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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

136 lines
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/obj/item/electropack
name = "electropack"
desc = "Dance my monkeys! DANCE!!!"
icon = 'icons/obj/devices/tool.dmi'
icon_state = "electropack0"
inhand_icon_state = "electropack"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BACK
w_class = WEIGHT_CLASS_HUGE
sound_vary = TRUE
pickup_sound = SFX_GENERIC_DEVICE_PICKUP
drop_sound = SFX_GENERIC_DEVICE_DROP
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT *5, /datum/material/glass=SHEET_MATERIAL_AMOUNT * 1.25)
var/on = TRUE
var/code = 2
var/frequency = FREQ_ELECTROPACK
var/shock_cooldown = FALSE
/obj/item/electropack/Initialize(mapload)
. = ..()
set_frequency(frequency)
/obj/item/electropack/Destroy()
SSradio.remove_object(src, frequency)
return ..()
/obj/item/electropack/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] hooks [user.p_them()]self to the electropack and spams the trigger! It looks like [user.p_theyre()] trying to commit suicide!"))
return FIRELOSS
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/electropack/attack_hand(mob/user, list/modifiers)
if(iscarbon(user))
var/mob/living/carbon/C = user
if(src == C.back)
to_chat(user, span_warning("You need help taking this off!"))
return
return ..()
/obj/item/electropack/attackby(obj/item/W, mob/user, list/modifiers, list/attack_modifiers)
if(istype(W, /obj/item/clothing/head/helmet))
var/obj/item/assembly/shock_kit/A = new /obj/item/assembly/shock_kit(user)
A.icon = 'icons/obj/devices/assemblies.dmi'
if(!user.transferItemToLoc(W, A))
to_chat(user, span_warning("[W] is stuck to your hand, you cannot attach it to [src]!"))
return
W.master = A
A.helmet_part = W
user.transferItemToLoc(src, A, TRUE)
master = A
A.electropack_part = src
user.put_in_hands(A)
A.add_fingerprint(user)
else
return ..()
/obj/item/electropack/receive_signal(datum/signal/signal)
if(!signal || signal.data["code"] != code)
return
if(isliving(loc) && on)
if(shock_cooldown)
return
shock_cooldown = TRUE
addtimer(VARSET_CALLBACK(src, shock_cooldown, FALSE), 10 SECONDS)
var/mob/living/L = loc
step(L, pick(GLOB.cardinals))
to_chat(L, span_danger("You feel a sharp shock!"))
do_sparks(3, TRUE, L)
L.Paralyze(100)
if(master)
if(isassembly(master))
var/obj/item/assembly/master_as_assembly = master
master_as_assembly.pulsed()
master.receive_signal()
/obj/item/electropack/proc/set_frequency(new_frequency)
SSradio.remove_object(src, frequency)
frequency = new_frequency
SSradio.add_object(src, frequency, RADIO_SIGNALER)
/obj/item/electropack/ui_state(mob/user)
return GLOB.hands_state
/obj/item/electropack/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Electropack", name)
ui.open()
/obj/item/electropack/ui_data(mob/user)
var/list/data = list()
data["power"] = on
data["frequency"] = frequency
data["code"] = code
data["minFrequency"] = MIN_FREE_FREQ
data["maxFrequency"] = MAX_FREE_FREQ
return data
/obj/item/electropack/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
switch(action)
if("power")
on = !on
icon_state = "electropack[on]"
. = TRUE
if("freq")
var/value = unformat_frequency(params["freq"])
if(value)
frequency = sanitize_frequency(value, TRUE)
set_frequency(frequency)
. = TRUE
if("code")
var/value = text2num(params["code"])
if(value)
value = round(value)
code = clamp(value, 1, 100)
. = TRUE
if("reset")
if(params["reset"] == "freq")
frequency = initial(frequency)
. = TRUE
else if(params["reset"] == "code")
code = initial(code)
. = TRUE