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## About The Pull Request Fire stacks status effect no longer uses a weakref for the mob light, I am pretty sure there was no real reason to use a weakref there. Deleted weird luminescent glow dummy, now it just uses the standard moblight obj. Put all /obj/effect/dummy/lighting_obj together in a single file and added a comment explaining why they exist. (I severely dislike the /obj/effect/dummy typepath, but I am very much unsure if just replacing all of them with /obj/effect/abstract would break shit) ## Why It's Good For The Game Code organization good
313 lines
8.7 KiB
Plaintext
313 lines
8.7 KiB
Plaintext
/datum/status_effect/fire_handler
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duration = -1
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alert_type = null
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status_type = STATUS_EFFECT_REFRESH //Custom code
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on_remove_on_mob_delete = TRUE
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tick_interval = 2 SECONDS
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/// Current amount of stacks we have
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var/stacks
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/// Maximum of stacks that we could possibly get
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var/stack_limit = 20
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/// What status effect types do we remove uppon being applied. These are just deleted without any deduction from our or their stacks when forced.
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var/list/enemy_types
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/// What status effect types do we merge into if they exist. Ignored when forced.
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var/list/merge_types
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/// What status effect types do we override if they exist. These are simply deleted when forced.
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var/list/override_types
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/// For how much firestacks does one our stack count
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var/stack_modifier = 1
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/// A particle effect, for things like embers - Should be set on update_particles()
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var/obj/effect/abstract/particle_holder/particle_effect
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/datum/status_effect/fire_handler/refresh(mob/living/new_owner, new_stacks, forced = FALSE)
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if(forced)
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set_stacks(new_stacks)
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else
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adjust_stacks(new_stacks)
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/datum/status_effect/fire_handler/on_creation(mob/living/new_owner, new_stacks, forced = FALSE)
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. = ..()
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if(isanimal(owner))
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qdel(src)
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return
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if(isbasicmob(owner))
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var/mob/living/basic/basic_owner = owner
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if(!(basic_owner.basic_mob_flags & FLAMMABLE_MOB))
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qdel(src)
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return
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owner = new_owner
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set_stacks(new_stacks)
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for(var/enemy_type in enemy_types)
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var/datum/status_effect/fire_handler/enemy_effect = owner.has_status_effect(enemy_type)
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if(enemy_effect)
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if(forced)
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qdel(enemy_effect)
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continue
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var/cur_stacks = stacks
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adjust_stacks(-abs(enemy_effect.stacks * enemy_effect.stack_modifier / stack_modifier))
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enemy_effect.adjust_stacks(-abs(cur_stacks * stack_modifier / enemy_effect.stack_modifier))
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if(enemy_effect.stacks <= 0)
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qdel(enemy_effect)
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if(stacks <= 0)
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qdel(src)
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return
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if(!forced)
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var/list/merge_effects = list()
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for(var/merge_type in merge_types)
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var/datum/status_effect/fire_handler/merge_effect = owner.has_status_effect(merge_type)
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if(merge_effect)
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merge_effects += merge_effects
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if(LAZYLEN(merge_effects))
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for(var/datum/status_effect/fire_handler/merge_effect in merge_effects)
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merge_effect.adjust_stacks(stacks * stack_modifier / merge_effect.stack_modifier / LAZYLEN(merge_effects))
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qdel(src)
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return
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for(var/override_type in override_types)
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var/datum/status_effect/fire_handler/override_effect = owner.has_status_effect(override_type)
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if(override_effect)
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if(forced)
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qdel(override_effect)
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continue
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adjust_stacks(override_effect.stacks)
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qdel(override_effect)
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/datum/status_effect/fire_handler/on_apply()
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. = ..()
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update_particles()
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/datum/status_effect/fire_handler/on_remove()
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if(particle_effect)
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QDEL_NULL(particle_effect)
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return ..()
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/**
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* Updates the particles for the status effects
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* Should be handled by subtypes!
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*/
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/datum/status_effect/fire_handler/proc/update_particles()
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SHOULD_CALL_PARENT(FALSE)
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/**
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* Setter and adjuster procs for firestacks
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*
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* Arguments:
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* - new_stacks
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*
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*/
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/datum/status_effect/fire_handler/proc/set_stacks(new_stacks)
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stacks = max(0, min(stack_limit, new_stacks))
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cache_stacks()
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/datum/status_effect/fire_handler/proc/adjust_stacks(new_stacks)
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stacks = max(0, min(stack_limit, stacks + new_stacks))
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cache_stacks()
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/**
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* Refresher for mob's fire_stacks
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*/
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/datum/status_effect/fire_handler/proc/cache_stacks()
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owner.fire_stacks = 0
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var/was_on_fire = owner.on_fire
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owner.on_fire = FALSE
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for(var/datum/status_effect/fire_handler/possible_fire in owner.status_effects)
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owner.fire_stacks += possible_fire.stacks * possible_fire.stack_modifier
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if(!istype(possible_fire, /datum/status_effect/fire_handler/fire_stacks))
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continue
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var/datum/status_effect/fire_handler/fire_stacks/our_fire = possible_fire
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if(our_fire.on_fire)
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owner.on_fire = TRUE
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if(was_on_fire && !owner.on_fire)
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owner.clear_alert(ALERT_FIRE)
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else if(!was_on_fire && owner.on_fire)
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owner.throw_alert(ALERT_FIRE, /atom/movable/screen/alert/fire)
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/**
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* Used to update owner's effect overlay
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*/
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/datum/status_effect/fire_handler/proc/update_overlay()
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/datum/status_effect/fire_handler/fire_stacks
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id = "fire_stacks" //fire_stacks and wet_stacks should have different IDs or else has_status_effect won't work
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remove_on_fullheal = TRUE
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enemy_types = list(/datum/status_effect/fire_handler/wet_stacks)
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stack_modifier = 1
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/// If we're on fire
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var/on_fire = FALSE
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/// Stores current fire overlay icon state, for optimisation purposes
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var/last_icon_state
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/// Reference to the mob light emitter itself
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var/obj/effect/dummy/lighting_obj/moblight
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/// Type of mob light emitter we use when on fire
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var/moblight_type = /obj/effect/dummy/lighting_obj/moblight/fire
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/datum/status_effect/fire_handler/fire_stacks/tick(seconds_per_tick, times_fired)
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if(stacks <= 0)
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qdel(src)
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return TRUE
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if(!on_fire)
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return TRUE
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adjust_stacks(owner.fire_stack_decay_rate * seconds_per_tick)
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if(stacks <= 0)
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qdel(src)
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return TRUE
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var/datum/gas_mixture/air = owner.loc.return_air()
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if(!air.gases[/datum/gas/oxygen] || air.gases[/datum/gas/oxygen][MOLES] < 1)
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qdel(src)
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return TRUE
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deal_damage(seconds_per_tick, times_fired)
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update_overlay()
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update_particles()
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/datum/status_effect/fire_handler/fire_stacks/update_particles()
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if(on_fire)
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if(!particle_effect)
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particle_effect = new(owner, /particles/embers)
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if(stacks > MOB_BIG_FIRE_STACK_THRESHOLD)
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particle_effect.particles.spawning = 5
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else
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particle_effect.particles.spawning = 1
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else if(particle_effect)
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QDEL_NULL(particle_effect)
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/**
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* Proc that handles damage dealing and all special effects
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*
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* Arguments:
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* - seconds_per_tick
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* - times_fired
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*
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*/
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/datum/status_effect/fire_handler/fire_stacks/proc/deal_damage(seconds_per_tick, times_fired)
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owner.on_fire_stack(seconds_per_tick, times_fired, src)
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var/turf/location = get_turf(owner)
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location.hotspot_expose(700, 25 * seconds_per_tick, TRUE)
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/**
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* Used to deal damage to humans and count their protection.
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*
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* Arguments:
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* - seconds_per_tick
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* - times_fired
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* - no_protection: When set to TRUE, fire will ignore any possible fire protection
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*
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*/
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/datum/status_effect/fire_handler/fire_stacks/proc/harm_human(seconds_per_tick, times_fired, no_protection = FALSE)
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var/mob/living/carbon/human/victim = owner
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var/thermal_protection = victim.get_thermal_protection()
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if(thermal_protection >= FIRE_IMMUNITY_MAX_TEMP_PROTECT && !no_protection)
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return
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if(thermal_protection >= FIRE_SUIT_MAX_TEMP_PROTECT && !no_protection)
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victim.adjust_bodytemperature(5.5 * seconds_per_tick)
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return
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victim.adjust_bodytemperature((BODYTEMP_HEATING_MAX + (stacks * 12)) * 0.5 * seconds_per_tick)
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victim.add_mood_event("on_fire", /datum/mood_event/on_fire)
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victim.add_mob_memory(/datum/memory/was_burning)
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/**
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* Handles mob ignition, should be the only way to set on_fire to TRUE
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*
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* Arguments:
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* - silent: When set to TRUE, no message is displayed
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*
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*/
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/datum/status_effect/fire_handler/fire_stacks/proc/ignite(silent = FALSE)
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if(HAS_TRAIT(owner, TRAIT_NOFIRE))
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return FALSE
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on_fire = TRUE
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if(!silent)
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owner.visible_message(span_warning("[owner] catches fire!"), span_userdanger("You're set on fire!"))
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if(moblight_type)
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if(moblight)
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qdel(moblight)
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moblight = new moblight_type(owner)
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SEND_SIGNAL(owner, COMSIG_LIVING_IGNITED, owner)
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cache_stacks()
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update_overlay()
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update_particles()
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return TRUE
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/**
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* Handles mob extinguishing, should be the only way to set on_fire to FALSE
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*/
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/datum/status_effect/fire_handler/fire_stacks/proc/extinguish()
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QDEL_NULL(moblight)
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on_fire = FALSE
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owner.clear_mood_event("on_fire")
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SEND_SIGNAL(owner, COMSIG_LIVING_EXTINGUISHED, owner)
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cache_stacks()
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update_overlay()
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update_particles()
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for(var/obj/item/equipped in owner.get_equipped_items())
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equipped.extinguish()
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/datum/status_effect/fire_handler/fire_stacks/on_remove()
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if(on_fire)
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extinguish()
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set_stacks(0)
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update_overlay()
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update_particles()
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return ..()
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/datum/status_effect/fire_handler/fire_stacks/update_overlay()
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last_icon_state = owner.update_fire_overlay(stacks, on_fire, last_icon_state)
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/datum/status_effect/fire_handler/fire_stacks/on_apply()
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. = ..()
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update_overlay()
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/obj/effect/dummy/lighting_obj/moblight/fire
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name = "fire"
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light_color = LIGHT_COLOR_FIRE
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light_range = LIGHT_RANGE_FIRE
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/datum/status_effect/fire_handler/wet_stacks
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id = "wet_stacks"
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enemy_types = list(/datum/status_effect/fire_handler/fire_stacks)
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stack_modifier = -1
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/datum/status_effect/fire_handler/wet_stacks/tick(seconds_per_tick)
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adjust_stacks(-0.5 * seconds_per_tick)
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if(stacks <= 0)
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qdel(src)
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/datum/status_effect/fire_handler/wet_stacks/update_particles()
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if(particle_effect)
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return
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particle_effect = new(owner, /particles/droplets)
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