Fire update. Should now burn out after a time, and temperature varies on a number of conditions. Fixed a runtime, and made fire work in canisters. Ingame modification of ZAS is now possible again. Firedoors now remove duplicate firedoors on the same turf.

This commit is contained in:
SkyMarshal
2013-04-11 11:21:22 -07:00
parent 2aa17ef0e5
commit b1e9955ea7
8 changed files with 124 additions and 69 deletions

View File

@@ -11,8 +11,6 @@ Attach to transfer valve and open. BOOM.
*/
//Some legacy definitions so fires can be started.
atom/proc/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
return null
@@ -21,21 +19,12 @@ atom/proc/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed
turf/proc/hotspot_expose(exposed_temperature, exposed_volume, soh = 0)
turf/simulated/hotspot_expose(exposed_temperature, exposed_volume, soh)
if(fire_protection > world.time-300) return
var/datum/gas_mixture/air_contents = return_air(1)
if(!air_contents)
var/datum/gas_mixture/air_contents = return_air()
if(!air_contents || exposed_temperature < PLASMA_MINIMUM_BURN_TEMPERATURE)
return 0
/*if(active_hotspot)
if(soh)
if(air_contents.toxins > 0.5 && air_contents.oxygen > 0.5)
if(active_hotspot.temperature < exposed_temperature)
active_hotspot.temperature = exposed_temperature
if(active_hotspot.volume < exposed_volume)
active_hotspot.volume = exposed_volume
return 1*/
var/igniting = 0
if(locate(/obj/fire) in src)
return 1
@@ -47,9 +36,8 @@ turf/simulated/hotspot_expose(exposed_temperature, exposed_volume, soh)
return 0
if(! (locate(/obj/fire) in src))
var/obj/fire/F = new(src,1000)
F.temperature = exposed_temperature
F.volume = CELL_VOLUME
new /obj/fire(src,1000)
//active_hotspot.just_spawned = (current_cycle < air_master.current_cycle)
//remove just_spawned protection if no longer processing this cell
@@ -71,10 +59,7 @@ obj
layer = TURF_LAYER
var
volume = CELL_VOLUME
temperature = FIRE_MINIMUM_TEMPERATURE_TO_EXIST
firelevel = 10000 //Calculated by gas_mixture.calculate_firelevel()
archived_firelevel = 0
process()
. = 1
@@ -92,7 +77,7 @@ obj
//Also get liquid fuels on the ground.
obj/effect/decal/cleanable/liquid_fuel/liquid = locate() in S
var/datum/gas_mixture/flow = air_contents.remove_ratio(0.25)
var/datum/gas_mixture/flow = air_contents.remove_ratio(vsc.fire_consuption_rate)
//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.
@@ -126,10 +111,13 @@ obj
//Change icon depending on the fuel, and thus temperature.
if(firelevel > 6)
icon_state = "3"
SetLuminosity(7)
else if(firelevel > 2.5)
icon_state = "2"
SetLuminosity(5)
else
icon_state = "1"
SetLuminosity(3)
//Ensure flow temperature is higher than minimum fire temperatures.
flow.temperature = max(PLASMA_MINIMUM_BURN_TEMPERATURE+0.1,flow.temperature)
@@ -153,11 +141,10 @@ obj
else
del src
//Should fix fire being extra damaging, temperature of the environment will now be the main source of fire damage.
/*
for(var/mob/living/carbon/human/M in loc)
M.FireBurn(min(max(0.1,firelevel / 20),10)) //Burn the humans!
*/
M.FireBurn(firelevel) //Burn the humans!
New(newLoc,fl)
..()
@@ -166,13 +153,14 @@ obj
del src
dir = pick(cardinal)
//sd_SetLuminosity(3,2,0)
SetLuminosity(3)
firelevel = fl
air_master.active_hotspots.Add(src)
Del()
if (istype(loc, /turf/simulated))
//sd_SetLuminosity(0)
SetLuminosity(0)
loc = null
air_master.active_hotspots.Remove(src)
@@ -180,36 +168,34 @@ obj
..()
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/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
total_fuel = toxins
fuel_sources = 0 //We'll divide by this later so that fuel is consumed evenly.
datum/gas/volatile_fuel/fuel = locate() in trace_gases
if(fuel)
//Volatile Fuel
total_fuel += fuel.moles
fuel_sources++
if(liquid)
//Liquid Fuel
if(liquid.amount <= 0)
del liquid
else
total_fuel += liquid.amount
fuel_sources++
total_fuel += liquid.amount*15
//Toxins
if(toxins > 0.3) fuel_sources++
if(!fuel_sources) return 0 //If there's no fuel, there's no burn. Can't divide by zero anyway.
if(! (fuel || toxins || liquid) )
return 0 //If there's no fuel, there's no burn. Can't divide by zero anyway.
if(oxygen > 0.3)
@@ -219,46 +205,54 @@ datum/gas_mixture/proc/zburn(obj/effect/decal/cleanable/liquid_fuel/liquid)
//Reaches a maximum practical temperature of around 4500.
//Increase temperature.
temperature = max( 1700*log(0.4*firelevel + 1.23) , temperature )
temperature = max( vsc.fire_temperature_multiplier*log(0.04*firelevel + 1.24) , temperature )
var/total_reactants = min(oxygen, 2*total_fuel) + total_fuel
//Consume some gas.
var/consumed_gas = min(oxygen,0.05*firelevel,total_fuel) / fuel_sources
var/consumed_gas = max( min( total_reactants, vsc.fire_gas_combustion_ratio*firelevel ), 0.2)
oxygen = max(0,oxygen-consumed_gas)
oxygen -= min(oxygen, (total_reactants-total_fuel)*consumed_gas/total_reactants )
toxins = max(0,toxins-consumed_gas)
toxins -= min(toxins, toxins*consumed_gas/total_reactants )
carbon_dioxide += consumed_gas*2
carbon_dioxide += max(consumed_gas, 0)
if(fuel)
fuel.moles -= consumed_gas
fuel.moles -= fuel.moles*consumed_gas/total_reactants
if(fuel.moles <= 0) del fuel
if(liquid)
liquid.amount -= consumed_gas
liquid.amount -= liquid.amount*consumed_gas/(15*total_reactants)
if(liquid.amount <= 0) del liquid
update_values()
return consumed_gas*fuel_sources
return consumed_gas
return 0
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
liquid_concentration = 0
oxy_concentration = oxygen / volume
tox_concentration = toxins / volume
fuel_concentration = 0
var/total_fuel = toxins - 0.5
if(fuel) fuel_concentration = (fuel.moles) / volume
if(liquid) liquid_concentration = (liquid.amount*15) / volume
return (oxy_concentration + tox_concentration + liquid_concentration + fuel_concentration)*100
if(liquid)
total_fuel += (liquid.amount*15)
/mob/living/carbon/human/proc/FireBurn(mx as num)
if(fuel)
total_fuel += fuel.moles
var/total_combustables = (total_fuel + oxygen)
if(total_fuel <= 0 || oxygen <= 0)
return 0
return max( 0, vsc.fire_firelevel_multiplier*(total_combustables/(total_combustables + nitrogen))*log(2*total_combustables/oxygen)*log(total_combustables/total_fuel))
/mob/living/carbon/human/proc/FireBurn(var/firelevel)
//Burns mobs due to fire. Respects heat transfer coefficients on various body parts.
//Due to TG reworking how fireprotection works, this is kinda less meaningful.
var
head_exposure = 1
@@ -267,20 +261,26 @@ datum/gas_mixture/proc/calculate_firelevel(obj/effect/decal/cleanable/liquid_fue
legs_exposure = 1
arms_exposure = 1
var/mx = min(max(0.1,firelevel / 20),10)
var/last_temperature = vsc.fire_temperature_multiplier*log(0.04*firelevel + 1.24)
//Get heat transfer coefficients for clothing.
//skytodo: different handling of temp with tg
/*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
if(C.body_parts_covered & UPPER_TORSO)
chest_exposure *= C.heat_transfer_coefficient
if(C.body_parts_covered & LOWER_TORSO)
groin_exposure *= C.heat_transfer_coefficient
if(C.body_parts_covered & LEGS)
legs_exposure *= C.heat_transfer_coefficient
if(C.body_parts_covered & ARMS)
arms_exposure *= C.heat_transfer_coefficient*/
//skytodo: kill anyone who breaks things then orders me to fix them
for(var/obj/item/clothing/C in src)
if(l_hand == C || r_hand == C)
continue
if( C.max_heat_protection_temperature >= last_temperature )
if(C.body_parts_covered & HEAD)
head_exposure = 0
if(C.body_parts_covered & UPPER_TORSO)
chest_exposure = 0
if(C.body_parts_covered & LOWER_TORSO)
groin_exposure = 0
if(C.body_parts_covered & LEGS)
legs_exposure = 0
if(C.body_parts_covered & ARMS)
arms_exposure = 0
//Always check these damage procs first if fire damage isn't working. They're probably what's wrong.
@@ -292,4 +292,5 @@ datum/gas_mixture/proc/calculate_firelevel(obj/effect/decal/cleanable/liquid_fue
apply_damage(0.4*mx*arms_exposure, BURN, "l_arm", 0, 0, "Fire")
apply_damage(0.4*mx*arms_exposure, BURN, "r_arm", 0, 0, "Fire")
//flash_pain()
//flash_pain()
#undef ZAS_FIRE_CONSUMPTION_RATE

View File

@@ -2,40 +2,69 @@ var/global/vs_control/vsc = new
vs_control/var
IgnitionLevel = 0.5
IgnitionLevel_DESC = "Moles of oxygen+plasma - co2 needed to burn."
IgnitionLevel_DESC = "Determines point at which fire can ignite"
fire_consuption_rate = 0.25
fire_consuption_rate_NAME = "Fire - Air Consumption Ratio"
fire_consuption_rate_DESC = "Ratio of air removed and combusted per tick."
fire_firelevel_multiplier = 25
fire_firelevel_multiplier_NAME = "Fire - Firelevel Constant"
fire_firelevel_multiplier_DESC = "Multiplied by the equation for firelevel, affects the combustion and ignition of gas mixes."
fire_temperature_multiplier = 1700
fire_temperature_multiplier_NAME = "Fire - Temperature Multiplier"
fire_temperature_multiplier_DESC = "Base value for fire temperatures."
fire_gas_combustion_ratio = 0.25
fire_gas_combustion_ratio_NAME = "Fire - Gas Conversion Ratio"
fire_gas_combustion_ratio_DESC = "The rate at which oxygen and plasma are converted to CO2, expressed in terms of the firelevel."
airflow_lightest_pressure = 30
airflow_lightest_pressure_NAME = "Airflow - Small Movement Threshold %"
airflow_lightest_pressure_DESC = "Percent of 1 Atm. at which items with the small weight classes will move."
airflow_light_pressure = 45
airflow_light_pressure_NAME = "Airflow - Medium Movement Threshold %"
airflow_light_pressure_DESC = "Percent of 1 Atm. at which items with the medium weight classes will move."
airflow_medium_pressure = 90
airflow_medium_pressure_NAME = "Airflow - Heavy Movement Threshold %"
airflow_medium_pressure_DESC = "Percent of 1 Atm. at which items with the largest weight classes will move."
airflow_heavy_pressure = 95
airflow_heavy_pressure_NAME = "Airflow - Mob Movement Threshold %"
airflow_heavy_pressure_DESC = "Percent of 1 Atm. at which mobs will move."
airflow_dense_pressure = 120
airflow_dense_pressure_NAME = "Airflow - Dense Movement Threshold %"
airflow_dense_pressure_DESC = "Percent of 1 Atm. at which items with canisters and closets will move."
airflow_stun_pressure = 100
airflow_stun_pressure_NAME = "Airflow - Mob Stunning Threshold %"
airflow_stun_pressure_DESC = "Percent of 1 Atm. at which mobs will be stunned by airflow."
airflow_stun_cooldown = 60
airflow_stun_cooldown_NAME = "Aiflow Stunning - Cooldown"
airflow_stun_cooldown_DESC = "How long, in tenths of a second, to wait before stunning them again."
airflow_stun = 0.15
airflow_stun_NAME = "Airflow Impact - Stunning"
airflow_stun_DESC = "How much a mob is stunned when hit by an object."
airflow_damage = 0.3
airflow_damage_NAME = "Airflow Impact - Damage"
airflow_damage_DESC = "Damage from airflow impacts."
airflow_speed_decay = 1.5
airflow_speed_decay_NAME = "Airflow Speed Decay"
airflow_speed_decay_DESC = "How rapidly the speed gained from airflow decays."
airflow_delay = 30
airflow_delay_NAME = "Airflow Retrigger Delay"
airflow_delay_DESC = "Time in deciseconds before things can be moved by airflow again."
airflow_mob_slowdown = 1
airflow_mob_slowdown_NAME = "Airflow Slowdown"
airflow_mob_slowdown_DESC = "Time in tenths of a second to add as a delay to each movement by a mob if they are fighting the pull of the airflow."

View File

@@ -218,7 +218,7 @@ zone/proc/process()
if(air.temperature > PLASMA_FLASHPOINT)
for(var/atom/movable/item in S)
item.temperature_expose(air, air.temperature, CELL_VOLUME)
S.hotspot_expose(air, air.temperature, CELL_VOLUME)
S.hotspot_expose(air.temperature, CELL_VOLUME)
progress = "problem with: calculating air graphic"

View File

@@ -136,6 +136,9 @@
else
can_label = 0
if(air_contents.temperature > PLASMA_FLASHPOINT)
air_contents.zburn()
src.updateDialog()
return

View File

@@ -229,6 +229,11 @@
SetOpacity(1) //caaaaarn!
operating = 0
update_nearby_tiles()
//I shall not add a check every x ticks if a door has closed over some fire.
var/obj/fire/fire = locate() in loc
if(fire)
del fire
return
/obj/machinery/door/proc/requiresID()

View File

@@ -17,6 +17,11 @@
New()
. = ..()
for(var/obj/machinery/door/firedoor/F in loc)
if(F != src)
spawn(1)
del src
return .
var/area/A = get_area(src)
ASSERT(istype(A))
@@ -134,7 +139,7 @@
else
users_name = "Unknown"
if( !stat && ( istype(C, /obj/item/weapon/card/id) || istype(C, /obj/item/device/pda) ) )
if( ishuman(user) && !stat && ( istype(C, /obj/item/weapon/card/id) || istype(C, /obj/item/device/pda) ) )
var/obj/item/weapon/card/id/ID = C
if( istype(C, /obj/item/device/pda) )

View File

@@ -499,9 +499,12 @@ var/global/floorIsLava = 0
<A href='?src=\ref[src];quick_create_object=1'>Quick Create Object</A><br>
<A href='?src=\ref[src];create_turf=1'>Create Turf</A><br>
<A href='?src=\ref[src];create_mob=1'>Create Mob</A><br>
<br><A href='?src=\ref[src];vsc=airflow'>Edit Airflow Settings</A><br>
<A href='?src=\ref[src];vsc=plasma'>Edit Plasma Settings</A><br>
<A href='?src=\ref[src];vsc=default'>Choose a default ZAS setting</A><br>
"}
usr << browse(dat, "window=admin2;size=210x180")
usr << browse(dat, "window=admin2;size=210x280")
return
/datum/admins/proc/Secrets()

View File

@@ -2422,6 +2422,15 @@
if(check_rights(R_ADMIN|R_SERVER))
populate_inactive_customitems_list(src.owner)
else if(href_list["vsc"])
if(check_rights(R_ADMIN|R_SERVER))
if(href_list["vsc"] == "airflow")
vsc.ChangeSettingsDialog(usr,vsc.settings)
if(href_list["vsc"] == "plasma")
vsc.ChangeSettingsDialog(usr,vsc.plc.settings)
if(href_list["vsc"] == "default")
vsc.SetDefault(usr)
// player info stuff
if(href_list["add_player_info"])