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* Revert "Revert "Revert "Lights out tonight (trouble in the Heartland) (#30526)" (#30527)" (#30529)"
This reverts commit 5ae655387f.
* fixes urgent problems
* fixes the problem with zooming out
* gliding
* on the beach
* suffer not the lag
* fixes mesons and fire
485 lines
15 KiB
Plaintext
485 lines
15 KiB
Plaintext
/*
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Making Bombs with ZAS:
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Make burny fire with lots of burning
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Draw off 5000K gas from burny fire
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separate gas into oxygen and plasma components
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Obtain plasma and oxygen tanks filled up about 50-75% with normal-temp gas
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Fill rest with super hot gas from separated canisters, they should be about 125C now.
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Attach to transfer valve and open. BOOM.
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*/
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/atom
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var/autoignition_temperature = 0 // In Kelvin. 0 = Not flammable
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var/on_fire=0
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var/fire_fuel=0 // Do NOT rely on this. getFireFuel may be overridden.
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var/fire_dmi = 'icons/effects/fire.dmi'
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var/fire_sprite = "fire"
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var/fire_overlay = null
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var/melt_temperature=0
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var/molten = 0
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var/volatility = BASE_ZAS_FUEL_REQ //the lower this is, the easier it burns with low fuel in it. Starts at the define value
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/atom/proc/ashtype()
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return /obj/effect/decal/cleanable/ash
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/atom/proc/getFireFuel()
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return fire_fuel
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/atom/proc/burnFireFuel(used_fuel_ratio, used_reactants_ratio)
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fire_fuel -= (fire_fuel * used_fuel_ratio * used_reactants_ratio) //* 5
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if(fire_fuel <= 0.1)
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//testing("[src] ashifying (BFF)!")
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ashify()
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/atom/proc/burnItselfUp()
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while(on_fire)
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var/in_fire = FALSE
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for(var/obj/effect/fire/F in loc)
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in_fire = TRUE
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break
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if(!in_fire)
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var/used_ratio = min(0.2 / getFireFuel(), 1) //To maintain the previous behavior of just using 0.2 fire_fuel
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burnFireFuel(1, used_ratio) //1 is valid as used_fuel_ratio and the two arguments should multiply to used_ratio, so this is simplest.
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sleep(2 SECONDS)
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/atom/proc/ashify()
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if(!on_fire)
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return
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var/ashtype = ashtype()
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new ashtype(src.loc)
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extinguish()
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qdel(src)
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/atom/proc/extinguish()
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on_fire=0
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if(fire_overlay)
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overlays -= fire_overlay
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/atom/proc/ignite(var/temperature)
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on_fire=1
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//visible_message("\The [src] bursts into flame!")
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if(fire_dmi && fire_sprite)
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fire_overlay = image(fire_dmi,fire_sprite)
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overlays += fire_overlay
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spawn()
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burnItselfUp()
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/atom/proc/melt()
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return //lolidk
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/atom/proc/solidify()
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return //lolidk
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/atom/proc/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(autoignition_temperature && !on_fire && exposed_temperature > autoignition_temperature)
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ignite(exposed_temperature)
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return 1
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return 0
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/turf
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var/soot_type = /obj/effect/decal/cleanable/soot
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/turf/simulated/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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var/obj/effect/E = null
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if(soot_type)
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E = locate(soot_type) in src
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if(..())
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return 1
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if(molten || on_fire)
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if(istype(E))
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qdel(E)
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return 0
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if(!E && soot_type && prob(25))
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new soot_type(src)
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return 0
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/turf/proc/hotspot_expose(var/exposed_temperature, var/exposed_volume, var/soh = 0, var/surfaces=0)
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/turf/simulated/hotspot_expose(exposed_temperature, exposed_volume, soh, surfaces)
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var/obj/effect/foam/fire/W = locate() in contents
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if(istype(W))
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return 0
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if(fire_protection > world.time-300)
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return 0
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if(locate(/obj/effect/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(air_contents.check_combustability(src, surfaces))
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igniting = 1
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if(! (locate(/obj/effect/fire) in src))
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new /obj/effect/fire(src)
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return igniting
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// ignite_temp: 0 = Don't check, just get fuel.
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/turf/simulated/proc/getAmtFuel(var/ignite_temp=0)
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var/fuel_found=0
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if(!ignite_temp || src.autoignition_temperature<ignite_temp)
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fuel_found += src.getFireFuel()
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for(var/atom/A in src)
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if(!A)
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continue
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if(ignite_temp && A.autoignition_temperature>ignite_temp)
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continue
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fuel_found += A.getFireFuel()
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return fuel_found
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/obj/effect/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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blend_mode = BLEND_ADD
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icon = 'icons/effects/fire.dmi'
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icon_state = "1"
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layer = TURF_FIRE_LAYER
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plane = ABOVE_TURF_PLANE
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light_color = LIGHT_COLOR_FIRE
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light_type = LIGHT_SOFT_FLICKER
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/obj/effect/fire/proc/Extinguish()
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var/turf/simulated/S=loc
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if(istype(S))
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S.extinguish()
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for(var/atom/A in loc)
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A.extinguish()
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qdel(src)
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/obj/effect/fire/process()
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if(timestopped)
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return 0
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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/S = get_turf(loc)
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if (!istype(S))
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Extinguish()
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return
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if (isnull(S.zone))
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Extinguish()
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return
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var/datum/gas_mixture/air_contents = S.return_air()
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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.molar_density(GAS_OXYGEN) < 0.1 / CELL_VOLUME)
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air_contents[GAS_OXYGEN] = 0
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if(air_contents.molar_density(GAS_PLASMA) < 0.1 / CELL_VOLUME)
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air_contents[GAS_PLASMA] = 0
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if(air_contents.molar_density(GAS_VOLATILE) < 0.1 / CELL_VOLUME)
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air_contents[GAS_VOLATILE] = 0
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air_contents.update_values()
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// Check if there is something to combust.
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if (!air_contents.check_recombustability(S))
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//testing("Not recombustible.")
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Extinguish()
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return
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//get a firelevel and set the icon
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var/firelevel = air_contents.calculate_firelevel(S)
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if(firelevel > 6)
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icon_state = "3"
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set_light(7, 3)
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else if(firelevel > 2.5)
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icon_state = "2"
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set_light(5, 2)
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else
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icon_state = "1"
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set_light(3, 1)
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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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if(M.mutations.Find(M_UNBURNABLE))
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continue
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M.FireBurn(firelevel, air_contents.temperature, air_contents.return_pressure() ) //Burn the humans!
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for(var/atom/A in loc)
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A.fire_act(air_contents, air_contents.temperature, air_contents.return_volume())
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// Burn the turf, too.
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S.fire_act(air_contents, air_contents.temperature, air_contents.return_volume())
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//spread
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for(var/direction in cardinal)
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if(S.open_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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if(!acs)
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continue
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if(!acs.check_recombustability(enemy_tile))
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continue
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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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var/obj/effect/foam/fire/W = locate() in enemy_tile
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if(istype(W))
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firelevel -= 3
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continue
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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/effect/fire) in enemy_tile))
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if( prob( 50 + 50 * (firelevel/zas_settings.Get(/datum/ZAS_Setting/fire_firelevel_multiplier)) ) && S.Cross(null, enemy_tile, 0,0) && enemy_tile.Cross(null, S, 0,0))
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new/obj/effect/fire(enemy_tile)
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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_volume(zas_settings.Get(/datum/ZAS_Setting/fire_consumption_rate) * CELL_VOLUME)
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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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flow.zburn(S, 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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/obj/effect/fire/New()
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. = ..()
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dir = pick(cardinal)
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set_light(3)
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SSair.add_hotspot(src)
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/obj/effect/fire/Destroy()
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SSair.remove_hotspot(src)
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kill_light()
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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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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(var/turf/T, force_burn)
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// NOTE: zburn is also called from canisters and in tanks/pipes (via react()). Do NOT assume T is always a turf.
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// In the aforementioned cases, it's null. - N3X.
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var/value = 0
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if((temperature > PLASMA_MINIMUM_BURN_TEMPERATURE || force_burn) && check_recombustability(T))
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var/total_fuel = 0
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total_fuel += src[GAS_PLASMA]
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total_fuel += src[GAS_VOLATILE]
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var/can_use_turf=(T && istype(T))
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if(can_use_turf)
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for(var/atom/A in T)
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if(!A)
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continue
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total_fuel += A.getFireFuel()
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if (0 == total_fuel) // Fix zburn /0 runtime
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//testing("zburn: No fuel left.")
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return 0
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//Calculate the firelevel.
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var/firelevel = calculate_firelevel(T)
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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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//determine the amount of oxygen used
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var/total_oxygen = min(src[GAS_OXYGEN], 2 * total_fuel)
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//determine the amount of fuel actually used
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var/used_fuel_ratio = min(src[GAS_OXYGEN] / 2 , total_fuel) / total_fuel
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total_fuel = total_fuel * used_fuel_ratio
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var/total_reactants = total_fuel + total_oxygen
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//determine the amount of reactants actually reacting
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var/used_reactants_ratio = clamp(firelevel / zas_settings.Get(/datum/ZAS_Setting/fire_firelevel_multiplier), clamp(0.2 / total_reactants, 0, 1), 1)
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//remove and add gasses as calculated
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adjust_multi(
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GAS_OXYGEN, -min(src[GAS_OXYGEN], total_oxygen * used_reactants_ratio),
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GAS_PLASMA, -min(src[GAS_PLASMA], (src[GAS_PLASMA] * used_fuel_ratio * used_reactants_ratio) * 3),
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GAS_CARBON, max(2 * total_fuel * used_reactants_ratio, 0),
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GAS_VOLATILE, -(src[GAS_VOLATILE] * used_fuel_ratio * used_reactants_ratio) * 5) //Fuel burns 5 times as quick
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if(can_use_turf)
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if(T.getFireFuel()>0)
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T.burnFireFuel(used_fuel_ratio, used_reactants_ratio)
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for(var/atom/A in T)
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if(A.getFireFuel()>0)
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A.burnFireFuel(used_fuel_ratio, used_reactants_ratio)
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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 + zas_settings.Get(/datum/ZAS_Setting/fire_fuel_energy_release) * total_fuel * used_reactants_ratio) / heat_capacity()
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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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/datum/gas_mixture/proc/check_recombustability(var/turf/T)
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//this is a copy proc to continue a fire after its been started.
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if(gas[GAS_OXYGEN] && (gas[GAS_PLASMA] || gas[GAS_VOLATILE]))
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if(QUANTIZE(molar_density(GAS_PLASMA) * zas_settings.Get(/datum/ZAS_Setting/fire_consumption_rate)) >= MOLES_PLASMA_VISIBLE / CELL_VOLUME)
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return 1
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if(QUANTIZE(molar_density(GAS_VOLATILE) * zas_settings.Get(/datum/ZAS_Setting/fire_consumption_rate)) >= BASE_ZAS_FUEL_REQ / CELL_VOLUME)
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return 1
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// Check if we're actually in a turf or not before trying to check object fires.
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// Moved here to unbreak tankbombs - N3X
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if(!T)
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return 0
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if(!istype(T))
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warning("check_recombustability being asked to check a [T.type] instead of /turf.")
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return 0
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// We have to check all objects in order to extinguish object fires.
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var/still_burning=0
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for(var/atom/A in T)
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if(!A)
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continue
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if(!gas[GAS_OXYGEN]/* || A.autoignition_temperature > temperature*/)
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A.extinguish()
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continue
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// if(!A.autoignition_temperature)
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// continue // Don't fuck with things that don't burn.
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if(QUANTIZE(A.getFireFuel() * zas_settings.Get(/datum/ZAS_Setting/fire_consumption_rate)) >= A.volatility)
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still_burning=1
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else if(A.on_fire)
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//A.extinguish()
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A.ashify()
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return still_burning
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datum/gas_mixture/proc/check_combustability(var/turf/T, var/objects)
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//this check comes up very often and is thus centralized here to ease adding stuff
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// zburn is used in tank fires, as well. This check, among others, broke tankbombs. - N3X
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/*
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if(!istype(T))
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warning("check_combustability being asked to check a [T.type] instead of /turf.")
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return 0
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*/
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if(gas[GAS_OXYGEN] && (gas[GAS_PLASMA] || gas[GAS_VOLATILE]))
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if(QUANTIZE(molar_density(GAS_PLASMA) * zas_settings.Get(/datum/ZAS_Setting/fire_consumption_rate)) >= MOLES_PLASMA_VISIBLE / CELL_VOLUME)
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return 1
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if(QUANTIZE(molar_density(GAS_VOLATILE) * zas_settings.Get(/datum/ZAS_Setting/fire_consumption_rate)) >= BASE_ZAS_FUEL_REQ / CELL_VOLUME)
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return 1
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if(objects && istype(T))
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for(var/atom/A in T)
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if(!A || !gas[GAS_OXYGEN] || A.autoignition_temperature > temperature)
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continue
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if(QUANTIZE(A.getFireFuel() * zas_settings.Get(/datum/ZAS_Setting/fire_consumption_rate)) >= A.volatility)
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return 1
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return 0
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datum/gas_mixture/proc/calculate_firelevel(var/turf/T)
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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/total_fuel = 0
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var/firelevel = 0
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if(check_recombustability(T))
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total_fuel += src[GAS_PLASMA]
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if(T && istype(T))
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total_fuel += T.getFireFuel()
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for(var/atom/A in T)
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if(A)
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total_fuel += A.getFireFuel()
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total_fuel += src[GAS_VOLATILE]
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var/total_combustables = (total_fuel + src[GAS_OXYGEN])
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if(total_fuel > 0 && src[GAS_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 + src[GAS_NITROGEN] + src[GAS_CARBON])
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//calculates how close the mixture of the reactants is to the optimum
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var/mix_multiplier = 1 / (1 + (5 * ((src[GAS_OXYGEN] / total_combustables) ** 2))) // Thanks, Mloc
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//toss everything together
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firelevel = zas_settings.Get(/datum/ZAS_Setting/fire_firelevel_multiplier) * mix_multiplier * dampening_multiplier
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return max(0, firelevel)
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/mob/living/proc/FireBurn(var/firelevel, var/last_temperature, var/pressure)
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var/mx = 5 * firelevel/zas_settings.Get(/datum/ZAS_Setting/fire_firelevel_multiplier) * min(pressure / ONE_ATMOSPHERE, 1)
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apply_damage(2.5*mx, BURN)
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/mob/living/carbon/human/FireBurn(var/firelevel, var/last_temperature, var/pressure)
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//Burns mobs due to fire. Respects heat transfer coefficients on various body parts.
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//Due to TG reworking how fireprotection works, this is kinda less meaningful.
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var/head_exposure = 1
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var/chest_exposure = 1
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var/groin_exposure = 1
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var/legs_exposure = 1
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var/arms_exposure = 1
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//Get heat transfer coefficients for clothing.
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for(var/obj/item/clothing/C in src)
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if(is_holding_item(C))
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continue
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if( C.max_heat_protection_temperature >= last_temperature )
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if(!is_slot_hidden(C.body_parts_covered,FULL_HEAD))
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head_exposure = 0
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|
if(!is_slot_hidden(C.body_parts_covered,UPPER_TORSO))
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|
chest_exposure = 0
|
|
if(!is_slot_hidden(C.body_parts_covered,LOWER_TORSO))
|
|
groin_exposure = 0
|
|
if(!is_slot_hidden(C.body_parts_covered,LEGS))
|
|
legs_exposure = 0
|
|
if(!is_slot_hidden(C.body_parts_covered,ARMS))
|
|
arms_exposure = 0
|
|
//minimize this for low-pressure enviroments
|
|
var/mx = 5 * firelevel/zas_settings.Get(/datum/ZAS_Setting/fire_firelevel_multiplier) * min(pressure / ONE_ATMOSPHERE, 1)
|
|
|
|
//Always check these damage procs first if fire damage isn't working. They're probably what's wrong.
|
|
|
|
apply_damage(2.5*mx*head_exposure, BURN, LIMB_HEAD, 0, 0, used_weapon = "Fire")
|
|
apply_damage(2.5*mx*chest_exposure, BURN, LIMB_CHEST, 0, 0, used_weapon ="Fire")
|
|
apply_damage(2.0*mx*groin_exposure, BURN, LIMB_GROIN, 0, 0, used_weapon ="Fire")
|
|
apply_damage(0.6*mx*legs_exposure, BURN, LIMB_LEFT_LEG, 0, 0, used_weapon = "Fire")
|
|
apply_damage(0.6*mx*legs_exposure, BURN, LIMB_RIGHT_LEG, 0, 0, used_weapon = "Fire")
|
|
apply_damage(0.4*mx*arms_exposure, BURN, LIMB_LEFT_ARM, 0, 0, used_weapon = "Fire")
|
|
apply_damage(0.4*mx*arms_exposure, BURN, LIMB_RIGHT_ARM, 0, 0, used_weapon = "Fire")
|