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## 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. /🆑
100 lines
3.2 KiB
Plaintext
100 lines
3.2 KiB
Plaintext
/*
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* This is an attempt to make some easily reusable "particle" type effect, to stop the code
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* constantly having to be rewritten. An item like the jetpack that uses the ion_trail_follow system, just has one
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* defined, then set up when it is created with New(). Then this same system can just be reused each time
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* it needs to create more trails.A beaker could have a steam_trail_follow system set up, then the steam
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* would spawn and follow the beaker, even if it is carried or thrown.
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*/
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#define PER_SYSTEM_PARTICLE_CAP 20
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/obj/effect/particle_effect
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name = "particle effect"
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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pass_flags = PASSTABLE | PASSGRILLE
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anchored = TRUE
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// Prevents effects from getting registered for SSnewtonian_movement
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/obj/effect/particle_effect/newtonian_move(inertia_angle, instant = FALSE, start_delay = 0, drift_force = 0, controlled_cap = null)
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return TRUE
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/datum/effect_system
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// Does not contain any behaviors and should not be used by itself
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abstract_type = /datum/effect_system
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/// Turf on which to spawn the effects
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var/turf/location = null
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/// Atom that is spawning the particles whose location we're following
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var/atom/holder = null
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/datum/effect_system/New(turf/location)
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. = ..()
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src.location = get_turf(location)
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/datum/effect_system/Destroy()
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holder = null
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location = null
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return ..()
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/// Instruct the effect system to start following an atom. Can be chained into .start()
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/datum/effect_system/proc/attach(atom/new_holder)
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RETURN_TYPE(/datum/effect_system)
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holder = new_holder
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return src
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/// Start the effect system
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/datum/effect_system/proc/start()
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return
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/// Basic effect system which spawns a certain number of moving effects
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/datum/effect_system/basic
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/// Total number of particles to spawn
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var/amount = 3
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/// Should we pick among cardinals or all directions when deciding where the particle should move
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var/cardinals_only = FALSE
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/// Typepath of the effect to spawn
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var/effect_type = null
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/// Total amount of effects we currently have active
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var/total_effects = 0
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/// Should the system delete itself after finishing?
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var/autocleanup = FALSE
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/datum/effect_system/basic/New(turf/location, amount = null, cardinals_only = null)
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. = ..()
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if (!isnull(amount))
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src.amount = amount
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if (!isnull(cardinals_only))
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src.cardinals_only = cardinals_only
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/datum/effect_system/basic/start()
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if(QDELETED(src))
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return
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for(var/i in 1 to amount)
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if(total_effects > PER_SYSTEM_PARTICLE_CAP)
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return
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generate_effect()
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/datum/effect_system/basic/proc/generate_effect()
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if(holder)
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location = get_turf(holder)
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var/obj/effect/effect = new effect_type(location)
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total_effects++
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var/direction
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if(cardinals_only)
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direction = pick(GLOB.cardinals)
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else
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direction = pick(GLOB.alldirs)
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var/step_amt = rand(1, 3)
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var/step_delay = 5
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var/datum/move_loop/loop = GLOB.move_manager.move(effect, direction, step_delay, timeout = step_delay * step_amt, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
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if (autocleanup)
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RegisterSignal(loop, COMSIG_QDELETING, PROC_REF(decrement_total_effect))
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/datum/effect_system/basic/proc/decrement_total_effect(datum/source)
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SIGNAL_HANDLER
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total_effects--
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if(total_effects == 0)
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QDEL_IN(src, 2 SECONDS)
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#undef PER_SYSTEM_PARTICLE_CAP
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