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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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/obj/effect/decal/cleanable/blood/gibs/robot_debris
name = "robot debris"
desc = "It's a useless heap of junk... <i>or is it?</i>"
icon = 'icons/mob/silicon/robots.dmi'
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
has_overlay = FALSE
squishy = FALSE
color = null
/obj/effect/decal/cleanable/blood/gibs/robot_debris/get_default_blood_type()
return get_blood_type(BLOOD_TYPE_OIL)
/obj/effect/decal/cleanable/blood/gibs/robot_debris/create_splatter()
if(prob(40))
return ..()
/obj/effect/decal/cleanable/blood/gibs/robot_debris/spread_movement_effects(datum/move_loop/has_target/source)
if(NeverShouldHaveComeHere(loc))
return
if (prob(40))
new /obj/effect/decal/cleanable/blood/splatter(loc, null, GET_ATOM_BLOOD_DNA(src))
else if (prob(10))
do_sparks(3, TRUE, src)
// Doesn't have overlay support as of now
/obj/effect/decal/cleanable/blood/gibs/robot_debris/update_blood_color()
color = null
/obj/effect/decal/cleanable/blood/gibs/robot_debris/limb
icon_state = "gibarm"
random_icon_states = list("gibarm", "gibleg")
/obj/effect/decal/cleanable/blood/gibs/robot_debris/up
icon_state = "gibup"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibup","gibup")
/obj/effect/decal/cleanable/blood/gibs/robot_debris/down
icon_state = "gibdown"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibdown","gibdown")
/obj/effect/decal/cleanable/blood/oil
name = "motor oil"
// This is fetched in /datum/blood_type/oil/set_up_blood() for all blood decals with default desc
desc = "It's black and greasy. Looks like Beepsky made another mess."
color = /datum/blood_type/oil::color // For mapper sanity
/obj/effect/decal/cleanable/blood/oil/get_default_blood_type()
return get_blood_type(BLOOD_TYPE_OIL)
/obj/effect/decal/cleanable/blood/oil/slippery/Initialize(mapload, list/datum/disease/diseases, list/blood_or_dna)
. = ..()
AddComponent(/datum/component/slippery, 80, (NO_SLIP_WHEN_WALKING | SLIDE))
/obj/effect/decal/cleanable/blood/splatter/oil
name = "motor oil"
color = /datum/blood_type/oil::color
/obj/effect/decal/cleanable/blood/splatter/oil/get_default_blood_type()
return get_blood_type(BLOOD_TYPE_OIL)