mirror of
https://github.com/Bubberstation/Bubberstation.git
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9d14e327b5
## About The Pull Request [Adds a visual tick helper, integrates it into SSmove and such](https://github.com/tgstation/tgstation/commit/e97035f9f74fad5c67c5bf19d8d5d3bb4bd476b4) Basically, if we do "stuff" during verb time then the next chance clients have to actually see it is on the next visual tick (rather then the normal "this tick"). This is cause clients get their next frame during maptick, and maptick runs before verbs. We want to be able to handle this properly because if you say, create an object and then move it on the same VISUAL tick (NOT game tick), it will just teleport instead of playing out the move. I don't want this for stuff like sparks, so we need a way to work around it. [Moves most users of the _FAST flag to _INSTANT](https://github.com/tgstation/tgstation/commit/6f96daac00519c69adc7554f52114798a65f3ad5) These are the kids that don't immediately spawn something and the move it, and we want to allow them to move actually as soon as possible (important for stuff like space) [Improves basic effect systems, makes their products delete when they stop moving](https://github.com/tgstation/tgstation/commit/172cb25d80ed34e1ec523172a1677fb524239fba) Moves some stuff out to getters or vars so children can better decide how long effects should last/how fast they should move. Uses this to clean up weird dupe code used by explosions. Makes all these effects delete on contact with something that stops them. I'm doing this because an effect just hanging in the air looks really really odd. Does have consequences for sparks that are already moving at a wall though, might need a better way to handle that. Makes all these effects use _FAST loops so they don't just hang in the air for a second on spawn Adds a setter proc on sparks for their duration, gonna use this to improve their effects some [Refactors overlay lights, adds support for animating their images](https://github.com/tgstation/tgstation/commit/3ad0083cf2b536df51a6d93dca40eac20c1d62d1) Implements light_render_source and relevant setters, this allows us to replace the components of an overlay light with basically whatever we want Refactors overlay lighting to handle its images more consistently, allowing us to hook into an image being modified Combining the two of these will allow us to consistently copy a light's image, modify it in some way, and then relay that modification back down. Allowing us to animate it or do more advanced effects painlessly Also, fixes ranges of 1 or less not rendering at all on initial set (thank you kapu) [In which I get fed up and add a macro helper for UID generation](https://github.com/tgstation/tgstation/commit/aab48b03d407104d4f9cf9acb034494237def911) [adds vv hooking for all existing lighting vars](https://github.com/tgstation/tgstation/commit/b81c6200a0d74c36b440aa3f4c1f22c422090a2d) [Upgrade effect system's dir picking to avoid duplicates when possible](https://github.com/tgstation/tgstation/commit/18b622586b509c6be4c4bca4e3e7c175ad75fe91) [Uses the technique described above to animate spark's lights out as they move](https://github.com/tgstation/tgstation/commit/67ba177982213799984a70e89536c5efb3d17e14) This is a decently nice effect imo, it allows us to bump their power (read, alpha) since it'll get animated away. I try to sync the animation to the actual icon state's flow (it's 0.7s long). I also sped them up somewhat to hopefully have a nicer looking effect? we'll see. [Abstracts away intercepting overlay lights into a holder datum](https://github.com/tgstation/tgstation/pull/95362/commits/b3f1fe74f2c3bab1d8912ab8a666bd05677ad032) This should make it far easier to reuse this pattern! [Fixes overlay lights flashing to double intensity when picked up off the ground](https://github.com/tgstation/tgstation/pull/95362/commits/1d83f2031fa2b33312b2aea4359c0c37c9d04ac7) We needed to clear out their underlays BEFORE the animation [Adds a flickering effect to flares and their children](https://github.com/tgstation/tgstation/pull/95362/commits/b7a858e04a607c58b6c7fbe1476ffe2239e63bde) I'm still not 100% happy with this, I was trying to avoid it feeling like a heartbeat with random noise and I.. THINK it worked? it's honestly quite hard to tell [Adds the same flickering to lighters, welding tools and life candles](https://github.com/tgstation/tgstation/pull/95362/commits/3ec44027e17835ae96702cec5f0b12d1f4deb32b) Also, updated light candles to mirror the appearance of normal candles and use overlay lighting EDIT: I realized while working on flares that I accidentally double applied color, so if you saw the sparks animations before now it was different (less vibrant). IDK if I like this better or worse but it is RIGHT and that's what matters. ## Why It's Good For The Game I got mad about how bad these looked, and this is a start at improving them. Also, adds a framework for more dynamic effects applied to overlay lights (you could use this to apply a sort of "emergency rotating" effect, or flicker/buzz for example). <details> <summary>Before</summary> https://github.com/user-attachments/assets/66437f27-ee3c-4f14-a7ee-4a1c3e68533a https://github.com/user-attachments/assets/ed14fff8-a7eb-47fe-bab5-9a490ac96629 </details> <details> <summary>After</summary> https://github.com/user-attachments/assets/fb24ff2e-c745-42a5-8e11-c8a1eeef35a5 https://github.com/user-attachments/assets/fd8c2116-cb92-4fe6-ad3e-786a6538e52a </details> ## Changelog 🆑 add: Reworks how sparks render. They're now a bit brighter, will fade out as they move/if they hit something, will stack with each other less and also won't start hang in the air on spawn. add: Added a flickering effect to lighters, welding tools, flares, torches and candles (since they're flames). fix: Overlay based lights (think flashlights) will no longer flash to double intensity while being picked up. refactor: Reworked how some effects (explosion particles, sparks, some reagent stuff) function, report any bugs! /🆑
132 lines
4.5 KiB
Plaintext
132 lines
4.5 KiB
Plaintext
/*
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* This is an attempt to make some easily reusable "particle" type effect, to stop the code
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* constantly having to be rewritten. An item like the jetpack that uses the ion_trail_follow system, just has one
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* defined, then set up when it is created with New(). Then this same system can just be reused each time
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* it needs to create more trails.A beaker could have a steam_trail_follow system set up, then the steam
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* would spawn and follow the beaker, even if it is carried or thrown.
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*/
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#define PER_SYSTEM_PARTICLE_CAP 20
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/obj/effect/particle_effect
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name = "particle effect"
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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pass_flags = PASSTABLE | PASSGRILLE
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anchored = TRUE
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// Prevents effects from getting registered for SSnewtonian_movement
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/obj/effect/particle_effect/newtonian_move(inertia_angle, instant = FALSE, start_delay = 0, drift_force = 0, controlled_cap = null)
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return TRUE
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/datum/effect_system
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// Does not contain any behaviors and should not be used by itself
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abstract_type = /datum/effect_system
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/// Turf on which to spawn the effects
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var/turf/location = null
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/// Atom that is spawning the particles whose location we're following
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var/atom/holder = null
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/datum/effect_system/New(turf/location)
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. = ..()
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src.location = get_turf(location)
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/datum/effect_system/Destroy()
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holder = null
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location = null
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return ..()
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/// Instruct the effect system to start following an atom. Can be chained into .start()
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/datum/effect_system/proc/attach(atom/new_holder)
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RETURN_TYPE(/datum/effect_system)
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holder = new_holder
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return src
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/// Start the effect system
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/datum/effect_system/proc/start()
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return
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/// Basic effect system which spawns a certain number of moving effects
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/datum/effect_system/basic
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/// Total number of particles to spawn
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var/amount = 3
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/// Should we pick among cardinals or all directions when deciding where the particle should move
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var/cardinals_only = FALSE
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/// Typepath of the effect to spawn
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var/effect_type = null
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/// Total amount of effects we currently have active
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var/total_effects = 0
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/// Should the system delete itself after finishing?
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var/autocleanup = FALSE
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/// Should the system delete effects that stop moving?
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var/delete_on_stop = FALSE
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/// How frequently (in deciseconds) should we move our particles?
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var/step_delay = 0.5 SECONDS
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// Internal use
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/// The length of the previous assigned moveloop in deciseconds
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var/last_loop_length = 0
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/// List of dirs avalible to pick, used to avoid accidential duplicates
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var/list/pickable_dirs = list()
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/datum/effect_system/basic/New(turf/location, amount = null, cardinals_only = null)
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. = ..()
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if (!isnull(amount))
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src.amount = amount
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if (!isnull(cardinals_only))
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src.cardinals_only = cardinals_only
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/datum/effect_system/basic/start()
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if(QDELETED(src))
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return
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for(var/i in 1 to amount)
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if(total_effects > PER_SYSTEM_PARTICLE_CAP)
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return
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generate_effect()
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/// Returns how many steps to attempt to move a generated effect
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/datum/effect_system/basic/proc/get_step_count()
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return rand(1, 3)
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/// Generates a effect for our system to control, returns the generated effect
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/datum/effect_system/basic/proc/generate_effect()
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if(holder)
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location = get_turf(holder)
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var/obj/effect/effect = new effect_type(location)
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total_effects++
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if(!length(pickable_dirs))
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if(cardinals_only)
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pickable_dirs = GLOB.cardinals.Copy()
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else
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pickable_dirs = GLOB.alldirs.Copy()
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// Try not to reuse dirs if possible to avoid weird stacking
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var/direction = pick_n_take(pickable_dirs)
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var/step_count = get_step_count()
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var/datum/move_loop/loop = GLOB.move_manager.move(effect, direction, step_delay, timeout = step_delay * step_count, priority = MOVEMENT_ABOVE_SPACE_PRIORITY, flags = MOVEMENT_LOOP_START_FAST)
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RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(post_move))
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RegisterSignal(loop, COMSIG_QDELETING, PROC_REF(loop_end))
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last_loop_length = loop.lifetime
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return effect
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/datum/effect_system/basic/proc/post_move(datum/move_loop/source, result, visual_delay)
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SIGNAL_HANDLER
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if(result == MOVELOOP_FAILURE)
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move_failed(source, source.moving)
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/// Allows us to hook into being unable to automatically move
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/datum/effect_system/basic/proc/move_failed(datum/move_loop/loop, obj/effect/failed)
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if(QDELETED(failed) || !delete_on_stop)
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return
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qdel(failed)
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/datum/effect_system/basic/proc/loop_end(datum/move_loop/source)
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SIGNAL_HANDLER
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total_effects--
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if(delete_on_stop && !QDELETED(source.moving))
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qdel(source.moving)
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if(autocleanup && total_effects == 0)
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QDEL_IN(src, 2 SECONDS)
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#undef PER_SYSTEM_PARTICLE_CAP
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