mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-14 00:24:56 +01:00
cca0dfe7b6
Part one of our nefarious plans to destroy lag forever, and also accomplish some cool shit. This replaces our renderer system with plane masters, this will also be used to turn skyboxes into backdrops and thus totally remove skybox updating lag. Additionally, this will let us manipulate entire planes very easily to do all sorts of zany shit. All credit goes to the original coders, this is some seriously cool stuff. Also fixes some bizarre smoothing behaviour, reduces updateoverlays calls since now not every single structure in the game tries smoothing with nothing. <img width="1349" height="1349" alt="image" src="https://github.com/user-attachments/assets/9b7cecd7-3c47-448b-9dd8-9b904640bf82" /> <img width="1349" height="1349" alt="image" src="https://github.com/user-attachments/assets/647d75a2-1bff-45ca-ab92-0aea10631afd" /> --------- Co-authored-by: Matt Atlas <liermattia@gmail.com>
420 lines
10 KiB
Plaintext
420 lines
10 KiB
Plaintext
/* 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
|
|
name = "effect"
|
|
icon = 'icons/effects/effects.dmi'
|
|
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
|
|
unacidable = 1//So effect are not targeted by alien acid.
|
|
pass_flags = PASSTABLE | PASSGRILLE
|
|
blocks_emissive = EMISSIVE_BLOCK_GENERIC
|
|
|
|
/obj/effect/Destroy()
|
|
if(reagents)
|
|
reagents.delete()
|
|
return ..()
|
|
|
|
/datum/effect/effect/system
|
|
var/number = 3
|
|
var/cardinals = 0
|
|
var/turf/location
|
|
var/atom/holder
|
|
var/setup = 0
|
|
|
|
/datum/effect/effect/system/proc/set_up(n = 3, c = 0, turf/loc)
|
|
if(n > 10)
|
|
n = 10
|
|
number = n
|
|
cardinals = c
|
|
location = loc
|
|
setup = 1
|
|
|
|
/datum/effect/effect/system/proc/attach(atom/atom)
|
|
holder = atom
|
|
|
|
/datum/effect/effect/system/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
|
|
|
|
/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
|
|
|
|
/datum/effect/effect/system/steam_spread/start()
|
|
var/i = 0
|
|
for(i=0, i<src.number, i++)
|
|
spawn(0)
|
|
if(holder)
|
|
src.location = get_turf(holder)
|
|
var/obj/effect/effect/steam/steam = new /obj/effect/effect/steam(src.location)
|
|
var/direction
|
|
if(src.cardinals)
|
|
direction = pick(GLOB.cardinals)
|
|
else
|
|
direction = pick(GLOB.alldirs)
|
|
for(i=0, i<pick(1,2,3), i++)
|
|
sleep(5)
|
|
step(steam,direction)
|
|
QDEL_IN(steam, 20)
|
|
|
|
/////////////////////////////////////////////
|
|
//// SMOKE SYSTEMS
|
|
// direct can be optinally added when set_up, to make the smoke always travel in one direction
|
|
// in case you wanted a vent to always smoke north for example
|
|
/////////////////////////////////////////////
|
|
|
|
|
|
/obj/effect/smoke
|
|
name = "smoke"
|
|
icon_state = "smoke"
|
|
opacity = 1
|
|
layer = ABOVE_PROJECTILE_LAYER
|
|
anchored = 0.0
|
|
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
|
|
var/amount = 6.0
|
|
var/time_to_live = 100
|
|
|
|
//Remove this bit to use the old smoke
|
|
icon = 'icons/effects/96x96.dmi'
|
|
pixel_x = -32
|
|
pixel_y = -32
|
|
|
|
/obj/effect/smoke/Initialize(mapload, duration = 0)
|
|
. = ..()
|
|
|
|
if (duration)
|
|
time_to_live = duration
|
|
addtimer(CALLBACK(src, PROC_REF(kill)), time_to_live)
|
|
|
|
var/static/list/loc_connections = list(
|
|
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
|
|
)
|
|
|
|
AddElement(/datum/element/connect_loc, loc_connections)
|
|
|
|
/obj/effect/smoke/proc/kill()
|
|
animate(src, alpha = 0, time = 2 SECONDS, easing = QUAD_EASING)
|
|
set_opacity(FALSE)
|
|
|
|
QDEL_IN(src, 2.5 SECONDS)
|
|
|
|
/obj/effect/smoke/proc/on_entered(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
|
|
SIGNAL_HANDLER
|
|
|
|
if(istype(arrived, /mob/living/carbon))
|
|
affect(arrived)
|
|
|
|
/obj/effect/smoke/proc/affect(var/mob/living/carbon/M)
|
|
if (istype(M))
|
|
return 0
|
|
if (M.internal != null)
|
|
if(M.wear_mask && (M.wear_mask.item_flags & ITEM_FLAG_AIRTIGHT))
|
|
return 0
|
|
if(istype(M,/mob/living/carbon/human))
|
|
var/mob/living/carbon/human/H = M
|
|
if(H.head && (H.head.item_flags & ITEM_FLAG_AIRTIGHT))
|
|
return 0
|
|
return 0
|
|
return 1
|
|
|
|
/////////////////////////////////////////////
|
|
// Illumination
|
|
/////////////////////////////////////////////
|
|
|
|
/obj/effect/smoke/illumination
|
|
name = "illumination"
|
|
opacity = 0
|
|
icon = 'icons/effects/effects.dmi'
|
|
icon_state = "sparks"
|
|
|
|
/obj/effect/smoke/illumination/New(var/newloc, var/brightness=15, var/lifetime=10)
|
|
time_to_live=lifetime
|
|
..()
|
|
set_light(brightness)
|
|
|
|
/////////////////////////////////////////////
|
|
// Bad smoke
|
|
/////////////////////////////////////////////
|
|
|
|
/obj/effect/smoke/bad
|
|
time_to_live = 200
|
|
|
|
/obj/effect/smoke/bad/Move()
|
|
. = ..()
|
|
for(var/mob/living/carbon/M in get_turf(src))
|
|
affect(M)
|
|
|
|
/obj/effect/smoke/bad/affect(var/mob/living/carbon/M)
|
|
if (!..())
|
|
return 0
|
|
M.drop_item()
|
|
M.adjustOxyLoss(1)
|
|
if (M.coughedtime != 1)
|
|
M.coughedtime = 1
|
|
M.emote("cough")
|
|
spawn ( 20 )
|
|
M.coughedtime = 0
|
|
|
|
/obj/effect/smoke/bad/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
|
|
if(air_group || (height==0))
|
|
return TRUE
|
|
|
|
if(mover?.movement_type & PHASING)
|
|
return TRUE
|
|
|
|
if(istype(mover, /obj/projectile/beam))
|
|
var/obj/projectile/beam/B = mover
|
|
B.damage = (B.damage/2)
|
|
|
|
return TRUE
|
|
/////////////////////////////////////////////
|
|
// Sleep smoke
|
|
/////////////////////////////////////////////
|
|
|
|
/obj/effect/smoke/sleepy
|
|
|
|
/obj/effect/smoke/sleepy/Move()
|
|
. = ..()
|
|
for(var/mob/living/carbon/M in get_turf(src))
|
|
affect(M)
|
|
|
|
/obj/effect/smoke/sleepy/affect(mob/living/carbon/M)
|
|
if (!..())
|
|
return 0
|
|
|
|
M.drop_item()
|
|
M.sleeping += 1
|
|
if (M.coughedtime != 1)
|
|
M.coughedtime = 1
|
|
M.emote("cough")
|
|
spawn ( 20 )
|
|
M.coughedtime = 0
|
|
/////////////////////////////////////////////
|
|
// Mustard Gas
|
|
/////////////////////////////////////////////
|
|
|
|
|
|
/obj/effect/smoke/mustard
|
|
name = "mustard gas"
|
|
icon_state = "mustard"
|
|
|
|
/obj/effect/smoke/mustard/Move()
|
|
. = ..()
|
|
for(var/mob/living/carbon/human/R in get_turf(src))
|
|
affect(R)
|
|
|
|
/obj/effect/smoke/mustard/affect(var/mob/living/carbon/human/R)
|
|
if (!..())
|
|
return 0
|
|
if (R.wear_suit != null)
|
|
return 0
|
|
|
|
R.burn_skin(0.75)
|
|
if (R.coughedtime != 1)
|
|
R.coughedtime = 1
|
|
R.emote("gasp")
|
|
spawn (20)
|
|
R.coughedtime = 0
|
|
R.updatehealth()
|
|
return
|
|
|
|
/////////////////////////////////////////////
|
|
// Smoke spread
|
|
/////////////////////////////////////////////
|
|
|
|
/datum/effect/effect/system/smoke_spread
|
|
var/total_smoke = 0 // To stop it being spammed and lagging!
|
|
var/direction
|
|
var/smoke_type = /obj/effect/smoke
|
|
var/smoke_duration
|
|
|
|
/datum/effect/effect/system/smoke_spread/set_up(n = 5, c = 0, loca, direct, duration = 0)
|
|
smoke_duration = duration
|
|
if(n > 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<src.number, i++)
|
|
if(src.total_smoke > 20)
|
|
return
|
|
spawn(0)
|
|
if(holder)
|
|
src.location = get_turf(holder)
|
|
var/obj/effect/smoke/smoke = new smoke_type(src.location)
|
|
src.total_smoke++
|
|
var/direction = src.direction
|
|
if(!direction)
|
|
if(src.cardinals)
|
|
direction = pick(GLOB.cardinals)
|
|
else
|
|
direction = pick(GLOB.alldirs)
|
|
for(i=0, i<pick(0,1,1,1,2,2,2,3), i++)
|
|
sleep(10)
|
|
step(smoke,direction)
|
|
spawn(smoke.time_to_live*0.75+rand(10,30))
|
|
src.total_smoke--
|
|
qdel(smoke)
|
|
|
|
|
|
/datum/effect/effect/system/smoke_spread/bad
|
|
smoke_type = /obj/effect/smoke/bad
|
|
|
|
/datum/effect/effect/system/smoke_spread/sleepy
|
|
smoke_type = /obj/effect/smoke/sleepy
|
|
|
|
|
|
/datum/effect/effect/system/smoke_spread/mustard
|
|
smoke_type = /obj/effect/smoke/mustard
|
|
|
|
/////////////////////////////////////////////
|
|
//////// 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
|
|
|
|
/datum/effect/effect/system/steam_trail_follow/set_up(atom/atom)
|
|
attach(atom)
|
|
oldposition = get_turf(atom)
|
|
|
|
/datum/effect/effect/system/steam_trail_follow/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.set_dir(src.holder.dir)
|
|
spawn(10)
|
|
qdel(I)
|
|
src.number--
|
|
spawn(2)
|
|
if(src.on)
|
|
src.processing = 1
|
|
src.start()
|
|
else
|
|
spawn(2)
|
|
if(src.on)
|
|
src.processing = 1
|
|
src.start()
|
|
|
|
/datum/effect/effect/system/steam_trail_follow/proc/stop()
|
|
src.processing = 0
|
|
src.on = 0
|
|
|
|
/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
|
|
|
|
/datum/effect/effect/system/reagents_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
|
|
|
|
/datum/effect/effect/system/reagents_explosion/start()
|
|
if (amount <= 2)
|
|
spark(location, 2)
|
|
|
|
for(var/mob/M in viewers(5, location))
|
|
to_chat(M, SPAN_WARNING("The solution violently explodes."))
|
|
for(var/mob/M in viewers(1, location))
|
|
if (prob (50 * amount))
|
|
to_chat(M, SPAN_WARNING("The explosion knocks you down."))
|
|
M.Weaken(rand(1,5))
|
|
return
|
|
else
|
|
var/devst = -1
|
|
var/heavy = -1
|
|
var/light = -1
|
|
var/flash = -1
|
|
|
|
// Clamp all values to fractions of max_explosion_range, following the same pattern as for tank transfer bombs
|
|
if (round(amount/12) > 0)
|
|
devst = devst + amount/12
|
|
|
|
if (round(amount/6) > 0)
|
|
heavy = heavy + amount/6
|
|
|
|
if (round(amount/3) > 0)
|
|
light = light + amount/3
|
|
|
|
if (flashing && flashing_factor)
|
|
flash = (amount/4) * flashing_factor
|
|
|
|
for(var/mob/M in viewers(8, location))
|
|
to_chat(M, SPAN_WARNING("The solution violently explodes."))
|
|
|
|
explosion(
|
|
location,
|
|
round(min(devst, BOMBCAP_DVSTN_RADIUS)),
|
|
round(min(heavy, BOMBCAP_HEAVY_RADIUS)),
|
|
round(min(light, BOMBCAP_LIGHT_RADIUS)),
|
|
round(min(flash, BOMBCAP_FLASH_RADIUS))
|
|
)
|
|
|
|
/obj/effect/temporary_effect
|
|
name = "self deleting effect"
|
|
desc = "How are you examining what which cannot be seen?"
|
|
icon = 'icons/effects/effects.dmi'
|
|
invisibility = 0
|
|
var/time_to_die = 10 SECONDS // Afer which, it will delete itself.
|
|
|
|
/obj/effect/temporary_effect/Initialize()
|
|
. = ..()
|
|
if(time_to_die)
|
|
QDEL_IN(src, time_to_die)
|