[MIRROR] Radiation pulses will yield to MC for every turf they iterate through. [MDB IGNORE] (#15446)

* Radiation pulses will yield to MC for every turf they iterate through. (#68525)

* Be less scary.

Changes radiation pulses so that they store the turfs they need to irradiate, iterate through them and remove them from the list of turfs to irradiate, then yield to MC if MC got angry, and put the radiation pulse with the remaining turfs to irradiate to the back of the radiation processing list.

Radiation pulses pulse information will no longer popleft the processing list. It will delete itself once there are no turfs to process, or if the source is null.

Caches the turfs to process to loop through, adds a counter for how many turfs it iterated through, and cuts the turfs to process by the turfs that got iterated.

* Radiation pulses will yield to MC for every turf they iterate through.

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
This commit is contained in:
SkyratBot
2022-08-06 21:51:22 -07:00
committed by GitHub
co-authored by Pickle-Coding
parent fae9c4bb00
commit 923cbe2ea8
2 changed files with 59 additions and 46 deletions
+57 -46
View File
@@ -10,11 +10,12 @@ SUBSYSTEM_DEF(radiation)
/datum/controller/subsystem/radiation/fire(resumed)
while (processing.len)
var/datum/radiation_pulse_information/pulse_information = popleft(processing)
var/datum/radiation_pulse_information/pulse_information = processing[1]
var/datum/weakref/source_ref = pulse_information.source_ref
var/atom/source = source_ref.resolve()
if (isnull(source))
processing.Cut(1, 2)
continue
pulse(source, pulse_information)
@@ -22,71 +23,81 @@ SUBSYSTEM_DEF(radiation)
if (MC_TICK_CHECK)
return
processing.Cut(1, 2)
/datum/controller/subsystem/radiation/stat_entry(msg)
msg = "[msg] | Pulses: [processing.len]"
return ..()
/datum/controller/subsystem/radiation/proc/pulse(atom/source, datum/radiation_pulse_information/pulse_information)
var/list/cached_rad_insulations = list()
var/list/cached_turfs_to_process = pulse_information.turfs_to_process
var/turfs_iterated = 0
for (var/turf/turf_to_irradiate as anything in cached_turfs_to_process)
turfs_iterated += 1
for (var/atom/movable/target in turf_to_irradiate)
if (!can_irradiate_basic(target))
continue
for (var/atom/movable/target in range(pulse_information.max_range, source))
if (!can_irradiate_basic(target))
continue
var/current_insulation = 1
var/current_insulation = 1
for (var/turf/turf_in_between in get_line(source, target) - get_turf(source))
var/insulation = cached_rad_insulations[turf_in_between]
if (isnull(insulation))
insulation = turf_in_between.rad_insulation
for (var/atom/on_turf as anything in turf_in_between.contents)
insulation *= on_turf.rad_insulation
cached_rad_insulations[turf_in_between] = insulation
for (var/turf/turf_in_between in get_line(source, target) - get_turf(source))
var/insulation = cached_rad_insulations[turf_in_between]
if (isnull(insulation))
insulation = turf_in_between.rad_insulation
for (var/atom/on_turf as anything in turf_in_between.contents)
insulation *= on_turf.rad_insulation
cached_rad_insulations[turf_in_between] = insulation
current_insulation *= insulation
current_insulation *= insulation
if (current_insulation <= pulse_information.threshold)
break
SEND_SIGNAL(target, COMSIG_IN_RANGE_OF_IRRADIATION, pulse_information, current_insulation)
// Check a second time, because of TRAIT_BYPASS_EARLY_IRRADIATED_CHECK
if (HAS_TRAIT(target, TRAIT_IRRADIATED))
continue
if (current_insulation <= pulse_information.threshold)
break
continue
SEND_SIGNAL(target, COMSIG_IN_RANGE_OF_IRRADIATION, pulse_information, current_insulation)
/// Perceived chance of target getting irradiated.
var/perceived_chance
/// Intensity variable which will describe the radiation pulse.
/// It is used by perceived intensity, which diminishes over range. The chance of the target getting irradiated is determined by perceived_intensity.
/// Intensity is calculated so that the chance of getting irradiated at half of the max range is the same as the chance parameter.
var/intensity
/// Diminishes over range. Used by perceived chance, which is the actual chance to get irradiated.
var/perceived_intensity
// Check a second time, because of TRAIT_BYPASS_EARLY_IRRADIATED_CHECK
if (HAS_TRAIT(target, TRAIT_IRRADIATED))
continue
if(pulse_information.chance < 100) // Prevents log(0) runtime if chance is 100%
intensity = -log(1 - pulse_information.chance / 100) * (1 + pulse_information.max_range / 2) ** 2
perceived_intensity = intensity * INVERSE((1 + get_dist_euclidian(source, target)) ** 2) // Diminishes over range.
perceived_intensity *= (current_insulation - pulse_information.threshold) * INVERSE(1 - pulse_information.threshold) // Perceived intensity decreases as objects that absorb radiation block its trajectory.
perceived_chance = 100 * (1 - NUM_E ** -perceived_intensity)
else
perceived_chance = 100
if (current_insulation <= pulse_information.threshold)
continue
var/irradiation_result = SEND_SIGNAL(target, COMSIG_IN_THRESHOLD_OF_IRRADIATION, pulse_information)
if (irradiation_result & CANCEL_IRRADIATION)
continue
/// Perceived chance of target getting irradiated.
var/perceived_chance
/// Intensity variable which will describe the radiation pulse.
/// It is used by perceived intensity, which diminishes over range. The chance of the target getting irradiated is determined by perceived_intensity.
/// Intensity is calculated so that the chance of getting irradiated at half of the max range is the same as the chance parameter.
var/intensity
/// Diminishes over range. Used by perceived chance, which is the actual chance to get irradiated.
var/perceived_intensity
if (pulse_information.minimum_exposure_time && !(irradiation_result & SKIP_MINIMUM_EXPOSURE_TIME_CHECK))
target.AddComponent(/datum/component/radiation_countdown, pulse_information.minimum_exposure_time)
continue
if(pulse_information.chance < 100) // Prevents log(0) runtime if chance is 100%
intensity = -log(1 - pulse_information.chance / 100) * (1 + pulse_information.max_range / 2) ** 2
perceived_intensity = intensity * INVERSE((1 + get_dist_euclidian(source, target)) ** 2) // Diminishes over range.
perceived_intensity *= (current_insulation - pulse_information.threshold) * INVERSE(1 - pulse_information.threshold) // Perceived intensity decreases as objects that absorb radiation block its trajectory.
perceived_chance = 100 * (1 - NUM_E ** -perceived_intensity)
else
perceived_chance = 100
if (!prob(perceived_chance))
continue
var/irradiation_result = SEND_SIGNAL(target, COMSIG_IN_THRESHOLD_OF_IRRADIATION, pulse_information)
if (irradiation_result & CANCEL_IRRADIATION)
continue
if (irradiate_after_basic_checks(target))
target.investigate_log("was irradiated by [source].", INVESTIGATE_RADIATION)
if (pulse_information.minimum_exposure_time && !(irradiation_result & SKIP_MINIMUM_EXPOSURE_TIME_CHECK))
target.AddComponent(/datum/component/radiation_countdown, pulse_information.minimum_exposure_time)
continue
if(MC_TICK_CHECK)
break
if (!prob(perceived_chance))
continue
if (irradiate_after_basic_checks(target))
target.investigate_log("was irradiated by [source].", INVESTIGATE_RADIATION)
cached_turfs_to_process.Cut(1, turfs_iterated + 1)
/// Will attempt to irradiate the given target, limited through IC means, such as radiation protected clothing.
/datum/controller/subsystem/radiation/proc/irradiate(atom/target)