Files
Aurora.3/code/game/objects/effect_system.dm
mport2004@gmail.com 62e28c2abf Organs:
Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-08 10:38:01 +00:00

1173 lines
28 KiB
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/* This is an attempt to make some easily reusable "particle" type effect, to stop the code
constantly having to be rewritten. An item like the jetpack that uses the ion_trail_follow system, just has one
defined, then set up when it is created with New(). Then this same system can just be reused each time
it needs to create more trails.A beaker could have a steam_trail_follow system set up, then the steam
would spawn and follow the beaker, even if it is carried or thrown.
*/
/obj/effect
name = "effect"
icon = 'effects.dmi'
mouse_opacity = 0
unacidable = 1//So effect are not targeted by alien acid.
flags = TABLEPASS
/obj/effect/water
name = "water"
icon = 'effects.dmi'
icon_state = "extinguish"
var/life = 15.0
flags = 2.0
mouse_opacity = 0
/obj/effect/smoke
name = "smoke"
icon = 'water.dmi'
icon_state = "smoke"
opacity = 1
anchored = 0.0
mouse_opacity = 0
var/amount = 8.0
/obj/effect/water/New()
..()
//var/turf/T = src.loc
//if (istype(T, /turf))
// T.firelevel = 0 //TODO: FIX
spawn( 70 )
del(src)
return
return
/obj/effect/water/Del()
//var/turf/T = src.loc
//if (istype(T, /turf))
// T.firelevel = 0 //TODO: FIX
..()
return
/obj/effect/water/Move(turf/newloc)
//var/turf/T = src.loc
//if (istype(T, /turf))
// T.firelevel = 0 //TODO: FIX
if (--src.life < 1)
//SN src = null
del(src)
if(newloc.density)
return 0
.=..()
/obj/effect/water/Bump(atom/A)
if(reagents)
reagents.reaction(A)
return ..()
/////////////////////////////////////////////
// GENERIC STEAM SPREAD SYSTEM
//Usage: set_up(number of bits of steam, use North/South/East/West only, spawn location)
// The attach(atom/atom) proc is optional, and can be called to attach the effect
// to something, like a smoking beaker, so then you can just call start() and the steam
// will always spawn at the items location, even if it's moved.
/* Example:
var/datum/effect/system/steam_spread/steam = new /datum/effect/system/steam_spread() -- creates new system
steam.set_up(5, 0, mob.loc) -- sets up variables
OPTIONAL: steam.attach(mob)
steam.start() -- spawns the effect
*/
/////////////////////////////////////////////
/obj/effect/steam
name = "steam"
icon = 'effects.dmi'
icon_state = "extinguish"
density = 0
/datum/effect/system/steam_spread
var/number = 3
var/cardinals = 0
var/turf/location
var/atom/holder
/datum/effect/system/steam_spread/proc/set_up(n = 3, c = 0, turf/loc)
if(n > 10)
n = 10
number = n
cardinals = c
location = loc
/datum/effect/system/steam_spread/proc/attach(atom/atom)
holder = atom
/datum/effect/system/steam_spread/proc/start()
var/i = 0
for(i=0, i<src.number, i++)
spawn(0)
if(holder)
src.location = get_turf(holder)
var/obj/effect/steam/steam = new /obj/effect/steam(src.location)
var/direction
if(src.cardinals)
direction = pick(cardinal)
else
direction = pick(alldirs)
for(i=0, i<pick(1,2,3), i++)
sleep(5)
step(steam,direction)
spawn(20)
del(steam)
/////////////////////////////////////////////
//SPARK SYSTEM (like steam system)
// The attach(atom/atom) proc is optional, and can be called to attach the effect
// to something, like the RCD, so then you can just call start() and the sparks
// will always spawn at the items location.
/////////////////////////////////////////////
/obj/effect/sparks
name = "sparks"
icon_state = "sparks"
var/amount = 6.0
anchored = 1.0
mouse_opacity = 0
/obj/effect/sparks/New()
..()
playsound(src.loc, "sparks", 100, 1)
var/turf/T = src.loc
if (istype(T, /turf))
T.hotspot_expose(1000,100)
spawn (100)
del(src)
return
/obj/effect/sparks/Del()
var/turf/T = src.loc
if (istype(T, /turf))
T.hotspot_expose(1000,100)
..()
return
/obj/effect/sparks/Move()
..()
var/turf/T = src.loc
if (istype(T, /turf))
T.hotspot_expose(1000,100)
return
/datum/effect/system/spark_spread
var/number = 3
var/cardinals = 0
var/turf/location
var/atom/holder
var/total_sparks = 0 // To stop it being spammed and lagging!
/datum/effect/system/spark_spread/proc/set_up(n = 3, c = 0, loca)
if(n > 10)
n = 10
number = n
cardinals = c
if(istype(loca, /turf/))
location = loca
else
location = get_turf(loca)
/datum/effect/system/spark_spread/proc/attach(atom/atom)
holder = atom
/datum/effect/system/spark_spread/proc/start()
var/i = 0
for(i=0, i<src.number, i++)
if(src.total_sparks > 20)
return
spawn(0)
if(holder)
src.location = get_turf(holder)
var/obj/effect/sparks/sparks = new /obj/effect/sparks(src.location)
src.total_sparks++
var/direction
if(src.cardinals)
direction = pick(cardinal)
else
direction = pick(alldirs)
for(i=0, i<pick(1,2,3), i++)
sleep(5)
step(sparks,direction)
spawn(20)
del(sparks)
src.total_sparks--
/////////////////////////////////////////////
//// SMOKE SYSTEMS
// direct can be optinally added when set_up, to make the smoke always travel in one direction
// in case you wanted a vent to always smoke north for example
/////////////////////////////////////////////
/obj/effect/harmless_smoke
name = "smoke"
icon_state = "smoke"
opacity = 1
anchored = 0.0
mouse_opacity = 0
var/amount = 6.0
//Remove this bit to use the old smoke
icon = '96x96.dmi'
pixel_x = -32
pixel_y = -32
/obj/effect/harmless_smoke/New()
..()
spawn (100)
del(src)
return
/obj/effect/harmless_smoke/Move()
..()
return
/datum/effect/system/harmless_smoke_spread
var/number = 3
var/cardinals = 0
var/turf/location
var/atom/holder
var/total_smoke = 0 // To stop it being spammed and lagging!
var/direction
/datum/effect/system/harmless_smoke_spread/proc/set_up(n = 5, c = 0, loca, direct)
if(n > 10)
n = 10
number = n
cardinals = c
if(istype(loca, /turf/))
location = loca
else
location = get_turf(loca)
if(direct)
direction = direct
/datum/effect/system/harmless_smoke_spread/proc/attach(atom/atom)
holder = atom
/datum/effect/system/harmless_smoke_spread/proc/start()
var/i = 0
for(i=0, i<src.number, i++)
if(src.total_smoke > 20)
return
spawn(0)
if(holder)
src.location = get_turf(holder)
var/obj/effect/harmless_smoke/smoke = new /obj/effect/harmless_smoke(src.location)
src.total_smoke++
var/direction = src.direction
if(!direction)
if(src.cardinals)
direction = pick(cardinal)
else
direction = pick(alldirs)
for(i=0, i<pick(0,1,1,1,2,2,2,3), i++)
sleep(10)
step(smoke,direction)
spawn(75+rand(10,30))
del(smoke)
src.total_smoke--
/////////////////////////////////////////////
// Bad smoke
/////////////////////////////////////////////
/obj/effect/bad_smoke
name = "smoke"
icon_state = "smoke"
opacity = 1
anchored = 0.0
mouse_opacity = 0
var/amount = 6.0
//Remove this bit to use the old smoke
icon = '96x96.dmi'
pixel_x = -32
pixel_y = -32
/obj/effect/bad_smoke/New()
..()
spawn (200+rand(10,30))
del(src)
return
/obj/effect/bad_smoke/Move()
..()
for(var/mob/living/carbon/M in get_turf(src))
if (M.internal != null && M.wear_mask && (M.wear_mask.flags & MASKINTERNALS))
else
M.drop_item()
M.oxyloss += 1
if (M.coughedtime != 1)
M.coughedtime = 1
M.emote("cough")
spawn ( 20 )
M.coughedtime = 0
return
/obj/effect/bad_smoke/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
if(istype(mover, /obj/item/projectile/beam))
var/obj/item/projectile/beam/B = mover
B.damage = (B.damage/2)
return 1
/obj/effect/bad_smoke/HasEntered(mob/living/carbon/M as mob )
..()
if(istype(M, /mob/living/carbon))
if (M.internal != null && M.wear_mask && (M.wear_mask.flags & MASKINTERNALS))
return
else
M.drop_item()
M.oxyloss += 1
if (M.coughedtime != 1)
M.coughedtime = 1
M.emote("cough")
spawn ( 20 )
M.coughedtime = 0
return
/datum/effect/system/bad_smoke_spread
var/number = 3
var/cardinals = 0
var/turf/location
var/atom/holder
var/total_smoke = 0 // To stop it being spammed and lagging!
var/direction
/datum/effect/system/bad_smoke_spread/proc/set_up(n = 5, c = 0, loca, direct)
if(n > 20)
n = 20
number = n
cardinals = c
if(istype(loca, /turf/))
location = loca
else
location = get_turf(loca)
if(direct)
direction = direct
/datum/effect/system/bad_smoke_spread/proc/attach(atom/atom)
holder = atom
/datum/effect/system/bad_smoke_spread/proc/start()
var/i = 0
for(i=0, i<src.number, i++)
if(src.total_smoke > 20)
return
spawn(0)
if(holder)
src.location = get_turf(holder)
var/obj/effect/bad_smoke/smoke = new /obj/effect/bad_smoke(src.location)
src.total_smoke++
var/direction = src.direction
if(!direction)
if(src.cardinals)
direction = pick(cardinal)
else
direction = pick(alldirs)
for(i=0, i<pick(0,1,1,1,2,2,2,3), i++)
sleep(10)
step(smoke,direction)
spawn(150+rand(10,30))
del(smoke)
src.total_smoke--
/////////////////////////////////////////////
// Chem smoke
/////////////////////////////////////////////
/obj/effect/chem_smoke
name = "smoke"
opacity = 1
anchored = 0.0
mouse_opacity = 0
var/amount = 6.0
icon = 'chemsmoke.dmi'
pixel_x = -32
pixel_y = -32
/obj/effect/chem_smoke/New()
..()
var/datum/reagents/R = new/datum/reagents(500)
reagents = R
R.my_atom = src
spawn (200+rand(10,30))
del(src)
return
/obj/effect/chem_smoke/Move()
..()
for(var/atom/A in view(1, src))
reagents.reaction(A)
return
/obj/effect/chem_smoke/HasEntered(mob/living/carbon/M as mob )
..()
reagents.reaction(M)
return
/datum/effect/system/chem_smoke_spread
var/number = 3
var/cardinals = 0
var/turf/location
var/atom/holder
var/total_smoke = 0 // To stop it being spammed and lagging!
var/direction
var/obj/chemholder
New()
..()
chemholder = new/obj()
var/datum/reagents/R = new/datum/reagents(500)
chemholder.reagents = R
R.my_atom = chemholder
/datum/effect/system/chem_smoke_spread/proc/set_up(var/datum/reagents/carry = null, n = 5, c = 0, loca, direct)
if(n > 20)
n = 20
number = n
cardinals = c
carry.copy_to(chemholder, carry.total_volume)
if(istype(loca, /turf/))
location = loca
else
location = get_turf(loca)
if(direct)
direction = direct
/datum/effect/system/chem_smoke_spread/proc/attach(atom/atom)
holder = atom
/datum/effect/system/chem_smoke_spread/proc/start()
var/i = 0
// Calculate the smokes' color
var/list/rgbcolor = list(0,0,0)
var/finalcolor
for(var/datum/reagent/re in chemholder.reagents.reagent_list)
if(!finalcolor)
rgbcolor = GetColors(re.color)
finalcolor = re.color
else
var/newcolor[3]
var/prergbcolor[3]
prergbcolor = rgbcolor
newcolor = GetColors(re.color)
rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
if(finalcolor)
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3]) // slightly darker color
for(i=0, i<src.number, i++)
if(src.total_smoke > 20)
return
spawn(0)
if(holder)
src.location = get_turf(holder)
var/obj/effect/chem_smoke/smoke = new /obj/effect/chem_smoke(src.location)
src.total_smoke++
var/direction = src.direction
if(!direction)
if(src.cardinals)
direction = pick(cardinal)
else
direction = pick(alldirs)
if(chemholder.reagents.total_volume != 1) // can't split 1 very well
chemholder.reagents.copy_to(smoke, chemholder.reagents.total_volume / number) // copy reagents to each smoke, divide evenly
if(finalcolor)
smoke.icon += finalcolor // give the smoke color, if it has any to begin with
else
// if no color, just use the old smoke icon
smoke.icon = '96x96.dmi'
smoke.icon_state = "smoke"
for(i=0, i<pick(0,1,1,1,2,2,2,3), i++)
sleep(10)
step(smoke,direction)
spawn(150+rand(10,30))
del(smoke)
src.total_smoke--
/////////////////////////////////////////////
// Sleep smoke
/////////////////////////////////////////////
/obj/effect/sleep_smoke
name = "smoke"
icon_state = "smoke"
opacity = 1
anchored = 0.0
mouse_opacity = 0
var/amount = 6.0
//Remove this bit to use the old smoke
icon = '96x96.dmi'
pixel_x = -32
pixel_y = -32
/obj/effect/sleep_smoke/New()
..()
spawn (200+rand(10,30))
del(src)
return
/obj/effect/sleep_smoke/Move()
..()
for(var/mob/living/carbon/M in get_turf(src))
if (M.internal != null && M.wear_mask && (M.wear_mask.flags & MASKINTERNALS))
// if (M.wear_suit, /obj/item/clothing/suit/wizrobe && (M.hat, /obj/item/clothing/head/wizard) && (M.shoes, /obj/item/clothing/shoes/sandal)) // I'll work on it later
else
M.drop_item()
M:sleeping += 1
if (M.coughedtime != 1)
M.coughedtime = 1
M.emote("cough")
spawn ( 20 )
M.coughedtime = 0
return
/obj/effect/sleep_smoke/HasEntered(mob/living/carbon/M as mob )
..()
if(istype(M, /mob/living/carbon))
if (M.internal != null && M.wear_mask && (M.wear_mask.flags & MASKINTERNALS))
// if (M.wear_suit, /obj/item/clothing/suit/wizrobe && (M.hat, /obj/item/clothing/head/wizard) && (M.shoes, /obj/item/clothing/shoes/sandal)) // Work on it later
return
else
M.drop_item()
M:sleeping += 1
if (M.coughedtime != 1)
M.coughedtime = 1
M.emote("cough")
spawn ( 20 )
M.coughedtime = 0
return
/datum/effect/system/sleep_smoke_spread
var/number = 3
var/cardinals = 0
var/turf/location
var/atom/holder
var/total_smoke = 0 // To stop it being spammed and lagging!
var/direction
/datum/effect/system/sleep_smoke_spread/proc/set_up(n = 5, c = 0, loca, direct)
if(n > 20)
n = 20
number = n
cardinals = c
if(istype(loca, /turf/))
location = loca
else
location = get_turf(loca)
if(direct)
direction = direct
/datum/effect/system/sleep_smoke_spread/proc/attach(atom/atom)
holder = atom
/datum/effect/system/sleep_smoke_spread/proc/start()
var/i = 0
for(i=0, i<src.number, i++)
if(src.total_smoke > 20)
return
spawn(0)
if(holder)
src.location = get_turf(holder)
var/obj/effect/sleep_smoke/smoke = new /obj/effect/sleep_smoke(src.location)
src.total_smoke++
var/direction = src.direction
if(!direction)
if(src.cardinals)
direction = pick(cardinal)
else
direction = pick(alldirs)
for(i=0, i<pick(0,1,1,1,2,2,2,3), i++)
sleep(10)
step(smoke,direction)
spawn(150+rand(10,30))
del(smoke)
src.total_smoke--
/////////////////////////////////////////////
// Mustard Gas
/////////////////////////////////////////////
/obj/effect/mustard_gas
name = "mustard gas"
icon_state = "mustard"
opacity = 1
anchored = 0.0
mouse_opacity = 0
var/amount = 6.0
/obj/effect/mustard_gas/New()
..()
spawn (100)
del(src)
return
/obj/effect/mustard_gas/Move()
..()
for(var/mob/living/carbon/human/R in get_turf(src))
if (R.internal != null && usr.wear_mask && (R.wear_mask.flags & MASKINTERNALS) && R.wear_suit != null && !istype(R.wear_suit, /obj/item/clothing/suit/labcoat) && !istype(R.wear_suit, /obj/item/clothing/suit/straight_jacket) && !istype(R.wear_suit, /obj/item/clothing/suit/straight_jacket && !istype(R.wear_suit, /obj/item/clothing/suit/armor)))
else
R.burn_skin(0.75)
if (R.coughedtime != 1)
R.coughedtime = 1
R.emote("gasp")
spawn (20)
R.coughedtime = 0
R.updatehealth()
return
/obj/effect/mustard_gas/HasEntered(mob/living/carbon/human/R as mob )
..()
if (istype(R, /mob/living/carbon/human))
if (R.internal != null && usr.wear_mask && (R.wear_mask.flags & MASKINTERNALS) && R.wear_suit != null && !istype(R.wear_suit, /obj/item/clothing/suit/labcoat) && !istype(R.wear_suit, /obj/item/clothing/suit/straight_jacket) && !istype(R.wear_suit, /obj/item/clothing/suit/straight_jacket && !istype(R.wear_suit, /obj/item/clothing/suit/armor)))
return
R.burn_skin(0.75)
if (R.coughedtime != 1)
R.coughedtime = 1
R.emote("gasp")
spawn (20)
R.coughedtime = 0
R.updatehealth()
return
/datum/effect/system/mustard_gas_spread
var/number = 3
var/cardinals = 0
var/turf/location
var/atom/holder
var/total_smoke = 0 // To stop it being spammed and lagging!
var/direction
/datum/effect/system/mustard_gas_spread/proc/set_up(n = 5, c = 0, loca, direct)
if(n > 20)
n = 20
number = n
cardinals = c
if(istype(loca, /turf/))
location = loca
else
location = get_turf(loca)
if(direct)
direction = direct
/datum/effect/system/mustard_gas_spread/proc/attach(atom/atom)
holder = atom
/datum/effect/system/mustard_gas_spread/proc/start()
var/i = 0
for(i=0, i<src.number, i++)
if(src.total_smoke > 20)
return
spawn(0)
if(holder)
src.location = get_turf(holder)
var/obj/effect/mustard_gas/smoke = new /obj/effect/mustard_gas(src.location)
src.total_smoke++
var/direction = src.direction
if(!direction)
if(src.cardinals)
direction = pick(cardinal)
else
direction = pick(alldirs)
for(i=0, i<pick(0,1,1,1,2,2,2,3), i++)
sleep(10)
step(smoke,direction)
spawn(100)
del(smoke)
src.total_smoke--
/////////////////////////////////////////////
//////// Attach an Ion trail to any object, that spawns when it moves (like for the jetpack)
/// just pass in the object to attach it to in set_up
/// Then do start() to start it and stop() to stop it, obviously
/// and don't call start() in a loop that will be repeated otherwise it'll get spammed!
/////////////////////////////////////////////
/obj/effect/ion_trails
name = "ion trails"
icon_state = "ion_trails"
anchored = 1.0
/datum/effect/system/ion_trail_follow
var/atom/holder
var/turf/oldposition
var/processing = 1
var/on = 1
/datum/effect/system/ion_trail_follow/proc/set_up(atom/atom)
holder = atom
oldposition = get_turf(atom)
/datum/effect/system/ion_trail_follow/proc/start()
if(!src.on)
src.on = 1
src.processing = 1
if(src.processing)
src.processing = 0
spawn(0)
var/turf/T = get_turf(src.holder)
if(T != src.oldposition)
if(istype(T, /turf/space))
var/obj/effect/ion_trails/I = new /obj/effect/ion_trails(src.oldposition)
src.oldposition = T
I.dir = src.holder.dir
flick("ion_fade", I)
I.icon_state = "blank"
spawn( 20 )
del(I)
spawn(2)
if(src.on)
src.processing = 1
src.start()
else
spawn(2)
if(src.on)
src.processing = 1
src.start()
/datum/effect/system/ion_trail_follow/proc/stop()
src.processing = 0
src.on = 0
/////////////////////////////////////////////
//////// Attach a steam trail to an object (eg. a reacting beaker) that will follow it
// even if it's carried of thrown.
/////////////////////////////////////////////
/datum/effect/system/steam_trail_follow
var/atom/holder
var/turf/oldposition
var/processing = 1
var/on = 1
var/number
/datum/effect/system/steam_trail_follow/proc/set_up(atom/atom)
holder = atom
oldposition = get_turf(atom)
/datum/effect/system/steam_trail_follow/proc/start()
if(!src.on)
src.on = 1
src.processing = 1
if(src.processing)
src.processing = 0
spawn(0)
if(src.number < 3)
var/obj/effect/steam/I = new /obj/effect/steam(src.oldposition)
src.number++
src.oldposition = get_turf(holder)
I.dir = src.holder.dir
spawn(10)
del(I)
src.number--
spawn(2)
if(src.on)
src.processing = 1
src.start()
else
spawn(2)
if(src.on)
src.processing = 1
src.start()
/datum/effect/system/steam_trail_follow/proc/stop()
src.processing = 0
src.on = 0
// Foam
// Similar to smoke, but spreads out more
// metal foams leave behind a foamed metal wall
/obj/effect/foam
name = "foam"
icon_state = "foam"
opacity = 0
anchored = 1
density = 0
layer = OBJ_LAYER + 0.9
mouse_opacity = 0
var/amount = 3
var/expand = 1
animate_movement = 0
var/metal = 0
/obj/effect/foam/New(loc, var/ismetal=0)
..(loc)
icon_state = "[ismetal ? "m":""]foam"
metal = ismetal
playsound(src, 'bubbles2.ogg', 80, 1, -3)
spawn(3 + metal*3)
process()
spawn(120)
expand = 0 // stop expanding
sleep(30)
if(metal)
var/obj/structure/foamedmetal/M = new(src.loc)
M.metal = metal
M.updateicon()
flick("[icon_state]-disolve", src)
sleep(5)
del(src)
return
// on delete, transfer any reagents to the floor
/obj/effect/foam/Del()
if(!metal && reagents)
for(var/atom/A in oview(0,src))
if(A == src)
continue
reagents.reaction(A, 1, 1)
..()
/obj/effect/foam/process()
if(--amount < 0)
return
while(expand) // keep trying to expand while true
for(var/direction in cardinal)
var/turf/T = get_step(src,direction)
if(!T)
continue
if(!T.Enter(src))
continue
var/obj/effect/foam/F = locate() in T
if(F)
continue
F = new(T, metal)
F.amount = amount
if(!metal)
F.create_reagents(10)
if (reagents)
for(var/datum/reagent/R in reagents.reagent_list)
F.reagents.add_reagent(R.id,1)
sleep(15)
// foam disolves when heated
// except metal foams
/obj/effect/foam/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(!metal && prob(max(0, exposed_temperature - 475)))
flick("[icon_state]-disolve", src)
spawn(5)
del(src)
/obj/effect/foam/HasEntered(var/atom/movable/AM)
if(metal)
return
if (istype(AM, /mob/living/carbon))
var/mob/M = AM
if (istype(M, /mob/living/carbon/human) && (istype(M:shoes, /obj/item/clothing/shoes) && M:shoes.flags&NOSLIP))
return
M.pulling = null
M << "\blue You slipped on the foam!"
playsound(src.loc, 'slip.ogg', 50, 1, -3)
M.stunned = 5
M.weakened = 2
/datum/effect/system/foam_spread
var/amount = 5 // the size of the foam spread.
var/turf/location
var/list/carried_reagents // the IDs of reagents present when the foam was mixed
var/metal = 0 // 0=foam, 1=metalfoam, 2=ironfoam
/datum/effect/system/foam_spread/proc/set_up(amt=5, loca, var/datum/reagents/carry = null, var/metalfoam = 0)
amount = round(amt/5, 1)
if(istype(loca, /turf/))
location = loca
else
location = get_turf(loca)
carried_reagents = list()
metal = metalfoam
// bit of a hack here. Foam carries along any reagent also present in the glass it is mixed
// with (defaults to water if none is present). Rather than actually transfer the reagents,
// this makes a list of the reagent ids and spawns 1 unit of that reagent when the foam disolves.
if(carry && !metal)
for(var/datum/reagent/R in carry.reagent_list)
carried_reagents += R.id
/datum/effect/system/foam_spread/proc/start()
spawn(0)
var/obj/effect/foam/F = locate() in location
if(F)
F.amount += amount
return
F = new(src.location, metal)
F.amount = amount
if(!metal) // don't carry other chemicals if a metal foam
F.create_reagents(10)
if(carried_reagents)
for(var/id in carried_reagents)
F.reagents.add_reagent(id,1)
else
F.reagents.add_reagent("water", 1)
// wall formed by metal foams
// dense and opaque, but easy to break
/obj/structure/foamedmetal
icon = 'effects.dmi'
icon_state = "metalfoam"
density = 1
opacity = 0 // changed in New()
anchored = 1
name = "foamed metal"
desc = "A lightweight foamed metal wall."
var/metal = 1 // 1=aluminum, 2=iron
New()
..()
update_nearby_tiles(1)
spawn(1)
sd_NewOpacity(1)
Del()
sd_NewOpacity(0)
density = 0
update_nearby_tiles(1)
..()
proc/updateicon()
if(metal == 1)
icon_state = "metalfoam"
else
icon_state = "ironfoam"
ex_act(severity)
del(src)
blob_act()
del(src)
bullet_act()
if(metal==1 || prob(50))
del(src)
attack_paw(var/mob/user)
attack_hand(user)
return
attack_hand(var/mob/user)
if (user.mutations & HULK || (prob(75 - metal*25)))
user << "\blue You smash through the metal foam wall."
for(var/mob/O in oviewers(user))
if ((O.client && !( O.blinded )))
O << "\red [user] smashes through the foamed metal."
del(src)
else
user << "\blue You hit the metal foam but bounce off it."
return
attackby(var/obj/item/I, var/mob/user)
if (istype(I, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = I
G.affecting.loc = src.loc
for(var/mob/O in viewers(src))
if (O.client)
O << "\red [G.assailant] smashes [G.affecting] through the foamed metal wall."
del(I)
del(src)
return
if(prob(I.force*20 - metal*25))
user << "\blue You smash through the foamed metal with \the [I]."
for(var/mob/O in oviewers(user))
if ((O.client && !( O.blinded )))
O << "\red [user] smashes through the foamed metal."
del(src)
else
user << "\blue You hit the metal foam to no effect."
// only air group geometry can pass
CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
return air_group
// shouldn't this be a general procedure?
// not sure if this neccessary or overkill
proc/update_nearby_tiles(need_rebuild)
if(!air_master) return 0
var/turf/simulated/source = loc
var/turf/simulated/north = get_step(source,NORTH)
var/turf/simulated/south = get_step(source,SOUTH)
var/turf/simulated/east = get_step(source,EAST)
var/turf/simulated/west = get_step(source,WEST)
if(need_rebuild)
if(istype(source)) //Rebuild/update nearby group geometry
if(source.parent)
air_master.groups_to_rebuild += source.parent
else
air_master.tiles_to_update += source
if(istype(north))
if(north.parent)
air_master.groups_to_rebuild += north.parent
else
air_master.tiles_to_update += north
if(istype(south))
if(south.parent)
air_master.groups_to_rebuild += south.parent
else
air_master.tiles_to_update += south
if(istype(east))
if(east.parent)
air_master.groups_to_rebuild += east.parent
else
air_master.tiles_to_update += east
if(istype(west))
if(west.parent)
air_master.groups_to_rebuild += west.parent
else
air_master.tiles_to_update += west
else
if(istype(source)) air_master.tiles_to_update += source
if(istype(north)) air_master.tiles_to_update += north
if(istype(south)) air_master.tiles_to_update += south
if(istype(east)) air_master.tiles_to_update += east
if(istype(west)) air_master.tiles_to_update += west
return 1
/datum/effect/system/reagents_explosion
var/amount // TNT equivalent
var/turf/location
var/flashing = 0 // does explosion creates flash effect?
var/flashing_factor = 0 // factor of how powerful the flash effect relatively to the explosion
/datum/effect/system/reagents_explosion/proc/set_up (amt, loc, flash = 0, flash_fact = 0)
amount = amt
if(istype(loc, /turf/))
location = loc
else
location = get_turf(loc)
flashing = flash
flashing_factor = flash_fact
return
/datum/effect/system/reagents_explosion/proc/start()
if (amount <= 2)
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
s.set_up(2, 1, location)
s.start()
for(var/mob/M in viewers(5, location))
M << "\red The solution violently explodes."
for(var/mob/M in viewers(1, location))
if (prob (50 * amount))
M << "\red The explosion knocks you down."
M.weakened += rand (1, 5)
return
else
var/devastation = -1
var/heavy = -1
var/light = -1
var/flash = -1
// Clamp all values to MAX_EXPLOSION_RANGE
if (round(amount/12) > 0)
devastation = min (MAX_EXPLOSION_RANGE, devastation + round(amount/12))
if (round(amount/6) > 0)
heavy = min (MAX_EXPLOSION_RANGE, heavy + round(amount/6))
if (round(amount/3) > 0)
light = min (MAX_EXPLOSION_RANGE, light + round(amount/3))
if (flash && flashing_factor)
flash += (round(amount/4) * flashing_factor)
for(var/mob/M in viewers(8, location))
M << "\red The solution violently explodes."
explosion(location, devastation, heavy, light, flash)