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

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@@ -1,10 +1,22 @@
#define NITROGEN_RETARDATION_FACTOR 12 //Higher == N2 slows reaction more
#define THERMAL_RELEASE_MODIFIER 20 //Higher == less heat released during reaction
#define PLASMA_RELEASE_MODIFIER 200 //Higher == less plasma released by reaction
#define OXYGEN_RELEASE_MODIFIER 150 //Higher == less oxygen released at high temperature/power
#define REACTION_POWER_MODIFIER 1.1 //Higher == more overall power
#define THERMAL_RELEASE_MODIFIER 0.55 //Percentage of output power given to heat generation.
#define WARNING_DELAY 30 //30 seconds between warnings.
#define PLASMA_RELEASE_MODIFIER 0.24 //Percentage of output power given to plasma generation.
#define PLASMA_CONVERSION_FACTOR 50 //How much energy per mole of plasma
#define MAX_PLASMA_RELATIVE_INCREASE 0.3 //Percentage of current plasma amounts that can be added to preexisting plasma.
#define OXYGEN_RELEASE_MODIFIER 0.13 //Percentage of output power given to oxygen generation.
#define OXYGEN_CONVERSION_FACTOR 150 //How much energy per mole of oxygen.
#define MAX_OXYGEN_RELATIVE_INCREASE 0.2 //Percentage of current oxygen amounts that can be added to preexisting oxygen.
#define RADIATION_POWER_MODIFIER 0.03 //How much power goes to irradiating the area.
#define RADIATION_FACTOR 10
#define HALLUCINATION_POWER_MODIFIER 0.05 //How much power goes to hallucinations.
#define HALLUCINATION_FACTOR 20
#define REACTION_POWER_MODIFIER 4 //Higher == more overall power
#define WARNING_DELAY 45 //45 seconds between warnings.
/obj/machinery/power/supermatter
name = "Supermatter"
@@ -19,14 +31,18 @@
var/gasefficency = 0.25
var/base_icon_state = "darkmatter"
var/damage = 0
var/damage_archived = 0
var/safe_alert = "Crystaline hyperstructure returning to safe operating levels."
var/warning_point = 300
var/warning_point = 100
var/warning_alert = "Danger! Crystal hyperstructure instability!"
var/emergency_point = 3000
var/emergency_point = 700
var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT"
var/explosion_point = 4500
var/explosion_point = 1000
var/emergency_issued = 0
var/explosion_power = 8
@@ -34,27 +50,25 @@
var/power = 0
var/halucination_range = 8
var/rad_range = 4
shard //Small subtype, less efficient and more sensitive, but less boom.
name = "Supermatter Shard"
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."
warning_point = 200
emergency_point = 2500
explosion_point = 3500
icon_state = "darkmatter_shard"
base_icon_state = "darkmatter_shard"
gasefficency = 12.5
halucination_range = 5
rad_range = 2
warning_point = 50
emergency_point = 500
explosion_point = 900
explosion_power = 2 //2,4,6,8? Or is that too small?
gasefficency = 0.125
explosion_power = 3 //3,6,9,12? Or is that too small?
process()
var/turf/simulated/L = loc
var/turf/L = loc
if(!istype(L)) //If we are not on a turf, uh oh.
del src
@@ -63,79 +77,109 @@
var/datum/gas_mixture/env = L.return_air()
//Remove gas from surrounding area
var/transfer_moles = gasefficency * env.total_moles()
var/datum/gas_mixture/removed = env.remove(transfer_moles)
var/datum/gas_mixture/removed = env.remove(gasefficency * env.total_moles)
if (!removed)
return 1
damage_archived = damage
damage = max( damage + ( (removed.temperature - 1000) / 150 ) , 0 )
if(damage > warning_point) // while the core is still damaged and it's still worth noting its status
if((world.timeofday - lastwarning) / 10 >= WARNING_DELAY)
if(damage > emergency_point)
radioalert("states, \"[emergency_alert]\"","Supermatter Monitor")
lastwarning = world.timeofday
else if(damage >= damage_archived) // The damage is still going up
radioalert("states, \"[warning_alert]\"","Supermatter Monitor")
lastwarning = world.timeofday-150
else // Phew, we're safe
radioalert("states, \"[safe_alert]\"","Supermatter Monitor")
lastwarning = world.timeofday
lastwarning = world.timeofday
if(damage > explosion_point)
explosion(loc,explosion_power,explosion_power*2,explosion_power*3,explosion_power*4,1)
del src
var/nitrogen_mod = abs((removed.nitrogen / removed.total_moles())) * NITROGEN_RETARDATION_FACTOR
var/oxygen = max(min(removed.oxygen / removed.total_moles() - nitrogen_mod, 1), 0)
damage_archived = damage
damage = max( damage + ( (removed.temperature - 1000) / 150 ) , 0 )
if(!removed.total_moles)
damage += max((power-1600)/10,0)
power = max(power,1600)
return 1
var/nitrogen_mod = abs((removed.nitrogen / removed.total_moles)) * NITROGEN_RETARDATION_FACTOR
var/oxygen = max(min(removed.oxygen / removed.total_moles - nitrogen_mod, 1), 0)
var/temp_factor = 0
if(oxygen > 0.8)
// with a perfect gas mix, make the power less based on heat
temp_factor = 100
icon_state = "darkmatter_glow"
icon_state = "[base_icon_state]_glow"
else
// in normal mode, base the produced energy around the heat
temp_factor = 20
icon_state = "darkmatter"
temp_factor = 60
icon_state = base_icon_state
//Calculate power released as heat and gas, in as the sqrt of the power.
var/power_factor = (power/100) ** 3
var/power_factor = (power/500) ** 3
var/device_energy = oxygen * power_factor
power = max(round((removed.temperature - T0C) / temp_factor) + power - power_factor, 0) //Total laser power plus an overload factor
//Final energy calcs.
device_energy *= removed.temperature / T0C
device_energy = round(device_energy * REACTION_POWER_MODIFIER)
device_energy = max(device_energy * REACTION_POWER_MODIFIER,0)
//To figure out how much temperature to add each tick, consider that at one atmosphere's worth
//of pure oxygen, with all four lasers firing at standard energy and no N2 present, at room temperature
//that the device energy is around 2140. At that stage, we don't want too much heat to be put out
//Since the core is effectively "cold"
//To figure out how much temperature to add each tick, consider that at one atmosphere's worth
//of pure oxygen, with all four lasers firing at standard energy and no N2 present, at room temperature
//that the device energy is around 2140. At that stage, we don't want too much heat to be put out
//Since the core is effectively "cold"
//Also keep in mind we are only adding this temperature to (efficiency)% of the one tile the rock
//is on. An increase of 4*C @ 25% efficiency here results in an increase of 1*C / (#tilesincore) overall.
removed.temperature += max((device_energy / THERMAL_RELEASE_MODIFIER), 0)
//Also keep in mind we are only adding this temperature to (efficiency)% of the one tile the rock
//is on. An increase of 4*C @ 25% efficiency here results in an increase of 1*C / (#tilesincore) overall.
removed.temperature = min(removed.temperature, 1500)
var/plasma_energy = device_energy * PLASMA_RELEASE_MODIFIER
var/oxygen_energy = device_energy * OXYGEN_RELEASE_MODIFIER
var/other_energy = device_energy * (1- (OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER))
//Calculate how much gas to release
removed.toxins += max(device_energy / PLASMA_RELEASE_MODIFIER, 0)
//Put as much plasma out as is permitted.
if( plasma_energy > removed.total_moles * PLASMA_CONVERSION_FACTOR * MAX_PLASMA_RELATIVE_INCREASE / gasefficency)
removed.toxins += (MAX_PLASMA_RELATIVE_INCREASE * removed.total_moles / gasefficency)
other_energy += plasma_energy - (removed.total_moles * PLASMA_CONVERSION_FACTOR * MAX_PLASMA_RELATIVE_INCREASE / gasefficency)
else
removed.toxins += plasma_energy/PLASMA_CONVERSION_FACTOR
removed.oxygen += max((device_energy + removed.temperature - T0C) / OXYGEN_RELEASE_MODIFIER, 0)
//Put as much plasma out as is permitted.
if( oxygen_energy > removed.total_moles * OXYGEN_CONVERSION_FACTOR * MAX_OXYGEN_RELATIVE_INCREASE / gasefficency)
removed.oxygen += (MAX_OXYGEN_RELATIVE_INCREASE * removed.total_moles / gasefficency)
other_energy += oxygen_energy - (removed.total_moles * OXYGEN_CONVERSION_FACTOR * MAX_OXYGEN_RELATIVE_INCREASE / gasefficency)
else
removed.oxygen += oxygen_energy/OXYGEN_CONVERSION_FACTOR
var/heat_energy = (other_energy*THERMAL_RELEASE_MODIFIER)/(1-(OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER))
var/hallucination_energy = (other_energy*HALLUCINATION_POWER_MODIFIER*HALLUCINATION_FACTOR)/(1-(OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER))
var/rad_energy = (other_energy*RADIATION_POWER_MODIFIER*RADIATION_FACTOR)/(1-(OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER))
var/heat_applied = max(heat_energy,0)
if(heat_applied + removed.temperature > 800)
removed.temperature = 800
var/energy_to_reconsider = (heat_applied + removed.temperature - 800)
hallucination_energy += (energy_to_reconsider*HALLUCINATION_POWER_MODIFIER)/(HALLUCINATION_POWER_MODIFIER+RADIATION_POWER_MODIFIER)
rad_energy += (energy_to_reconsider*RADIATION_POWER_MODIFIER)/(HALLUCINATION_POWER_MODIFIER+RADIATION_POWER_MODIFIER)
else
removed.temperature += heat_applied
removed.update_values()
env.merge(removed)
for(var/mob/living/carbon/human/l in range(src, halucination_range)) // you have to be seeing the core to get hallucinations
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
if(prob(10) && !istype(l.glasses, /obj/item/clothing/glasses/meson))
l.hallucination = 50
world << "Inducing hallucinations"
l.hallucination += hallucination_energy/((get_dist(l,src)**2))
for(var/mob/living/l in range(src,rad_range))
l.apply_effect(rand(20,60)/(get_dist(src, l)+1), IRRADIATE)
for(var/mob/living/l in range(src,round(rad_energy**0.25)))
var/rads = rad_energy/((get_dist(l,src)**2))
l.apply_effect(rads, IRRADIATE)
return 1

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"
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

View File

@@ -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

View File

@@ -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

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