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https://github.com/Bubberstation/Bubberstation.git
synced 2026-06-22 14:44:12 +01:00
f58b8511f0
## About The Pull Request This PR refactors ``effect_system``s to be a bit easier to use by getting rid of ``set_up``, allowing ``attach()`` to be chained into ``start()`` and refactoring most direct system usages in our code to use helper procs. ``set_up`` was unnecessary and only existed to allow ``New``'s behavior to be fully overriden, which is not required if we split sparks/lightning/steam into a new ``/datum/effect_system/basic`` subtype which houses the effect spreading behavior. This allows us to roll all logic from ``set_up`` into ``New`` and cut down on code complexity. Chaining setup as ``system.attach(src).start()`` also helps a bit in case no helper method exists I've added ``do_chem_smoke`` and ``do_foam`` helpers, which respectively allow chemical smoke or foam to be spawned easily without having to manually create effect datums and reagent holders. Also turns out we've had some nonfunctional effect systems which either never set themselves up, or never started, so I fixed those while I was at it (mostly by moving them to aforementioned helper procs) ## Why It's Good For The Game Cleaner code, makes it significantly easier for users to work with. Also most of our effect system usage was copypasta which was passing booleans as numbers, while perfectly fine helper procs existed in our code. ## Changelog 🆑 refactor: Refactored sparks, foam, smoke, and other miscellaneous effect systems. refactor: Vapes now have consistent rigging with cigs using the new system. fix: Fixed some effects never working. /🆑
97 lines
3.0 KiB
Plaintext
97 lines
3.0 KiB
Plaintext
/obj/machinery/byteforge
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name = "byteforge"
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circuit = /obj/item/circuitboard/machine/byteforge
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desc = "A machine used by the quantum server. Quantum code converges here, materializing decrypted assets from the virtual abyss."
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icon = 'icons/obj/machines/bitrunning.dmi'
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icon_state = "byteforge"
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base_icon_state = "byteforge"
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obj_flags = BLOCKS_CONSTRUCTION | CAN_BE_HIT
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/// Idle particles
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var/mutable_appearance/byteforge_particles
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/obj/machinery/byteforge/Initialize(mapload)
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. = ..()
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register_context()
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/obj/machinery/byteforge/post_machine_initialize()
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. = ..()
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setup_particles()
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/obj/machinery/byteforge/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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. = NONE
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if(isnull(held_item))
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return
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if(held_item.tool_behaviour == TOOL_SCREWDRIVER)
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context[SCREENTIP_CONTEXT_LMB] = "[panel_open ? "Close" : "Open"] Panel"
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return CONTEXTUAL_SCREENTIP_SET
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else if(held_item.tool_behaviour == TOOL_CROWBAR && panel_open)
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context[SCREENTIP_CONTEXT_LMB] = "Deconstruct"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/machinery/byteforge/examine(mob/user)
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. = ..()
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. += span_notice("Must be within 4 tiles of the quantum server.")
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. += span_notice("Its maintenance panel can be [EXAMINE_HINT("screwed")] [panel_open ? "close" : "open"].")
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if(panel_open)
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. += span_notice("It can be [EXAMINE_HINT("pried")] apart.")
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/obj/machinery/byteforge/update_appearance(updates)
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. = ..()
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setup_particles()
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/obj/machinery/byteforge/screwdriver_act(mob/living/user, obj/item/screwdriver)
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. = ITEM_INTERACT_FAILURE
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if(default_deconstruction_screwdriver(user, "[base_icon_state]_panel", base_icon_state, screwdriver))
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return ITEM_INTERACT_SUCCESS
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/obj/machinery/byteforge/crowbar_act(mob/living/user, obj/item/crowbar)
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. = ITEM_INTERACT_FAILURE
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if(default_deconstruction_crowbar(crowbar))
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return ITEM_INTERACT_SUCCESS
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/// Does some sparks after it's done
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/obj/machinery/byteforge/proc/flash(atom/movable/thing)
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playsound(src, 'sound/effects/magic/blink.ogg', 50, TRUE)
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do_sparks(5, TRUE, loc, spark_type = /datum/effect_system/basic/spark_spread/quantum)
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set_light(l_on = FALSE)
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/// Forge begins to process
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/obj/machinery/byteforge/proc/flicker(angry = FALSE)
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var/mutable_appearance/lighting = mutable_appearance(initial(icon), "on_overlay[angry ? "_angry" : ""]")
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flick_overlay_view(lighting, 1 SECONDS)
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set_light(l_range = 2, l_power = 1.5, l_color = angry ? LIGHT_COLOR_BUBBLEGUM : LIGHT_COLOR_BABY_BLUE, l_on = TRUE)
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/// Adds the particle overlays to the byteforge
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/obj/machinery/byteforge/proc/setup_particles(angry = FALSE)
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cut_overlay(byteforge_particles)
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byteforge_particles = mutable_appearance(initial(icon), "on_particles[angry ? "_angry" : ""]", ABOVE_MOB_LAYER)
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if(is_operational)
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add_overlay(byteforge_particles)
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/// Forge is done processing
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/obj/machinery/byteforge/proc/spawn_cache(obj/cache)
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if(QDELETED(cache))
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return
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flash()
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cache.forceMove(loc)
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/// Timed flash
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/obj/machinery/byteforge/proc/start_to_spawn(obj/cache)
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flicker()
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addtimer(CALLBACK(src, PROC_REF(spawn_cache), cache), 1 SECONDS)
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