Files
Bubberstation/code/game/objects/explosion.dm
MrPerson 9eee3e5067 First pass at a qdel() garbage collection system for tgstation
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.

New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.

ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
2014-02-23 14:55:12 -08:00

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