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* Begin clickcode attack_self fix Begins the work to make everything call back to parent for attack_self so that signals are sacred. * Makes MORE things call the attack_self() parent Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'. * Finishes making the rest of attack_self call parent. As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items. * begone foul demon * some more cleanup * These * GOD this was annoying * yeh * Fix this * fLARES * Thesee too * toys! * Even more! * More fixes * Even more * rest of em * these too * Update syndie.dm * hardref clear * Update code/game/gamemodes/nuclear/pinpointer.dm * Update code/game/objects/effects/mines.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/contraband_vr.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/weapons/gift_wrappaper.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * these too * Update maintpanel_stack.dm * angry warning * Fixes packaged snacks. Fixes improper var default. * Special handling for these * proper poly types * Fixes magclaws Makes the 'features' it had just part of base magboots that can be adjusted via varswap. * Fixes jackets Fixes https://github.com/VOREStation/VOREStation/issues/18941 * Small bugfix Makes p_Theyre properly capitialize Makes examine show proper wording * Update gift_wrappaper.dm
250 lines
6.3 KiB
Plaintext
250 lines
6.3 KiB
Plaintext
/obj/item/suit_cooling_unit
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name = "portable suit cooling unit"
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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."
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w_class = ITEMSIZE_LARGE
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icon = 'icons/obj/suit_cooler.dmi'
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icon_state = "suitcooler0"
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item_state = "coolingpack"
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slot_flags = SLOT_BACK
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//copied from tank.dm
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force = 5.0
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throwforce = 10.0
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throw_speed = 1
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throw_range = 4
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actions_types = list(/datum/action/item_action/toggle_heatsink)
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matter = list(MAT_STEEL = 15000, MAT_GLASS = 3500)
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origin_tech = list(TECH_MAGNET = 2, TECH_MATERIAL = 2)
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var/on = 0 //is it turned on?
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var/cover_open = 0 //is the cover open?
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var/obj/item/cell/cell = /obj/item/cell/high
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var/max_cooling = 15 // in degrees per second - probably don't need to mess with heat capacity here
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var/charge_consumption = 3 // charge per second at max_cooling
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var/thermostat = T20C
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pickup_sound = 'sound/items/pickup/device.ogg'
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drop_sound = 'sound/items/drop/device.ogg'
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//TODO: make it heat up the surroundings when not in space
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/obj/item/suit_cooling_unit/ui_action_click(mob/user, actiontype)
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toggle(user)
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/obj/item/suit_cooling_unit/Initialize(mapload)
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. = ..()
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if(ispath(cell))
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cell = new cell(src)
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/obj/item/suit_cooling_unit/Destroy()
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QDEL_NULL(cell)
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return ..()
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/obj/item/suit_cooling_unit/process()
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if (!on || !cell)
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return PROCESS_KILL
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if (!ismob(loc))
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return
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if (!attached_to_suit(loc)) //make sure they have a suit and we are attached to it
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return
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var/mob/living/carbon/human/H = loc
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var/turf/T = get_turf(src)
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var/datum/gas_mixture/environment = T.return_air()
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var/efficiency = 1 - H.get_pressure_weakness(environment.return_pressure()) // You need to have a good seal for effective cooling
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var/temp_adj = 0 // How much the unit cools you. Adjusted later on.
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var/env_temp = get_environment_temperature() // This won't save you from a fire
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var/thermal_protection = H.get_heat_protection(env_temp) // ... unless you've got a good suit.
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if(thermal_protection < 0.99) //For some reason, < 1 returns false if the value is 1.
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temp_adj = min(H.bodytemperature - max(thermostat, env_temp), max_cooling)
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else
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temp_adj = min(H.bodytemperature - thermostat, max_cooling)
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if (temp_adj < 0.5) //only cools, doesn't heat, also we don't need extreme precision
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return
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var/charge_usage = (temp_adj/max_cooling)*charge_consumption
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H.bodytemperature -= temp_adj*efficiency
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cell.use(charge_usage)
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if(cell.charge <= 0)
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turn_off(1)
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/obj/item/suit_cooling_unit/proc/get_environment_temperature()
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if (ishuman(loc))
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var/mob/living/carbon/human/H = loc
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if(istype(H.loc, /obj/mecha))
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var/obj/mecha/M = H.loc
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return M.return_temperature()
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else if(istype(H.loc, /obj/machinery/atmospherics/unary/cryo_cell))
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var/obj/machinery/atmospherics/unary/cryo_cell/cc = H.loc
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return cc.air_contents.temperature
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var/turf/T = get_turf(src)
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if(istype(T, /turf/space))
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return 0 //space has no temperature, this just makes sure the cooling unit works in space
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var/datum/gas_mixture/environment = T.return_air()
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if (!environment)
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return 0
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return environment.temperature
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/obj/item/suit_cooling_unit/proc/attached_to_suit(mob/M)
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if (!ishuman(M))
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return 0
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var/mob/living/carbon/human/H = M
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if (!H.wear_suit || (H.s_store != src && H.back != src))
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return 0
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return 1
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/obj/item/suit_cooling_unit/proc/turn_on()
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if(!cell)
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return
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if(cell.charge <= 0)
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return
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on = 1
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START_PROCESSING(SSobj, src)
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update_icon()
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/obj/item/suit_cooling_unit/proc/turn_off(var/failed)
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if(failed) visible_message("\The [src] clicks and whines as it powers down.")
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on = 0
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STOP_PROCESSING(SSobj, src)
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update_icon()
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/obj/item/suit_cooling_unit/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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if(cover_open && cell)
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if(ishuman(user))
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user.put_in_hands(cell)
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else
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cell.loc = get_turf(loc)
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cell.add_fingerprint(user)
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cell.update_icon()
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to_chat(user, "You remove \the [src.cell].")
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src.cell = null
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update_icon()
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return
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toggle(user)
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/obj/item/suit_cooling_unit/proc/toggle(var/mob/user)
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if(on)
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turn_off()
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else
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turn_on()
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to_chat(user, span_notice("You switch \the [src] [on ? "on" : "off"]."))
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/obj/item/suit_cooling_unit/attackby(obj/item/W as obj, mob/user as mob)
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if (W.has_tool_quality(TOOL_SCREWDRIVER))
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if(cover_open)
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cover_open = 0
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to_chat(user, "You screw the panel into place.")
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else
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cover_open = 1
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to_chat(user, "You unscrew the panel.")
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playsound(src, W.usesound, 50, 1)
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update_icon()
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return
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if (istype(W, /obj/item/cell))
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if(cover_open)
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if(cell)
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to_chat(user, "There is a [cell] already installed here.")
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else
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user.drop_item()
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W.loc = src
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cell = W
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to_chat(user, "You insert the [cell].")
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update_icon()
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return
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return ..()
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/obj/item/suit_cooling_unit/update_icon()
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cut_overlays()
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if(cover_open)
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if(cell)
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icon_state = "suitcooler1"
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else
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icon_state = "suitcooler2"
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return
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icon_state = "suitcooler0"
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if(!cell || !on)
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return
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switch(round(cell.percent()))
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if(86 to INFINITY)
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add_overlay("battery-0")
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if(69 to 85)
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add_overlay("battery-1")
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if(52 to 68)
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add_overlay("battery-2")
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if(35 to 51)
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add_overlay("battery-3")
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if(18 to 34)
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add_overlay("battery-4")
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if(-INFINITY to 17)
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add_overlay("battery-5")
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/obj/item/suit_cooling_unit/examine(mob/user)
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. = ..()
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if(Adjacent(user))
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if (on)
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if (attached_to_suit(src.loc))
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. += "It's switched on and running."
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else
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. += "It's switched on, but not attached to anything."
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else
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. += "It is switched off."
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if (cover_open)
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if(cell)
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. += "The panel is open, exposing the [cell]."
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else
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. += "The panel is open."
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if (cell)
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. += "The charge meter reads [round(cell.percent())]%."
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else
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. += "It doesn't have a power cell installed."
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/obj/item/suit_cooling_unit/emergency
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icon_state = "esuitcooler"
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cell = /obj/item/cell
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w_class = ITEMSIZE_NORMAL
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/obj/item/suit_cooling_unit/emergency/update_icon()
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return
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/obj/item/suit_cooling_unit/emergency/get_cell()
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if(on)
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return null // Don't let recharging happen while we're on
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return cell
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/obj/item/suit_cooling_unit/emergency/attackby(obj/item/W as obj, mob/user as mob)
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if (W.has_tool_quality(TOOL_SCREWDRIVER))
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to_chat(user, span_warning("This cooler's cell is permanently installed!"))
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return
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return ..()
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