rej merges
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@@ -1,7 +1,7 @@
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/obj/machinery/atmospherics/components/unary/cryo_cell
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name = "cryo cell"
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icon = 'icons/obj/cryogenics.dmi'
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icon_state = "pod0"
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icon_state = "cell-off"
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density = 1
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anchored = 1
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obj_integrity = 350
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@@ -12,7 +12,6 @@
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state_open = FALSE
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var/autoeject = FALSE
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var/volume = 100
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var/running_bob_animation = FALSE
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var/efficiency = 1
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var/sleep_factor = 750
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@@ -88,59 +87,17 @@
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beaker = null
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/obj/machinery/atmospherics/components/unary/cryo_cell/update_icon()
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handle_update_icon()
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/obj/machinery/atmospherics/components/unary/cryo_cell/proc/handle_update_icon() //making another proc to avoid spam in update_icon
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overlays.Cut() //empty the overlay proc, just in case
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if(panel_open)
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icon_state = "pod0-o"
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icon_state = "cell-o"
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else if(state_open)
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icon_state = "pod0"
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icon_state = "cell-open"
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else if(on && is_operational())
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if(occupant)
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var/image/pickle = image(occupant.icon, occupant.icon_state)
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pickle.overlays = occupant.overlays
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pickle.pixel_y = 22
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overlays += pickle
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icon_state = "pod1"
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var/up = 0 //used to see if we are going up or down, 1 is down, 2 is up
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spawn(0) // Without this, the icon update will block. The new thread will die once the occupant leaves.
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running_bob_animation = TRUE
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while(occupant)
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overlays -= "lid1" //have to remove the overlays first, to force an update- remove cloning pod overlay
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overlays -= pickle //remove mob overlay
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switch(pickle.pixel_y) //this looks messy as fuck but it works, switch won't call itself twice
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if(23) //inbetween state, for smoothness
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switch(up) //this is set later in the switch, to keep track of where the mob is supposed to go
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if(2) //2 is up
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pickle.pixel_y = 24 //set to highest
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if(1) //1 is down
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pickle.pixel_y = 22 //set to lowest
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if(22) //mob is at it's lowest
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pickle.pixel_y = 23 //set to inbetween
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up = 2 //have to go up
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if(24) //mob is at it's highest
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pickle.pixel_y = 23 //set to inbetween
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up = 1 //have to go down
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overlays += pickle //re-add the mob to the icon
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overlays += "lid1" //re-add the overlay of the pod, they are inside it, not floating
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sleep(7) //don't want to jiggle violently, just slowly bob
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return
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running_bob_animation = FALSE
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icon_state = "cell-occupied"
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else
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icon_state = "pod1"
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overlays += "lid0" //have to remove the overlays first, to force an update- remove cloning pod overlay
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icon_state = "cell-on"
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else
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icon_state = "pod0"
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overlays += "lid0" //if no occupant, just put the lid overlay on, and ignore the rest
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icon_state = "cell-off"
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/obj/machinery/atmospherics/components/unary/cryo_cell/process()
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..()
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@@ -153,25 +110,26 @@
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return
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var/datum/gas_mixture/air1 = AIR1
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var/turf/T = get_turf(src)
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if(occupant)
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if(occupant.health >= 100) // Don't bother with fully healed people.
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if(isliving(occupant))
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var/mob/living/mob_occupant
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if(mob_occupant.health >= 100) // Don't bother with fully healed people.
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on = FALSE
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update_icon()
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playsound(T, 'sound/machines/cryo_warning.ogg', volume, 1) // Bug the doctors.
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radio.talk_into(src, "Patient fully restored", radio_channel)
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playsound(T, 'sound/machines/cryo_warning.ogg', volume) // Bug the doctors.
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radio.talk_into(src, "Patient fully restored", radio_channel, get_spans(), get_default_language())
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if(autoeject) // Eject if configured.
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radio.talk_into(src, "Auto ejecting patient now", radio_channel,get_spans(), get_default_language())
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radio.talk_into(src, "Auto ejecting patient now", radio_channel, get_spans(), get_default_language())
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open_machine()
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return
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else if(occupant.stat == DEAD) // We don't bother with dead people.
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else if(mob_occupant.stat == DEAD) // We don't bother with dead people.
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return
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if(autoeject) // Eject if configured.
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open_machine()
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return
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if(air1.gases.len)
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if(occupant.bodytemperature < T0C) // Sleepytime. Why? More cryo magic.
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occupant.Sleeping((occupant.bodytemperature / sleep_factor) * 100)
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occupant.Paralyse((occupant.bodytemperature / paralyze_factor) * 100)
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if(mob_occupant.bodytemperature < T0C) // Sleepytime. Why? More cryo magic.
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mob_occupant.Sleeping((mob_occupant.bodytemperature / sleep_factor) * 100)
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mob_occupant.Paralyse((mob_occupant.bodytemperature / paralyze_factor) * 100)
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if(beaker)
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if(reagent_transfer == 0) // Magically transfer reagents. Because cryo magic.
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@@ -191,21 +149,21 @@
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on = FALSE
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update_icon()
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return
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if(occupant)
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var/mob/living/mob_occupant = occupant
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if(isliving(occupant))
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var/mob/living/mob_occupant = occupant
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var/cold_protection = 0
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var/mob/living/carbon/human/H = occupant
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if(istype(H))
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cold_protection = H.get_cold_protection(air1.temperature)
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var/temperature_delta = air1.temperature - mob_occupant.bodytemperature // The only semi-realistic thing here: share temperature between the cell and the occupant.
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var/temperature_delta = air1.temperature - mob_occupant.bodytemperature // The only semi-realistic thing here: share temperature between the cell and the occupant.
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if(abs(temperature_delta) > 1)
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var/air_heat_capacity = air1.heat_capacity()
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var/heat = ((1 - cold_protection) / 10 + conduction_coefficient) \
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* temperature_delta * \
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(air_heat_capacity * heat_capacity / (air_heat_capacity + heat_capacity))
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air1.temperature = max(air1.temperature - heat / air_heat_capacity, TCMB)
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mob_occupant.bodytemperature = max(mob_occupant.bodytemperature + heat / heat_capacity, TCMB)
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mob_occupant.bodytemperature = max(mob_occupant.bodytemperature + heat / heat_capacity, TCMB)
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air1.gases["o2"][MOLES] -= 0.5 / efficiency // Magically consume gas? Why not, we run on cryo magic.
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@@ -243,7 +201,7 @@
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..()
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if(occupant)
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if(on)
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to_chat(user, "[occupant] is inside [src]!")
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to_chat(user, "Someone's inside [src]!")
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else
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to_chat(user, "You can barely make out a form floating in [src].")
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else
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@@ -266,9 +224,11 @@
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I.loc = src
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user.visible_message("[user] places [I] in [src].", \
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"<span class='notice'>You place [I] in [src].</span>")
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var/reagentlist = pretty_string_from_reagent_list(I.reagents.reagent_list)
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log_game("[key_name(user)] added an [I] to cyro containing [reagentlist]")
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return
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if(!on && !occupant && !state_open)
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if(default_deconstruction_screwdriver(user, "pod0-o", "pod0", I))
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if(default_deconstruction_screwdriver(user, "cell-o", "cell-off", I))
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return
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if(exchange_parts(user, I))
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return
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@@ -295,18 +255,18 @@
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data["autoEject"] = autoeject
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var/list/occupantData = list()
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if(occupant)
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var/mob/living/mob_occupant = occupant
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occupantData["name"] = mob_occupant.name
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occupantData["stat"] = mob_occupant.stat
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occupantData["health"] = mob_occupant.health
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occupantData["maxHealth"] = mob_occupant.maxHealth
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if(isliving(occupant))
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var/mob/living/mob_occupant = occupant
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occupantData["name"] = mob_occupant.name
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occupantData["stat"] = mob_occupant.stat
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occupantData["health"] = mob_occupant.health
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occupantData["maxHealth"] = mob_occupant.maxHealth
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occupantData["minHealth"] = HEALTH_THRESHOLD_DEAD
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occupantData["bruteLoss"] = mob_occupant.getBruteLoss()
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occupantData["oxyLoss"] = mob_occupant.getOxyLoss()
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occupantData["toxLoss"] = mob_occupant.getToxLoss()
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occupantData["fireLoss"] = mob_occupant.getFireLoss()
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occupantData["bodyTemperature"] = mob_occupant.bodytemperature
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occupantData["bruteLoss"] = mob_occupant.getBruteLoss()
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occupantData["oxyLoss"] = mob_occupant.getOxyLoss()
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occupantData["toxLoss"] = mob_occupant.getToxLoss()
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occupantData["fireLoss"] = mob_occupant.getFireLoss()
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occupantData["bodyTemperature"] = mob_occupant.bodytemperature
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data["occupant"] = occupantData
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