//TODO: Flash range does nothing currently //A very crude linear approximatiaon of pythagoras theorem. /proc/cheap_pythag(var/dx, var/dy) dx = abs(dx); dy = abs(dy); if(dx>=dy) return dx + (0.5*dy) //The longest side add half the shortest side approximates the hypotenuse else return dy + (0.5*dx) ///// Z-Level Stuff proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1, z_transfer = 1) ///// Z-Level Stuff src = null //so we don't abort once src is deleted spawn(0) if(config.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) return ///// Z-Level Stuff if(z_transfer && (devastation_range > 0 || heavy_impact_range > 0)) //transfer the explosion in both directions explosion_z_transfer(epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range) ///// Z-Level Stuff var/start = world.timeofday epicenter = get_turf(epicenter) if(!epicenter) return var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flash_range) //playsound(epicenter, 'sound/effects/explosionfar.ogg', 100, 1, round(devastation_range*2,1) ) //playsound(epicenter, "explosion", 100, 1, round(devastation_range,1) ) // 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 player_list) // Double check for client if(M && M.client) var/turf/M_turf = get_turf(M) if(M_turf && M_turf.z == epicenter.z) 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 //You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station. 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 world) 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 size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z]) (JMP)") log_game("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ") var/lighting_controller_was_processing = lighting_controller.processing //Pause the lighting updates for a bit lighting_controller.processing = 0 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 for(var/turf/T in range(epicenter, max_range)) var/dist = cheap_pythag(T.x - x0,T.y - y0) if(dist < devastation_range) dist = 1 else if(dist < heavy_impact_range) dist = 2 else if(dist < light_impact_range) dist = 3 else continue T.ex_act(dist) if(T) 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.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(Debug2) 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<=doppler_arrays.len,i++) var/obj/machinery/doppler_array/Array = doppler_arrays[i] if(Array) Array.sense_explosion(x0,y0,z0,devastation_range,heavy_impact_range,light_impact_range,took) sleep(8) if(!lighting_controller.processing) lighting_controller.processing = lighting_controller_was_processing if(!powernet_rebuild_was_deferred_already && defer_powernet_rebuild) makepowernets() defer_powernet_rebuild = 0 return 1 proc/secondaryexplosion(turf/epicenter, range) for(var/turf/tile in range(range, epicenter)) tile.ex_act(2) ///// Z-Level Stuff proc/explosion_z_transfer(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, up = 1, down = 1) var/turf/controllerlocation = locate(1, 1, epicenter.z) for(var/obj/effect/landmark/zcontroller/controller in controllerlocation) if(controller.down) //start the child explosion, no admin log and no additional transfers explosion(locate(epicenter.x, epicenter.y, controller.down_target), max(devastation_range - 2, 0), max(heavy_impact_range - 2, 0), max(light_impact_range - 2, 0), max(flash_range - 2, 0), 0, 0) if(devastation_range - 2 > 0 || heavy_impact_range - 2 > 0) //only transfer further if the explosion is still big enough explosion(locate(epicenter.x, epicenter.y, controller.down_target), max(devastation_range - 2, 0), max(heavy_impact_range - 2, 0), max(light_impact_range - 2, 0), max(flash_range - 2, 0), 0, 1) if(controller.up) //start the child explosion, no admin log and no additional transfers explosion(locate(epicenter.x, epicenter.y, controller.up_target), max(devastation_range - 2, 0), max(heavy_impact_range - 2, 0), max(light_impact_range - 2, 0), max(flash_range - 2, 0), 0, 0) if(devastation_range - 2 > 0 || heavy_impact_range - 2 > 0) //only transfer further if the explosion is still big enough explosion(locate(epicenter.x, epicenter.y, controller.up_target), max(devastation_range - 2, 0), max(heavy_impact_range - 2, 0), max(light_impact_range - 2, 0), max(flash_range - 2, 0), 1, 0) ///// Z-Level Stuff