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Conflict Resolution
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@@ -1,138 +0,0 @@
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var/global/repository/radiation/radiation_repository = new()
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/repository/radiation
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var/list/sources = list() // all radiation source datums
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var/list/sources_assoc = list() // Sources indexed by turf for de-duplication.
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var/list/resistance_cache = list() // Cache of turf's radiation resistance.
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// Describes a point source of radiation. Created either in response to a pulse of radiation, or over an irradiated atom.
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// Sources will decay over time, unless something is renewing their power!
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/datum/radiation_source
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var/turf/source_turf // Location of the radiation source.
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var/rad_power // Strength of the radiation being emitted.
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var/decay = TRUE // True for automatic decay. False if owner promises to handle it (i.e. supermatter)
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var/respect_maint = FALSE // True for not affecting RAD_SHIELDED areas.
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var/flat = FALSE // True for power falloff with distance.
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var/range // Cached maximum range, used for quick checks against mobs.
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/datum/radiation_source/Destroy()
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radiation_repository.sources -= src
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if(radiation_repository.sources_assoc[src.source_turf] == src)
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radiation_repository.sources_assoc -= src.source_turf
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src.source_turf = null
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. = ..()
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/datum/radiation_source/proc/update_rad_power(var/new_power = null)
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if(new_power == null || new_power == rad_power)
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return // No change
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else if(new_power <= 0)
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qdel(src) // Decayed to nothing
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else
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rad_power = new_power
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if(!flat)
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range = min(round(sqrt(rad_power / config.radiation_lower_limit)), 31) // R = rad_power / dist**2 - Solve for dist
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// Ray trace from all active radiation sources to T and return the strongest effect.
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/repository/radiation/proc/get_rads_at_turf(var/turf/T)
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if(!istype(T)) return 0
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. = 0
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for(var/value in sources)
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var/datum/radiation_source/source = value
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if(source.rad_power < .)
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continue // Already being affected by a stronger source
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if(source.source_turf.z != T.z)
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continue // Radiation is not multi-z
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var/dist = get_dist(source.source_turf, T)
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if(dist > source.range)
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continue // Too far to possibly affect
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if(source.respect_maint)
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var/atom/A = T.loc
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if(A.flags & RAD_SHIELDED)
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continue // In shielded area
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if(source.flat)
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. = max(., source.rad_power)
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continue // No need to ray trace for flat field
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// Okay, now ray trace to find resistence!
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var/turf/origin = source.source_turf
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var/working = source.rad_power
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while(origin != T)
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origin = get_step_towards(origin, T) //Raytracing
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if(!(origin in resistance_cache)) //Only get the resistance if we don't already know it.
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origin.calc_rad_resistance()
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working = max((working - (origin.cached_rad_resistance * config.radiation_resistance_multiplier)), 0)
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if(working <= .)
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break // Already affected by a stronger source (or its zero...)
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. = max((working * (1 / (dist ** 2))), .) //Butchered version of the inverse square law. Works for this purpose
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// Add a radiation source instance to the repository. It will override any existing source on the same turf.
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/repository/radiation/proc/add_source(var/datum/radiation_source/S)
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if(!isturf(S.source_turf))
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return
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var/datum/radiation_source/existing = sources_assoc[S.source_turf]
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if(existing)
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qdel(existing)
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sources += S
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sources_assoc[S.source_turf] = S
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// Creates a temporary radiation source that will decay
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/repository/radiation/proc/radiate(source, power) //Sends out a radiation pulse, taking walls into account
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if(!(source && power)) //Sanity checking
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return
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var/datum/radiation_source/S = new()
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S.source_turf = get_turf(source)
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S.update_rad_power(power)
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add_source(S)
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// Sets the radiation in a range to a constant value.
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/repository/radiation/proc/flat_radiate(source, power, range, var/respect_maint = TRUE) //VOREStation edit; Respect shielded areas by default please.
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if(!(source && power && range))
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return
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var/datum/radiation_source/S = new()
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S.flat = TRUE
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S.range = range
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S.respect_maint = respect_maint
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S.source_turf = get_turf(source)
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S.update_rad_power(power)
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add_source(S)
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// Irradiates a full Z-level. Hacky way of doing it, but not too expensive.
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/repository/radiation/proc/z_radiate(var/atom/source, power, var/respect_maint = TRUE) //VOREStation edit; Respect shielded areas by default please.
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if(!(power && source))
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return
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var/turf/epicentre = locate(round(world.maxx / 2), round(world.maxy / 2), source.z)
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flat_radiate(epicentre, power, world.maxx, respect_maint)
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/turf
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var/cached_rad_resistance = 0
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/turf/proc/calc_rad_resistance()
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cached_rad_resistance = 0
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for(var/obj/O in src.contents)
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if(O.rad_resistance) //Override
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cached_rad_resistance += O.rad_resistance
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else if(O.density) //So open doors don't get counted
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var/material/M = O.get_material()
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if(!M) continue
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cached_rad_resistance += M.weight + M.radiation_resistance
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// Looks like storing the contents length is meant to be a basic check if the cache is stale due to items enter/exiting. Better than nothing so I'm leaving it as is. ~Leshana
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radiation_repository.resistance_cache[src] = (length(contents) + 1)
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/turf/simulated/wall/calc_rad_resistance()
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radiation_repository.resistance_cache[src] = (length(contents) + 1)
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cached_rad_resistance = (density ? material.weight + material.radiation_resistance : 0)
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/obj
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var/rad_resistance = 0 // Allow overriding rad resistance
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// If people expand the system, this may be useful. Here as a placeholder until then
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/atom/proc/rad_act(var/severity)
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return 1
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/mob/living/rad_act(var/severity)
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if(severity && !isbelly(loc)) //eaten mobs are made immune to radiation //VOREStation Edit Start
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src.apply_effect(severity, IRRADIATE, src.getarmor(null, "rad"))
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for(var/atom/I in src)
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I.rad_act(severity) ///VOREStation Edit End
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