mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-15 03:42:38 +00:00
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
454 lines
12 KiB
Plaintext
454 lines
12 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/effect
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name = "effect"
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icon = 'icons/effects/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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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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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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proc/attach(atom/atom)
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holder = atom
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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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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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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(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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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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anchored = 0.0
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mouse_opacity = 0
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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/kill), time_to_live)
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/obj/effect/effect/smoke/proc/kill()
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set waitfor = FALSE
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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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var/turf/T = get_turf(src)
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if (T)
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T.force_update_lights() // I hate it, but nothing else seems to work.
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QDEL_IN(src, 2 SECONDS)
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/obj/effect/effect/smoke/Crossed(mob/living/carbon/M as mob )
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..()
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if(istype(M))
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affect(M)
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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 & 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 & 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/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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/////////////////////////////////////////////
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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(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(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 an Ion trail to any object, that spawns when it moves (like for the jetpack)
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/// just pass in the object to attach it to in set_up
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/// Then do start() to start it and stop() to stop it, obviously
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/// and don't call start() in a loop that will be repeated otherwise it'll get spammed!
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/////////////////////////////////////////////
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/obj/effect/effect/ion_trails
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name = "ion trails"
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icon_state = "ion_trails"
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anchored = 1.0
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/datum/effect/effect/system/ion_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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set_up(atom/atom)
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attach(atom)
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oldposition = get_turf(atom)
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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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var/turf/T = get_turf(src.holder)
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if(T != src.oldposition)
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if(istype(T, /turf/space))
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var/obj/effect/effect/ion_trails/I = new /obj/effect/effect/ion_trails(src.oldposition)
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src.oldposition = T
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I.set_dir(src.holder.dir)
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flick("ion_fade", I)
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I.icon_state = "blank"
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animate(I, alpha = 0, time = 18, easing = SINE_EASING | EASE_IN)
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QDEL_IN(I, 20)
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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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proc/stop()
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src.processing = 0
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src.on = 0
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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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set_up(atom/atom)
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attach(atom)
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oldposition = get_turf(atom)
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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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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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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
|
|
|
|
return
|
|
|
|
start()
|
|
if (amount <= 2)
|
|
spark(location, 2)
|
|
|
|
for(var/mob/M in viewers(5, location))
|
|
M << "<span class='warning'>The solution violently explodes.</span>"
|
|
for(var/mob/M in viewers(1, location))
|
|
if (prob (50 * amount))
|
|
M << "<span class='warning'>The explosion knocks you down.</span>"
|
|
M.Weaken(rand(1,5))
|
|
return
|
|
else
|
|
var/devst = -1
|
|
var/heavy = -1
|
|
var/light = -1
|
|
var/flash = -1
|
|
|
|
// Clamp all values to fractions of max_explosion_range, following the same pattern as for tank transfer bombs
|
|
if (round(amount/12) > 0)
|
|
devst = devst + amount/12
|
|
|
|
if (round(amount/6) > 0)
|
|
heavy = heavy + amount/6
|
|
|
|
if (round(amount/3) > 0)
|
|
light = light + amount/3
|
|
|
|
if (flashing && flashing_factor)
|
|
flash = (amount/4) * flashing_factor
|
|
|
|
for(var/mob/M in viewers(8, location))
|
|
M << "<span class='warning'>The solution violently explodes.</span>"
|
|
|
|
explosion(
|
|
location,
|
|
round(min(devst, BOMBCAP_DVSTN_RADIUS)),
|
|
round(min(heavy, BOMBCAP_HEAVY_RADIUS)),
|
|
round(min(light, BOMBCAP_LIGHT_RADIUS)),
|
|
round(min(flash, BOMBCAP_FLASH_RADIUS))
|
|
)
|