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SmArtKar f58b8511f0 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.
/🆑
2026-02-03 22:23:09 -05:00

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3.3 KiB
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/obj/effect/decal/remains
name = "remains"
gender = PLURAL
icon = 'icons/effects/blood.dmi'
/obj/effect/decal/remains/acid_act()
visible_message(span_warning("[src] dissolve[gender == PLURAL?"":"s"] into a puddle of sizzling goop!"))
playsound(src, 'sound/items/tools/welder.ogg', 150, TRUE)
new /obj/effect/decal/cleanable/greenglow(drop_location())
qdel(src)
return TRUE
/obj/effect/decal/remains/human
desc = "They look like human remains. They have a strange aura about them."
icon_state = "remains"
/obj/effect/decal/remains/human/NeverShouldHaveComeHere(turf/here_turf)
return !istype(here_turf, /obj/structure/closet/crate/grave/filled) && ..()
/obj/effect/decal/remains/human/smokey
name = "remains of Charles Morlbaro"
desc = "I guess we figured out what happened to the guy who lives here. You'd best tread lightly around this..."
///Our proximity monitor, for detecting nearby looters.
var/datum/proximity_monitor/proximity_monitor
///The reagent we will release when our remains are disturbed.
var/datum/reagent/that_shit_that_killed_saddam
///A cooldown for how frequently the gas is released when disturbed.
COOLDOWN_DECLARE(gas_cooldown)
///The length of the aforementioned cooldown.
var/gas_cooldown_length = (20 SECONDS)
/obj/effect/decal/remains/human/smokey/Initialize(mapload)
. = ..()
proximity_monitor = new(src, 1)
var/list/blocked_reagents = subtypesof(/datum/reagent/medicine) + subtypesof(/datum/reagent/consumable) //Boooooriiiiing
that_shit_that_killed_saddam = get_random_reagent_id(blacklist = blocked_reagents)
/obj/effect/decal/remains/human/smokey/HasProximity(atom/movable/tomb_raider)
if(!COOLDOWN_FINISHED(src, gas_cooldown))
return
if(iscarbon(tomb_raider))
var/mob/living/carbon/nearby_carbon = tomb_raider
if(nearby_carbon.move_intent != MOVE_INTENT_WALK || prob(5))
release_smoke(nearby_carbon)
COOLDOWN_START(src, gas_cooldown, gas_cooldown_length)
///Releases a cloud of smoke based on the randomly generated reagent in Initialize().
/obj/effect/decal/remains/human/smokey/proc/release_smoke(mob/living/smoke_releaser)
visible_message(span_warning("[smoke_releaser] disturbs [src], which releases a huge cloud of gas!"))
do_chem_smoke(2, src, get_turf(src), that_shit_that_killed_saddam, 15)
///Subtype of smokey remains used for rare maintenance spawns.
/obj/effect/decal/remains/human/smokey/maintenance
name = "smokey remains"
desc = "They look like human remains. They have a strange, smokey aura about them... You should tread lightly when walking near this."
/obj/effect/decal/remains/human/smokey/maintenance/Initialize(mapload)
. = ..()
gas_cooldown_length = rand(4 MINUTES, 6 MINUTES)
/obj/effect/decal/remains/plasma
icon_state = "remainsplasma"
/obj/effect/decal/remains/plasma/NeverShouldHaveComeHere(turf/here_turf)
return isclosedturf(here_turf)
/obj/effect/decal/remains/xeno
desc = "They look like the remains of something... alien. They have a strange aura about them."
icon_state = "remainsxeno"
/obj/effect/decal/remains/xeno/larva
icon_state = "remainslarva"
/obj/effect/decal/remains/robot
desc = "They look like the remains of something mechanical. They have a strange aura about them."
icon = 'icons/mob/silicon/robots.dmi'
icon_state = "remainsrobot"
/obj/effect/decal/cleanable/blood/gibs/robot_debris/old
name = "dusty robot debris"
desc = "Looks like nobody has touched this in a while."