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* Update supermatter.dm * fix * clamps these * gwah * Stops tesla from zapping unwrenched coils * tesla upgrade * unglobals this * fix these * Update coil.dm * Update coil.dm * Descriptions * Update coil.dm * Update coil.dm * Update coil.dm * Update coil.dm * Update coil.dm * ranges * UGH * Update vorestation.dme * meth * monster math * Update coil.dm * Update coil.dm * Update coil.dm * THEY DID THE MATH * the monster math * egwah * desc * Update coil.dm * Returns * Update coil.dm * Lowers amount gained * this * im dumb * tesy * Update coil.dm * Update coil.dm * fixes initial density on blast doors * dot * fixes these * Mapper Tools * icon * these * Fixes the sound following people * recursive geigers * Make this a proc * Update supermatter.dm * less ear destroying * these * makes canisters not get softlocked * Hotkeys * proper return * Makes shield gen useful. Gets rid of a harddel Adds hydromagnetic trap * math * Makes buttons more clear. * lol * Fixes ancient runtime * Adds craftable mass driver buttons * button * fixes this * Makes misclicks not destroy solar panels * Update solar.dm * fix this * make them both numbers * upports reflectors * Update reflector.dm * Update reflectors.dm * solar panel and climbable * Gets rid of 'as X' * Adds account console * Update vorestation.dme * Craftable message server * Update message_server.dm * These * con struct * Update smartfridge.dm * whoop * edits
198 lines
7.7 KiB
Plaintext
198 lines
7.7 KiB
Plaintext
SUBSYSTEM_DEF(radiation)
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name = "Radiation"
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flags = SS_BACKGROUND | SS_NO_INIT
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wait = 0.5 SECONDS
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/// A list of radiation sources (/datum/radiation_pulse_information) that have yet to process.
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/// Do not interact with this directly, use `radiation_pulse` instead.
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var/list/datum/radiation_pulse_information/processing = list()
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/datum/controller/subsystem/radiation/fire(resumed)
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while (processing.len)
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var/datum/radiation_pulse_information/pulse_information = processing[1]
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var/datum/weakref/source_ref = pulse_information.source_ref
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var/atom/source = source_ref.resolve()
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if (isnull(source))
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processing.Cut(1, 2)
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continue
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pulse(source, pulse_information)
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if (MC_TICK_CHECK)
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return
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processing.Cut(1, 2)
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/datum/controller/subsystem/radiation/stat_entry(msg)
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msg = "Pulses:[processing.len]"
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return ..()
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/datum/controller/subsystem/radiation/proc/pulse(atom/source, datum/radiation_pulse_information/pulse_information)
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var/list/cached_rad_insulations = list()
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var/list/cached_turfs_to_process = pulse_information.turfs_to_process
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var/turfs_iterated = 0
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var/pulse_strength = pulse_information.strength
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for (var/turf/turf_to_irradiate as anything in cached_turfs_to_process)
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turfs_iterated += 1
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for(var/obj/machinery/power/rad_collector in turf_to_irradiate)
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SEND_SIGNAL(rad_collector, COMSIG_IN_RANGE_OF_IRRADIATION, pulse_information, 1) //We just do it here and skip all the math to make it faster. Sure, we could have something blocking the rad collectors, but this is faster and has better CPU gains in exchange for negligible gameplay impact.
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continue
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for(var/obj/item/geiger/geiger_counter in turf_to_irradiate)
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geiger_check(source, pulse_information, geiger_counter, geiger_counter)
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for(var/mob/living/target in turf_to_irradiate)
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var/list/contents_to_check = target.get_all_contents_type(/obj/item/geiger)
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for(var/obj/item/geiger/geiger_counter in contents_to_check)
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geiger_check(source, pulse_information, geiger_counter, target)
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if(!can_irradiate_basic(target))
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continue
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var/current_insulation = 1
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for (var/turf/turf_in_between in get_line(source, target) - get_turf(source))
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var/insulation = cached_rad_insulations[turf_in_between]
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if (isnull(insulation))
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insulation = turf_in_between.rad_insulation
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for (var/atom/on_turf as anything in turf_in_between.contents)
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insulation *= on_turf.rad_insulation
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cached_rad_insulations[turf_in_between] = insulation
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current_insulation *= insulation
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if (current_insulation <= pulse_information.threshold)
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break
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SEND_SIGNAL(target, COMSIG_IN_RANGE_OF_IRRADIATION, pulse_information, current_insulation)
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// Check a second time, because of TRAIT_BYPASS_EARLY_IRRADIATED_CHECK
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if (HAS_TRAIT(target, TRAIT_IRRADIATED))
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continue
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if (current_insulation <= pulse_information.threshold)
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continue
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/// Perceived chance of target getting irradiated.
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var/perceived_chance
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/// Intensity variable which will describe the radiation pulse.
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/// It is used by perceived intensity, which diminishes over range. The chance of the target getting irradiated is determined by perceived_intensity.
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/// Intensity is calculated so that the chance of getting irradiated at half of the max range is the same as the chance parameter.
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var/intensity
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/// Diminishes over range. Used by perceived chance, which is the actual chance to get irradiated.
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var/perceived_intensity
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if(pulse_information.chance < 100) // Prevents log(0) runtime if chance is 100%
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intensity = -log(1 - pulse_information.chance / 100) * (1 + pulse_information.max_range / 2) ** 2
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perceived_intensity = intensity * INVERSE((1 + get_dist_euclidean(source, target)) ** 2) // Diminishes over range.
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perceived_intensity *= (current_insulation - pulse_information.threshold) * INVERSE(1 - pulse_information.threshold) // Perceived intensity decreases as objects that absorb radiation block its trajectory.
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perceived_chance = 100 * (1 - NUM_E ** -perceived_intensity)
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pulse_strength = pulse_strength * (1 - NUM_E ** -perceived_intensity)
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else
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perceived_chance = 100
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var/irradiation_result = SEND_SIGNAL(target, COMSIG_IN_THRESHOLD_OF_IRRADIATION, pulse_information)
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if (irradiation_result & CANCEL_IRRADIATION)
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continue
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if (pulse_information.minimum_exposure_time && !(irradiation_result & SKIP_MINIMUM_EXPOSURE_TIME_CHECK))
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target.AddComponent(/datum/component/radiation_countdown, pulse_information.minimum_exposure_time)
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continue
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if (!prob(perceived_chance))
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continue
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if (irradiate_after_basic_checks(target, pulse_strength))
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target.investigate_log("was irradiated by [source].", INVESTIGATE_RADIATION)
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if(MC_TICK_CHECK)
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break
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cached_turfs_to_process.Cut(1, turfs_iterated + 1)
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/// Will attempt to irradiate the given target, limited through IC means, such as radiation protected clothing.
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/datum/controller/subsystem/radiation/proc/irradiate(atom/target, strength)
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if (!can_irradiate_basic(target))
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return FALSE
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irradiate_after_basic_checks(target, strength)
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return TRUE
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/datum/controller/subsystem/radiation/proc/irradiate_after_basic_checks(mob/living/target, strength)
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PRIVATE_PROC(TRUE)
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if(!ishuman(target))
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if(ismob(target))
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target.radiation += strength
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return TRUE
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return FALSE
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/// 0 = full protection, 1 = no protection.
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var/rad_vulnerability = 1 - wearing_rad_protected_clothing(target)
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if(rad_vulnerability <= 0)
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return FALSE
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target.radiation += round(strength * rad_vulnerability, 0.1)
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// target.AddComponent(/datum/component/irradiated)
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return TRUE
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/// Returns whether or not the target can be irradiated by any means.
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/// Does not check for clothing.
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/datum/controller/subsystem/radiation/proc/can_irradiate_basic(atom/target)
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if (!CAN_IRRADIATE(target))
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return FALSE
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if (HAS_TRAIT(target, TRAIT_IRRADIATED) && !HAS_TRAIT(target, TRAIT_BYPASS_EARLY_IRRADIATED_CHECK))
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return FALSE
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if (HAS_TRAIT(target, TRAIT_RADIMMUNE))
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return FALSE
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return TRUE
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/// Retruns a value from 1 (full protection) to 0 (no protection)
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/// If we have 4 limbs and 3 are protected, we would expect to have 0.75 returned.
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/datum/controller/subsystem/radiation/proc/wearing_rad_protected_clothing(mob/living/carbon/human/human)
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///Check how many limbs we have.
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var/limb_count = 0
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///Check how many of our limbs are protected.
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var/protected_limbs = 0
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for(var/obj/item/organ/external/limb as anything in human.organs)
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limb_count++
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for(var/obj/item/clothing as anything in human.get_clothing_on_part(limb))
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if(HAS_TRAIT(clothing, TRAIT_RADIATION_PROTECTED_CLOTHING)) //If our clothing
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protected_limbs++
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break
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var/rad_resistance = clothing.armor["rad"]
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if(prob(rad_resistance))
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protected_limbs++
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break
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return (protected_limbs/limb_count)
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///Proc for when geiger counter is checked. This is called twice: Once when the geiger counter is in range of a pulse itself and once when a geiger counter is on a mob that is in range of a pulse.
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/datum/controller/subsystem/radiation/proc/geiger_check(atom/source, datum/radiation_pulse_information/pulse_information, obj/item/geiger/geiger_counter, atom/target)
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if(!target)
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target = geiger_counter
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var/current_insulation = 1
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var/list/cached_rad_insulations = list()
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for(var/turf/turf_in_between in get_line(source, target) - get_turf(source))
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var/insulation = cached_rad_insulations[turf_in_between]
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if(isnull(insulation))
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insulation = turf_in_between.rad_insulation
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for (var/atom/on_turf as anything in turf_in_between.contents)
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insulation *= on_turf.rad_insulation
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cached_rad_insulations[turf_in_between] = insulation
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current_insulation *= insulation
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if(current_insulation <= pulse_information.threshold)
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continue
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SEND_SIGNAL(geiger_counter, COMSIG_IN_RANGE_OF_IRRADIATION, pulse_information, current_insulation)
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