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