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https://github.com/Aurorastation/Aurora.3.git
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eebb8b971c
Soft-ish port of https://github.com/NebulaSS13/Nebula/pull/540. Except we call them singletons. Repaths all materials as singletons instead of datums, and replaces material defines from strings to paths so that we can just run GET_SINGLETON instead of needing to use SSMaterials. This is Step One. This PR has no player-facing changes. changes: - refactor: "Repaths /material to /singleton/material." - refactor: "Replaces all material string defines to path defines, replacing SSmaterials procs w/ GET_SINGLETON instead." - refactor: "Removes all material var edited objects from all maps, adding new presets where necessary." - refactor: "Updates recipes unit test to run all recipes against all material singletons." --------- Signed-off-by: Batrachophreno <Batrochophreno@gmail.com> Co-authored-by: kano-dot <bhutanlikanoxy@gmail.com>
97 lines
3.5 KiB
Plaintext
97 lines
3.5 KiB
Plaintext
// Describes a point source of radiation. Created either in response to a pulse of radiation, or over an irradiated atom.
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// Sources will decay over time, unless something is renewing their power!
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/datum/radiation_source
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/// Location of the radiation source.
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var/turf/source_turf
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/// Strength of the radiation being emitted.
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var/rad_power
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/// True for automatic decay. False if owner promises to handle it (i.e. Supermatter, INDRA, etc.)
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var/decay = TRUE
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///Added to the base decay rate of a source, for sudden spikes of radiation that don't persist as long
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var/accelerated_decay_rate
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/// True for not affecting AREA_FLAG_RAD_SHIELDED areas.
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var/respect_rad_shielding = FALSE
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/// True for power falloff with distance.
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var/flat = FALSE
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/// Cached maximum range, used for quick checks against mobs.
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var/range
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/datum/radiation_source/New(source_turf, rad_power, decay = TRUE)
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src.source_turf = source_turf
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src.rad_power = rad_power
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src.decay = decay
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/datum/radiation_source/Destroy()
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SSradiation.sources -= src
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if(SSradiation.sources_assoc[src.source_turf] == src)
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SSradiation.sources_assoc -= src.source_turf
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src.source_turf = null
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. = ..()
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/**
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* Initialization handling decaying sources. Decrease by RADIATION_DECAY_RATE per SSradiation.fire() in latter cases.
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*/
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/datum/radiation_source/proc/update_rad_power(new_power = null)
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if(new_power == null || new_power == rad_power)
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return // No change
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else if(new_power <= RADIATION_LOWER_LIMIT)
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qdel(src) // Decayed to nothing
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else
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rad_power = new_power
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if(!flat)
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// R = rad_power / dist**2 - Solve for dist
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range = min(round(sqrt(rad_power / RADIATION_LOWER_LIMIT)), 31)
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/turf/var/cached_rad_resistance = 0
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/turf/proc/calc_rad_resistance()
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cached_rad_resistance = 0
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for(var/obj/O in src.contents)
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if(!(O.rad_resistance_modifier <= 0) && O.density)
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var/singleton/material/M = O.get_material()
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if(!M) continue
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cached_rad_resistance += (M.weight * O.rad_resistance_modifier) / RADIATION_MATERIAL_RESISTANCE_DIVISOR
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// Looks like storing the contents length is meant to be a basic check if the cache is stale due to items enter/exiting. Better than nothing so I'm leaving it as is. ~Leshana
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SSradiation.resistance_cache[src] = (length(contents) + 1)
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/turf/simulated/wall/calc_rad_resistance()
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SSradiation.resistance_cache[src] = (length(contents) + 1)
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cached_rad_resistance = (density ? material.weight / RADIATION_MATERIAL_RESISTANCE_DIVISOR : 0)
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/**
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* Retrieves the atom's current radiation level. By default, this will return `loc.get_rads()`.
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*
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* Returns integer.
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*/
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/atom/proc/get_rads()
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if(loc)
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return loc.get_rads()
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return 0
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/turf/get_rads()
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return SSradiation.get_rads_at_turf(src)
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/**
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* Called when radiation affects the atom.
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*
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* * severity - The amount of radiation being applied. Also see RAD_LEVEL_*.
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*
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* Returns boolean
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*/
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/atom/proc/rad_act(severity)
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return 1
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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_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_VERY_LOW)
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var/normal_armour_piercing = severity - (severity / 11) //As damage is split across all 11 limbs, this is subtracted from the armour value to replicate one big hit.
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apply_damage(severity, DAMAGE_RADIATION, damage_flags = DAMAGE_FLAG_DISPERSED | DAMAGE_FLAG_IGNORE_PROSTHETICS, armor_pen = normal_armour_piercing) //Metal body parts do not contribute to radiation dose.
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for(var/atom/I in src)
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I.rad_act(severity)
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