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* Make intercom power change stateful * Clean up air tank processing and initialize * Optimize flashlight processing * Optimize suit cooler processing * Optimize geiger counter processing * Optimize lighting processing * Only process rigs on a person * One more rig cleanup
203 lines
5.3 KiB
Plaintext
203 lines
5.3 KiB
Plaintext
/obj/item/device/suit_cooling_unit
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name = "portable suit cooling unit"
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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."
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w_class = ITEMSIZE_LARGE
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icon = 'icons/obj/device.dmi'
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icon_state = "suitcooler0"
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slot_flags = SLOT_BACK
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//copied from tank.dm
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force = 5.0
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throwforce = 10.0
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throw_speed = 1
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throw_range = 4
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action_button_name = "Toggle Heatsink"
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matter = list("steel" = 15000, "glass" = 3500)
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origin_tech = list(TECH_MAGNET = 2, TECH_MATERIAL = 2)
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var/on = 0 //is it turned on?
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var/cover_open = 0 //is the cover open?
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var/obj/item/weapon/cell/cell
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var/max_cooling = 15 // in degrees per second - probably don't need to mess with heat capacity here
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var/charge_consumption = 3 // charge per second at max_cooling
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var/thermostat = T20C
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//TODO: make it heat up the surroundings when not in space
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/obj/item/device/suit_cooling_unit/ui_action_click()
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toggle(usr)
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/obj/item/device/suit_cooling_unit/Initialize()
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. = ..()
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cell = new/obj/item/weapon/cell/high(src) //comes not with the crappy default power cell - because this is dedicated EVA equipment
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/obj/item/device/suit_cooling_unit/Destroy()
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qdel_null(cell)
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return ..()
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/obj/item/device/suit_cooling_unit/process()
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if (!on || !cell)
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return PROCESS_KILL
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if (!ismob(loc))
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return
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if (!attached_to_suit(loc)) //make sure they have a suit and we are attached to it
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return
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var/mob/living/carbon/human/H = loc
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var/turf/T = get_turf(src)
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var/datum/gas_mixture/environment = T.return_air()
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var/efficiency = 1 - H.get_pressure_weakness(environment.return_pressure()) // You need to have a good seal for effective cooling
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var/temp_adj = 0 // How much the unit cools you. Adjusted later on.
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var/env_temp = get_environment_temperature() // This won't save you from a fire
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var/thermal_protection = H.get_heat_protection(env_temp) // ... unless you've got a good suit.
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if(thermal_protection < 0.99) //For some reason, < 1 returns false if the value is 1.
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temp_adj = min(H.bodytemperature - max(thermostat, env_temp), max_cooling)
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else
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temp_adj = min(H.bodytemperature - thermostat, max_cooling)
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if (temp_adj < 0.5) //only cools, doesn't heat, also we don't need extreme precision
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return
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var/charge_usage = (temp_adj/max_cooling)*charge_consumption
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H.bodytemperature -= temp_adj*efficiency
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cell.use(charge_usage)
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if(cell.charge <= 0)
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turn_off(1)
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/obj/item/device/suit_cooling_unit/proc/get_environment_temperature()
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if (ishuman(loc))
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var/mob/living/carbon/human/H = loc
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if(istype(H.loc, /obj/mecha))
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var/obj/mecha/M = H.loc
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return M.return_temperature()
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else if(istype(H.loc, /obj/machinery/atmospherics/unary/cryo_cell))
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return H.loc:air_contents.temperature
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var/turf/T = get_turf(src)
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if(istype(T, /turf/space))
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return 0 //space has no temperature, this just makes sure the cooling unit works in space
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var/datum/gas_mixture/environment = T.return_air()
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if (!environment)
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return 0
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return environment.temperature
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/obj/item/device/suit_cooling_unit/proc/attached_to_suit(mob/M)
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if (!ishuman(M))
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return 0
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var/mob/living/carbon/human/H = M
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if (!H.wear_suit || (H.s_store != src && H.back != src))
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return 0
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return 1
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/obj/item/device/suit_cooling_unit/proc/turn_on()
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if(!cell)
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return
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if(cell.charge <= 0)
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return
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on = 1
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START_PROCESSING(SSobj, src)
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updateicon()
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/obj/item/device/suit_cooling_unit/proc/turn_off(var/failed)
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if(failed) visible_message("\The [src] clicks and whines as it powers down.")
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on = 0
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STOP_PROCESSING(SSobj, src)
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updateicon()
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/obj/item/device/suit_cooling_unit/attack_self(var/mob/user)
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if(cover_open && cell)
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if(ishuman(user))
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user.put_in_hands(cell)
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else
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cell.loc = get_turf(loc)
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cell.add_fingerprint(user)
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cell.update_icon()
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to_chat(user, "You remove \the [src.cell].")
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src.cell = null
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updateicon()
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return
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toggle(user)
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/obj/item/device/suit_cooling_unit/proc/toggle(var/mob/user)
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if(on)
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turn_off()
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else
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turn_on()
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to_chat(user, "<span class='notice'>You switch \the [src] [on ? "on" : "off"].</span>")
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/obj/item/device/suit_cooling_unit/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (W.is_screwdriver())
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if(cover_open)
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cover_open = 0
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to_chat(user, "You screw the panel into place.")
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else
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cover_open = 1
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to_chat(user, "You unscrew the panel.")
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playsound(src, W.usesound, 50, 1)
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updateicon()
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return
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if (istype(W, /obj/item/weapon/cell))
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if(cover_open)
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if(cell)
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to_chat(user, "There is a [cell] already installed here.")
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else
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user.drop_item()
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W.loc = src
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cell = W
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to_chat(user, "You insert the [cell].")
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updateicon()
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return
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return ..()
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/obj/item/device/suit_cooling_unit/proc/updateicon()
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if (cover_open)
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if (cell)
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icon_state = "suitcooler1"
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else
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icon_state = "suitcooler2"
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else
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icon_state = "suitcooler0"
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/obj/item/device/suit_cooling_unit/examine(mob/user)
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. = ..()
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if(Adjacent(user))
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if (on)
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if (attached_to_suit(src.loc))
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. += "It's switched on and running."
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else
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. += "It's switched on, but not attached to anything."
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else
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. += "It is switched off."
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if (cover_open)
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if(cell)
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. += "The panel is open, exposing the [cell]."
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else
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. += "The panel is open."
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if (cell)
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. += "The charge meter reads [round(cell.percent())]%."
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else
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. += "It doesn't have a power cell installed."
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