/* 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/particle_effect name = "particle effect" mouse_opacity = MOUSE_OPACITY_TRANSPARENT pass_flags = PASSTABLE | PASSGRILLE /obj/effect/particle_effect/New() ..() GLOB.cameranet.updateVisibility(src) /obj/effect/particle_effect/Destroy() GLOB.cameranet.updateVisibility(src) . = ..() /datum/effect_system var/number = 3 var/cardinals = FALSE var/turf/location var/atom/holder var/effect_type var/total_effects = 0 /datum/effect_system/Destroy() holder = null location = null return ..() /datum/effect_system/proc/set_up(n = 3, c = FALSE, loca) if(n > 10) n = 10 number = n cardinals = c if(isturf(loca)) location = loca else location = get_turf(loca) /datum/effect_system/proc/attach(atom/atom) holder = atom /datum/effect_system/proc/start() for(var/i in 1 to number) if(total_effects > 20) return INVOKE_ASYNC(src, .proc/generate_effect) /datum/effect_system/proc/generate_effect() if(holder) location = get_turf(holder) var/obj/effect/E = new effect_type(location) total_effects++ var/direction if(cardinals) direction = pick(GLOB.cardinals) else direction = pick(GLOB.alldirs) var/steps_amt = pick(1,2,3) for(var/j in 1 to steps_amt) sleep(5) step(E,direction) addtimer(CALLBACK(src, .proc/decrement_total_effect), 20) /datum/effect_system/proc/decrement_total_effect() total_effects--