mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-04 14:01:22 +00:00
386 lines
12 KiB
Plaintext
386 lines
12 KiB
Plaintext
// Foam
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// Similar to smoke, but slower and mobs absorb its reagent through their exposed skin.
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#define ALUMINUM_FOAM 1
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#define IRON_FOAM 2
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#define RESIN_FOAM 3
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/obj/effect/particle_effect/foam
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name = "foam"
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icon_state = "foam"
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opacity = FALSE
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anchored = TRUE
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density = FALSE
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layer = EDGED_TURF_LAYER
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plane = GAME_PLANE_UPPER
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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var/amount = 3
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animate_movement = NO_STEPS
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var/metal = 0
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var/lifetime = 40
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var/reagent_divisor = 7
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var/static/list/blacklisted_turfs = typecacheof(list(
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/turf/open/space/transit,
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/turf/open/chasm,
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/turf/open/lava,
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))
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var/slippery_foam = TRUE
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/obj/effect/particle_effect/foam/firefighting
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name = "firefighting foam"
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lifetime = 20 //doesn't last as long as normal foam
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amount = 0 //no spread
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slippery_foam = FALSE
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var/absorbed_plasma = 0
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/obj/effect/particle_effect/foam/firefighting/Initialize(mapload)
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. = ..()
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RemoveElement(/datum/element/atmos_sensitive)
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/obj/effect/particle_effect/foam/firefighting/process()
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..()
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var/turf/open/T = get_turf(src)
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var/obj/effect/hotspot/hotspot = (locate(/obj/effect/hotspot) in T)
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if(hotspot && istype(T) && T.air)
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qdel(hotspot)
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var/datum/gas_mixture/G = T.air
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if(G.gases[/datum/gas/plasma])
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var/plas_amt = min(30,G.gases[/datum/gas/plasma][MOLES]) //Absorb some plasma
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G.gases[/datum/gas/plasma][MOLES] -= plas_amt
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absorbed_plasma += plas_amt
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if(G.temperature > T20C)
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G.temperature = max(G.temperature/2,T20C)
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G.garbage_collect()
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T.air_update_turf(FALSE, FALSE)
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/obj/effect/particle_effect/foam/firefighting/kill_foam()
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STOP_PROCESSING(SSfastprocess, src)
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if(absorbed_plasma)
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var/obj/effect/decal/cleanable/plasma/P = (locate(/obj/effect/decal/cleanable/plasma) in get_turf(src))
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if(!P)
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P = new(loc)
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P.reagents.add_reagent(/datum/reagent/stable_plasma, absorbed_plasma)
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flick("[icon_state]-disolve", src)
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QDEL_IN(src, 5)
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/obj/effect/particle_effect/foam/firefighting/foam_mob(mob/living/L)
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if(!istype(L))
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return
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L.adjust_fire_stacks(-2)
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/obj/effect/particle_effect/foam/metal
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name = "aluminium foam"
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metal = ALUMINUM_FOAM
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icon_state = "mfoam"
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slippery_foam = FALSE
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/obj/effect/particle_effect/foam/metal/smart
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name = "smart foam"
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/obj/effect/particle_effect/foam/metal/iron
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name = "iron foam"
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metal = IRON_FOAM
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/obj/effect/particle_effect/foam/metal/resin
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name = "resin foam"
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metal = RESIN_FOAM
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/obj/effect/particle_effect/foam/long_life
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lifetime = 150
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/obj/effect/particle_effect/foam/Initialize(mapload)
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. = ..()
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create_reagents(1000, REAGENT_HOLDER_INSTANT_REACT) //limited by the size of the reagent holder anyway. Works without instant possibly edit in future
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START_PROCESSING(SSfastprocess, src)
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playsound(src, 'sound/effects/bubbles2.ogg', 80, TRUE, -3)
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AddElement(/datum/element/atmos_sensitive, mapload)
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/obj/effect/particle_effect/foam/ComponentInitialize()
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. = ..()
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if(slippery_foam)
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AddComponent(/datum/component/slippery, 100)
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/obj/effect/particle_effect/foam/Destroy()
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STOP_PROCESSING(SSfastprocess, src)
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return ..()
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/obj/effect/particle_effect/foam/proc/kill_foam()
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STOP_PROCESSING(SSfastprocess, src)
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switch(metal)
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if(ALUMINUM_FOAM)
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new /obj/structure/foamedmetal(get_turf(src))
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if(IRON_FOAM)
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new /obj/structure/foamedmetal/iron(get_turf(src))
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if(RESIN_FOAM)
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new /obj/structure/foamedmetal/resin(get_turf(src))
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flick("[icon_state]-disolve", src)
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QDEL_IN(src, 5)
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/obj/effect/particle_effect/foam/smart/kill_foam() //Smart foam adheres to area borders for walls
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STOP_PROCESSING(SSfastprocess, src)
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if(metal)
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var/turf/T = get_turf(src)
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if(isspaceturf(T)) //Block up any exposed space
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T.PlaceOnTop(/turf/open/floor/plating/foam, flags = CHANGETURF_INHERIT_AIR)
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for(var/direction in GLOB.cardinals)
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var/turf/cardinal_turf = get_step(T, direction)
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if(get_area(cardinal_turf) != get_area(T)) //We're at an area boundary, so let's block off this turf!
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new/obj/structure/foamedmetal(T)
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break
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flick("[icon_state]-disolve", src)
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QDEL_IN(src, 5)
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/obj/effect/particle_effect/foam/process()
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lifetime--
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if(lifetime < 1)
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kill_foam()
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return
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var/fraction = 1/initial(reagent_divisor)
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for(var/obj/O in range(0,src))
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if(O.type == src.type)
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continue
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if(isturf(O.loc))
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var/turf/T = O.loc
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if(T.underfloor_accessibility < UNDERFLOOR_INTERACTABLE && HAS_TRAIT(O, TRAIT_T_RAY_VISIBLE))
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continue
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if(lifetime % reagent_divisor)
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reagents.expose(O, VAPOR, fraction)
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var/hit = 0
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for(var/mob/living/L in range(0,src))
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hit += foam_mob(L)
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if(hit)
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lifetime++ //this is so the decrease from mobs hit and the natural decrease don't cumulate.
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var/T = get_turf(src)
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if(lifetime % reagent_divisor)
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reagents.expose(T, VAPOR, fraction)
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if(--amount < 0)
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return
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spread_foam()
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/obj/effect/particle_effect/foam/proc/foam_mob(mob/living/L)
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if(lifetime<1)
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return FALSE
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if(!istype(L))
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return FALSE
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var/fraction = 1/initial(reagent_divisor)
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if(lifetime % reagent_divisor)
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reagents.expose(L, VAPOR, fraction)
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lifetime--
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return TRUE
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/obj/effect/particle_effect/foam/proc/spread_foam()
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var/turf/t_loc = get_turf(src)
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//This should just be atmos adjacent turfs, come on guys
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for(var/turf/T in t_loc.reachableAdjacentTurfs())
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var/obj/effect/particle_effect/foam/foundfoam = locate() in T //Don't spread foam where there's already foam!
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if(foundfoam)
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continue
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if(is_type_in_typecache(T, blacklisted_turfs))
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continue
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for(var/mob/living/L in T)
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foam_mob(L)
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var/obj/effect/particle_effect/foam/F = new src.type(T)
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F.amount = amount
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reagents.copy_to(F, (reagents.total_volume))
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F.add_atom_colour(color, FIXED_COLOUR_PRIORITY)
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F.metal = metal
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/obj/effect/particle_effect/foam/should_atmos_process(datum/gas_mixture/air, exposed_temperature)
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return exposed_temperature > 475
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/obj/effect/particle_effect/foam/atmos_expose(datum/gas_mixture/air, exposed_temperature)
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if(prob(max(0, exposed_temperature - 475))) //foam dissolves when heated
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kill_foam()
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///////////////////////////////////////////////
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//FOAM EFFECT DATUM
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/datum/effect_system/foam_spread
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/// the size of the foam spread.
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var/amount = 10
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/// Stupid hack alertm exists to hold chems for us
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var/atom/movable/chem_holder/chemholder
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effect_type = /obj/effect/particle_effect/foam
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var/metal = 0
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/datum/effect_system/foam_spread/metal
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effect_type = /obj/effect/particle_effect/foam/metal
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/datum/effect_system/foam_spread/metal/smart
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effect_type = /obj/effect/particle_effect/foam/smart
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/datum/effect_system/foam_spread/long
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effect_type = /obj/effect/particle_effect/foam/long_life
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/datum/effect_system/foam_spread/New()
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..()
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chemholder = new()
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chemholder.create_reagents(1000, REAGENT_HOLDER_INSTANT_REACT)
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/datum/effect_system/foam_spread/Destroy()
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QDEL_NULL(chemholder)
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return ..()
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/datum/effect_system/foam_spread/set_up(amt=5, loca, datum/reagents/carry = null, metaltype = 0)
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if(isturf(loca))
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location = loca
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else
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location = get_turf(loca)
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amount = round(sqrt(amt / 2), 1)
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carry.copy_to(chemholder, carry.total_volume)
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if(metaltype)
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metal = metaltype
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/datum/effect_system/foam_spread/start()
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var/obj/effect/particle_effect/foam/F = new effect_type(location)
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var/foamcolor = mix_color_from_reagents(chemholder.reagents.reagent_list)
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// To prevent insane reagent multiplication with 1u foam
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// I am capping amount of reagent foam recieves by limiting how low it can go
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// Any radius of foam less than 3 makes foam recieve same amount of reagents as foam of radius 3
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// Maximum multiplication of reagents is about 166% (3 times as low as before, it was about 500% with 1u foam)
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//
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// amount is radius of the foam
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// 10u foam has radius of 3
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// 5u foam has radius of 2
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// 1u foam has radius of 1
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var/effective_amount = chemholder.reagents.total_volume / max(amount, 3)
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chemholder.reagents.copy_to(F, effective_amount)
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F.add_atom_colour(foamcolor, FIXED_COLOUR_PRIORITY)
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F.amount = amount
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F.metal = metal
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//////////////////////////////////////////////////////////
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// FOAM STRUCTURE. Formed by metal foams. Dense and opaque, but easy to break
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/obj/structure/foamedmetal
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icon = 'icons/effects/effects.dmi'
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icon_state = "metalfoam"
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density = TRUE
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opacity = TRUE // changed in New()
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anchored = TRUE
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layer = EDGED_TURF_LAYER
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plane = GAME_PLANE_UPPER
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resistance_flags = FIRE_PROOF | ACID_PROOF
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name = "foamed metal"
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desc = "A lightweight foamed metal wall that can be used as base to construct a wall."
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gender = PLURAL
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max_integrity = 20
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can_atmos_pass = ATMOS_PASS_DENSITY
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///Var used to prevent spamming of the construction sound
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var/next_beep = 0
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/obj/structure/foamedmetal/Initialize(mapload)
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. = ..()
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air_update_turf(TRUE, TRUE)
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/obj/structure/foamedmetal/Destroy()
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air_update_turf(TRUE, FALSE)
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. = ..()
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/obj/structure/foamedmetal/Move()
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var/turf/T = loc
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. = ..()
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move_update_air(T)
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/obj/structure/foamedmetal/attack_paw(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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/obj/structure/foamedmetal/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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playsound(src.loc, 'sound/weapons/tap.ogg', 100, TRUE)
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/obj/structure/foamedmetal/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
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to_chat(user, span_warning("You hit [src] but bounce off it!"))
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playsound(src.loc, 'sound/weapons/tap.ogg', 100, TRUE)
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/obj/structure/foamedmetal/attackby(obj/item/W, mob/user, params)
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///A speed modifier for how fast the wall is build
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var/platingmodifier = 1
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if(HAS_TRAIT(user, TRAIT_QUICK_BUILD))
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platingmodifier = 0.7
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if(next_beep <= world.time)
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next_beep = world.time + 1 SECONDS
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playsound(src, 'sound/machines/clockcult/integration_cog_install.ogg', 50, TRUE)
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add_fingerprint(user)
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if(!istype(W, /obj/item/stack/sheet))
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return ..()
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var/obj/item/stack/sheet/sheet_for_plating = W
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if(istype(sheet_for_plating, /obj/item/stack/sheet/iron))
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if(sheet_for_plating.get_amount() < 2)
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to_chat(user, span_warning("You need two sheets of iron to finish a wall on [src]!"))
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return
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to_chat(user, span_notice("You start adding plating to the foam structure..."))
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if (do_after(user, 40*platingmodifier, target = src))
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if(!sheet_for_plating.use(2))
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return
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to_chat(user, span_notice("You add the plating."))
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var/turf/T = get_turf(src)
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T.PlaceOnTop(/turf/closed/wall/metal_foam_base)
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transfer_fingerprints_to(T)
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qdel(src)
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return
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add_hiddenprint(user)
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/obj/structure/foamedmetal/iron
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max_integrity = 50
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icon_state = "ironfoam"
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//Atmos Backpack Resin, transparent, prevents atmos and filters the air
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/obj/structure/foamedmetal/resin
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name = "\improper ATMOS Resin"
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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."
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opacity = FALSE
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icon_state = "atmos_resin"
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alpha = 120
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max_integrity = 10
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pass_flags_self = PASSGLASS
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/obj/structure/foamedmetal/resin/Initialize(mapload)
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. = ..()
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if(isopenturf(loc))
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var/turf/open/O = loc
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O.ClearWet()
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if(O.air)
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var/datum/gas_mixture/G = O.air
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G.temperature = 293.15
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for(var/obj/effect/hotspot/H in O)
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qdel(H)
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var/list/G_gases = G.gases
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for(var/I in G_gases)
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if(I == /datum/gas/oxygen || I == /datum/gas/nitrogen)
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continue
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G_gases[I][MOLES] = 0
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G.garbage_collect()
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for(var/obj/machinery/atmospherics/components/unary/U in O)
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if(!U.welded)
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U.welded = TRUE
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U.update_appearance()
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U.visible_message(span_danger("[U] sealed shut!"))
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for(var/mob/living/L in O)
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L.extinguish_mob()
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for(var/obj/item/Item in O)
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Item.extinguish()
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#undef ALUMINUM_FOAM
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#undef IRON_FOAM
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#undef RESIN_FOAM
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