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Bubberstation/code/game/objects/effects/effect_system/effect_system.dm
Jeremiah c1a775efe1 Implements data systems (#82816)
## About The Pull Request
Subsystems currently come in two different flavors:
1. Systems that process at intervals with the master controller
2. Global data containers that do not fire

And I think they should be split up...


This moves 4 non firing, non init subsytems -> datasystem

## Why It's Good For The Game
Clarity in code
2024-04-22 21:27:15 -06:00

79 lines
2.3 KiB
Plaintext

/* This is an attempt to make some easily reusable "particle" type effect, to stop the code
constantly having to be rewritten. An item like the jetpack that uses the ion_trail_follow system, just has one
defined, then set up when it is created with New(). Then this same system can just be reused each time
it needs to create more trails.A beaker could have a steam_trail_follow system set up, then the steam
would spawn and follow the beaker, even if it is carried or thrown.
*/
/obj/effect/particle_effect
name = "particle effect"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
pass_flags = PASSTABLE | PASSGRILLE
anchored = TRUE
/obj/effect/particle_effect/Initialize(mapload)
. = ..()
GLOB.cameranet.updateVisibility(src)
/obj/effect/particle_effect/Destroy()
GLOB.cameranet.updateVisibility(src)
return ..()
// Prevents effects from getting registered for SSspacedrift
/obj/effect/particle_effect/newtonian_move(direction, instant = FALSE, start_delay = 0)
return TRUE
/datum/effect_system
var/number = 3
var/cardinals_only = FALSE
var/turf/location
var/atom/holder
var/effect_type
var/total_effects = 0
var/autocleanup = FALSE //will delete itself after use
/datum/effect_system/Destroy()
holder = null
location = null
return ..()
/datum/effect_system/proc/set_up(number = 3, cardinals_only = FALSE, location)
src.number = min(number, 10)
src.cardinals_only = cardinals_only
src.location = get_turf(location)
/datum/effect_system/proc/attach(atom/atom)
holder = atom
/datum/effect_system/proc/start()
if(QDELETED(src))
return
for(var/i in 1 to number)
if(total_effects > 20)
return
generate_effect()
/datum/effect_system/proc/generate_effect()
if(holder)
location = get_turf(holder)
var/obj/effect/effect = new effect_type(location)
total_effects++
var/direction
if(cardinals_only)
direction = pick(GLOB.cardinals)
else
direction = pick(GLOB.alldirs)
var/step_amt = pick(1,2,3)
var/step_delay = 5
var/datum/move_loop/loop = DSmove_manager.move(effect, direction, step_delay, timeout = step_delay * step_amt, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
RegisterSignal(loop, COMSIG_QDELETING, PROC_REF(decrement_total_effect))
/datum/effect_system/proc/decrement_total_effect(datum/source)
SIGNAL_HANDLER
total_effects--
if(!autocleanup || total_effects > 0)
return
QDEL_IN(src, 2 SECONDS)