mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-23 03:57:13 +01:00
@@ -1,13 +1,27 @@
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//TODO: Flash range does nothing currently
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#define CREAK_DELAY 5 SECONDS //Time taken for the creak to play after explosion, if applicable.
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#define DEVASTATION_PROB 30 //The probability modifier for devistation, maths!
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#define HEAVY_IMPACT_PROB 5 //ditto
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#define FAR_UPPER 60 //Upper limit for the far_volume, distance, clamped.
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#define FAR_LOWER 40 //lower limit for the far_volume, distance, clamped.
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#define PROB_SOUND 75 //The probability modifier for a sound to be an echo, or a far sound. (0-100)
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#define SHAKE_CLAMP 2.5 //The limit for how much the camera can shake for out of view booms.
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#define FREQ_UPPER 40 //The upper limit for the randomly selected frequency.
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#define FREQ_LOWER 25 //The lower of the above.
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/proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1, ignorecap = 0, flame_range = 0, silent = 0, smoke = 1, cause = null, breach = TRUE)
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epicenter = get_turf(epicenter)
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if(!epicenter)
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return
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// Archive the uncapped explosion for the doppler array
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var/orig_dev_range = devastation_range
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var/orig_heavy_range = heavy_impact_range
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var/orig_light_range = light_impact_range
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var/orig_max_distance = max(devastation_range, heavy_impact_range, light_impact_range, flash_range, flame_range)
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if(!ignorecap)
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// Clamp all values to MAX_EXPLOSION_RANGE
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devastation_range = min (GLOB.max_ex_devastation_range, devastation_range)
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@@ -16,17 +30,21 @@
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flash_range = min (GLOB.max_ex_flash_range, flash_range)
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flame_range = min (GLOB.max_ex_flame_range, flame_range)
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var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flame_range)
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spawn(0)
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var/watch = start_watch()
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if(!epicenter) return
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var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flame_range)
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var/list/cached_exp_block = list()
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if(adminlog)
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message_admins("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in area [epicenter.loc.name] [cause ? "(Cause: [cause])" : ""] [ADMIN_COORDJMP(epicenter)] ")
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log_game("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in area [epicenter.loc.name] [cause ? "(Cause: [cause])" : ""] [COORD(epicenter)] ")
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var/x0 = epicenter.x
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var/y0 = epicenter.y
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var/z0 = epicenter.z
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// Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves.
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// Stereo users will also hear the direction of the explosion!
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@@ -34,41 +52,69 @@
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// 3/7/14 will calculate to 80 + 35
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var/far_dist = 0
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far_dist += heavy_impact_range * 5
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far_dist += heavy_impact_range * 15
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far_dist += devastation_range * 20
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if(!silent)
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var/frequency = get_rand_frequency()
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var/sound/explosion_sound = sound(get_sfx("explosion"))
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var/sound/global_boom = sound('sound/effects/explosionfar.ogg')
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var/sound/far_explosion_sound = sound('sound/effects/explosionfar.ogg')
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var/sound/creaking_explosion_sound = sound(get_sfx("explosion_creaking"))
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var/sound/hull_creaking_sound = sound(get_sfx("hull_creaking"))
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var/sound/explosion_echo_sound = sound('sound/effects/explosion_distant.ogg')
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var/on_station = is_station_level(epicenter.z)
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var/creaking_explosion = FALSE
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for(var/P in GLOB.player_list)
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var/mob/M = P
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if(prob(devastation_range * DEVASTATION_PROB + heavy_impact_range * HEAVY_IMPACT_PROB) && on_station) // Huge explosions are near guaranteed to make the station creak and whine, smaller ones might.
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creaking_explosion = TRUE // prob over 100 always returns true
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for(var/MN in GLOB.player_list)
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var/mob/M = MN
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// Double check for client
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if(M && M.client)
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var/turf/M_turf = get_turf(M)
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if(M_turf && M_turf.z == epicenter.z)
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var/dist = get_dist(M_turf, epicenter)
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// If inside the blast radius + world.view - 2
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if(dist <= round(max_range + world.view - 2, 1))
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M.playsound_local(epicenter, null, 100, 1, frequency, falloff = 5, S = explosion_sound)
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// You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station.
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else if(M.can_hear() && !isspaceturf(M.loc))
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M << global_boom
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var/turf/M_turf = get_turf(M)
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if(M_turf && M_turf.z == z0)
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var/dist = get_dist(M_turf, epicenter)
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var/baseshakeamount
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if(orig_max_distance - dist > 0)
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baseshakeamount = sqrt((orig_max_distance - dist) * 0.1)
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// If inside the blast radius + world.view - 2
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if(dist <= round(max_range + world.view - 2, 1))
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M.playsound_local(epicenter, null, 100, 1, frequency, S = explosion_sound)
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if(baseshakeamount > 0)
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shake_camera(M, 25, clamp(baseshakeamount, 0, 10))
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// You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station.
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else if(dist <= far_dist)
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var/far_volume = clamp(far_dist / 2, FAR_LOWER, FAR_UPPER) // Volume is based on explosion size and dist
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if(creaking_explosion)
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M.playsound_local(epicenter, null, far_volume, 1, frequency, S = creaking_explosion_sound, distance_multiplier = 0)
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else if(prob(PROB_SOUND)) // Sound variety during meteor storm/tesloose/other bad event
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M.playsound_local(epicenter, null, far_volume, 1, frequency, S = far_explosion_sound, distance_multiplier = 0) // Far sound
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else
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M.playsound_local(epicenter, null, far_volume, 1, frequency, S = explosion_echo_sound, distance_multiplier = 0) // Echo sound
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if(baseshakeamount > 0 || devastation_range)
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if(!baseshakeamount) // Devastating explosions rock the station and ground
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baseshakeamount = devastation_range * 3
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shake_camera(M, 10, clamp(baseshakeamount * 0.25, 0, SHAKE_CLAMP))
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else if(!isspaceturf(get_turf(M)) && heavy_impact_range) // Big enough explosions echo throughout the hull
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var/echo_volume = 40
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if(devastation_range)
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baseshakeamount = devastation_range
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shake_camera(M, 10, clamp(baseshakeamount * 0.25, 0, SHAKE_CLAMP))
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echo_volume = 60
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M.playsound_local(epicenter, null, echo_volume, 1, frequency, S = explosion_echo_sound, distance_multiplier = 0)
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if(creaking_explosion) // 5 seconds after the bang, the station begins to creak
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addtimer(CALLBACK(M, /mob/proc/playsound_local, epicenter, null, rand(FREQ_LOWER, FREQ_UPPER), 1, frequency, null, null, FALSE, hull_creaking_sound, 0), CREAK_DELAY)
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if(heavy_impact_range > 1)
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var/datum/effect_system/explosion/E
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if(smoke)
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var/datum/effect_system/explosion/smoke/E = new/datum/effect_system/explosion/smoke()
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E.set_up(epicenter)
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E.start()
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E = new /datum/effect_system/explosion/smoke
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else
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var/datum/effect_system/explosion/E = new/datum/effect_system/explosion()
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E.set_up(epicenter)
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E.start()
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var/x0 = epicenter.x
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var/y0 = epicenter.y
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var/z0 = epicenter.z
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E = new
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E.set_up(epicenter)
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E.start()
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var/list/affected_turfs = spiral_range_turfs(max_range, epicenter)
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@@ -226,3 +272,13 @@
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for(var/turf/T in wipe_colours)
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T.color = null
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T.maptext = ""
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#undef CREAK_DELAY
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#undef DEVASTATION_PROB
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#undef HEAVY_IMPACT_PROB
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#undef FAR_UPPER
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#undef FAR_LOWER
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#undef PROB_SOUND
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#undef SHAKE_CLAMP
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#undef FREQ_UPPER
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#undef FREQ_LOWER
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