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
This commit is contained in:
Migratingcocofruit
2025-03-02 20:34:45 +00:00
committed by GitHub
parent e29a599118
commit ebf7fdbfd2
66 changed files with 945 additions and 384 deletions
+3 -1
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@@ -61,8 +61,10 @@
#define COMSIG_ATOM_ACID_ACT "atom_acid_act"
///from base of atom/emag_act(): (/mob/user)
#define COMSIG_ATOM_EMAG_ACT "atom_emag_act"
///from base of atom/rad_act(intensity)
///from base of atom/rad_act(intensity, emission_type)
#define COMSIG_ATOM_RAD_ACT "atom_rad_act"
///from base of turf/irradiate(/datum/radiation_wave)
#define COMSIG_TURF_IRRADIATE
///from base of atom/singularity_pull(): (S, current_size)
#define COMSIG_ATOM_SING_PULL "atom_sing_pull"
///from base of atom/set_light(): (l_range, l_power, l_color)
+30 -10
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@@ -38,21 +38,41 @@ Ask ninjanomnom if they're around
#define RAD_MOB_GORILLIZE 1500 // How much stored radiation to check for gorillization
#define RAD_MOB_GORILLIZE_PROB 0.1 // Chance of gorillization per tick when over threshold
#define RAD_NO_INSULATION 1.0 // For things that shouldn't become irradiated for whatever reason
#define RAD_VERY_LIGHT_INSULATION 0.9 // What girders have
// Values here are for how much of the radiation is let through
#define RAD_NO_INSULATION 1.0 // Default value for Gamma and Beta insulation
#define RAD_ONE_PERCENT 0.99 // Used by geiger counters
#define RAD_MOB_INSULATION 0.98 // Default value for mobs
#define RAD_VERY_LIGHT_INSULATION 0.9
#define RAD_LIGHT_INSULATION 0.8
#define RAD_MEDIUM_INSULATION 0.7 // What common walls have
#define RAD_HEAVY_INSULATION 0.6 // What reinforced walls have
#define RAD_EXTREME_INSULATION 0.5 // What rad collectors have
#define RAD_MEDIUM_INSULATION 0.7
#define RAD_HEAVY_INSULATION 0.6
#define RAD_VERY_HEAVY_INSULATION 0.5
#define RAD_EXTREME_INSULATION 0.4
#define RAD_VERY_EXTREME_INSULATION 0.2
#define RAD_GAMMA_WINDOW 0.4 // For directional windows that are activated by gamma radiation
#define RAD_GAMMA_FULL_WINDOW 0.16 // For full tile windows that are activated by gamma radiation
#define RAD_BETA_COLLECTOR 0.2 // Amount of Beta radiation absorbed by collectors
#define RAD_BETA_BLOCKER 0.2 // Amount of Beta radiation blocked by metallic things like walls and airlocks
#define RAD_ALPHA_BLOCKER 0.01 // default value for Alpha insulation
#define RAD_FULL_INSULATION 0 // Unused
// WARNING: The defines below could have disastrous consequences if tweaked incorrectly. See: The great SM purge of Oct.6.2017
// contamination_strength = (strength - RAD_MINIMUM_CONTAMINATION) * RAD_CONTAMINATION_STR_COEFFICIENT
#define RAD_MINIMUM_CONTAMINATION 350 // How strong does a radiation wave have to be to contaminate objects
#define RAD_CONTAMINATION_STR_COEFFICIENT 0.25 // Higher means higher strength scaling contamination strength
#define RAD_DISTANCE_COEFFICIENT 1 // Lower means further rad spread
// Contamination chance in percent. Mostly used by contaminate_adjacent(atom/source, intensity, emission_type)
#define CONTAMINATION_CHANCE_TURF 1 // Chance to contaminate things while on/in a turf
#define CONTAMINATION_CHANCE_OTHER 10 // Chance to contaminate things while in something like a bag
#define RAD_HALF_LIFE 90 // The half-life of contaminated objects
#define RAD_GEIGER_MEASURE_SMOOTHING 5
#define RAD_GEIGER_GRACE_PERIOD 2
/// The portion of a radiation wave that acts on the source tile.
#define RAD_SOURCE_WEIGHT 0.25
/// The point in steps at which radiation waves start to decay
#define RAD_DECAY_POINT 10
/// This multiplies the intensity of the radiation wave each step after reaching the decay point.
#define RAD_DECAY_RATE 0.7943 // 1% after 20 tiles
#define ALPHA_RAD 1
#define BETA_RAD 2
#define GAMMA_RAD 3