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Yogstation/yogstation/code/datums/components/lava.dm
Molti 5fe1430b18 Refactors lava into being a component with different types for toxic water and plasma rivers (#22017)
* modified

* refactor lava into component

* Update lava.dm

* Update lava.dm
2024-05-27 22:22:44 -04:00

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/datum/component/lava
var/turf/open/tile
dupe_type = /datum/component/lava //overwrite other types of lava
/datum/component/lava/Initialize()
if(!istype(parent, /turf))
return COMPONENT_INCOMPATIBLE
tile = parent
/datum/component/lava/RegisterWithParent()
. = ..()
RegisterSignal(parent, COMSIG_ATOM_HITBY, PROC_REF(hitby))
RegisterSignal(parent, COMSIG_ATOM_ENTERED, PROC_REF(Entered))
RegisterSignal(parent, COMSIG_ATOM_EXITED, PROC_REF(Exited))
tile = parent
/datum/component/lava/UnregisterFromParent()
. = ..()
UnregisterSignal(parent, COMSIG_ATOM_HITBY, PROC_REF(hitby))
UnregisterSignal(parent, COMSIG_ATOM_ENTERED, PROC_REF(Entered))
UnregisterSignal(parent, COMSIG_ATOM_EXITED, PROC_REF(Exited))
STOP_PROCESSING(SSobj, src)
////////////////////////////////////////////////////////////////////////////////////
//---------------------------------Triggers---------------------------------------//
////////////////////////////////////////////////////////////////////////////////////
/datum/component/lava/proc/hitby(datum/source, atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
if(damage_stuff(AM))
START_PROCESSING(SSobj, src)
/datum/component/lava/proc/Entered(datum/source, atom/movable/AM)
if(damage_stuff(AM))
START_PROCESSING(SSobj, src)
/datum/component/lava/proc/Exited(datum/source, atom/movable/Obj, atom/newloc)
if(isliving(Obj))
var/mob/living/L = Obj
if(!islava(newloc) && !L.on_fire)
L.update_fire()
/datum/component/lava/process(delta_time)
if(!damage_stuff(null, delta_time))
STOP_PROCESSING(SSobj, src)
////////////////////////////////////////////////////////////////////////////////////
//---------------------------------safety check-----------------------------------//
////////////////////////////////////////////////////////////////////////////////////
/datum/component/lava/proc/is_safe()
//if anything matching this typecache is found in the lava, we don't burn things
var/static/list/lava_safeties_typecache = typecacheof(list(/obj/structure/lattice/catwalk, /obj/structure/stone_tile))
var/list/found_safeties = typecache_filter_list(tile.contents, lava_safeties_typecache)
for(var/obj/structure/stone_tile/S in found_safeties)
if(S.fallen)
LAZYREMOVE(found_safeties, S)
return LAZYLEN(found_safeties)
/datum/component/lava/proc/damage_stuff(AM, delta_time = 1)
. = 0
if(is_safe())
return FALSE
var/thing_to_check = tile
if(!istype(thing_to_check, /turf))
return
if (AM)
thing_to_check = list(AM)
for(var/thing in thing_to_check)
if(apply_damage(thing, delta_time))
. = 1
////////////////////////////////////////////////////////////////////////////////////
//--------------------------------Do the effect-----------------------------------//
////////////////////////////////////////////////////////////////////////////////////
/datum/component/lava/proc/apply_damage(thing, delta_time) //override this for subtypes
. = 0
if(isobj(thing))
var/obj/O = thing
if((O.resistance_flags & (LAVA_PROOF|INDESTRUCTIBLE)) || O.throwing)
return
. = 1
if((O.resistance_flags & (ON_FIRE)))
return
if(!(O.resistance_flags & FLAMMABLE))
O.resistance_flags |= FLAMMABLE //Even fireproof things burn up in lava
if(O.resistance_flags & FIRE_PROOF)
O.resistance_flags &= ~FIRE_PROOF
if(O.armor.fire > 50) //obj with 100% fire armor still get slowly burned away.
O.armor = O.armor.setRating(fire = 50)
O.fire_act(10000, 1000 * delta_time)
else if (isliving(thing))
. = 1
var/mob/living/L = thing
if(L.movement_type & FLYING)
return //YOU'RE FLYING OVER IT
var/buckle_check = L.buckling
if(!buckle_check)
buckle_check = L.buckled
if(isobj(buckle_check))
var/obj/O = buckle_check
if(O.resistance_flags & LAVA_PROOF)
return
else if(isliving(buckle_check))
var/mob/living/live = buckle_check
if("lava" in live.weather_immunities)
return
if(!L.on_fire)
L.update_fire()
if(iscarbon(L))
var/mob/living/carbon/C = L
var/obj/item/clothing/S = C.get_item_by_slot(ITEM_SLOT_OCLOTHING)
var/obj/item/clothing/H = C.get_item_by_slot(ITEM_SLOT_HEAD)
if(S && H && S.clothing_flags & LAVAPROTECT && H.clothing_flags & LAVAPROTECT)
return
if("lava" in L.weather_immunities)
return
L.adjustFireLoss(20 * delta_time)
if(L) //mobs turning into object corpses could get deleted here.
L.adjust_fire_stacks(20 * delta_time)
L.ignite_mob()
////////////////////////////////////////////////////////////////////////////////////
//-------------------------------Toxic water lava---------------------------------//
////////////////////////////////////////////////////////////////////////////////////
/datum/component/lava/toxic/apply_damage(thing, delta_time)
. = 0
if(isobj(thing)) //objects are unaffected for now
return
else if (isliving(thing))
. = 1
var/mob/living/L = thing
if(L.movement_type & (FLYING|FLOATING))
return //YOU'RE FLYING OVER IT
if(HAS_TRAIT(L,TRAIT_SULPH_PIT_IMMUNE))
return
var/buckle_check = L.buckling
if(!buckle_check)
buckle_check = L.buckled
if(isobj(buckle_check))
var/obj/O = buckle_check
if(O.resistance_flags & ACID_PROOF)
return
else if(isliving(buckle_check))
var/mob/living/live = buckle_check
if(live.movement_type & (FLYING|FLOATING))
return
if(HAS_TRAIT(live, TRAIT_SULPH_PIT_IMMUNE))
return
if(ishuman(L))
var/mob/living/carbon/human/humie = L
var/chance = (100 - humie.getarmor(null,BIO)) * 0.33
if(isipc(humie) && prob(chance))
humie.adjustFireLoss(15)
to_chat(humie,span_danger("the sulphuric solution burns and singes into your plating!"))
return
if(prob((chance * 0.5) + 10))
humie.acid_act(15,15)
if(HAS_TRAIT(L,TRAIT_TOXIMMUNE) || HAS_TRAIT(L,TRAIT_TOXINLOVER))
return
humie.reagents.add_reagent(/datum/reagent/toxic_metabolities, 2)
else if(prob(25))
L.acid_act(5,7.5)
////////////////////////////////////////////////////////////////////////////////////
//----------------------------Plasma river lava-----------------------------------//
////////////////////////////////////////////////////////////////////////////////////
/datum/component/lava/plasma/apply_damage(thing, delta_time)
. = 0
if(isobj(thing))
var/obj/O = thing
if((O.resistance_flags & (FREEZE_PROOF)) || O.throwing)
return
else if (isliving(thing))
. = 1
var/mob/living/L = thing
if(L.movement_type & FLYING)
return //YOU'RE FLYING OVER IT
if(WEATHER_SNOW in L.weather_immunities)
return
var/buckle_check = L.buckling
if(!buckle_check)
buckle_check = L.buckled
if(isobj(buckle_check))
var/obj/O = buckle_check
if(O.resistance_flags & FREEZE_PROOF)
return
else if(isliving(buckle_check))
var/mob/living/live = buckle_check
if(WEATHER_SNOW in live.weather_immunities)
return
L.adjustFireLoss(2)
if(L)
L.adjust_fire_stacks(20) //dipping into a stream of plasma would probably make you more flammable than usual
L.adjust_bodytemperature(-rand(50,65)) //its cold, man
if(ishuman(L))//are they a carbon?
var/list/plasma_parts = list()//a list of the organic parts to be turned into plasma limbs
var/list/robo_parts = list()//keep a reference of robotic parts so we know if we can turn them into a plasmaman
var/mob/living/carbon/human/PP = L
var/datum/species/S = PP.dna.species
if(istype(S, /datum/species/plasmaman) || (S.inherent_biotypes & MOB_ROBOTIC)) //ignore plasmamen/robotic species
return
for(var/BP in PP.bodyparts)
var/obj/item/bodypart/NN = BP
if(NN.status == BODYPART_ROBOTIC)
robo_parts += NN
if(NN.body_zone == BODY_ZONE_HEAD) //don't add the head to the list, just transform them into an plasmaman when it's the only thing left
return
if(NN.status == BODYPART_ORGANIC && !(NN.species_id == "plasmaman" || NN.species_id == "husk")) //getting every organic, non-plasmaman limb (augments/androids are immune to this)
plasma_parts += NN
if(prob(35)) //checking if the delay is over & if the victim actually has any parts to nom
PP.adjustToxLoss(15)
PP.adjustFireLoss(25)
if(length(plasma_parts))
var/obj/item/bodypart/NB = pick(plasma_parts) //using the above-mentioned list to get a choice of limbs to replace
playsound(PP, 'sound/effects/wounds/sizzle2.ogg', 80, TRUE)
if(PP.stat != DEAD)
PP.emote("scream")
PP.visible_message(span_warning("[L] screams in pain as [L.p_their()] [NB] melts down to the bone!"), span_userdanger("You scream out in pain as your [NB] melts down to the bone, leaving an eerie plasma-like glow where flesh used to be!"))
else
PP.visible_message(span_warning("[L]'s [NB] melts down to the bone!"))
var/obj/item/bodypart/replacement_part = new NB.type
replacement_part.species_id = "plasmaman"
replacement_part.original_owner = "plasma river"
replacement_part.replace_limb(PP)
qdel(NB)
else if(!length(robo_parts)) //a person with no potential organic limbs left AND no robotic limbs, time to turn them into a plasmaman
PP.ignite_mob()
PP.cure_husk(BURN) //cure the probable husk first
PP.set_species(/datum/species/plasmaman)
PP.regenerate_icons()
PP.visible_message(span_warning("[L] bursts into a brilliant purple flame as [L.p_their()] entire body is that of a skeleton!"), \
span_userdanger("Your senses numb as all of your remaining flesh is turned into a purple slurry, sloshing off your body and leaving only your bones to show in a vibrant purple!"))