Made some airflow changes. They won't be included in the processing code until they're more thoroughly tested, but the code is here anyway.

This commit is contained in:
Aryn
2012-05-28 16:42:40 -06:00
parent c9478c6a46
commit a8215ce62f
3 changed files with 105 additions and 298 deletions
+98 -297
View File
@@ -12,31 +12,16 @@ atom/movable/airflow_speed
The speed (1-15) at which a flying object is traveling to airflow_dest. Decays over time.
CALLABLE PROCS:
AirflowRepel(turf/T, n, per)
Causes objects to fly away from a point within a single zone.
Called manually by air releasers. T is the location of the expanding gas.
n is the pressure released. per indicates that n is a percent value if nonzero.
RETURNS: Null
AirflowAttract(turf/T, n, per)
Causes objects to fly to a point within a single zone.
Called manually by air consumers. T is the location of the attractor.
n is the pressure consumed. per indicates that n is a percent value if nonzero.
RETURNS: Null
OVERLOADABLE PROCS:
mob/airflow_stun()
Contains checks for and results of being stunned by airflow.
Called when airflow quantities exceed AF_HUMAN_STUN_THRESHOLD.
Called when airflow quantities exceed airflow_medium_pressure.
RETURNS: Null
atom/movable/check_airflow_movable(n)
Contains checks for moving any object due to airflow.
n is the percent of 1 Atmosphere that is flowing.
n is the pressure that is flowing.
RETURNS: 1 if the object moves under the air conditions, 0 if it stays put.
atom/movable/airflow_hit(atom/A)
@@ -47,10 +32,9 @@ atom/movable/airflow_hit(atom/A)
AUTOMATIC PROCS:
Airflow(zone/A, zone/B, n)
Airflow(zone/A, zone/B)
Causes objects to fly along a pressure gradient.
Called by zone updates. A and B are two connected zones.
n is the pressure difference between them.
AirflowSpace(zone/A)
Causes objects to fly into space.
@@ -66,112 +50,17 @@ atom/movable/RepelAirflowDest(n)
vs_control/var
zone_update_delay = 10
zone_update_delay_NAME = "Zone Update Delay"
zone_update_delay_DESC = "The delay in ticks between updates of zones. Increase if lag is bad seemingly because of air."
zone_share_percent = 5
zone_share_percent_NAME = "Zone Connection Transfer %"
zone_share_percent_DESC = "Percent of gas per connected tile that is shared between zones."
//Used in /mob/carbon/human/life
OXYGEN_LOSS = 2
OXYGEN_LOSS_NAME = "Damage - Oxygen Loss"
OXYGEN_LOSS_DESC = "A multiplier for damage due to lack of air, CO2 poisoning, and vacuum. Does not affect oxyloss\
from being incapacitated or dying."
TEMP_DMG = 2
TEMP_DMG_NAME = "Damage - Temperature"
TEMP_DMG_DESC = "A multiplier for damage due to body temperature irregularities."
BURN_DMG = 6
BURN_DMG_NAME = "Damage - Fire"
BURN_DMG_DESC = "A multiplier for damage due to direct fire exposure."
airflow_lightest_pressure = 35
airflow_light_pressure = 50
airflow_medium_pressure = 80
airflow_heavy_pressure = 100
airflow_heaviest_pressure = 150
AF_TINY_MOVEMENT_THRESHOLD = 50 //% difference to move tiny items.
AF_TINY_MOVEMENT_THRESHOLD_NAME = "Airflow - Tiny Movement Threshold %"
AF_TINY_MOVEMENT_THRESHOLD_DESC = "Percent of 1 Atm. at which items with the tiny weight class will move."
AF_SMALL_MOVEMENT_THRESHOLD = 70 //% difference to move small items.
AF_SMALL_MOVEMENT_THRESHOLD_NAME = "Airflow - Small Movement Threshold %"
AF_SMALL_MOVEMENT_THRESHOLD_DESC = "Percent of 1 Atm. at which items with the small weight class will move."
AF_NORMAL_MOVEMENT_THRESHOLD = 90 //% difference to move normal items.
AF_NORMAL_MOVEMENT_THRESHOLD_NAME = "Airflow - Normal Movement Threshold %"
AF_NORMAL_MOVEMENT_THRESHOLD_DESC = "Percent of 1 Atm. at which items with the normal weight class will move."
AF_LARGE_MOVEMENT_THRESHOLD = 100 //% difference to move large and huge items.
AF_LARGE_MOVEMENT_THRESHOLD_NAME = "Airflow - Large Movement Threshold %"
AF_LARGE_MOVEMENT_THRESHOLD_DESC = "Percent of 1 Atm. at which items with the large or huge weight class will move."
AF_DENSE_MOVEMENT_THRESHOLD = 120 //% difference to move dense crap and mobs.
AF_DENSE_MOVEMENT_THRESHOLD_NAME = "Airflow - Dense Movement Threshold %"
AF_DENSE_MOVEMENT_THRESHOLD_DESC = "Percent of 1 Atm. at which dense objects (canisters, etc.) will be shifted by airflow."
AF_MOB_MOVEMENT_THRESHOLD = 175
AF_MOB_MOVEMENT_THRESHOLD_NAME = "Airflow - Human Movement Threshold %"
AF_MOB_MOVEMENT_THRESHOLD_DESC = "Percent of 1 Atm. at which mobs will be shifted by airflow."
AF_HUMAN_STUN_THRESHOLD = 130
AF_HUMAN_STUN_THRESHOLD_NAME = "Airflow - Human Stun Threshold %"
AF_HUMAN_STUN_THRESHOLD_DESC = "Percent of 1 Atm. at which living things are stunned or knocked over."
AF_PERCENT_OF = ONE_ATMOSPHERE
AF_PERCENT_OF_NAME = "Airflow - 100% Pressure"
AF_PERCENT_OF_DESC = "Normally set to 1 Atm. in kPa, this indicates what pressure is considered 100% by the system."
AF_SPEED_MULTIPLIER = 4 //airspeed per movement threshold value crossed.
AF_SPEED_MULTIPLIER_NAME = "Airflow - Speed Increase per 10%"
AF_SPEED_MULTIPLIER_DESC = "Velocity increase of shifted items per 10% of airflow."
AF_DAMAGE_MULTIPLIER = 5 //Amount of damage applied per airflow_speed.
AF_DAMAGE_MULTIPLIER_NAME = "Airflow - Damage Per Velocity"
AF_DAMAGE_MULTIPLIER_DESC = "Amount of damage applied per unit of speed (1-15 units) at which mobs are thrown."
AF_STUN_MULTIPLIER = 1.5 //Seconds of stun applied per airflow_speed.
AF_STUN_MULTIPLIER_NAME = "Airflow - Stun Per Velocity"
AF_STUN_MULTIPLIER_DESC = "Amount of stun effect applied per unit of speed (1-15 units) at which mobs are thrown."
AF_SPEED_DECAY = 0.5 //Amount that flow speed will decay with time.
AF_SPEED_DECAY_NAME = "Airflow - Velocity Lost per Tick"
AF_SPEED_DECAY_DESC = "Amount of airflow speed lost per tick on a moving object."
AF_SPACE_MULTIPLIER = 2 //Increasing this will make space connections more DRAMATIC!
AF_SPACE_MULTIPLIER_NAME = "Airflow - Space Airflow Multiplier"
AF_SPACE_MULTIPLIER_DESC = "Increasing this multiplier will cause more powerful airflow to space."
AF_CANISTER_MULTIPLIER = 0.25
AF_CANISTER_MULTIPLIER_NAME = "Airflow - Canister Airflow Multiplier"
AF_CANISTER_MULTIPLIER_DESC = "Increasing this multiplier will cause more powerful airflow from single-tile sources like canisters."
mob/proc
Change_Airflow_Constants()
set category = "Debug"
var/choice = input("Which constant will you modify?","Change Airflow Constants")\
as null|anything in list("Movement Threshold","Speed Multiplier","Damage Multiplier","Stun Multiplier","Speed Decay")
var/n
switch(choice)
if("Movement Threshold")
n = input("What will you change it to","Change Airflow Constants",vsc.AF_DENSE_MOVEMENT_THRESHOLD) as num
n = max(1,n)
vsc.AF_DENSE_MOVEMENT_THRESHOLD = n
world.log << "vsc.AF_DENSE_MOVEMENT_THRESHOLD set to [n]."
if("Speed Multiplier")
n = input("What will you change it to","Change Airflow Constants",vsc.AF_SPEED_MULTIPLIER) as num
n = max(1,n)
vsc.AF_SPEED_MULTIPLIER = n
world.log << "vsc.AF_SPEED_MULTIPLIER set to [n]."
if("Damage Multiplier")
n = input("What will you change it to","Change Airflow Constants",vsc.AF_DAMAGE_MULTIPLIER) as num
vsc.AF_DAMAGE_MULTIPLIER = n
world.log << "AF_DAMAGE_MULTIPLIER set to [n]."
if("Stun Multiplier")
n = input("What will you change it to","Change Airflow Constants",vsc.AF_STUN_MULTIPLIER) as num
vsc.AF_STUN_MULTIPLIER = n
world.log << "AF_STUN_MULTIPLIER set to [n]."
if("Speed Decay")
n = input("What will you change it to","Change Airflow Constants",vsc.AF_SPEED_DECAY) as num
vsc.AF_SPEED_DECAY = n
world.log << "AF_SPEED_DECAY set to [n]."
if("Space Flow Multiplier")
n = input("What will you change it to","Change Airflow Constants",vsc.AF_SPEED_DECAY) as num
vsc.AF_SPEED_DECAY = n
world.log << "AF_SPEED_DECAY set to [n]."
//The main airflow code. Called by zone updates.
//Zones A and B are air zones. n represents the amount of air moved.
airflow_damage = 0.3
airflow_stun = 0.15
airflow_speed_decay = 1
mob/proc/airflow_stun()
if(weakened <= 0) src << "\red The sudden rush of air knocks you over!"
@@ -196,8 +85,7 @@ atom/movable/proc/check_airflow_movable(n)
if(anchored && !ismob(src)) return 0
if(!istype(src,/obj/item) && n < vsc.AF_DENSE_MOVEMENT_THRESHOLD) return 0
if(ismob(src) && n < vsc.AF_MOB_MOVEMENT_THRESHOLD) return 0
if(!istype(src,/obj/item) && n < vsc.airflow_heavy_pressure) return 0
return 1
@@ -212,177 +100,125 @@ obj/item/check_airflow_movable(n)
. = ..()
switch(w_class)
if(2)
if(n < vsc.AF_SMALL_MOVEMENT_THRESHOLD) return 0
if(n < vsc.airflow_lightest_pressure) return 0
if(3)
if(n < vsc.AF_NORMAL_MOVEMENT_THRESHOLD) return 0
if(n < vsc.airflow_light_pressure) return 0
if(4,5)
if(n < vsc.AF_LARGE_MOVEMENT_THRESHOLD) return 0
if(n < vsc.airflow_medium_pressure) return 0
proc/Airflow(zone/A,zone/B,n)
//The main airflow code. Called by zone updates.
//Zones A and B are air zones. n represents the amount of air moved.
//Now n is a percent of one atm.
n = round((n/vsc.AF_PERCENT_OF)*100,0.1)
proc/Airflow(zone/A,zone/B)
var/n = B.air.pressure - A.air.pressure
//Don't go any further if n is lower than the lowest value needed for airflow.
if(abs(n) < vsc.AF_TINY_MOVEMENT_THRESHOLD) return
if(abs(n) < vsc.airflow_lightest_pressure) return
//These turfs are the midway point between A and B, and will be the destination point for thrown objects.
var/list/connected_turfs = A.connections[B]
//Get lists of things that can be thrown across the room for each zone.
var/list/pplz = A.movables()
var/list/otherpplz = B.movables()
var/list/pplz = A.movable_objects
var/list/otherpplz = B.movable_objects
for(var/atom/movable/M in pplz)
if(M.last_airflow > world.time - 150) continue
//Check for knocking people over
if(ismob(M) && n > vsc.AF_HUMAN_STUN_THRESHOLD)
if(ismob(M) && n > vsc.airflow_medium_pressure)
if(M:nodamage) continue
M:airflow_stun()
if(M.check_airflow_movable(n))
//Check for things that are in range of the midpoint turfs.
var/fail = 1
var/list/close_turfs = list()
for(var/turf/U in connected_turfs)
if(M in range(U)) fail = 0
if(fail) continue
if(M in range(U)) close_turfs += U
if(!close_turfs.len) continue
//If they're already being tossed, don't do it again.
if(!M.airflow_speed)
M.airflow_dest = pick(connected_turfs) //Pick a random midpoint to fly towards.
M.airflow_dest = pick(close_turfs) //Pick a random midpoint to fly towards.
spawn M.GotoAirflowDest(abs(n) * (vsc.AF_SPEED_MULTIPLIER/10))
//Send the object flying at a speed determined by n and AF_SPEED_MULTIPLIER.
spawn M.GotoAirflowDest(abs(n)/20)
//Do it again for the stuff in the other zone, making it fly away.
for(var/atom/movable/M in otherpplz)
if(ismob(M) && abs(n) > vsc.AF_HUMAN_STUN_THRESHOLD)
if(M.last_airflow > world.time - 150) continue
if(ismob(M) && abs(n) > vsc.airflow_medium_pressure)
if(M:nodamage) continue
M:airflow_stun()
if(M.check_airflow_movable(abs(n)))
var/fail = 1
var/list/close_turfs = list()
for(var/turf/U in connected_turfs)
if(M in range(U)) fail = 0
if(fail) continue
if(M in range(U)) close_turfs += U
if(!close_turfs.len) continue
if(M && !M.airflow_speed)
//If they're already being tossed, don't do it again.
if(!M.airflow_speed)
M.airflow_dest = pick(connected_turfs)
M.airflow_dest = pick(close_turfs) //Pick a random midpoint to fly towards.
spawn M.RepelAirflowDest(abs(n) * (vsc.AF_SPEED_MULTIPLIER/10))
spawn M.RepelAirflowDest(abs(n)/20)
proc/AirflowSpace(zone/A)
//The space version of the Airflow(A,B,n) proc.
var/n = (A.air.oxygen + A.air.nitrogen + A.air.carbon_dioxide)*vsc.AF_SPACE_MULTIPLIER
//Here, n is determined by the space multiplier constant and the zone's air.
var/n = A.air.pressure
//Here, n is determined by only the pressure in the room.
n = round((n/vsc.AF_PERCENT_OF)*100,0.1)
if(n < vsc.AF_TINY_MOVEMENT_THRESHOLD) return
if(n < vsc.airflow_lightest_pressure) return
var/list/connected_turfs = A.space_tiles //The midpoints are now all the space connections.
var/list/pplz = A.movables() //We only need to worry about things in the zone, not things in space.
var/list/pplz = A.movable_objects //We only need to worry about things in the zone, not things in space.
for(var/atom/movable/M in pplz)
if(ismob(M) && n > vsc.AF_HUMAN_STUN_THRESHOLD)
if(M.last_airflow > world.time - 150) continue
if(ismob(M) && n > vsc.airflow_medium_pressure)
if(M:nodamage) continue
M:airflow_stun()
if(M.check_airflow_movable(n))
var/fail = 1
var/list/close_turfs = list()
for(var/turf/U in connected_turfs)
if(M in range(U)) fail = 0
if(fail) continue
if(M in range(U)) close_turfs += U
if(!close_turfs.len) continue
//If they're already being tossed, don't do it again.
if(!M.airflow_speed)
M.airflow_dest = pick(connected_turfs)
M.airflow_dest = pick(close_turfs) //Pick a random midpoint to fly towards.
spawn
if(M) M.GotoAirflowDest(n * (vsc.AF_SPEED_MULTIPLIER/10))
if(M) M.GotoAirflowDest(n/20)
//Sometimes shit breaks, and M isn't there after the spawn.
proc/AirflowRepel(turf/T,n,per = 0)
//This one is used for air escaping from canisters.
var/zone/A = T.zone
if(!A) return
n *= vsc.AF_CANISTER_MULTIPLIER
if(!per)
n = round((n/vsc.AF_PERCENT_OF) * 100,0.1)
if(n < 0) return
if(abs(n) > vsc.AF_TINY_MOVEMENT_THRESHOLD)
var/list/pplz = A.movables()
for(var/atom/movable/M in pplz)
var/relative_n = n / max(1,get_dist(T,M)/2)
if(ismob(M) && relative_n > vsc.AF_HUMAN_STUN_THRESHOLD)
if(M:nodamage) continue
M:airflow_stun()
if(M.check_airflow_movable(relative_n))
if(!(M in range(T))) continue //Recall that T is the center of the repelling force.
if(!M.airflow_speed)
M.airflow_dest = T
spawn M.RepelAirflowDest(relative_n * (vsc.AF_SPEED_MULTIPLIER/10))
proc/AirflowAttract(turf/T,n,per=0)
//Same as above, but attracts objects to the target.
var/zone/A = T.zone
if(!A) return
n *= vsc.AF_CANISTER_MULTIPLIER
if(!per)
n = round((n/vsc.AF_PERCENT_OF) * 100,0.1)
if(n < 0) return
if(abs(n) > vsc.AF_TINY_MOVEMENT_THRESHOLD)
//world << "Airflow!"
var/list/pplz = A.movables()
for(var/atom/movable/M in pplz)
//world << "[M] / \..."
var/relative_n = n / max(1,get_dist(T,M)/2)
if(ismob(M) && relative_n > vsc.AF_HUMAN_STUN_THRESHOLD)
if(M:nodamage) continue
M:airflow_stun()
if(M.check_airflow_movable(relative_n))
if(!(M in range(T))) continue
if(!M.airflow_speed)
M.airflow_dest = T
spawn M.GotoAirflowDest(relative_n * (vsc.AF_SPEED_MULTIPLIER/10))
atom/movable
var/turf/airflow_dest
var/airflow_speed = 0
var/airflow_time = 0
var/last_airflow = 0
proc/GotoAirflowDest(n)
if(!airflow_dest) return
if(airflow_speed < 0) return
if(last_airflow > world.time - 150) return
if(airflow_speed)
airflow_speed = n
return
last_airflow = world.time
if(airflow_dest == loc)
step_away(src,loc)
if(ismob(src))
@@ -407,7 +243,7 @@ atom/movable
while(airflow_speed > 0)
if(airflow_speed <= 0) return
airflow_speed = min(airflow_speed,15)
airflow_speed -= vsc.AF_SPEED_DECAY
airflow_speed -= vsc.airflow_speed_decay
if(airflow_speed > 7)
if(airflow_time++ >= airflow_speed - 7)
sleep(1 * tick_multiplier)
@@ -420,17 +256,18 @@ atom/movable
step_towards(src, src.airflow_dest)
if(ismob(src) && src:client) src:client:move_delay = world.time + 10
airflow_dest = null
airflow_speed = -1
spawn(150 * tick_multiplier) airflow_speed = 0
airflow_speed = 0
if(od)
density = 0
proc/RepelAirflowDest(n)
if(!airflow_dest) return
if(airflow_speed < 0) return
if(last_airflow > world.time - 150) return
if(airflow_speed)
airflow_speed = n
return
last_airflow = world.time
if(airflow_dest == loc)
step_away(src,loc)
if(ismob(src))
@@ -455,7 +292,7 @@ atom/movable
while(airflow_speed > 0)
if(airflow_speed <= 0) return
airflow_speed = min(airflow_speed,15)
airflow_speed -= vsc.AF_SPEED_DECAY
airflow_speed -= vsc.airflow_speed_decay
if(airflow_speed > 7)
if(airflow_time++ >= airflow_speed - 7)
sleep(1 * tick_multiplier)
@@ -468,8 +305,7 @@ atom/movable
step_towards(src, src.airflow_dest)
if(ismob(src) && src:client) src:client:move_delay = world.time + 10
airflow_dest = null
airflow_speed = -1
spawn(150 * tick_multiplier) airflow_speed = 0
airflow_speed = 0
if(od)
density = 0
@@ -481,8 +317,7 @@ atom/movable
. = ..()
atom/movable/proc/airflow_hit(atom/A)
airflow_speed = -1
spawn(50 * tick_multiplier) airflow_speed = 0
airflow_speed = 0
airflow_dest = null
mob/airflow_hit(atom/A)
@@ -498,8 +333,7 @@ obj/airflow_hit(atom/A)
. = ..()
obj/item/airflow_hit(atom/A)
airflow_speed = -1
spawn(50 * tick_multiplier) airflow_speed = 0
airflow_speed = 0
airflow_dest = null
mob/living/carbon/human/airflow_hit(atom/A)
@@ -511,76 +345,43 @@ mob/living/carbon/human/airflow_hit(atom/A)
src.wear_suit.add_blood(src)
if (src.w_uniform)
src.w_uniform.add_blood(src)
var/b_loss = airflow_speed * vsc.AF_DAMAGE_MULTIPLIER
for(var/organ in src:organs)
var/datum/organ/external/temp = src:organs["[organ]"]
if (istype(temp, /datum/organ/external))
switch(temp.name)
if("head")
temp.take_damage(b_loss * 0.2, 0)
if("chest")
temp.take_damage(b_loss * 0.4, 0)
if("diaper")
temp.take_damage(b_loss * 0.1, 0)
spawn UpdateDamageIcon()
var/b_loss = airflow_speed * vsc.airflow_damage
var/blocked = run_armor_check("head","melee")
apply_damage(b_loss/3, BRUTE, "head", blocked, 0, "Airflow")
blocked = run_armor_check("chest","melee")
apply_damage(b_loss/3, BRUTE, "chest", blocked, 0, "Airflow")
blocked = run_armor_check("groin","melee")
apply_damage(b_loss/3, BRUTE, "groin", blocked, 0, "Airflow")
if(airflow_speed > 10)
paralysis += round(airflow_speed * vsc.AF_STUN_MULTIPLIER)
paralysis += round(airflow_speed * vsc.airflow_stun)
stunned = max(stunned,paralysis + 3)
else
stunned += round(airflow_speed * vsc.AF_STUN_MULTIPLIER/2)
stunned += round(airflow_speed * vsc.airflow_stun/2)
. = ..()
zone/proc/movables()
. = list()
for(var/turf/T in contents)
for(var/atom/A in T)
. += A
turf/simulated/Entered(atom/A)
. = ..()
if(istype(A,/atom/movable) && zone)
zone.movable_objects += A
proc/Get_Dir(atom/S,atom/T) //Shamelessly stolen from AJX.AdvancedGetDir
var/GDist=get_dist(S,T)
var/GDir=get_dir(S,T)
if(GDist<=3)
if(GDist==0) return 0
if(GDist==1)
return GDir
turf/simulated/Exited(atom/A)
. = ..()
if(istype(A,/atom/movable) && zone)
zone.movable_objects -= A
atom/movable/New(turf/simulated/T)
. = ..()
if(istype(T))
if(T.zone)
T.zone.movable_objects += src
var/X1=S.x*10
var/X2=T.x*10
var/Y1=S.y*10
var/Y2=T.y*10
var/Ref
if(GDir==NORTHEAST)
Ref=(X2/X1)*Y1
if(Ref-1>Y2) .=EAST
else if(Ref+1<Y2) .=NORTH
else .=NORTHEAST
else if(GDir==NORTHWEST)
Ref=(1+((1-(X2/X1))))*Y1
if(Ref-1>Y2) .=WEST
else if(Ref+1<Y2) .=NORTH
else .=NORTHWEST
else if(GDir==SOUTHEAST)
Ref=(1-((X2/X1)-1))*Y1
if(Ref-1>Y2) .=SOUTH
else if(Ref+1<Y2) .=EAST
else .=SOUTHEAST
else if(GDir==SOUTHWEST)
Ref=(X2/X1)*Y1
if(Ref-1>Y2) .=SOUTH
else if(Ref+1<Y2) .=WEST
else .=SOUTHWEST
else
return GDir
proc/SaveTweaks()
var/savefile/F = new("data/game_settings.sav")
F << vsc
del F
world.log << "TWEAKS: Airflow, Plasma and Damage settings saved."
proc/LoadTweaks()
if(fexists("data/game_settings.sav"))
var/savefile/F = new("data/game_settings.sav")
F >> vsc
del F
world.log << "TWEAKS: Airflow, Plasma and Damage settings loaded."
atom/movable/Del()
var/turf/simulated/T = loc
if(istype(T))
if(T.zone)
T.zone.movable_objects -= src
. = ..()
+3 -1
View File
@@ -12,4 +12,6 @@ zone
list/connected_zones //Parallels connections, but lists zones to which this one is connected and the number
//of points they're connected at.
list/space_tiles // Any space tiles in this list will cause air to flow out.
last_update = 0
last_update = 0
list/movable_objects = list() //All the things that can be tossed by airflow.
+4
View File
@@ -50,6 +50,8 @@ zone
//Add checks to ensure that we're not sucking air out of an empty room.
if(total_space && air.total_moles > 0.1 && air.temperature > TCMB+0.5)
//If there is space, air should flow out of the zone.
//if(abs(air.pressure) > vsc.airflow_lightest_pressure)
// AirflowSpace(src)
ShareSpace(air,total_space*(vsc.zone_share_percent/100))
//React the air here.
@@ -97,6 +99,8 @@ zone
for(var/zone/Z in connected_zones)
//Ensure we're not doing pointless calculations on equilibrium zones.
if(abs(air.total_moles - Z.air.total_moles) > 0.1 || abs(air.temperature - Z.air.temperature) > 0.1)
//if(abs(Z.air.pressure - air.pressure) > vsc.airflow_lightest_pressure)
// Airflow(src,Z)
ShareRatio(air,Z.air,connected_zones[Z]*(vsc.zone_share_percent/100))
proc/ShareRatio(datum/gas_mixture/A, datum/gas_mixture/B, ratio)