Adds suit cooling device

Also:

Breathing in hot/cold air will affect your body temperature.
Fixes old body temperature stabilization code not working.
Thermometer icon now adjusts based on species.
Reduced BODYTEMP_AUTORECOVERY_MINIMUM to a less ridiculous value.
This commit is contained in:
mwerezak
2014-06-21 16:53:18 -04:00
parent 0c060d144b
commit b9fa433087
10 changed files with 280 additions and 59 deletions
+1
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@@ -487,6 +487,7 @@
#include "code\game\objects\items\devices\pipe_painter.dm"
#include "code\game\objects\items\devices\powersink.dm"
#include "code\game\objects\items\devices\scanners.dm"
#include "code\game\objects\items\devices\suit_cooling.dm"
#include "code\game\objects\items\devices\taperecorder.dm"
#include "code\game\objects\items\devices\traitordevices.dm"
#include "code\game\objects\items\devices\transfer_valve.dm"
+1 -1
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@@ -98,7 +98,7 @@
item_state = "cult_armour"
desc = "A bulky suit of armour, bristling with spikes. It looks space proof."
w_class = 3
allowed = list(/obj/item/weapon/tome,/obj/item/weapon/melee/cultblade,/obj/item/weapon/tank/emergency_oxygen)
allowed = list(/obj/item/weapon/tome,/obj/item/weapon/melee/cultblade,/obj/item/weapon/tank/emergency_oxygen,/obj/item/device/suit_cooling_unit)
slowdown = 1
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0
@@ -0,0 +1,161 @@
/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 = 4
icon = 'icons/obj/power.dmi' //temporary, I hope
icon_state = "portgen0"
slot_flags = SLOT_BACK //you can carry it on your back if you want, but it won't do anything unless attached to suit storage
var/on = 0 //is it turned on?
var/cover_open = 0 //is the cover open?
var/obj/item/weapon/cell/cell
var/max_cooling = 12 //in degrees per second - probably don't need to mess with heat capacity here
var/charge_consumption = 16.6 //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/proc/cool_mob(mob/M)
if (!on || !cell) return
//make sure they have a suit and we are attached to it
if (!attached_to_suit(M))
return
var/mob/living/carbon/human/H = M
var/efficiency = H.get_pressure_protection() //you need to have a good seal for effective cooling
var/env_temp = get_environment_temperature() //wont save you from a fire
var/temp_adj = min(H.bodytemperature - max(thermostat, env_temp), max_cooling)
if (temp_adj < 0) //only cools, doesn't heat
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()
/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 = 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)
return 0
return 1
/obj/item/device/suit_cooling_unit/proc/turn_on()
if(!cell)
return
if(cell.charge <= 0)
return
on = 1
updateicon()
/obj/item/device/suit_cooling_unit/proc/turn_off()
if (ismob(src.loc))
src.loc << "\The [src] clicks and whines as it powers down." //let them know
on = 0
updateicon()
/obj/item/device/suit_cooling_unit/attack_self(mob/user as mob)
if(cover_open && cell)
if(ishuman(user))
user.put_in_hands(cell)
else
cell.loc = get_turf(loc)
cell.add_fingerprint(user)
cell.updateicon()
user << "You remove the [src.cell]."
src.cell = null
updateicon()
return
//TODO use a UI like the air tanks
if(on)
turn_off()
else
turn_on()
if (on)
user << "You switch on the [src]."
/obj/item/device/suit_cooling_unit/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/screwdriver))
if(cover_open)
cover_open = 0
user << "You screw the panel into place."
else
cover_open = 1
user << "You unscrew the panel."
updateicon()
return
if (istype(W, /obj/item/weapon/cell))
if(cover_open)
if(cell)
user << "There is a [cell] already installed here."
else
user.drop_item()
W.loc = src
cell = W
user << "You insert the [cell]."
updateicon()
return
return ..()
/obj/item/device/suit_cooling_unit/proc/updateicon()
return 0 //TODO
/obj/item/device/suit_cooling_unit/examine()
set src in view(1)
..()
if (on)
if (attached_to_suit(src.loc))
usr << "It's switched on and running."
else
usr << "It's switched on, but not attached to anything."
else
usr << "It is switched off."
if (cover_open)
if(cell)
usr << "The panel is open, exposing the [cell]."
else
usr << "The panel is open."
if (cell)
usr << "The charge meter reads [round(cell.percent())]%."
else
usr << "It doesn't have a power cell installed."
@@ -6,6 +6,7 @@
icon = 'icons/obj/tank.dmi'
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BACK
w_class = 3
pressure_resistance = ONE_ATMOSPHERE*5
+1 -1
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@@ -220,7 +220,7 @@ BLIND // can't see anything
permeability_coefficient = 0.02
flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE | THICKMATERIAL
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/device/suit_cooling_unit)
slowdown = 3
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
+1 -1
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@@ -13,7 +13,7 @@
desc = "A unique, vaccum-proof suit of nano-enhanced armor designed specifically for Spider Clan assassins."
icon_state = "s-ninja"
item_state = "s-ninja_suit"
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank,/obj/item/weapon/cell)
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/cell)
slowdown = 0
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0.2
+4 -4
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@@ -55,7 +55,7 @@
item_state = "eng_hardsuit"
slowdown = 1
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 80)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/storage/bag/ore,/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/storage/bag/ore,/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd)
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
@@ -359,7 +359,7 @@
slowdown = 1
w_class = 3
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 60)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs)
siemens_coefficient = 0.6
species_restricted = list("exclude","Unathi","Tajaran","Skrell","Vox")
@@ -402,7 +402,7 @@
name = "medical hardsuit"
desc = "A special suit that protects against hazardous, low pressure environments. Has minor radiation shielding."
item_state = "medical_hardsuit"
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/storage/firstaid,/obj/item/device/healthanalyzer,/obj/item/stack/medical)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/storage/firstaid,/obj/item/device/healthanalyzer,/obj/item/stack/medical)
armor = list(melee = 30, bullet = 5, laser = 20,energy = 5, bomb = 25, bio = 100, rad = 50)
//Security
@@ -421,7 +421,7 @@
desc = "A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor."
item_state = "sec_hardsuit"
armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
allowed = list(/obj/item/weapon/gun,/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/melee/baton)
allowed = list(/obj/item/weapon/gun,/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/melee/baton)
siemens_coefficient = 0.7
+108 -50
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@@ -129,12 +129,10 @@
G.process()
/mob/living/carbon/human/calculate_affecting_pressure(var/pressure)
..()
var/pressure_difference = abs( pressure - ONE_ATMOSPHERE )
//Much like get_heat_protection(), this returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to.
/mob/living/carbon/human/proc/get_pressure_protection()
var/pressure_adjustment_coefficient = 1 //Determins how much the clothing you are wearing protects you in percent.
if(head && (head.flags & STOPSPRESSUREDMAGE))
pressure_adjustment_coefficient -= PRESSURE_HEAD_REDUCTION_COEFFICIENT
@@ -147,10 +145,16 @@
if(S.can_breach && S.damage)
var/pressure_loss = S.damage * 0.1
pressure_adjustment_coefficient += pressure_loss
pressure_adjustment_coefficient = min(1,max(pressure_adjustment_coefficient,0)) //So it isn't less than 0 or larger than 1.
return 1 - pressure_adjustment_coefficient //want 0 to be bad protection, 1 to be good protection
pressure_difference = pressure_difference * pressure_adjustment_coefficient
/mob/living/carbon/human/calculate_affecting_pressure(var/pressure)
..()
var/pressure_difference = abs( pressure - ONE_ATMOSPHERE )
pressure_difference = pressure_difference * (1 - get_pressure_protection())
if(pressure > ONE_ATMOSPHERE)
return ONE_ATMOSPHERE + pressure_difference
@@ -616,14 +620,14 @@
adjustOxyLoss(-5)
// Hot air hurts :(
if( (abs(310.15 - breath.temperature) > 50) && !(COLD_RESISTANCE in mutations))
if( (breath.temperature < species.cold_level_1 || breath.temperature > species.heat_level_1) && !(COLD_RESISTANCE in mutations))
if(status_flags & GODMODE)
return 1
if(breath.temperature < species.cold_level_1)
if(prob(20))
src << "\red You feel your face freezing and an icicle forming in your lungs!"
src << "\red You feel your face freezing and icicles forming in your lungs!"
else if(breath.temperature > species.heat_level_1)
if(prob(20))
src << "\red You feel your face burning and a searing heat in your lungs!"
@@ -647,9 +651,21 @@
if(species.heat_level_3 to INFINITY)
apply_damage(HEAT_GAS_DAMAGE_LEVEL_3, BURN, "head", used_weapon = "Excessive Heat")
fire_alert = max(fire_alert, 2)
//Temporary fixes to the alerts.
//breathing in hot/cold air also heats/cools you a bit
var/temp_adj = breath.temperature - bodytemperature
if (temp_adj < 0)
temp_adj /= (BODYTEMP_COLD_DIVISOR * 5) //don't raise temperature as much as if we were directly exposed
else
temp_adj /= (BODYTEMP_HEAT_DIVISOR * 5) //don't raise temperature as much as if we were directly exposed
var/relative_density = breath.total_moles() / (MOLES_CELLSTANDARD * BREATH_PERCENTAGE)
temp_adj *= relative_density
if (temp_adj > BODYTEMP_HEATING_MAX) temp_adj = BODYTEMP_HEATING_MAX
if (temp_adj < BODYTEMP_COOLING_MAX) temp_adj = BODYTEMP_COOLING_MAX
//world << "Breath: [breath.temperature], [src]: [bodytemperature], Adjusting: [temp_adj]"
bodytemperature += temp_adj
return 1
proc/handle_environment(datum/gas_mixture/environment)
@@ -665,7 +681,6 @@
if(istype(loc, /obj/mecha))
var/obj/mecha/M = loc
loc_temp = M.return_temperature()
else if(istype(get_turf(src), /turf/space))
else if(istype(loc, /obj/machinery/atmospherics/unary/cryo_cell))
loc_temp = loc:air_contents.temperature
else
@@ -691,6 +706,7 @@
if (temp_adj > BODYTEMP_HEATING_MAX) temp_adj = BODYTEMP_HEATING_MAX
if (temp_adj < BODYTEMP_COOLING_MAX) temp_adj = BODYTEMP_COOLING_MAX
//world << "Environment: [loc_temp], [src]: [bodytemperature], Adjusting: [temp_adj]"
bodytemperature += temp_adj
// +/- 50 degrees from 310.15K is the 'safe' zone, where no damage is dealt.
@@ -700,13 +716,17 @@
if(status_flags & GODMODE) return 1 //godmode
switch(bodytemperature)
if(species.heat_level_1 to species.heat_level_2)
apply_damage(HEAT_DAMAGE_LEVEL_1, BURN, used_weapon = "High Body Temperature")
//I'm thinking it might be better to use adjustFireloss here instead of apply_damage so that damage is spread evenly across organs, instead of being dealt mostly to the chest
//apply_damage(HEAT_DAMAGE_LEVEL_1, BURN, used_weapon = "High Body Temperature")
adjustFireloss(HEAT_DAMAGE_LEVEL_1)
fire_alert = max(fire_alert, 2)
if(species.heat_level_2 to species.heat_level_3)
apply_damage(HEAT_DAMAGE_LEVEL_2, BURN, used_weapon = "High Body Temperature")
//apply_damage(HEAT_DAMAGE_LEVEL_2, BURN, used_weapon = "High Body Temperature")
adjustFireloss(HEAT_DAMAGE_LEVEL_2)
fire_alert = max(fire_alert, 2)
if(species.heat_level_3 to INFINITY)
apply_damage(HEAT_DAMAGE_LEVEL_3, BURN, used_weapon = "High Body Temperature")
//apply_damage(HEAT_DAMAGE_LEVEL_3, BURN, used_weapon = "High Body Temperature")
adjustFireloss(HEAT_DAMAGE_LEVEL_3)
fire_alert = max(fire_alert, 2)
else if(bodytemperature < species.cold_level_1)
@@ -715,13 +735,17 @@
if(!istype(loc, /obj/machinery/atmospherics/unary/cryo_cell))
switch(bodytemperature)
if(species.cold_level_2 to species.cold_level_1)
apply_damage(COLD_DAMAGE_LEVEL_1, BURN, used_weapon = "Low Body Temperature")
//I'm thinking it might be better to use adjustFireloss here instead of apply_damage so that damage is spread evenly across organs, instead of being dealt mostly to the chest
//apply_damage(COLD_DAMAGE_LEVEL_1, BURN, used_weapon = "Low Body Temperature")
adjustFireloss(COLD_DAMAGE_LEVEL_1)
fire_alert = max(fire_alert, 1)
if(species.cold_level_3 to species.cold_level_2)
apply_damage(COLD_DAMAGE_LEVEL_2, BURN, used_weapon = "Low Body Temperature")
//apply_damage(COLD_DAMAGE_LEVEL_2, BURN, used_weapon = "Low Body Temperature")
adjustFireloss(COLD_DAMAGE_LEVEL_2)
fire_alert = max(fire_alert, 1)
if(-INFINITY to species.cold_level_3)
apply_damage(COLD_DAMAGE_LEVEL_3, BURN, used_weapon = "Low Body Temperature")
//apply_damage(COLD_DAMAGE_LEVEL_3, BURN, used_weapon = "Low Body Temperature")
adjustFireloss(COLD_DAMAGE_LEVEL_3)
fire_alert = max(fire_alert, 1)
// Account for massive pressure differences. Done by Polymorph
@@ -729,7 +753,7 @@
if(status_flags & GODMODE) return 1 //godmode
if(adjusted_pressure >= species.hazard_high_pressure)
adjustBruteLoss( min( ( (adjusted_pressure / species.hazard_high_pressure) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE) )
adjustBruteLoss(min( ( (adjusted_pressure / species.hazard_high_pressure) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE))
pressure_alert = 2
else if(adjusted_pressure >= species.warning_high_pressure)
pressure_alert = 1
@@ -737,13 +761,9 @@
pressure_alert = 0
else if(adjusted_pressure >= species.hazard_low_pressure)
pressure_alert = -1
if(species && species.flags & IS_SYNTHETIC)
bodytemperature += 0.5 * TEMPERATURE_DAMAGE_COEFFICIENT //Synthetics suffer overheating in a vaccuum. ~Z
else
if( !(COLD_RESISTANCE in mutations))
apply_damage(LOW_PRESSURE_DAMAGE, BRUTE, used_weapon = "Low Pressure")
adjustBruteLoss(LOW_PRESSURE_DAMAGE)
pressure_alert = -2
else
pressure_alert = -1
@@ -772,29 +792,38 @@
*/
proc/stabilize_body_temperature()
if (species && species.flags & IS_SYNTHETIC)
//TODO find a better place to put this
if (s_store && istype(s_store, /obj/item/device/suit_cooling_unit))
var/obj/item/device/suit_cooling_unit/CU = s_store
CU.cool_mob(src)
if (species.flags & IS_SYNTHETIC)
bodytemperature += species.synth_temp_gain //that CPU/posibrain just keeps putting out heat.
return
var/body_temperature_difference = species.body_temperature - bodytemperature
if (abs(body_temperature_difference) < 0.5)
return //fuck this precision
switch(bodytemperature)
if(-INFINITY to species.cold_level_1) //260.15 is 310.15 - 50, the temperature where you start to feel effects.
if(nutrition >= 2) //If we are very, very cold we'll use up quite a bit of nutriment to heat us up.
nutrition -= 2
var/recovery_amt = max((body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR), BODYTEMP_AUTORECOVERY_MINIMUM)
if(bodytemperature < species.cold_level_1) //260.15 is 310.15 - 50, the temperature where you start to feel effects.
if(nutrition >= 2) //If we are very, very cold we'll use up quite a bit of nutriment to heat us up.
nutrition -= 2
var/recovery_amt = max((body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR), BODYTEMP_AUTORECOVERY_MINIMUM)
//world << "Cold. Difference = [body_temperature_difference]. Recovering [recovery_amt]"
// log_debug("Cold. Difference = [body_temperature_difference]. Recovering [recovery_amt]")
bodytemperature += recovery_amt
if(species.cold_level_1 to species.heat_level_1)
var/recovery_amt = body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR
bodytemperature += recovery_amt
else if(species.cold_level_1 <= bodytemperature && bodytemperature <= species.heat_level_1)
var/recovery_amt = body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR
//world << "Norm. Difference = [body_temperature_difference]. Recovering [recovery_amt]"
// log_debug("Norm. Difference = [body_temperature_difference]. Recovering [recovery_amt]")
bodytemperature += recovery_amt
if(species.heat_level_1 to INFINITY) //360.15 is 310.15 + 50, the temperature where you start to feel effects.
//We totally need a sweat system cause it totally makes sense...~
var/recovery_amt = min((body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR), -BODYTEMP_AUTORECOVERY_MINIMUM) //We're dealing with negative numbers
bodytemperature += recovery_amt
else if(bodytemperature > species.heat_level_1) //360.15 is 310.15 + 50, the temperature where you start to feel effects.
//We totally need a sweat system cause it totally makes sense...~
var/recovery_amt = min((body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR), -BODYTEMP_AUTORECOVERY_MINIMUM) //We're dealing with negative numbers
//world << "Hot. Difference = [body_temperature_difference]. Recovering [recovery_amt]"
// log_debug("Hot. Difference = [body_temperature_difference]. Recovering [recovery_amt]")
bodytemperature += recovery_amt
bodytemperature += recovery_amt
//This proc returns a number made up of the flags for body parts which you are protected on. (such as HEAD, UPPER_TORSO, LOWER_TORSO, etc. See setup.dm for the full list)
proc/get_heat_protection_flags(temperature) //Temperature is the temperature you're being exposed to.
@@ -1441,17 +1470,46 @@
else fire.icon_state = "fire0"
if(bodytemp)
switch(bodytemperature) //310.055 optimal body temp
if(370 to INFINITY) bodytemp.icon_state = "temp4"
if(350 to 370) bodytemp.icon_state = "temp3"
if(335 to 350) bodytemp.icon_state = "temp2"
if(320 to 335) bodytemp.icon_state = "temp1"
if(300 to 320) bodytemp.icon_state = "temp0"
if(295 to 300) bodytemp.icon_state = "temp-1"
if(280 to 295) bodytemp.icon_state = "temp-2"
if(260 to 280) bodytemp.icon_state = "temp-3"
else bodytemp.icon_state = "temp-4"
if (!species)
switch(bodytemperature) //310.055 optimal body temp
if(370 to INFINITY) bodytemp.icon_state = "temp4"
if(350 to 370) bodytemp.icon_state = "temp3"
if(335 to 350) bodytemp.icon_state = "temp2"
if(320 to 335) bodytemp.icon_state = "temp1"
if(300 to 320) bodytemp.icon_state = "temp0"
if(295 to 300) bodytemp.icon_state = "temp-1"
if(280 to 295) bodytemp.icon_state = "temp-2"
if(260 to 280) bodytemp.icon_state = "temp-3"
else bodytemp.icon_state = "temp-4"
else
var/temp_step
if (bodytemperature >= species.body_temperature)
temp_step = (species.heat_level_1 - species.body_temperature)/4
if (bodytemperature >= species.heat_level_1)
bodytemp.icon_state = "temp4"
else if (bodytemperature >= species.body_temperature + temp_step*3)
bodytemp.icon_state = "temp3"
else if (bodytemperature >= species.body_temperature + temp_step*2)
bodytemp.icon_state = "temp2"
else if (bodytemperature >= species.body_temperature + temp_step*1)
bodytemp.icon_state = "temp1"
else
bodytemp.icon_state = "temp0"
else if (bodytemperature < species.body_temperature)
temp_step = (species.body_temperature - species.cold_level_1)/4
if (bodytemperature <= species.cold_level_1)
bodytemp.icon_state = "temp-4"
else if (bodytemperature <= species.body_temperature - temp_step*3)
bodytemp.icon_state = "temp-3"
else if (bodytemperature <= species.body_temperature - temp_step*2)
bodytemp.icon_state = "temp-2"
else if (bodytemperature <= species.body_temperature - temp_step*1)
bodytemp.icon_state = "temp-1"
else
bodytemp.icon_state = "temp0"
if(blind)
if(blinded) blind.layer = 18
else blind.layer = 0
@@ -20,7 +20,7 @@
icon_state = "cespace_suit"
item_state = "cespace_suit"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 100)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit)
/obj/item/clothing/head/helmet/space/anomaly
name = "Excavation hood"
+1 -1
View File
@@ -35,7 +35,7 @@
#define TEMPERATURE_DAMAGE_COEFFICIENT 1.5 //This is used in handle_temperature_damage() for humans, and in reagents that affect body temperature. Temperature damage is multiplied by this amount.
#define BODYTEMP_AUTORECOVERY_DIVISOR 12 //This is the divisor which handles how much of the temperature difference between the current body temperature and 310.15K (optimal temperature) humans auto-regenerate each tick. The higher the number, the slower the recovery. This is applied each tick, so long as the mob is alive.
#define BODYTEMP_AUTORECOVERY_MINIMUM 10 //Minimum amount of kelvin moved toward 310.15K per tick. So long as abs(310.15 - bodytemp) is more than 50.
#define BODYTEMP_AUTORECOVERY_MINIMUM 1 //Minimum amount of kelvin moved toward 310.15K per tick. So long as abs(310.15 - bodytemp) is more than 50.
#define BODYTEMP_COLD_DIVISOR 6 //Similar to the BODYTEMP_AUTORECOVERY_DIVISOR, but this is the divisor which is applied at the stage that follows autorecovery. This is the divisor which comes into play when the human's loc temperature is lower than their body temperature. Make it lower to lose bodytemp faster.
#define BODYTEMP_HEAT_DIVISOR 6 //Similar to the BODYTEMP_AUTORECOVERY_DIVISOR, but this is the divisor which is applied at the stage that follows autorecovery. This is the divisor which comes into play when the human's loc temperature is higher than their body temperature. Make it lower to gain bodytemp faster.
#define BODYTEMP_COOLING_MAX -30 //The maximum number of degrees that your body can cool in 1 tick, when in a cold area.