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Paradise/code/controllers/subsystem/SSradiation.dm
T
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

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PROCESSING_SUBSYSTEM_DEF(radiation)
name = "Radiation"
flags = SS_BACKGROUND | SS_NO_INIT
wait = 1 SECONDS
offline_implications = "Radiation will no longer function; power generation may not happen. A restart may or may not be required, depending on the situation."
cpu_display = SS_CPUDISPLAY_HIGH
var/list/warned_atoms = list()
// Cache radiation levels for each turf so it doesn't need to be done iteratively
// turf_rad_cache is the state in the current loop, and may not be 100% representative
// until processing is complete.
// prev_rad_cache is the fully evaluated radiation state cache from the previous tick.
var/last_rad_cache_update = 0
var/rad_cache_update_interval = 5 SECONDS
var/list/turf_rad_cache = list()
var/list/prev_rad_cache = list()
/// Lazy list of all radioactive components
var/list/all_radiations
/datum/controller/subsystem/processing/radiation/proc/warn(datum/component/radioactive/contamination)
if(!contamination || QDELETED(contamination))
return
var/ref = contamination.parent.UID()
if(warned_atoms[ref])
return
warned_atoms[ref] = TRUE
var/atom/master = contamination.parent
SSblackbox.record_feedback("tally", "contaminated", 1, master.type)
var/msg = "has become contaminated with enough radiation to emit radiation waves || Source: [contamination.source] || Strength: [contamination.alpha_strength + contamination.beta_strength + contamination.gamma_strength]"
master.investigate_log(msg, "radiation")
/datum/controller/subsystem/processing/radiation/fire(resumed)
if(world.time > last_rad_cache_update + rad_cache_update_interval)
refresh_rad_cache()
last_rad_cache_update = world.time
. = ..()
/datum/controller/subsystem/processing/radiation/proc/get_turf_radiation(turf/place)
if(prev_rad_cache[place])
return prev_rad_cache[place]
else
return 0
/datum/controller/subsystem/processing/radiation/proc/update_rad_cache_contaminated(datum/component/radioactive/thing)
var/atom/owner = thing.parent
var/turf/place = get_turf(owner)
if(turf_rad_cache[place])
turf_rad_cache[place][1] += thing.alpha_strength
turf_rad_cache[place][2] += thing.beta_strength
turf_rad_cache[place][3] += thing.gamma_strength
else
turf_rad_cache[place] = list(thing.alpha_strength, thing.beta_strength, thing.gamma_strength)
/datum/controller/subsystem/processing/radiation/proc/update_rad_cache_inherent(datum/component/inherent_radioactivity/thing)
var/atom/owner = thing.parent
var/turf/place = get_turf(owner)
if(turf_rad_cache[place])
turf_rad_cache[place][1] += thing.radioactivity_alpha
turf_rad_cache[place][2] += thing.radioactivity_beta
turf_rad_cache[place][3] += thing.radioactivity_gamma
else
turf_rad_cache[place] = list(thing.radioactivity_alpha, thing.radioactivity_beta, thing.radioactivity_gamma)
/datum/controller/subsystem/processing/radiation/proc/refresh_rad_cache()
prev_rad_cache.Cut()
prev_rad_cache = turf_rad_cache
turf_rad_cache = list()