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