Files
OldThink/Content.Shared/Atmos/Atmospherics.cs
DrSmugleaf b051261485 Bodysystem and damagesystem rework (#1544)
* Things and stuff with grids, unfinished w/ code debug changes.

* Updated submodule and also lost some progress cause I fucked it up xd

* First unfinished draft of the BodySystem. Doesn't compile.

* More changes to make it compile, but still just a framework. Doesn't do anything at the moment.

* Many cleanup changes.

* Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system"

This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing
changes made to 12d0dd752706bdda8879393bd8191a1199a0c978.

* Commit human.yml

* Updated a lot of things to be more classy, more progress overall, etc. etc.

* Latest update with many changes

* Minor changes

* Fixed Travis build bug

* Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :)

* Commit rest of stuff

* Latest changes

* Latest changes again

* 14 naked cowboys

* Yay!

* Latest changes (probably doesnt compile)

* Surgery!!!!!!!!!~1116y

* Cleaned some stuff up

* More cleanup

* Refactoring of code. Basic surgery path now done.

* Removed readme, has been added to HackMD

* Fixes typo (and thus test errors)

* WIP changes, committing so I can pull latest master changes

* Still working on that god awful merge

* Latest changes

* Latest changes!!

* Beginning of refactor to BoundUserInterface

* Surgery!

* Latest changes - fixes pr change requests and random fixes

* oops

* Fixes bodypart recursion

* Beginning of work on revamping the damage system.

* More latest changes

* Latest changes

* Finished merge

* Commit before removing old healthcode

* Almost done with removing speciescomponent...

* It compiles!!!

* yahoo more work

* Fixes to make it work

* Merge conflict fixes

* Deleting species visualizer was a mistake

* IDE warnings are VERBOTEN

* makes the server not kill itself on startup, some cleanup (#1)

* Namespaces, comments and exception fixes

* Fix conveyor and conveyor switch serialization

SS14 in reactive when

* Move damage, acts and body to shared

Damage cleanup
Comment cleanup

* Rename SpeciesComponent to RotationComponent and cleanup

Damage cleanup
Comment cleanup

* Fix nullable warnings

* Address old reviews

Fix off welder suicide damage type, deathmatch and suspicion

* Fix new test fail with units being able to accept items when unpowered

* Remove RotationComponent, change references to IBodyManagerComponent

* Add a bloodstream to humans

* More cleanups

* Add body conduits, connections, connectors substances and valves

* Revert "Add body conduits, connections, connectors substances and valves"

This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20.

* Implement the heart mechanism behavior with the circulatory network

* Added network property to mechanism behaviors

* Changed human organ sprites and added missing ones

* Fix tests

* Add individual body part sprite rendering

* Fix error where dropped mechanisms are not initialized

* Implement client/server body damage

* Make DamageContainer take care of raising events

* Reimplement medical scanner with the new body system

* Improve the medical scanner ui

* Merge conflict fixes

* Fix crash when colliding with something

* Fix microwave suicides and eyes sprite rendering

* Fix nullable reference error

* Fix up surgery client side

* Fix missing using from merge conflict

* Add breathing

*inhale

* Merge conflict fixes

* Fix accumulatedframetime being reset to 0 instead of decreased by the threshold

https://github.com/space-wizards/space-station-14/pull/1617

* Use and add to the new AtmosHelpers

* Fix feet

* Add proper coloring to dropped body parts

* Fix Urist's lungs being too strong

* Merge conflict fixes

* Merge conflict fixes

* Merge conflict fixes

Co-authored-by: GlassEclipse <tsymall5@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-16 16:42:42 -07:00

251 lines
8.7 KiB
C#

using System.Collections.Generic;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
namespace Content.Shared.Atmos
{
/// <summary>
/// Class to store atmos constants.
/// </summary>
public static class Atmospherics
{
static Atmospherics()
{
var protoMan = IoCManager.Resolve<IPrototypeManager>();
GasPrototypes = new GasPrototype[TotalNumberOfGases];
for (var i = 0; i < TotalNumberOfGases; i++)
{
GasPrototypes[i] = protoMan.Index<GasPrototype>(i.ToString());
}
}
private static readonly GasPrototype[] GasPrototypes;
public static GasPrototype GetGas(int gasId) => GasPrototypes[gasId];
public static GasPrototype GetGas(Gas gasId) => GasPrototypes[(int) gasId];
public static IEnumerable<GasPrototype> Gases => GasPrototypes;
#region ATMOS
/// <summary>
/// The universal gas constant, in kPa*L/(K*mol)
/// </summary>
public const float R = 8.314462618f;
/// <summary>
/// 1 ATM in kPA.
/// </summary>
public const float OneAtmosphere = 101.325f;
/// <summary>
/// -270.3ºC in K. CMB stands for Cosmic Microwave Background.
/// </summary>
public const float TCMB = 2.7f;
/// <summary>
/// 0ºC in K
/// </summary>
public const float T0C = 273.15f;
/// <summary>
/// 20ºC in K
/// </summary>
public const float T20C = 293.15f;
/// <summary>
/// Liters in a cell.
/// </summary>
public const float CellVolume = 2500f;
// Liters in a normal breath
public const float BreathVolume = 0.5f;
// Amount of air to take from a tile
public const float BreathPercentage = BreathVolume / CellVolume;
/// <summary>
/// Moles in a 2.5 m^3 cell at 101.325 kPa and 20ºC
/// </summary>
public const float MolesCellStandard = (OneAtmosphere * CellVolume / (T20C * R));
/// <summary>
/// Compared against for superconduction.
/// </summary>
public const float MCellWithRatio = (MolesCellStandard * 0.005f);
public const float OxygenStandard = 0.21f;
public const float NitrogenStandard = 0.79f;
public const float OxygenMolesStandard = MolesCellStandard * OxygenStandard;
public const float NitrogenMolesStandard = MolesCellStandard * NitrogenStandard;
#endregion
/// <summary>
/// Visible moles multiplied by this factor to get moles at which gas is at max visibility.
/// </summary>
public const float FactorGasVisibleMax = 20f;
/// <summary>
/// Minimum number of moles a gas can have.
/// </summary>
public const float GasMinMoles = 0.00000005f;
public const float OpenHeatTransferCoefficient = 0.4f;
/// <summary>
/// Hack to make vacuums cold, sacrificing realism for gameplay.
/// </summary>
public const float HeatCapacityVacuum = 7000f;
/// <summary>
/// Ratio of air that must move to/from a tile to reset group processing
/// </summary>
public const float MinimumAirRatioToSuspend = 0.1f;
/// <summary>
/// Minimum ratio of air that must move to/from a tile
/// </summary>
public const float MinimumAirRatioToMove = 0.001f;
/// <summary>
/// Minimum amount of air that has to move before a group processing can be suspended
/// </summary>
public const float MinimumAirToSuspend = (MolesCellStandard * MinimumAirRatioToSuspend);
public const float MinimumTemperatureToMove = (T20C + 100f);
public const float MinimumMolesDeltaToMove = (MolesCellStandard * MinimumAirRatioToMove);
/// <summary>
/// Minimum temperature difference before group processing is suspended
/// </summary>
public const float MinimumTemperatureDeltaToSuspend = 4.0f;
/// <summary>
/// Minimum temperature difference before the gas temperatures are just set to be equal.
/// </summary>
public const float MinimumTemperatureDeltaToConsider = 0.5f;
/// <summary>
/// Minimum temperature for starting superconduction.
/// </summary>
public const float MinimumTemperatureStartSuperConduction = (T20C + 200f);
public const float MinimumTemperatureForSuperconduction = (T20C + 10f);
/// <summary>
/// Minimum heat capacity.
/// </summary>
public const float MinimumHeatCapacity = 0.0003f;
#region Excited Groups
/// <summary>
/// Number of full atmos updates ticks before an excited group breaks down (averages gas contents across turfs)
/// </summary>
public const int ExcitedGroupBreakdownCycles = 4;
/// <summary>
/// Number of full atmos updates before an excited group dismantles and removes its turfs from active
/// </summary>
public const int ExcitedGroupsDismantleCycles = 16;
#endregion
/// <summary>
/// Hard limit for tile equalization.
/// </summary>
public const int ZumosHardTileLimit = 2000;
/// <summary>
/// Limit for zone-based tile equalization.
/// </summary>
public const int ZumosTileLimit = 200;
/// <summary>
/// Total number of gases. Increase this if you want to add more!
/// </summary>
public const int TotalNumberOfGases = 6;
/// <summary>
/// Amount of heat released per mole of burnt hydrogen or tritium (hydrogen isotope)
/// </summary>
public const float FireHydrogenEnergyReleased = 560000f;
public const float FireMinimumTemperatureToExist = T0C + 100f;
public const float FireMinimumTemperatureToSpread = T0C + 150f;
public const float FireSpreadRadiosityScale = 0.85f;
public const float FirePhoronEnergyReleased = 3000000f;
public const float FireGrowthRate = 40000f;
public const float SuperSaturationThreshold = 96f;
public const float OxygenBurnRateBase = 1.4f;
public const float PhoronMinimumBurnTemperature = (100f+T0C);
public const float PhoronUpperTemperature = (1370f+T0C);
public const float PhoronOxygenFullburn = 10f;
public const float PhoronBurnRateDelta = 9f;
/// <summary>
/// This is calculated to help prevent singlecap bombs (Overpowered tritium/oxygen single tank bombs)
/// </summary>
public const float MinimumTritiumOxyburnEnergy = 2000000f;
public const float TritiumBurnOxyFactor = 100f;
public const float TritiumBurnTritFactor = 10f;
/// <summary>
/// Determines at what pressure the ultra-high pressure red icon is displayed.
/// </summary>
public const float HazardHighPressure = 550f;
/// <summary>
/// Determines when the orange pressure icon is displayed.
/// </summary>
public const float WarningHighPressure = 0.7f * HazardHighPressure;
/// <summary>
/// Determines when the gray low pressure icon is displayed.
/// </summary>
public const float WarningLowPressure = 2.5f * HazardLowPressure;
/// <summary>
/// Determines when the black ultra-low pressure icon is displayed.
/// </summary>
public const float HazardLowPressure = 20f;
/// <summary>
/// The amount of pressure damage someone takes is equal to (pressure / HAZARD_HIGH_PRESSURE)*PRESSURE_DAMAGE_COEFFICIENT,
/// with the maximum of MaxHighPressureDamage.
/// </summary>
public const float PressureDamageCoefficient = 4;
/// <summary>
/// Maximum amount of damage that can be endured with high pressure.
/// </summary>
public const int MaxHighPressureDamage = 4;
/// <summary>
/// The amount of damage someone takes when in a low pressure area
/// (The pressure threshold is so low that it doesn't make sense to do any calculations,
/// so it just applies this flat value).
/// </summary>
public const int LowPressureDamage = 4;
public const float WindowHeatTransferCoefficient = 0.1f;
}
/// <summary>
/// Gases to Ids. Keep these updated with the prototypes!
/// </summary>
public enum Gas
{
Oxygen = 0,
Nitrogen = 1,
CarbonDioxide = 2,
Phoron = 3,
Tritium = 4,
WaterVapor = 5,
}
}