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CHOMPStation2/code/game/objects/effects/effect_system.dm
2014-07-02 22:36:49 +02:00

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/* This is an attempt to make some easily reusable "particle" type effect, to stop the code
constantly having to be rewritten. An item like the jetpack that uses the ion_trail_follow system, just has one
defined, then set up when it is created with New(). Then this same system can just be reused each time
it needs to create more trails.A beaker could have a steam_trail_follow system set up, then the steam
would spawn and follow the beaker, even if it is carried or thrown.
*/
/obj/effect/effect
name = "effect"
icon = 'icons/effects/effects.dmi'
mouse_opacity = 0
unacidable = 1//So effect are not targeted by alien acid.
flags = TABLEPASS
/obj/effect/effect/water
name = "water"
icon = 'icons/effects/effects.dmi'
icon_state = "extinguish"
var/life = 15.0
flags = TABLEPASS
mouse_opacity = 0
/obj/effect/proc/delete()
loc = null
if(reagents)
reagents.delete()
return
/obj/effect/effect/water/Move(turf/newloc)
//var/turf/T = src.loc
//if (istype(T, /turf))
// T.firelevel = 0 //TODO: FIX
if (--src.life < 1)
//SN src = null
delete()
if(newloc.density)
return 0
.=..()
/obj/effect/effect/water/Bump(atom/A)
if(reagents)
reagents.reaction(A)
return ..()
/datum/effect/effect/system
var/number = 3
var/cardinals = 0
var/turf/location
var/atom/holder
var/setup = 0
proc/set_up(n = 3, c = 0, turf/loc)
if(n > 10)
n = 10
number = n
cardinals = c
location = loc
setup = 1
proc/attach(atom/atom)
holder = atom
proc/start()
/////////////////////////////////////////////
// GENERIC STEAM SPREAD SYSTEM
//Usage: set_up(number of bits of steam, use North/South/East/West only, spawn location)
// The attach(atom/atom) proc is optional, and can be called to attach the effect
// to something, like a smoking beaker, so then you can just call start() and the steam
// will always spawn at the items location, even if it's moved.
/* Example:
var/datum/effect/system/steam_spread/steam = new /datum/effect/system/steam_spread() -- creates new system
steam.set_up(5, 0, mob.loc) -- sets up variables
OPTIONAL: steam.attach(mob)
steam.start() -- spawns the effect
*/
/////////////////////////////////////////////
/obj/effect/effect/steam
name = "steam"
icon = 'icons/effects/effects.dmi'
icon_state = "extinguish"
density = 0
/datum/effect/effect/system/steam_spread
set_up(n = 3, c = 0, turf/loc)
if(n > 10)
n = 10
number = n
cardinals = c
location = loc
start()
var/i = 0
for(i=0, i<src.number, i++)
spawn(0)
if(holder)
src.location = get_turf(holder)
var/obj/effect/effect/steam/steam = new /obj/effect/effect/steam(src.location)
var/direction
if(src.cardinals)
direction = pick(cardinal)
else
direction = pick(alldirs)
for(i=0, i<pick(1,2,3), i++)
sleep(5)
step(steam,direction)
spawn(20)
steam.delete()
/////////////////////////////////////////////
//SPARK SYSTEM (like steam system)
// The attach(atom/atom) proc is optional, and can be called to attach the effect
// to something, like the RCD, so then you can just call start() and the sparks
// will always spawn at the items location.
/////////////////////////////////////////////
/obj/effect/effect/sparks
name = "sparks"
icon_state = "sparks"
var/amount = 6.0
anchored = 1.0
mouse_opacity = 0
/obj/effect/effect/sparks/New()
..()
playsound(src.loc, "sparks", 100, 1)
var/turf/T = src.loc
if (istype(T, /turf))
T.hotspot_expose(1000,100)
spawn (100)
delete()
return
/obj/effect/effect/sparks/Del()
var/turf/T = src.loc
if (istype(T, /turf))
T.hotspot_expose(1000,100)
..()
return
/obj/effect/effect/sparks/Move()
..()
var/turf/T = src.loc
if (istype(T, /turf))
T.hotspot_expose(1000,100)
return
/datum/effect/effect/system/spark_spread
var/total_sparks = 0 // To stop it being spammed and lagging!
set_up(n = 3, c = 0, loca)
if(n > 10)
n = 10
number = n
cardinals = c
if(istype(loca, /turf/))
location = loca
else
location = get_turf(loca)
start()
var/i = 0
for(i=0, i<src.number, i++)
if(src.total_sparks > 20)
return
spawn(0)
if(holder)
src.location = get_turf(holder)
var/obj/effect/effect/sparks/sparks = new /obj/effect/effect/sparks(src.location)
src.total_sparks++
var/direction
if(src.cardinals)
direction = pick(cardinal)
else
direction = pick(alldirs)
for(i=0, i<pick(1,2,3), i++)
sleep(5)
step(sparks,direction)
spawn(20)
if(sparks)
sparks.delete()
src.total_sparks--
/////////////////////////////////////////////
//// SMOKE SYSTEMS
// direct can be optinally added when set_up, to make the smoke always travel in one direction
// in case you wanted a vent to always smoke north for example
/////////////////////////////////////////////
/obj/effect/effect/smoke
name = "smoke"
icon_state = "smoke"
opacity = 1
anchored = 0.0
mouse_opacity = 0
var/amount = 6.0
var/time_to_live = 100
//Remove this bit to use the old smoke
icon = 'icons/effects/96x96.dmi'
pixel_x = -32
pixel_y = -32
/obj/effect/effect/smoke/New()
..()
spawn (time_to_live)
delete()
return
/obj/effect/effect/smoke/HasEntered(mob/living/carbon/M as mob )
..()
if(istype(M))
affect(M)
/obj/effect/effect/smoke/proc/affect(var/mob/living/carbon/M)
if (istype(M))
return 0
if (M.internal != null && M.wear_mask && (M.wear_mask.flags & MASKINTERNALS))
return 0
return 1
/////////////////////////////////////////////
// Bad smoke
/////////////////////////////////////////////
/obj/effect/effect/smoke/bad
time_to_live = 200
/obj/effect/effect/smoke/bad/Move()
..()
for(var/mob/living/carbon/M in get_turf(src))
affect(M)
/obj/effect/effect/smoke/bad/affect(var/mob/living/carbon/M)
if (!..())
return 0
M.drop_item()
M.adjustOxyLoss(1)
if (M.coughedtime != 1)
M.coughedtime = 1
M.emote("cough")
spawn ( 20 )
M.coughedtime = 0
/obj/effect/effect/smoke/bad/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
if(istype(mover, /obj/item/projectile/beam))
var/obj/item/projectile/beam/B = mover
B.damage = (B.damage/2)
return 1
/////////////////////////////////////////////
// Sleep smoke
/////////////////////////////////////////////
/obj/effect/effect/smoke/sleepy
/obj/effect/effect/smoke/sleepy/Move()
..()
for(var/mob/living/carbon/M in get_turf(src))
affect(M)
/obj/effect/effect/smoke/sleepy/affect(mob/living/carbon/M as mob )
if (!..())
return 0
M.drop_item()
M:sleeping += 1
if (M.coughedtime != 1)
M.coughedtime = 1
M.emote("cough")
spawn ( 20 )
M.coughedtime = 0
/////////////////////////////////////////////
// Mustard Gas
/////////////////////////////////////////////
/obj/effect/effect/smoke/mustard
name = "mustard gas"
icon_state = "mustard"
/obj/effect/effect/smoke/mustard/Move()
..()
for(var/mob/living/carbon/human/R in get_turf(src))
affect(R)
/obj/effect/effect/smoke/mustard/affect(var/mob/living/carbon/human/R)
if (!..())
return 0
if (R.wear_suit != null)
return 0
R.burn_skin(0.75)
if (R.coughedtime != 1)
R.coughedtime = 1
R.emote("gasp")
spawn (20)
R.coughedtime = 0
R.updatehealth()
return
/////////////////////////////////////////////
// Smoke spread
/////////////////////////////////////////////
/datum/effect/effect/system/smoke_spread
var/total_smoke = 0 // To stop it being spammed and lagging!
var/direction
var/smoke_type = /obj/effect/effect/smoke
/datum/effect/effect/system/smoke_spread/set_up(n = 5, c = 0, loca, direct)
if(n > 10)
n = 10
number = n
cardinals = c
if(istype(loca, /turf/))
location = loca
else
location = get_turf(loca)
if(direct)
direction = direct
/datum/effect/effect/system/smoke_spread/start()
var/i = 0
for(i=0, i<src.number, i++)
if(src.total_smoke > 20)
return
spawn(0)
if(holder)
src.location = get_turf(holder)
var/obj/effect/effect/smoke/smoke = new smoke_type(src.location)
src.total_smoke++
var/direction = src.direction
if(!direction)
if(src.cardinals)
direction = pick(cardinal)
else
direction = pick(alldirs)
for(i=0, i<pick(0,1,1,1,2,2,2,3), i++)
sleep(10)
step(smoke,direction)
spawn(smoke.time_to_live*0.75+rand(10,30))
if (smoke) smoke.delete()
src.total_smoke--
/datum/effect/effect/system/smoke_spread/bad
smoke_type = /obj/effect/effect/smoke/bad
/datum/effect/effect/system/smoke_spread/sleepy
smoke_type = /obj/effect/effect/smoke/sleepy
/datum/effect/effect/system/smoke_spread/mustard
smoke_type = /obj/effect/effect/smoke/mustard
/////////////////////////////////////////////
//////// Attach an Ion trail to any object, that spawns when it moves (like for the jetpack)
/// just pass in the object to attach it to in set_up
/// Then do start() to start it and stop() to stop it, obviously
/// and don't call start() in a loop that will be repeated otherwise it'll get spammed!
/////////////////////////////////////////////
/obj/effect/effect/ion_trails
name = "ion trails"
icon_state = "ion_trails"
anchored = 1.0
/datum/effect/effect/system/ion_trail_follow
var/turf/oldposition
var/processing = 1
var/on = 1
set_up(atom/atom)
attach(atom)
oldposition = get_turf(atom)
start()
if(!src.on)
src.on = 1
src.processing = 1
if(src.processing)
src.processing = 0
spawn(0)
var/turf/T = get_turf(src.holder)
if(T != src.oldposition)
if(istype(T, /turf/space))
var/obj/effect/effect/ion_trails/I = new /obj/effect/effect/ion_trails(src.oldposition)
src.oldposition = T
I.dir = src.holder.dir
flick("ion_fade", I)
I.icon_state = "blank"
spawn( 20 )
I.delete()
spawn(2)
if(src.on)
src.processing = 1
src.start()
else
spawn(2)
if(src.on)
src.processing = 1
src.start()
proc/stop()
src.processing = 0
src.on = 0
/////////////////////////////////////////////
//////// Attach a steam trail to an object (eg. a reacting beaker) that will follow it
// even if it's carried of thrown.
/////////////////////////////////////////////
/datum/effect/effect/system/steam_trail_follow
var/turf/oldposition
var/processing = 1
var/on = 1
set_up(atom/atom)
attach(atom)
oldposition = get_turf(atom)
start()
if(!src.on)
src.on = 1
src.processing = 1
if(src.processing)
src.processing = 0
spawn(0)
if(src.number < 3)
var/obj/effect/effect/steam/I = new /obj/effect/effect/steam(src.oldposition)
src.number++
src.oldposition = get_turf(holder)
I.dir = src.holder.dir
spawn(10)
I.delete()
src.number--
spawn(2)
if(src.on)
src.processing = 1
src.start()
else
spawn(2)
if(src.on)
src.processing = 1
src.start()
proc/stop()
src.processing = 0
src.on = 0
// Foam
// Similar to smoke, but spreads out more
// metal foams leave behind a foamed metal wall
/obj/effect/effect/foam
name = "foam"
icon_state = "foam"
opacity = 0
anchored = 1
density = 0
layer = OBJ_LAYER + 0.9
mouse_opacity = 0
var/amount = 3
var/expand = 1
animate_movement = 0
var/metal = 0
/obj/effect/effect/foam/New(loc, var/ismetal=0)
..(loc)
icon_state = "[ismetal ? "m":""]foam"
metal = ismetal
playsound(src, 'sound/effects/bubbles2.ogg', 80, 1, -3)
spawn(3 + metal*3)
process()
checkReagents()
spawn(120)
processing_objects.Remove(src)
sleep(30)
if(metal)
var/obj/structure/foamedmetal/M = new(src.loc)
M.metal = metal
M.updateicon()
flick("[icon_state]-disolve", src)
sleep(5)
delete()
return
// transfer any reagents to the floor
/obj/effect/effect/foam/proc/checkReagents()
if(!metal && reagents)
for(var/atom/A in src.loc.contents)
if(A == src)
continue
reagents.reaction(A, 1, 1)
/obj/effect/effect/foam/process()
if(--amount < 0)
return
for(var/direction in cardinal)
var/turf/T = get_step(src,direction)
if(!T)
continue
if(!T.Enter(src))
continue
var/obj/effect/effect/foam/F = locate() in T
if(F)
continue
F = new(T, metal)
F.amount = amount
if(!metal)
F.create_reagents(10)
if (reagents)
for(var/datum/reagent/R in reagents.reagent_list)
F.reagents.add_reagent(R.id, 1, safety = 1) //added safety check since reagents in the foam have already had a chance to react
// foam disolves when heated
// except metal foams
/obj/effect/effect/foam/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(!metal && prob(max(0, exposed_temperature - 475)))
flick("[icon_state]-disolve", src)
spawn(5)
delete()
/obj/effect/effect/foam/HasEntered(var/atom/movable/AM)
if(metal)
return
if (istype(AM, /mob/living/carbon))
var/mob/M = AM
if (istype(M, /mob/living/carbon/human) && (istype(M:shoes, /obj/item/clothing/shoes) && M:shoes.flags&NOSLIP) || M.buckled)
return
M.stop_pulling()
M << "\blue You slipped on the foam!"
playsound(src.loc, 'sound/misc/slip.ogg', 50, 1, -3)
M.Stun(5)
M.Weaken(2)
/datum/effect/effect/system/foam_spread
var/amount = 5 // the size of the foam spread.
var/list/carried_reagents // the IDs of reagents present when the foam was mixed
var/metal = 0 // 0=foam, 1=metalfoam, 2=ironfoam
set_up(amt=5, loca, var/datum/reagents/carry = null, var/metalfoam = 0)
amount = round(sqrt(amt / 3), 1)
if(istype(loca, /turf/))
location = loca
else
location = get_turf(loca)
carried_reagents = list()
metal = metalfoam
// bit of a hack here. Foam carries along any reagent also present in the glass it is mixed
// with (defaults to water if none is present). Rather than actually transfer the reagents,
// this makes a list of the reagent ids and spawns 1 unit of that reagent when the foam disolves.
if(carry && !metal)
for(var/datum/reagent/R in carry.reagent_list)
carried_reagents += R.id
start()
spawn(0)
var/obj/effect/effect/foam/F = locate() in location
if(F)
F.amount += amount
return
F = new(src.location, metal)
F.amount = amount
if(!metal) // don't carry other chemicals if a metal foam
F.create_reagents(10)
if(carried_reagents)
for(var/id in carried_reagents)
F.reagents.add_reagent(id, 1, null, 1) //makes a safety call because all reagents should have already reacted anyway
else
F.reagents.add_reagent("water", 1, safety = 1)
// wall formed by metal foams
// dense and opaque, but easy to break
/obj/structure/foamedmetal
icon = 'icons/effects/effects.dmi'
icon_state = "metalfoam"
density = 1
opacity = 1 // changed in New()
anchored = 1
name = "foamed metal"
desc = "A lightweight foamed metal wall."
var/metal = 1 // 1=aluminum, 2=iron
New()
..()
update_nearby_tiles(1)
Del()
density = 0
update_nearby_tiles(1)
..()
proc/updateicon()
if(metal == 1)
icon_state = "metalfoam"
else
icon_state = "ironfoam"
ex_act(severity)
del(src)
blob_act()
del(src)
bullet_act()
if(metal==1 || prob(50))
del(src)
attack_paw(var/mob/user)
attack_hand(user)
return
attack_hand(var/mob/user)
if ((HULK in user.mutations) || (prob(75 - metal*25)))
user << "\blue You smash through the metal foam wall."
for(var/mob/O in oviewers(user))
if ((O.client && !( O.blinded )))
O << "\red [user] smashes through the foamed metal."
del(src)
else
user << "\blue You hit the metal foam but bounce off it."
return
attackby(var/obj/item/I, var/mob/user)
if (istype(I, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = I
G.affecting.loc = src.loc
for(var/mob/O in viewers(src))
if (O.client)
O << "\red [G.assailant] smashes [G.affecting] through the foamed metal wall."
del(I)
del(src)
return
if(prob(I.force*20 - metal*25))
user << "\blue You smash through the foamed metal with \the [I]."
for(var/mob/O in oviewers(user))
if ((O.client && !( O.blinded )))
O << "\red [user] smashes through the foamed metal."
del(src)
else
user << "\blue You hit the metal foam to no effect."
CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
if(air_group) return 0
return !density
proc/update_nearby_tiles(need_rebuild)
if(!air_master)
return 0
air_master.mark_for_update(get_turf(src))
return 1
/datum/effect/effect/system/reagents_explosion
var/amount // TNT equivalent
var/flashing = 0 // does explosion creates flash effect?
var/flashing_factor = 0 // factor of how powerful the flash effect relatively to the explosion
set_up (amt, loc, flash = 0, flash_fact = 0)
amount = amt
if(istype(loc, /turf/))
location = loc
else
location = get_turf(loc)
flashing = flash
flashing_factor = flash_fact
return
start()
if (amount <= 2)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(2, 1, location)
s.start()
for(var/mob/M in viewers(5, location))
M << "\red The solution violently explodes."
for(var/mob/M in viewers(1, location))
if (prob (50 * amount))
M << "\red The explosion knocks you down."
M.Weaken(rand(1,5))
return
else
var/devastation = -1
var/heavy = -1
var/light = -1
var/flash = -1
// Clamp all values to MAX_EXPLOSION_RANGE
if (round(amount/12) > 0)
devastation = min (MAX_EXPLOSION_RANGE, devastation + round(amount/12))
if (round(amount/6) > 0)
heavy = min (MAX_EXPLOSION_RANGE, heavy + round(amount/6))
if (round(amount/3) > 0)
light = min (MAX_EXPLOSION_RANGE, light + round(amount/3))
if (flash && flashing_factor)
flash += (round(amount/4) * flashing_factor)
for(var/mob/M in viewers(8, location))
M << "\red The solution violently explodes."
explosion(location, devastation, heavy, light, flash)
proc/holder_damage(var/atom/holder)
if(holder)
var/dmglevel = 4
if (round(amount/8) > 0)
dmglevel = 1
else if (round(amount/4) > 0)
dmglevel = 2
else if (round(amount/2) > 0)
dmglevel = 3
if(dmglevel<4) holder.ex_act(dmglevel)