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Bubberstation/code/game/objects/effects/effect_system/effects_smoke.dm
SkyratBot a94325afe4 [MIRROR] Replacing more C-style for loops with the faster, traditional ones. [MDB IGNORE] (#9560)
* Replacing more C-style for loops with the faster, traditional ones. (#62908)

* Replacing more C-style for loops with the faster, traditional ones.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-11-19 20:37:13 +00:00

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/////////////////////////////////////////////
//// SMOKE SYSTEMS
/////////////////////////////////////////////
/obj/effect/particle_effect/smoke
name = "smoke"
icon = 'icons/effects/96x96.dmi'
icon_state = "smoke"
pixel_x = -32
pixel_y = -32
opacity = FALSE
layer = FLY_LAYER
anchored = TRUE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
animate_movement = FALSE
var/amount = 4
var/lifetime = 5
var/opaque = 1 //whether the smoke can block the view when in enough amount
/obj/effect/particle_effect/smoke/proc/fade_out(frames = 16)
if(alpha == 0) //Handle already transparent case
return
if(frames == 0)
frames = 1 //We will just assume that by 0 frames, the coder meant "during one frame".
var/step = alpha / frames
for(var/i in 1 to frames)
alpha -= step
if(alpha < 160)
set_opacity(0) //if we were blocking view, we aren't now because we're fading out
stoplag()
/obj/effect/particle_effect/smoke/Initialize(mapload)
. = ..()
create_reagents(500)
START_PROCESSING(SSobj, src)
/obj/effect/particle_effect/smoke/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/effect/particle_effect/smoke/proc/kill_smoke()
STOP_PROCESSING(SSobj, src)
INVOKE_ASYNC(src, .proc/fade_out)
QDEL_IN(src, 10)
/obj/effect/particle_effect/smoke/process()
lifetime--
if(lifetime < 1)
kill_smoke()
return FALSE
for(var/mob/living/L in range(0,src))
smoke_mob(L)
return TRUE
/obj/effect/particle_effect/smoke/proc/smoke_mob(mob/living/carbon/C)
if(!istype(C))
return FALSE
if(lifetime<1)
return FALSE
if(C.internal != null || C.has_smoke_protection())
return FALSE
if(C.smoke_delay)
return FALSE
C.smoke_delay++
addtimer(CALLBACK(src, .proc/remove_smoke_delay, C), 10)
return TRUE
/obj/effect/particle_effect/smoke/proc/remove_smoke_delay(mob/living/carbon/C)
if(C)
C.smoke_delay = 0
/obj/effect/particle_effect/smoke/proc/spread_smoke()
var/turf/t_loc = get_turf(src)
if(!t_loc)
return
var/list/newsmokes = list()
for(var/turf/T in t_loc.get_atmos_adjacent_turfs())
var/obj/effect/particle_effect/smoke/foundsmoke = locate() in T //Don't spread smoke where there's already smoke!
if(foundsmoke)
continue
for(var/mob/living/L in T)
smoke_mob(L)
var/obj/effect/particle_effect/smoke/S = new type(T)
reagents.copy_to(S, reagents.total_volume)
S.setDir(pick(GLOB.cardinals))
S.amount = amount-1
S.add_atom_colour(color, FIXED_COLOUR_PRIORITY)
S.lifetime = lifetime
if(S.amount>0)
if(opaque)
S.set_opacity(TRUE)
newsmokes.Add(S)
//the smoke spreads rapidly but not instantly
for(var/obj/effect/particle_effect/smoke/SM in newsmokes)
addtimer(CALLBACK(SM, /obj/effect/particle_effect/smoke.proc/spread_smoke), 1)
/datum/effect_system/smoke_spread
var/amount = 10
effect_type = /obj/effect/particle_effect/smoke
/datum/effect_system/smoke_spread/set_up(radius = 5, loca)
if(isturf(loca))
location = loca
else
location = get_turf(loca)
amount = radius
/datum/effect_system/smoke_spread/start()
if(holder)
location = get_turf(holder)
var/obj/effect/particle_effect/smoke/S = new effect_type(location)
S.amount = amount
if(S.amount)
S.spread_smoke()
/////////////////////////////////////////////
// Bad smoke
/////////////////////////////////////////////
/obj/effect/particle_effect/smoke/bad
lifetime = 8
/obj/effect/particle_effect/smoke/bad/Initialize(mapload)
. = ..()
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = .proc/on_entered,
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/effect/particle_effect/smoke/bad/smoke_mob(mob/living/carbon/M)
. = ..()
if(.)
M.drop_all_held_items()
M.adjustOxyLoss(1)
M.emote("cough")
return TRUE
/obj/effect/particle_effect/smoke/bad/proc/on_entered(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
SIGNAL_HANDLER
if(istype(arrived, /obj/projectile/beam))
var/obj/projectile/beam/beam = arrived
beam.damage *= 0.5
/datum/effect_system/smoke_spread/bad
effect_type = /obj/effect/particle_effect/smoke/bad
/////////////////////////////////////////////
// Nanofrost smoke
/////////////////////////////////////////////
/obj/effect/particle_effect/smoke/freezing
name = "nanofrost smoke"
color = "#B2FFFF"
opaque = FALSE
/datum/effect_system/smoke_spread/freezing
effect_type = /obj/effect/particle_effect/smoke/freezing
var/blast = 0
var/temperature = 2
var/weldvents = TRUE
var/distcheck = TRUE
/datum/effect_system/smoke_spread/freezing/proc/Chilled(atom/A)
if(isopenturf(A))
var/turf/open/T = A
if(T.air)
var/datum/gas_mixture/G = T.air
if(!distcheck || get_dist(T, location) < blast) // Otherwise we'll get silliness like people using Nanofrost to kill people through walls with cold air
G.temperature = temperature
T.air_update_turf(FALSE, FALSE)
for(var/obj/effect/hotspot/H in T)
qdel(H)
var/list/G_gases = G.gases
if(G_gases[/datum/gas/plasma])
G.assert_gas(/datum/gas/nitrogen)
G_gases[/datum/gas/nitrogen][MOLES] += (G_gases[/datum/gas/plasma][MOLES])
G_gases[/datum/gas/plasma][MOLES] = 0
G.garbage_collect()
if (weldvents)
for(var/obj/machinery/atmospherics/components/unary/U in T)
if(!isnull(U.welded) && !U.welded) //must be an unwelded vent pump or vent scrubber.
U.welded = TRUE
U.update_appearance()
U.visible_message(span_danger("[U] is frozen shut!"))
for(var/mob/living/L in T)
L.extinguish_mob()
for(var/obj/item/Item in T)
Item.extinguish()
/datum/effect_system/smoke_spread/freezing/set_up(radius = 5, loca, blast_radius = 0)
..()
blast = blast_radius
/datum/effect_system/smoke_spread/freezing/start()
if(blast)
for(var/turf/T in RANGE_TURFS(blast, location))
Chilled(T)
..()
/datum/effect_system/smoke_spread/freezing/decon
temperature = 293.15
distcheck = FALSE
weldvents = FALSE
/////////////////////////////////////////////
// Sleep smoke
/////////////////////////////////////////////
/obj/effect/particle_effect/smoke/sleeping
color = "#9C3636"
lifetime = 10
/obj/effect/particle_effect/smoke/sleeping/smoke_mob(mob/living/carbon/M)
if(..())
M.Sleeping(200)
M.emote("cough")
return 1
/datum/effect_system/smoke_spread/sleeping
effect_type = /obj/effect/particle_effect/smoke/sleeping
/////////////////////////////////////////////
// Chem smoke
/////////////////////////////////////////////
/obj/effect/particle_effect/smoke/chem
lifetime = 10
/obj/effect/particle_effect/smoke/chem/process()
. = ..()
if(.)
var/turf/T = get_turf(src)
var/fraction = 1/initial(lifetime)
for(var/atom/movable/AM in T)
if(AM.type == src.type)
continue
if(T.underfloor_accessibility < UNDERFLOOR_INTERACTABLE && HAS_TRAIT(AM, TRAIT_T_RAY_VISIBLE))
continue
reagents.expose(AM, TOUCH, fraction)
reagents.expose(T, TOUCH, fraction)
return TRUE
/obj/effect/particle_effect/smoke/chem/smoke_mob(mob/living/carbon/M)
if(lifetime<1)
return FALSE
if(!istype(M))
return FALSE
var/mob/living/carbon/C = M
if(C.internal != null || C.has_smoke_protection())
return FALSE
var/fraction = 1/initial(lifetime)
reagents.copy_to(C, fraction*reagents.total_volume)
reagents.expose(M, INGEST, fraction)
return TRUE
/datum/effect_system/smoke_spread/chem
var/obj/chemholder
effect_type = /obj/effect/particle_effect/smoke/chem
/datum/effect_system/smoke_spread/chem/New()
..()
chemholder = new /obj()
var/datum/reagents/R = new (500, REAGENT_HOLDER_INSTANT_REACT) //This is a safety for now to prevent smoke generating more smoke as the smoke reagents react in the smoke. This is prevented naturally from happening even if this is off, but I want to be sure that any edge cases are prevented before I get a chance to rework smoke reactions (specifically adding water or reacting away stabilizing agent in the middle of it).
chemholder.reagents = R
R.my_atom = chemholder
/datum/effect_system/smoke_spread/chem/Destroy()
qdel(chemholder)
chemholder = null
return ..()
/datum/effect_system/smoke_spread/chem/set_up(datum/reagents/carry = null, radius = 1, loca, silent = FALSE)
if(isturf(loca))
location = loca
else
location = get_turf(loca)
amount = radius
carry.copy_to(chemholder, carry.total_volume)
if(!silent)
var/contained = ""
for(var/reagent in carry.reagent_list)
contained += " [reagent] "
if(contained)
contained = "\[[contained]\]"
var/where = "[AREACOORD(location)]"
if(carry.my_atom?.fingerprintslast) //Some reagents don't have a my_atom in some cases
var/mob/M = get_mob_by_key(carry.my_atom.fingerprintslast)
var/more = ""
if(M)
more = "[ADMIN_LOOKUPFLW(M)] "
if(!istype(carry.my_atom, /obj/machinery/plumbing))
message_admins("Smoke: ([ADMIN_VERBOSEJMP(location)])[contained]. Key: [more ? more : carry.my_atom.fingerprintslast].")
log_game("A chemical smoke reaction has taken place in ([where])[contained]. Last touched by [carry.my_atom.fingerprintslast].")
else
if(!istype(carry.my_atom, /obj/machinery/plumbing))
message_admins("Smoke: ([ADMIN_VERBOSEJMP(location)])[contained]. No associated key.")
log_game("A chemical smoke reaction has taken place in ([where])[contained]. No associated key.")
/datum/effect_system/smoke_spread/chem/start()
var/mixcolor = mix_color_from_reagents(chemholder.reagents.reagent_list)
if(holder)
location = get_turf(holder)
var/obj/effect/particle_effect/smoke/chem/S = new effect_type(location)
if(chemholder.reagents.total_volume > 1) // can't split 1 very well
chemholder.reagents.copy_to(S, chemholder.reagents.total_volume)
if(mixcolor)
S.add_atom_colour(mixcolor, FIXED_COLOUR_PRIORITY) // give the smoke color, if it has any to begin with
S.amount = amount
if(S.amount)
S.spread_smoke() //calling process right now so the smoke immediately attacks mobs.
/////////////////////////////////////////////
// Transparent smoke
/////////////////////////////////////////////
//Same as the base type, but the smoke produced is not opaque
/datum/effect_system/smoke_spread/transparent
effect_type = /obj/effect/particle_effect/smoke/transparent
/obj/effect/particle_effect/smoke/transparent
opaque = FALSE
/proc/do_smoke(range=0, location=null, smoke_type=/obj/effect/particle_effect/smoke)
var/datum/effect_system/smoke_spread/smoke = new
smoke.effect_type = smoke_type
smoke.set_up(range, location)
smoke.start()
/////////////////////////////////////////////
// Bad Smoke (But Green)
/////////////////////////////////////////////
/obj/effect/particle_effect/smoke/bad/green
name = "green smoke"
color = "#00FF00"
opaque = FALSE
/datum/effect_system/smoke_spread/bad/green
effect_type = /obj/effect/particle_effect/smoke/bad/green
/////////////////////////////////////////////
// Quick smoke
/////////////////////////////////////////////
/obj/effect/particle_effect/smoke/quick
lifetime = 1
opaque = FALSE
/datum/effect_system/smoke_spread/quick
effect_type = /obj/effect/particle_effect/smoke/quick