Files
Paradise/code/game/objects/effects/effect_system/effects_smoke.dm
BiancaWilkson 036b8e0182 Mindflayers v0.9, Playable Edition! (#26596)
* adds antaghud icon

* TGUI bundle build dont push changes i didnt stage challenge 2025 (IMPOSSIBLE)

* Adds organ repair passive

* Description fix

* Runs prettier

* Fixes desc 2

* Fix revert

* Remove vamp text

* Fix some CI + Partial refactor

* Fixes CI

* Fixes gamemodes I messed with

* Moves these procs over

* Description fix again

* Add back limit requiring drainees to have ckeys

* Adds terminator icon

* Update code/datums/status_effects/buffs.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/modules/surgery/organs/augments_internal.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/modules/antagonists/mind_flayer/powers/flayer_stealth_powers.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* More lewv review

* Clamps the EMP severity

* Fixes "surveilance" typos

* The TODO is gone and can't hurt me anymore

* Update code/modules/antagonists/mind_flayer/flayer_datum.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/game/objects/items/weapons/pneumaticCannon.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/game/objects/items/weapons/stunbaton.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* More lewc reviews

* Update code/modules/antagonists/_common/antag_datum.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/modules/antagonists/_common/antag_datum.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/modules/antagonists/mind_flayer/flayer_datum.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/modules/antagonists/mind_flayer/flayer_datum.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/modules/antagonists/mind_flayer/flayer_datum.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/modules/antagonists/mind_flayer/flayer_datum.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/modules/antagonists/mind_flayer/flayer_power.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Fixes some camera bug issues + lewc reviews

* Update code/modules/antagonists/mind_flayer/powers/flayer_passives.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/modules/antagonists/mind_flayer/flayer_power.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Updates a comment and fixes whitespace

* Autodocs flayerprod

* Update code/modules/antagonists/mind_flayer/powers/flayer_mobility_powers.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* qdel things we dont need anymore + typing an argument of add_abillity

* Remove debug log

* Update code/modules/antagonists/mind_flayer/flayer_power.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Slightly buffs, and fixes GC issues of tether

* I no longer feel i am a mindflayer

* Fixes formatting of greeting

* Better greeting

* Worlds shittiest sprite

* Don't need this TODO anymore

* Fixes double description

* Changes the wording on the borg laws

* and bundle too

* The cannon uses shrapnel now

* Initial style changes

* Ratios for brain damage

* Adds a chemical to test for flayerism

* Fixes the brain damage ratios

* Abilities are purchasable again

* Updates TGUI properly

* im sorry linter

* Steam smoke

* Hi bundle

* Re-abstracts this proc post syndi orgs

* Fixes gamemode logic post cling round removal

* I WONT FORGET IT THIS TIME

* Fix name of steam ability

* I'm a fool

* Fixes processed passives + removes debug message

* Fixes updating abilities inside UI

* Better description for quicksilver form

* First part lewc review

* Remove debug thingy

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Fixes defines + GCs weapon spells

* We don't need this

* Eyes GC properly

* Update code/modules/antagonists/mind_flayer/powers/flayer_mobility_powers.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* adds better logging to the assimilate

* Adds parenthesis

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* TGUI Bundle Rebuild

* Fixes and Reworks TGUI

* Cleaner JS and Fixes

* adds anti-snitching clause to borg laws

* changes the span for the borg messages

* No holoparasites

* Puts baton silence in line with glare

* Fixes total_swarms_gathered

* Nuke old trait

* Gun no longer not stuck

* Rejuv clears delayed knockdown

* Some weapon ability fixes

* Makes radio enable timers not counterintuitive

* Fixes beepsky runtimes

* Makes naming more consistent

* Adds one-click-antag

* Adds the mind flayer toggle (doesn't technically work)

* Adds flayers to check_antagonist

* Gives IDs to the status effects

* Also this one

* Makes retracting work again if it's in your offhand

* Fixes pacification tech levels

* Grapple is a weapon ability now, nullifcation retracts implants

* Fixed descriptions

* Adds some pizzaz to torque enhancer

* This actually needs to be like this

* Moves a helper proc over to a helper proc file

* Extra admin visibility

* Nukes the wacky flayer mob

* Makes silicon administrative access more sane

* Terminator form better description

* Makes rejuv set stamina to 0

* Various price increases

* AAAAAAAAAAAAA

* Better feedback + logging on cyborg subversion

* Swarm purchase display (temp fix)

* Makes mindflayer sounds more silent

* UI improvements

* Various mindflayer fixes

* Typo

* More fixes

* Fixes innates from being stupid

* Forgot to add this check earlier

* Oh this is how you add things to the protolathe

* Changes some description and upgrade messages

* Allows you to drain people beyond your limit

* Fixes some weapon upgrade issues

* Fix CI

* Fixes some draining issues

* More UI Tweaks and QoL

* Fixes most of the issues

* text

* Fixes

* Adds a radio jamming option to intruder

* Gives obfusciation to jammer ability

* Small passive cleanup

* Fixes Search and Adds Ability Stages to UI

* Adds freebie abilities

* Restructuring chain and adding blackbox

* Tgui polish

* Small fix for traceroute

* Fixes one click antag

* Increases EMP resistance cost

* Changes the pneumatic cannon into a shotgun

* Slightly lower static

* Fixed innate building rendering in upgrades

* Fixes icon and description

* Consistency

* Punctuation fix.

* Quick reboot + terminator form synergy

* Adds safety deleting

* Fix level for torque

* Fixes a bad bug

* Update code/game/gamemodes/objective.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Aaaaaaaaaaa

* Makes torque a martial art and some martial arts safeties

* Replaces vortex arm with barrier

* Fix paths

* Adds torque knockdown

* Part 1 lewc review

* HIIIII SQUIDWARD I'M IN YOUR BRANCH NOW

* Removes flak cannon

* Flayer respects mindshielding now on vamp+cling

* Fixes EMP resist

* More fixes

* DGL review

* Contra review

* Clean up weapon powers

* Various tweaks

* Borg hand slight improvements

* Parent call needs to be after this

* Fixes stuff

* Adds a new proc that is called when a spell is purchased

* NEW SPRITES WOOOO

* Traceroute update

* Slightly lower traceroute cost

* Formatting

* Oops

* Wow this could've been bad

* Overclock small buff

* Reduces cost of 1st level EMP immunity

* Lewc review

* TGUI Bundle Rebuild

* Fix barricades

* Lewc review

* Okay FINE qwerty I'll change this

* Traceroute thingy

* I am an idiot

* First part

* Lewc review

* Forgor  this one

* Last bits

* Update code/game/objects/items/control_wand.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/modules/antagonists/mind_flayer/powers/flayer_mobility_powers.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Null

* Static-ness

* Update code/game/gamemodes/changeling/traitor_chan.dm

Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/__DEFINES/mindflayer_defines.dm

Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Last bits

---------

Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com>
2024-10-30 18:35:29 +00:00

253 lines
7.9 KiB
Plaintext

/////////////////////////////////////////////
//// 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
/// Steam smoke
/datum/effect_system/smoke_spread/steam
effect_type = /obj/effect/particle_effect/smoke/steam
/obj/effect/particle_effect/smoke/steam
color = COLOR_OFF_WHITE
lifetime = 10 SECONDS_TO_LIFE_CYCLES
causes_coughing = TRUE
/obj/effect/particle_effect/smoke/steam/Crossed(atom/movable/AM, oldloc)
. = ..()
if(!isliving(AM))
return
var/mob/living/crosser = AM
if(IS_MINDFLAYER(crosser))
return // Mindflayers are fully immune to steam
if(!ishuman(crosser))
crosser.adjustFireLoss(8)
return
var/mob/living/carbon/human/human_crosser = AM
var/fire_armour = human_crosser.get_thermal_protection()
if(fire_armour >= FIRE_SUIT_MAX_TEMP_PROTECT || HAS_TRAIT(human_crosser, TRAIT_RESISTHEAT))
return
crosser.adjustFireLoss(5)
if(prob(20))
to_chat(crosser, "<span class='warning'>You are being scalded by the hot steam!</span>")
/////////////////////////////////////////////
// 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