mirror of
https://github.com/ParadiseSS13/Paradise.git
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221 lines
6.9 KiB
Plaintext
221 lines
6.9 KiB
Plaintext
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//objects in /obj/effect should never be things that are attackable, use obj/structure instead.
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//Effects are mostly temporary visual effects like sparks, smoke, as well as decals, etc...
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/obj/effect
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icon = 'icons/effects/effects.dmi'
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
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move_resist = INFINITY
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anchored = TRUE
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can_be_hit = FALSE
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new_attack_chain = TRUE
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/obj/effect/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
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return
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/obj/effect/singularity_act()
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qdel(src)
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return FALSE
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/obj/effect/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
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return
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/obj/effect/acid_act()
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return
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/obj/effect/proc/is_cleanable() //Called when you want to clean something, and usualy delete it after
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return FALSE
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/obj/effect/mech_melee_attack(obj/mecha/M)
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return 0
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/obj/effect/blob_act(obj/structure/blob/B)
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return
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/obj/effect/experience_pressure_difference(flow_x, flow_y)
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return // Immune to gas flow.
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/obj/effect/ex_act(severity)
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switch(severity)
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if(1)
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qdel(src)
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if(2)
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if(prob(60))
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qdel(src)
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if(3)
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if(prob(25))
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qdel(src)
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/**
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* # The abstract object
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*
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* This is an object that is intended to able to be placed, but that is completely invisible.
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* The object should be immune to all forms of damage, or things that can delete it, such as the singularity, or explosions.
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*/
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/obj/effect/abstract
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name = "Abstract object"
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invisibility = INVISIBILITY_ABSTRACT
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layer = TURF_LAYER
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icon = null
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icon_state = null
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armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, RAD = 100, FIRE = 100, ACID = 100)
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// Most of these overrides procs below are overkill, but better safe than sorry.
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/obj/effect/abstract/bullet_act(obj/item/projectile/P)
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return
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/obj/effect/abstract/decompile_act(obj/item/matter_decompiler/C, mob/user)
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return
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/obj/effect/abstract/singularity_act()
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return
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/obj/effect/abstract/narsie_act()
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return
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/obj/effect/abstract/ex_act(severity)
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return
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/obj/effect/abstract/blob_act()
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return
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/obj/effect/abstract/acid_act()
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return
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/obj/effect/abstract/fire_act()
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return
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/obj/effect/decal
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plane = FLOOR_PLANE
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resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
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var/no_scoop = FALSE //if it has this, don't let it be scooped up
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var/no_clear = FALSE //if it has this, don't delete it when its' scooped up
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var/list/scoop_reagents = null
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/obj/effect/decal/Initialize(mapload)
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. = ..()
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if(scoop_reagents)
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create_reagents(100)
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reagents.add_reagent_list(scoop_reagents)
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/obj/effect/decal/build_base_description(infix, suffix) // overriding this is a sin but it fixes a worse sin
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. = list("[bicon(src)] That's \a [src][infix]. [suffix]")
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if(desc)
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. += desc
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/obj/effect/decal/item_interaction(mob/living/user, obj/item/used, list/modifiers)
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if(istype(used, /obj/item/reagent_containers/glass) || istype(used, /obj/item/reagent_containers/drinks))
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scoop(used, user)
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else if(issimulatedturf(loc))
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used.melee_attack_chain(user, loc)
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return ITEM_INTERACT_COMPLETE
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/obj/effect/decal/attack_animal(mob/living/simple_animal/M)
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if(issimulatedturf(loc))
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loc.attack_animal(M)
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/obj/effect/decal/attack_hand(mob/living/user)
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if(issimulatedturf(loc))
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loc.attack_hand(user)
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/obj/effect/decal/attack_hulk(mob/living/carbon/human/user, does_attack_animation = FALSE)
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if(issimulatedturf(loc))
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loc.attack_hulk(user, does_attack_animation)
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/obj/effect/decal/proc/scoop(obj/item/I, mob/user)
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if(reagents && I.reagents && !no_scoop)
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if(!reagents.total_volume)
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to_chat(user, "<span class='notice'>There isn't enough [src] to scoop up!</span>")
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return
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if(I.reagents.total_volume >= I.reagents.maximum_volume)
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to_chat(user, "<span class='notice'>[I] is full!</span>")
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return
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to_chat(user, "<span class='notice'>You scoop [src] into [I]!</span>")
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on_scoop()
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reagents.trans_to(I, reagents.total_volume)
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if(!reagents.total_volume && !no_clear) //scooped up all of it
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qdel(src)
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/obj/effect/decal/ex_act()
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if(reagents)
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for(var/datum/reagent/R in reagents.reagent_list)
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R.on_ex_act()
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qdel(src)
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/obj/effect/decal/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
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if(reagents)
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reagents.temperature_reagents(exposed_temperature)
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if(!(resistance_flags & FIRE_PROOF)) //non fire proof decal or being burned by lava
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qdel(src)
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/obj/effect/decal/blob_act(obj/structure/blob/B)
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if(B && B.loc == loc)
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qdel(src)
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/obj/effect/decal/proc/on_scoop()
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return
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/// These effects can be added to anything to hold particles, which is useful because Byond only allows a single particle per atom
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/obj/effect/abstract/particle_holder
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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layer = ABOVE_ALL_MOB_LAYER
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vis_flags = VIS_INHERIT_PLANE
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invisibility = FALSE
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///typepath of the last location we're in, if it's different when moved then we need to update vis contents
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var/last_attached_location_type
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/// The main item we're attached to at the moment, particle holders hold particles for something
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var/atom/movable/parent
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/// The mob that is holding our item
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var/mob/holding_parent
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/obj/effect/abstract/particle_holder/Initialize(mapload, particle_path = null)
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. = ..()
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if(!loc)
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stack_trace("particle holder was created with no loc!")
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return INITIALIZE_HINT_QDEL
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parent = loc
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if(ismovable(parent))
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RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(on_move))
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RegisterSignal(parent, COMSIG_PARENT_QDELETING, PROC_REF(on_qdel))
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particles = new particle_path
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update_visual_contents(parent)
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/obj/effect/abstract/particle_holder/Destroy(force)
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if(parent)
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UnregisterSignal(parent, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING))
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QDEL_NULL(particles)
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holding_parent = null
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parent.vis_contents -= src
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return ..()
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///signal called when parent is moved
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/obj/effect/abstract/particle_holder/proc/on_move(atom/movable/attached, atom/oldloc, direction)
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SIGNAL_HANDLER
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if(parent.loc.type != last_attached_location_type)
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update_visual_contents(attached)
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///signal called when parent is deleted
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/obj/effect/abstract/particle_holder/proc/on_qdel(atom/movable/attached, force)
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SIGNAL_HANDLER
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attached.vis_contents -= src
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qdel(src)//our parent is gone and we need to be as well
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///logic proc for particle holders, aka where they move.
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///subtypes of particle holders can override this for particles that should always be turf level or do special things when repositioning.
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///this base subtype has some logic for items, as the loc of items becomes mobs very often hiding the particles
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/obj/effect/abstract/particle_holder/proc/update_visual_contents(atom/movable/attached_to)
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// Remove old
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if(holding_parent && !(QDELETED(holding_parent)))
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holding_parent.vis_contents -= src
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// Add new
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if(isitem(attached_to) && ismob(attached_to.loc)) //special case we want to also be emitting from the mob
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holding_parent = attached_to.loc
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last_attached_location_type = attached_to.loc
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holding_parent.vis_contents += src
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// Readd to ourselves
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attached_to.vis_contents |= src
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