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Paradise/code/game/objects/effects/effect_system/effects_foam.dm
2025-07-27 20:52:39 +00:00

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// 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"
gender = PLURAL
layer = OBJ_LAYER + 0.9
animate_movement = NO_STEPS
cares_about_temperature = TRUE
/// 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)
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_atom_entered)
)
AddElement(/datum/element/connect_loc, loc_connections)
/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(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/proc/on_atom_entered(datum/source, atom/movable/entered)
if(!iscarbon(entered))
return
var/mob/living/carbon/M = entered
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(exposed_temperature, exposed_volume)
return
/obj/effect/particle_effect/foam/metal/on_atom_entered(datum/source, atom/movable/entered)
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(mapload)
. = ..()
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("<span class='warning'>[user] smashes through [src].</span>", "<span class='notice'>You smash through [src].</span>")
qdel(src)
else
to_chat(user, "<span class='notice'>You hit the metal foam but bounce off it.</span>")
playsound(loc, 'sound/weapons/tap.ogg', 100, 1)
/obj/structure/foamedmetal/CanPass(atom/movable/mover, border_dir)
return !density
/obj/structure/foamedmetal/CanAtmosPass(direction)
return !density