GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/effects/acid.dmi', "default", appearance_flags = RESET_COLOR|KEEP_APART)) /** * 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. * If not being applied to a mob or turf, the atom must use the integrity system. */ /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 /// 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 /// Acid overlay appearance we apply var/acid_overlay /// Boolean for if we ignore mobs when applying acid to turf contents var/turf_acid_ignores_mobs = FALSE /// The ambient sound of acid eating away at the parent [/atom]. var/datum/looping_sound/acid/sizzle /// Particle holder for acid particles (sick). Still utilized over shared holders because they're movable-only var/obj/effect/abstract/particle_holder/particle_effect /// Particle type we're using for cleaning up our shared holder var/particle_type /// 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_POWER_MELT_TURF, acid_volume = 50, acid_overlay = GLOB.acid_overlay, acid_particles = /particles/acid, turf_acid_ignores_mobs = FALSE) if(!isatom(parent)) return COMPONENT_INCOMPATIBLE // The parent object cannot have acid. Not incompatible, but should not really happen. var/atom/atom_parent = parent if(atom_parent.resistance_flags & UNACIDABLE) qdel(src) return //Not incompatible, but pointless if((acid_power <= 0) || (acid_volume <= 0)) qdel(src) stack_trace("Tried to add /datum/component/acid to an atom ([atom_parent.type]) with insufficient acid power ([acid_power]) or acid volume ([acid_volume]).") return if(isliving(parent)) src.max_volume = MOB_ACID_VOLUME_MAX src.process_effect = CALLBACK(src, PROC_REF(process_mob), parent) else if(isturf(parent)) src.turf_acid_ignores_mobs = turf_acid_ignores_mobs src.max_volume = TURF_ACID_VOLUME_MAX src.process_effect = CALLBACK(src, PROC_REF(process_turf), parent) //if we failed all other checks, we must be an /atom/movable that uses integrity else if(atom_parent.uses_integrity) src.max_volume = MOVABLE_ACID_VOLUME_MAX src.process_effect = CALLBACK(src, PROC_REF(process_movable), parent) //or not... else stack_trace("Tried to add /datum/component/acid to an atom ([atom_parent.type]) which does not use atom_integrity!") return COMPONENT_INCOMPATIBLE src.acid_power = acid_power set_volume(acid_volume) src.acid_overlay = acid_overlay sizzle = new(atom_parent, TRUE) if(acid_particles) if (ismovable(parent)) var/atom/movable/movable_parent = parent movable_parent.add_shared_particles(acid_particles, "[acid_particles]_[isitem(parent)]", isitem(parent) ? NONE : PARTICLE_ATTACH_MOB) particle_type = acid_particles else // acid particles look pretty bad when they stack on mobs, so that behavior is not wanted for items particle_effect = new(atom_parent, acid_particles, isitem(atom_parent) ? NONE : PARTICLE_ATTACH_MOB) START_PROCESSING(SSacid, src) /datum/component/acid/Destroy(force) STOP_PROCESSING(SSacid, src) if(sizzle) QDEL_NULL(sizzle) if(particle_effect) QDEL_NULL(particle_effect) if (ismovable(parent) && particle_type) var/atom/movable/movable_parent = parent movable_parent.remove_shared_particles("[particle_type]_[isitem(parent)]") process_effect = null return ..() /datum/component/acid/RegisterWithParent() RegisterSignal(parent, COMSIG_ATOM_ATTACK_HAND, PROC_REF(on_attack_hand)) RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine)) RegisterSignal(parent, COMSIG_ATOM_EXPOSE_REAGENT, PROC_REF(on_expose_reagent)) RegisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(on_update_overlays)) RegisterSignal(parent, COMSIG_COMPONENT_CLEAN_ACT, PROC_REF(on_clean)) if(isturf(parent)) RegisterSignal(parent, COMSIG_ATOM_ENTERED, PROC_REF(on_entered)) var/atom/atom_parent = parent atom_parent.update_appearance() /datum/component/acid/UnregisterFromParent() UnregisterSignal(parent, list( COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_EXAMINE, COMSIG_ATOM_EXPOSE_REAGENT, COMSIG_ATOM_UPDATE_OVERLAYS, COMSIG_COMPONENT_CLEAN_ACT, )) if(isturf(parent)) UnregisterSignal(parent, COMSIG_ATOM_ENTERED) var/atom/atom_parent = parent if(!QDELETED(atom_parent)) atom_parent.update_appearance() /// Averages corrosive power and sums volume. /datum/component/acid/InheritComponent(datum/component/new_comp, i_am_original, acid_power, acid_volume) if(!i_am_original) return acid_power = ((src.acid_power * src.acid_volume) + (acid_power * acid_volume)) / (src.acid_volume + acid_volume) set_volume(src.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(seconds_per_tick) // If we somehow got unacidable, we need to bail out var/atom/parent_atom = parent if(parent_atom.resistance_flags & UNACIDABLE) qdel(src) return process_effect?.InvokeAsync(seconds_per_tick) 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)))) * seconds_per_tick) /// Handles processing on an [/atom/movable] (that uses atom_integrity). /datum/component/acid/proc/process_movable(atom/movable/target, seconds_per_tick) if(target.resistance_flags & ACID_PROOF) return target.take_damage(min(1 + round(sqrt(acid_power * acid_volume)*0.3), MOVABLE_ACID_DAMAGE_MAX) * seconds_per_tick, BURN, ACID, 0) /// Handles processing on a [/mob/living]. /datum/component/acid/proc/process_mob(mob/living/target, seconds_per_tick) if(target.resistance_flags & ACID_PROOF) return target.acid_act(acid_power, acid_volume * seconds_per_tick) /// Handles processing on a [/turf]. /datum/component/acid/proc/process_turf(turf/target_turf, seconds_per_tick) var/acid_used = min(acid_volume * 0.05, 20) * seconds_per_tick var/applied_targets = 0 for(var/atom/movable/target_movable as anything in target_turf) // Don't apply acid to things under the turf if(HAS_TRAIT(target_movable, TRAIT_UNDERFLOOR)) continue // Ignore mobs if turf_acid_ignores_mobs is TRUE if(turf_acid_ignores_mobs && ismob(target_movable)) continue // Apply the acid if(target_movable.acid_act(acid_power, acid_used)) applied_targets++ if(applied_targets) set_volume(acid_volume - (acid_used * applied_targets)) if(target_turf.resistance_flags & ACID_PROOF) return // Snowflake code for handling acid melting walls. // We really should consider making turfs use atom_integrity, but for now this is just for acids. //Strong walls will never get melted if(target_turf.get_explosive_block() >= 2) return //Reinforced floors never get melted if(istype(target_turf, /turf/open/floor/engine)) return if(acid_power < ACID_POWER_MELT_TURF) return parent_integrity -= seconds_per_tick 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 if(acid_overlay) overlays += acid_overlay /// Alerts any examiners to the acid on the parent atom. /datum/component/acid/proc/on_examine(atom/source, mob/user, list/examine_list) SIGNAL_HANDLER examine_list += span_danger("[source.p_Theyre()] covered in a corrosive liquid!") /// Makes it possible to clean acid off of objects. /datum/component/acid/proc/on_clean(atom/source, clean_types) SIGNAL_HANDLER if(!(clean_types & CLEAN_TYPE_ACID)) return NONE qdel(src) return COMPONENT_CLEANED|COMPONENT_CLEANED_GAIN_XP /// Handles water diluting the acid on the object. /datum/component/acid/proc/on_expose_reagent(atom/parent_atom, datum/reagent/exposing_reagent, reac_volume, methods) 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 parent without protection. /datum/component/acid/proc/on_attack_hand(atom/source, mob/living/carbon/user) SIGNAL_HANDLER if(!iscarbon(user) || user.can_touch_acid(source, acid_power, acid_volume)) return NONE user.apply_damage(5, BURN, user.get_active_hand()) to_chat(user, span_userdanger("The acid on \the [source] burns your hand!")) INVOKE_ASYNC(user, TYPE_PROC_REF(/mob, emote), "scream") playsound(source, SFX_SEAR, 50, TRUE) 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(turf_acid_ignores_mobs) return if(!isliving(arrived)) return var/mob/living/crosser = arrived if(crosser.movement_type & MOVETYPES_NOT_TOUCHING_GROUND) return if(crosser.move_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)) return playsound(crosser, SFX_SEAR, 50, TRUE) to_chat(crosser, span_userdanger("The acid on \the [parent] burns you!")) set_volume(max(acid_volume - acid_used, 10))