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Explosion game log now has epicenter coords Powersink placement and explosion notifications C4 notifications and logs Logging singulo munchies and death All SMES interactions now logged, because any of them can mess stuff up Telesci logs what was teleported
171 lines
7.1 KiB
Plaintext
171 lines
7.1 KiB
Plaintext
//TODO: Flash range does nothing currently
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//A very crude linear approximatiaon of pythagoras theorem.
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/proc/cheap_pythag(var/dx, var/dy)
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dx = abs(dx); dy = abs(dy);
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if(dx>=dy) return dx + (0.5*dy) //The longest side add half the shortest side approximates the hypotenuse
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else return dy + (0.5*dx)
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proc/trange(var/Dist=0,var/turf/Center=null)//alternative to range (ONLY processes turfs and thus less intensive)
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if(Center==null) return
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//var/x1=((Center.x-Dist)<1 ? 1 : Center.x-Dist)
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//var/y1=((Center.y-Dist)<1 ? 1 : Center.y-Dist)
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//var/x2=((Center.x+Dist)>world.maxx ? world.maxx : Center.x+Dist)
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//var/y2=((Center.y+Dist)>world.maxy ? world.maxy : Center.y+Dist)
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var/turf/x1y1 = locate(((Center.x-Dist)<1 ? 1 : Center.x-Dist),((Center.y-Dist)<1 ? 1 : Center.y-Dist),Center.z)
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var/turf/x2y2 = locate(((Center.x+Dist)>world.maxx ? world.maxx : Center.x+Dist),((Center.y+Dist)>world.maxy ? world.maxy : Center.y+Dist),Center.z)
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return block(x1y1,x2y2)
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proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1, ignorecap = 0, flame_range = 0)
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src = null //so we don't abort once src is deleted
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epicenter = get_turf(epicenter)
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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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if(!ignorecap)
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// Clamp all values to MAX_EXPLOSION_RANGE
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devastation_range = min (MAX_EX_DEVESTATION_RANGE, devastation_range)
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heavy_impact_range = min (MAX_EX_HEAVY_RANGE, heavy_impact_range)
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light_impact_range = min (MAX_EX_LIGHT_RANGE, light_impact_range)
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flash_range = min (MAX_EX_FLASH_RANGE, flash_range)
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flame_range = min (MAX_EX_FLAME_RANGE, flame_range)
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spawn(0)
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if(config.use_recursive_explosions)
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devastation_range += 1 //Original code uses -1 as no explosion, this code uses 0 as no explosion and -1 would ruin everything
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heavy_impact_range += 1
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light_impact_range += 1
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var/power = devastation_range * 3 + heavy_impact_range * 1.5 + light_impact_range * 0.75
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//So max power is (3 * 4) + (1.5 * 8) + (0.75 * 15) = 36,25
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explosion_rec(epicenter, power)
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return
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var/start = world.timeofday
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if(!epicenter) return
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var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flame_range)
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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 area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z])")
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log_game("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z])")
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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 * 5
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far_dist += devastation_range * 20
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var/frequency = get_rand_frequency()
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for(var/mob/M in player_list)
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// Double check for client
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if(M && M.client)
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var/turf/M_turf = get_turf(M)
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if(M_turf && M_turf.z == epicenter.z)
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var/dist = get_dist(M_turf, epicenter)
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// If inside the blast radius + world.view - 2
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if(dist <= round(max_range + world.view - 2, 1))
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M.playsound_local(epicenter, get_sfx("explosion"), 100, 1, frequency, falloff = 5) // get_sfx() is so that everyone gets the same sound
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// You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station.
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else if(dist <= far_dist)
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var/far_volume = Clamp(far_dist, 30, 50) // Volume is based on explosion size and dist
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far_volume += (dist <= far_dist * 0.5 ? 50 : 0) // add 50 volume if the mob is pretty close to the explosion
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M.playsound_local(epicenter, 'sound/effects/explosionfar.ogg', far_volume, 1, frequency, falloff = 5)
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var/lighting_controller_was_processing = lighting_controller.processing //Pause the lighting updates for a bit
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lighting_controller.processing = 0
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var/powernet_rebuild_was_deferred_already = defer_powernet_rebuild
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if(defer_powernet_rebuild != 2)
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defer_powernet_rebuild = 1
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if(heavy_impact_range > 1)
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var/datum/effect/system/explosion/E = new/datum/effect/system/explosion()
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E.set_up(epicenter)
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E.start()
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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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for(var/turf/T in trange(max_range, epicenter))
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var/dist = cheap_pythag(T.x - x0,T.y - y0)
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var/flame_dist = 0
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var/hotspot_exists
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if(dist < flame_range)
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flame_dist = 1
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if(dist < devastation_range) dist = 1
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else if(dist < heavy_impact_range) dist = 2
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else if(dist < light_impact_range) dist = 3
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else dist = 0
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//------- TURF FIRES -------
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if(T)
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if(flame_dist && prob(40) && !istype(T, /turf/space))
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spawn()
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new/obj/effect/hotspot(T) //Mostly for ambience!
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hotspot_exists = 1
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if(dist)
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spawn()
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if(T)
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T.ex_act(dist)
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//------- THINGS IN TURFS FIRES -------
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for(var/atom_movable in T.contents) //bypass type checking since only atom/movable can be contained by turfs anyway
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var/atom/movable/AM = atom_movable
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if(AM) //Something is inside T (We have already checked T exists above) - RR
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if(flame_dist) //if it has flame distance, run this - RR
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if(isliving(AM) && !hotspot_exists && !istype(T, /turf/space))
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spawn()
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if(AM && AM.loc!=null)
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new /obj/effect/hotspot(AM.loc)
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//Just in case we missed a mob while they were in flame_range, but a hotspot didn't spawn on them, otherwise it looks weird when you just burst into flame out of nowhere
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if(dist) //if no flame_dist, run this - RR
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spawn()
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if(AM)
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AM.ex_act(dist)
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var/took = (world.timeofday-start)/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(Debug2) world.log << "## DEBUG: Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [took] seconds."
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//Machines which report explosions.
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for(var/i,i<=doppler_arrays.len,i++)
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var/obj/machinery/doppler_array/Array = doppler_arrays[i]
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if(Array)
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Array.sense_explosion(x0,y0,z0,devastation_range,heavy_impact_range,light_impact_range,took,orig_dev_range,orig_heavy_range,orig_light_range)
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sleep(8)
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if(!lighting_controller.processing) lighting_controller.processing = lighting_controller_was_processing
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if(!powernet_rebuild_was_deferred_already)
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if(defer_powernet_rebuild != 2)
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defer_powernet_rebuild = 0
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return 1
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proc/secondaryexplosion(turf/epicenter, range)
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for(var/turf/tile in trange(range, epicenter))
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tile.ex_act(2) |