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Ports smart metal foam from FTL (#29963)
* Ports smart foam from FTL * Adds foam grenades to the EngiVend * Why are you doing htis? * Stuff * badoop
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@@ -1067,9 +1067,9 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
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icon_state = "engivend"
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icon_deny = "engivend-deny"
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req_access_txt = "11" //Engineering Equipment access
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products = list(/obj/item/clothing/glasses/meson/engine = 2, /obj/item/device/multitool = 4, /obj/item/electronics/airlock = 10, /obj/item/electronics/apc = 10, /obj/item/electronics/airalarm = 10, /obj/item/stock_parts/cell/high = 10, /obj/item/construction/rcd/loaded = 3, /obj/item/device/geiger_counter = 5)
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products = list(/obj/item/clothing/glasses/meson/engine = 2, /obj/item/device/multitool = 4, /obj/item/electronics/airlock = 10, /obj/item/electronics/apc = 10, /obj/item/electronics/airalarm = 10, /obj/item/stock_parts/cell/high = 10, /obj/item/construction/rcd/loaded = 3, /obj/item/device/geiger_counter = 5, /obj/item/grenade/chem_grenade/smart_metal_foam = 10)
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contraband = list(/obj/item/stock_parts/cell/potato = 3)
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premium = list(/obj/item/storage/belt/utility = 3)
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premium = list(/obj/item/storage/belt/utility = 3, /obj/item/storage/box/smart_metal_foam = 1)
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armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
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resistance_flags = FIRE_PROOF
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@@ -32,6 +32,9 @@
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/obj/effect/particle_effect/foam/metal/MakeSlippery()
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return
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/obj/effect/particle_effect/foam/metal/smart
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name = "smart foam"
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/obj/effect/particle_effect/foam/metal/iron
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name = "iron foam"
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metal = IRON_FOAM
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@@ -68,6 +71,20 @@
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flick("[icon_state]-disolve", src)
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QDEL_IN(src, 5)
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/obj/effect/particle_effect/foam/smart/kill_foam() //Smart foam adheres to area borders for walls
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STOP_PROCESSING(SSfastprocess, src)
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if(metal)
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var/turf/T = get_turf(src)
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if(isspaceturf(T)) //Block up any exposed space
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T.ChangeTurf(/turf/open/floor/plating/foam)
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for(var/direction in GLOB.cardinals)
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var/turf/cardinal_turf = get_step(T, direction)
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if(get_area(cardinal_turf) != get_area(T)) //We're at an area boundary, so let's block off this turf!
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new/obj/structure/foamedmetal(T)
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break
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flick("[icon_state]-disolve", src)
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QDEL_IN(src, 5)
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/obj/effect/particle_effect/foam/process()
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lifetime--
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if(lifetime < 1)
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@@ -149,6 +166,10 @@
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effect_type = /obj/effect/particle_effect/foam/metal
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/datum/effect_system/foam_spread/metal/smart
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effect_type = /obj/effect/particle_effect/foam/smart
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/datum/effect_system/foam_spread/New()
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..()
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chemholder = new /obj()
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@@ -326,6 +326,24 @@
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beakers += B2
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/obj/item/grenade/chem_grenade/smart_metal_foam
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name = "smart metal foam grenade"
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desc = "Used for sealing and reconstruction of air breaches."
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stage = READY
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/obj/item/grenade/chem_grenade/smart_metal_foam/Initialize()
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. = ..()
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var/obj/item/reagent_containers/glass/beaker/large/B1 = new(src)
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var/obj/item/reagent_containers/glass/beaker/B2 = new(src)
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B1.reagents.add_reagent("aluminium", 75)
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B2.reagents.add_reagent("smart_foaming_agent", 25)
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B2.reagents.add_reagent("facid", 25)
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beakers += B1
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beakers += B2
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/obj/item/grenade/chem_grenade/incendiary
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name = "incendiary grenade"
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desc = "Used for clearing rooms of living things."
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@@ -583,6 +583,15 @@
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for(var/i in 1 to 7)
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new /obj/item/grenade/chem_grenade/metalfoam(src)
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/obj/item/storage/box/smart_metal_foam
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name = "box of smart metal foam grenades"
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desc = "Used to rapidly seal hull breaches. This variety conforms to the walls of its area."
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illustration = "flashbang"
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/obj/item/storage/box/smart_metal_foam/PopulateContents()
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for(var/i in 1 to 7)
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new/obj/item/grenade/chem_grenade/smart_metal_foam(src)
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/obj/item/storage/box/hug
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name = "box of hugs"
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desc = "A special box for sensitive people."
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@@ -24,7 +24,7 @@
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..()
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//This is so damaged or burnt tiles or platings don't get remembered as the default tile
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var/static/list/icons_to_ignore_at_floor_init = list("damaged1","damaged2","damaged3","damaged4",
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"damaged5","panelscorched","floorscorched1","floorscorched2","platingdmg1","platingdmg2",
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"damaged5","panelscorched","floorscorched1","floorscorched2","platingdmg1","platingdmg2", "foam_plating",
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"platingdmg3","plating","light_on","light_on_flicker1","light_on_flicker2",
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"light_on_clicker3","light_on_clicker4","light_on_clicker5","light_broken",
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"light_on_broken","light_off","wall_thermite","grass", "sand",
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@@ -4,6 +4,7 @@
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* Airless
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* Airless plating
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* Engine floor
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* Foam plating
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*/
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// note that plating and engine floor do not call their parent attackby, unlike other flooring
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// this is done in order to avoid inheriting the crowbar attackby
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@@ -69,3 +70,35 @@
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icon_state = icon_plating
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burnt = 0
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broken = 0
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/turf/open/floor/plating/foam
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name = "metal foam plating"
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desc = "Thin, fragile flooring created with metal foam."
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icon_state = "foam_plating"
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broken_states = list("foam_plating")
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burnt_states = list("foam_plating")
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/turf/open/floor/plating/foam/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/stack/tile/plasteel))
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var/obj/item/stack/tile/plasteel/P = I
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if(P.use(1))
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var/obj/L = locate(/obj/structure/lattice) in src
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if(L)
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qdel(L)
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to_chat(user, "<span class='notice'>You reinforce the foamed plating with tiling.</span>")
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playsound(src, 'sound/weapons/Genhit.ogg', 50, TRUE)
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ChangeTurf(/turf/open/floor/plating)
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else
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playsound(src, 'sound/weapons/tap.ogg', 100, TRUE) //The attack sound is muffled by the foam itself
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src)
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if(prob(I.force * 20 - 25))
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user.visible_message("<span class='danger'>[user] smashes through [src]!</span>", \
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"<span class='danger'>You smash through [src] with [I]!</span>")
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ChangeTurf(baseturf)
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else
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to_chat(user, "<span class='danger'>You hit [src], to no effect!</span>")
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/turf/open/floor/plating/foam/ex_act()
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..()
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ChangeTurf(baseturf)
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@@ -1079,6 +1079,14 @@
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color = "#664B63" // rgb: 102, 75, 99
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taste_description = "metal"
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/datum/reagent/smart_foaming_agent //Smart foaming agent. Functions similarly to metal foam, but conforms to walls.
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name = "Smart foaming agent"
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id = "smart_foaming_agent"
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description = "A agent that yields metallic foam which conforms to area boundaries when mixed with light metal and a strong acid."
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reagent_state = SOLID
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color = "#664B63" // rgb: 102, 75, 99
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taste_description = "metal"
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/datum/reagent/ammonia
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name = "Ammonia"
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id = "ammonia"
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@@ -466,6 +466,20 @@
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s.start()
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holder.clear_reagents()
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/datum/chemical_reaction/smart_foam
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name = "Smart Metal Foam"
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id = "smart_metal_foam"
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required_reagents = list("aluminium" = 3, "smart_foaming_agent" = 1, "facid" = 1)
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mob_react = TRUE
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/datum/chemical_reaction/smart_foam/on_reaction(datum/reagents/holder, created_volume)
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var/turf/location = get_turf(holder.my_atom)
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location.visible_message("<span class='danger'>The solution spews out metallic foam!</span>")
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var/datum/effect_system/foam_spread/metal/smart/s = new()
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s.set_up(created_volume * 5, location, holder, TRUE)
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s.start()
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holder.clear_reagents()
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/datum/chemical_reaction/ironfoam
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name = "Iron Foam"
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id = "ironlfoam"
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@@ -487,6 +501,13 @@
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results = list("foaming_agent" = 1)
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required_reagents = list("lithium" = 1, "hydrogen" = 1)
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/datum/chemical_reaction/smart_foaming_agent
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name = "Smart foaming Agent"
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id = "smart_foaming_agent"
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results = list("smart_foaming_agent" = 3)
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required_reagents = list("foaming_agent" = 3, "acetone" = 1, "iron" = 1)
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mix_message = "The solution mixes into a frothy metal foam and conforms to the walls of its container."
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/////////////////////////////// Cleaning and hydroponics /////////////////////////////////////////////////
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