mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-21 15:14:17 +00:00
* Fixed headless zambos and the oversight of no bio armor resistance (#78589) ## About The Pull Request Fixed zombies being able to infect headless corpses (Including former zombies) Fixed bio armor being totally useless against zombies. Now it checks how hurt your limb is: If it's more than the bio armor value, you get infected. THICKMATERIAL clothing guarantees at least 25 damage required to infect you, non-thick clothing reduces effective defence by 25. In practice this means people with MODsuits, biosuits will resist infection unless they're pummeled into crit, and wearing a firesuit will save you from the first few slashes. Fixed the bomb hood armor not having the same bio armor value as bomb armor. Added a message to the zed when they succesfully infect someone. Turned some proc names into snake_case rather than, uh, nospacecase. ## Why It's Good For The Game > Fixed zombies being able to infect headless corpses (Including former zombies) This is pretty cool but it also means you can't actually permanently kill a zombie if they just get slashed again by another zombie. > Fixed bio armor being totally useless against zombies. Now it checks how hurt your limb is: If it's more than the bio armor value, you get infected. THICKMATERIAL clothing guarantees at least 25 damage required to infect you, non-thick clothing reduces effective defence by 25. In practice this means people with MODsuits, biosuits will resist infection unless they're pummeled into crit, and wearing a firesuit will save you from the first few slashes. Melbert told me this is an oversight, so I, uh, 'fixed' it? This also lets people have some true actual defence against zombie infections, without making them immune to it. > Fixed the bomb hood armor not having the same bio armor value as bomb armor. Bug I noticed while going over bio armors. > Added a message to the zed when they succesfully infect someone. QoL and good feedback > Turned some proc names into snake_case rather than, uh, nospacecase. what the hell do you call isuckatnamignprocs(). what case is that. cougarcase? ## Changelog 🆑 fix: Fixed zombies being able to infect headless corpses (Including former zombies) fix: Fixed bio armor being totally useless against zombies. Now it checks how hurt your limb is: If it's more than the bio armor value, you get infected. THICKMATERIAL clothing guarantees at least 25 damage required to infect you, non-thick clothing reduces effective defence by 25. In practice this means people with MODsuits, biosuits will resist infection unless they're pummeled into crit, and wearing a firesuit will save you from the first few slashes. fix: Fixed the bomb hood armor not having the same bio armor value as bomb armor. qol: Added a message to the zed when they succesfully infect someone. code: Turned some proc names into snake_case rather than, uh, nospacecase. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> * Fixed headless zambos and the oversight of no bio armor resistance --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
147 lines
5.3 KiB
Plaintext
147 lines
5.3 KiB
Plaintext
SUBSYSTEM_DEF(radiation)
|
|
name = "Radiation"
|
|
flags = SS_BACKGROUND | SS_NO_INIT
|
|
|
|
wait = 0.5 SECONDS
|
|
|
|
/// A list of radiation sources (/datum/radiation_pulse_information) that have yet to process.
|
|
/// Do not interact with this directly, use `radiation_pulse` instead.
|
|
var/list/datum/radiation_pulse_information/processing = list()
|
|
|
|
/datum/controller/subsystem/radiation/fire(resumed)
|
|
while (processing.len)
|
|
var/datum/radiation_pulse_information/pulse_information = processing[1]
|
|
|
|
var/datum/weakref/source_ref = pulse_information.source_ref
|
|
var/atom/source = source_ref.resolve()
|
|
if (isnull(source))
|
|
processing.Cut(1, 2)
|
|
continue
|
|
|
|
pulse(source, pulse_information)
|
|
|
|
if (MC_TICK_CHECK)
|
|
return
|
|
|
|
processing.Cut(1, 2)
|
|
|
|
/datum/controller/subsystem/radiation/stat_entry(msg)
|
|
msg = "[msg] | Pulses: [processing.len]"
|
|
return ..()
|
|
|
|
/datum/controller/subsystem/radiation/proc/pulse(atom/source, datum/radiation_pulse_information/pulse_information)
|
|
var/list/cached_rad_insulations = list()
|
|
var/list/cached_turfs_to_process = pulse_information.turfs_to_process
|
|
var/turfs_iterated = 0
|
|
for (var/turf/turf_to_irradiate as anything in cached_turfs_to_process)
|
|
turfs_iterated += 1
|
|
for (var/atom/movable/target in turf_to_irradiate)
|
|
if (!can_irradiate_basic(target))
|
|
continue
|
|
|
|
var/current_insulation = 1
|
|
|
|
for (var/turf/turf_in_between in get_line(source, target) - get_turf(source))
|
|
var/insulation = cached_rad_insulations[turf_in_between]
|
|
if (isnull(insulation))
|
|
insulation = turf_in_between.rad_insulation
|
|
for (var/atom/on_turf as anything in turf_in_between.contents)
|
|
insulation *= on_turf.rad_insulation
|
|
cached_rad_insulations[turf_in_between] = insulation
|
|
|
|
current_insulation *= insulation
|
|
|
|
if (current_insulation <= pulse_information.threshold)
|
|
break
|
|
|
|
SEND_SIGNAL(target, COMSIG_IN_RANGE_OF_IRRADIATION, pulse_information, current_insulation)
|
|
|
|
// Check a second time, because of TRAIT_BYPASS_EARLY_IRRADIATED_CHECK
|
|
if (HAS_TRAIT(target, TRAIT_IRRADIATED))
|
|
continue
|
|
|
|
if (current_insulation <= pulse_information.threshold)
|
|
continue
|
|
|
|
/// Perceived chance of target getting irradiated.
|
|
var/perceived_chance
|
|
/// Intensity variable which will describe the radiation pulse.
|
|
/// It is used by perceived intensity, which diminishes over range. The chance of the target getting irradiated is determined by perceived_intensity.
|
|
/// Intensity is calculated so that the chance of getting irradiated at half of the max range is the same as the chance parameter.
|
|
var/intensity
|
|
/// Diminishes over range. Used by perceived chance, which is the actual chance to get irradiated.
|
|
var/perceived_intensity
|
|
|
|
if(pulse_information.chance < 100) // Prevents log(0) runtime if chance is 100%
|
|
intensity = -log(1 - pulse_information.chance / 100) * (1 + pulse_information.max_range / 2) ** 2
|
|
perceived_intensity = intensity * INVERSE((1 + get_dist_euclidian(source, target)) ** 2) // Diminishes over range.
|
|
perceived_intensity *= (current_insulation - pulse_information.threshold) * INVERSE(1 - pulse_information.threshold) // Perceived intensity decreases as objects that absorb radiation block its trajectory.
|
|
perceived_chance = 100 * (1 - NUM_E ** -perceived_intensity)
|
|
else
|
|
perceived_chance = 100
|
|
|
|
var/irradiation_result = SEND_SIGNAL(target, COMSIG_IN_THRESHOLD_OF_IRRADIATION, pulse_information)
|
|
if (irradiation_result & CANCEL_IRRADIATION)
|
|
continue
|
|
|
|
if (pulse_information.minimum_exposure_time && !(irradiation_result & SKIP_MINIMUM_EXPOSURE_TIME_CHECK))
|
|
target.AddComponent(/datum/component/radiation_countdown, pulse_information.minimum_exposure_time)
|
|
continue
|
|
|
|
if (!prob(perceived_chance))
|
|
continue
|
|
|
|
if (irradiate_after_basic_checks(target))
|
|
target.investigate_log("was irradiated by [source].", INVESTIGATE_RADIATION)
|
|
|
|
if(MC_TICK_CHECK)
|
|
break
|
|
|
|
cached_turfs_to_process.Cut(1, turfs_iterated + 1)
|
|
|
|
/// Will attempt to irradiate the given target, limited through IC means, such as radiation protected clothing.
|
|
/datum/controller/subsystem/radiation/proc/irradiate(atom/target)
|
|
if (!can_irradiate_basic(target))
|
|
return FALSE
|
|
|
|
irradiate_after_basic_checks(target)
|
|
return TRUE
|
|
|
|
/datum/controller/subsystem/radiation/proc/irradiate_after_basic_checks(atom/target)
|
|
PRIVATE_PROC(TRUE)
|
|
|
|
if (ishuman(target) && wearing_rad_protected_clothing(target))
|
|
return FALSE
|
|
|
|
target.AddComponent(/datum/component/irradiated)
|
|
return TRUE
|
|
|
|
/// Returns whether or not the target can be irradiated by any means.
|
|
/// Does not check for clothing.
|
|
/datum/controller/subsystem/radiation/proc/can_irradiate_basic(atom/target)
|
|
if (!CAN_IRRADIATE(target))
|
|
return FALSE
|
|
|
|
if (HAS_TRAIT(target, TRAIT_IRRADIATED) && !HAS_TRAIT(target, TRAIT_BYPASS_EARLY_IRRADIATED_CHECK))
|
|
return FALSE
|
|
|
|
if (HAS_TRAIT(target, TRAIT_RADIMMUNE))
|
|
return FALSE
|
|
|
|
return TRUE
|
|
|
|
/// Returns whether or not the human is covered head to toe in rad-protected clothing.
|
|
/datum/controller/subsystem/radiation/proc/wearing_rad_protected_clothing(mob/living/carbon/human/human)
|
|
for (var/obj/item/bodypart/limb as anything in human.bodyparts)
|
|
var/protected = FALSE
|
|
|
|
for (var/obj/item/clothing as anything in human.get_clothing_on_part(limb))
|
|
if (HAS_TRAIT(clothing, TRAIT_RADIATION_PROTECTED_CLOTHING))
|
|
protected = TRUE
|
|
break
|
|
|
|
if (!protected)
|
|
return FALSE
|
|
|
|
return TRUE
|