mirror of
https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 10:21:11 +00:00
Overhaul of how fire is handled, this is where a lot of the lag came from. Also the zas neutering things are included.
This commit is contained in:
@@ -56,8 +56,9 @@ mob/proc/airflow_stun()
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if(!(status_flags & CANSTUN) && !(status_flags & CANWEAKEN))
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src << "\blue You stay upright as the air rushes past you."
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return 0
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if(weakened <= 0) src << "\red The sudden rush of air knocks you over!"
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weakened = max(weakened,5)
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/* if(weakened <= 0) src << "\red The sudden rush of air knocks you over!"
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weakened = max(weakened,5)*/
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src << "\blue You stay upright as the air rushes past you."
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last_airflow_stun = world.time
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mob/living/silicon/airflow_stun()
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@@ -74,8 +75,10 @@ mob/living/carbon/human/airflow_stun()
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if(!(status_flags & CANSTUN) && !(status_flags & CANWEAKEN))
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src << "\blue You stay upright as the air rushes past you."
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return 0
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/*
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if(weakened <= 0) src << "\red The sudden rush of air knocks you over!"
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weakened = max(weakened,rand(1,5))
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weakened = max(weakened,rand(1,5))*/
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src << "\blue You stay upright as the air rushes past you."
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last_airflow_stun = world.time
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atom/movable/proc/check_airflow_movable(n)
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@@ -143,7 +146,7 @@ proc/Airflow(zone/A, zone/B)
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air_repelled = temporary_pplz
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for(var/atom/movable/M in air_sucked)
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if(1) break
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if(M.last_airflow > world.time - vsc.airflow_delay) continue
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//Check for knocking people over
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@@ -202,7 +205,7 @@ proc/AirflowSpace(zone/A)
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var/list/pplz = A.movables() //We only need to worry about things in the zone, not things in space.
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for(var/atom/movable/M in pplz)
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if(1) break
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if(M.last_airflow > world.time - vsc.airflow_delay) continue
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if(ismob(M) && n > vsc.airflow_stun_pressure)
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@@ -232,6 +235,7 @@ atom/movable
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var/tmp/last_airflow = 0
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proc/GotoAirflowDest(n)
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if(1) return
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if(!airflow_dest) return
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if(airflow_speed < 0) return
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if(last_airflow > world.time - vsc.airflow_delay) return
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@@ -297,6 +301,7 @@ atom/movable
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proc/RepelAirflowDest(n)
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if(1) return
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if(!airflow_dest) return
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if(airflow_speed < 0) return
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if(last_airflow > world.time - vsc.airflow_delay) return
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@@ -370,7 +375,7 @@ mob/airflow_hit(atom/A)
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for(var/mob/M in hearers(src))
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M.show_message("\red <B>\The [src] slams into \a [A]!</B>",1,"\red You hear a loud slam!",2)
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playsound(src.loc, "smash.ogg", 25, 1, -1)
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weakened = max(weakened, (istype(A,/obj/item) ? A:w_class : rand(1,5))) //Heheheh
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//weakened = max(weakened, (istype(A,/obj/item) ? A:w_class : rand(1,5))) //Heheheh
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. = ..()
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obj/airflow_hit(atom/A)
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@@ -402,12 +407,13 @@ mob/living/carbon/human/airflow_hit(atom/A)
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blocked = run_armor_check("groin","melee")
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apply_damage(b_loss/3, BRUTE, "groin", blocked, 0, "Airflow")
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/*
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if(airflow_speed > 10)
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paralysis += round(airflow_speed * vsc.airflow_stun)
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stunned = max(stunned,paralysis + 3)
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else
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stunned += round(airflow_speed * vsc.airflow_stun/2)
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*/
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. = ..()
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zone/proc/movables()
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@@ -75,21 +75,31 @@ connection
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var/list/connections = air_master.turfs_with_connections[ref_A]
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connections.Remove(src)
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//Ensure we delete the right values by sanity checkign right before deletion.
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Sanitize()
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//Remove connection from current zones.
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//Remove connection from zones.
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if(A)
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if(A.zone && A.zone.connections)
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A.zone.connections.Remove(src)
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if(!A.zone.connections.len)
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A.zone.connections = null
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if(istype(zone_A) && (!A || A.zone != zone_A))
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if(zone_A.connections)
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zone_A.connections.Remove(src)
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if(!zone_A.connections.len)
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zone_A.connections = null
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if(B)
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if(B.zone && B.zone.connections)
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B.zone.connections.Remove(src)
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if(!B.zone.connections.len)
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B.zone.connections = null
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if(istype(zone_B) && (!B || B.zone != zone_B))
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if(zone_B.connections)
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zone_B.connections.Remove(src)
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if(!zone_B.connections.len)
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zone_B.connections = null
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//Disconnect zones while handling unusual conditions.
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// e.g. loss of a zone on a turf
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if(A && A.zone && B && B.zone)
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255
code/ZAS/Fire.dm
255
code/ZAS/Fire.dm
@@ -20,20 +20,19 @@ 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) return
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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 < PLASMA_MINIMUM_BURN_TEMPERATURE)
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return 0
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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/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.calculate_firelevel(liquid) > vsc.IgnitionLevel && (fuel || liquid || air_contents.toxins > 0.5))
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if(air_contents.check_combustability(liquid))
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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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@@ -64,51 +63,38 @@ obj
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process()
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. = 1
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if(firelevel > vsc.IgnitionLevel)
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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) del src //Cannot exist where zones are broken.
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if(!S.zone)
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del src
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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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if(!istype(S))
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del src
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var/datum/gas_mixture/flow = air_contents.remove_ratio(vsc.fire_consuption_rate)
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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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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 < 0.001)
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air_contents.oxygen = 0
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if(air_contents.toxins < 0.001)
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air_contents.toxins = 0
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if(fuel)
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if(fuel.moles < 0.001)
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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_combustability(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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//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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SetLuminosity(7)
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@@ -119,31 +105,53 @@ obj
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icon_state = "1"
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SetLuminosity(3)
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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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air_contents.trace_gases.Remove(fuel)
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else
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del src
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S.assume_air(flow) //Then put it back where you found it.
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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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//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) //Burn the humans!
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M.FireBurn(firelevel, air_contents.temperature, air_contents.return_pressure() ) //Burn the humans!
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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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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.check_combustability(liq))
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return
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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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New(newLoc,fl)
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@@ -167,6 +175,12 @@ obj
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..()
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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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@@ -175,13 +189,14 @@ 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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if(temperature > PLASMA_MINIMUM_BURN_TEMPERATURE)
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var
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total_fuel = toxins
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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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datum/gas/volatile_fuel/fuel = locate() in trace_gases
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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(fuel)
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//Volatile Fuel
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@@ -192,65 +207,93 @@ datum/gas_mixture/proc/zburn(obj/effect/decal/cleanable/liquid_fuel/liquid)
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if(liquid.amount <= 0)
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del liquid
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else
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total_fuel += liquid.amount*15
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if(! (fuel || toxins || liquid) )
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return 0 //If there's no fuel, there's no burn. Can't divide by zero anyway.
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if(oxygen > 0.3)
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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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//Reaches a maximum practical temperature of around 4500.
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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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//Increase temperature.
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temperature = max( vsc.fire_temperature_multiplier*log(0.04*firelevel + 1.24) , temperature )
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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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var/total_reactants = min(oxygen, 2*total_fuel) + 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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//Consume some gas.
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var/consumed_gas = max( min( total_reactants, vsc.fire_gas_combustion_ratio*firelevel ), 0.2)
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var/total_reactants = total_fuel + total_oxygen
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oxygen -= min(oxygen, (total_reactants-total_fuel)*consumed_gas/total_reactants )
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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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toxins -= min(toxins, toxins*consumed_gas/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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carbon_dioxide += max(consumed_gas, 0)
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toxins -= min(toxins, toxins * used_fuel_ratio * used_reactants_ratio )
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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*consumed_gas/total_reactants
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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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if(liquid)
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liquid.amount -= liquid.amount*consumed_gas/(total_reactants)
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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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//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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return consumed_gas
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return 0
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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_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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var/value = 0
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if(oxygen && (toxins || fuel || 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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var
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datum/gas/volatile_fuel/fuel = locate() in trace_gases
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var/total_fuel = toxins - 0.5
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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_combustability(liquid))
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total_fuel += toxins
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if(liquid)
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total_fuel += (liquid.amount*15)
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total_fuel += liquid.amount
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if(fuel)
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||||
total_fuel += fuel.moles
|
||||
|
||||
var/total_combustables = (total_fuel + oxygen)
|
||||
if(total_fuel <= 0 || oxygen <= 0)
|
||||
return 0
|
||||
|
||||
return max( 0, vsc.fire_firelevel_multiplier*(total_combustables/(total_combustables + nitrogen))*log(2*total_combustables/oxygen)*log(total_combustables/total_fuel))
|
||||
if(total_fuel > 0 && oxygen > 0)
|
||||
|
||||
//slows down the burning when the concentration of the reactants is low
|
||||
var/dampening_multiplier = total_combustables / (total_combustables + nitrogen + carbon_dioxide)
|
||||
//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)
|
||||
/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
|
||||
//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.
|
||||
|
||||
@@ -261,8 +304,9 @@ datum/gas_mixture/proc/calculate_firelevel(obj/effect/decal/cleanable/liquid_fue
|
||||
legs_exposure = 1
|
||||
arms_exposure = 1
|
||||
|
||||
var/mx = min(max(0.1,firelevel / 20),10)
|
||||
var/last_temperature = vsc.fire_temperature_multiplier*log(0.04*firelevel + 1.24)
|
||||
//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
|
||||
@@ -293,4 +337,3 @@ datum/gas_mixture/proc/calculate_firelevel(obj/effect/decal/cleanable/liquid_fue
|
||||
apply_damage(0.4*mx*arms_exposure, BURN, "r_arm", 0, 0, "Fire")
|
||||
|
||||
//flash_pain()
|
||||
#undef ZAS_FIRE_CONSUMPTION_RATE
|
||||
@@ -1,71 +1,64 @@
|
||||
var/global/vs_control/vsc = new
|
||||
|
||||
vs_control/var
|
||||
IgnitionLevel = 0.5 //default 0.5
|
||||
IgnitionLevel_DESC = "Determines point at which fire can ignite"
|
||||
|
||||
fire_consuption_rate = 0.025 //default .25
|
||||
fire_consuption_rate = 0.25
|
||||
fire_consuption_rate_NAME = "Fire - Air Consumption Ratio"
|
||||
fire_consuption_rate_DESC = "Ratio of air removed and combusted per tick."
|
||||
|
||||
fire_firelevel_multiplier = 80 //default 25
|
||||
fire_firelevel_multiplier = 25
|
||||
fire_firelevel_multiplier_NAME = "Fire - Firelevel Constant"
|
||||
fire_firelevel_multiplier_DESC = "Multiplied by the equation for firelevel, affects the combustion and ignition of gas mixes."
|
||||
fire_firelevel_multiplier_DESC = "Multiplied by the equation for firelevel, affects mainly the extingiushing of fires."
|
||||
|
||||
fire_temperature_multiplier = 10000 //default 1700
|
||||
fire_temperature_multiplier_NAME = "Fire - Temperature Multiplier"
|
||||
fire_temperature_multiplier_DESC = "Base value for fire temperatures."
|
||||
|
||||
fire_gas_combustion_ratio = 0.1 //default .25
|
||||
fire_gas_combustion_ratio_NAME = "Fire - Gas Conversion Ratio"
|
||||
fire_gas_combustion_ratio_DESC = "The rate at which oxygen and plasma are converted to CO2, expressed in terms of the firelevel."
|
||||
fire_fuel_energy_release = 797000
|
||||
fire_fuel_energy_release_NAME = "Fire - Fuel energy release"
|
||||
fire_fuel_energy_release_DESC = "The energy in joule released when burning one mol of a burnable substance"
|
||||
|
||||
|
||||
airflow_lightest_pressure = 25 //default 25
|
||||
airflow_lightest_pressure = 20
|
||||
airflow_lightest_pressure_NAME = "Airflow - Small Movement Threshold %"
|
||||
airflow_lightest_pressure_DESC = "Percent of 1 Atm. at which items with the small weight classes will move."
|
||||
|
||||
airflow_light_pressure = 35 //default 35
|
||||
airflow_light_pressure = 35
|
||||
airflow_light_pressure_NAME = "Airflow - Medium Movement Threshold %"
|
||||
airflow_light_pressure_DESC = "Percent of 1 Atm. at which items with the medium weight classes will move."
|
||||
|
||||
airflow_medium_pressure = 55 //default 50
|
||||
airflow_medium_pressure = 50
|
||||
airflow_medium_pressure_NAME = "Airflow - Heavy Movement Threshold %"
|
||||
airflow_medium_pressure_DESC = "Percent of 1 Atm. at which items with the largest weight classes will move."
|
||||
|
||||
airflow_heavy_pressure = 70 //default 65
|
||||
airflow_heavy_pressure = 65
|
||||
airflow_heavy_pressure_NAME = "Airflow - Mob Movement Threshold %"
|
||||
airflow_heavy_pressure_DESC = "Percent of 1 Atm. at which mobs will move."
|
||||
|
||||
airflow_dense_pressure = 80 //default 85
|
||||
airflow_dense_pressure = 85
|
||||
airflow_dense_pressure_NAME = "Airflow - Dense Movement Threshold %"
|
||||
airflow_dense_pressure_DESC = "Percent of 1 Atm. at which items with canisters and closets will move."
|
||||
|
||||
airflow_stun_pressure = 60 //default 60
|
||||
airflow_stun_pressure = 60
|
||||
airflow_stun_pressure_NAME = "Airflow - Mob Stunning Threshold %"
|
||||
airflow_stun_pressure_DESC = "Percent of 1 Atm. at which mobs will be stunned by airflow."
|
||||
|
||||
airflow_stun_cooldown = 60 //default 60
|
||||
airflow_stun_cooldown = 60
|
||||
airflow_stun_cooldown_NAME = "Aiflow Stunning - Cooldown"
|
||||
airflow_stun_cooldown_DESC = "How long, in tenths of a second, to wait before stunning them again."
|
||||
|
||||
airflow_stun = 0.75 //default 1
|
||||
airflow_stun = 1
|
||||
airflow_stun_NAME = "Airflow Impact - Stunning"
|
||||
airflow_stun_DESC = "How much a mob is stunned when hit by an object."
|
||||
|
||||
airflow_damage = 2 //default 2
|
||||
airflow_damage = 2
|
||||
airflow_damage_NAME = "Airflow Impact - Damage"
|
||||
airflow_damage_DESC = "Damage from airflow impacts."
|
||||
|
||||
airflow_speed_decay = 1.5 //default 1.5
|
||||
airflow_speed_decay = 1.5
|
||||
airflow_speed_decay_NAME = "Airflow Speed Decay"
|
||||
airflow_speed_decay_DESC = "How rapidly the speed gained from airflow decays."
|
||||
|
||||
airflow_delay = 45 //default 30
|
||||
airflow_delay = 30
|
||||
airflow_delay_NAME = "Airflow Retrigger Delay"
|
||||
airflow_delay_DESC = "Time in deciseconds before things can be moved by airflow again."
|
||||
|
||||
airflow_mob_slowdown = 1 //default 1
|
||||
airflow_mob_slowdown = 1
|
||||
airflow_mob_slowdown_NAME = "Airflow Slowdown"
|
||||
airflow_mob_slowdown_DESC = "Time in tenths of a second to add as a delay to each movement by a mob if they are fighting the pull of the airflow."
|
||||
|
||||
@@ -229,7 +222,6 @@ vs_control
|
||||
plc.CONTAMINATION_LOSS = 0.075
|
||||
|
||||
if("ZAS - Normal")
|
||||
IgnitionLevel = 0.5
|
||||
airflow_lightest_pressure = 20
|
||||
airflow_light_pressure = 35
|
||||
airflow_medium_pressure = 50
|
||||
@@ -244,7 +236,6 @@ vs_control
|
||||
airflow_mob_slowdown = 1
|
||||
|
||||
if("ZAS - Forgiving")
|
||||
IgnitionLevel = 1
|
||||
airflow_lightest_pressure = 45
|
||||
airflow_light_pressure = 60
|
||||
airflow_medium_pressure = 120
|
||||
@@ -259,7 +250,6 @@ vs_control
|
||||
airflow_mob_slowdown = 0
|
||||
|
||||
if("ZAS - Dangerous")
|
||||
IgnitionLevel = 0.4
|
||||
airflow_lightest_pressure = 15
|
||||
airflow_light_pressure = 30
|
||||
airflow_medium_pressure = 45
|
||||
@@ -274,7 +264,6 @@ vs_control
|
||||
airflow_mob_slowdown = 2
|
||||
|
||||
if("ZAS - Hellish")
|
||||
IgnitionLevel = 0.3
|
||||
airflow_lightest_pressure = 20
|
||||
airflow_light_pressure = 30
|
||||
airflow_medium_pressure = 40
|
||||
|
||||
@@ -293,7 +293,7 @@ zone/proc/process()
|
||||
//Air Movement//
|
||||
////////////////
|
||||
|
||||
var/list/sharing_lookup_table = list(0.15, 0.20, 0.24, 0.27, 0.30, 0.33)
|
||||
var/list/sharing_lookup_table = list(0.03, 0.07, 0.11, 0.15, 0.18, 0.20)
|
||||
|
||||
proc/ShareRatio(datum/gas_mixture/A, datum/gas_mixture/B, connecting_tiles)
|
||||
//Shares a specific ratio of gas between mixtures using simple weighted averages.
|
||||
@@ -385,7 +385,7 @@ proc/ShareSpace(datum/gas_mixture/A, list/unsimulated_tiles, dbg_output)
|
||||
// slowly than small rooms, preserving our good old "hollywood-style"
|
||||
// oh-shit effect when large rooms get breached, but still having small
|
||||
// rooms remain pressurized for long enough to make escape possible.
|
||||
share_size = max(1, max(size - 5, 1) + unsimulated_tiles.len)
|
||||
share_size = max(1, max(size + 3, 1) + unsimulated_tiles.len)
|
||||
correction_ratio = share_size / unsimulated_tiles.len
|
||||
|
||||
for(var/turf/T in unsimulated_tiles)
|
||||
|
||||
Reference in New Issue
Block a user