[MIRROR] Fixes resonator cascade GC dependence, makes it work even under lag (#7897)

Co-authored-by: Heroman3003 <31296024+Heroman3003@users.noreply.github.com>
Co-authored-by: CHOMPStation2 <chompsation2@gmail.com>
This commit is contained in:
CHOMPStation2
2024-03-06 01:07:00 -07:00
committed by GitHub
parent 99227150cc
commit faeac2717f

View File

@@ -33,14 +33,61 @@
if(locate(/obj/effect/resonance) in T)
return
if((!spreadmode && fieldsactive < fieldlimit) || (spreadmode && !cascading) )
playsound(src,'sound/weapons/resonator_fire.ogg',50,1)
new /obj/effect/resonance(T, WEAKREF(creator), burst_time, spreadmode, fieldlimit, get_cardinal_dir(src, T))
fieldsactive++
if(fieldsactive > fieldlimit || cascading)
to_chat(creator, span_warning("You've exceeded the field limit! Wait for them to dissipate."))
return
if(spreadmode)
//log_debug("Starting cascade...")
cascading = TRUE
var/depth = 0
var/fields = 0
if(depth == 0)
//log_debug("Creating resonance at the target spot.")
playsound(src,'sound/weapons/resonator_fire.ogg',50,1)
new /obj/effect/resonance(T, WEAKREF(creator), burst_time)
fields++
depth++
var/origin_dir = get_cardinal_dir(creator, T)
var/dir
while(fields < fieldlimit)
for(var/i=0, i<=2, i++)
//log_debug("Fields are [fields], doing [i] iteration of subloop")
if(fields >= fieldlimit)
//log_debug("[fields] exceeded fieldlimit, exiting procedure.")
sleep(burst_time)
cascading = FALSE
return
switch(i) //Using a switch statement rather than (-90 + i * 90) to favour going straight ahead
if(0)
dir = origin_dir
if(1)
dir = turn(origin_dir, 90)
if(2)
dir = turn(origin_dir, -90)
var/turf/newT = T
for(var/step = 1, step<=depth, step++)
//log_debug("Taking a step until [depth] steps taken.")
var/turf/oldT = newT
newT = get_step(oldT, dir)
if(step == depth)
new /obj/effect/resonance(newT, WEAKREF(creator), burst_time)
fields++
if(depth > 1 && fields < fieldlimit) //Works until 15 fieldlimit.
oldT = newT
dir = turn(dir, (i == 2 ? 135 : -135))
newT = get_step(oldT, dir)
new /obj/effect/resonance(newT, WEAKREF(creator), burst_time)
fields++
depth++
else
playsound(src,'sound/weapons/resonator_fire.ogg',50,1)
new /obj/effect/resonance(T, WEAKREF(creator), burst_time)
fieldsactive++
spawn(burst_time)
fieldsactive--
cascading = FALSE
/obj/item/resonator/attack_self(mob/user)
switch(tgui_alert(user, "Change Detonation Time or toggle Cascading?","Setting", list("Toggle Cascade", "Resonance Time")))
@@ -72,29 +119,11 @@
var/resonance_damage = 20
/obj/effect/resonance/Initialize(mapload, var/creator = null, var/timetoburst, var/spread, var/fields, var/origin_dir, var/depth = 0)
/obj/effect/resonance/Initialize(mapload, var/creator = null, var/timetoburst)
. = ..()
// Start small and grow to big size as we are about to burst
transform = matrix()*0.75
animate(src, transform = matrix()*1.5, time = timetoburst)
//Spread if requested
if(spread)
fields--
var/new_dir = turn(origin_dir, 90)
var/new_fields = fields
for(var/i=0, i<=2, i++) //We place cascade the resonance by 3 entries each time in a "T shape" around the original resonance
if(fields > 0)
switch(i)
if(0)
new_dir = origin_dir
if(1)
new_dir = turn(origin_dir, 90)
if(2)
new_dir = turn(origin_dir, -90)
var/turf/T = get_step(get_turf(src), new_dir)
new_fields = fields - 2 - (i*3) - depth
fields--
new /obj/effect/resonance(T, WEAKREF(creator), timetoburst, spread, new_fields, get_cardinal_dir(src, T), depth++)
// Queue the actual bursting
spawn(timetoburst)
if(!QDELETED(src))