deterministic explosion system (#13392)
* wae explosions * okay * changes * fixes * fix * ok * ok * kills more dead code * okay * fix * ok * tiles * ok * okay * woops * ok * fix * okay * mob damage * fixes * insanity * more * more * fixes * more * woot * don't commit that * YES * fix
This commit is contained in:
@@ -0,0 +1,378 @@
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/// Creates a wave explosion at a certain place
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/proc/wave_explosion(turf/target, power, factor = EXPLOSION_DEFAULT_FALLOFF_MULTIPLY, constant = EXPLOSION_DEFAULT_FALLOFF_SUBTRACT, flash = 0, fire = 0, atom/source, speed = 0,
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silent = FALSE, bypass_logging = FALSE, block_resistance = 1, start_immediately = TRUE)
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if(!istype(target) || (power <= EXPLOSION_POWER_DEAD))
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return
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if(!bypass_logging)
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var/logstring = "Wave explosion at [COORD(target)]: [power]/[factor]/[constant]/[flash]/[fire]/[speed] initial/factor/constant/flash/fire/speed"
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log_game(logstring)
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message_admins(logstring)
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return new /datum/wave_explosion(target, power, factor, constant, flash, fire, source, speed, silent, start_immediately, block_resistance)
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/**
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* New force-blastwave explosion system
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*/
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/datum/wave_explosion
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/// Next unique numerical ID
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var/static/next_id = 0
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/// Our unique nuumerical ID
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var/id
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/// world.time we started at
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var/start_time
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/// Are we currently running?
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var/running = FALSE
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/// Are we currently finished?
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var/finished = FALSE
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/// What atom we originated from, if any
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var/atom/source
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/// Explosion power at which point to consider to be a dead expansion
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var/power_considered_dead = EXPLOSION_POWER_DEAD
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/// Explosion power we were initially at
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var/power_initial
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/// Base explosion power falloff multiplier (applied first)
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var/power_falloff_factor = EXPLOSION_DEFAULT_FALLOFF_MULTIPLY
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/// Base explosion power falloff subtract (applied second)
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var/power_falloff_constant = EXPLOSION_DEFAULT_FALLOFF_SUBTRACT
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/// Flash range
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var/flash_range = 0
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/// Fire probability per tile
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var/fire_probability = 0
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/// Are we silent/do we make the screenshake/sounds?
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var/silent = FALSE
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// Modifications
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/// Object damage mod
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var/object_damage_mod = 1
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/// Hard obstcales get this mod INSTEAD of object damage mod
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var/hard_obstacle_mod = 1
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/// Window shatter mod. Overrides both [hard_obstcale_mod] and [object_damage_mod]
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var/window_shatter_mod = 1
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/// Wall destruction mod
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var/wall_destroy_mod = 1
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/// Mob damage mod
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var/mob_damage_mod = 1
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/// Mob gib mod
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var/mob_gib_mod = 1
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/// Mob deafen mod
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var/mob_deafen_mod = 1
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/// block = block / this, if 0 any block is absolute
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var/block_resistance = 1
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// Rewrite count: 2
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// Each cycle is a "perfect ring".
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// We run into the problem that diagonal hitboxes don't exist on 2d grid games.
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// How we deal with this is this:
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// The first half of each cycle explodes cardinal directions awaiting expansion first
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// Diagonals get added to a potential diagonals list.
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// The second half of each cycle checks the potential diagonals list. If something isn't on the exploded list,
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// we know it's a valid diagonal and explode it.
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// Then all exploded turfs are flushed to exploded_last and it continues.
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// Direction bitflags use the WEX_DIR_X flags so we can keep track of more than one direction in a single field
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// The insanity begins when I realized that doing cardinals are easy but diagonals require:
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// - Tallying the explosive power that should go into it
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// - Exploding it afterwards using the tallied power rather than passed power (so corners aren't far weaker unless there's one side of it blocked)
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// Expanding the explosion power of the now exploded diagonal into the two dirs its cardinals are in
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// If this is done using a perfect algorithm it should be relatively efficient and result in a near-perfect shockwave simulation.
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/// The last ring that's been exploded. Any turfs in this will completely ignore the current cycle. Turf = TRUE
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var/list/turf/exploded_last = list()
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/// The "edges" + dirs that need to be processed this cycle. turf = dir flags
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var/list/turf/edges = list()
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/// The powers of the current turf edges. turf = power
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var/list/turf/powers = list()
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/// What cycle are we on?
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var/cycle
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/// When we started the current cycle
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var/cycle_start
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/// Time to wait between cycles
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var/cycle_speed = 0
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/// Current index for list
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var/index = 1
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/datum/wave_explosion/New(turf/initial, power, factor = EXPLOSION_DEFAULT_FALLOFF_MULTIPLY, constant = EXPLOSION_DEFAULT_FALLOFF_SUBTRACT, flash = 0, fire = 0, atom/source, speed = 0, silent = FALSE, autostart = TRUE, block_resistance = 1)
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id = ++next_id
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if(next_id > SHORT_REAL_LIMIT)
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next_id = 0
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SSexplosions.wave_explosions += src
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src.power_initial = power
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src.power_falloff_factor = factor
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src.power_falloff_constant = constant
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src.flash_range = flash
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src.fire_probability = fire
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src.source = source
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src.cycle_speed = speed
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src.silent = silent
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src.block_resistance = block_resistance
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if(!istype(initial))
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stack_trace("Wave explosion created without a turf. This better be for debugging purposes.")
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return
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if(autostart)
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start(initial)
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/datum/wave_explosion/Destroy()
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if(running)
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stop(FALSE)
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return ..()
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/datum/wave_explosion/proc/start(list/turf/_starting)
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if(running)
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CRASH("Attempted to start() a running wave explosion")
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if(!islist(_starting))
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_starting = list(_starting)
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var/list/mob/to_flash = list()
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var/list/feedback = list()
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var/list/mob/mob_potential_shake = list()
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var/list/mob/closest_to = list()
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for(var/i in 1 to _starting.len)
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var/turf/starting = _starting[i]
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edges[starting] = WEX_ALLDIRS
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powers[starting] = power_initial
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var/x0 = starting.x
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var/y0 = starting.y
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var/z0 = starting.z
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var/area/areatype = get_area(starting)
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feedback += list(list("power" = power_initial, factor = "factor", constant = "constant", flash = "flash", fire = "fire", speed = "speed", "x" = x0, "y" = y0, "z" = z0, "area" = areatype.type, "time" = TIME_STAMP("YYYY-MM-DD hh:mm:ss", 1)))
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// Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves.
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// Stereo users will also hear the direction of the explosion!
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// Calculate far explosion sound range. Only allow the sound effect for heavy/devastating explosions.
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// 3/7/14 will calculate to 80 + 35
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if(!silent)
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for(var/mob/M in GLOB.player_list)
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// Double check for client
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var/turf/M_turf = get_turf(M)
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if(M_turf && M_turf.z == z0)
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var/dist = get_dist(M_turf, starting)
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if(isnull(mob_potential_shake[M]))
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mob_potential_shake[M] = dist
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closest_to[M] = starting
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else if(mob_potential_shake[M] < dist)
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mob_potential_shake[M] = dist
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closest_to[M] = starting
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for(var/array in GLOB.doppler_arrays)
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var/obj/machinery/doppler_array/A = array
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A.sense_wave_explosion(starting, power_initial, cycle_speed)
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// Flash mobs
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if(flash_range)
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for(var/mob/living/L in viewers(flash_range, starting))
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to_flash |= L
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if(!silent)
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var/frequency = get_rand_frequency()
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var/sound/explosion_sound = sound(get_sfx("explosion"))
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var/sound/far_explosion_sound = sound('sound/effects/explosionfar.ogg')
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var/far_dist = sqrt(power_initial) * 7.5
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for(var/mob/M in mob_potential_shake)
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var/dist = mob_potential_shake[M]
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var/baseshakeamount
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if(sqrt(power_initial) - dist > 0)
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baseshakeamount = sqrt((sqrt(power_initial) - dist)*0.1)
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// If inside the blast radius + world.view - 2
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if(dist <= round(2 * sqrt(power_initial) + world.view - 2, 1))
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M.playsound_local(closest_to[M], null, 100, 1, frequency, max_distance = 5, S = explosion_sound)
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if(baseshakeamount > 0)
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shake_camera(M, 25, clamp(baseshakeamount, 0, 10))
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// You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station.
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else if(dist <= far_dist)
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var/far_volume = clamp(far_dist, 30, 50) // Volume is based on explosion size and dist
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far_volume += (dist <= far_dist * 0.5 ? 50 : 0) // add 50 volume if the mob is pretty close to the explosion
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M.playsound_local(closest_to[M], null, far_volume, 1, frequency, max_distance = 5, S = far_explosion_sound)
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if(baseshakeamount > 0)
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shake_camera(M, 10, clamp(baseshakeamount*0.25, 0, 2.5))
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for(var/i in 1 to to_flash.len)
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var/mob/living/L = to_flash[i]
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L.flash_act()
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SSblackbox.record_feedback("associative", "wave_explosion", 1, feedback)
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if(!cycle)
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cycle = 1
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SSexplosions.active_wave_explosions += src
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running = TRUE
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cycle_start = world.time - cycle_speed
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tick()
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/datum/wave_explosion/proc/stop(delete = TRUE)
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SSexplosions.active_wave_explosions -= src
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SSexplosions.currentrun -= src
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edges = null
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powers = null
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exploded_last = null
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cycle = null
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running = FALSE
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qdel(src)
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#define SHOULD_SUSPEND ((cycle_start + cycle_speed) > world.time)
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/**
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* Called by SSexplosions to propagate this.
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* Return TRUE if postponed
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*/
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/datum/wave_explosion/proc/tick()
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/// Each tick goes through one full cycle.
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// This can be changed to a "continuous process" system where indexes are tracked if needed.
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if(!src.edges.len)
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// we're done
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finished = TRUE
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stop(TRUE)
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return TRUE
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if(SHOULD_SUSPEND)
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return TRUE
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// Set up variables
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var/turf/T
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var/turf/expanding
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var/power
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var/returned
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var/blocked
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var/dir
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// insanity define to explode a turf with a certain amount of power, direction, and set returned.
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#define WEX_ACT(_T, _P, _D) \
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returned = max(0, _T.wave_explode(_P, src, _D)); \
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blocked = _P - returned; \
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if(!block_resistance) { \
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if(blocked > EXPLOSION_POWER_NO_RESIST_THRESHOLD) { \
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returned = 0; \
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} \
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} \
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else if(blocked) { \
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returned = _P - (blocked / block_resistance); \
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}; \
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returned = round((returned * power_falloff_factor) - power_falloff_constant, EXPLOSION_POWER_QUANTIZATION_ACCURACY); \
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if(prob(fire_probability)) { \
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new /obj/effect/hotspot(_T); \
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};
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// Cache hot lists
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var/list/turf/edges = src.edges
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var/list/turf/powers = src.powers
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var/list/turf/exploded_last = src.exploded_last
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// prepare expansions
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var/list/turf/edges_next = list()
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var/list/turf/powers_next = list()
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var/list/turf/powers_returned = list()
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var/list/turf/diagonals = list()
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var/list/turf/diagonal_powers = list()
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var/list/turf/diagonal_powers_max = list()
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// to_chat(world, "DEBUG: cycle start edges [english_list_assoc(edges)]")
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// Process cardinals:
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// Explode all cardinals and expand in directions, gathering all cardinals it should go to.
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// Power for when things meet in the middle should be the greatest of the two.
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for(var/i in edges)
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T = i
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power = powers[T]
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dir = edges[T]
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WEX_ACT(T, power, dir)
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if(returned < power_considered_dead)
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continue
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powers_returned[T] = returned
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// diagonal power calc when multiple things hit one diagonal
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#define CALCULATE_DIAGONAL_POWER(existing, adding, maximum) min(maximum, existing + adding)
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// diagonal hitting cardinal expansion
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#define CALCULATE_DIAGONAL_CROSS_POWER(existing, adding) max(existing, adding)
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// insanity define to mark the next set of cardinals.
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#define CARDINAL_MARK(ndir, cdir, edir) \
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if(edir & cdir) { \
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CARDINAL_MARK_NOCHECK(ndir, cdir, edir); \
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};
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#define CARDINAL_MARK_NOCHECK(ndir, cdir, edir) \
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expanding = get_step(T,ndir); \
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if(expanding && !exploded_last[expanding] && !edges[expanding]) { \
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powers_next[expanding] = max(powers_next[expanding], returned); \
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edges_next[expanding] = (cdir | edges_next[expanding]); \
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};
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// insanity define to do diagonal marking as 2 substeps
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#define DIAGONAL_SUBSTEP(ndir, cdir, edir) \
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expanding = get_step(T,ndir); \
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if(expanding && !exploded_last[expanding] && !edges[expanding]) { \
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if(!edges_next[expanding]) { \
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diagonal_powers_max[expanding] = max(diagonal_powers_max[expanding], returned, powers[T]); \
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diagonal_powers[expanding] = CALCULATE_DIAGONAL_POWER(diagonal_powers[expanding], returned, diagonal_powers_max[expanding]); \
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diagonals[expanding] = (cdir | diagonals[expanding]); \
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}; \
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else { \
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powers_next[expanding] = CALCULATE_DIAGONAL_CROSS_POWER(powers_next[expanding], returned); \
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}; \
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};
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// insanity define to mark the diagonals that would otherwise be missed
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#define DIAGONAL_MARK(ndir, cdir, edir) \
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if(edir & cdir) { \
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DIAGONAL_MARK_NOCHECK(ndir, cdir, edir); \
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};
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// this only works because right now, WEX_DIR_X is the same as a byond dir
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// and we know we're only passing in one dir at a time.
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// if this ever stops being the case, and explosions break when you touch this, now you know why.
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#define DIAGONAL_MARK_NOCHECK(ndir, cdir, edir) \
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DIAGONAL_SUBSTEP(turn(ndir, 90), turn(cdir, 90), edir); \
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DIAGONAL_SUBSTEP(turn(ndir, -90), turn(cdir, -90), edir);
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// mark
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#define MARK(ndir, cdir, edir) \
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if(edir & cdir) { \
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CARDINAL_MARK_NOCHECK(ndir, cdir, edir); \
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DIAGONAL_MARK_NOCHECK(ndir, cdir, edir); \
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};
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CARDINAL_MARK(NORTH, WEX_DIR_NORTH, dir)
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CARDINAL_MARK(SOUTH, WEX_DIR_SOUTH, dir)
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CARDINAL_MARK(EAST, WEX_DIR_EAST, dir)
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CARDINAL_MARK(WEST, WEX_DIR_WEST, dir)
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// to_chat(world, "DEBUG: cycle mid edges_next [english_list_assoc(edges_next)]")
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// Sweep after cardinals for diagonals
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for(var/i in edges)
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T = i
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power = powers[T]
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dir = edges[T]
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returned = powers_returned[T]
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DIAGONAL_MARK(NORTH, WEX_DIR_NORTH, dir)
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DIAGONAL_MARK(SOUTH, WEX_DIR_SOUTH, dir)
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DIAGONAL_MARK(EAST, WEX_DIR_EAST, dir)
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DIAGONAL_MARK(WEST, WEX_DIR_WEST, dir)
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// to_chat(world, "DEBUG: cycle mid diagonals [english_list_assoc(diagonals)]")
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// Process diagonals:
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for(var/i in diagonals)
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T = i
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power = diagonal_powers[T]
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dir = diagonals[T]
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WEX_ACT(T, power, dir)
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if(returned < power_considered_dead)
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continue
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CARDINAL_MARK(NORTH, WEX_DIR_NORTH, dir)
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CARDINAL_MARK(SOUTH, WEX_DIR_SOUTH, dir)
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CARDINAL_MARK(EAST, WEX_DIR_EAST, dir)
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CARDINAL_MARK(WEST, WEX_DIR_WEST, dir)
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// to_chat(world, "DEBUG: cycle end edges_next [english_list_assoc(edges_next)]")
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// flush lists
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src.exploded_last = edges + diagonals
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src.edges = edges_next
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src.powers = powers_next
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cycle++
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cycle_start = world.time
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#undef SHOULD_SUSPEND
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#undef WEX_ACT
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#undef DIAGONAL_SUBSTEP
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#undef DIAGONAL_MARK
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#undef CARDINAL_MARK
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#undef MARK
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