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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

174 lines
6.8 KiB
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/obj/item/skillchip/acrobatics
name = "old F058UR7 skillchip"
desc = "A formerly cutting-edge skillchip that granted the user an advanced, Olympian-level degree of kinesthesics for flipping, spinning, and absolutely nothing else. \
It was pulled off the markets shortly after release due to users damaging the chip's integrity from excessive acrobatics, causing deadly malfunctions. It really puts the 'flop' in 'Fosbury Flop'!"
skill_name = "Spinesthetics"
skill_description = "Allows you to flip and spin at an illegal and dangerous rate."
skill_icon = FA_ICON_WHEELCHAIR_ALT
activate_message = span_notice("You suddenly have an extremely advanced and complex sense of how to spin and flip with grace.")
deactivate_message = span_notice("Your divine grasp of Spinesthesics disappears entirely.")
custom_premium_price = PAYCHECK_CREW * 4
/// set integrity to 1 when mapping for !!FUN!!
max_integrity = 100
/// list of emotes whose cd is overridden by this skillchip. can be edited in mapping or ingame
var/list/affected_emotes = list("spin", "flip", "backflip")
var/datum/effect_system/basic/spark_spread/sparks
/// you can use this without lowering integrity! let's be honest. nobody's doing that
var/allowed_usage = 5
/// How many seconds does it take for it to recover one allowed usage
var/reload_charge = 10 SECONDS
/// current particle effect used for smoking brain
var/obj/effect/abstract/particle_holder/particle_effect
/obj/item/skillchip/acrobatics/on_activate(mob/living/carbon/user, silent = FALSE)
. = ..()
RegisterSignal(user, COMSIG_MOB_EMOTE_COOLDOWN_CHECK, PROC_REF(whowee))
AddElement(/datum/element/obj_regen, 0.01) // 1% regen per SSobj tick.
/obj/item/skillchip/acrobatics/on_deactivate(mob/living/carbon/user, silent)
. = ..()
UnregisterSignal(user, COMSIG_MOB_EMOTE_COOLDOWN_CHECK)
RemoveElement(/datum/element/obj_regen, 0.01)
/obj/item/skillchip/acrobatics/Destroy(force)
QDEL_NULL(sparks)
QDEL_NULL(particle_effect)
return ..()
/obj/item/skillchip/acrobatics/proc/whowee(mob/living/carbon/bozo, emote_key, emote_intentional)
SIGNAL_HANDLER
if(!(emote_key in affected_emotes))
return
if(allowed_usage)
allowed_usage--
addtimer(CALLBACK(src, PROC_REF(charge)), reload_charge)
return COMPONENT_EMOTE_COOLDOWN_BYPASS
take_damage(1, sound_effect = FALSE)
if(!sparks)
sparks = new(src, 5, FALSE)
sparks.attach(src)
// minimum roll is by default capped at 50, with the min value lowering as integrity is reduced.
var/mintegrity = clamp(50 - (100 - get_integrity()), 1, 100)
switch(rand(mintegrity, get_integrity())) // 1 to 100 but gets worse every time
// CRIT FAIL
if(1)
bozo.visible_message(span_userdanger("[bozo]'s head suddenly explodes outwards!"))
explosion(bozo, light_impact_range = 2, adminlog = TRUE, explosion_cause = src)
// WITNESS THE GORE
for(var/mob/living/splashed in view(2, bozo))
if(bozo.has_status_effect(/datum/status_effect/grouped/blindness))
to_chat(splashed, span_userdanger("You're splashed with something"))
else
to_chat(splashed, span_userdanger("You are blinded by a shower of blood!"))
splashed.Stun(1 SECONDS)
splashed.Knockdown(2 SECONDS)
splashed.set_eye_blur_if_lower(15 SECONDS)
splashed.adjust_confusion(4 SECONDS)
// GORE
var/obj/item/bodypart/bozopart = bozo.get_bodypart(BODY_ZONE_HEAD)
if(bozopart)
var/datum/wound/cranial_fissure/crit_wound = new()
crit_wound.apply_wound(bozopart)
/*
var/list/droppage_candidates = bozo.get_organs_for_zone(BODY_ZONE_HEAD, include_children = TRUE)
if(droppage_candidates)
var/obj/thing_to_drop = pick(droppage_candidates)
thing_to_drop.forceMove(bozo.drop_location())
*/ //WHY DOESNTY IT OWRK
// does not necessarily kill you directly. instead it causes cranial fissure + something to drop from your head. could be eyes, tongue, ears, brain, even implants
new /obj/effect/gibspawner/generic(get_turf(bozo), bozo)
sparks.amount = 15
sparks.start()
qdel(src)
// last chance to stop
if(7 to 9)
bozo.visible_message(
span_danger("[bozo] seems to short circuit!"),
span_userdanger("Your brain short circuits!"),
)
// if they're susceptible to electrocution, confuse them
if(bozo.electrocute_act(15, bozo, 1, SHOCK_NOGLOVES|SHOCK_NOSTUN))
bozo.adjust_confusion(15 SECONDS)
bozo.set_eye_blur_if_lower(10 SECONDS)
// but the rest of the effects will happen either way
bozo.adjust_organ_loss(ORGAN_SLOT_BRAIN, 20 - get_integrity())
sparks.amount = 5
sparks.start()
// brain Smoking. you should probably stop now
if(13 to 15)
// if already hot, light 'em up
var/particle_path = /particles/smoke/steam/mild
if(bozo.has_status_effect(/datum/status_effect/temperature_over_time/chip_overheat))
bozo.adjust_fire_stacks(11 - get_integrity())
bozo.ignite_mob()
bozo.visible_message(
span_danger("[bozo]'s head lights up!"),
span_userdanger("Your head hurts so much, it feels like it's on fire!"),
)
ASYNC
bozo.emote("scream")
if(particle_effect?.type == particle_path)
return
particle_path = /particles/smoke/steam/bad
else
bozo.visible_message(
span_danger("[bozo]'s head starts smoking!"),
span_userdanger("Your brain feels like it's on fire!"),
)
// increase smokiness if already smoking
if(particle_effect?.type == /particles/smoke/steam/mild)
particle_path = /particles/smoke/steam
else
particle_path = /particles/smoke/steam/mild
bozo.adjust_confusion(4 SECONDS)
bozo.set_eye_blur_if_lower(3 SECONDS)
particle_effect = new(bozo, particle_path)
// roughly head position.
// dont know how to make this not hardcoded
particle_effect.set_particle_position(-2, 12, 0)
bozo.apply_status_effect(/datum/status_effect/temperature_over_time/chip_overheat, 15 SECONDS)
QDEL_IN(particle_effect, 15 SECONDS)
sparks.amount = 10
sparks.start()
// hey, something isn't right...
if(16 to 50)
bozo.visible_message(
span_warning("[bozo]'s head sparks."),
)
sparks.amount = rand(1, 2)
sparks.start()
return COMPONENT_EMOTE_COOLDOWN_BYPASS
/obj/item/skillchip/acrobatics/proc/charge()
allowed_usage++
/obj/item/skillchip/acrobatics/kiss
name = "prototype N. 807 - K1SS skillchip"
desc = "An idle experiment when developing skillchips led to this catastrophe. Everyone involved swore to keep it a secret until death, but it looks like someone has let loose this mistake into the world."
skill_name = "ERROERERROROROEROEORROER"
skill_description = "NULL DESCRIPTION NOT FOUND"
skill_icon = FA_ICON_KISS_BEAM
activate_message = span_userdanger("This was a mistake.")
deactivate_message = span_userdanger("The mistake is over.")
custom_premium_price = PAYCHECK_CREW * 500
max_integrity = 25
affected_emotes = list("kiss")
allowed_usage = 1
reload_charge = 30 SECONDS