mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
Comments for lighting: Like sd_DAL (what we used to use), it changes the shading overlays of areas by splitting each type of area into sub-areas by using the var/tag variable and moving turfs into the contents list of the correct sub-area. Unlike sd_DAL however it uses a queueing system. Everytime we call a change to opacity or luminosity (through SetOpacity() or SetLuminosity()) we are simply updating variables and scheduling certain lights/turfs for an update. Actual updates are handled periodically by the lighting_controller. This carries additional overheads, however it means that each thing is changed only once per lighting_controller.processing_interval ticks. Allowing for greater control over how much priority we'd like lighting updates to have. It also makes it possible for us to simply delay updates by setting lighting_controller.processing = 0 at say, the start of a large explosion, waiting for it to finish, and then turning it back on with lighting_controller.processing = 1. Unlike our old system there is a hardcoded maximum luminosity. This is to discourage coders using large luminosity values for dynamic lighting, as the cost of lighting grows rapidly at large luminosity levels (especially when changing opacity at runtime) Also, in order for the queueing system to work, each light remembers the effect it casts on each turf. This is going to have larger memory requirements than our previous system but hopefully it's worth the hassle for the greater control we gain. Besides, there are far far worse uses of needless lists in the game, it'd be worth pruning some of them to offset costs. Known Issues/TODO: admin-spawned turfs will have broken lumcounts. Not willing to fix it at this moment mob luminosity will be lower than expected when one of multiple light sources is dropped after exceeding the maximum luminosity Shuttles still do not have support for dynamic lighting (I hope to fix this at some point) No directional lighting support. Fairly easy to add this and the code is ready. When opening airlocks etc, lighting does not always update to account for the change in opacity. Explosions now cause lighting to cease processing temporarily. Moved controller datums to the code/controllers directory. I plan on standardising them. "Master","Ticker","Lighting","Air","Jobs","Sun","Radio","Supply Shuttle","Emergency Shuttle","Configuration","pAI" controller datums can be accessed via the debug controller verb (used to be the debug master controller verb) Supply shuttle now uses a controller datum. Shuttles tend to arrive up to 30 seconds late, this is not a bug. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4537 316c924e-a436-60f5-8080-3fe189b3f50e
1115 lines
28 KiB
Plaintext
1115 lines
28 KiB
Plaintext
/* This is an attempt to make some easily reusable "particle" type effect, to stop the code
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constantly having to be rewritten. An item like the jetpack that uses the ion_trail_follow system, just has one
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defined, then set up when it is created with New(). Then this same system can just be reused each time
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it needs to create more trails.A beaker could have a steam_trail_follow system set up, then the steam
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would spawn and follow the beaker, even if it is carried or thrown.
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*/
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/obj/effect/effect
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name = "effect"
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icon = 'icons/effects/effects.dmi'
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mouse_opacity = 0
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unacidable = 1//So effect are not targeted by alien acid.
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flags = TABLEPASS
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/obj/effect/effect/water
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name = "water"
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icon = 'icons/effects/effects.dmi'
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icon_state = "extinguish"
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var/life = 15.0
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flags = TABLEPASS
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mouse_opacity = 0
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/obj/effect/effect/smoke
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name = "smoke"
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icon = 'icons/effects/water.dmi'
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icon_state = "smoke"
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opacity = 1
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anchored = 0.0
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mouse_opacity = 0
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var/amount = 8.0
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/obj/effect/effect/water/New()
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..()
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//var/turf/T = src.loc
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//if (istype(T, /turf))
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// T.firelevel = 0 //TODO: FIX
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spawn( 70 )
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del(src)
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return
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return
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/obj/effect/effect/water/Del()
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//var/turf/T = src.loc
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//if (istype(T, /turf))
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// T.firelevel = 0 //TODO: FIX
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..()
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return
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/obj/effect/effect/water/Move(turf/newloc)
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//var/turf/T = src.loc
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//if (istype(T, /turf))
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// T.firelevel = 0 //TODO: FIX
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if (--src.life < 1)
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//SN src = null
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del(src)
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if(newloc.density)
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return 0
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.=..()
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/obj/effect/effect/water/Bump(atom/A)
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if(reagents)
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reagents.reaction(A)
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return ..()
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/datum/effect/effect/system
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var/number = 3
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var/cardinals = 0
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var/turf/location
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var/atom/holder
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var/setup = 0
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proc/set_up(n = 3, c = 0, turf/loc)
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if(n > 10)
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n = 10
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number = n
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cardinals = c
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location = loc
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setup = 1
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proc/attach(atom/atom)
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holder = atom
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proc/start()
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/////////////////////////////////////////////
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// GENERIC STEAM SPREAD SYSTEM
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//Usage: set_up(number of bits of steam, use North/South/East/West only, spawn location)
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// The attach(atom/atom) proc is optional, and can be called to attach the effect
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// to something, like a smoking beaker, so then you can just call start() and the steam
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// will always spawn at the items location, even if it's moved.
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/* Example:
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var/datum/effect/system/steam_spread/steam = new /datum/effect/system/steam_spread() -- creates new system
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steam.set_up(5, 0, mob.loc) -- sets up variables
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OPTIONAL: steam.attach(mob)
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steam.start() -- spawns the effect
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*/
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/////////////////////////////////////////////
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/obj/effect/effect/steam
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name = "steam"
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icon = 'icons/effects/effects.dmi'
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icon_state = "extinguish"
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density = 0
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/datum/effect/effect/system/steam_spread
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set_up(n = 3, c = 0, turf/loc)
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if(n > 10)
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n = 10
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number = n
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cardinals = c
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location = loc
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start()
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var/i = 0
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for(i=0, i<src.number, i++)
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spawn(0)
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if(holder)
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src.location = get_turf(holder)
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var/obj/effect/effect/steam/steam = new /obj/effect/effect/steam(src.location)
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var/direction
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if(src.cardinals)
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direction = pick(cardinal)
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else
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direction = pick(alldirs)
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for(i=0, i<pick(1,2,3), i++)
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sleep(5)
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step(steam,direction)
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spawn(20)
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del(steam)
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/////////////////////////////////////////////
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//SPARK SYSTEM (like steam system)
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// The attach(atom/atom) proc is optional, and can be called to attach the effect
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// to something, like the RCD, so then you can just call start() and the sparks
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// will always spawn at the items location.
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/////////////////////////////////////////////
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/obj/effect/effect/sparks
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name = "sparks"
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icon_state = "sparks"
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var/amount = 6.0
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anchored = 1.0
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mouse_opacity = 0
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/obj/effect/effect/sparks/New()
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..()
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playsound(src.loc, "sparks", 100, 1)
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var/turf/T = src.loc
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if (istype(T, /turf))
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T.hotspot_expose(1000,100)
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spawn (100)
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del(src)
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return
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/obj/effect/effect/sparks/Del()
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var/turf/T = src.loc
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if (istype(T, /turf))
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T.hotspot_expose(1000,100)
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..()
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return
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/obj/effect/effect/sparks/Move()
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..()
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var/turf/T = src.loc
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if (istype(T, /turf))
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T.hotspot_expose(1000,100)
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return
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/datum/effect/effect/system/spark_spread
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var/total_sparks = 0 // To stop it being spammed and lagging!
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set_up(n = 3, c = 0, loca)
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if(n > 10)
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n = 10
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number = n
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cardinals = c
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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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start()
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var/i = 0
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for(i=0, i<src.number, i++)
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if(src.total_sparks > 20)
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return
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spawn(0)
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if(holder)
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src.location = get_turf(holder)
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var/obj/effect/effect/sparks/sparks = new /obj/effect/effect/sparks(src.location)
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src.total_sparks++
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var/direction
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if(src.cardinals)
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direction = pick(cardinal)
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else
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direction = pick(alldirs)
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for(i=0, i<pick(1,2,3), i++)
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sleep(5)
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step(sparks,direction)
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spawn(20)
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del(sparks)
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src.total_sparks--
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/////////////////////////////////////////////
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//// SMOKE SYSTEMS
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// direct can be optinally added when set_up, to make the smoke always travel in one direction
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// in case you wanted a vent to always smoke north for example
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/////////////////////////////////////////////
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/obj/effect/effect/harmless_smoke
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name = "smoke"
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icon_state = "smoke"
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opacity = 1
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anchored = 0.0
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mouse_opacity = 0
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var/amount = 6.0
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//Remove this bit to use the old smoke
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icon = 'icons/effects/96x96.dmi'
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pixel_x = -32
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pixel_y = -32
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/obj/effect/effect/harmless_smoke/New()
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..()
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spawn (100)
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del(src)
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return
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/obj/effect/effect/harmless_smoke/Move()
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..()
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return
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/datum/effect/effect/system/harmless_smoke_spread
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var/total_smoke = 0 // To stop it being spammed and lagging!
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var/direction
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set_up(n = 5, c = 0, loca, direct)
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if(n > 10)
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n = 10
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number = n
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cardinals = c
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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(direct)
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direction = direct
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start()
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var/i = 0
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for(i=0, i<src.number, i++)
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if(src.total_smoke > 20)
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return
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spawn(0)
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if(holder)
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src.location = get_turf(holder)
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var/obj/effect/effect/harmless_smoke/smoke = new /obj/effect/effect/harmless_smoke(src.location)
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src.total_smoke++
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var/direction = src.direction
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if(!direction)
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if(src.cardinals)
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direction = pick(cardinal)
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else
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direction = pick(alldirs)
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for(i=0, i<pick(0,1,1,1,2,2,2,3), i++)
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sleep(10)
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step(smoke,direction)
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spawn(75+rand(10,30))
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del(smoke)
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src.total_smoke--
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/////////////////////////////////////////////
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// Bad smoke
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/////////////////////////////////////////////
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/obj/effect/effect/bad_smoke
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name = "smoke"
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icon_state = "smoke"
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opacity = 1
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anchored = 0.0
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mouse_opacity = 0
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var/amount = 6.0
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//Remove this bit to use the old smoke
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icon = 'icons/effects/96x96.dmi'
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pixel_x = -32
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pixel_y = -32
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/obj/effect/effect/bad_smoke/New()
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..()
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spawn (200+rand(10,30))
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del(src)
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return
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/obj/effect/effect/bad_smoke/Move()
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..()
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for(var/mob/living/carbon/M in get_turf(src))
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if (M.internal != null && M.wear_mask && (M.wear_mask.flags & MASKINTERNALS))
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else
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M.drop_item()
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M.adjustOxyLoss(1)
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if (M.coughedtime != 1)
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M.coughedtime = 1
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M.emote("cough")
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spawn ( 20 )
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M.coughedtime = 0
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return
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/obj/effect/effect/bad_smoke/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0)) return 1
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if(istype(mover, /obj/item/projectile/beam))
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var/obj/item/projectile/beam/B = mover
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B.damage = (B.damage/2)
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return 1
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/obj/effect/effect/bad_smoke/HasEntered(mob/living/carbon/M as mob )
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..()
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if(istype(M, /mob/living/carbon))
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if (M.internal != null && M.wear_mask && (M.wear_mask.flags & MASKINTERNALS))
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return
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else
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M.drop_item()
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M.adjustOxyLoss(1)
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if (M.coughedtime != 1)
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M.coughedtime = 1
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M.emote("cough")
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spawn ( 20 )
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M.coughedtime = 0
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return
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/datum/effect/effect/system/bad_smoke_spread
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var/total_smoke = 0 // To stop it being spammed and lagging!
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var/direction
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set_up(n = 5, c = 0, loca, direct)
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if(n > 20)
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n = 20
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number = n
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cardinals = c
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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(direct)
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direction = direct
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start()
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var/i = 0
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for(i=0, i<src.number, i++)
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if(src.total_smoke > 20)
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return
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spawn(0)
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if(holder)
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src.location = get_turf(holder)
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var/obj/effect/effect/bad_smoke/smoke = new /obj/effect/effect/bad_smoke(src.location)
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src.total_smoke++
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var/direction = src.direction
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if(!direction)
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if(src.cardinals)
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direction = pick(cardinal)
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else
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direction = pick(alldirs)
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for(i=0, i<pick(0,1,1,1,2,2,2,3), i++)
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sleep(10)
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step(smoke,direction)
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spawn(150+rand(10,30))
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del(smoke)
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src.total_smoke--
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/////////////////////////////////////////////
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// Chem smoke
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/////////////////////////////////////////////
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/obj/effect/effect/chem_smoke
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name = "smoke"
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opacity = 1
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anchored = 0.0
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mouse_opacity = 0
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var/amount = 6.0
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icon = 'icons/effects/chemsmoke.dmi'
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pixel_x = -32
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pixel_y = -32
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/obj/effect/effect/chem_smoke/New()
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..()
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var/datum/reagents/R = new/datum/reagents(500)
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reagents = R
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R.my_atom = src
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spawn (200+rand(10,30))
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del(src)
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return
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/obj/effect/effect/chem_smoke/Move()
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..()
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for(var/atom/A in view(1, src))
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if(reagents.has_reagent("radium")||reagents.has_reagent("uranium")||reagents.has_reagent("carbon")||reagents.has_reagent("thermite"))//Prevents unholy radium spam by reducing the number of 'greenglows' down to something reasonable -Sieve
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if(prob(5))
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reagents.reaction(A)
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else
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reagents.reaction(A)
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return
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/obj/effect/effect/chem_smoke/HasEntered(mob/living/carbon/M as mob )
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..()
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reagents.reaction(M)
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return
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/datum/effect/effect/system/chem_smoke_spread
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var/total_smoke = 0 // To stop it being spammed and lagging!
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var/direction
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var/obj/chemholder
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New()
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..()
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chemholder = new/obj()
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var/datum/reagents/R = new/datum/reagents(500)
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chemholder.reagents = R
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R.my_atom = chemholder
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set_up(var/datum/reagents/carry = null, n = 5, c = 0, loca, direct)
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if(n > 20)
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n = 20
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number = n
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cardinals = c
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carry.copy_to(chemholder, carry.total_volume)
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/*
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if((src.reagents.has_reagent("pacid")) || (src.reagents.has_reagent("lube"))) // Messages admins if someone sprays polyacid or space lube from a Cleaner bottle.
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message_admins("[key_name_admin(user)] fired Polyacid/Space lube from a Cleaner bottle.") // Polymorph
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log_game("[key_name(user)] fired Polyacid/Space lube from a Cleaner bottle.")
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*/
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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(direct)
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direction = direct
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if(carry.my_atom.fingerprintslast)
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message_admins("A chemical smoke reaction has taken place in ([location.x], [location.y]). Last associated key is [carry.my_atom.fingerprintslast].")
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log_game("A chemical smoke reaction has taken place in ([location.x], [location.y]). Last associated key is [carry.my_atom.fingerprintslast].")
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else
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message_admins("A chemical smoke reaction has taken place in ([location.x], [location.y]). No associated key.")
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log_game("A chemical smoke reaction has taken place in ([location.x], [location.y]). No associated key.")
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start()
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var/i = 0
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var/color = mix_color_from_reagents(chemholder.reagents.reagent_list)
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for(i=0, i<src.number, i++)
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if(src.total_smoke > 20)
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return
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spawn(0)
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if(holder)
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src.location = get_turf(holder)
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var/obj/effect/effect/chem_smoke/smoke = new /obj/effect/effect/chem_smoke(src.location)
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src.total_smoke++
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var/direction = src.direction
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if(!direction)
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if(src.cardinals)
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direction = pick(cardinal)
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else
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direction = pick(alldirs)
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if(chemholder.reagents.total_volume != 1) // can't split 1 very well
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chemholder.reagents.copy_to(smoke, chemholder.reagents.total_volume / number) // copy reagents to each smoke, divide evenly
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if(color)
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smoke.icon += color // give the smoke color, if it has any to begin with
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else
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// if no color, just use the old smoke icon
|
|
smoke.icon = 'icons/effects/96x96.dmi'
|
|
smoke.icon_state = "smoke"
|
|
|
|
for(i=0, i<pick(0,1,1,1,2,2,2,3), i++)
|
|
sleep(10)
|
|
step(smoke,direction)
|
|
spawn(150+rand(10,30))
|
|
del(smoke)
|
|
src.total_smoke--
|
|
|
|
|
|
|
|
/////////////////////////////////////////////
|
|
// Sleep smoke
|
|
/////////////////////////////////////////////
|
|
|
|
/obj/effect/effect/sleep_smoke
|
|
name = "smoke"
|
|
icon_state = "smoke"
|
|
opacity = 1
|
|
anchored = 0.0
|
|
mouse_opacity = 0
|
|
var/amount = 6.0
|
|
//Remove this bit to use the old smoke
|
|
icon = 'icons/effects/96x96.dmi'
|
|
pixel_x = -32
|
|
pixel_y = -32
|
|
|
|
/obj/effect/effect/sleep_smoke/New()
|
|
..()
|
|
spawn (200+rand(10,30))
|
|
del(src)
|
|
return
|
|
|
|
/obj/effect/effect/sleep_smoke/Move()
|
|
..()
|
|
for(var/mob/living/carbon/M in get_turf(src))
|
|
if (M.internal != null && M.wear_mask && (M.wear_mask.flags & MASKINTERNALS))
|
|
// if (M.wear_suit, /obj/item/clothing/suit/wizrobe && (M.hat, /obj/item/clothing/head/wizard) && (M.shoes, /obj/item/clothing/shoes/sandal)) // I'll work on it later
|
|
else
|
|
M.drop_item()
|
|
M:sleeping += 1
|
|
if (M.coughedtime != 1)
|
|
M.coughedtime = 1
|
|
M.emote("cough")
|
|
spawn ( 20 )
|
|
M.coughedtime = 0
|
|
return
|
|
|
|
/obj/effect/effect/sleep_smoke/HasEntered(mob/living/carbon/M as mob )
|
|
..()
|
|
if(istype(M, /mob/living/carbon))
|
|
if (M.internal != null && M.wear_mask && (M.wear_mask.flags & MASKINTERNALS))
|
|
// if (M.wear_suit, /obj/item/clothing/suit/wizrobe && (M.hat, /obj/item/clothing/head/wizard) && (M.shoes, /obj/item/clothing/shoes/sandal)) // Work on it later
|
|
return
|
|
else
|
|
M.drop_item()
|
|
M:sleeping += 1
|
|
if (M.coughedtime != 1)
|
|
M.coughedtime = 1
|
|
M.emote("cough")
|
|
spawn ( 20 )
|
|
M.coughedtime = 0
|
|
return
|
|
|
|
/datum/effect/effect/system/sleep_smoke_spread
|
|
var/total_smoke = 0 // To stop it being spammed and lagging!
|
|
var/direction
|
|
|
|
set_up(n = 5, c = 0, loca, direct)
|
|
if(n > 20)
|
|
n = 20
|
|
number = n
|
|
cardinals = c
|
|
if(istype(loca, /turf/))
|
|
location = loca
|
|
else
|
|
location = get_turf(loca)
|
|
if(direct)
|
|
direction = direct
|
|
|
|
|
|
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/sleep_smoke/smoke = new /obj/effect/effect/sleep_smoke(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(150+rand(10,30))
|
|
del(smoke)
|
|
src.total_smoke--
|
|
|
|
/////////////////////////////////////////////
|
|
// Mustard Gas
|
|
/////////////////////////////////////////////
|
|
|
|
|
|
/obj/effect/effect/mustard_gas
|
|
name = "mustard gas"
|
|
icon_state = "mustard"
|
|
opacity = 1
|
|
anchored = 0.0
|
|
mouse_opacity = 0
|
|
var/amount = 6.0
|
|
|
|
/obj/effect/effect/mustard_gas/New()
|
|
..()
|
|
spawn (100)
|
|
del(src)
|
|
return
|
|
|
|
/obj/effect/effect/mustard_gas/Move()
|
|
..()
|
|
for(var/mob/living/carbon/human/R in get_turf(src))
|
|
if (R.internal != null && usr.wear_mask && (R.wear_mask.flags & MASKINTERNALS) && R.wear_suit != null && !istype(R.wear_suit, /obj/item/clothing/suit/labcoat) && !istype(R.wear_suit, /obj/item/clothing/suit/straight_jacket) && !istype(R.wear_suit, /obj/item/clothing/suit/straight_jacket && !istype(R.wear_suit, /obj/item/clothing/suit/armor)))
|
|
else
|
|
R.burn_skin(0.75)
|
|
if (R.coughedtime != 1)
|
|
R.coughedtime = 1
|
|
R.emote("gasp")
|
|
spawn (20)
|
|
R.coughedtime = 0
|
|
R.updatehealth()
|
|
return
|
|
|
|
/obj/effect/effect/mustard_gas/HasEntered(mob/living/carbon/human/R as mob )
|
|
..()
|
|
if (istype(R, /mob/living/carbon/human))
|
|
if (R.internal != null && usr.wear_mask && (R.wear_mask.flags & MASKINTERNALS) && R.wear_suit != null && !istype(R.wear_suit, /obj/item/clothing/suit/labcoat) && !istype(R.wear_suit, /obj/item/clothing/suit/straight_jacket) && !istype(R.wear_suit, /obj/item/clothing/suit/straight_jacket && !istype(R.wear_suit, /obj/item/clothing/suit/armor)))
|
|
return
|
|
R.burn_skin(0.75)
|
|
if (R.coughedtime != 1)
|
|
R.coughedtime = 1
|
|
R.emote("gasp")
|
|
spawn (20)
|
|
R.coughedtime = 0
|
|
R.updatehealth()
|
|
return
|
|
|
|
/datum/effect/effect/system/mustard_gas_spread
|
|
var/total_smoke = 0 // To stop it being spammed and lagging!
|
|
var/direction
|
|
|
|
set_up(n = 5, c = 0, loca, direct)
|
|
if(n > 20)
|
|
n = 20
|
|
number = n
|
|
cardinals = c
|
|
if(istype(loca, /turf/))
|
|
location = loca
|
|
else
|
|
location = get_turf(loca)
|
|
if(direct)
|
|
direction = direct
|
|
|
|
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/mustard_gas/smoke = new /obj/effect/effect/mustard_gas(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(100)
|
|
del(smoke)
|
|
src.total_smoke--
|
|
|
|
|
|
|
|
/////////////////////////////////////////////
|
|
//////// 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 )
|
|
del(I)
|
|
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)
|
|
del(I)
|
|
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()
|
|
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)
|
|
del(src)
|
|
return
|
|
|
|
// on delete, transfer any reagents to the floor
|
|
/obj/effect/effect/foam/Del()
|
|
if(!metal && reagents)
|
|
for(var/atom/A in oview(0,src))
|
|
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)
|
|
|
|
// foam disolves when heated
|
|
// except metal foams
|
|
/obj/effect/effect/foam/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
|
if(!metal && prob(max(0, exposed_temperature - 475)))
|
|
flick("[icon_state]-disolve", src)
|
|
|
|
spawn(5)
|
|
del(src)
|
|
|
|
|
|
/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))
|
|
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)
|
|
else
|
|
F.reagents.add_reagent("water", 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)) || (SUPRSTR in user.augmentations))
|
|
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
|
|
|
|
|
|
// shouldn't this be a general procedure?
|
|
// not sure if this neccessary or overkill
|
|
proc/update_nearby_tiles(need_rebuild)
|
|
if(!air_master) return 0
|
|
|
|
var/turf/simulated/source = loc
|
|
var/turf/simulated/north = get_step(source,NORTH)
|
|
var/turf/simulated/south = get_step(source,SOUTH)
|
|
var/turf/simulated/east = get_step(source,EAST)
|
|
var/turf/simulated/west = get_step(source,WEST)
|
|
|
|
if(need_rebuild)
|
|
if(istype(source)) //Rebuild/update nearby group geometry
|
|
if(source.parent)
|
|
air_master.groups_to_rebuild += source.parent
|
|
else
|
|
air_master.tiles_to_update += source
|
|
if(istype(north))
|
|
if(north.parent)
|
|
air_master.groups_to_rebuild += north.parent
|
|
else
|
|
air_master.tiles_to_update += north
|
|
if(istype(south))
|
|
if(south.parent)
|
|
air_master.groups_to_rebuild += south.parent
|
|
else
|
|
air_master.tiles_to_update += south
|
|
if(istype(east))
|
|
if(east.parent)
|
|
air_master.groups_to_rebuild += east.parent
|
|
else
|
|
air_master.tiles_to_update += east
|
|
if(istype(west))
|
|
if(west.parent)
|
|
air_master.groups_to_rebuild += west.parent
|
|
else
|
|
air_master.tiles_to_update += west
|
|
else
|
|
if(istype(source)) air_master.tiles_to_update += source
|
|
if(istype(north)) air_master.tiles_to_update += north
|
|
if(istype(south)) air_master.tiles_to_update += south
|
|
if(istype(east)) air_master.tiles_to_update += east
|
|
if(istype(west)) air_master.tiles_to_update += west
|
|
|
|
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) |