// Foam // Similar to smoke, but slower and mobs absorb its reagent through their exposed skin. #define ALUMINUM_FOAM 1 #define IRON_FOAM 2 #define RESIN_FOAM 3 /obj/effect/particle_effect/foam name = "foam" icon_state = "foam" opacity = 0 anchored = TRUE density = FALSE layer = WALL_OBJ_LAYER mouse_opacity = 0 var/amount = 3 animate_movement = 0 var/metal = 0 var/lifetime = 40 var/reagent_divisor = 7 var/static/list/blacklisted_turfs = typecacheof(list( /turf/open/space/transit, /turf/open/chasm, /turf/open/lava)) /obj/effect/particle_effect/foam/metal name = "aluminium foam" metal = ALUMINUM_FOAM icon_state = "mfoam" /obj/effect/particle_effect/foam/metal/iron name = "iron foam" metal = IRON_FOAM /obj/effect/particle_effect/foam/metal/resin name = "resin foam" metal = RESIN_FOAM /obj/effect/particle_effect/foam/New(loc) ..(loc) create_reagents(1000) //limited by the size of the reagent holder anyway. START_PROCESSING(SSfastprocess, src) playsound(src, 'sound/effects/bubbles2.ogg', 80, 1, -3) /obj/effect/particle_effect/foam/Destroy() STOP_PROCESSING(SSfastprocess, src) return ..() /obj/effect/particle_effect/foam/proc/kill_foam() STOP_PROCESSING(SSfastprocess, src) switch(metal) if(ALUMINUM_FOAM) new /obj/structure/foamedmetal(get_turf(src)) if(IRON_FOAM) new /obj/structure/foamedmetal/iron(get_turf(src)) if(RESIN_FOAM) new /obj/structure/foamedmetal/resin(get_turf(src)) flick("[icon_state]-disolve", src) QDEL_IN(src, 5) /obj/effect/particle_effect/foam/process() lifetime-- if(lifetime < 1) kill_foam() return var/fraction = 1/initial(reagent_divisor) for(var/obj/O in range(0,src)) if(O.type == src.type) continue if(isturf(O.loc)) var/turf/T = O.loc if(T.intact && O.level == 1) //hidden under the floor continue if(lifetime % reagent_divisor) reagents.reaction(O, VAPOR, fraction) var/hit = 0 for(var/mob/living/L in range(0,src)) hit += foam_mob(L) if(hit) lifetime++ //this is so the decrease from mobs hit and the natural decrease don't cumulate. var/T = get_turf(src) if(lifetime % reagent_divisor) reagents.reaction(T, VAPOR, fraction) if(--amount < 0) return spread_foam() /obj/effect/particle_effect/foam/proc/foam_mob(mob/living/L) if(lifetime<1) return 0 if(!istype(L)) return 0 var/fraction = 1/initial(reagent_divisor) if(lifetime % reagent_divisor) reagents.reaction(L, VAPOR, fraction) lifetime-- return 1 /obj/effect/particle_effect/foam/Crossed(atom/movable/AM) if(istype(AM, /mob/living/carbon)) var/mob/living/carbon/M = AM M.slip(100, src) /obj/effect/particle_effect/foam/metal/Crossed(atom/movable/AM) return /obj/effect/particle_effect/foam/proc/spread_foam() var/turf/t_loc = get_turf(src) for(var/turf/T in t_loc.GetAtmosAdjacentTurfs()) var/obj/effect/particle_effect/foam/foundfoam = locate() in T //Don't spread foam where there's already foam! if(foundfoam) continue if(is_type_in_typecache(T, blacklisted_turfs)) continue for(var/mob/living/L in T) foam_mob(L) var/obj/effect/particle_effect/foam/F = new src.type(T) F.amount = amount reagents.copy_to(F, (reagents.total_volume)) F.add_atom_colour(color, FIXED_COLOUR_PRIORITY) F.metal = metal /obj/effect/particle_effect/foam/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume) if(prob(max(0, exposed_temperature - 475))) //foam dissolves when heated kill_foam() /obj/effect/particle_effect/foam/metal/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume) return /////////////////////////////////////////////// //FOAM EFFECT DATUM /datum/effect_system/foam_spread var/amount = 10 // the size of the foam spread. var/obj/chemholder effect_type = /obj/effect/particle_effect/foam var/metal = 0 /datum/effect_system/foam_spread/metal effect_type = /obj/effect/particle_effect/foam/metal /datum/effect_system/foam_spread/New() ..() chemholder = new /obj() var/datum/reagents/R = new/datum/reagents(1000) chemholder.reagents = R R.my_atom = chemholder /datum/effect_system/foam_spread/Destroy() qdel(chemholder) chemholder = null return ..() /datum/effect_system/foam_spread/set_up(amt=5, loca, datum/reagents/carry = null) if(isturf(loca)) location = loca else location = get_turf(loca) amount = round(sqrt(amt / 2), 1) carry.copy_to(chemholder, 4*carry.total_volume) //The foam holds 4 times the total reagents volume for balance purposes. /datum/effect_system/foam_spread/metal/set_up(amt=5, loca, datum/reagents/carry = null, metaltype) ..() metal = metaltype /datum/effect_system/foam_spread/start() var/obj/effect/particle_effect/foam/foundfoam = locate() in location if(foundfoam)//If there was already foam where we start, we add our foaminess to it. foundfoam.amount += amount else var/obj/effect/particle_effect/foam/F = new effect_type(location) var/foamcolor = mix_color_from_reagents(chemholder.reagents.reagent_list) chemholder.reagents.copy_to(F, chemholder.reagents.total_volume/amount) F.add_atom_colour(foamcolor, FIXED_COLOUR_PRIORITY) F.amount = amount F.metal = metal ////////////////////////////////////////////////////////// // FOAM STRUCTURE. Formed by metal foams. Dense and opaque, but easy to break /obj/structure/foamedmetal icon = 'icons/effects/effects.dmi' icon_state = "metalfoam" density = TRUE opacity = 1 // changed in New() anchored = TRUE resistance_flags = FIRE_PROOF | ACID_PROOF name = "foamed metal" desc = "A lightweight foamed metal wall." gender = PLURAL max_integrity = 20 CanAtmosPass = ATMOS_PASS_DENSITY /obj/structure/foamedmetal/New() ..() air_update_turf(1) /obj/structure/foamedmetal/Destroy() density = FALSE air_update_turf(1) return ..() /obj/structure/foamedmetal/Move() var/turf/T = loc ..() move_update_air(T) /obj/structure/foamedmetal/attack_paw(mob/user) attack_hand(user) /obj/structure/foamedmetal/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) playsound(src.loc, 'sound/weapons/tap.ogg', 100, 1) /obj/structure/foamedmetal/attack_hand(mob/user) user.changeNext_move(CLICK_CD_MELEE) user.do_attack_animation(src, ATTACK_EFFECT_PUNCH) to_chat(user, "You hit [src] but bounce off it!") playsound(src.loc, 'sound/weapons/tap.ogg', 100, 1) /obj/structure/foamedmetal/CanPass(atom/movable/mover, turf/target) return !density /obj/structure/foamedmetal/iron max_integrity = 50 icon_state = "ironfoam" //Atmos Backpack Resin, transparent, prevents atmos and filters the air /obj/structure/foamedmetal/resin name = "ATMOS Resin" desc = "A lightweight, transparent resin used to suffocate fires, scrub the air of toxins, and restore the air to a safe temperature" opacity = FALSE icon_state = "atmos_resin" alpha = 120 max_integrity = 10 layer = EDGED_TURF_LAYER /obj/structure/foamedmetal/resin/Initialize() . = ..() if(isopenturf(loc)) var/turf/open/O = loc if(O.air) var/datum/gas_mixture/G = O.air G.temperature = 293.15 for(var/obj/effect/hotspot/H in O) qdel(H) var/list/G_gases = G.gases for(var/I in G_gases) if(I != "o2" && I != "n2") G.gases[I][MOLES] = 0 G.garbage_collect() O.air_update_turf() for(var/obj/machinery/atmospherics/components/unary/U in O) if(!U.welded) U.welded = TRUE U.update_icon() U.visible_message("[U] sealed shut!") for(var/mob/living/L in O) L.ExtinguishMob() for(var/obj/item/Item in O) Item.extinguish() /obj/structure/foamedmetal/resin/CanPass(atom/movable/mover, turf/target) if(istype(mover) && mover.checkpass(PASSGLASS)) return TRUE . = ..() #undef ALUMINUM_FOAM #undef IRON_FOAM #undef RESIN_FOAM