/** Component representing acid applied to an object. * * Must be attached to an atom. * Processes, repeatedly damaging whatever it is attached to. * If the parent atom is a turf it applies acid to the contents of the turf. */ /datum/component/acid dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS /// The strength of the acid on the parent [/atom]. var/acid_power /// The volume of acid on the parent [/atom]. var/acid_volume /// The maximum volume of acid on the parent [/atom]. var/max_volume = INFINITY /// The ambiant sound of acid eating away at the parent [/atom]. var/datum/looping_sound/acid/sizzle /// Used exclusively for melting turfs. TODO: Move integrity to the atom level so that this can be dealt with there. var/parent_integrity = 30 /// How far the acid melting of turfs has progressed var/stage = 0 /// The proc used to handle the parent [/atom] when processing. TODO: Unify damage and resistance flags so that this doesn't need to exist! var/datum/callback/process_effect /datum/component/acid/Initialize(_acid_power, _acid_volume, _max_volume=null) if((_acid_power) <= 0 || (_acid_volume <= 0)) stack_trace("Acid component added with insufficient acid power ([_acid_power]) or acid volume ([_acid_power]).") return COMPONENT_INCOMPATIBLE // Not enough acid or the acid's too weak, either one. if(!isatom(parent)) stack_trace("Acid component added to [parent] ([parent?.type]) which is not a /atom subtype.") return COMPONENT_INCOMPATIBLE // Incompatible type. TODO: Rework take_damage to the atom level and move this there. if(isobj(parent)) var/obj/parent_object = parent if(parent_object.resistance_flags & UNACIDABLE) // The parent object cannot have acid. Should never happen, will happen. stack_trace("Acid component added to unacidable object [parent].") return COMPONENT_INCOMPATIBLE max_volume = OBJ_ACID_VOLUME_MAX process_effect = CALLBACK(src, .proc/process_obj, parent) else if(isliving(parent)) max_volume = MOB_ACID_VOLUME_MAX process_effect = CALLBACK(src, .proc/process_mob, parent) else if(isturf(parent)) max_volume = TURF_ACID_VOLUME_MAX process_effect = CALLBACK(src, .proc/process_turf, parent) acid_power = _acid_power set_volume(_acid_volume) var/atom/parent_atom = parent RegisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS, .proc/on_update_overlays) parent_atom.update_appearance() sizzle = new(parent, TRUE) START_PROCESSING(SSacid, src) /datum/component/acid/Destroy(force, silent) STOP_PROCESSING(SSacid, src) QDEL_NULL(sizzle) if(process_effect) QDEL_NULL(process_effect) UnregisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS) if(parent && !QDELING(parent)) var/atom/parent_atom = parent parent_atom.update_appearance() return ..() /datum/component/acid/RegisterWithParent() RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/on_examine) RegisterSignal(parent, COMSIG_COMPONENT_CLEAN_ACT, .proc/on_clean) RegisterSignal(parent, COMSIG_ATOM_ATTACK_HAND, .proc/on_attack_hand) RegisterSignal(parent, COMSIG_ATOM_EXPOSE_REAGENT, .proc/on_expose_reagent) if(isturf(parent)) RegisterSignal(parent, COMSIG_ATOM_ENTERED, .proc/on_entered) /datum/component/acid/UnregisterFromParent() UnregisterSignal(parent, list( COMSIG_PARENT_EXAMINE, COMSIG_COMPONENT_CLEAN_ACT, COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_EXPOSE_REAGENT)) if(isturf(parent)) UnregisterSignal(parent, COMSIG_ATOM_ENTERED) /// Averages corrosive power and sums volume. /datum/component/acid/InheritComponent(datum/component/C, i_am_original, _acid_power, _acid_volume) acid_power = ((acid_power * acid_volume) + (_acid_power * _acid_volume)) / (acid_volume + _acid_volume) set_volume(acid_volume + _acid_volume) /// Sets the acid volume to a new value. Limits the acid volume by the amount allowed to exist on the parent atom. /datum/component/acid/proc/set_volume(new_volume) acid_volume = clamp(new_volume, 0, max_volume) if(!acid_volume) qdel(src) /// Handles the slow corrosion of the parent [/atom]. /datum/component/acid/process(delta_time) process_effect?.InvokeAsync(delta_time) if(QDELING(src)) //The process effect deals damage, and on turfs diminishes the acid volume, potentially destroying the component. Let's not destroy it twice. return set_volume(acid_volume - (ACID_DECAY_BASE + (ACID_DECAY_SCALING*round(sqrt(acid_volume)))) * delta_time) /// Handles processing on a [/obj]. /datum/component/acid/proc/process_obj(obj/target, delta_time) if(target.resistance_flags & ACID_PROOF) return target.take_damage(min(1 + round(sqrt(acid_power * acid_volume)*0.3), OBJ_ACID_DAMAGE_MAX) * delta_time, BURN, ACID, 0) /// Handles processing on a [/mob/living]. /datum/component/acid/proc/process_mob(mob/living/target, delta_time) target.acid_act(acid_power, acid_volume * delta_time) /// Handles processing on a [/turf]. /datum/component/acid/proc/process_turf(turf/target_turf, delta_time) var/acid_used = min(acid_volume * 0.05, 20) * delta_time var/applied_targets = 0 for(var/am in target_turf) var/atom/movable/target_movable = am if(target_movable.acid_act(acid_power, acid_used)) applied_targets++ if(applied_targets) set_volume(acid_volume - (acid_used * applied_targets)) // Snowflake code for handling acid melting walls. TODO: Move integrity handling to the atom level so this can be desnowflaked. if(acid_power < ACID_POWER_MELT_TURF) return parent_integrity -= delta_time if(parent_integrity <= 0) target_turf.visible_message(span_warning("[target_turf] collapses under its own weight into a puddle of goop and undigested debris!")) target_turf.acid_melt() else if(parent_integrity <= 4 && stage <= 3) target_turf.visible_message(span_warning("[target_turf] begins to crumble under the acid!")) stage = 4 else if(parent_integrity <= 8 && stage <= 2) target_turf.visible_message(span_warning("[target_turf] is struggling to withstand the acid!")) stage = 3 else if(parent_integrity <= 16 && stage <= 1) target_turf.visible_message(span_warning("[target_turf] is being melted by the acid!")) stage = 2 else if(parent_integrity <= 24 && stage == 0) target_turf.visible_message(span_warning("[target_turf] is holding up against the acid!")) stage = 1 /// Used to maintain the acid overlay on the parent [/atom]. /datum/component/acid/proc/on_update_overlays(atom/parent_atom, list/overlays) SIGNAL_HANDLER overlays += mutable_appearance('icons/effects/acid.dmi', parent_atom.custom_acid_overlay || ACID_OVERLAY_DEFAULT) /// Alerts any examiners to the acid on the parent atom. /datum/component/acid/proc/on_examine(atom/A, mob/user, list/examine_list) SIGNAL_HANDLER examine_list += span_danger("[A.p_theyre()] covered in corrosive liquid!") /// Makes it possible to clean acid off of objects. /datum/component/acid/proc/on_clean(atom/A, clean_types) SIGNAL_HANDLER if(!(clean_types & CLEAN_TYPE_ACID)) return NONE qdel(src) return COMPONENT_CLEANED /// Handles water diluting the acid on the object. /datum/component/acid/proc/on_expose_reagent(atom/parent_atom, datum/reagent/exposing_reagent, reac_volume) SIGNAL_HANDLER if(!istype(exposing_reagent, /datum/reagent/water)) return NONE acid_power /= (acid_volume / (acid_volume + reac_volume)) set_volume(acid_volume + reac_volume) return NONE /// Handles searing the hand of anyone who tries to touch this without protection. /datum/component/acid/proc/on_attack_hand(atom/parent_atom, mob/living/carbon/user) SIGNAL_HANDLER if(!istype(user)) return NONE if((parent_atom == user) || (parent_atom.loc == user)) return NONE // So people can take their own clothes off. if((acid_power * acid_volume) < ACID_LEVEL_HANDBURN) return NONE if(user.gloves?.resistance_flags & (UNACIDABLE|ACID_PROOF)) return NONE var/obj/item/bodypart/affecting = user.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm") if(!affecting?.receive_damage(0, 5)) return NONE to_chat(user, span_warning("The acid on \the [parent_atom] burns your hand!")) playsound(parent_atom, 'sound/weapons/sear.ogg', 50, TRUE) user.update_damage_overlays() return COMPONENT_CANCEL_ATTACK_CHAIN /// Handles searing the feet of whoever walks over this without protection. Only active if the parent is a turf. /datum/component/acid/proc/on_entered(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs) SIGNAL_HANDLER if(!isliving(arrived)) return var/mob/living/crosser = arrived if(crosser.movement_type & FLYING) return if(crosser.m_intent == MOVE_INTENT_WALK) return if(prob(60)) return var/acid_used = min(acid_volume * 0.05, 20) if(crosser.acid_act(acid_power, acid_used, FEET)) playsound(crosser, 'sound/weapons/sear.ogg', 50, TRUE) to_chat(crosser, span_userdanger("The acid on the [parent] burns you!")) set_volume(max(acid_volume - acid_used, 10))