Files
Polaris/code/game/objects/items/devices/suit_cooling.dm
Aronai Sieyes 30613fff5c Optimize what starts in SSobj (#7155)
* 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
2020-05-21 11:28:27 -07:00

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