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Bubberstation/code/game/objects/structures/bonfire.dm
Sealed101 9d19b9b7de Makes the American sausage a sausage subtype & Advanced roasting stick fixes (#62193)
Makes the American sausage a proper subtype of sausage, which makes it actually edible, apparently. It also makes it stick on the advanced roasting stick!
The advanced roasting stick will no longer try to grill itself over a bonfire with a griddle installed, allowing you to use the actual bonfire for your roasting needs.

There was actually a check that was supposed to limit the amount of times you could roast a sausage to a measly 1. It wasn't actually working. This PR removes that in favor of mad cooks creating these:
2021-10-20 13:08:30 -04:00

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///how many fire stacks are applied when you step into a bonfire
#define BONFIRE_FIRE_STACK_STRENGTH 5
/**
* ## BONFIRES
*
* Structure that makes a big old fire. You can add rods to construct a grill for grilling meat, or a stake for buckling people to the fire,
* salem style. Keeping the fire on requires oxygen. You can dismantle the bonfire back into logs when it is unignited.
*/
/obj/structure/bonfire
name = "bonfire"
desc = "For grilling, broiling, charring, smoking, heating, roasting, toasting, simmering, searing, melting, and occasionally burning things."
icon = 'icons/obj/hydroponics/equipment.dmi'
icon_state = "bonfire"
light_color = LIGHT_COLOR_FIRE
density = FALSE
anchored = TRUE
buckle_lying = 0
pass_flags_self = PASSTABLE | LETPASSTHROW
///is the bonfire lit?
var/burning = FALSE
///icon for the bonfire while on. for a softer more burning embers icon, use "bonfire_warm"
var/burn_icon = "bonfire_on_fire"
///if the bonfire has a grill attached
var/grill = FALSE
/obj/structure/bonfire/dense
density = TRUE
/obj/structure/bonfire/prelit/Initialize(mapload)
. = ..()
start_burning()
/obj/structure/bonfire/Initialize(mapload)
. = ..()
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = .proc/on_entered,
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/structure/bonfire/attackby(obj/item/used_item, mob/living/user, params)
if(istype(used_item, /obj/item/stack/rods) && !can_buckle && !grill)
var/obj/item/stack/rods/rods = used_item
var/choice = input(user, "What would you like to construct?", "Bonfire") as null|anything in list("Stake","Grill")
if(!choice)
return
rods.use(1)
switch(choice)
if("Stake")
can_buckle = TRUE
buckle_requires_restraints = TRUE
to_chat(user, span_notice("You add a rod to \the [src]."))
var/mutable_appearance/rod_underlay = mutable_appearance('icons/obj/hydroponics/equipment.dmi', "bonfire_rod")
rod_underlay.pixel_y = 16
underlays += rod_underlay
if("Grill")
grill = TRUE
to_chat(user, span_notice("You add a grill to \the [src]."))
add_overlay("bonfire_grill")
else
return ..()
if(used_item.get_temperature())
start_burning()
if(grill)
if(istype(used_item, /obj/item/melee/roastingstick))
return FALSE
if(!user.combat_mode && !(used_item.item_flags & ABSTRACT))
if(user.temporarilyRemoveItemFromInventory(used_item))
used_item.forceMove(get_turf(src))
var/list/modifiers = params2list(params)
//Center the icon where the user clicked.
if(!LAZYACCESS(modifiers, ICON_X) || !LAZYACCESS(modifiers, ICON_Y))
return
//Clamp it so that the icon never moves more than 16 pixels in either direction (thus leaving the table turf)
used_item.pixel_x = used_item.base_pixel_x + clamp(text2num(LAZYACCESS(modifiers, ICON_X)) - 16, -(world.icon_size/2), world.icon_size/2)
used_item.pixel_y = used_item.base_pixel_y + clamp(text2num(LAZYACCESS(modifiers, ICON_Y)) - 16, -(world.icon_size/2), world.icon_size/2)
else
return ..()
/obj/structure/bonfire/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
if(burning)
to_chat(user, span_warning("You need to extinguish [src] before removing the logs!"))
return
if(!has_buckled_mobs() && do_after(user, 50, target = src))
for(var/obj/item/grown/log/bonfire_log in contents)
bonfire_log.forceMove(drop_location())
bonfire_log.pixel_x += rand(1,4)
bonfire_log.pixel_y += rand(1,4)
if(can_buckle || grill)
new /obj/item/stack/rods(loc, 1)
qdel(src)
return
/obj/structure/bonfire/proc/check_oxygen()
if(isopenturf(loc))
var/turf/open/bonfire_turf = loc
if(bonfire_turf.air)
var/loc_gases = bonfire_turf.air.gases
if(loc_gases[/datum/gas/oxygen] && loc_gases[/datum/gas/oxygen][MOLES] >= 5)
return TRUE
return FALSE
/obj/structure/bonfire/proc/start_burning()
if(burning || !check_oxygen())
return
icon_state = burn_icon
burning = TRUE
set_light(6)
bonfire_burn()
particles = new /particles/bonfire()
START_PROCESSING(SSobj, src)
/obj/structure/bonfire/fire_act(exposed_temperature, exposed_volume)
start_burning()
/obj/structure/bonfire/proc/on_entered(datum/source, atom/movable/entered)
SIGNAL_HANDLER
if(burning & !grill)
bonfire_burn()
/obj/structure/bonfire/proc/bonfire_burn(delta_time = 2)
var/turf/current_location = get_turf(src)
if(!grill)
current_location.hotspot_expose(1000, 250 * delta_time, 1)
for(var/burn_target in current_location)
if(burn_target == src)
continue
else if(isliving(burn_target))
var/mob/living/burn_victim = burn_target
burn_victim.adjust_fire_stacks(BONFIRE_FIRE_STACK_STRENGTH * 0.5 * delta_time)
burn_victim.IgniteMob()
else if(isobj(burn_target))
var/obj/burned_object = burn_target
if(grill && isitem(burned_object))
var/obj/item/grilled_item = burned_object
SEND_SIGNAL(grilled_item, COMSIG_ITEM_GRILLED, src, delta_time) //Not a big fan, maybe make this use fire_act() in the future.
continue
burned_object.fire_act(1000, 250 * delta_time)
/obj/structure/bonfire/process(delta_time)
if(!check_oxygen())
extinguish()
return
bonfire_burn(delta_time)
/obj/structure/bonfire/extinguish()
if(burning)
icon_state = "bonfire"
burning = FALSE
set_light(0)
QDEL_NULL(particles)
STOP_PROCESSING(SSobj, src)
/obj/structure/bonfire/buckle_mob(mob/living/buckled_mob, force = FALSE, check_loc = TRUE)
if(..())
buckled_mob.pixel_y += 13
/obj/structure/bonfire/unbuckle_mob(mob/living/buckled_mob, force=FALSE)
if(..())
buckled_mob.pixel_y -= 13
/particles/bonfire
icon = 'icons/effects/particles/bonfire.dmi'
icon_state = "bonfire"
width = 100
height = 100
count = 1000
spawning = 4
lifespan = 0.7 SECONDS
fade = 1 SECONDS
grow = -0.01
velocity = list(0, 0)
position = generator("circle", 0, 16, NORMAL_RAND)
drift = generator("vector", list(0, -0.2), list(0, 0.2))
gravity = list(0, 0.95)
scale = generator("vector", list(0.3, 0.3), list(1,1), NORMAL_RAND)
rotation = 30
spin = generator("num", -20, 20)