Files
Polaris/code/game/objects/items/weapons/tanks/tanks.dm
2015-11-08 10:09:14 -05:00

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#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
w_class = 3
pressure_resistance = ONE_ATMOSPHERE*5
force = 5.0
throwforce = 10.0
throw_speed = 1
throw_range = 4
sprite_sheets = list(
"Resomi" = 'icons/mob/species/resomi/back.dmi'
)
var/datum/gas_mixture/air_contents = null
var/distribute_pressure = ONE_ATMOSPHERE
var/integrity = 3
var/volume = 70
var/manipulated_by = null //Used by _onclick/hud/screen_objects.dm internals to determine if someone has messed with our tank or not.
//If they have and we haven't scanned it with the PDA or gas analyzer then we might just breath whatever they put in it.
/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)
..()
/obj/item/weapon/tank/examine(mob/user)
. = ..(user, 0)
if(.)
var/celsius_temperature = air_contents.temperature - T0C
var/descriptive
switch(celsius_temperature)
if(300 to INFINITY)
descriptive = "furiously hot"
if(100 to 300)
descriptive = "hot"
if(80 to 100)
descriptive = "warm"
if(40 to 80)
descriptive = "lukewarm"
if(20 to 40)
descriptive = "room temperature"
else
descriptive = "cold"
user << "<span class='notice'>\The [src] feels [descriptive].</span>"
/obj/item/weapon/tank/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(src.loc, /obj/item/assembly))
icon = src.loc
if ((istype(W, /obj/item/device/analyzer)) && get_dist(user, src) <= 1)
var/obj/item/device/analyzer/A = W
A.analyze_gases(src, user)
else if (istype(W,/obj/item/latexballon))
var/obj/item/latexballon/LB = W
LB.blow(src)
src.add_fingerprint(user)
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/mob/living/carbon/location = null
if(istype(loc, /obj/item/weapon/rig)) // check for tanks in rigs
if(istype(loc.loc, /mob/living/carbon))
location = loc.loc
else if(istype(loc, /mob/living/carbon))
location = loc
var/using_internal
if(istype(location))
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(location))
var/mask_check = 0
if(location.internal == src) // if tank is current internal
mask_check = 1
else if(src in location) // or if tank is in the mobs possession
if(!location.internal) // and they do not have any active internals
mask_check = 1
else if(istype(src.loc, /obj/item/weapon/rig) && src.loc in location) // or the rig is in the mobs possession
if(!location.internal) // and they do not have any active internals
mask_check = 1
if(mask_check)
if(location.wear_mask && (location.wear_mask.item_flags & AIRTIGHT))
data["maskConnected"] = 1
else if(istype(location, /mob/living/carbon/human))
var/mob/living/carbon/human/H = location
if(H.head && (H.head.item_flags & AIRTIGHT))
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 << "<span class='notice'>You close the tank release valve.</span>"
if (location.internals)
location.internals.icon_state = "internal0"
else
var/can_open_valve
if(location.wear_mask && (location.wear_mask.item_flags & AIRTIGHT))
can_open_valve = 1
else if(istype(location,/mob/living/carbon/human))
var/mob/living/carbon/human/H = location
if(H.head && (H.head.item_flags & AIRTIGHT))
can_open_valve = 1
if(can_open_valve)
location.internal = src
usr << "<span class='notice'>You open \the [src] valve.</span>"
if (location.internals)
location.internals.icon_state = "internal1"
else
usr << "<span class='warning'>You need something to connect to \the [src].</span>"
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() //cooking up air tanks - add phoron and oxygen, then heat above PHORON_MINIMUM_BURN_TEMPERATURE
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].")
//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
explosion(
get_turf(loc),
round(min(BOMBCAP_DVSTN_RADIUS, range*0.25)),
round(min(BOMBCAP_HEAVY_RADIUS, range*0.50)),
round(min(BOMBCAP_LIGHT_RADIUS, range*1.00)),
round(min(BOMBCAP_FLASH_RADIUS, range*1.50)),
)
qdel(src)
else if(pressure > TANK_RUPTURE_PRESSURE)
//world << "<span class='notice'>[x],[y] tank is rupturing: [pressure] kPa, integrity [integrity]</span>"
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 << "<span class='notice'>[x],[y] tank is leaking: [pressure] kPa, integrity [integrity]</span>"
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++