* Makes explosions consistently throw debris (#77880)
## About The Pull Request
It was possible for explosions to process throwing FIRST, then the
actual explosion. That's dumb, let's not do that.
Fixes a bug with SS explosions, it used SSair defines for its currentrun
default, which because of misordered defines lead to it running throwing
first for ONLY the first explosion. DUMB.
Changed how objects pick where they land. instead of using get_dir we
get the angle to the center, then invert it. Should lead to a nicer
picture
Unanchors broken disposal pipes so they'll get flung around Ups the
throw range for explosions. This needs more tweaking someday, but this
is ok for now
## Why It's Good For The Game
Throwing will happen consistently now, less fuckin floating shit sitting
in spac
* Makes explosions consistently throw debris
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Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* flame_range and flash_range autoset fix (#77118)
## About The Pull Request
From #27184 flame_range and flash_range should automatically default to
light_impact_range and devastation_range
4abf35e4a7/code/controllers/subsystem/explosions.dm (L285-L288)
But it was broken, probably after moving to subsystem, because now
functions set arguments to 0.
Please note I don't play tg and haven't tested this change. Fix changes
default behavior and may cause unwanted effects.
* flame_range and flash_range autoset fix
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Co-authored-by: Alexander V <volas@ya.ru>
[NO GBP] Lazy Template Cordoning | Double Runtime Fix (#72709)
## About The Pull Request
Adds automatic cordoning to block reservations.
Also fixes an issue where ChangeTurf would cause SSicon_smoothing to
throw runtimes by calling QUEUE_SMOOTH regardless of initialization
completion
## Why It's Good For The Game
## Changelog
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Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* fixes qdeling atoms being thrown by explosions (#69604)
fixes the Qdeleted thing being thrown around. runtimes spamming the shit out of the logs
* fixes qdeling atoms being thrown by explosions
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Makes epicenters not explode mobs twice (#68860)
About The Pull Request
Ports yogstation13/Yogstation#13983
This pr effectively halves the damage of explosion epicenters by making them only affect mobs once. Specifically, it removes them from the list of things to explode created by the get_all_contents proc, originally meant to ensure stuff in bags and boxes will set off other bombs in the same bag or box. This had the un(?)intended side-effect of making any objects in the epicenter of the blast take damage a second time, resulting in heavy blasts instakilling and very small explosions doing way too much damage. This is half a balance change and half a bug fix.
Why It's Good For The Game
This allows for more explosion-based weaponry as they now won't all be complete one-shot-win weapons. It also stops things like X4 bolas or explosive holoparasite bolas (you guys have those right?) instantly killing people with no counterplay. Also fireball is now probably a little less meta as a spell since it ONLY PROBABLY immediately wins fights and won't two-shot-crit people, usually. If yall want stuff to still do the same amount of damage just add an extra single-tile explosion to things you want to be more powerful.
Changelog
cl Mqiib, ToasterBiome
balance: Explosion epicenters no longer explode mobs twice; Fireballs and other explosive projectiles are significantly less-damaging
/cl
* Makes epicenters not explode mobs twice
Co-authored-by: Mqiib <43766432+Mqiib@users.noreply.github.com>
* (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE
* fex
* fex
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Makes sure COMSIG_ATOM_EX_ACT is always called. (#63685)
Creates a wrapper macro for ex_act() and moves the signal and contents explosion calls to there. This way we can ensure the signal is always fired. Also desnowflakes reagents responding to explosions.
Ensures that a signal is always called when the attendant proc is called.
* Makes sure COMSIG_ATOM_EX_ACT is always called.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Makes shaking smoother, makes close range explosions more shakey (#60314)
* Makes camera shaking more smooth
Makes shake_camera use more then instant steps for its animates. The concept is to not respect duration quite so
strictly. So instead of instantly moving, we get the distance to travel, pick the lower of the two numbers to
preserve some jerk, and multiply it by tile size * 0.7. So effectively 0.7 ticks per tile. I've found this works
reasonably well for making shaking events look less shit, though there is room to make it a preference option in
future, since this number could go between 0 for the old behavior, and say 5 for slow but not say, visually
hasurdus speeds.
* Makes large close range explosions shake more then far out ones
The old system for calculating explosion shake was sqrt(delta/10) when the delta could really only ever go up to
like 20. So it maxed out at 1.3 or so, which doesn't really fit being hit directly by a bomb. I hate old coders.
I'm changing the fomula to sqrt(range/(dist + 1)), which works out to roughly 4.5 at 20 near_distance, which is
a maxcap. Scales reasonably fast, 4 tiles or so, so this primarially effects getting hit full on with a big
bomb
* Makes shaking smoother, makes close range explosions more shakey
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* added get content recursive flag check (#59191)
* Fixes bombproof containers not protecting their content in some cases
Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com>
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)
* Adds explosion SFX to the blastcannon and explosive compressor
- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.
* Miscellaneous changes
- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments
- Removes a whole bunch of argname = 0 in explosion calls.
* Removes named callback arguments.
* Changes the explosion signals to just use the arguments list
Adds a simple framework to let objects respond to explosions occurring inside of them.
Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.
Makes the explosive compressor and blastcannon actually use the TTVs they are given.
Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments
*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Some explosions code cleanup (#57493)
Clears out two deprecated explosions systems (explosion ids and explosion levels)
Refactors a bunch of contents_explosions procs to be maybe slightly faster.
Cleans up a bunch of ex_act code.
Slightly cleaner code
A few less unused vars on /atom and /turf
* Some explosions code cleanup
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
About The Pull Request
Extools maptick stuff is in the game. Stolen from BeeStation/BeeStation-Hornet#1119, improves performance. Requires ex-tools on the server, though.
Explosions have been refactored to do the actual exploding in a subsystem.
Credit to goon.
Here's some videos!
Why It's Good For The Game
Basically instant max-caps now.
We can now give more of a tick over to the sending of map updates
Changelog
cl Goonstation Coders, Beestation, Extools devs
refactor: Explosions have been heavily optimized.
/cl