Merge branch 'master' of https://github.com/Baystation12/Baystation12 into bs12_with_tgport. May have overwritten some tweaks from Sky here.

Conflicts:
	code/WorkInProgress/Cael_Aislinn/Supermatter/SuperMatter.dm
	code/ZAS/Fire.dm
	code/game/machinery/alarm.dm
	code/modules/mob/living/carbon/human/life.dm
	code/setup.dm

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
Cael_Aislinn
2012-08-22 04:19:23 +10:00
9 changed files with 352 additions and 96 deletions

View File

@@ -92,15 +92,16 @@ datum
controller
air_system
//Geoemetry lists
var/list/turf/simulated/turfs_with_connections = list()
var/list/obj/fire/active_hotspots = list()
var/list/turfs_with_connections = list()
var/list/active_hotspots = list()
//Special functions lists
var/list/turf/simulated/tiles_to_reconsider_zones = list()
var/list/tiles_to_reconsider_zones = list()
//Geometry updates lists
var/list/turf/simulated/tiles_to_update = list()
var/list/connection/connections_to_check = list()
var/list/tiles_to_update = list()
var/list/connections_to_check = list()
var/list/rebuilds_to_consider = list()
var/current_cycle = 0
var/update_delay = 5 //How long between check should it try to process atmos again.
@@ -184,9 +185,30 @@ datum
var/output = T.update_air_properties()
if(. && T && !output)
. = 0 //If a runtime occured, make sure we can sense it.
log_admin("ZASALERT: Unable run turf/simualted/update_air_properties()")
//message_admins("ZASALERT: Unable run turf/simualted/update_air_properties()")
tiles_to_update = list()
tick_progress = "reconsider_zones"
if(rebuilds_to_consider.len)
for(var/turf/T in rebuilds_to_consider)
if(istype(T, /turf/simulated) && T.zone && !T.zone.rebuild)
var/turf/simulated/other_turf = rebuilds_to_consider[T]
if(istype(other_turf))
ConsiderRebuild(T,other_turf)
else if(istype(other_turf, /list))
var/list/temp_turfs = other_turf
for(var/turf/NT in temp_turfs)
ConsiderRebuild(T,NT)
else if (istype(T))
var/turf/simulated/other_turf = rebuilds_to_consider[T]
if(istype(other_turf))
ConsiderRebuild(other_turf,T)
else if(istype(other_turf, /list))
var/list/temp_turfs = other_turf
for(var/turf/simulated/NT in temp_turfs)
ConsiderRebuild(NT,T)
rebuilds_to_consider = list()
tick_progress = "connections_to_check"
if(connections_to_check.len)
for(var/connection/C in connections_to_check)
@@ -215,6 +237,137 @@ datum
var/output = F.process()
if(. && F && !output)
. = 0
log_admin("ZASALERT: Unable run obj/fire/process()")
//message_admins("ZASALERT: Unable run obj/fire/process()")
tick_progress = "success"
tick_progress = "success"
proc/AddToConsiderRebuild(var/turf/simulated/T, var/turf/NT)
var/turf/existing_test = rebuilds_to_consider[T]
var/turf/existing_test_alternate = rebuilds_to_consider[NT]
if(existing_test)
if(NT == existing_test)
return
else if(islist(existing_test) && existing_test[NT])
return
else if(existing_test_alternate)
if(T == existing_test_alternate)
return
else if(islist(existing_test_alternate) && existing_test_alternate[T])
return
if(istype(T))
if(istype(existing_test))
var/list/temp_list = list(NT = 1, existing_test = 1)
rebuilds_to_consider[T] = temp_list
else if(istype(existing_test, /list))
existing_test[NT] = 1
else
rebuilds_to_consider[T] = NT
else if(istype(NT, /turf/simulated))
if(istype(existing_test_alternate))
var/list/temp_list = list(T = 1, existing_test_alternate = 1)
rebuilds_to_consider[NT] = temp_list
else if(istype(existing_test_alternate, /list))
existing_test_alternate[T] = 1
else
rebuilds_to_consider[NT] = T
proc/ConsiderRebuild(var/turf/simulated/T, var/turf/NT)
if(istype(NT, /turf/simulated) && NT.zone != T.zone)
T.zone.RemoveTurf(NT)
if(NT.zone)
NT.zone.RemoveTurf(T)
return
if(T.zone.rebuild)
return
var/zone/zone = T.zone
var/target_dir = get_dir(T, NT)
if(target_dir in list(NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST))
T.zone.rebuild = 1
return
var/test_dir = turn(target_dir, 90)
var/turf/simulated/current = T
var/turf/simulated/next
var/stepped_back = 0
if( !(T.air_check_directions&test_dir || T.air_check_directions&turn(target_dir, 270)) )
//Step back, then try to connect.
if(!(T.air_check_directions&get_dir(NT, T)))
zone.rebuild = 1
return
current = get_step(T, get_dir(NT, T))
if(!istype(current) || !(current.air_check_directions&test_dir || current.air_check_directions&turn(target_dir, 270)) )
zone.rebuild = 1
return
stepped_back = 1
if ( !(current.air_check_directions&test_dir) && current.air_check_directions&turn(target_dir, 270) )
//Try to connect to the right hand side.
var/flipped = 0
test_dir = turn(target_dir, 270)
for(var/i = 1, i <= 10, i++)
if(get_dir(current, NT) in cardinal)
target_dir = get_dir(current, NT)
if(!istype(current) || !(current.air_check_directions&target_dir || current.air_check_directions&test_dir))
if(flipped)
zone.rebuild = 1
return
current = T
test_dir = turn(target_dir, 180)
i = 0
target_dir = get_dir(current, NT)
flipped = 1
continue
if(current.air_check_directions&target_dir && !stepped_back)
next = get_step(current, target_dir)
if(!next.HasDoor())
current = next
if(current.air_check_directions&test_dir && current != next)
next = get_step(current, test_dir)
if(!next.HasDoor())
current = next
if(current == NT)
return //We made it, yaaay~
stepped_back = 0
zone.rebuild = 1
else if ( current.air_check_directions&test_dir )
//Try to connect to the left hand side.
for(var/i = 1, i <= 10, i++)
if(get_dir(current, NT) in cardinal)
target_dir = get_dir(current, NT)
if(!istype(current) || !(current.air_check_directions&target_dir || current.air_check_directions&test_dir))
zone.rebuild = 1
return
if(current.air_check_directions&target_dir && !stepped_back)
next = get_step(current, target_dir)
if(!next.HasDoor())
current = next
if(current.air_check_directions&test_dir && current != next)
next = get_step(current, test_dir)
if(!next.HasDoor())
current = next
if(current == NT)
return //We made it, yaaay~
stepped_back = 0
zone.rebuild = 1
else
//FUCK IT
zone.rebuild = 1

View File

@@ -92,10 +92,14 @@ obj
//Also get liquid fuels on the ground.
obj/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
//the fire's max temperature instantaneously.
firelevel = air_contents.calculate_firelevel(liquid)
//Ensure that there is an appropriate amount of fuel and O2 here.
if(firelevel > 0.25 && (air_contents.toxins || fuel || liquid))
if(firelevel > 0.25 && flow.oxygen > 0.3 && (air_contents.toxins || fuel || liquid))
for(var/direction in cardinal)
if(S.air_check_directions&direction) //Grab all valid bordering tiles
@@ -114,10 +118,6 @@ obj
if( prob( firelevel*10 ) )
new/obj/fire(enemy_tile,firelevel)
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
//the fire's max temperature instantaneously.
if(flow)
//Ensure adequate oxygen and fuel.
@@ -126,16 +126,10 @@ obj
//Change icon depending on the fuel, and thus temperature.
if(firelevel > 6)
icon_state = "3"
if(LuminosityRed != 11)
sd_SetLuminosity(11,9,0)
else if(firelevel > 2.5)
icon_state = "2"
if(LuminosityRed != 8)
sd_SetLuminosity(8,7,0)
else
icon_state = "1"
if(LuminosityRed != 5)
sd_SetLuminosity(5,4,0)
//Ensure flow temperature is higher than minimum fire temperatures.
flow.temperature = max(PLASMA_MINIMUM_BURN_TEMPERATURE+0.1,flow.temperature)
@@ -163,8 +157,12 @@ obj
New(newLoc,fl)
..()
if(!istype(loc, /turf) || !loc.CanPass(null, loc, 0, 0))
del src
dir = pick(cardinal)
sd_SetLuminosity(3,2,0)
ul_SetLuminosity(3,2,0)
firelevel = fl
for(var/mob/living/carbon/human/M in loc)
M.FireBurn(min(max(0.1,firelevel / 20),10)) //Burn the humans!
@@ -172,7 +170,7 @@ obj
Del()
if (istype(loc, /turf/simulated))
sd_SetLuminosity(0)
ul_SetLuminosity(0)
loc = null
air_master.active_hotspots.Remove(src)
@@ -322,8 +320,7 @@ datum/gas_mixture/proc/calculate_firelevel(obj/liquid_fuel/liquid)
arms_exposure = 1
//Get heat transfer coefficients for clothing.
//skytodo: this is handled different in tg
/*for(var/obj/item/clothing/C in src)
for(var/obj/item/clothing/C in src)
if(l_hand == C || r_hand == C) continue
if(C.body_parts_covered & HEAD)
head_exposure *= C.heat_transfer_coefficient
@@ -334,7 +331,7 @@ datum/gas_mixture/proc/calculate_firelevel(obj/liquid_fuel/liquid)
if(C.body_parts_covered & LEGS)
legs_exposure *= C.heat_transfer_coefficient
if(C.body_parts_covered & ARMS)
arms_exposure *= C.heat_transfer_coefficient*/
arms_exposure *= C.heat_transfer_coefficient
//Always check these damage procs first if fire damage isn't working. They're probably what's wrong.

View File

@@ -135,6 +135,7 @@ turf
proc/update_air_properties()
. = 1
var/air_directions_archived = air_check_directions
air_check_directions = 0
for(var/direction in cardinal)
@@ -169,28 +170,69 @@ turf
if(!(C in air_master.connections_to_check))
air_master.connections_to_check += C
for(var/direction in cardinal)
var/turf/T = get_step(src,direction)
if(!istype(T))
continue
// var/list/zone/adjacent_zones = list()
if(zone && !zone.rebuild)
for(var/direction in cardinal)
if(zone.rebuild)
break
if(air_check_directions&direction) //I can connect air in this direction
if(!CanPass(null, T, 0, 0)) //If either block air, we must look to see if the adjacent turfs need rebuilt.
if(T.zone && !T.zone.rebuild)
var/turf/simulated/NT = get_step(src, reverse_direction(direction))
if(istype(NT) && NT.zone && NT.zone == T.zone)
T.zone.rebuild = 1
var/turf/T = get_step(src,direction)
if(!istype(T))
continue
// var/list/zone/adjacent_zones = list()
else
ZConnect(src,T)
if(air_check_directions&direction) //I can connect air in this direction
if(!CanPass(null, T, 0, 0)) //If either block air, we must look to see if the adjacent turfs need rebuilt.
if(!T.CanPass(null, T, 0, 0)) //Target blocks air
var/turf/NT = get_step(T, direction)
if(istype(NT,/turf/simulated) && NT in zone.contents)
air_master.AddToConsiderRebuild(src,NT)
else if(istype(NT) && NT in zone.unsimulated_tiles)
var/consider_rebuild = 0
for(var/d in cardinal)
var/turf/UT = get_step(NT,d)
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
consider_rebuild = 1
break
if(consider_rebuild)
air_master.AddToConsiderRebuild(src,NT) //Gotta check if we need to rebuild, dammit
else
zone.RemoveTurf(NT) //Not adjacent to anything, and unsimulated. Goodbye~
//If I cannot connect to air or whatever, and there is a zone there, I am probably not able to pass air. Consider zone rebuilding
// else if(T.zone && !T.zone.rebuild)
// if(T.zone in adjacent_zones) //Found it more than 1 direction, rebuild
// T.zone.rebuild = 1
// else //Add it for later checks.
// adjacent_zones += T.zone
if(T.zone && !T.zone.rebuild) //I block air.
var/turf/NT = get_step(src, reverse_direction(direction))
if(istype(NT,/turf/simulated) && (NT in T.zone.contents || (NT.zone && T in NT.zone.contents)))
air_master.AddToConsiderRebuild(T,NT)
else if(istype(NT) && NT in T.zone.unsimulated_tiles)
var/consider_rebuild = 0
for(var/d in cardinal)
var/turf/UT = get_step(NT,d)
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
consider_rebuild = 1
break
if(consider_rebuild)
air_master.AddToConsiderRebuild(T,NT) //Gotta check if we need to rebuild, dammit
else
T.zone.RemoveTurf(NT) //Not adjacent to anything, and unsimulated. Goodbye~
else
ZConnect(src,T)
else if(air_directions_archived&direction) //Something like a wall was built, changing the geometry.
var/turf/NT = get_step(T, direction)
if(istype(NT,/turf/simulated) && NT in zone.contents)
air_master.AddToConsiderRebuild(src,NT)
else if(istype(NT) && NT in zone.unsimulated_tiles) //Parse if we need to remove the tile, or rebuild the zone.
var/consider_rebuild = 0
for(var/d in cardinal)
var/turf/UT = get_step(NT,d)
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
consider_rebuild = 1
break
if(consider_rebuild)
air_master.AddToConsiderRebuild(src,NT) //Gotta check if we need to rebuild, dammit
else
zone.RemoveTurf(NT) //Not adjacent to anything, and unsimulated. Goodbye~
if(air_check_directions)
processing = 1
@@ -198,6 +240,9 @@ turf
processing = 0
/turf/proc/HasDoor(turf/O)
//Checks for the presence of doors, used for zone spreading and connection.
//A positive numerical argument checks only for closed doors.

View File

@@ -167,7 +167,8 @@ zone/proc/process()
progress = "problem with: air.react()"
//React the air here.
air.react(null,0)
//Handled by fire, no need for this.
// air.react(null,0)
//Check the graphic.
@@ -454,7 +455,7 @@ zone/proc/Rebuild()
continue
for(var/direction in cardinal)
var/turf/simulated/T = get_step(S,direction)
if(istype(T) && T.zone)
if(istype(T) && T.zone && S.CanPass(null, T, 0, 0))
T.zone.AddTurf(S)
//UNUSED