mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 02:09:41 +00:00
236 lines
7.9 KiB
Plaintext
236 lines
7.9 KiB
Plaintext
/////////////////////////////////////////////
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// Chem smoke
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/////////////////////////////////////////////
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/obj/effect/effect/smoke/chem
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icon = 'icons/effects/chemsmoke.dmi'
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opacity = TRUE
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time_to_live = 300
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pass_flags = PASSTABLE | PASSGRILLE | PASSGLASS //PASSGLASS is fine here, it's just so the visual effect can "flow" around glass
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/obj/effect/effect/smoke/chem/Initialize(mapload)
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. = ..()
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create_reagents(500)
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/obj/effect/effect/smoke/chem/Destroy()
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walk(src, 0) // Because we might have called walk_to, we must stop the walk loop or BYOND keeps an internal reference to us forever.
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return ..()
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/obj/effect/effect/smoke/chem/transparent
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opacity = FALSE
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/datum/effect/effect/system/smoke_spread/chem
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smoke_type = /obj/effect/effect/smoke/chem
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var/obj/chemholder
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var/range
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var/list/targetTurfs
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var/list/wallList
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var/density
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var/show_log = 1
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/datum/effect/effect/system/smoke_spread/chem/spores
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show_log = 0
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var/datum/seed/seed
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/datum/effect/effect/system/smoke_spread/chem/spores/New(_seed)
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seed = _seed
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if(!istype(seed))
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CRASH("Invalid seed datum passed! [seed] ([seed?.type])")
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..()
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/datum/effect/effect/system/smoke_spread/chem/blob
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show_log = 0
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smoke_type = /obj/effect/effect/smoke/chem/transparent
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/datum/effect/effect/system/smoke_spread/chem/New()
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..()
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chemholder = new/obj()
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chemholder.create_reagents(500)
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/datum/effect/effect/system/smoke_spread/chem/Destroy()
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QDEL_NULL(chemholder)
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if(targetTurfs)
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targetTurfs.Cut()
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if(wallList)
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wallList.Cut()
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. = ..()
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//Sets up the chem smoke effect
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// Calculates the max range smoke can travel, then gets all turfs in that view range.
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// Culls the selected turfs to a (roughly) circle shape, then calls smokeFlow() to make
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// sure the smoke can actually path to the turfs. This culls any turfs it can't reach.
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/datum/effect/effect/system/smoke_spread/chem/set_up(var/datum/reagents/carry = null, n = 10, c = 0, loca, direct)
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range = n * 0.3
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cardinals = c
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carry.trans_to_obj(chemholder, carry.total_volume, copy = 1)
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if(istype(loca, /turf/))
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location = loca
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else
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location = get_turf(loca)
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if(!location)
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return
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targetTurfs = new()
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//build affected area list
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for(var/turf/T in view(range, location))
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//cull turfs to circle
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if(sqrt((T.x - location.x)**2 + (T.y - location.y)**2) <= range)
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targetTurfs += T
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wallList = new()
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smokeFlow() //pathing check
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//set the density of the cloud - for diluting reagents
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density = max(1, targetTurfs.len / 4) //clamp the cloud density minimum to 1 so it cant multiply the reagents
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//Admin messaging
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var/contained = carry.get_reagents()
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var/area/A = get_area(location)
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var/where = "[A.name] | [location.x], [location.y]"
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var/whereLink = "<A href='byond://?_src_=holder;[HrefToken()];adminplayerobservecoodjump=1;X=[location.x];Y=[location.y];Z=[location.z]'>[where]</a>"
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if(show_log)
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var/print_name = carry.my_atom.forensic_data?.get_lastprint()
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if(print_name)
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var/mob/M = get_mob_by_key(print_name)
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var/more = ""
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if(M)
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more = "(<A href='byond://?_src_=holder;[HrefToken()];adminmoreinfo=\ref[M]'>?</a>)"
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message_admins("A chemical smoke reaction has taken place in ([whereLink]) [contained]. Last associated key is [print_name][more].", 0, 1)
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log_game("A chemical smoke reaction has taken place in ([where]) [contained]. Last associated key is [print_name].")
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else
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message_admins("A chemical smoke reaction has taken place in ([whereLink]). No associated key.", 0, 1)
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log_game("A chemical smoke reaction has taken place in ([where]) [contained]. No associated key.")
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//Runs the chem smoke effect
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// Spawns damage over time loop for each reagent held in the cloud.
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// Applies reagents to walls that affect walls (only thermite and plant-b-gone at the moment).
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// Also calculates target locations to spawn the visual smoke effect on, so the whole area
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// is covered fairly evenly.
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/datum/effect/effect/system/smoke_spread/chem/start()
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if(!location)
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return
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if(chemholder.reagents.reagent_list.len) //reagent application - only run if there are extra reagents in the smoke
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for(var/turf/T in wallList)
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chemholder.reagents.touch_turf(T)
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for(var/turf/T in targetTurfs)
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chemholder.reagents.touch_turf(T)
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for(var/atom/A in T.contents)
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if(istype(A, /obj/effect/effect/smoke/chem) || istype(A, /mob))
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continue
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else if(isobj(A) && !A.simulated)
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chemholder.reagents.touch_obj(A)
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var/color = chemholder.reagents.get_color() //build smoke icon
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var/icon/I
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if(color)
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I = icon('icons/effects/chemsmoke.dmi')
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I += color
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else
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I = icon('icons/effects/96x96.dmi', "smoke")
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var/const/arcLength = 2.3559 //distance between each smoke cloud
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for(var/i = 0, i < range, i++) //calculate positions for smoke coverage - then spawn smoke
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var/radius = i * 1.5
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if(!radius)
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spawnSmoke(location, I, 1)
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continue
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var/offset = 0
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var/points = round((radius * 2 * M_PI) / arcLength)
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var/angle = round(TODEGREES(arcLength / radius), 1)
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if(!ISINTEGER(radius))
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offset = 45 //degrees
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for(var/j = 0, j < points, j++)
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var/a = (angle * j) + offset
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var/x = round(radius * cos(a) + location.x, 1)
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var/y = round(radius * sin(a) + location.y, 1)
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var/turf/T = locate(x,y,location.z)
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if(!T)
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continue
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if(T in targetTurfs)
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spawnSmoke(T, I, range)
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//------------------------------------------
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// Randomizes and spawns the smoke effect.
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// Also handles deleting the smoke once the effect is finished.
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//------------------------------------------
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/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)
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var/obj/effect/effect/smoke/chem/smoke
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if(passed_smoke)
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smoke = passed_smoke
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else
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smoke = new smoke_type(location)
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if(chemholder.reagents.reagent_list.len)
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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
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smoke.icon = I
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smoke.plane = ABOVE_PLANE
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smoke.set_dir(pick(GLOB.cardinal))
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smoke.pixel_x = -32 + rand(-8, 8)
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smoke.pixel_y = -32 + rand(-8, 8)
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walk_to(smoke, T)
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if(initial(smoke.opacity))
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smoke.set_opacity(1) //switching opacity on after the smoke has spawned, and then
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var/lifespan = 150 + rand(0, 20)
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addtimer(CALLBACK(src, PROC_REF(fadeOut), smoke), lifespan)
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/datum/effect/effect/system/smoke_spread/chem/spores/spawnSmoke(var/turf/T, var/icon/I, var/dist = 1)
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var/obj/effect/effect/smoke/chem/spores = new /obj/effect/effect/smoke/chem(location)
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spores.name = "cloud of [seed.seed_name] [seed.seed_noun]"
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..(T, I, dist, spores)
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/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.
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A.set_opacity(0) // lighting and view range updates
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if(A.alpha == 0) //Handle already transparent case
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qdel(A)
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return
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if(frames == 0)
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frames = 1 //We will just assume that by 0 frames, the coder meant "during one frame".
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animate(A, alpha = 0, time = frames)
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(qdel), A), frames, TIMER_UNIQUE)
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/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.
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var/list/pending = new()
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var/list/complete = new()
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pending += location
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while(pending.len)
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for(var/turf/current in pending)
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for(var/D in GLOB.cardinal)
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var/turf/target = get_step(current, D)
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if(wallList)
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if(istype(target, /turf/simulated/wall))
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if(!(target in wallList))
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wallList += target
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continue
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if(target in pending)
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continue
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if(target in complete)
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continue
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if(!(target in targetTurfs))
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continue
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if(current.c_airblock(target)) //this is needed to stop chemsmoke from passing through thin window walls
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continue
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if(target.c_airblock(current))
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continue
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pending += target
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pending -= current
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complete += current
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targetTurfs = complete
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return
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