New turf proc: assume_gas(). Maps to air.adjust_gas_temp().
Lots of optimizations to processing, fire, lighting, HasEntered() and
more.
Zones now process all fire data and existance in one go, fire objects
only handle spreading.
Most code has been ported straight so some of it mightn't be ideally
structured for the new gas_mixtures.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Detonating supermatter immediately turns the zone into vacuum.
Spam from objects disintegrating against detonating supermatter removed.
Pull radius increased to 14.
Before: Supermatter would raise the temperature without taking into account how many moles it grabbed in it's "breath" meaning it was better that you had a lower pressure inside your engine chamber so the engine would spit back out it's "breath" and it couldn't heat up the engine room as much.
Now: Supermatter will take into account the heat_capacity of the breath it takes and will heat up it up accordingly and proportional to how much energy it has.
Gone are the days you could run the supermatter engine without adding coolant.
Also: Added a debugverb that setups the engine for you, the verb is based off of baystations map and areas and shouldn't require too much change to bring it in line for other servers.
Now gives an instability% warning in it's messages.
Limited the "If they can see it and aren't wearing mesons, have some hallucinations" range to a max of 7
Can't be pelted with lasers while out in space allowing for unlimited power only to drag it back on a turf and instantly explode.
Removed extra if(!removed) check, we already checked for that above.
Moved the oxygen ratio variable "oxygen" to be declared under the object instead of it's process proc for easier debugging.
Changed the alert interval.
Add luminosity value so the big glowing shard of supermatter actually generates light.