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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. /🆑
92 lines
3.3 KiB
Plaintext
92 lines
3.3 KiB
Plaintext
//WATER EFFECTS
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/obj/effect/particle_effect/water
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name = "water"
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icon_state = "extinguish"
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pass_flags = PASSTABLE | PASSMACHINE | PASSSTRUCTURE | PASSGRILLE | PASSBLOB | PASSVEHICLE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/// Amount of turfs we pass before deleting ourselves
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var/life = 15
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/obj/effect/particle_effect/water/Initialize(mapload)
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. = ..()
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QDEL_IN(src, 7 SECONDS)
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/obj/effect/particle_effect/water/Move(turf/newloc)
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life -= 1
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if (life <= 0)
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qdel(src)
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return FALSE
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return ..()
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/obj/effect/particle_effect/water/Bump(atom/A)
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if(reagents)
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reagents.expose(A)
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A.reagents?.expose_temperature(reagents.chem_temp)
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return ..()
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///Extinguisher snowflake
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/obj/effect/particle_effect/water/extinguisher
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/obj/effect/particle_effect/water/extinguisher/Move()
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. = ..()
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if(!reagents)
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return
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reagents.expose(get_turf(src))
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for(var/atom/thing as anything in get_turf(src))
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reagents.expose(thing)
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/// Starts the effect moving at a target with a delay in deciseconds, and a lifetime in moves
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/// Returns the created loop
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/obj/effect/particle_effect/water/extinguisher/proc/move_at(atom/target, delay, lifetime)
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var/datum/move_loop/loop = GLOB.move_manager.move_towards_legacy(src, target, delay, timeout = delay * lifetime, flags = MOVEMENT_LOOP_START_FAST, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
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RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(post_forcemove))
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RegisterSignal(loop, COMSIG_QDELETING, PROC_REF(movement_stopped))
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return loop
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/obj/effect/particle_effect/water/extinguisher/proc/post_forcemove(datum/move_loop/source, success)
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SIGNAL_HANDLER
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if(!success)
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end_life(source)
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/obj/effect/particle_effect/water/extinguisher/proc/movement_stopped(datum/move_loop/source)
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SIGNAL_HANDLER
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if(!QDELETED(src))
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end_life(source)
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/obj/effect/particle_effect/water/extinguisher/proc/end_life(datum/move_loop/engine)
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QDEL_IN(src, engine.delay) //Gotta let it stop drifting
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animate(src, alpha = 0, time = engine.delay)
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/obj/effect/particle_effect/water/extinguisher/stomach_acid
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name = "acid"
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icon_state = "xenobarf"
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// Stomach acid doesn't use legacy because it's not "targeted", and we instead want the circular sorta look
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/obj/effect/particle_effect/water/extinguisher/stomach_acid/move_at(atom/target, delay, lifetime)
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var/datum/move_loop/loop = GLOB.move_manager.move_towards(src, target, delay, timeout = delay * lifetime, flags = MOVEMENT_LOOP_START_FAST, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
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RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(post_forcemove))
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RegisterSignal(loop, COMSIG_QDELETING, PROC_REF(movement_stopped))
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return loop
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/////////////////////////////////////////////
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// GENERIC STEAM SPREAD SYSTEM
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// Usage: set_up(number of bits of steam, use North/South/East/West only, spawn location)
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// The attach(atom/atom) proc is optional, and can be called to attach the effect
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// to something, like a smoking beaker, so then you can just call start() and the steam
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// will always spawn at the items location, even if it's moved.
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/////////////////////////////////////////////
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/obj/effect/particle_effect/steam
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name = "steam"
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icon_state = "extinguish"
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density = FALSE
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/obj/effect/particle_effect/steam/Initialize(mapload)
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. = ..()
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QDEL_IN(src, 2 SECONDS)
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/datum/effect_system/basic/steam_spread
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effect_type = /obj/effect/particle_effect/steam
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