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https://github.com/Bubberstation/Bubberstation.git
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f58b8511f0
## 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. /🆑
183 lines
5.2 KiB
Plaintext
183 lines
5.2 KiB
Plaintext
/obj/item/chameleon
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name = "chameleon projector"
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icon = 'icons/obj/devices/syndie_gadget.dmi'
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icon_state = "shield0"
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obj_flags = CONDUCTS_ELECTRICITY
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item_flags = NOBLUDGEON
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slot_flags = ITEM_SLOT_BELT
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inhand_icon_state = "electronic"
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worn_icon_state = "electronic"
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lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
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throwforce = 5
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throw_speed = 3
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throw_range = 5
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w_class = WEIGHT_CLASS_SMALL
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var/can_use = 1
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var/obj/effect/dummy/chameleon/active_dummy = null
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var/saved_appearance = null
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/obj/item/chameleon/Initialize(mapload)
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. = ..()
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var/obj/item/cigbutt/butt = /obj/item/cigbutt
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saved_appearance = initial(butt.appearance)
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/obj/item/chameleon/dropped()
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..()
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disrupt()
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/obj/item/chameleon/equipped()
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..()
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disrupt()
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/obj/item/chameleon/attack_self(mob/user)
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if (isturf(user.loc) || istype(user.loc, /obj/structure) || active_dummy)
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toggle(user)
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else
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to_chat(user, span_warning("You can't use [src] while inside something!"))
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/obj/item/chameleon/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(!can_copy(interacting_with) || SHOULD_SKIP_INTERACTION(interacting_with, src, user))
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return NONE
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make_copy(interacting_with, user)
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return ITEM_INTERACT_SUCCESS
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/obj/item/chameleon/interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
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if(!can_copy(interacting_with)) // RMB scan works on storage items, LMB scan does not
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return NONE
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make_copy(interacting_with, user)
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return ITEM_INTERACT_SUCCESS
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/obj/item/chameleon/proc/can_copy(atom/target)
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if(!check_sprite(target))
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return FALSE
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if(active_dummy)//I now present you the blackli(f)st
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return FALSE
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if(isturf(target))
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return FALSE
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if(ismob(target))
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return FALSE
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if(istype(target, /obj/structure/falsewall))
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return FALSE
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if(target.alpha != 255)
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return FALSE
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if(target.invisibility != 0)
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return FALSE
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if(iseffect(target) && !istype(target, /obj/effect/decal)) //be a footprint
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return FALSE
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return TRUE
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/obj/item/chameleon/proc/make_copy(atom/target, mob/user)
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playsound(get_turf(src), 'sound/items/weapons/flash.ogg', 100, TRUE, -6)
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to_chat(user, span_notice("Scanned [target]."))
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var/obj/temp = new /obj()
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temp.appearance = target.appearance
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temp.layer = initial(target.layer) // scanning things in your inventory
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SET_PLANE_EXPLICIT(temp, initial(plane), src)
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saved_appearance = temp.appearance
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/obj/item/chameleon/proc/check_sprite(atom/target)
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return icon_exists(target.icon, target.icon_state)
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/obj/item/chameleon/proc/toggle(mob/user)
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if(!can_use || !saved_appearance)
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return
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if(active_dummy)
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eject_all()
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playsound(get_turf(src), 'sound/effects/pop.ogg', 100, TRUE, -6)
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qdel(active_dummy)
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active_dummy = null
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to_chat(user, span_notice("You deactivate \the [src]."))
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new /obj/effect/temp_visual/emp/pulse(get_turf(src))
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else
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playsound(get_turf(src), 'sound/effects/pop.ogg', 100, TRUE, -6)
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var/obj/effect/dummy/chameleon/C = new/obj/effect/dummy/chameleon(user.drop_location())
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C.activate(user, saved_appearance, src)
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to_chat(user, span_notice("You activate \the [src]."))
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new /obj/effect/temp_visual/emp/pulse(get_turf(src))
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user.cancel_camera()
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/obj/item/chameleon/proc/disrupt(delete_dummy = 1)
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if(active_dummy)
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for(var/mob/M in active_dummy)
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to_chat(M, span_danger("Your chameleon projector deactivates."))
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do_sparks(5, FALSE, src, src)
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eject_all()
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if(delete_dummy)
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qdel(active_dummy)
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active_dummy = null
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can_use = FALSE
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addtimer(VARSET_CALLBACK(src, can_use, TRUE), 5 SECONDS)
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/obj/item/chameleon/proc/eject_all()
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for(var/atom/movable/A in active_dummy)
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A.forceMove(active_dummy.loc)
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if(ismob(A))
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var/mob/M = A
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M.reset_perspective(null)
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/obj/effect/dummy/chameleon
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name = ""
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desc = ""
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density = FALSE
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var/can_move = 0
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var/obj/item/chameleon/master = null
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/obj/effect/dummy/chameleon/proc/activate(mob/M, saved_appearance, obj/item/chameleon/C)
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appearance = saved_appearance
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if(istype(M.buckled, /obj/vehicle))
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var/obj/vehicle/V = M.buckled
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V.unbuckle_mob(M, force = TRUE)
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M.forceMove(src)
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master = C
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master.active_dummy = src
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/obj/effect/dummy/chameleon/attackby()
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master.disrupt()
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//ATTACK HAND IGNORING PARENT RETURN VALUE
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/obj/effect/dummy/chameleon/attack_hand(mob/user, list/modifiers)
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master.disrupt()
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/obj/effect/dummy/chameleon/attack_animal(mob/user, list/modifiers)
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master.disrupt()
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/obj/effect/dummy/chameleon/attack_alien(mob/user, list/modifiers)
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master.disrupt()
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/obj/effect/dummy/chameleon/ex_act(S, T)
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master.disrupt()
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return TRUE
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/obj/effect/dummy/chameleon/bullet_act()
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. = ..()
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master.disrupt()
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/obj/effect/dummy/chameleon/relaymove(mob/living/user, direction)
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if(!isturf(loc) || isspaceturf(loc) || !direction)
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return //No magical movement! Trust me, this bad boy can do things like leap out of pipes if you're not careful
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if(can_move < world.time)
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var/amount
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switch(user.bodytemperature)
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if(300 to INFINITY)
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amount = 10
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if(295 to 300)
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amount = 13
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if(280 to 295)
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amount = 16
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if(260 to 280)
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amount = 20
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else
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amount = 25
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can_move = world.time + amount
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try_step_multiz(direction)
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return
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/obj/effect/dummy/chameleon/Destroy()
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if(master)
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master.disrupt(0)
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master = null
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return ..()
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