Files
Bubberstation/code/game/objects/effects/effect_system/effects_other.dm
T
SmArtKarandGitHub c74f104c89 Rewrites plasma rigging code to be much more flexible and dynamic, and cover more cases (#94861)
## About The Pull Request
Instead of being snowflake interactions on objects themselves, rigging
things with plasma or welding fuel is now handled on reagents' side via
``on_spark_act``, allowing each reagent to decide how they want to
handle exposure to electric currents or violent heating.
- Obviously plasma and welding fuel cause explosions, but former gains
additional power from electric current being passed through it (same
math as powercells), while latter doesn't explode unless in an enclosed
space, or a high enough current/temperature has been reached, and merely
creates a hotspot instead.
- Napalm and phlogiston create hotspots, or (try to) damage the holder
if they're enclosed
- Sorium, liquid dark matter, TATP, nitroglycerin and flash/smoke/sonic
powders trigger their usual detonation effects, albeit slightly weaker.
- Teslium creates a ZAP, with additional power for a BIG ZAP if it has
been triggered by electric current.
- RDX becomes spicier with temperature and current, similarly to how it
becomes more dangerous when mixed with LE or teslium.
- Gunpowder produces a delayed explosion effect (unless its hot or the
current is high enough, in which case its instant) and causes sparks as
the message claims it does (normal gunpowder explosions also do that)

Plasma and gunpowder rigged items can now be controlled using
stabilizing agent - in its presence, plasma will not explode unless the
used charge is higher than 0.2% of a standard cell's per unit of agent,
while gunpowder will instead spend 0.1 + (charge / 10% of a standard
cell's charge) units of agent to delay its detonation.

Smoke (powder) now produces a visible message and slightly damages lungs
of whoever it reacted inside of, if the container was a mob.
The numbers on plasma/welding fuel rigs should be ***roughly*** the
same. Also lighters can now be rigged in a fashion similar to welding
tools.

Also it turns out we broke light rigging at some point, so now it works
again.

## Why It's Good For The Game

This makes the system much more flexible and allows players to make more
creative IEDs, expanding upon the sandbox aspect of the game. Also I
have an upcoming project bringing IEDs (kind of, in a new form) back,
which is why I wrote this in the first place (but decided to atomize the
PRs).
As for smoke damage, it feels weird to not have any tells when someone
suddenly starts hacking up volumetric amounts of smoke, it makes sense
that they'd struggle a bit after coughing a few dozen cubic meters of
thick vape clouds.

## Changelog
🆑
add: Multiple new reagents such as napalm, sorium, TATP,
smoke/sonic/flash powders and other explosives can now be used to rig
cells or tools.
add: Plasma and gunpowder rigged items can now have controlled current
requirement/delay by adding some stabilizing agent alongside the main
reagent.
balance: Creating chemical smoke inside of a mob now makes them
violently cough it up, damaging their lungs a bit.
fix: Chemically-rigged lightbulbs now once again explode.
refactor: Refactored how power cells, welding tools, lightbulbs,
cigarettes (and now, lighters) handle being rigged with chemicals.
/🆑
2026-01-21 19:21:06 +00:00

114 lines
3.5 KiB
Plaintext

/////////////////////////////////////////////
//////// Attach a trail to any object, that spawns when it moves (like for the jetpack)
/// just pass in the object to attach it to in set_up
/// Then do start() to start it and stop() to stop it, obviously
/// and don't call start() in a loop that will be repeated otherwise it'll get spammed!
/////////////////////////////////////////////
/datum/effect_system/trail_follow
var/turf/oldposition
var/active = FALSE
var/allow_overlap = FALSE
var/auto_process = TRUE
var/qdel_in_time = 10
var/fadetype = "ion_fade"
var/fade = TRUE
var/nograv_required = FALSE
/datum/effect_system/trail_follow/set_up(atom/atom)
attach(atom)
oldposition = get_turf(atom)
/datum/effect_system/trail_follow/Destroy()
oldposition = null
stop()
return ..()
/datum/effect_system/trail_follow/proc/stop()
oldposition = null
STOP_PROCESSING(SSfastprocess, src)
active = FALSE
return TRUE
/datum/effect_system/trail_follow/start()
oldposition = get_turf(holder)
if(!check_conditions())
return FALSE
if(auto_process)
START_PROCESSING(SSfastprocess, src)
active = TRUE
return TRUE
/datum/effect_system/trail_follow/process()
generate_effect()
/datum/effect_system/trail_follow/generate_effect()
if(!check_conditions())
return stop()
if(oldposition && !(oldposition == get_turf(holder)))
if(!oldposition.has_gravity() || !nograv_required)
var/obj/effect/E = new effect_type(oldposition)
set_dir(E)
if(fade)
flick(fadetype, E)
E.icon_state = ""
if(qdel_in_time)
QDEL_IN(E, qdel_in_time)
oldposition = get_turf(holder)
/datum/effect_system/trail_follow/proc/check_conditions()
if(!get_turf(holder))
return FALSE
return TRUE
/datum/effect_system/trail_follow/steam
effect_type = /obj/effect/particle_effect/steam
/obj/effect/particle_effect/ion_trails
name = "ion trails"
icon_state = "ion_trails"
anchored = TRUE
/obj/effect/particle_effect/ion_trails/flight
icon_state = "ion_trails_flight"
/datum/effect_system/trail_follow/ion
effect_type = /obj/effect/particle_effect/ion_trails
nograv_required = TRUE
qdel_in_time = 20
/datum/effect_system/trail_follow/proc/set_dir(obj/effect/particle_effect/ion_trails/I)
I.setDir(holder.dir)
/datum/effect_system/trail_follow/ion/grav_allowed
nograv_required = FALSE
//Reagent-based explosion effect
/datum/effect_system/reagents_explosion
var/amount // TNT equivalent
var/flashing_factor = null // factor of how powerful the flash effect relatively to the explosion
var/flaming_factor = null // factor of how powerful the flame effect is relatively to explosion
var/explosion_message = 1 //whether we show a message to mobs.
/datum/effect_system/reagents_explosion/set_up(amt, loca, flash_fact = null, flame_fact = null, message = TRUE)
amount = amt
explosion_message = message
if(isturf(loca))
location = loca
else
location = get_turf(loca)
flashing_factor = flash_fact
flaming_factor = flame_fact
/// Starts the explosion. The explosion_source is as part of logging and identifying the source of the explosion for logs.
/datum/effect_system/reagents_explosion/start(atom/explosion_source = null)
if(!explosion_source)
stack_trace("Reagent explosion triggered without a source atom. This explosion may have incomplete logging.")
if(explosion_message)
location.visible_message(span_danger("The solution violently explodes!"), span_hear("You hear an explosion!"))
dyn_explosion(location, amount, flash_range = flashing_factor, flame_range = flaming_factor, explosion_cause = explosion_source)