Files
Paradise/code/LINDA/LINDA_fire.dm
Fox McCloud 0dea896023 Minor Turf Refactor (#13690)
* Turf GC

* might as well do this

* additions

* Bay being bay
2020-06-30 17:47:09 -06:00

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/atom/proc/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(reagents)
reagents.temperature_reagents(exposed_temperature)
return null
/turf/proc/hotspot_expose(exposed_temperature, exposed_volume, soh = 0)
return
/turf/simulated/hotspot_expose(exposed_temperature, exposed_volume, soh)
var/datum/gas_mixture/air_contents = return_air()
if(reagents)
reagents.temperature_reagents(exposed_temperature, 10, 300)
if(!air_contents)
return 0
if(active_hotspot)
if(soh)
if(air_contents.toxins > 0.5 && air_contents.oxygen > 0.5)
if(active_hotspot.temperature < exposed_temperature)
active_hotspot.temperature = exposed_temperature
if(active_hotspot.volume < exposed_volume)
active_hotspot.volume = exposed_volume
return 1
var/igniting = 0
if((exposed_temperature > PLASMA_MINIMUM_BURN_TEMPERATURE) && air_contents.toxins > 0.5)
igniting = 1
if(igniting)
if(air_contents.oxygen < 0.5 || air_contents.toxins < 0.5)
return 0
active_hotspot = new /obj/effect/hotspot(src)
active_hotspot.temperature = exposed_temperature
active_hotspot.volume = exposed_volume
active_hotspot.just_spawned = (current_cycle < SSair.times_fired)
//remove just_spawned protection if no longer processing this cell
SSair.add_to_active(src, 0)
return igniting
//This is the icon for fire on turfs, also helps for nurturing small fires until they are full tile
/obj/effect/hotspot
anchored = 1
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
icon = 'icons/goonstation/effects/fire.dmi'
icon_state = "1"
layer = MASSIVE_OBJ_LAYER
alpha = 250
blend_mode = BLEND_ADD
light_range = 2
var/volume = 125
var/temperature = FIRE_MINIMUM_TEMPERATURE_TO_EXIST
var/just_spawned = 1
var/bypassing = 0
var/fake = FALSE
var/burn_time = 0
/obj/effect/hotspot/New()
..()
if(!fake)
SSair.hotspots += src
perform_exposure()
dir = pick(GLOB.cardinal)
air_update_turf()
/obj/effect/hotspot/proc/perform_exposure()
var/turf/simulated/location = loc
if(!istype(location) || !(location.air))
return FALSE
if(volume > CELL_VOLUME * 0.95)
bypassing = TRUE
else
bypassing = FALSE
if(bypassing)
if(!just_spawned)
volume = location.air.fuel_burnt * FIRE_GROWTH_RATE
temperature = location.air.temperature
else
var/datum/gas_mixture/affected = location.air.remove_ratio(volume / location.air.volume)
affected.temperature = temperature
affected.react()
temperature = affected.temperature
volume = affected.fuel_burnt * FIRE_GROWTH_RATE
location.assume_air(affected)
for(var/A in loc)
var/atom/item = A
if(item && item != src) // It's possible that the item is deleted in temperature_expose
item.fire_act(null, temperature, volume)
color = heat2color(temperature)
set_light(l_color = color)
return FALSE
/obj/effect/hotspot/process()
if(just_spawned)
just_spawned = 0
return 0
var/turf/simulated/location = loc
if(!istype(location))
qdel(src)
return
if(location.excited_group)
location.excited_group.reset_cooldowns()
if((temperature < FIRE_MINIMUM_TEMPERATURE_TO_EXIST) || (volume <= 1))
qdel(src)
return
if(!(location.air) || location.air.toxins < 0.5 || location.air.oxygen < 0.5)
qdel(src)
return
perform_exposure()
if(location.wet) location.wet = TURF_DRY
if(bypassing)
icon_state = "3"
location.burn_tile()
//Possible spread due to radiated heat
if(location.air.temperature > FIRE_MINIMUM_TEMPERATURE_TO_SPREAD)
var/radiated_temperature = location.air.temperature*FIRE_SPREAD_RADIOSITY_SCALE
for(var/direction in GLOB.cardinal)
if(!(location.atmos_adjacent_turfs & direction))
var/turf/simulated/wall/W = get_step(src, direction)
if(istype(W))
W.adjacent_fire_act(W, radiated_temperature)
continue
var/turf/simulated/T = get_step(src, direction)
if(istype(T) && !T.active_hotspot)
T.hotspot_expose(radiated_temperature, CELL_VOLUME/4)
else
if(volume > CELL_VOLUME*0.4)
icon_state = "2"
else
icon_state = "1"
if(temperature > location.max_fire_temperature_sustained)
location.max_fire_temperature_sustained = temperature
if(location.heat_capacity && temperature > location.heat_capacity)
location.to_be_destroyed = 1
/*if(prob(25))
location.ReplaceWithSpace()
return 0*/
return 1
// Garbage collect itself by nulling reference to it
/obj/effect/hotspot/Destroy()
set_light(0)
SSair.hotspots -= src
if(!fake)
DestroyTurf()
if(istype(loc, /turf/simulated))
var/turf/simulated/T = loc
if(T.active_hotspot == src)
T.active_hotspot = null
return ..()
/obj/effect/hotspot/proc/DestroyTurf()
if(istype(loc, /turf/simulated))
var/turf/simulated/T = loc
if(T.to_be_destroyed && !T.changing_turf)
var/chance_of_deletion
if(T.heat_capacity) //beware of division by zero
chance_of_deletion = T.max_fire_temperature_sustained / T.heat_capacity * 8 //there is no problem with prob(23456), min() was redundant --rastaf0
else
chance_of_deletion = 100
if(prob(chance_of_deletion))
T.ChangeTurf(T.baseturf)
else
T.to_be_destroyed = 0
T.max_fire_temperature_sustained = 0
/obj/effect/hotspot/Crossed(mob/living/L, oldloc)
..()
if(isliving(L))
L.fire_act()
/obj/effect/hotspot/singularity_pull()
return
/obj/effect/hotspot/fake // Largely for the fireflash procs below
fake = TRUE
burn_time = 30
/obj/effect/hotspot/fake/New()
..()
if(burn_time)
QDEL_IN(src, burn_time)
/proc/fireflash(atom/center, radius, temp)
if(!temp)
temp = rand(2800, 3200)
for(var/turf/T in view(radius, get_turf(center)))
if(isspaceturf(T))
continue
if(locate(/obj/effect/hotspot) in T)
continue
if(!can_line(get_turf(center), T, radius + 1))
continue
var/obj/effect/hotspot/fake/H = new(T)
H.temperature = temp
H.volume = 400
H.color = heat2color(H.temperature)
H.set_light(l_color = H.color)
T.hotspot_expose(H.temperature, H.volume)
for(var/atom/A in T)
if(isliving(A))
continue
if(A != H)
A.fire_act(null, H.temperature, H.volume)
if(isfloorturf(T))
var/turf/simulated/floor/F = T
F.burn_tile()
for(var/mob/living/L in T)
L.adjust_fire_stacks(3)
L.IgniteMob()
L.bodytemperature = max(temp / 3, L.bodytemperature)
/proc/fireflash_s(atom/center, radius, temp, falloff)
if(temp < T0C + 60)
return list()
var/list/open = list()
var/list/affected = list()
var/list/closed = list()
var/turf/Ce = get_turf(center)
var/max_dist = radius
if(falloff)
max_dist = min((temp - (T0C + 60)) / falloff, radius)
open[Ce] = 0
while(open.len)
var/turf/T = open[1]
var/dist = open[T]
open -= T
closed += T
if(isspaceturf(T))
continue
if(dist > max_dist)
continue
if(!ff_cansee(Ce, T))
continue
var/obj/effect/hotspot/existing_hotspot = locate(/obj/effect/hotspot) in T
var/prev_temp = 0
var/need_expose = 0
var/expose_temp = 0
if(!existing_hotspot)
var/obj/effect/hotspot/fake/H = new(T)
need_expose = TRUE
H.temperature = temp - dist * falloff
expose_temp = H.temperature
H.volume = 400
H.color = heat2color(H.temperature)
H.set_light(l_color = H.color)
existing_hotspot = H
else if(existing_hotspot.temperature < temp - dist * falloff)
expose_temp = (temp - dist * falloff) - existing_hotspot.temperature
prev_temp = existing_hotspot.temperature
if(expose_temp > prev_temp * 3)
need_expose = TRUE
existing_hotspot.temperature = temp - dist * falloff
existing_hotspot.color = heat2color(existing_hotspot.temperature)
existing_hotspot.set_light(l_color = existing_hotspot.color)
affected[T] = existing_hotspot.temperature
if(need_expose && expose_temp)
T.hotspot_expose(expose_temp, existing_hotspot.volume)
for(var/atom/A in T)
if(isliving(A))
continue
if(A != existing_hotspot)
A.fire_act(null, expose_temp, existing_hotspot.volume)
if(isfloorturf(T))
var/turf/simulated/floor/F = T
F.burn_tile()
for(var/mob/living/L in T)
L.adjust_fire_stacks(3)
L.IgniteMob()
L.bodytemperature = (2 * L.bodytemperature + temp) / 3
if(T.density)
continue
for(var/obj/O in T)
if(O.density)
continue
if(dist == max_dist)
continue
for(var/dir in GLOB.cardinal)
var/turf/link = get_step(T, dir)
if (!link)
continue
var/dx = link.x - Ce.x
var/dy = link.y - Ce.y
var/target_dist = max((dist + 1 + sqrt(dx * dx + dy * dy)) / 2, dist)
if(!(link in closed))
if(link in open)
if(open[link] > target_dist)
open[link] = target_dist
else
open[link] = target_dist
return affected
/proc/fireflash_sm(atom/center, radius, temp, falloff, capped = TRUE, bypass_rng = FALSE)
var/list/affected = fireflash_s(center, radius, temp, falloff)
for(var/turf/simulated/T in affected)
var/mytemp = affected[T]
var/melt = 1643.15 // default steel melting point
var/divisor = melt
if(mytemp >= melt * 2)
var/chance = mytemp / divisor
if(capped)
chance = min(chance, 30)
if(prob(chance) || bypass_rng)
T.visible_message("<span class='warning'>[T] melts!</span>")
T.burn_down()
return affected