mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-25 09:41:29 +00:00
Puts slipping into one proc rather than being dealt with individually by each item. The only changes to functionality here are where it would have been possible to slip on some items whilst flying. It will make any changes decided on in #3490 or any future changes far more easy to implement
1268 lines
32 KiB
Plaintext
1268 lines
32 KiB
Plaintext
/* This is an attempt to make some easily reusable "particle" type effect, to stop the code
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constantly having to be rewritten. An item like the jetpack that uses the ion_trail_follow system, just has one
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defined, then set up when it is created with New(). Then this same system can just be reused each time
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it needs to create more trails.A beaker could have a steam_trail_follow system set up, then the steam
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would spawn and follow the beaker, even if it is carried or thrown.
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*/
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/obj/effect/effect
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name = "effect"
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icon = 'icons/effects/effects.dmi'
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mouse_opacity = 0
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unacidable = 1//So effect are not targeted by alien acid.
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/obj/effect/effect/New()
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..()
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if(ticker)
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cameranet.updateVisibility(src)
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/obj/effect/effect/Destroy()
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if(ticker)
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cameranet.updateVisibility(src)
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return ..()
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/datum/effect/proc/fadeOut(var/atom/A, var/frames = 16)
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if(A.alpha == 0) //Handle already transparent case
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return
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if(frames == 0)
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frames = 1 //We will just assume that by 0 frames, the coder meant "during one frame".
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var/step = A.alpha / frames
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for(var/i = 0, i < frames, i++)
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A.alpha -= step
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sleep(world.tick_lag)
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return
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/obj/effect/effect/water
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name = "water"
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icon = 'icons/effects/effects.dmi'
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icon_state = "extinguish"
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var/life = 15.0
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mouse_opacity = 0
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/obj/effect/effect/smoke
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name = "smoke"
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icon = 'icons/effects/water.dmi'
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icon_state = "smoke"
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opacity = 1
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anchored = 0.0
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mouse_opacity = 0
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var/amount = 8.0
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/obj/effect/proc/delete()
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qdel(src)
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/obj/effect/effect/water/New()
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..()
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//var/turf/T = src.loc
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//if (istype(T, /turf))
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// T.firelevel = 0 //TODO: FIX
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spawn( 70 )
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delete()
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return
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return
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/obj/effect/effect/water/Move(turf/newloc)
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//var/turf/T = src.loc
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//if (istype(T, /turf))
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// T.firelevel = 0 //TODO: FIX
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if (--src.life < 1)
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//SN src = null
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delete()
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if(newloc.density)
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return 0
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.=..()
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/obj/effect/effect/water/Bump(atom/A)
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if(reagents)
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reagents.reaction(A)
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if(istype(A,/atom/movable))
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var/atom/movable/AM = A
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AM.water_act(life, 310.15, src)
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return ..()
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/datum/effect/system
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var/number = 3
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var/cardinals = 0
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var/turf/location
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var/atom/holder
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var/setup = 0
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Destroy()
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holder = null
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location = null
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return ..()
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proc/set_up(n = 3, c = 0, turf/loc)
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if(n > 10)
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n = 10
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number = n
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cardinals = c
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location = loc
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setup = 1
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proc/attach(atom/atom)
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holder = atom
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proc/start()
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/////////////////////////////////////////////
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// GENERIC STEAM SPREAD SYSTEM
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//Usage: set_up(number of bits of steam, use North/South/East/West only, spawn location)
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// The attach(atom/atom) proc is optional, and can be called to attach the effect
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// to something, like a smoking beaker, so then you can just call start() and the steam
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// will always spawn at the items location, even if it's moved.
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/* Example:
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var/datum/effect/system/steam_spread/steam = new /datum/effect/system/steam_spread() -- creates new system
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steam.set_up(5, 0, mob.loc) -- sets up variables
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OPTIONAL: steam.attach(mob)
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steam.start() -- spawns the effect
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*/
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/////////////////////////////////////////////
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/obj/effect/effect/steam
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name = "steam"
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icon = 'icons/effects/effects.dmi'
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icon_state = "extinguish"
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density = 0
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/datum/effect/system/steam_spread
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set_up(n = 3, c = 0, turf/loc)
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if(n > 10)
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n = 10
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number = n
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cardinals = c
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location = loc
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start()
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var/i = 0
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for(i=0, i<src.number, i++)
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spawn(0)
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if(holder)
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src.location = get_turf(holder)
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var/obj/effect/effect/steam/steam = new /obj/effect/effect/steam(src.location)
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var/direction
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if(src.cardinals)
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direction = pick(cardinal)
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else
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direction = pick(alldirs)
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for(i=0, i<pick(1,2,3), i++)
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sleep(5)
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step(steam,direction)
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spawn(20)
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if(steam) steam.delete()
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/////////////////////////////////////////////
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//SPARK SYSTEM (like steam system)
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// The attach(atom/atom) proc is optional, and can be called to attach the effect
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// to something, like the RCD, so then you can just call start() and the sparks
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// will always spawn at the items location.
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/////////////////////////////////////////////
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/obj/effect/effect/sparks
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name = "sparks"
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desc = "it's a spark what do you need to know?"
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icon_state = "sparks"
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anchored = 1.0
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mouse_opacity = 0
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var/amount = 6.0
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/obj/effect/effect/sparks/New()
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..()
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playsound(src.loc, "sparks", 100, 1)
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var/turf/T = loc
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if (istype(T, /turf))
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T.hotspot_expose(1000, 100)
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spawn (100)
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qdel(src)
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/obj/effect/effect/sparks/Destroy()
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var/turf/T = src.loc
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if (istype(T, /turf))
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T.hotspot_expose(1000,100)
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return ..()
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/obj/effect/effect/sparks/Move()
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..()
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var/turf/T = src.loc
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if (istype(T, /turf))
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T.hotspot_expose(1000,100)
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return
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/datum/effect/system/spark_spread
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var/total_sparks = 0 // To stop it being spammed and lagging!
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set_up(n = 3, c = 0, loca)
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if(n > 10)
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n = 10
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number = n
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cardinals = c
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if(istype(loca, /turf/))
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location = loca
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else
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location = get_turf(loca)
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start()
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var/i = 0
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for(i=0, i<src.number, i++)
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if(src.total_sparks > 20)
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return
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spawn(0)
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if(holder)
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src.location = get_turf(holder)
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var/obj/effect/effect/sparks/sparks = new /obj/effect/effect/sparks(src.location)
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src.total_sparks++
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var/direction
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if(src.cardinals)
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direction = pick(cardinal)
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else
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direction = pick(alldirs)
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for(i=0, i<pick(1,2,3), i++)
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sleep(5)
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step(sparks,direction)
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spawn(20)
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qdel(sparks)
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src.total_sparks--
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/////////////////////////////////////////////
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//// SMOKE SYSTEMS
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// direct can be optinally added when set_up, to make the smoke always travel in one direction
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// in case you wanted a vent to always smoke north for example
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/////////////////////////////////////////////
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/obj/effect/effect/harmless_smoke
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name = "smoke"
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icon_state = "smoke"
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opacity = 1
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anchored = 0.0
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mouse_opacity = 0
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var/amount = 6.0
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//Remove this bit to use the old smoke
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icon = 'icons/effects/96x96.dmi'
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pixel_x = -32
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pixel_y = -32
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/obj/effect/effect/harmless_smoke/New()
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..()
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spawn (100)
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delete()
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return
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/obj/effect/effect/harmless_smoke/Move()
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..()
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return
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/datum/effect/system/harmless_smoke_spread
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var/total_smoke = 0 // To stop it being spammed and lagging!
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var/direction
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set_up(n = 5, c = 0, loca, direct)
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if(n > 10)
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n = 10
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number = n
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cardinals = c
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if(istype(loca, /turf/))
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location = loca
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else
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location = get_turf(loca)
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if(direct)
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direction = direct
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start()
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var/i = 0
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for(i=0, i<src.number, i++)
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if(src.total_smoke > 20)
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return
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spawn(0)
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if(holder)
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src.location = get_turf(holder)
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var/obj/effect/effect/harmless_smoke/smoke = new /obj/effect/effect/harmless_smoke(src.location)
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src.total_smoke++
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var/direction = src.direction
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if(!direction)
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if(src.cardinals)
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direction = pick(cardinal)
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else
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direction = pick(alldirs)
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for(i=0, i<pick(0,1,1,1,2,2,2,3), i++)
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sleep(10)
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step(smoke,direction)
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spawn(75+rand(10,30))
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smoke.delete()
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src.total_smoke--
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/////////////////////////////////////////////
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// Bad smoke
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/////////////////////////////////////////////
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/obj/effect/effect/bad_smoke
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name = "smoke"
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icon_state = "smoke"
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opacity = 1
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anchored = 0.0
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mouse_opacity = 0
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var/amount = 6.0
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//Remove this bit to use the old smoke
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icon = 'icons/effects/96x96.dmi'
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pixel_x = -32
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pixel_y = -32
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/obj/effect/effect/bad_smoke/New()
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..()
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spawn (200+rand(10,30))
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delete()
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return
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/obj/effect/effect/bad_smoke/Move()
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..()
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for(var/mob/living/carbon/M in get_turf(src))
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if (M.internal != null && M.wear_mask && (M.wear_mask.flags & AIRTIGHT))
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else
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M.drop_item()
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M.adjustOxyLoss(1)
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if (M.coughedtime != 1)
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M.coughedtime = 1
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M.emote("cough")
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spawn ( 20 )
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M.coughedtime = 0
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return
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/obj/effect/effect/bad_smoke/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0)) return 1
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if(istype(mover, /obj/item/projectile/beam))
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var/obj/item/projectile/beam/B = mover
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B.damage = (B.damage/2)
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return 1
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/obj/effect/effect/bad_smoke/Crossed(mob/living/carbon/M as mob )
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..()
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if(istype(M, /mob/living/carbon))
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if (M.internal != null && M.wear_mask && (M.wear_mask.flags & AIRTIGHT))
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return
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else
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M.drop_item()
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M.adjustOxyLoss(1)
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if (M.coughedtime != 1)
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M.coughedtime = 1
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M.emote("cough")
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spawn ( 20 )
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M.coughedtime = 0
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return
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/datum/effect/system/bad_smoke_spread
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var/total_smoke = 0 // To stop it being spammed and lagging!
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var/direction
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set_up(n = 5, c = 0, loca, direct)
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if(n > 20)
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n = 20
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number = n
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cardinals = c
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if(istype(loca, /turf/))
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location = loca
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else
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location = get_turf(loca)
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if(direct)
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direction = direct
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start()
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var/i = 0
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for(i=0, i<src.number, i++)
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if(src.total_smoke > 20)
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return
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spawn(0)
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if(holder)
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src.location = get_turf(holder)
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var/obj/effect/effect/bad_smoke/smoke = new /obj/effect/effect/bad_smoke(src.location)
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src.total_smoke++
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var/direction = src.direction
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if(!direction)
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if(src.cardinals)
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direction = pick(cardinal)
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else
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direction = pick(alldirs)
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for(i=0, i<pick(0,1,1,1,2,2,2,3), i++)
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sleep(10)
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step(smoke,direction)
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spawn(150+rand(10,30))
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smoke.delete()
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src.total_smoke--
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/////////////////////////////////////////////
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// Chem smoke
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/////////////////////////////////////////////
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/obj/effect/effect/chem_smoke
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name = "smoke"
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opacity = 0
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anchored = 0.0
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mouse_opacity = 0
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var/amount = 6.0
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icon = 'icons/effects/chemsmoke.dmi'
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pixel_x = -32
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pixel_y = -32
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/obj/effect/effect/chem_smoke/New()
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..()
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spawn (200+rand(10,30))
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delete()
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return
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/obj/effect/effect/chem_smoke/Move()
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..()
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return
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// Spores
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/datum/effect/system/chem_smoke_spread/spores
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var/datum/seed/seed
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/datum/effect/system/chem_smoke_spread/spores/New(seed_name)
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if(seed_name && plant_controller)
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seed = plant_controller.seeds[seed_name]
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if(!seed)
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qdel(src)
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..()
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/datum/effect/system/chem_smoke_spread/New()
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..()
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chemholder = new/obj()
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var/datum/reagents/R = new/datum/reagents(500)
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chemholder.reagents = R
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R.my_atom = chemholder
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/datum/effect/system/chem_smoke_spread
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var/total_smoke = 0 // To stop it being spammed and lagging!
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var/direction
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var/obj/chemholder
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Destroy()
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qdel(chemholder)
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chemholder = null
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return ..()
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New()
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..()
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chemholder = new/obj()
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var/datum/reagents/R = new/datum/reagents(500)
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chemholder.reagents = R
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R.my_atom = chemholder
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set_up(var/datum/reagents/carry = null, n = 5, c = 0, loca, direct, silent = 0)
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if(n > 20)
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n = 20
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number = n
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cardinals = c
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carry.copy_to(chemholder, carry.total_volume)
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if(istype(loca, /turf/))
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location = loca
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else
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location = get_turf(loca)
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if(direct)
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direction = direct
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if(!silent)
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var/contained = ""
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for(var/reagent in carry.reagent_list)
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contained += " [reagent] "
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if(contained)
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contained = "\[[contained]\]"
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var/area/A = get_area(location)
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var/where = "[A.name] | [location.x], [location.y]"
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var/whereLink = "<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[location.x];Y=[location.y];Z=[location.z]'>[where]</a>"
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if(carry && carry.my_atom)
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if(carry.my_atom.fingerprintslast)
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var/mob/M = get_mob_by_key(carry.my_atom.fingerprintslast)
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var/more = ""
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if(M)
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more = " "
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msg_admin_attack("A chemical smoke reaction has taken place in ([whereLink])[contained]. Last associated key is [carry.my_atom.fingerprintslast][more].", 0, 1)
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log_game("A chemical smoke reaction has taken place in ([where])[contained]. Last associated key is [carry.my_atom.fingerprintslast].")
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else
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msg_admin_attack("A chemical smoke reaction has taken place in ([whereLink]). No associated key.", 0, 1)
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log_game("A chemical smoke reaction has taken place in ([where])[contained]. No associated key.")
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else
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msg_admin_attack("A chemical smoke reaction has taken place in ([whereLink]). No associated key. CODERS: carry.my_atom may be null.", 0, 1)
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log_game("A chemical smoke reaction has taken place in ([where])[contained]. No associated key. CODERS: carry.my_atom may be null.")
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start(effect_range = 2)
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var/i = 0
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var/color = mix_color_from_reagents(chemholder.reagents.reagent_list)
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var/obj/effect/effect/chem_smoke/smokeholder = new /obj/effect/effect/chem_smoke(src.location)
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for(var/atom/A in view(effect_range, smokeholder))
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chemholder.reagents.reaction(A)
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if(iscarbon(A))
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var/mob/living/carbon/C = A
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if(!(C.wear_mask && (C.internals != null || C.wear_mask.flags & BLOCK_GAS_SMOKE_EFFECT)))
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chemholder.reagents.copy_to(C, chemholder.reagents.total_volume)
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if(istype(A, /obj/machinery/portable_atmospherics/hydroponics))
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var/obj/machinery/portable_atmospherics/hydroponics/tray = A
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chemholder.reagents.copy_to(tray, chemholder.reagents.total_volume)
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if(istype(A, /obj/effect/plant))
|
|
var/obj/effect/plant/plant = A
|
|
if(chemholder.reagents.has_reagent("atrazine"))
|
|
plant.die_off()
|
|
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:sleeping += 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:sleeping += 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--
|
|
|
|
/////////////////////////////////////////////
|
|
// 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.burn_skin(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.burn_skin(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 = "blank"
|
|
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 = "blank"
|
|
II.icon_state = "blank"
|
|
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/effect/effect/foam
|
|
name = "foam"
|
|
icon_state = "foam"
|
|
opacity = 0
|
|
anchored = 1
|
|
density = 0
|
|
layer = OBJ_LAYER + 0.9
|
|
mouse_opacity = 0
|
|
var/amount = 3
|
|
var/expand = 1
|
|
animate_movement = 0
|
|
var/metal = 0
|
|
|
|
|
|
/obj/effect/effect/foam/New(loc, var/ismetal=0)
|
|
..(loc)
|
|
icon_state = "[ismetal ? "m":""]foam"
|
|
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/obj/structure/foamedmetal/M = new(src.loc)
|
|
M.metal = metal
|
|
M.updateicon()
|
|
|
|
flick("[icon_state]-disolve", src)
|
|
sleep(5)
|
|
delete()
|
|
return
|
|
|
|
// on delete, transfer any reagents to the floor
|
|
/obj/effect/effect/foam/Destroy()
|
|
if(!metal && reagents)
|
|
for(var/atom/A in oview(0,src))
|
|
if(A == src)
|
|
continue
|
|
reagents.reaction(A, 1, 1)
|
|
return ..()
|
|
|
|
/obj/effect/effect/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/effect/effect/foam/F = locate() in T
|
|
if(F)
|
|
continue
|
|
|
|
F = new(T, metal)
|
|
F.amount = amount
|
|
if(!metal)
|
|
F.create_reagents(10)
|
|
if (reagents)
|
|
for(var/datum/reagent/R in reagents.reagent_list)
|
|
F.reagents.add_reagent(R.id,1)
|
|
|
|
// foam disolves when heated
|
|
// except metal foams
|
|
/obj/effect/effect/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)
|
|
delete()
|
|
|
|
|
|
/obj/effect/effect/foam/Crossed(var/atom/movable/AM)
|
|
if(metal)
|
|
return
|
|
|
|
if (istype(AM, /mob/living/carbon))
|
|
var/mob/living/carbon/M = AM
|
|
M.slip("foam", 5, 2)
|
|
|
|
|
|
/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
|
|
|
|
|
|
|
|
|
|
set_up(amt=5, loca, var/datum/reagents/carry = null, var/metalfoam = 0)
|
|
amount = round(sqrt(amt / 3), 1)
|
|
if(istype(loca, /turf/))
|
|
location = loca
|
|
else
|
|
location = get_turf(loca)
|
|
|
|
carried_reagents = list()
|
|
metal = metalfoam
|
|
|
|
|
|
// 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
|
|
|
|
start()
|
|
spawn(0)
|
|
var/obj/effect/effect/foam/F = locate() in location
|
|
if(F)
|
|
F.amount += amount
|
|
return
|
|
|
|
F = new(src.location, metal)
|
|
F.amount = amount
|
|
|
|
if(!metal) // don't carry other chemicals if a metal foam
|
|
F.create_reagents(10)
|
|
|
|
if(carried_reagents)
|
|
for(var/id in carried_reagents)
|
|
F.reagents.add_reagent(id,1)
|
|
else
|
|
F.reagents.add_reagent("water", 1)
|
|
|
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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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icon = 'icons/effects/effects.dmi'
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icon_state = "metalfoam"
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density = 1
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opacity = 1 // changed in New()
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anchored = 1
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name = "foamed metal"
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desc = "A lightweight foamed metal wall."
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var/metal = 1 // 1=aluminum, 2=iron
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New()
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..()
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air_update_turf(1)
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Destroy()
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density = 0
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air_update_turf(1)
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return ..()
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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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proc/updateicon()
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if(metal == 1)
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icon_state = "metalfoam"
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else
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icon_state = "ironfoam"
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ex_act(severity)
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qdel(src)
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blob_act()
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qdel(src)
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bullet_act()
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if(metal==1 || prob(50))
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qdel(src)
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attack_hand(var/mob/user)
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if ((HULK in user.mutations) || (prob(75 - metal*25)))
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user << "\blue You smash through the metal foam wall."
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for(var/mob/O in oviewers(user))
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if ((O.client && !( O.blinded )))
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O << "\red [user] smashes through the foamed metal."
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qdel(src)
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else
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user << "\blue You hit the metal foam but bounce off it."
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return
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attackby(var/obj/item/I, var/mob/user, params)
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if (istype(I, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = I
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G.affecting.loc = src.loc
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for(var/mob/O in viewers(src))
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if (O.client)
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O << "\red [G.assailant] smashes [G.affecting] through the foamed metal wall."
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qdel(I)
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qdel(src)
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return
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if(prob(I.force*20 - metal*25))
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user << "\blue You smash through the foamed metal with \the [I]."
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for(var/mob/O in oviewers(user))
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if ((O.client && !( O.blinded )))
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O << "\red [user] smashes through the foamed metal."
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qdel(src)
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else
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user << "\blue You hit the metal foam to no effect."
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CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
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if(air_group) return 0
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return !density
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CanAtmosPass()
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return !density
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/datum/effect/system/reagents_explosion
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var/amount // TNT equivalent
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var/flashing = 0 // does explosion creates flash effect?
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var/flashing_factor = 0 // factor of how powerful the flash effect relatively to the explosion
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set_up (amt, loc, flash = 0, flash_fact = 0)
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amount = amt
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if(istype(loc, /turf/))
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location = loc
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else
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location = get_turf(loc)
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flashing = flash
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flashing_factor = flash_fact
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return
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start()
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if (amount <= 2)
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var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
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s.set_up(2, 1, location)
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s.start()
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for(var/mob/M in viewers(5, location))
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M << "\red The solution violently explodes."
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for(var/mob/M in viewers(1, location))
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if (prob (50 * amount))
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M << "\red The explosion knocks you down."
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M.Weaken(rand(1,5))
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return
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else
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var/devastation = -1
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var/heavy = -1
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var/light = -1
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var/flash = -1
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// Clamp all values to MAX_EXPLOSION_RANGE
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if (round(amount/12) > 0)
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devastation = min (MAX_EX_DEVESTATION_RANGE, devastation + round(amount/12))
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if (round(amount/6) > 0)
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heavy = min (MAX_EX_HEAVY_RANGE, heavy + round(amount/6))
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if (round(amount/3) > 0)
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light = min (MAX_EX_LIGHT_RANGE, light + round(amount/3))
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|
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if (flash && flashing_factor)
|
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flash += (round(amount/4) * flashing_factor)
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for(var/mob/M in viewers(8, location))
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M << "\red The solution violently explodes."
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explosion(location, devastation, heavy, light, flash)
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proc/holder_damage(var/atom/holder)
|
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if(holder)
|
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var/dmglevel = 4
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|
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if (round(amount/8) > 0)
|
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dmglevel = 1
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else if (round(amount/4) > 0)
|
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dmglevel = 2
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else if (round(amount/2) > 0)
|
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dmglevel = 3
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|
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if(dmglevel<4) holder.ex_act(dmglevel)
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//////////////////////////////////
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//////SPARKLE FIREWORKS
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/////////////////////////////////
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////////////////////////////
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/obj/effect/sparkles
|
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name = "sparkle"
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icon = 'icons/obj/fireworks.dmi'//findback
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icon_state = "sparkel"
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var/amount = 6.0
|
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anchored = 1.0
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mouse_opacity = 0
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/obj/effect/sparkles/New()
|
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..()
|
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var/icon/I = new(src.icon,src.icon_state)
|
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var/r = rand(0,255)
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var/g = rand(0,255)
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var/b = rand(0,255)
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log_to_dd("Colour , [r],[g],[b]")
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I.Blend(rgb(r,g,b),ICON_MULTIPLY)
|
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src.icon = I
|
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playsound(src.loc, "sparks", 100, 1)
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var/turf/T = src.loc
|
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if (istype(T, /turf))
|
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T.hotspot_expose(3000,100)
|
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spawn (100)
|
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qdel(src)
|
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return
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/obj/effect/sparkles/Destroy()
|
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var/turf/T = src.loc
|
|
if (istype(T, /turf))
|
|
T.hotspot_expose(3000,100)
|
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return ..()
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/obj/effect/sparkles/Move()
|
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..()
|
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var/turf/T = src.loc
|
|
if (istype(T, /turf))
|
|
T.hotspot_expose(3000,100)
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return
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|
|
/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--
|