From 1f63e72b1ccb54ba87ed4a19448c94bef9cb0d0c Mon Sep 17 00:00:00 2001 From: fira Date: Sun, 31 Dec 2023 02:18:03 +0100 Subject: [PATCH] Fixes Nuke failing to detonate (#5338) # About the pull request Under very specific circumstances (seen 2x or more on live), the nuke broken logic of checking eligbile mobs for explosion will cause it to crash completely and fail to detonate. The problem is primarily the `loc` check at top, which is not a sufficient safeguard. Also moves the explosion delay so that people die when the nuke explode and not before... # Testing Photographs and Procedure Spawn in nuke and testers, safety off, proccall explode # Changelog :cl: fix: Fixed Nuke failing to detonate under specific circumstances. It may involve a little rodent. fix: Nuke explosion will now kill mobs on its actual explosion rather than at the start of the cinematic sequence. /:cl: --- code/game/machinery/nuclearbomb.dm | 52 +++++++++++++----------------- 1 file changed, 23 insertions(+), 29 deletions(-) diff --git a/code/game/machinery/nuclearbomb.dm b/code/game/machinery/nuclearbomb.dm index cfb0d1abb94f..aac4f82ccff1 100644 --- a/code/game/machinery/nuclearbomb.dm +++ b/code/game/machinery/nuclearbomb.dm @@ -396,45 +396,39 @@ GLOBAL_VAR_INIT(bomb_set, FALSE) playsound(src, 'sound/machines/Alarm.ogg', 75, 0, 30) world << pick('sound/theme/nuclear_detonation1.ogg','sound/theme/nuclear_detonation2.ogg') - var/list/alive_mobs = list() //Everyone who will be destroyed on the zlevel(s). - var/list/dead_mobs = list() //Everyone who only needs to see the cinematic. for(var/mob/current_mob as anything in GLOB.mob_list) - if(!current_mob?.loc) - continue - if(current_mob.stat == DEAD) - dead_mobs |= current_mob - continue var/turf/current_turf = get_turf(current_mob) - if(z == current_turf.z) - alive_mobs |= current_mob + if(current_turf?.z == z && current_mob.stat != DEAD) shake_camera(current_mob, 110, 4) + sleep(10 SECONDS) + + var/list/mob/alive_mobs = list() //Everyone who will be destroyed on the zlevel(s). + var/list/mob/dead_mobs = list() //Everyone that needs embryos cleared + for(var/mob/current_mob as anything in GLOB.mob_list) + var/turf/current_turf = get_turf(current_mob) + if(current_turf?.z == z) + if(current_mob.stat == DEAD) + dead_mobs |= current_mob + continue + alive_mobs |= current_mob + for(var/mob/current_mob in alive_mobs) - if(current_mob && current_mob.loc) - var/turf/current_mob_turf = get_turf(current_mob) - if(z == current_mob_turf.z) - if(istype(current_mob.loc, /obj/structure/closet/secure_closet/freezer/fridge)) - continue - current_mob.death(create_cause_data("nuclear explosion")) - - for(var/mob/current_mob in (alive_mobs + dead_mobs)) - if(current_mob && current_mob.loc) - var/turf/current_mob_turf = get_turf(current_mob) - if(z == current_mob_turf.z) - if(istype(current_mob.loc, /obj/structure/closet/secure_closet/freezer/fridge)) - continue - for(var/obj/item/alien_embryo/embryo in current_mob) - qdel(embryo) - - sleep(100) + if(istype(current_mob.loc, /obj/structure/closet/secure_closet/freezer/fridge)) + continue + current_mob.death(create_cause_data("nuclear explosion")) + + for(var/mob/living/current_mob in (alive_mobs + dead_mobs)) + if(istype(current_mob.loc, /obj/structure/closet/secure_closet/freezer/fridge)) + continue + for(var/obj/item/alien_embryo/embryo in current_mob) + qdel(embryo) + cell_explosion(loc, 500, 150, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, create_cause_data(initial(name))) qdel(src) return TRUE /obj/structure/machinery/nuclearbomb/Destroy() - if(timing != -1) - message_admins("\The [src] has been unexpectedly deleted at ([x],[y],[x]). [ADMIN_JMP(src)]") - log_game("\The [src] has been unexpectedly deleted at ([x],[y],[x]).") GLOB.bomb_set = FALSE SSminimaps.remove_marker(src) return ..()