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* Repaths obj/effect/effect, datum/effect/effect * linter fixes * No new Co-authored-by: Atermonera <forslandm@gmail.com>
235 lines
5.9 KiB
Plaintext
235 lines
5.9 KiB
Plaintext
/////////////////////////////////////////////
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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/vfx/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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var/time_to_live = 100
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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/vfx/smoke/Initialize()
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. = ..()
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QDEL_IN(src, time_to_live)
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/obj/effect/vfx/smoke/Crossed(mob/living/carbon/M as mob )
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if(M.is_incorporeal())
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return
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..()
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if(istype(M))
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affect(M)
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/obj/effect/vfx/smoke/proc/affect(var/mob/living/carbon/M)
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if (!istype(M))
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return 0
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if(M.wear_mask && (M.wear_mask.item_flags & AIRTIGHT))
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return 0
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if(istype(M,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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if(H.head && (H.head.item_flags & AIRTIGHT))
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return 0
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return 1
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/////////////////////////////////////////////
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// Illumination
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/////////////////////////////////////////////
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/obj/effect/vfx/smoke/illumination
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name = "illumination"
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opacity = 0
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icon = 'icons/effects/effects.dmi'
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icon_state = "sparks"
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/obj/effect/vfx/smoke/illumination/New(var/newloc, var/lifetime=10, var/range=null, var/power=null, var/color=null)
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time_to_live=lifetime
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..()
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set_light(range, power, color)
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/////////////////////////////////////////////
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// Bad smoke
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/////////////////////////////////////////////
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/obj/effect/vfx/smoke/bad
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time_to_live = 600
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//var/list/projectiles
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/obj/effect/vfx/smoke/bad/Moved(atom/old_loc, direction, forced = FALSE)
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. = ..()
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for(var/mob/living/L in get_turf(src))
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affect(L)
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/obj/effect/vfx/smoke/bad/affect(var/mob/living/L)
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if (!..())
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return 0
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if(L.needs_to_breathe())
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L.adjustOxyLoss(1)
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if(prob(25))
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L.emote("cough")
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/obj/effect/vfx/smoke/bad/noxious
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opacity = 0
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/obj/effect/vfx/smoke/bad/noxious/affect(var/mob/living/L)
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if (!..())
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return 0
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if(L.needs_to_breathe())
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L.adjustToxLoss(1)
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// Burnt Food Smoke (Specialty for Cooking Failures)
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/obj/effect/vfx/smoke/bad/burntfood
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color = "#000000"
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time_to_live = 600
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/obj/effect/vfx/smoke/bad/burntfood/process()
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for(var/mob/living/L in get_turf(src))
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affect(L)
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/obj/effect/vfx/smoke/bad/burntfood/affect(var/mob/living/L) // This stuff is extra-vile.
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if (!..())
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return 0
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if(L.needs_to_breathe())
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L.emote("cough")
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/////////////////////////////////////////////
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// 'Elemental' smoke
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/////////////////////////////////////////////
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/obj/effect/vfx/smoke/elemental
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name = "cloud"
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desc = "A cloud of some kind that seems really generic and boring."
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opacity = FALSE
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var/strength = 5 // How much damage to do inside each affect()
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/obj/effect/vfx/smoke/elemental/Initialize()
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START_PROCESSING(SSobj, src)
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return ..()
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/obj/effect/vfx/smoke/elemental/Destroy()
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/effect/vfx/smoke/elemental/Moved(atom/old_loc, direction, forced = FALSE)
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. = ..()
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for(var/mob/living/L in range(1, src))
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affect(L)
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/obj/effect/vfx/smoke/elemental/process()
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for(var/mob/living/L in range(1, src))
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affect(L)
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/obj/effect/vfx/smoke/elemental/fire
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name = "burning cloud"
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desc = "A cloud of something that is on fire."
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color = "#FF9933"
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light_color = "#FF0000"
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light_range = 2
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light_power = 5
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/obj/effect/vfx/smoke/elemental/fire/affect(mob/living/L)
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L.inflict_heat_damage(strength)
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L.add_modifier(/datum/modifier/fire, 6 SECONDS) // Around 15 damage per stack.
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/obj/effect/vfx/smoke/elemental/frost
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name = "freezing cloud"
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desc = "A cloud filled with brutally cold mist."
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color = "#00CCFF"
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/obj/effect/vfx/smoke/elemental/frost/affect(mob/living/L)
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L.inflict_cold_damage(strength)
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/obj/effect/vfx/smoke/elemental/shock
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name = "charged cloud"
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desc = "A cloud charged with electricity."
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color = "#4D4D4D"
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/obj/effect/vfx/smoke/elemental/shock/affect(mob/living/L)
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L.inflict_shock_damage(strength)
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/obj/effect/vfx/smoke/elemental/mist
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name = "misty cloud"
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desc = "A cloud filled with water vapor."
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color = "#CCFFFF"
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alpha = 128
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strength = 1
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/obj/effect/vfx/smoke/elemental/mist/affect(mob/living/L)
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L.water_act(strength)
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/////////////////////////////////////////////
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// Smoke spread
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/////////////////////////////////////////////
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/datum/effect_system/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/smoke_type = /obj/effect/vfx/smoke
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/datum/effect_system/smoke_spread/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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/datum/effect_system/smoke_spread/start(var/I)
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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/vfx/smoke/smoke = new smoke_type(src.location)
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src.total_smoke++
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if(I)
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smoke.color = I
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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(smoke.time_to_live*0.75+rand(10,30))
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if (smoke) qdel(smoke)
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src.total_smoke--
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/datum/effect_system/smoke_spread/bad
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smoke_type = /obj/effect/vfx/smoke/bad
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/datum/effect_system/smoke_spread/bad/burntfood
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smoke_type = /obj/effect/vfx/smoke/bad/burntfood
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/datum/effect_system/smoke_spread/noxious
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smoke_type = /obj/effect/vfx/smoke/bad/noxious
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/datum/effect_system/smoke_spread/fire
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smoke_type = /obj/effect/vfx/smoke/elemental/fire
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/datum/effect_system/smoke_spread/frost
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smoke_type = /obj/effect/vfx/smoke/elemental/frost
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/datum/effect_system/smoke_spread/shock
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smoke_type = /obj/effect/vfx/smoke/elemental/shock
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/datum/effect_system/smoke_spread/mist
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smoke_type = /obj/effect/vfx/smoke/elemental/mist |