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Aurora.3/code/controllers/subsystems/explosives.dm
Lohikar 52a4f3a4e3 Shuttle refactor (#2171)
Rewrites the area movement code used by shuttles & elevators in an effort to make it faster, more extensible, and generally easier to read. Also fixes some bugs relating to lighting & moving areas, such as lighting overlays suddenly being teleported into space for absolutely no reason.

Fixes #2161.
Fixes #2166.
2017-05-05 10:16:53 +03:00

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var/datum/controller/subsystem/explosives/SSexplosives
// yes, let's move the laggiest part of the game to a process
// nothing could go wrong -- Lohikar
/datum/controller/subsystem/explosives
name = "Explosives"
wait = 5
flags = SS_NO_INIT | SS_BACKGROUND | SS_POST_FIRE_TIMING
priority = SS_PRIORITY_EXPLOSIVES
suspended = TRUE // Start disabled, explosions will wake us if need be.
var/list/work_queue
var/ticks_without_work = 0
var/list/explosion_turfs
var/explosion_in_progress
var/powernet_update_pending = 0
var/mc_notified = FALSE
/datum/controller/subsystem/explosives/New()
NEW_SS_GLOBAL(SSexplosives)
LAZYINITLIST(work_queue)
/datum/controller/subsystem/explosives/Recover()
work_queue = SSexplosives.work_queue
explosion_in_progress = SSexplosives.explosion_in_progress
explosion_turfs = SSexplosives.explosion_turfs
powernet_update_pending = SSexplosives.powernet_update_pending
/datum/controller/subsystem/explosives/fire(resumed = FALSE)
if (!(work_queue.len))
ticks_without_work++
if (powernet_update_pending && ticks_without_work > 5)
SSmachinery.powernet_update_queued = TRUE
powernet_update_pending = 0
// All explosions handled, powernet rebuilt.
// We can sleep now.
suspend()
mc_notified = FALSE
Master.ExplosionEnd()
return
ticks_without_work = 0
powernet_update_pending = 1
if (!mc_notified)
Master.ExplosionStart()
mc_notified = TRUE
for (var/A in work_queue)
var/datum/explosiondata/data = A
if (data.is_rec)
explosion_rec(data.epicenter, data.rec_pow)
else
explosion(data)
work_queue -= data
// Handle a non-recusrive explosion.
/datum/controller/subsystem/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)
CHECK_TICK
// 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]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[epicenter.x];Y=[epicenter.y];Z=[epicenter.z]'>JMP</a>)")
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)
CHECK_TICK
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)
CHECK_TICK
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/subsystem/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)
CHECK_TICK
//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)
CHECK_TICK
explosion_in_progress = 0
// A proc used by recursive explosions. (The actually recursive bit.)
/datum/controller/subsystem/explosives/proc/explosion_spread(turf/s, power, direction)
CHECK_TICK
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/subsystem/explosives/proc/queue(var/datum/explosiondata/data)
if (!data || !istype(data))
return
work_queue += data
// Wake it up from sleeping if necessary.
if (suspended)
wake()
/datum/controller/subsystem/explosives/stat_entry()
..("P:[work_queue.len]")
// 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