/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 = /obj/item/weapon/cell/high 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() . = ..() if(ispath(cell)) cell = new cell(src) /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, "You switch \the [src] [on ? "on" : "off"].") /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." /obj/item/device/suit_cooling_unit/emergency icon_state = "esuitcooler" cell = /obj/item/weapon/cell w_class = ITEMSIZE_NORMAL /obj/item/device/suit_cooling_unit/emergency/updateicon() return /obj/item/device/suit_cooling_unit/emergency/get_cell() if(on) return null // Don't let recharging happen while we're on return cell /obj/item/device/suit_cooling_unit/emergency/attackby(obj/item/weapon/W as obj, mob/user as mob) if (W.is_screwdriver()) to_chat(user, "This model has the cell permanently installed!") return return ..()