mirror of
https://github.com/PolarisSS13/Polaris.git
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Reverted both LordBraindead and my own work on firecode back to when it was stable. Fixed some issue with phantom-fires-in-pipes. Removed some useless things left over from FEA.
This commit is contained in:
@@ -57,6 +57,8 @@ What are the archived variables for?
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var/tmp/graphic_archived = 0
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var/tmp/fuel_burnt = 0
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var/reacting = 0
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//FOR THE LOVE OF GOD PLEASE USE THIS PROC
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//Call it with negative numbers to remove gases.
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@@ -207,14 +209,13 @@ What are the archived variables for?
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//Inputs: None
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//Outputs: If a fire occured
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var/reacting = 0 //set to 1 if a notable reaction occured (used by pipe_network)
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//set to 1 if a notable reaction occured (used by pipe_network)
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if(temperature > FIRE_MINIMUM_TEMPERATURE_TO_EXIST)
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if(zburn(null) > 0)
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reacting = 1
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zburn(null)
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return reacting
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/*
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/datum/gas_mixture/proc/fire()
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//Purpose: Calculating any fire reactions.
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//Called by: react() (See above)
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@@ -223,7 +224,7 @@ What are the archived variables for?
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return zburn(null)
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/*var/energy_released = 0
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var/energy_released = 0
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var/old_heat_capacity = heat_capacity()
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var/datum/gas/volatile_fuel/fuel_store = locate(/datum/gas/volatile_fuel) in trace_gases
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365
code/ZAS/Fire.dm
365
code/ZAS/Fire.dm
@@ -11,6 +11,8 @@ 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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@@ -19,145 +21,160 @@ atom/proc/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed
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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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if(fire_protection > world.time-300) return
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var/datum/gas_mixture/air_contents = return_air(1)
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if(!air_contents)
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return 0
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/*if(active_hotspot)
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if(soh)
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if(air_contents.toxins > 0.5 && air_contents.oxygen > 0.5)
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if(active_hotspot.temperature < exposed_temperature)
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active_hotspot.temperature = exposed_temperature
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if(active_hotspot.volume < exposed_volume)
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active_hotspot.volume = exposed_volume
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return 1*/
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var/igniting = 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 < PLASMA_MINIMUM_BURN_TEMPERATURE)
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return 0
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var/igniting = 0
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var/datum/gas/volatile_fuel/fuel = locate() in air_contents.trace_gases
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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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if(air_contents.calculate_firelevel(liquid) > vsc.IgnitionLevel && (fuel || liquid || air_contents.toxins > 0.5))
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igniting = 1
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if(air_contents.oxygen < 0.5)
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return 0
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if(! (locate(/obj/fire) in src))
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new /obj/fire(src,1000)
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var/obj/fire/F = new(src,1000)
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F.temperature = exposed_temperature
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F.volume = CELL_VOLUME
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//active_hotspot.just_spawned = (current_cycle < air_master.current_cycle)
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//remove just_spawned protection if no longer processing this cell
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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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obj
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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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anchored = 1
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mouse_opacity = 0
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//luminosity = 3
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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/floor/S = loc
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if(!S.zone)
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del src
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if(!istype(S))
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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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//check if there is something to combust
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if(!air_contents.check_combustability(liquid))
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del src
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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 = 'icons/effects/fire.dmi'
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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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var
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volume = CELL_VOLUME
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temperature = PLASMA_MINIMUM_BURN_TEMPERATURE
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firelevel = 10000 //Calculated by gas_mixture.calculate_firelevel()
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archived_firelevel = 0
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process()
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. = 1
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if(firelevel > vsc.IgnitionLevel)
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var/turf/simulated/floor/S = loc
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if(!S.zone) del src //Cannot exist where zones are broken.
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if(istype(S))
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var
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datum/gas_mixture/air_contents = S.return_air()
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//Get whatever trace fuels are in the area
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datum/gas/volatile_fuel/fuel = locate() in air_contents.trace_gases
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//Also get liquid fuels on the ground.
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obj/effect/decal/cleanable/liquid_fuel/liquid = locate() in S
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var/datum/gas_mixture/flow = air_contents.remove_ratio(0.25)
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//The reason we're taking a part of the air instead of all of it is so that it doesn't jump to
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//the fire's max temperature instantaneously.
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firelevel = air_contents.calculate_firelevel(liquid)
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//Ensure that there is an appropriate amount of fuel and O2 here.
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if(firelevel > 0.25 && flow.oxygen > 0.3 && (air_contents.toxins || fuel || liquid))
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for(var/direction in cardinal)
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if(S.air_check_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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//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( firelevel*10 ) && 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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if(flow)
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//Ensure adequate oxygen and fuel.
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if(flow.oxygen > 0.3 && (flow.toxins || fuel || liquid))
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//Change icon depending on the fuel, and thus temperature.
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if(firelevel > 6)
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icon_state = "3"
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else if(firelevel > 2.5)
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icon_state = "2"
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else
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icon_state = "1"
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//Ensure flow temperature is higher than minimum fire temperatures.
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flow.temperature = max(PLASMA_MINIMUM_BURN_TEMPERATURE+0.1,flow.temperature)
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//Burn the gas mixture.
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flow.zburn(liquid)
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if(fuel && fuel.moles <= 0.00001)
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del fuel
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else
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del src
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//spread!
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for(var/direction in cardinal)
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if(S.air_check_directions&direction) //Grab all valid bordering tiles
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S.assume_air(flow) //Then put it back where you found it.
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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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//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_combustability(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(PLASMA_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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else
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del src
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else
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del src
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else
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del src
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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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for(var/mob/living/carbon/human/M in loc)
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M.FireBurn(temperature, min(max(0.1,firelevel / 20),10)) //Burn the humans!
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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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New(newLoc,fl)
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..()
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loc = null
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air_master.active_hotspots.Remove(src)
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if(!istype(loc, /turf))
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del src
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..()
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dir = pick(cardinal)
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//sd_SetLuminosity(3,2,0)
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firelevel = fl
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air_master.active_hotspots.Add(src)
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Del()
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if (istype(loc, /turf/simulated))
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//sd_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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turf/simulated/var/fire_protection = 0 //Protects newly extinguished tiles from being overrun again.
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@@ -165,19 +182,22 @@ 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)
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//This proc is similar to fire(), but uses a simple logarithm to calculate temp, and is thus more stable with ZAS.
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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 > PLASMA_FLASHPOINT && !reacting)
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reacting = 1
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if((temperature > PLASMA_MINIMUM_BURN_TEMPERATURE || force_burn) && check_combustability(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 += toxins
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if(temperature > PLASMA_MINIMUM_BURN_TEMPERATURE && reacting)
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var
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total_fuel = toxins
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fuel_sources = 0 //We'll divide by this later so that fuel is consumed evenly.
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datum/gas/volatile_fuel/fuel = locate() in trace_gases
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if(fuel)
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//Volatile Fuel
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total_fuel += fuel.moles
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fuel_sources++
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if(liquid)
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//Liquid Fuel
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@@ -185,94 +205,65 @@ datum/gas_mixture/proc/zburn(obj/effect/decal/cleanable/liquid_fuel/liquid,force
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del liquid
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else
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total_fuel += liquid.amount
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fuel_sources++
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//Calculate the firelevel.
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var/firelevel = calculate_firelevel(liquid)
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//Toxins
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if(toxins > 0.3) fuel_sources++
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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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if(!fuel_sources) return 0 //If there's no fuel, there's no burn. Can't divide by zero anyway.
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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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if(oxygen > 0.3)
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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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//Calculate the firelevel.
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var/firelevel = calculate_firelevel(liquid)
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var/total_reactants = total_fuel + total_oxygen
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//Reaches a maximum practical temperature of around 4500.
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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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//Increase temperature.
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temperature = max( 1700*log(0.4*firelevel + 1.23) , temperature )
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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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//Consume some gas.
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var/consumed_gas = min(oxygen,0.05*firelevel,total_fuel) / fuel_sources
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toxins -= min(toxins, toxins * used_fuel_ratio * used_reactants_ratio )
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oxygen = max(0,oxygen-consumed_gas)
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carbon_dioxide += max(2 * total_fuel, 0)
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toxins = max(0,toxins-consumed_gas)
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if(fuel)
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fuel.moles -= fuel.moles * used_fuel_ratio * used_reactants_ratio
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if(fuel.moles <= 0) del fuel
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carbon_dioxide += consumed_gas*2
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if(liquid)
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liquid.amount -= liquid.amount * used_fuel_ratio * used_reactants_ratio
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if(liquid.amount <= 0) del liquid
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if(fuel)
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fuel.moles -= consumed_gas
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if(fuel.moles <= 0) del fuel
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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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if(liquid)
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liquid.amount -= consumed_gas
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if(liquid.amount <= 0) del liquid
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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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update_values()
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return consumed_gas*fuel_sources
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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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else
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reacting = 0
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var/datum/gas/volatile_fuel/fuel = locate() in trace_gases
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var/value = 0
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return 0
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if(oxygen > 0.01 && (toxins > 0.01 || (fuel && fuel.moles > 0.01) || liquid))
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value = 1
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return value
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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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//Calculates the firelevel based on one equation instead of having to do this multiple times in different areas.
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var
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datum/gas/volatile_fuel/fuel = locate() in trace_gases
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liquid_concentration = 0
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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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oxy_concentration = oxygen / volume
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tox_concentration = toxins / volume
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fuel_concentration = 0
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if(check_combustability(liquid))
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if(fuel) fuel_concentration = (fuel.moles) / volume
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if(liquid) liquid_concentration = (liquid.amount*15) / volume
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return (oxy_concentration + tox_concentration + liquid_concentration + fuel_concentration)*100
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total_fuel += toxins
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|
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if(liquid)
|
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total_fuel += liquid.amount
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|
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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
|
||||
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
|
||||
/mob/living/carbon/human/proc/FireBurn(last_temperature, mx as num)
|
||||
//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
|
||||
@@ -281,12 +272,8 @@ datum/gas_mixture/proc/calculate_firelevel(obj/effect/decal/cleanable/liquid_fue
|
||||
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
|
||||
@@ -313,4 +300,4 @@ datum/gas_mixture/proc/calculate_firelevel(obj/effect/decal/cleanable/liquid_fue
|
||||
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")
|
||||
|
||||
//flash_pain()
|
||||
//flash_pain()
|
||||
@@ -1,7 +1,7 @@
|
||||
var/global/vs_control/vsc = new
|
||||
|
||||
/vs_control
|
||||
var/fire_consuption_rate = 0.25
|
||||
/* var/fire_consuption_rate = 0.25
|
||||
var/fire_consuption_rate_NAME = "Fire - Air Consumption Ratio"
|
||||
var/fire_consuption_rate_DESC = "Ratio of air removed and combusted per tick."
|
||||
|
||||
@@ -12,7 +12,10 @@ var/global/vs_control/vsc = new
|
||||
var/fire_fuel_energy_release = 397000
|
||||
var/fire_fuel_energy_release_NAME = "Fire - Fuel energy release"
|
||||
var/fire_fuel_energy_release_DESC = "The energy in joule released when burning one mol of a burnable substance"
|
||||
*/
|
||||
|
||||
var/IgnitionLevel = 0.5
|
||||
var/IgnitionLevel_DESC = "Determines point at which fire can ignite"
|
||||
|
||||
var/airflow_lightest_pressure = 20
|
||||
var/airflow_lightest_pressure_NAME = "Airflow - Small Movement Threshold %"
|
||||
|
||||
@@ -107,6 +107,7 @@
|
||||
//Must be between 0 and 1. Values closer to 1 equalize temperature faster
|
||||
//Should not exceed 0.4 else strange heat flow occur
|
||||
|
||||
/*
|
||||
#define FIRE_MINIMUM_TEMPERATURE_TO_SPREAD 150+T0C
|
||||
#define FIRE_MINIMUM_TEMPERATURE_TO_EXIST 100+T0C
|
||||
#define FIRE_SPREAD_RADIOSITY_SCALE 0.85
|
||||
@@ -114,7 +115,7 @@
|
||||
#define FIRE_PLASMA_ENERGY_RELEASED 3000000 //Amount of heat released per mole of burnt plasma into the tile
|
||||
#define FIRE_GROWTH_RATE 40000 //For small fires
|
||||
|
||||
//#define WATER_BOIL_TEMP 393
|
||||
#define WATER_BOIL_TEMP 393 */
|
||||
|
||||
// Fire Damage
|
||||
#define CARBON_LIFEFORM_FIRE_RESISTANCE 200+T0C
|
||||
@@ -132,7 +133,8 @@
|
||||
#define T20C 293.15 // 20degC
|
||||
#define TCMB 2.7 // -270.3degC
|
||||
|
||||
var/turf/space/Space_Tile = locate(/turf/space) // A space tile to reference when atmos wants to remove excess heat.
|
||||
//Used to be used by FEA
|
||||
//var/turf/space/Space_Tile = locate(/turf/space) // A space tile to reference when atmos wants to remove excess heat.
|
||||
|
||||
#define TANK_LEAK_PRESSURE (30.*ONE_ATMOSPHERE) // Tank starts leaking
|
||||
#define TANK_RUPTURE_PRESSURE (40.*ONE_ATMOSPHERE) // Tank spills all contents into atmosphere
|
||||
|
||||
Reference in New Issue
Block a user