Fixes recursive explosions

Ancient-ass abandonware code finally updated to support multi-z and multiple explosions
This commit is contained in:
Verkister
2022-05-31 18:52:39 +03:00
committed by GitHub
parent d4e97a8391
commit 49472b199a

View File

@@ -6,19 +6,14 @@
/obj
var/explosion_resistance
var/list/explosion_turfs = list()
var/explosion_in_progress = 0
/proc/explosion_rec(turf/epicenter, power)
var/list/explosion_turfs = list()
var/explosion_in_progress = 0
var/loopbreak = 0
while(explosion_in_progress)
if(loopbreak >= 15) return
sleep(10)
spawn(10)
loopbreak++
if(power <= 0) return
@@ -39,7 +34,7 @@ var/explosion_in_progress = 0
//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.
for(var/direction in cardinal)
var/turf/T = get_step(epicenter, direction)
T.explosion_spread(power - epicenter.explosion_resistance, direction)
T.explosion_spread(power - epicenter.explosion_resistance, direction, explosion_turfs)
//This step applies the ex_act effects for the explosion, as planned in the previous step.
for(var/turf/T in explosion_turfs)
@@ -56,8 +51,10 @@ var/explosion_in_progress = 0
T.ex_act(severity)
if(!T)
T = locate(x,y,z)
for(var/atom/A in T)
A.ex_act(severity)
for(var/atom_movable in T.contents)
var/atom/movable/AM = atom_movable
if(AM && AM.simulated)
AM.ex_act(severity)
explosion_in_progress = 0
@@ -67,6 +64,9 @@ var/explosion_in_progress = 0
/turf/space
explosion_resistance = 3
/turf/simulated/open
explosion_resistance = 3
/turf/simulated/floor
explosion_resistance = 1
@@ -90,14 +90,13 @@ var/explosion_in_progress = 0
//Code-wise, a safe value for power is something up to ~25 or ~30.. This does quite a bit of damage to the station.
//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.
/turf/proc/explosion_spread(power, direction)
/turf/proc/explosion_spread(power, direction, var/list/explosion_turfs)
if(power <= 0)
return
if(src in explosion_turfs)
return
/*
sleep(2)
new/obj/effect/debugging/marker(src)
*/
explosion_turfs |= src
if(explosion_turfs[src] >= power)
return //The turf already sustained and spread a power greated than what we are dealing with. No point spreading again.
@@ -109,11 +108,11 @@ var/explosion_in_progress = 0
spread_power -= O.explosion_resistance
var/turf/T = get_step(src, direction)
T.explosion_spread(spread_power, direction)
T.explosion_spread(spread_power, direction, explosion_turfs)
T = get_step(src, turn(direction,90))
T.explosion_spread(spread_power, turn(direction,90))
T.explosion_spread(spread_power, turn(direction,90), explosion_turfs)
T = get_step(src, turn(direction,-90))
T.explosion_spread(spread_power, turn(direction,90))
T.explosion_spread(spread_power, turn(direction,90), explosion_turfs)
/turf/unsimulated/explosion_spread(power)
return //So it doesn't get to the parent proc, which simulates explosions
return //So it doesn't get to the parent proc, which simulates explosions