Chem smoke refactor

This commit is contained in:
mwerezak
2015-10-16 01:07:31 -04:00
parent e8d6772523
commit 47ace5ed3e
2 changed files with 60 additions and 36 deletions

View File

@@ -4,26 +4,40 @@
/obj/effect/effect/smoke/chem
icon = 'icons/effects/chemsmoke.dmi'
opacity = 0
layer = 6
time_to_live = 300
pass_flags = PASSTABLE | PASSGRILLE | PASSGLASS //PASSGLASS is fine here, it's just so the visual effect can "flow" around glass
var/splash_amount = 10 //atoms moving through a smoke cloud get splashed with up to 10 units of reagent
var/turf/destination
/obj/effect/effect/smoke/chem/New(var/newloc, turf/dest = null)
//Calculate time to live
var/pressure = 0
var/datum/gas_mixture/environment = loc.return_air()
if(environment) pressure = environment.return_pressure()
time_to_live = max(5, time_to_live*min(pressure/(ONE_ATMOSPHERE/3), 1))
/obj/effect/effect/smoke/chem/New(var/newloc, smoke_duration, turf/dest_turf = null, icon/cached_icon = null)
time_to_live = smoke_duration
..()
create_reagents(500)
destination = dest
if(cached_icon)
icon = cached_icon
set_dir(pick(cardinal))
pixel_x = -32 + rand(-8, 8)
pixel_y = -32 + rand(-8, 8)
//switching opacity on after the smoke has spawned, and then turning it off before it is deleted results in cleaner
//lighting and view range updates (Is this still true with the new lighting system?)
opacity = 1
//float over to our destination, if we have one
destination = dest_turf
if(destination)
walk_to(src, destination)
/obj/effect/effect/smoke/chem/Destroy()
opacity = 0
fadeOut()
..()
/obj/effect/effect/smoke/chem/Move()
var/list/oldlocs = view(1, src)
. = ..()
@@ -41,6 +55,25 @@
if(!istype(AM, /obj/effect/effect/smoke/chem))
reagents.splash(AM, splash_amount, copy = 1)
/obj/effect/effect/smoke/chem/proc/initial_splash()
for(var/turf/T in view(1, src))
for(var/atom/movable/AM in T)
if(!istype(AM, /obj/effect/effect/smoke/chem))
reagents.splash(AM, splash_amount, copy = 1)
// Fades out the smoke smoothly using it's alpha variable.
/obj/effect/effect/smoke/chem/proc/fadeOut(var/frames = 16)
if(!alpha) return //already transparent
frames = max(frames, 1) //We will just assume that by 0 frames, the coder meant "during one frame".
var/alpha_step = round(alpha / frames)
while(alpha > 0)
alpha = max(0, alpha - alpha_step)
sleep(world.tick_lag)
/////////////////////////////////////////////
// Chem Smoke Effect System
/////////////////////////////////////////////
/datum/effect/effect/system/smoke_spread/chem
smoke_type = /obj/effect/effect/smoke/chem
var/obj/chemholder
@@ -144,13 +177,21 @@
else
I = icon('icons/effects/96x96.dmi', "smoke")
//Calculate smoke duration
var/smoke_duration = 150
var/pressure = 0
var/datum/gas_mixture/environment = location.return_air()
if(environment) pressure = environment.return_pressure()
smoke_duration = between(5, smoke_duration*pressure/(ONE_ATMOSPHERE/3), smoke_duration)
var/const/arcLength = 2.3559 //distance between each smoke cloud
for(var/i = 0, i < range, i++) //calculate positions for smoke coverage - then spawn smoke
var/radius = i * 1.5
if(!radius)
spawn(0)
spawnSmoke(location, I, 1)
spawnSmoke(location, I, 1, 1)
continue
var/offset = 0
@@ -175,43 +216,26 @@
// Randomizes and spawns the smoke effect.
// Also handles deleting the smoke once the effect is finished.
//------------------------------------------
/datum/effect/effect/system/smoke_spread/chem/proc/spawnSmoke(var/turf/T, var/icon/I, var/dist = 1, var/obj/effect/effect/smoke/chem/passed_smoke)
/datum/effect/effect/system/smoke_spread/chem/proc/spawnSmoke(var/turf/T, var/icon/I, var/smoke_duration, var/dist = 1, var/splash_initial=0, var/obj/effect/effect/smoke/chem/passed_smoke)
var/obj/effect/effect/smoke/chem/smoke
if(passed_smoke)
smoke = passed_smoke
else
smoke = PoolOrNew(/obj/effect/effect/smoke/chem, list(location, T))
smoke = PoolOrNew(/obj/effect/effect/smoke/chem, list(location, smoke_duration + rand(0, 20), T, I))
if(chemholder.reagents.reagent_list.len)
chemholder.reagents.trans_to_obj(smoke, chemholder.reagents.total_volume / dist, copy = 1) //copy reagents to the smoke so mob/breathe() can handle inhaling the reagents
smoke.icon = I
smoke.layer = 6
smoke.set_dir(pick(cardinal))
smoke.pixel_x = -32 + rand(-8, 8)
smoke.pixel_y = -32 + rand(-8, 8)
smoke.opacity = 1 //switching opacity on after the smoke has spawned, and then
sleep(150+rand(0,20)) // turning it off before it is deleted results in cleaner
smoke.opacity = 0 // lighting and view range updates
fadeOut(smoke)
qdel(src)
//Kinda ugly, but needed unless the system is reworked
if(splash_initial)
smoke.initial_splash()
/datum/effect/effect/system/smoke_spread/chem/spores/spawnSmoke(var/turf/T, var/icon/I, var/dist = 1)
/datum/effect/effect/system/smoke_spread/chem/spores/spawnSmoke(var/turf/T, var/smoke_duration, var/icon/I, var/dist = 1)
var/obj/effect/effect/smoke/chem/spores = PoolOrNew(/obj/effect/effect/smoke/chem, location)
spores.name = "cloud of [seed.seed_name] [seed.seed_noun]"
..(T, I, dist, spores)
/datum/effect/effect/system/smoke_spread/chem/proc/fadeOut(var/atom/A, var/frames = 16) // Fades out the smoke smoothly using it's alpha variable.
if(A.alpha == 0) //Handle already transparent case
return
if(frames == 0)
frames = 1 //We will just assume that by 0 frames, the coder meant "during one frame".
var/step = A.alpha / frames
for(var/i = 0, i < frames, i++)
A.alpha -= step
sleep(world.tick_lag)
return
..(T, I, smoke_duration, dist, spores)
/datum/effect/effect/system/smoke_spread/chem/proc/smokeFlow() // Smoke pathfinder. Uses a flood fill method based on zones to quickly check what turfs the smoke (airflow) can actually reach.