Refactors effect_system (#94999)

## About The Pull Request

This PR refactors ``effect_system``s to be a bit easier to use by
getting rid of ``set_up``, allowing ``attach()`` to be chained into
``start()`` and refactoring most direct system usages in our code to use
helper procs.

``set_up`` was unnecessary and only existed to allow ``New``'s behavior
to be fully overriden, which is not required if we split
sparks/lightning/steam into a new ``/datum/effect_system/basic`` subtype
which houses the effect spreading behavior. This allows us to roll all
logic from ``set_up`` into ``New`` and cut down on code complexity.
Chaining setup as ``system.attach(src).start()`` also helps a bit in
case no helper method exists

I've added ``do_chem_smoke`` and ``do_foam`` helpers, which respectively
allow chemical smoke or foam to be spawned easily without having to
manually create effect datums and reagent holders.

Also turns out we've had some nonfunctional effect systems which either
never set themselves up, or never started, so I fixed those while I was
at it (mostly by moving them to aforementioned helper procs)

## Why It's Good For The Game

Cleaner code, makes it significantly easier for users to work with. Also
most of our effect system usage was copypasta which was passing booleans
as numbers, while perfectly fine helper procs existed in our code.

## Changelog
🆑
refactor: Refactored sparks, foam, smoke, and other miscellaneous effect
systems.
refactor: Vapes now have consistent rigging with cigs using the new
system.
fix: Fixed some effects never working.
/🆑
This commit is contained in:
SmArtKar
2026-02-03 22:23:09 -05:00
committed by GitHub
parent b1e6830ec5
commit f58b8511f0
134 changed files with 621 additions and 904 deletions
@@ -1,10 +1,12 @@
/* 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.
/*
* 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.
*/
#define PER_SYSTEM_PARTICLE_CAP 20
/obj/effect/particle_effect
name = "particle effect"
@@ -17,36 +19,61 @@ would spawn and follow the beaker, even if it is carried or thrown.
return TRUE
/datum/effect_system
var/number = 3
var/cardinals_only = FALSE
var/turf/location
var/atom/holder
var/effect_type
var/total_effects = 0
var/autocleanup = FALSE //will delete itself after use
// Does not contain any behaviors and should not be used by itself
abstract_type = /datum/effect_system
/// Turf on which to spawn the effects
var/turf/location = null
/// Atom that is spawning the particles whose location we're following
var/atom/holder = null
/datum/effect_system/New(turf/location)
. = ..()
src.location = get_turf(location)
/datum/effect_system/Destroy()
holder = null
location = null
return ..()
/datum/effect_system/proc/set_up(number = 3, cardinals_only = FALSE, location)
src.number = min(number, 10)
src.cardinals_only = cardinals_only
src.location = get_turf(location)
/datum/effect_system/proc/attach(atom/atom)
holder = atom
/// Instruct the effect system to start following an atom. Can be chained into .start()
/datum/effect_system/proc/attach(atom/new_holder)
RETURN_TYPE(/datum/effect_system)
holder = new_holder
return src
/// Start the effect system
/datum/effect_system/proc/start()
return
/// Basic effect system which spawns a certain number of moving effects
/datum/effect_system/basic
/// Total number of particles to spawn
var/amount = 3
/// Should we pick among cardinals or all directions when deciding where the particle should move
var/cardinals_only = FALSE
/// Typepath of the effect to spawn
var/effect_type = null
/// Total amount of effects we currently have active
var/total_effects = 0
/// Should the system delete itself after finishing?
var/autocleanup = FALSE
/datum/effect_system/basic/New(turf/location, amount = null, cardinals_only = null)
. = ..()
if (!isnull(amount))
src.amount = amount
if (!isnull(cardinals_only))
src.cardinals_only = cardinals_only
/datum/effect_system/basic/start()
if(QDELETED(src))
return
for(var/i in 1 to number)
if(total_effects > 20)
for(var/i in 1 to amount)
if(total_effects > PER_SYSTEM_PARTICLE_CAP)
return
generate_effect()
/datum/effect_system/proc/generate_effect()
/datum/effect_system/basic/proc/generate_effect()
if(holder)
location = get_turf(holder)
var/obj/effect/effect = new effect_type(location)
@@ -56,15 +83,17 @@ would spawn and follow the beaker, even if it is carried or thrown.
direction = pick(GLOB.cardinals)
else
direction = pick(GLOB.alldirs)
var/step_amt = pick(1,2,3)
var/step_amt = rand(1, 3)
var/step_delay = 5
var/datum/move_loop/loop = GLOB.move_manager.move(effect, direction, step_delay, timeout = step_delay * step_amt, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
RegisterSignal(loop, COMSIG_QDELETING, PROC_REF(decrement_total_effect))
if (autocleanup)
RegisterSignal(loop, COMSIG_QDELETING, PROC_REF(decrement_total_effect))
/datum/effect_system/proc/decrement_total_effect(datum/source)
/datum/effect_system/basic/proc/decrement_total_effect(datum/source)
SIGNAL_HANDLER
total_effects--
if(!autocleanup || total_effects > 0)
return
QDEL_IN(src, 2 SECONDS)
if(total_effects == 0)
QDEL_IN(src, 2 SECONDS)
#undef PER_SYSTEM_PARTICLE_CAP