Files
Bubberstation/code/game/objects/effects/effect_system/effect_system.dm
T
LemonInTheDark 9d14e327b5 Begins Improving Sparks/Flares Somewhat, Adds Animatable Light Overlays (#95362)
## 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!
/🆑
2026-03-20 14:48:57 +13:00

132 lines
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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.
*/
#define PER_SYSTEM_PARTICLE_CAP 20
/obj/effect/particle_effect
name = "particle effect"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
pass_flags = PASSTABLE | PASSGRILLE
anchored = TRUE
// Prevents effects from getting registered for SSnewtonian_movement
/obj/effect/particle_effect/newtonian_move(inertia_angle, instant = FALSE, start_delay = 0, drift_force = 0, controlled_cap = null)
return TRUE
/datum/effect_system
// Does not contain any behaviors and should not be used by itself
abstract_type = /datum/effect_system
/// Turf on which to spawn the effects
var/turf/location = null
/// Atom that is spawning the particles whose location we're following
var/atom/holder = null
/datum/effect_system/New(turf/location)
. = ..()
src.location = get_turf(location)
/datum/effect_system/Destroy()
holder = null
location = null
return ..()
/// Instruct the effect system to start following an atom. Can be chained into .start()
/datum/effect_system/proc/attach(atom/new_holder)
RETURN_TYPE(/datum/effect_system)
holder = new_holder
return src
/// Start the effect system
/datum/effect_system/proc/start()
return
/// Basic effect system which spawns a certain number of moving effects
/datum/effect_system/basic
/// Total number of particles to spawn
var/amount = 3
/// Should we pick among cardinals or all directions when deciding where the particle should move
var/cardinals_only = FALSE
/// Typepath of the effect to spawn
var/effect_type = null
/// Total amount of effects we currently have active
var/total_effects = 0
/// Should the system delete itself after finishing?
var/autocleanup = FALSE
/// Should the system delete effects that stop moving?
var/delete_on_stop = FALSE
/// How frequently (in deciseconds) should we move our particles?
var/step_delay = 0.5 SECONDS
// Internal use
/// The length of the previous assigned moveloop in deciseconds
var/last_loop_length = 0
/// List of dirs avalible to pick, used to avoid accidential duplicates
var/list/pickable_dirs = list()
/datum/effect_system/basic/New(turf/location, amount = null, cardinals_only = null)
. = ..()
if (!isnull(amount))
src.amount = amount
if (!isnull(cardinals_only))
src.cardinals_only = cardinals_only
/datum/effect_system/basic/start()
if(QDELETED(src))
return
for(var/i in 1 to amount)
if(total_effects > PER_SYSTEM_PARTICLE_CAP)
return
generate_effect()
/// Returns how many steps to attempt to move a generated effect
/datum/effect_system/basic/proc/get_step_count()
return rand(1, 3)
/// Generates a effect for our system to control, returns the generated effect
/datum/effect_system/basic/proc/generate_effect()
if(holder)
location = get_turf(holder)
var/obj/effect/effect = new effect_type(location)
total_effects++
if(!length(pickable_dirs))
if(cardinals_only)
pickable_dirs = GLOB.cardinals.Copy()
else
pickable_dirs = GLOB.alldirs.Copy()
// Try not to reuse dirs if possible to avoid weird stacking
var/direction = pick_n_take(pickable_dirs)
var/step_count = get_step_count()
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)
RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(post_move))
RegisterSignal(loop, COMSIG_QDELETING, PROC_REF(loop_end))
last_loop_length = loop.lifetime
return effect
/datum/effect_system/basic/proc/post_move(datum/move_loop/source, result, visual_delay)
SIGNAL_HANDLER
if(result == MOVELOOP_FAILURE)
move_failed(source, source.moving)
/// Allows us to hook into being unable to automatically move
/datum/effect_system/basic/proc/move_failed(datum/move_loop/loop, obj/effect/failed)
if(QDELETED(failed) || !delete_on_stop)
return
qdel(failed)
/datum/effect_system/basic/proc/loop_end(datum/move_loop/source)
SIGNAL_HANDLER
total_effects--
if(delete_on_stop && !QDELETED(source.moving))
qdel(source.moving)
if(autocleanup && total_effects == 0)
QDEL_IN(src, 2 SECONDS)
#undef PER_SYSTEM_PARTICLE_CAP