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Bubberstation/code/modules/events/radiation_leak.dm
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

169 lines
7.3 KiB
Plaintext

/datum/round_event_control/radiation_leak
name = "Radiation Leak"
description = "A radiation leak happens somewhere on the station, emanating radiation around a machine in the area. \
Engineering can stop the leak by using certain tools on it."
typepath = /datum/round_event/radiation_leak
weight = 15
max_occurrences = 3
category = EVENT_CATEGORY_ENGINEERING
min_wizard_trigger_potency = 3
max_wizard_trigger_potency = 7
/datum/round_event/radiation_leak
start_when = 1 // 2 seconds in
announce_when = 10 // 20 seconds in
end_when = 150 // 300 seconds / ~5 minutes in
/// Weakref to the machine spitting out rads
var/datum/weakref/picked_machine_ref
/// List of signals added to the picked machine, so we can clear them later
var/list/signals_to_add
/datum/round_event/radiation_leak/setup()
// Pick a generic event spawn somewhere in the world.
// We will try to find a machine within a few turfs of it to start spewing rads from.
var/list/possible_locs = GLOB.generic_event_spawns.Copy()
while(length(possible_locs))
var/turf/chosen_loc = get_turf(pick_n_take(possible_locs))
for(var/obj/machinery/sick_device in range(3, chosen_loc))
// Excludes machines that don't use power, as these are usually non-machine machinery
if(sick_device.use_power == NO_POWER_USE)
continue
// Look for dense machinery. Basically stops stuff like wall mounts and pipes, silly ones.
// But keep in vents and scrubbers. I think it's funny if they start spitting out radiation
if(!sick_device.density && !istype(sick_device, /obj/machinery/atmospherics/components/unary))
continue
// Skip invisible stuff
if(sick_device.invisibility || !sick_device.alpha || !sick_device.mouse_opacity)
continue
// Skip undertiles
if(sick_device.IsObscured())
continue
// Very basic check for atmos passability here
// We don't want to put our smoke inside something that can't spread it out, like airlocks
if(sick_device.can_atmos_pass() != ATMOS_PASS_YES)
continue
// We found something, we can just return now
picked_machine_ref = WEAKREF(sick_device)
return
/datum/round_event/radiation_leak/announce(fake)
var/obj/machinery/the_source_of_our_problems = picked_machine_ref?.resolve()
var/area/station/location_descriptor
if(fake)
location_descriptor = GLOB.areas_by_type[pick(GLOB.the_station_areas)]
else if(the_source_of_our_problems)
location_descriptor = get_area(the_source_of_our_problems)
priority_announce("A radiation leak has been detected in [location_descriptor || "an unknown area"]. \
All crew are to evacuate the affected area. Our [pick("mechanics", "engineers", "scientists", "interns", "sensors", "readings")] \
report that a machine within is causing it - repair it quickly to stop the leak.", "[command_name()] Engineering Division")
/datum/round_event/radiation_leak/start()
var/obj/machinery/the_source_of_our_problems = picked_machine_ref?.resolve()
if(!the_source_of_our_problems)
return
// We'll add some tool acts to the thing that allow people to "repair the machine"
// The key of this assoc list is the "method" of how they're fixing the thing (just flavor for examine),
// and the value is what tool they actually need to use on the thing to fix it
var/list/how_do_we_fix_it = list(
"wrenching a few valves" = TOOL_WRENCH,
"tightening its bolts" = TOOL_WRENCH,
"crowbaring its panel [pick("down", "up")]" = TOOL_CROWBAR,
"tightening some screws" = TOOL_SCREWDRIVER,
"checking its [pick("wires", "circuits")]" = TOOL_MULTITOOL,
"welding its panel [pick("open", "shut")]" = TOOL_WELDER,
"analyzing its readings" = TOOL_ANALYZER,
"cutting some excess wires" = TOOL_WIRECUTTER,
)
var/list/fix_it_keys = assoc_to_keys(how_do_we_fix_it) // Returns a copy that we can pick and take from, fortunately
// Select a few methods of how to fix it
var/list/methods_to_fix = list()
for(var/i in 1 to rand(1, 3))
methods_to_fix += pick_n_take(fix_it_keys)
// Construct the signals
signals_to_add = list()
for(var/tool_method in methods_to_fix)
signals_to_add += COMSIG_ATOM_TOOL_ACT(how_do_we_fix_it[tool_method])
the_source_of_our_problems.visible_message(span_danger("[the_source_of_our_problems] starts to emanate a horrible green gas!"))
// Add the component that makes the thing radioactive
the_source_of_our_problems.AddComponent(
/datum/component/radioactive_emitter, \
cooldown_time = 2 SECONDS, \
range = 5, \
threshold = RAD_MEDIUM_INSULATION, \
examine_text = span_green("<i>It's emanating a green gas... You could probably stop it by [english_list(methods_to_fix, and_text = " or ")].</i>"), \
)
// Register signals to make it fixable
if(length(signals_to_add))
RegisterSignals(the_source_of_our_problems, signals_to_add, PROC_REF(on_machine_tooled))
// And yknow puffs some nasty reagents into the air, just to seal the deal
puff_some_smoke(the_source_of_our_problems)
// Let ghosts know
announce_to_ghosts(the_source_of_our_problems)
/datum/round_event/radiation_leak/tick()
// Puff some smoke into the air around our machine roughly 3 times before we stop
if(activeFor % (end_when / 3) != 0)
return
var/obj/machinery/impromptu_smoke_machine = picked_machine_ref?.resolve()
if(!impromptu_smoke_machine)
return
puff_some_smoke(impromptu_smoke_machine)
/datum/round_event/radiation_leak/end()
var/obj/machinery/the_end_of_our_problems = picked_machine_ref?.resolve()
if(!the_end_of_our_problems)
return
the_end_of_our_problems.visible_message(span_notice("The gas emanating from [the_end_of_our_problems] dissipates."))
qdel(the_end_of_our_problems.GetComponent(/datum/component/radioactive_emitter))
if(length(signals_to_add))
UnregisterSignal(the_end_of_our_problems, signals_to_add)
picked_machine_ref = null
signals_to_add = null
/// Helper to shoot some smoke into the air around the passed atom
/datum/round_event/radiation_leak/proc/puff_some_smoke(atom/where)
// Causes radioation and mutations
var/turf/below_where = get_turf(where)
do_chem_smoke(2, where, below_where, list(/datum/reagent/toxin/polonium = 10, /datum/reagent/toxin/mutagen = 10))
playsound(below_where, 'sound/effects/smoke.ogg', 50, vary = TRUE)
/**
* Signal proc for [COMSIG_ATOM_TOOL_ACT], from a variety of signals, registered on the machine spitting radiation
*
* We allow for someone to stop the event early by using the proper tools, hinted at in examine, on the machine
*/
/datum/round_event/radiation_leak/proc/on_machine_tooled(obj/machinery/source, mob/living/user, obj/item/tool)
SIGNAL_HANDLER
INVOKE_ASYNC(src, PROC_REF(try_remove_radiation), source, user, tool)
return ITEM_INTERACT_BLOCKING
/// Attempts a do_after, and if successful, stops the event
/datum/round_event/radiation_leak/proc/try_remove_radiation(obj/machinery/source, mob/living/user, obj/item/tool)
source.balloon_alert(user, "fixing leak...")
// Fairly long do after. It shouldn't be SUPER easy to just run in and stop it.
// A tider can fix it if they want to soak a bunch of rads and inhale noxious fumes,
// but only an equipped engineer should be able to handle it painlessly.
if(!tool.use_tool(source, user, 30 SECONDS, amount = (tool.tool_behaviour == TOOL_WELDER ? 2 : 0), volume = 50))
source.balloon_alert(user, "interrupted!")
return
source.balloon_alert(user, "leak repaired")
// Force end the event
processing = FALSE
end()
kill()