Files
Bubberstation/code/controllers/subsystem/explosions.dm
SkyratBot 491d740685 [MIRROR] Makes shaking smoother, makes close range explosions more shakey (#7227)
* Makes shaking smoother, makes close range explosions more shakey  (#60314)

* Makes camera shaking more smooth

Makes shake_camera use more then instant steps for its animates. The concept is to not respect duration quite so
strictly. So instead of instantly moving, we get the distance to travel, pick the lower of the two numbers to
preserve some jerk, and multiply it by tile size * 0.7. So effectively 0.7 ticks per tile. I've found this works
reasonably well for making shaking events look less shit, though there is room to make it a preference option in
future, since this number could go between 0 for the old behavior, and say 5 for slow but not say, visually
hasurdus speeds.

* Makes large close range explosions shake more then far out ones

The old system for calculating explosion shake was sqrt(delta/10) when the delta could really only ever go up to
like 20. So it maxed out at 1.3 or so, which doesn't really fit being hit directly by a bomb. I hate old coders.

I'm changing the fomula to sqrt(range/(dist + 1)), which works out to roughly 4.5 at 20 near_distance, which is
a maxcap. Scales reasonably fast, 4 tiles or so, so this primarially effects getting hit full on with a big
bomb

* Makes shaking smoother, makes close range explosions more shakey

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-07-29 11:15:32 +01:00

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#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()
var/list/throwturf = list()
var/list/low_mov_atom = list()
var/list/med_mov_atom = list()
var/list/high_mov_atom = list()
var/list/explosions = list()
var/currentpart = SSAIR_PIPENETS
/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 += "} "
return ..()
#define SSEX_TURF "turf"
#define SSEX_OBJ "obj"
/datum/controller/subsystem/explosions/proc/is_exploding()
return (lowturf.len || medturf.len || highturf.len || flameturf.len || 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
/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()
for(var/turf/T in spiral_range_turfs(max_range, epicenter))
wipe_colours += T
var/dist = cheap_hypotenuse(T.x, T.y, x0, y0)
if(newmode == "Yes")
var/turf/TT = T
while(TT != epicenter)
TT = get_step_towards(TT,epicenter)
if(TT.density)
dist += TT.explosion_block
for(var/obj/O in T)
var/the_block = O.explosion_block
dist += the_block == EXPLOSION_BLOCK_PROC ? O.GetExplosionBlock() : the_block
if(dist < dev)
T.color = "red"
T.maptext = MAPTEXT("Dev")
else if (dist < heavy)
T.color = "yellow"
T.maptext = MAPTEXT("Heavy")
else if (dist < light)
T.color = "blue"
T.maptext = MAPTEXT("Light")
else
continue
addtimer(CALLBACK(GLOBAL_PROC, .proc/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 = ""
/proc/dyn_explosion(turf/epicenter, power, flame_range = 0, flash_range = null, adminlog = TRUE, ignorecap = TRUE, silent = FALSE, smoke = TRUE)
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)
// 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.
/**
* 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.
*/
/proc/explosion(atom/origin, devastation_range = 0, heavy_impact_range = 0, light_impact_range = 0, flame_range = 0, flash_range = 0, adminlog = TRUE, ignorecap = FALSE, silent = FALSE, smoke = FALSE)
. = 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.
*/
/datum/controller/subsystem/explosions/proc/explode(atom/origin, devastation_range = 0, heavy_impact_range = 0, light_impact_range = 0, flame_range = 0, flash_range = 0, adminlog = TRUE, ignorecap = FALSE, silent = FALSE, smoke = FALSE)
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)
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.
*/
/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)
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
if(adminlog)
message_admins("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in [ADMIN_VERBOSEJMP(epicenter)]")
log_game("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in [loc_name(epicenter)]")
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)))
// 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 = GatherSpiralTurfs(max_range, epicenter)
var/reactionary = CONFIG_GET(flag/reactionary_explosions)
var/list/cached_exp_block
if(reactionary)
cached_exp_block = CaculateExplosionBlock(affected_turfs)
//lists are guaranteed to contain at least 1 turf at this point
for(var/TI in affected_turfs)
var/turf/T = TI
var/init_dist = cheap_hypotenuse(T.x, T.y, x0, y0)
var/dist = init_dist
if(reactionary)
var/turf/Trajectory = T
while(Trajectory != epicenter)
Trajectory = get_step_towards(Trajectory, epicenter)
dist += cached_exp_block[Trajectory]
var/flame_dist = dist < flame_range
var/throw_dist = dist
if(dist < devastation_range)
dist = EXPLODE_DEVASTATE
else if(dist < heavy_impact_range)
dist = EXPLODE_HEAVY
else if(dist < light_impact_range)
dist = EXPLODE_LIGHT
else
dist = EXPLODE_NONE
if(T == epicenter) // Ensures explosives detonating from bags trigger other explosives in that bag
var/list/items = list()
for(var/I in T)
var/atom/A = I
if (length(A.contents) && !(A.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 += A.GetAllContents(ignore_flag_1 = PREVENT_CONTENTS_EXPLOSION_1)
for(var/thing in items)
var/atom/movable/movable_thing = thing
if(QDELETED(movable_thing))
continue
switch(dist)
if(EXPLODE_DEVASTATE)
SSexplosions.high_mov_atom += movable_thing
if(EXPLODE_HEAVY)
SSexplosions.med_mov_atom += movable_thing
if(EXPLODE_LIGHT)
SSexplosions.low_mov_atom += movable_thing
switch(dist)
if(EXPLODE_DEVASTATE)
SSexplosions.highturf += T
if(EXPLODE_HEAVY)
SSexplosions.medturf += T
if(EXPLODE_LIGHT)
SSexplosions.lowturf += T
//SKYRAT EDIT ADDITION
for(var/obj/machinery/light/iterating_light in T)
iterating_light.start_flickering()
//SKYRAT EDIT END
if(flame_dist && prob(40) && !isspaceturf(T) && !T.density)
flameturf += T
//--- THROW ITEMS AROUND ---
var/throw_dir = get_dir(epicenter,T)
var/throw_range = max_range-throw_dist
var/list/throwingturf = T.explosion_throw_details
if (throwingturf)
if (throwingturf[1] < throw_range)
throwingturf[1] = throw_range
throwingturf[2] = throw_dir
throwingturf[3] = max_range
else
T.explosion_throw_details = list(throw_range, throw_dir, max_range)
throwturf += T
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.")
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 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("explosion")), sound/far_sound = sound('sound/effects/explosionfar.ogg'), sound/echo_sound = sound('sound/effects/explosion_distant.ogg'), sound/creaking_sound = sound(get_sfx("explosion_creaking")), hull_creaking_sound = sound(get_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, S = 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, S = 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, S = far_sound, distance_multiplier = 0)
else
listener.playsound_local(epicenter, null, far_volume, TRUE, frequency, S = 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, S = echo_sound, distance_multiplier = 0)
if(creaking) // 5 seconds after the bang, the station begins to creak
addtimer(CALLBACK(listener, /mob/proc/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
/datum/controller/subsystem/explosions/proc/GatherSpiralTurfs(range, turf/epicenter)
var/list/outlist = list()
var/center = epicenter
var/dist = range
if(!dist)
outlist += center
return outlist
var/turf/t_center = get_turf(center)
if(!t_center)
return outlist
var/list/L = outlist
var/turf/T
var/y
var/x
var/c_dist = 1
L += t_center
while( c_dist <= dist )
y = t_center.y + c_dist
x = t_center.x - c_dist + 1
for(x in x to t_center.x+c_dist)
T = locate(x,y,t_center.z)
if(T)
L += T
y = t_center.y + c_dist - 1
x = t_center.x + c_dist
for(y in t_center.y-c_dist to y)
T = locate(x,y,t_center.z)
if(T)
L += T
y = t_center.y - c_dist
x = t_center.x + c_dist - 1
for(x in t_center.x-c_dist to x)
T = locate(x,y,t_center.z)
if(T)
L += T
y = t_center.y - c_dist + 1
x = t_center.x - c_dist
for(y in y to t_center.y+c_dist)
T = locate(x,y,t_center.z)
if(T)
L += T
c_dist++
. = L
/datum/controller/subsystem/explosions/proc/CaculateExplosionBlock(list/affected_turfs)
. = list()
var/I
for(I in 1 to affected_turfs.len) // we cache the explosion block rating of every turf in the explosion area
var/turf/T = affected_turfs[I]
var/current_exp_block = T.density ? T.explosion_block : 0
for(var/obj/O in T)
var/the_block = O.explosion_block
current_exp_block += the_block == EXPLOSION_BLOCK_PROC ? O.GetExplosionBlock() : the_block
.[T] = current_exp_block
/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
turf_thing.ex_act(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
turf_thing.ex_act(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
turf_thing.ex_act(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
movable_thing.ex_act(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
movable_thing.ex_act(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
movable_thing.ex_act(EXPLODE_LIGHT)
cost_low_mov_atom = MC_AVERAGE(cost_low_mov_atom, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
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/T = thing
var/list/L = T.explosion_throw_details
T.explosion_throw_details = null
if (length(L) != 3)
continue
var/throw_range = L[1]
var/throw_dir = L[2]
var/max_range = L[3]
for(var/atom/movable/A in T)
if(!A.anchored && A.move_resist != INFINITY)
var/atom_throw_range = rand(throw_range, max_range)
var/turf/throw_at = get_ranged_target_turf(A, throw_dir, atom_throw_range)
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