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VOREStation/code/game/objects/items/devices/suit_cooling.dm
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Cameron Lennox d5849910e5 Begin clickcode attack_self fix (#18797)
* 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
2025-12-29 13:21:10 -05:00

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/obj/item/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/suit_cooler.dmi'
icon_state = "suitcooler0"
item_state = "coolingpack"
slot_flags = SLOT_BACK
//copied from tank.dm
force = 5.0
throwforce = 10.0
throw_speed = 1
throw_range = 4
actions_types = list(/datum/action/item_action/toggle_heatsink)
matter = list(MAT_STEEL = 15000, MAT_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/cell/cell = /obj/item/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
pickup_sound = 'sound/items/pickup/device.ogg'
drop_sound = 'sound/items/drop/device.ogg'
//TODO: make it heat up the surroundings when not in space
/obj/item/suit_cooling_unit/ui_action_click(mob/user, actiontype)
toggle(user)
/obj/item/suit_cooling_unit/Initialize(mapload)
. = ..()
if(ispath(cell))
cell = new cell(src)
/obj/item/suit_cooling_unit/Destroy()
QDEL_NULL(cell)
return ..()
/obj/item/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/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))
var/obj/machinery/atmospherics/unary/cryo_cell/cc = H.loc
return cc.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/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/suit_cooling_unit/proc/turn_on()
if(!cell)
return
if(cell.charge <= 0)
return
on = 1
START_PROCESSING(SSobj, src)
update_icon()
/obj/item/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)
update_icon()
/obj/item/suit_cooling_unit/attack_self(mob/user)
. = ..(user)
if(.)
return TRUE
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
update_icon()
return
toggle(user)
/obj/item/suit_cooling_unit/proc/toggle(var/mob/user)
if(on)
turn_off()
else
turn_on()
to_chat(user, span_notice("You switch \the [src] [on ? "on" : "off"]."))
/obj/item/suit_cooling_unit/attackby(obj/item/W as obj, mob/user as mob)
if (W.has_tool_quality(TOOL_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)
update_icon()
return
if (istype(W, /obj/item/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].")
update_icon()
return
return ..()
/obj/item/suit_cooling_unit/update_icon()
cut_overlays()
if(cover_open)
if(cell)
icon_state = "suitcooler1"
else
icon_state = "suitcooler2"
return
icon_state = "suitcooler0"
if(!cell || !on)
return
switch(round(cell.percent()))
if(86 to INFINITY)
add_overlay("battery-0")
if(69 to 85)
add_overlay("battery-1")
if(52 to 68)
add_overlay("battery-2")
if(35 to 51)
add_overlay("battery-3")
if(18 to 34)
add_overlay("battery-4")
if(-INFINITY to 17)
add_overlay("battery-5")
/obj/item/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/suit_cooling_unit/emergency
icon_state = "esuitcooler"
cell = /obj/item/cell
w_class = ITEMSIZE_NORMAL
/obj/item/suit_cooling_unit/emergency/update_icon()
return
/obj/item/suit_cooling_unit/emergency/get_cell()
if(on)
return null // Don't let recharging happen while we're on
return cell
/obj/item/suit_cooling_unit/emergency/attackby(obj/item/W as obj, mob/user as mob)
if (W.has_tool_quality(TOOL_SCREWDRIVER))
to_chat(user, span_warning("This cooler's cell is permanently installed!"))
return
return ..()