Files
vgstation13/code/ZAS/XGM_gases.dm
kane-f 84bf965ae8 Multi-z 3: With a vengeance (#30178)
* fix map

* Fixing bad syntax

* Maybe this will work

* Travis wanted me to remove this

* Unticking attempt

* Unticking attempt 2

* Removing all useless broken zshadow stuff

* Maybe now?

* Oh weird

* Adding up/down pipe sprites

* Adding darkness overlay, attempt #1

* Second attempt, now works

* Turf tweaks, now much less visually glitchy, plus walls now make blank floors above them for less weirdness

* Fix, plus keeps this floor in place

* Really bad fix that stops space looking weird

* Now everything should work normally, except lighting overlays

* Updates the map

* Consistency

* Adds new fall damage sound

* Typo

* Jetpack fun

* Better

* Less bad brackets and parantheses pain

* OHhh

* These fly too, brooms next whenever I figure those out

* Finishing pipe icons

* Making it easier to build catwalks and stuff on turfs without clicking the stuff below by mistake

* Bringing back zshadow, but with no icon

* Oh it's this issue again

* Final fix, better attempt at image relay

* Now for it looking nice, vis_contents are bad here too

* Attempt at refactoring this, light overlays are now finally underneath players, at the cost of blocking everything else, but exxion wanted to testmerge it

* Map change

* Changing it back, test server stays on box anyways

* Removing non-working solution

* Removes broken lighting overlays

* Finally fixes up floor generation above walls

* Adding bones of a 3d implementation of spiral block for git push origin multizfungit push origin multiz

* More, almost done

* Finalised

* Cube option

* Logic fix

* Syntax

* Attempting to make item fall on arc

* Compile

* Now this is no longer needed

* BRACE FOR ENABLING MULTI-Z ZAS

* Attempt at fixing glass floor tiles

* Splitting off explosion proc into destroy part, bones of calling it recursively and smaller on above and below layers, implementation of multi-z explosion suggested by DeityLink

* Missing var

* Removing unused var and fixes consistency

* Fixing logic and syntax etc, still needs testing before uncomment

* Uncommenting, some fixes too

* Makes this a seperate function otherwise it won't call at all, MULTI Z EXPLOSIONS NOW CONFIRMED WORKING

* Client proc to test this

* Adds to list

* Typo not drawing red on main layer

* Here too

* Adding debug logs for clarity

* Better

* Even better

* Experimental multi-Z EMP support, cylindrical effect for now

* Better distance falloff

* Sound/visual support on other layers?

* Z cap for EMP sound

* Booms too

* Adds back accidentally deleted file

* Muuuch more sane check

* Attempt at connecting heard speech between multi Z

* Cleaner

* Missing bracket

* Removing zshadow mobs entirely again, no need for them whatsoever

* Multi-z visible messages

* Emotes

* Fix?

* Wew

* K

* Much nicer function

* I forget about this define

* Ohhhh

* Comma fix

* Aaa

* This might fix

* Removing visible message one for now

* Trying this solution

* Typo

* RIP location, hope this won't break anything

* Actually location gets to come back, fix is here

* I give up, the tests are clearly what's borken

* Let's see what this does with those nullspaces test items (yes really)

* Indent fix, plus nice comments

* MULTI-Z SOUND???

* Woops

* Jetpack and etc trails over open space now!

* No macros, this is why we can't have nice things

* Watch how coder stops potion of levitation, broom and fairy wing wielders from falling with ONE NEAT TRICK

* Gotta make leapers not fall somehow

* Bad oversight

* Fully allows going down stairs with weird border objects

* Flying now works properly for humans on open space

* Now, fall instantly on stop

* Oversight

* Oh this function

* New helper functions

* Oversight again

* Replacing lines with abs(), multi z singulo pull attempt

* Quick supermatter fix

* Don't cut overlays

* Move down here

* Typo

* Now actually works, implementation could be better though

* Additional helper function for z distances because BYOND hates comparing z

* Reimplementing for sound

* abs() to keep positive for max comparisons in line distances

* Keeping gas overlays outside of multi-z viewing to stop some glitches

* That didn't work

* Testing removal from float planes for stuff that never needed to be on it

* Fixes gas overlays showing up all wrong in multi Z ZAS

* Gutting this controller, no longer needed period, system works fine without it

* Now glass floors look mostly perfect on open spaces

* Var name change for fun stuff later

* Knew I'd miss one

* Gravity based fall delay?

* Settle with using sleep() for now, what could go wrong?

* Lagged the game horribly, so everything

* Here all along, huh

* Just remove it for now, it kinda works but not ideally at all

* Thank you TK code for giving me a nice and working way to do this

* Comments, oversights

* No wait it was right the first time

* Now for the damage multiplier

* Knockdown too

* Nicer format

* This should still be min, plus now have a debug log and shifted around logic

* Now for mech stuff

* Clamping knockdown

* Definition fix

* Dusting this off, hopeful fix to things not falling

* Probably don't need this, I forget

* Hahaha nope, this did nothing

* Finally, a way to make fall() call in mid air after a delay without horrible lag

* Tunes pipe layering if on same zlevel, getting there

* Now fully tuned

* Adding bones for pipe item support

* Test

* z_up pipe item icon state

* z_up and z_down pipe item icon state

* Adding these to pipe dispensers

* Typo

* RCDs too

* Moved here

* Moved back

* Makes space work nicer

* Oh and here

* Fall updates

* Don't need this

* Oversights everywhere

* Fixes

* More

* More, and new stuff

* Even more

* Dampening these a bit

* So many, so moved to new file

* Forgot this

* Refactor

* Forgot to actually use

* Indentation issues

* Works better like this

* Refactors into nicer proc

* One oversight

* Stair frames, to construct into stairs

* Stack recipe for em

* Cutting useless stuff

* Fixes

* Last fixes

* Stops uncrossing at non existant aboves

* Better logic

* Better logic

* Fix

* Fixes nullspace checking runtime

* Removes redundant check on stairs

* Replaces CanPass with Cross, functionality is same and definition is duplicate of it

* Missed one

* Darkening and falling tweaks

* Better call for gravity

* Oversight

* Stops falling in space, zero-g open space movement fixes etc

* Consistency

* Fixes slipping on open spaces with catwalks (lattices make sense I guess) and stairs not being snapped down to

* Var name fix

* Much nicer system with no recursive function or last_fall variable use

* Adds buildFrom()s so z-pipes can actually be fitted, stops spam of fall() calls on enter with lock for nicer gravity

* Makes z distances pay attention to multi z support

* Maybe this is better

* Left this in

* Adding visible and hidden variants for mapping

* Counts glass floors as open space for the purpose of open space checks

* Bracket fix

* Makes it a macro for easy viewing

* Space looks much better like this honestly

* Makes schematics actually show up on RPD in multi-z

* Making these tied to WORLD_ICON_SIZE

* Changes for someone to test

* Now the fix actually works

* Removes forceMove(), nicer solution

* Giving stairs all their dirs

* Fixing stair position problem and other things

* Stair deconstruction

* Removing redundant enter() check to move()

* Some updates as requested

* .dme and map/file fixes

* .dme and map/file fixes

* Updating can_falls

* Ladder climb fix

* Some port notes updates

* Docs itself

* Removing unused edge_type var

* Removing landmark object, converts it code side

* Removing unsimmed walls doing it, not necessary

* Updated descs

* Fixing observer non-standards in file

* More file cleanup

* Jetpacks allow z-travelling

* Now they really do

* Robots too

* Updating docs

* Code cleanup

* Catch one

* Indent fix

* Not sure what that even is

* Catching these

* Applying some old fixes

* Removing unused file

* Moving nodes back to original places, or an attempt to

* Here too

* Removing unused file

* Moving these back too

* Some fixes for now

* Some more

* Even more, almost done

* Better pipe icons

* More icons

* Disposal pipe construction

* Mixup

* List optimisation, new fixes

Co-authored-by: Damian <damian@autistici.org>
Co-authored-by: kanef <kanef9x@protonmail.com>
2021-08-27 08:14:13 -05:00

122 lines
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/datum/gas
var/id = ""
var/name = "Unnamed Gas"
var/short_name // HTML-formatted short name.
var/specific_heat = 20 // J/(mol*K)
var/molar_mass = 0.032 // kg/mol
var/tile_overlay = null //The overlay to draw over tiles containing this gas if it is visible. Can be anything that the overlays list will accept.
var/overlay_limit = null //If the molar_density of this gas in a zone is strictly greater than this number, it is visible.
var/flags = 0
/obj/effect/overlay/gas_overlay
name = "gas"
plane = GAS_PLANE
layer = FLY_LAYER
icon = 'icons/effects/tile_effects.dmi'
mouse_opacity = 0
/datum/gas/proc/is_human_safe(moles, datum/gas_mixture/mixture)
return TRUE
/datum/gas/oxygen
id = GAS_OXYGEN
name = "Oxygen"
short_name = "O<sub>2</sub>"
specific_heat = 20 // J/(mol*K)
molar_mass = 0.032 // kg/mol
flags = XGM_GAS_OXIDIZER
/datum/gas/oxygen/is_human_safe(moles, datum/gas_mixture/mixture)
return abs(moles/mixture.total_moles() - O2STANDARD) < 0.02
/datum/gas/nitrogen
id = GAS_NITROGEN
name = "Nitrogen"
short_name = "N<sub>2</sub>"
specific_heat = 20 // J/(mol*K)
molar_mass = 0.028 // kg/mol
/datum/gas/nitrogen/is_human_safe(moles, datum/gas_mixture/mixture)
return abs(moles/mixture.total_moles() - N2STANDARD) < 0.2
/datum/gas/carbon_dioxide
id = GAS_CARBON
name = "Carbon Dioxide"
short_name = "CO<sub>2</sub>"
specific_heat = 30 // J/(mol*K)
molar_mass = 0.044 // kg/mol
flags = XGM_GAS_LOGGED
/datum/gas/carbon_dioxide/is_human_safe(moles, datum/gas_mixture/mixture)
return moles/mixture.total_moles() < 0.01
/datum/gas/plasma
id = GAS_PLASMA
name = "Plasma"
//Note that this has a significant impact on TTV yield.
//Because it is so high, any leftover plasma soaks up a lot of heat and drops the yield pressure.
specific_heat = 200 // J/(mol*K)
//Hypothetical group 14 (same as carbon), period 8 element.
//Using multiplicity rule, it's atomic number is 162
//and following a N/Z ratio of 1.5, the molar mass of a monatomic gas is:
molar_mass = 0.405 // kg/mol
tile_overlay = new /obj/effect/overlay/gas_overlay/plasma()
overlay_limit = MOLES_PLASMA_VISIBLE / CELL_VOLUME
flags = XGM_GAS_FUEL | XGM_GAS_CONTAMINANT | XGM_GAS_LOGGED
/datum/gas/plasma/is_human_safe(moles, datum/gas_mixture/mixture)
return moles/mixture.total_moles() < 0.01
/obj/effect/overlay/gas_overlay/plasma
name = "plasma"
icon_state = "plasma"
/datum/gas/sleeping_agent
id = GAS_SLEEPING
name = "Sleeping Agent"
short_name = "N<sub>2</sub>O"
specific_heat = 40 // J/(mol*K)
molar_mass = 0.044 // kg/mol. N₂O
tile_overlay = new /obj/effect/overlay/gas_overlay/sleeping_agent()
overlay_limit = 1 / CELL_VOLUME
flags = XGM_GAS_OXIDIZER | XGM_GAS_LOGGED // N₂O is a powerful oxidizer
/datum/gas/sleeping_agent/is_human_safe(moles, datum/gas_mixture/mixture)
return moles/mixture.total_moles() < 0.01
/obj/effect/overlay/gas_overlay/sleeping_agent
name = "sleeping agent"
icon_state = "sleeping_agent"
/datum/gas/volatile_fuel
id = GAS_VOLATILE
name = "Volatile Fuel"
specific_heat = 30
molar_mass = 0.163 // @MoMMI#9954 roll 32 405
flags = XGM_GAS_FUEL | XGM_GAS_LOGGED
/datum/gas/volatile_fuel/is_human_safe(moles, datum/gas_mixture/mixture)
return moles/mixture.total_moles() < 0.01
/datum/gas/oxygen_agent_b
id = GAS_OXAGENT
name = "Oxygen Agent B"
specific_heat = 300
molar_mass = 0.300
flags = XGM_GAS_FUEL | XGM_GAS_OXIDIZER | XGM_GAS_CONTAMINANT | XGM_GAS_LOGGED
/datum/gas/oxygen_agent_b/is_human_safe(moles, datum/gas_mixture/mixture)
return moles/mixture.total_moles() < 0.01