mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-23 16:42:13 +00:00
changes: Fixed #3203. Tajara or Unathi CEs now get gloves that actually fit them. OOs now respect direction changes from their mimicked object. Replaced all references to trange() with RANGE_TURFS(). Replaced all references to is_type_in_oview() with locate() in oview(). Fixed a runtime caused by recursive explosions falling off the edges of the map. Carp despawn now works properly with the new asteroid turfs. Carp despawn now uses WEAKREF instead of SOFTREF. Added tick-checks to the carp migration event. Vaurca now have the IS_VAURCA reagent_tag. Cleaned up butanol alien handling a bit.
313 lines
11 KiB
Plaintext
313 lines
11 KiB
Plaintext
var/datum/controller/subsystem/explosives/SSexplosives
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// yes, let's move the laggiest part of the game to a process
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// nothing could go wrong -- Lohikar
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/datum/controller/subsystem/explosives
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name = "Explosives"
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wait = 5
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flags = SS_NO_INIT | SS_BACKGROUND | SS_POST_FIRE_TIMING
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priority = SS_PRIORITY_EXPLOSIVES
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suspended = TRUE // Start disabled, explosions will wake us if need be.
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var/list/work_queue
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var/ticks_without_work = 0
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var/list/explosion_turfs
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var/explosion_in_progress
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var/powernet_update_pending = 0
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var/mc_notified = FALSE
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/datum/controller/subsystem/explosives/New()
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NEW_SS_GLOBAL(SSexplosives)
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LAZYINITLIST(work_queue)
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/datum/controller/subsystem/explosives/Recover()
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work_queue = SSexplosives.work_queue
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explosion_in_progress = SSexplosives.explosion_in_progress
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explosion_turfs = SSexplosives.explosion_turfs
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powernet_update_pending = SSexplosives.powernet_update_pending
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/datum/controller/subsystem/explosives/fire(resumed = FALSE)
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if (!(work_queue.len))
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ticks_without_work++
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if (powernet_update_pending && ticks_without_work > 5)
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SSmachinery.powernet_update_queued = TRUE
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powernet_update_pending = 0
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// All explosions handled, powernet rebuilt.
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// We can sleep now.
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suspend()
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mc_notified = FALSE
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Master.ExplosionEnd()
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return
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ticks_without_work = 0
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powernet_update_pending = 1
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if (!mc_notified)
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Master.ExplosionStart()
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mc_notified = TRUE
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for (var/A in work_queue)
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var/datum/explosiondata/data = A
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if (data.is_rec)
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explosion_rec(data.epicenter, data.rec_pow)
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else
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explosion(data)
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work_queue -= data
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// Handle a non-recusrive explosion.
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/datum/controller/subsystem/explosives/proc/explosion(var/datum/explosiondata/data)
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var/turf/epicenter = data.epicenter
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var/devastation_range = data.devastation_range
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var/heavy_impact_range = data.heavy_impact_range
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var/light_impact_range = data.light_impact_range
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var/flash_range = data.flash_range
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var/adminlog = data.adminlog
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var/z_transfer = data.z_transfer
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var/power = data.rec_pow
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if(data.is_rec)
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explosion_rec(epicenter, power)
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return
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var/start = world.timeofday
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epicenter = get_turf(epicenter)
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if(!epicenter) return
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// Handles recursive propagation of explosions.
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if(devastation_range > 2 || heavy_impact_range > 2)
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if(HasAbove(epicenter.z) && z_transfer & UP)
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global.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, is_rec = FALSE)
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if(HasBelow(epicenter.z) && z_transfer & DOWN)
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global.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, is_rec = FALSE)
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var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flash_range)
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// Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves.
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// Stereo users will also hear the direction of the explosion!
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// Calculate far explosion sound range. Only allow the sound effect for heavy/devastating explosions.
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// 3/7/14 will calculate to 80 + 35
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var/far_dist = 0
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far_dist += heavy_impact_range * 5
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far_dist += devastation_range * 20
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// Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves.
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// Stereo users will also hear the direction of the explosion!
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// Calculate far explosion sound range. Only allow the sound effect for heavy/devastating explosions.
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// 3/7/14 will calculate to 80 + 35
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var/volume = 10 + (power * 20)
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var/frequency = get_rand_frequency()
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var/closedist = round(max_range + world.view - 2, 1)
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//Whether or not this explosion causes enough vibration to send sound or shockwaves through the station
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var/vibration = 1
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if (istype(epicenter,/turf/space))
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vibration = 0
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for (var/turf/T in range(src, max_range))
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if (!istype(T,/turf/space))
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//If there is a nonspace tile within the explosion radius
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//Then we can reverberate shockwaves through that, and allow it to be felt in a vacuum
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vibration = 1
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if (vibration)
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for(var/mob/M in player_list)
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CHECK_TICK
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// Double check for client
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var/reception = 2//Whether the person can be shaken or hear sound
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//2 = BOTH
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//1 = shockwaves only
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//0 = no effect
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if(M && M.client)
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var/turf/M_turf = get_turf(M)
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if(M_turf && M_turf.z == epicenter.z)
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if (istype(M_turf,/turf/space))
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//If the person is standing in space, they wont hear
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//But they may still feel the shaking
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reception = 0
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for (var/turf/T in range(M, 1))
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if (!istype(T,/turf/space))
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//If theyre touching the hull or on some extruding part of the station
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reception = 1//They will get screenshake
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break
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if (!reception)
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continue
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var/dist = get_dist(M_turf, epicenter)
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if (reception == 2 && (M.ear_deaf <= 0 || !M.ear_deaf))//Dont play sounds to deaf people
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// If inside the blast radius + world.view - 2
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if(dist <= closedist)
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M.playsound_local(epicenter, get_sfx("explosion"), min(100, volume), 1, frequency, falloff = 5) // get_sfx() is so that everyone gets the same sound
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//You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station.
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else
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volume = M.playsound_local(epicenter, 'sound/effects/explosionfar.ogg', volume, 1, frequency, usepressure = 0, falloff = 1000)
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//Playsound local will return the final volume the sound is actually played at
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//It will return 0 if the sound volume falls to 0 due to falloff or pressure
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//Also return zero if sound playing failed for some other reason
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//Deaf people will feel vibrations though
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if (volume > 0)//Only shake camera if someone was close enough to hear it
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shake_camera(M, min(30,max(2,(power*2) / dist)), min(3.5,((power/3) / dist)),0.05)
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//Maximum duration is 3 seconds, and max strength is 3.5
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//Becuse values higher than those just get really silly
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if(adminlog)
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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>)")
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log_game("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ")
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if(heavy_impact_range > 1)
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var/datum/effect/system/explosion/E = new/datum/effect/system/explosion()
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E.set_up(epicenter)
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E.start()
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var/x0 = epicenter.x
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var/y0 = epicenter.y
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var/z0 = epicenter.z
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for(var/thing in RANGE_TURFS(max_range, epicenter))
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var/turf/T = thing
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if (!T)
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CHECK_TICK
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continue
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var/dist = sqrt((T.x - x0)**2 + (T.y - y0)**2)
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if (dist < devastation_range)
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dist = 1
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else if (dist < heavy_impact_range)
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dist = 2
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else if (dist < light_impact_range)
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dist = 3
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else
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CHECK_TICK
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continue
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T.ex_act(dist)
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CHECK_TICK
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if(T)
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for(var/atom_movable in T.contents) //bypass type checking since only atom/movable can be contained by turfs anyway
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var/atom/movable/AM = atom_movable
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if(AM && AM.simulated)
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AM.ex_act(dist)
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CHECK_TICK
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var/took = (world.timeofday-start)/10
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//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
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if(Debug2) world.log << "## DEBUG: Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [took] seconds."
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//Machines which report explosions.
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for(var/i,i<=doppler_arrays.len,i++)
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var/obj/machinery/doppler_array/Array = doppler_arrays[i]
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if(Array)
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Array.sense_explosion(x0,y0,z0,devastation_range,heavy_impact_range,light_impact_range,took)
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// Handle a recursive explosion.
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/datum/controller/subsystem/explosives/proc/explosion_rec(turf/epicenter, power)
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if(power <= 0) return
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epicenter = get_turf(epicenter)
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if(!epicenter) return
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message_admins("Explosion with size ([power]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z])")
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log_game("Explosion with size ([power]) in area [epicenter.loc.name] ")
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playsound(epicenter, 'sound/effects/explosionfar.ogg', 100, 1, round(power*2,1) )
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playsound(epicenter, "explosion", 100, 1, round(power,1) )
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explosion_in_progress = 1
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explosion_turfs = list()
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explosion_turfs[epicenter] = power
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//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.
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for(var/direction in cardinal)
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var/turf/T = get_step(epicenter, direction)
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if (T)
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explosion_spread(T, power - epicenter.explosion_resistance, direction)
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CHECK_TICK
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//This step applies the ex_act effects for the explosion, as planned in the previous step.
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for(var/turf/T in explosion_turfs)
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if(!T || explosion_turfs[T] <= 0)
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CHECK_TICK
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continue
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//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)
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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
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// One third because there are three power levels and I
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// want each one to take up a third of the crater
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var/x = T.x
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var/y = T.y
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var/z = T.z
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T.ex_act(severity)
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if(!T)
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T = locate(x,y,z)
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for(var/atom/A in T)
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A.ex_act(severity)
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CHECK_TICK
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explosion_in_progress = 0
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// A proc used by recursive explosions. (The actually recursive bit.)
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/datum/controller/subsystem/explosives/proc/explosion_spread(turf/s, power, direction)
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CHECK_TICK
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if (istype(s, /turf/unsimulated))
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return
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if(power <= 0)
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return
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if(explosion_turfs[s] >= power)
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return //The turf already sustained and spread a power greated than what we are dealing with. No point spreading again.
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explosion_turfs[s] = power
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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
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for(var/obj/O in s)
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if(O.explosion_resistance)
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spread_power -= O.explosion_resistance
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var/turf/T = get_step(s, direction)
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if (T)
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explosion_spread(T, spread_power, direction)
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T = get_step(s, turn(direction,90))
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if (T)
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explosion_spread(T, spread_power, turn(direction,90))
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T = get_step(s, turn(direction,-90))
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if (T)
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explosion_spread(T, spread_power, turn(direction,90))
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// Add an explosion to the queue for processing.
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/datum/controller/subsystem/explosives/proc/queue(var/datum/explosiondata/data)
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if (!data || !istype(data))
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return
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work_queue += data
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// Wake it up from sleeping if necessary.
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if (suspended)
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wake()
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/datum/controller/subsystem/explosives/stat_entry()
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..("P:[work_queue.len]")
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// The data datum for explosions.
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/datum/explosiondata
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var/turf/epicenter
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var/devastation_range
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var/heavy_impact_range
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var/light_impact_range
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var/flash_range
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var/adminlog
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var/z_transfer
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var/is_rec
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var/rec_pow
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