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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

133 lines
7.6 KiB
Plaintext

/obj/effect/gibspawner
icon_state = "gibspawner"// For the map editor
var/virusProb = 20 //the chance for viruses to spread on the gibs
var/gib_mob_type //generate a fake mob to transfer DNA from if we weren't passed a mob.
var/sound_to_play = 'sound/effects/blob/blobattack.ogg'
var/sound_vol = 60
var/list/gibtypes = list() // Assoc list of typepaths of the gib decals to spawn to amount to spawn
var/list/gibdirections = list() // Lists of possible directions to spread each gib decal type towards.
var/blood_dna_info // Cached blood_dna_info in case we do not have a source mob
/obj/effect/gibspawner/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
. = ..()
if(sound_to_play && isnum(sound_vol))
playsound(src, sound_to_play, sound_vol, TRUE)
var/list/dna_to_add //find the dna to pass to the spawned gibs. do note this can be null if the mob doesn't have blood. add_blood_DNA() has built in null handling.
if(blood_dna_info)
dna_to_add = blood_dna_info
else if(source_mob)
dna_to_add = source_mob.get_blood_dna_list() //ez pz
else if(gib_mob_type)
var/mob/living/temp_mob = new gib_mob_type(src) //generate a fake mob so that we pull the right type of DNA for the gibs.
dna_to_add = temp_mob.get_blood_dna_list()
qdel(temp_mob)
else
dna_to_add = list("Non-human DNA" = random_human_blood_type()) //else, generate a random bloodtype for it.
for(var/i in 1 to gibtypes.len)
var/gibType = gibtypes[i]
var/amount = gibtypes[gibType]
for(var/j in 1 to amount)
// These might streak off into space and cause annoying flaky failures with mapping nearstation tests
#ifndef UNIT_TESTS
var/obj/effect/decal/cleanable/blood/gibs/gib = new gibType(loc, diseases, dna_to_add)
var/list/directions = gibdirections[i]
if(isturf(loc))
if(directions.len)
gib.streak(directions, mapload)
#else
new gibType(loc, diseases, dna_to_add)
#endif
return INITIALIZE_HINT_QDEL
/obj/effect/gibspawner/generic
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs = 2, /obj/effect/decal/cleanable/blood/gibs = 2, /obj/effect/decal/cleanable/blood/gibs/core = 1)
sound_vol = 40
/obj/effect/gibspawner/generic/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
if(!gibdirections.len)
gibdirections = list(list(WEST, NORTHWEST, SOUTHWEST, NORTH), list(EAST, NORTHEAST, SOUTHEAST, SOUTH), list())
return ..()
/obj/effect/gibspawner/generic/animal
gib_mob_type = /mob/living/basic/pet
/obj/effect/gibspawner/human
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/up = 1, /obj/effect/decal/cleanable/blood/gibs/down = 1, /obj/effect/decal/cleanable/blood/gibs = 1, /obj/effect/decal/cleanable/blood/gibs = 1, /obj/effect/decal/cleanable/blood/gibs/body = 1, /obj/effect/decal/cleanable/blood/gibs/limb = 1, /obj/effect/decal/cleanable/blood/gibs/core = 1)
gib_mob_type = /mob/living/carbon/human
sound_vol = 50
/obj/effect/gibspawner/human/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
if(!gibdirections.len)
gibdirections = list(
list(NORTH, NORTHEAST, NORTHWEST),
list(SOUTH, SOUTHEAST, SOUTHWEST),
list(WEST, NORTHWEST, SOUTHWEST),
list(EAST, NORTHEAST, SOUTHEAST),
GLOB.alldirs,
GLOB.alldirs,
list(),
)
if(!iscarbon(source_mob) && isnull(blood_dna_info))
return ..(blood_dna_info = list("Human DNA" = random_human_blood_type()))
return ..()
/obj/effect/gibspawner/human/bodypartless //only the gibs that don't look like actual full bodyparts (except torso).
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs = 1, /obj/effect/decal/cleanable/blood/gibs/core = 1, /obj/effect/decal/cleanable/blood/gibs = 1, /obj/effect/decal/cleanable/blood/gibs/core = 1, /obj/effect/decal/cleanable/blood/gibs = 1, /obj/effect/decal/cleanable/blood/gibs/torso = 1)
/obj/effect/gibspawner/human/bodypartless/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
if(!gibdirections.len)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST), list(SOUTH, SOUTHEAST, SOUTHWEST), list(WEST, NORTHWEST, SOUTHWEST), list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, list())
return ..()
/obj/effect/gibspawner/xeno
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/xeno/up = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/down = 1, /obj/effect/decal/cleanable/blood/gibs/xeno = 1, /obj/effect/decal/cleanable/blood/gibs/xeno = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/body = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/limb = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/core = 1)
gib_mob_type = /mob/living/carbon/alien
/obj/effect/gibspawner/xeno/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
if(!gibdirections.len)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST), list(SOUTH, SOUTHEAST, SOUTHWEST), list(WEST, NORTHWEST, SOUTHWEST), list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs, list())
return ..()
/obj/effect/gibspawner/xeno/bodypartless //only the gibs that don't look like actual full bodyparts (except torso).
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/xeno = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/core = 1, /obj/effect/decal/cleanable/blood/gibs/xeno = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/core = 1, /obj/effect/decal/cleanable/blood/gibs/xeno = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/torso = 1)
/obj/effect/gibspawner/xeno/bodypartless/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
if(!gibdirections.len)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST), list(SOUTH, SOUTHEAST, SOUTHWEST), list(WEST, NORTHWEST, SOUTHWEST), list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, list())
return ..()
/obj/effect/gibspawner/larva
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/xeno/larva = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/larva = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/larva/body = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/larva/body = 1)
gib_mob_type = /mob/living/carbon/alien/larva
/obj/effect/gibspawner/larva/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
if(!gibdirections.len)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST), list(SOUTH, SOUTHEAST, SOUTHWEST), list(), GLOB.alldirs)
return ..()
/obj/effect/gibspawner/larva/bodypartless
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/xeno/larva = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/larva = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/larva = 1)
/obj/effect/gibspawner/larva/bodypartless/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
if(!gibdirections.len)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST), list(SOUTH, SOUTHEAST, SOUTHWEST), list())
return ..()
/obj/effect/gibspawner/robot
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/robot_debris/up = 1, /obj/effect/decal/cleanable/blood/gibs/robot_debris/down = 1, /obj/effect/decal/cleanable/blood/gibs/robot_debris = 1, /obj/effect/decal/cleanable/blood/gibs/robot_debris = 1, /obj/effect/decal/cleanable/blood/gibs/robot_debris = 1, /obj/effect/decal/cleanable/blood/gibs/robot_debris/limb = 1)
gib_mob_type = /mob/living/silicon
/obj/effect/gibspawner/robot/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
if(!gibdirections.len)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST), list(SOUTH, SOUTHEAST, SOUTHWEST), list(WEST, NORTHWEST, SOUTHWEST), list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs)
gibtypes[/obj/effect/decal/cleanable/blood/gibs/robot_debris/limb] = pick(0, 1, 2)
. = ..()
do_sparks(2, TRUE, drop_location())