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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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@@ -36,6 +36,9 @@
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/obj/effect/decal/cleanable/glass/plasma
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icon_state = "plasmatiny"
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/obj/effect/decal/cleanable/glass/plastitanium
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icon_state = "plastitaniumtiny"
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/obj/effect/decal/cleanable/dirt
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name = "dirt"
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desc = "Someone should clean that up."
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@@ -282,7 +282,9 @@ GLOBAL_LIST_INIT(meteors_gore, list(/obj/effect/meteor/meaty = 5, /obj/effect/me
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..()
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explosion(loc, 0, 0, 4, 3, 0)
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new /obj/effect/decal/cleanable/greenglow(get_turf(src))
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radiation_pulse(src, 5000, 7)
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radiation_pulse(src, 20000, 7, ALPHA_RAD)
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for(var/turf/target_turf in range(loc, 3))
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contaminate_target(target_turf, src, 2000, ALPHA_RAD)
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//Hot take on this one. This often hits walls. It really has to breach into somewhere important to matter. This at leats makes the area slightly dangerous for a bit
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/obj/effect/meteor/bananium
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@@ -75,7 +75,7 @@
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var/radiation_amount
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/obj/effect/mine/dnascramble/mineEffect(mob/living/victim)
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victim.rad_act(radiation_amount)
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victim.base_rad_act(src, radiation_amount, BETA_RAD)
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if(!victim.dna || HAS_TRAIT(victim, TRAIT_GENELESS))
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return
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randmutb(victim)
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