Files
Bubberstation/code/game/objects/effects/effect_system/effects_foam.dm
Ghom c5d2b2e51e Fixes layering issues brought by the FoV PR. (#63903)
* Fixed most (not all) incorrect planes and layers detected by the unit test.
2022-02-09 19:40:00 +01:00

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// Foam
// Similar to smoke, but slower and mobs absorb its reagent through their exposed skin.
#define ALUMINUM_FOAM 1
#define IRON_FOAM 2
#define RESIN_FOAM 3
/obj/effect/particle_effect/foam
name = "foam"
icon_state = "foam"
opacity = FALSE
anchored = TRUE
density = FALSE
layer = EDGED_TURF_LAYER
plane = GAME_PLANE_UPPER
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
var/amount = 3
animate_movement = NO_STEPS
var/metal = 0
var/lifetime = 40
var/reagent_divisor = 7
var/static/list/blacklisted_turfs = typecacheof(list(
/turf/open/space/transit,
/turf/open/chasm,
/turf/open/lava,
))
var/slippery_foam = TRUE
/obj/effect/particle_effect/foam/firefighting
name = "firefighting foam"
lifetime = 20 //doesn't last as long as normal foam
amount = 0 //no spread
slippery_foam = FALSE
var/absorbed_plasma = 0
/obj/effect/particle_effect/foam/firefighting/Initialize(mapload)
. = ..()
RemoveElement(/datum/element/atmos_sensitive)
/obj/effect/particle_effect/foam/firefighting/process()
..()
var/turf/open/T = get_turf(src)
var/obj/effect/hotspot/hotspot = (locate(/obj/effect/hotspot) in T)
if(hotspot && istype(T) && T.air)
qdel(hotspot)
var/datum/gas_mixture/G = T.air
if(G.gases[/datum/gas/plasma])
var/plas_amt = min(30,G.gases[/datum/gas/plasma][MOLES]) //Absorb some plasma
G.gases[/datum/gas/plasma][MOLES] -= plas_amt
absorbed_plasma += plas_amt
if(G.temperature > T20C)
G.temperature = max(G.temperature/2,T20C)
G.garbage_collect()
T.air_update_turf(FALSE, FALSE)
/obj/effect/particle_effect/foam/firefighting/kill_foam()
STOP_PROCESSING(SSfastprocess, src)
if(absorbed_plasma)
var/obj/effect/decal/cleanable/plasma/P = (locate(/obj/effect/decal/cleanable/plasma) in get_turf(src))
if(!P)
P = new(loc)
P.reagents.add_reagent(/datum/reagent/stable_plasma, absorbed_plasma)
flick("[icon_state]-disolve", src)
QDEL_IN(src, 5)
/obj/effect/particle_effect/foam/firefighting/foam_mob(mob/living/L)
if(!istype(L))
return
L.adjust_fire_stacks(-2)
/obj/effect/particle_effect/foam/metal
name = "aluminium foam"
metal = ALUMINUM_FOAM
icon_state = "mfoam"
slippery_foam = FALSE
/obj/effect/particle_effect/foam/metal/smart
name = "smart foam"
/obj/effect/particle_effect/foam/metal/iron
name = "iron foam"
metal = IRON_FOAM
/obj/effect/particle_effect/foam/metal/resin
name = "resin foam"
metal = RESIN_FOAM
/obj/effect/particle_effect/foam/long_life
lifetime = 150
/obj/effect/particle_effect/foam/Initialize(mapload)
. = ..()
create_reagents(1000, REAGENT_HOLDER_INSTANT_REACT) //limited by the size of the reagent holder anyway. Works without instant possibly edit in future
START_PROCESSING(SSfastprocess, src)
playsound(src, 'sound/effects/bubbles2.ogg', 80, TRUE, -3)
AddElement(/datum/element/atmos_sensitive, mapload)
/obj/effect/particle_effect/foam/ComponentInitialize()
. = ..()
if(slippery_foam)
AddComponent(/datum/component/slippery, 100)
/obj/effect/particle_effect/foam/Destroy()
STOP_PROCESSING(SSfastprocess, src)
return ..()
/obj/effect/particle_effect/foam/proc/kill_foam()
STOP_PROCESSING(SSfastprocess, src)
switch(metal)
if(ALUMINUM_FOAM)
new /obj/structure/foamedmetal(get_turf(src))
if(IRON_FOAM)
new /obj/structure/foamedmetal/iron(get_turf(src))
if(RESIN_FOAM)
new /obj/structure/foamedmetal/resin(get_turf(src))
flick("[icon_state]-disolve", src)
QDEL_IN(src, 5)
/obj/effect/particle_effect/foam/smart/kill_foam() //Smart foam adheres to area borders for walls
STOP_PROCESSING(SSfastprocess, src)
if(metal)
var/turf/T = get_turf(src)
if(isspaceturf(T)) //Block up any exposed space
T.PlaceOnTop(/turf/open/floor/plating/foam, flags = CHANGETURF_INHERIT_AIR)
for(var/direction in GLOB.cardinals)
var/turf/cardinal_turf = get_step(T, direction)
if(get_area(cardinal_turf) != get_area(T)) //We're at an area boundary, so let's block off this turf!
new/obj/structure/foamedmetal(T)
break
flick("[icon_state]-disolve", src)
QDEL_IN(src, 5)
/obj/effect/particle_effect/foam/process()
lifetime--
if(lifetime < 1)
kill_foam()
return
var/fraction = 1/initial(reagent_divisor)
for(var/obj/O in range(0,src))
if(O.type == src.type)
continue
if(isturf(O.loc))
var/turf/T = O.loc
if(T.underfloor_accessibility < UNDERFLOOR_INTERACTABLE && HAS_TRAIT(O, TRAIT_T_RAY_VISIBLE))
continue
if(lifetime % reagent_divisor)
reagents.expose(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)
if(lifetime % reagent_divisor)
reagents.expose(T, VAPOR, fraction)
if(--amount < 0)
return
spread_foam()
/obj/effect/particle_effect/foam/proc/foam_mob(mob/living/L)
if(lifetime<1)
return FALSE
if(!istype(L))
return FALSE
var/fraction = 1/initial(reagent_divisor)
if(lifetime % reagent_divisor)
reagents.expose(L, VAPOR, fraction)
lifetime--
return TRUE
/obj/effect/particle_effect/foam/proc/spread_foam()
var/turf/t_loc = get_turf(src)
//This should just be atmos adjacent turfs, come on guys
for(var/turf/T in t_loc.reachableAdjacentTurfs())
var/obj/effect/particle_effect/foam/foundfoam = locate() in T //Don't spread foam where there's already foam!
if(foundfoam)
continue
if(is_type_in_typecache(T, blacklisted_turfs))
continue
for(var/mob/living/L in T)
foam_mob(L)
var/obj/effect/particle_effect/foam/F = new src.type(T)
F.amount = amount
reagents.copy_to(F, (reagents.total_volume))
F.add_atom_colour(color, FIXED_COLOUR_PRIORITY)
F.metal = metal
/obj/effect/particle_effect/foam/should_atmos_process(datum/gas_mixture/air, exposed_temperature)
return exposed_temperature > 475
/obj/effect/particle_effect/foam/atmos_expose(datum/gas_mixture/air, exposed_temperature)
if(prob(max(0, exposed_temperature - 475))) //foam dissolves when heated
kill_foam()
///////////////////////////////////////////////
//FOAM EFFECT DATUM
/datum/effect_system/foam_spread
/// the size of the foam spread.
var/amount = 10
/// Stupid hack alertm exists to hold chems for us
var/atom/movable/chem_holder/chemholder
effect_type = /obj/effect/particle_effect/foam
var/metal = 0
/datum/effect_system/foam_spread/metal
effect_type = /obj/effect/particle_effect/foam/metal
/datum/effect_system/foam_spread/metal/smart
effect_type = /obj/effect/particle_effect/foam/smart
/datum/effect_system/foam_spread/long
effect_type = /obj/effect/particle_effect/foam/long_life
/datum/effect_system/foam_spread/New()
..()
chemholder = new()
chemholder.create_reagents(1000, REAGENT_HOLDER_INSTANT_REACT)
/datum/effect_system/foam_spread/Destroy()
QDEL_NULL(chemholder)
return ..()
/datum/effect_system/foam_spread/set_up(amt=5, loca, datum/reagents/carry = null, metaltype = 0)
if(isturf(loca))
location = loca
else
location = get_turf(loca)
amount = round(sqrt(amt / 2), 1)
carry.copy_to(chemholder, carry.total_volume)
if(metaltype)
metal = metaltype
/datum/effect_system/foam_spread/start()
var/obj/effect/particle_effect/foam/F = new effect_type(location)
var/foamcolor = mix_color_from_reagents(chemholder.reagents.reagent_list)
// To prevent insane reagent multiplication with 1u foam
// I am capping amount of reagent foam recieves by limiting how low it can go
// Any radius of foam less than 3 makes foam recieve same amount of reagents as foam of radius 3
// Maximum multiplication of reagents is about 166% (3 times as low as before, it was about 500% with 1u foam)
//
// amount is radius of the foam
// 10u foam has radius of 3
// 5u foam has radius of 2
// 1u foam has radius of 1
var/effective_amount = chemholder.reagents.total_volume / max(amount, 3)
chemholder.reagents.copy_to(F, effective_amount)
F.add_atom_colour(foamcolor, FIXED_COLOUR_PRIORITY)
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 = TRUE
opacity = TRUE // changed in New()
anchored = TRUE
layer = EDGED_TURF_LAYER
plane = GAME_PLANE_UPPER
resistance_flags = FIRE_PROOF | ACID_PROOF
name = "foamed metal"
desc = "A lightweight foamed metal wall that can be used as base to construct a wall."
gender = PLURAL
max_integrity = 20
can_atmos_pass = ATMOS_PASS_DENSITY
///Var used to prevent spamming of the construction sound
var/next_beep = 0
/obj/structure/foamedmetal/Initialize(mapload)
. = ..()
air_update_turf(TRUE, TRUE)
/obj/structure/foamedmetal/Destroy()
air_update_turf(TRUE, FALSE)
. = ..()
/obj/structure/foamedmetal/Move()
var/turf/T = loc
. = ..()
move_update_air(T)
/obj/structure/foamedmetal/attack_paw(mob/user, list/modifiers)
return attack_hand(user, modifiers)
/obj/structure/foamedmetal/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
playsound(src.loc, 'sound/weapons/tap.ogg', 100, TRUE)
/obj/structure/foamedmetal/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
to_chat(user, span_warning("You hit [src] but bounce off it!"))
playsound(src.loc, 'sound/weapons/tap.ogg', 100, TRUE)
/obj/structure/foamedmetal/attackby(obj/item/W, mob/user, params)
///A speed modifier for how fast the wall is build
var/platingmodifier = 1
if(HAS_TRAIT(user, TRAIT_QUICK_BUILD))
platingmodifier = 0.7
if(next_beep <= world.time)
next_beep = world.time + 1 SECONDS
playsound(src, 'sound/machines/clockcult/integration_cog_install.ogg', 50, TRUE)
add_fingerprint(user)
if(!istype(W, /obj/item/stack/sheet))
return ..()
var/obj/item/stack/sheet/sheet_for_plating = W
if(istype(sheet_for_plating, /obj/item/stack/sheet/iron))
if(sheet_for_plating.get_amount() < 2)
to_chat(user, span_warning("You need two sheets of iron to finish a wall on [src]!"))
return
to_chat(user, span_notice("You start adding plating to the foam structure..."))
if (do_after(user, 40*platingmodifier, target = src))
if(!sheet_for_plating.use(2))
return
to_chat(user, span_notice("You add the plating."))
var/turf/T = get_turf(src)
T.PlaceOnTop(/turf/closed/wall/metal_foam_base)
transfer_fingerprints_to(T)
qdel(src)
return
add_hiddenprint(user)
/obj/structure/foamedmetal/iron
max_integrity = 50
icon_state = "ironfoam"
//Atmos Backpack Resin, transparent, prevents atmos and filters the air
/obj/structure/foamedmetal/resin
name = "\improper ATMOS Resin"
desc = "A lightweight, transparent resin used to suffocate fires, scrub the air of toxins, and restore the air to a safe temperature. It can be used as base to construct a wall."
opacity = FALSE
icon_state = "atmos_resin"
alpha = 120
max_integrity = 10
pass_flags_self = PASSGLASS
/obj/structure/foamedmetal/resin/Initialize(mapload)
. = ..()
if(isopenturf(loc))
var/turf/open/O = loc
O.ClearWet()
if(O.air)
var/datum/gas_mixture/G = O.air
G.temperature = 293.15
for(var/obj/effect/hotspot/H in O)
qdel(H)
var/list/G_gases = G.gases
for(var/I in G_gases)
if(I == /datum/gas/oxygen || I == /datum/gas/nitrogen)
continue
G_gases[I][MOLES] = 0
G.garbage_collect()
for(var/obj/machinery/atmospherics/components/unary/U in O)
if(!U.welded)
U.welded = TRUE
U.update_appearance()
U.visible_message(span_danger("[U] sealed shut!"))
for(var/mob/living/L in O)
L.extinguish_mob()
for(var/obj/item/Item in O)
Item.extinguish()
#undef ALUMINUM_FOAM
#undef IRON_FOAM
#undef RESIN_FOAM