Refactor explosion() (#31358)

* Refactor explosions

* Small change

* Final refactors

* A

* Helps for a very minor amount

* I'm silly

* Contra review

* Bring back this refactor

* Emerallddddd
This commit is contained in:
DGamerL
2026-02-17 19:20:12 +00:00
committed by GitHub
parent b5eabdf1a9
commit fd739ce146
8 changed files with 124 additions and 118 deletions
+97 -99
View File
@@ -8,14 +8,14 @@
#define FREQ_UPPER 40 //The upper limit for the randomly selected frequency.
#define FREQ_LOWER 25 //The lower of the above.
/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 = "Unknown Cause!", breach = TRUE)
/proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = TRUE, ignorecap = FALSE, flame_range = 0, silent = FALSE, cause = "Unknown Cause!", breach = TRUE, investigate_logging = FALSE)
epicenter = get_turf(epicenter)
if(!epicenter)
return
// If we are in end round, make explosions gib the user
// Why? Its funny
if(GLOB.disable_explosions && usr && istype(usr, /mob/living/carbon/human))
if(GLOB.disable_explosions && istype(usr, /mob/living/carbon/human))
to_chat(usr, SPAN_USERDANGER("Your explosive backfires!"))
var/mob/living/carbon/human/H = usr
H.gib() // lol
@@ -46,7 +46,7 @@
spawn(0)
var/watch = start_watch()
var/list/cached_exp_block = list()
var/alist/cached_exp_block = alist()
if(adminlog)
message_admins("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in area [epicenter.loc.name] (Cause: [cause]) [ADMIN_COORDJMP(epicenter)] ")
@@ -79,48 +79,51 @@
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.
creaking_explosion = TRUE // prob over 100 always returns true
for(var/MN in GLOB.player_list)
var/mob/M = MN
// Double check for client
for(var/mob/M as anything in GLOB.player_list)
var/turf/M_turf = get_turf(M)
if(M_turf && M_turf.z == z0)
var/dist = get_dist(M_turf, epicenter)
if(isliving(M) && dist <= flash_range && !HAS_TRAIT(M, TRAIT_EXPLOSION_PROOF))
var/mob/living/to_flash = M
var/is_very_close_to_the_explosion = flash_range > (dist * 2)
to_flash.flash_eyes(is_very_close_to_the_explosion * 2, is_very_close_to_the_explosion, is_very_close_to_the_explosion) // Gets past sunglasses
var/baseshakeamount
if(orig_max_distance - dist > 0)
baseshakeamount = sqrt((orig_max_distance - dist) * 0.1)
// If inside the blast radius + world.view - 2
if(dist <= round(max_range + world.view - 2, 1))
M.playsound_local(epicenter, null, 100, 1, frequency, S = explosion_sound)
if(baseshakeamount > 0)
shake_camera(M, 25, clamp(baseshakeamount, 0, 10))
// You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station.
else if(dist <= far_dist)
var/far_volume = clamp(far_dist / 2, FAR_LOWER, FAR_UPPER) // Volume is based on explosion size and dist
if(creaking_explosion)
M.playsound_local(epicenter, null, far_volume, 1, frequency, S = creaking_explosion_sound, distance_multiplier = 0)
else if(prob(PROB_SOUND)) // Sound variety during meteor storm/tesloose/other bad event
M.playsound_local(epicenter, null, far_volume, 1, frequency, S = far_explosion_sound, distance_multiplier = 0) // Far sound
else
M.playsound_local(epicenter, null, far_volume, 1, frequency, S = explosion_echo_sound, distance_multiplier = 0) // Echo sound
if(M_turf.z != z0)
continue
if(baseshakeamount > 0 || devastation_range)
if(!baseshakeamount) // Devastating explosions rock the station and ground
baseshakeamount = devastation_range * 3
shake_camera(M, 10, clamp(baseshakeamount * 0.25, 0, SHAKE_CLAMP))
else if(!isspaceturf(get_turf(M)) && heavy_impact_range) // Big enough explosions echo throughout the hull
var/echo_volume = 40
if(devastation_range)
baseshakeamount = devastation_range
shake_camera(M, 10, clamp(baseshakeamount * 0.25, 0, SHAKE_CLAMP))
echo_volume = 60
M.playsound_local(epicenter, null, echo_volume, 1, frequency, S = explosion_echo_sound, distance_multiplier = 0)
var/dist = get_dist(M_turf, epicenter)
if(isliving(M) && dist <= flash_range && !HAS_TRAIT(M, TRAIT_EXPLOSION_PROOF))
var/mob/living/to_flash = M
var/is_very_close_to_the_explosion = (dist * 2) < flash_range
to_flash.flash_eyes(is_very_close_to_the_explosion * 2, is_very_close_to_the_explosion, is_very_close_to_the_explosion) // Gets past sunglasses
if(creaking_explosion) // 5 seconds after the bang, the station begins to creak
addtimer(CALLBACK(M, TYPE_PROC_REF(/mob, playsound_local), epicenter, null, rand(FREQ_LOWER, FREQ_UPPER), 1, frequency, null, null, FALSE, hull_creaking_sound, 0), CREAK_DELAY)
var/baseshakeamount
if(orig_max_distance - dist > 0)
baseshakeamount = sqrt((orig_max_distance - dist) * 0.1)
// If inside the blast radius + world.view - 2
if(dist <= round(max_range + world.view - 2, 1))
M.playsound_local(epicenter, null, 100, 1, frequency, S = explosion_sound)
if(baseshakeamount)
shake_camera(M, 25, clamp(baseshakeamount, 0, 10))
// You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station.
else if(dist <= far_dist)
var/far_volume = clamp(far_dist / 2, FAR_LOWER, FAR_UPPER) // Volume is based on explosion size and dist
if(creaking_explosion)
M.playsound_local(epicenter, null, far_volume, 1, frequency, S = creaking_explosion_sound, distance_multiplier = 0)
else if(prob(PROB_SOUND)) // Sound variety during meteor storm/tesloose/other bad event
M.playsound_local(epicenter, null, far_volume, 1, frequency, S = far_explosion_sound, distance_multiplier = 0) // Far sound
else
M.playsound_local(epicenter, null, far_volume, 1, frequency, S = explosion_echo_sound, distance_multiplier = 0) // Echo sound
if(baseshakeamount > 0 || devastation_range)
if(!baseshakeamount) // Devastating explosions rock the station and ground
baseshakeamount = devastation_range * 3
shake_camera(M, 10, clamp(baseshakeamount * 0.25, 0, SHAKE_CLAMP))
else if(!isspaceturf(get_turf(M)) && heavy_impact_range) // Big enough explosions echo throughout the hull
var/echo_volume = 40
if(devastation_range)
baseshakeamount = devastation_range
shake_camera(M, 10, clamp(baseshakeamount * 0.25, 0, SHAKE_CLAMP))
echo_volume = 60
M.playsound_local(epicenter, null, echo_volume, 1, frequency, S = explosion_echo_sound, distance_multiplier = 0)
if(creaking_explosion) // 5 seconds after the bang, the station begins to creak
addtimer(CALLBACK(M, TYPE_PROC_REF(/mob, playsound_local), epicenter, null, rand(FREQ_LOWER, FREQ_UPPER), 1, frequency, null, null, FALSE, hull_creaking_sound, 0), CREAK_DELAY)
if(devastation_range > 0)
new /obj/effect/temp_visual/explosion(epicenter, max_range, FALSE, TRUE)
@@ -132,21 +135,22 @@
var/list/affected_turfs = spiral_range_turfs(max_range, epicenter)
if(GLOB.configuration.general.reactionary_explosions)
for(var/A in affected_turfs) // we cache the explosion block rating of every turf in the explosion area
var/turf/T = A
cached_exp_block[T] = 0
for(var/turf/T as anything in affected_turfs) // we cache the explosion block rating of every turf in the explosion area
var/blocked = 0
if(T.density && T.explosion_block)
cached_exp_block[T] += T.explosion_block
blocked += T.explosion_block
for(var/obj/O in T)
var/the_block = O.explosion_block
cached_exp_block[T] += the_block == EXPLOSION_BLOCK_PROC ? O.GetExplosionBlock() : the_block
blocked += the_block == EXPLOSION_BLOCK_PROC ? O.GetExplosionBlock() : the_block
// Only add item to the list if it actually blocks
if(blocked != 0)
cached_exp_block[T] = blocked
CHECK_TICK
for(var/A in affected_turfs)
var/turf/T = A
if(!T)
continue
for(var/turf/T as anything in affected_turfs)
var/dist = HYPOTENUSE(T.x, T.y, x0, y0)
if(GLOB.configuration.general.reactionary_explosions)
@@ -154,63 +158,57 @@
while(Trajectory != epicenter)
Trajectory = get_step_towards(Trajectory, epicenter)
dist += cached_exp_block[Trajectory]
if(dist > max_range)
break
var/flame_dist = 0
// var/throw_dist = max_range - dist
if(dist < flame_range)
flame_dist = 1
if(dist < devastation_range) dist = 1
else if(dist < heavy_impact_range) dist = 2
else if(dist < light_impact_range) dist = 3
else dist = 0
var/explosion_strength = EXPLODE_NONE
if(dist < devastation_range)
explosion_strength = EXPLODE_DEVASTATE
else if(dist < heavy_impact_range)
explosion_strength = EXPLODE_HEAVY
else if(dist < light_impact_range)
explosion_strength = EXPLODE_LIGHT
//------- TURF FIRES -------
if(T)
if(flame_dist && prob(40) && !isspaceturf(T) && !T.density)
var/obj/effect/hotspot/hotspot = new /obj/effect/hotspot/fake(T) //Mostly for ambience!
hotspot.temperature = 1000
hotspot.recolor()
if(dist > 0)
if(issimulatedturf(T))
var/turf/simulated/S = T
var/affecting_level
if(dist == 1)
affecting_level = 1
else
affecting_level = S.is_shielded() ? 2 : (S.intact ? 2 : 1)
for(var/atom in S.contents) //bypass type checking since only atom can be contained by turfs anyway
var/atom/AM = atom
if(!QDELETED(AM) && AM.simulated)
if(AM.level >= affecting_level)
AM.ex_act(dist)
else
for(var/atom in T.contents) //see above
var/atom/AM = atom
if(!QDELETED(AM) && AM.simulated)
AM.ex_act(dist)
CHECK_TICK
if(breach)
T.ex_act(dist)
else
T.ex_act(EXPLODE_LIGHT)
if((dist < flame_range) && prob(40) && !isspaceturf(T) && !T.density)
var/obj/effect/hotspot/hotspot = new /obj/effect/hotspot/fake(T) //Mostly for ambience!
hotspot.temperature = 1000
hotspot.recolor()
CHECK_TICK
if(explosion_strength == EXPLODE_NONE)
continue
if(breach)
T.ex_act(explosion_strength)
else
T.ex_act(EXPLODE_LIGHT)
if(!issimulatedturf(T))
for(var/atom/AM as anything in T)
if(!QDELETED(AM) && AM.simulated)
AM.ex_act(explosion_strength)
CHECK_TICK
continue
var/turf/simulated/S = T
var/affecting_level = 1
if(explosion_strength == EXPLODE_DEVASTATE)
affecting_level = 1
else if(S.is_shielded() || S.intact)
affecting_level = 2
for(var/atom/AM as anything in S)
if(!QDELETED(AM) && AM.simulated && (AM.level >= affecting_level))
AM.ex_act(explosion_strength)
CHECK_TICK
var/took = stop_watch(watch)
//You need to press the DebugGame verb to see these now....they were getting annoying and we've collected a fair bit of data. Just -test- changes to explosion code using this please so we can compare
log_world("## DEBUG: Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [took] seconds.")
// Log this to the investigate log because we have no better place
epicenter.investigate_log("## DEBUG: Explosion([x0],[y0],[z0]) - (d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [took] seconds.", INVESTIGATE_BOMB)
SEND_GLOBAL_SIGNAL(COMSIG_GLOB_EXPLOSION, epicenter, devastation_range, heavy_impact_range, light_impact_range, took, orig_dev_range, orig_heavy_range, orig_light_range)
return 1
/proc/secondaryexplosion(turf/epicenter, range)
for(var/turf/tile in spiral_range_turfs(range, epicenter))
tile.ex_act(EXPLODE_HEAVY)
return TRUE
USER_VERB(check_bomb_impact, R_DEBUG, "Check Bomb Impact", "Test bomb impact ranges.", VERB_CATEGORY_DEBUG)
var/newmode = alert(client, "Use reactionary explosions?","Check Bomb Impact", "Yes", "No")