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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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@@ -1,5 +1,3 @@
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var/global/defer_powernet_rebuild = 0 // True if net rebuild will be called manually after an event.
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#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)
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// It's a conversion constant. power_used*CELLRATE = charge_provided, or charge_used/CELLRATE = power_provided
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#define SMESRATE 0.03333 // Same for SMESes. A different number for some reason.
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@@ -136,6 +136,7 @@
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#define FIRE_PRIORITY_DEFAULT 50
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#define FIRE_PRIORITY_TICKER 60
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#define FIRE_PRIORITY_PLANETS 75
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#define FIRE_PRIORITY_EXPLOSIONS 90
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#define FIRE_PRIORITY_MACHINES 100
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#define FIRE_PRIORITY_MOBS 100
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#define FIRE_PRIORITY_TGUI 110
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@@ -472,9 +472,6 @@
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///datum/config_entry/number/simultaneous_pm_warning_timeout
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// default = 100
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/// Defines whether the server uses recursive or circular explosions.
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/datum/config_entry/flag/use_recursive_explosions
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/// Multiplier for how much weaker explosions are on neighboring z levels.
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/datum/config_entry/number/multi_z_explosion_scalar
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default = 0.5
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339
code/controllers/subsystems/explosions.dm
Normal file
339
code/controllers/subsystems/explosions.dm
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@@ -0,0 +1,339 @@
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SUBSYSTEM_DEF(explosions)
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name = "Explosions"
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priority = FIRE_PRIORITY_EXPLOSIONS
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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wait = 0.5 SECONDS
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dependencies = list(
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/datum/controller/subsystem/machines
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)
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flags = SS_NO_INIT
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VAR_PRIVATE/resolve_explosions = FALSE
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VAR_PRIVATE/list/currentrun = null
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VAR_PRIVATE/list/currentsignals = null
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VAR_PRIVATE/list/pending_explosions = list()
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VAR_PRIVATE/list/resolving_explosions = list()
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VAR_PRIVATE/list/explosion_signals = list()
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/datum/controller/subsystem/explosions/stat_entry(msg)
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var/meme = ""
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switch(resolving_explosions.len)
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if(0 to 10000) meme = ""
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if(10000 to 15000) meme = "- HEAVY LOAD"
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if(15000 to 20000) meme = "- EXTREME LOAD"
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if(20000 to 25000) meme = "- I STILL FUNCTION"
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if(25000 to 30000) meme = "- WANNA BET?"
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if(30000 to INFINITY) meme = "- CALL /abort() TO FORCE END"
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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]"
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return ..()
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/datum/controller/subsystem/explosions/proc/gotosleep()
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can_fire = FALSE
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/datum/controller/subsystem/explosions/proc/wakeup()
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can_fire = TRUE
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next_fire = world.time
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/datum/controller/subsystem/explosions/fire(resumed)
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// Build both queues. The first one gets the explosion power in each turf
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// The second queue applies that explosion power to all turfs and objects in them
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if(!resumed)
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if(resolve_explosions && !currentrun.len)
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end_resolve()
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if(!resolve_explosions)
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// Setup the explosion buffer!
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currentrun = pending_explosions.Copy()
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currentsignals = explosion_signals.Copy()
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pending_explosions.Cut()
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explosion_signals.Cut()
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if(currentrun.len == 0 && !resolve_explosions) // Wait till we're useful if we have nothing to do!
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gotosleep()
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return
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// The heavy lifting part...
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while(currentrun.len)
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// Lets handle list management here instead of in each proc
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// get the first key of the current run, use the key to get the
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// data, use the data, than discard it from the list using the key!
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var/key = currentrun[1] // Yes this is how you get the first KEY... byond why...
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if(resolve_explosions)
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fire_resolve_explosions(currentrun[key])
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else
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fire_prepare_explosions(currentrun[key])
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currentrun.Remove(key)
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// Check if we move on to final resolution
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if(currentrun.len == 0)
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if(!resolve_explosions)
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start_resolve()
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currentrun = resolving_explosions.Copy()
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resolving_explosions.Cut()
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return
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break // In resolution mode, break into final res ahead
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if(MC_TICK_CHECK)
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return
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// !!!Final resolution!!!
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// Toggles between setup, and explosion modes. Sends signals to dopplers. Rebuilds powernets
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// We've handled the actual explosions, it's time to wrap up everything else.
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// send signals to all machines scanning for them
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for(var/list/time_dat in currentsignals)
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var/x0 = time_dat[1]
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var/y0 = time_dat[2]
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var/z0 = time_dat[3]
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var/devastation_range = time_dat[4]
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var/heavy_impact_range = time_dat[5]
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var/light_impact_range = time_dat[6]
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var/tim = time_dat[7]
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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, tim - world.time)
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currentsignals.Cut()
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// return to setup mode... Unless...
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end_resolve()
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if(!pending_explosions.len)
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suspend_and_invoke_deferred_subsystems()
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/datum/controller/subsystem/explosions/proc/fire_prepare_explosions(var/list/data)
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var/pwr = data[4]
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var/direction = data[5]
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var/starting_power = data[6]
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if(pwr <= 0)
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return
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//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.
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var/turf/epicenter = locate(data[1],data[2],data[3])
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if(!epicenter)
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return
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var/list/res_explo = resolving_explosions["[epicenter.x].[epicenter.y].[epicenter.z]"] // check if this has already resolved
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if(res_explo && res_explo[4] >= pwr)
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return
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if(direction)
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//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!
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var/spread_power = pwr - epicenter.explosion_resistance
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for(var/obj/O in epicenter)
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if(O.explosion_resistance)
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spread_power -= O.explosion_resistance
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if(spread_power > 0)
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// Fan outward from the original explosion
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var/turf/T = get_step(epicenter, direction)
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if(T)
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append_currentrun(T.x,T.y,T.z,spread_power,direction,starting_power)
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T = get_step(epicenter, turn(direction,90))
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if(T)
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append_currentrun(T.x,T.y,T.z,spread_power,direction,starting_power)
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T = get_step(src, turn(direction,-90))
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if(T)
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append_currentrun(T.x,T.y,T.z,spread_power,direction,starting_power)
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// Make these feel a little more flashy
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if(spread_power > 3 && spread_power < GLOB.max_explosion_range && prob(6)) // bombs above maxcap are probably badmins, lets not make 10000 effects
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if(prob(30))
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var/datum/effect/effect/system/smoke_spread/S = new/datum/effect/effect/system/smoke_spread()
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S.set_up(2,0,epicenter,direction)
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S.start()
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else
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var/datum/effect/system/expl_particles/P = new/datum/effect/system/expl_particles()
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P.set_up(2,epicenter,direction)
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P.start()
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// Build the final explosion list, will be processed when we get to final resolution
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finalize_explosion(data[1],data[2],data[3],pwr,starting_power)
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/datum/controller/subsystem/explosions/proc/fire_resolve_explosions(var/list/data)
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var/pwr = data[4]
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var/starting_power = data[5]
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if(pwr <= 0)
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return
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var/turf/T = locate(data[1],data[2],data[3])
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if(!T)
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return
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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, ((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
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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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T.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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/datum/controller/subsystem/explosions/proc/start_resolve()
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SHOULD_NOT_OVERRIDE(TRUE)
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PRIVATE_PROC(TRUE)
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resolve_explosions = TRUE
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/datum/controller/subsystem/explosions/proc/end_resolve()
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SHOULD_NOT_OVERRIDE(TRUE)
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PRIVATE_PROC(TRUE)
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resolve_explosions = FALSE
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/datum/controller/subsystem/explosions/proc/wake_and_defer_subsystem_updates(var/defer = FALSE)
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if(defer) // Save these for AFTER the explosion has resolved
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SSmachines.defer_powernet_rebuild();
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// waking from sleep, we are absolutely not resuming, and INSTANT feedback to players is required here.
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if(can_fire) // already awake
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return
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wakeup()
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/datum/controller/subsystem/explosions/proc/suspend_and_invoke_deferred_subsystems()
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// Resolve all the stuff we put off for after the explosion resolved
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// Awaiting the rust powernet rebuild so this can be called normally...
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INVOKE_ASYNC(SSmachines, TYPE_PROC_REF(/datum/controller/subsystem/machines,release_powernet_defer))
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// we've finished. Pause because was have no more work to do.
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if(!can_fire) // already asleep
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return
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gotosleep()
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/datum/controller/subsystem/explosions/proc/abort()
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if(!currentrun.len)
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return
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// Removes all entries except the top most, so we enter resolution phase properly, need at least one entry to do so...
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var/key = currentrun[1]
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var/data = currentrun[key]
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currentrun.Cut()
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currentrun[key] = data
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// INTERNAL explosion proc, meant for GROWING a currently processing blast.
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/datum/controller/subsystem/explosions/proc/append_currentrun(var/x0,var/y0,var/z0,var/pwr,var/direction,var/starting_power)
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SHOULD_NOT_OVERRIDE(TRUE)
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PRIVATE_PROC(TRUE)
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if(pwr <= 0)
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return
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// check if there is already an explosion calculated by our current run...
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var/final_data = resolving_explosions["[x0].[y0].[z0]"]
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var/final_power = 0
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if(final_data)
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final_power = final_data[4]
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// If there is already a stronger explosion calculated there, then we don't need to bother
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if(pwr <= final_power)
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return
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// Update data at position for next run. Floodfill until the current_run is empty of new explosions!
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var/max_starting = starting_power
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var/list/dat = currentrun["[x0].[y0].[z0]"]
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if(!isnull(dat) && dat[6] > max_starting)
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max_starting = dat[6]
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if(isnull(dat) || pwr >= dat[4])
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currentrun["[x0].[y0].[z0]"] = list(x0,y0,z0,pwr,direction,max_starting)
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// Queue explosion event, call this from explosion() ONLY
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/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)
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SHOULD_NOT_OVERRIDE(TRUE)
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if(pwr <= 0)
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return
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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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// actual explosion. Do not allow multiple, just take the highest power explosion hitting that turf
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var/max_starting = pwr
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var/list/dat = pending_explosions["[x0].[y0].[z0]"]
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if(!isnull(dat) && dat[6] > max_starting)
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max_starting = dat[6]
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if(isnull(dat) || pwr >= dat[4])
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// primary explosion
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pending_explosions["[x0].[y0].[z0]"] = list(x0,y0,z0,pwr,0,max_starting)
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// outward radiating explosions
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var/rad_power = pwr - epicenter.explosion_resistance
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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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if(T)
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dat = pending_explosions["[T.x].[T.y].[T.z]"]
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max_starting = pwr
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if(!isnull(dat) && dat[6] > max_starting)
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max_starting = dat[6]
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if(isnull(dat) || rad_power >= dat[4])
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pending_explosions["[T.x].[T.y].[T.z]"] = list(T.x,T.y,T.z,rad_power,direction,max_starting)
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// send signals to dopplers
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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
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// BOINK! Time to wake up sleeping beauty!
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wake_and_defer_subsystem_updates(devastation_range >= 2 || heavy_impact_range >= 4 || light_impact_range >= 8)
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// Collect prepared explosions for BLAST PROCESSING
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/datum/controller/subsystem/explosions/proc/finalize_explosion(var/x0,var/y0,var/z0,var/pwr,var/max_starting)
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SHOULD_NOT_OVERRIDE(TRUE)
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PRIVATE_PROC(TRUE)
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if(pwr <= 0)
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return
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var/list/dat = pending_explosions["[x0].[y0].[z0]"]
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if(isnull(dat) || pwr >= dat[4])
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resolving_explosions["[x0].[y0].[z0]"] = list(x0,y0,z0,pwr,max_starting)
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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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// Rarely objects might explode during init... Don't.
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if(!SSticker.HasRoundStarted())
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return
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// Lets assume recursive prey has happened...
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var/limit_escape = 10
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while(isbelly(epicenter))
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if(limit_escape-- <= 0)
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break
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var/obj/belly/B = epicenter
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epicenter = B.owner.loc
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epicenter = get_turf(epicenter)
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if(!epicenter)
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return
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// Handles recursive propagation of explosions.
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var/multi_z_scalar = CONFIG_GET(number/multi_z_explosion_scalar)
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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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// CHOMPEnable Start
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var/mob/living/mL = M
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if(isliving(mL))
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mL.deaf_loop.start()
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//CHOMPEnable End
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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>)")
|
||||
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)
|
||||
@@ -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)]"
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
@@ -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
|
||||
|
||||
@@ -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):")
|
||||
|
||||
@@ -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.
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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"
|
||||
|
||||
Reference in New Issue
Block a user