Files

110 lines
3.8 KiB
Plaintext

/client/proc/kaboom()
var/power = input(src, "power?", "power?") as num
var/turf/T = get_turf(src.mob)
explosion_rec(T, power)
/obj/var/explosion_resistance
var/list/explosion_turfs = list()
var/explosion_in_progress = 0
/proc/explosion_rec(turf/epicenter, power)
var/loopbreak = 0
while(explosion_in_progress)
if(loopbreak >= 15) return
sleep(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/soundbytes/effects/explosion/explosionfar.ogg', 100, 1, round(power*2,1) )
playsound(epicenter, SFX_ALIAS_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 legacy_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)
//This step applies the legacy_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
LEGACY_EX_ACT(T, severity, null)
if(!T)
T = locate(x,y,z)
for(var/atom/A in T)
LEGACY_EX_ACT(A, severity, null)
explosion_in_progress = 0
/turf/var/explosion_resistance
/turf/space/explosion_resistance = 3
/turf/simulated/floor/explosion_resistance = 1
/turf/simulated/mineral/explosion_resistance = 2
/turf/simulated/shuttle/floor/explosion_resistance = 1
/turf/simulated/shuttle/floor4/explosion_resistance = 1
/turf/simulated/shuttle/plating/explosion_resistance = 1
/turf/simulated/shuttle/wall/explosion_resistance = 10
/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)
if(power <= 0)
return
/*
sleep(2)
new/obj/effect/debugging/marker(src)
*/
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)
T.explosion_spread(spread_power, direction)
T = get_step(src, turn(direction,90))
T.explosion_spread(spread_power, turn(direction,90))
T = get_step(src, turn(direction,-90))
T.explosion_spread(spread_power, turn(direction,90))
/turf/unsimulated/explosion_spread(power)
return //So it doesn't get to the parent proc, which simulates explosions