/* This is an attempt to make some easily reusable "particle" type effect, to stop the code constantly having to be rewritten. An item like the jetpack that uses the ion_trail_follow system, just has one defined, then set up when it is created with New(). Then this same system can just be reused each time it needs to create more trails.A beaker could have a steam_trail_follow system set up, then the steam would spawn and follow the beaker, even if it is carried or thrown. */ /obj/effect/effect name = "effect" icon = 'icons/effects/effects.dmi' mouse_opacity = 0 unacidable = 1//So effect are not targeted by alien acid. flags = TABLEPASS w_type=NOT_RECYCLABLE /obj/effect/effect/water name = "water" icon = 'icons/effects/effects.dmi' icon_state = "extinguish" var/life = 15.0 flags = TABLEPASS mouse_opacity = 0 /obj/effect/proc/delete() loc = null if(reagents) reagents.my_atom = null reagents.delete() return /obj/effect/effect/water/New() ..() //var/turf/T = src.loc //if (istype(T, /turf)) // T.firelevel = 0 //TODO: FIX spawn( 70 ) delete() return return /obj/effect/effect/water/Destroy() //var/turf/T = src.loc //if (istype(T, /turf)) // T.firelevel = 0 //TODO: FIX src.delete() ..() return /obj/effect/effect/water/Move(turf/newloc) //var/turf/T = src.loc //if (istype(T, /turf)) // T.firelevel = 0 //TODO: FIX if (--src.life < 1) //SN src = null delete() if(newloc.density) return 0 .=..() /obj/effect/effect/water/Bump(atom/A) if(reagents) reagents.reaction(A) return ..() /datum/effect/effect/system var/number = 3 var/cardinals = 0 var/turf/location var/atom/holder var/setup = 0 proc/set_up(n = 3, c = 0, turf/loc) if(n > 10) n = 10 number = n cardinals = c location = loc setup = 1 proc/attach(atom/atom) holder = atom proc/start() ///////////////////////////////////////////// // GENERIC STEAM SPREAD SYSTEM //Usage: set_up(number of bits of steam, use North/South/East/West only, spawn location) // The attach(atom/atom) proc is optional, and can be called to attach the effect // to something, like a smoking beaker, so then you can just call start() and the steam // will always spawn at the items location, even if it's moved. /* Example: var/datum/effect/system/steam_spread/steam = new /datum/effect/system/steam_spread() -- creates new system steam.set_up(5, 0, mob.loc) -- sets up variables OPTIONAL: steam.attach(mob) steam.start() -- spawns the effect */ ///////////////////////////////////////////// /obj/effect/effect/steam name = "steam" icon = 'icons/effects/effects.dmi' icon_state = "extinguish" density = 0 /datum/effect/effect/system/steam_spread set_up(n = 3, c = 0, turf/loc) if(n > 10) n = 10 number = n cardinals = c location = loc start() var/i = 0 for(i=0, i 10) n = 10 number = n cardinals = c if(istype(loca, /turf/)) location = loca else location = get_turf(loca) start() var/i = 0 for(i=0, i 20) return spawn(0) if(holder) src.location = get_turf(holder) var/obj/effect/effect/sparks/sparks = new /obj/effect/effect/sparks(src.location) src.total_sparks++ var/direction if(src.cardinals) direction = pick(cardinal) else direction = pick(alldirs) for(i=0, i 10) n = 10 number = n cardinals = c if(istype(loca, /turf/)) location = loca else location = get_turf(loca) if(direct) direction = direct /datum/effect/effect/system/smoke_spread/start() var/i = 0 for(i=0, i 20) return spawn(0) if(holder) src.location = get_turf(holder) var/obj/effect/effect/smoke/smoke = new smoke_type(src.location) src.total_smoke++ var/direction = src.direction if(!direction) if(src.cardinals) direction = pick(cardinal) else direction = pick(alldirs) for(i=0, i 20) n = 20 number = n cardinals = c carry.copy_to(chemholder, carry.total_volume) if(istype(loca, /turf/)) location = loca else location = get_turf(loca) if(direct) direction = direct var/contained = "" for(var/reagent in carry.reagent_list) contained += " [reagent] " if(contained) contained = "\[[contained]\]" var/area/A = get_area(location) var/where = "[A.name] | [location.x], [location.y]" var/whereLink = "[where]" 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.") start() var/i = 0 var/color = mix_color_from_reagents(chemholder.reagents.reagent_list) for(i=0, i 20) return spawn(0) if(holder) src.location = get_turf(holder) var/obj/effect/effect/smoke/chem/smoke = new /obj/effect/effect/smoke/chem(src.location) src.total_smoke++ var/direction = src.direction if(!direction) if(src.cardinals) direction = pick(cardinal) else direction = pick(alldirs) if(chemholder.reagents.total_volume != 1) // can't split 1 very well chemholder.reagents.copy_to(smoke, chemholder.reagents.total_volume / number) // copy reagents to each smoke, divide evenly if(color) smoke.icon += color // give the smoke color, if it has any to begin with else // if no color, just use the old smoke icon smoke.icon = 'icons/effects/96x96.dmi' smoke.icon_state = "smoke" for(i=0, i 20) n = 20 number = n cardinals = c chemholder.reagents.add_reagent("space_drugs", rand(1,10)) if(istype(loca, /turf/)) location = loca else location = get_turf(loca) if(direct) direction = direct var/contained = "\[[chemholder.reagents.get_reagent_ids()]\]" var/area/A = get_area(location) var/where = "[A.name] | [location.x], [location.y]" var/whereLink=formatJumpTo(location,where) var/more = "(?)" message_admins("[M][more] produced a toxic fart in ([whereLink])[contained].", 0, 1) log_game("[M][more] produced a toxic fart in ([where])[contained].") ///////////////////////////////////////////// //////// Attach an Ion trail to any object, that spawns when it moves (like for the jetpack) /// just pass in the object to attach it to in set_up /// Then do start() to start it and stop() to stop it, obviously /// and don't call start() in a loop that will be repeated otherwise it'll get spammed! ///////////////////////////////////////////// /obj/effect/effect/ion_trails name = "ion trails" icon_state = "ion_trails" anchored = 1.0 /datum/effect/effect/system/ion_trail_follow var/turf/oldposition var/processing = 1 var/on = 1 set_up(atom/atom) attach(atom) oldposition = get_turf(atom) start() if(!src.on) src.on = 1 src.processing = 1 if(src.processing) src.processing = 0 spawn(0) var/turf/T = get_turf(src.holder) if(T != src.oldposition) if(istype(T, /turf/space)) var/obj/effect/effect/ion_trails/I = new /obj/effect/effect/ion_trails(src.oldposition) src.oldposition = T I.dir = src.holder.dir flick("ion_fade", I) I.icon_state = "blank" spawn( 20 ) if(I) I.delete() spawn(2) if(src.on) src.processing = 1 src.start() else spawn(2) if(src.on) src.processing = 1 src.start() proc/stop() src.processing = 0 src.on = 0 /datum/effect/effect/system/ion_trail_follow/space_trail var/turf/oldloc // secondary ion trail loc var/turf/currloc /datum/effect/effect/system/ion_trail_follow/space_trail/start() if(!src.on) src.on = 1 src.processing = 1 if(src.processing) src.processing = 0 spawn(0) var/turf/T = get_turf(src.holder) if(currloc != T) switch(holder.dir) if(NORTH) src.oldposition = T src.oldposition = get_step(oldposition, SOUTH) src.oldloc = get_step(oldposition,EAST) //src.oldloc = get_step(oldloc, SOUTH) if(SOUTH) // More difficult, offset to the north! src.oldposition = get_step(holder,NORTH) src.oldposition = get_step(oldposition,NORTH) src.oldloc = get_step(oldposition,EAST) //src.oldloc = get_step(oldloc,NORTH) if(EAST) // Just one to the north should suffice src.oldposition = T src.oldposition = get_step(oldposition, WEST) src.oldloc = get_step(oldposition,NORTH) //src.oldloc = get_step(oldloc,WEST) if(WEST) // One to the east and north from there src.oldposition = get_step(holder,EAST) src.oldposition = get_step(oldposition,EAST) src.oldloc = get_step(oldposition,NORTH) //src.oldloc = get_step(oldloc,EAST) if(istype(T, /turf/space)) var/obj/effect/effect/ion_trails/I = new /obj/effect/effect/ion_trails(src.oldposition) var/obj/effect/effect/ion_trails/II = new /obj/effect/effect/ion_trails(src.oldloc) //src.oldposition = T I.dir = src.holder.dir II.dir = src.holder.dir flick("ion_fade", I) flick("ion_fade", II) I.icon_state = "blank" II.icon_state = "blank" spawn( 20 ) if(I) I.delete() if(II) II.delete() spawn(2) if(src.on) src.processing = 1 src.start() else spawn(2) if(src.on) src.processing = 1 src.start() currloc = T ///////////////////////////////////////////// //////// Attach a steam trail to an object (eg. a reacting beaker) that will follow it // even if it's carried of thrown. ///////////////////////////////////////////// /datum/effect/effect/system/steam_trail_follow var/turf/oldposition var/processing = 1 var/on = 1 set_up(atom/atom) attach(atom) oldposition = get_turf(atom) start() if(!src.on) src.on = 1 src.processing = 1 if(src.processing) src.processing = 0 spawn(0) if(src.number < 3) var/obj/effect/effect/steam/I = new /obj/effect/effect/steam(src.oldposition) src.number++ src.oldposition = get_turf(holder) I.dir = src.holder.dir spawn(10) if(I) I.delete() src.number-- spawn(2) if(src.on) src.processing = 1 src.start() else spawn(2) if(src.on) src.processing = 1 src.start() proc/stop() src.processing = 0 src.on = 0 // Foam // Similar to smoke, but spreads out more // metal foams leave behind a foamed metal wall /obj/effect/effect/foam name = "foam" icon_state = "foam" opacity = 0 anchored = 1 density = 0 layer = OBJ_LAYER + 0.9 mouse_opacity = 0 var/amount = 3 var/expand = 1 animate_movement = 0 var/metal = 0 /obj/effect/effect/foam/New(loc, var/ismetal=0) ..(loc) icon_state = "[ismetal ? "m":""]foam" metal = ismetal playsound(src, 'sound/effects/bubbles2.ogg', 80, 1, -3) spawn(3 + metal*3) process() spawn(120) processing_objects.Remove(src) sleep(30) if(metal) var/obj/structure/foamedmetal/M = new(src.loc) M.metal = metal M.updateicon() flick("[icon_state]-disolve", src) sleep(5) delete() return // on delete, transfer any reagents to the floor /obj/effect/effect/foam/Destroy() if(!metal && reagents) for(var/atom/A in oview(0,src)) if(A == src) continue reagents.reaction(A, 1, 1) ..() /obj/effect/effect/foam/process() if(--amount < 0) return for(var/direction in cardinal) var/turf/T = get_step(src,direction) if(!T) continue if(!T.Enter(src)) continue var/obj/effect/effect/foam/F = locate() in T if(F) continue F = new(T, metal) F.amount = amount if(!metal) F.create_reagents(10) if (reagents) for(var/datum/reagent/R in reagents.reagent_list) F.reagents.add_reagent(R.id,1) // foam disolves when heated // except metal foams /obj/effect/effect/foam/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume) if(!metal && prob(max(0, exposed_temperature - 475))) flick("[icon_state]-disolve", src) spawn(5) delete() /obj/effect/effect/foam/HasEntered(var/atom/movable/AM) if(metal) return if (istype(AM, /mob/living/carbon)) var/mob/M = AM if (istype(M, /mob/living/carbon/human) && (istype(M:shoes, /obj/item/clothing/shoes) && M:shoes.flags&NOSLIP)) return M.stop_pulling() M << "\blue You slipped on the foam!" playsound(get_turf(src), 'sound/misc/slip.ogg', 50, 1, -3) M.Stun(5) M.Weaken(2) /datum/effect/effect/system/foam_spread var/amount = 5 // the size of the foam spread. var/list/carried_reagents // the IDs of reagents present when the foam was mixed var/metal = 0 // 0=foam, 1=metalfoam, 2=ironfoam set_up(amt=5, loca, var/datum/reagents/carry = null, var/metalfoam = 0) amount = round(sqrt(amt / 3), 1) if(istype(loca, /turf/)) location = loca else location = get_turf(loca) carried_reagents = list() metal = metalfoam // bit of a hack here. Foam carries along any reagent also present in the glass it is mixed // with (defaults to water if none is present). Rather than actually transfer the reagents, // this makes a list of the reagent ids and spawns 1 unit of that reagent when the foam disolves. if(carry && !metal) for(var/datum/reagent/R in carry.reagent_list) carried_reagents += R.id start() spawn(0) var/obj/effect/effect/foam/F = locate() in location if(F) F.amount += amount return F = new(src.location, metal) F.amount = amount if(!metal) // don't carry other chemicals if a metal foam F.create_reagents(10) if(carried_reagents) for(var/id in carried_reagents) F.reagents.add_reagent(id,1) else F.reagents.add_reagent("water", 1) // wall formed by metal foams // dense and opaque, but easy to break /obj/structure/foamedmetal icon = 'icons/effects/effects.dmi' icon_state = "metalfoam" density = 1 opacity = 1 // changed in New() anchored = 1 name = "foamed metal" desc = "A lightweight foamed metal wall." var/metal = 1 // 1=aluminum, 2=iron New() ..() update_nearby_tiles(1) Destroy() density = 0 update_nearby_tiles(1) ..() proc/updateicon() if(metal == 1) icon_state = "metalfoam" else icon_state = "ironfoam" ex_act(severity) qdel(src) blob_act() del(src) bullet_act() if(metal==1 || prob(50)) del(src) attack_paw(var/mob/user) attack_hand(user) return attack_hand(var/mob/user) if ((M_HULK in user.mutations) || (prob(75 - metal*25))) user << "\blue You smash through the metal foam wall." for(var/mob/O in oviewers(user)) if ((O.client && !( O.blinded ))) O << "\red [user] smashes through the foamed metal." user.changeNext_move(8) del(src) else user << "\blue You hit the metal foam but bounce off it." return attackby(var/obj/item/I, var/mob/user) if (istype(I, /obj/item/weapon/grab)) var/obj/item/weapon/grab/G = I G.affecting.loc = src.loc for(var/mob/O in viewers(src)) if (O.client) O << "\red [G.assailant] smashes [G.affecting] through the foamed metal wall." del(I) del(src) return if(prob(I.force*20 - metal*25)) user << "\blue You smash through the foamed metal with \the [I]." for(var/mob/O in oviewers(user)) if ((O.client && !( O.blinded ))) O << "\red [user] smashes through the foamed metal." del(src) else user << "\blue You hit the metal foam to no effect." CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0) if(air_group) return 0 return !density proc/update_nearby_tiles(need_rebuild) if(!air_master) return 0 var/turf/simulated/source = get_turf(src) var/turf/simulated/north = get_step(source,NORTH) var/turf/simulated/south = get_step(source,SOUTH) var/turf/simulated/east = get_step(source,EAST) var/turf/simulated/west = get_step(source,WEST) if(istype(source)) air_master.tiles_to_update |= source if(istype(north)) air_master.tiles_to_update |= north if(istype(south)) air_master.tiles_to_update |= south if(istype(east)) air_master.tiles_to_update |= east if(istype(west)) air_master.tiles_to_update |= west return 1 /datum/effect/effect/system/reagents_explosion var/amount // TNT equivalent var/flashing = 0 // does explosion creates flash effect? var/flashing_factor = 0 // factor of how powerful the flash effect relatively to the explosion set_up (amt, loc, flash = 0, flash_fact = 0) amount = amt if(istype(loc, /turf/)) location = loc else location = get_turf(loc) flashing = flash flashing_factor = flash_fact return start() if (amount <= 2) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(2, 1, location) s.start() for(var/mob/M in viewers(5, location)) M << "\red The solution violently explodes." for(var/mob/M in viewers(1, location)) if (prob (50 * amount)) M << "\red The explosion knocks you down." M.Weaken(rand(1,5)) return else var/devastation = -1 var/heavy = -1 var/light = -1 var/flash = -1 var/range = 0 // Clamp all values to MAX_EXPLOSION_RANGE range = min (MAX_EXPLOSION_RANGE, light + round(amount/3)) devastation = round(min(1, range * 0.25)) // clamps to 1 devestation for grenades heavy = round(min(3, range * 0.5)) // clamps to 3 heavy range for grenades light = min(6, range) // clamps to 6 light range for grenades flash = range * 1.5 /* if (round(amount/12) > 0) devastation = min (MAX_EXPLOSION_RANGE, devastation + round(amount/12)) if (round(amount/6) > 0) heavy = min (MAX_EXPLOSION_RANGE, heavy + round(amount/6)) if (round(amount/3) > 0) light = min (MAX_EXPLOSION_RANGE, light + round(amount/3)) if (flash && flashing_factor) flash += (round(amount/4) * flashing_factor) */ for(var/mob/M in viewers(8, location)) M << "\red The solution violently explodes." explosion(location, devastation, heavy, light, flash) proc/holder_damage(var/atom/holder) if(holder) var/dmglevel = 4 if (round(amount/8) > 0) dmglevel = 1 else if (round(amount/4) > 0) dmglevel = 2 else if (round(amount/2) > 0) dmglevel = 3 if(dmglevel<4) holder.ex_act(dmglevel)