Fix chemfire survival on simulated turfs #23803
Open
+8
−1
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About the PR
Chemfire hotspots don't check for toxins in the air on their tile when deciding if they should self destruct.
This change makes it so that chemfires on simulated turfs will correctly heat up and apply burning to mobs which remain inside them.
Why's this needed?
Chemfires seem to be supposed to last for 3 seconds. On simulated tiles however, they currently last for only 2 seconds and self destruct before they enter their first atmos process cycle proper because they expect to see combustable gas in the atmosphere. Whereas the implication of a chemfire is surely that the chemical is what's burning.
It also means that chemfires never burn anyone unless they are actively stepped inside, thus you can 'dodge' a flashfire by standing still, which is rather wonky.
In practice this does increase the duration of almost all on-station chemfires by 50%, so reducing the default to 2 seconds may also be appropriate in terms of balance.
Testing
Tested by standing inside fires made by fireball and the vega flamethrower, and noting that burn duration increased.
Changelog