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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

244 lines
7.3 KiB
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/obj/structure/trap
name = "IT'S A TRAP"
desc = "Stepping on me is a guaranteed bad day."
icon = 'icons/obj/service/hand_of_god_structures.dmi'
icon_state = "trap"
density = FALSE
anchored = TRUE
alpha = 30 //initially quite hidden when not "recharging"
var/flare_message = span_warning("the trap flares brightly!")
var/last_trigger = 0
var/time_between_triggers = 1 MINUTES
var/charges = INFINITY
var/antimagic_flags = MAGIC_RESISTANCE
var/static/list/ignore_typecache
var/list/mob/immune_minds = list()
var/sparks = TRUE
var/datum/effect_system/basic/spark_spread/spark_system
/obj/structure/trap/Initialize(mapload)
. = ..()
flare_message = span_warning("[src] flares brightly!")
spark_system = new(src, 4, TRUE)
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered)
)
AddElement(/datum/element/connect_loc, loc_connections)
if(isnull(ignore_typecache))
ignore_typecache = typecacheof(list(
/obj/effect,
/mob/dead,
))
/obj/structure/trap/Destroy()
QDEL_NULL(spark_system)
return ..()
/obj/structure/trap/examine(mob/user)
. = ..()
if(!isliving(user))
return
if(user.mind && (user.mind in immune_minds))
return
if(get_dist(user, src) <= 1)
. += span_notice("You reveal [src]!")
flare()
/obj/structure/trap/proc/flare()
// Makes the trap visible, and starts the cooldown until it's
// able to be triggered again.
visible_message(flare_message)
if(sparks)
spark_system.start()
alpha = 200
last_trigger = world.time
charges--
if(charges <= 0)
animate(src, alpha = 0, time = 1 SECONDS)
QDEL_IN(src, 1 SECONDS)
else
animate(src, alpha = initial(alpha), time = time_between_triggers)
/obj/structure/trap/proc/on_entered(datum/source, atom/movable/victim)
SIGNAL_HANDLER
if(last_trigger + time_between_triggers > world.time)
return
// Don't want the traps triggered by sparks, ghosts or projectiles.
if(is_type_in_typecache(victim, ignore_typecache))
return
if(ismob(victim))
var/mob/mob_victim = victim
if(mob_victim.mind in immune_minds)
return
if(mob_victim.can_block_magic(antimagic_flags))
flare()
return
if(charges <= 0)
return
flare()
if(isliving(victim))
trap_effect(victim)
/obj/structure/trap/proc/trap_effect(mob/living/victim)
return
/obj/structure/trap/stun
name = "shock trap"
desc = "A trap that will shock and render you immobile. You'd better avoid it."
icon_state = "trap-shock"
var/stun_time = 10 SECONDS
/obj/structure/trap/stun/trap_effect(mob/living/victim)
victim.electrocute_act(30, src, flags = SHOCK_NOGLOVES) // electrocute act does a message.
victim.Paralyze(stun_time)
/obj/structure/trap/stun/hunter
name = "bounty trap"
desc = "A trap that only goes off when a fugitive steps on it, announcing the location and stunning the target. You'd better avoid it."
icon = 'icons/obj/weapons/restraints.dmi'
icon_state = "bounty_trap_on"
stun_time = 20 SECONDS
sparks = FALSE //the item version gives them off to prevent runtimes (see Destroy())
antimagic_flags = NONE
var/obj/item/bountytrap/stored_item
var/caught = FALSE
/obj/structure/trap/stun/hunter/Initialize(mapload)
. = ..()
time_between_triggers = 1 SECONDS
flare_message = span_warning("[src] snaps shut!")
/obj/structure/trap/stun/hunter/Destroy()
if(!QDELETED(stored_item))
qdel(stored_item)
stored_item = null
return ..()
/obj/structure/trap/stun/hunter/on_entered(datum/source, atom/movable/victim)
if(isliving(victim))
var/mob/living/living_victim = victim
if(!living_victim.mind?.has_antag_datum(/datum/antagonist/fugitive))
return
caught = TRUE
. = ..()
/obj/structure/trap/stun/hunter/flare()
..()
var/turf/our_turf = get_turf(src)
if(!our_turf)
return
stored_item.forceMove(get_turf(src))
forceMove(stored_item)
if(caught)
stored_item.announce_fugitive()
caught = FALSE
/obj/item/bountytrap
name = "bounty trap"
desc = "A trap that only goes off when a fugitive steps on it, announcing the location and stunning the target. It's currently inactive."
icon = 'icons/obj/weapons/restraints.dmi'
icon_state = "bounty_trap_off"
var/obj/structure/trap/stun/hunter/stored_trap
var/obj/item/radio/radio
var/datum/effect_system/basic/spark_spread/spark_system
/obj/item/bountytrap/Initialize(mapload)
. = ..()
radio = new(src)
radio.subspace_transmission = TRUE
radio.canhear_range = 0
radio.recalculateChannels()
spark_system = new(src, 4, TRUE)
spark_system.attach(src)
name = "[name] #[rand(1, 999)]"
stored_trap = new(src)
stored_trap.name = name
stored_trap.stored_item = src
/obj/item/bountytrap/proc/announce_fugitive()
spark_system.start()
playsound(src, 'sound/machines/ding.ogg', 50, TRUE)
radio.talk_into(src, "Fugitive has triggered this trap in the [get_area_name(src)]!", RADIO_CHANNEL_COMMON)
/obj/item/bountytrap/attack_self(mob/living/user)
var/turf/target_turf = get_turf(src)
if(!user || !user.transferItemToLoc(src, target_turf))//visibly unequips
return
to_chat(user, span_notice("You set up [src]. Examine while close to disarm it."))
stored_trap.forceMove(target_turf)//moves trap to ground
forceMove(stored_trap)//moves item into trap
/obj/item/bountytrap/Destroy()
if(!QDELETED(stored_trap))
qdel(stored_trap)
stored_trap = null
QDEL_NULL(radio)
QDEL_NULL(spark_system)
. = ..()
/obj/structure/trap/fire
name = "flame trap"
desc = "A trap that will set you ablaze. You'd better avoid it."
icon_state = "trap-fire"
/obj/structure/trap/fire/trap_effect(mob/living/victim)
to_chat(victim, span_danger("<B>Spontaneous combustion!</B>"))
victim.Paralyze(2 SECONDS)
new /obj/effect/hotspot(get_turf(src))
/obj/structure/trap/chill
name = "frost trap"
desc = "A trap that will chill you to the bone. You'd better avoid it."
icon_state = "trap-frost"
/obj/structure/trap/chill/trap_effect(mob/living/victim)
if(HAS_TRAIT(victim, TRAIT_RESISTCOLD))
return
to_chat(victim, span_bolddanger("You're frozen solid!"))
victim.Paralyze(2 SECONDS)
victim.adjust_bodytemperature(-300)
victim.apply_status_effect(/datum/status_effect/freon)
/obj/structure/trap/damage
name = "earth trap"
desc = "A trap that will summon a small earthquake, just for you. You'd better avoid it."
icon_state = "trap-earth"
/obj/structure/trap/damage/trap_effect(mob/living/victim)
to_chat(victim, span_bolddanger("The ground quakes beneath your feet!"))
victim.Paralyze(10 SECONDS)
victim.adjust_brute_loss(35)
var/obj/structure/flora/rock/style_random/giant_rock = new(get_turf(src))
QDEL_IN(giant_rock, 20 SECONDS)
/obj/structure/trap/ward
name = "divine ward"
desc = "A divine barrier, It looks like you could destroy it with enough effort, or wait for it to dissipate..."
icon_state = "ward"
density = TRUE
time_between_triggers = 2 MINUTES
/obj/structure/trap/ward/Initialize(mapload)
. = ..()
QDEL_IN(src, time_between_triggers)
/obj/structure/trap/cult
name = "unholy trap"
desc = "A trap that rings with unholy energy. You think you hear... chittering?"
icon_state = "trap-cult"
/obj/structure/trap/cult/trap_effect(mob/living/victim)
to_chat(victim, span_bolddanger("With a crack, the hostile constructs come out of hiding, stunning you!"))
victim.electrocute_act(10, src, flags = SHOCK_NOGLOVES) // electrocute act does a message.
victim.Paralyze(2 SECONDS)
new /mob/living/basic/construct/proteon/hostile(loc)
new /mob/living/basic/construct/proteon/hostile(loc)
QDEL_IN(src, 3 SECONDS)