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Bubberstation/code/game/objects/effects/effect_system/effect_system.dm
AnturK c06a1324b3 Another bunch of runtime fixes. (#48315)
* Pipe init runtime

* Modular computer explosion runtime.

* Waterbottle thrown by explosion runtime.

* Spark runtime. Should systems continue after deletion ?

* restore ghost appearance runtime

* parallax update timer runtime.

* borg unbuckling runtime

* surgery cancel runtime. FALSE is not a null.

* relic self deletion runtime.

* dog collar runtime

* Another part of that buckled_mobs robot runtime.

* Let's go over all of these

* free ()

Co-Authored-By: MrPerson <spamtaffic@gmail.com>

Co-authored-by: MrPerson <spamtaffic@gmail.com>
2019-12-21 18:28:19 +01:00

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/* 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()
. = ..()
GLOB.cameranet.updateVisibility(src)
/obj/effect/particle_effect/Destroy()
GLOB.cameranet.updateVisibility(src)
return ..()
/obj/effect/particle_effect/newtonian_move() // Prevents effects from getting registered for SSspacedrift
return TRUE
/datum/effect_system
var/number = 3
var/cardinals = 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(n = 3, c = FALSE, loca)
if(n > 10)
n = 10
number = n
cardinals = c
if(isturf(loca))
location = loca
else
location = get_turf(loca)
/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
INVOKE_ASYNC(src, .proc/generate_effect)
/datum/effect_system/proc/generate_effect()
if(holder)
location = get_turf(holder)
var/obj/effect/E = new effect_type(location)
total_effects++
var/direction
if(cardinals)
direction = pick(GLOB.cardinals)
else
direction = pick(GLOB.alldirs)
var/steps_amt = pick(1,2,3)
for(var/j in 1 to steps_amt)
sleep(5)
step(E,direction)
if(!QDELETED(src))
addtimer(CALLBACK(src, .proc/decrement_total_effect), 20)
/datum/effect_system/proc/decrement_total_effect()
total_effects--
if(autocleanup && total_effects <= 0)
qdel(src)