[MIRROR] Explosion subsystem (#11430)

Co-authored-by: Will <7099514+Willburd@users.noreply.github.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
This commit is contained in:
CHOMPStation2StaffMirrorBot
2025-08-20 11:12:49 -07:00
committed by GitHub
parent f391178444
commit d59121f216
17 changed files with 388 additions and 228 deletions

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@@ -1,5 +1,3 @@
var/global/defer_powernet_rebuild = 0 // True if net rebuild will be called manually after an event.
#define CELLRATE 0.002 // Multiplier for watts per tick <> cell storage (e.g., 0.02 means if there is a load of 1000 watts, 20 units will be taken from a cell per second)
// It's a conversion constant. power_used*CELLRATE = charge_provided, or charge_used/CELLRATE = power_provided
#define SMESRATE 0.03333 // Same for SMESes. A different number for some reason.

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@@ -136,6 +136,7 @@
#define FIRE_PRIORITY_DEFAULT 50
#define FIRE_PRIORITY_TICKER 60
#define FIRE_PRIORITY_PLANETS 75
#define FIRE_PRIORITY_EXPLOSIONS 90
#define FIRE_PRIORITY_MACHINES 100
#define FIRE_PRIORITY_MOBS 100
#define FIRE_PRIORITY_TGUI 110

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@@ -472,9 +472,6 @@
///datum/config_entry/number/simultaneous_pm_warning_timeout
// default = 100
/// Defines whether the server uses recursive or circular explosions.
/datum/config_entry/flag/use_recursive_explosions
/// Multiplier for how much weaker explosions are on neighboring z levels.
/datum/config_entry/number/multi_z_explosion_scalar
default = 0.5

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@@ -0,0 +1,339 @@
SUBSYSTEM_DEF(explosions)
name = "Explosions"
priority = FIRE_PRIORITY_EXPLOSIONS
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
wait = 0.5 SECONDS
dependencies = list(
/datum/controller/subsystem/machines
)
flags = SS_NO_INIT
VAR_PRIVATE/resolve_explosions = FALSE
VAR_PRIVATE/list/currentrun = null
VAR_PRIVATE/list/currentsignals = null
VAR_PRIVATE/list/pending_explosions = list()
VAR_PRIVATE/list/resolving_explosions = list()
VAR_PRIVATE/list/explosion_signals = list()
/datum/controller/subsystem/explosions/stat_entry(msg)
var/meme = ""
switch(resolving_explosions.len)
if(0 to 10000) meme = ""
if(10000 to 15000) meme = "- HEAVY LOAD"
if(15000 to 20000) meme = "- EXTREME LOAD"
if(20000 to 25000) meme = "- I STILL FUNCTION"
if(25000 to 30000) meme = "- WANNA BET?"
if(30000 to INFINITY) meme = "- CALL /abort() TO FORCE END"
msg = "E: [explosion_signals.len] | P: [pending_explosions.len] | R: [resolving_explosions.len] | CR : [currentrun.len] | CS : [currentsignals.len] - [resolve_explosions ? "RESOLVING" : currentrun.len ? "PREPARING" : "IDLING"] [meme]"
return ..()
/datum/controller/subsystem/explosions/proc/gotosleep()
can_fire = FALSE
/datum/controller/subsystem/explosions/proc/wakeup()
can_fire = TRUE
next_fire = world.time
/datum/controller/subsystem/explosions/fire(resumed)
// Build both queues. The first one gets the explosion power in each turf
// The second queue applies that explosion power to all turfs and objects in them
if(!resumed)
if(resolve_explosions && !currentrun.len)
end_resolve()
if(!resolve_explosions)
// Setup the explosion buffer!
currentrun = pending_explosions.Copy()
currentsignals = explosion_signals.Copy()
pending_explosions.Cut()
explosion_signals.Cut()
if(currentrun.len == 0 && !resolve_explosions) // Wait till we're useful if we have nothing to do!
gotosleep()
return
// The heavy lifting part...
while(currentrun.len)
// Lets handle list management here instead of in each proc
// get the first key of the current run, use the key to get the
// data, use the data, than discard it from the list using the key!
var/key = currentrun[1] // Yes this is how you get the first KEY... byond why...
if(resolve_explosions)
fire_resolve_explosions(currentrun[key])
else
fire_prepare_explosions(currentrun[key])
currentrun.Remove(key)
// Check if we move on to final resolution
if(currentrun.len == 0)
if(!resolve_explosions)
start_resolve()
currentrun = resolving_explosions.Copy()
resolving_explosions.Cut()
return
break // In resolution mode, break into final res ahead
if(MC_TICK_CHECK)
return
// !!!Final resolution!!!
// Toggles between setup, and explosion modes. Sends signals to dopplers. Rebuilds powernets
// We've handled the actual explosions, it's time to wrap up everything else.
// send signals to all machines scanning for them
for(var/list/time_dat in currentsignals)
var/x0 = time_dat[1]
var/y0 = time_dat[2]
var/z0 = time_dat[3]
var/devastation_range = time_dat[4]
var/heavy_impact_range = time_dat[5]
var/light_impact_range = time_dat[6]
var/tim = time_dat[7]
for(var/i,i<=GLOB.doppler_arrays.len,i++)
var/obj/machinery/doppler_array/Array = GLOB.doppler_arrays[i]
if(Array)
Array.sense_explosion(x0,y0,z0,devastation_range,heavy_impact_range,light_impact_range, tim - world.time)
currentsignals.Cut()
// return to setup mode... Unless...
end_resolve()
if(!pending_explosions.len)
suspend_and_invoke_deferred_subsystems()
/datum/controller/subsystem/explosions/proc/fire_prepare_explosions(var/list/data)
var/pwr = data[4]
var/direction = data[5]
var/starting_power = data[6]
if(pwr <= 0)
return
//This step 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.
var/turf/epicenter = locate(data[1],data[2],data[3])
if(!epicenter)
return
var/list/res_explo = resolving_explosions["[epicenter.x].[epicenter.y].[epicenter.z]"] // check if this has already resolved
if(res_explo && res_explo[4] >= pwr)
return
if(direction)
//This is the amount of power that will be spread to the tile in the direction of the blast, subtracted from everything blocking it in the turf!
var/spread_power = pwr - epicenter.explosion_resistance
for(var/obj/O in epicenter)
if(O.explosion_resistance)
spread_power -= O.explosion_resistance
if(spread_power > 0)
// Fan outward from the original explosion
var/turf/T = get_step(epicenter, direction)
if(T)
append_currentrun(T.x,T.y,T.z,spread_power,direction,starting_power)
T = get_step(epicenter, turn(direction,90))
if(T)
append_currentrun(T.x,T.y,T.z,spread_power,direction,starting_power)
T = get_step(src, turn(direction,-90))
if(T)
append_currentrun(T.x,T.y,T.z,spread_power,direction,starting_power)
// Make these feel a little more flashy
if(spread_power > 3 && spread_power < GLOB.max_explosion_range && prob(6)) // bombs above maxcap are probably badmins, lets not make 10000 effects
if(prob(30))
var/datum/effect/effect/system/smoke_spread/S = new/datum/effect/effect/system/smoke_spread()
S.set_up(2,0,epicenter,direction)
S.start()
else
var/datum/effect/system/expl_particles/P = new/datum/effect/system/expl_particles()
P.set_up(2,epicenter,direction)
P.start()
// Build the final explosion list, will be processed when we get to final resolution
finalize_explosion(data[1],data[2],data[3],pwr,starting_power)
/datum/controller/subsystem/explosions/proc/fire_resolve_explosions(var/list/data)
var/pwr = data[4]
var/starting_power = data[5]
if(pwr <= 0)
return
var/turf/T = locate(data[1],data[2],data[3])
if(!T)
return
//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)
var/severity = 4 - round(max(min( 3, ((pwr - T.explosion_resistance) / (max(3,(starting_power/3)))) ) ,1), 1) //sanity effective power on tile divided by either 3 or one third the total explosion power
// One third because there are three power levels and I
// want each one to take up a third of the crater
T.ex_act(severity)
for(var/atom_movable in T.contents)
var/atom/movable/AM = atom_movable
if(AM && AM.simulated)
AM.ex_act(severity)
/datum/controller/subsystem/explosions/proc/start_resolve()
SHOULD_NOT_OVERRIDE(TRUE)
PRIVATE_PROC(TRUE)
resolve_explosions = TRUE
/datum/controller/subsystem/explosions/proc/end_resolve()
SHOULD_NOT_OVERRIDE(TRUE)
PRIVATE_PROC(TRUE)
resolve_explosions = FALSE
/datum/controller/subsystem/explosions/proc/wake_and_defer_subsystem_updates(var/defer = FALSE)
if(defer) // Save these for AFTER the explosion has resolved
SSmachines.defer_powernet_rebuild();
// waking from sleep, we are absolutely not resuming, and INSTANT feedback to players is required here.
if(can_fire) // already awake
return
wakeup()
/datum/controller/subsystem/explosions/proc/suspend_and_invoke_deferred_subsystems()
// Resolve all the stuff we put off for after the explosion resolved
// Awaiting the rust powernet rebuild so this can be called normally...
INVOKE_ASYNC(SSmachines, TYPE_PROC_REF(/datum/controller/subsystem/machines,release_powernet_defer))
// we've finished. Pause because was have no more work to do.
if(!can_fire) // already asleep
return
gotosleep()
/datum/controller/subsystem/explosions/proc/abort()
if(!currentrun.len)
return
// Removes all entries except the top most, so we enter resolution phase properly, need at least one entry to do so...
var/key = currentrun[1]
var/data = currentrun[key]
currentrun.Cut()
currentrun[key] = data
// INTERNAL explosion proc, meant for GROWING a currently processing blast.
/datum/controller/subsystem/explosions/proc/append_currentrun(var/x0,var/y0,var/z0,var/pwr,var/direction,var/starting_power)
SHOULD_NOT_OVERRIDE(TRUE)
PRIVATE_PROC(TRUE)
if(pwr <= 0)
return
// check if there is already an explosion calculated by our current run...
var/final_data = resolving_explosions["[x0].[y0].[z0]"]
var/final_power = 0
if(final_data)
final_power = final_data[4]
// If there is already a stronger explosion calculated there, then we don't need to bother
if(pwr <= final_power)
return
// Update data at position for next run. Floodfill until the current_run is empty of new explosions!
var/max_starting = starting_power
var/list/dat = currentrun["[x0].[y0].[z0]"]
if(!isnull(dat) && dat[6] > max_starting)
max_starting = dat[6]
if(isnull(dat) || pwr >= dat[4])
currentrun["[x0].[y0].[z0]"] = list(x0,y0,z0,pwr,direction,max_starting)
// Queue explosion event, call this from explosion() ONLY
/datum/controller/subsystem/explosions/proc/append_explosion(var/turf/epicenter,var/pwr,var/devastation_range,var/heavy_impact_range,var/light_impact_range,var/flash_range)
SHOULD_NOT_OVERRIDE(TRUE)
if(pwr <= 0)
return
var/x0 = epicenter.x
var/y0 = epicenter.y
var/z0 = epicenter.z
// actual explosion. Do not allow multiple, just take the highest power explosion hitting that turf
var/max_starting = pwr
var/list/dat = pending_explosions["[x0].[y0].[z0]"]
if(!isnull(dat) && dat[6] > max_starting)
max_starting = dat[6]
if(isnull(dat) || pwr >= dat[4])
// primary explosion
pending_explosions["[x0].[y0].[z0]"] = list(x0,y0,z0,pwr,0,max_starting)
// outward radiating explosions
var/rad_power = pwr - epicenter.explosion_resistance
for(var/direction in GLOB.cardinal)
var/turf/T = get_step(epicenter, direction)
if(T)
dat = pending_explosions["[T.x].[T.y].[T.z]"]
max_starting = pwr
if(!isnull(dat) && dat[6] > max_starting)
max_starting = dat[6]
if(isnull(dat) || rad_power >= dat[4])
pending_explosions["[T.x].[T.y].[T.z]"] = list(T.x,T.y,T.z,rad_power,direction,max_starting)
// send signals to dopplers
explosion_signals.Add(list( list(x0,y0,z0,devastation_range,heavy_impact_range,light_impact_range,world.time) )) // append a list in a list. Needed so that the data list doesn't get merged into the list of datalists
// BOINK! Time to wake up sleeping beauty!
wake_and_defer_subsystem_updates(devastation_range >= 2 || heavy_impact_range >= 4 || light_impact_range >= 8)
// Collect prepared explosions for BLAST PROCESSING
/datum/controller/subsystem/explosions/proc/finalize_explosion(var/x0,var/y0,var/z0,var/pwr,var/max_starting)
SHOULD_NOT_OVERRIDE(TRUE)
PRIVATE_PROC(TRUE)
if(pwr <= 0)
return
var/list/dat = pending_explosions["[x0].[y0].[z0]"]
if(isnull(dat) || pwr >= dat[4])
resolving_explosions["[x0].[y0].[z0]"] = list(x0,y0,z0,pwr,max_starting)
/proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1, z_transfer = UP|DOWN, shaped)
// Rarely objects might explode during init... Don't.
if(!SSticker.HasRoundStarted())
return
// Lets assume recursive prey has happened...
var/limit_escape = 10
while(isbelly(epicenter))
if(limit_escape-- <= 0)
break
var/obj/belly/B = epicenter
epicenter = B.owner.loc
epicenter = get_turf(epicenter)
if(!epicenter)
return
// Handles recursive propagation of explosions.
var/multi_z_scalar = CONFIG_GET(number/multi_z_explosion_scalar)
if(z_transfer && multi_z_scalar)
var/adj_dev = max(0, (multi_z_scalar * devastation_range) - (shaped ? 2 : 0) )
var/adj_heavy = max(0, (multi_z_scalar * heavy_impact_range) - (shaped ? 2 : 0) )
var/adj_light = max(0, (multi_z_scalar * light_impact_range) - (shaped ? 2 : 0) )
var/adj_flash = max(0, (multi_z_scalar * flash_range) - (shaped ? 2 : 0) )
if(adj_dev > 0 || adj_heavy > 0)
if(HasAbove(epicenter.z) && z_transfer & UP)
explosion(GetAbove(epicenter), round(adj_dev), round(adj_heavy), round(adj_light), round(adj_flash), 0, UP, shaped)
if(HasBelow(epicenter.z) && z_transfer & DOWN)
explosion(GetBelow(epicenter), round(adj_dev), round(adj_heavy), round(adj_light), round(adj_flash), 0, DOWN, shaped)
var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flash_range)
// Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves.
// Stereo users will also hear the direction of the explosion!
// Calculate far explosion sound range. Only allow the sound effect for heavy/devastating explosions.
// 3/7/14 will calculate to 80 + 35
var/far_dist = 0
far_dist += heavy_impact_range * 5
far_dist += devastation_range * 20
var/frequency = get_rand_frequency()
for(var/mob/M in GLOB.player_list)
if(M.z == epicenter.z)
var/turf/M_turf = get_turf(M)
var/dist = get_dist(M_turf, epicenter)
// If inside the blast radius + world.view - 2
if(dist <= round(max_range + world.view - 2, 1))
M.playsound_local(epicenter, get_sfx("explosion"), 100, 1, frequency, falloff = 5) // get_sfx() is so that everyone gets the same sound
// CHOMPEnable Start
var/mob/living/mL = M
if(isliving(mL))
mL.deaf_loop.start()
//CHOMPEnable End
else if(dist <= far_dist)
var/far_volume = CLAMP(far_dist, 30, 50) // Volume is based on explosion size and dist
far_volume += (dist <= far_dist * 0.5 ? 50 : 0) // add 50 volume if the mob is pretty close to the explosion
M.playsound_local(epicenter, 'sound/effects/explosionfar.ogg', far_volume, 1, frequency, falloff = 5)
var/close = range(world.view+round(devastation_range,1), epicenter)
// to all distanced mobs play a different sound
for(var/mob/M in GLOB.player_list)
if(M.z == epicenter.z)
if(!(M in close))
// check if the mob can hear
if(M.ear_deaf <= 0 || !M.ear_deaf)
if(!istype(M.loc,/turf/space))
M << 'sound/effects/explosionfar.ogg'
if(adminlog)
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>)")
log_game("Explosion with [shaped ? "shaped" : "non-shaped"] size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ")
if(heavy_impact_range > 1)
var/datum/effect/system/explosion/E = new/datum/effect/system/explosion()
E.set_up(epicenter)
E.start()
// Queue explosion event
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.
SSexplosions.append_explosion(epicenter,power,devastation_range,heavy_impact_range,light_impact_range,flash_range)

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@@ -33,6 +33,9 @@ SUBSYSTEM_DEF(machines)
var/list/powernets = list()
var/list/powerobjs = list()
// Wait to rebuild powernets
VAR_PRIVATE/defering_powernets = FALSE
/datum/controller/subsystem/machines/Initialize()
makepowernets()
admin_notice(span_danger("Initializing atmos machinery."), R_DEBUG)
@@ -48,8 +51,27 @@ SUBSYSTEM_DEF(machines)
INTERNAL_PROCESS_STEP(SSMACHINES_MACHINERY,FALSE,process_machinery,cost_machinery,SSMACHINES_POWERNETS)
INTERNAL_PROCESS_STEP(SSMACHINES_POWERNETS,FALSE,process_powernets,cost_powernets,SSMACHINES_POWER_OBJECTS)
// rebuild all power networks from scratch - only called at world creation or by the admin verb
// The above is a lie. Turbolifts also call this proc.
// Call when you need the network rebuilt, but we should wait until we have a good time to do it
/datum/controller/subsystem/machines/proc/defer_powernet_rebuild()
if(!SSticker.HasRoundStarted())
return
// Use with responsibility... Must regen the entire power network after deferal is finished.
if(!defering_powernets)
defering_powernets = TRUE
message_admins("Powernet generation deferred...")
// This MUST be called if request_powernet_rebuild is called with defer = TRUE once the network is free to regen
/datum/controller/subsystem/machines/proc/release_powernet_defer()
if(defering_powernets)
defering_powernets = FALSE
message_admins("Powernet generation resumed. Rebuilding network...")
makepowernets()
/datum/controller/subsystem/machines/proc/powernet_is_defered()
return defering_powernets
// rebuild all power networks from scratch - Called when major network changes happen, like shuttles/turbolifts with wires moving, or huge explosions, where doing it per-wire does not make sense.
/datum/controller/subsystem/machines/proc/makepowernets()
// TODO - check to not run while in the middle of a tick!
for(var/datum/powernet/PN as anything in powernets)
@@ -94,7 +116,7 @@ SUBSYSTEM_DEF(machines)
msg += "} "
msg += "PI:[SSmachines.networks.len]|"
msg += "MC:[SSmachines.processing_machines.len]|"
msg += "PN:[SSmachines.powernets.len]|"
msg += "PN:[SSmachines.powernets.len][defering_powernets ? " - !!DEFER!!" : ""]|"
msg += "PO:[SSmachines.powerobjs.len]|"
msg += "HV:[SSmachines.hibernating_vents.len]|"
msg += "MC/MS:[round((cost ? SSmachines.processing_machines.len/cost_machinery : 0),0.1)]"

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@@ -10,10 +10,6 @@
deny_respawn = 0
var/next_wave = METEOR_DELAY
/datum/game_mode/meteor/post_setup()
defer_powernet_rebuild = 2//Might help with the lag
..()
/datum/game_mode/meteor/process()
if(world.time >= next_wave)
next_wave = world.time + GLOB.meteor_wave_delay

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@@ -1,120 +0,0 @@
//TODO: Flash range does nothing currently
/proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1, z_transfer = UP|DOWN, shaped)
var/multi_z_scalar = CONFIG_GET(number/multi_z_explosion_scalar)
spawn(0)
var/start = world.timeofday
epicenter = get_turf(epicenter)
if(!epicenter) return
// Handles recursive propagation of explosions.
if(z_transfer && multi_z_scalar)
var/adj_dev = max(0, (multi_z_scalar * devastation_range) - (shaped ? 2 : 0) )
var/adj_heavy = max(0, (multi_z_scalar * heavy_impact_range) - (shaped ? 2 : 0) )
var/adj_light = max(0, (multi_z_scalar * light_impact_range) - (shaped ? 2 : 0) )
var/adj_flash = max(0, (multi_z_scalar * flash_range) - (shaped ? 2 : 0) )
if(adj_dev > 0 || adj_heavy > 0)
if(HasAbove(epicenter.z) && z_transfer & UP)
explosion(GetAbove(epicenter), round(adj_dev), round(adj_heavy), round(adj_light), round(adj_flash), 0, UP, shaped)
if(HasBelow(epicenter.z) && z_transfer & DOWN)
explosion(GetBelow(epicenter), round(adj_dev), round(adj_heavy), round(adj_light), round(adj_flash), 0, DOWN, shaped)
var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flash_range)
// Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves.
// Stereo users will also hear the direction of the explosion!
// Calculate far explosion sound range. Only allow the sound effect for heavy/devastating explosions.
// 3/7/14 will calculate to 80 + 35
var/far_dist = 0
far_dist += heavy_impact_range * 5
far_dist += devastation_range * 20
var/frequency = get_rand_frequency()
for(var/mob/M in GLOB.player_list)
if(M.z == epicenter.z)
var/turf/M_turf = get_turf(M)
var/dist = get_dist(M_turf, epicenter)
// If inside the blast radius + world.view - 2
if(dist <= round(max_range + world.view - 2, 1))
M.playsound_local(epicenter, get_sfx("explosion"), 100, 1, frequency, falloff = 5) // get_sfx() is so that everyone gets the same sound
var/mob/living/mL = M // CHOMPStation Edit: Ear Ringing/Deaf
if(isliving(mL)) // CHOMPStation Edit: Fix
mL.deaf_loop.start() // CHOMPStation Add: Ear Ringing/Deafness
else if(dist <= far_dist)
var/far_volume = CLAMP(far_dist, 30, 50) // Volume is based on explosion size and dist
far_volume += (dist <= far_dist * 0.5 ? 50 : 0) // add 50 volume if the mob is pretty close to the explosion
M.playsound_local(epicenter, 'sound/effects/explosionfar.ogg', far_volume, 1, frequency, falloff = 5)
var/close = range(world.view+round(devastation_range,1), epicenter)
// to all distanced mobs play a different sound
for(var/mob/M in GLOB.player_list)
if(M.z == epicenter.z)
if(!(M in close))
// check if the mob can hear
if(M.ear_deaf <= 0 || !M.ear_deaf)
if(!istype(M.loc,/turf/space))
M << 'sound/effects/explosionfar.ogg'
if(adminlog)
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>)")
log_game("Explosion with [shaped ? "shaped" : "non-shaped"] size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ")
var/approximate_intensity = (devastation_range * 3) + (heavy_impact_range * 2) + light_impact_range
var/powernet_rebuild_was_deferred_already = defer_powernet_rebuild
// Large enough explosion. For performance reasons, powernets will be rebuilt manually
if(!defer_powernet_rebuild && (approximate_intensity > 25))
defer_powernet_rebuild = 1
if(heavy_impact_range > 1)
var/datum/effect/system/explosion/E = new/datum/effect/system/explosion()
E.set_up(epicenter)
E.start()
var/x0 = epicenter.x
var/y0 = epicenter.y
var/z0 = epicenter.z
if(CONFIG_GET(flag/use_recursive_explosions))
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.
explosion_rec(epicenter, power, shaped)
else
for(var/turf/T in trange(max_range, epicenter))
var/dist = sqrt((T.x - x0)**2 + (T.y - y0)**2)
if(dist < devastation_range)
dist = 1
else if(dist < heavy_impact_range)
dist = 2
else if(dist < light_impact_range)
dist = 3
else
continue
if(!T)
T = locate(x0,y0,z0)
for(var/atom_movable in T.contents) //bypass type checking since only atom/movable can be contained by turfs anyway
var/atom/movable/AM = atom_movable
if(AM && AM.simulated)
AM.ex_act(dist)
T.ex_act(dist)
var/took = (world.timeofday-start)/10
//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
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.")
//Machines which report explosions.
for(var/i, i <= GLOB.doppler_arrays.len, i++)
var/obj/machinery/doppler_array/Array = GLOB.doppler_arrays[i]
if(Array)
Array.sense_explosion(x0,y0,z0,devastation_range,heavy_impact_range,light_impact_range,took)
sleep(8)
if(!powernet_rebuild_was_deferred_already && defer_powernet_rebuild)
SSmachines.makepowernets()
defer_powernet_rebuild = 0
return 1
/proc/secondaryexplosion(turf/epicenter, range)
for(var/turf/tile in range(range, epicenter))
tile.ex_act(2)

View File

@@ -1,63 +1,11 @@
/client/proc/kaboom()
var/power = tgui_input_number(src, "power?", "power?")
var/turf/T = get_turf(src.mob)
explosion_rec(T, power)
explosion(T, power)
/obj
var/explosion_resistance
/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
spawn(10)
loopbreak++
if(power <= 0) return
epicenter = get_turf(epicenter)
if(!epicenter) return
message_admins("Explosion with size ([power]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z])")
log_game("Explosion with size ([power]) in area [epicenter.loc.name] ")
playsound(epicenter, 'sound/effects/explosionfar.ogg', 100, 1, round(power*2,1) )
playsound(epicenter, "explosion", 100, 1, round(power,1) )
explosion_in_progress = 1
explosion_turfs = list()
explosion_turfs[epicenter] = power
//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 GLOB.cardinal)
var/turf/T = get_step(epicenter, 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)
if(explosion_turfs[T] <= 0) continue
if(!T) continue
//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)
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
// One third because there are three power levels and I
// want each one to take up a third of the crater
var/x = T.x
var/y = T.y
var/z = T.z
T.ex_act(severity)
if(!T)
T = locate(x,y,z)
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
/turf
var/explosion_resistance
@@ -87,31 +35,3 @@
/turf/simulated/wall
explosion_resistance = 10
//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, var/list/explosion_turfs)
if(power <= 0)
return
if(src in explosion_turfs)
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.
explosion_turfs[src] = power
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
for(var/obj/O in src)
if(O.explosion_resistance)
spread_power -= O.explosion_resistance
var/turf/T = get_step(src, direction)
if(T)
T.explosion_spread(spread_power, direction, explosion_turfs)
T = get_step(src, turn(direction,90))
if(T)
T.explosion_spread(spread_power, turn(direction,90), explosion_turfs)
T = get_step(src, turn(direction,-90))
if(T)
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

View File

@@ -278,7 +278,7 @@ ADMIN_VERB(stealth, R_STEALTH, "Stealth Mode", "Toggle stealth.", "Admin.Game")
set desc = "Cause an explosion of varying strength at your location."
var/turf/epicenter = mob.loc
var/list/choices = list("Small Bomb", "Medium Bomb", "Big Bomb", "Custom Bomb", "Cancel")
var/list/choices = list("Small Bomb", "Medium Bomb", "Big Bomb", "Maxcap Bomb", "SM Blast", "Custom Bomb", "Cancel")
var/choice = tgui_input_list(usr, "What size explosion would you like to produce?", "Explosion Choice", choices)
switch(choice)
if(null)
@@ -291,6 +291,10 @@ ADMIN_VERB(stealth, R_STEALTH, "Stealth Mode", "Toggle stealth.", "Admin.Game")
explosion(epicenter, 2, 3, 4, 4)
if("Big Bomb")
explosion(epicenter, 3, 5, 7, 5)
if("Maxcap Bomb") // Being able to test what players can legally make themselves sounds good, no?~
explosion(epicenter, BOMBCAP_DVSTN_RADIUS, BOMBCAP_HEAVY_RADIUS, BOMBCAP_LIGHT_RADIUS, BOMBCAP_FLASH_RADIUS)
if("SM Blast")
explosion(epicenter, 8, 16, 24, 32)
if("Custom Bomb")
var/devastation_range = tgui_input_number(usr, "Devastation range (in tiles):")
var/heavy_impact_range = tgui_input_number(usr, "Heavy impact range (in tiles):")

View File

@@ -445,7 +445,7 @@
var/turf/oldloc = loc
// Now lets move there!
if(!Move(landing))
if(!Move(landing, direct = dir)) //infinite fall fix
return 1
// Detect if we made a silent landing.

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@@ -26,7 +26,7 @@
for(var/obj/structure/cable/C in src.loc)
qdel(C)
. = ..()
for(var/datum/tgui_module/rcon/R in world)
for(var/datum/tgui_module/rcon/R in SStgui.all_uis)
R.FindDevices()
/obj/machinery/power/breakerbox/Initialize(mapload)

View File

@@ -281,6 +281,7 @@ GLOBAL_LIST_INIT(possible_cable_coil_colours, list(
//handles merging diagonally matching cables
//for info : direction^3 is flipping horizontally, direction^12 is flipping vertically
/obj/structure/cable/proc/mergeDiagonalsNetworks(var/direction)
if(SSmachines.powernet_is_defered()) return;
//search for and merge diagonally matching cables from the first direction component (north/south)
var/turf/T = get_step(src, direction&3)//go north/south
@@ -325,6 +326,7 @@ GLOBAL_LIST_INIT(possible_cable_coil_colours, list(
// merge with the powernets of power objects in the given direction
/obj/structure/cable/proc/mergeConnectedNetworks(var/direction)
if(SSmachines.powernet_is_defered()) return;
var/fdir = direction ? GLOB.reverse_dir[direction] : 0 //flip the direction, to match with the source position on its turf
@@ -353,6 +355,8 @@ GLOBAL_LIST_INIT(possible_cable_coil_colours, list(
// merge with the powernets of power objects in the source turf
/obj/structure/cable/proc/mergeConnectedNetworksOnTurf()
if(SSmachines.powernet_is_defered()) return;
var/list/to_connect = list()
if(!powernet) //if we somehow have no powernet, make one (should not happen for cables)
@@ -441,6 +445,8 @@ GLOBAL_LIST_INIT(possible_cable_coil_colours, list(
//should be called after placing a cable which extends another cable, creating a "smooth" cable that no longer terminates in the centre of a turf.
//needed as this can, unlike other placements, disconnect cables
/obj/structure/cable/proc/denode()
if(SSmachines.powernet_is_defered()) return;
var/turf/T1 = loc
if(!T1) return
@@ -476,6 +482,7 @@ GLOBAL_LIST_INIT(possible_cable_coil_colours, list(
loc = null
powernet.remove_cable(src) //remove the cut cable from its powernet
if(!SSmachines.powernet_is_defered()) // Deferring until rebuild
var/datum/powernet/newPN = new()// creates a new powernet...
propagate_network(P_list[1], newPN)//... and propagates it to the other side of the cable

View File

@@ -74,10 +74,11 @@
anchored = !anchored
playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
if(anchored)
connect_to_network()
to_chat(user, span_blue("You secure the generator to the floor."))
else
disconnect_from_network()
to_chat(user, span_blue("You unsecure the generator from the floor."))
SSmachines.makepowernets()
else if(O.has_tool_quality(TOOL_SCREWDRIVER))
open = !open
playsound(src, O.usesound, 50, 1)

View File

@@ -66,6 +66,8 @@
// connect the machine to a powernet if a node cable is present on the turf
/obj/machinery/power/proc/connect_to_network()
if(SSmachines.powernet_is_defered()) return 0;
var/turf/T = src.loc
if(!T || !istype(T))
return 0

View File

@@ -276,7 +276,7 @@
explode()
return ..()
/obj/structure/reagent_dispensers/fueltank/Move()
/obj/structure/reagent_dispensers/fueltank/Move(atom/newloc, direct, movetime)
if (..() && modded)
leak_fuel(amount_per_transfer_from_this/10.0)

View File

@@ -24,10 +24,6 @@
sleep(25)
/datum/effect/effect/system/grav_pull/proc/do_pull()
//following is adapted from supermatter and singulo code
if(defer_powernet_rebuild != 2)
defer_powernet_rebuild = 1
// Let's just make this one loop.
for(var/X in orange(pull_radius, location))
// Movable atoms only
@@ -58,6 +54,3 @@
step_towards(X, location) // Step twice
step_towards(X, location)
if(defer_powernet_rebuild != 2)
defer_powernet_rebuild = 0

View File

@@ -447,6 +447,7 @@
#include "code\controllers\subsystems\dbcore.dm"
#include "code\controllers\subsystems\dcs.dm"
#include "code\controllers\subsystems\events.dm"
#include "code\controllers\subsystems\explosions.dm"
#include "code\controllers\subsystems\garbage.dm"
#include "code\controllers\subsystems\holomaps.dm"
#include "code\controllers\subsystems\inactivity.dm"
@@ -1410,7 +1411,6 @@
#include "code\game\objects\banners_vr.dm"
#include "code\game\objects\buckling.dm"
#include "code\game\objects\empulse.dm"
#include "code\game\objects\explosion.dm"
#include "code\game\objects\explosion_recursive.dm"
#include "code\game\objects\items.dm"
#include "code\game\objects\items_vr.dm"