Files
Paradise/code/game/objects/effects/effect_system.dm
Mike Long 29c9aca1a8 Devil game mode
Fixes more compile errors.  Down to 65 now.

updates << into to_chat

Down to 60 errors, also starts to port the codex gigas and law 666 for cyborg devils.

Fixes more compile errors.  Down to 41 now.

Replaces timers with spawns, and <<s with to_chats
40 compile errors.

Down to 34 compile errors.

whoops, actually down to 34 now.

Down to 25 compile errors.

Down to 15 compile errors, I'llprobably need some help at this point.

Woo!  Down to 7 compile errors.

Ported over devil hud.  Number of errors up to 19.

WOO!  It compiles.  It's completely untested, but it compiles.

Adds devils to traitor panel

Implements iron, silver and salt banes.

implements flashing lights bane

Selling your soul prevents cloning, and some other methods of revival.

Implements harvest bane

Merged and sorted icons/obj/bureaucracy.dmi

Adds toy codex gigas

Fixes compile errors, adds codex gigas sprite.

Lots of bug fixes.  Contracts work, devil revival is more consistant, etc

Adds missing icons for flaming contracts, summon pitchfork, summon wealth, employment cabinet, and sintouch.

Converts DEEP LORE explanations from hell to inferno incorporated.

Banishes the compile errors.

Devils come from hell again.

replaces offer drink obligation with a much more lore appropriate devil's fiddle reference
Also fixes contract bashing brain damage chance.

Undoes some changes I accidentally did to example config files.

Fixes up a few remaining bugs.

Puts in the codex gigas and employment contract cabinets.
 -- Lemon - I kinda skipped this one, I'll patch it back in later because
 map conflicts are suffering incarnate

Solves the devil law problem in a REALLY hacky snowflake way.

Fixes a few methods in which a hellbound can be revived.

Devils respawn with a limited number of appropriate items, instead of COMPLETELY naked upon corpse destruction.  Also adds lines to example config.

Updates devil laws to be less hacky.

Objective to sintouch x mortals now greentexts correctly.

Contracts no longer cause brain damage.  I didn't realize it was lethal on this codebase.  Oops.

Splits dust(visual_only) into dust() and dust_animation() procs

Fixes some defines.
Adds undef statements to improve compile times.

Fixes race changes from demonic form changes.

Fixes small runtime error. (Which somehow didn't break anything?)

Implements lots of small changes/corrections suggested by CrazyLemon64

I still need to test these changes, along with other potential issues he brought up.

Fixes harvest bane and power contracts.  Also adds a few </span> tag enders.

Corrects some edge cases with revival contracts.

Fixes compile error.

Reverts unneccecary change to item/weapon/reagent_containers

Cleans up the code for readability.

Prevents cloning of hellbound individuals.

Latejoins now properly have employment contracts added to employment cabinets (provided they still exist)

Infernal contracts are no longer rendered unreadable by fire and alcohol.

All fireproof paper remains readable after being fireballed, not just infernal contracts.  (Though infernal contracts are the only fireproof paper atm)

Fixes an edge case problem with cloning.

Adds is_revivable proc to mind.

Removes snowflake code involving preventing soulseller resurrection.

Indulges in the sin of sloth, and copies tg's lazy list macros

Proc calls that transform the user no longer go to a null target

Fixes devil UI, human regression will keep appearance, and adds danceoff

Devil's base forms no longer suffocate inside the devil

Fixes runtimes, gets stuff working

The arch devil can now blast down walls with their pitchfork

EXTERMINATE ALL SPIRITS

Activates devil clause in voice of god

Fawks Mcclood

Feature P A R I T Y

Fixes devil bugs from testing

- Does a death refactor to make sure that diabolical resurrection works

- Walls no longer leave girders when blasted by the devil

- Getting a new body gives you a rudimentary amount of equipment to work
with to get out of maintenance or whereever

Does all the icons in a single commit on their own because icon

conflicts suck

Starting point of extra devil rebalance/fixes

Ports devil friends

Also oops tramples all over Fethas' corpse PR that's still up I need
to take care of that one

Styling fixes
2019-01-13 12:00:49 +01:00

1290 lines
33 KiB
Plaintext

/* 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.
/obj/effect/effect/New()
..()
if(ticker)
cameranet.updateVisibility(src)
/obj/effect/effect/Destroy()
if(ticker)
cameranet.updateVisibility(src)
return ..()
/datum/effect/proc/fadeOut(var/atom/A, var/frames = 16)
if(A.alpha == 0) //Handle already transparent case
return
if(frames == 0)
frames = 1 //We will just assume that by 0 frames, the coder meant "during one frame".
var/step = A.alpha / frames
for(var/i = 0, i < frames, i++)
A.alpha -= step
sleep(world.tick_lag)
return
/obj/effect/effect/water
name = "water"
icon = 'icons/effects/effects.dmi'
icon_state = "extinguish"
var/life = 15.0
mouse_opacity = 0
/obj/effect/effect/smoke
name = "smoke"
icon = 'icons/effects/water.dmi'
icon_state = "smoke"
opacity = 1
anchored = 0.0
mouse_opacity = 0
var/amount = 8.0
/obj/effect/proc/delete()
qdel(src)
/obj/effect/effect/water/New()
..()
//var/turf/T = src.loc
//if(istype(T, /turf))
// T.firelevel = 0 //TODO: FIX
spawn( 70 )
delete()
return
return
/obj/effect/effect/water/Move(turf/newloc)
//var/turf/T = src.loc
//if(istype(T, /turf))
// T.firelevel = 0 //TODO: FIX
if(--src.life < 1)
//SN src = null
delete()
if(newloc.density)
return 0
.=..()
/obj/effect/effect/water/Bump(atom/A)
if(reagents)
reagents.reaction(A)
if(istype(A,/atom/movable))
var/atom/movable/AM = A
AM.water_act(life, 310.15, src)
return ..()
/datum/effect/system
var/number = 3
var/cardinals = 0
var/turf/location
var/atom/holder
var/setup = 0
Destroy()
holder = null
location = null
return ..()
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()
/////////////////////////////////////////////
// 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/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)
if(steam) steam.delete()
/////////////////////////////////////////////
//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"
desc = "it's a spark what do you need to know?"
icon_state = "sparks"
anchored = 1.0
mouse_opacity = 0
var/amount = 6.0
/obj/effect/effect/sparks/New()
..()
playsound(src.loc, "sparks", 100, 1)
var/turf/T = loc
if(istype(T, /turf))
T.hotspot_expose(1000, 100)
spawn (100)
qdel(src)
/obj/effect/effect/sparks/Destroy()
var/turf/T = src.loc
if(istype(T, /turf))
T.hotspot_expose(1000,100)
return ..()
/obj/effect/effect/sparks/Move()
..()
var/turf/T = src.loc
if(istype(T, /turf))
T.hotspot_expose(1000,100)
return
/datum/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)
qdel(sparks)
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/harmless_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/harmless_smoke/New()
..()
spawn (100)
delete()
return
/obj/effect/effect/harmless_smoke/Move()
..()
return
/datum/effect/system/harmless_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 > 10)
n = 10
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/harmless_smoke/smoke = new /obj/effect/effect/harmless_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(75+rand(10,30))
smoke.delete()
src.total_smoke--
/////////////////////////////////////////////
// Bad smoke
/////////////////////////////////////////////
/obj/effect/effect/bad_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/bad_smoke/New()
..()
spawn (200+rand(10,30))
delete()
return
/obj/effect/effect/bad_smoke/Move()
..()
for(var/mob/living/carbon/M in get_turf(src))
if(M.internal != null && M.wear_mask && (M.wear_mask.flags & AIRTIGHT))
else
M.drop_item()
M.adjustOxyLoss(1)
if(M.coughedtime != 1)
M.coughedtime = 1
M.emote("cough")
spawn ( 20 )
M.coughedtime = 0
return
/obj/effect/effect/bad_smoke/CanPass(atom/movable/mover, turf/target, height=0)
if(height==0) return 1
if(istype(mover, /obj/item/projectile/beam))
var/obj/item/projectile/beam/B = mover
B.damage = (B.damage/2)
return 1
/obj/effect/effect/bad_smoke/Crossed(mob/living/carbon/M as mob )
..()
if(istype(M, /mob/living/carbon))
if(M.internal != null && M.wear_mask && (M.wear_mask.flags & AIRTIGHT))
return
else
M.drop_item()
M.adjustOxyLoss(1)
if(M.coughedtime != 1)
M.coughedtime = 1
M.emote("cough")
spawn ( 20 )
M.coughedtime = 0
return
/datum/effect/system/bad_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/bad_smoke/smoke = new /obj/effect/effect/bad_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))
smoke.delete()
src.total_smoke--
/////////////////////////////////////////////
// Chem smoke
/////////////////////////////////////////////
/obj/effect/effect/chem_smoke
name = "smoke"
opacity = 0
anchored = 0.0
mouse_opacity = 0
var/amount = 6.0
icon = 'icons/effects/chemsmoke.dmi'
pixel_x = -32
pixel_y = -32
/obj/effect/effect/chem_smoke/New()
..()
spawn (200+rand(10,30))
delete()
return
/obj/effect/effect/chem_smoke/Move()
..()
/datum/effect/system/chem_smoke_spread/New()
..()
chemholder = new/obj()
var/datum/reagents/R = new/datum/reagents(500)
chemholder.reagents = R
R.my_atom = chemholder
/datum/effect/system/chem_smoke_spread
var/total_smoke = 0 // To stop it being spammed and lagging!
var/direction
var/obj/chemholder
Destroy()
QDEL_NULL(chemholder)
return ..()
New()
..()
chemholder = new/obj()
var/datum/reagents/R = new/datum/reagents(500)
chemholder.reagents = R
R.my_atom = chemholder
set_up(var/datum/reagents/carry = null, n = 5, c = 0, loca, direct, silent = 0)
if(n > 20)
n = 20
number = n
cardinals = c
carry.copy_to(chemholder, carry.total_volume)
if(istype(loca, /turf/))
location = loca
else
location = get_turf(loca)
if(direct)
direction = direct
if(!silent)
var/contained = ""
for(var/reagent in carry.reagent_list)
contained += " [reagent] "
if(contained)
contained = "\[[contained]\]"
var/area/A = get_area(location)
var/where = "[A.name] | [location.x], [location.y]"
var/whereLink = "<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[location.x];Y=[location.y];Z=[location.z]'>[where]</a>"
if(carry && carry.my_atom)
if(carry.my_atom.fingerprintslast)
var/mob/M = get_mob_by_key(carry.my_atom.fingerprintslast)
var/more = ""
if(M)
more = " "
msg_admin_attack("A chemical smoke reaction has taken place in ([whereLink])[contained]. Last associated key is [carry.my_atom.fingerprintslast][more].", 0, 1)
log_game("A chemical smoke reaction has taken place in ([where])[contained]. Last associated key is [carry.my_atom.fingerprintslast].")
else
msg_admin_attack("A chemical smoke reaction has taken place in ([whereLink]). No associated key.", 0, 1)
log_game("A chemical smoke reaction has taken place in ([where])[contained]. No associated key.")
else
msg_admin_attack("A chemical smoke reaction has taken place in ([whereLink]). No associated key. CODERS: carry.my_atom may be null.", 0, 1)
log_game("A chemical smoke reaction has taken place in ([where])[contained]. No associated key. CODERS: carry.my_atom may be null.")
start(effect_range = 2)
var/i = 0
var/color = mix_color_from_reagents(chemholder.reagents.reagent_list)
var/obj/effect/effect/chem_smoke/smokeholder = new /obj/effect/effect/chem_smoke(src.location)
for(var/atom/A in view(effect_range, smokeholder))
chemholder.reagents.reaction(A)
if(iscarbon(A))
var/mob/living/carbon/C = A
if(C.can_breathe_gas())
chemholder.reagents.copy_to(C, chemholder.reagents.total_volume)
qdel(smokeholder)
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/chem_smoke/smoke = new /obj/effect/effect/chem_smoke(src.location)
src.total_smoke++
var/direction = src.direction
if(!direction)
if(src.cardinals)
direction = pick(cardinal)
else
direction = pick(alldirs)
if(color)
smoke.icon += color // give the smoke color, if it has any to begin with
else
// 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))
if(smoke) smoke.delete()
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
color = "#9C3636"
/obj/effect/effect/sleep_smoke/New()
..()
spawn (200+rand(10,30))
delete()
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 & AIRTIGHT))
// 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.AdjustSleeping(5)
if(M.coughedtime != 1)
M.coughedtime = 1
M.emote("cough")
spawn(20)
if(M && M.loc)
M.coughedtime = 0
return
/obj/effect/effect/sleep_smoke/Crossed(mob/living/carbon/M as mob )
..()
if(istype(M, /mob/living/carbon))
if(M.internal != null && M.wear_mask && (M.wear_mask.flags & AIRTIGHT))
// 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.AdjustSleeping(5)
if(M.coughedtime != 1)
M.coughedtime = 1
M.emote("cough")
spawn(20)
if(M && M.loc)
M.coughedtime = 0
return
/datum/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))
smoke.delete()
src.total_smoke--
/*
// hoo boy, I think I need to refactor our smoke code
/////////////////////////////////////////////
// Transparent smoke
/////////////////////////////////////////////
//Same as the base type, but the smoke produced is not opaque
/datum/effect_system/smoke_spread/transparent
effect_type = /obj/effect/particle_effect/smoke/transparent
/obj/effect/particle_effect/smoke/transparent
opaque = FALSE
*/
/////////////////////////////////////////////
// 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)
qdel(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 & AIRTIGHT) && R.wear_suit != null && !istype(R.wear_suit, /obj/item/clothing/suit/storage/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.adjustFireLoss(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/Crossed(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 & AIRTIGHT) && R.wear_suit != null && !istype(R.wear_suit, /obj/item/clothing/suit/storage/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.adjustFireLoss(0.75)
if(R.coughedtime != 1)
R.coughedtime = 1
R.emote("gasp")
spawn (20)
R.coughedtime = 0
R.updatehealth()
return
/datum/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)
qdel(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/system/ion_trail_follow
var/turf/oldposition
var/processing = 1
var/on = 1
/datum/effect/system/ion_trail_follow/Destroy()
oldposition = null
return ..()
/datum/effect/system/ion_trail_follow/set_up(atom/atom)
attach(atom)
/datum/effect/system/ion_trail_follow/start() //Whoever is responsible for this abomination of code should become an hero
if(!src.on)
src.on = 1
src.processing = 1
if(src.processing)
src.processing = 0
var/turf/T = get_turf(src.holder)
if(T != src.oldposition)
if(!has_gravity(T))
var/obj/effect/effect/ion_trails/I = new /obj/effect/effect/ion_trails(src.oldposition)
I.dir = src.holder.dir
flick("ion_fade", I)
I.icon_state = ""
spawn( 20 )
if(I)
I.delete()
src.oldposition = T
spawn(2)
if(src.on)
src.processing = 1
src.start()
/datum/effect/system/ion_trail_follow/proc/stop()
src.processing = 0
src.on = 0
oldposition = null
/datum/effect/system/ion_trail_follow/space_trail
var/turf/oldloc // secondary ion trail loc
var/turf/currloc
/datum/effect/system/ion_trail_follow/space_trail/Destroy()
oldloc = null
currloc = null
return ..()
/datum/effect/system/ion_trail_follow/space_trail/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(currloc != T)
switch(holder.dir)
if(NORTH)
src.oldposition = T
src.oldposition = get_step(oldposition, SOUTH)
src.oldloc = get_step(oldposition,EAST)
//src.oldloc = get_step(oldloc, SOUTH)
if(SOUTH) // More difficult, offset to the north!
src.oldposition = get_step(holder,NORTH)
src.oldposition = get_step(oldposition,NORTH)
src.oldloc = get_step(oldposition,EAST)
//src.oldloc = get_step(oldloc,NORTH)
if(EAST) // Just one to the north should suffice
src.oldposition = T
src.oldposition = get_step(oldposition, WEST)
src.oldloc = get_step(oldposition,NORTH)
//src.oldloc = get_step(oldloc,WEST)
if(WEST) // One to the east and north from there
src.oldposition = get_step(holder,EAST)
src.oldposition = get_step(oldposition,EAST)
src.oldloc = get_step(oldposition,NORTH)
//src.oldloc = get_step(oldloc,EAST)
if(istype(T, /turf/space))
var/obj/effect/effect/ion_trails/I = new /obj/effect/effect/ion_trails(src.oldposition)
var/obj/effect/effect/ion_trails/II = new /obj/effect/effect/ion_trails(src.oldloc)
//src.oldposition = T
I.dir = src.holder.dir
II.dir = src.holder.dir
flick("ion_fade", I)
flick("ion_fade", II)
I.icon_state = ""
II.icon_state = ""
spawn( 20 )
if(I) I.delete()
if(II) II.delete()
spawn(2)
if(src.on)
src.processing = 1
src.start()
currloc = T
/////////////////////////////////////////////
//////// Attach a steam trail to an object (eg. a reacting beaker) that will follow it
// even if it's carried of thrown.
/////////////////////////////////////////////
/datum/effect/system/steam_trail_follow
var/turf/oldposition
var/processing = 1
var/on = 1
Destroy()
oldposition = null
return ..()
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)
if(I) I.delete()
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/structure/foam
name = "foam"
icon = 'icons/effects/effects.dmi'
icon_state = "foam"
opacity = 0
anchored = 1
density = 0
layer = OBJ_LAYER + 0.9
mouse_opacity = 0
animate_movement = 0
var/amount = 3
var/expand = 1
var/metal = 0
/obj/structure/foam/New(loc, var/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)
processing_objects.Remove(src)
sleep(30)
if(metal)
var/turf/T = get_turf(src)
if(istype(T, /turf/space))
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/structure/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, TOUCH, fraction)
return ..()
/obj/structure/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/structure/foam/F = locate() in T
if(F)
continue
F = new /obj/structure/foam(T, metal)
F.amount = amount
if(!metal)
F.create_reagents(15)
if(reagents)
for(var/datum/reagent/R in reagents.reagent_list)
F.reagents.add_reagent(R.id, min(R.volume, 3), R.data, reagents.chem_temp)
F.color = mix_color_from_reagents(reagents.reagent_list)
// foam disolves when heated
// except metal foams
/obj/structure/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)
qdel(src)
/obj/structure/foam/Crossed(var/atom/movable/AM)
if(metal)
return
if(istype(AM, /mob/living/carbon))
var/mob/living/carbon/M = AM
if(M.slip("foam", 5, 2))
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, TOUCH, fraction)
/datum/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
var/temperature = T0C
var/list/banned_reagents = list("smoke_powder", "fluorosurfactant", "stimulants")
/datum/effect/system/foam_spread/set_up(amt=5, loca, var/datum/reagents/carry = null, var/metalfoam = 0)
amount = min(round(amt/5, 1), 7)
if(istype(loca, /turf/))
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/structure/foam/F = locate() in location
if(F)
F.amount += amount
F.amount = min(F.amount, 27)
return
F = new /obj/structure/foam(location, metal)
F.amount = amount
if(!metal) // don't carry other chemicals if a metal foam
F.create_reagents(15)
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, 3), 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
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 = MFOAM_ALUMINUM
/obj/structure/foamedmetal/initialize()
..()
air_update_turf(1)
/obj/structure/foamedmetal/Destroy()
density = 0
air_update_turf(1)
return ..()
/obj/structure/foamedmetal/Move()
var/turf/T = loc
..()
move_update_air(T)
/obj/structure/foamedmetal/proc/updateicon()
if(metal == MFOAM_ALUMINUM)
icon_state = "metalfoam"
else
icon_state = "ironfoam"
/obj/structure/foamedmetal/ex_act(severity)
qdel(src)
/obj/structure/foamedmetal/blob_act()
qdel(src)
/obj/structure/foamedmetal/bullet_act()
if(metal==MFOAM_ALUMINUM || prob(50))
qdel(src)
/obj/structure/foamedmetal/attack_hand(var/mob/user)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
if((HULK in user.mutations) || (prob(75 - metal*25)))
user.visible_message("<span class='warning'>[user] smashes through \the [src].</span>", "<span class='notice'>You smash through \the [src].</span>")
qdel(src)
else
to_chat(user, "<span class='notice'>You hit the metal foam but bounce off it.</span>")
/obj/structure/foamedmetal/attackby(var/obj/item/I, var/mob/user, params)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
if(istype(I, /obj/item/grab))
var/obj/item/grab/G = I
G.affecting.loc = src.loc
user.visible_message("<span class='warning'>[G.assailant] smashes [G.affecting] through the foamed metal wall.</span>")
qdel(I)
qdel(src)
return
if(prob(I.force*20 - metal*25))
user.visible_message("<span class='warning'>[user] smashes through the foamed metal with \the [I].</span>", "<span class='notice'>You smash through the foamed metal with \the [I].</span>")
qdel(src)
else
to_chat(user, "<span class='warning'>You hit the metal foam to no effect.</span>")
/obj/structure/foamedmetal/attack_animal(mob/living/simple_animal/M)
M.do_attack_animation(src)
if(M.melee_damage_upper == 0)
M.visible_message("<span class='notice'>[M] nudges \the [src].</span>")
else
if(M.attack_sound)
playsound(loc, M.attack_sound, 50, 1, 1)
M.visible_message("<span class='danger'>\The [M] [M.attacktext] [src]!</span>")
qdel(src)
/obj/structure/foamedmetal/attack_alien(mob/living/carbon/alien/humanoid/M)
M.visible_message("<span class='danger'>[M] tears apart \the [src]!</span>");
qdel(src)
/obj/structure/foamedmetal/CanPass(atom/movable/mover, turf/target, height=1.5)
return !density
/obj/structure/foamedmetal/CanAtmosPass()
return !density
/datum/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/system/spark_spread/s = new /datum/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/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_EX_DEVESTATION_RANGE, devastation + round(amount/12))
if(round(amount/6) > 0)
heavy = min (MAX_EX_HEAVY_RANGE, heavy + round(amount/6))
if(round(amount/3) > 0)
light = min (MAX_EX_LIGHT_RANGE, light + round(amount/3))
if(flash && flashing_factor)
flash += (round(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, devastation, heavy, light, flash)
proc/holder_damage(var/atom/holder)
if(holder)
var/dmglevel = 4
if(round(amount/8) > 0)
dmglevel = 1
else if(round(amount/4) > 0)
dmglevel = 2
else if(round(amount/2) > 0)
dmglevel = 3
if(dmglevel<4) holder.ex_act(dmglevel)
//////////////////////////////////
//////SPARKLE FIREWORKS
/////////////////////////////////
////////////////////////////
/obj/effect/sparkles
name = "sparkle"
icon = 'icons/obj/fireworks.dmi'//findback
icon_state = "sparkel"
var/amount = 6.0
anchored = 1.0
mouse_opacity = 0
/obj/effect/sparkles/New()
..()
var/icon/I = new(src.icon,src.icon_state)
var/r = rand(0,255)
var/g = rand(0,255)
var/b = rand(0,255)
I.Blend(rgb(r,g,b),ICON_MULTIPLY)
src.icon = I
playsound(src.loc, "sparks", 100, 1)
var/turf/T = src.loc
if(istype(T, /turf))
T.hotspot_expose(3000,100)
spawn (100)
qdel(src)
return
/obj/effect/sparkles/Destroy()
var/turf/T = src.loc
if(istype(T, /turf))
T.hotspot_expose(3000,100)
return ..()
/obj/effect/sparkles/Move()
..()
var/turf/T = src.loc
if(istype(T, /turf))
T.hotspot_expose(3000,100)
return
/datum/effect/system/sparkle_spread
var/total_sparks = 0 // To stop it being spammed and lagging!
/datum/effect/system/sparkle_spread/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)
/datum/effect/system/sparkle_spread/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/sparkles/sparks = new(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)
qdel(sparks)
src.total_sparks--