mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-10 09:42:29 +00:00
676 lines
25 KiB
Plaintext
676 lines
25 KiB
Plaintext
#define EXPLOSION_THROW_SPEED 4
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GLOBAL_LIST_EMPTY(explosions)
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SUBSYSTEM_DEF(explosions)
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name = "Explosions"
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init_order = INIT_ORDER_EXPLOSIONS
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priority = FIRE_PRIORITY_EXPLOSIONS
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wait = 1
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flags = SS_TICKER|SS_NO_INIT
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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var/cost_lowturf = 0
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var/cost_medturf = 0
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var/cost_highturf = 0
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var/cost_flameturf = 0
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var/cost_throwturf = 0
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var/cost_low_mov_atom = 0
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var/cost_med_mov_atom = 0
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var/cost_high_mov_atom = 0
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var/list/lowturf = list()
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var/list/medturf = list()
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var/list/highturf = list()
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var/list/flameturf = list()
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var/list/throwturf = list()
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var/list/low_mov_atom = list()
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var/list/med_mov_atom = list()
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var/list/high_mov_atom = list()
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var/list/explosions = list()
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var/currentpart = SSAIR_PIPENETS
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/datum/controller/subsystem/explosions/stat_entry(msg)
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msg += "C:{"
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msg += "LT:[round(cost_lowturf,1)]|"
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msg += "MT:[round(cost_medturf,1)]|"
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msg += "HT:[round(cost_highturf,1)]|"
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msg += "FT:[round(cost_flameturf,1)]||"
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msg += "LO:[round(cost_low_mov_atom,1)]|"
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msg += "MO:[round(cost_med_mov_atom,1)]|"
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msg += "HO:[round(cost_high_mov_atom,1)]|"
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msg += "TO:[round(cost_throwturf,1)]"
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msg += "} "
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msg += "AMT:{"
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msg += "LT:[lowturf.len]|"
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msg += "MT:[medturf.len]|"
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msg += "HT:[highturf.len]|"
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msg += "FT:[flameturf.len]||"
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msg += "LO:[low_mov_atom.len]|"
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msg += "MO:[med_mov_atom.len]|"
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msg += "HO:[high_mov_atom.len]|"
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msg += "TO:[throwturf.len]"
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msg += "} "
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return ..()
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#define SSEX_TURF "turf"
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#define SSEX_OBJ "obj"
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/datum/controller/subsystem/explosions/proc/is_exploding()
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return (lowturf.len || medturf.len || highturf.len || flameturf.len || throwturf.len || low_mov_atom.len || med_mov_atom.len || high_mov_atom.len)
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/datum/controller/subsystem/explosions/proc/wipe_turf(turf/T)
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lowturf -= T
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medturf -= T
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highturf -= T
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flameturf -= T
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throwturf -= T
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/client/proc/check_bomb_impacts()
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set name = "Check Bomb Impact"
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set category = "Debug"
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var/newmode = tgui_alert(usr, "Use reactionary explosions?","Check Bomb Impact", list("Yes", "No"))
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var/turf/epicenter = get_turf(mob)
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if(!epicenter)
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return
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var/dev = 0
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var/heavy = 0
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var/light = 0
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var/list/choices = list("Small Bomb","Medium Bomb","Big Bomb","Custom Bomb")
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var/choice = tgui_input_list(usr, "Pick the bomb size", "Bomb Size?", choices)
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switch(choice)
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if(null)
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return 0
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if("Small Bomb")
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dev = 1
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heavy = 2
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light = 3
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if("Medium Bomb")
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dev = 2
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heavy = 3
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light = 4
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if("Big Bomb")
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dev = 3
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heavy = 5
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light = 7
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if("Custom Bomb")
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dev = input("Devastation range (Tiles):") as num
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heavy = input("Heavy impact range (Tiles):") as num
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light = input("Light impact range (Tiles):") as num
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var/max_range = max(dev, heavy, light)
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var/x0 = epicenter.x
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var/y0 = epicenter.y
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var/list/wipe_colours = list()
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for(var/turf/T in spiral_range_turfs(max_range, epicenter))
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wipe_colours += T
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var/dist = cheap_hypotenuse(T.x, T.y, x0, y0)
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if(newmode == "Yes")
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var/turf/TT = T
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while(TT != epicenter)
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TT = get_step_towards(TT,epicenter)
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if(TT.density)
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dist += TT.explosion_block
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for(var/obj/O in T)
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var/the_block = O.explosion_block
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dist += the_block == EXPLOSION_BLOCK_PROC ? O.GetExplosionBlock() : the_block
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if(dist < dev)
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T.color = "red"
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T.maptext = MAPTEXT("Dev")
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else if (dist < heavy)
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T.color = "yellow"
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T.maptext = MAPTEXT("Heavy")
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else if (dist < light)
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T.color = "blue"
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T.maptext = MAPTEXT("Light")
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else
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continue
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addtimer(CALLBACK(GLOBAL_PROC, .proc/wipe_color_and_text, wipe_colours), 100)
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/proc/wipe_color_and_text(list/atom/wiping)
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for(var/i in wiping)
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var/atom/A = i
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A.color = null
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A.maptext = ""
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/proc/dyn_explosion(turf/epicenter, power, flame_range = 0, flash_range = null, adminlog = TRUE, ignorecap = TRUE, silent = FALSE, smoke = TRUE)
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if(!power)
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return
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var/range = 0
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range = round((2 * power)**GLOB.DYN_EX_SCALE)
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explosion(epicenter, devastation_range = round(range * 0.25), heavy_impact_range = round(range * 0.5), light_impact_range = round(range), flame_range = flame_range*range, flash_range = flash_range*range, adminlog = adminlog, ignorecap = ignorecap, silent = silent, smoke = smoke)
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// Using default dyn_ex scale:
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// 100 explosion power is a (5, 10, 20) explosion.
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// 75 explosion power is a (4, 8, 17) explosion.
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// 50 explosion power is a (3, 7, 14) explosion.
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// 25 explosion power is a (2, 5, 10) explosion.
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// 10 explosion power is a (1, 3, 6) explosion.
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// 5 explosion power is a (0, 1, 3) explosion.
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// 1 explosion power is a (0, 0, 1) explosion.
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/**
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* Makes a given atom explode.
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*
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* Arguments:
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* - [origin][/atom]: The atom that's exploding.
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* - devastation_range: The range at which the effects of the explosion are at their strongest.
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* - heavy_impact_range: The range at which the effects of the explosion are relatively severe.
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* - light_impact_range: The range at which the effects of the explosion are relatively weak.
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* - flash_range: The range at which the explosion flashes people.
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* - adminlog: Whether to log the explosion/report it to the administration.
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* - ignorecap: Whether to ignore the relevant bombcap. Defaults to FALSE.
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* - flame_range: The range at which the explosion should produce hotspots.
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* - silent: Whether to generate/execute sound effects.
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* - smoke: Whether to generate a smoke cloud provided the explosion is powerful enough to warrant it.
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*/
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/proc/explosion(atom/origin, devastation_range = 0, heavy_impact_range = 0, light_impact_range = 0, flame_range = 0, flash_range = 0, adminlog = TRUE, ignorecap = FALSE, silent = FALSE, smoke = FALSE)
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. = SSexplosions.explode(arglist(args))
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/**
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* Makes a given atom explode. Now on the explosions subsystem!
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*
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* Arguments:
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* - [origin][/atom]: The atom that's exploding.
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* - devastation_range: The range at which the effects of the explosion are at their strongest.
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* - heavy_impact_range: The range at which the effects of the explosion are relatively severe.
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* - light_impact_range: The range at which the effects of the explosion are relatively weak.
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* - flash_range: The range at which the explosion flashes people.
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* - adminlog: Whether to log the explosion/report it to the administration.
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* - ignorecap: Whether to ignore the relevant bombcap. Defaults to FALSE.
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* - flame_range: The range at which the explosion should produce hotspots.
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* - silent: Whether to generate/execute sound effects.
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* - smoke: Whether to generate a smoke cloud provided the explosion is powerful enough to warrant it.
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*/
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/datum/controller/subsystem/explosions/proc/explode(atom/origin, devastation_range = 0, heavy_impact_range = 0, light_impact_range = 0, flame_range = 0, flash_range = 0, adminlog = TRUE, ignorecap = FALSE, silent = FALSE, smoke = FALSE)
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var/list/arguments = list(EXARG_KEY_ORIGIN = origin, EXARG_KEY_DEV_RANGE = devastation_range, EXARG_KEY_HEAVY_RANGE = heavy_impact_range, EXARG_KEY_LIGHT_RANGE = light_impact_range, EXARG_KEY_FLAME_RANGE = flame_range, EXARG_KEY_FLASH_RANGE = flash_range, EXARG_KEY_ADMIN_LOG = adminlog, EXARG_KEY_IGNORE_CAP = ignorecap, EXARG_KEY_SILENT = silent, EXARG_KEY_SMOKE = smoke)
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var/atom/location = isturf(origin) ? origin : origin.loc
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if(SEND_SIGNAL(origin, COMSIG_ATOM_EXPLODE, arguments) & COMSIG_CANCEL_EXPLOSION)
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return // Signals are incompatible with `arglist(...)` so we can't actually use that for these. Additionally,
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while(location)
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var/next_loc = location.loc
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if(SEND_SIGNAL(location, COMSIG_ATOM_INTERNAL_EXPLOSION, arguments) & COMSIG_CANCEL_EXPLOSION)
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return
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if(isturf(location))
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break
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location = next_loc
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if(!location)
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return
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var/area/epicenter_area = get_area(location)
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if(SEND_SIGNAL(epicenter_area, COMSIG_AREA_INTERNAL_EXPLOSION, arguments) & COMSIG_CANCEL_EXPLOSION)
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return
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arguments -= EXARG_KEY_ORIGIN
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propagate_blastwave(arglist(list(location) + arguments))
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/**
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* Handles the effects of an explosion originating from a given point.
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*
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* Primarily handles popagating the balstwave of the explosion to the relevant turfs.
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* Also handles the fireball from the explosion.
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* Also handles the smoke cloud from the explosion.
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* Also handles sfx and screenshake.
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*
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* Arguments:
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* - [epicenter][/atom]: The location of the explosion rounded to the nearest turf.
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* - devastation_range: The range at which the effects of the explosion are at their strongest.
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* - heavy_impact_range: The range at which the effects of the explosion are relatively severe.
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* - light_impact_range: The range at which the effects of the explosion are relatively weak.
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* - flash_range: The range at which the explosion flashes people.
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* - adminlog: Whether to log the explosion/report it to the administration.
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* - ignorecap: Whether to ignore the relevant bombcap. Defaults to TRUE for some mysterious reason.
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* - flame_range: The range at which the explosion should produce hotspots.
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* - silent: Whether to generate/execute sound effects.
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* - smoke: Whether to generate a smoke cloud provided the explosion is powerful enough to warrant it.
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*/
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/datum/controller/subsystem/explosions/proc/propagate_blastwave(atom/epicenter, devastation_range, heavy_impact_range, light_impact_range, flame_range, flash_range, adminlog, ignorecap, silent, smoke)
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epicenter = get_turf(epicenter)
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if(!epicenter)
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return
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if(isnull(flame_range))
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flame_range = light_impact_range
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if(isnull(flash_range))
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flash_range = devastation_range
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// Archive the uncapped explosion for the doppler array
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var/orig_dev_range = devastation_range
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var/orig_heavy_range = heavy_impact_range
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var/orig_light_range = light_impact_range
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var/orig_max_distance = max(devastation_range, heavy_impact_range, light_impact_range, flame_range, flash_range)
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//Zlevel specific bomb cap multiplier
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var/cap_multiplier = SSmapping.level_trait(epicenter.z, ZTRAIT_BOMBCAP_MULTIPLIER)
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if (isnull(cap_multiplier))
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cap_multiplier = 1
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if(!ignorecap)
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devastation_range = min(GLOB.MAX_EX_DEVESTATION_RANGE * cap_multiplier, devastation_range)
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heavy_impact_range = min(GLOB.MAX_EX_HEAVY_RANGE * cap_multiplier, heavy_impact_range)
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light_impact_range = min(GLOB.MAX_EX_LIGHT_RANGE * cap_multiplier, light_impact_range)
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flash_range = min(GLOB.MAX_EX_FLASH_RANGE * cap_multiplier, flash_range)
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flame_range = min(GLOB.MAX_EX_FLAME_RANGE * cap_multiplier, flame_range)
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var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flame_range)
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var/started_at = REALTIMEOFDAY
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if(adminlog)
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message_admins("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in [ADMIN_VERBOSEJMP(epicenter)]")
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log_game("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in [loc_name(epicenter)]")
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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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var/area/areatype = get_area(epicenter)
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SSblackbox.record_feedback("associative", "explosion", 1, list("dev" = devastation_range, "heavy" = heavy_impact_range, "light" = light_impact_range, "flame" = flame_range, "flash" = flash_range, "orig_dev" = orig_dev_range, "orig_heavy" = orig_heavy_range, "orig_light" = orig_light_range, "x" = x0, "y" = y0, "z" = z0, "area" = areatype.type, "time" = time_stamp("YYYY-MM-DD hh:mm:ss", 1)))
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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 * 15
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far_dist += devastation_range * 20
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if(!silent)
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shake_the_room(epicenter, orig_max_distance, far_dist, devastation_range, heavy_impact_range)
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if(heavy_impact_range > 1)
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var/datum/effect_system/explosion/E
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if(smoke)
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E = new /datum/effect_system/explosion/smoke
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else
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E = new
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E.set_up(epicenter)
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E.start()
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//flash mobs
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if(flash_range)
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for(var/mob/living/L in viewers(flash_range, epicenter))
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L.flash_act()
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var/list/affected_turfs = GatherSpiralTurfs(max_range, epicenter)
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var/reactionary = CONFIG_GET(flag/reactionary_explosions)
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var/list/cached_exp_block
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if(reactionary)
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cached_exp_block = CaculateExplosionBlock(affected_turfs)
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//lists are guaranteed to contain at least 1 turf at this point
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for(var/TI in affected_turfs)
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var/turf/T = TI
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var/init_dist = cheap_hypotenuse(T.x, T.y, x0, y0)
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var/dist = init_dist
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if(reactionary)
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var/turf/Trajectory = T
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while(Trajectory != epicenter)
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Trajectory = get_step_towards(Trajectory, epicenter)
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dist += cached_exp_block[Trajectory]
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var/flame_dist = dist < flame_range
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var/throw_dist = dist
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if(dist < devastation_range)
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dist = EXPLODE_DEVASTATE
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else if(dist < heavy_impact_range)
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dist = EXPLODE_HEAVY
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else if(dist < light_impact_range)
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dist = EXPLODE_LIGHT
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else
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dist = EXPLODE_NONE
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if(T == epicenter) // Ensures explosives detonating from bags trigger other explosives in that bag
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var/list/items = list()
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for(var/I in T)
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var/atom/A = I
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if (length(A.contents) && !(A.flags_1 & PREVENT_CONTENTS_EXPLOSION_1)) //The atom/contents_explosion() proc returns null if the contents ex_acting has been handled by the atom, and TRUE if it hasn't.
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items += A.GetAllContents(ignore_flag_1 = PREVENT_CONTENTS_EXPLOSION_1)
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for(var/thing in items)
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var/atom/movable/movable_thing = thing
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if(QDELETED(movable_thing))
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continue
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switch(dist)
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if(EXPLODE_DEVASTATE)
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SSexplosions.high_mov_atom += movable_thing
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if(EXPLODE_HEAVY)
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SSexplosions.med_mov_atom += movable_thing
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if(EXPLODE_LIGHT)
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SSexplosions.low_mov_atom += movable_thing
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switch(dist)
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if(EXPLODE_DEVASTATE)
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SSexplosions.highturf += T
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if(EXPLODE_HEAVY)
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SSexplosions.medturf += T
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if(EXPLODE_LIGHT)
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SSexplosions.lowturf += T
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if(flame_dist && prob(40) && !isspaceturf(T) && !T.density)
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flameturf += T
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//--- THROW ITEMS AROUND ---
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var/throw_dir = get_dir(epicenter,T)
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var/throw_range = max_range-throw_dist
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var/list/throwingturf = T.explosion_throw_details
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if (throwingturf)
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if (throwingturf[1] < throw_range)
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throwingturf[1] = throw_range
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throwingturf[2] = throw_dir
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throwingturf[3] = max_range
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else
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T.explosion_throw_details = list(throw_range, throw_dir, max_range)
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throwturf += T
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var/took = (REALTIMEOFDAY - started_at) / 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(GLOB.Debug2)
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log_world("## DEBUG: Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [took] seconds.")
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SEND_GLOBAL_SIGNAL(COMSIG_GLOB_EXPLOSION, epicenter, devastation_range, heavy_impact_range, light_impact_range, took, orig_dev_range, orig_heavy_range, orig_light_range)
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// Explosion SFX defines...
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/// The probability that a quaking explosion will make the station creak per unit. Maths!
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#define QUAKE_CREAK_PROB 30
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/// The probability that an echoing explosion will make the station creak per unit.
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#define ECHO_CREAK_PROB 5
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/// Time taken for the hull to begin to creak after an explosion, if applicable.
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#define CREAK_DELAY (5 SECONDS)
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/// Lower limit for far explosion SFX volume.
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#define FAR_LOWER 40
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/// Upper limit for far explosion SFX volume.
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#define FAR_UPPER 60
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/// The probability that a distant explosion SFX will be a far explosion sound rather than an echo. (0-100)
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#define FAR_SOUND_PROB 75
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/// The upper limit on screenshake amplitude for nearby explosions.
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#define NEAR_SHAKE_CAP 10
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/// The upper limit on screenshake amplifude for distant explosions.
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#define FAR_SHAKE_CAP 2.5
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/// The duration of the screenshake for nearby explosions.
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#define NEAR_SHAKE_DURATION (2.5 SECONDS)
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/// The duration of the screenshake for distant explosions.
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#define FAR_SHAKE_DURATION (1 SECONDS)
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/// The lower limit for the randomly selected hull creaking frequency.
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#define FREQ_LOWER 25
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/// The upper limit for the randomly selected hull creaking frequency.
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#define FREQ_UPPER 40
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/**
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* Handles the sfx and screenshake caused by an explosion.
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*
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* Arguments:
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* - [epicenter][/turf]: The location of the explosion.
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* - near_distance: How close to the explosion you need to be to get the full effect of the explosion.
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* - far_distance: How close to the explosion you need to be to hear more than echos.
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* - quake_factor: Main scaling factor for screenshake.
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* - echo_factor: Whether to make the explosion echo off of very distant parts of the station.
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* - creaking: Whether to make the station creak. Autoset if null.
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* - [near_sound][/sound]: The sound that plays if you are close to the explosion.
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* - [far_sound][/sound]: The sound that plays if you are far from the explosion.
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* - [echo_sound][/sound]: The sound that plays as echos for the explosion.
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* - [creaking_sound][/sound]: The sound that plays when the station creaks during the explosion.
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* - [hull_creaking_sound][/sound]: The sound that plays when the station creaks after the explosion.
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*/
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/datum/controller/subsystem/explosions/proc/shake_the_room(turf/epicenter, near_distance, far_distance, quake_factor, echo_factor, creaking, sound/near_sound = sound(get_sfx("explosion")), sound/far_sound = sound('sound/effects/explosionfar.ogg'), sound/echo_sound = sound('sound/effects/explosion_distant.ogg'), sound/creaking_sound = sound(get_sfx("explosion_creaking")), hull_creaking_sound = sound(get_sfx("hull_creaking")))
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var/frequency = get_rand_frequency()
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var/blast_z = epicenter.z
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if(isnull(creaking)) // Autoset creaking.
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var/on_station = SSmapping.level_trait(epicenter.z, ZTRAIT_STATION)
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if(on_station && prob((quake_factor * QUAKE_CREAK_PROB) + (echo_factor * ECHO_CREAK_PROB))) // Huge explosions are near guaranteed to make the station creak and whine, smaller ones might.
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creaking = TRUE // prob over 100 always returns true
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else
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creaking = FALSE
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for(var/mob/listener as anything in GLOB.player_list)
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var/turf/listener_turf = get_turf(listener)
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if(!listener_turf || listener_turf.z != blast_z)
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continue
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var/distance = get_dist(epicenter, listener_turf)
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var/base_shake_amount
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if(near_distance > distance)
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base_shake_amount = sqrt((near_distance - distance) / 10)
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if(distance <= round(near_distance + world.view - 2, 1)) // If you are close enough to see the effects of the explosion first-hand (ignoring walls)
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listener.playsound_local(epicenter, null, 100, TRUE, frequency, S = near_sound)
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if(base_shake_amount > 0)
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shake_camera(listener, NEAR_SHAKE_DURATION, clamp(base_shake_amount, 0, NEAR_SHAKE_CAP))
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else if(distance < far_distance) // You can hear a far explosion if you are outside the blast radius. Small explosions shouldn't be heard throughout the station.
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var/far_volume = clamp(far_distance / 2, FAR_LOWER, FAR_UPPER)
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if(creaking)
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listener.playsound_local(epicenter, null, far_volume, TRUE, frequency, S = creaking_sound, distance_multiplier = 0)
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else if(prob(FAR_SOUND_PROB)) // Sound variety during meteor storm/tesloose/other bad event
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listener.playsound_local(epicenter, null, far_volume, TRUE, frequency, S = far_sound, distance_multiplier = 0)
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else
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listener.playsound_local(epicenter, null, far_volume, TRUE, frequency, S = echo_sound, distance_multiplier = 0)
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if(base_shake_amount || quake_factor)
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if(!base_shake_amount) // Devastating explosions rock the station and ground
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base_shake_amount = quake_factor * 3
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shake_camera(listener, FAR_SHAKE_DURATION, clamp(base_shake_amount / 4, 0, FAR_SHAKE_CAP))
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else if(!isspaceturf(listener_turf) && echo_factor) // Big enough explosions echo through the hull.
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var/echo_volume
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if(quake_factor)
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base_shake_amount = quake_factor
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echo_volume = 60
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shake_camera(listener, FAR_SHAKE_DURATION, clamp(base_shake_amount / 4, 0, FAR_SHAKE_CAP))
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else
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echo_volume = 40
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listener.playsound_local(epicenter, null, echo_volume, TRUE, frequency, S = echo_sound, distance_multiplier = 0)
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if(creaking) // 5 seconds after the bang, the station begins to creak
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addtimer(CALLBACK(listener, /mob/proc/playsound_local, epicenter, null, rand(FREQ_LOWER, FREQ_UPPER), TRUE, frequency, null, null, FALSE, hull_creaking_sound, 0), CREAK_DELAY)
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#undef CREAK_DELAY
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#undef QUAKE_CREAK_PROB
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#undef ECHO_CREAK_PROB
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#undef FAR_UPPER
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#undef FAR_LOWER
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#undef FAR_SOUND_PROB
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#undef NEAR_SHAKE_CAP
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#undef FAR_SHAKE_CAP
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#undef NEAR_SHAKE_DURATION
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#undef FAR_SHAKE_DURATION
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#undef FREQ_UPPER
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#undef FREQ_LOWER
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/datum/controller/subsystem/explosions/proc/GatherSpiralTurfs(range, turf/epicenter)
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var/list/outlist = list()
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var/center = epicenter
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var/dist = range
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if(!dist)
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outlist += center
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return outlist
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var/turf/t_center = get_turf(center)
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if(!t_center)
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return outlist
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var/list/L = outlist
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var/turf/T
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var/y
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var/x
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var/c_dist = 1
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L += t_center
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while( c_dist <= dist )
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y = t_center.y + c_dist
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x = t_center.x - c_dist + 1
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for(x in x to t_center.x+c_dist)
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T = locate(x,y,t_center.z)
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if(T)
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L += T
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y = t_center.y + c_dist - 1
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x = t_center.x + c_dist
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for(y in t_center.y-c_dist to y)
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T = locate(x,y,t_center.z)
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if(T)
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L += T
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y = t_center.y - c_dist
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x = t_center.x + c_dist - 1
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for(x in t_center.x-c_dist to x)
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T = locate(x,y,t_center.z)
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if(T)
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L += T
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y = t_center.y - c_dist + 1
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x = t_center.x - c_dist
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for(y in y to t_center.y+c_dist)
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T = locate(x,y,t_center.z)
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if(T)
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L += T
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c_dist++
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. = L
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/datum/controller/subsystem/explosions/proc/CaculateExplosionBlock(list/affected_turfs)
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. = list()
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var/I
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for(I in 1 to affected_turfs.len) // we cache the explosion block rating of every turf in the explosion area
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var/turf/T = affected_turfs[I]
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var/current_exp_block = T.density ? T.explosion_block : 0
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for(var/obj/O in T)
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var/the_block = O.explosion_block
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current_exp_block += the_block == EXPLOSION_BLOCK_PROC ? O.GetExplosionBlock() : the_block
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.[T] = current_exp_block
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/datum/controller/subsystem/explosions/fire(resumed = 0)
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if (!is_exploding())
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return
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var/timer
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Master.current_ticklimit = TICK_LIMIT_RUNNING //force using the entire tick if we need it.
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if(currentpart == SSEXPLOSIONS_TURFS)
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currentpart = SSEXPLOSIONS_MOVABLES
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timer = TICK_USAGE_REAL
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var/list/low_turf = lowturf
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lowturf = list()
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for(var/thing in low_turf)
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var/turf/turf_thing = thing
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turf_thing.ex_act(EXPLODE_LIGHT)
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cost_lowturf = MC_AVERAGE(cost_lowturf, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
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timer = TICK_USAGE_REAL
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var/list/med_turf = medturf
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medturf = list()
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for(var/thing in med_turf)
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var/turf/turf_thing = thing
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turf_thing.ex_act(EXPLODE_HEAVY)
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cost_medturf = MC_AVERAGE(cost_medturf, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
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timer = TICK_USAGE_REAL
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var/list/high_turf = highturf
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highturf = list()
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for(var/thing in high_turf)
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var/turf/turf_thing = thing
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turf_thing.ex_act(EXPLODE_DEVASTATE)
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cost_highturf = MC_AVERAGE(cost_highturf, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
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timer = TICK_USAGE_REAL
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var/list/flame_turf = flameturf
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flameturf = list()
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for(var/thing in flame_turf)
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if(thing)
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var/turf/T = thing
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new /obj/effect/hotspot(T) //Mostly for ambience!
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cost_flameturf = MC_AVERAGE(cost_flameturf, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
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if (low_turf.len || med_turf.len || high_turf.len)
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Master.laggy_byond_map_update_incoming()
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if(currentpart == SSEXPLOSIONS_MOVABLES)
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currentpart = SSEXPLOSIONS_THROWS
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timer = TICK_USAGE_REAL
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var/list/local_high_mov_atom = high_mov_atom
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high_mov_atom = list()
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for(var/thing in local_high_mov_atom)
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var/atom/movable/movable_thing = thing
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if(QDELETED(movable_thing))
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continue
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movable_thing.ex_act(EXPLODE_DEVASTATE)
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cost_high_mov_atom = MC_AVERAGE(cost_high_mov_atom, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
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timer = TICK_USAGE_REAL
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var/list/local_med_mov_atom = med_mov_atom
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med_mov_atom = list()
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for(var/thing in local_med_mov_atom)
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var/atom/movable/movable_thing = thing
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if(QDELETED(movable_thing))
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continue
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movable_thing.ex_act(EXPLODE_HEAVY)
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cost_med_mov_atom = MC_AVERAGE(cost_med_mov_atom, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
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timer = TICK_USAGE_REAL
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var/list/local_low_mov_atom = low_mov_atom
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low_mov_atom = list()
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for(var/thing in local_low_mov_atom)
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var/atom/movable/movable_thing = thing
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if(QDELETED(movable_thing))
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continue
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movable_thing.ex_act(EXPLODE_LIGHT)
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cost_low_mov_atom = MC_AVERAGE(cost_low_mov_atom, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
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if (currentpart == SSEXPLOSIONS_THROWS)
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currentpart = SSEXPLOSIONS_TURFS
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timer = TICK_USAGE_REAL
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var/list/throw_turf = throwturf
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throwturf = list()
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for (var/thing in throw_turf)
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if (!thing)
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continue
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var/turf/T = thing
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var/list/L = T.explosion_throw_details
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T.explosion_throw_details = null
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if (length(L) != 3)
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continue
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var/throw_range = L[1]
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var/throw_dir = L[2]
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var/max_range = L[3]
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for(var/atom/movable/A in T)
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if(!A.anchored && A.move_resist != INFINITY)
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var/atom_throw_range = rand(throw_range, max_range)
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var/turf/throw_at = get_ranged_target_turf(A, throw_dir, atom_throw_range)
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A.throw_at(throw_at, atom_throw_range, EXPLOSION_THROW_SPEED, quickstart = FALSE)
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cost_throwturf = MC_AVERAGE(cost_throwturf, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
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currentpart = SSEXPLOSIONS_TURFS
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