mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
WIP ZAS rework.
This commit is contained in:
@@ -8,7 +8,7 @@ What are the archived variables for?
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#define SPECIFIC_HEAT_AIR 20
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#define SPECIFIC_HEAT_CDO 30
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#define HEAT_CAPACITY_CALCULATION(oxygen,carbon_dioxide,nitrogen,toxins) \
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(carbon_dioxide*SPECIFIC_HEAT_CDO + (oxygen+nitrogen)*SPECIFIC_HEAT_AIR + toxins*SPECIFIC_HEAT_TOXIN)
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max(0, carbon_dioxide * SPECIFIC_HEAT_CDO + (oxygen + nitrogen) * SPECIFIC_HEAT_AIR + toxins * SPECIFIC_HEAT_TOXIN)
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#define MINIMUM_HEAT_CAPACITY 0.0003
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#define QUANTIZE(variable) (round(variable,0.0001))
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@@ -87,17 +87,24 @@ atom/proc/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
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var/datum/controller/air_system/air_master
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/datum/controller/air_system/
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//Geoemetry lists
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/datum/controller/air_system
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//Geometry lists
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var/list/turfs_with_connections = list()
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var/list/active_hotspots = list()
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//Special functions lists
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var/reconsidering_zones = FALSE
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var/list/tiles_to_reconsider_zones = list()
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var/list/tiles_to_reconsider_alternate
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//Geometry updates lists
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var/updating_tiles = FALSE
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var/list/tiles_to_update = list()
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var/list/tiles_to_update_alternate
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var/checking_connections = FALSE
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var/list/connections_to_check = list()
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var/list/connections_to_check_alternate
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var/current_cycle = 0
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var/update_delay = 5 //How long between check should it try to process atmos again.
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@@ -106,20 +113,7 @@ var/datum/controller/air_system/air_master
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var/tick_progress = 0
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/* process()
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//Call this to process air movements for a cycle
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process_rebuild_select_groups()
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//Used by process()
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//Warning: Do not call this
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rebuild_group(datum/air_group)
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//Used by process_rebuild_select_groups()
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//Warning: Do not call this, add the group to air_master.groups_to_rebuild instead
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*/
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/datum/controller/air_system/proc/setup()
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/datum/controller/air_system/proc/Tetup()
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//Purpose: Call this at the start to setup air groups geometry
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// (Warning: Very processor intensive but only must be done once per round)
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//Called by: Gameticker/Master controller
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@@ -147,10 +141,11 @@ var/datum/controller/air_system/air_master
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Total Simulated Turfs: [simulated_turf_count]
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Total Zones: [zones.len]
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Total Unsimulated Turfs: [world.maxx*world.maxy*world.maxz - simulated_turf_count]</font>"}
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/*
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spawn start()
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/datum/controller/air_system/proc/start()
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// spawn Start()
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/datum/controller/air_system/proc/Start()
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//Purpose: This is kicked off by the master controller, and controls the processing of all atmosphere.
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//Called by: Master controller
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//Inputs: None.
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@@ -162,26 +157,38 @@ Total Unsimulated Turfs: [world.maxx*world.maxy*world.maxz - simulated_turf_coun
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while(1)
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if(!kill_air)
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current_cycle++
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var/success = tick() //Changed so that a runtime does not crash the ticker.
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var/success = Tick() //Changed so that a runtime does not crash the ticker.
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if(!success) //Runtimed.
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failed_ticks++
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if(failed_ticks > 20)
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world << "<font color='red'><b>ERROR IN ATMOS TICKER. Killing air simulation!</font></b>"
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kill_air = 1
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sleep(max(5,update_delay*tick_multiplier))
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*/
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/datum/controller/air_system/proc/tick()
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/datum/controller/air_system/proc/Tick()
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. = 1 //Set the default return value, for runtime detection.
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//If there are tiles to update, do so.
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tick_progress = "update_air_properties"
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if(tiles_to_update.len) //If there are tiles to update, do so.
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if(tiles_to_update.len)
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updating_tiles = TRUE
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for(var/turf/simulated/T in tiles_to_update)
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if(. && T && !T.update_air_properties())
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. = 0 //If a runtime occured, make sure we can sense it.
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//message_admins("ZASALERT: Unable run turf/simualted/update_air_properties()")
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//If a runtime occured, make sure we can sense it.
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. = 0
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updating_tiles = FALSE
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if(.)
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tiles_to_update = list()
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if(tiles_to_update_alternate)
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tiles_to_update = tiles_to_update_alternate
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else
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tiles_to_update = list()
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else if(tiles_to_update_alternate)
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tiles_to_update |= tiles_to_update_alternate
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//Check sanity on connection objects.
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if(.)
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@@ -218,4 +225,25 @@ Total Unsimulated Turfs: [world.maxx*world.maxy*world.maxz - simulated_turf_coun
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. = 0
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if(.)
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tick_progress = "success"
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tick_progress = "success"
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/datum/controller/air_system/proc/AddTurfToUpdate(turf/simulated/outdated_turf)
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var/list/tiles_to_check = list()
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if(istype(outdated_turf))
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tiles_to_check |= outdated_turf
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if(istype(outdated_turf, /turf))
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for(var/direction in cardinal)
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var/turf/simulated/adjacent_turf = get_step(outdated_turf, direction)
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if(istype(adjacent_turf))
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tiles_to_check |= adjacent_turf
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if(updating_tiles)
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if(!tiles_to_update_alternate)
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tiles_to_update_alternate = tiles_to_check
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else
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tiles_to_update_alternate |= tiles_to_check
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else
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tiles_to_update |= tiles_to_check
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@@ -135,8 +135,8 @@
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if(!zone && !blocks_air) //No zone, but not a wall.
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for(var/direction in DoorDirections) //Check door directions first.
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if(air_check_directions&direction)
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var/turf/simulated/T = get_step(src,direction)
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if(air_check_directions & direction)
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var/turf/simulated/T = get_step(src, direction)
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if(!istype(T))
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continue
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if(T.zone)
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@@ -144,7 +144,7 @@
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break
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if(!zone) //Still no zone
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for(var/direction in CounterDoorDirections) //Check the others second.
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if(air_check_directions&direction)
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if(air_check_directions & direction)
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var/turf/simulated/T = get_step(src,direction)
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if(!istype(T))
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continue
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@@ -161,73 +161,20 @@
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for(var/connection/C in air_master.turfs_with_connections["\ref[src]"])
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air_master.connections_to_check |= C
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if(zone && !zone.rebuild)
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if(zone && !zone.rebuild && CanPass(null, src, 0, 0))
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for(var/direction in cardinal)
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var/turf/T = get_step(src,direction)
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if(!istype(T))
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continue
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//I can connect to air in this direction
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if(air_check_directions&direction)
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if(air_check_directions & direction && !(air_directions_archived & direction))
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//If either block air, we must look to see if the adjacent turfs need rebuilt.
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if(!CanPass(null, T, 0, 0))
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//Target blocks air
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if(!T.CanPass(null, T, 0, 0))
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var/turf/NT = get_step(T, direction)
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//If that turf is in my zone still, rebuild.
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if(istype(NT,/turf/simulated) && NT in zone.contents)
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zone.rebuild = 1
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//If that is an unsimulated tile in my zone, see if we need to rebuild or just remove.
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else if(istype(NT) && NT in zone.unsimulated_tiles)
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var/consider_rebuild = 0
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for(var/d in cardinal)
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var/turf/UT = get_step(NT,d)
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if(istype(UT, /turf/simulated) && UT.zone == zone && UT.CanPass(null, NT, 0, 0)) //If we find a neighboring tile that is in the same zone, check if we need to rebuild
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consider_rebuild = 1
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break
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if(consider_rebuild)
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zone.rebuild = 1 //Gotta check if we need to rebuild, dammit
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else
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zone.RemoveTurf(NT) //Not adjacent to anything, and unsimulated. Goodbye~
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//To make a closed connection through closed door.
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ZConnect(T, src)
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//If I block air.
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else if(T.zone && !T.zone.rebuild)
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var/turf/NT = get_step(src, reverse_direction(direction))
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//If I am splitting a zone, rebuild.
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if(istype(NT,/turf/simulated) && (NT in T.zone.contents || (NT.zone && T in NT.zone.contents)))
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T.zone.rebuild = 1
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//If NT is unsimulated, parse if I should remove it or rebuild.
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else if(istype(NT) && NT in T.zone.unsimulated_tiles)
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var/consider_rebuild = 0
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for(var/d in cardinal)
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var/turf/UT = get_step(NT,d)
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if(istype(UT, /turf/simulated) && UT.zone == T.zone && UT.CanPass(null, NT, 0, 0)) //If we find a neighboring tile that is in the same zone, check if we need to rebuild
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consider_rebuild = 1
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break
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//Needs rebuilt.
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if(consider_rebuild)
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T.zone.rebuild = 1
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//Not adjacent to anything, and unsimulated. Goodbye~
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else
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T.zone.RemoveTurf(NT)
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else
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//Produce connection through open door.
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ZConnect(src,T)
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ZConnect(src,T)
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//Something like a wall was built, changing the geometry.
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else if(air_directions_archived&direction)
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else if(!(air_check_directions & direction) && air_directions_archived & direction)
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var/turf/NT = get_step(T, direction)
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//If the tile is in our own zone, and we cannot connect to it, better rebuild.
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@@ -289,13 +236,13 @@
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return 0
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for(var/obj/obstacle in src)
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if(istype(obstacle, /obj/machinery/door) && !obstacle:air_properties_vary_with_direction)
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if(istype(obstacle, /obj/machinery/door) && !(obstacle:air_properties_vary_with_direction))
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continue
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if(!obstacle.CanPass(null, T, 1.5, 1))
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return 0
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for(var/obj/obstacle in T)
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if(istype(obstacle, /obj/machinery/door) && !obstacle:air_properties_vary_with_direction)
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if(istype(obstacle, /obj/machinery/door) && !(obstacle:air_properties_vary_with_direction))
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continue
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if(!obstacle.CanPass(null, src, 1.5, 1))
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return 0
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@@ -311,13 +258,13 @@
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return 0
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for(var/obj/obstacle in src)
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if(istype(obstacle, /obj/machinery/door) && !obstacle:air_properties_vary_with_direction)
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if(istype(obstacle, /obj/machinery/door) && !(obstacle:air_properties_vary_with_direction))
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continue
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if(!obstacle.CanPass(null, T, 0, 0))
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return 0
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for(var/obj/obstacle in T)
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if(istype(obstacle, /obj/machinery/door) && !obstacle:air_properties_vary_with_direction)
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if(istype(obstacle, /obj/machinery/door) && !(obstacle:air_properties_vary_with_direction))
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continue
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if(!obstacle.CanPass(null, src, 0, 0))
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return 0
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@@ -383,7 +383,7 @@ proc/ShareSpace(datum/gas_mixture/A, list/unsimulated_tiles, dbg_output)
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unsim_co2 *= correction_ratio
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unsim_nitrogen *= correction_ratio
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unsim_plasma *= correction_ratio
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unsim_heat_capacity = HEAT_CAPACITY_CALCULATION(unsim_oxygen,unsim_co2,unsim_nitrogen,unsim_plasma)
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unsim_heat_capacity = HEAT_CAPACITY_CALCULATION(unsim_oxygen, unsim_co2, unsim_nitrogen, unsim_plasma)
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var
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ratio = sharing_lookup_table[6]
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@@ -402,6 +402,9 @@ proc/ShareSpace(datum/gas_mixture/A, list/unsimulated_tiles, dbg_output)
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co2_avg = (full_co2 + unsim_co2) / (size + share_size)
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plasma_avg = (full_plasma + unsim_plasma) / (size + share_size)
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temp_avg = 0
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if((full_heat_capacity + unsim_heat_capacity) > 0)
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temp_avg = (A.temperature * full_heat_capacity + unsim_temperature * unsim_heat_capacity) / (full_heat_capacity + unsim_heat_capacity)
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if(sharing_lookup_table.len >= unsimulated_tiles.len) //6 or more interconnecting tiles will max at 42% of air moved per tick.
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@@ -56,7 +56,7 @@ datum/controller/game_controller/proc/setup()
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if(!air_master)
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air_master = new /datum/controller/air_system()
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air_master.setup()
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air_master.Setup()
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if(!ticker)
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ticker = new /datum/controller/gameticker()
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@@ -127,7 +127,7 @@ datum/controller/game_controller/proc/process()
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last_thing_processed = air_master.type
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air_master.current_cycle++
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if(!air_master.tick()) //Runtimed.
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if(!air_master.Tick()) //Runtimed.
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air_master.failed_ticks++
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if(air_master.failed_ticks > 5)
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world << "<font color='red'><b>RUNTIMES IN ATMOS TICKER. Killing air simulation!</font></b>"
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@@ -257,36 +257,12 @@
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return 1
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/obj/machinery/door/proc/update_nearby_tiles(need_rebuild)
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if(!air_master) return 0
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if(!air_master)
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return 0
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var/turf/simulated/source = loc
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var/turf/simulated/north = get_step(source,NORTH)
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var/turf/simulated/south = get_step(source,SOUTH)
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var/turf/simulated/east = get_step(source,EAST)
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var/turf/simulated/west = get_step(source,WEST)
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update_heat_protection(loc)
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if(istype(source)) air_master.tiles_to_update += source
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if(istype(north)) air_master.tiles_to_update += north
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if(istype(south)) air_master.tiles_to_update += south
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if(istype(east)) air_master.tiles_to_update += east
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if(istype(west)) air_master.tiles_to_update += west
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if(width > 1)
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var/turf/simulated/next_turf = src
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var/step_dir = turn(dir, 180)
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for(var/current_step = 2, current_step <= width, current_step++)
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next_turf = get_step(src, step_dir)
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north = get_step(next_turf, step_dir)
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east = get_step(next_turf, turn(step_dir, 90))
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south = get_step(next_turf, turn(step_dir, -90))
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update_heat_protection(next_turf)
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if(istype(north)) air_master.tiles_to_update |= north
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if(istype(south)) air_master.tiles_to_update |= south
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if(istype(east)) air_master.tiles_to_update |= east
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for(var/turf/simulated/turf in locs)
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update_heat_protection(turf)
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air_master.AddTurfToUpdate(turf)
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return 1
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@@ -15,13 +15,10 @@
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/obj/machinery/door/window/update_nearby_tiles(need_rebuild)
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if(!air_master) return 0
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if(!air_master)
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return 0
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var/turf/simulated/source = get_turf(src)
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var/turf/simulated/target = get_step(source,dir)
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if(istype(source)) air_master.tiles_to_update |= source
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if(istype(target)) air_master.tiles_to_update |= target
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air_master.AddTurfToUpdate(get_turf(src))
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return 1
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@@ -27,19 +27,10 @@
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//Looks like copy/pasted code... I doubt 'need_rebuild' is even used here - Nodrak
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/obj/machinery/shield/proc/update_nearby_tiles(need_rebuild)
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if(!air_master) return 0
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if(!air_master)
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return 0
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var/turf/simulated/source = get_turf(src)
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var/turf/simulated/north = get_step(source,NORTH)
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var/turf/simulated/south = get_step(source,SOUTH)
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var/turf/simulated/east = get_step(source,EAST)
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var/turf/simulated/west = get_step(source,WEST)
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if(istype(source)) air_master.tiles_to_update |= source
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if(istype(north)) air_master.tiles_to_update |= north
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if(istype(south)) air_master.tiles_to_update |= south
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if(istype(east)) air_master.tiles_to_update |= east
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if(istype(west)) air_master.tiles_to_update |= west
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air_master.AddTurfToUpdate(get_turf(src))
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return 1
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@@ -1030,19 +1030,10 @@ steam.start() -- spawns the effect
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proc/update_nearby_tiles(need_rebuild)
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||||
if(!air_master) return 0
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if(!air_master)
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return 0
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||||
var/turf/simulated/source = get_turf(src)
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||||
var/turf/simulated/north = get_step(source,NORTH)
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var/turf/simulated/south = get_step(source,SOUTH)
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var/turf/simulated/east = get_step(source,EAST)
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var/turf/simulated/west = get_step(source,WEST)
|
||||
|
||||
if(istype(source)) air_master.tiles_to_update |= source
|
||||
if(istype(north)) air_master.tiles_to_update |= north
|
||||
if(istype(south)) air_master.tiles_to_update |= south
|
||||
if(istype(east)) air_master.tiles_to_update |= east
|
||||
if(istype(west)) air_master.tiles_to_update |= west
|
||||
air_master.AddTurfToUpdate(get_turf(src))
|
||||
|
||||
return 1
|
||||
|
||||
|
||||
@@ -156,20 +156,9 @@
|
||||
return
|
||||
|
||||
proc/update_nearby_tiles(need_rebuild) //Copypasta from airlock code
|
||||
if(!air_master) return 0
|
||||
|
||||
var/turf/simulated/source = loc
|
||||
var/turf/simulated/north = get_step(source,NORTH)
|
||||
var/turf/simulated/south = get_step(source,SOUTH)
|
||||
var/turf/simulated/east = get_step(source,EAST)
|
||||
var/turf/simulated/west = get_step(source,WEST)
|
||||
|
||||
if(istype(source)) air_master.tiles_to_update += source
|
||||
if(istype(north)) air_master.tiles_to_update += north
|
||||
if(istype(south)) air_master.tiles_to_update += south
|
||||
if(istype(east)) air_master.tiles_to_update += east
|
||||
if(istype(west)) air_master.tiles_to_update += west
|
||||
|
||||
if(!air_master)
|
||||
return 0
|
||||
air_master.AddTurfToUpdate(get_turf(src))
|
||||
return 1
|
||||
|
||||
/obj/structure/mineral_door/iron
|
||||
|
||||
@@ -294,12 +294,9 @@ obj/structure/windoor_assembly/Del()
|
||||
return
|
||||
|
||||
/obj/structure/windoor_assembly/proc/update_nearby_tiles(need_rebuild)
|
||||
if(!air_master) return 0
|
||||
if(!air_master)
|
||||
return 0
|
||||
|
||||
var/turf/simulated/source = loc
|
||||
var/turf/simulated/target = get_step(source,dir)
|
||||
|
||||
if(istype(source)) air_master.tiles_to_update += source
|
||||
if(istype(target)) air_master.tiles_to_update += target
|
||||
air_master.AddTurfToUpdate(loc)
|
||||
|
||||
return 1
|
||||
|
||||
@@ -316,21 +316,9 @@
|
||||
|
||||
//This proc has to do with airgroups and atmos, it has nothing to do with smoothwindows, that's update_nearby_tiles().
|
||||
/obj/structure/window/proc/update_nearby_tiles(need_rebuild)
|
||||
if(!air_master) return 0
|
||||
if(!dir in cardinal)
|
||||
var/turf/simulated/source = get_turf(src)
|
||||
if(istype(source))
|
||||
air_master.tiles_to_update |= source
|
||||
for(var/dir in cardinal)
|
||||
var/turf/simulated/target = get_step(source,dir)
|
||||
if(istype(target)) air_master.tiles_to_update |= target
|
||||
return 1
|
||||
|
||||
var/turf/simulated/source = get_turf(src)
|
||||
var/turf/simulated/target = get_step(source,dir)
|
||||
|
||||
if(istype(source)) air_master.tiles_to_update |= source
|
||||
if(istype(target)) air_master.tiles_to_update |= target
|
||||
if(!air_master)
|
||||
return 0
|
||||
AddTurfToUpdate(
|
||||
|
||||
return 1
|
||||
|
||||
|
||||
Reference in New Issue
Block a user