mirror of
https://github.com/ParadiseSS13/Paradise.git
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226 lines
6.5 KiB
Plaintext
226 lines
6.5 KiB
Plaintext
// Foam
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// Similar to smoke, but spreads out more
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// metal foams leave behind a foamed metal wall
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/obj/effect/particle_effect/foam
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name = "foam"
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icon_state = "foam"
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opacity = FALSE
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density = FALSE
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layer = OBJ_LAYER + 0.9
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animate_movement = 0
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var/amount = 3
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var/expand = 1
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var/metal = 0
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/obj/effect/particle_effect/foam/New(loc, ismetal=0)
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..(loc)
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icon_state = "[ismetal ? "m":""]foam"
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if(!ismetal && reagents)
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color = mix_color_from_reagents(reagents.reagent_list)
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metal = ismetal
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playsound(src, 'sound/effects/bubbles2.ogg', 80, 1, -3)
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spawn(3 + metal*3)
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process()
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spawn(120)
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STOP_PROCESSING(SSobj, src)
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sleep(30)
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if(metal)
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var/turf/T = get_turf(src)
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if(isspaceturf(T) && !istype(T, /turf/space/transit))
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T.ChangeTurf(/turf/simulated/floor/plating/metalfoam)
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var/turf/simulated/floor/plating/metalfoam/MF = get_turf(src)
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MF.metal = metal
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MF.update_icon()
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var/obj/structure/foamedmetal/M = new(src.loc)
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M.metal = metal
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M.update_state()
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flick("[icon_state]-disolve", src)
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sleep(5)
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qdel(src)
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return
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// on delete, transfer any reagents to the floor
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/obj/effect/particle_effect/foam/Destroy()
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if(!metal && reagents)
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reagents.handle_reactions()
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for(var/atom/A in oview(1, src))
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if(A == src)
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continue
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if(reagents.total_volume)
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var/fraction = 5 / reagents.total_volume
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reagents.reaction(A, REAGENT_TOUCH, fraction)
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return ..()
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/obj/effect/particle_effect/foam/process()
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if(--amount < 0)
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return
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for(var/direction in GLOB.cardinal)
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var/turf/T = get_step(src,direction)
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if(!T)
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continue
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if(!T.Enter(src))
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continue
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var/obj/effect/particle_effect/foam/F = locate() in T
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if(F)
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continue
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F = new /obj/effect/particle_effect/foam(T, metal)
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F.amount = amount
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if(!metal)
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F.create_reagents(25)
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if(reagents)
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for(var/datum/reagent/R in reagents.reagent_list)
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F.reagents.add_reagent(R.id, min(R.volume, 5), R.data, reagents.chem_temp)
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F.color = mix_color_from_reagents(reagents.reagent_list)
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// foam disolves when heated
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// except metal foams
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/obj/effect/particle_effect/foam/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE) //Don't heat the reagents inside
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return
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/obj/effect/particle_effect/foam/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume) // overriden to prevent weird behaviors with heating reagents inside
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if(!metal && prob(max(0, exposed_temperature - 475)))
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flick("[icon_state]-disolve", src)
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spawn(5)
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qdel(src)
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/obj/effect/particle_effect/foam/Crossed(atom/movable/AM, oldloc)
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if(metal)
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return
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if(iscarbon(AM))
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var/mob/living/carbon/M = AM
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if(M.slip("foam", 10 SECONDS))
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if(reagents)
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for(var/reagent_id in reagents.reagent_list)
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var/amount = M.reagents.get_reagent_amount(reagent_id)
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if(amount < 25)
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M.reagents.add_reagent(reagent_id, min(round(amount / 2), 15))
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if(reagents.total_volume)
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var/fraction = 5 / reagents.total_volume
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reagents.reaction(M, REAGENT_TOUCH, fraction)
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/datum/effect_system/foam_spread
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effect_type = /obj/effect/particle_effect/foam
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var/amount = 5 // the size of the foam spread.
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var/list/carried_reagents // the IDs of reagents present when the foam was mixed
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var/metal = 0 // 0=foam, 1=metalfoam, 2=ironfoam
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var/temperature = T0C
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var/list/banned_reagents = list("smoke_powder", "fluorosurfactant", "stimulants")
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/datum/effect_system/foam_spread/set_up(amt=5, loca, datum/reagents/carry = null, metalfoam = 0)
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amount = min(round(amt/5, 1), 7)
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if(isturf(loca))
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location = loca
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else
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location = get_turf(loca)
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carried_reagents = list()
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metal = metalfoam
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temperature = carry.chem_temp
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// bit of a hack here. Foam carries along any reagent also present in the glass it is mixed
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// with (defaults to water if none is present). Rather than actually transfer the reagents,
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// this makes a list of the reagent ids and spawns 1 unit of that reagent when the foam disolves.
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if(carry && !metal)
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for(var/datum/reagent/R in carry.reagent_list)
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carried_reagents[R.id] = R.volume
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/datum/effect_system/foam_spread/start()
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spawn(0)
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var/obj/effect/particle_effect/foam/F = locate() in location
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if(F)
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F.amount += amount
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F.amount = min(F.amount, 27)
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return
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F = new /obj/effect/particle_effect/foam(location, metal)
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F.amount = amount
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if(!metal) // don't carry other chemicals if a metal foam
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F.create_reagents(25)
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if(carried_reagents)
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for(var/id in carried_reagents)
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if(banned_reagents.Find("[id]"))
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continue
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var/datum/reagent/reagent_volume = carried_reagents[id]
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F.reagents.add_reagent(id, min(reagent_volume, 5), null, temperature)
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F.color = mix_color_from_reagents(F.reagents.reagent_list)
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else
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F.reagents.add_reagent("cleaner", 1)
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F.color = mix_color_from_reagents(F.reagents.reagent_list)
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// wall formed by metal foams
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// dense and opaque, but easy to break
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/obj/structure/foamedmetal
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name = "foamed metal"
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desc = "A lightweight foamed metal wall."
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icon = 'icons/effects/effects.dmi'
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icon_state = "metalfoam"
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resistance_flags = FIRE_PROOF | ACID_PROOF
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density = TRUE
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opacity = TRUE // changed in New()
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anchored = TRUE
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max_integrity = 20
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var/metal = MFOAM_ALUMINUM
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/obj/structure/foamedmetal/Initialize()
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..()
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air_update_turf(1)
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/obj/structure/foamedmetal/Destroy()
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var/turf/T = get_turf(src)
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. = ..()
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T.air_update_turf(TRUE)
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/obj/structure/foamedmetal/Move()
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var/turf/T = loc
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..()
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move_update_air(T)
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/obj/structure/foamedmetal/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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playsound(src.loc, 'sound/weapons/tap.ogg', 100, TRUE)
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/obj/structure/foamedmetal/proc/update_state()
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if(metal == MFOAM_ALUMINUM)
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max_integrity = 20
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obj_integrity = max_integrity
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else
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max_integrity = 50
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obj_integrity = max_integrity
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update_icon(UPDATE_ICON_STATE)
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/obj/structure/foamedmetal/update_icon_state()
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if(metal == MFOAM_ALUMINUM)
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icon_state = "metalfoam"
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else
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icon_state = "ironfoam"
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/obj/structure/foamedmetal/attack_hand(mob/user)
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
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if(prob(75 - metal * 25))
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user.visible_message("<span class='warning'>[user] smashes through [src].</span>", "<span class='notice'>You smash through [src].</span>")
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qdel(src)
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else
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to_chat(user, "<span class='notice'>You hit the metal foam but bounce off it.</span>")
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playsound(loc, 'sound/weapons/tap.ogg', 100, 1)
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/obj/structure/foamedmetal/CanPass(atom/movable/mover, turf/target)
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return !density
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/obj/structure/foamedmetal/CanAtmosPass()
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return !density
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