Files
Aurora.3/code/ZAS/Fire.dm
Lohikar f6dc33a465 Newmap - SMC, Openturf, Arrivals Controller, and Mine Turf Improvements (#1958)
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.

* this is probably important

* Remove cascade disabling SSgarbage

* Fixed a bug where dust() did not qdel the target mob

* Misc fixes

* Fix decals surviving break-to-plating

* Subsystem flag tweaks

* Apparently subsystems are new'd before config is.

* Fix paper icons

* Speculative fix for insane lag

* Better machinery stat

* Make organs not use SSoverlay

* Misc bugfixes & tweaks

* Nightmode fixes

* Changelog for SMC

* Port /tg/'s improved MC crash handling

* Add some more SS Recover() procs

* supply_controller -> SScargo

* More New() -> Initialize()

* pAI and robot construction overlays

* Fix cargo unit tests

* Merge the DMM Suite's atom/New() into atoms_init

* Lighting pre-baking

* Lighting initialization logging

* Fix some bad SS init orders

* Fix SSlighting logging; rename Processes to MC

* Speculative fix for insane GC lag

* Prebaked openturf/icon_smooth & fix lighting prebake

* SS init status; SSatoms LATEQDEL

* Fix bug with MC init stat panel

* Fix parallax

* Misc

* Ignore SS_NO_DISPLAY during init

* apparently this is important

* REEEEEE

* Image GC fixes; broadcaster radio-new sanity

* RCON Cleanup

* Move pAI recruiter into subsystem

* Move global solars list into sun subsystem

* Make chickens not use a global

* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup

* Speed up space init a little

* Fix bad timer flags on floor drying

* Subsystem panic-restart verb for mins

* Explosion speedup

* Minor subsystem & MC logging tweaks

* SSopenturf improvements

* Make pipenet actually initialize (whoops)

* Minor tweaks

* Implement lighting rounding

* comments are hard okay

* Minor lattice tweaks

* Fix some timer issues & better closet init

* Timer sanity

* Request console tweaks + Storage init sanity

* Minor SSmachiner RCON improvements

* Further reduce world-start timer count

* Standardize subsystem logging

* Garbage hard delete profiling from /tg/

* Timer hang detection & recovery

* Log machines that sleep in process() and fuck up SSmachinery

* Fix an issue with external airlocks sleeping in process()

* Failsafe logging

* Minor tweaks

* Revert "Request console tweaks + Storage init sanity"

This reverts commit 98d3579e35.

* Re-implement RC changes

* Fix SQL FT saving

* Fix SSmachinery sleep in disposals

* Minor SS tweaks

* Paper fixes

* Blood drying fixes

* Merge gameticker and SSticker

* Minor global list init cleanup

* Lagcheck biogenerator & bags

* Tweak SScargo init order; RIG Initialize()

* Caching tweaks

* Remove rogue comma

* Initialize fixes

* Lighting destroy cleanup

* Fix emagging airlocks

* Initial SSicon implementation

* Tweaks & Fixes

* Fire + Air alarm queued icon updates

* Overlays + Queued icon cleanup

* Runtime & background fixes

* Kill some meaningless set statements

* Kill some image qdels

* Bump up lighting rounding val

* Fix adv. scanner destroy runtimes

* Remove unneeded icon update limiting

* Move icon smoothing into helpers

* Show a warning if DM 510 compiles without memory leak hack enabled

* Re-organize subsystems & MC defines a little

* Airlock SFX

* Log of Changes

* Make SSicon_update disable itself when not doing anything

* Fix respawn verb runtime when used early in server-init

* Add more information to MC's stat_entry()

* Replace direct refernces to gcDestroyed with QDEL* macros

* plant_controller -> SSplants

* More plant tweaks

* Add more humor to changelog

* Move parallax globals into SSparallax

* Lighting responsiveness tweaks

* Fix parallax init order & better MC init panel stat

* Make mobs GC

* More overlays + Remove intercom spawn()

* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.

* Update changelog

* Mob GC tweaks

* Del() cleanup

* Fix insomniac ZAS connection edges

* Minor pAI cleanup

* Convert more things to SSoverlay; fix duplicated overlay in field gens

* SM Bluespace turf tweaks

* Update SSgarbage debug globals list

* Human-type qdel tweaks

* Subsystem suspension; stat_entry improvements

* SQL Statistics cleanup

* Fix runtimes with ambrosia

* More disable() -> suspend(); fix nightmode again

* Human qdel fix; minor tweaks

* Update turbolift to work with StonedMC

* Make lifts use timers instead of a subsystem

* Make SSassets start earlier

* Convert the radio controller into a subsystem

* Fix some missing CHECK_TICKs in asteroid generation

* MC stat tweaks; make shouldnt_see a typecache

* Kill some redundant debug-controller entries

* radio_controller -> SSradio

* Better SSgarbage hard-del logging from /tg/ upstream

* Logging tweaks + GELF

* Misc client caching improvements

* Slime SSoverlay

* Oven icon fixes

* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.

* Holder tweaks + Welding tool Initialize()

* Fix some bad subsystem logging

* Fix suit cooling units spawning without cells

* Starlight tweaks

* Gibber infinite gib fix

* More SSoverlay stuff

* Make crates use CUT_OVERLAY_IN

* Make SSarrivals suspend instead of disable

* Make openturf use split/phased tick checks

* Speculative fix for unwet timer runtimes

* Blood overlay tweaks/fixes

* Update crusher to play nice with SMC + SSoverlay

* Openturf improvements and fixes

* Minor turbolift tweaks

* Lighting performance improvements + ChangeTurf tweaks

* this is probably important

* Fix wall weld noises on changeturf

* More ChangeTurf tweaks

* Explosion tweaks

* Pre-game lobby tweaks

* Openturf tweaks

* Prevent admins from starting the game before init finishes

* Fix Travis

* Kill an unused var

* Fix ChangeTurf runtimes on openturfs

* Fixes

* Browser datum fixes, asset caching

* Update changelog

* Changelog

* Lobby tweaks

* Ticker tweaks; kill ticker var

* Further lobby tweaks

* Cascade tweaks

* air_master -> SSair

* Reduce overhead from radio autosay

* alarm_manager -> SSalarm

* bomb_processor -> SSexplosives

* corp_regs -> SSlaw

* ZAS overlay fixes

* Small wall icon optimization

* Fix effects master

* Assembly tweaks

* Megavend fixes

* Shuttle fixes

* Camera alert performance improvements

* Fix some world.log spam from lighting overlays

* Fix some Initialize() procs

* Openspace responsiveness tweaks

* Make HE pipes animate through openturfs

* Kill a spawn
2017-05-02 14:40:40 -04:00

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/*
Making Bombs with ZAS:
Get gas to react in an air tank so that it gains pressure. If it gains enough pressure, it goes boom.
The more pressure, the more boom.
If it gains pressure too slowly, it may leak or just rupture instead of exploding.
*/
//#define FIREDBG
#define FIRE_LIGHT_1 2 //These defines are the power of the light given off by fire at various stages
#define FIRE_LIGHT_2 3
#define FIRE_LIGHT_3 4
/turf/var/obj/fire/fire = null
//Some legacy definitions so fires can be started.
atom/proc/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
return null
turf/proc/hotspot_expose(exposed_temperature, exposed_volume, soh = 0)
/turf/simulated/hotspot_expose(exposed_temperature, exposed_volume, soh)
if(fire_protection > world.time-300)
return 0
if(locate(/obj/fire) in src)
return 1
var/datum/gas_mixture/air_contents = return_air()
if(!air_contents || exposed_temperature < PHORON_MINIMUM_BURN_TEMPERATURE)
return 0
var/igniting = 0
var/obj/effect/decal/cleanable/liquid_fuel/liquid = locate() in src
if(air_contents.check_combustability(liquid))
igniting = 1
create_fire(exposed_temperature)
return igniting
/zone/proc/process_fire()
var/datum/gas_mixture/burn_gas = air.remove_ratio(vsc.fire_consuption_rate, fire_tiles.len)
var/firelevel = burn_gas.zburn(src, fire_tiles, force_burn = 1, no_check = 1)
air.merge(burn_gas)
if(firelevel)
for(var/turf/T in fire_tiles)
if(T.fire)
T.fire.firelevel = firelevel
else
var/obj/effect/decal/cleanable/liquid_fuel/fuel = locate() in T
fire_tiles -= T
fuel_objs -= fuel
else
for(var/turf/simulated/T in fire_tiles)
if(istype(T.fire))
T.fire.RemoveFire()
T.fire = null
fire_tiles.Cut()
fuel_objs.Cut()
if(!fire_tiles.len)
SSair.active_fire_zones.Remove(src)
/zone/proc/remove_liquidfuel(var/used_liquid_fuel, var/remove_fire=0)
if(!fuel_objs.len)
return
//As a simplification, we remove fuel equally from all fuel sources. It might be that some fuel sources have more fuel,
//some have less, but whatever. It will mean that sometimes we will remove a tiny bit less fuel then we intended to.
var/fuel_to_remove = used_liquid_fuel/(fuel_objs.len*LIQUIDFUEL_AMOUNT_TO_MOL) //convert back to liquid volume units
for(var/O in fuel_objs)
var/obj/effect/decal/cleanable/liquid_fuel/fuel = O
if(!istype(fuel))
fuel_objs -= fuel
continue
fuel.amount -= fuel_to_remove
if(fuel.amount <= 0)
fuel_objs -= fuel
if(remove_fire)
var/turf/T = fuel.loc
if(istype(T) && T.fire) qdel(T.fire)
qdel(fuel)
/turf/proc/create_fire(fl)
return 0
/turf/simulated/create_fire(fl)
if(fire)
fire.firelevel = max(fl, fire.firelevel)
return 1
if(!zone)
return 1
fire = new(src, fl)
SSair.active_fire_zones |= zone
var/obj/effect/decal/cleanable/liquid_fuel/fuel = locate() in src
zone.fire_tiles |= src
if(fuel) zone.fuel_objs += fuel
return 0
/obj/fire
//Icon for fire on turfs.
anchored = 1
mouse_opacity = 0
blend_mode = BLEND_ADD
icon = 'icons/effects/fire.dmi'
icon_state = "1"
light_color = "#ED9200"
layer = TURF_LAYER
var/firelevel = 1 //Calculated by gas_mixture.calculate_firelevel()
/obj/fire/process()
. = 1
var/turf/simulated/my_tile = loc
if(!istype(my_tile) || !my_tile.zone)
if(my_tile && my_tile.fire == src)
my_tile.fire = null
RemoveFire()
return 1
var/datum/gas_mixture/air_contents = my_tile.return_air()
if(firelevel > 6)
icon_state = "3"
set_light(7, FIRE_LIGHT_3, no_update = TRUE) // We set color later in the proc, that should trigger an update.
else if(firelevel > 2.5)
icon_state = "2"
set_light(5, FIRE_LIGHT_2, no_update = TRUE)
else
icon_state = "1"
set_light(3, FIRE_LIGHT_1, no_update = TRUE)
for(var/mob/living/L in loc)
L.FireBurn(firelevel, air_contents.temperature, air_contents.return_pressure()) //Burn the mobs!
loc.fire_act(air_contents, air_contents.temperature, air_contents.volume)
for(var/atom/A in loc)
A.fire_act(air_contents, air_contents.temperature, air_contents.volume)
//spread
for(var/direction in cardinal)
var/turf/simulated/enemy_tile = get_step(my_tile, direction)
if(istype(enemy_tile))
if(my_tile.open_directions & direction) //Grab all valid bordering tiles
if(!enemy_tile.zone || enemy_tile.fire)
continue
//if(!enemy_tile.zone.fire_tiles.len) TODO - optimize
var/datum/gas_mixture/acs = enemy_tile.return_air()
var/obj/effect/decal/cleanable/liquid_fuel/liquid = locate() in enemy_tile
if(!acs || !acs.check_combustability(liquid))
continue
//If extinguisher mist passed over the turf it's trying to spread to, don't spread and
//reduce firelevel.
if(enemy_tile.fire_protection > world.time-30)
firelevel -= 1.5
continue
//Spread the fire.
if(prob( 50 + 50 * (firelevel/vsc.fire_firelevel_multiplier) ) && my_tile.CanPass(null, enemy_tile, 0,0) && enemy_tile.CanPass(null, my_tile, 0,0))
enemy_tile.create_fire(firelevel)
else
enemy_tile.adjacent_fire_act(loc, air_contents, air_contents.temperature, air_contents.volume)
animate(src, color = fire_color(air_contents.temperature), 5)
set_light(l_color = color)
/obj/fire/New(newLoc,fl)
..()
if(!istype(loc, /turf))
qdel(src)
return
set_dir(pick(cardinal))
var/datum/gas_mixture/air_contents = loc.return_air()
color = fire_color(air_contents.temperature)
set_light(3, 1, color)
firelevel = fl
SSair.active_hotspots.Add(src)
/obj/fire/proc/fire_color(var/env_temperature)
var/temperature = max(4000*sqrt(firelevel/vsc.fire_firelevel_multiplier), env_temperature)
return heat2color(temperature)
/obj/fire/Destroy()
RemoveFire()
return ..()
/obj/fire/proc/RemoveFire()
var/turf/T = loc
if (istype(T))
set_light(0)
T.fire = null
loc = null
SSair.active_hotspots.Remove(src)
/turf/simulated/var/fire_protection = 0 //Protects newly extinguished tiles from being overrun again.
/turf/proc/apply_fire_protection()
/turf/simulated/apply_fire_protection()
fire_protection = world.time
//Returns the firelevel
/datum/gas_mixture/proc/zburn(zone/zone, force_burn, no_check = 0)
. = 0
if((temperature > PHORON_MINIMUM_BURN_TEMPERATURE || force_burn) && (no_check ||check_recombustability(zone? zone.fuel_objs : null)))
#ifdef FIREDBG
log_debug("***************** FIREDBG *****************")
log_debug("Burning [zone? zone.name : "zoneless gas_mixture"]!")
#endif
var/gas_fuel = 0
var/liquid_fuel = 0
var/total_fuel = 0
var/total_oxidizers = 0
//*** Get the fuel and oxidizer amounts
for(var/g in gas)
if(gas_data.flags[g] & XGM_GAS_FUEL)
gas_fuel += gas[g]
if(gas_data.flags[g] & XGM_GAS_OXIDIZER)
total_oxidizers += gas[g]
gas_fuel *= group_multiplier
total_oxidizers *= group_multiplier
//Liquid Fuel
var/fuel_area = 0
if(zone)
for(var/obj/effect/decal/cleanable/liquid_fuel/fuel in zone.fuel_objs)
liquid_fuel += fuel.amount*LIQUIDFUEL_AMOUNT_TO_MOL
fuel_area++
total_fuel = gas_fuel + liquid_fuel
if(total_fuel <= 0.005)
return 0
//*** Determine how fast the fire burns
//get the current thermal energy of the gas mix
//this must be taken here to prevent the addition or deletion of energy by a changing heat capacity
var/starting_energy = temperature * heat_capacity()
//determine how far the reaction can progress
var/reaction_limit = min(total_oxidizers*(FIRE_REACTION_FUEL_AMOUNT/FIRE_REACTION_OXIDIZER_AMOUNT), total_fuel) //stoichiometric limit
//vapour fuels are extremely volatile! The reaction progress is a percentage of the total fuel (similar to old zburn).)
var/gas_firelevel = calculate_firelevel(gas_fuel, total_oxidizers, reaction_limit, volume*group_multiplier) / vsc.fire_firelevel_multiplier
var/min_burn = 0.30*volume*group_multiplier/CELL_VOLUME //in moles - so that fires with very small gas concentrations burn out fast
var/gas_reaction_progress = min(max(min_burn, gas_firelevel*gas_fuel)*FIRE_GAS_BURNRATE_MULT, gas_fuel)
//liquid fuels are not as volatile, and the reaction progress depends on the size of the area that is burning. Limit the burn rate to a certain amount per area.
var/liquid_firelevel = calculate_firelevel(liquid_fuel, total_oxidizers, reaction_limit, 0) / vsc.fire_firelevel_multiplier
var/liquid_reaction_progress = min((liquid_firelevel*0.2 + 0.05)*fuel_area*FIRE_LIQUID_BURNRATE_MULT, liquid_fuel)
var/firelevel = (gas_fuel*gas_firelevel + liquid_fuel*liquid_firelevel)/total_fuel
var/total_reaction_progress = gas_reaction_progress + liquid_reaction_progress
var/used_fuel = min(total_reaction_progress, reaction_limit)
var/used_oxidizers = used_fuel*(FIRE_REACTION_OXIDIZER_AMOUNT/FIRE_REACTION_FUEL_AMOUNT)
#ifdef FIREDBG
log_debug("gas_fuel = [gas_fuel], liquid_fuel = [liquid_fuel], total_oxidizers = [total_oxidizers]")
log_debug("fuel_area = [fuel_area], total_fuel = [total_fuel], reaction_limit = [reaction_limit]")
log_debug("firelevel -> [firelevel] (gas: [gas_firelevel], liquid: [liquid_firelevel])")
log_debug("liquid_reaction_progress = [liquid_reaction_progress]")
log_debug("gas_reaction_progress = [gas_reaction_progress]")
log_debug("total_reaction_progress = [total_reaction_progress]")
log_debug("used_fuel = [used_fuel], used_oxidizers = [used_oxidizers]; ")
#endif
//if the reaction is progressing too slow then it isn't self-sustaining anymore and burns out
if(zone) //be less restrictive with canister and tank reactions
if((!liquid_fuel || used_fuel <= FIRE_LIQUD_MIN_BURNRATE) && (!gas_fuel || used_fuel <= FIRE_GAS_MIN_BURNRATE*zone.contents.len))
return 0
//*** Remove fuel and oxidizer, add carbon dioxide and heat
//remove and add gasses as calculated
var/used_gas_fuel = min(max(0.25, used_fuel*(gas_reaction_progress/total_reaction_progress)), gas_fuel) //remove in proportion to the relative reaction progress
var/used_liquid_fuel = min(max(0.25, used_fuel-used_gas_fuel), liquid_fuel)
//remove_by_flag() and adjust_gas() handle the group_multiplier for us.
remove_by_flag(XGM_GAS_OXIDIZER, used_oxidizers)
remove_by_flag(XGM_GAS_FUEL, used_gas_fuel)
adjust_gas("carbon_dioxide", used_oxidizers)
if(zone)
zone.remove_liquidfuel(used_liquid_fuel, !check_combustability())
//calculate the energy produced by the reaction and then set the new temperature of the mix
temperature = (starting_energy + vsc.fire_fuel_energy_release * (used_gas_fuel + used_liquid_fuel)) / heat_capacity()
update_values()
#ifdef FIREDBG
log_debug("used_gas_fuel = [used_gas_fuel]; used_liquid_fuel = [used_liquid_fuel]; total = [used_fuel]")
log_debug("new temperature = [temperature]; new pressure = [return_pressure()]")
#endif
return firelevel
datum/gas_mixture/proc/check_recombustability(list/fuel_objs)
. = 0
for(var/g in gas)
if(gas_data.flags[g] & XGM_GAS_OXIDIZER && gas[g] >= 0.1)
. = 1
break
if(!.)
return 0
if(fuel_objs && fuel_objs.len)
return 1
. = 0
for(var/g in gas)
if(gas_data.flags[g] & XGM_GAS_FUEL && gas[g] >= 0.1)
. = 1
break
/datum/gas_mixture/proc/check_combustability(obj/effect/decal/cleanable/liquid_fuel/liquid=null)
. = 0
for(var/g in gas)
if(gas_data.flags[g] & XGM_GAS_OXIDIZER && QUANTIZE(gas[g] * vsc.fire_consuption_rate) >= 0.1)
. = 1
break
if(!.)
return 0
if(liquid)
return 1
. = 0
for(var/g in gas)
if(gas_data.flags[g] & XGM_GAS_FUEL && QUANTIZE(gas[g] * vsc.fire_consuption_rate) >= 0.005)
. = 1
break
//returns a value between 0 and vsc.fire_firelevel_multiplier
/datum/gas_mixture/proc/calculate_firelevel(total_fuel, total_oxidizers, reaction_limit, gas_volume)
//Calculates the firelevel based on one equation instead of having to do this multiple times in different areas.
var/firelevel = 0
var/total_combustables = (total_fuel + total_oxidizers)
var/active_combustables = (FIRE_REACTION_OXIDIZER_AMOUNT/FIRE_REACTION_FUEL_AMOUNT + 1)*reaction_limit
if(total_combustables > 0)
//slows down the burning when the concentration of the reactants is low
var/damping_multiplier = min(1, active_combustables / (total_moles/group_multiplier))
//weight the damping mult so that it only really brings down the firelevel when the ratio is closer to 0
damping_multiplier = 2*damping_multiplier - (damping_multiplier*damping_multiplier)
//calculates how close the mixture of the reactants is to the optimum
//fires burn better when there is more oxidizer -- too much fuel will choke the fire out a bit, reducing firelevel.
var/mix_multiplier = 1 / (1 + (5 * ((total_fuel / total_combustables) ** 2)))
#ifdef FIREDBG
ASSERT(damping_multiplier <= 1)
ASSERT(mix_multiplier <= 1)
#endif
//toss everything together -- should produce a value between 0 and fire_firelevel_multiplier
firelevel = vsc.fire_firelevel_multiplier * mix_multiplier * damping_multiplier
return max( 0, firelevel)
/mob/living/proc/FireBurn(var/firelevel, var/last_temperature, var/pressure)
var/mx = 5 * firelevel/vsc.fire_firelevel_multiplier * min(pressure / ONE_ATMOSPHERE, 1)
apply_damage(2.5*mx, BURN)
/mob/living/carbon/human/FireBurn(var/firelevel, var/last_temperature, var/pressure)
//Burns mobs due to fire. Respects heat transfer coefficients on various body parts.
//Due to TG reworking how fireprotection works, this is kinda less meaningful.
var/head_exposure = 1
var/chest_exposure = 1
var/groin_exposure = 1
var/legs_exposure = 1
var/arms_exposure = 1
//Get heat transfer coefficients for clothing.
for(var/obj/item/clothing/C in src)
if(l_hand == C || r_hand == C)
continue
if( C.max_heat_protection_temperature >= last_temperature )
if(C.body_parts_covered & HEAD)
head_exposure = 0
if(C.body_parts_covered & UPPER_TORSO)
chest_exposure = 0
if(C.body_parts_covered & LOWER_TORSO)
groin_exposure = 0
if(C.body_parts_covered & LEGS)
legs_exposure = 0
if(C.body_parts_covered & ARMS)
arms_exposure = 0
//minimize this for low-pressure enviroments
var/mx = 5 * firelevel/vsc.fire_firelevel_multiplier * min(pressure / ONE_ATMOSPHERE, 1)
//Always check these damage procs first if fire damage isn't working. They're probably what's wrong.
apply_damage(2.5*mx*head_exposure, BURN, "head", 0, 0, "Fire")
apply_damage(2.5*mx*chest_exposure, BURN, "chest", 0, 0, "Fire")
apply_damage(2.0*mx*groin_exposure, BURN, "groin", 0, 0, "Fire")
apply_damage(0.6*mx*legs_exposure, BURN, "l_leg", 0, 0, "Fire")
apply_damage(0.6*mx*legs_exposure, BURN, "r_leg", 0, 0, "Fire")
apply_damage(0.4*mx*arms_exposure, BURN, "l_arm", 0, 0, "Fire")
apply_damage(0.4*mx*arms_exposure, BURN, "r_arm", 0, 0, "Fire")
#undef FIRE_LIGHT_1
#undef FIRE_LIGHT_2
#undef FIRE_LIGHT_3