mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-25 01:22:13 +00:00
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
1173 lines
28 KiB
Plaintext
1173 lines
28 KiB
Plaintext
/* This is an attempt to make some easily reusable "particle" type effect, to stop the code
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constantly having to be rewritten. An item like the jetpack that uses the ion_trail_follow system, just has one
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defined, then set up when it is created with New(). Then this same system can just be reused each time
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it needs to create more trails.A beaker could have a steam_trail_follow system set up, then the steam
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would spawn and follow the beaker, even if it is carried or thrown.
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*/
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/obj/effect
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name = "effect"
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icon = 'effects.dmi'
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mouse_opacity = 0
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unacidable = 1//So effect are not targeted by alien acid.
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flags = TABLEPASS
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/obj/effect/water
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name = "water"
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icon = 'effects.dmi'
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icon_state = "extinguish"
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var/life = 15.0
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flags = 2.0
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mouse_opacity = 0
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/obj/effect/smoke
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name = "smoke"
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icon = 'water.dmi'
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icon_state = "smoke"
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opacity = 1
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anchored = 0.0
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mouse_opacity = 0
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var/amount = 8.0
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/obj/effect/water/New()
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..()
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//var/turf/T = src.loc
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//if (istype(T, /turf))
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// T.firelevel = 0 //TODO: FIX
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spawn( 70 )
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del(src)
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return
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return
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/obj/effect/water/Del()
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//var/turf/T = src.loc
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//if (istype(T, /turf))
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// T.firelevel = 0 //TODO: FIX
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..()
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return
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/obj/effect/water/Move(turf/newloc)
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//var/turf/T = src.loc
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//if (istype(T, /turf))
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// T.firelevel = 0 //TODO: FIX
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if (--src.life < 1)
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//SN src = null
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del(src)
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if(newloc.density)
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return 0
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.=..()
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/obj/effect/water/Bump(atom/A)
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if(reagents)
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reagents.reaction(A)
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return ..()
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/////////////////////////////////////////////
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// GENERIC STEAM SPREAD SYSTEM
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//Usage: set_up(number of bits of steam, use North/South/East/West only, spawn location)
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// The attach(atom/atom) proc is optional, and can be called to attach the effect
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// to something, like a smoking beaker, so then you can just call start() and the steam
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// will always spawn at the items location, even if it's moved.
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/* Example:
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var/datum/effect/system/steam_spread/steam = new /datum/effect/system/steam_spread() -- creates new system
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steam.set_up(5, 0, mob.loc) -- sets up variables
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OPTIONAL: steam.attach(mob)
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steam.start() -- spawns the effect
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*/
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/////////////////////////////////////////////
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/obj/effect/steam
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name = "steam"
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icon = 'effects.dmi'
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icon_state = "extinguish"
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density = 0
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/datum/effect/system/steam_spread
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var/number = 3
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var/cardinals = 0
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var/turf/location
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var/atom/holder
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/datum/effect/system/steam_spread/proc/set_up(n = 3, c = 0, turf/loc)
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if(n > 10)
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n = 10
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number = n
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cardinals = c
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location = loc
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/datum/effect/system/steam_spread/proc/attach(atom/atom)
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holder = atom
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/datum/effect/system/steam_spread/proc/start()
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var/i = 0
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for(i=0, i<src.number, i++)
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spawn(0)
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if(holder)
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src.location = get_turf(holder)
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var/obj/effect/steam/steam = new /obj/effect/steam(src.location)
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var/direction
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if(src.cardinals)
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direction = pick(cardinal)
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else
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direction = pick(alldirs)
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for(i=0, i<pick(1,2,3), i++)
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sleep(5)
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step(steam,direction)
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spawn(20)
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del(steam)
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/////////////////////////////////////////////
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//SPARK SYSTEM (like steam system)
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// The attach(atom/atom) proc is optional, and can be called to attach the effect
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// to something, like the RCD, so then you can just call start() and the sparks
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// will always spawn at the items location.
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/////////////////////////////////////////////
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/obj/effect/sparks
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name = "sparks"
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icon_state = "sparks"
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var/amount = 6.0
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anchored = 1.0
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mouse_opacity = 0
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/obj/effect/sparks/New()
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..()
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playsound(src.loc, "sparks", 100, 1)
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var/turf/T = src.loc
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if (istype(T, /turf))
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T.hotspot_expose(1000,100)
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spawn (100)
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del(src)
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return
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/obj/effect/sparks/Del()
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var/turf/T = src.loc
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if (istype(T, /turf))
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T.hotspot_expose(1000,100)
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..()
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return
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/obj/effect/sparks/Move()
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..()
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var/turf/T = src.loc
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if (istype(T, /turf))
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T.hotspot_expose(1000,100)
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return
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/datum/effect/system/spark_spread
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var/number = 3
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var/cardinals = 0
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var/turf/location
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var/atom/holder
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var/total_sparks = 0 // To stop it being spammed and lagging!
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/datum/effect/system/spark_spread/proc/set_up(n = 3, c = 0, loca)
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if(n > 10)
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n = 10
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number = n
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cardinals = c
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if(istype(loca, /turf/))
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location = loca
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else
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location = get_turf(loca)
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/datum/effect/system/spark_spread/proc/attach(atom/atom)
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holder = atom
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/datum/effect/system/spark_spread/proc/start()
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var/i = 0
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for(i=0, i<src.number, i++)
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if(src.total_sparks > 20)
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return
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spawn(0)
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if(holder)
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src.location = get_turf(holder)
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var/obj/effect/sparks/sparks = new /obj/effect/sparks(src.location)
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src.total_sparks++
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var/direction
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if(src.cardinals)
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direction = pick(cardinal)
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else
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direction = pick(alldirs)
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for(i=0, i<pick(1,2,3), i++)
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sleep(5)
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step(sparks,direction)
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spawn(20)
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del(sparks)
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src.total_sparks--
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/////////////////////////////////////////////
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//// SMOKE SYSTEMS
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// direct can be optinally added when set_up, to make the smoke always travel in one direction
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// in case you wanted a vent to always smoke north for example
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/////////////////////////////////////////////
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/obj/effect/harmless_smoke
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name = "smoke"
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icon_state = "smoke"
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opacity = 1
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anchored = 0.0
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mouse_opacity = 0
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var/amount = 6.0
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//Remove this bit to use the old smoke
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icon = '96x96.dmi'
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pixel_x = -32
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pixel_y = -32
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/obj/effect/harmless_smoke/New()
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..()
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spawn (100)
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del(src)
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return
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/obj/effect/harmless_smoke/Move()
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..()
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return
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/datum/effect/system/harmless_smoke_spread
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var/number = 3
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var/cardinals = 0
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var/turf/location
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var/atom/holder
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var/total_smoke = 0 // To stop it being spammed and lagging!
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var/direction
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/datum/effect/system/harmless_smoke_spread/proc/set_up(n = 5, c = 0, loca, direct)
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if(n > 10)
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n = 10
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number = n
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cardinals = c
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if(istype(loca, /turf/))
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location = loca
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else
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location = get_turf(loca)
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if(direct)
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direction = direct
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/datum/effect/system/harmless_smoke_spread/proc/attach(atom/atom)
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holder = atom
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/datum/effect/system/harmless_smoke_spread/proc/start()
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var/i = 0
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for(i=0, i<src.number, i++)
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if(src.total_smoke > 20)
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return
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spawn(0)
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if(holder)
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src.location = get_turf(holder)
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var/obj/effect/harmless_smoke/smoke = new /obj/effect/harmless_smoke(src.location)
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src.total_smoke++
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var/direction = src.direction
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if(!direction)
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if(src.cardinals)
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direction = pick(cardinal)
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else
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direction = pick(alldirs)
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for(i=0, i<pick(0,1,1,1,2,2,2,3), i++)
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sleep(10)
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step(smoke,direction)
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spawn(75+rand(10,30))
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del(smoke)
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src.total_smoke--
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/////////////////////////////////////////////
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// Bad smoke
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/////////////////////////////////////////////
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/obj/effect/bad_smoke
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name = "smoke"
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icon_state = "smoke"
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opacity = 1
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anchored = 0.0
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mouse_opacity = 0
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var/amount = 6.0
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//Remove this bit to use the old smoke
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icon = '96x96.dmi'
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pixel_x = -32
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pixel_y = -32
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/obj/effect/bad_smoke/New()
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..()
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spawn (200+rand(10,30))
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del(src)
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return
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/obj/effect/bad_smoke/Move()
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..()
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for(var/mob/living/carbon/M in get_turf(src))
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if (M.internal != null && M.wear_mask && (M.wear_mask.flags & MASKINTERNALS))
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else
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M.drop_item()
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M.oxyloss += 1
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if (M.coughedtime != 1)
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M.coughedtime = 1
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M.emote("cough")
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spawn ( 20 )
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M.coughedtime = 0
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return
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/obj/effect/bad_smoke/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0)) return 1
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if(istype(mover, /obj/item/projectile/beam))
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var/obj/item/projectile/beam/B = mover
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B.damage = (B.damage/2)
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return 1
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/obj/effect/bad_smoke/HasEntered(mob/living/carbon/M as mob )
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..()
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if(istype(M, /mob/living/carbon))
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if (M.internal != null && M.wear_mask && (M.wear_mask.flags & MASKINTERNALS))
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return
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else
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M.drop_item()
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M.oxyloss += 1
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if (M.coughedtime != 1)
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M.coughedtime = 1
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M.emote("cough")
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spawn ( 20 )
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M.coughedtime = 0
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return
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/datum/effect/system/bad_smoke_spread
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var/number = 3
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var/cardinals = 0
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var/turf/location
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var/atom/holder
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var/total_smoke = 0 // To stop it being spammed and lagging!
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var/direction
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/datum/effect/system/bad_smoke_spread/proc/set_up(n = 5, c = 0, loca, direct)
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if(n > 20)
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n = 20
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number = n
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cardinals = c
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if(istype(loca, /turf/))
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location = loca
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else
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location = get_turf(loca)
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if(direct)
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direction = direct
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/datum/effect/system/bad_smoke_spread/proc/attach(atom/atom)
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holder = atom
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/datum/effect/system/bad_smoke_spread/proc/start()
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var/i = 0
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for(i=0, i<src.number, i++)
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if(src.total_smoke > 20)
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return
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spawn(0)
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if(holder)
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src.location = get_turf(holder)
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var/obj/effect/bad_smoke/smoke = new /obj/effect/bad_smoke(src.location)
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src.total_smoke++
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var/direction = src.direction
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if(!direction)
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if(src.cardinals)
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direction = pick(cardinal)
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else
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direction = pick(alldirs)
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for(i=0, i<pick(0,1,1,1,2,2,2,3), i++)
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sleep(10)
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step(smoke,direction)
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spawn(150+rand(10,30))
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del(smoke)
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src.total_smoke--
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/////////////////////////////////////////////
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// Chem smoke
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/////////////////////////////////////////////
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/obj/effect/chem_smoke
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name = "smoke"
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opacity = 1
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anchored = 0.0
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mouse_opacity = 0
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var/amount = 6.0
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icon = 'chemsmoke.dmi'
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pixel_x = -32
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pixel_y = -32
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/obj/effect/chem_smoke/New()
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..()
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var/datum/reagents/R = new/datum/reagents(500)
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reagents = R
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R.my_atom = src
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spawn (200+rand(10,30))
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del(src)
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return
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/obj/effect/chem_smoke/Move()
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..()
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for(var/atom/A in view(1, src))
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reagents.reaction(A)
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return
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/obj/effect/chem_smoke/HasEntered(mob/living/carbon/M as mob )
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..()
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reagents.reaction(M)
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return
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/datum/effect/system/chem_smoke_spread
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var/number = 3
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var/cardinals = 0
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var/turf/location
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var/atom/holder
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var/total_smoke = 0 // To stop it being spammed and lagging!
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var/direction
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var/obj/chemholder
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New()
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..()
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chemholder = new/obj()
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var/datum/reagents/R = new/datum/reagents(500)
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chemholder.reagents = R
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R.my_atom = chemholder
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/datum/effect/system/chem_smoke_spread/proc/set_up(var/datum/reagents/carry = null, n = 5, c = 0, loca, direct)
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if(n > 20)
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n = 20
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number = n
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cardinals = c
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carry.copy_to(chemholder, carry.total_volume)
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if(istype(loca, /turf/))
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location = loca
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else
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location = get_turf(loca)
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if(direct)
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direction = direct
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/datum/effect/system/chem_smoke_spread/proc/attach(atom/atom)
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holder = atom
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/datum/effect/system/chem_smoke_spread/proc/start()
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var/i = 0
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// Calculate the smokes' color
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var/list/rgbcolor = list(0,0,0)
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var/finalcolor
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for(var/datum/reagent/re in chemholder.reagents.reagent_list)
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if(!finalcolor)
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rgbcolor = GetColors(re.color)
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finalcolor = re.color
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else
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var/newcolor[3]
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var/prergbcolor[3]
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prergbcolor = rgbcolor
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newcolor = GetColors(re.color)
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rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
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rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
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rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
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finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
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if(finalcolor)
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finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3]) // slightly darker color
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for(i=0, i<src.number, i++)
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if(src.total_smoke > 20)
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return
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spawn(0)
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|
if(holder)
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|
src.location = get_turf(holder)
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var/obj/effect/chem_smoke/smoke = new /obj/effect/chem_smoke(src.location)
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src.total_smoke++
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var/direction = src.direction
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if(!direction)
|
|
if(src.cardinals)
|
|
direction = pick(cardinal)
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|
else
|
|
direction = pick(alldirs)
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|
|
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) |