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2024-09-11 14:49:30 +00:00

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/////////////////////////////////////////////
//// SMOKE SYSTEMS
// direct can be optionally 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/particle_effect/smoke
name = "smoke"
icon_state = "smoke"
icon = 'icons/effects/96x96.dmi'
pixel_x = -32
pixel_y = -32
opacity = TRUE
anchored = FALSE
plane = SMOKE_PLANE
layer = FLY_LAYER
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
var/steps = 0
var/lifetime = 10 SECONDS_TO_LIFE_CYCLES
var/direction
var/causes_coughing = FALSE
/obj/effect/particle_effect/smoke/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
RegisterSignal(src, list(COMSIG_MOVABLE_CROSSED, COMSIG_CROSSED_MOVABLE), PROC_REF(smoke_mob)) //If someone crosses the smoke or the smoke crosses someone
GLOB.smokes_active++
lifetime += rand(-1, 1)
create_reagents(10)
/obj/effect/particle_effect/smoke/Destroy()
animate(src, 2 SECONDS, alpha = 0, easing = EASE_IN | CIRCULAR_EASING)
STOP_PROCESSING(SSobj, src)
UnregisterSignal(src, list(COMSIG_MOVABLE_CROSSED, COMSIG_CROSSED_MOVABLE))
GLOB.smokes_active--
return ..()
/obj/effect/particle_effect/smoke/proc/fade_out(frames = 16)
animate(src, 2 SECONDS, alpha = 0, easing = EASE_IN | CIRCULAR_EASING)
/obj/effect/particle_effect/smoke/proc/kill_smoke()
STOP_PROCESSING(SSobj, src)
INVOKE_ASYNC(src, PROC_REF(fade_out))
QDEL_IN(src, 2 SECONDS)
/obj/effect/particle_effect/smoke/process()
lifetime--
if(lifetime < 1)
kill_smoke()
return FALSE
if(steps >= 1)
step(src,direction)
steps--
for(var/mob/living/carbon/M in range(1, src))
smoke_mob(M)
return TRUE
/obj/effect/particle_effect/smoke/proc/smoke_mob(mob/living/carbon/breather)
SIGNAL_HANDLER //COMSIG_MOVABLE_CROSSED and COMSIG_CROSSED_MOVABLE
if(!istype(breather))
return FALSE
if(lifetime < 1)
return FALSE
if(!breather.can_breathe_gas())
return FALSE
if(breather.smoke_delay)
addtimer(CALLBACK(src, PROC_REF(remove_smoke_delay), breather), 1 SECONDS) //Sometimes during testing I'd somehow end up with a permanent smoke delay, so this is in case of that
return FALSE
if(reagents)
reagents.trans_to(breather, reagents.total_volume)
if(causes_coughing)
breather.drop_item()
breather.adjustOxyLoss(1)
INVOKE_ASYNC(breather, TYPE_PROC_REF(/mob/living/carbon, emote), "cough")
breather.smoke_delay++
addtimer(CALLBACK(src, PROC_REF(remove_smoke_delay), breather), 1 SECONDS)
return TRUE
/obj/effect/particle_effect/smoke/proc/remove_smoke_delay(mob/living/carbon/C)
if(C)
C.smoke_delay = 0
/datum/effect_system/smoke_spread
effect_type = /obj/effect/particle_effect/smoke
var/datum/reagents/chemicals_to_add
var/units_per_smoke = 0
var/direction
/datum/effect_system/smoke_spread/set_up(amount = 5, only_cardinals = FALSE, source, desired_direction, datum/reagents/chemicals = null)
number = clamp(amount, 0, 20)
cardinals = only_cardinals
location = get_turf(source)
if(desired_direction)
direction = desired_direction
if(chemicals)
chemicals_to_add = chemicals
units_per_smoke = clamp((chemicals_to_add.total_volume / number), 0, 10)
/datum/effect_system/smoke_spread/start()
var/smoke_budget = GLOBAL_SMOKE_LIMIT - GLOB.smokes_active
if(smoke_budget < number) //Dream blunt rotation scenario
return
for(var/i in 1 to number)
if(holder)
location = get_turf(holder)
var/obj/effect/particle_effect/smoke/S = new effect_type(location, (chemicals_to_add ? TRUE : FALSE))
if(chemicals_to_add)
chemicals_to_add.copy_to(S, units_per_smoke)
S.color = mix_color_from_reagents(chemicals_to_add.reagent_list)
if(!direction)
if(cardinals)
S.direction = pick(GLOB.cardinal)
else
S.direction = pick(GLOB.alldirs)
else
S.direction = direction
S.steps = pick(0,1,1,1,2,2,2,3)
S.process()
/////////////////////////////////////////////
// Bad smoke
/////////////////////////////////////////////
/obj/effect/particle_effect/smoke/bad
lifetime = 16 SECONDS_TO_LIFE_CYCLES
causes_coughing = TRUE
/obj/effect/particle_effect/smoke/bad/CanPass(atom/movable/mover, turf/target)
if(istype(mover, /obj/item/projectile/beam))
var/obj/item/projectile/beam/B = mover
B.damage = (B.damage / 2)
return TRUE
/datum/effect_system/smoke_spread/bad
effect_type = /obj/effect/particle_effect/smoke/bad
/////////////////////////////////////////////
// Nanofrost smoke
/////////////////////////////////////////////
/obj/effect/particle_effect/smoke/freezing
name = "nanofrost smoke"
color = "#B2FFFF"
opacity = FALSE
/datum/effect_system/smoke_spread/freezing
effect_type = /obj/effect/particle_effect/smoke/freezing
var/blast = FALSE
/datum/effect_system/smoke_spread/freezing/proc/Chilled(atom/A)
if(issimulatedturf(A))
var/turf/simulated/T = A
if(!T.blocks_air)
var/datum/milla_safe/smoke_spread_chill/milla = new()
milla.invoke_async(src, T)
for(var/obj/machinery/atmospherics/unary/vent_pump/V in T)
if(!isnull(V.welded) && !V.welded) //must be an unwelded vent pump.
V.welded = TRUE
V.update_icon()
V.visible_message("<span class='danger'>[V] was frozen shut!</span>")
for(var/obj/machinery/atmospherics/unary/vent_scrubber/U in T)
if(!isnull(U.welded) && !U.welded) //must be an unwelded vent scrubber.
U.welded = TRUE
U.update_icon()
U.visible_message("<span class='danger'>[U] was frozen shut!</span>")
for(var/mob/living/L in T)
L.ExtinguishMob()
for(var/obj/item/Item in T)
Item.extinguish()
/datum/milla_safe/smoke_spread_chill
/datum/milla_safe/smoke_spread_chill/on_run(datum/effect_system/smoke_spread/smoke, turf/T)
var/datum/gas_mixture/env = get_turf_air(T)
if(get_dist(T, smoke) < 2) // Otherwise we'll get silliness like people using Nanofrost to kill people through walls with cold air
env.set_temperature(2)
for(var/obj/effect/hotspot/H in T)
qdel(H)
if(env.toxins())
env.set_nitrogen(env.nitrogen() + env.toxins())
env.set_toxins(0)
/datum/effect_system/smoke_spread/freezing/set_up(amount = 5, only_cardinals = FALSE, source, desired_direction, datum/reagents/chemicals, blasting = FALSE)
..()
blast = blasting
/datum/effect_system/smoke_spread/freezing/start()
if(blast)
for(var/turf/T in RANGE_TURFS(2, location))
Chilled(T)
..()
/////////////////////////////////////////////
// Sleep smoke
/////////////////////////////////////////////
/obj/effect/particle_effect/smoke/sleeping
color = "#9C3636"
lifetime = 20 SECONDS_TO_LIFE_CYCLES
causes_coughing = TRUE
/obj/effect/particle_effect/smoke/sleeping/process()
if(..())
for(var/mob/living/carbon/M in range(1,src))
smoke_mob(M)
/obj/effect/particle_effect/smoke/sleeping/smoke_mob(mob/living/carbon/M)
if(..())
M.Sleeping(20 SECONDS)
return TRUE
/datum/effect_system/smoke_spread/sleeping
effect_type = /obj/effect/particle_effect/smoke/sleeping
////////////////////////////////////
// See-through smoke
///////////////////////////////////
/obj/effect/particle_effect/smoke/transparent
opacity = FALSE
alpha = 125
/datum/effect_system/smoke_spread/transparent
effect_type = /obj/effect/particle_effect/smoke/transparent