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* 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 commit2d14fbae66. * 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 commit98c5ef1b93. * Revert "Fucks up the camera net + chunk" This reverts commit0e421ebf5f. * this isnt going well uh oh * Attempts to rework out security camera and probably more * Revert "this isnt going well" This reverts commit1d8ceac867. * Revert "Revert "this isnt going well"" This reverts commite26fb61415. * ok ok * Revert "ok" This reverts commit7e7a7f8372. * Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit" This reverts commit01094731c1, reversing changes made toc0cf69ebf1. * 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 commitb3fb3ba0db. * 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 commit046058827c. * Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing" This reverts commit863e1b776d, reversing changes made to884623e600. * Revert "no errors" This reverts commit884623e600. * 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 commita8ff8d63aa. * 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>
193 lines
8.8 KiB
Plaintext
193 lines
8.8 KiB
Plaintext
/** Component representing acid applied to an object.
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*
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* Must be attached to an atom.
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* Processes, repeatedly damaging whatever it is attached to.
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* If the parent atom is a turf it applies acid to the contents of the turf.
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*/
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/datum/component/acid
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dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
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/// The strength of the acid on the parent [/atom].
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var/acid_power
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/// The volume of acid on the parent [/atom].
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var/acid_volume
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/// The maximum volume of acid on the parent [/atom].
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var/max_volume = INFINITY
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/// The ambiant sound of acid eating away at the parent [/atom].
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var/datum/looping_sound/acid/sizzle
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/// Used exclusively for melting turfs. TODO: Move integrity to the atom level so that this can be dealt with there.
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var/parent_integrity = 30
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/// How far the acid melting of turfs has progressed
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var/stage = 0
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/// The proc used to handle the parent [/atom] when processing. TODO: Unify damage and resistance flags so that this doesn't need to exist!
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var/datum/callback/process_effect
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/datum/component/acid/Initialize(_acid_power, _acid_volume, _max_volume=null)
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if((_acid_power) <= 0 || (_acid_volume <= 0))
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stack_trace("Acid component added with insufficient acid power ([_acid_power]) or acid volume ([_acid_power]).")
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return COMPONENT_INCOMPATIBLE // Not enough acid or the acid's too weak, either one.
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if(!isatom(parent))
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stack_trace("Acid component added to [parent] ([parent?.type]) which is not a /atom subtype.")
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return COMPONENT_INCOMPATIBLE // Incompatible type. TODO: Rework take_damage to the atom level and move this there.
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if(isobj(parent))
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var/obj/parent_object = parent
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if(parent_object.resistance_flags & UNACIDABLE) // The parent object cannot have acid. Should never happen, will happen.
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stack_trace("Acid component added to unacidable object [parent].")
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return COMPONENT_INCOMPATIBLE
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max_volume = OBJ_ACID_VOLUME_MAX
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process_effect = CALLBACK(src, PROC_REF(process_obj), parent)
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else if(isliving(parent))
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max_volume = MOB_ACID_VOLUME_MAX
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process_effect = CALLBACK(src, PROC_REF(process_mob), parent)
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else if(isturf(parent))
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max_volume = TURF_ACID_VOLUME_MAX
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process_effect = CALLBACK(src, PROC_REF(process_turf), parent)
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acid_power = _acid_power
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set_volume(_acid_volume)
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var/atom/parent_atom = parent
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RegisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(on_update_overlays))
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parent_atom.update_appearance(UPDATE_ICON)
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sizzle = new(list(parent), TRUE)
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START_PROCESSING(SSacid, src)
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/datum/component/acid/Destroy(force, silent)
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STOP_PROCESSING(SSacid, src)
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if(sizzle)
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QDEL_NULL(sizzle)
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if(process_effect)
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QDEL_NULL(process_effect)
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UnregisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS)
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if(parent && !QDELING(parent))
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var/atom/parent_atom = parent
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parent_atom.update_appearance(UPDATE_ICON)
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return ..()
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/datum/component/acid/RegisterWithParent()
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RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
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RegisterSignal(parent, COMSIG_COMPONENT_CLEAN_ACT, PROC_REF(on_clean))
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RegisterSignal(parent, COMSIG_ATOM_ATTACK_HAND, PROC_REF(on_attack_hand))
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RegisterSignal(parent, COMSIG_ATOM_EXPOSE_REAGENT, PROC_REF(on_expose_reagent))
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if(isturf(parent))
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RegisterSignal(parent, COMSIG_MOVABLE_CROSSED, PROC_REF(on_crossed))
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/datum/component/acid/UnregisterFromParent()
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UnregisterSignal(parent, list(
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COMSIG_ATOM_EXAMINE,
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COMSIG_COMPONENT_CLEAN_ACT,
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COMSIG_ATOM_ATTACK_HAND,
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COMSIG_ATOM_EXPOSE_REAGENT))
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if(isturf(parent))
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UnregisterSignal(parent, COMSIG_MOVABLE_CROSSED)
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/// Averages corrosive power and sums volume.
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/datum/component/acid/InheritComponent(datum/component/C, i_am_original, _acid_power, _acid_volume)
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acid_power = ((acid_power * acid_volume) + (_acid_power * _acid_volume)) / (acid_volume + _acid_volume)
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set_volume(acid_volume + _acid_volume)
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/// Sets the acid volume to a new value. Limits the acid volume by the amount allowed to exist on the parent atom.
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/datum/component/acid/proc/set_volume(new_volume)
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acid_volume = clamp(new_volume, 0, max_volume)
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if(!acid_volume)
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qdel(src)
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/// Handles the slow corrosion of the parent [/atom].
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/datum/component/acid/process(delta_time)
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process_effect?.InvokeAsync(delta_time)
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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.
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return
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set_volume(acid_volume - (ACID_DECAY_BASE + (ACID_DECAY_SCALING*round(sqrt(acid_volume)))) * delta_time)
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/// Handles processing on a [/obj].
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/datum/component/acid/proc/process_obj(obj/target, delta_time)
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if(target.resistance_flags & ACID_PROOF)
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return
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target.take_damage(min(1 + round(sqrt(acid_power * acid_volume)*0.3), OBJ_ACID_DAMAGE_MAX) * delta_time, BURN, ACID, 0)
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/// Handles processing on a [/mob/living].
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/datum/component/acid/proc/process_mob(mob/living/target, delta_time)
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target.acid_act(acid_power, acid_volume * delta_time)
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/// Handles processing on a [/turf].
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/datum/component/acid/proc/process_turf(turf/target_turf, delta_time)
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var/acid_used = min(acid_volume * 0.05, 20) * delta_time
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var/applied_targets = 0
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for(var/am in target_turf)
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var/atom/movable/target_movable = am
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if(target_movable.acid_act(acid_power, acid_used))
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applied_targets++
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if(applied_targets)
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set_volume(acid_volume - (acid_used * applied_targets))
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// Snowflake code for handling acid melting walls. TODO: Move integrity handling to the atom level so this can be desnowflaked.
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if(acid_power < ACID_POWER_MELT_TURF)
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return
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parent_integrity -= delta_time
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if(parent_integrity <= 0)
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target_turf.visible_message("<span class='warning'>[target_turf] collapses under its own weight into a puddle of goop and undigested debris!</span>")
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target_turf.acid_melt()
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else if(parent_integrity <= 4 && stage <= 3)
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target_turf.visible_message("<span class='warning'>[target_turf] begins to crumble under the acid!</span>")
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stage = 4
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else if(parent_integrity <= 8 && stage <= 2)
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target_turf.visible_message("<span class='warning'>[target_turf] is struggling to withstand the acid!</span>")
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stage = 3
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else if(parent_integrity <= 16 && stage <= 1)
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target_turf.visible_message("<span class='warning'>[target_turf] is being melted by the acid!</span>")
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stage = 2
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else if(parent_integrity <= 24 && stage == 0)
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target_turf.visible_message("<span class='warning'>[target_turf] is holding up against the acid!</span>")
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stage = 1
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/// Used to maintain the acid overlay on the parent [/atom].
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/datum/component/acid/proc/on_update_overlays(atom/parent_atom, list/overlays)
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SIGNAL_HANDLER
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overlays += mutable_appearance('icons/effects/acid.dmi', parent_atom.custom_acid_overlay || ACID_OVERLAY_DEFAULT)
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/// Alerts any examiners to the acid on the parent atom.
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/datum/component/acid/proc/on_examine(atom/A, mob/user, list/examine_list)
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SIGNAL_HANDLER
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examine_list += "<span class='danger'>[A.p_theyre()] covered in corrosive liquid!</span>"
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/// Makes it possible to clean acid off of objects.
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/datum/component/acid/proc/on_clean(atom/A, clean_types)
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SIGNAL_HANDLER
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if(!(clean_types & CLEAN_TYPE_ACID))
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return NONE
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qdel(src)
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return COMPONENT_CLEANED
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/// Handles water diluting the acid on the object.
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/datum/component/acid/proc/on_expose_reagent(atom/parent_atom, datum/reagent/exposing_reagent, reac_volume)
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SIGNAL_HANDLER
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if(!istype(exposing_reagent, /datum/reagent/water))
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return NONE
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acid_power /= (acid_volume / (acid_volume + reac_volume))
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set_volume(acid_volume + reac_volume)
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return NONE
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/// Handles searing the hand of anyone who tries to touch this without protection.
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/datum/component/acid/proc/on_attack_hand(atom/parent_atom, mob/living/carbon/user)
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SIGNAL_HANDLER
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if(!istype(user))
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return NONE
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if((parent_atom == user) || (parent_atom.loc == user))
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return NONE // So people can take their own clothes off.
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if((acid_power * acid_volume) < ACID_LEVEL_HANDBURN)
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return NONE
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if(user.gloves?.resistance_flags & (UNACIDABLE|ACID_PROOF))
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return NONE
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var/obj/item/bodypart/affecting = user.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm")
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if(!affecting?.receive_damage(0, 5))
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return NONE
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to_chat(user, "<span class='warning'>The acid on \the [parent_atom] burns your hand!</span>")
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playsound(parent_atom, 'sound/weapons/sear.ogg', 50, TRUE)
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user.update_damage_overlays()
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return COMPONENT_NO_ATTACK_HAND
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/// Handles searing the feet of whoever walks over this without protection. Only active if the parent is a turf.
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/datum/component/acid/proc/on_crossed(atom/parent_atom, mob/living/crosser)
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SIGNAL_HANDLER
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if(!isliving(crosser))
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return
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if(crosser.movement_type & FLYING)
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return
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if(crosser.m_intent & MOVE_INTENT_WALK)
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return
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if(prob(60))
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return
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var/acid_used = min(acid_volume * 0.05, 20)
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if(crosser.acid_act(acid_power, acid_used, FEET))
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playsound(crosser, 'sound/weapons/sear.ogg', 50, TRUE)
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to_chat(crosser, "<span class='userdanger'>The acid on the [parent] burns you!</span>")
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set_volume(max(acid_volume - acid_used, 10))
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