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https://github.com/vgstation-coders/vgstation13.git
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155 lines
5.0 KiB
Plaintext
155 lines
5.0 KiB
Plaintext
/client/proc/kaboom()
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set category = "Debug"
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var/power = input(src, "power?", "power?") as num
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var/turf/T = get_turf(src.mob)
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explosion_rec(T, power)
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/obj
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var/explosion_resistance
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/datum/explosion_turf
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var/turf/turf //The turf which will get ex_act called on it
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var/max_power //The largest amount of power the turf sustained
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New()
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..()
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max_power = 0
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proc/save_power_if_larger(power)
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if(power > max_power)
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max_power = power
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return 1
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return 0
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var/list/datum/explosion_turf/explosion_turfs = list()
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var/explosion_in_progress = 0
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proc/get_explosion_turf(var/turf/T)
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for( var/datum/explosion_turf/ET in explosion_turfs )
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if( T == ET.turf )
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return ET
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var/datum/explosion_turf/ET = new()
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ET.turf = T
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explosion_turfs += ET
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return ET
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proc/explosion_rec(turf/epicenter, power)
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var/loopbreak = 0
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while(explosion_in_progress)
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if(loopbreak >= 15) return
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sleep(10)
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loopbreak++
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if(power <= 0) return
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epicenter = get_turf(epicenter)
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if(!epicenter) return
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message_admins("Explosion with size ([power]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[epicenter.x];Y=[epicenter.y];Z=[epicenter.z]'>JMP</A>)")
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log_game("Explosion with size ([power]) in area [epicenter.loc.name] ")
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playsound(epicenter, 'sound/effects/explosionfar.ogg', 100, 1, round(power*2,1) )
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playsound(epicenter, "explosion", 100, 1, round(power,1) )
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explosion_in_progress = 1
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explosion_turfs = list()
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var/datum/explosion_turf/ETE = get_explosion_turf()
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ETE.turf = epicenter
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ETE.max_power = power
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//This steap 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.
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for(var/direction in cardinal)
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var/turf/T = get_step(epicenter, direction)
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T.explosion_spread(power - epicenter.explosion_resistance, direction)
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//This step applies the ex_act effects for the explosion, as planned in the previous step.
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for( var/datum/explosion_turf/ET in explosion_turfs )
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if(ET.max_power <= 0) continue
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if(!ET.turf) continue
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//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)
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var/severity = 4 - round(max(min( 3, ((ET.max_power - ET.turf.explosion_resistance) / (max(3,(power/3)))) ) ,1), 1)
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//sanity effective power on tile divided by either 3 or one third the total explosion power
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// One third because there are three power levels and I
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// want each one to take up a third of the crater
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var/x = ET.turf.x
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var/y = ET.turf.y
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var/z = ET.turf.z
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ET.turf.ex_act(severity)
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if(!ET.turf)
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ET.turf = locate(x,y,z)
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for( var/atom/A in ET.turf )
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A.ex_act(severity)
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explosion_in_progress = 0
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/turf
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var/explosion_resistance
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/turf/space
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explosion_resistance = 10
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/turf/simulated/floor
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explosion_resistance = 1
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/turf/unsimulated/mineral
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explosion_resistance = 2
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/turf/simulated/shuttle/floor
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explosion_resistance = 1
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/turf/simulated/shuttle/floor4
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explosion_resistance = 1
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/turf/simulated/shuttle/plating
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explosion_resistance = 1
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/turf/simulated/shuttle/wall
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explosion_resistance = 5
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/turf/simulated/wall
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explosion_resistance = 5
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/turf/simulated/wall/r_wall
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explosion_resistance = 25
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//Code-wise, a safe value for power is something up to ~25 or ~30.. This does quite a bit of damage to the station.
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//direction is the direction that the spread took to come to this tile. So it is pointing in the main blast direction - meaning where this tile should spread most of it's force.
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/turf/proc/explosion_spread(power, direction)
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if(power <= 0)
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return
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/*
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sleep(2)
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new/obj/effect/debugging/marker(src)
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*/
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var/datum/explosion_turf/ET = get_explosion_turf(src)
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if(ET.max_power >= power)
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return //The turf already sustained and spread a power greated than what we are dealing with. No point spreading again.
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ET.max_power = power
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var/spread_power = power - src.explosion_resistance //This is the amount of power that will be spread to the tile in the direction of the blast
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var/side_spread_power = power - 2 * src.explosion_resistance //This is the amount of power that will be spread to the side tiles
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for(var/obj/O in src)
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if(O.explosion_resistance)
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spread_power -= O.explosion_resistance
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side_spread_power -= O.explosion_resistance
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var/turf/T = get_step(src, direction)
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T.explosion_spread(spread_power, direction)
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T = get_step(src, turn(direction,90))
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T.explosion_spread(side_spread_power, turn(direction,90))
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T = get_step(src, turn(direction,-90))
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T.explosion_spread(side_spread_power, turn(direction,90))
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/*
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for(var/direction in cardinal)
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var/turf/T = get_step(src, direction)
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T.explosion_spread(spread_power)
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*/
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/turf/unsimulated/explosion_spread(power)
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return //So it doesn't get to the parent proc, which simulates explosions |