public bool MonstermosDepressurization { get; private set; }
public bool MonstermosRipTiles { get; private set; }
public bool GridImpulse { get; private set; }
+ public float SpacingEscapeRatio { get; private set; }
+ public float SpacingMinGas { get; private set; }
+ public float SpacingMaxWind { get; private set; }
public bool Superconduction { get; private set; }
public bool ExcitedGroups { get; private set; }
public bool ExcitedGroupsSpaceIsAllConsuming { get; private set; }
_cfg.OnValueChanged(CCVars.MonstermosDepressurization, value => MonstermosDepressurization = value, true);
_cfg.OnValueChanged(CCVars.MonstermosRipTiles, value => MonstermosRipTiles = value, true);
_cfg.OnValueChanged(CCVars.AtmosGridImpulse, value => GridImpulse = value, true);
+ _cfg.OnValueChanged(CCVars.AtmosSpacingEscapeRatio, value => SpacingEscapeRatio = value, true);
+ _cfg.OnValueChanged(CCVars.AtmosSpacingMinGas, value => SpacingMinGas = value, true);
+ _cfg.OnValueChanged(CCVars.AtmosSpacingMaxWind, value => SpacingMaxWind = value, true);
_cfg.OnValueChanged(CCVars.Superconduction, value => Superconduction = value, true);
_cfg.OnValueChanged(CCVars.AtmosMaxProcessTime, value => AtmosMaxProcessTime = value, true);
_cfg.OnValueChanged(CCVars.AtmosTickRate, value => AtmosTickRate = value, true);
otherTile.Air.Temperature = Atmospherics.TCMB;
continue;
}
-
- // Pressure as a multiple of normal air pressure (takes temperature into account)
- float pressureMultiple = (otherTile.Air.Pressure / 110.0f);
- var sum = otherTile.Air.TotalMoles * Atmospherics.SpacingEscapeRatio * pressureMultiple;
- if (sum < Atmospherics.SpacingMinGas)
- {
- // Boost the last bit of air draining from the tile.
- sum = Math.Min(Atmospherics.SpacingMinGas, otherTile.Air.TotalMoles);
- }
- if (sum + otherTile.MonstermosInfo.CurrentTransferAmount > Atmospherics.SpacingMaxWind * pressureMultiple)
+ var sum = otherTile.Air.TotalMoles;
+ if (SpacingEscapeRatio < 1f)
{
- // Limit the flow of air out of tiles which have air flowing into them from elsewhere.
- sum = Math.Max(Atmospherics.SpacingMinGas, Atmospherics.SpacingMaxWind * pressureMultiple - otherTile.MonstermosInfo.CurrentTransferAmount);
+ sum *= SpacingEscapeRatio;
+ if (sum < SpacingMinGas)
+ {
+ // Boost the last bit of air draining from the tile.
+ sum = Math.Min(SpacingMinGas, otherTile.Air.TotalMoles);
+ }
+ if (sum + otherTile.MonstermosInfo.CurrentTransferAmount > SpacingMaxWind)
+ {
+ // Limit the flow of air out of tiles which have air flowing into them from elsewhere.
+ sum = Math.Max(SpacingMinGas, SpacingMaxWind - otherTile.MonstermosInfo.CurrentTransferAmount);
+ }
}
totalMolesRemoved += sum;
otherTile.MonstermosInfo.CurrentTransferAmount += sum;
otherTile2.PressureDirection = otherTile.MonstermosInfo.CurrentTransferDirection;
}
- if (otherTile.Air != null && otherTile.Air.Pressure - sum > Atmospherics.SpacingMinGas * 0.1f)
+ if (otherTile.Air != null && otherTile.Air.Pressure - sum > SpacingMinGas * 0.1f)
{
// Transfer the air into the other tile (space wind :)
ReleaseGasTo(otherTile.Air!, otherTile2.Air!, sum);
if (!MonstermosRipTiles)
return;
- var chance = MathHelper.Clamp(0.01f + (sum / Atmospherics.SpacingMaxWind) * 0.3f, 0.003f, 0.3f);
+ var chance = MathHelper.Clamp(0.01f + (sum / SpacingMaxWind) * 0.3f, 0.003f, 0.3f);
if (sum > 20 && _robustRandom.Prob(chance))
PryTile(mapGrid, tile.GridIndices);
/// </summary>
public const float MaxTransferRate = 200;
- /// <summary>
- /// What fraction of air from a spaced tile escapes every tick.
- /// 1.0 for instant spacing, 0.2 means 20% of remaining air lost each time
- /// </summary>
- public const float SpacingEscapeRatio = 0.05f;
-
- /// <summary>
- /// Minimum amount of air allowed on a spaced tile before it is reset to 0 immediately in kPa
- /// Since the decay due to SpacingEscapeRatio follows a curve, it would never reach 0.0 exactly
- /// unless we truncate it somewhere.
- /// </summary>
- public const float SpacingMinGas = 2.0f;
-
- /// <summary>
- /// How much wind can go through a single tile before that tile doesn't depressurize itself
- /// (I.e spacing is limited in large rooms heading into smaller spaces)
- /// </summary>
- public const float SpacingMaxWind = 500.0f;
-
#endregion
}
public static readonly CVarDef<bool> AtmosGridImpulse =
CVarDef.Create("atmos.grid_impulse", false, CVar.SERVERONLY);
+ /// <summary>
+ /// What fraction of air from a spaced tile escapes every tick.
+ /// 1.0 for instant spacing, 0.2 means 20% of remaining air lost each time
+ /// </summary>
+ public static readonly CVarDef<float> AtmosSpacingEscapeRatio =
+ CVarDef.Create("atmos.mmos_spacing_speed", 0.05f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Minimum amount of air allowed on a spaced tile before it is reset to 0 immediately in kPa
+ /// Since the decay due to SpacingEscapeRatio follows a curve, it would never reach 0.0 exactly
+ /// unless we truncate it somewhere.
+ /// </summary>
+ public static readonly CVarDef<float> AtmosSpacingMinGas =
+ CVarDef.Create("atmos.mmos_min_gas", 2.0f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// How much wind can go through a single tile before that tile doesn't depressurize itself
+ /// (I.e spacing is limited in large rooms heading into smaller spaces)
+ /// </summary>
+ public static readonly CVarDef<float> AtmosSpacingMaxWind =
+ CVarDef.Create("atmos.mmos_max_wind", 500f, CVar.SERVERONLY);
+
/// <summary>
/// Whether atmos superconduction is enabled.
/// </summary>