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Bubberstation/code/game/objects/effects/effect_system/effects_foam.dm
Razharas ad9fa24d5f Merge pull request #11515 from xxalpha/PLmD_69pXpk
Tweaked foam spread logic, foam layer.
2015-09-01 18:33:22 +03:00

295 lines
7.6 KiB
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// Foam
// Similar to smoke, but spreads out more
/obj/effect/effect/foam
name = "foam"
icon_state = "foam"
opacity = 0
anchored = 1
density = 0
layer = OBJ_LAYER - 0.5 //above table, below windoor/airlock/foamed metal.
mouse_opacity = 0
var/amount = 3
animate_movement = 0
var/metal = 0
var/lifetime = 6
/obj/effect/effect/foam/metal
name = "aluminium foam"
metal = 1
icon_state = "mfoam"
/obj/effect/effect/foam/metal/iron
name = "iron foam"
metal = 2
/obj/effect/effect/foam/New(loc)
..(loc)
create_reagents(1000) //limited by the size of the reagent holder anyway.
SSobj.processing |= src
playsound(src, 'sound/effects/bubbles2.ogg', 80, 1, -3)
/obj/effect/effect/foam/Destroy()
SSobj.processing.Remove(src)
return ..()
/obj/effect/effect/foam/proc/kill_foam()
SSobj.processing.Remove(src)
if(metal)
var/obj/structure/foamedmetal/M = new(src.loc)
M.metal = metal
M.updateicon()
flick("[icon_state]-disolve", src)
spawn(5)
qdel(src)
/obj/effect/effect/foam/process()
lifetime--
if(lifetime < 1)
kill_foam()
return
var/fraction = 1/initial(lifetime)
for(var/obj/O in range(0,src))
if(O.type == src.type)
continue
reagents.reaction(O, VAPOR, fraction)
var/hit = 0
for(var/mob/living/L in range(0,src))
hit += foam_mob(L)
if(hit)
lifetime++ //this is so the decrease from mobs hit and the natural decrease don't cumulate.
var/T = get_turf(src)
reagents.reaction(T, VAPOR, fraction)
if(--amount < 0)
return
spread_foam()
/obj/effect/effect/foam/proc/foam_mob(mob/living/L)
if(lifetime<1)
return 0
if(!istype(L))
return 0
var/fraction = 1/initial(lifetime)
reagents.reaction(L, VAPOR, fraction)
lifetime--
return 1
/obj/effect/effect/foam/Crossed(atom/movable/AM)
if(istype(AM, /mob/living/carbon))
var/mob/living/carbon/M = AM
M.slip(5, 2, src)
/obj/effect/effect/foam/metal/Crossed(atom/movable/AM)
return
/obj/effect/effect/foam/proc/spread_foam()
var/turf/t_loc = get_turf(src)
for(var/turf/T in t_loc.GetAtmosAdjacentTurfs())
var/obj/effect/effect/foam/foundfoam = locate() in T //Don't spread foam where there's already foam!
if(foundfoam)
continue
for(var/mob/living/L in T)
foam_mob(L)
var/obj/effect/effect/foam/F = PoolOrNew(src.type, T)
F.amount = amount
reagents.copy_to(F, (reagents.total_volume))
F.color = color
F.metal = metal
/obj/effect/effect/foam/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(prob(max(0, exposed_temperature - 475))) //foam dissolves when heated
kill_foam()
/obj/effect/effect/foam/metal/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
return
///////////////////////////////////////////////
//FOAM EFFECT DATUM
/datum/effect/effect/system/foam_spread
var/amount = 10 // the size of the foam spread.
var/obj/chemholder
var/obj/effect/effect/foam/foamtype = /obj/effect/effect/foam
var/metal = 0
/datum/effect/effect/system/foam_spread/metal
foamtype = /obj/effect/effect/foam/metal
/datum/effect/effect/system/foam_spread/New()
..()
chemholder = PoolOrNew(/obj)
var/datum/reagents/R = new/datum/reagents(1000)
chemholder.reagents = R
R.my_atom = chemholder
/datum/effect/effect/system/foam_spread/Destroy()
qdel(chemholder)
chemholder = null
return ..()
/datum/effect/effect/system/foam_spread/set_up(amt=5, loca, datum/reagents/carry = null)
if(istype(loca, /turf/))
location = loca
else
location = get_turf(loca)
amount = round(sqrt(amt / 2), 1)
carry.copy_to(chemholder, 4*carry.total_volume) //The foam holds 4 times the total reagents volume for balance purposes.
/datum/effect/effect/system/foam_spread/metal/set_up(amt=5, loca, datum/reagents/carry = null, metaltype)
..()
metal = metaltype
/datum/effect/effect/system/foam_spread/start()
var/obj/effect/effect/foam/foundfoam = locate() in location
if(foundfoam)//If there was already foam where we start, we add our foaminess to it.
foundfoam.amount += amount
else
var/obj/effect/effect/foam/F = PoolOrNew(foamtype, location)
var/foamcolor = mix_color_from_reagents(chemholder.reagents.reagent_list)
chemholder.reagents.copy_to(F, chemholder.reagents.total_volume/amount)
F.color = foamcolor
F.amount = amount
F.metal = metal
//////////////////////////////////////////////////////////
// FOAM STRUCTURE. Formed by metal foams. Dense and opaque, but easy to break
/obj/structure/foamedmetal
icon = 'icons/effects/effects.dmi'
icon_state = "metalfoam"
density = 1
opacity = 1 // changed in New()
anchored = 1
unacidable = 1
name = "foamed metal"
desc = "A lightweight foamed metal wall."
gender = PLURAL
var/metal = 1 // 1=aluminium, 2=iron
/obj/structure/foamedmetal/New()
..()
air_update_turf(1)
/obj/structure/foamedmetal/Destroy()
density = 0
air_update_turf(1)
return ..()
/obj/structure/foamedmetal/Move()
var/turf/T = loc
..()
move_update_air(T)
/obj/structure/foamedmetal/proc/updateicon()
if(metal == 1)
icon_state = "metalfoam"
else
icon_state = "ironfoam"
/obj/structure/foamedmetal/ex_act(severity, target)
qdel(src)
/obj/structure/foamedmetal/blob_act()
qdel(src)
/obj/structure/foamedmetal/bullet_act()
..()
if(metal==1 || prob(50))
qdel(src)
/obj/structure/foamedmetal/attack_paw(mob/user)
attack_hand(user)
return
/obj/structure/foamedmetal/attack_animal(mob/living/simple_animal/user)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
if(user.environment_smash >= 1)
user.do_attack_animation(src)
user << "<span class='notice'>You smash apart the foam wall.</span>"
qdel(src)
return
/obj/structure/foamedmetal/attack_hulk(mob/living/carbon/human/user)
..(user, 1)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
if(prob(75 - metal*25))
user.visible_message("<span class='danger'>[user] smashes through the foamed metal!</span>", \
"<span class='danger'>You smash through the metal foam wall!</span>")
qdel(src)
return 1
/obj/structure/foamedmetal/attack_alien(mob/living/carbon/alien/humanoid/user)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
if(prob(75 - metal*25))
user.visible_message("<span class='danger'>[user] smashes through the foamed metal!</span>", \
"<span class='danger'>You smash through the metal foam wall!</span>")
qdel(src)
/obj/structure/foamedmetal/attack_slime(mob/living/simple_animal/slime/user)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
if(!user.is_adult)
attack_hand(user)
return
if(prob(75 - metal*25))
user.visible_message("<span class='danger'>[user] smashes through the foamed metal!</span>", \
"<span class='danger'>You smash through the metal foam wall!</span>")
qdel(src)
/obj/structure/foamedmetal/attack_hand(mob/user)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
user << "<span class='warning'>You hit the metal foam but bounce off it!</span>"
/obj/structure/foamedmetal/attackby(obj/item/I, mob/user, params)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
if (istype(I, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = I
G.affecting.loc = src.loc
visible_message("<span class='danger'>[G.assailant] smashes [G.affecting] through the foamed metal wall.</span>")
qdel(I)
qdel(src)
return
if(prob(I.force*20 - metal*25))
user.visible_message("<span class='danger'>[user] smashes through the foamed metal!</span>", \
"<span class='danger'>You smash through the foamed metal with \the [I]!</span>")
qdel(src)
else
user << "<span class='warning'>You hit the metal foam to no effect!</span>"
/obj/structure/foamedmetal/CanPass(atom/movable/mover, turf/target, height=1.5)
return !density
/obj/structure/foamedmetal/CanAtmosPass()
return !density