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Radiation Rework (#28320)
* initial changes * Rad wave is working. now to implement the rest * Makes the waves square * Makes wave square * multiplies the strength in all instances of radiation_pulse by 4 because each pulse makes one wave instead of 4 now * Undef thing and apply suggestion * Make radiation_pulse() not radiate the radiation source and implements contamination * Adds contamination to uranium walls and meteors * Fixes stuff * Handle some contamination on attack still need to take care of meteors * Fixed the meteor stuff * Introduce emission types * moves contaminate_touch to an atom proc and renames it to contaminate_atom * deduplicates some contamination code * Move inherent radioactivity to a component and signals from the atom vars and behaviour * fix some things with the new component * Update inherent_radioactivity.dm * implement contaminating things that hit things that are inherently radioactive * window things * adds emission type to the rad_act call * Changes radiation insulation values on a bunch of stuff * fixes radioactive component radiating the wrong type * more adjustments * refactros rad_act * adjustments to collector power production * Adds plastitaniumglass windows and makes further adjustments * Adds sprites to the shards and plastitanium directional window * Update misc_cleanables.dm * removes alpha rad insulation from floor turfs * Fixes a bug with the starting tile of radiation waves * More adjustments * Adjusting singularity rad production * reduces window half life a bit to make power smoother and buffs full window rad conversion * Strengthens gamma and beta radiation effect on mobs. * Makes radsuit block radiation completely * Fixes Geiger Counters * Fixes contamination not irradiating the contaminated thing * Fixes inherent radioactivity not processing. Also makes it stop processing when a nuke core is contained * Fixes ghost contamination * Adds info to the collector * Handles alpha radiation better on humans and changes some instances of rad_act to base_rad_act * oops * adjustments and fixes to alpha rad handling on mobs * Make collector info more compact * Core no longer radiates and contaminates from within the nuke until the plates are removed * Contamination no longer counts as being inside a mob(it is supposed to be surface level) * Adds inherent radioactivity to a bunch of uranium things. makes it all process. * Nerf full windows * Adjustments to collector and fulltile window radiation absorption * Reduces passive contamination, especially while on the floor * Adds different rad types to the geiger counter and fixes a runtime * Makes full tile windows strong again and disallows building them on top of collectors * adds emissive blockers to the rad blacklist and gives windows and collectors priority when irradiating for increased consistency * Gives each contamination type it's own color. * Gives each contamination type it's own color. And makes the rad hud display them separately * Changes how much the radiation wave affects the source tile, adds decay for performance reasons and adjusts collector parameters as well as SM and singulo rad production * improves performance at very high rad amounts * Fixes supermatter sliver box not containing radiation * Restores supermatter sliver to old behaviour(not inherently radioactive) * Slight nerf to fulltile windows and removes an unnecessary multiplication from rad wave processing * Removes redundant line from window rad act * Fixes radiation waves ignoring walls * fixes it better * more adjustments to collector stats * Adjustment to collector gamma absorption * increases grille beta blocking * Review changes
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@@ -61,8 +61,10 @@
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#define COMSIG_ATOM_ACID_ACT "atom_acid_act"
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///from base of atom/emag_act(): (/mob/user)
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#define COMSIG_ATOM_EMAG_ACT "atom_emag_act"
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///from base of atom/rad_act(intensity)
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///from base of atom/rad_act(intensity, emission_type)
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#define COMSIG_ATOM_RAD_ACT "atom_rad_act"
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///from base of turf/irradiate(/datum/radiation_wave)
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#define COMSIG_TURF_IRRADIATE
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///from base of atom/singularity_pull(): (S, current_size)
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#define COMSIG_ATOM_SING_PULL "atom_sing_pull"
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///from base of atom/set_light(): (l_range, l_power, l_color)
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@@ -38,21 +38,41 @@ Ask ninjanomnom if they're around
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#define RAD_MOB_GORILLIZE 1500 // How much stored radiation to check for gorillization
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#define RAD_MOB_GORILLIZE_PROB 0.1 // Chance of gorillization per tick when over threshold
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#define RAD_NO_INSULATION 1.0 // For things that shouldn't become irradiated for whatever reason
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#define RAD_VERY_LIGHT_INSULATION 0.9 // What girders have
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// Values here are for how much of the radiation is let through
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#define RAD_NO_INSULATION 1.0 // Default value for Gamma and Beta insulation
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#define RAD_ONE_PERCENT 0.99 // Used by geiger counters
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#define RAD_MOB_INSULATION 0.98 // Default value for mobs
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#define RAD_VERY_LIGHT_INSULATION 0.9
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#define RAD_LIGHT_INSULATION 0.8
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#define RAD_MEDIUM_INSULATION 0.7 // What common walls have
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#define RAD_HEAVY_INSULATION 0.6 // What reinforced walls have
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#define RAD_EXTREME_INSULATION 0.5 // What rad collectors have
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#define RAD_MEDIUM_INSULATION 0.7
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#define RAD_HEAVY_INSULATION 0.6
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#define RAD_VERY_HEAVY_INSULATION 0.5
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#define RAD_EXTREME_INSULATION 0.4
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#define RAD_VERY_EXTREME_INSULATION 0.2
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#define RAD_GAMMA_WINDOW 0.4 // For directional windows that are activated by gamma radiation
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#define RAD_GAMMA_FULL_WINDOW 0.16 // For full tile windows that are activated by gamma radiation
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#define RAD_BETA_COLLECTOR 0.2 // Amount of Beta radiation absorbed by collectors
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#define RAD_BETA_BLOCKER 0.2 // Amount of Beta radiation blocked by metallic things like walls and airlocks
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#define RAD_ALPHA_BLOCKER 0.01 // default value for Alpha insulation
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#define RAD_FULL_INSULATION 0 // Unused
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// WARNING: The defines below could have disastrous consequences if tweaked incorrectly. See: The great SM purge of Oct.6.2017
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// contamination_strength = (strength - RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_STR_COEFFICIENT
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#define RAD_MINIMUM_CONTAMINATION 350 // How strong does a radiation wave have to be to contaminate objects
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#define RAD_CONTAMINATION_STR_COEFFICIENT 0.25 // Higher means higher strength scaling contamination strength
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#define RAD_DISTANCE_COEFFICIENT 1 // Lower means further rad spread
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// Contamination chance in percent. Mostly used by contaminate_adjacent(atom/source, intensity, emission_type)
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#define CONTAMINATION_CHANCE_TURF 1 // Chance to contaminate things while on/in a turf
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#define CONTAMINATION_CHANCE_OTHER 10 // Chance to contaminate things while in something like a bag
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#define RAD_HALF_LIFE 90 // The half-life of contaminated objects
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#define RAD_GEIGER_MEASURE_SMOOTHING 5
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#define RAD_GEIGER_GRACE_PERIOD 2
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/// The portion of a radiation wave that acts on the source tile.
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#define RAD_SOURCE_WEIGHT 0.25
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/// The point in steps at which radiation waves start to decay
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#define RAD_DECAY_POINT 10
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/// This multiplies the intensity of the radiation wave each step after reaching the decay point.
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#define RAD_DECAY_RATE 0.7943 // 1% after 20 tiles
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#define ALPHA_RAD 1
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#define BETA_RAD 2
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#define GAMMA_RAD 3
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