mirror of
https://github.com/fulpstation/fulpstation.git
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-Turns out there was already a Gaussian PRNG proc already, used by mechs and turrets. I've replaced it with my one as mine has almost half the cost. (currently broken! still waiting for fixes to be pulled!) -replaced between(min, val, max) with Clamp(val, min, max) -get_turf(thing) now uses var/list/locs to locate its turf, rather than iterating up through loc of its loc of its loc...etc -sign(num) moved to maths.dm -InRange(val, min, max) replaced with IsInRange(val, min, max) (they were identical) -Removed ismultitool() iswrench() iscoil() iswire() iswelder() iscrowbar() etc -removed modulus(num) as abs() performs the same task! *roll-eyes* -removed get_mob_with_client_list() as it is no longer needed (we have var/list/player_list now) -removed get_turf_or_move() as it simply called get_turf -removed get_turf_loc() as it was identical to get_turf() *Additions:* -The "Declare Ready" link in the lobby will automatically become "Join Game" if the round starts before you declare ready, so you don't have to click it twice
200 lines
5.0 KiB
Plaintext
200 lines
5.0 KiB
Plaintext
/*
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Every cycle, the pump uses the air in air_in to try and make air_out the perfect pressure.
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node1, air1, network1 correspond to input
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node2, air2, network2 correspond to output
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Thus, the two variables affect pump operation are set in New():
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air1.volume
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This is the volume of gas available to the pump that may be transfered to the output
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air2.volume
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Higher quantities of this cause more air to be perfected later
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but overall network volume is also increased as this increases...
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*/
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obj/machinery/atmospherics/binary/volume_pump
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icon = 'icons/obj/atmospherics/volume_pump.dmi'
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icon_state = "intact_off"
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name = "Volumetric gas pump"
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desc = "A volumetric pump"
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var/on = 0
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var/transfer_rate = 200
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var/frequency = 0
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var/id = null
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var/datum/radio_frequency/radio_connection
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on
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on = 1
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icon_state = "intact_on"
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update_icon()
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if(stat & NOPOWER)
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icon_state = "intact_off"
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else if(node1 && node2)
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icon_state = "intact_[on?("on"):("off")]"
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else
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if(node1)
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icon_state = "exposed_1_off"
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else if(node2)
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icon_state = "exposed_2_off"
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else
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icon_state = "exposed_3_off"
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return
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process()
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// ..()
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if(stat & (NOPOWER|BROKEN))
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return
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if(!on)
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return 0
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// Pump mechanism just won't do anything if the pressure is too high/too low
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var/input_starting_pressure = air1.return_pressure()
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var/output_starting_pressure = air2.return_pressure()
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if((input_starting_pressure < 0.01) || (output_starting_pressure > 9000))
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return 1
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var/transfer_ratio = max(1, transfer_rate/air1.volume)
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var/datum/gas_mixture/removed = air1.remove_ratio(transfer_ratio)
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air2.merge(removed)
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if(network1)
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network1.update = 1
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if(network2)
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network2.update = 1
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return 1
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proc
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set_frequency(new_frequency)
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radio_controller.remove_object(src, frequency)
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frequency = new_frequency
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if(frequency)
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radio_connection = radio_controller.add_object(src, frequency)
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broadcast_status()
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if(!radio_connection)
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return 0
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var/datum/signal/signal = new
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signal.transmission_method = 1 //radio signal
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signal.source = src
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signal.data = list(
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"tag" = id,
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"device" = "APV",
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"power" = on,
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"transfer_rate" = transfer_rate,
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"sigtype" = "status"
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)
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radio_connection.post_signal(src, signal)
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return 1
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interact(mob/user as mob)
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var/dat = {"<b>Power: </b><a href='?src=\ref[src];power=1'>[on?"On":"Off"]</a><br>
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<b>Desirable output flow: </b>
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[round(transfer_rate,1)]l/s | <a href='?src=\ref[src];set_transfer_rate=1'>Change</a>
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"}
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user << browse("<HEAD><TITLE>[src.name] control</TITLE></HEAD><TT>[dat]</TT>", "window=atmo_pump")
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onclose(user, "atmo_pump")
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initialize()
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..()
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set_frequency(frequency)
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receive_signal(datum/signal/signal)
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if(!signal.data["tag"] || (signal.data["tag"] != id) || (signal.data["sigtype"]!="command"))
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return 0
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if("power" in signal.data)
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on = text2num(signal.data["power"])
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if("power_toggle" in signal.data)
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on = !on
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if("set_transfer_rate" in signal.data)
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transfer_rate = Clamp(
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text2num(signal.data["set_transfer_rate"]),
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0,
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air1.volume
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)
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if("status" in signal.data)
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spawn(2)
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broadcast_status()
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return //do not update_icon
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spawn(2)
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broadcast_status()
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update_icon()
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attack_hand(user as mob)
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if(..())
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return
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src.add_fingerprint(usr)
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if(!src.allowed(user))
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user << "\red Access denied."
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return
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usr.set_machine(src)
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interact(user)
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return
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Topic(href,href_list)
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if(..()) return
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if(href_list["power"])
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on = !on
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if(href_list["set_transfer_rate"])
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var/new_transfer_rate = input(usr,"Enter new output volume (0-200l/s)","Flow control",src.transfer_rate) as num
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src.transfer_rate = max(0, min(200, new_transfer_rate))
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usr.set_machine(src)
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src.update_icon()
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src.updateUsrDialog()
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return
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power_change()
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..()
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update_icon()
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attackby(var/obj/item/weapon/W as obj, var/mob/user as mob)
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if (!istype(W, /obj/item/weapon/wrench))
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return ..()
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if (!(stat & NOPOWER) && on)
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user << "\red You cannot unwrench this [src], turn it off first."
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return 1
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var/turf/T = src.loc
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if (level==1 && isturf(T) && T.intact)
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user << "\red You must remove the plating first."
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return 1
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var/datum/gas_mixture/int_air = return_air()
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var/datum/gas_mixture/env_air = loc.return_air()
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if ((int_air.return_pressure()-env_air.return_pressure()) > 2*ONE_ATMOSPHERE)
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user << "\red You cannot unwrench this [src], it too exerted due to internal pressure."
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add_fingerprint(user)
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return 1
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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user << "\blue You begin to unfasten \the [src]..."
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if (do_after(user, 40))
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user.visible_message( \
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"[user] unfastens \the [src].", \
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"\blue You have unfastened \the [src].", \
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"You hear ratchet.")
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new /obj/item/pipe(loc, make_from=src)
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del(src)
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