Files
CHOMPStation2/code/ZAS/Fire.dm
LordBraindead 08d2e22220 fire update
enabled fire to destroy floors and objects
also tweaked the behaviour of glass to enable glasslocks against fire
also made fire extingiushers stop being useless
2013-07-14 21:20:45 +02:00

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/*
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 + 0.2
var
firelevel = 10000 //Calculated by gas_mixture.calculate_firelevel()
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
//get scorchmarks
var/obj/effect/decal/cleanable/scorchmark/scorch = locate() in S
//check if it found a scorchmark and add one if there isnt one already
if (!scorch)
scorch = new/obj/effect/decal/cleanable/scorchmark(S,0)
//try to burn the floor
//initialize the temperature needed for burning the floor
//initialize the fuel gained by burning this floor
//initialize the speed modifier for the floor to catch on fire
var/floor_target_temp = 0
var/floor_fuel = 1
var/floor_speed_modifier = 1
if(S.is_plasteel_floor())
floor_target_temp = 800
else if (S.is_light_floor())
floor_target_temp = 600
else if (S.is_grass_floor())
floor_target_temp = 500
floor_fuel = 2
floor_speed_modifier = 1.5
else if (S.is_wood_floor())
floor_target_temp = 500
floor_fuel = 3
floor_speed_modifier = 1.25
else if (S.is_carpet_floor())
floor_target_temp = 500
floor_fuel = 3
floor_speed_modifier = 1.5
else
floor_target_temp = 1200
floor_speed_modifier = 0.8
//check if the floor is burnable
if(floor_target_temp > 0)
//calculate a random factor for the equation
var/turf_burn_random = max( min(floor_speed_modifier * 5 * ( ( max(air_contents.temperature - floor_target_temp,0) / floor_target_temp )^2 ), 100), 0)
//check if the random check is passed
if (prob(turf_burn_random))
//check if the tile has already been damaged once
if (S.burnt || S.broken)
//check if the tile is plating, if not break it and release some fuel, also some randomness to slow down the process
if (!S.is_plating() && prob(10))
scorch.amount += floor_fuel
S.break_tile_to_plating()
//damage it and release fuel
else
scorch.amount += floor_fuel
S.burn_tile()
//now burn some items!
for(var/obj/o in loc)
if(o.fire_min_burn_temp)
var/obj_burn_random = max( min(o.fire_burn_multiplier * 5 * ( ( max(air_contents.temperature - o.fire_min_burn_temp,0) / o.fire_min_burn_temp )^2 ), 100), 0)
if(prob(obj_burn_random))
scorch.amount += fire_fuel_worth
o.fire_burn()
//since the air is processed in fractions, we need to make sure not to have any minuscle residue or
//the amount of moles might get to low for some functions to catch them and thus result in wonky behaviour
if(air_contents.oxygen < 0.001)
air_contents.oxygen = 0
if(air_contents.toxins < 0.001)
air_contents.toxins = 0
if(fuel)
if(fuel.moles < 0.001)
air_contents.trace_gases.Remove(fuel)
//check if there is something to combust
if(!air_contents.check_combustability(liquid,scorch))
del src
//get a firelevel and set the icon
firelevel = air_contents.calculate_firelevel(liquid,scorch)
if(firelevel > 3)
icon_state = "3"
SetLuminosity(7)
else if(firelevel > 2)
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(prob( 100 * (1 - min( max( ( (world.time - 30) - enemy_tile.fire_protection ), 0 ) / 30, 1) ) ) )
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,scorch))
//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,scorch,1)
//merge the air back
S.assume_air(flow)
///////////////////////////////// FLOW HAS BEEN REMERGED /// feel free to delete the fire again from here on //////////////////////////////////////////////////////////////////
New(newLoc,fl)
..()
if(!istype(loc, /turf))
del src
dir = pick(cardinal)
SetLuminosity(3)
firelevel = fl
air_master.active_hotspots.Add(src)
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, obj/effect/decal/cleanable/scorchmark/scorch, force_burn)
var/value = 0
if((temperature > PLASMA_MINIMUM_BURN_TEMPERATURE || force_burn) && check_combustability(liquid,scorch) )
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
if(scorch)
//fuel created by destroying objects and turfs
total_fuel += scorch.amount
//Calculate the firelevel.
var/firelevel = calculate_firelevel(liquid, scorch)
//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
if(scorch)
scorch.amount -= min(scorch.amount, scorch.amount * used_fuel_ratio * used_reactants_ratio)
//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, obj/effect/decal/cleanable/scorchmark/scorch)
//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 && (toxins || fuel || liquid))
value = 1
else if (scorch)
if (oxygen && scorch.amount > 0)
value = 1
return value
datum/gas_mixture/proc/calculate_firelevel(obj/effect/decal/cleanable/liquid_fuel/liquid, obj/effect/decal/cleanable/scorchmark/scorch)
//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
if(scorch)
total_fuel += scorch.amount
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")