Merge pull request #3465 from Yoshax/radiation

Ports radiation rework and stuff from Bay
This commit is contained in:
Anewbe
2017-05-31 18:37:58 -05:00
committed by GitHub
32 changed files with 372 additions and 61 deletions
+6 -8
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@@ -2,7 +2,7 @@
var/const/enterBelt = 30
var/const/radIntervall = 5 // Enough time between enter/leave belt for 10 hits, as per original implementation
var/const/leaveBelt = 80
var/const/revokeAccess = 135
var/const/revokeAccess = 165
startWhen = 2
announceWhen = 1
endWhen = revokeAccess
@@ -27,23 +27,21 @@
radiate()
else if(activeFor == leaveBelt)
command_announcement.Announce("The station has passed the radiation belt. Please report to medbay if you experience any unusual symptoms. Maintenance will lose all access again shortly.", "Anomaly Alert")
command_announcement.Announce("The station has passed the radiation belt. Please allow for up to one minute while radiation levels dissipate, and report to medbay if you experience any unusual symptoms. Maintenance will lose all access again shortly.", "Anomaly Alert")
/datum/event/radiation_storm/proc/radiate()
var/radiation_level = rand(15, 35)
for(var/z in using_map.station_levels)
radiation_repository.z_radiate(locate(1, 1, z), radiation_level, 1)
for(var/mob/living/carbon/C in living_mob_list)
var/area/A = get_area(C)
if(!A)
continue
if(!(A.z in using_map.station_levels))
continue
if(A.flags & RAD_SHIELDED)
continue
if(istype(C,/mob/living/carbon/human))
var/mob/living/carbon/human/H = C
H.apply_effect((rand(15,35)),IRRADIATE,0)
if(prob(5))
H.apply_effect((rand(40,70)),IRRADIATE,0)
if (prob(75))
randmutb(H) // Applies bad mutation
domutcheck(H,null,MUTCHK_FORCED)
+2 -2
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@@ -27,6 +27,7 @@
radiate()
/datum/event/solar_storm/proc/radiate()
// Note: Too complicated to be worth trying to use the radiation system for this. Its only in space anyway, so we make an exception in this case.
for(var/mob/living/L in living_mob_list)
var/turf/T = get_turf(L)
if(!T)
@@ -36,8 +37,7 @@
continue
//Todo: Apply some burn damage from the heat of the sun. Until then, enjoy some moderate radiation.
L.apply_effect((rand(15,30)),IRRADIATE,blocked = L.getarmor(null, "rad"))
L.rad_act(rand(15, 30))
/datum/event/solar_storm/end()
command_announcement.Announce("The solar storm has passed the station. It is now safe to resume EVA activities. Please report to medbay if you experience any unusual symptoms. ", "Anomaly Alert")
+1 -1
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@@ -482,7 +482,7 @@ var/list/mining_overlay_cache = list()
M.flash_eyes()
if(prob(50))
M.Stun(5)
M.apply_effect(25, IRRADIATE)
radiation_repository.flat_radiate(src, 25, 200)
if(prob(25))
excavate_find(prob(5), finds[1])
else if(rand(1,500) == 1)
@@ -94,7 +94,7 @@ emp_act
var/obj/item/organ/external/organ = organs_by_name[organ_name]
if(organ)
var/weight = organ_rel_size[organ_name]
armorval += getarmor_organ(organ, type) * weight
armorval += (getarmor_organ(organ, type) * weight)
total += weight
return (armorval/max(total, 1))
@@ -352,6 +352,7 @@ var/global/list/robot_modules = list(
src.modules += new /obj/item/device/pipe_painter(src)
src.modules += new /obj/item/device/floor_painter(src)
src.modules += new /obj/item/weapon/gripper/no_use/loader(src)
src.modules += new /obj/item/device/geiger(src)
var/datum/matter_synth/metal = new /datum/matter_synth/metal()
var/datum/matter_synth/plasteel = new /datum/matter_synth/plasteel()
@@ -396,6 +397,7 @@ var/global/list/robot_modules = list(
src.modules += new /obj/item/device/pipe_painter(src)
src.modules += new /obj/item/device/floor_painter(src)
src.emag = new /obj/item/weapon/melee/baton/robot/arm(src)
src.modules += new /obj/item/device/geiger(src)
var/datum/matter_synth/metal = new /datum/matter_synth/metal(40000)
var/datum/matter_synth/glass = new /datum/matter_synth/glass(40000)
+2 -6
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@@ -396,17 +396,13 @@
/obj/machinery/power/port_gen/pacman/super/UseFuel()
//produces a tiny amount of radiation when in use
if (prob(2*power_output))
for (var/mob/living/L in range(src, 5))
L.apply_effect(1, IRRADIATE) //should amount to ~5 rads per minute at max safe power
radiation_repository.radiate(src, 4)
..()
/obj/machinery/power/port_gen/pacman/super/explode()
//a nice burst of radiation
var/rads = 50 + (sheets + sheet_left)*1.5
for (var/mob/living/L in range(src, 10))
//should really fall with the square of the distance, but that makes the rads value drop too fast
//I dunno, maybe physics works different when you live in 2D -- SM radiation also works like this, apparently
L.apply_effect(max(20, round(rads/get_dist(L,src))), IRRADIATE)
radiation_repository.radiate(src, (max(20, rads)))
explosion(src.loc, 3, 3, 5, 3)
qdel(src)
@@ -31,6 +31,11 @@ var/global/list/rad_collectors = list()
last_power_new = 0
if(P && active)
var/rads = radiation_repository.get_rads_at_turf(get_turf(src))
if(rads)
receive_pulse(rads * 5) //Maths is hard
if(P)
if(P.air_contents.gas["phoron"] == 0)
investigate_log("<font color='red'>out of fuel</font>.","singulo")
@@ -406,15 +406,13 @@
var/toxrange = 10
var/toxdamage = 4
var/radiation = 15
var/radiationmin = 3
if (src.energy>200)
toxdamage = round(((src.energy-150)/50)*4,1)
radiation = round(((src.energy-150)/50)*5,1)
radiationmin = round((radiation/5),1)//
radiation_repository.radiate(src, radiation) //Always radiate at max, so a decent dose of radiation is applied
for(var/mob/living/M in view(toxrange, src.loc))
if(M.status_flags & GODMODE)
continue
M.apply_effect(rand(radiationmin,radiation), IRRADIATE)
toxdamage = (toxdamage - (toxdamage*M.getarmor(null, "rad")))
M.apply_effect(toxdamage, TOX)
return
@@ -448,13 +446,13 @@
/obj/singularity/proc/smwave()
for(var/mob/living/M in view(10, src.loc))
if(prob(67))
M.apply_effect(rand(energy), IRRADIATE)
M << "<span class=\"warning\">You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.</span>"
M << "<span class=\"notice\">Miraculously, it fails to kill you.</span>"
to_chat(M, "<span class=\"warning\">You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.</span>")
to_chat(M, "<span class=\"notice\">Miraculously, it fails to kill you.</span>")
else
M << "<span class=\"danger\">You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.</span>"
M << "<span class=\"danger\">You don't even have a moment to react as you are reduced to ashes by the intense radiation.</span>"
M.dust()
radiation_repository.radiate(src, rand(energy))
return
/obj/singularity/proc/pulse()
+15 -7
View File
@@ -23,8 +23,11 @@
#define DAMAGE_RATE_LIMIT 3 //damage rate cap at power = 300, scales linearly with power
//These would be what you would get at point blank, decreases with distance
#define DETONATION_RADS 200
// Base variants are applied to everyone on the same Z level
// Range variants are applied on per-range basis: numbers here are on point blank, it scales with the map size (assumes square shaped Z levels)
#define DETONATION_RADS 20
#define DETONATION_HALLUCINATION_BASE 300
#define DETONATION_HALLUCINATION_RANGE 300
#define DETONATION_HALLUCINATION 600
@@ -95,6 +98,11 @@
anchored = 1
grav_pulling = 1
exploded = 1
var/turf/TS = get_turf(src) // The turf supermatter is on. SM being in a locker, mecha, or other container shouldn't block it's effects that way.
if(!TS)
return
for(var/z in GetConnectedZlevels(TS.z))
radiation_repository.z_radiate(locate(1, 1, z), DETONATION_RADS, 1)
for(var/mob/living/mob in living_mob_list)
var/turf/T = get_turf(mob)
if(T && (loc.z == T.z))
@@ -102,8 +110,6 @@
//Hilariously enough, running into a closet should make you get hit the hardest.
var/mob/living/carbon/human/H = mob
H.hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1)) ) )
var/rads = DETONATION_RADS * sqrt( 1 / (get_dist(mob, src) + 1) )
mob.apply_effect(rads, IRRADIATE)
spawn(pull_time)
explosion(get_turf(src), explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 1)
qdel(src)
@@ -258,12 +264,15 @@
if(eye_shield < 1)
l.hallucination = max(0, min(200, l.hallucination + power * config_hallucination_power * sqrt( 1 / max(1,get_dist(l, src)) ) ) )
/*
//adjusted range so that a power of 170 (pretty high) results in 9 tiles, roughly the distance from the core to the engine monitoring room.
//note that the rads given at the maximum range is a constant 0.2 - as power increases the maximum range merely increases.
for(var/mob/living/l in range(src, round(sqrt(power / 2))))
var/radius = max(get_dist(l, src), 1)
var/rads = (power / 10) * ( 1 / (radius**2) )
l.apply_effect(rads, IRRADIATE)
*/
radiation_repository.radiate(src, power * 1.5) //Better close those shutters!
power -= (power/DECAY_FACTOR)**3 //energy losses due to radiation
@@ -377,9 +386,8 @@
"<span class=\"warning\">The unearthly ringing subsides and you notice you have new radiation burns.</span>", 2)
else
l.show_message("<span class=\"warning\">You hear an uneartly ringing and notice your skin is covered in fresh radiation burns.</span>", 2)
var/rads = 500 * sqrt( 1 / (get_dist(l, src) + 1) )
l.apply_effect(rads, IRRADIATE)
var/rads = 500
radiation_repository.radiate(src, rads)
/obj/machinery/power/supermatter/proc/supermatter_pull()
//following is adapted from singulo code
@@ -15,16 +15,10 @@
/datum/artifact_effect/radiate/DoEffectAura()
if(holder)
var/turf/T = get_turf(holder)
for (var/mob/living/M in range(src.effectrange,T))
M.apply_effect(radiation_amount,IRRADIATE,0)
M.updatehealth()
radiation_repository.flat_radiate(holder, radiation_amount, src.effectrange)
return 1
/datum/artifact_effect/radiate/DoEffectPulse()
if(holder)
var/turf/T = get_turf(holder)
for (var/mob/living/M in range(src.effectrange,T))
M.apply_effect(radiation_amount * 25,IRRADIATE,0)
M.updatehealth()
radiation_repository.radiate(holder, ((radiation_amount * 25) * (sqrt(src.effectrange)))) //Need to get feedback on this
return 1
@@ -198,8 +198,7 @@
radiation = rand() * 15 + 85
if(!rad_shield)
//irradiate nearby mobs
for(var/mob/living/M in view(7,src))
M.apply_effect(radiation / 25, IRRADIATE, 0)
radiation_repository.radiate(src, radiation / 25)
else
t_left_radspike = pick(10,15,25)
@@ -361,4 +360,4 @@
scanned_item = null
add_fingerprint(usr)
return 1 // update UIs attached to this object
return 1 // update UIs attached to this object