Files
Bubberstation/code/game/objects/items/tanks/tanks.dm
grungussuss 58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00

577 lines
20 KiB
Plaintext

/// How much time (in seconds) is assumed to pass while assuming air. Used to scale overpressure/overtemp damage when assuming air.
#define ASSUME_AIR_DT_FACTOR 1
/// Multiplies the pressure of assembly bomb explosions before it's put through THE LOGARITHM
#define ASSEMBLY_BOMB_COEFFICIENT 0.5
/// Base of the logarithmic function used to calculate assembly bomb explosion size
#define ASSEMBLY_BOMB_BASE 2.7
/**
* # Gas Tank
*
* Handheld gas canisters
* Can rupture explosively if overpressurized
*/
/obj/item/tank
name = "tank"
icon = 'icons/obj/canisters.dmi'
icon_state = "generic"
inhand_icon_state = "generic_tank"
lefthand_file = 'icons/mob/inhands/equipment/tanks_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tanks_righthand.dmi'
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BACK
worn_icon = 'icons/mob/clothing/back.dmi' //since these can also get thrown into suit storage slots. if something goes on the belt, set this to null.
hitsound = 'sound/items/weapons/smash.ogg'
pickup_sound = 'sound/items/handling/gas_tank/gas_tank_pick_up.ogg'
drop_sound = 'sound/items/handling/gas_tank/gas_tank_drop.ogg'
sound_vary = TRUE
pressure_resistance = ONE_ATMOSPHERE * 5
force = 5
throwforce = 10
throw_speed = 1
throw_range = 4
demolition_mod = 1.25
custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*5)
actions_types = list(/datum/action/item_action/set_internals)
armor_type = /datum/armor/item_tank
integrity_failure = 0.5
/// If we are in the process of exploding, stops multi explosions
var/igniting = FALSE
/// The gases this tank contains. Don't modify this directly, use return_air() to get it instead
var/datum/gas_mixture/air_contents = null
/// The volume of this tank. Among other things gas tank explosions (including TTVs) scale off of this. Be sure to account for that if you change this or you will break ~~toxins~~ ordinance.
var/volume = TANK_STANDARD_VOLUME
/// Whether the tank is currently leaking.
var/leaking = FALSE
/// The pressure of the gases this tank supplies to internals.
var/distribute_pressure = ONE_ATMOSPHERE
/// Icon state when in a tank holder. Null makes it incompatible with tank holder.
var/tank_holder_icon_state = "holder_generic"
///Used by process() to track if there's a reason to process each tick
var/excited = TRUE
/// How our particular tank explodes.
var/list/explosion_info
/// List containing reactions happening inside our tank.
var/list/reaction_info
/// Mob that is currently breathing from the tank.
var/mob/living/carbon/breathing_mob = null
/// Attached assembly, can either detonate the tank or release its contents when receiving a signal
var/obj/item/assembly_holder/tank_assembly
/// Whether or not it will try to explode when it receives a signal
var/bomb_status = FALSE
/// Closes the tank if dropped while open.
/datum/armor/item_tank
bomb = 10
fire = 80
acid = 30
/obj/item/tank/dropped(mob/living/user, silent)
. = ..()
// Close open air tank if its current user got sent to the shadowrealm.
if (QDELETED(breathing_mob))
breathing_mob = null
return
// Close open air tank if it got dropped by its current user.
if (loc != breathing_mob)
breathing_mob.cutoff_internals()
/// Closes the tank if given to another mob while open.
/obj/item/tank/equipped(mob/living/user, slot, initial)
. = ..()
// Close open air tank if it was equipped by a mob other than the current user.
if (breathing_mob && (user != breathing_mob))
breathing_mob.cutoff_internals()
/// Called by carbons after they connect the tank to their breathing apparatus.
/obj/item/tank/proc/after_internals_opened(mob/living/carbon/carbon_target)
breathing_mob = carbon_target
playsound(loc, 'sound/items/internals/internals_on.ogg', 15, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
RegisterSignal(carbon_target, COMSIG_MOB_GET_STATUS_TAB_ITEMS, PROC_REF(get_status_tab_item))
/// Called by carbons after they disconnect the tank from their breathing apparatus.
/obj/item/tank/proc/after_internals_closed(mob/living/carbon/carbon_target)
breathing_mob = null
playsound(loc, 'sound/items/internals/internals_off.ogg', 15, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
UnregisterSignal(carbon_target, COMSIG_MOB_GET_STATUS_TAB_ITEMS)
/obj/item/tank/proc/get_status_tab_item(mob/living/source, list/items)
SIGNAL_HANDLER
items += "Internal Atmosphere Info: [name]"
items += "Tank Pressure: [air_contents.return_pressure()] kPa"
items += "Distribution Pressure: [distribute_pressure] kPa"
/// Attempts to toggle the mob's internals on or off using this tank. Returns TRUE if successful.
/obj/item/tank/proc/toggle_internals(mob/living/carbon/mob_target)
return mob_target.toggle_internals(src)
/obj/item/tank/ui_action_click(mob/user)
toggle_internals(user)
/obj/item/tank/Initialize(mapload)
. = ..()
if(tank_holder_icon_state)
AddComponent(/datum/component/container_item/tank_holder, tank_holder_icon_state)
air_contents = new(volume) //liters
air_contents.temperature = T20C
populate_gas()
reaction_info = list()
explosion_info = list()
AddComponent(/datum/component/atmos_reaction_recorder, reset_criteria = list(COMSIG_GASMIX_MERGING = air_contents, COMSIG_GASMIX_REMOVING = air_contents), target_list = reaction_info)
// This is separate from the reaction recorder.
// In this case we are only listening to determine if the tank is overpressurized but not destroyed.
RegisterSignal(air_contents, COMSIG_GASMIX_MERGED, PROC_REF(merging_information))
START_PROCESSING(SSobj, src)
/obj/item/tank/proc/populate_gas()
return
/obj/item/tank/Destroy()
STOP_PROCESSING(SSobj, src)
air_contents = null
QDEL_NULL(tank_assembly)
return ..()
/obj/item/tank/update_overlays()
. = ..()
if(tank_assembly)
. += tank_assembly.icon_state
. += tank_assembly.overlays
. += "bomb_assembly"
/obj/item/tank/examine(mob/user)
var/obj/icon = src
. = ..()
if(istype(loc, /obj/item/assembly))
icon = loc
if(!in_range(src, user) && !isobserver(user))
if(icon == src)
. += span_notice("If you want any more information you'll need to get closer.")
return
. += span_notice("The pressure gauge reads [round(air_contents.return_pressure(),0.01)] kPa.")
var/celsius_temperature = air_contents.temperature-T0C
var/descriptive
if (celsius_temperature < 20)
descriptive = "cold"
else if (celsius_temperature < 40)
descriptive = "room temperature"
else if (celsius_temperature < 80)
descriptive = "lukewarm"
else if (celsius_temperature < 100)
descriptive = "warm"
else if (celsius_temperature < 300)
descriptive = "hot"
else
descriptive = "furiously hot"
. += span_notice("It feels [descriptive].")
if(tank_assembly)
. += span_warning("There is some kind of device [EXAMINE_HINT("rigged")] to the tank!")
/obj/item/tank/atom_deconstruct(disassembled = TRUE)
var/atom/location = loc
if(location)
location.assume_air(air_contents)
playsound(location, 'sound/effects/spray.ogg', 10, TRUE, -3)
return ..()
/obj/item/tank/suicide_act(mob/living/user)
var/mob/living/carbon/human/human_user = user
user.visible_message(span_suicide("[user] is putting [src]'s valve to [user.p_their()] lips! It looks like [user.p_theyre()] trying to commit suicide!"))
playsound(loc, 'sound/effects/spray.ogg', 10, TRUE, -3)
if(!QDELETED(human_user) && air_contents && air_contents.return_pressure() >= 1000)
ADD_TRAIT(human_user, TRAIT_DISFIGURED, TRAIT_GENERIC)
human_user.inflate_gib()
return MANUAL_SUICIDE
to_chat(user, span_warning("There isn't enough pressure in [src] to commit suicide with..."))
return SHAME
/obj/item/tank/attackby(obj/item/attacking_item, mob/user, params)
add_fingerprint(user)
if(istype(attacking_item, /obj/item/assembly_holder))
if(tank_assembly)
balloon_alert(user, "something already attached!")
return ITEM_INTERACT_BLOCKING
bomb_assemble(attacking_item, user)
return ITEM_INTERACT_SUCCESS
return ..()
/obj/item/tank/wrench_act(mob/living/user, obj/item/tool)
if(tank_assembly)
tool.play_tool_sound(src)
bomb_disassemble(user)
return ITEM_INTERACT_SUCCESS
return ..()
/obj/item/tank/welder_act(mob/living/user, obj/item/tool)
if(bomb_status)
balloon_alert(user, "already welded!")
return ITEM_INTERACT_BLOCKING
if(tool.use_tool(src, user, 0, volume=40))
bomb_status = TRUE
balloon_alert(user, "bomb armed")
log_bomber(user, "welded a single tank bomb,", src, "| Temp: [air_contents.temperature] Pressure: [air_contents.return_pressure()]")
add_fingerprint(user)
return ITEM_INTERACT_SUCCESS
return ..()
/obj/item/tank/ui_state(mob/user)
return GLOB.hands_state
/obj/item/tank/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Tank", name)
ui.open()
/obj/item/tank/ui_static_data(mob/user)
. = list (
"defaultReleasePressure" = round(TANK_DEFAULT_RELEASE_PRESSURE),
"minReleasePressure" = round(TANK_MIN_RELEASE_PRESSURE),
"maxReleasePressure" = round(TANK_MAX_RELEASE_PRESSURE),
"leakPressure" = round(TANK_LEAK_PRESSURE),
"fragmentPressure" = round(TANK_FRAGMENT_PRESSURE)
)
/obj/item/tank/ui_data(mob/user)
. = list(
"tankPressure" = round(air_contents.return_pressure()),
"releasePressure" = round(distribute_pressure)
)
var/mob/living/carbon/carbon_user = user
if(!istype(carbon_user))
carbon_user = loc
if(istype(carbon_user) && (carbon_user.external == src || carbon_user.internal == src))
.["connected"] = TRUE
/obj/item/tank/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
switch(action)
if("pressure")
var/pressure = params["pressure"]
if(pressure == "reset")
pressure = initial(distribute_pressure)
. = TRUE
else if(pressure == "min")
pressure = TANK_MIN_RELEASE_PRESSURE
. = TRUE
else if(pressure == "max")
pressure = TANK_MAX_RELEASE_PRESSURE
. = TRUE
else if(text2num(pressure) != null)
pressure = text2num(pressure)
. = TRUE
if(.)
distribute_pressure = clamp(round(pressure), TANK_MIN_RELEASE_PRESSURE, TANK_MAX_RELEASE_PRESSURE)
/obj/item/tank/remove_air(amount)
START_PROCESSING(SSobj, src)
return air_contents.remove(amount)
/obj/item/tank/return_air()
START_PROCESSING(SSobj, src)
return air_contents
/obj/item/tank/return_analyzable_air()
return air_contents
/obj/item/tank/assume_air(datum/gas_mixture/giver)
START_PROCESSING(SSobj, src)
air_contents.merge(giver)
handle_tolerances(ASSUME_AIR_DT_FACTOR)
return TRUE
/**
* Removes some volume of the tanks gases as the tanks distribution pressure.
*
* Arguments:
* - volume_to_return: The amount of volume to remove from the tank.
*/
/obj/item/tank/proc/remove_air_volume(volume_to_return)
if(!air_contents)
return null
var/tank_pressure = air_contents.return_pressure()
var/actual_distribute_pressure = clamp(tank_pressure, 0, distribute_pressure)
// Lets do some algebra to understand why this works, yeah?
// R_IDEAL_GAS_EQUATION is (kPa * L) / (K * mol) by the by, so the units in this equation look something like this
// kpa * L / (R_IDEAL_GAS_EQUATION * K)
// Or restated (kpa * L / K) * 1/R_IDEAL_GAS_EQUATION
// (kpa * L * K * mol) / (kpa * L * K)
// If we cancel it all out, we get moles, which is the expected unit
// This sort of thing comes up often in atmos, keep the tool in mind for other bits of code
var/moles_needed = actual_distribute_pressure*volume_to_return/(R_IDEAL_GAS_EQUATION*air_contents.temperature)
return remove_air(moles_needed)
/obj/item/tank/process(seconds_per_tick)
if(!air_contents)
return
//Allow for reactions
excited = (excited | air_contents.react(src))
excited = (excited | handle_tolerances(seconds_per_tick))
excited = (excited | leaking)
if(!excited)
STOP_PROCESSING(SSobj, src)
excited = FALSE
if(QDELETED(src) || !leaking || !air_contents)
return
var/atom/location = loc
if(!location)
return
var/datum/gas_mixture/leaked_gas = air_contents.remove_ratio(0.25)
location.assume_air(leaked_gas)
/**
* Handles the minimum and maximum pressure tolerances of the tank.
*
* Returns true if it did anything of significance, false otherwise
* Arguments:
* - seconds_per_tick: How long has passed between ticks.
*/
/obj/item/tank/proc/handle_tolerances(seconds_per_tick)
if(!air_contents)
return FALSE
var/pressure = air_contents.return_pressure()
var/temperature = air_contents.return_temperature()
if(temperature >= TANK_MELT_TEMPERATURE)
var/temperature_damage_ratio = (temperature - TANK_MELT_TEMPERATURE) / temperature
take_damage(max_integrity * temperature_damage_ratio * seconds_per_tick, BURN, FIRE, FALSE, NONE)
if(QDELETED(src))
return TRUE
if(pressure >= TANK_LEAK_PRESSURE)
var/pressure_damage_ratio = (pressure - TANK_LEAK_PRESSURE) / (TANK_RUPTURE_PRESSURE - TANK_LEAK_PRESSURE)
take_damage(max_integrity * pressure_damage_ratio * seconds_per_tick, BRUTE, BOMB, FALSE, NONE)
return TRUE
return FALSE
/// Handles the tank springing a leak.
/obj/item/tank/atom_break(damage_flag)
. = ..()
if(leaking)
return
leaking = TRUE
START_PROCESSING(SSobj, src)
if(atom_integrity < 0) // So we don't play the alerts while we are exploding or rupturing.
return
visible_message(span_warning("[src] springs a leak!"))
playsound(src, 'sound/effects/spray.ogg', 10, TRUE, -3)
/// Handles rupturing and fragmenting
/obj/item/tank/atom_destruction(damage_flag)
if(!air_contents)
return ..()
/// Handle fragmentation
var/pressure = air_contents.return_pressure()
if(pressure > TANK_FRAGMENT_PRESSURE)
if(!istype(loc, /obj/item/transfer_valve))
log_bomber(get_mob_by_key(fingerprintslast), "was last key to touch", src, "which ruptured explosively")
//Give the gas a chance to build up more pressure through reacting
air_contents.react(src)
pressure = air_contents.return_pressure()
// As of writing this this is calibrated to maxcap at 140L and 160atm.
var/power = (air_contents.volume * (pressure - TANK_FRAGMENT_PRESSURE)) / TANK_FRAGMENT_SCALE
log_atmos("[type] exploded with a power of [power] and a mix of ", air_contents)
dyn_explosion(src, power, flash_range = 1.5, ignorecap = FALSE)
return ..()
/obj/item/tank/proc/merging_information()
SIGNAL_HANDLER
if(air_contents.return_pressure() > TANK_FRAGMENT_PRESSURE)
explosion_info += TANK_MERGE_OVERPRESSURE
/obj/item/tank/proc/explosion_information()
return list(TANK_RESULTS_REACTION = reaction_info, TANK_RESULTS_MISC = explosion_info)
/obj/item/tank/on_found(mob/finder) //for mousetraps
. = ..()
if(tank_assembly)
tank_assembly.on_found(finder)
/obj/item/tank/attack_hand() //also for mousetraps
if(..())
return
if(tank_assembly)
tank_assembly.attack_hand()
/obj/item/tank/attack_self(mob/user, modifiers)
if (tank_assembly)
tank_assembly.attack_self(user)
return TRUE
return ..()
/obj/item/tank/attack_self_secondary(mob/user, modifiers)
. = ..()
ui_interact(user)
/obj/item/tank/Move()
. = ..()
if(tank_assembly)
tank_assembly.setDir(dir)
/obj/item/tank/dropped()
. = ..()
if(tank_assembly)
tank_assembly.dropped()
/obj/item/tank/IsSpecialAssembly()
return TRUE
/obj/item/tank/receive_signal() //This is mainly called by the sensor through sense() to the holder, and from the holder to here.
audible_message(span_warning("[icon2html(src, hearers(src))] *beep* *beep* *beep*"))
playsound(src, 'sound/machines/beep/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
addtimer(CALLBACK(src, PROC_REF(ignite)), 1 SECONDS)
/// Attaches an assembly holder to the tank to create a bomb.
/obj/item/tank/proc/bomb_assemble(obj/item/assembly_holder/assembly, mob/living/user)
//Check if either part of the assembly has an igniter, but if both parts are igniters, then fuck it
var/igniter_count = 0
for(var/obj/item/assembly/igniter/attached_assembly in assembly.assemblies)
igniter_count++
if(LAZYLEN(assembly.assemblies) == igniter_count)
return
if(isitem(loc)) // we are in a storage item
balloon_alert(user, "can't reach!")
return
if((src in user.get_equipped_items(INCLUDE_POCKETS | INCLUDE_ACCESSORIES)) && !user.canUnEquip(src))
balloon_alert(user, "it's stuck!")
return
if(!user.canUnEquip(assembly))
balloon_alert(user, "it's stuck!")
return
if(!user.transferItemToLoc(assembly, src))
balloon_alert(user, "it's stuck!")
return
tank_assembly = assembly //Tell the tank about its assembly part
assembly.master = src //Tell the assembly about its new owner
assembly.on_attach()
update_weight_class(WEIGHT_CLASS_BULKY)
balloon_alert(user, "bomb assembled")
update_appearance(UPDATE_OVERLAYS)
/// Detaches an assembly holder from the tank, disarming the bomb
/obj/item/tank/proc/bomb_disassemble(mob/user)
bomb_status = FALSE
balloon_alert(user, "bomb disarmed")
if(!tank_assembly)
CRASH("bomb_disassemble() called on a tank with no assembly!")
user.put_in_hands(tank_assembly)
tank_assembly.master = null
tank_assembly = null
update_weight_class(initial(w_class))
update_appearance(UPDATE_OVERLAYS)
/// Ignites the contents of the tank. Called when receiving a signal if the tank is welded and has an igniter attached.
/obj/item/tank/proc/ignite()
if(!bomb_status) // if it isn't welded, release the gases instead
release()
return
// check to make sure it's not already exploding before exploding it
if(igniting)
CRASH("ignite() called multiple times on [type]")
igniting = TRUE
var/datum/gas_mixture/our_mix = return_air()
our_mix.assert_gases(/datum/gas/plasma, /datum/gas/oxygen)
var/fuel_moles = our_mix.gases[/datum/gas/plasma][MOLES] + our_mix.gases[/datum/gas/oxygen][MOLES]/6
our_mix.garbage_collect()
var/datum/gas_mixture/bomb_mixture = our_mix.copy()
var/strength = 1
var/turf/ground_zero = get_turf(loc)
/// Used to determine what the temperature of the hotspot when it isn't able to explode
var/igniter_temperature = 0
for(var/obj/item/assembly/igniter/firestarter in tank_assembly.assemblies)
igniter_temperature = max(igniter_temperature, firestarter.heat)
if(!igniter_temperature)
CRASH("[type] called ignite() without any igniters attached")
if(bomb_mixture.temperature > (T0C + 400))
strength = (fuel_moles/15)
if(strength >= 2)
explosion(ground_zero, devastation_range = round(strength,1), heavy_impact_range = round(strength*2,1), light_impact_range = round(strength*3,1), flash_range = round(strength*4,1), explosion_cause = src)
else if(strength >= 1)
explosion(ground_zero, devastation_range = round(strength,1), heavy_impact_range = round(strength*2,1), light_impact_range = round(strength*2,1), flash_range = round(strength*3,1), explosion_cause = src)
else if(strength >= 0.5)
explosion(ground_zero, heavy_impact_range = 1, light_impact_range = 2, flash_range = 4, explosion_cause = src)
else if(strength >= 0.2)
explosion(ground_zero, devastation_range = -1, light_impact_range = 1, flash_range = 2, explosion_cause = src)
else
ground_zero.assume_air(bomb_mixture)
ground_zero.hotspot_expose(igniter_temperature, 125)
else if(bomb_mixture.temperature > (T0C + 250))
strength = (fuel_moles/20)
if(strength >= 1)
explosion(ground_zero, heavy_impact_range = round(strength,1), light_impact_range = round(strength*2,1), flash_range = round(strength*3,1), explosion_cause = src)
else if(strength >= 0.5)
explosion(ground_zero, devastation_range = -1, light_impact_range = 1, flash_range = 2, explosion_cause = src)
else
ground_zero.assume_air(bomb_mixture)
ground_zero.hotspot_expose(igniter_temperature, 125)
else if(bomb_mixture.temperature > (T0C + 100))
strength = (fuel_moles/25)
if(strength >= 1)
explosion(ground_zero, devastation_range = -1, light_impact_range = round(strength,1), flash_range = round(strength*3,1), explosion_cause = src)
else
ground_zero.assume_air(bomb_mixture)
ground_zero.hotspot_expose(igniter_temperature, 125)
else
ground_zero.assume_air(bomb_mixture)
ground_zero.hotspot_expose(igniter_temperature, 125)
qdel(src)
/// Releases air stored in the tank. Called when signaled without being welded, or when ignited without enough pressure to explode.
/obj/item/tank/proc/release()
var/datum/gas_mixture/our_mix = return_air()
var/datum/gas_mixture/removed = remove_air(our_mix.total_moles())
var/turf/T = get_turf(src)
if(!T)
return
log_atmos("[type] released its contents of ", removed)
T.assume_air(removed)
#undef ASSEMBLY_BOMB_BASE
#undef ASSEMBLY_BOMB_COEFFICIENT
#undef ASSUME_AIR_DT_FACTOR