Readded welder fuel.

Fixed issue with fire not generating light.
Fixed pre-merge issue with fuel passing through closed airlocks.
This commit is contained in:
Chinsky
2012-10-18 21:25:24 +04:00
parent 7f9132e23a
commit 5f7c9d5518
5 changed files with 73 additions and 72 deletions

View File

@@ -40,7 +40,7 @@ turf/simulated/hotspot_expose(exposed_temperature, exposed_volume, soh)
if(locate(/obj/fire) in src)
return 1
var/datum/gas/volatile_fuel/fuel = locate() in air_contents.trace_gases
var/obj/liquid_fuel/liquid = locate() in src
var/obj/effect/decal/cleanable/liquid_fuel/liquid = locate() in src
if(air_contents.calculate_firelevel(liquid) > vsc.IgnitionLevel && (fuel || liquid || air_contents.toxins > 0.5))
igniting = 1
if(air_contents.oxygen < 0.5)
@@ -63,7 +63,7 @@ obj
anchored = 1
mouse_opacity = 0
//luminosity = 3
luminosity = 3
icon = 'fire.dmi'
icon_state = "1"
@@ -90,7 +90,7 @@ obj
//Get whatever trace fuels are in the area
datum/gas/volatile_fuel/fuel = locate(/datum/gas/volatile_fuel/) in air_contents.trace_gases
//Also get liquid fuels on the ground.
obj/liquid_fuel/liquid = locate() in S
obj/effect/decal/cleanable/liquid_fuel/liquid = locate() in S
var/datum/gas_mixture/flow = air_contents.remove_ratio(0.25)
//The reason we're taking a part of the air instead of all of it is so that it doesn't jump to
@@ -177,67 +177,12 @@ obj
..()
obj/liquid_fuel
//Liquid fuel is used for things that used to rely on volatile fuels or plasma being contained to a couple tiles.
icon = 'icons/effects/effects.dmi'
icon_state = "fuel"
layer = TURF_LAYER+0.2
anchored = 1
var/amount = 1 //Basically moles.
New(newLoc,amt=1)
src.amount = amt
//Be absorbed by any other liquid fuel in the tile.
for(var/obj/liquid_fuel/other in newLoc)
if(other != src)
other.amount += src.amount
spawn other.Spread()
del src
Spread()
. = ..()
proc/Spread()
//Allows liquid fuels to sometimes flow into other tiles.
if(amount < 0.5) return
var/turf/simulated/S = loc
if(!istype(S)) return
for(var/d in cardinal)
if(S.air_check_directions & d)
if(rand(25))
var/turf/simulated/O = get_step(src,d)
if(!locate(/obj/liquid_fuel) in O)
new/obj/liquid_fuel(O,amount*0.25)
amount *= 0.75
flamethrower_fuel
icon_state = "mustard"
anchored = 0
New(newLoc, amt = 1, d = 0)
dir = d //Setting this direction means you won't get torched by your own flamethrower.
. = ..()
Spread()
//The spread for flamethrower fuel is much more precise, to create a wide fire pattern.
if(amount < 0.1) return
var/turf/simulated/S = loc
if(!istype(S)) return
for(var/d in list(turn(dir,90),turn(dir,-90)))
if(S.air_check_directions & d)
var/turf/simulated/O = get_step(S,d)
new/obj/liquid_fuel/flamethrower_fuel(O,amount*0.25,d)
O.hotspot_expose((T20C*2) + 380,500) //Light flamethrower fuel on fire immediately.
amount *= 0.5
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
datum/gas_mixture/proc/zburn(obj/liquid_fuel/liquid)
datum/gas_mixture/proc/zburn(obj/effect/decal/cleanable/liquid_fuel/liquid)
//This proc is similar to fire(), but uses a simple logarithm to calculate temp, and is thus more stable with ZAS.
if(temperature > PLASMA_MINIMUM_BURN_TEMPERATURE)
var
@@ -295,7 +240,7 @@ datum/gas_mixture/proc/zburn(obj/liquid_fuel/liquid)
return 0
datum/gas_mixture/proc/calculate_firelevel(obj/liquid_fuel/liquid)
datum/gas_mixture/proc/calculate_firelevel(obj/effect/decal/cleanable/liquid_fuel/liquid)
//Calculates the firelevel based on one equation instead of having to do this multiple times in different areas.
var
datum/gas/volatile_fuel/fuel = locate() in trace_gases