mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-07-17 18:14:25 +01:00
Explosion subsystem (#17499)
* Initial port * pause air * decoupled input from processing * explosion condition tweak * closer to original recursive code * accurate explosions * better defer calls * glob fix * fix * DON'T DO THAT * initial deferral code * small explosions ignored * lower thresholds * better thresholds again * forbid powernet defer during init, explosions too * don't block your own network regen * use procs * better thresholds, always defer at least * admin notice * subsytem updated * Allow removal from networks * defer till rebuild * dir * Update breaker_box.dm * no init means no init * then flag it... --------- Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com> Co-authored-by: C.L. <killer65311@gmail.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
This commit is contained in:
@@ -472,9 +472,6 @@
|
||||
///datum/config_entry/number/simultaneous_pm_warning_timeout
|
||||
// default = 100
|
||||
|
||||
/// Defines whether the server uses recursive or circular explosions.
|
||||
/datum/config_entry/flag/use_recursive_explosions
|
||||
|
||||
/// Multiplier for how much weaker explosions are on neighboring z levels.
|
||||
/datum/config_entry/number/multi_z_explosion_scalar
|
||||
default = 0.5
|
||||
|
||||
@@ -0,0 +1,339 @@
|
||||
SUBSYSTEM_DEF(explosions)
|
||||
name = "Explosions"
|
||||
priority = FIRE_PRIORITY_EXPLOSIONS
|
||||
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
|
||||
wait = 0.5 SECONDS
|
||||
dependencies = list(
|
||||
/datum/controller/subsystem/machines
|
||||
)
|
||||
flags = SS_NO_INIT
|
||||
|
||||
VAR_PRIVATE/resolve_explosions = FALSE
|
||||
VAR_PRIVATE/list/currentrun = null
|
||||
VAR_PRIVATE/list/currentsignals = null
|
||||
VAR_PRIVATE/list/pending_explosions = list()
|
||||
VAR_PRIVATE/list/resolving_explosions = list()
|
||||
VAR_PRIVATE/list/explosion_signals = list()
|
||||
|
||||
/datum/controller/subsystem/explosions/stat_entry(msg)
|
||||
var/meme = ""
|
||||
switch(resolving_explosions.len)
|
||||
if(0 to 10000) meme = ""
|
||||
if(10000 to 15000) meme = "- HEAVY LOAD"
|
||||
if(15000 to 20000) meme = "- EXTREME LOAD"
|
||||
if(20000 to 25000) meme = "- I STILL FUNCTION"
|
||||
if(25000 to 30000) meme = "- WANNA BET?"
|
||||
if(30000 to INFINITY) meme = "- CALL /abort() TO FORCE END"
|
||||
msg = "E: [explosion_signals.len] | P: [pending_explosions.len] | R: [resolving_explosions.len] | CR : [currentrun.len] | CS : [currentsignals.len] - [resolve_explosions ? "RESOLVING" : currentrun.len ? "PREPARING" : "IDLING"] [meme]"
|
||||
return ..()
|
||||
|
||||
/datum/controller/subsystem/explosions/proc/gotosleep()
|
||||
can_fire = FALSE
|
||||
|
||||
/datum/controller/subsystem/explosions/proc/wakeup()
|
||||
can_fire = TRUE
|
||||
next_fire = world.time
|
||||
|
||||
/datum/controller/subsystem/explosions/fire(resumed)
|
||||
// Build both queues. The first one gets the explosion power in each turf
|
||||
// The second queue applies that explosion power to all turfs and objects in them
|
||||
if(!resumed)
|
||||
if(resolve_explosions && !currentrun.len)
|
||||
end_resolve()
|
||||
if(!resolve_explosions)
|
||||
// Setup the explosion buffer!
|
||||
currentrun = pending_explosions.Copy()
|
||||
currentsignals = explosion_signals.Copy()
|
||||
pending_explosions.Cut()
|
||||
explosion_signals.Cut()
|
||||
if(currentrun.len == 0 && !resolve_explosions) // Wait till we're useful if we have nothing to do!
|
||||
gotosleep()
|
||||
return
|
||||
|
||||
// The heavy lifting part...
|
||||
while(currentrun.len)
|
||||
// Lets handle list management here instead of in each proc
|
||||
// get the first key of the current run, use the key to get the
|
||||
// data, use the data, than discard it from the list using the key!
|
||||
var/key = currentrun[1] // Yes this is how you get the first KEY... byond why...
|
||||
if(resolve_explosions)
|
||||
fire_resolve_explosions(currentrun[key])
|
||||
else
|
||||
fire_prepare_explosions(currentrun[key])
|
||||
currentrun.Remove(key)
|
||||
|
||||
// Check if we move on to final resolution
|
||||
if(currentrun.len == 0)
|
||||
if(!resolve_explosions)
|
||||
start_resolve()
|
||||
currentrun = resolving_explosions.Copy()
|
||||
resolving_explosions.Cut()
|
||||
return
|
||||
break // In resolution mode, break into final res ahead
|
||||
|
||||
if(MC_TICK_CHECK)
|
||||
return
|
||||
|
||||
// !!!Final resolution!!!
|
||||
// Toggles between setup, and explosion modes. Sends signals to dopplers. Rebuilds powernets
|
||||
// We've handled the actual explosions, it's time to wrap up everything else.
|
||||
// send signals to all machines scanning for them
|
||||
for(var/list/time_dat in currentsignals)
|
||||
var/x0 = time_dat[1]
|
||||
var/y0 = time_dat[2]
|
||||
var/z0 = time_dat[3]
|
||||
var/devastation_range = time_dat[4]
|
||||
var/heavy_impact_range = time_dat[5]
|
||||
var/light_impact_range = time_dat[6]
|
||||
var/tim = time_dat[7]
|
||||
for(var/i,i<=GLOB.doppler_arrays.len,i++)
|
||||
var/obj/machinery/doppler_array/Array = GLOB.doppler_arrays[i]
|
||||
if(Array)
|
||||
Array.sense_explosion(x0,y0,z0,devastation_range,heavy_impact_range,light_impact_range, tim - world.time)
|
||||
currentsignals.Cut()
|
||||
|
||||
// return to setup mode... Unless...
|
||||
end_resolve()
|
||||
if(!pending_explosions.len)
|
||||
suspend_and_invoke_deferred_subsystems()
|
||||
|
||||
/datum/controller/subsystem/explosions/proc/fire_prepare_explosions(var/list/data)
|
||||
var/pwr = data[4]
|
||||
var/direction = data[5]
|
||||
var/starting_power = data[6]
|
||||
if(pwr <= 0)
|
||||
return
|
||||
//This step handles the gathering of turfs which will be ex_act() -ed in the next step. It also ensures each turf gets the maximum possible amount of power dealt to it.
|
||||
var/turf/epicenter = locate(data[1],data[2],data[3])
|
||||
if(!epicenter)
|
||||
return
|
||||
var/list/res_explo = resolving_explosions["[epicenter.x].[epicenter.y].[epicenter.z]"] // check if this has already resolved
|
||||
if(res_explo && res_explo[4] >= pwr)
|
||||
return
|
||||
if(direction)
|
||||
//This is the amount of power that will be spread to the tile in the direction of the blast, subtracted from everything blocking it in the turf!
|
||||
var/spread_power = pwr - epicenter.explosion_resistance
|
||||
for(var/obj/O in epicenter)
|
||||
if(O.explosion_resistance)
|
||||
spread_power -= O.explosion_resistance
|
||||
if(spread_power > 0)
|
||||
// Fan outward from the original explosion
|
||||
var/turf/T = get_step(epicenter, direction)
|
||||
if(T)
|
||||
append_currentrun(T.x,T.y,T.z,spread_power,direction,starting_power)
|
||||
T = get_step(epicenter, turn(direction,90))
|
||||
if(T)
|
||||
append_currentrun(T.x,T.y,T.z,spread_power,direction,starting_power)
|
||||
T = get_step(src, turn(direction,-90))
|
||||
if(T)
|
||||
append_currentrun(T.x,T.y,T.z,spread_power,direction,starting_power)
|
||||
// Make these feel a little more flashy
|
||||
if(spread_power > 3 && spread_power < GLOB.max_explosion_range && prob(6)) // bombs above maxcap are probably badmins, lets not make 10000 effects
|
||||
if(prob(30))
|
||||
var/datum/effect/effect/system/smoke_spread/S = new/datum/effect/effect/system/smoke_spread()
|
||||
S.set_up(2,0,epicenter,direction)
|
||||
S.start()
|
||||
else
|
||||
var/datum/effect/system/expl_particles/P = new/datum/effect/system/expl_particles()
|
||||
P.set_up(2,epicenter,direction)
|
||||
P.start()
|
||||
// Build the final explosion list, will be processed when we get to final resolution
|
||||
finalize_explosion(data[1],data[2],data[3],pwr,starting_power)
|
||||
|
||||
/datum/controller/subsystem/explosions/proc/fire_resolve_explosions(var/list/data)
|
||||
var/pwr = data[4]
|
||||
var/starting_power = data[5]
|
||||
if(pwr <= 0)
|
||||
return
|
||||
var/turf/T = locate(data[1],data[2],data[3])
|
||||
if(!T)
|
||||
return
|
||||
//Wow severity looks confusing to calculate... Fret not, I didn't leave you with any additional instructions or help. (just kidding, see the line under the calculation)
|
||||
var/severity = 4 - round(max(min( 3, ((pwr - T.explosion_resistance) / (max(3,(starting_power/3)))) ) ,1), 1) //sanity effective power on tile divided by either 3 or one third the total explosion power
|
||||
// One third because there are three power levels and I
|
||||
// want each one to take up a third of the crater
|
||||
T.ex_act(severity)
|
||||
for(var/atom_movable in T.contents)
|
||||
var/atom/movable/AM = atom_movable
|
||||
if(AM && AM.simulated)
|
||||
AM.ex_act(severity)
|
||||
|
||||
/datum/controller/subsystem/explosions/proc/start_resolve()
|
||||
SHOULD_NOT_OVERRIDE(TRUE)
|
||||
PRIVATE_PROC(TRUE)
|
||||
resolve_explosions = TRUE
|
||||
|
||||
/datum/controller/subsystem/explosions/proc/end_resolve()
|
||||
SHOULD_NOT_OVERRIDE(TRUE)
|
||||
PRIVATE_PROC(TRUE)
|
||||
resolve_explosions = FALSE
|
||||
|
||||
/datum/controller/subsystem/explosions/proc/wake_and_defer_subsystem_updates(var/defer = FALSE)
|
||||
if(defer) // Save these for AFTER the explosion has resolved
|
||||
SSmachines.defer_powernet_rebuild();
|
||||
// waking from sleep, we are absolutely not resuming, and INSTANT feedback to players is required here.
|
||||
if(can_fire) // already awake
|
||||
return
|
||||
wakeup()
|
||||
|
||||
/datum/controller/subsystem/explosions/proc/suspend_and_invoke_deferred_subsystems()
|
||||
// Resolve all the stuff we put off for after the explosion resolved
|
||||
// Awaiting the rust powernet rebuild so this can be called normally...
|
||||
INVOKE_ASYNC(SSmachines, TYPE_PROC_REF(/datum/controller/subsystem/machines,release_powernet_defer))
|
||||
// we've finished. Pause because was have no more work to do.
|
||||
if(!can_fire) // already asleep
|
||||
return
|
||||
gotosleep()
|
||||
|
||||
/datum/controller/subsystem/explosions/proc/abort()
|
||||
if(!currentrun.len)
|
||||
return
|
||||
// Removes all entries except the top most, so we enter resolution phase properly, need at least one entry to do so...
|
||||
var/key = currentrun[1]
|
||||
var/data = currentrun[key]
|
||||
currentrun.Cut()
|
||||
currentrun[key] = data
|
||||
|
||||
// INTERNAL explosion proc, meant for GROWING a currently processing blast.
|
||||
/datum/controller/subsystem/explosions/proc/append_currentrun(var/x0,var/y0,var/z0,var/pwr,var/direction,var/starting_power)
|
||||
SHOULD_NOT_OVERRIDE(TRUE)
|
||||
PRIVATE_PROC(TRUE)
|
||||
if(pwr <= 0)
|
||||
return
|
||||
// check if there is already an explosion calculated by our current run...
|
||||
var/final_data = resolving_explosions["[x0].[y0].[z0]"]
|
||||
var/final_power = 0
|
||||
if(final_data)
|
||||
final_power = final_data[4]
|
||||
// If there is already a stronger explosion calculated there, then we don't need to bother
|
||||
if(pwr <= final_power)
|
||||
return
|
||||
// Update data at position for next run. Floodfill until the current_run is empty of new explosions!
|
||||
var/max_starting = starting_power
|
||||
var/list/dat = currentrun["[x0].[y0].[z0]"]
|
||||
if(!isnull(dat) && dat[6] > max_starting)
|
||||
max_starting = dat[6]
|
||||
if(isnull(dat) || pwr >= dat[4])
|
||||
currentrun["[x0].[y0].[z0]"] = list(x0,y0,z0,pwr,direction,max_starting)
|
||||
|
||||
// Queue explosion event, call this from explosion() ONLY
|
||||
/datum/controller/subsystem/explosions/proc/append_explosion(var/turf/epicenter,var/pwr,var/devastation_range,var/heavy_impact_range,var/light_impact_range,var/flash_range)
|
||||
SHOULD_NOT_OVERRIDE(TRUE)
|
||||
if(pwr <= 0)
|
||||
return
|
||||
var/x0 = epicenter.x
|
||||
var/y0 = epicenter.y
|
||||
var/z0 = epicenter.z
|
||||
// actual explosion. Do not allow multiple, just take the highest power explosion hitting that turf
|
||||
var/max_starting = pwr
|
||||
var/list/dat = pending_explosions["[x0].[y0].[z0]"]
|
||||
if(!isnull(dat) && dat[6] > max_starting)
|
||||
max_starting = dat[6]
|
||||
if(isnull(dat) || pwr >= dat[4])
|
||||
// primary explosion
|
||||
pending_explosions["[x0].[y0].[z0]"] = list(x0,y0,z0,pwr,0,max_starting)
|
||||
// outward radiating explosions
|
||||
var/rad_power = pwr - epicenter.explosion_resistance
|
||||
for(var/direction in GLOB.cardinal)
|
||||
var/turf/T = get_step(epicenter, direction)
|
||||
if(T)
|
||||
dat = pending_explosions["[T.x].[T.y].[T.z]"]
|
||||
max_starting = pwr
|
||||
if(!isnull(dat) && dat[6] > max_starting)
|
||||
max_starting = dat[6]
|
||||
if(isnull(dat) || rad_power >= dat[4])
|
||||
pending_explosions["[T.x].[T.y].[T.z]"] = list(T.x,T.y,T.z,rad_power,direction,max_starting)
|
||||
|
||||
// send signals to dopplers
|
||||
explosion_signals.Add(list( list(x0,y0,z0,devastation_range,heavy_impact_range,light_impact_range,world.time) )) // append a list in a list. Needed so that the data list doesn't get merged into the list of datalists
|
||||
|
||||
// BOINK! Time to wake up sleeping beauty!
|
||||
wake_and_defer_subsystem_updates(devastation_range >= 2 || heavy_impact_range >= 4 || light_impact_range >= 8)
|
||||
|
||||
// Collect prepared explosions for BLAST PROCESSING
|
||||
/datum/controller/subsystem/explosions/proc/finalize_explosion(var/x0,var/y0,var/z0,var/pwr,var/max_starting)
|
||||
SHOULD_NOT_OVERRIDE(TRUE)
|
||||
PRIVATE_PROC(TRUE)
|
||||
if(pwr <= 0)
|
||||
return
|
||||
var/list/dat = pending_explosions["[x0].[y0].[z0]"]
|
||||
if(isnull(dat) || pwr >= dat[4])
|
||||
resolving_explosions["[x0].[y0].[z0]"] = list(x0,y0,z0,pwr,max_starting)
|
||||
|
||||
/proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1, z_transfer = UP|DOWN, shaped)
|
||||
// Rarely objects might explode during init... Don't.
|
||||
if(!SSticker.HasRoundStarted())
|
||||
return
|
||||
|
||||
// Lets assume recursive prey has happened...
|
||||
var/limit_escape = 10
|
||||
while(isbelly(epicenter))
|
||||
if(limit_escape-- <= 0)
|
||||
break
|
||||
var/obj/belly/B = epicenter
|
||||
epicenter = B.owner.loc
|
||||
epicenter = get_turf(epicenter)
|
||||
if(!epicenter)
|
||||
return
|
||||
|
||||
// Handles recursive propagation of explosions.
|
||||
var/multi_z_scalar = CONFIG_GET(number/multi_z_explosion_scalar)
|
||||
if(z_transfer && multi_z_scalar)
|
||||
var/adj_dev = max(0, (multi_z_scalar * devastation_range) - (shaped ? 2 : 0) )
|
||||
var/adj_heavy = max(0, (multi_z_scalar * heavy_impact_range) - (shaped ? 2 : 0) )
|
||||
var/adj_light = max(0, (multi_z_scalar * light_impact_range) - (shaped ? 2 : 0) )
|
||||
var/adj_flash = max(0, (multi_z_scalar * flash_range) - (shaped ? 2 : 0) )
|
||||
if(adj_dev > 0 || adj_heavy > 0)
|
||||
if(HasAbove(epicenter.z) && z_transfer & UP)
|
||||
explosion(GetAbove(epicenter), round(adj_dev), round(adj_heavy), round(adj_light), round(adj_flash), 0, UP, shaped)
|
||||
if(HasBelow(epicenter.z) && z_transfer & DOWN)
|
||||
explosion(GetBelow(epicenter), round(adj_dev), round(adj_heavy), round(adj_light), round(adj_flash), 0, DOWN, shaped)
|
||||
var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flash_range)
|
||||
|
||||
// Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves.
|
||||
// Stereo users will also hear the direction of the explosion!
|
||||
// Calculate far explosion sound range. Only allow the sound effect for heavy/devastating explosions.
|
||||
// 3/7/14 will calculate to 80 + 35
|
||||
var/far_dist = 0
|
||||
far_dist += heavy_impact_range * 5
|
||||
far_dist += devastation_range * 20
|
||||
var/frequency = get_rand_frequency()
|
||||
for(var/mob/M in GLOB.player_list)
|
||||
if(M.z == epicenter.z)
|
||||
var/turf/M_turf = get_turf(M)
|
||||
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, get_sfx("explosion"), 100, 1, frequency, falloff = 5) // get_sfx() is so that everyone gets the same sound
|
||||
/* Downstream - Ear Ringing/Deafness
|
||||
//var/mob/living/mL = M
|
||||
//if(isliving(mL))
|
||||
// mL.deaf_loop.start()
|
||||
*/
|
||||
else if(dist <= far_dist)
|
||||
var/far_volume = CLAMP(far_dist, 30, 50) // Volume is based on explosion size and dist
|
||||
far_volume += (dist <= far_dist * 0.5 ? 50 : 0) // add 50 volume if the mob is pretty close to the explosion
|
||||
M.playsound_local(epicenter, 'sound/effects/explosionfar.ogg', far_volume, 1, frequency, falloff = 5)
|
||||
|
||||
var/close = range(world.view+round(devastation_range,1), epicenter)
|
||||
// to all distanced mobs play a different sound
|
||||
for(var/mob/M in GLOB.player_list)
|
||||
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 [shaped ? "shaped" : "non-shaped"] size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z]) (<A href='byond://?_src_=holder;[HrefToken()];adminplayerobservecoodjump=1;X=[epicenter.x];Y=[epicenter.y];Z=[epicenter.z]'>JMP</a>)")
|
||||
log_game("Explosion with [shaped ? "shaped" : "non-shaped"] size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ")
|
||||
|
||||
if(heavy_impact_range > 1)
|
||||
var/datum/effect/system/explosion/E = new/datum/effect/system/explosion()
|
||||
E.set_up(epicenter)
|
||||
E.start()
|
||||
|
||||
// Queue explosion event
|
||||
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.
|
||||
SSexplosions.append_explosion(epicenter,power,devastation_range,heavy_impact_range,light_impact_range,flash_range)
|
||||
@@ -33,6 +33,9 @@ SUBSYSTEM_DEF(machines)
|
||||
var/list/powernets = list()
|
||||
var/list/powerobjs = list()
|
||||
|
||||
// Wait to rebuild powernets
|
||||
VAR_PRIVATE/defering_powernets = FALSE
|
||||
|
||||
/datum/controller/subsystem/machines/Initialize()
|
||||
makepowernets()
|
||||
admin_notice(span_danger("Initializing atmos machinery."), R_DEBUG)
|
||||
@@ -48,8 +51,27 @@ SUBSYSTEM_DEF(machines)
|
||||
INTERNAL_PROCESS_STEP(SSMACHINES_MACHINERY,FALSE,process_machinery,cost_machinery,SSMACHINES_POWERNETS)
|
||||
INTERNAL_PROCESS_STEP(SSMACHINES_POWERNETS,FALSE,process_powernets,cost_powernets,SSMACHINES_POWER_OBJECTS)
|
||||
|
||||
// rebuild all power networks from scratch - only called at world creation or by the admin verb
|
||||
// The above is a lie. Turbolifts also call this proc.
|
||||
// Call when you need the network rebuilt, but we should wait until we have a good time to do it
|
||||
/datum/controller/subsystem/machines/proc/defer_powernet_rebuild()
|
||||
if(!SSticker.HasRoundStarted())
|
||||
return
|
||||
// Use with responsibility... Must regen the entire power network after deferal is finished.
|
||||
if(!defering_powernets)
|
||||
defering_powernets = TRUE
|
||||
message_admins("Powernet generation deferred...")
|
||||
|
||||
|
||||
// This MUST be called if request_powernet_rebuild is called with defer = TRUE once the network is free to regen
|
||||
/datum/controller/subsystem/machines/proc/release_powernet_defer()
|
||||
if(defering_powernets)
|
||||
defering_powernets = FALSE
|
||||
message_admins("Powernet generation resumed. Rebuilding network...")
|
||||
makepowernets()
|
||||
|
||||
/datum/controller/subsystem/machines/proc/powernet_is_defered()
|
||||
return defering_powernets
|
||||
|
||||
// rebuild all power networks from scratch - Called when major network changes happen, like shuttles/turbolifts with wires moving, or huge explosions, where doing it per-wire does not make sense.
|
||||
/datum/controller/subsystem/machines/proc/makepowernets()
|
||||
// TODO - check to not run while in the middle of a tick!
|
||||
for(var/datum/powernet/PN as anything in powernets)
|
||||
@@ -94,7 +116,7 @@ SUBSYSTEM_DEF(machines)
|
||||
msg += "} "
|
||||
msg += "PI:[SSmachines.networks.len]|"
|
||||
msg += "MC:[SSmachines.processing_machines.len]|"
|
||||
msg += "PN:[SSmachines.powernets.len]|"
|
||||
msg += "PN:[SSmachines.powernets.len][defering_powernets ? " - !!DEFER!!" : ""]|"
|
||||
msg += "PO:[SSmachines.powerobjs.len]|"
|
||||
msg += "HV:[SSmachines.hibernating_vents.len]|"
|
||||
msg += "MC/MS:[round((cost ? SSmachines.processing_machines.len/cost_machinery : 0),0.1)]"
|
||||
|
||||
Reference in New Issue
Block a user