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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

624 lines
20 KiB
Plaintext

/obj/projectile/magic
name = "bolt"
icon_state = "energy"
damage = 0 // MOST magic projectiles pass the "not a hostile projectile" test, despite many having negative effects
damage_type = OXY
armour_penetration = 100
armor_flag = NONE
/// determines what type of antimagic can block the spell projectile
var/antimagic_flags = MAGIC_RESISTANCE
/// determines the drain cost on the antimagic item
var/antimagic_charge_cost = 1
/obj/projectile/magic/prehit_pierce(atom/target)
. = ..()
if(isliving(target))
var/mob/living/victim = target
if(victim.can_block_magic(antimagic_flags, antimagic_charge_cost))
visible_message(span_warning("[src] fizzles on contact with [victim]!"))
return PROJECTILE_DELETE_WITHOUT_HITTING
if(istype(target, /obj/machinery/hydroponics)) // even plants can block antimagic
var/obj/machinery/hydroponics/plant_tray = target
if(!plant_tray.myseed)
return
if(plant_tray.myseed.get_gene(/datum/plant_gene/trait/anti_magic))
visible_message(span_warning("[src] fizzles on contact with [plant_tray]!"))
return PROJECTILE_DELETE_WITHOUT_HITTING
/// Straight up kills you, unless you're undead
/obj/projectile/magic/death
name = "bolt of death"
icon_state = "pulse1_bl"
/obj/projectile/magic/death/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if(isliving(target))
var/mob/living/victim = target
if(victim.mob_biotypes & MOB_UNDEAD) //negative energy heals the undead
if(victim.revive(ADMIN_HEAL_ALL & ~HEAL_REFRESH_ORGANS , force_grab_ghost = TRUE)) // This heals suicides
victim.grab_ghost(force = TRUE)
to_chat(victim, span_notice("You rise with a start, you're undead!!!"))
else if(victim.stat != DEAD)
to_chat(victim, span_notice("You feel great!"))
return
victim.investigate_log("has been killed by a bolt of death.", INVESTIGATE_DEATHS)
victim.death()
if(istype(target, /obj/machinery/hydroponics))
var/obj/machinery/hydroponics/plant_tray = target
if(!plant_tray.myseed)
return
plant_tray.set_weedlevel(0) // even the weeds perish
plant_tray.plantdies()
/// Brings you back from the dead or makes you back into the dead if you're undead
/obj/projectile/magic/resurrection
name = "bolt of resurrection"
icon_state = "ion"
/obj/projectile/magic/resurrection/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if(isliving(target))
var/mob/living/victim = target
if(victim.mob_biotypes & MOB_UNDEAD) //positive energy harms the undead
victim.investigate_log("has been killed by a bolt of life.", INVESTIGATE_DEATHS)
victim.death()
return
if(victim.revive(ADMIN_HEAL_ALL & ~HEAL_REFRESH_ORGANS , force_grab_ghost = TRUE)) // This heals suicides
to_chat(victim, span_notice("You rise with a start, you're alive!!!"))
else if(victim.stat != DEAD)
to_chat(victim, span_notice("You feel great!"))
if(istype(target, /obj/machinery/hydroponics))
var/obj/machinery/hydroponics/plant_tray = target
if(!plant_tray.myseed)
return
plant_tray.set_plant_health(plant_tray.myseed.endurance, forced = TRUE)
/// Teleports you somewhere randomly within range
/obj/projectile/magic/teleport
name = "bolt of teleportation"
icon_state = "bluespace"
var/inner_tele_radius = 0
var/outer_tele_radius = 6
/obj/projectile/magic/teleport/on_hit(mob/target, blocked = 0, pierce_hit)
. = ..()
var/teleammount = 0
var/teleloc = target
if(!isturf(target))
teleloc = target.loc
for(var/atom/movable/stuff in teleloc)
if(stuff.anchored || isobserver(stuff))
continue
if(!do_teleport(stuff, stuff, 10, channel = TELEPORT_CHANNEL_MAGIC))
continue
teleammount++
var/smoke_range = max(round(4 - teleammount), 0)
do_smoke(smoke_range, src, stuff.loc)
/// Teleports you somewhere on the station where the local conditions won't kill you
/obj/projectile/magic/safety
name = "bolt of safety"
icon_state = "bluespace"
/obj/projectile/magic/safety/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if(isturf(target))
return BULLET_ACT_HIT
var/turf/origin_turf = get_turf(target)
var/turf/destination_turf = find_safe_turf(extended_safety_checks = TRUE)
if(!do_teleport(target, destination_turf, channel = TELEPORT_CHANNEL_MAGIC))
return
for(var/turf/smoke_turf as anything in list(origin_turf, destination_turf))
do_smoke(0, src, smoke_turf)
/// Turns walls into doors, or opens doors
/obj/projectile/magic/door
name = "bolt of door creation"
icon_state = "energy"
var/list/door_types = list(/obj/structure/mineral_door/wood, /obj/structure/mineral_door/iron, /obj/structure/mineral_door/silver, /obj/structure/mineral_door/gold, /obj/structure/mineral_door/uranium, /obj/structure/mineral_door/sandstone, /obj/structure/mineral_door/transparent/plasma, /obj/structure/mineral_door/transparent/diamond)
/obj/projectile/magic/door/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if(istype(target, /obj/machinery/door))
OpenDoor(target)
else
var/turf/T = get_turf(target)
if(isclosedturf(T) && !isindestructiblewall(T))
CreateDoor(T)
/obj/projectile/magic/door/proc/CreateDoor(turf/T)
var/door_type = pick(door_types)
var/obj/structure/mineral_door/D = new door_type(T)
T.ChangeTurf(/turf/open/floor/plating, flags = CHANGETURF_INHERIT_AIR)
D.Open()
/obj/projectile/magic/door/proc/OpenDoor(obj/machinery/door/D)
if(istype(D, /obj/machinery/door/airlock))
var/obj/machinery/door/airlock/A = D
A.unlock()
D.open()
/// Turns mobs into other mobs, or plants into other plants
/obj/projectile/magic/change
name = "bolt of change"
icon_state = "ice_1"
damage_type = BURN
/// If set, this projectile will only do a certain wabbajack effect
var/set_wabbajack_effect
/// If set, this projectile will only pass certain changeflags to wabbajack
var/set_wabbajack_changeflags
/obj/projectile/magic/change/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if(isliving(target))
var/mob/living/victim = target
victim.wabbajack(set_wabbajack_effect, set_wabbajack_changeflags)
if(istype(target, /obj/machinery/hydroponics))
var/obj/machinery/hydroponics/plant_tray = target
if(!plant_tray.myseed)
return
plant_tray.polymorph()
/// Makes objects come to life
/obj/projectile/magic/animate
name = "bolt of animation"
icon_state = "red_1"
damage_type = BURN
/obj/projectile/magic/animate/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if(!is_type_in_typecache(target, GLOB.animatable_blacklist))
target.animate_atom_living(firer)
///proc to animate the target into a living creature, should return the mob if possible
/atom/proc/animate_atom_living(mob/living/owner)
return
/// Slices you
/obj/projectile/magic/spellblade
name = "blade energy"
icon_state = "lavastaff"
damage = 15
damage_type = BURN
dismemberment = 50
/// Generic magic bullet
/obj/projectile/magic/arcane_barrage
name = "arcane bolt"
icon_state = "arcane_barrage"
damage = 20
damage_type = BURN
hitsound = 'sound/items/weapons/barragespellhit.ogg'
/// Welds targets inside lockers, and throws the locker
/obj/projectile/magic/locker
name = "locker bolt"
icon_state = "locker"
var/weld = TRUE
var/created = FALSE //prevents creation of more then one locker if it has multiple hits
var/locker_suck = TRUE
var/datum/weakref/locker_ref
/obj/projectile/magic/locker/Initialize(mapload)
. = ..()
var/obj/structure/closet/decay/locker_temp_instance = new(src)
locker_ref = WEAKREF(locker_temp_instance)
/obj/projectile/magic/locker/prehit_pierce(atom/A)
. = ..()
if(. == PROJECTILE_DELETE_WITHOUT_HITTING)
var/obj/structure/closet/decay/locker_temp_instance = locker_ref.resolve()
qdel(locker_temp_instance)
return PROJECTILE_DELETE_WITHOUT_HITTING
if(isliving(A) && locker_suck)
var/mob/living/target = A
var/obj/structure/closet/decay/locker_temp_instance = locker_ref.resolve()
if(!locker_temp_instance?.insertion_allowed(target))
return
target.forceMove(src)
return PROJECTILE_PIERCE_PHASE
/obj/projectile/magic/locker/on_hit(atom/target, blocked = 0, pierce_hit)
if(created)
return ..()
if(LAZYLEN(contents))
var/obj/structure/closet/decay/locker_temp_instance = locker_ref.resolve()
if(!locker_temp_instance)
return ..()
for(var/atom/movable/AM in contents)
locker_temp_instance.insert(AM)
locker_temp_instance.welded = weld
locker_temp_instance.update_appearance()
created = TRUE
return ..()
/obj/projectile/magic/locker/Destroy()
locker_suck = FALSE
if (last_tick_turf)
UnregisterSignal(last_tick_turf, COMSIG_ATOM_ENTERED)
for(var/atom/movable/AM in contents)
AM.forceMove(get_turf(src))
. = ..()
/// Magic locker which breaks itself open after a while
/obj/structure/closet/decay
breakout_time = 1 MINUTES
icon_welded = null
icon_state = "cursed"
paint_jobs = null
var/weakened_icon = "decursed"
var/auto_destroy = TRUE
/obj/structure/closet/decay/Initialize(mapload)
. = ..()
if(auto_destroy)
addtimer(CALLBACK(src, PROC_REF(bust_open)), 5 MINUTES)
/obj/structure/closet/decay/after_open(mob/living/user, force)
. = ..()
unmagify()
/obj/structure/closet/decay/after_weld(weld_state)
if(weld_state)
unmagify()
///Give it the lesser magic icon and tell it to delete itself
/obj/structure/closet/decay/proc/unmagify()
icon_state = weakened_icon
update_appearance()
addtimer(CALLBACK(src, PROC_REF(decay)), 15 SECONDS)
///Fade away into nothing
/obj/structure/closet/decay/proc/decay()
animate(src, alpha = 0, time = 3 SECONDS)
addtimer(CALLBACK(src, PROC_REF(decay_finished)), 3 SECONDS)
/obj/structure/closet/decay/proc/decay_finished()
dump_contents()
qdel(src)
/// Throws the target far away
/obj/projectile/magic/flying
name = "bolt of flying"
icon_state = "flight"
/obj/projectile/magic/flying/on_hit(mob/living/target, blocked = 0, pierce_hit)
. = ..()
if(isliving(target))
var/atom/throw_target = get_edge_target_turf(target, angle2dir(angle))
target.throw_at(throw_target, 200, 4)
/// Marks you for death, rewards the caster if they kill you
/obj/projectile/magic/bounty
name = "bolt of bounty"
icon_state = "bounty"
/obj/projectile/magic/bounty/on_hit(mob/living/target, blocked = 0, pierce_hit)
. = ..()
if(isliving(target))
target.apply_status_effect(/datum/status_effect/bounty, firer)
/// Makes whatever it hits immune to magic, except for the magic that makes them immune to magic
/obj/projectile/magic/antimagic
name = "bolt of antimagic"
icon_state = "antimagic"
/obj/projectile/magic/antimagic/on_hit(mob/living/target, blocked = 0, pierce_hit)
. = ..()
if(istype(target))
target.apply_status_effect(/datum/status_effect/song/antimagic)
/// Throws the target at the caster
/obj/projectile/magic/fetch
name = "bolt of fetching"
icon_state = "fetch"
/obj/projectile/magic/fetch/on_hit(mob/living/target, blocked = 0, pierce_hit)
. = ..()
if(isliving(target))
var/atom/throw_target = get_edge_target_turf(target, get_dir(target, firer))
target.throw_at(throw_target, 200, 4)
/// Scrambles the languages of the target
/obj/projectile/magic/babel
name = "bolt of babel"
icon_state = "babel"
/obj/projectile/magic/babel/on_hit(mob/living/carbon/target, blocked = 0, pierce_hit)
. = ..()
if(iscarbon(target))
if(curse_of_babel(target))
target.add_mood_event("curse_of_babel", /datum/mood_event/tower_of_babel)
/// Hurts the target and uses their life energy to recharge the spells they probably don't have
/obj/projectile/magic/necropotence
name = "bolt of necropotence"
icon_state = "necropotence"
/obj/projectile/magic/necropotence/on_hit(mob/living/target, blocked = 0, pierce_hit)
. = ..()
if(!isliving(target))
return
// Performs a soul tap on living targets hit.
// Takes away max health, but refreshes their spell cooldowns (if any)
var/datum/action/cooldown/spell/tap/tap = new(src)
if(tap.is_valid_target(target))
tap.cast(target)
qdel(tap)
/// Puts someone else in control of the target
/obj/projectile/magic/wipe
name = "bolt of possession"
icon_state = "wipe"
/obj/projectile/magic/wipe/on_hit(mob/living/carbon/target, blocked = 0, pierce_hit)
. = ..()
if(iscarbon(target))
if(istype(get_area(target), /area/deathmatch))
target.adjust_organ_loss(ORGAN_SLOT_BRAIN, 25) // Roughly 8 hits to kill
target.visible_message(span_warning("[target] grips their head in pain!"))
return BULLET_ACT_HIT
for(var/x in target.get_traumas())//checks to see if the victim is already going through possession
if(istype(x, /datum/brain_trauma/special/imaginary_friend/trapped_owner))
target.visible_message(span_warning("[src] vanishes on contact with [target]!"))
return BULLET_ACT_BLOCK
to_chat(target, span_warning("Your mind has been opened to possession!"))
possession_test(target)
return BULLET_ACT_HIT
/obj/projectile/magic/wipe/proc/possession_test(mob/living/carbon/target)
var/datum/brain_trauma/special/imaginary_friend/trapped_owner/trauma = target.gain_trauma(/datum/brain_trauma/special/imaginary_friend/trapped_owner)
var/whomst = span_danger(target.real_name)
if(!is_unassigned_job(target.mind?.assigned_role))
whomst += "Job: [span_notice(target.mind.assigned_role.title)]."
if(length(target.mind?.get_special_roles()))
whomst += "Status: [span_boldnotice(english_list(target.mind.get_special_roles()))]."
var/mob/chosen_one = SSpolling.poll_ghosts_for_target("Do you want to play as [whomst]?", check_jobban = ROLE_PAI, poll_time = 10 SECONDS, checked_target = target, alert_pic = target, role_name_text = "bolt of possession")
if(target.stat == DEAD)//boo.
return
if(chosen_one)
to_chat(target, span_boldnotice("You have been noticed by a ghost and it has possessed you!"))
var/mob/dead/observer/ghosted_target = target.ghostize(FALSE)
target.PossessByPlayer(chosen_one.key)
trauma.add_friend(ghosted_target)
else
to_chat(target, span_notice("Your mind has managed to go unnoticed in the spirit world."))
qdel(trauma)
/// Gives magic projectiles an area of effect radius that will bump into any nearby mobs
/obj/projectile/magic/aoe
damage = 0
/// The AOE radius that the projectile will trigger on people.
var/trigger_range = 1
/// Whether our projectile will only be able to hit the original target / clicked on atom
var/can_only_hit_target = FALSE
/// Whether our projectile leaves a trail behind it as it moves.
var/trail = FALSE
/// The duration of the trail before deleting.
var/trail_lifespan = 0 SECONDS
/// The icon the trail uses.
var/trail_icon = 'icons/effects/magic.dmi'
/// The icon state the trail uses.
var/trail_icon_state = "arrow"
/// Can we spawn a trail effect again?
COOLDOWN_DECLARE(trail_cooldown)
/obj/projectile/magic/aoe/reduce_range()
if(trigger_range >= 1)
for(var/mob/living/nearby_guy in range(trigger_range, get_turf(src)))
if(nearby_guy.stat == DEAD)
continue
if(nearby_guy == firer)
continue
// Bump handles anti-magic checks for us, conveniently.
return Bump(nearby_guy)
return ..()
/obj/projectile/magic/aoe/prehit_pierce(atom/target)
if(can_only_hit_target && target != original)
return PROJECTILE_PIERCE_PHASE
return ..()
/obj/projectile/magic/aoe/move_animate(animate_x, animate_y, animate_time = world.tick_lag, deleting = FALSE)
if(!trail || !movement_vector || deleting || !COOLDOWN_FINISHED(src, trail_cooldown))
return
var/obj/effect/overlay/trail_effect = new /obj/effect/overlay(loc)
trail_effect.pixel_x = pixel_x
trail_effect.pixel_y = pixel_y
trail_effect.icon = trail_icon
trail_effect.icon_state = trail_icon_state
trail_effect.set_density(FALSE)
trail_effect.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
QDEL_IN(trail_effect, trail_lifespan)
COOLDOWN_START(src, trail_cooldown, trail_lifespan)
/// Arcs a chain of lightning from hit targets
/obj/projectile/magic/aoe/lightning
name = "lightning bolt"
icon_state = "tesla_projectile" //Better sprites are REALLY needed and appreciated!~
damage = 15
damage_type = BURN
speed = 3.5
/// The power of the zap itself when it electrocutes someone
var/zap_power = 2e4
/// The range of the zap itself when it electrocutes someone
var/zap_range = 15
/// The flags of the zap itself when it electrocutes someone
var/zap_flags = ZAP_MOB_DAMAGE | ZAP_MOB_STUN | ZAP_OBJ_DAMAGE | ZAP_LOW_POWER_GEN
/// A reference to the chain beam between the caster and the projectile
var/datum/beam/chain
/obj/projectile/magic/aoe/lightning/fire(setAngle)
if(firer)
chain = firer.Beam(src, icon_state = "lightning[rand(1, 12)]")
return ..()
/obj/projectile/magic/aoe/lightning/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
tesla_zap(source = src, zap_range = zap_range, power = zap_power, cutoff = 1e3, zap_flags = zap_flags)
/obj/projectile/magic/aoe/lightning/Destroy()
QDEL_NULL(chain)
return ..()
/obj/projectile/magic/aoe/lightning/no_zap
zap_power = 1e4
zap_range = 4
zap_flags = ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE | ZAP_LOW_POWER_GEN
/// Classic exploding fireball
/obj/projectile/magic/fireball
name = "bolt of fireball"
icon_state = "fireball"
damage = 10
damage_type = BURN
/// Heavy explosion range of the fireball
var/exp_heavy = 0
/// Light explosion range of the fireball
var/exp_light = 2
/// Fire radius of the fireball
var/exp_fire = 2
/// Flash radius of the fireball
var/exp_flash = 3
/obj/projectile/magic/fireball/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if(isliving(target))
var/mob/living/mob_target = target
// between this 10 burn, the 10 brute, the explosion brute, and the onfire burn,
// you are at about 65 damage if you stop drop and roll immediately
mob_target.take_overall_damage(burn = 10)
var/turf/target_turf = get_turf(target)
explosion(
target_turf,
devastation_range = -1,
heavy_impact_range = exp_heavy,
light_impact_range = exp_light,
flame_range = exp_fire,
flash_range = exp_flash,
adminlog = FALSE,
explosion_cause = src,
)
/// Slow moving, homing, stunning projectile
/obj/projectile/magic/aoe/magic_missile
name = "magic missile"
icon_state = "magicm"
range = 100
speed = 0.2
trigger_range = 0
can_only_hit_target = TRUE
paralyze = 6 SECONDS
hitsound = 'sound/effects/magic/mm_hit.ogg'
trail = TRUE
trail_lifespan = 0.5 SECONDS
trail_icon_state = "magicmd"
/obj/projectile/magic/aoe/magic_missile/lesser
color = "red" //Looks more culty this way
range = 10
/// Delivers a powerful slap and converts turfs to cult turfs
/obj/projectile/magic/aoe/juggernaut
name = "Gauntlet Echo"
icon_state = "cultfist"
alpha = 180
damage = 30
damage_type = BRUTE
knockdown = 50
hitsound = 'sound/items/weapons/punch3.ogg'
trigger_range = 0
antimagic_flags = MAGIC_RESISTANCE_HOLY
range = 105
speed = 0.15
/obj/projectile/magic/aoe/juggernaut/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
var/turf/target_turf = get_turf(src)
playsound(target_turf, 'sound/items/weapons/resonator_blast.ogg', 100, FALSE)
new /obj/effect/temp_visual/cult/sac(target_turf)
for(var/obj/adjacent_object in range(1, src))
if(!adjacent_object.density)
continue
if(istype(adjacent_object, /obj/structure/destructible/cult))
continue
adjacent_object.take_damage(90, BRUTE, MELEE, 0)
new /obj/effect/temp_visual/cult/turf/floor(get_turf(adjacent_object))
//still magic related, but a different path
/// Makes you cold
/obj/projectile/temp/chill
name = "bolt of chills"
icon_state = "ice_2"
damage_type = BURN
armour_penetration = 100
temperature = -200 // Cools you down greatly per hit
/// Doesn't do anything
/obj/projectile/magic/nothing
name = "bolt of nothing"
/// Homing projectile
/obj/projectile/magic/spellcard
name = "enchanted card"
desc = "A piece of paper enchanted to give it extreme durability and stiffness, along with a very hot burn to anyone unfortunate enough to get hit by a charged one."
icon_state = "spellcard"
damage_type = BURN
damage = 2
antimagic_charge_cost = 0 // since the cards gets spammed like a shotgun
/// a shrink ray that shrinks stuff, which grows back after a short while.
/obj/projectile/magic/shrink
name = "shrink ray"
icon_state = "blue_laser"
hitsound = 'sound/items/weapons/shrink_hit.ogg'
damage = 0
damage_type = STAMINA
armor_flag = ENERGY
impact_effect_type = /obj/effect/temp_visual/impact_effect/shrink
light_color = LIGHT_COLOR_BLUE
var/shrink_time = -1
/obj/projectile/magic/shrink/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if(isopenturf(target) || isindestructiblewall(target))//shrunk floors wouldnt do anything except look weird, i-walls shouldn't be bypassable
return
target.AddComponent(/datum/component/shrink, shrink_time)
/obj/projectile/magic/shrink/is_hostile_projectile()
return TRUE
/obj/projectile/magic/shrink/wand
shrink_time = 90 SECONDS
/obj/projectile/magic/shrink/wand/on_hit(atom/target, blocked = 0, pierce_hit)
shrink_time = rand(60 SECONDS, 90 SECONDS)
return ..()