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Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else. Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter. Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
119 lines
3.8 KiB
Plaintext
119 lines
3.8 KiB
Plaintext
SUBSYSTEM_DEF(radiation)
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name = "Radiation"
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flags = SS_BACKGROUND | SS_NO_INIT
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wait = 0.5 SECONDS
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/// A list of radiation sources (/datum/radiation_pulse_information) that have yet to process.
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/// Do not interact with this directly, use `radiation_pulse` instead.
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var/list/datum/radiation_pulse_information/processing = list()
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/datum/controller/subsystem/radiation/fire(resumed)
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while (processing.len)
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var/datum/radiation_pulse_information/pulse_information = popleft(processing)
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var/datum/weakref/source_ref = pulse_information.source_ref
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var/atom/source = source_ref.resolve()
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if (isnull(source))
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continue
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pulse(source, pulse_information)
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if (MC_TICK_CHECK)
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return
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/datum/controller/subsystem/radiation/stat_entry(msg)
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msg = "[msg] | Pulses: [processing.len]"
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return ..()
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/datum/controller/subsystem/radiation/proc/pulse(atom/source, datum/radiation_pulse_information/pulse_information)
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var/list/cached_rad_insulations = list()
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for (var/atom/movable/target in range(pulse_information.max_range, source))
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if (!can_irradiate_basic(target))
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continue
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var/current_insulation = 1
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for (var/turf/turf_in_between in get_line(source, target) - get_turf(source))
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var/insulation = cached_rad_insulations[turf_in_between]
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if (isnull(insulation))
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insulation = turf_in_between.rad_insulation
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for (var/atom/on_turf as anything in turf_in_between.contents)
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insulation *= on_turf.rad_insulation
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cached_rad_insulations[turf_in_between] = insulation
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current_insulation *= insulation
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if (current_insulation <= pulse_information.threshold)
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break
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SEND_SIGNAL(target, COMSIG_IN_RANGE_OF_IRRADIATION, pulse_information, current_insulation)
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// Check a second time, because of TRAIT_BYPASS_EARLY_IRRADIATED_CHECK
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if (HAS_TRAIT(target, TRAIT_IRRADIATED))
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continue
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if (current_insulation <= pulse_information.threshold)
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continue
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var/irradiation_result = SEND_SIGNAL(target, COMSIG_IN_THRESHOLD_OF_IRRADIATION, pulse_information)
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if (irradiation_result & CANCEL_IRRADIATION)
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continue
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if (pulse_information.minimum_exposure_time && !(irradiation_result & SKIP_MINIMUM_EXPOSURE_TIME_CHECK))
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target.AddComponent(/datum/component/radiation_countdown, pulse_information.minimum_exposure_time)
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continue
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if (!prob(pulse_information.chance))
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continue
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if (irradiate_after_basic_checks(target))
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target.investigate_log("was irradiated by [source].", INVESTIGATE_RADIATION)
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/// Will attempt to irradiate the given target, limited through IC means, such as radiation protected clothing.
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/datum/controller/subsystem/radiation/proc/irradiate(atom/target)
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if (!can_irradiate_basic(target))
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return FALSE
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irradiate_after_basic_checks()
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return TRUE
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/datum/controller/subsystem/radiation/proc/irradiate_after_basic_checks(atom/target)
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PRIVATE_PROC(TRUE)
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if (ishuman(target) && wearing_rad_protected_clothing(target))
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return FALSE
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target.AddComponent(/datum/component/irradiated)
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return TRUE
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/// Returns whether or not the target can be irradiated by any means.
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/// Does not check for clothing.
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/datum/controller/subsystem/radiation/proc/can_irradiate_basic(atom/target)
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if (!CAN_IRRADIATE(target))
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return FALSE
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if (HAS_TRAIT(target, TRAIT_IRRADIATED) && !HAS_TRAIT(target, TRAIT_BYPASS_EARLY_IRRADIATED_CHECK))
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return FALSE
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if (HAS_TRAIT(target, TRAIT_RADIMMUNE))
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return FALSE
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return TRUE
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/// Returns whether or not the human is covered head to toe in rad-protected clothing.
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/datum/controller/subsystem/radiation/proc/wearing_rad_protected_clothing(mob/living/carbon/human/human)
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for (var/obj/item/bodypart/limb as anything in human.bodyparts)
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var/protected = FALSE
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for (var/obj/item/clothing as anything in human.clothingonpart(limb))
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if (HAS_TRAIT(clothing, TRAIT_RADIATION_PROTECTED_CLOTHING))
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protected = TRUE
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break
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if (!protected)
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return FALSE
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return TRUE
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