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Bubberstation/code/__HELPERS/radiation.dm
SkyratBot 923cbe2ea8 [MIRROR] Radiation pulses will yield to MC for every turf they iterate through. [MDB IGNORE] (#15446)
* Radiation pulses will yield to MC for every turf they iterate through. (#68525)

* Be less scary.

Changes radiation pulses so that they store the turfs they need to irradiate, iterate through them and remove them from the list of turfs to irradiate, then yield to MC if MC got angry, and put the radiation pulse with the remaining turfs to irradiate to the back of the radiation processing list.

Radiation pulses pulse information will no longer popleft the processing list. It will delete itself once there are no turfs to process, or if the source is null.

Caches the turfs to process to loop through, adds a counter for how many turfs it iterated through, and cuts the turfs to process by the turfs that got iterated.

* Radiation pulses will yield to MC for every turf they iterate through.

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2022-08-06 21:51:22 -07:00

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/// Whether or not it's possible for this atom to be irradiated
#define CAN_IRRADIATE(atom) (ishuman(##atom) || isitem(##atom))
/// Sends out a pulse of radiation, eminating from the source.
/// Radiation is performed by collecting all radiatables within the max range (0 means source only, 1 means adjacent, etc),
/// then makes their way towards them. A number, starting at 1, is multiplied
/// by the insulation amounts of whatever is in the way (for example, walls lowering it down).
/// If this number hits equal or below the threshold, then the target can no longer be irradiated.
/// If the number is above the threshold, then the chance is the chance that the target will be irradiated.
/// As a consumer, this means that max_range going up usually means you want to lower the threshold too,
/// as well as the other way around.
/// If max_range is high, but threshold is too high, then it usually won't reach the source at the max range in time.
/// If max_range is low, but threshold is too low, then it basically guarantees everyone nearby, even if there's walls
/// and such in the way, can be irradiated.
/// You can also pass in a minimum exposure time. If this is set, then this radiation pulse
/// will not irradiate the source unless they have been around *any* radioactive source for that
/// period of time.
/// The chance to get irradiated diminishes over range, and from objects that block radiation.
/// Assuming there is nothing in the way, the chance will determine what the chance is to get irradiated from half of max_range.
/// Example: If chance is equal to 30%, and max_range is equal to 8,
/// then the chance for a thing to get irradiated is 30% if they are 4 turfs away from the pulse source.
/proc/radiation_pulse(
atom/source,
max_range,
threshold,
chance = DEFAULT_RADIATION_CHANCE,
minimum_exposure_time = 0,
)
if(!SSradiation.can_fire)
return
var/datum/radiation_pulse_information/pulse_information = new
pulse_information.source_ref = WEAKREF(source)
pulse_information.max_range = max_range
pulse_information.threshold = threshold
pulse_information.chance = chance
pulse_information.minimum_exposure_time = minimum_exposure_time
pulse_information.turfs_to_process = RANGE_TURFS(max_range, source)
SSradiation.processing += pulse_information
return TRUE
/datum/radiation_pulse_information
var/datum/weakref/source_ref
var/max_range
var/threshold
var/chance
var/minimum_exposure_time
var/list/turfs_to_process
#define MEDIUM_RADIATION_THRESHOLD_RANGE 0.5
#define EXTREME_RADIATION_CHANCE 30
/// Gets the perceived "danger" of radiation pulse, given the threshold to the target.
/// Returns a RADIATION_DANGER_* define, see [code/__DEFINES/radiation.dm]
/proc/get_perceived_radiation_danger(datum/radiation_pulse_information/pulse_information, insulation_to_target)
if (insulation_to_target > pulse_information.threshold)
// We could get irradiated! The only thing stopping us now is chance, so scale based on that.
if (pulse_information.chance >= EXTREME_RADIATION_CHANCE)
return PERCEIVED_RADIATION_DANGER_EXTREME
else
return PERCEIVED_RADIATION_DANGER_HIGH
else
// We're out of the threshold from being irradiated, but by how much?
if (insulation_to_target / pulse_information.threshold <= MEDIUM_RADIATION_THRESHOLD_RANGE)
return PERCEIVED_RADIATION_DANGER_MEDIUM
else
return PERCEIVED_RADIATION_DANGER_LOW
/// A common proc used to send COMSIG_ATOM_PROPAGATE_RAD_PULSE to adjacent atoms
/// Only used for uranium (false/tram)walls to spread their radiation pulses
/atom/proc/propagate_radiation_pulse()
for(var/atom/atom in orange(1,src))
SEND_SIGNAL(atom, COMSIG_ATOM_PROPAGATE_RAD_PULSE, src)
#undef MEDIUM_RADIATION_THRESHOLD_RANGE
#undef EXTREME_RADIATION_CHANCE