mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
357 lines
11 KiB
Plaintext
357 lines
11 KiB
Plaintext
/*
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Making Bombs with ZAS:
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Make burny fire with lots of burning
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Draw off 5000K gas from burny fire
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Separate gas into oxygen and phoron components
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Obtain phoron and oxygen tanks filled up about 50-75% with normal-temp gas
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Fill rest with super hot gas from separated canisters, they should be about 125C now.
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Attach to transfer valve and open. BOOM.
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*/
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//Some legacy definitions so fires can be started.
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atom/proc/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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return null
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turf/proc/hotspot_expose(exposed_temperature, exposed_volume, soh = 0)
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turf/simulated/hotspot_expose(exposed_temperature, exposed_volume, soh)
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if(fire_protection > world.time-300)
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return 0
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if(locate(/obj/fire) in src)
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return 1
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var/datum/gas_mixture/air_contents = return_air()
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if(!air_contents || exposed_temperature < PHORON_MINIMUM_BURN_TEMPERATURE)
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return 0
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var/igniting = 0
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var/obj/effect/decal/cleanable/liquid_fuel/liquid = locate() in src
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if(air_contents.check_combustability(liquid))
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igniting = 1
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if(! (locate(/obj/fire) in src))
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new /obj/fire(src,1000)
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return igniting
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/obj/fire
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//Icon for fire on turfs.
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anchored = 1
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mouse_opacity = 0
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//luminosity = 3
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icon = 'icons/effects/fire.dmi'
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icon_state = "1"
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layer = TURF_LAYER
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var/firelevel = 10000 //Calculated by gas_mixture.calculate_firelevel()
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/obj/fire/process()
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. = 1
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//get location and check if it is in a proper ZAS zone
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var/turf/simulated/S = loc
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if(!istype(S))
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del src
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if(!S.zone)
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del src
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var/datum/gas_mixture/air_contents = S.return_air()
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//get liquid fuels on the ground.
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var/obj/effect/decal/cleanable/liquid_fuel/liquid = locate() in S
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//and the volatile stuff from the air
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var/datum/gas/volatile_fuel/fuel = locate() in air_contents.trace_gases
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//since the air is processed in fractions, we need to make sure not to have any minuscle residue or
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//the amount of moles might get to low for some functions to catch them and thus result in wonky behaviour
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if(air_contents.oxygen < 0.1)
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air_contents.oxygen = 0
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if(air_contents.phoron < 0.1)
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air_contents.phoron = 0
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if(fuel)
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if(fuel.moles < 0.1)
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air_contents.trace_gases.Remove(fuel)
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//check if there is something to combust
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if(!air_contents.check_recombustability(liquid))
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//del src
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RemoveFire()
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//get a firelevel and set the icon
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firelevel = air_contents.calculate_firelevel(liquid)
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if(firelevel > 6)
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icon_state = "3"
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SetLuminosity(7)
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else if(firelevel > 2.5)
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icon_state = "2"
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SetLuminosity(5)
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else
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icon_state = "1"
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SetLuminosity(3)
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//im not sure how to implement a version that works for every creature so for now monkeys are firesafe
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for(var/mob/living/carbon/human/M in loc)
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M.FireBurn(firelevel, air_contents.temperature, air_contents.return_pressure() ) //Burn the humans!
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for(var/atom/A in loc)
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A.fire_act(air_contents, air_contents.temperature, air_contents.return_volume())
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//spread
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for(var/direction in cardinal)
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if(S.open_directions & direction) //Grab all valid bordering tiles
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var/turf/simulated/enemy_tile = get_step(S, direction)
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if(istype(enemy_tile))
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var/datum/gas_mixture/acs = enemy_tile.return_air()
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var/obj/effect/decal/cleanable/liquid_fuel/liq = locate() in enemy_tile
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if(!acs) continue
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if(!acs.check_recombustability(liq)) continue
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//If extinguisher mist passed over the turf it's trying to spread to, don't spread and
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//reduce firelevel.
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if(enemy_tile.fire_protection > world.time-30)
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firelevel -= 1.5
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continue
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//Spread the fire.
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if(!(locate(/obj/fire) in enemy_tile))
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if( prob( 50 + 50 * (firelevel/vsc.fire_firelevel_multiplier) ) && S.CanPass(null, enemy_tile, 0,0) && enemy_tile.CanPass(null, S, 0,0))
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new/obj/fire(enemy_tile,firelevel)
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//seperate part of the present gas
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//this is done to prevent the fire burning all gases in a single pass
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var/datum/gas_mixture/flow = air_contents.remove_ratio(vsc.fire_consuption_rate)
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///////////////////////////////// FLOW HAS BEEN CREATED /// DONT DELETE THE FIRE UNTIL IT IS MERGED BACK OR YOU WILL DELETE AIR ///////////////////////////////////////////////
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if(flow)
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if(flow.check_recombustability(liquid))
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//Ensure flow temperature is higher than minimum fire temperatures.
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//this creates some energy ex nihilo but is necessary to get a fire started
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//lets just pretend this energy comes from the ignition source and dont mention this again
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//flow.temperature = max(PHORON_MINIMUM_BURN_TEMPERATURE+0.1,flow.temperature)
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//burn baby burn!
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flow.zburn(liquid,1)
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//merge the air back
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S.assume_air(flow)
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///////////////////////////////// FLOW HAS BEEN REMERGED /// feel free to delete the fire again from here on //////////////////////////////////////////////////////////////////
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/obj/fire/New(newLoc,fl)
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..()
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if(!istype(loc, /turf))
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del src
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dir = pick(cardinal)
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SetLuminosity(3)
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firelevel = fl
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air_master.active_hotspots.Add(src)
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/obj/fire/Del()
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if (istype(loc, /turf/simulated))
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SetLuminosity(0)
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loc = null
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air_master.active_hotspots.Remove(src)
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..()
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/obj/fire/proc/RemoveFire()
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if (istype(loc, /turf/simulated))
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SetLuminosity(0)
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loc = null
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air_master.active_hotspots.Remove(src)
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turf/simulated/var/fire_protection = 0 //Protects newly extinguished tiles from being overrun again.
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turf/proc/apply_fire_protection()
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turf/simulated/apply_fire_protection()
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fire_protection = world.time
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datum/gas_mixture/proc/zburn(obj/effect/decal/cleanable/liquid_fuel/liquid, force_burn)
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var/value = 0
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if((temperature > PHORON_MINIMUM_BURN_TEMPERATURE || force_burn) && check_recombustability(liquid))
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var/total_fuel = 0
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var/datum/gas/volatile_fuel/fuel = locate() in trace_gases
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total_fuel += phoron
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if(fuel)
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//Volatile Fuel
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total_fuel += fuel.moles
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if(liquid)
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//Liquid Fuel
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if(liquid.amount <= 0.1)
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del liquid
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else
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total_fuel += liquid.amount
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//Calculate the firelevel.
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var/firelevel = calculate_firelevel(liquid)
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//get the current inner energy of the gas mix
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//this must be taken here to prevent the addition or deletion of energy by a changing heat capacity
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var/starting_energy = temperature * heat_capacity()
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//determine the amount of oxygen used
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var/total_oxygen = min(oxygen, 2 * total_fuel)
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//determine the amount of fuel actually used
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var/used_fuel_ratio = min(oxygen / 2 , total_fuel) / total_fuel
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total_fuel = total_fuel * used_fuel_ratio
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var/total_reactants = total_fuel + total_oxygen
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//determine the amount of reactants actually reacting
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var/used_reactants_ratio = min( max(total_reactants * firelevel / vsc.fire_firelevel_multiplier, 0.2), total_reactants) / total_reactants
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//remove and add gasses as calculated
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oxygen -= min(oxygen, total_oxygen * used_reactants_ratio )
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phoron -= min(phoron, (phoron * used_fuel_ratio * used_reactants_ratio ) * 3)
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if(phoron < 0)
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phoron = 0
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carbon_dioxide += max(2 * total_fuel, 0)
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if(fuel)
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fuel.moles -= (fuel.moles * used_fuel_ratio * used_reactants_ratio) * 5 //Fuel burns 5 times as quick
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if(fuel.moles <= 0) del fuel
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if(liquid)
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liquid.amount -= (liquid.amount * used_fuel_ratio * used_reactants_ratio) * 5 // liquid fuel burns 5 times as quick
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if(liquid.amount <= 0) del liquid
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//calculate the energy produced by the reaction and then set the new temperature of the mix
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temperature = (starting_energy + vsc.fire_fuel_energy_release * total_fuel) / heat_capacity()
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update_values()
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value = total_reactants * used_reactants_ratio
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return value
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datum/gas_mixture/proc/check_recombustability(obj/effect/decal/cleanable/liquid_fuel/liquid)
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//this is a copy proc to continue a fire after its been started.
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var/datum/gas/volatile_fuel/fuel = locate() in trace_gases
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if(oxygen && (phoron || fuel || liquid))
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if(liquid)
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return 1
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if(phoron >= 0.1)
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return 1
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if(fuel && fuel.moles >= 0.1)
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return 1
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return 0
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datum/gas_mixture/proc/check_combustability(obj/effect/decal/cleanable/liquid_fuel/liquid)
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//this check comes up very often and is thus centralized here to ease adding stuff
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var/datum/gas/volatile_fuel/fuel = locate() in trace_gases
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if(oxygen && (phoron || fuel || liquid))
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if(liquid)
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return 1
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if (phoron >= 0.1)
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return 1
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if(fuel && fuel.moles >= 0.1)
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return 1
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return 0
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datum/gas_mixture/proc/calculate_firelevel(obj/effect/decal/cleanable/liquid_fuel/liquid)
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//Calculates the firelevel based on one equation instead of having to do this multiple times in different areas.
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var/datum/gas/volatile_fuel/fuel = locate() in trace_gases
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var/total_fuel = 0
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var/firelevel = 0
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if(check_recombustability(liquid))
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total_fuel += phoron
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if(liquid)
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total_fuel += liquid.amount
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if(fuel)
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total_fuel += fuel.moles
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var/total_combustables = (total_fuel + oxygen)
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if(total_fuel > 0 && oxygen > 0)
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//slows down the burning when the concentration of the reactants is low
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var/dampening_multiplier = total_combustables / (total_combustables + nitrogen + carbon_dioxide)
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//calculates how close the mixture of the reactants is to the optimum
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var/mix_multiplier = 1 / (1 + (5 * ((oxygen / total_combustables) ** 2)))
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//toss everything together
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firelevel = vsc.fire_firelevel_multiplier * mix_multiplier * dampening_multiplier
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return max( 0, firelevel)
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/mob/living/proc/FireBurn(var/firelevel, var/last_temperature, var/pressure)
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var/mx = 5 * firelevel/vsc.fire_firelevel_multiplier * min(pressure / ONE_ATMOSPHERE, 1)
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apply_damage(2.5*mx, BURN)
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/mob/living/carbon/human/FireBurn(var/firelevel, var/last_temperature, var/pressure)
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//Burns mobs due to fire. Respects heat transfer coefficients on various body parts.
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//Due to TG reworking how fireprotection works, this is kinda less meaningful.
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var/head_exposure = 1
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var/chest_exposure = 1
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var/groin_exposure = 1
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var/legs_exposure = 1
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var/arms_exposure = 1
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//Get heat transfer coefficients for clothing.
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for(var/obj/item/clothing/C in src)
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if(l_hand == C || r_hand == C)
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continue
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if( C.max_heat_protection_temperature >= last_temperature )
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if(C.body_parts_covered & HEAD)
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head_exposure = 0
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if(C.body_parts_covered & UPPER_TORSO)
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chest_exposure = 0
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if(C.body_parts_covered & LOWER_TORSO)
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groin_exposure = 0
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if(C.body_parts_covered & LEGS)
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legs_exposure = 0
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if(C.body_parts_covered & ARMS)
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arms_exposure = 0
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//minimize this for low-pressure enviroments
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var/mx = 5 * firelevel/vsc.fire_firelevel_multiplier * min(pressure / ONE_ATMOSPHERE, 1)
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//Always check these damage procs first if fire damage isn't working. They're probably what's wrong.
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apply_damage(2.5*mx*head_exposure, BURN, "head", 0, 0, "Fire")
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apply_damage(2.5*mx*chest_exposure, BURN, "chest", 0, 0, "Fire")
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apply_damage(2.0*mx*groin_exposure, BURN, "groin", 0, 0, "Fire")
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apply_damage(0.6*mx*legs_exposure, BURN, "l_leg", 0, 0, "Fire")
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apply_damage(0.6*mx*legs_exposure, BURN, "r_leg", 0, 0, "Fire")
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apply_damage(0.4*mx*arms_exposure, BURN, "l_arm", 0, 0, "Fire")
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apply_damage(0.4*mx*arms_exposure, BURN, "r_arm", 0, 0, "Fire")
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