mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-04 05:51:54 +00:00
This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made. Some fire related is moved away from species(what the fuck was it even doing there) into these as well. Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient. Also changed some related proc names to be snake_case like everything should be. This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good. Nothing to argue about since there's nothing player-facing
196 lines
6.3 KiB
Plaintext
196 lines
6.3 KiB
Plaintext
///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 = tgui_alert(user, "What would you like to construct?", "Bonfire", list("Stake","Grill"))
|
|
if(isnull(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)
|
|
if(!grill)
|
|
bonfire_burn()
|
|
return
|
|
|
|
//Not currently burning, let's see if we can ignite it.
|
|
if(isliving(entered))
|
|
var/mob/living/burning_body = entered
|
|
if(burning_body.on_fire)
|
|
start_burning()
|
|
visible_message(span_notice("[entered] runs over [src], starting its fire!"))
|
|
|
|
else if(entered.resistance_flags & ON_FIRE)
|
|
start_burning()
|
|
visible_message(span_notice("[entered]'s fire speads to [src], setting it ablaze!"))
|
|
|
|
/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.ignite_mob()
|
|
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, can_fall = TRUE)
|
|
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)
|