Files
Hayden Redacted 5728e0c46f Adds Water Vapor and the Electrolyzer (#30875)
* this will work first try (adds water vapor and the electrolyzer)

* naming fix

* removes a warn

* makes water vapor able to be seen and adds it to the tiny_test atmos map

* Build Rust library

* adds the electrolyzer to all maps, and linter fix

* linter fix part 2

* electrolyzer tweak and more work on the test_atmos map

* tgui rebuilding

* re
rebuilding tgui

* makes the electrolyzer consume power and some small test atmos touch ups

* im axing the test_tiny because i don't want to map it

* clarifies how much power the electrolyzer uses

* Build Rust library

* suggestionss

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: JimKil3 <47290811+JimKil3@users.noreply.github.com>
Signed-off-by: Hayden Redacted <91229275+haydenredacted@users.noreply.github.com>

* updating the SM manual

* electrolyzer tweaks

* dg suggestions pt. 2

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: Hayden Redacted <91229275+haydenredacted@users.noreply.github.com>

* removed unused code

---------

Signed-off-by: Hayden Redacted <91229275+haydenredacted@users.noreply.github.com>
Co-authored-by: paradisess13[bot] <165046124+paradisess13[bot]@users.noreply.github.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: JimKil3 <47290811+JimKil3@users.noreply.github.com>
2025-12-10 00:04:11 +00:00

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/turf/proc/CanAtmosPass(direction, consider_objects = TRUE)
if(blocks_air)
return FALSE
if(!consider_objects)
return TRUE
for(var/obj/O in contents)
if(istype(O, /obj/item))
// Items can't block atmos.
continue
if(!O.CanAtmosPass(direction))
return FALSE
return TRUE
/atom/movable/proc/CanAtmosPass()
return TRUE
/atom/proc/CanPass(atom/movable/mover, border_dir)
return !density
/turf/CanPass(atom/movable/mover, border_dir)
var/turf/target = get_step(src, border_dir)
if(!target)
return FALSE
if(istype(mover)) // turf/Enter(...) will perform more advanced checks
return !density
else // Now, doing more detailed checks for air movement and air group formation
if(target.blocks_air||blocks_air)
return 0
for(var/obj/obstacle in src)
if(!obstacle.CanPass(mover, border_dir))
return 0
for(var/obj/obstacle in target)
if(!obstacle.CanPass(mover, src))
return 0
return 1
/atom/movable/proc/get_superconductivity(direction)
return OPEN_HEAT_TRANSFER_COEFFICIENT
/atom/movable/proc/recalculate_atmos_connectivity()
for(var/turf/T in locs) // used by double wide doors and other nonexistant multitile structures
T.recalculate_atmos_connectivity()
/atom/movable/proc/move_update_air(turf/T)
if(isturf(T))
T.recalculate_atmos_connectivity()
recalculate_atmos_connectivity()
//returns a list of adjacent turfs that can share air with this one.
//alldir includes adjacent diagonal tiles that can share
// air with both of the related adjacent cardinal tiles
/turf/proc/GetAtmosAdjacentTurfs(alldir = 0)
if(!issimulatedturf(src))
return list()
var/adjacent_turfs = list()
for(var/turf/T in RANGE_EDGE_TURFS(1, src))
var/direction = get_dir(src, T)
if(!CanAtmosPass(direction))
continue
if(!T.CanAtmosPass(turn(direction, 180)))
continue
adjacent_turfs += T
if(!alldir)
return adjacent_turfs
for(var/turf/T in RANGE_TURFS(1, src))
var/direction = get_dir(src, T)
if(IS_DIR_CARDINAL(direction))
continue
// check_direction is the first way we move, from src
for(var/check_direction in GLOB.cardinal)
if(!(check_direction & direction))
// Wrong way.
continue
var/turf/intermediate = get_step(src, check_direction)
if(!(intermediate in adjacent_turfs))
continue
// other_direction is the second way we move, from intermediate.
var/other_direction = direction & ~check_direction
// We already know we can reach intermediate, so now we just need to check the second step.
if(!intermediate.CanAtmosPass(other_direction))
continue
if(!T.CanAtmosPass(turn(other_direction, 180)))
continue
adjacent_turfs += T
break
return adjacent_turfs
/atom/movable/proc/atmos_spawn_air(flag, amount) //because a lot of people loves to copy paste awful code lets just make a easy proc to spawn your plasma fires
var/turf/simulated/T = get_turf(src)
if(!istype(T))
return
T.atmos_spawn_air(flag, amount)
/turf/simulated/proc/atmos_spawn_air(flag, amount)
if(!flag || !amount || blocks_air)
return
var/datum/gas_mixture/G = new()
if(flag & LINDA_SPAWN_20C)
G.set_temperature(T20C)
if(flag & LINDA_SPAWN_HEAT)
G.set_temperature(G.temperature() + 1000)
if(flag & LINDA_SPAWN_COLD)
G.set_temperature(TCMB)
if(flag & LINDA_SPAWN_TOXINS)
G.set_toxins(G.toxins() + amount)
if(flag & LINDA_SPAWN_OXYGEN)
G.set_oxygen(G.oxygen() + amount)
if(flag & LINDA_SPAWN_CO2)
G.set_carbon_dioxide(G.carbon_dioxide() + amount)
if(flag & LINDA_SPAWN_NITROGEN)
G.set_nitrogen(G.nitrogen() + amount)
if(flag & LINDA_SPAWN_N2O)
G.set_sleeping_agent(G.sleeping_agent() + amount)
if(flag & LINDA_SPAWN_AGENT_B)
G.set_agent_b(G.agent_b() + amount)
if(flag & LINDA_SPAWN_AIR)
G.set_oxygen(G.oxygen() + MOLES_O2STANDARD * amount)
G.set_nitrogen(G.nitrogen() + MOLES_N2STANDARD * amount)
if(flag & LINDA_SPAWN_HYDROGEN)
G.set_hydrogen(G.hydrogen() + amount)
if(flag & LINDA_SPAWN_WATER_VAPOR)
G.set_water_vapor(G.water_vapor() + amount)
blind_release_air(G)