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* 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>
147 lines
5.3 KiB
Plaintext
147 lines
5.3 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 = processing[1]
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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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processing.Cut(1, 2)
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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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processing.Cut(1, 2)
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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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var/list/cached_turfs_to_process = pulse_information.turfs_to_process
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var/turfs_iterated = 0
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for (var/turf/turf_to_irradiate as anything in cached_turfs_to_process)
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turfs_iterated += 1
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for (var/atom/movable/target in turf_to_irradiate)
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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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/// Perceived chance of target getting irradiated.
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var/perceived_chance
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/// Intensity variable which will describe the radiation pulse.
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/// It is used by perceived intensity, which diminishes over range. The chance of the target getting irradiated is determined by perceived_intensity.
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/// Intensity is calculated so that the chance of getting irradiated at half of the max range is the same as the chance parameter.
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var/intensity
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/// Diminishes over range. Used by perceived chance, which is the actual chance to get irradiated.
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var/perceived_intensity
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if(pulse_information.chance < 100) // Prevents log(0) runtime if chance is 100%
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intensity = -log(1 - pulse_information.chance / 100) * (1 + pulse_information.max_range / 2) ** 2
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perceived_intensity = intensity * INVERSE((1 + get_dist_euclidian(source, target)) ** 2) // Diminishes over range.
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perceived_intensity *= (current_insulation - pulse_information.threshold) * INVERSE(1 - pulse_information.threshold) // Perceived intensity decreases as objects that absorb radiation block its trajectory.
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perceived_chance = 100 * (1 - NUM_E ** -perceived_intensity)
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else
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perceived_chance = 100
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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(perceived_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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if(MC_TICK_CHECK)
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break
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cached_turfs_to_process.Cut(1, turfs_iterated + 1)
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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(target)
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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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