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## About The Pull Request Generally cleans up code on both components. Moves burn proc back to /obj level, I'm not sure why I moved it to /atom level, it was unnecessary. Acid component generalized so it can be used on any atom that uses atom_integrity. Fixes a bug where objects that stopped burning didn't update their burn overlay properly due to bad removal logic and leftover code. Standardizes examine messages on burning items by just slapping an examine signal registration on the component. Adds fire particles to items thanks to Lemon's PR: https://github.com/tgstation/tgstation/pull/74524 ## Why It's Good For The Game Particles look cool   Bugfixes are good Code improvements are good ## Changelog 🆑 add: Burning items now get (small) smoke particles. Sick. fix: Burning objects now clear their burning overlay properly. qol: Examining burning objects will always tell you that they are burning. /🆑 --------- Co-authored-by: san7890 <the@san7890.com>
182 lines
6.0 KiB
Plaintext
182 lines
6.0 KiB
Plaintext
///how many fire stacks are applied when you step into a bonfire
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#define BONFIRE_FIRE_STACK_STRENGTH 5
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/**
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* ## BONFIRES
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*
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* 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,
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* salem style. Keeping the fire on requires oxygen. You can dismantle the bonfire back into logs when it is unignited.
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*/
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/obj/structure/bonfire
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name = "bonfire"
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desc = "For grilling, broiling, charring, smoking, heating, roasting, toasting, simmering, searing, melting, and occasionally burning things."
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icon = 'icons/obj/hydroponics/equipment.dmi'
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icon_state = "bonfire"
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light_color = LIGHT_COLOR_FIRE
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density = FALSE
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anchored = TRUE
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buckle_lying = 0
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pass_flags_self = PASSTABLE | LETPASSTHROW
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///is the bonfire lit?
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var/burning = FALSE
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///icon for the bonfire while on. for a softer more burning embers icon, use "bonfire_warm"
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var/burn_icon = "bonfire_on_fire"
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///if the bonfire has a grill attached
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var/grill = FALSE
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/obj/structure/bonfire/dense
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density = TRUE
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/obj/structure/bonfire/prelit/Initialize(mapload)
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. = ..()
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start_burning()
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/obj/structure/bonfire/Initialize(mapload)
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. = ..()
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/structure/bonfire/attackby(obj/item/used_item, mob/living/user, params)
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if(istype(used_item, /obj/item/stack/rods) && !can_buckle && !grill)
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var/obj/item/stack/rods/rods = used_item
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var/choice = tgui_alert(user, "What would you like to construct?", "Bonfire", list("Stake","Grill"))
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if(isnull(choice))
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return
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rods.use(1)
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switch(choice)
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if("Stake")
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can_buckle = TRUE
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buckle_requires_restraints = TRUE
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to_chat(user, span_notice("You add a rod to \the [src]."))
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var/mutable_appearance/rod_underlay = mutable_appearance('icons/obj/hydroponics/equipment.dmi', "bonfire_rod")
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rod_underlay.pixel_y = 16
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underlays += rod_underlay
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if("Grill")
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grill = TRUE
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to_chat(user, span_notice("You add a grill to \the [src]."))
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add_overlay("bonfire_grill")
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else
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return ..()
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if(used_item.get_temperature())
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start_burning()
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if(grill)
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if(istype(used_item, /obj/item/melee/roastingstick))
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return FALSE
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if(!user.combat_mode && !(used_item.item_flags & ABSTRACT))
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if(user.temporarilyRemoveItemFromInventory(used_item))
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used_item.forceMove(get_turf(src))
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var/list/modifiers = params2list(params)
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//Center the icon where the user clicked.
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if(!LAZYACCESS(modifiers, ICON_X) || !LAZYACCESS(modifiers, ICON_Y))
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return
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//Clamp it so that the icon never moves more than 16 pixels in either direction (thus leaving the table turf)
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used_item.pixel_x = used_item.base_pixel_x + clamp(text2num(LAZYACCESS(modifiers, ICON_X)) - 16, -(world.icon_size/2), world.icon_size/2)
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used_item.pixel_y = used_item.base_pixel_y + clamp(text2num(LAZYACCESS(modifiers, ICON_Y)) - 16, -(world.icon_size/2), world.icon_size/2)
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else
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return ..()
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/obj/structure/bonfire/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(burning)
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to_chat(user, span_warning("You need to extinguish [src] before removing the logs!"))
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return
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if(!has_buckled_mobs() && do_after(user, 50, target = src))
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for(var/obj/item/grown/log/bonfire_log in contents)
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bonfire_log.forceMove(drop_location())
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bonfire_log.pixel_x += rand(1,4)
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bonfire_log.pixel_y += rand(1,4)
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if(can_buckle || grill)
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new /obj/item/stack/rods(loc, 1)
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qdel(src)
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return
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/obj/structure/bonfire/proc/check_oxygen()
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if(isopenturf(loc))
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var/turf/open/bonfire_turf = loc
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if(bonfire_turf.air)
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var/loc_gases = bonfire_turf.air.gases
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if(loc_gases[/datum/gas/oxygen] && loc_gases[/datum/gas/oxygen][MOLES] >= 5)
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return TRUE
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return FALSE
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/obj/structure/bonfire/proc/start_burning()
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if(burning || !check_oxygen())
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return
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icon_state = burn_icon
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burning = TRUE
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set_light(6)
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bonfire_burn()
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particles = new /particles/bonfire()
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START_PROCESSING(SSobj, src)
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/obj/structure/bonfire/fire_act(exposed_temperature, exposed_volume)
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start_burning()
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/obj/structure/bonfire/proc/on_entered(datum/source, atom/movable/entered)
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SIGNAL_HANDLER
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if(burning)
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if(!grill)
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bonfire_burn()
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return
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//Not currently burning, let's see if we can ignite it.
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if(isliving(entered))
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var/mob/living/burning_body = entered
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if(burning_body.on_fire)
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start_burning()
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visible_message(span_notice("[entered] runs over [src], starting its fire!"))
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else if(entered.resistance_flags & ON_FIRE)
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start_burning()
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visible_message(span_notice("[entered]'s fire spreads to [src], setting it ablaze!"))
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/obj/structure/bonfire/proc/bonfire_burn(seconds_per_tick = 2)
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var/turf/current_location = get_turf(src)
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if(!grill)
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current_location.hotspot_expose(1000, 250 * seconds_per_tick, 1)
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for(var/burn_target in current_location)
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if(burn_target == src)
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continue
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else if(isliving(burn_target))
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var/mob/living/burn_victim = burn_target
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burn_victim.adjust_fire_stacks(BONFIRE_FIRE_STACK_STRENGTH * 0.5 * seconds_per_tick)
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burn_victim.ignite_mob()
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else
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var/atom/movable/burned_movable = burn_target
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if(grill && isitem(burned_movable))
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var/obj/item/grilled_item = burned_movable
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SEND_SIGNAL(grilled_item, COMSIG_ITEM_GRILL_PROCESS, src, seconds_per_tick) //Not a big fan, maybe make this use fire_act() in the future.
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continue
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burned_movable.fire_act(1000, 250 * seconds_per_tick)
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/obj/structure/bonfire/process(seconds_per_tick)
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if(!check_oxygen())
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extinguish()
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return
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bonfire_burn(seconds_per_tick)
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/obj/structure/bonfire/extinguish()
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. = ..()
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if(!burning)
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return
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icon_state = "bonfire"
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burning = FALSE
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set_light(0)
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QDEL_NULL(particles)
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STOP_PROCESSING(SSobj, src)
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/obj/structure/bonfire/buckle_mob(mob/living/buckled_mob, force = FALSE, check_loc = TRUE)
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if(..())
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buckled_mob.pixel_y += 13
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/obj/structure/bonfire/unbuckle_mob(mob/living/buckled_mob, force = FALSE, can_fall = TRUE)
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if(..())
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buckled_mob.pixel_y -= 13
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#undef BONFIRE_FIRE_STACK_STRENGTH
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