///////////////////////////////////////////// // Chem smoke ///////////////////////////////////////////// /obj/effect/effect/smoke/chem icon = 'icons/effects/chemsmoke.dmi' opacity = TRUE time_to_live = 300 pass_flags = PASSTABLE | PASSGRILLE | PASSGLASS //PASSGLASS is fine here, it's just so the visual effect can "flow" around glass /obj/effect/effect/smoke/chem/New() ..() create_reagents(500) return /obj/effect/effect/smoke/chem/Destroy() walk(src, 0) // Because we might have called walk_to, we must stop the walk loop or BYOND keeps an internal reference to us forever. return ..() /obj/effect/effect/smoke/chem/transparent opacity = FALSE /datum/effect/effect/system/smoke_spread/chem smoke_type = /obj/effect/effect/smoke/chem var/obj/chemholder var/range var/list/targetTurfs var/list/wallList var/density var/show_log = 1 /datum/effect/effect/system/smoke_spread/chem/spores show_log = 0 var/datum/seed/seed /datum/effect/effect/system/smoke_spread/chem/spores/New(_seed) seed = _seed if(!istype(seed)) CRASH("Invalid seed datum passed! [seed] ([seed?.type])") ..() /datum/effect/effect/system/smoke_spread/chem/blob show_log = 0 smoke_type = /obj/effect/effect/smoke/chem/transparent /datum/effect/effect/system/smoke_spread/chem/New() ..() chemholder = new/obj() chemholder.create_reagents(500) //Sets up the chem smoke effect // Calculates the max range smoke can travel, then gets all turfs in that view range. // Culls the selected turfs to a (roughly) circle shape, then calls smokeFlow() to make // sure the smoke can actually path to the turfs. This culls any turfs it can't reach. /datum/effect/effect/system/smoke_spread/chem/set_up(var/datum/reagents/carry = null, n = 10, c = 0, loca, direct) range = n * 0.3 cardinals = c carry.trans_to_obj(chemholder, carry.total_volume, copy = 1) if(istype(loca, /turf/)) location = loca else location = get_turf(loca) if(!location) return targetTurfs = new() //build affected area list for(var/turf/T in view(range, location)) //cull turfs to circle if(sqrt((T.x - location.x)**2 + (T.y - location.y)**2) <= range) targetTurfs += T wallList = new() smokeFlow() //pathing check //set the density of the cloud - for diluting reagents density = max(1, targetTurfs.len / 4) //clamp the cloud density minimum to 1 so it cant multiply the reagents //Admin messaging var/contained = carry.get_reagents() var/area/A = get_area(location) var/where = "[A.name] | [location.x], [location.y]" var/whereLink = "[where]" if(show_log) if(carry.my_atom.fingerprintslast) var/mob/M = get_mob_by_key(carry.my_atom.fingerprintslast) var/more = "" if(M) more = "(?)" message_admins("A chemical smoke reaction has taken place in ([whereLink])[contained]. Last associated key is [carry.my_atom.fingerprintslast][more].", 0, 1) log_game("A chemical smoke reaction has taken place in ([where])[contained]. Last associated key is [carry.my_atom.fingerprintslast].") else message_admins("A chemical smoke reaction has taken place in ([whereLink]). No associated key.", 0, 1) log_game("A chemical smoke reaction has taken place in ([where])[contained]. No associated key.") //Runs the chem smoke effect // Spawns damage over time loop for each reagent held in the cloud. // Applies reagents to walls that affect walls (only thermite and plant-b-gone at the moment). // Also calculates target locations to spawn the visual smoke effect on, so the whole area // is covered fairly evenly. /datum/effect/effect/system/smoke_spread/chem/start() if(!location) return if(chemholder.reagents.reagent_list.len) //reagent application - only run if there are extra reagents in the smoke for(var/turf/T in wallList) chemholder.reagents.touch_turf(T) for(var/turf/T in targetTurfs) chemholder.reagents.touch_turf(T) for(var/atom/A in T.contents) if(istype(A, /obj/effect/effect/smoke/chem) || istype(A, /mob)) continue else if(isobj(A) && !A.simulated) chemholder.reagents.touch_obj(A) var/color = chemholder.reagents.get_color() //build smoke icon var/icon/I if(color) I = icon('icons/effects/chemsmoke.dmi') I += color else I = icon('icons/effects/96x96.dmi', "smoke") var/const/arcLength = 2.3559 //distance between each smoke cloud for(var/i = 0, i < range, i++) //calculate positions for smoke coverage - then spawn smoke var/radius = i * 1.5 if(!radius) spawn(0) spawnSmoke(location, I, 1) continue var/offset = 0 var/points = round((radius * 2 * M_PI) / arcLength) var/angle = round(TODEGREES(arcLength / radius), 1) if(!ISINTEGER(radius)) offset = 45 //degrees for(var/j = 0, j < points, j++) var/a = (angle * j) + offset var/x = round(radius * cos(a) + location.x, 1) var/y = round(radius * sin(a) + location.y, 1) var/turf/T = locate(x,y,location.z) if(!T) continue if(T in targetTurfs) spawn(0) spawnSmoke(T, I, range) //------------------------------------------ // Randomizes and spawns the smoke effect. // Also handles deleting the smoke once the effect is finished. //------------------------------------------ /datum/effect/effect/system/smoke_spread/chem/proc/spawnSmoke(var/turf/T, var/icon/I, var/dist = 1, var/obj/effect/effect/smoke/chem/passed_smoke) var/obj/effect/effect/smoke/chem/smoke if(passed_smoke) smoke = passed_smoke else smoke = new smoke_type(location) if(chemholder.reagents.reagent_list.len) chemholder.reagents.trans_to_obj(smoke, chemholder.reagents.total_volume / dist, copy = 1) //copy reagents to the smoke so mob/breathe() can handle inhaling the reagents smoke.icon = I smoke.plane = ABOVE_PLANE smoke.set_dir(pick(cardinal)) smoke.pixel_x = -32 + rand(-8, 8) smoke.pixel_y = -32 + rand(-8, 8) walk_to(smoke, T) if(initial(smoke.opacity)) smoke.set_opacity(1) //switching opacity on after the smoke has spawned, and then spawn() sleep(150+rand(0,20)) // turning it off before it is deleted results in cleaner smoke.set_opacity(0) // lighting and view range updates fadeOut(smoke) qdel(smoke) /datum/effect/effect/system/smoke_spread/chem/spores/spawnSmoke(var/turf/T, var/icon/I, var/dist = 1) var/obj/effect/effect/smoke/chem/spores = new /obj/effect/effect/smoke/chem(location) spores.name = "cloud of [seed.seed_name] [seed.seed_noun]" ..(T, I, dist, spores) /datum/effect/effect/system/smoke_spread/chem/proc/fadeOut(var/atom/A, var/frames = 16) // Fades out the smoke smoothly using it's alpha variable. if(A.alpha == 0) //Handle already transparent case return if(frames == 0) frames = 1 //We will just assume that by 0 frames, the coder meant "during one frame". var/step = A.alpha / frames for(var/i = 0, i < frames, i++) A.alpha -= step sleep(world.tick_lag) return /datum/effect/effect/system/smoke_spread/chem/proc/smokeFlow() // Smoke pathfinder. Uses a flood fill method based on zones to quickly check what turfs the smoke (airflow) can actually reach. var/list/pending = new() var/list/complete = new() pending += location while(pending.len) for(var/turf/current in pending) for(var/D in cardinal) var/turf/target = get_step(current, D) if(wallList) if(istype(target, /turf/simulated/wall)) if(!(target in wallList)) wallList += target continue if(target in pending) continue if(target in complete) continue if(!(target in targetTurfs)) continue if(current.c_airblock(target)) //this is needed to stop chemsmoke from passing through thin window walls continue if(target.c_airblock(current)) continue pending += target pending -= current complete += current targetTurfs = complete return