// 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 layer = OBJ_LAYER + 0.9 animate_movement = 0 var/amount = 3 var/expand = 1 var/metal = 0 /obj/effect/particle_effect/foam/New(loc, ismetal=0) ..(loc) icon_state = "[ismetal ? "m":""]foam" if(!ismetal && reagents) color = mix_color_from_reagents(reagents.reagent_list) metal = ismetal playsound(src, 'sound/effects/bubbles2.ogg', 80, 1, -3) spawn(3 + metal*3) process() spawn(120) STOP_PROCESSING(SSobj, src) sleep(30) if(metal) var/turf/T = get_turf(src) if(istype(T, /turf/space) && !istype(T, /turf/space/transit)) T.ChangeTurf(/turf/simulated/floor/plating/metalfoam) var/turf/simulated/floor/plating/metalfoam/MF = get_turf(src) MF.metal = metal MF.update_icon() var/obj/structure/foamedmetal/M = new(src.loc) M.metal = metal M.updateicon() flick("[icon_state]-disolve", src) sleep(5) qdel(src) return // on delete, transfer any reagents to the floor /obj/effect/particle_effect/foam/Destroy() if(!metal && reagents) reagents.handle_reactions() for(var/atom/A in oview(1, src)) if(A == src) continue if(reagents.total_volume) var/fraction = 5 / reagents.total_volume reagents.reaction(A, REAGENT_TOUCH, fraction) return ..() /obj/effect/particle_effect/foam/process() if(--amount < 0) return for(var/direction in GLOB.cardinal) var/turf/T = get_step(src,direction) if(!T) continue if(!T.Enter(src)) continue var/obj/effect/particle_effect/foam/F = locate() in T if(F) continue F = new /obj/effect/particle_effect/foam(T, metal) F.amount = amount if(!metal) F.create_reagents(25) if(reagents) for(var/datum/reagent/R in reagents.reagent_list) F.reagents.add_reagent(R.id, min(R.volume, 5), R.data, reagents.chem_temp) F.color = mix_color_from_reagents(reagents.reagent_list) // 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(!metal && prob(max(0, exposed_temperature - 475))) flick("[icon_state]-disolve", src) spawn(5) qdel(src) /obj/effect/particle_effect/foam/Crossed(atom/movable/AM, oldloc) if(metal) return if(iscarbon(AM)) var/mob/living/carbon/M = AM if(M.slip("foam", 10 SECONDS)) if(reagents) for(var/reagent_id in reagents.reagent_list) var/amount = M.reagents.get_reagent_amount(reagent_id) if(amount < 25) M.reagents.add_reagent(reagent_id, min(round(amount / 2), 15)) if(reagents.total_volume) var/fraction = 5 / reagents.total_volume reagents.reaction(M, REAGENT_TOUCH, fraction) /datum/effect_system/foam_spread effect_type = /obj/effect/particle_effect/foam 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 var/temperature = T0C var/list/banned_reagents = list("smoke_powder", "fluorosurfactant", "stimulants") /datum/effect_system/foam_spread/set_up(amt=5, loca, datum/reagents/carry = null, metalfoam = 0) amount = min(round(amt/5, 1), 7) if(isturf(loca)) location = loca else location = get_turf(loca) carried_reagents = list() metal = metalfoam 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 && !metal) for(var/datum/reagent/R in carry.reagent_list) carried_reagents[R.id] = R.volume /datum/effect_system/foam_spread/start() spawn(0) var/obj/effect/particle_effect/foam/F = locate() in location if(F) F.amount += amount F.amount = min(F.amount, 27) return F = new /obj/effect/particle_effect/foam(location, metal) F.amount = amount if(!metal) // don't carry other chemicals if a metal foam F.create_reagents(25) if(carried_reagents) for(var/id in carried_reagents) if(banned_reagents.Find("[id]")) continue var/datum/reagent/reagent_volume = carried_reagents[id] F.reagents.add_reagent(id, min(reagent_volume, 5), null, temperature) F.color = mix_color_from_reagents(F.reagents.reagent_list) else F.reagents.add_reagent("cleaner", 1) F.color = mix_color_from_reagents(F.reagents.reagent_list) // 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 = MFOAM_ALUMINUM /obj/structure/foamedmetal/Initialize() ..() air_update_turf(1) /obj/structure/foamedmetal/Destroy() var/turf/T = get_turf(src) . = ..() T.air_update_turf(TRUE) /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/updateicon() if(metal == MFOAM_ALUMINUM) icon_state = "metalfoam" max_integrity = 20 obj_integrity = max_integrity else icon_state = "ironfoam" max_integrity = 50 obj_integrity = max_integrity /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() return !density