Files
Aurora.3/code/controllers/Processes/explosives.dm
Lohikar 0cba68911d Lighting Overhaul & General process improvements (#1612)
This is it. The big one.
Risk: Very large. This modifies or rewrites several important systems.
Some things still need balancing, but that's probably better done if/when this hits dev.

changes:

New smooth lighting system.
Machinery split into three processes: machinery, powernet, pipenet Removed due to breakage. Refactored into multi-step process.
Mob process rewritten.
NanoUI process rewritten.
Objects process rewritten.
Tweaked color output of station lights.
Slime core lights now emit colored light.
Fixed light update frequency issue with fire alarms, hydroponics trays, and airlocks.
Increased light emission from bolted airlocks.
Miscellaneous performance improvements.
New datum pool implementation.
New lighting usage profiler.
Lighting system now tracks UV light, which is not visible to players.
Space now has a parallax effect.
Disabled Spin View verbs due to incompatibility with the new lighting system.
Disabled hallucination view spin due to incompatibility with the new lighting system.
Lighting system now initializes in the lobby before the round starts to reduce BoR deadtime.
Added UV light tracking to lighting engine; dionae now gain energy exclusively from UV light.
Added colored lighting to a few consoles that used default (white) light.
2017-01-29 01:13:54 +02:00

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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]) (<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)
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