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Radiation refactor (#22158)
# Summary This PR refactors radiation values and cleans up custom radiation values without a definition. This also fixes #22155. ## Changes - Update ARMOR_RAD_STRONG 75 -> 70, now fits RAD_LEVEL_VERY_HIGH. - Update radiation level defines: - NONE = 0 - VERY_LOW = 1 (old LOW) - LOW = 10 - MODERATE = 25 - HIGH = 40 - VERY_HIGH = 70 (old value was 100) - EXTREME = 100 - CATASTROPHIC = 120 - Update a couple of rad values to their respective define name (with minor implicit balancing). - Remove the super awkward/LRP hairloss with high radiation exposure.
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@@ -281,7 +281,7 @@
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/material/uranium
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name = MATERIAL_URANIUM
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stack_type = /obj/item/stack/material/uranium
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radioactivity = 12
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radioactivity = RAD_LEVEL_LOW
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icon_base = "stone"
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reinf_icon = "reinf_stone"
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icon_colour = "#007A00"
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@@ -378,7 +378,7 @@
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/material/phoron/supermatter
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name = MATERIAL_SUPERMATTER
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icon_colour = "#ffff00"
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radioactivity = 20
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radioactivity = RAD_LEVEL_MODERATE
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conductivity = 100
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integrity = 10
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luminescence = 3
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@@ -235,12 +235,6 @@
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Weaken(3)
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if(!lying)
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emote("collapse")
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if(prob(5) && prob(100 * RADIATION_SPEED_COEFFICIENT) && species.name == SPECIES_HUMAN) //apes go bald
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if((h_style != "Bald" || f_style != "Shaved" ))
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to_chat(src, SPAN_WARNING("Your hair falls out."))
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h_style = "Bald"
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f_style = "Shaved"
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update_hair()
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if (total_radiation > 75)
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src.apply_radiation(-1 * RADIATION_SPEED_COEFFICIENT)
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@@ -762,9 +762,7 @@ GLOBAL_LIST_INIT(golem_types, list(
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..()
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/datum/species/golem/uranium/handle_environment_special(var/mob/living/carbon/human/H)
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if(prob(25))
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for(var/mob/living/L in view(7, H))
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L.apply_damage(20, DAMAGE_RADIATION, damage_flags = DAMAGE_FLAG_DISPERSED)
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SSradiation.radiate(src, RAD_LEVEL_LOW)
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/datum/species/golem/homunculus
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name = SPECIES_GOLEM_MEAT
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@@ -8,7 +8,7 @@
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var/list/rod_quantities = list()
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var/fuel_type
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var/fuel_colour
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var/radioactivity = 0
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var/radioactivity = RAD_LEVEL_NONE
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var/initial_amount
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/obj/item/fuel_assembly/New(newloc, _material, _colour)
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@@ -86,12 +86,12 @@
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/**
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* Called when radiation affects a /mob/living.
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*
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* * severity - The amount of radiation being applied. Anything over RAD_LEVEL_LOW will deal [severity] dispersed damage and run rad_act to everything in it.
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* * severity - The amount of radiation being applied. Anything over RAD_LEVEL_VERY_LOW will deal [severity] dispersed damage and run rad_act to everything in it.
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*
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* Returns boolean
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*/
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/mob/living/rad_act(severity)
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if(severity > RAD_LEVEL_LOW)
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if(severity > RAD_LEVEL_VERY_LOW)
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apply_damage(severity, DAMAGE_RADIATION, damage_flags = DAMAGE_FLAG_DISPERSED)
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for(var/atom/I in src)
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I.rad_act(severity)
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@@ -500,34 +500,42 @@ ABSTRACT_TYPE(/obj/structure/reagent_dispensers/radioactive_waste/hazardous)
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. += "Characters directly adjacent to this object will be exposed to <b>[radioactivity] IU/s</b> of radiation. Radiation falls off (approximately) by 75% for every tile away you move."
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/obj/structure/reagent_dispensers/radioactive_waste/hazardous/low
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radioactivity = 25
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radioactivity = RAD_LEVEL_LOW
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/obj/structure/reagent_dispensers/radioactive_waste/hazardous/low/antagonist_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "Geiger counters will start clicking at ~7 tiles away from this object."
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. += "Geiger counters will start clicking at ~3 tiles away from this object."
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. += "Almost all voidsuits, including softsuits, provide sufficient protection to move safely adjacent to it."
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/obj/structure/reagent_dispensers/radioactive_waste/hazardous/medium
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radioactivity = 50
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radioactivity = RAD_LEVEL_MODERATE
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/obj/structure/reagent_dispensers/radioactive_waste/hazardous/medium/antagonist_hints(mob/user, distance, is_adjacent)
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. += "Geiger counters will start clicking at ~9 tiles away from this object."
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. += "Geiger counters will start clicking at ~5 tiles away from this object."
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. += "An engineering voidsuit is necessary to move safely adjacent to it."
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/obj/structure/reagent_dispensers/radioactive_waste/hazardous/high
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/// This is as high as radsuits can absorb! Use with caution.
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radioactivity = 100
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radioactivity = RAD_LEVEL_HIGH
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/obj/structure/reagent_dispensers/radioactive_waste/hazardous/high/antagonist_hints(mob/user, distance, is_adjacent)
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. += "Geiger counters will start clicking at ~7 tiles away from this object."
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. += "A radsuit is necessary to move safely adjacent to it."
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/obj/structure/reagent_dispensers/radioactive_waste/hazardous/very_high
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/// This is as high as radsuits can absorb! Use with caution.
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radioactivity = RAD_LEVEL_VERY_HIGH
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/obj/structure/reagent_dispensers/radioactive_waste/hazardous/very_high/antagonist_hints(mob/user, distance, is_adjacent)
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. += "Geiger counters will start clicking at ~11 tiles away from this object."
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. += "A radsuit is necessary to move safely adjacent to it."
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/obj/structure/reagent_dispensers/radioactive_waste/hazardous/extreme
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/// This is higher than radsuits can absorb! Use with caution.
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radioactivity = 150
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radioactivity = RAD_LEVEL_CATASTROPHIC
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/obj/structure/reagent_dispensers/radioactive_waste/hazardous/extreme/antagonist_hints(mob/user, distance, is_adjacent)
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. += "Geiger counters will start clicking at ~13 tiles away from this object."
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. += "Geiger counters will start clicking at ~11 tiles away from this object."
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. += "No living thing can safely stand next to this object! Borgs or IPCs only!"
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/obj/structure/reagent_dispensers/radioactive_waste/hazardous/Initialize()
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