Files
Yogstation/code/datums/components/acid.dm
Chubbygummibear 0fda5cfc6a Icon smoothing, and Rendering overhaul, and Camera fix, and mapmerge.py fix, and Multi-z, and THE PLANE CUBE (#21221)
* why no work

angy

* weird errors

shit sucks

* fixved it

I can spell good

* fix?

POSSIBLY

* nope

wasnt this

* no more immutable

thhanks koffee

* ok

ok

* removes all the pref stuff

""removes""

* remove this

idiot

* this goes bye

 bye

* these go too

genius

* bye

bye

* better night vision

* tries to fix camera

maybe

* ok fuck it we ball

we ball

* ok lets go back

go back go back go back

* WORK

DAMNIT

* ha

fuc kyou

* this

maybe

* this doesnt work :(

* maybe fix

maybe

* fucks everything

why do i do this

* test update

test

* Revert "tries to fix camera"

This reverts commit 2d14fbae66.

* reverts everything I just did

peko pain

* bye

bitch

* oh yeah add this

I guess

* Fucks up the camera net + chunk

why

* test maybe revert

* Revert "test maybe revert"

This reverts commit 98c5ef1b93.

* Revert "Fucks up the camera net + chunk"

This reverts commit 0e421ebf5f.

* this isnt going well

uh oh

* Attempts to rework out security camera

and probably more

* Revert "this isnt going well"

This reverts commit 1d8ceac867.

* Revert "Revert "this isnt going well""

This reverts commit e26fb61415.

* ok

ok

* Revert "ok"

This reverts commit 7e7a7f8372.

* Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit"

This reverts commit 01094731c1, reversing
changes made to c0cf69ebf1.

* this doesn't need to be redefined

I guess

* no we need this

totally

* a familiar pain

* 515 is L

* yeah

yeah

* ok god

fine

* bye bye basemap :(

doesnt work on runtime station

* Fixes AI statis not working

god im good

* remove this

oh god

* Revert "Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit""

This reverts commit b3fb3ba0db.

* proves to god I exist

and im pissed

* yog exclusive feature (tm)

plane master

* bring this back from previous push

* updates vendor emissives

as well as firealarms

* Updates barsign

and fucks everything up

* Fixes barsigns breaks all lights and updates barsigns to be machines and not structures

We will address this in a later patch

* not sure who changed that

oh well

* yeah

this got moved

* this needs updating

yeah

* turns off the carbon monoxide alarm

duh

* FIXES IT YES

thank you biome

* turns this off too

yeah

* Can't compile yet but ports a ton of shit

* L

* the game opens ig

* extra shit

* fixes

* signals and smooth queue

* look ma im going horribly out of scope

* fixes chasms

* this fixed nothing

* ???

* more barsigns

for later

* forgive me cowboy. also fuck diagonals

* oops

we need this apparently

* fuck it we ball

* Update _lists.dm

* Update icon_smoothing.dm

* it now works kinda

* Update atom_initializing_EXPENSIVE.dm

* lighting don't work

* we have light

* sort turfs better

* big fucking reorganize

* like everything except templates

* boy i sure hope nothing bad happens to these bar templates

* we're back

* no runtimes baby

* no errors

* shuttles are almost fixed i think

* Revert "shuttles are almost fixed i think"

This reverts commit 046058827c.

* Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing"

This reverts commit 863e1b776d, reversing
changes made to 884623e600.

* Revert "no errors"

This reverts commit 884623e600.

* too far back i think

* midround smoothing runtimes fixed i think

* comment cleanup

* should fix the component runtimes

* Revert "Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing""

This reverts commit a8ff8d63aa.

* NO RUNTIMES AND ICEMETA WORKS LET'S GOOOOOO

* please stay fixed icemeta

* organizing render dms

* woops this too in the reorganizing

* cryo fixed

* nah, i'd win

* parallax isn't my problem

* pls don't break icemeta

* runtime station gets a cam console

* well it compiles

* maybe fix the map

* woops

* man i hate maps

* was that it?

* PLEASE

* missing focus tests

* maybe that was it

* maybe

* let's take the batteries out of the carbon monoxide detector

* fuck osha

* i hate vending machines

* that's not a computer

* slot machine fix

* PLEASE

* that wasn't supposed to be there

* fuck it i can't fix everything at once

* BLUESPACE LOCKER?

* literally why

* hhh

* does this fix chasms?

* that should fix bad index

* please?

* turf_flags for reservations

* haha oops

* yolo (kill me)

* fix wood walls and other walls

* fix stairs

* that might have fixed shittles

* baseturfs are good now i think

* should fix plasma windows

* decals fixed

* please fix changelog

* shuttle lighting still fucky

* lighting is stinky slow and doesn't finish updating by the time the server starts guh

* lighting seemingly works

* slipping works

* shuttle sounds, slips, and windoors fixed

* why am i here

* fuck the changelog

* of course someone touched smoothing as i'm almost done

* we good?

* updating ai_eye and rename

* z updates and more ai cam updates

* ice fixed

* weather and ice fix

* clockies can see and other clean up catches

* windows fixed

* cowbot forgive me i'm trying to update flashlights to tg because there's no light on lower multi-z z's like ice meta bottom floor

* movable lighting works on multi-z

* gps fix

* item stacking from drag works

* falsewall fix

* job panel fixed

* AI HANDLED

* woops that comment should be gone

* i hate ai i hate ai

* brass glass visible again

* vents on top of tiles now

* sigdrobe sprite back

* centcomm portals work

* portals and see openspace mapping icons fixed

* icemeta my behated

* kill

* is that it

* lighting cutoff is old hat

* angery overlay

* not super necessary

* also extra but whatever

* ticker but thicker

* job fix i hope

* this isn't needed anymore

* latejoin fix?

* laserpointer, pipecrawl, and some consoles fixed

* i hate fixing bugs as they're made

* we're not ready for that

* redef cleanup

* gps arrows, gun flashlights, shuttle console placement, multi-z pulling fixed

* goofy ah gun code

* this was a good idea and necessary

* should fix caltrop component

* does this please the linter

* linter please accept this async function

* THERE

* take the batteries out

* make it stop

* cowbot stopped me from letting ghosts dab

* recycler loc fix

* fix border firedoors not blocking movement

* should fix screen fade out and fade in on round start and end

* darker command tile trim and fixed bronze wall sprites

* fuck you linter

* railings actually stop you from leaving

* probably fixes gibtonite overlay when struck

* armaments dispenser and clockwork catwalk

* turbine fix probably

* pointing at inhand items should be fixed

* fix overwatch app

* should hopefully fix cable rotation on shuttle move

* flashlights have better directionality logic

* hopefully fixes shuttle atmos on move

* grilles fixed

* hopefully this fixes shuttle buttons, airolocks, and other machinery not working after moving

* ice meta mining area finally not freezing

* fix lightbulb icons not updating

* lava mask and lighting dots

* we actually have this

* fuck glowshrooms GC

* fix light fixture interactions and icon updates

* hopefully catches all the updates

* lava lighting good to go

* seclite was missing inhands

* smoothing in replays

* light updates accurate in replays

* biome's multi-z requests

---------

Co-authored-by: cowbot92 <75333826+cowbot92@users.noreply.github.com>
Co-authored-by: Molti <gamingjoelouis@gmail.com>
Co-authored-by: Ringalong <53777086+JohnFulpWillard@users.noreply.github.com>
2024-02-18 13:16:55 -06:00

193 lines
8.8 KiB
Plaintext

/** Component representing acid applied to an object.
*
* Must be attached to an atom.
* Processes, repeatedly damaging whatever it is attached to.
* If the parent atom is a turf it applies acid to the contents of the turf.
*/
/datum/component/acid
dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
/// The strength of the acid on the parent [/atom].
var/acid_power
/// The volume of acid on the parent [/atom].
var/acid_volume
/// The maximum volume of acid on the parent [/atom].
var/max_volume = INFINITY
/// The ambiant sound of acid eating away at the parent [/atom].
var/datum/looping_sound/acid/sizzle
/// Used exclusively for melting turfs. TODO: Move integrity to the atom level so that this can be dealt with there.
var/parent_integrity = 30
/// How far the acid melting of turfs has progressed
var/stage = 0
/// The proc used to handle the parent [/atom] when processing. TODO: Unify damage and resistance flags so that this doesn't need to exist!
var/datum/callback/process_effect
/datum/component/acid/Initialize(_acid_power, _acid_volume, _max_volume=null)
if((_acid_power) <= 0 || (_acid_volume <= 0))
stack_trace("Acid component added with insufficient acid power ([_acid_power]) or acid volume ([_acid_power]).")
return COMPONENT_INCOMPATIBLE // Not enough acid or the acid's too weak, either one.
if(!isatom(parent))
stack_trace("Acid component added to [parent] ([parent?.type]) which is not a /atom subtype.")
return COMPONENT_INCOMPATIBLE // Incompatible type. TODO: Rework take_damage to the atom level and move this there.
if(isobj(parent))
var/obj/parent_object = parent
if(parent_object.resistance_flags & UNACIDABLE) // The parent object cannot have acid. Should never happen, will happen.
stack_trace("Acid component added to unacidable object [parent].")
return COMPONENT_INCOMPATIBLE
max_volume = OBJ_ACID_VOLUME_MAX
process_effect = CALLBACK(src, PROC_REF(process_obj), parent)
else if(isliving(parent))
max_volume = MOB_ACID_VOLUME_MAX
process_effect = CALLBACK(src, PROC_REF(process_mob), parent)
else if(isturf(parent))
max_volume = TURF_ACID_VOLUME_MAX
process_effect = CALLBACK(src, PROC_REF(process_turf), parent)
acid_power = _acid_power
set_volume(_acid_volume)
var/atom/parent_atom = parent
RegisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(on_update_overlays))
parent_atom.update_appearance(UPDATE_ICON)
sizzle = new(list(parent), TRUE)
START_PROCESSING(SSacid, src)
/datum/component/acid/Destroy(force, silent)
STOP_PROCESSING(SSacid, src)
if(sizzle)
QDEL_NULL(sizzle)
if(process_effect)
QDEL_NULL(process_effect)
UnregisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS)
if(parent && !QDELING(parent))
var/atom/parent_atom = parent
parent_atom.update_appearance(UPDATE_ICON)
return ..()
/datum/component/acid/RegisterWithParent()
RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
RegisterSignal(parent, COMSIG_COMPONENT_CLEAN_ACT, PROC_REF(on_clean))
RegisterSignal(parent, COMSIG_ATOM_ATTACK_HAND, PROC_REF(on_attack_hand))
RegisterSignal(parent, COMSIG_ATOM_EXPOSE_REAGENT, PROC_REF(on_expose_reagent))
if(isturf(parent))
RegisterSignal(parent, COMSIG_MOVABLE_CROSSED, PROC_REF(on_crossed))
/datum/component/acid/UnregisterFromParent()
UnregisterSignal(parent, list(
COMSIG_ATOM_EXAMINE,
COMSIG_COMPONENT_CLEAN_ACT,
COMSIG_ATOM_ATTACK_HAND,
COMSIG_ATOM_EXPOSE_REAGENT))
if(isturf(parent))
UnregisterSignal(parent, COMSIG_MOVABLE_CROSSED)
/// Averages corrosive power and sums volume.
/datum/component/acid/InheritComponent(datum/component/C, i_am_original, _acid_power, _acid_volume)
acid_power = ((acid_power * acid_volume) + (_acid_power * _acid_volume)) / (acid_volume + _acid_volume)
set_volume(acid_volume + _acid_volume)
/// Sets the acid volume to a new value. Limits the acid volume by the amount allowed to exist on the parent atom.
/datum/component/acid/proc/set_volume(new_volume)
acid_volume = clamp(new_volume, 0, max_volume)
if(!acid_volume)
qdel(src)
/// Handles the slow corrosion of the parent [/atom].
/datum/component/acid/process(delta_time)
process_effect?.InvokeAsync(delta_time)
if(QDELING(src)) //The process effect deals damage, and on turfs diminishes the acid volume, potentially destroying the component. Let's not destroy it twice.
return
set_volume(acid_volume - (ACID_DECAY_BASE + (ACID_DECAY_SCALING*round(sqrt(acid_volume)))) * delta_time)
/// Handles processing on a [/obj].
/datum/component/acid/proc/process_obj(obj/target, delta_time)
if(target.resistance_flags & ACID_PROOF)
return
target.take_damage(min(1 + round(sqrt(acid_power * acid_volume)*0.3), OBJ_ACID_DAMAGE_MAX) * delta_time, BURN, ACID, 0)
/// Handles processing on a [/mob/living].
/datum/component/acid/proc/process_mob(mob/living/target, delta_time)
target.acid_act(acid_power, acid_volume * delta_time)
/// Handles processing on a [/turf].
/datum/component/acid/proc/process_turf(turf/target_turf, delta_time)
var/acid_used = min(acid_volume * 0.05, 20) * delta_time
var/applied_targets = 0
for(var/am in target_turf)
var/atom/movable/target_movable = am
if(target_movable.acid_act(acid_power, acid_used))
applied_targets++
if(applied_targets)
set_volume(acid_volume - (acid_used * applied_targets))
// Snowflake code for handling acid melting walls. TODO: Move integrity handling to the atom level so this can be desnowflaked.
if(acid_power < ACID_POWER_MELT_TURF)
return
parent_integrity -= delta_time
if(parent_integrity <= 0)
target_turf.visible_message("<span class='warning'>[target_turf] collapses under its own weight into a puddle of goop and undigested debris!</span>")
target_turf.acid_melt()
else if(parent_integrity <= 4 && stage <= 3)
target_turf.visible_message("<span class='warning'>[target_turf] begins to crumble under the acid!</span>")
stage = 4
else if(parent_integrity <= 8 && stage <= 2)
target_turf.visible_message("<span class='warning'>[target_turf] is struggling to withstand the acid!</span>")
stage = 3
else if(parent_integrity <= 16 && stage <= 1)
target_turf.visible_message("<span class='warning'>[target_turf] is being melted by the acid!</span>")
stage = 2
else if(parent_integrity <= 24 && stage == 0)
target_turf.visible_message("<span class='warning'>[target_turf] is holding up against the acid!</span>")
stage = 1
/// Used to maintain the acid overlay on the parent [/atom].
/datum/component/acid/proc/on_update_overlays(atom/parent_atom, list/overlays)
SIGNAL_HANDLER
overlays += mutable_appearance('icons/effects/acid.dmi', parent_atom.custom_acid_overlay || ACID_OVERLAY_DEFAULT)
/// Alerts any examiners to the acid on the parent atom.
/datum/component/acid/proc/on_examine(atom/A, mob/user, list/examine_list)
SIGNAL_HANDLER
examine_list += "<span class='danger'>[A.p_theyre()] covered in corrosive liquid!</span>"
/// Makes it possible to clean acid off of objects.
/datum/component/acid/proc/on_clean(atom/A, clean_types)
SIGNAL_HANDLER
if(!(clean_types & CLEAN_TYPE_ACID))
return NONE
qdel(src)
return COMPONENT_CLEANED
/// Handles water diluting the acid on the object.
/datum/component/acid/proc/on_expose_reagent(atom/parent_atom, datum/reagent/exposing_reagent, reac_volume)
SIGNAL_HANDLER
if(!istype(exposing_reagent, /datum/reagent/water))
return NONE
acid_power /= (acid_volume / (acid_volume + reac_volume))
set_volume(acid_volume + reac_volume)
return NONE
/// Handles searing the hand of anyone who tries to touch this without protection.
/datum/component/acid/proc/on_attack_hand(atom/parent_atom, mob/living/carbon/user)
SIGNAL_HANDLER
if(!istype(user))
return NONE
if((parent_atom == user) || (parent_atom.loc == user))
return NONE // So people can take their own clothes off.
if((acid_power * acid_volume) < ACID_LEVEL_HANDBURN)
return NONE
if(user.gloves?.resistance_flags & (UNACIDABLE|ACID_PROOF))
return NONE
var/obj/item/bodypart/affecting = user.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm")
if(!affecting?.receive_damage(0, 5))
return NONE
to_chat(user, "<span class='warning'>The acid on \the [parent_atom] burns your hand!</span>")
playsound(parent_atom, 'sound/weapons/sear.ogg', 50, TRUE)
user.update_damage_overlays()
return COMPONENT_NO_ATTACK_HAND
/// Handles searing the feet of whoever walks over this without protection. Only active if the parent is a turf.
/datum/component/acid/proc/on_crossed(atom/parent_atom, mob/living/crosser)
SIGNAL_HANDLER
if(!isliving(crosser))
return
if(crosser.movement_type & FLYING)
return
if(crosser.m_intent & MOVE_INTENT_WALK)
return
if(prob(60))
return
var/acid_used = min(acid_volume * 0.05, 20)
if(crosser.acid_act(acid_power, acid_used, FEET))
playsound(crosser, 'sound/weapons/sear.ogg', 50, TRUE)
to_chat(crosser, "<span class='userdanger'>The acid on the [parent] burns you!</span>")
set_volume(max(acid_volume - acid_used, 10))