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Aurora.3/code/modules/events/comet_expulsion.dm
T
1af71a7c45 Unfuck shields by not making them process a huge list constantly. (#21428)
Ship shields currently occupy something like 40% of every machinery
process ticks. Basically generators make a fuckhuge list of all
generated shields (1.5k in the Horizon's case) and then they iterate
over this list every tick strengthening the shields.

The idea in this PR is to shunt shield logic to an abstract datum.
Fields no longer store strength individually; they store damage taken.
They only process once they take damage, they reduce that damage by the
field gain tick value every tick, and then they stop processing when
they no longer need to. Shield strengthening is shunted off to a signal,
so we only need to traverse the big ass list once every round probably.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-10-07 12:34:20 +00:00

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/// The minimum strength of a shield to reduce the explosion power of the comet expulsion
#define SHIELD_MINIMUM_STRENGTH_TO_REDUCE_EXPLOSION_POWER 5
/*###############################################
PROJECTILE OF THE COMET EXPULSION EVENT
###############################################*/
/obj/projectile/comet_expulsion
name = "Comet Expulsion"
icon = 'icons/obj/guns/ship/overmap_projectiles.dmi'
icon_state = "med_xray_salvo" //Eventually a spriter will make a sprite specific for this
speed = 1
pixel_speed_multiplier = 0.01
range = INFINITY
/obj/projectile/comet_expulsion/can_hit_target(atom/target, direct_target = FALSE, ignore_loc = FALSE, cross_failed = FALSE)
if(istype(get_turf(src), /turf/unsimulated/map/edge) && istype(target, /turf/unsimulated/map/edge))
return FALSE
if(!istype(target, /obj/effect/overmap/visitable))
return FALSE
return ..()
/obj/projectile/comet_expulsion/on_hit(atom/target, blocked, def_zone)
. = ..()
if(. != BULLET_ACT_HIT)
return
//If we hit the ship, spawn meteors for the various zlevels
if(target == original)
//The direction we are hitting the overmap object from, the true one
var/hit_direction = angle2dir(get_angle(src, target))
for(var/zlevel in SSmapping.levels_by_trait(ZTRAIT_STATION))
//Pick a cardinal direction to spawn the meteor from
var/meteor_source_dir = hit_direction
//If it's not a cardinal already, since the meteor code only supports cardinal directions, make it cardinal
switch(meteor_source_dir)
if(NORTHEAST)
meteor_source_dir = pick(EAST, NORTH)
if(NORTHWEST)
meteor_source_dir = pick(WEST, NORTH)
if(SOUTHEAST)
meteor_source_dir = pick(EAST, SOUTH)
if(SOUTHWEST)
meteor_source_dir = pick(WEST, SOUTH)
//Calculate how many meteors to spawn based on the direction of the hit
//getting hit broadside (cardinal direction) is worse than hitting it diagonally
var/meteors_to_spawn = 5
if(hit_direction in GLOB.cardinals)
meteors_to_spawn = 3
spawn_meteors(meteors_to_spawn, list(/obj/effect/meteor/comet_expulsion), meteor_source_dir, zlevel)
/*#############################################
METEORS OF THE COMET EXPULSION EVENT
#############################################*/
/obj/effect/meteor/comet_expulsion
heavy = TRUE
ignore_shield_destruction = TRUE
hitpwr = 3
/obj/effect/meteor/comet_expulsion/Collide(atom/A)
// Low chance that its a big boi
if(prob(3))
hitpwr = 5
//If there's shields and it's strong enough, the power of the explosion is reduced, but it won't stop it
if(istype(A, /obj/effect/energy_field))
var/obj/effect/energy_field/impacted_energy_field = A
if(impacted_energy_field.damage < 1)
hitpwr *= 0.5
qdel(impacted_energy_field)
. = ..()
/obj/effect/meteor/comet_expulsion/meteor_effect()
. = ..()
explosion(get_turf(src), ROUND_UP(hitpwr), ROUND_UP(hitpwr*1.2), ROUND_UP(hitpwr*1.4))
/*#############################
COMET EXPULSION EVENT
#############################*/
/datum/event/comet_expulsion
severity = EVENT_LEVEL_MAJOR
startWhen = 30
/// Number of meteors aimed directly at Horizon (few)
var/meteors_aimed = 0
/// Number of meteors traveling on random trajectories on the overmap (lots)
var/meteors_random = 0
/datum/event/comet_expulsion/setup()
if(!SSatlas.current_map.use_overmap)
qdel(src)
return
/datum/event/comet_expulsion/start()
. = ..()
var/list/possible_station_levels = SSmapping.levels_by_all_traits(list(ZTRAIT_STATION))
if(!length(possible_station_levels))
qdel(src)
return
var/obj/effect/overmap/visitable/target = GLOB.map_sectors["[pick(possible_station_levels)]"]
if(!istype(target))
log_and_message_admins("Comet Expulsion failed to find a viable overmap target.")
qdel(src)
return
/**
* These numbers may seem high, but the overmap is a Big Place. Meteors aimed at the Horizon will impact along its outer hull, if they manage to strike.
* Huddling crew in the Central Ring is the easiest way to keep them safe. The overwhelming majority of unaimed meteors will almost never come close; they
* just need to ensure there's stuff to dodge in most directions.
*/
meteors_aimed = (rand(2,5))
meteors_random = (rand(12,24))
// Rocks aimed directly at us.
for(var/x in 1 to meteors_aimed)
fire_comet(target, TRUE)
// Rocks flying around nearby to dodge.
for(var/y in 1 to meteors_random)
fire_comet(target)
log_and_message_admins("Comet Expulsion has spawned meteors: [meteors_aimed] aimed at Horizon, [meteors_random] traveling random directions")
/**
* Generate a meteor and fire it from the overmap edge in the general direction of, but not directly at, the Horizon.
*
* Parameter:
* * aimed - aim DIRECTLY at the horizon: guaranteed collision if no action is taken.
*/
/datum/event/comet_expulsion/proc/fire_comet(var/obj/effect/overmap/visitable/target, var/aimed = FALSE)
var/list/turf/unsimulated/map/edge/overmap_edges = list()
var/projectile_angle
for(var/turf/unsimulated/map/edge/E in block(locate(1,1,SSatlas.current_map.overmap_z), locate(SSatlas.current_map.overmap_size,SSatlas.current_map.overmap_size,SSatlas.current_map.overmap_z)))
overmap_edges += E
var/turf/unsimulated/map/edge/source = pick(overmap_edges)
if(!istype(source))
qdel(src)
return
var/obj/projectile/comet_expulsion/our_comet = new(source)
our_comet.preparePixelProjectile(target, source)
our_comet.original = target
// Get the angle to hit our target directly.
projectile_angle = get_angle(source, target)
// If we're not aiming, introduce random deviation.
if(!aimed)
var/random_deviation = rand(-75, 75)
projectile_angle = abs((projectile_angle + random_deviation) % 360)
our_comet.fire(projectile_angle)
/datum/event/comet_expulsion/announce()
command_announcement.Announce("Warning, long range field scanners have detected an unforeseen comet expulsion in collision route with [location_name()].\n\
All hands, assume defense condition, perform evasive maneuvers to avoid collision with the debris cloud. Damage control teams prepare to respond to breaches of the \
vessel perimeter.",
"[location_name()] Long Range Field Objects Sensor Array", new_sound = 'sound/effects/Evacuation.ogg', zlevels = affecting_z)
#undef SHIELD_MINIMUM_STRENGTH_TO_REDUCE_EXPLOSION_POWER