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CHOMPStation2/code/game/objects/effects/effect_system.dm
2021-06-01 20:29:51 +00:00

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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.
pass_flags = PASSTABLE | PASSGRILLE
/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()
Destroy()
holder = null
return ..()
/////////////////////////////////////////////
// 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)
qdel(steam)
/////////////////////////////////////////////
//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/Initialize()
. = ..()
playsound(src, "sparks", 100, 1)
var/turf/T = src.loc
if (istype(T, /turf))
T.hotspot_expose(1000,100)
QDEL_IN(src, 5 SECONDS)
/obj/effect/effect/sparks/Destroy()
var/turf/T = src.loc
if (istype(T, /turf))
T.hotspot_expose(1000,100)
return ..()
/obj/effect/effect/sparks/Moved(atom/old_loc, direction, forced = FALSE)
. = ..()
if(isturf(loc))
var/turf/T = loc
T.hotspot_expose(1000,100)
/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)
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()
..()
if(time_to_live)
spawn (time_to_live)
if(!QDELETED(src))
qdel(src)
/obj/effect/effect/smoke/Crossed(mob/living/carbon/M as mob )
if(M.is_incorporeal())
return
..()
if(istype(M))
affect(M)
/obj/effect/effect/smoke/proc/affect(var/mob/living/carbon/M)
if (!istype(M))
return 0
if(M.wear_mask && (M.wear_mask.item_flags & AIRTIGHT))
return 0
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.head && (H.head.item_flags & AIRTIGHT))
return 0
return 1
/////////////////////////////////////////////
// Illumination
/////////////////////////////////////////////
/obj/effect/effect/smoke/illumination
name = "illumination"
opacity = 0
icon = 'icons/effects/effects.dmi'
icon_state = "sparks"
/obj/effect/effect/smoke/illumination/New(var/newloc, var/lifetime=10, var/range=null, var/power=null, var/color=null)
time_to_live=lifetime
..()
set_light(range, power, color)
/////////////////////////////////////////////
// Bad smoke
/////////////////////////////////////////////
/obj/effect/effect/smoke/bad
time_to_live = 600
//var/list/projectiles
/obj/effect/effect/smoke/bad/Moved(atom/old_loc, direction, forced = FALSE)
. = ..()
for(var/mob/living/L in get_turf(src))
affect(L)
/obj/effect/effect/smoke/bad/affect(var/mob/living/L)
if (!..())
return 0
if(L.needs_to_breathe())
L.adjustOxyLoss(1)
if(prob(25))
L.emote("cough")
/obj/effect/effect/smoke/bad/noxious
opacity = 0
/obj/effect/effect/smoke/bad/noxious/affect(var/mob/living/L)
if (!..())
return 0
if(L.needs_to_breathe())
L.adjustToxLoss(1)
/* Not feasile until a later date
/obj/effect/effect/smoke/bad/Crossed(atom/movable/M as mob|obj)
..()
if(istype(M, /obj/item/projectile/beam))
var/obj/item/projectile/beam/B = M
if(!(B in projectiles))
B.damage = (B.damage/2)
projectiles += B
destroyed_event.register(B, src, /obj/effect/effect/smoke/bad/proc/on_projectile_delete)
to_world("Damage is: [B.damage]")
return 1
/obj/effect/effect/smoke/bad/proc/on_projectile_delete(obj/item/projectile/beam/proj)
projectiles -= proj
*/
// Burnt Food Smoke (Specialty for Cooking Failures)
/obj/effect/effect/smoke/bad/burntfood
color = "#000000"
time_to_live = 600
/obj/effect/effect/smoke/bad/burntfood/process()
for(var/mob/living/L in get_turf(src))
affect(L)
/obj/effect/effect/smoke/bad/burntfood/affect(var/mob/living/L) // This stuff is extra-vile.
if (!..())
return 0
if(L.needs_to_breathe())
L.emote("cough")
/////////////////////////////////////////////
// 'Elemental' smoke
/////////////////////////////////////////////
/obj/effect/effect/smoke/elemental
name = "cloud"
desc = "A cloud of some kind that seems really generic and boring."
opacity = FALSE
var/strength = 5 // How much damage to do inside each affect()
/obj/effect/effect/smoke/elemental/Initialize()
START_PROCESSING(SSobj, src)
return ..()
/obj/effect/effect/smoke/elemental/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/effect/effect/smoke/elemental/Moved(atom/old_loc, direction, forced = FALSE)
. = ..()
for(var/mob/living/L in range(1, src))
affect(L)
/obj/effect/effect/smoke/elemental/process()
for(var/mob/living/L in range(1, src))
affect(L)
/obj/effect/effect/smoke/elemental/fire
name = "burning cloud"
desc = "A cloud of something that is on fire."
color = "#FF9933"
light_color = "#FF0000"
light_range = 2
light_power = 5
/obj/effect/effect/smoke/elemental/fire/affect(mob/living/L)
L.inflict_heat_damage(strength)
L.add_modifier(/datum/modifier/fire, 6 SECONDS) // Around 15 damage per stack.
/obj/effect/effect/smoke/elemental/frost
name = "freezing cloud"
desc = "A cloud filled with brutally cold mist."
color = "#00CCFF"
/obj/effect/effect/smoke/elemental/frost/affect(mob/living/L)
L.inflict_cold_damage(strength)
/obj/effect/effect/smoke/elemental/shock
name = "charged cloud"
desc = "A cloud charged with electricity."
color = "#4D4D4D"
/obj/effect/effect/smoke/elemental/shock/affect(mob/living/L)
L.inflict_shock_damage(strength)
/obj/effect/effect/smoke/elemental/mist
name = "misty cloud"
desc = "A cloud filled with water vapor."
color = "#CCFFFF"
alpha = 128
strength = 1
/obj/effect/effect/smoke/elemental/mist/affect(mob/living/L)
L.water_act(strength)
/////////////////////////////////////////////
// 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)
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++
if(I)
smoke.color = I
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) qdel(smoke)
src.total_smoke--
/datum/effect/effect/system/smoke_spread/bad
smoke_type = /obj/effect/effect/smoke/bad
/datum/effect/effect/system/smoke_spread/bad/burntfood
smoke_type = /obj/effect/effect/smoke/bad/burntfood
/datum/effect/effect/system/smoke_spread/noxious
smoke_type = /obj/effect/effect/smoke/bad/noxious
/datum/effect/effect/system/smoke_spread/fire
smoke_type = /obj/effect/effect/smoke/elemental/fire
/datum/effect/effect/system/smoke_spread/frost
smoke_type = /obj/effect/effect/smoke/elemental/frost
/datum/effect/effect/system/smoke_spread/shock
smoke_type = /obj/effect/effect/smoke/elemental/shock
/datum/effect/effect/system/smoke_spread/mist
smoke_type = /obj/effect/effect/smoke/elemental/mist
/////////////////////////////////////////////
//////// 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
if(istype(holder, /atom/movable))
var/atom/movable/AM = holder
if(AM.locs && AM.locs.len)
T = get_turf(pick(AM.locs))
else
T = get_turf(AM)
else //when would this ever be attached a non-atom/movable?
T = get_turf(src.holder)
if(T != src.oldposition)
if(isturf(T))
var/obj/effect/effect/ion_trails/I = new /obj/effect/effect/ion_trails(src.oldposition)
src.oldposition = T
I.set_dir(src.holder.dir)
flick("ion_fade", I)
I.icon_state = "blank"
spawn( 20 )
qdel(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.set_dir(src.holder.dir)
spawn(10)
qdel(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
/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))
to_chat(M, "<span class='warning'>The solution violently explodes.</span>")
for(var/mob/M in viewers(1, location))
if (prob (50 * amount))
to_chat(M, "<span class='warning'>The explosion knocks you down.</span>")
M.Weaken(rand(1,5))
return
else
var/devst = -1
var/heavy = -1
var/light = -1
var/flash = -1
// Clamp all values to fractions of max_explosion_range, following the same pattern as for tank transfer bombs
if (round(amount/12) > 0)
devst = devst + amount/12
if (round(amount/6) > 0)
heavy = heavy + amount/6
if (round(amount/3) > 0)
light = light + amount/3
if (flashing && flashing_factor)
flash = (amount/4) * flashing_factor
for(var/mob/M in viewers(8, location))
to_chat(M, "<span class='warning'>The solution violently explodes.</span>")
explosion(
location,
round(min(devst, BOMBCAP_DVSTN_RADIUS)),
round(min(heavy, BOMBCAP_HEAVY_RADIUS)),
round(min(light, BOMBCAP_LIGHT_RADIUS)),
round(min(flash, BOMBCAP_FLASH_RADIUS))
)