stripped fire git diff (#9739)

This commit is contained in:
Kashargul
2024-12-31 01:05:50 +01:00
committed by GitHub
parent 0e7296d925
commit 2f21d34cd5
2 changed files with 105 additions and 57 deletions

View File

@@ -1,3 +1,5 @@
#define FIRE_MAX_TEMP 20000
/turf/proc/lingering_fire(fl)
return
@@ -80,9 +82,10 @@
air_contents.remove_by_flag(XGM_GAS_OXIDIZER, gas_exchange)
air_contents.adjust_gas(GAS_CO2, gas_exchange * 1.5) // Lots of CO2
var/starting_energy = air_contents.temperature * air_contents.heat_capacity()
air_contents.temperature = (starting_energy + vsc.fire_fuel_energy_release * (gas_exchange * 1.05)) / air_contents.heat_capacity()
// Limit max lingering fire temp gain, or engines melt
if(air_contents.temperature < FIRE_MAX_TEMP) // May as well limit this
var/starting_energy = air_contents.temperature * air_contents.heat_capacity()
air_contents.temperature = (starting_energy + vsc.fire_fuel_energy_release * (gas_exchange * 1.05)) / air_contents.heat_capacity()
air_contents.update_values()
// Affect contents
@@ -120,8 +123,8 @@
enemy_tile.lingering_fire(firelevel * splitrate)
firelevel -= (1 - splitrate)
else if(prob(20))
enemy_tile.adjacent_fire_act(loc, air_contents, air_contents.temperature, air_contents.volume)
else if(prob(20))
enemy_tile.adjacent_fire_act(loc, air_contents, air_contents.temperature, air_contents.volume)
var/total_oxidizers = 0
for(var/g in air_contents.gas)
@@ -145,3 +148,9 @@
if(T)
T.fire = null
qdel(src)
/obj/fire/lingering/Destroy()
. = ..()
SSair.lingering_fires--
#undef FIRE_MAX_TEMP

View File

@@ -9,70 +9,104 @@
#define MED_CHANCE 6
#define HIGH_CHANCE 12
#define BURN_TEMP_PAPER T0C + 150
#define BURN_TEMP_PLASTIC T0C + 350
#define BURN_TEMP_METAL T0C + 1400
#define BURN_TEMP_PHOROFIRE T0C + 5000
// Additional fire_acts(), macro that assembles a proc that runs every time fire acts on the assigned object path of x.
// If it rolls the prob("c"hance) it will feed the lingering fire a 0 to 1 value as "b"urn. Then ex_act(1) the object while leaving ash behind.
// If it rolls the prob("c"hance) it will feed the lingering fire a 0 to 1 value as "b"urn.
// Then checks if the current turf temp is greater than t, is so it ex_act(1)s the object while leaving ash behind.
// With great agony, I wish to report that I feel like I'm coding in C98 with this bullshit - Willbird
#define FIREACT_BURNS(x,c,b) x/fire_act(){if(prob(c)){var/turf/T = get_turf(src);T?.feed_lingering_fire(b);new /obj/effect/decal/cleanable/ash(get_turf(src));ex_act(1);}}
#define FIREACT_BURNS(x,c,b,t) x/fire_act()\
{\
if(prob(c))\
{\
var/turf/T = get_turf(src);\
if(T)\
{\
var/datum/gas_mixture/G = T.return_air();\
if(G && G.temperature >= t)\
{\
T.feed_lingering_fire(b);\
new /obj/effect/decal/cleanable/ash(get_turf(src));\
ex_act(1);\
}\
}\
}\
};
//////////////////////////// TRASH BURN ////////////////////////////
FIREACT_BURNS(/obj/item/trash,HIGH_CHANCE,TRASH_BURN)
FIREACT_BURNS(/obj/item/paper,HIGH_CHANCE,TRASH_BURN)
FIREACT_BURNS(/obj/item/soap,LOW_CHANCE,TRASH_BURN)
FIREACT_BURNS(/obj/item/storage/pill_bottle,MED_CHANCE,TRASH_BURN)
FIREACT_BURNS(/obj/item/assembly/mousetrap,HIGH_CHANCE,TRASH_BURN)
FIREACT_BURNS(/obj/structure/table/standard,LOW_CHANCE,TRASH_BURN)
FIREACT_BURNS(/obj/item/deck,LOW_CHANCE,TRASH_BURN)
FIREACT_BURNS(/obj/item/trash,HIGH_CHANCE,TRASH_BURN,BURN_TEMP_PAPER)
FIREACT_BURNS(/obj/item/paper,HIGH_CHANCE,TRASH_BURN,BURN_TEMP_PAPER)
FIREACT_BURNS(/obj/item/soap,LOW_CHANCE,TRASH_BURN,BURN_TEMP_PAPER)
FIREACT_BURNS(/obj/item/storage/pill_bottle,MED_CHANCE,TRASH_BURN,BURN_TEMP_PAPER)
FIREACT_BURNS(/obj/item/assembly/mousetrap,HIGH_CHANCE,TRASH_BURN,BURN_TEMP_PAPER)
FIREACT_BURNS(/obj/structure/table/,LOW_CHANCE,TRASH_BURN,BURN_TEMP_METAL)
FIREACT_BURNS(/obj/structure/table/standard,LOW_CHANCE,TRASH_BURN,BURN_TEMP_PLASTIC)
FIREACT_BURNS(/obj/item/deck,LOW_CHANCE,TRASH_BURN,BURN_TEMP_PAPER)
FIREACT_BURNS(/obj/structure/closet,LOW_CHANCE,TRASH_BURN,BURN_TEMP_METAL)
FIREACT_BURNS(/obj/machinery/floodlight,LOW_CHANCE,TRASH_BURN,BURN_TEMP_PHOROFIRE)
FIREACT_BURNS(/obj/machinery/vending,LOW_CHANCE,TRASH_BURN,BURN_TEMP_PHOROFIRE)
FIREACT_BURNS(/obj/structure/loot_pile/mecha,LOW_CHANCE,TRASH_BURN,BURN_TEMP_PHOROFIRE)
FIREACT_BURNS(/obj/structure/table/marble,LOW_CHANCE,TRASH_BURN,BURN_TEMP_PHOROFIRE)
// The following two should be very limited to avoid frustrating crew
FIREACT_BURNS(/obj/structure/cable,LOW_CHANCE,TRASH_BURN,BURN_TEMP_PHOROFIRE) // Comment out if wires shouldn't be destroyed
FIREACT_BURNS(/obj/structure/disposalpipe/segment,LOW_CHANCE,TRASH_BURN,BURN_TEMP_PHOROFIRE) // Comment out if disposals shouldn't be destroyed
//////////////////////////// LOW BURN ////////////////////////////
FIREACT_BURNS(/obj/item/stack/material/plastic,LOW_CHANCE,LOW_BURN)
FIREACT_BURNS(/obj/item/paper_bin,HIGH_CHANCE,LOW_BURN)
FIREACT_BURNS(/obj/item/bedsheet,HIGH_CHANCE,LOW_BURN)
FIREACT_BURNS(/obj/item/book,HIGH_CHANCE,LOW_BURN)
FIREACT_BURNS(/obj/item/folder,HIGH_CHANCE,LOW_BURN)
FIREACT_BURNS(/obj/item/storage/fancy/cigar,HIGH_CHANCE,LOW_BURN)
FIREACT_BURNS(/obj/structure/flora/pottedplant,LOW_CHANCE,LOW_BURN)
FIREACT_BURNS(/obj/item/storage/box,MED_CHANCE,LOW_BURN)
FIREACT_BURNS(/obj/item/juke_remote,LOW_CHANCE,LOW_BURN)
FIREACT_BURNS(/obj/item/mop,LOW_CHANCE,LOW_BURN)
FIREACT_BURNS(/obj/item/storage/pouch,LOW_CHANCE,LOW_BURN)
FIREACT_BURNS(/obj/item/storage/backpack,LOW_CHANCE,LOW_BURN)
FIREACT_BURNS(/obj/item/storage/bag/trash,LOW_CHANCE,LOW_BURN)
FIREACT_BURNS(/obj/item/reagent_containers/food,LOW_CHANCE,LOW_BURN)
FIREACT_BURNS(/obj/item/packageWrap,HIGH_CHANCE,LOW_BURN)
FIREACT_BURNS(/obj/item/tape_roll,LOW_CHANCE,LOW_BURN)
FIREACT_BURNS(/obj/structure/sign/christmas,LOW_CHANCE,LOW_BURN) // IT CRIMBO, OH NO IT CRIMBO
FIREACT_BURNS(/obj/structure/table/woodentable,MED_CHANCE,LOW_BURN)
FIREACT_BURNS(/obj/structure/table/gamblingtable,MED_CHANCE,LOW_BURN)
FIREACT_BURNS(/obj/item/stack/material/plastic,LOW_CHANCE,LOW_BURN,BURN_TEMP_PLASTIC)
FIREACT_BURNS(/obj/item/paper_bin,HIGH_CHANCE,LOW_BURN,BURN_TEMP_PAPER)
FIREACT_BURNS(/obj/item/bedsheet,HIGH_CHANCE,LOW_BURN,BURN_TEMP_PLASTIC)
FIREACT_BURNS(/obj/item/book,HIGH_CHANCE,LOW_BURN,BURN_TEMP_PAPER)
FIREACT_BURNS(/obj/item/folder,HIGH_CHANCE,LOW_BURN,BURN_TEMP_PAPER)
FIREACT_BURNS(/obj/item/storage/fancy/cigar,HIGH_CHANCE,LOW_BURN,BURN_TEMP_PAPER)
FIREACT_BURNS(/obj/structure/flora/pottedplant,LOW_CHANCE,LOW_BURN,BURN_TEMP_PLASTIC)
FIREACT_BURNS(/obj/item/storage/box,MED_CHANCE,LOW_BURN,BURN_TEMP_PAPER)
FIREACT_BURNS(/obj/item/juke_remote,LOW_CHANCE,LOW_BURN,BURN_TEMP_PLASTIC)
FIREACT_BURNS(/obj/item/mop,LOW_CHANCE,LOW_BURN,BURN_TEMP_PLASTIC)
FIREACT_BURNS(/obj/item/storage/pouch,LOW_CHANCE,LOW_BURN,BURN_TEMP_PLASTIC)
FIREACT_BURNS(/obj/item/storage/backpack,LOW_CHANCE,LOW_BURN,BURN_TEMP_PLASTIC)
FIREACT_BURNS(/obj/item/storage/bag/trash,LOW_CHANCE,LOW_BURN,BURN_TEMP_PLASTIC)
FIREACT_BURNS(/obj/item/reagent_containers/food,LOW_CHANCE,LOW_BURN,BURN_TEMP_PAPER)
FIREACT_BURNS(/obj/item/packageWrap,HIGH_CHANCE,LOW_BURN,BURN_TEMP_PLASTIC)
FIREACT_BURNS(/obj/item/tape_roll,LOW_CHANCE,LOW_BURN,BURN_TEMP_PLASTIC)
FIREACT_BURNS(/obj/structure/sign/christmas,LOW_CHANCE,LOW_BURN,BURN_TEMP_PLASTIC) // IT CRIMBO, OH NO IT CRIMBO
FIREACT_BURNS(/obj/structure/table/woodentable,MED_CHANCE,LOW_BURN,BURN_TEMP_PAPER)
FIREACT_BURNS(/obj/structure/table/gamblingtable,MED_CHANCE,LOW_BURN,BURN_TEMP_PAPER)
//////////////////////////// GOOD BURN ////////////////////////////
FIREACT_BURNS(/obj/item/stack/material/stick,MED_CHANCE,GOOD_BURN)
FIREACT_BURNS(/obj/item/stack/material/wax,MED_CHANCE,GOOD_BURN)
FIREACT_BURNS(/obj/structure/bookcase,LOW_CHANCE,GOOD_BURN)
FIREACT_BURNS(/obj/structure/simple_door/wood,LOW_CHANCE,GOOD_BURN)
FIREACT_BURNS(/obj/item/instrument,LOW_CHANCE,GOOD_BURN)
FIREACT_BURNS(/obj/item/toy/plushie,MED_CHANCE,GOOD_BURN)
FIREACT_BURNS(/obj/item/towel,HIGH_CHANCE,GOOD_BURN)
FIREACT_BURNS(/obj/structure/closet/crate/wooden,MED_CHANCE,GOOD_BURN)
FIREACT_BURNS(/obj/structure/bed,MED_CHANCE,GOOD_BURN)
FIREACT_BURNS(/obj/item/stack/material/stick,MED_CHANCE,GOOD_BURN,BURN_TEMP_PAPER)
FIREACT_BURNS(/obj/item/stack/material/wax,MED_CHANCE,GOOD_BURN,BURN_TEMP_PAPER)
FIREACT_BURNS(/obj/item/stack/material/fur,MED_CHANCE,GOOD_BURN,BURN_TEMP_PAPER)
FIREACT_BURNS(/obj/structure/closet/crate/laundry,MED_CHANCE,GOOD_BURN,BURN_TEMP_PLASTIC)
FIREACT_BURNS(/obj/structure/bookcase,LOW_CHANCE,GOOD_BURN,BURN_TEMP_PAPER)
FIREACT_BURNS(/obj/structure/simple_door/wood,LOW_CHANCE,GOOD_BURN,BURN_TEMP_PAPER)
FIREACT_BURNS(/obj/item/instrument,LOW_CHANCE,GOOD_BURN,BURN_TEMP_METAL)
FIREACT_BURNS(/obj/item/toy/plushie,MED_CHANCE,GOOD_BURN,BURN_TEMP_PLASTIC)
FIREACT_BURNS(/obj/item/towel,HIGH_CHANCE,GOOD_BURN,BURN_TEMP_PLASTIC)
FIREACT_BURNS(/obj/structure/closet/crate/wooden,MED_CHANCE,GOOD_BURN,BURN_TEMP_PAPER)
FIREACT_BURNS(/obj/structure/bed,MED_CHANCE,GOOD_BURN,BURN_TEMP_PAPER)
FIREACT_BURNS(/obj/structure/curtain,MED_CHANCE,GOOD_BURN,BURN_TEMP_PLASTIC)
FIREACT_BURNS(/obj/item/clothing,LOW_CHANCE,GOOD_BURN,BURN_TEMP_PLASTIC)
//////////////////////////// HIGH BURN ////////////////////////////
FIREACT_BURNS(/obj/item/stack/material/wood,MED_CHANCE,HIGH_BURN)
FIREACT_BURNS(/obj/structure/flora/tree,LOW_CHANCE,HIGH_BURN)
FIREACT_BURNS(/obj/item/stack/material/wood,MED_CHANCE,HIGH_BURN,BURN_TEMP_PAPER)
FIREACT_BURNS(/obj/structure/flora/tree,LOW_CHANCE,HIGH_BURN,BURN_TEMP_METAL)
//////////////////////////// MEGA BURN ////////////////////////////
FIREACT_BURNS(/obj/item/stack/material/phoron,MED_CHANCE,MEGA_BURN)
FIREACT_BURNS(/obj/item/stack/material/phoron,MED_CHANCE,MEGA_BURN,PHORON_FLASHPOINT)
FIREACT_BURNS(/obj/structure/trash_pile,LOW_CHANCE,MEGA_BURN,BURN_TEMP_PLASTIC)
// The remaining proc is defined without the macro to give an example of what the macro used above outputs.
/obj/item/clothing/fire_act()
if(prob(LOW_CHANCE))
var/turf/T = get_turf(src)
T?.feed_lingering_fire(GOOD_BURN)
new /obj/effect/decal/cleanable/ash(get_turf(src))
ex_act(1)
// Suits need special handling to avoid fires destroying rigs
// Suits need special handling to avoid fires destroying rigs and such
/obj/item/clothing/suit/fire_act()
return
// anti-lag ash cleanup
/obj/effect/decal/cleanable/ash/fire_act()
if(prob(2))
// If cables can burn, do not burn these, no way to make them properly ingame
/obj/structure/cable/heavyduty/fire_act()
return
// anti-lag ash cleanup, also includes blood and oil fuel sources
/obj/effect/decal/cleanable/fire_act()
if(prob(MED_CHANCE))
var/turf/T = get_turf(src)
T?.feed_lingering_fire(0.025)
qdel(src)
#undef FIREACT_BURNS
@@ -87,3 +121,8 @@ FIREACT_BURNS(/obj/item/stack/material/phoron,MED_CHANCE,MEGA_BURN)
#undef HIGH_BURN
#undef SUPER_BURN
#undef MEGA_BURN
#undef BURN_TEMP_PAPER
#undef BURN_TEMP_PLASTIC
#undef BURN_TEMP_METAL
#undef BURN_TEMP_PHOROFIRE