/* Making Bombs with ZAS: Make burny fire with lots of burning Draw off 5000K gas from burny fire Separate gas into oxygen and plasma components Obtain plasma and oxygen tanks filled up about 50-75% with normal-temp gas Fill rest with super hot gas from separated canisters, they should be about 125C now. 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 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 0 if(locate(/obj/fire) in src) return 1 var/datum/gas_mixture/air_contents = return_air() if(!air_contents || exposed_temperature < PLASMA_MINIMUM_BURN_TEMPERATURE) return 0 var/igniting = 0 var/obj/effect/decal/cleanable/liquid_fuel/liquid = locate() in src if(air_contents.check_combustability(liquid)) igniting = 1 if(! (locate(/obj/fire) in src)) 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 return igniting /obj/fire //Icon for fire on turfs. anchored = 1 mouse_opacity = 0 //luminosity = 3 icon = 'fire.dmi' icon_state = "1" layer = TURF_LAYER var/firelevel = 10000 //Calculated by gas_mixture.calculate_firelevel() /obj/fire/process() . = 1 //get location and check if it is in a proper ZAS zone var/turf/simulated/floor/S = loc if(!S.zone) del src if(!istype(S)) del src var/datum/gas_mixture/air_contents = S.return_air() //get liquid fuels on the ground. var/obj/effect/decal/cleanable/liquid_fuel/liquid = locate() in S //and the volatile stuff from the air //var/datum/gas/volatile_fuel/fuel = locate() in air_contents.trace_gases //check if there is something to combust if(!air_contents.check_combustability(liquid)) del src //get a firelevel and set the icon firelevel = air_contents.calculate_firelevel(liquid) if(firelevel > 6) icon_state = "3" SetLuminosity(7) else if(firelevel > 2.5) icon_state = "2" SetLuminosity(5) else icon_state = "1" SetLuminosity(3) //im not sure how to implement a version that works for every creature so for now monkeys are firesafe for(var/mob/living/carbon/human/M in loc) M.FireBurn(firelevel, air_contents.temperature, air_contents.return_pressure() ) //Burn the humans! //spread! for(var/direction in cardinal) if(S.air_check_directions&direction) //Grab all valid bordering tiles var/turf/simulated/enemy_tile = get_step(S, direction) if(istype(enemy_tile)) //If extinguisher mist passed over the turf it's trying to spread to, don't spread and //reduce firelevel. if(enemy_tile.fire_protection > world.time-30) firelevel -= 1.5 continue //Spread the fire. if(!(locate(/obj/fire) in enemy_tile)) if( prob( 50 + 50 * (firelevel/vsc.fire_firelevel_multiplier) ) && S.CanPass(null, enemy_tile, 0,0) && enemy_tile.CanPass(null, S, 0,0)) new/obj/fire(enemy_tile,firelevel) //seperate part of the present gas //this is done to prevent the fire burning all gases in a single pass var/datum/gas_mixture/flow = air_contents.remove_ratio(vsc.fire_consuption_rate) ///////////////////////////////// FLOW HAS BEEN CREATED /// DONT DELETE THE FIRE UNTIL IT IS MERGED BACK OR YOU WILL DELETE AIR /////////////////////////////////////////////// if(flow) if(flow.check_combustability(liquid)) //Ensure flow temperature is higher than minimum fire temperatures. //this creates some energy ex nihilo but is necessary to get a fire started //lets just pretend this energy comes from the ignition source and dont mention this again //flow.temperature = max(PLASMA_MINIMUM_BURN_TEMPERATURE+0.1,flow.temperature) //burn baby burn! flow.zburn(liquid,1) //merge the air back S.assume_air(flow) ///////////////////////////////// FLOW HAS BEEN REMERGED /// feel free to delete the fire again from here on ////////////////////////////////////////////////////////////////// /obj/fire/New(newLoc,fl) ..() if(!istype(loc, /turf)) del src dir = pick(cardinal) SetLuminosity(3) firelevel = fl air_master.active_hotspots.Add(src) /obj/fire/Del() if (istype(loc, /turf/simulated)) SetLuminosity(0) loc = null air_master.active_hotspots.Remove(src) ..() 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,force_burn) var/value = 0 if((temperature > PLASMA_MINIMUM_BURN_TEMPERATURE || force_burn) && check_combustability(liquid) ) var/total_fuel = 0 var/datum/gas/volatile_fuel/fuel = locate() in trace_gases total_fuel += toxins if(fuel) //Volatile Fuel total_fuel += fuel.moles if(liquid) //Liquid Fuel if(liquid.amount <= 0) del liquid else total_fuel += liquid.amount //Calculate the firelevel. var/firelevel = calculate_firelevel(liquid) //get the current inner energy of the gas mix //this must be taken here to prevent the addition or deletion of energy by a changing heat capacity var/starting_energy = temperature * heat_capacity() //determine the amount of oxygen used var/total_oxygen = min(oxygen, 2 * total_fuel) //determine the amount of fuel actually used var/used_fuel_ratio = min(oxygen / 2 , total_fuel) / total_fuel total_fuel = total_fuel * used_fuel_ratio var/total_reactants = total_fuel + total_oxygen //determine the amount of reactants actually reacting var/used_reactants_ratio = min( max(total_reactants * firelevel / vsc.fire_firelevel_multiplier, 0.2), total_reactants) / total_reactants //remove and add gasses as calculated oxygen -= min(oxygen, total_oxygen * used_reactants_ratio ) toxins -= min(toxins, toxins * used_fuel_ratio * used_reactants_ratio ) carbon_dioxide += max(2 * total_fuel, 0) if(fuel) fuel.moles -= fuel.moles * used_fuel_ratio * used_reactants_ratio if(fuel.moles <= 0) del fuel if(liquid) liquid.amount -= liquid.amount * used_fuel_ratio * used_reactants_ratio if(liquid.amount <= 0) del liquid //calculate the energy produced by the reaction and then set the new temperature of the mix temperature = (starting_energy + vsc.fire_fuel_energy_release * total_fuel) / heat_capacity() update_values() value = total_reactants * used_reactants_ratio return value datum/gas_mixture/proc/check_combustability(obj/effect/decal/cleanable/liquid_fuel/liquid) //this check comes up very often and is thus centralized here to ease adding stuff var/datum/gas/volatile_fuel/fuel = locate() in trace_gases var/value = 0 if(oxygen > 0.01 && (toxins > 0.01 || (fuel && fuel.moles > 0.01) || liquid)) value = 1 return value 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 var/total_fuel = 0 var/firelevel = 0 if(check_combustability(liquid)) total_fuel += toxins if(liquid) total_fuel += liquid.amount if(fuel) total_fuel += fuel.moles var/total_combustables = (total_fuel + oxygen) if(total_fuel > 0 && oxygen > 0) //slows down the burning when the concentration of the reactants is low var/dampening_multiplier = total_combustables / (total_combustables + nitrogen + carbon_dioxide) //calculates how close the mixture of the reactants is to the optimum var/mix_multiplier = 1 / (1 + (5 * ((oxygen / total_combustables) ** 2))) //toss everything together firelevel = vsc.fire_firelevel_multiplier * mix_multiplier * dampening_multiplier return max( 0, firelevel) /mob/living/carbon/human/proc/FireBurn(var/firelevel, var/last_temperature, var/pressure) // mostly using the old proc from Sky until I can think of something better //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 chest_exposure = 1 groin_exposure = 1 legs_exposure = 1 arms_exposure = 1 //determine the multiplier //minimize this for low-pressure enviroments var/mx = 5 * firelevel/vsc.fire_firelevel_multiplier * min(pressure / ONE_ATMOSPHERE, 1) //Get heat transfer coefficients for clothing. //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. apply_damage(2.5*mx*head_exposure, BURN, "head", 0, 0, "Fire") apply_damage(2.5*mx*chest_exposure, BURN, "chest", 0, 0, "Fire") apply_damage(2.0*mx*groin_exposure, BURN, "groin", 0, 0, "Fire") apply_damage(0.6*mx*legs_exposure, BURN, "l_leg", 0, 0, "Fire") apply_damage(0.6*mx*legs_exposure, BURN, "r_leg", 0, 0, "Fire") 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()