var/datum/controller/process/explosives/bomb_processor // yes, let's move the laggiest part of the game to a process // nothing could go wrong -- Lohikar /datum/controller/process/explosives var/list/work_queue var/ticks_without_work = 0 var/list/explosion_turfs var/explosion_in_progress var/powernet_update_pending = 0 /datum/controller/process/explosives/setup() name = "explosives" schedule_interval = 5 // every half-second tick_allowance = 25 // 25% of a tick work_queue = list() bomb_processor = src // Kill it until we have an explosion to run. disable() /datum/controller/process/explosives/doWork() if (!work_queue) setup() // fix for process failing to re-init after termination if (!(work_queue.len)) ticks_without_work++ if (powernet_update_pending && ticks_without_work > 5) makepowernets() powernet_update_pending = 0 // All explosions handled, powernet rebuilt. // We can sleep now. disable() return ticks_without_work = 0 powernet_update_pending = 1 for (var/A in work_queue) lighting_process.disable() var/datum/explosiondata/data = A if (data.is_rec) explosion_rec(data.epicenter, data.rec_pow) else explosion(data) F_SCHECK work_queue -= data lighting_process.enable() // Handle a non-recusrive explosion. /datum/controller/process/explosives/proc/explosion(var/datum/explosiondata/data) var/turf/epicenter = data.epicenter var/devastation_range = data.devastation_range var/heavy_impact_range = data.heavy_impact_range var/light_impact_range = data.light_impact_range var/flash_range = data.flash_range var/adminlog = data.adminlog var/z_transfer = data.z_transfer var/power = data.rec_pow if(config.use_recursive_explosions) explosion_rec(epicenter, power) return var/start = world.timeofday epicenter = get_turf(epicenter) if(!epicenter) return // Handles recursive propagation of explosions. if(devastation_range > 2 || heavy_impact_range > 2) if(HasAbove(epicenter.z) && z_transfer & UP) explosion(GetAbove(epicenter), max(0, devastation_range - 2), max(0, heavy_impact_range - 2), max(0, light_impact_range - 2), max(0, flash_range - 2), 0, UP) if(HasBelow(epicenter.z) && z_transfer & DOWN) explosion(GetAbove(epicenter), max(0, devastation_range - 2), max(0, heavy_impact_range - 2), max(0, light_impact_range - 2), max(0, flash_range - 2), 0, DOWN) var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flash_range) // Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves. // Stereo users will also hear the direction of the explosion! // Calculate far explosion sound range. Only allow the sound effect for heavy/devastating explosions. // 3/7/14 will calculate to 80 + 35 var/far_dist = 0 far_dist += heavy_impact_range * 5 far_dist += devastation_range * 20 // Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves. // Stereo users will also hear the direction of the explosion! // Calculate far explosion sound range. Only allow the sound effect for heavy/devastating explosions. // 3/7/14 will calculate to 80 + 35 var/volume = 10 + (power * 20) var/frequency = get_rand_frequency() var/closedist = round(max_range + world.view - 2, 1) //Whether or not this explosion causes enough vibration to send sound or shockwaves through the station var/vibration = 1 if (istype(epicenter,/turf/space)) vibration = 0 for (var/turf/T in range(src, max_range)) if (!istype(T,/turf/space)) //If there is a nonspace tile within the explosion radius //Then we can reverberate shockwaves through that, and allow it to be felt in a vacuum vibration = 1 if (vibration) for(var/mob/M in player_list) F_SCHECK // Double check for client var/reception = 2//Whether the person can be shaken or hear sound //2 = BOTH //1 = shockwaves only //0 = no effect if(M && M.client) var/turf/M_turf = get_turf(M) if(M_turf && M_turf.z == epicenter.z) if (istype(M_turf,/turf/space)) //If the person is standing in space, they wont hear //But they may still feel the shaking reception = 0 for (var/turf/T in range(M, 1)) if (!istype(T,/turf/space)) //If theyre touching the hull or on some extruding part of the station reception = 1//They will get screenshake break if (!reception) continue var/dist = get_dist(M_turf, epicenter) if (reception == 2 && (M.ear_deaf <= 0 || !M.ear_deaf))//Dont play sounds to deaf people // If inside the blast radius + world.view - 2 if(dist <= closedist) M.playsound_local(epicenter, get_sfx("explosion"), min(100, volume), 1, frequency, falloff = 5) // get_sfx() is so that everyone gets the same sound //You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station. else volume = M.playsound_local(epicenter, 'sound/effects/explosionfar.ogg', volume, 1, frequency, usepressure = 0, falloff = 1000) //Playsound local will return the final volume the sound is actually played at //It will return 0 if the sound volume falls to 0 due to falloff or pressure //Also return zero if sound playing failed for some other reason //Deaf people will feel vibrations though if (volume > 0)//Only shake camera if someone was close enough to hear it shake_camera(M, min(60,max(2,(power*18) / dist)), min(3.5,((power*3) / dist)),0.05) //Maximum duration is 6 seconds, and max strength is 3.5 //Becuse values higher than those just get really silly if(adminlog) message_admins("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z]) (JMP)") log_game("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ") if(heavy_impact_range > 1) var/datum/effect/system/explosion/E = new/datum/effect/system/explosion() E.set_up(epicenter) E.start() var/x0 = epicenter.x var/y0 = epicenter.y var/z0 = epicenter.z for(var/turf/T in trange(max_range, epicenter)) var/dist = sqrt((T.x - x0)**2 + (T.y - y0)**2) if(dist < devastation_range) dist = 1 else if(dist < heavy_impact_range) dist = 2 else if(dist < light_impact_range) dist = 3 else continue T.ex_act(dist) F_SCHECK if(T) for(var/atom_movable in T.contents) //bypass type checking since only atom/movable can be contained by turfs anyway var/atom/movable/AM = atom_movable if(AM && AM.simulated) AM.ex_act(dist) F_SCHECK var/took = (world.timeofday-start)/10 //You need to press the DebugGame verb to see these now....they were getting annoying and we've collected a fair bit of data. Just -test- changes to explosion code using this please so we can compare if(Debug2) world.log << "## DEBUG: Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [took] seconds." //Machines which report explosions. for(var/i,i<=doppler_arrays.len,i++) var/obj/machinery/doppler_array/Array = doppler_arrays[i] if(Array) Array.sense_explosion(x0,y0,z0,devastation_range,heavy_impact_range,light_impact_range,took) // Handle a recursive explosion. /datum/controller/process/explosives/proc/explosion_rec(turf/epicenter, power) if(power <= 0) return epicenter = get_turf(epicenter) if(!epicenter) return message_admins("Explosion with size ([power]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z])") log_game("Explosion with size ([power]) in area [epicenter.loc.name] ") playsound(epicenter, 'sound/effects/explosionfar.ogg', 100, 1, round(power*2,1) ) playsound(epicenter, "explosion", 100, 1, round(power,1) ) explosion_in_progress = 1 explosion_turfs = list() explosion_turfs[epicenter] = power //This steap handles the gathering of turfs which will be ex_act() -ed in the next step. It also ensures each turf gets the maximum possible amount of power dealt to it. for(var/direction in cardinal) var/turf/T = get_step(epicenter, direction) explosion_spread(T, power - epicenter.explosion_resistance, direction) F_SCHECK //This step applies the ex_act effects for the explosion, as planned in the previous step. for(var/turf/T in explosion_turfs) if(explosion_turfs[T] <= 0) continue if(!T) continue //Wow severity looks confusing to calculate... Fret not, I didn't leave you with any additional instructions or help. (just kidding, see the line under the calculation) var/severity = 4 - round(max(min( 3, ((explosion_turfs[T] - T.explosion_resistance) / (max(3,(power/3)))) ) ,1), 1) //sanity effective power on tile divided by either 3 or one third the total explosion power // One third because there are three power levels and I // want each one to take up a third of the crater var/x = T.x var/y = T.y var/z = T.z T.ex_act(severity) if(!T) T = locate(x,y,z) for(var/atom/A in T) A.ex_act(severity) F_SCHECK explosion_in_progress = 0 // A proc used by recursive explosions. (The actually recursive bit.) /datum/controller/process/explosives/proc/explosion_spread(turf/s, power, direction) F_SCHECK if (istype(s, /turf/unsimulated)) return if(power <= 0) return if(explosion_turfs[s] >= power) return //The turf already sustained and spread a power greated than what we are dealing with. No point spreading again. explosion_turfs[s] = power var/spread_power = power - s.explosion_resistance //This is the amount of power that will be spread to the tile in the direction of the blast for(var/obj/O in s) if(O.explosion_resistance) spread_power -= O.explosion_resistance var/turf/T = get_step(s, direction) explosion_spread(T, spread_power, direction) T = get_step(s, turn(direction,90)) explosion_spread(T, spread_power, turn(direction,90)) T = get_step(s, turn(direction,-90)) explosion_spread(T, spread_power, turn(direction,90)) // Add an explosion to the queue for processing. /datum/controller/process/explosives/proc/queue(var/datum/explosiondata/data) if (!data || !istype(data)) return work_queue += data // Wake it up from sleeping if necessary. if (disabled) enable() /datum/controller/process/explosives/statProcess() ..() stat(null, "[work_queue.len] items in explosion queue") // The data datum for explosions. /datum/explosiondata var/turf/epicenter var/devastation_range var/heavy_impact_range var/light_impact_range var/flash_range var/adminlog var/z_transfer var/is_rec var/rec_pow