Files
Bubberstation/code/controllers/subsystem/explosions.dm
SkyratBot 8b79f07ce8 [MIRROR] Makes explosions consistently throw debris [MDB IGNORE] (#23308)
* 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

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-08-24 18:50:41 -07:00

733 lines
30 KiB
Plaintext

#define EXPLOSION_THROW_SPEED 4
GLOBAL_LIST_EMPTY(explosions)
SUBSYSTEM_DEF(explosions)
name = "Explosions"
init_order = INIT_ORDER_EXPLOSIONS
priority = FIRE_PRIORITY_EXPLOSIONS
wait = 1
flags = SS_TICKER|SS_NO_INIT
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/cost_lowturf = 0
var/cost_medturf = 0
var/cost_highturf = 0
var/cost_flameturf = 0
var/cost_throwturf = 0
var/cost_low_mov_atom = 0
var/cost_med_mov_atom = 0
var/cost_high_mov_atom = 0
var/list/lowturf = list()
var/list/medturf = list()
var/list/highturf = list()
var/list/flameturf = list()
/// List of turfs to throw the contents of
var/list/throwturf = list()
/// List of turfs to throw the contents of... AFTER the next explosion processes
/// This avoids order of operations errors and shit
var/list/held_throwturf = list()
var/list/low_mov_atom = list()
var/list/med_mov_atom = list()
var/list/high_mov_atom = list()
// Track how many explosions have happened.
var/explosion_index = 0
var/currentpart = SSEXPLOSIONS_TURFS
/datum/controller/subsystem/explosions/stat_entry(msg)
msg += "C:{"
msg += "LT:[round(cost_lowturf,1)]|"
msg += "MT:[round(cost_medturf,1)]|"
msg += "HT:[round(cost_highturf,1)]|"
msg += "FT:[round(cost_flameturf,1)]||"
msg += "LO:[round(cost_low_mov_atom,1)]|"
msg += "MO:[round(cost_med_mov_atom,1)]|"
msg += "HO:[round(cost_high_mov_atom,1)]|"
msg += "TO:[round(cost_throwturf,1)]"
msg += "} "
msg += "AMT:{"
msg += "LT:[lowturf.len]|"
msg += "MT:[medturf.len]|"
msg += "HT:[highturf.len]|"
msg += "FT:[flameturf.len]||"
msg += "LO:[low_mov_atom.len]|"
msg += "MO:[med_mov_atom.len]|"
msg += "HO:[high_mov_atom.len]|"
msg += "TO:[throwturf.len]"
msg += "HTO:[held_throwturf.len]"
msg += "} "
return ..()
/datum/controller/subsystem/explosions/proc/is_exploding()
return (lowturf.len || medturf.len || highturf.len || flameturf.len || throwturf.len || held_throwturf.len || low_mov_atom.len || med_mov_atom.len || high_mov_atom.len)
/datum/controller/subsystem/explosions/proc/wipe_turf(turf/T)
lowturf -= T
medturf -= T
highturf -= T
flameturf -= T
throwturf -= T
held_throwturf -= T
/client/proc/check_bomb_impacts()
set name = "Check Bomb Impact"
set category = "Debug"
var/newmode = tgui_alert(usr, "Use reactionary explosions?","Check Bomb Impact", list("Yes", "No"))
var/turf/epicenter = get_turf(mob)
if(!epicenter)
return
var/dev = 0
var/heavy = 0
var/light = 0
var/list/choices = list("Small Bomb","Medium Bomb","Big Bomb","Custom Bomb")
var/choice = tgui_input_list(usr, "Pick the bomb size", "Bomb Size?", choices)
switch(choice)
if(null)
return 0
if("Small Bomb")
dev = 1
heavy = 2
light = 3
if("Medium Bomb")
dev = 2
heavy = 3
light = 4
if("Big Bomb")
dev = 3
heavy = 5
light = 7
if("Custom Bomb")
dev = input("Devastation range (Tiles):") as num
heavy = input("Heavy impact range (Tiles):") as num
light = input("Light impact range (Tiles):") as num
var/max_range = max(dev, heavy, light)
var/x0 = epicenter.x
var/y0 = epicenter.y
var/list/wipe_colours = list()
var/list/cached_exp_block = list()
for(var/turf/explode in prepare_explosion_turfs(max_range, epicenter))
wipe_colours += explode
var/our_x = explode.x
var/our_y = explode.y
var/dist = CHEAP_HYPOTENUSE(our_x, our_y, x0, y0)
if(newmode == "Yes")
if(explode != epicenter)
var/our_block = cached_exp_block[get_step_towards(explode, epicenter)]
dist += our_block
cached_exp_block[explode] = our_block + explode.explosive_resistance
else
cached_exp_block[explode] = explode.explosive_resistance
dist = round(dist, 0.01)
if(dist < dev)
explode.color = "red"
explode.maptext = MAPTEXT("[dist]")
else if (dist < heavy)
explode.color = "yellow"
explode.maptext = MAPTEXT("[dist]")
else if (dist < light)
explode.color = "blue"
explode.maptext = MAPTEXT("[dist]")
else
continue
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(wipe_color_and_text), wipe_colours), 100)
/proc/wipe_color_and_text(list/atom/wiping)
for(var/i in wiping)
var/atom/A = i
A.color = null
A.maptext = ""
/**
* Using default dyn_ex scale:
*
* 100 explosion power is a (5, 10, 20) explosion.
* 75 explosion power is a (4, 8, 17) explosion.
* 50 explosion power is a (3, 7, 14) explosion.
* 25 explosion power is a (2, 5, 10) explosion.
* 10 explosion power is a (1, 3, 6) explosion.
* 5 explosion power is a (0, 1, 3) explosion.
* 1 explosion power is a (0, 0, 1) explosion.
*
* Arguments:
* * epicenter: Turf the explosion is centered at.
* * power - Dyn explosion power. See reference above.
* * flame_range: Flame range. Equal to the equivalent of the light impact range multiplied by this value.
* * flash_range: The range at which the explosion flashes people. Equal to the equivalent of the light impact range multiplied by this value.
* * adminlog: Whether to log the explosion/report it to the administration.
* * ignorecap: Whether to ignore the relevant bombcap. Defaults to FALSE.
* * flame_range: The range at which the explosion should produce hotspots.
* * silent: Whether to generate/execute sound effects.
* * smoke: Whether to generate a smoke cloud provided the explosion is powerful enough to warrant it.
* * explosion_cause: [Optional] The atom that caused the explosion, when different to the origin. Used for logging.
*/
/proc/dyn_explosion(turf/epicenter, power, flame_range = 0, flash_range = null, adminlog = TRUE, ignorecap = TRUE, silent = FALSE, smoke = TRUE, atom/explosion_cause = null)
if(!power)
return
var/range = 0
range = round((2 * power)**GLOB.DYN_EX_SCALE)
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, explosion_cause = explosion_cause)
/**
* Makes a given atom explode.
*
* Arguments:
* - [origin][/atom]: The atom that's exploding.
* - devastation_range: The range at which the effects of the explosion are at their strongest.
* - heavy_impact_range: The range at which the effects of the explosion are relatively severe.
* - light_impact_range: The range at which the effects of the explosion are relatively weak.
* - flash_range: The range at which the explosion flashes people.
* - adminlog: Whether to log the explosion/report it to the administration.
* - ignorecap: Whether to ignore the relevant bombcap. Defaults to FALSE.
* - flame_range: The range at which the explosion should produce hotspots.
* - silent: Whether to generate/execute sound effects.
* - smoke: Whether to generate a smoke cloud provided the explosion is powerful enough to warrant it.
* - explosion_cause: [Optional] The atom that caused the explosion, when different to the origin. Used for logging.
*/
/proc/explosion(atom/origin, devastation_range = 0, heavy_impact_range = 0, light_impact_range = 0, flame_range = null, flash_range = null, adminlog = TRUE, ignorecap = FALSE, silent = FALSE, smoke = FALSE, atom/explosion_cause = null)
. = SSexplosions.explode(arglist(args))
/**
* Makes a given atom explode. Now on the explosions subsystem!
*
* Arguments:
* - [origin][/atom]: The atom that's exploding.
* - devastation_range: The range at which the effects of the explosion are at their strongest.
* - heavy_impact_range: The range at which the effects of the explosion are relatively severe.
* - light_impact_range: The range at which the effects of the explosion are relatively weak.
* - flash_range: The range at which the explosion flashes people.
* - adminlog: Whether to log the explosion/report it to the administration.
* - ignorecap: Whether to ignore the relevant bombcap. Defaults to FALSE.
* - flame_range: The range at which the explosion should produce hotspots.
* - silent: Whether to generate/execute sound effects.
* - smoke: Whether to generate a smoke cloud provided the explosion is powerful enough to warrant it.
* - explosion_cause: [Optional] The atom that caused the explosion, when different to the origin. Used for logging.
*/
/datum/controller/subsystem/explosions/proc/explode(atom/origin, devastation_range = 0, heavy_impact_range = 0, light_impact_range = 0, flame_range = null, flash_range = null, adminlog = TRUE, ignorecap = FALSE, silent = FALSE, smoke = FALSE, atom/explosion_cause = null)
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,
EXARG_KEY_EXPLOSION_CAUSE = explosion_cause ? explosion_cause : origin,
)
var/atom/location = isturf(origin) ? origin : origin.loc
if(SEND_SIGNAL(origin, COMSIG_ATOM_EXPLODE, arguments) & COMSIG_CANCEL_EXPLOSION)
return // Signals are incompatible with `arglist(...)` so we can't actually use that for these. Additionally,
while(location)
var/next_loc = location.loc
if(SEND_SIGNAL(location, COMSIG_ATOM_INTERNAL_EXPLOSION, arguments) & COMSIG_CANCEL_EXPLOSION)
return
if(isturf(location))
break
location = next_loc
if(!location)
return
var/area/epicenter_area = get_area(location)
if(SEND_SIGNAL(epicenter_area, COMSIG_AREA_INTERNAL_EXPLOSION, arguments) & COMSIG_CANCEL_EXPLOSION)
return
arguments -= EXARG_KEY_ORIGIN
propagate_blastwave(arglist(list(location) + arguments))
/**
* Handles the effects of an explosion originating from a given point.
*
* Primarily handles popagating the balstwave of the explosion to the relevant turfs.
* Also handles the fireball from the explosion.
* Also handles the smoke cloud from the explosion.
* Also handles sfx and screenshake.
*
* Arguments:
* - [epicenter][/atom]: The location of the explosion rounded to the nearest turf.
* - devastation_range: The range at which the effects of the explosion are at their strongest.
* - heavy_impact_range: The range at which the effects of the explosion are relatively severe.
* - light_impact_range: The range at which the effects of the explosion are relatively weak.
* - flash_range: The range at which the explosion flashes people.
* - adminlog: Whether to log the explosion/report it to the administration.
* - ignorecap: Whether to ignore the relevant bombcap. Defaults to TRUE for some mysterious reason.
* - flame_range: The range at which the explosion should produce hotspots.
* - silent: Whether to generate/execute sound effects.
* - smoke: Whether to generate a smoke cloud provided the explosion is powerful enough to warrant it.
* - explosion_cause: The atom that caused the explosion. Used for logging.
*/
/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, atom/explosion_cause)
epicenter = get_turf(epicenter)
if(!epicenter)
return
if(isnull(flame_range))
flame_range = light_impact_range
if(isnull(flash_range))
flash_range = devastation_range
// Archive the uncapped explosion for the doppler array
var/orig_dev_range = devastation_range
var/orig_heavy_range = heavy_impact_range
var/orig_light_range = light_impact_range
var/orig_max_distance = max(devastation_range, heavy_impact_range, light_impact_range, flame_range, flash_range)
//Zlevel specific bomb cap multiplier
var/cap_multiplier = SSmapping.level_trait(epicenter.z, ZTRAIT_BOMBCAP_MULTIPLIER)
if (isnull(cap_multiplier))
cap_multiplier = 1
if(!ignorecap)
devastation_range = min(GLOB.MAX_EX_DEVESTATION_RANGE * cap_multiplier, devastation_range)
heavy_impact_range = min(GLOB.MAX_EX_HEAVY_RANGE * cap_multiplier, heavy_impact_range)
light_impact_range = min(GLOB.MAX_EX_LIGHT_RANGE * cap_multiplier, light_impact_range)
flash_range = min(GLOB.MAX_EX_FLASH_RANGE * cap_multiplier, flash_range)
flame_range = min(GLOB.MAX_EX_FLAME_RANGE * cap_multiplier, flame_range)
var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flame_range)
var/started_at = REALTIMEOFDAY
// Now begins a bit of a logic train to find out whodunnit.
var/who_did_it = "N/A"
var/who_did_it_game_log = "N/A"
// Projectiles have special handling. They rely on a firer var and not fingerprints. Check special cases for firer being
// mecha, mob or an object such as the gun itself. Handle each uniquely.
if(isprojectile(explosion_cause))
var/obj/projectile/fired_projectile = explosion_cause
if(ismecha(fired_projectile.firer))
var/obj/vehicle/sealed/mecha/firing_mecha = fired_projectile.firer
var/list/mob/drivers = firing_mecha.return_occupants()
if(length(drivers))
who_did_it = "\[Mecha drivers:"
who_did_it_game_log = "\[Mecha drivers:"
for(var/mob/driver in drivers)
who_did_it += " [ADMIN_LOOKUPFLW(driver)]"
who_did_it_game_log = " [key_name(driver)]"
who_did_it += "\]"
who_did_it_game_log += "\]"
else if(ismob(fired_projectile.firer))
who_did_it = "\[Projectile firer: [ADMIN_LOOKUPFLW(fired_projectile.firer)]\]"
who_did_it_game_log = "\[Projectile firer: [key_name(fired_projectile.firer)]\]"
else
who_did_it = "\[Projectile firer: [ADMIN_LOOKUPFLW(fired_projectile.firer.fingerprintslast)]\]"
who_did_it_game_log = "\[Projectile firer: [key_name(fired_projectile.firer.fingerprintslast)]\]"
// Otherwise if the explosion cause is an atom, try get the fingerprints.
else if(istype(explosion_cause))
who_did_it = ADMIN_LOOKUPFLW(explosion_cause.fingerprintslast)
who_did_it_game_log = key_name(explosion_cause.fingerprintslast)
if(adminlog)
message_admins("Explosion with size (Devast: [devastation_range], Heavy: [heavy_impact_range], Light: [light_impact_range], Flame: [flame_range]) in [ADMIN_VERBOSEJMP(epicenter)]. Possible cause: [explosion_cause]. Last fingerprints: [who_did_it].")
log_game("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in [loc_name(epicenter)]. Possible cause: [explosion_cause]. Last fingerprints: [who_did_it_game_log].")
var/x0 = epicenter.x
var/y0 = epicenter.y
var/z0 = epicenter.z
var/area/areatype = get_area(epicenter)
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), "possible_cause" = explosion_cause, "possible_suspect" = who_did_it_game_log))
// Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves.
// Stereo users will also hear the direction of the explosion!
// Calculate far explosion sound range. Only allow the sound effect for heavy/devastating explosions.
// 3/7/14 will calculate to 80 + 35
var/far_dist = 0
far_dist += heavy_impact_range * 15
far_dist += devastation_range * 20
if(!silent)
shake_the_room(epicenter, orig_max_distance, far_dist, devastation_range, heavy_impact_range)
if(heavy_impact_range > 1)
var/datum/effect_system/explosion/E
if(smoke)
E = new /datum/effect_system/explosion/smoke
else
E = new
E.set_up(epicenter)
E.start()
//flash mobs
if(flash_range)
for(var/mob/living/L in viewers(flash_range, epicenter))
L.flash_act()
var/list/affected_turfs = prepare_explosion_turfs(max_range, epicenter)
var/reactionary = CONFIG_GET(flag/reactionary_explosions)
// this list is setup in the form position -> block for that position
// we assert that turfs will be processed closed to farthest, so we can build this as we go along
// This is gonna be an array, index'd by turfs
var/list/cached_exp_block = list()
var/list/held_throwturf = src.held_throwturf
//lists are guaranteed to contain at least 1 turf at this point
//we presuppose that we'll be iterating away from the epicenter
for(var/turf/explode as anything in affected_turfs)
var/our_x = explode.x
var/our_y = explode.y
var/dist = CHEAP_HYPOTENUSE(our_x, our_y, x0, y0)
// Using this pattern, block will flow out from blocking turfs, essentially caching the recursion
// This is safe because if get_step_towards is ever anything but caridnally off, it'll do a diagonal move
// So we always sample from a "loop" closer
// It's kind of behaviorly unimpressive that that's a problem for the future
if(reactionary)
if(explode == epicenter)
cached_exp_block[explode] = explode.explosive_resistance
else
var/our_block = cached_exp_block[get_step_towards(explode, epicenter)]
dist += our_block
cached_exp_block[explode] = our_block + explode.explosive_resistance
var/severity = EXPLODE_NONE
if(dist < devastation_range)
severity = EXPLODE_DEVASTATE
else if(dist < heavy_impact_range)
severity = EXPLODE_HEAVY
else if(dist < light_impact_range)
severity = EXPLODE_LIGHT
if(explode == epicenter) // Ensures explosives detonating from bags trigger other explosives in that bag
var/list/items = list()
for(var/atom/holder as anything in explode)
if (length(holder.contents) && !(holder.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.
items += holder.get_all_contents(ignore_flag_1 = PREVENT_CONTENTS_EXPLOSION_1)
if(isliving(holder))
items -= holder //Stops mobs from taking double damage from explosions originating from them/their turf, such as from projectiles
switch(severity)
if(EXPLODE_DEVASTATE)
SSexplosions.high_mov_atom += items
if(EXPLODE_HEAVY)
SSexplosions.med_mov_atom += items
if(EXPLODE_LIGHT)
SSexplosions.low_mov_atom += items
switch(severity)
if(EXPLODE_DEVASTATE)
SSexplosions.highturf += explode
if(EXPLODE_HEAVY)
SSexplosions.medturf += explode
if(EXPLODE_LIGHT)
SSexplosions.lowturf += explode
//SKYRAT EDIT ADDITION
for(var/obj/machinery/light/iterating_light in explode)
iterating_light.start_flickering()
//SKYRAT EDIT END
if(prob(40) && dist < flame_range && !isspaceturf(explode) && !explode.density)
flameturf += explode
//--- THROW ITEMS AROUND ---
if (explode.explosion_throw_details)
var/list/throwingturf = explode.explosion_throw_details
if (throwingturf[1] < max_range - dist)
throwingturf[1] = max_range - dist
throwingturf[2] = epicenter
throwingturf[3] = max_range
else
explode.explosion_throw_details = list(max_range - dist, epicenter, max_range)
held_throwturf += explode
var/took = (REALTIMEOFDAY - started_at) / 10
//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
if(GLOB.Debug2)
log_world("## DEBUG: Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [took] seconds.")
explosion_index += 1
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, explosion_cause, explosion_index)
// Explosion SFX defines...
/// The probability that a quaking explosion will make the station creak per unit. Maths!
#define QUAKE_CREAK_PROB 30
/// The probability that an echoing explosion will make the station creak per unit.
#define ECHO_CREAK_PROB 5
/// Time taken for the hull to begin to creak after an explosion, if applicable.
#define CREAK_DELAY (5 SECONDS)
/// Lower limit for far explosion SFX volume.
#define FAR_LOWER 40
/// Upper limit for far explosion SFX volume.
#define FAR_UPPER 60
/// The probability that a distant explosion SFX will be a far explosion sound rather than an echo. (0-100)
#define FAR_SOUND_PROB 75
/// The upper limit on screenshake amplitude for nearby explosions.
#define NEAR_SHAKE_CAP 5
/// The upper limit on screenshake amplifude for distant explosions.
#define FAR_SHAKE_CAP 1.5
/// The duration of the screenshake for nearby explosions.
#define NEAR_SHAKE_DURATION (1.5 SECONDS)
/// The duration of the screenshake for distant explosions.
#define FAR_SHAKE_DURATION (1 SECONDS)
/// The lower limit for the randomly selected hull creaking frequency.
#define FREQ_LOWER 25
/// The upper limit for the randomly selected hull creaking frequency.
#define FREQ_UPPER 40
/**
* Handles the sfx and screenshake caused by an explosion.
*
* Arguments:
* - [epicenter][/turf]: The location of the explosion.
* - near_distance: How close to the explosion you need to be to get the full effect of the explosion.
* - far_distance: How close to the explosion you need to be to hear more than echos.
* - quake_factor: Main scaling factor for screenshake.
* - echo_factor: Whether to make the explosion echo off of very distant parts of the station.
* - creaking: Whether to make the station creak. Autoset if null.
* - [near_sound][/sound]: The sound that plays if you are close to the explosion.
* - [far_sound][/sound]: The sound that plays if you are far from the explosion.
* - [echo_sound][/sound]: The sound that plays as echos for the explosion.
* - [creaking_sound][/sound]: The sound that plays when the station creaks during the explosion.
* - [hull_creaking_sound][/sound]: The sound that plays when the station creaks after the explosion.
*/
/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(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(SFX_EXPLOSION_CREAKING)), hull_creaking_sound = sound(get_sfx(SFX_HULL_CREAKING)))
var/frequency = get_rand_frequency()
var/blast_z = epicenter.z
if(isnull(creaking)) // Autoset creaking.
var/on_station = SSmapping.level_trait(epicenter.z, ZTRAIT_STATION)
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.
creaking = TRUE // prob over 100 always returns true
else
creaking = FALSE
for(var/mob/listener as anything in GLOB.player_list)
var/turf/listener_turf = get_turf(listener)
if(!listener_turf || listener_turf.z != blast_z)
continue
var/distance = get_dist(epicenter, listener_turf)
if(epicenter == listener_turf)
distance = 0
var/base_shake_amount = sqrt(near_distance / (distance + 1))
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)
listener.playsound_local(epicenter, null, 100, TRUE, frequency, sound_to_use = near_sound)
if(base_shake_amount > 0)
shake_camera(listener, NEAR_SHAKE_DURATION, clamp(base_shake_amount, 0, NEAR_SHAKE_CAP))
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.
var/far_volume = clamp(far_distance / 2, FAR_LOWER, FAR_UPPER)
if(creaking)
listener.playsound_local(epicenter, null, far_volume, TRUE, frequency, sound_to_use = creaking_sound, distance_multiplier = 0)
else if(prob(FAR_SOUND_PROB)) // Sound variety during meteor storm/tesloose/other bad event
listener.playsound_local(epicenter, null, far_volume, TRUE, frequency, sound_to_use = far_sound, distance_multiplier = 0)
else
listener.playsound_local(epicenter, null, far_volume, TRUE, frequency, sound_to_use = echo_sound, distance_multiplier = 0)
if(base_shake_amount || quake_factor)
base_shake_amount = max(base_shake_amount, quake_factor * 3, 0) // Devastating explosions rock the station and ground
shake_camera(listener, FAR_SHAKE_DURATION, min(base_shake_amount, FAR_SHAKE_CAP))
else if(!isspaceturf(listener_turf) && echo_factor) // Big enough explosions echo through the hull.
var/echo_volume
if(quake_factor)
echo_volume = 60
shake_camera(listener, FAR_SHAKE_DURATION, clamp(quake_factor / 4, 0, FAR_SHAKE_CAP))
else
echo_volume = 40
listener.playsound_local(epicenter, null, echo_volume, TRUE, frequency, sound_to_use = echo_sound, distance_multiplier = 0)
if(creaking) // 5 seconds after the bang, the station begins to creak
addtimer(CALLBACK(listener, TYPE_PROC_REF(/mob, playsound_local), epicenter, null, rand(FREQ_LOWER, FREQ_UPPER), TRUE, frequency, null, null, FALSE, hull_creaking_sound, 0), CREAK_DELAY)
#undef CREAK_DELAY
#undef QUAKE_CREAK_PROB
#undef ECHO_CREAK_PROB
#undef FAR_UPPER
#undef FAR_LOWER
#undef FAR_SOUND_PROB
#undef NEAR_SHAKE_CAP
#undef FAR_SHAKE_CAP
#undef NEAR_SHAKE_DURATION
#undef FAR_SHAKE_DURATION
#undef FREQ_UPPER
#undef FREQ_LOWER
/// Returns a list of turfs in X range from the epicenter
/// Returns in a unique order, spiraling outwards
/// This is done to ensure our progressive cache of blast resistance is always valid
/// This is quite fast
/proc/prepare_explosion_turfs(range, turf/epicenter)
var/list/outlist = list()
// Add in the center
outlist += epicenter
var/our_x = epicenter.x
var/our_y = epicenter.y
var/our_z = epicenter.z
var/max_x = world.maxx
var/max_y = world.maxy
for(var/i in 1 to range)
var/lowest_x = our_x - i
var/lowest_y = our_y - i
var/highest_x = our_x + i
var/highest_y = our_y + i
// top left to one before top right
if(highest_y <= max_y)
outlist += block(
locate(max(lowest_x, 1), highest_y, our_z),
locate(min(highest_x - 1, max_x), highest_y, our_z))
// top right to one before bottom right
if(highest_x <= max_x)
outlist += block(
locate(highest_x, min(highest_y, max_y), our_z),
locate(highest_x, max(lowest_y + 1, 1), our_z))
// bottom right to one before bottom left
if(lowest_y >= 1)
outlist += block(
locate(min(highest_x, max_x), lowest_y, our_z),
locate(max(lowest_x + 1, 1), lowest_y, our_z))
// bottom left to one before top left
if(lowest_x >= 1)
outlist += block(
locate(lowest_x, max(lowest_y, 1), our_z),
locate(lowest_x, min(highest_y - 1, max_y), our_z))
return outlist
/datum/controller/subsystem/explosions/fire(resumed = 0)
if (!is_exploding())
return
var/timer
Master.current_ticklimit = TICK_LIMIT_RUNNING //force using the entire tick if we need it.
if(currentpart == SSEXPLOSIONS_TURFS)
currentpart = SSEXPLOSIONS_MOVABLES
timer = TICK_USAGE_REAL
var/list/low_turf = lowturf
lowturf = list()
for(var/thing in low_turf)
var/turf/turf_thing = thing
EX_ACT(turf_thing, EXPLODE_LIGHT)
cost_lowturf = MC_AVERAGE(cost_lowturf, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
timer = TICK_USAGE_REAL
var/list/med_turf = medturf
medturf = list()
for(var/thing in med_turf)
var/turf/turf_thing = thing
EX_ACT(turf_thing, EXPLODE_HEAVY)
cost_medturf = MC_AVERAGE(cost_medturf, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
timer = TICK_USAGE_REAL
var/list/high_turf = highturf
highturf = list()
for(var/thing in high_turf)
var/turf/turf_thing = thing
EX_ACT(turf_thing, EXPLODE_DEVASTATE)
cost_highturf = MC_AVERAGE(cost_highturf, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
timer = TICK_USAGE_REAL
var/list/flame_turf = flameturf
flameturf = list()
for(var/thing in flame_turf)
if(thing)
var/turf/T = thing
new /obj/effect/hotspot(T) //Mostly for ambience!
cost_flameturf = MC_AVERAGE(cost_flameturf, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
if (low_turf.len || med_turf.len || high_turf.len)
Master.laggy_byond_map_update_incoming()
if(currentpart == SSEXPLOSIONS_MOVABLES)
currentpart = SSEXPLOSIONS_THROWS
timer = TICK_USAGE_REAL
var/list/local_high_mov_atom = high_mov_atom
high_mov_atom = list()
for(var/thing in local_high_mov_atom)
var/atom/movable/movable_thing = thing
if(QDELETED(movable_thing))
continue
EX_ACT(movable_thing, EXPLODE_DEVASTATE)
cost_high_mov_atom = MC_AVERAGE(cost_high_mov_atom, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
timer = TICK_USAGE_REAL
var/list/local_med_mov_atom = med_mov_atom
med_mov_atom = list()
for(var/thing in local_med_mov_atom)
var/atom/movable/movable_thing = thing
if(QDELETED(movable_thing))
continue
EX_ACT(movable_thing, EXPLODE_HEAVY)
cost_med_mov_atom = MC_AVERAGE(cost_med_mov_atom, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
timer = TICK_USAGE_REAL
var/list/local_low_mov_atom = low_mov_atom
low_mov_atom = list()
for(var/thing in local_low_mov_atom)
var/atom/movable/movable_thing = thing
if(QDELETED(movable_thing))
continue
EX_ACT(movable_thing, EXPLODE_LIGHT)
cost_low_mov_atom = MC_AVERAGE(cost_low_mov_atom, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
/// Throwing only becomes acceptable after the explosions process, so we don't miss stuff that explosions GENERATE
throwturf = held_throwturf
held_throwturf = list()
if (currentpart == SSEXPLOSIONS_THROWS)
currentpart = SSEXPLOSIONS_TURFS
timer = TICK_USAGE_REAL
var/list/throw_turf = throwturf
throwturf = list()
for (var/thing in throw_turf)
if (!thing)
continue
var/turf/explode = thing
var/list/details = explode.explosion_throw_details
explode.explosion_throw_details = null
if (length(details) != 3)
continue
var/throw_range = details[1]
var/turf/center = details[2]
var/max_range = details[3]
for(var/atom/movable/A in explode)
if(QDELETED(A))
continue
if(!A.anchored && A.move_resist != INFINITY)
// We want to have our distance matter, but we do want to bias to a lot of throw, for the vibe
var/atom_throw_range = rand(throw_range, max_range) + max_range * 0.3
var/turf/throw_at = get_ranged_target_turf_direct(A, center, atom_throw_range, 180) // Throw 180 degrees away from the explosion source
A.throw_at(throw_at, atom_throw_range, EXPLOSION_THROW_SPEED, quickstart = FALSE)
cost_throwturf = MC_AVERAGE(cost_throwturf, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
currentpart = SSEXPLOSIONS_TURFS
#undef EXPLOSION_THROW_SPEED