unconscious!</B>", M)
return
/obj/item/weapon/tank/attackby(obj/item/weapon/W as obj, mob/user as mob)
var/obj/item/weapon/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)]&deg;C"
else
user << "\blue Tank is empty!"
src.add_fingerprint(user)
return
/obj/item/weapon/tank/New()
..()
src.air_contents = new /datum/gas_mixture()
src.air_contents.volume = 70 //liters
src.air_contents.temperature = T20C
processing_items.Add(src)
return
/obj/item/weapon/tank/Del()
if(air_contents)
del(air_contents)
processing_items.Remove(src)
..()
/obj/item/weapon/tank/examine()
var/obj/item/weapon/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]! 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 << text("\blue The \icon[] feels []", icon, descriptive)
return
/obj/item/weapon/tank/air/New()
..()
src.air_contents.oxygen = (6*ONE_ATMOSPHERE)*70/(R_IDEAL_GAS_EQUATION*T20C) * O2STANDARD
src.air_contents.nitrogen = (6*ONE_ATMOSPHERE)*70/(R_IDEAL_GAS_EQUATION*T20C) * N2STANDARD
return
/obj/item/weapon/tank/oxygen/New()
..()
src.air_contents.oxygen = (6*ONE_ATMOSPHERE)*70/(R_IDEAL_GAS_EQUATION*T20C)
return
/obj/item/weapon/tank/emergency_oxygen/New()
..()
src.air_contents.oxygen = (3*ONE_ATMOSPHERE)*70/(R_IDEAL_GAS_EQUATION*T20C)
return
/obj/item/weapon/tank/jetpack/New()
..()
src.ion_trail = new /datum/effects/system/ion_trail_follow()
src.ion_trail.set_up(src)
src.air_contents.oxygen = (6*ONE_ATMOSPHERE)*70/(R_IDEAL_GAS_EQUATION*T20C)
return
/obj/item/weapon/tank/jetpack/verb/toggle()
set name = "Toggle Jetpack"
src.on = !( src.on )
src.icon_state = text("jetpack[]", src.on)
if(src.on)
src.ion_trail.start()
else
src.ion_trail.stop()
return
/obj/item/weapon/tank/jetpack/proc/allow_thrust(num, mob/user as mob)
if (!( src.on ))
return 0
if ((num < 0.01 || src.air_contents.total_moles() < num))
src.ion_trail.stop()
return 0
var/datum/gas_mixture/G = src.air_contents.remove(num)
if (G.oxygen >= 0.01)
return 1
if (G.toxins > 0.001)
if (user)
var/d = G.toxins / 2
d = min(abs(user.health + 100), d, 25)
user.fireloss += d
user.updatehealth()
return (G.oxygen >= 0.0075 ? 0.5 : 0)
else
if (G.oxygen >= 0.0075)
return 0.5
else
return 0
//G = null
del(G)
return
/obj/item/weapon/tank/anesthetic/New()
..()
src.air_contents.oxygen = (3*ONE_ATMOSPHERE)*70/(R_IDEAL_GAS_EQUATION*T20C) * O2STANDARD
var/datum/gas/sleeping_agent/trace_gas = new()
trace_gas.moles = (3*ONE_ATMOSPHERE)*70/(R_IDEAL_GAS_EQUATION*T20C) * N2STANDARD
src.air_contents.trace_gases += trace_gas
return
/obj/item/weapon/tank/plasma/New()
..()
src.air_contents.toxins = (3*ONE_ATMOSPHERE)*70/(R_IDEAL_GAS_EQUATION*T20C)
return
/obj/item/weapon/tank/plasma/proc/release()
var/datum/gas_mixture/removed = air_contents.remove(air_contents.total_moles())
loc.assume_air(removed)
/obj/item/weapon/tank/plasma/proc/ignite()
var/fuel_moles = air_contents.toxins + air_contents.oxygen/6
var/strength = 1
var/turf/ground_zero = get_turf(loc)
loc = null
if(air_contents.temperature > (T0C + 400))
strength = fuel_moles/15
explosion(ground_zero, strength, strength*2, strength*3, strength*4)
else if(air_contents.temperature > (T0C + 250))
strength = fuel_moles/20
explosion(ground_zero, 0, strength, strength*2, strength*3)
else if(air_contents.temperature > (T0C + 100))
strength = fuel_moles/25
explosion(ground_zero, 0, 0, strength, strength*3)
else
ground_zero.assume_air(air_contents)
ground_zero.hotspot_expose(1000, 125)
if(src.master) del(src.master)
del(src)
/obj/item/weapon/tank/plasma/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/assembly/rad_ignite))
var/obj/item/assembly/rad_ignite/S = W
if (!( S.status ))
return
var/obj/item/assembly/r_i_ptank/R = new /obj/item/assembly/r_i_ptank( user )
R.part1 = S.part1
S.part1.loc = R
S.part1.master = R
R.part2 = S.part2
S.part2.loc = R
S.part2.master = R
S.layer = initial(S.layer)
if (user.client)
user.client.screen -= S
if (user.r_hand == S)
user.u_equip(S)
user.r_hand = R
else
user.u_equip(S)
user.l_hand = R
src.master = R
src.layer = initial(src.layer)
user.u_equip(src)
if (user.client)
user.client.screen -= src
src.loc = R
R.part3 = src
R.layer = 20
R.loc = user
S.part1 = null
S.part2 = null
//S = null
del(S)
if (istype(W, /obj/item/assembly/prox_ignite))
var/obj/item/assembly/prox_ignite/S = W
if (!( S.status ))
return
var/obj/item/assembly/m_i_ptank/R = new /obj/item/assembly/m_i_ptank( user )
R.part1 = S.part1
S.part1.loc = R
S.part1.master = R
R.part2 = S.part2
S.part2.loc = R
S.part2.master = R
S.layer = initial(S.layer)
if (user.client)
user.client.screen -= S
if (user.r_hand == S)
user.u_equip(S)
user.r_hand = R
else
user.u_equip(S)
user.l_hand = R
src.master = R
src.layer = initial(src.layer)
user.u_equip(src)
if (user.client)
user.client.screen -= src
src.loc = R
R.part3 = src
R.layer = 20
R.loc = user
S.part1 = null
S.part2 = null
//S = null
del(S)
if (istype(W, /obj/item/assembly/time_ignite))
var/obj/item/assembly/time_ignite/S = W
if (!( S.status ))
return
var/obj/item/assembly/t_i_ptank/R = new /obj/item/assembly/t_i_ptank( user )
R.part1 = S.part1
if (S.part1)
S.part1.loc = R
S.part1.master = R
R.part2 = S.part2
if (S.part2)
S.part2.loc = R
S.part2.master = R
S.layer = initial(S.layer)
if (user.client)
user.client.screen -= S
if (user.r_hand == S)
user.u_equip(S)
user.r_hand = R
else
user.u_equip(S)
user.l_hand = R
src.master = R
src.layer = initial(src.layer)
user.u_equip(src)
if (user.client)
user.client.screen -= src
src.loc = R
R.part3 = src
R.layer = 20
R.loc = user
S.part1 = null
S.part2 = null
//S = null
del(S)
if (istype(W, /obj/item/assembly/a_i_a))
var/obj/item/assembly/a_i_a/S = W
if (!( S.status ))
return
var/obj/item/clothing/suit/armor/a_i_a_ptank/R = new /obj/item/clothing/suit/armor/a_i_a_ptank( user )
R.part1 = S.part1
S.part1.loc = R
S.part1.master = R
R.part2 = S.part2
S.part2.loc = R
S.part2.master = R
R.part3 = S.part3
S.part3.loc = R
S.part3.master = R
S.layer = initial(S.layer)
if (user.client)
user.client.screen -= S
if (user.r_hand == S)
user.u_equip(S)
user.r_hand = R
else
user.u_equip(S)
user.l_hand = R
src.master = R
src.layer = initial(src.layer)
user.u_equip(src)
if (user.client)
user.client.screen -= src
src.loc = R
R.part4 = src
R.layer = 20
R.loc = user
S.part1 = null
S.part2 = null
S.part3 = null
//S = null
del(S)
// PantsNote: More flamethrower assembly code. WOO!
if (istype(W, /obj/item/assembly/w_r_ignite))
var/obj/item/assembly/w_r_ignite/S = W
if (!( S.status ))
return
var/obj/item/weapon/flamethrower/R = new /obj/item/weapon/flamethrower( user )
R.part1 = S.part1
S.part1.loc = R
S.part1.master = R
R.part2 = S.part2
S.part2.loc = R
S.part2.master = R
R.part3 = S.part3
S.part3.loc = R
S.part3.master = R
S.layer = initial(S.layer)
if (user.client)
user.client.screen -= S
if (user.r_hand == S)
user.u_equip(S)
user.r_hand = R
else
user.u_equip(S)
user.l_hand = R
src.master = R
src.layer = initial(src.layer)
user.u_equip(src)
if (user.client)
user.client.screen -= src
src.loc = R
R.part4 = src
R.layer = 20
R.loc = user
S.part1 = null
S.part2 = null
S.part3 = null
//S = null
del(S)
return