// Foam // Similar to smoke, but spreads out more // metal foams leave behind a foamed metal wall /obj/effect/particle_effect/foam name = "foam" icon_state = "foam" opacity = FALSE density = FALSE gender = PLURAL layer = OBJ_LAYER + 0.9 animate_movement = NO_STEPS /// How many times this one bit of foam can spread around itself var/spread_amount = 3 /// How long it takes this to initially start spreading after being dispersed var/spread_time = 0.9 SECONDS /// How long it takes this, once it's spread, to stop spreading and disperse its chems var/solidify_time = 12 SECONDS /// Whether it reacts on or after dispersion (or both) var/react_mode = FOAM_REACT_ON_DISSIPATE | FOAM_REACT_BEFORE_SPREAD /// Maximum amount of reagents gained by spreading onto a foamed tile var/max_amount_on_spread = 27 /// We will never fill a mob with more than this many units of a given reagent var/max_reagent_filling = 25 /// Whether or not to spread at a range when spreading var/spread_at_range = TRUE /obj/effect/particle_effect/foam/Initialize(mapload) . = ..() create_reagents(25) playsound(src, 'sound/effects/bubbles2.ogg', 80, TRUE, -3) addtimer(CALLBACK(src, PROC_REF(initial_process)), spread_time) /obj/effect/particle_effect/foam/proc/disperse_reagents() if(!reagents) return reagents.handle_reactions() for(var/atom/A in (spread_at_range ? oview(1, src) : view(0, src))) if(A == src) continue fill_with_reagents(A) /obj/effect/particle_effect/foam/proc/fill_with_reagents(atom/A) if(reagents.total_volume) var/fraction = 5 / reagents.total_volume reagents.reaction(A, REAGENT_TOUCH, fraction) if(iscarbon(A) && !QDELETED(A)) var/mob/living/carbon/foamed = A for(var/datum/reagent/R as anything in reagents.reagent_list) var/amount = foamed.reagents?.get_reagent_amount(R.id) var/foam_content_amount = reagents.get_reagent_amount(R.id) if(amount < max_reagent_filling) foamed.reagents?.add_reagent(R.id, min(round(foam_content_amount / 2), 15)) /obj/effect/particle_effect/foam/proc/initial_process() process() START_PROCESSING(SSobj, src) addtimer(CALLBACK(src, PROC_REF(stop_processing)), solidify_time) addtimer(CALLBACK(src, PROC_REF(dissipate)), solidify_time + 3 SECONDS) /obj/effect/particle_effect/foam/proc/stop_processing() STOP_PROCESSING(SSobj, src) /obj/effect/particle_effect/foam/proc/dissipate() if(react_mode & FOAM_REACT_ON_DISSIPATE) addtimer(CALLBACK(src, PROC_REF(disperse_reagents)), 0.3 SECONDS) flick("[icon_state]-disolve", src) QDEL_IN(src, 0.5 SECONDS) /obj/effect/particle_effect/foam/proc/try_spread_to(turf/target_turf) if(!target_turf || !target_turf.Enter(src)) return var/obj/effect/particle_effect/foam/new_foam = locate() in target_turf if(new_foam) return new_foam = new type(target_turf) new_foam.spread_amount = spread_amount new_foam.spread_time = spread_time new_foam.solidify_time = solidify_time new_foam.max_amount_on_spread = max_amount_on_spread new_foam.spread_at_range = spread_at_range new_foam.react_mode = react_mode new_foam.max_reagent_filling = max_reagent_filling // add the new amount of foam if(reagents) for(var/datum/reagent/R in reagents.reagent_list) new_foam.reagents.add_reagent(R.id, min(R.volume, 5), R.data, reagents.chem_temp) new_foam.color = mix_color_from_reagents(reagents.reagent_list) if(react_mode & FOAM_REACT_BEFORE_SPREAD) new_foam.disperse_reagents() /obj/effect/particle_effect/foam/proc/spread() for(var/direction in GLOB.cardinal) var/turf/T = get_step(src, direction) try_spread_to(T) /obj/effect/particle_effect/foam/proc/generate_color() color = mix_color_from_reagents(reagents.reagent_list) /obj/effect/particle_effect/foam/process() if(react_mode & FOAM_REACT_DURING_SPREAD) disperse_reagents() if(--spread_amount < 0) return spread() // foam disolves when heated // except metal foams /obj/effect/particle_effect/foam/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE) //Don't heat the reagents inside return /obj/effect/particle_effect/foam/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume) // overriden to prevent weird behaviors with heating reagents inside if(prob(max(0, exposed_temperature - 475))) flick("[icon_state]-disolve", src) QDEL_IN(src, 0.5 SECONDS) /obj/effect/particle_effect/foam/Crossed(atom/movable/AM, oldloc) if(!iscarbon(AM)) return var/mob/living/carbon/M = AM if((M.slip("foam", 10 SECONDS) || IS_HORIZONTAL(M)) && reagents) fill_with_reagents(M) /obj/effect/particle_effect/foam/metal name = "metal foam" icon_state = "mfoam" // finally mentor foam spread_time = 1.2 SECONDS react_mode = FOAM_REACT_ON_DISSIPATE /// Represents the icon state that we'll become when we solidify var/metal_kind = METAL_FOAM_ALUMINUM /obj/effect/particle_effect/foam/metal/generate_color() return // metal foam is boring /obj/effect/particle_effect/foam/metal/disperse_reagents() var/turf/T = get_turf(src) if(isspaceturf(T) && !istype(T, /turf/space/transit)) T.ChangeTurf(/turf/simulated/floor/plating/metalfoam) var/turf/simulated/floor/plating/metalfoam/MF = get_turf(src) MF.metal_kind = metal_kind var/obj/structure/foamedmetal/M = new(loc) M.metal = metal_kind M.update_state() /obj/effect/particle_effect/foam/metal/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume) return /obj/effect/particle_effect/foam/metal/Crossed(atom/movable/AM, oldloc) return /datum/effect_system/foam_spread effect_type = /obj/effect/particle_effect/foam /// the size of the foam spread. var/spread_size = 5 /// the IDs of reagents present when the foam was mixed var/list/carried_reagents /// the temperature that the reagents in the foam will be set to var/temperature = T0C /// the reagents that we don't want in foam var/list/banned_reagents = list("smoke_powder", "fluorosurfactant", "stimulants") /datum/effect_system/foam_spread/set_up(amt = 5, where, datum/reagents/carry) spread_size = min(round(amt / 5, 1), 7) if(isturf(where)) location = where else location = get_turf(where) carried_reagents = list() temperature = carry.chem_temp // 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) for(var/datum/reagent/R in carry.reagent_list) carried_reagents[R.id] = R.volume /datum/effect_system/foam_spread/proc/setup_reagents(obj/effect/particle_effect/foam/working_foam) if(!carried_reagents) return for(var/id in carried_reagents) if(banned_reagents.Find("[id]")) continue var/datum/reagent/reagent_volume = carried_reagents[id] working_foam.reagents.add_reagent(id, min(reagent_volume, 5), null, temperature) working_foam.reagents.chem_temp = temperature working_foam.color = mix_color_from_reagents(working_foam.reagents.reagent_list) /datum/effect_system/foam_spread/proc/spread() var/obj/effect/particle_effect/foam/working_foam = locate() in location if(working_foam) working_foam.spread_amount = min(working_foam.spread_amount + working_foam.spread_amount, working_foam.max_amount_on_spread) return working_foam = new effect_type(location) working_foam.spread_amount = spread_size setup_reagents(working_foam) /datum/effect_system/foam_spread/start() INVOKE_ASYNC(src, PROC_REF(spread)) /datum/effect_system/foam_spread/cleaner /datum/effect_system/foam_spread/cleaner/setup_reagents(obj/effect/particle_effect/foam/F) F.react_mode = FOAM_REACT_ON_DISSIPATE F.spread_at_range = TRUE F.color = mix_color_from_reagents(F.reagents.reagent_list) /datum/effect_system/foam_spread/metal /// The type of metal that will be formed from this var/metal_type = METAL_FOAM_ALUMINUM effect_type = /obj/effect/particle_effect/foam/metal /datum/effect_system/foam_spread/metal/set_up(amt, where, datum/reagents/carry, _metal_type = METAL_FOAM_ALUMINUM) . = ..() metal_type = _metal_type /datum/effect_system/foam_spread/metal/setup_reagents() return /obj/effect/particle_effect/foam/oil react_mode = FOAM_REACT_DURING_SPREAD | FOAM_REACT_ON_DISSIPATE spread_at_range = FALSE /datum/effect_system/foam_spread/oil effect_type = /obj/effect/particle_effect/foam/oil temperature = 1000 // wall formed by metal foams // dense and opaque, but easy to break /obj/structure/foamedmetal name = "foamed metal" desc = "A lightweight foamed metal wall." icon = 'icons/effects/effects.dmi' icon_state = "metalfoam" resistance_flags = FIRE_PROOF | ACID_PROOF density = TRUE opacity = TRUE // changed in New() anchored = TRUE max_integrity = 20 var/metal = METAL_FOAM_ALUMINUM /obj/structure/foamedmetal/Initialize() . = ..() recalculate_atmos_connectivity() /obj/structure/foamedmetal/Destroy() var/turf/T = get_turf(src) . = ..() T.recalculate_atmos_connectivity() /obj/structure/foamedmetal/Move() var/turf/T = loc ..() move_update_air(T) /obj/structure/foamedmetal/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) playsound(src.loc, 'sound/weapons/tap.ogg', 100, TRUE) /obj/structure/foamedmetal/proc/update_state() if(metal == METAL_FOAM_ALUMINUM) max_integrity = 20 obj_integrity = max_integrity else max_integrity = 50 obj_integrity = max_integrity update_icon(UPDATE_ICON_STATE) /obj/structure/foamedmetal/update_icon_state() if(metal == METAL_FOAM_ALUMINUM) icon_state = "metalfoam" else icon_state = "ironfoam" /obj/structure/foamedmetal/attack_hand(mob/user) user.changeNext_move(CLICK_CD_MELEE) user.do_attack_animation(src, ATTACK_EFFECT_PUNCH) if(prob(75 - metal * 25)) user.visible_message("[user] smashes through [src].", "You smash through [src].") qdel(src) else to_chat(user, "You hit the metal foam but bounce off it.") playsound(loc, 'sound/weapons/tap.ogg', 100, 1) /obj/structure/foamedmetal/CanPass(atom/movable/mover, turf/target) return !density /obj/structure/foamedmetal/CanAtmosPass(direction) return !density