Files
Paradise/code/datums/components/radioactive.dm
Migratingcocofruit ebf7fdbfd2 Radiation Rework (#28320)
* initial changes

* Rad wave is working. now to implement the rest

* Makes the waves square

* Makes wave square

* multiplies the strength in all instances of radiation_pulse by 4 because each pulse makes one wave instead of 4 now

* Undef thing and apply suggestion

* Make radiation_pulse() not radiate the radiation source and implements contamination

* Adds contamination to uranium walls and meteors

* Fixes stuff

* Handle some contamination on attack still need to take care of meteors

* Fixed the meteor stuff

* Introduce emission types

* moves contaminate_touch to an atom proc and renames it to contaminate_atom

* deduplicates some contamination code

* Move inherent radioactivity to a component and signals from the atom vars and behaviour

* fix some things with the new component

* Update inherent_radioactivity.dm

* implement contaminating things that hit things that are inherently radioactive

* window things

* adds emission type to the rad_act call

* Changes radiation insulation values on a bunch of stuff

* fixes radioactive component radiating the wrong type

* more adjustments

* refactros rad_act

* adjustments to collector power production

* Adds plastitaniumglass windows and makes further adjustments

* Adds sprites to the shards and plastitanium directional window

* Update misc_cleanables.dm

* removes alpha rad insulation from floor turfs

* Fixes a bug with the starting tile of radiation waves

* More adjustments

* Adjusting singularity rad production

* reduces window half life a bit to make power smoother and buffs full window rad conversion

* Strengthens gamma and beta radiation effect on mobs.

* Makes radsuit block radiation completely

* Fixes Geiger Counters

* Fixes contamination not irradiating the contaminated thing

* Fixes inherent radioactivity not processing. Also makes it stop processing when a nuke core is contained

* Fixes ghost contamination

* Adds info to the collector

* Handles alpha radiation better on humans and changes some instances of rad_act to base_rad_act

* oops

* adjustments and fixes to alpha rad handling on mobs

* Make collector info more compact

* Core no longer radiates and contaminates from within the nuke until the plates are removed

* Contamination no longer counts as being inside a mob(it is supposed to be surface level)

* Adds inherent radioactivity to a bunch of uranium things. makes it all process.

* Nerf full windows

* Adjustments to collector and fulltile window radiation absorption

* Reduces passive contamination, especially while on the floor

* Adds different rad types to the geiger counter and fixes a runtime

* Makes full tile windows strong again and disallows building them on top of collectors

* adds emissive blockers to the rad blacklist and gives windows and collectors priority when irradiating for increased consistency

* Gives each contamination type it's own color.

* Gives each contamination type it's own color.  And makes the rad hud display them separately

* Changes how much the radiation wave affects the source tile, adds decay for performance reasons and adjusts collector parameters as well as SM and singulo rad production

* improves performance at very high rad amounts

* Fixes supermatter sliver box not containing radiation

* Restores supermatter sliver to old behaviour(not inherently radioactive)

* Slight nerf to fulltile windows and removes an unnecessary multiplication from rad wave processing

* Removes redundant line from window rad act

* Fixes radiation waves ignoring walls

* fixes it better

* more adjustments to collector stats

* Adjustment to collector gamma absorption

* increases grille beta blocking

* Review changes
2025-03-02 20:34:45 +00:00

176 lines
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#define RAD_AMOUNT_LOW 50
#define RAD_AMOUNT_MEDIUM 200
#define RAD_AMOUNT_HIGH 500
#define RAD_AMOUNT_EXTREME 1000
#define GLOW_ALPHA "#225dff5d"
#define GLOW_BETA "#39ff1430"
#define GLOW_GAMMA "#c125ff6b"
/datum/component/radioactive
dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
var/source
///the half-life measured in ticks
var/hl3_release_date
var/alpha_strength
var/beta_strength
var/gamma_strength
/datum/component/radioactive/Initialize(_strength, _source, emission_type, _half_life = RAD_HALF_LIFE)
if(!istype(parent, /atom))
return COMPONENT_INCOMPATIBLE
switch(emission_type)
if(ALPHA_RAD)
alpha_strength = _strength
if(BETA_RAD)
beta_strength = _strength
if(GAMMA_RAD)
gamma_strength = _strength
source = _source
hl3_release_date = _half_life
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, PROC_REF(rad_examine))
RegisterSignal(parent, COMSIG_ADMIN_DECONTAMINATE, PROC_REF(admin_decontaminate))
if(isitem(parent))
RegisterSignal(parent, COMSIG_ATTACK, PROC_REF(rad_attack))
RegisterSignal(parent, COMSIG_ATTACK_OBJ, PROC_REF(rad_attack))
//Let's make er glow
//This relies on parent not being a turf or something. IF YOU CHANGE THAT, CHANGE THIS
var/atom/movable/master = parent
master.add_filter("rad_glow", 2, list("type" = "outline", "color" = get_glow_color(), "size" = 2))
addtimer(CALLBACK(src, PROC_REF(glow_loop), master), rand(1, 19)) //Things should look uneven
LAZYADD(SSradiation.all_radiations, src)
START_PROCESSING(SSradiation, src)
/datum/component/radioactive/Destroy()
STOP_PROCESSING(SSradiation, src)
LAZYREMOVE(SSradiation.all_radiations, src)
var/atom/movable/master = parent
master.remove_filter("rad_glow")
return ..()
/datum/component/radioactive/proc/get_glow_color()
var/list/glow_alpha = rgb2num(GLOW_ALPHA)
var/list/glow_beta = rgb2num(GLOW_BETA)
var/list/glow_gamma = rgb2num(GLOW_GAMMA)
var/list/rad_color = list()
var/alpha_part = alpha_strength / (alpha_strength + beta_strength + gamma_strength)
var/beta_part = beta_strength / (alpha_strength + beta_strength + gamma_strength)
var/gamma_part = 1 - (alpha_part + beta_part)
var/max_ratio = 0
for(var/i in 1 to 4)
rad_color += glow_alpha[i] * alpha_part + glow_beta[i] * beta_part + glow_gamma[i] * gamma_part
// Find the ratio between the color value closest to 256 and 256.
if(i < 4 && max_ratio < (rad_color[i] / 256))
max_ratio = rad_color[i] / 256
return rgb(rad_color[1] / max_ratio, rad_color[2] / max_ratio, rad_color[3] / max_ratio, rad_color[4])
/datum/component/radioactive/process()
if(alpha_strength > RAD_BACKGROUND_RADIATION)
radiation_pulse(parent, alpha_strength, ALPHA_RAD)
if(beta_strength > RAD_BACKGROUND_RADIATION)
radiation_pulse(parent, beta_strength, BETA_RAD)
if(gamma_strength > RAD_BACKGROUND_RADIATION)
radiation_pulse(parent, gamma_strength, GAMMA_RAD)
if(!hl3_release_date)
return
alpha_strength -= alpha_strength / hl3_release_date
beta_strength -= beta_strength / hl3_release_date
gamma_strength -= gamma_strength / hl3_release_date
SSradiation.update_rad_cache_contaminated(src)
if(alpha_strength + beta_strength + gamma_strength <= RAD_BACKGROUND_RADIATION)
qdel(src)
return PROCESS_KILL
/datum/component/radioactive/proc/glow_loop(atom/movable/master)
var/filter = master.get_filter("rad_glow")
if(filter)
animate(filter, alpha = 110, time = 15, loop = -1)
animate(alpha = 40, time = 25)
/datum/component/radioactive/InheritComponent(datum/component/C, i_am_original, _strength, _source, emission_type, _half_life = RAD_HALF_LIFE)
if(!i_am_original)
return
if(!hl3_release_date) // Permanently radioactive things don't get to grow stronger
return
if(C)
var/datum/component/radioactive/other = C
alpha_strength = max(alpha_strength, other.alpha_strength)
beta_strength = max(beta_strength, other.beta_strength)
gamma_strength = max(gamma_strength, other.gamma_strength)
hl3_release_date = other.hl3_release_date
else
switch(emission_type)
if(ALPHA_RAD)
alpha_strength = max(alpha_strength, _strength)
if(BETA_RAD)
beta_strength = max(beta_strength, _strength)
if(GAMMA_RAD)
gamma_strength = max(gamma_strength, _strength)
hl3_release_date = _half_life
var/atom/movable/master = parent
var/filter = master.get_filter("rad_glow")
animate(filter, color = get_glow_color())
/datum/component/radioactive/proc/rad_examine(datum/source, mob/user, list/out)
SIGNAL_HANDLER
var/atom/master = parent
var/list/fragments = list()
if(get_dist(master, user) <= 1)
fragments += "The air around [master] feels warm"
switch(alpha_strength + beta_strength + gamma_strength)
if(0 to RAD_AMOUNT_LOW)
if(length(fragments))
fragments += "."
if(RAD_AMOUNT_LOW to RAD_AMOUNT_MEDIUM)
fragments += "[length(fragments) ? " and [master.p_they()] " : "[master] "]feel[master.p_s()] weird to look at."
if(RAD_AMOUNT_MEDIUM to RAD_AMOUNT_HIGH)
fragments += "[length(fragments) ? " and [master.p_they()] " : "[master] "]seem[master.p_s()] to be glowing a bit."
if(RAD_AMOUNT_HIGH to INFINITY) //At this level the object can contaminate other objects
fragments += "[length(fragments) ? " and [master.p_they()] " : "[master] "]hurt[master.p_s()] to look at."
if(length(fragments))
out += "<span class='warning'>[fragments.Join()]</span>"
/datum/component/radioactive/proc/rad_attack(datum/source, atom/movable/target, mob/living/user)
SIGNAL_HANDLER
if(alpha_strength > RAD_BACKGROUND_RADIATION)
radiation_pulse(parent, alpha_strength / 20, ALPHA_RAD)
target.base_rad_act(parent ,alpha_strength / 2, ALPHA_RAD)
if(beta_strength > RAD_BACKGROUND_RADIATION)
radiation_pulse(parent, beta_strength / 20, BETA_RAD)
target.base_rad_act(parent, beta_strength / 2, BETA_RAD)
if(gamma_strength > RAD_BACKGROUND_RADIATION)
radiation_pulse(parent, gamma_strength / 20, GAMMA_RAD)
target.base_rad_act(parent, gamma_strength / 2, GAMMA_RAD)
if(!hl3_release_date)
return
alpha_strength -= alpha_strength / hl3_release_date
beta_strength -= beta_strength / hl3_release_date
gamma_strength -= gamma_strength / hl3_release_date
/datum/component/radioactive/proc/admin_decontaminate()
SIGNAL_HANDLER
. = TRUE
if(ismob(parent))
var/mob/M = parent
M.radiation = 0
if(ismob(source))
var/mob/M = source
M.radiation = 0
qdel(src)
#undef RAD_AMOUNT_LOW
#undef RAD_AMOUNT_MEDIUM
#undef RAD_AMOUNT_HIGH
#undef RAD_AMOUNT_EXTREME
#undef GLOW_ALPHA
#undef GLOW_BETA
#undef GLOW_GAMMA