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- Committing the updated recursive explosion code. It now takes into account objects too.
The following objects affect explosions: (Doors only when closed) Poddoor = 25 R-Wall = 25 Airlock = 15 Space = 10 Wall = 5 Window door = 5 Grille = 5 Plastic flaps = 5 Floor = 1 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4585 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -1,9 +1,11 @@
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/* - uncomment this to test it out!
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/* - uncomment this to test it out! */
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/mob/verb/kaboom()
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var/power = input(src, "power?", "power?") as num
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var/turf/T = get_turf(src)
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explosion_rec(T, power)
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*/
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/obj
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var/explosion_resistance
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/datum/explosion_turf
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var/turf/turf //The turf which will get ex_act called on it
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@@ -58,7 +60,7 @@ proc/explosion_rec(turf/epicenter, power)
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//This steap handles the gathering of turfs which will be ex_act() -ed in the next step. It also ensures each turf gets the maximum possible amount of power dealt to it.
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for(var/direction in cardinal)
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var/turf/T = get_step(epicenter, direction)
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T.explosion_spread(power - epicenter.explosion_resistance)
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T.explosion_spread(power - epicenter.explosion_resistance, direction)
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//This step applies the ex_act effects for the explosion, as planned in the previous step.
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for( var/datum/explosion_turf/ET in explosion_turfs )
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@@ -111,18 +113,40 @@ proc/explosion_rec(turf/epicenter, power)
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explosion_resistance = 25
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//Code-wise, a safe value for power is something up to ~25 or ~30.. This does quite a bit of damage to the station.
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/turf/proc/explosion_spread(power)
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//direction is the direction that the spread took to come to this tile. So it is pointing in the main blast direction - meaning where this tile should spread most of it's force.
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/turf/proc/explosion_spread(power, direction)
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if(power <= 0)
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return
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/*
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sleep(2)
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new/obj/effect/debugging/marker(src)
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*/
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var/datum/explosion_turf/ET = get_explosion_turf(src)
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if(ET.max_power >= power)
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return //The turf already sustained and spread a power greated than what we are dealing with. No point spreading again.
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ET.max_power = power
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var/spread_power = power - src.explosion_resistance //This is the amount of power that will be spread to the tile in the direction of the blast
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var/side_spread_power = power - 2 * src.explosion_resistance //This is the amount of power that will be spread to the side tiles
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for(var/obj/O in src)
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if(O.explosion_resistance)
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spread_power -= O.explosion_resistance
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side_spread_power -= O.explosion_resistance
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var/turf/T = get_step(src, direction)
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T.explosion_spread(spread_power, direction)
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T = get_step(src, turn(direction,90))
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T.explosion_spread(side_spread_power, turn(direction,90))
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T = get_step(src, turn(direction,-90))
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T.explosion_spread(side_spread_power, turn(direction,90))
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/*
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for(var/direction in cardinal)
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var/turf/T = get_step(src, direction)
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T.explosion_spread(power - src.explosion_resistance)
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T.explosion_spread(spread_power)
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*/
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/turf/unsimulated/explosion_spread(power)
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return //So it doesn't get to the parent proc, which simulates explosions
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