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https://github.com/CHOMPStation2/CHOMPStation2.git
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Fixes recursive explosions
Ancient-ass abandonware code finally updated to support multi-z and multiple explosions
This commit is contained in:
@@ -6,19 +6,14 @@
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/obj
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var/explosion_resistance
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var/list/explosion_turfs = list()
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var/explosion_in_progress = 0
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/proc/explosion_rec(turf/epicenter, power)
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var/list/explosion_turfs = list()
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var/explosion_in_progress = 0
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var/loopbreak = 0
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while(explosion_in_progress)
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if(loopbreak >= 15) return
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sleep(10)
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spawn(10)
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loopbreak++
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if(power <= 0) return
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@@ -39,7 +34,7 @@ var/explosion_in_progress = 0
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//This steap handles the gathering of turfs which will be ex_act() -ed in the next step. It also ensures each turf gets the maximum possible amount of power dealt to it.
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for(var/direction in cardinal)
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var/turf/T = get_step(epicenter, direction)
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T.explosion_spread(power - epicenter.explosion_resistance, direction)
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T.explosion_spread(power - epicenter.explosion_resistance, direction, explosion_turfs)
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//This step applies the ex_act effects for the explosion, as planned in the previous step.
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for(var/turf/T in explosion_turfs)
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@@ -56,8 +51,10 @@ var/explosion_in_progress = 0
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T.ex_act(severity)
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if(!T)
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T = locate(x,y,z)
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for(var/atom/A in T)
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A.ex_act(severity)
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for(var/atom_movable in T.contents)
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var/atom/movable/AM = atom_movable
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if(AM && AM.simulated)
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AM.ex_act(severity)
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explosion_in_progress = 0
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@@ -67,6 +64,9 @@ var/explosion_in_progress = 0
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/turf/space
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explosion_resistance = 3
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/turf/simulated/open
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explosion_resistance = 3
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/turf/simulated/floor
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explosion_resistance = 1
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@@ -90,14 +90,13 @@ var/explosion_in_progress = 0
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//Code-wise, a safe value for power is something up to ~25 or ~30.. This does quite a bit of damage to the station.
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//direction is the direction that the spread took to come to this tile. So it is pointing in the main blast direction - meaning where this tile should spread most of it's force.
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/turf/proc/explosion_spread(power, direction)
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/turf/proc/explosion_spread(power, direction, var/list/explosion_turfs)
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if(power <= 0)
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return
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if(src in explosion_turfs)
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return
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/*
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sleep(2)
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new/obj/effect/debugging/marker(src)
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*/
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explosion_turfs |= src
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if(explosion_turfs[src] >= power)
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return //The turf already sustained and spread a power greated than what we are dealing with. No point spreading again.
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@@ -109,11 +108,11 @@ var/explosion_in_progress = 0
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spread_power -= O.explosion_resistance
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var/turf/T = get_step(src, direction)
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T.explosion_spread(spread_power, direction)
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T.explosion_spread(spread_power, direction, explosion_turfs)
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T = get_step(src, turn(direction,90))
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T.explosion_spread(spread_power, turn(direction,90))
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T.explosion_spread(spread_power, turn(direction,90), explosion_turfs)
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T = get_step(src, turn(direction,-90))
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T.explosion_spread(spread_power, turn(direction,90))
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T.explosion_spread(spread_power, turn(direction,90), explosion_turfs)
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/turf/unsimulated/explosion_spread(power)
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return //So it doesn't get to the parent proc, which simulates explosions
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return //So it doesn't get to the parent proc, which simulates explosions
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