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* Fixes 6 pAI faces PAIs are no longer coded to only recognize 9 emotions. This enables the use of the neutral, silly, nose, smirk, exclamation points, and question mark faces as a pAI. Before, those buttons did nothing. * Fixes the PDA Halogen Scanner's tendency to be number one. * Unfolded pAIs can be picked up Because who doesn't want a robotic cat on their head? Adds in the missing code to allow pAIs to actually be picked up, and held sprites for the newer 4 chassis options. * Adds the Gigaphone, a suped-up Megaphone. * Constant Chip has a sprite * Fireaxe cabinets find their fireaxes in initialize(), rather than new() * Speeds up alcohol * fixed mining cloak not being in loadouts * Admin Supermatter Setup now closes the monitoring room shutters (#5442) * Admin Supermatter Setup now closes the monitoring room shutters * Fixes a copy-paste error * Begins work on lightning. * Fixes #5447 (Deadspy submap not overwriting mapgen) (#5448) * Map fix * fixed deadspy.dmm * Added Squid plushies of varying colours I added a few Squid plushies in different colours, changing the files code/game/objects/items/toys.dm and obj/toy.dmi * Added hat functionality to Squid plushies I added the ability to wear my Squid plushies as hats. They're damn good hats. * Replaces Skrell namegen (#5453) Created a first name list for Skrell, to replace the syllable assembler. Created a surname list for Skrell to replace the syllable assembler. Replaced the Skrell namegen with pre-written namelists, instead of the old syllable assembler. * Mechoid makes mistakes. Fix telepathic gigaphones. * Lets people be colorblind Adds four types of colorblindness to the traits in the setup menu - protanopia, deuteranopia, tritanopia, and monochromacy. Previously, there were ones defined in the code, but not actually usable to players. * Whoops, worded that wrong * Adds beams to the Type var list for View Variables. * Unfuck my Master * Adds beams to the Type var selection in View Variables. * Finishes thunderstorms. * Adds logging. * APC Sprite Change - Port from Virgo recolored slightly to match closer to the old sprite - Addition of directional sprites for the APCs * Refactors supply controller. Supply consoles now run nanoUI * Missing ' * [Excitedly updates changelog] * btw i use arc * Removes supermatters from cave PoIs. * Holomap Port - Port of Holomaps from Virgo * Changing species (via ling or admin button) should no longer ruin your HUD * Converts most istype(thing,tool) procs into an appropriate thing.is_tool() format * Removes empty file, gives the QM a control console again (Was replaced with an ordering console) * Hopefully fixes some tool-conversion things * Makes the Northern Star still compile * Keeps NS up to date * Taj and Unathi should have explorer mask sprites now * Corgi rune now summons the corgi in a flash of harmless lightning * Forces mech construction to work with the is_tool() procs * Various things and floors no longer associate with dirt * MultiZ falling tweaks * Fixes the clusterbang grenade * Added new hairstyles * Added new hairstyles * Fixes spelling of Strike in Lightning Strike admin verb * I don't know how we keep breaking falling * Hallucinations now use the old system again, but with the more modern components. * Ambience Refactor (#5476) * Refactors how ambience is assigned, removes bad ambience, ports good ambience from tg * Apparently that file is still used, not worth the salt to remove it. * Changelog * The speed-related chem effects are no longer a one-or-none affair, oxy causes slowdown * Corrects noted issues * Add some missing sprites for xenoarch excavation. * Become thwarted, thot. * Fixes the Ultra AC2's burstfire bug. * The Major Bill's shuttle is actually contagious now. * penguins are from earth capitalize this, anewbe, i dare you * Mechoid's a butt * Adds new job/department specific teshari clothing to the loadout (#5481) * adding the new department specific teshari outfits * Slightly cleans up hooded suit code (#5471) * FBPs can have brute damage repaired externally again * Windoors fix * Cleans up some largecrate code * Weather refactor. * NanoUI makes me sad. * Drinking more booze gets you drunk faster * Ports the supermatter grenade, supporting code * May or may not make movement seem smoother * Fixes the Sleepy Ring * Partially ports the GLOB system * Fixes the bug(s) that allow meat bodies to have metal brains * ports VOREStation/VOREStation#4165 - i forgot to check if advanced who was a thing here * Optimizes supply UI * Transfer shuttle grammar fixes * Fixes borked E and W fish sprites * Fixes incorrect ETA in crew transfer announcement * Mech Mini 'Revamp'. Will need playtesting. (#5480) * Exosuits are now capable of holding more equipment, of specific types. * Tweaks regarding feedback in staffside thread, other concerns. * Tweak to be more consistent. Why did the Odysseus have two universals. Tweak to weapon restriction on Med - > Odyss * Weapons only fit in universal combat slots. * Adds smart magazine, magazine functionality * Adds a new subset of grenades that shoot projectiles * Low alpha now makes HUDs and tooltips not show up on you * Fixes a UI bug with emptying currently-open bags into smartfridges...hopefully. (#5515) * Update smartfridge.dm * actually indicates which line solves the bug * Adds a whole bunch of Exosuit weapons and other miscellaneous parts. * Minifrags now use the small fragments mainly as they should. * Iced beer no longer freezes you to 3 degrees C, which is enough to seriously burn a Skrell. Seriously, that's weird. * Touch stuff in reference to responses. * NanoUI now processes again * Converts more simple_animal mobs to simple_mob * Submap correction
171 lines
5.3 KiB
Plaintext
171 lines
5.3 KiB
Plaintext
//TODO: Put this under a common parent type with freezers to cut down on the copypasta
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#define HEATER_PERF_MULT 2.5
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/obj/machinery/atmospherics/unary/heater
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name = "gas heating system"
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desc = "Heats gas when connected to a pipe network"
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icon = 'icons/obj/Cryogenic2.dmi'
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icon_state = "heater_0"
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density = 1
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anchored = 1
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use_power = 0
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idle_power_usage = 5 //5 Watts for thermostat related circuitry
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circuit = /obj/item/weapon/circuitboard/unary_atmos/heater
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var/max_temperature = T20C + 680
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var/internal_volume = 600 //L
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var/max_power_rating = 20000 //power rating when the usage is turned up to 100
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var/power_setting = 100
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var/set_temperature = T20C //thermostat
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var/heating = 0 //mainly for icon updates
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/obj/machinery/atmospherics/unary/heater/New()
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..()
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component_parts = list()
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component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
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component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
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component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
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component_parts += new /obj/item/stack/cable_coil(src, 5)
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RefreshParts()
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/obj/machinery/atmospherics/unary/heater/atmos_init()
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if(node)
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return
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var/node_connect = dir
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//check that there is something to connect to
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for(var/obj/machinery/atmospherics/target in get_step(src, node_connect))
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if(can_be_node(target, 1))
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node = target
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break
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if(check_for_obstacles())
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node = null
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if(node)
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update_icon()
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/obj/machinery/atmospherics/unary/heater/update_icon()
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if(node)
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if(use_power && heating)
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icon_state = "heater_1"
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else
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icon_state = "heater"
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else
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icon_state = "heater_0"
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return
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/obj/machinery/atmospherics/unary/heater/process()
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..()
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if(stat & (NOPOWER|BROKEN) || !use_power)
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heating = 0
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update_icon()
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return
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if(network && air_contents.total_moles && air_contents.temperature < set_temperature)
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air_contents.add_thermal_energy(power_rating * HEATER_PERF_MULT)
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use_power(power_rating)
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heating = 1
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network.update = 1
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else
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heating = 0
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update_icon()
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/obj/machinery/atmospherics/unary/heater/attack_ai(mob/user as mob)
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ui_interact(user)
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/obj/machinery/atmospherics/unary/heater/attack_hand(mob/user as mob)
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ui_interact(user)
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/obj/machinery/atmospherics/unary/heater/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
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// this is the data which will be sent to the ui
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var/data[0]
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data["on"] = use_power ? 1 : 0
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data["gasPressure"] = round(air_contents.return_pressure())
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data["gasTemperature"] = round(air_contents.temperature)
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data["minGasTemperature"] = 0
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data["maxGasTemperature"] = round(max_temperature)
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data["targetGasTemperature"] = round(set_temperature)
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data["powerSetting"] = power_setting
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var/temp_class = "normal"
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if(air_contents.temperature > (T20C+40))
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temp_class = "bad"
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data["gasTemperatureClass"] = temp_class
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// update the ui if it exists, returns null if no ui is passed/found
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ui = GLOB.nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
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if(!ui)
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// the ui does not exist, so we'll create a new() one
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// for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm
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ui = new(user, src, ui_key, "freezer.tmpl", "Gas Heating System", 440, 300)
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// when the ui is first opened this is the data it will use
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ui.set_initial_data(data)
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// open the new ui window
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ui.open()
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// auto update every Master Controller tick
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ui.set_auto_update(1)
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/obj/machinery/atmospherics/unary/heater/Topic(href, href_list)
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if(..())
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return 1
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if(href_list["toggleStatus"])
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use_power = !use_power
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update_icon()
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if(href_list["temp"])
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var/amount = text2num(href_list["temp"])
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if(amount > 0)
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set_temperature = min(set_temperature + amount, max_temperature)
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else
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set_temperature = max(set_temperature + amount, 0)
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if(href_list["setPower"]) //setting power to 0 is redundant anyways
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var/new_setting = between(0, text2num(href_list["setPower"]), 100)
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set_power_level(new_setting)
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add_fingerprint(usr)
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//upgrading parts
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/obj/machinery/atmospherics/unary/heater/RefreshParts()
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..()
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var/cap_rating = 0
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var/bin_rating = 0
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for(var/obj/item/weapon/stock_parts/P in component_parts)
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if(istype(P, /obj/item/weapon/stock_parts/capacitor))
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cap_rating += P.rating
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if(istype(P, /obj/item/weapon/stock_parts/matter_bin))
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bin_rating += P.rating
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max_power_rating = initial(max_power_rating) * cap_rating / 2
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max_temperature = max(initial(max_temperature) - T20C, 0) * ((bin_rating * 4 + cap_rating) / 5) + T20C
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air_contents.volume = max(initial(internal_volume) - 200, 0) + 200 * bin_rating
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set_power_level(power_setting)
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/obj/machinery/atmospherics/unary/heater/proc/set_power_level(var/new_power_setting)
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power_setting = new_power_setting
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power_rating = max_power_rating * (power_setting/100)
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/obj/machinery/atmospherics/unary/heater/attackby(var/obj/item/O as obj, var/mob/user as mob)
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if(default_deconstruction_screwdriver(user, O))
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return
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if(default_deconstruction_crowbar(user, O))
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return
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if(default_part_replacement(user, O))
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return
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..()
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/obj/machinery/atmospherics/unary/heater/examine(mob/user)
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..(user)
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if(panel_open)
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to_chat(user, "The maintenance hatch is open.")
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