CleverRaven / Cataclysm-DDA

Cataclysm - Dark Days Ahead. A turn-based survival game set in a post-apocalyptic world.
http://cataclysmdda.org
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Smoke alarms (enhancement) #5976

Closed jjs2 closed 8 years ago

jjs2 commented 10 years ago

Buildings and houses should contain smoke alarms (which, since they use radioactive batteries, should still be operational even after the lights go out for good). Smoking or using a brazier or otherwise creating smoke in an area with working smoke alarms should set off a loud alarm noise, alerting any zombies in the vicinity, and persisting until the smoke has dissipated or the alarm has been otherwise disabled.

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SilearFlare commented 10 years ago

That'd be too much of a cheap way to get plutonium batteries, you know. And even if we're set in the future, there's still no proof that the middleman uses nuclear-based tools.

jjs2 commented 10 years ago

Erm, make that standard batteries (with a current draw so low they last for years.. or 10 years using a lithium battery). According to Wikipedia, the radioactive part in some models is actually Americium used in the ionizing chamber, not as a power source.

Expect ~30% of houses to have a dead battery. On Feb 5, 2014 5:04 AM, "tyrael93" notifications@github.com wrote:

That'd be too much of a cheap way to get plutonium batteries, you know. And even if we're set in the future, there's still no proof that the middleman uses nuclear-based tools.

— Reply to this email directly or view it on GitHubhttps://github.com/CleverRaven/Cataclysm-DDA/issues/5976#issuecomment-34163656 .

Chase-san commented 10 years ago

Yeah smoke detectors uses standard 9 volts as far as I can remember.

kevingranade commented 10 years ago

Good idea! And yea, they can use regular batteries, they last for years because the current draw on smoke detectors is crazy low.

illi-kun commented 10 years ago

It's possible to do that in the similar way as I've done throwable extinguisher, adding a flag "ACT_IN_Fire". Will take a look on that a little bit later.

BTW, how loud it should be in terms of game loudness? How long it should create a noise after activating?

jjs2 commented 10 years ago

Here is how loud it is IRL:

http://www.cpsc.gov//PageFiles/103389/audibility.pdf On Feb 5, 2014 8:47 AM, "illi-kun" notifications@github.com wrote:

It's possible to do that in the similar way as I've done throwable extinguisher, adding a flag "ACT_IN_Fire". Will take a look on that a little bit later.

BTW, how loud it should be in terms of game loudness? How long it should create a noise after activating?

— Reply to this email directly or view it on GitHubhttps://github.com/CleverRaven/Cataclysm-DDA/issues/5976#issuecomment-34206375 .

illi-kun commented 10 years ago

@jjs2, thanks for the document. Single station alarm produces 100dB. Let's put 28 pts. of sound as initial assumption (per comparison with sound level of in-game car horns).

Unfortunately, I don't have enough time for doing that today, but I'll try to do it before my vacation (which starts on Saturday).

illi-kun commented 10 years ago

I have no possibility to make this before my vacation, so if anyone wants to implement this - feel free to do it.

illi-kun commented 8 years ago

My attempts to implement this were ugly hacks in gas spreading system, and I see no interest from other contributors, so closing this for reduction of number of issues.

mugling commented 8 years ago

so closing this for reduction of number of issues

Especially this.

You may have seen I wrote a template message for such issue closures - the idea being to limit the inevitable necros that occur when inactive issues are closed.

illi-kun commented 8 years ago

I saw your template and I think it's a good idea. We don't need 1300 issues most of which are obsolete.