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## 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. /🆑
67 lines
2.7 KiB
Plaintext
67 lines
2.7 KiB
Plaintext
/// The dark matt-eor. Only attracted by emagging 10 satellites and maximizing meteor chances, and it drops a singulo. Otherwise, it's not that bad.
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/obj/effect/meteor/dark_matteor
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name = "dark matt-eor"
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icon_state = "dark_matter"
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desc = "The most widely accepted theory is that dark matter is made up of weakly interacting massive particles (WIMPs). But seeing this malevolent force of imminent death careening towards you, gotta admit, it doesn't look so WIMPy anymore..."
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hits = 15
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hitpwr = EXPLODE_DEVASTATE
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heavy = TRUE
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meteorsound = 'sound/effects/curse/curse1.ogg'
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meteordrop = list(/obj/singularity/dark_matter) //what the FUCK
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dropamt = 1
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threat = 100
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signature = "dark matter"
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/// distortion to really give you that sense of oh shit
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var/atom/movable/warp_effect/warp
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/// and another oh shit in the form of quantum sparks
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var/datum/effect_system/basic/spark_spread/quantum/spark_system
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/// in case we miss, we can go back to the previous security level
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var/previous_security_level
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/obj/effect/meteor/dark_matteor/Initialize(mapload, turf/target)
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. = ..()
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var/current_sec_level = SSsecurity_level.get_current_level_as_number()
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if(current_sec_level < SEC_LEVEL_RED)
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previous_security_level = current_sec_level
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SSsecurity_level.set_level(SEC_LEVEL_RED)
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warp = new(src)
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vis_contents += warp
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spark_system = new /datum/effect_system/basic/spark_spread/quantum(src, 4, TRUE)
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spark_system.attach(src)
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START_PROCESSING(SSobj, src)
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/obj/effect/meteor/dark_matteor/process(seconds_per_tick)
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//meteor's warp quickly contracts then slowly expands its ring
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animate(warp, time = seconds_per_tick*3, transform = matrix().Scale(0.5,0.5))
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animate(time = seconds_per_tick*7, transform = matrix())
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/obj/effect/meteor/dark_matteor/on_changed_z_level(turf/old_turf, turf/new_turf, same_z_layer, notify_contents)
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. = ..()
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if(same_z_layer)
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return
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if(warp)
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SET_PLANE(warp, PLANE_TO_TRUE(warp.plane), new_turf)
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/obj/effect/meteor/dark_matteor/Destroy()
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QDEL_NULL(spark_system)
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vis_contents -= warp
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QDEL_NULL(warp)
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return ..()
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/obj/effect/meteor/dark_matteor/Move()
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. = ..()
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if(.)
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spark_system.start()
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/obj/effect/meteor/dark_matteor/shield_defense(obj/machinery/satellite/meteor_shield/defender)
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defender.visible_message(span_danger("[defender]'s beam is reflected by [src]!"))
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new /obj/effect/temp_visual/explosion/fast(get_turf(defender))
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qdel(defender)
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return FALSE
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/obj/effect/meteor/dark_matteor/moved_off_z()
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. = ..()
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if(previous_security_level && SSsecurity_level.get_current_level_as_number() != SEC_LEVEL_DELTA)
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SSsecurity_level.set_level(previous_security_level)
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priority_announce("Wow. The Dark Matt-eor actually missed your station. Don't forget to thank your Chaplain for his apparent divine intervention.", "Meteor Update")
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