//TODO: Flash range does nothing currently /proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1, ignorecap = 0, flame_range = 0 ,silent = 0) src = null //so we don't abort once src is deleted epicenter = get_turf(epicenter) // Archive the uncapped explosion for the doppler array var/orig_dev_range = devastation_range var/orig_heavy_range = heavy_impact_range var/orig_light_range = light_impact_range if(!ignorecap) // Clamp all values to MAX_EXPLOSION_RANGE devastation_range = min (MAX_EX_DEVESTATION_RANGE, devastation_range) heavy_impact_range = min (MAX_EX_HEAVY_RANGE, heavy_impact_range) light_impact_range = min (MAX_EX_LIGHT_RANGE, light_impact_range) flash_range = min (MAX_EX_FLASH_RANGE, flash_range) flame_range = min (MAX_EX_FLAME_RANGE, flame_range) spawn(0) var/watch = start_watch() if(!epicenter) return var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flame_range) var/list/cached_exp_block = list() if(adminlog) message_admins("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z]) (JMP)") log_game("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z])") // Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves. // Stereo users will also hear the direction of the explosion! // Calculate far explosion sound range. Only allow the sound effect for heavy/devastating explosions. // 3/7/14 will calculate to 80 + 35 var/far_dist = 0 far_dist += heavy_impact_range * 5 far_dist += devastation_range * 20 if(!silent) var/frequency = get_rand_frequency() for(var/mob/M in player_list) // Double check for client if(M && M.client) var/turf/M_turf = get_turf(M) if(M_turf && M_turf.z == epicenter.z) var/dist = get_dist(M_turf, epicenter) // If inside the blast radius + world.view - 2 if(dist <= round(max_range + world.view - 2, 1)) M.playsound_local(epicenter, get_sfx("explosion"), 100, 1, frequency, falloff = 5) // get_sfx() is so that everyone gets the same sound // 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, 30, 50) // Volume is based on explosion size and dist far_volume += (dist <= far_dist * 0.5 ? 50 : 0) // add 50 volume if the mob is pretty close to the explosion M.playsound_local(epicenter, 'sound/effects/explosionfar.ogg', far_volume, 1, frequency, falloff = 5) var/close = range(world.view+round(devastation_range,1), epicenter) // to all distanced mobs play a different sound for(var/mob/M in world) if(M.z == epicenter.z) if(!(M in close)) // check if the mob can hear if(M.ear_deaf <= 0 || !M.ear_deaf) if(!istype(M.loc,/turf/space)) M << 'sound/effects/explosionfar.ogg' if(heavy_impact_range > 1) var/datum/effect/system/explosion/E = new/datum/effect/system/explosion() E.set_up(epicenter) E.start() var/x0 = epicenter.x var/y0 = epicenter.y var/z0 = epicenter.z var/list/affected_turfs = spiral_range_turfs(max_range, epicenter) if(config.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 if(T.density && T.explosion_block) cached_exp_block[T] += T.explosion_block for(var/obj/machinery/door/D in T) if(D.density && D.explosion_block) cached_exp_block[T] += D.explosion_block CHECK_TICK for(var/A in affected_turfs) var/turf/T = A if(!T) continue var/dist = hypotenuse(T.x, T.y, x0, y0) if(config.reactionary_explosions) var/turf/Trajectory = T while(Trajectory != epicenter) Trajectory = get_step_towards(Trajectory, epicenter) dist += cached_exp_block[Trajectory] 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 //------- TURF FIRES ------- if(T) if(flame_dist && prob(40) && !istype(T, /turf/space) && !T.density) new /obj/effect/hotspot(T) //Mostly for ambience! if(dist > 0) if(istype(T, /turf/simulated)) 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(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(AM && AM.simulated) AM.ex_act(dist) CHECK_TICK T.ex_act(dist) CHECK_TICK //--- THROW ITEMS AROUND --- /* if(throw_dist > 0) var/throw_dir = get_dir(epicenter,T) for(var/obj/item/I in T) spawn(0) //Simultaneously not one at a time if(I && !I.anchored) var/throw_mult = 0.5 + (0.5 * rand()) // Between 0.5 and 1.0 var/throw_range = round((throw_dist + 1) * throw_mult) // Roughly 50% to 100% of throw_dist if(throw_range > 0) var/turf/throw_at = get_ranged_target_turf(I, throw_dir, throw_range) I.throw_at(throw_at, throw_range, 2, no_spin = 1) //Throw it at 2 speed, this is purely visual anyway; don't spin the thrown items, it's very costly. */ 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 if(Debug2) log_to_dd("## DEBUG: Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [took] seconds.") //Machines which report explosions. for(var/i,i<=doppler_arrays.len,i++) var/obj/machinery/doppler_array/Array = doppler_arrays[i] if(Array) Array.sense_explosion(x0,y0,z0,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(2) /client/proc/check_bomb_impacts() set name = "Check Bomb Impact" set category = "Debug" var/newmode = alert("Use reactionary explosions?","Check Bomb Impact", "Yes", "No") var/turf/epicenter = get_turf(mob) if(!epicenter) return var/dev = 0 var/heavy = 0 var/light = 0 var/list/choices = list("Small Bomb","Medium Bomb","Big Bomb","Custom Bomb") var/choice = input("Bomb Size?") in choices switch(choice) if(null) return 0 if("Small Bomb") dev = 1 heavy = 2 light = 3 if("Medium Bomb") dev = 2 heavy = 3 light = 4 if("Big Bomb") dev = 3 heavy = 5 light = 7 if("Custom Bomb") dev = input("Devestation range (Tiles):") as num heavy = input("Heavy impact range (Tiles):") as num light = input("Light impact range (Tiles):") as num var/max_range = max(dev, heavy, light) var/x0 = epicenter.x var/y0 = epicenter.y var/list/wipe_colours = list() for(var/turf/T in spiral_range_turfs(max_range, epicenter)) wipe_colours += T var/dist = hypotenuse(T.x, T.y, x0, y0) if(newmode == "Yes") var/turf/TT = T while(TT != epicenter) TT = get_step_towards(TT,epicenter) if(TT.density && TT.explosion_block) dist += TT.explosion_block for(var/obj/machinery/door/D in TT) if(D.density && D.explosion_block) dist += D.explosion_block if(dist < dev) T.color = "red" T.maptext = "Dev" else if(dist < heavy) T.color = "yellow" T.maptext = "Heavy" else if(dist < light) T.color = "blue" T.maptext = "Light" else continue sleep(100) for(var/turf/T in wipe_colours) T.color = null T.maptext = ""