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Aurora.3/code/game/objects/effects/effect_system.dm
Cody Brittain ddb14f4036 Planes & Layers part 1: The Re-Layering Redux (#18741)
This is part 1 of a project to, eventually, bring the render planes
system from /tg/ and bay into Aurora. This is a prerequisite and blocker
for many things the development team and community want to have, and
this was long overdue.

Many objects have been re-assigned layers, which are now thoroughly
defined. Maps have had their custom layer defines purged, as we should
be moving away from this in favor of saner definitions in the base
items.

This should be a test-merge due to the sheer amount of layers changed,
which will very likely create issues that I cannot possibly discover and
debug in a reasonable amount of time myself.

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-04-01 14:50:27 +00:00

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/* This is an attempt to make some easily reusable "particle" type effect, to stop the code
constantly having to be rewritten. An item like the jetpack that uses the ion_trail_follow system, just has one
defined, then set up when it is created with New(). Then this same system can just be reused each time
it needs to create more trails.A beaker could have a steam_trail_follow system set up, then the steam
would spawn and follow the beaker, even if it is carried or thrown.
*/
/obj/effect
name = "effect"
icon = 'icons/effects/effects.dmi'
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
unacidable = 1//So effect are not targeted by alien acid.
pass_flags = PASSTABLE | PASSGRILLE
/obj/effect/Destroy()
if(reagents)
reagents.delete()
return ..()
/datum/effect/effect/system
var/number = 3
var/cardinals = 0
var/turf/location
var/atom/holder
var/setup = 0
/datum/effect/effect/system/proc/set_up(n = 3, c = 0, turf/loc)
if(n > 10)
n = 10
number = n
cardinals = c
location = loc
setup = 1
/datum/effect/effect/system/proc/attach(atom/atom)
holder = atom
/datum/effect/effect/system/proc/start()
/////////////////////////////////////////////
// GENERIC STEAM SPREAD SYSTEM
//Usage: set_up(number of bits of steam, use North/South/East/West only, spawn location)
// The attach(atom/atom) proc is optional, and can be called to attach the effect
// to something, like a smoking beaker, so then you can just call start() and the steam
// will always spawn at the items location, even if it's moved.
/* Example:
var/datum/effect/system/steam_spread/steam = new /datum/effect/system/steam_spread() -- creates new system
steam.set_up(5, 0, mob.loc) -- sets up variables
OPTIONAL: steam.attach(mob)
steam.start() -- spawns the effect
*/
/////////////////////////////////////////////
/obj/effect/effect/steam
name = "steam"
icon = 'icons/effects/effects.dmi'
icon_state = "extinguish"
density = 0
/datum/effect/effect/system/steam_spread
/datum/effect/effect/system/steam_spread/set_up(n = 3, c = 0, turf/loc)
if(n > 10)
n = 10
number = n
cardinals = c
location = loc
/datum/effect/effect/system/steam_spread/start()
var/i = 0
for(i=0, i<src.number, i++)
spawn(0)
if(holder)
src.location = get_turf(holder)
var/obj/effect/effect/steam/steam = new /obj/effect/effect/steam(src.location)
var/direction
if(src.cardinals)
direction = pick(GLOB.cardinal)
else
direction = pick(GLOB.alldirs)
for(i=0, i<pick(1,2,3), i++)
sleep(5)
step(steam,direction)
QDEL_IN(steam, 20)
/////////////////////////////////////////////
//// SMOKE SYSTEMS
// direct can be optinally added when set_up, to make the smoke always travel in one direction
// in case you wanted a vent to always smoke north for example
/////////////////////////////////////////////
/obj/effect/effect/smoke
name = "smoke"
icon_state = "smoke"
opacity = 1
anchored = 0.0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
var/amount = 6.0
var/time_to_live = 100
//Remove this bit to use the old smoke
icon = 'icons/effects/96x96.dmi'
pixel_x = -32
pixel_y = -32
/obj/effect/effect/smoke/New(var/loc, var/duration = 0)
..()
if (duration)
time_to_live = duration
addtimer(CALLBACK(src, PROC_REF(kill)), time_to_live)
/obj/effect/effect/smoke/proc/kill()
animate(src, alpha = 0, time = 2 SECONDS, easing = QUAD_EASING)
set_opacity(FALSE)
QDEL_IN(src, 2.5 SECONDS)
/obj/effect/effect/smoke/Crossed(mob/living/carbon/M as mob )
..()
if(istype(M))
affect(M)
/obj/effect/effect/smoke/proc/affect(var/mob/living/carbon/M)
if (istype(M))
return 0
if (M.internal != null)
if(M.wear_mask && (M.wear_mask.item_flags & ITEM_FLAG_AIRTIGHT))
return 0
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.head && (H.head.item_flags & ITEM_FLAG_AIRTIGHT))
return 0
return 0
return 1
/////////////////////////////////////////////
// Illumination
/////////////////////////////////////////////
/obj/effect/effect/smoke/illumination
name = "illumination"
opacity = 0
icon = 'icons/effects/effects.dmi'
icon_state = "sparks"
/obj/effect/effect/smoke/illumination/New(var/newloc, var/brightness=15, var/lifetime=10)
time_to_live=lifetime
..()
set_light(brightness)
/////////////////////////////////////////////
// Bad smoke
/////////////////////////////////////////////
/obj/effect/effect/smoke/bad
time_to_live = 200
/obj/effect/effect/smoke/bad/Move()
..()
for(var/mob/living/carbon/M in get_turf(src))
affect(M)
/obj/effect/effect/smoke/bad/affect(var/mob/living/carbon/M)
if (!..())
return 0
M.drop_item()
M.adjustOxyLoss(1)
if (M.coughedtime != 1)
M.coughedtime = 1
M.emote("cough")
spawn ( 20 )
M.coughedtime = 0
/obj/effect/effect/smoke/bad/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
if(istype(mover, /obj/item/projectile/beam))
var/obj/item/projectile/beam/B = mover
B.damage = (B.damage/2)
return 1
/////////////////////////////////////////////
// Sleep smoke
/////////////////////////////////////////////
/obj/effect/effect/smoke/sleepy
/obj/effect/effect/smoke/sleepy/Move()
..()
for(var/mob/living/carbon/M in get_turf(src))
affect(M)
/obj/effect/effect/smoke/sleepy/affect(mob/living/carbon/M as mob )
if (!..())
return 0
M.drop_item()
M:sleeping += 1
if (M.coughedtime != 1)
M.coughedtime = 1
M.emote("cough")
spawn ( 20 )
M.coughedtime = 0
/////////////////////////////////////////////
// Mustard Gas
/////////////////////////////////////////////
/obj/effect/effect/smoke/mustard
name = "mustard gas"
icon_state = "mustard"
/obj/effect/effect/smoke/mustard/Move()
..()
for(var/mob/living/carbon/human/R in get_turf(src))
affect(R)
/obj/effect/effect/smoke/mustard/affect(var/mob/living/carbon/human/R)
if (!..())
return 0
if (R.wear_suit != null)
return 0
R.burn_skin(0.75)
if (R.coughedtime != 1)
R.coughedtime = 1
R.emote("gasp")
spawn (20)
R.coughedtime = 0
R.updatehealth()
return
/////////////////////////////////////////////
// Smoke spread
/////////////////////////////////////////////
/datum/effect/effect/system/smoke_spread
var/total_smoke = 0 // To stop it being spammed and lagging!
var/direction
var/smoke_type = /obj/effect/effect/smoke
var/smoke_duration
/datum/effect/effect/system/smoke_spread/set_up(n = 5, c = 0, loca, direct, duration = 0)
smoke_duration = duration
if(n > 10)
n = 10
number = n
cardinals = c
if(istype(loca, /turf/))
location = loca
else
location = get_turf(loca)
if(direct)
direction = direct
/datum/effect/effect/system/smoke_spread/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/effect/smoke/smoke = new smoke_type(src.location)
src.total_smoke++
var/direction = src.direction
if(!direction)
if(src.cardinals)
direction = pick(GLOB.cardinal)
else
direction = pick(GLOB.alldirs)
for(i=0, i<pick(0,1,1,1,2,2,2,3), i++)
sleep(10)
step(smoke,direction)
spawn(smoke.time_to_live*0.75+rand(10,30))
src.total_smoke--
qdel(smoke)
/datum/effect/effect/system/smoke_spread/bad
smoke_type = /obj/effect/effect/smoke/bad
/datum/effect/effect/system/smoke_spread/sleepy
smoke_type = /obj/effect/effect/smoke/sleepy
/datum/effect/effect/system/smoke_spread/mustard
smoke_type = /obj/effect/effect/smoke/mustard
/////////////////////////////////////////////
//////// Attach a steam trail to an object (eg. a reacting beaker) that will follow it
// even if it's carried of thrown.
/////////////////////////////////////////////
/datum/effect/effect/system/steam_trail_follow
var/turf/oldposition
var/processing = 1
var/on = 1
/datum/effect/effect/system/steam_trail_follow/set_up(atom/atom)
attach(atom)
oldposition = get_turf(atom)
/datum/effect/effect/system/steam_trail_follow/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/effect/steam/I = new /obj/effect/effect/steam(src.oldposition)
src.number++
src.oldposition = get_turf(holder)
I.set_dir(src.holder.dir)
spawn(10)
qdel(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/effect/system/steam_trail_follow/proc/stop()
src.processing = 0
src.on = 0
/datum/effect/effect/system/reagents_explosion
var/amount // TNT equivalent
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/effect/system/reagents_explosion/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/effect/system/reagents_explosion/start()
if (amount <= 2)
spark(location, 2)
for(var/mob/M in viewers(5, location))
to_chat(M, "<span class='warning'>The solution violently explodes.</span>")
for(var/mob/M in viewers(1, location))
if (prob (50 * amount))
to_chat(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))
to_chat(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))
)
/obj/effect/temporary_effect
name = "self deleting effect"
desc = "How are you examining what which cannot be seen?"
icon = 'icons/effects/effects.dmi'
invisibility = 0
var/time_to_die = 10 SECONDS // Afer which, it will delete itself.
/obj/effect/temporary_effect/Initialize()
. = ..()
if(time_to_die)
QDEL_IN(src, time_to_die)