//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) if(config.use_recursive_explosions) var/power = devastation_range * 2 + heavy_impact_range + light_impact_range //The ranges add up, ie light 14 includes both heavy 7 and devestation 3. So this calculation means devestation counts for 4, heavy for 2 and light for 1 power, giving us a cap of 27 power. explosion_rec(epicenter, power) return 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.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) message_admins("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] ") var/lighting_controller_was_processing = lighting_controller.processing //Pause the lighting updates for a bit lighting_controller.processing = 0 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 = cheap_pythag(T.x - x0,T.y - y0) if(dist < devastation_range) dist = 1 else if(dist < heavy_impact_range) dist = 2 else if(dist < light_impact_range) dist = 3 else continue T.ex_act(dist) 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.ex_act(dist) 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) if(!lighting_controller.processing) lighting_controller.processing = lighting_controller_was_processing 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)