Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed (#62265)

Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else.

Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter.

Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
This commit is contained in:
Mothblocks
2021-11-01 04:20:39 -03:00
committed by GitHub
parent 9003982726
commit 0f3c4e51f7
342 changed files with 1869 additions and 2152 deletions
@@ -472,7 +472,6 @@
if(prob(current_size * 5) && hand.w_class >= ((11-current_size)/2) && dropItemToGround(hand))
step_towards(hand, src)
to_chat(src, span_warning("\The [S] pulls \the [hand] from your grip!"))
rad_act(current_size * 3)
#define CPR_PANIC_SPEED (0.8 SECONDS)
@@ -78,10 +78,6 @@
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "brain_damage")
return ..()
/mob/living/carbon/human/handle_mutations_and_radiation(delta_time, times_fired)
if(!dna || !dna.species.handle_mutations_and_radiation(src, delta_time, times_fired))
..()
/mob/living/carbon/human/breathe()
if(!HAS_TRAIT(src, TRAIT_NOBREATH))
return ..()
@@ -1216,32 +1216,26 @@ GLOBAL_LIST_EMPTY(features_by_species)
*
* Arguments:
* - [source][/mob/living/carbon/human]: The mob requesting handling
* - time_since_irradiated: The amount of time since the mob was first irradiated
* - delta_time: The amount of time that has passed since the last tick
* - times_fired: The number of times SSmobs has fired
*/
/datum/species/proc/handle_mutations_and_radiation(mob/living/carbon/human/source, delta_time, times_fired)
if(HAS_TRAIT(source, TRAIT_RADIMMUNE))
source.radiation = 0
return TRUE
. = FALSE
var/radiation = source.radiation
if(radiation > RAD_MOB_KNOCKDOWN && DT_PROB(RAD_MOB_KNOCKDOWN_PROB, delta_time))
/datum/species/proc/handle_radiation(mob/living/carbon/human/source, time_since_irradiated, delta_time)
if(time_since_irradiated > RAD_MOB_KNOCKDOWN && DT_PROB(RAD_MOB_KNOCKDOWN_PROB, delta_time))
if(!source.IsParalyzed())
source.emote("collapse")
source.Paralyze(RAD_MOB_KNOCKDOWN_AMOUNT)
to_chat(source, span_danger("You feel weak."))
if(radiation > RAD_MOB_VOMIT && DT_PROB(RAD_MOB_VOMIT_PROB, delta_time))
if(time_since_irradiated > RAD_MOB_VOMIT && DT_PROB(RAD_MOB_VOMIT_PROB, delta_time))
source.vomit(10, TRUE)
if(radiation > RAD_MOB_MUTATE && DT_PROB(RAD_MOB_MUTATE_PROB, delta_time))
if(time_since_irradiated > RAD_MOB_MUTATE && DT_PROB(RAD_MOB_MUTATE_PROB, delta_time))
to_chat(source, span_danger("You mutate!"))
source.easy_random_mutate(NEGATIVE + MINOR_NEGATIVE)
source.emote("gasp")
source.domutcheck()
if(radiation > RAD_MOB_HAIRLOSS && DT_PROB(RAD_MOB_HAIRLOSS_PROB, delta_time))
if(time_since_irradiated > RAD_MOB_HAIRLOSS && DT_PROB(RAD_MOB_HAIRLOSS_PROB, delta_time))
if(!(source.hairstyle == "Bald") && (HAIR in species_traits))
to_chat(source, span_danger("Your hair starts to fall out in clumps..."))
addtimer(CALLBACK(src, .proc/go_bald, source), 5 SECONDS)
@@ -378,17 +378,9 @@
if(!COOLDOWN_FINISHED(src, radiation_emission_cooldown))
return
else
radiation_pulse(H, 50)
radiation_pulse(H, max_range = 1, threshold = RAD_VERY_LIGHT_INSULATION, chance = 3)
COOLDOWN_START(src, radiation_emission_cooldown, 2 SECONDS)
/datum/species/golem/uranium/spec_unarmedattacked(mob/living/carbon/human/user, mob/living/carbon/human/target)
. = ..()
var/obj/item/bodypart/affecting = target.get_bodypart(ran_zone(user.zone_selected))
var/radiation_block = target.run_armor_check(affecting, RAD)
///standard damage roll for use in determining how much you irradiate per punch
var/attacker_irradiate_value = rand(user.dna.species.punchdamagelow, user.dna.species.punchdamagehigh)
target.apply_effect(attacker_irradiate_value*5, EFFECT_IRRADIATE, radiation_block)
/datum/species/golem/uranium/spec_attack_hand(mob/living/carbon/human/M, mob/living/carbon/human/H, datum/martial_art/attacker_style)
..()
if(COOLDOWN_FINISHED(src, radiation_emission_cooldown) && M != H && M.combat_mode)
@@ -100,12 +100,6 @@
target.attack_paw(user, modifiers)
return TRUE
/datum/species/monkey/handle_mutations_and_radiation(mob/living/carbon/human/source, delta_time, times_fired)
. = ..()
if(source.radiation > RAD_MOB_MUTATE * 2 && DT_PROB(0.25, delta_time))
source.gorillize()
return
/datum/species/monkey/check_roundstart_eligible()
if(SSevents.holidays && SSevents.holidays[MONKEYDAY])
return TRUE
@@ -55,7 +55,7 @@
inhand_icon_state = "snailshell"
lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi'
armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, FIRE = 0, ACID = 50)
max_integrity = 200
resistance_flags = FIRE_PROOF | ACID_PROOF
+35 -43
View File
@@ -246,11 +246,6 @@
else if(bz_partialpressure > 0.01)
hallucination += 5
//TRITIUM
if(breath_gases[/datum/gas/tritium])
var/tritium_partialpressure = (breath_gases[/datum/gas/tritium][MOLES]/breath.total_moles())*breath_pressure
radiation += tritium_partialpressure/10
//NITRYL
if(breath_gases[/datum/gas/nitryl])
var/nitryl_partialpressure = (breath_gases[/datum/gas/nitryl][MOLES]/breath.total_moles())*breath_pressure
@@ -381,45 +376,42 @@
hud_used.lingchemdisplay.invisibility = INVISIBILITY_ABSTRACT
/mob/living/carbon/handle_mutations_and_radiation(delta_time, times_fired)
if(dna?.temporary_mutations.len)
for(var/mut in dna.temporary_mutations)
if(dna.temporary_mutations[mut] < world.time)
if(mut == UI_CHANGED)
if(dna.previous["UI"])
dna.unique_identity = merge_text(dna.unique_identity,dna.previous["UI"])
updateappearance(mutations_overlay_update=1)
dna.previous.Remove("UI")
dna.temporary_mutations.Remove(mut)
continue
if(mut == UF_CHANGED)
if(dna.previous["UF"])
dna.unique_features = merge_text(dna.unique_features,dna.previous["UF"])
updateappearance(mutcolor_update=1, mutations_overlay_update=1)
dna.previous.Remove("UF")
dna.temporary_mutations.Remove(mut)
continue
if(mut == UE_CHANGED)
if(dna.previous["name"])
real_name = dna.previous["name"]
name = real_name
dna.previous.Remove("name")
if(dna.previous["UE"])
dna.unique_enzymes = dna.previous["UE"]
dna.previous.Remove("UE")
if(dna.previous["blood_type"])
dna.blood_type = dna.previous["blood_type"]
dna.previous.Remove("blood_type")
dna.temporary_mutations.Remove(mut)
continue
for(var/datum/mutation/human/HM in dna.mutations)
if(HM?.timed)
dna.remove_mutation(HM.type)
radiation = max(radiation - (RAD_LOSS_PER_SECOND * delta_time), 0)
if(radiation > RAD_MOB_SAFE)
adjustToxLoss(log(radiation-RAD_MOB_SAFE)*RAD_TOX_COEFFICIENT*delta_time)
/mob/living/carbon/handle_mutations(time_since_irradiated, delta_time, times_fired)
if(!dna?.temporary_mutations.len)
return
for(var/mut in dna.temporary_mutations)
if(dna.temporary_mutations[mut] < world.time)
if(mut == UI_CHANGED)
if(dna.previous["UI"])
dna.unique_identity = merge_text(dna.unique_identity,dna.previous["UI"])
updateappearance(mutations_overlay_update=1)
dna.previous.Remove("UI")
dna.temporary_mutations.Remove(mut)
continue
if(mut == UF_CHANGED)
if(dna.previous["UF"])
dna.unique_features = merge_text(dna.unique_features,dna.previous["UF"])
updateappearance(mutcolor_update=1, mutations_overlay_update=1)
dna.previous.Remove("UF")
dna.temporary_mutations.Remove(mut)
continue
if(mut == UE_CHANGED)
if(dna.previous["name"])
real_name = dna.previous["name"]
name = real_name
dna.previous.Remove("name")
if(dna.previous["UE"])
dna.unique_enzymes = dna.previous["UE"]
dna.previous.Remove("UE")
if(dna.previous["blood_type"])
dna.blood_type = dna.previous["blood_type"]
dna.previous.Remove("blood_type")
dna.temporary_mutations.Remove(mut)
continue
for(var/datum/mutation/human/HM in dna.mutations)
if(HM?.timed)
dna.remove_mutation(HM.type)
/*
Alcohol Poisoning Chart
+1 -6
View File
@@ -104,9 +104,6 @@
Immobilize(effect * hit_percent)
if(EFFECT_UNCONSCIOUS)
Unconscious(effect * hit_percent)
if(EFFECT_IRRADIATE)
if(!HAS_TRAIT(src, TRAIT_RADIMMUNE))
radiation += max(effect * hit_percent, 0)
if(EFFECT_SLUR)
slurring = max(slurring,(effect * hit_percent))
if(EFFECT_STUTTER)
@@ -122,7 +119,7 @@
return TRUE
/// applies multiple effects at once via [/mob/living/proc/apply_effect]
/mob/living/proc/apply_effects(stun = 0, knockdown = 0, unconscious = 0, irradiate = 0, slur = 0, stutter = 0, eyeblur = 0, drowsy = 0, blocked = 0, stamina = 0, jitter = 0, paralyze = 0, immobilize = 0)
/mob/living/proc/apply_effects(stun = 0, knockdown = 0, unconscious = 0, slur = 0, stutter = 0, eyeblur = 0, drowsy = 0, blocked = 0, stamina = 0, jitter = 0, paralyze = 0, immobilize = 0)
if(blocked >= 100)
return FALSE
if(stun)
@@ -135,8 +132,6 @@
apply_effect(paralyze, EFFECT_PARALYZE, blocked)
if(immobilize)
apply_effect(immobilize, EFFECT_IMMOBILIZE, blocked)
if(irradiate)
apply_effect(irradiate, EFFECT_IRRADIATE, blocked)
if(slur)
apply_effect(slur, EFFECT_SLUR, blocked)
if(stutter)
+2 -3
View File
@@ -43,7 +43,7 @@
if(stat != DEAD)
//Mutations and radiation
handle_mutations_and_radiation(delta_time, times_fired)
handle_mutations(delta_time, times_fired)
if(stat != DEAD)
//Breathing, if applicable
@@ -83,8 +83,7 @@
SEND_SIGNAL(src, COMSIG_LIVING_HANDLE_BREATHING, delta_time, times_fired)
return
/mob/living/proc/handle_mutations_and_radiation(delta_time, times_fired)
radiation = 0 //so radiation don't accumulate in simple animals
/mob/living/proc/handle_mutations(delta_time, times_fired)
return
/mob/living/proc/handle_diseases(delta_time, times_fired)
-16
View File
@@ -752,7 +752,6 @@
remove_CC()
set_disgust(0)
losebreath = 0
radiation = 0
set_nutrition(NUTRITION_LEVEL_FED + 50)
bodytemperature = get_body_temp_normal(apply_change=FALSE)
set_blindness(0)
@@ -1360,21 +1359,6 @@
G.Recall()
to_chat(G, span_holoparasite("Your summoner has changed form!"))
/mob/living/rad_act(amount)
. = ..()
if(!amount || (amount < RAD_MOB_SKIN_PROTECTION) || HAS_TRAIT(src, TRAIT_RADIMMUNE))
return
amount -= RAD_BACKGROUND_RADIATION // This will always be at least 1 because of how skin protection is calculated
var/blocked = getarmor(null, RAD)
if(amount > RAD_BURN_THRESHOLD)
apply_damage(RAD_BURN_CURVE(amount), BURN, null, blocked)
apply_effect((amount*RAD_MOB_COEFFICIENT)/max(1, (radiation**2)*RAD_OVERDOSE_REDUCTION), EFFECT_IRRADIATE, blocked)
/mob/living/anti_magic_check(magic = TRUE, holy = FALSE, tinfoil = FALSE, chargecost = 1, self = FALSE)
. = ..()
if(.)
+1 -3
View File
@@ -54,7 +54,7 @@
var/on_hit_state = P.on_hit(src, armor, piercing_hit)
if(!P.nodamage && on_hit_state != BULLET_ACT_BLOCK)
apply_damage(P.damage, P.damage_type, def_zone, armor, wound_bonus=P.wound_bonus, bare_wound_bonus=P.bare_wound_bonus, sharpness = P.sharpness)
apply_effects(P.stun, P.knockdown, P.unconscious, P.irradiate, P.slur, P.stutter, P.eyeblur, P.drowsy, armor, P.stamina, P.jitter, P.paralyze, P.immobilize)
apply_effects(P.stun, P.knockdown, P.unconscious, P.slur, P.stutter, P.eyeblur, P.drowsy, armor, P.stamina, P.jitter, P.paralyze, P.immobilize)
if(P.dismemberment)
check_projectile_dismemberment(P, def_zone)
return on_hit_state ? BULLET_ACT_HIT : BULLET_ACT_BLOCK
@@ -357,8 +357,6 @@
return FALSE
return ..()
//Looking for irradiate()? It's been moved to radiation.dm under the rad_act() for mobs.
/mob/living/acid_act(acidpwr, acid_volume)
take_bodypart_damage(acidpwr * min(1, acid_volume * 0.1))
return TRUE
@@ -143,7 +143,6 @@
///if it can be held, can it be equipped to any slots? (think pAI's on head)
var/worn_slot_flags = NONE
var/radiation = 0 ///If the mob is irradiated.
var/ventcrawl_layer = PIPING_LAYER_DEFAULT
var/losebreath = 0
@@ -316,7 +316,6 @@
/obj/item/multitool/cyborg,
/obj/item/t_scanner,
/obj/item/analyzer,
/obj/item/geiger_counter/cyborg,
/obj/item/assembly/signaler/cyborg,
/obj/item/areaeditor/blueprints/cyborg,
/obj/item/electroadaptive_pseudocircuit,
+1 -1
View File
@@ -11,7 +11,7 @@
mob_biotypes = MOB_ROBOTIC
deathsound = 'sound/voice/borg_deathsound.ogg'
speech_span = SPAN_ROBOT
flags_1 = PREVENT_CONTENTS_EXPLOSION_1 | RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
flags_1 = PREVENT_CONTENTS_EXPLOSION_1
examine_cursor_icon = null
var/datum/ai_laws/laws = null//Now... THEY ALL CAN ALL HAVE LAWS
var/last_lawchange_announce = 0
@@ -264,7 +264,7 @@
anchored = TRUE
density = TRUE
layer = ABOVE_OBJ_LAYER
armor = list(MELEE = 0, BULLET = 0, LASER = 100,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 100,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
///What kind of projectile the actual damaging part should be.
var/projectile_type = /obj/projectile/beam/legion
///Time until the tracer gets shot
@@ -113,7 +113,7 @@ While using this makes the system rely on OnFire, it still gives options for tim
/obj/structure/elite_tumor
name = "pulsing tumor"
desc = "An odd, pulsing tumor sticking out of the ground. You feel compelled to reach out and touch it..."
armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE
icon = 'icons/obj/lavaland/tumor.dmi'
icon_state = "tumor"
@@ -540,7 +540,7 @@
/obj/structure/carp_rift
name = "carp rift"
desc = "A rift akin to the ones space carp use to travel long distances."
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 50, BIO = 100, FIRE = 100, ACID = 100)
max_integrity = 300
icon = 'icons/obj/carp_rift.dmi'
icon_state = "carp_rift_carpspawn"
@@ -655,7 +655,7 @@
icon_state = "carp_rift_charged"
set_light_color(LIGHT_COLOR_YELLOW)
update_light()
armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE
dragon.rifts_charged += 1
if(dragon.rifts_charged != 3 && !dragon.objective_complete)