mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
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:
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code/WorkInProgress/Cael_Aislinn/Supermatter/Shard.dmi
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code/WorkInProgress/Cael_Aislinn/Supermatter/Shard.dmi
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@@ -1,10 +1,22 @@
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#define NITROGEN_RETARDATION_FACTOR 12 //Higher == N2 slows reaction more
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#define THERMAL_RELEASE_MODIFIER 20 //Higher == less heat released during reaction
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#define PLASMA_RELEASE_MODIFIER 200 //Higher == less plasma released by reaction
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#define OXYGEN_RELEASE_MODIFIER 150 //Higher == less oxygen released at high temperature/power
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#define REACTION_POWER_MODIFIER 1.1 //Higher == more overall power
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#define THERMAL_RELEASE_MODIFIER 0.55 //Percentage of output power given to heat generation.
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#define WARNING_DELAY 30 //30 seconds between warnings.
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#define PLASMA_RELEASE_MODIFIER 0.24 //Percentage of output power given to plasma generation.
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#define PLASMA_CONVERSION_FACTOR 50 //How much energy per mole of plasma
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#define MAX_PLASMA_RELATIVE_INCREASE 0.3 //Percentage of current plasma amounts that can be added to preexisting plasma.
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#define OXYGEN_RELEASE_MODIFIER 0.13 //Percentage of output power given to oxygen generation.
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#define OXYGEN_CONVERSION_FACTOR 150 //How much energy per mole of oxygen.
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#define MAX_OXYGEN_RELATIVE_INCREASE 0.2 //Percentage of current oxygen amounts that can be added to preexisting oxygen.
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#define RADIATION_POWER_MODIFIER 0.03 //How much power goes to irradiating the area.
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#define RADIATION_FACTOR 10
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#define HALLUCINATION_POWER_MODIFIER 0.05 //How much power goes to hallucinations.
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#define HALLUCINATION_FACTOR 20
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#define REACTION_POWER_MODIFIER 4 //Higher == more overall power
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#define WARNING_DELAY 45 //45 seconds between warnings.
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/obj/machinery/power/supermatter
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name = "Supermatter"
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@@ -19,14 +31,18 @@
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var/gasefficency = 0.25
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var/base_icon_state = "darkmatter"
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var/damage = 0
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var/damage_archived = 0
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var/safe_alert = "Crystaline hyperstructure returning to safe operating levels."
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var/warning_point = 300
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var/warning_point = 100
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var/warning_alert = "Danger! Crystal hyperstructure instability!"
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var/emergency_point = 3000
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var/emergency_point = 700
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var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT"
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var/explosion_point = 4500
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var/explosion_point = 1000
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var/emergency_issued = 0
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var/explosion_power = 8
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@@ -34,27 +50,25 @@
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var/power = 0
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var/halucination_range = 8
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var/rad_range = 4
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shard //Small subtype, less efficient and more sensitive, but less boom.
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name = "Supermatter Shard"
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desc = "A strangely translucent and iridescent crystal. Looks like it used to be part of a larger structure. \red You get headaches just from looking at it."
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warning_point = 200
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emergency_point = 2500
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explosion_point = 3500
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icon_state = "darkmatter_shard"
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base_icon_state = "darkmatter_shard"
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gasefficency = 12.5
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halucination_range = 5
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rad_range = 2
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warning_point = 50
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emergency_point = 500
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explosion_point = 900
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explosion_power = 2 //2,4,6,8? Or is that too small?
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gasefficency = 0.125
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explosion_power = 3 //3,6,9,12? Or is that too small?
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process()
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var/turf/simulated/L = loc
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var/turf/L = loc
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if(!istype(L)) //If we are not on a turf, uh oh.
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del src
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@@ -63,79 +77,109 @@
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var/datum/gas_mixture/env = L.return_air()
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//Remove gas from surrounding area
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var/transfer_moles = gasefficency * env.total_moles()
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var/datum/gas_mixture/removed = env.remove(transfer_moles)
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var/datum/gas_mixture/removed = env.remove(gasefficency * env.total_moles)
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if (!removed)
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return 1
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damage_archived = damage
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damage = max( damage + ( (removed.temperature - 1000) / 150 ) , 0 )
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if(damage > warning_point) // while the core is still damaged and it's still worth noting its status
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if((world.timeofday - lastwarning) / 10 >= WARNING_DELAY)
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if(damage > emergency_point)
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radioalert("states, \"[emergency_alert]\"","Supermatter Monitor")
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lastwarning = world.timeofday
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else if(damage >= damage_archived) // The damage is still going up
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radioalert("states, \"[warning_alert]\"","Supermatter Monitor")
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lastwarning = world.timeofday-150
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else // Phew, we're safe
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radioalert("states, \"[safe_alert]\"","Supermatter Monitor")
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lastwarning = world.timeofday
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lastwarning = world.timeofday
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if(damage > explosion_point)
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explosion(loc,explosion_power,explosion_power*2,explosion_power*3,explosion_power*4,1)
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del src
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var/nitrogen_mod = abs((removed.nitrogen / removed.total_moles())) * NITROGEN_RETARDATION_FACTOR
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var/oxygen = max(min(removed.oxygen / removed.total_moles() - nitrogen_mod, 1), 0)
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damage_archived = damage
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damage = max( damage + ( (removed.temperature - 1000) / 150 ) , 0 )
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if(!removed.total_moles)
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damage += max((power-1600)/10,0)
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power = max(power,1600)
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return 1
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var/nitrogen_mod = abs((removed.nitrogen / removed.total_moles)) * NITROGEN_RETARDATION_FACTOR
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var/oxygen = max(min(removed.oxygen / removed.total_moles - nitrogen_mod, 1), 0)
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var/temp_factor = 0
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if(oxygen > 0.8)
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// with a perfect gas mix, make the power less based on heat
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temp_factor = 100
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icon_state = "darkmatter_glow"
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icon_state = "[base_icon_state]_glow"
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else
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// in normal mode, base the produced energy around the heat
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temp_factor = 20
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icon_state = "darkmatter"
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temp_factor = 60
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icon_state = base_icon_state
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//Calculate power released as heat and gas, in as the sqrt of the power.
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var/power_factor = (power/100) ** 3
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var/power_factor = (power/500) ** 3
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var/device_energy = oxygen * power_factor
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power = max(round((removed.temperature - T0C) / temp_factor) + power - power_factor, 0) //Total laser power plus an overload factor
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//Final energy calcs.
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device_energy *= removed.temperature / T0C
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device_energy = round(device_energy * REACTION_POWER_MODIFIER)
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device_energy = max(device_energy * REACTION_POWER_MODIFIER,0)
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//To figure out how much temperature to add each tick, consider that at one atmosphere's worth
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//of pure oxygen, with all four lasers firing at standard energy and no N2 present, at room temperature
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//that the device energy is around 2140. At that stage, we don't want too much heat to be put out
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//Since the core is effectively "cold"
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//To figure out how much temperature to add each tick, consider that at one atmosphere's worth
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//of pure oxygen, with all four lasers firing at standard energy and no N2 present, at room temperature
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//that the device energy is around 2140. At that stage, we don't want too much heat to be put out
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//Since the core is effectively "cold"
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//Also keep in mind we are only adding this temperature to (efficiency)% of the one tile the rock
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//is on. An increase of 4*C @ 25% efficiency here results in an increase of 1*C / (#tilesincore) overall.
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removed.temperature += max((device_energy / THERMAL_RELEASE_MODIFIER), 0)
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//Also keep in mind we are only adding this temperature to (efficiency)% of the one tile the rock
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//is on. An increase of 4*C @ 25% efficiency here results in an increase of 1*C / (#tilesincore) overall.
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removed.temperature = min(removed.temperature, 1500)
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var/plasma_energy = device_energy * PLASMA_RELEASE_MODIFIER
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var/oxygen_energy = device_energy * OXYGEN_RELEASE_MODIFIER
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var/other_energy = device_energy * (1- (OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER))
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|
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//Calculate how much gas to release
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removed.toxins += max(device_energy / PLASMA_RELEASE_MODIFIER, 0)
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//Put as much plasma out as is permitted.
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if( plasma_energy > removed.total_moles * PLASMA_CONVERSION_FACTOR * MAX_PLASMA_RELATIVE_INCREASE / gasefficency)
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removed.toxins += (MAX_PLASMA_RELATIVE_INCREASE * removed.total_moles / gasefficency)
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other_energy += plasma_energy - (removed.total_moles * PLASMA_CONVERSION_FACTOR * MAX_PLASMA_RELATIVE_INCREASE / gasefficency)
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else
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removed.toxins += plasma_energy/PLASMA_CONVERSION_FACTOR
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removed.oxygen += max((device_energy + removed.temperature - T0C) / OXYGEN_RELEASE_MODIFIER, 0)
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//Put as much plasma out as is permitted.
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if( oxygen_energy > removed.total_moles * OXYGEN_CONVERSION_FACTOR * MAX_OXYGEN_RELATIVE_INCREASE / gasefficency)
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removed.oxygen += (MAX_OXYGEN_RELATIVE_INCREASE * removed.total_moles / gasefficency)
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other_energy += oxygen_energy - (removed.total_moles * OXYGEN_CONVERSION_FACTOR * MAX_OXYGEN_RELATIVE_INCREASE / gasefficency)
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else
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removed.oxygen += oxygen_energy/OXYGEN_CONVERSION_FACTOR
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var/heat_energy = (other_energy*THERMAL_RELEASE_MODIFIER)/(1-(OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER))
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var/hallucination_energy = (other_energy*HALLUCINATION_POWER_MODIFIER*HALLUCINATION_FACTOR)/(1-(OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER))
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var/rad_energy = (other_energy*RADIATION_POWER_MODIFIER*RADIATION_FACTOR)/(1-(OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER))
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var/heat_applied = max(heat_energy,0)
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if(heat_applied + removed.temperature > 800)
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removed.temperature = 800
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var/energy_to_reconsider = (heat_applied + removed.temperature - 800)
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hallucination_energy += (energy_to_reconsider*HALLUCINATION_POWER_MODIFIER)/(HALLUCINATION_POWER_MODIFIER+RADIATION_POWER_MODIFIER)
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rad_energy += (energy_to_reconsider*RADIATION_POWER_MODIFIER)/(HALLUCINATION_POWER_MODIFIER+RADIATION_POWER_MODIFIER)
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else
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removed.temperature += heat_applied
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|
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removed.update_values()
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env.merge(removed)
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for(var/mob/living/carbon/human/l in range(src, halucination_range)) // you have to be seeing the core to get hallucinations
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for(var/mob/living/carbon/human/l in view(src, round(hallucination_energy**0.25))) // you have to be seeing the core to get hallucinations
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if(prob(10) && !istype(l.glasses, /obj/item/clothing/glasses/meson))
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l.hallucination = 50
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world << "Inducing hallucinations"
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l.hallucination += hallucination_energy/((get_dist(l,src)**2))
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for(var/mob/living/l in range(src,rad_range))
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l.apply_effect(rand(20,60)/(get_dist(src, l)+1), IRRADIATE)
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for(var/mob/living/l in range(src,round(rad_energy**0.25)))
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var/rads = rad_energy/((get_dist(l,src)**2))
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l.apply_effect(rads, IRRADIATE)
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return 1
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@@ -92,15 +92,16 @@ datum
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controller
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air_system
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//Geoemetry lists
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var/list/turf/simulated/turfs_with_connections = list()
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var/list/obj/fire/active_hotspots = list()
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var/list/turfs_with_connections = list()
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var/list/active_hotspots = list()
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|
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//Special functions lists
|
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var/list/turf/simulated/tiles_to_reconsider_zones = list()
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var/list/tiles_to_reconsider_zones = list()
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|
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//Geometry updates lists
|
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var/list/turf/simulated/tiles_to_update = list()
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var/list/connection/connections_to_check = list()
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var/list/tiles_to_update = list()
|
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var/list/connections_to_check = list()
|
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var/list/rebuilds_to_consider = list()
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|
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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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@@ -184,9 +185,30 @@ datum
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var/output = T.update_air_properties()
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if(. && T && !output)
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. = 0 //If a runtime occured, make sure we can sense it.
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log_admin("ZASALERT: Unable run turf/simualted/update_air_properties()")
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//message_admins("ZASALERT: Unable run turf/simualted/update_air_properties()")
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tiles_to_update = list()
|
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|
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tick_progress = "reconsider_zones"
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if(rebuilds_to_consider.len)
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for(var/turf/T in rebuilds_to_consider)
|
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if(istype(T, /turf/simulated) && T.zone && !T.zone.rebuild)
|
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var/turf/simulated/other_turf = rebuilds_to_consider[T]
|
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if(istype(other_turf))
|
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ConsiderRebuild(T,other_turf)
|
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else if(istype(other_turf, /list))
|
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var/list/temp_turfs = other_turf
|
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for(var/turf/NT in temp_turfs)
|
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ConsiderRebuild(T,NT)
|
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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)
|
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ConsiderRebuild(NT,T)
|
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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"
|
||||
|
||||
proc/AddToConsiderRebuild(var/turf/simulated/T, var/turf/NT)
|
||||
var/turf/existing_test = rebuilds_to_consider[T]
|
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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
|
||||
@@ -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.
|
||||
|
||||
|
||||
@@ -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.
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -16,7 +16,21 @@
|
||||
|
||||
#define MOLES_PLASMA_VISIBLE 0.5 //Moles in a standard cell after which plasma is visible
|
||||
|
||||
<<<<<<< HEAD
|
||||
#define BREATH_VOLUME 0.5 //liters in a normal breath
|
||||
=======
|
||||
#define SPECIFIC_HEAT_TOXIN 200
|
||||
#define SPECIFIC_HEAT_AIR 20
|
||||
#define SPECIFIC_HEAT_CDO 30
|
||||
#define HEAT_CAPACITY_CALCULATION(oxygen,carbon_dioxide,nitrogen,toxins) \
|
||||
(carbon_dioxide*SPECIFIC_HEAT_CDO + (oxygen+nitrogen)*SPECIFIC_HEAT_AIR + toxins*SPECIFIC_HEAT_TOXIN)
|
||||
|
||||
#define MINIMUM_HEAT_CAPACITY 0.0003
|
||||
#define QUANTIZE(variable) (round(variable,0.0001))
|
||||
#define TRANSFER_FRACTION 5 //What fraction (1/#) of the air difference to try and transfer
|
||||
|
||||
#define BREATH_VOLUME 0.5 //liters in a normal breath Increased to scale to SS13 speeds.
|
||||
>>>>>>> caf88d81eb4ba61466414c5fa0609be06c932803
|
||||
#define BREATH_PERCENTAGE BREATH_VOLUME/CELL_VOLUME
|
||||
//Amount of air to take a from a tile
|
||||
#define HUMAN_NEEDED_OXYGEN MOLES_CELLSTANDARD*BREATH_PERCENTAGE*0.16
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
; just add the ckey (lowercase) of every moderator on a separate line
|
||||
; lines starting with ; are comments and will be ignored
|
||||
chinsky
|
||||
cubejackal
|
||||
dakonic
|
||||
themij
|
||||
sparklysheep
|
||||
@@ -11,3 +12,4 @@ densane
|
||||
bowlsoldier
|
||||
fenrisian
|
||||
madmalicemccrea
|
||||
roaper
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 65 KiB After Width: | Height: | Size: 70 KiB |
Reference in New Issue
Block a user