mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-19 05:42:38 +00:00
Refactored hitby to be in line with TG's version. Refactored item weight defines to a more clear naming scheme, also in line with TG's version. Refactored how the movement bumps are handled, ported signals to handle them, in preparation for the movement update. Fixed disposal hit bouncing the hitting atom on the wall. Items do not push other items anymore if they are tiny.
412 lines
10 KiB
Plaintext
412 lines
10 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 = 'icons/effects/effects.dmi'
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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unacidable = 1//So effect are not targeted by alien acid.
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pass_flags = PASSTABLE | PASSGRILLE
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/obj/effect/Destroy()
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if(reagents)
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reagents.delete()
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return ..()
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/datum/effect/effect/system
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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/setup = 0
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/datum/effect/effect/system/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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setup = 1
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/datum/effect/effect/system/proc/attach(atom/atom)
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holder = atom
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/datum/effect/effect/system/proc/start()
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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/effect/steam
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name = "steam"
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icon = 'icons/effects/effects.dmi'
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icon_state = "extinguish"
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density = 0
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/datum/effect/effect/system/steam_spread
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/datum/effect/effect/system/steam_spread/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/effect/system/steam_spread/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/effect/steam/steam = new /obj/effect/effect/steam(src.location)
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var/direction
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if(src.cardinals)
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direction = pick(GLOB.cardinal)
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else
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direction = pick(GLOB.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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QDEL_IN(steam, 20)
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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/effect/smoke
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name = "smoke"
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icon_state = "smoke"
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opacity = 1
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layer = ABOVE_PROJECTILE_LAYER
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anchored = 0.0
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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var/amount = 6.0
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var/time_to_live = 100
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//Remove this bit to use the old smoke
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icon = 'icons/effects/96x96.dmi'
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pixel_x = -32
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pixel_y = -32
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/obj/effect/effect/smoke/New(var/loc, var/duration = 0)
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..()
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if (duration)
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time_to_live = duration
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addtimer(CALLBACK(src, PROC_REF(kill)), time_to_live)
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/effect/effect/smoke/proc/kill()
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animate(src, alpha = 0, time = 2 SECONDS, easing = QUAD_EASING)
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set_opacity(FALSE)
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QDEL_IN(src, 2.5 SECONDS)
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/obj/effect/effect/smoke/proc/on_entered(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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SIGNAL_HANDLER
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if(istype(arrived, /mob/living/carbon))
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affect(arrived)
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/obj/effect/effect/smoke/proc/affect(var/mob/living/carbon/M)
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if (istype(M))
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return 0
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if (M.internal != null)
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if(M.wear_mask && (M.wear_mask.item_flags & ITEM_FLAG_AIRTIGHT))
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return 0
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if(istype(M,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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if(H.head && (H.head.item_flags & ITEM_FLAG_AIRTIGHT))
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return 0
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return 0
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return 1
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/////////////////////////////////////////////
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// Illumination
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/////////////////////////////////////////////
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/obj/effect/effect/smoke/illumination
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name = "illumination"
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opacity = 0
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icon = 'icons/effects/effects.dmi'
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icon_state = "sparks"
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/obj/effect/effect/smoke/illumination/New(var/newloc, var/brightness=15, var/lifetime=10)
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time_to_live=lifetime
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..()
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set_light(brightness)
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/////////////////////////////////////////////
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// Bad smoke
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/////////////////////////////////////////////
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/obj/effect/effect/smoke/bad
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time_to_live = 200
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/obj/effect/effect/smoke/bad/Move()
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..()
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for(var/mob/living/carbon/M in get_turf(src))
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affect(M)
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/obj/effect/effect/smoke/bad/affect(var/mob/living/carbon/M)
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if (!..())
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return 0
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M.drop_item()
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M.adjustOxyLoss(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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/obj/effect/effect/smoke/bad/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/projectile/beam))
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var/obj/projectile/beam/B = mover
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B.damage = (B.damage/2)
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return 1
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/////////////////////////////////////////////
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// Sleep smoke
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/////////////////////////////////////////////
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/obj/effect/effect/smoke/sleepy
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/obj/effect/effect/smoke/sleepy/Move()
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..()
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for(var/mob/living/carbon/M in get_turf(src))
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affect(M)
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/obj/effect/effect/smoke/sleepy/affect(mob/living/carbon/M as mob )
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if (!..())
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return 0
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M.drop_item()
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M:sleeping += 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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/////////////////////////////////////////////
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// Mustard Gas
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/////////////////////////////////////////////
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/obj/effect/effect/smoke/mustard
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name = "mustard gas"
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icon_state = "mustard"
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/obj/effect/effect/smoke/mustard/Move()
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..()
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for(var/mob/living/carbon/human/R in get_turf(src))
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affect(R)
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/obj/effect/effect/smoke/mustard/affect(var/mob/living/carbon/human/R)
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if (!..())
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return 0
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if (R.wear_suit != null)
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return 0
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R.burn_skin(0.75)
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if (R.coughedtime != 1)
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R.coughedtime = 1
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R.emote("gasp")
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spawn (20)
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R.coughedtime = 0
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R.updatehealth()
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return
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/////////////////////////////////////////////
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// Smoke spread
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/////////////////////////////////////////////
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/datum/effect/effect/system/smoke_spread
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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/smoke_type = /obj/effect/effect/smoke
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var/smoke_duration
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/datum/effect/effect/system/smoke_spread/set_up(n = 5, c = 0, loca, direct, duration = 0)
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smoke_duration = duration
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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/effect/system/smoke_spread/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/effect/smoke/smoke = new smoke_type(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(GLOB.cardinal)
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else
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direction = pick(GLOB.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(smoke.time_to_live*0.75+rand(10,30))
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src.total_smoke--
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qdel(smoke)
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/datum/effect/effect/system/smoke_spread/bad
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smoke_type = /obj/effect/effect/smoke/bad
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/datum/effect/effect/system/smoke_spread/sleepy
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smoke_type = /obj/effect/effect/smoke/sleepy
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/datum/effect/effect/system/smoke_spread/mustard
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smoke_type = /obj/effect/effect/smoke/mustard
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/////////////////////////////////////////////
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//////// Attach a steam trail to an object (eg. a reacting beaker) that will follow it
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// even if it's carried of thrown.
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/////////////////////////////////////////////
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/datum/effect/effect/system/steam_trail_follow
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var/turf/oldposition
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var/processing = 1
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var/on = 1
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/datum/effect/effect/system/steam_trail_follow/set_up(atom/atom)
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attach(atom)
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oldposition = get_turf(atom)
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/datum/effect/effect/system/steam_trail_follow/start()
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if(!src.on)
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src.on = 1
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src.processing = 1
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if(src.processing)
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src.processing = 0
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spawn(0)
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if(src.number < 3)
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var/obj/effect/effect/steam/I = new /obj/effect/effect/steam(src.oldposition)
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src.number++
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src.oldposition = get_turf(holder)
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I.set_dir(src.holder.dir)
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spawn(10)
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qdel(I)
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src.number--
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spawn(2)
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if(src.on)
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src.processing = 1
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src.start()
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else
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spawn(2)
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if(src.on)
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src.processing = 1
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src.start()
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/datum/effect/effect/system/steam_trail_follow/proc/stop()
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src.processing = 0
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src.on = 0
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/datum/effect/effect/system/reagents_explosion
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var/amount // TNT equivalent
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var/flashing = 0 // does explosion creates flash effect?
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var/flashing_factor = 0 // factor of how powerful the flash effect relatively to the explosion
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/datum/effect/effect/system/reagents_explosion/set_up(amt, loc, flash = 0, flash_fact = 0)
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amount = amt
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if(istype(loc, /turf/))
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location = loc
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else
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location = get_turf(loc)
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flashing = flash
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flashing_factor = flash_fact
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return
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/datum/effect/effect/system/reagents_explosion/start()
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if (amount <= 2)
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spark(location, 2)
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for(var/mob/M in viewers(5, location))
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to_chat(M, SPAN_WARNING("The solution violently explodes."))
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for(var/mob/M in viewers(1, location))
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if (prob (50 * amount))
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to_chat(M, SPAN_WARNING("The explosion knocks you down."))
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M.Weaken(rand(1,5))
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return
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else
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var/devst = -1
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var/heavy = -1
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var/light = -1
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var/flash = -1
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// Clamp all values to fractions of max_explosion_range, following the same pattern as for tank transfer bombs
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if (round(amount/12) > 0)
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devst = devst + amount/12
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if (round(amount/6) > 0)
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heavy = heavy + amount/6
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if (round(amount/3) > 0)
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light = light + amount/3
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if (flashing && flashing_factor)
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flash = (amount/4) * flashing_factor
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for(var/mob/M in viewers(8, location))
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to_chat(M, SPAN_WARNING("The solution violently explodes."))
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explosion(
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location,
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round(min(devst, BOMBCAP_DVSTN_RADIUS)),
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round(min(heavy, BOMBCAP_HEAVY_RADIUS)),
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round(min(light, BOMBCAP_LIGHT_RADIUS)),
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round(min(flash, BOMBCAP_FLASH_RADIUS))
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)
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/obj/effect/temporary_effect
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name = "self deleting effect"
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desc = "How are you examining what which cannot be seen?"
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icon = 'icons/effects/effects.dmi'
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invisibility = 0
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var/time_to_die = 10 SECONDS // Afer which, it will delete itself.
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/obj/effect/temporary_effect/Initialize()
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. = ..()
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if(time_to_die)
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QDEL_IN(src, time_to_die)
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