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This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made. Some fire related is moved away from species(what the fuck was it even doing there) into these as well. Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient. Also changed some related proc names to be snake_case like everything should be. This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good. Nothing to argue about since there's nothing player-facing
73 lines
2.1 KiB
Plaintext
73 lines
2.1 KiB
Plaintext
#define EXPOSED_VOLUME 1000
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#define ROOM_TEMP 293
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#define MIN_FREEZE_TEMP 50
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#define MAX_FREEZE_TEMP 1000000
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/obj/item/assembly/igniter
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name = "igniter"
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desc = "A small electronic device able to ignite combustible substances."
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icon_state = "igniter"
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custom_materials = list(/datum/material/iron=500, /datum/material/glass=50)
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var/datum/effect_system/spark_spread/sparks
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heat = 1000
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drop_sound = 'sound/items/handling/component_drop.ogg'
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pickup_sound = 'sound/items/handling/component_pickup.ogg'
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/obj/item/assembly/igniter/suicide_act(mob/living/carbon/user)
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user.visible_message(span_suicide("[user] is trying to ignite [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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user.ignite_mob()
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return FIRELOSS
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/obj/item/assembly/igniter/Initialize(mapload)
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. = ..()
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sparks = new
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sparks.set_up(2, 0, src)
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sparks.attach(src)
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/obj/item/assembly/igniter/Destroy()
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if(sparks)
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qdel(sparks)
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sparks = null
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. = ..()
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/obj/item/assembly/igniter/activate()
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if(!..())
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return FALSE//Cooldown check
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var/turf/location = get_turf(loc)
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if(location)
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location.hotspot_expose(heat, EXPOSED_VOLUME)
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sparks.start()
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return TRUE
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/obj/item/assembly/igniter/attack_self(mob/user)
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activate()
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add_fingerprint(user)
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/obj/item/assembly/igniter/ignition_effect(atom/A, mob/user)
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. = span_notice("[user] fiddles with [src], and manages to light [A].")
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activate()
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add_fingerprint(user)
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//For the Condenser, which functions like the igniter but makes things colder.
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/obj/item/assembly/igniter/condenser
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name = "condenser"
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desc = "A small electronic device able to chill their surroundings."
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icon_state = "freezer"
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custom_materials = list(/datum/material/iron=250, /datum/material/glass=300)
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heat = 200
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/obj/item/assembly/igniter/condenser/activate()
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. = ..()
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if(!.)
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return //Cooldown check
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var/turf/location = get_turf(loc)
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if(location)
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var/datum/gas_mixture/enviro = location.return_air()
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enviro.temperature = clamp(min(ROOM_TEMP, enviro.temperature*0.85),MIN_FREEZE_TEMP,MAX_FREEZE_TEMP)
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sparks.start()
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#undef EXPOSED_VOLUME
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#undef ROOM_TEMP
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#undef MIN_FREEZE_TEMP
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#undef MAX_FREEZE_TEMP
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