Files
Bubberstation/code/datums/status_effects/debuffs/fire_stacks.dm
ChungusGamer666 b9b19bd6e1 Lighting object oddities (#76009)
## 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
2023-06-20 06:08:29 +00:00

313 lines
8.7 KiB
Plaintext

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