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https://github.com/Bubberstation/Bubberstation.git
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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. /🆑
104 lines
3.9 KiB
Plaintext
104 lines
3.9 KiB
Plaintext
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/obj/vehicle/ridden/secway
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name = "secway"
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desc = "A brave security cyborg gave its life to help you look like a complete tool."
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icon_state = "secway"
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max_integrity = 60
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armor_type = /datum/armor/ridden_secway
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key_type = /obj/item/key/security
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integrity_failure = 0.5
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///This stores a banana that, when used on the secway, prevents the vehicle from moving until it is removed.
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var/obj/item/food/grown/banana/eddie_murphy
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/datum/armor/ridden_secway
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melee = 10
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laser = 10
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fire = 60
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acid = 60
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/obj/vehicle/ridden/secway/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/ridable, /datum/component/riding/vehicle/secway)
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/obj/vehicle/ridden/secway/atom_break()
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START_PROCESSING(SSobj, src)
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return ..()
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/obj/vehicle/ridden/secway/process(seconds_per_tick)
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if(atom_integrity >= integrity_failure * max_integrity)
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return PROCESS_KILL
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if(SPT_PROB(10, seconds_per_tick))
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return
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do_smoke(0, src, src)
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/obj/vehicle/ridden/secway/welder_act(mob/living/user, obj/item/W)
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if(user.combat_mode)
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return
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. = TRUE
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if(DOING_INTERACTION(user, src))
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balloon_alert(user, "you're already repairing it!")
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return
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if(atom_integrity >= max_integrity)
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balloon_alert(user, "it's not damaged!")
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return
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if(!W.tool_start_check(user, amount=1, heat_required = HIGH_TEMPERATURE_REQUIRED))
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return
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user.balloon_alert_to_viewers("started welding [src]", "started repairing [src]")
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audible_message(span_hear("You hear welding."))
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var/did_the_thing
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while(atom_integrity < max_integrity)
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if(W.use_tool(src, user, 2.5 SECONDS, volume=50))
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did_the_thing = TRUE
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atom_integrity += min(10, (max_integrity - atom_integrity))
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audible_message(span_hear("You hear welding."))
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else
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break
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if(did_the_thing)
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user.balloon_alert_to_viewers("[(atom_integrity >= max_integrity) ? "fully" : "partially"] repaired [src]")
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else
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user.balloon_alert_to_viewers("stopped welding [src]", "interrupted the repair!")
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/obj/vehicle/ridden/secway/attackby(obj/item/W, mob/living/user, list/modifiers, list/attack_modifiers)
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if(!istype(W, /obj/item/food/grown/banana))
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return ..()
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// ignore the occupants because they're presumably too distracted to notice the guy stuffing fruit into their vehicle's exhaust. do segways have exhausts? they do now!
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user.visible_message(span_warning("[user] begins stuffing [W] into [src]'s tailpipe."), span_warning("You begin stuffing [W] into [src]'s tailpipe..."), ignored_mobs = occupants)
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if(!do_after(user, 3 SECONDS, src))
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return TRUE
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if(user.transferItemToLoc(W, src))
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user.visible_message(span_warning("[user] stuffs [W] into [src]'s tailpipe."), span_warning("You stuff [W] into [src]'s tailpipe."), ignored_mobs = occupants)
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eddie_murphy = W
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return TRUE
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/obj/vehicle/ridden/secway/attack_hand(mob/living/user, list/modifiers)
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if(!eddie_murphy)
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return ..()
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user.visible_message(span_warning("[user] begins cleaning [eddie_murphy] out of [src]."), span_warning("You begin cleaning [eddie_murphy] out of [src]..."))
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if(!do_after(user, 6 SECONDS, target = src))
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return ..()
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user.visible_message(span_warning("[user] cleans [eddie_murphy] out of [src]."), span_warning("You manage to get [eddie_murphy] out of [src]."))
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eddie_murphy.forceMove(drop_location())
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eddie_murphy = null
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/obj/vehicle/ridden/secway/examine(mob/user)
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. = ..()
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if(eddie_murphy)
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. += span_warning("Something appears to be stuck in its exhaust...")
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/obj/vehicle/ridden/secway/atom_destruction()
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explosion(src, devastation_range = -1, light_impact_range = 2, flame_range = 3, flash_range = 4)
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return ..()
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/obj/vehicle/ridden/secway/Destroy()
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STOP_PROCESSING(SSobj,src)
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return ..()
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//bullets will have a 60% chance to hit any riders
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/obj/vehicle/ridden/secway/projectile_hit(obj/projectile/hitting_projectile, def_zone, piercing_hit, blocked)
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if(!buckled_mobs || prob(40))
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return ..()
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for(var/mob/rider as anything in buckled_mobs)
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return rider.projectile_hit(hitting_projectile)
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return ..()
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