Split up atmos speedup from heat scaling (#22372)
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@@ -25,6 +25,7 @@ namespace Content.Server.Atmos.EntitySystems
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public float AtmosMaxProcessTime { get; private set; }
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public float AtmosTickRate { get; private set; }
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public float Speedup { get; private set; }
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public float HeatScale { get; private set; }
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/// <summary>
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/// Time between each atmos sub-update. If you are writing an atmos device, use AtmosDeviceUpdateEvent.dt
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@@ -51,6 +52,7 @@ namespace Content.Server.Atmos.EntitySystems
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_cfg.OnValueChanged(CCVars.AtmosMaxProcessTime, value => AtmosMaxProcessTime = value, true);
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_cfg.OnValueChanged(CCVars.AtmosTickRate, value => AtmosTickRate = value, true);
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_cfg.OnValueChanged(CCVars.AtmosSpeedup, value => Speedup = value, true);
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_cfg.OnValueChanged(CCVars.AtmosHeatScale, value => HeatScale = value, true);
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_cfg.OnValueChanged(CCVars.ExcitedGroups, value => ExcitedGroups = value, true);
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_cfg.OnValueChanged(CCVars.ExcitedGroupsSpaceIsAllConsuming, value => ExcitedGroupsSpaceIsAllConsuming = value, true);
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}
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@@ -61,7 +61,7 @@ namespace Content.Server.Atmos.EntitySystems
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NumericsHelpers.Multiply(moles, GasSpecificHeats, tmp);
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// Adjust heat capacity by speedup, because this is primarily what
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// determines how quickly gases heat up/cool.
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return MathF.Max(NumericsHelpers.HorizontalAdd(tmp), Atmospherics.MinimumHeatCapacity) / Speedup;
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return MathF.Max(NumericsHelpers.HorizontalAdd(tmp), Atmospherics.MinimumHeatCapacity) / HeatScale;
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}
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/// <summary>
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@@ -69,7 +69,7 @@ namespace Content.Server.Atmos.EntitySystems
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/// </summary>
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public float PumpSpeedup()
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{
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return MathF.Sqrt(Speedup);
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return Speedup;
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}
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/// <summary>
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@@ -45,7 +45,7 @@ public sealed partial class FrezonCoolantReaction : IGasReactionEffect
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energyReleased = burnRate * Atmospherics.FrezonCoolEnergyReleased * energyModifier;
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}
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energyReleased /= atmosphereSystem.Speedup; // adjust energy to make sure speedup doesn't cause mega temperature rise
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energyReleased /= atmosphereSystem.HeatScale; // adjust energy to make sure speedup doesn't cause mega temperature rise
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if (energyReleased >= 0f)
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return ReactionResult.NoReaction;
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@@ -56,7 +56,7 @@ namespace Content.Server.Atmos.Reactions
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mixture.AdjustMoles(Gas.CarbonDioxide, plasmaBurnRate * (1.0f - supersaturation));
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energyReleased += Atmospherics.FirePlasmaEnergyReleased * plasmaBurnRate;
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energyReleased /= atmosphereSystem.Speedup; // adjust energy to make sure speedup doesn't cause mega temperature rise
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energyReleased /= atmosphereSystem.HeatScale; // adjust energy to make sure speedup doesn't cause mega temperature rise
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mixture.ReactionResults[GasReaction.Fire] += plasmaBurnRate * (1 + oxygenBurnRate);
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}
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}
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@@ -47,7 +47,7 @@ namespace Content.Server.Atmos.Reactions
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mixture.ReactionResults[GasReaction.Fire] += burnedFuel;
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}
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energyReleased /= atmosphereSystem.Speedup; // adjust energy to make sure speedup doesn't cause mega temperature rise
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energyReleased /= atmosphereSystem.HeatScale; // adjust energy to make sure speedup doesn't cause mega temperature rise
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if (energyReleased > 0)
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{
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var newHeatCapacity = atmosphereSystem.GetHeatCapacity(mixture);
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@@ -1046,12 +1046,19 @@ namespace Content.Shared.CCVar
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/// <summary>
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/// Scale factor for how fast things happen in our atmosphere
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/// simulation compared to real life. 1x means that a room takes as
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/// long to heat up in game as real life. Players typically expect
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/// things to happen faster in-game.
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/// simulation compared to real life. 1x means pumps run at 1x
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/// speed. Players typically expect things to happen faster
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/// in-game.
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/// </summary>
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public static readonly CVarDef<float> AtmosSpeedup =
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CVarDef.Create("atmos.speedup", 64f, CVar.SERVERONLY);
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CVarDef.Create("atmos.speedup", 8f, CVar.SERVERONLY);
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/// <summary>
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/// Like atmos.speedup, but only for gas and reaction heat values. 64x means
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/// gases heat up and cool down 64x faster than real life.
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/// </summary>
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public static readonly CVarDef<float> AtmosHeatScale =
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CVarDef.Create("atmos.heat_scale", 64f, CVar.SERVERONLY);
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/*
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* MIDI instruments
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