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
+6 -5
View File
@@ -1417,14 +1417,15 @@ GLOBAL_LIST_INIT(slot_equipment_priority, list( \
*/
/mob/proc/show_rads(range)
for(var/turf/place in range(range, src))
var/rads = SSradiation.get_turf_radiation(place)
if(rads < RAD_BACKGROUND_RADIATION)
var/list/rads = SSradiation.get_turf_radiation(place)
if(!rads || (rads[1] + rads[2] + rads[3]) < RAD_BACKGROUND_RADIATION)
continue
var/strength = round(rads / 1000, 0.1)
var/alpha_strength = round(rads[1] / 1000, 0.1)
var/beta_strength = round(rads[2] / 1000, 0.1)
var/gamma_strength = round(rads[3] / 1000, 0.1)
var/image/pic = image(loc = place)
var/mutable_appearance/MA = new()
MA.maptext = MAPTEXT("[strength]k")
MA.maptext = MAPTEXT("Α [alpha_strength]k\nΒ [beta_strength]k\nΓ [gamma_strength]k")
MA.color = "#04e604"
MA.layer = RAD_TEXT_LAYER
MA.plane = GAME_PLANE