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vgstation13/code/ZAS/Fire.dm

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/*
Making Bombs with ZAS:
Make burny fire with lots of burning
Draw off 5000K gas from burny fire
Separate gas into oxygen and plasma components
Obtain plasma and oxygen tanks filled up about 50-75% with normal-temp gas
Fill rest with super hot gas from separated canisters, they should be about 125C now.
Attach to transfer valve and open. BOOM.
*/
//Some legacy definitions so fires can be started.
atom/proc/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
return null
turf/proc/hotspot_expose(exposed_temperature, exposed_volume, soh = 0)
turf/simulated/hotspot_expose(exposed_temperature, exposed_volume, soh)
if(fire_protection > world.time-300)
return 0
if(locate(/obj/fire) in src)
return 1
var/datum/gas_mixture/air_contents = return_air()
if(!air_contents || exposed_temperature < PLASMA_MINIMUM_BURN_TEMPERATURE)
return 0
var/igniting = 0
var/obj/effect/decal/cleanable/liquid_fuel/liquid = locate() in src
if(air_contents.check_combustability(liquid))
igniting = 1
if(! (locate(/obj/fire) in src))
new /obj/fire(src,1000)
return igniting
/obj/fire
//Icon for fire on turfs.
anchored = 1
mouse_opacity = 0
//luminosity = 3
icon = 'icons/effects/fire.dmi'
icon_state = "1"
layer = TURF_LAYER
var/firelevel = 10000 //Calculated by gas_mixture.calculate_firelevel()
/obj/fire/process()
. = 1
//get location and check if it is in a proper ZAS zone
var/turf/simulated/S = loc
if(!istype(S))
del src
if(!S.zone)
del src
var/datum/gas_mixture/air_contents = S.return_air()
//get liquid fuels on the ground.
var/obj/effect/decal/cleanable/liquid_fuel/liquid = locate() in S
//and the volatile stuff from the air
var/datum/gas/volatile_fuel/fuel = locate() in air_contents.trace_gases
//since the air is processed in fractions, we need to make sure not to have any minuscle residue or
//the amount of moles might get to low for some functions to catch them and thus result in wonky behaviour
if(air_contents.oxygen < 0.1)
air_contents.oxygen = 0
if(air_contents.toxins < 0.1)
air_contents.toxins = 0
if(fuel)
if(fuel.moles < 0.1)
air_contents.trace_gases.Remove(fuel)
//check if there is something to combust
if(!air_contents.check_recombustability(liquid))
//del src
RemoveFire()
//get a firelevel and set the icon
firelevel = air_contents.calculate_firelevel(liquid)
if(firelevel > 6)
icon_state = "3"
SetLuminosity(7)
else if(firelevel > 2.5)
icon_state = "2"
SetLuminosity(5)
else
icon_state = "1"
SetLuminosity(3)
//im not sure how to implement a version that works for every creature so for now monkeys are firesafe
for(var/mob/living/carbon/human/M in loc)
M.FireBurn(firelevel, air_contents.temperature, air_contents.return_pressure() ) //Burn the humans!
for(var/atom/A in loc)
A.fire_act(air_contents, air_contents.temperature, air_contents.return_volume())
//spread
for(var/direction in cardinal)
if(S.open_directions & direction) //Grab all valid bordering tiles
var/turf/simulated/enemy_tile = get_step(S, direction)
if(istype(enemy_tile))
var/datum/gas_mixture/acs = enemy_tile.return_air()
var/obj/effect/decal/cleanable/liquid_fuel/liq = locate() in enemy_tile
if(!acs) continue
if(!acs.check_recombustability(liq)) continue
//If extinguisher mist passed over the turf it's trying to spread to, don't spread and
//reduce firelevel.
if(enemy_tile.fire_protection > world.time-30)
firelevel -= 1.5
continue
//Spread the fire.
if(!(locate(/obj/fire) in enemy_tile))
if( prob( 50 + 50 * (firelevel/zas_settings.Get(/datum/ZAS_Setting/fire_firelevel_multiplier)) ) && S.CanPass(null, enemy_tile, 0,0) && enemy_tile.CanPass(null, S, 0,0))
new/obj/fire(enemy_tile,firelevel)
//seperate part of the present gas
//this is done to prevent the fire burning all gases in a single pass
var/datum/gas_mixture/flow = air_contents.remove_ratio(zas_settings.Get(/datum/ZAS_Setting/fire_consumption_rate))
///////////////////////////////// FLOW HAS BEEN CREATED /// DONT DELETE THE FIRE UNTIL IT IS MERGED BACK OR YOU WILL DELETE AIR ///////////////////////////////////////////////
if(flow)
if(flow.check_recombustability(liquid))
//Ensure flow temperature is higher than minimum fire temperatures.
//this creates some energy ex nihilo but is necessary to get a fire started
//lets just pretend this energy comes from the ignition source and dont mention this again
//flow.temperature = max(PLASMA_MINIMUM_BURN_TEMPERATURE+0.1,flow.temperature)
//burn baby burn!
flow.zburn(liquid,1)
//merge the air back
S.assume_air(flow)
///////////////////////////////// FLOW HAS BEEN REMERGED /// feel free to delete the fire again from here on //////////////////////////////////////////////////////////////////
/obj/fire/New(newLoc,fl)
..()
if(!istype(loc, /turf))
del src
dir = pick(cardinal)
SetLuminosity(3)
firelevel = fl
air_master.active_hotspots.Add(src)
/obj/fire/Destroy()
if (istype(loc, /turf/simulated))
SetLuminosity(0)
loc = null
air_master.active_hotspots.Remove(src)
..()
/obj/fire/proc/RemoveFire()
if (istype(loc, /turf/simulated))
SetLuminosity(0)
loc = null
air_master.active_hotspots.Remove(src)
turf/simulated/var/fire_protection = 0 //Protects newly extinguished tiles from being overrun again.
turf/proc/apply_fire_protection()
turf/simulated/apply_fire_protection()
fire_protection = world.time
datum/gas_mixture/proc/zburn(obj/effect/decal/cleanable/liquid_fuel/liquid, force_burn)
var/value = 0
if((temperature > PLASMA_MINIMUM_BURN_TEMPERATURE || force_burn) && check_recombustability(liquid))
var/total_fuel = 0
var/datum/gas/volatile_fuel/fuel = locate() in trace_gases
total_fuel += toxins
if(fuel)
//Volatile Fuel
total_fuel += fuel.moles
if(liquid)
//Liquid Fuel
if(liquid.amount <= 0.1)
del liquid
else
total_fuel += liquid.amount
//Calculate the firelevel.
var/firelevel = calculate_firelevel(liquid)
//get the current inner energy of the gas mix
//this must be taken here to prevent the addition or deletion of energy by a changing heat capacity
var/starting_energy = temperature * heat_capacity()
//determine the amount of oxygen used
var/total_oxygen = min(oxygen, 2 * total_fuel)
//determine the amount of fuel actually used
var/used_fuel_ratio = min(oxygen / 2 , total_fuel) / total_fuel
total_fuel = total_fuel * used_fuel_ratio
var/total_reactants = total_fuel + total_oxygen
//determine the amount of reactants actually reacting
var/used_reactants_ratio = min( max(total_reactants * firelevel / zas_settings.Get(/datum/ZAS_Setting/fire_firelevel_multiplier), 0.2), total_reactants) / total_reactants
//remove and add gasses as calculated
oxygen -= min(oxygen, total_oxygen * used_reactants_ratio )
toxins -= min(toxins, (toxins * used_fuel_ratio * used_reactants_ratio ) * 3)
if(toxins < 0)
toxins = 0
carbon_dioxide += max(2 * total_fuel, 0)
if(fuel)
fuel.moles -= (fuel.moles * used_fuel_ratio * used_reactants_ratio) * 5 //Fuel burns 5 times as quick
if(fuel.moles <= 0) del fuel
if(liquid)
liquid.amount -= (liquid.amount * used_fuel_ratio * used_reactants_ratio) * 5 // liquid fuel burns 5 times as quick
if(liquid.amount <= 0) del liquid
//calculate the energy produced by the reaction and then set the new temperature of the mix
temperature = (starting_energy + zas_settings.Get(/datum/ZAS_Setting/fire_fuel_energy_release) * total_fuel) / heat_capacity()
update_values()
value = total_reactants * used_reactants_ratio
return value
datum/gas_mixture/proc/check_recombustability(obj/effect/decal/cleanable/liquid_fuel/liquid)
//this is a copy proc to continue a fire after its been started.
var/datum/gas/volatile_fuel/fuel = locate() in trace_gases
if(oxygen && (toxins || fuel || liquid))
if(liquid)
return 1
if(toxins >= 0.1)
return 1
if(fuel && fuel.moles >= 0.1)
return 1
return 0
datum/gas_mixture/proc/check_combustability(obj/effect/decal/cleanable/liquid_fuel/liquid)
//this check comes up very often and is thus centralized here to ease adding stuff
var/datum/gas/volatile_fuel/fuel = locate() in trace_gases
if(oxygen && (toxins || fuel || liquid))
if(liquid)
return 1
if (toxins >= 0.1)
return 1
if(fuel && fuel.moles >= 0.1)
return 1
return 0
datum/gas_mixture/proc/calculate_firelevel(obj/effect/decal/cleanable/liquid_fuel/liquid)
//Calculates the firelevel based on one equation instead of having to do this multiple times in different areas.
var/datum/gas/volatile_fuel/fuel = locate() in trace_gases
var/total_fuel = 0
var/firelevel = 0
if(check_recombustability(liquid))
total_fuel += toxins
if(liquid)
total_fuel += liquid.amount
if(fuel)
total_fuel += fuel.moles
var/total_combustables = (total_fuel + oxygen)
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))) // Thanks, Mloc
//toss everything together
firelevel = zas_settings.Get(/datum/ZAS_Setting/fire_firelevel_multiplier) * mix_multiplier * dampening_multiplier
return max( 0, firelevel)
/mob/living/proc/FireBurn(var/firelevel, var/last_temperature, var/pressure)
var/mx = 5 * firelevel/zas_settings.Get(/datum/ZAS_Setting/fire_firelevel_multiplier) * min(pressure / ONE_ATMOSPHERE, 1)
apply_damage(2.5*mx, BURN)
/mob/living/carbon/human/FireBurn(var/firelevel, var/last_temperature, var/pressure)
//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
var/chest_exposure = 1
var/groin_exposure = 1
var/legs_exposure = 1
var/arms_exposure = 1
//Get heat transfer coefficients for clothing.
for(var/obj/item/clothing/C in src)
if(l_hand == C || r_hand == C)
continue
if( C.max_heat_protection_temperature >= last_temperature )
if(C.body_parts_covered & HEAD)
head_exposure = 0
if(C.body_parts_covered & UPPER_TORSO)
chest_exposure = 0
if(C.body_parts_covered & LOWER_TORSO)
groin_exposure = 0
if(C.body_parts_covered & LEGS)
legs_exposure = 0
if(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, "head", 0, 0, "Fire")
apply_damage(2.5*mx*chest_exposure, BURN, "chest", 0, 0, "Fire")
apply_damage(2.0*mx*groin_exposure, BURN, "groin", 0, 0, "Fire")
apply_damage(0.6*mx*legs_exposure, BURN, "l_leg", 0, 0, "Fire")
apply_damage(0.6*mx*legs_exposure, BURN, "r_leg", 0, 0, "Fire")
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")