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Ports VG's DeityLink's new explosion method
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@@ -74,16 +74,40 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
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for(var/turf/T in trange(max_range, epicenter))
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var/dist = cheap_pythag(T.x - x0,T.y - y0)
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if(config.reactionary_explosions)
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var/turf/Trajectory = T
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while(Trajectory != epicenter)
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Trajectory = get_step_towards(Trajectory, epicenter)
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if(Trajectory.density && Trajectory.explosion_block)
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dist += Trajectory.explosion_block
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for(var/obj/machinery/door/D in Trajectory)
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if(D.density && D.explosion_block)
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dist += D.explosion_block
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var/throw_dist = dist
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if(dist < devastation_range) dist = 1
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else if(dist < heavy_impact_range) dist = 2
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else if(dist < light_impact_range) dist = 3
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else continue
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else dist = 0
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T.ex_act(dist)
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if(T)
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for(var/atom_movable in T.contents) //bypass type checking since only atom/movable can be contained by turfs anyway
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var/atom/movable/AM = atom_movable
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if(AM) AM.ex_act(dist)
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// if(flame_dist && prob(40) && !istype(T, /turf/space) && !T.density)
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// PoolOrNew(/obj/effect/hotspot, T) //Mostly for ambience!
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if(dist > 0)
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T.ex_act(dist)
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//--- THROW ITEMS AROUND ---
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var/throw_dir = get_dir(epicenter,T)
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for(var/obj/item/I in T)
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spawn(0) //Simultaneously not one at a time
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if(I)
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var/throw_range = rand(throw_dist, max_range)
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var/turf/throw_at = get_ranged_target_turf(I, throw_dir, throw_range)
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I.throw_speed = 4 //Temporarily change their throw_speed for embedding purposes (Reset when it finishes throwing, regardless of hitting anything)
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I.throw_at(throw_at, throw_range, 2)//Throw it at 2 speed, this is purely visual anyway.
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var/took = (world.timeofday-start)/10
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//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
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@@ -109,3 +133,71 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
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proc/secondaryexplosion(turf/epicenter, range)
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for(var/turf/tile in trange(range, epicenter))
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tile.ex_act(2)
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/client/proc/check_bomb_impacts()
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set name = "Check Bomb Impact"
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set category = "Debug"
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var/newmode = alert("Use reactionary explosions?","Check Bomb Impact", "Yes", "No")
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var/turf/epicenter = get_turf(src)
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var/dev = 0
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var/heavy = 0
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var/light = 0
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var/list/choices = list("Small Bomb","Medium Bomb","Big Bomb","Custom Bomb")
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var/choice = input("Bomb Size?") in choices
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switch(choice)
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if(null)
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return 0
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if("Small Bomb")
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dev = 1
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heavy = 2
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light = 3
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if("Medium Bomb")
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dev = 2
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heavy = 3
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light = 4
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if("Big Bomb")
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dev = 3
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heavy = 5
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light = 7
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if("Custom Bomb")
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dev = input("Devestation range (Tiles):") as num
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heavy = input("Heavy impact range (Tiles):") as num
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light = input("Light impact range (Tiles):") as num
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var/max_range = max(dev, heavy, light)
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var/x0 = epicenter.x
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var/y0 = epicenter.y
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var/list/wipe_colours = list()
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for(var/turf/T in trange(max_range, epicenter))
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wipe_colours += T
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var/dist = cheap_pythag(T.x - x0, T.y - y0)
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if(newmode == "Yes")
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var/turf/TT = T
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while(TT != epicenter)
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TT = get_step_towards(TT,epicenter)
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if(TT.density && TT.explosion_block)
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dist += TT.explosion_block
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for(var/obj/machinery/door/D in TT)
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if(D.density && D.explosion_block)
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dist += D.explosion_block
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if(dist < dev)
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T.color = "red"
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T.maptext = "Dev"
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else if (dist < heavy)
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T.color = "yellow"
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T.maptext = "Heavy"
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else if (dist < light)
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T.color = "blue"
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T.maptext = "Light"
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else
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continue
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sleep(100)
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for(var/turf/T in wipe_colours)
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T.color = null
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T.maptext = ""
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