/obj/item/weapon/tank/blob_act() if(prob(50)) var/turf/location = src.loc if (!( istype(location, /turf) )) del(src) if(src.air_contents) location.assume_air(air_contents) del(src) /obj/item/weapon/tank/attack_self(mob/user as mob) user.machine = src if (!(src.air_contents)) return var/using_internal if(istype(loc,/mob/living/carbon)) var/mob/living/carbon/location = loc if(location.internal==src) using_internal = 1 var/message = {" Tank
Tank Pressure: [air_contents.return_pressure()]

Mask Release Pressure: - - [distribute_pressure] + +
Mask Release Valve: [using_internal?("Open"):("Closed")] "} user << browse(message, "window=tank;size=600x300") onclose(user, "tank") return /obj/item/weapon/tank/Topic(href, href_list) ..() if (usr.stat|| usr.restrained()) return if (src.loc == usr) usr.machine = src if (href_list["dist_p"]) var/cp = text2num(href_list["dist_p"]) src.distribute_pressure += cp src.distribute_pressure = min(max(round(src.distribute_pressure), 0), 3*ONE_ATMOSPHERE) if (href_list["stat"]) if(istype(loc,/mob/living/carbon)) var/mob/living/carbon/location = loc if(location.internal == src) usr << "\blue You close the tank release valve." else if(location.wear_mask && (location.wear_mask.flags & MASKINTERNALS)) location.internal = src usr << "\blue You open the tank valve." else usr << "\blue The valve immediately closes." src.add_fingerprint(usr) for(var/mob/M in viewers(1, src.loc)) if ((M.client && M.machine == src)) src.attack_self(M) else usr << browse(null, "window=tank") return return /obj/item/weapon/tank remove_air(amount) return air_contents.remove(amount) return_air() return air_contents assume_air(datum/gas_mixture/giver) air_contents.merge(giver) check_status() return 1 proc/remove_air_volume(volume_to_return) if(!air_contents) return null var/tank_pressure = air_contents.return_pressure() if(tank_pressure < distribute_pressure) distribute_pressure = tank_pressure var/moles_needed = distribute_pressure*volume_to_return/(R_IDEAL_GAS_EQUATION*air_contents.temperature) return remove_air(moles_needed) process() //Allow for reactions air_contents.react() check_status() var/integrity = 3 proc/check_status() //Handle exploding, leaking, and rupturing of the tank if(!air_contents) return 0 var/pressure = air_contents.return_pressure() if(pressure > TANK_FRAGMENT_PRESSURE) //world << "\blue[x],[y] tank is exploding: [pressure] kPa" //Give the gas a chance to build up more pressure through reacting air_contents.react() air_contents.react() air_contents.react() pressure = air_contents.return_pressure() var/range = (pressure-TANK_FRAGMENT_PRESSURE)/TANK_FRAGMENT_SCALE range = min(range, MAX_EXPLOSION_RANGE) // was 8 - - - Changed to a configurable define -- TLE var/turf/epicenter = get_turf(loc) //world << "\blue Exploding Pressure: [pressure] kPa, intensity: [range]" explosion(epicenter, round(range*0.25), round(range*0.5), round(range), round(range*1.5)) del(src) else if(pressure > TANK_RUPTURE_PRESSURE) //world << "\blue[x],[y] tank is rupturing: [pressure] kPa, integrity [integrity]" if(integrity <= 0) loc.assume_air(air_contents) //TODO: make pop sound del(src) else integrity-- else if(pressure > TANK_LEAK_PRESSURE) //world << "\blue[x],[y] tank is leaking: [pressure] kPa, integrity [integrity]" if(integrity <= 0) var/datum/gas_mixture/leaked_gas = air_contents.remove_ratio(0.25) loc.assume_air(leaked_gas) else integrity-- else if(integrity < 3) integrity++ /obj/item/weapon/tank/attack(mob/M as mob, mob/user as mob) ..() if ((prob(30) && M.stat < 2)) var/mob/living/carbon/human/H = M // ******* Check if ((istype(H, /mob/living/carbon/human) && istype(H, /obj/item/clothing/head) && H.flags & 8 && prob(80))) M << "\red The helmet protects you from being hit hard in the head!" return var/time = rand(2, 6) if (prob(90)) if (M.paralysis < time) M.paralysis = time else if (M.stunned < time) M.stunned = time if(M.stat != 2) M.stat = 1 for(var/mob/O in viewers(M, null)) if ((O.client && !( O.blinded ))) O << text("\red [] has been knocked unconscious!", M) return /obj/item/weapon/tank/attackby(obj/item/weapon/W as obj, mob/user as mob) var/obj/item/weapon/icon = src if (istype(src.loc, /obj/item/assembly)) icon = src.loc if ((istype(W, /obj/item/device/analyzer) || (istype(W, /obj/item/device/pda))) && get_dist(user, src) <= 1) for (var/mob/O in viewers(user, null)) O << "\red [user] has used [W] on \icon[icon] [src]" var/pressure = air_contents.return_pressure() var/total_moles = air_contents.total_moles() user << "\blue Results of analysis of \icon[icon]" if (total_moles>0) var/o2_concentration = air_contents.oxygen/total_moles var/n2_concentration = air_contents.nitrogen/total_moles var/co2_concentration = air_contents.carbon_dioxide/total_moles var/plasma_concentration = air_contents.toxins/total_moles var/unknown_concentration = 1-(o2_concentration+n2_concentration+co2_concentration+plasma_concentration) user << "\blue Pressure: [round(pressure,0.1)] kPa" user << "\blue Nitrogen: [round(n2_concentration*100)]%" user << "\blue Oxygen: [round(o2_concentration*100)]%" user << "\blue CO2: [round(co2_concentration*100)]%" user << "\blue Plasma: [round(plasma_concentration*100)]%" if(unknown_concentration>0.01) user << "\red Unknown: [round(unknown_concentration*100)]%" user << "\blue Temperature: [round(air_contents.temperature-T0C)]°C" else user << "\blue Tank is empty!" src.add_fingerprint(user) return /obj/item/weapon/tank/New() ..() src.air_contents = new /datum/gas_mixture() src.air_contents.volume = 70 //liters src.air_contents.temperature = T20C processing_items.Add(src) return /obj/item/weapon/tank/Del() if(air_contents) del(air_contents) processing_items.Remove(src) ..() /obj/item/weapon/tank/examine() var/obj/item/weapon/icon = src if (istype(src.loc, /obj/item/assembly)) icon = src.loc if (!in_range(src, usr)) if (icon == src) usr << "\blue It's a \icon[icon]! If you want any more information you'll need to get closer." return var/celsius_temperature = src.air_contents.temperature-T0C var/descriptive if (celsius_temperature < 20) descriptive = "cold" else if (celsius_temperature < 40) descriptive = "room temperature" else if (celsius_temperature < 80) descriptive = "lukewarm" else if (celsius_temperature < 100) descriptive = "warm" else if (celsius_temperature < 300) descriptive = "hot" else descriptive = "furiously hot" usr << text("\blue The \icon[] feels []", icon, descriptive) return /obj/item/weapon/tank/air/New() ..() src.air_contents.oxygen = (6*ONE_ATMOSPHERE)*70/(R_IDEAL_GAS_EQUATION*T20C) * O2STANDARD src.air_contents.nitrogen = (6*ONE_ATMOSPHERE)*70/(R_IDEAL_GAS_EQUATION*T20C) * N2STANDARD return /obj/item/weapon/tank/oxygen/New() ..() src.air_contents.oxygen = (6*ONE_ATMOSPHERE)*70/(R_IDEAL_GAS_EQUATION*T20C) return /obj/item/weapon/tank/emergency_oxygen/New() ..() src.air_contents.oxygen = (3*ONE_ATMOSPHERE)*70/(R_IDEAL_GAS_EQUATION*T20C) return /obj/item/weapon/tank/jetpack/New() ..() src.ion_trail = new /datum/effects/system/ion_trail_follow() src.ion_trail.set_up(src) src.air_contents.oxygen = (6*ONE_ATMOSPHERE)*70/(R_IDEAL_GAS_EQUATION*T20C) return /obj/item/weapon/tank/jetpack/verb/toggle() set name = "Toggle Jetpack" src.on = !( src.on ) src.icon_state = text("jetpack[]", src.on) if(src.on) src.ion_trail.start() else src.ion_trail.stop() return /obj/item/weapon/tank/jetpack/proc/allow_thrust(num, mob/user as mob) if (!( src.on )) return 0 if ((num < 0.01 || src.air_contents.total_moles() < num)) src.ion_trail.stop() return 0 var/datum/gas_mixture/G = src.air_contents.remove(num) if (G.oxygen >= 0.01) return 1 if (G.toxins > 0.001) if (user) var/d = G.toxins / 2 d = min(abs(user.health + 100), d, 25) user.fireloss += d user.updatehealth() return (G.oxygen >= 0.0075 ? 0.5 : 0) else if (G.oxygen >= 0.0075) return 0.5 else return 0 //G = null del(G) return /obj/item/weapon/tank/anesthetic/New() ..() src.air_contents.oxygen = (3*ONE_ATMOSPHERE)*70/(R_IDEAL_GAS_EQUATION*T20C) * O2STANDARD var/datum/gas/sleeping_agent/trace_gas = new() trace_gas.moles = (3*ONE_ATMOSPHERE)*70/(R_IDEAL_GAS_EQUATION*T20C) * N2STANDARD src.air_contents.trace_gases += trace_gas return /obj/item/weapon/tank/plasma/New() ..() src.air_contents.toxins = (3*ONE_ATMOSPHERE)*70/(R_IDEAL_GAS_EQUATION*T20C) return /obj/item/weapon/tank/plasma/proc/release() var/datum/gas_mixture/removed = air_contents.remove(air_contents.total_moles()) loc.assume_air(removed) /obj/item/weapon/tank/plasma/proc/ignite() var/fuel_moles = air_contents.toxins + air_contents.oxygen/6 var/strength = 1 var/turf/ground_zero = get_turf(loc) loc = null if(air_contents.temperature > (T0C + 400)) strength = fuel_moles/15 explosion(ground_zero, strength, strength*2, strength*3, strength*4) else if(air_contents.temperature > (T0C + 250)) strength = fuel_moles/20 explosion(ground_zero, 0, strength, strength*2, strength*3) else if(air_contents.temperature > (T0C + 100)) strength = fuel_moles/25 explosion(ground_zero, 0, 0, strength, strength*3) else ground_zero.assume_air(air_contents) ground_zero.hotspot_expose(1000, 125) if(src.master) del(src.master) del(src) /obj/item/weapon/tank/plasma/attackby(obj/item/weapon/W as obj, mob/user as mob) ..() if (istype(W, /obj/item/assembly/rad_ignite)) var/obj/item/assembly/rad_ignite/S = W if (!( S.status )) return var/obj/item/assembly/r_i_ptank/R = new /obj/item/assembly/r_i_ptank( user ) R.part1 = S.part1 S.part1.loc = R S.part1.master = R R.part2 = S.part2 S.part2.loc = R S.part2.master = R S.layer = initial(S.layer) if (user.client) user.client.screen -= S if (user.r_hand == S) user.u_equip(S) user.r_hand = R else user.u_equip(S) user.l_hand = R src.master = R src.layer = initial(src.layer) user.u_equip(src) if (user.client) user.client.screen -= src src.loc = R R.part3 = src R.layer = 20 R.loc = user S.part1 = null S.part2 = null //S = null del(S) if (istype(W, /obj/item/assembly/prox_ignite)) var/obj/item/assembly/prox_ignite/S = W if (!( S.status )) return var/obj/item/assembly/m_i_ptank/R = new /obj/item/assembly/m_i_ptank( user ) R.part1 = S.part1 S.part1.loc = R S.part1.master = R R.part2 = S.part2 S.part2.loc = R S.part2.master = R S.layer = initial(S.layer) if (user.client) user.client.screen -= S if (user.r_hand == S) user.u_equip(S) user.r_hand = R else user.u_equip(S) user.l_hand = R src.master = R src.layer = initial(src.layer) user.u_equip(src) if (user.client) user.client.screen -= src src.loc = R R.part3 = src R.layer = 20 R.loc = user S.part1 = null S.part2 = null //S = null del(S) if (istype(W, /obj/item/assembly/time_ignite)) var/obj/item/assembly/time_ignite/S = W if (!( S.status )) return var/obj/item/assembly/t_i_ptank/R = new /obj/item/assembly/t_i_ptank( user ) R.part1 = S.part1 if (S.part1) S.part1.loc = R S.part1.master = R R.part2 = S.part2 if (S.part2) S.part2.loc = R S.part2.master = R S.layer = initial(S.layer) if (user.client) user.client.screen -= S if (user.r_hand == S) user.u_equip(S) user.r_hand = R else user.u_equip(S) user.l_hand = R src.master = R src.layer = initial(src.layer) user.u_equip(src) if (user.client) user.client.screen -= src src.loc = R R.part3 = src R.layer = 20 R.loc = user S.part1 = null S.part2 = null //S = null del(S) if (istype(W, /obj/item/assembly/a_i_a)) var/obj/item/assembly/a_i_a/S = W if (!( S.status )) return var/obj/item/clothing/suit/armor/a_i_a_ptank/R = new /obj/item/clothing/suit/armor/a_i_a_ptank( user ) R.part1 = S.part1 S.part1.loc = R S.part1.master = R R.part2 = S.part2 S.part2.loc = R S.part2.master = R R.part3 = S.part3 S.part3.loc = R S.part3.master = R S.layer = initial(S.layer) if (user.client) user.client.screen -= S if (user.r_hand == S) user.u_equip(S) user.r_hand = R else user.u_equip(S) user.l_hand = R src.master = R src.layer = initial(src.layer) user.u_equip(src) if (user.client) user.client.screen -= src src.loc = R R.part4 = src R.layer = 20 R.loc = user S.part1 = null S.part2 = null S.part3 = null //S = null del(S) // PantsNote: More flamethrower assembly code. WOO! if (istype(W, /obj/item/assembly/w_r_ignite)) var/obj/item/assembly/w_r_ignite/S = W if (!( S.status )) return var/obj/item/weapon/flamethrower/R = new /obj/item/weapon/flamethrower( user ) R.part1 = S.part1 S.part1.loc = R S.part1.master = R R.part2 = S.part2 S.part2.loc = R S.part2.master = R R.part3 = S.part3 S.part3.loc = R S.part3.master = R S.layer = initial(S.layer) if (user.client) user.client.screen -= S if (user.r_hand == S) user.u_equip(S) user.r_hand = R else user.u_equip(S) user.l_hand = R src.master = R src.layer = initial(src.layer) user.u_equip(src) if (user.client) user.client.screen -= src src.loc = R R.part4 = src R.layer = 20 R.loc = user S.part1 = null S.part2 = null S.part3 = null //S = null del(S) return