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
+10 -4
View File
@@ -18,10 +18,13 @@ GLOBAL_VAR(bomb_set)
icon_state = "nuclearbomb1"
density = TRUE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
flags_2 = NO_MALF_EFFECT_2 | CRITICAL_ATOM_2
flags_2 = NO_MALF_EFFECT_2 | CRITICAL_ATOM_2 | RAD_NO_CONTAMINATE_2 | RAD_PROTECT_CONTENTS_2
anchored = TRUE
power_state = NO_POWER_USE
interact_offline = TRUE
rad_insulation_alpha = RAD_FULL_INSULATION
rad_insulation_beta = RAD_FULL_INSULATION
rad_insulation_gamma = RAD_FULL_INSULATION
/// Are our bolts *supposed* to be in the floor, may not actually cause anchoring if the bolts are cut
var/extended = TRUE
@@ -80,7 +83,8 @@ GLOBAL_VAR(bomb_set)
GLOB.poi_list |= src
GLOB.nuke_list |= src
core = new /obj/item/nuke_core/plutonium(src)
STOP_PROCESSING(SSobj, core) //Let us not irradiate the vault by default.
var/datum/component/inherent_radioactivity/radioactivity = core.GetComponent(/datum/component/inherent_radioactivity)
STOP_PROCESSING(SSradiation, radioactivity)//Let us not irradiate the vault by default.
update_icon(UPDATE_OVERLAYS)
radio = new(src)
radio.listening = FALSE
@@ -201,7 +205,8 @@ GLOBAL_VAR(bomb_set)
"<span class='notice'>You repair [src]'s inner core plate. The radiation is contained.</span>")
removal_stage = NUKE_CORE_PANEL_UNWELDED
if(core)
STOP_PROCESSING(SSobj, core)
var/datum/component/inherent_radioactivity/radioactivity = core.GetComponent(/datum/component/inherent_radioactivity)
STOP_PROCESSING(SSradiation, radioactivity)
update_icon(UPDATE_OVERLAYS)
return ITEM_INTERACT_COMPLETE
if(istype(used, /obj/item/stack/sheet/metal) && removal_stage == NUKE_CORE_PANEL_EXPOSED)
@@ -271,7 +276,8 @@ GLOBAL_VAR(bomb_set)
removal_stage = NUKE_CORE_FULLY_EXPOSED
new /obj/item/stack/sheet/mineral/titanium(loc, 5)
if(core)
START_PROCESSING(SSobj, core)
var/datum/component/inherent_radioactivity/radioactivity = core.GetComponent(/datum/component/inherent_radioactivity)
START_PROCESSING(SSradiation, radioactivity)
if(removal_stage == NUKE_UNWRENCHED)
user.visible_message("<span class='notice'>[user] begins lifting [src] off of the anchors.</span>", "<span class='notice'>You begin lifting the device off the anchors...</span>")
if(!I.use_tool(src, user, 8 SECONDS, volume = I.tool_volume) || removal_stage != NUKE_UNWRENCHED)