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[MIRROR] Explosion subsystem (#11430)
Co-authored-by: Will <7099514+Willburd@users.noreply.github.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
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@@ -1,120 +0,0 @@
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//TODO: Flash range does nothing currently
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/proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1, z_transfer = UP|DOWN, shaped)
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var/multi_z_scalar = CONFIG_GET(number/multi_z_explosion_scalar)
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spawn(0)
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var/start = world.timeofday
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epicenter = get_turf(epicenter)
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if(!epicenter) return
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// Handles recursive propagation of explosions.
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if(z_transfer && multi_z_scalar)
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var/adj_dev = max(0, (multi_z_scalar * devastation_range) - (shaped ? 2 : 0) )
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var/adj_heavy = max(0, (multi_z_scalar * heavy_impact_range) - (shaped ? 2 : 0) )
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var/adj_light = max(0, (multi_z_scalar * light_impact_range) - (shaped ? 2 : 0) )
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var/adj_flash = max(0, (multi_z_scalar * flash_range) - (shaped ? 2 : 0) )
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if(adj_dev > 0 || adj_heavy > 0)
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if(HasAbove(epicenter.z) && z_transfer & UP)
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explosion(GetAbove(epicenter), round(adj_dev), round(adj_heavy), round(adj_light), round(adj_flash), 0, UP, shaped)
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if(HasBelow(epicenter.z) && z_transfer & DOWN)
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explosion(GetBelow(epicenter), round(adj_dev), round(adj_heavy), round(adj_light), round(adj_flash), 0, DOWN, shaped)
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var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flash_range)
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// Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves.
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// Stereo users will also hear the direction of the explosion!
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// Calculate far explosion sound range. Only allow the sound effect for heavy/devastating explosions.
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// 3/7/14 will calculate to 80 + 35
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var/far_dist = 0
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far_dist += heavy_impact_range * 5
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far_dist += devastation_range * 20
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var/frequency = get_rand_frequency()
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for(var/mob/M in GLOB.player_list)
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if(M.z == epicenter.z)
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var/turf/M_turf = get_turf(M)
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var/dist = get_dist(M_turf, epicenter)
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// If inside the blast radius + world.view - 2
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if(dist <= round(max_range + world.view - 2, 1))
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M.playsound_local(epicenter, get_sfx("explosion"), 100, 1, frequency, falloff = 5) // get_sfx() is so that everyone gets the same sound
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var/mob/living/mL = M // CHOMPStation Edit: Ear Ringing/Deaf
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if(isliving(mL)) // CHOMPStation Edit: Fix
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mL.deaf_loop.start() // CHOMPStation Add: Ear Ringing/Deafness
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else if(dist <= far_dist)
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var/far_volume = CLAMP(far_dist, 30, 50) // Volume is based on explosion size and dist
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far_volume += (dist <= far_dist * 0.5 ? 50 : 0) // add 50 volume if the mob is pretty close to the explosion
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M.playsound_local(epicenter, 'sound/effects/explosionfar.ogg', far_volume, 1, frequency, falloff = 5)
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var/close = range(world.view+round(devastation_range,1), epicenter)
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// to all distanced mobs play a different sound
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for(var/mob/M in GLOB.player_list)
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if(M.z == epicenter.z)
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if(!(M in close))
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// check if the mob can hear
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if(M.ear_deaf <= 0 || !M.ear_deaf)
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if(!istype(M.loc,/turf/space))
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M << 'sound/effects/explosionfar.ogg'
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if(adminlog)
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message_admins("Explosion with [shaped ? "shaped" : "non-shaped"] size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z]) (<A href='byond://?_src_=holder;[HrefToken()];adminplayerobservecoodjump=1;X=[epicenter.x];Y=[epicenter.y];Z=[epicenter.z]'>JMP</a>)")
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log_game("Explosion with [shaped ? "shaped" : "non-shaped"] size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ")
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var/approximate_intensity = (devastation_range * 3) + (heavy_impact_range * 2) + light_impact_range
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var/powernet_rebuild_was_deferred_already = defer_powernet_rebuild
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// Large enough explosion. For performance reasons, powernets will be rebuilt manually
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if(!defer_powernet_rebuild && (approximate_intensity > 25))
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defer_powernet_rebuild = 1
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if(heavy_impact_range > 1)
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var/datum/effect/system/explosion/E = new/datum/effect/system/explosion()
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E.set_up(epicenter)
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E.start()
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var/x0 = epicenter.x
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var/y0 = epicenter.y
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var/z0 = epicenter.z
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if(CONFIG_GET(flag/use_recursive_explosions))
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var/power = devastation_range * 2 + heavy_impact_range + light_impact_range //The ranges add up, ie light 14 includes both heavy 7 and devestation 3. So this calculation means devestation counts for 4, heavy for 2 and light for 1 power, giving us a cap of 27 power.
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explosion_rec(epicenter, power, shaped)
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else
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for(var/turf/T in trange(max_range, epicenter))
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var/dist = sqrt((T.x - x0)**2 + (T.y - y0)**2)
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if(dist < devastation_range)
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dist = 1
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else if(dist < heavy_impact_range)
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dist = 2
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else if(dist < light_impact_range)
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dist = 3
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else
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continue
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if(!T)
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T = locate(x0,y0,z0)
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for(var/atom_movable in T.contents) //bypass type checking since only atom/movable can be contained by turfs anyway
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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(dist)
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T.ex_act(dist)
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var/took = (world.timeofday-start)/10
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//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
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if(GLOB.Debug2) to_world_log("## DEBUG: Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [took] seconds.")
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//Machines which report explosions.
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for(var/i, i <= GLOB.doppler_arrays.len, i++)
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var/obj/machinery/doppler_array/Array = GLOB.doppler_arrays[i]
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if(Array)
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Array.sense_explosion(x0,y0,z0,devastation_range,heavy_impact_range,light_impact_range,took)
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sleep(8)
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if(!powernet_rebuild_was_deferred_already && defer_powernet_rebuild)
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SSmachines.makepowernets()
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defer_powernet_rebuild = 0
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return 1
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/proc/secondaryexplosion(turf/epicenter, range)
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for(var/turf/tile in range(range, epicenter))
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tile.ex_act(2)
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@@ -1,63 +1,11 @@
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/client/proc/kaboom()
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var/power = tgui_input_number(src, "power?", "power?")
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var/turf/T = get_turf(src.mob)
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explosion_rec(T, power)
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explosion(T, power)
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/obj
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var/explosion_resistance
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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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spawn(10)
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loopbreak++
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if(power <= 0) return
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epicenter = get_turf(epicenter)
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if(!epicenter) return
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message_admins("Explosion with size ([power]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z])")
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log_game("Explosion with size ([power]) in area [epicenter.loc.name] ")
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playsound(epicenter, 'sound/effects/explosionfar.ogg', 100, 1, round(power*2,1) )
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playsound(epicenter, "explosion", 100, 1, round(power,1) )
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explosion_in_progress = 1
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explosion_turfs = list()
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explosion_turfs[epicenter] = power
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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 GLOB.cardinal)
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var/turf/T = get_step(epicenter, 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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if(explosion_turfs[T] <= 0) continue
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if(!T) continue
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//Wow severity looks confusing to calculate... Fret not, I didn't leave you with any additional instructions or help. (just kidding, see the line under the calculation)
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var/severity = 4 - round(max(min( 3, ((explosion_turfs[T] - T.explosion_resistance) / (max(3,(power/3)))) ) ,1), 1) //sanity effective power on tile divided by either 3 or one third the total explosion power
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// One third because there are three power levels and I
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// want each one to take up a third of the crater
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var/x = T.x
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var/y = T.y
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var/z = T.z
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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_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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/turf
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var/explosion_resistance
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@@ -87,31 +35,3 @@
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/turf/simulated/wall
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explosion_resistance = 10
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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, 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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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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explosion_turfs[src] = power
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var/spread_power = power - src.explosion_resistance //This is the amount of power that will be spread to the tile in the direction of the blast
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for(var/obj/O in src)
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if(O.explosion_resistance)
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spread_power -= O.explosion_resistance
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var/turf/T = get_step(src, direction)
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if(T)
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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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if(T)
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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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if(T)
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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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