//TODO: Flash range does nothing currently //A very crude linear approximatiaon of pythagoras theorem. /proc/cheap_pythag(var/dx, var/dy) dx = abs(dx); dy = abs(dy); if(dx>=dy) return dx + (0.5*dy) //The longest side add half the shortest side approximates the hypotenuse else return dy + (0.5*dx) proc/trange(var/Dist=0,var/turf/Center=null)//alternative to range (ONLY processes turfs and thus less intensive) if(Center==null) return //var/x1=((Center.x-Dist)<1 ? 1 : Center.x-Dist) //var/y1=((Center.y-Dist)<1 ? 1 : Center.y-Dist) //var/x2=((Center.x+Dist)>world.maxx ? world.maxx : Center.x+Dist) //var/y2=((Center.y+Dist)>world.maxy ? world.maxy : Center.y+Dist) var/turf/x1y1 = locate(((Center.x-Dist)<1 ? 1 : Center.x-Dist),((Center.y-Dist)<1 ? 1 : Center.y-Dist),Center.z) var/turf/x2y2 = locate(((Center.x+Dist)>world.maxx ? world.maxx : Center.x+Dist),((Center.y+Dist)>world.maxy ? world.maxy : Center.y+Dist),Center.z) return block(x1y1,x2y2) proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, adminlog = 1) src = null //so we don't abort once src is deleted spawn(0) var/start = world.timeofday epicenter = get_turf(epicenter) if(!epicenter) return var/max_range = max(devastation_range, heavy_impact_range, light_impact_range) // Play sounds; since playsound uses range() for each use, we'll try doing it through the player list. // Playsound_local will also have an extra bonus of panning the sound, depending on the source. So stereo users will hear the direction of the explosion 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, "explosion", 100, 1) // You hear a far explosion if you're outside the blast radius (*5) Small bombs shouldn't be heard all over the station. else if(dist <= round(max_range * 10, 1)) var/far_volume = Clamp(max_range * 10, 30, 60) // Volume is based on explosion size and dist far_volume += (dist > max_range * 2 ? 0 : 40) // add 40 volume if the mob is pretty close to the explosion M.playsound_local(epicenter, 'sound/effects/explosionfar.ogg', far_volume, 1) 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(adminlog) msg_admin_attack("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_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]) in area [epicenter.loc.name] ") //Pause the lighting updates for a bit var/datum/controller/process/lighting = processScheduler.getProcess("lighting") lighting.disable() var/powernet_rebuild_was_deferred_already = defer_powernet_rebuild if(defer_powernet_rebuild != 2) defer_powernet_rebuild = 1 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 for(var/turf/T in trange(max_range, epicenter)) var/dist = sqrt((T.x - x0)**2 + (T.y - y0)**2) if(config.reactionary_explosions) var/turf/Trajectory = T while(Trajectory != epicenter) Trajectory = get_step_towards(Trajectory, epicenter) if(Trajectory.density && Trajectory.explosion_block) dist += Trajectory.explosion_block for(var/obj/machinery/door/D in Trajectory) if(D.density && D.explosion_block) dist += D.explosion_block var/throw_dist = dist 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 if(T) for(var/atom_movable in T.contents) //bypass type checking since only atom/movable can be contained by turfs anyway var/atom/movable/AM = atom_movable if(AM && AM.simulated) AM.ex_act(dist) // if(flame_dist && prob(40) && !istype(T, /turf/space) && !T.density) // PoolOrNew(/obj/effect/hotspot, T) //Mostly for ambience! if(dist > 0) T.ex_act(dist) //--- THROW ITEMS AROUND --- 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_range = rand(throw_dist, max_range) var/turf/throw_at = get_ranged_target_turf(I, throw_dir, throw_range) I.throw_speed = 4 //Temporarily change their throw_speed for embedding purposes (Reset when it finishes throwing, regardless of hitting anything) I.throw_at(throw_at, throw_range, 2)//Throw it at 2 speed, this is purely visual anyway. var/took = (world.timeofday-start)/10 //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) world.log << "## 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) sleep(8) lighting.enable() if(!powernet_rebuild_was_deferred_already) if(defer_powernet_rebuild != 2) defer_powernet_rebuild = 0 return 1 proc/secondaryexplosion(turf/epicenter, range) for(var/turf/tile in trange(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(usr) 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 trange(max_range, epicenter)) wipe_colours += T var/dist = cheap_pythag(T.x - x0, T.y - 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 = ""