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Bubberstation/code/modules/bitrunning/server/util.dm
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SmArtKar f58b8511f0 Refactors effect_system (#94999)
## 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.
/🆑
2026-02-03 22:23:09 -05:00

194 lines
5.7 KiB
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#define MAX_DISTANCE 4 // How far crates can spawn from the server
/// Resets the cooldown state and updates icons
/obj/machinery/quantum_server/proc/cool_off()
is_ready = TRUE
update_appearance()
aas_config_announce(/datum/aas_config_entry/bitrunning_QS_ready_announcement, list(), src, list(RADIO_CHANNEL_SUPPLY))
/// If there are hosted minds, attempts to get a list of their current virtual bodies w/ vitals
/obj/machinery/quantum_server/proc/get_avatar_data()
var/list/hosted_avatars = list()
for(var/datum/weakref/avatar_ref in avatar_connection_refs)
var/datum/component/avatar_connection/connection = avatar_ref.resolve()
if(isnull(connection))
avatar_connection_refs.Remove(connection)
continue
var/mob/living/creature = connection.parent
var/mob/living/pilot = connection.old_body_ref?.resolve()
hosted_avatars += list(list(
"health" = creature.health,
"name" = creature.name,
"pilot" = pilot,
"brute" = creature.get_brute_loss(),
"burn" = creature.get_fire_loss(),
"tox" = creature.get_tox_loss(),
"oxy" = creature.get_oxy_loss(),
))
return hosted_avatars
/// I grab the atom here so I can signal it / manipulate spawners etc
/obj/machinery/quantum_server/proc/get_avatar_destination() as /atom
// Branch A: Custom spawns
if(length(generated_domain.custom_spawns))
var/atom/valid_spawner
while(isnull(valid_spawner))
var/atom/chosen = pick(generated_domain.custom_spawns)
if(QDELETED(chosen))
generated_domain.custom_spawns -= chosen
continue
valid_spawner = chosen
break
return valid_spawner
// Branch B: Hololadders
if(!length(exit_turfs))
return
if(retries_spent >= length(exit_turfs))
return
var/turf/exit_tile
for(var/turf/dest_turf in exit_turfs)
if(!locate(/obj/structure/hololadder) in dest_turf)
exit_tile = dest_turf
break
if(isnull(exit_tile))
return
var/obj/structure/hololadder/wayout = new(exit_tile, src)
if(isnull(wayout))
return
retries_spent += 1
return wayout
/// Locates any turfs with forges on them, returns a random one
/obj/machinery/quantum_server/proc/get_random_nearby_forge()
var/list/nearby_forges = list()
for(var/obj/machinery/byteforge/forge in oview(MAX_DISTANCE, src))
nearby_forges += forge
return pick(nearby_forges)
/// Gets a random available domain given the current points.
/obj/machinery/quantum_server/proc/get_random_domain_id()
if(points < 1)
return
var/list/random_domains = list()
for(var/datum/lazy_template/virtual_domain/available as anything in subtypesof(/datum/lazy_template/virtual_domain))
var/init_cost = initial(available.cost)
if(!(initial(available.domain_flags) & DOMAIN_TEST_ONLY) && \
init_cost <= points && \
init_cost > BITRUNNER_COST_NONE && \
init_cost < BITRUNNER_COST_EXTREME \
)
random_domains.Add(available)
shuffle_inplace(random_domains)
var/datum/lazy_template/virtual_domain/selected = pick(random_domains)
domain_randomized = TRUE
return initial(selected.key)
/// Removes all blacklisted items from a mob and returns them to base state
/obj/machinery/quantum_server/proc/reset_equipment(mob/living/carbon/human/person)
for(var/obj/item in person.get_equipped_items(INCLUDE_POCKETS | INCLUDE_ACCESSORIES))
qdel(item)
var/datum/antagonist/bitrunning_glitch/antag_datum = locate() in person.mind?.antag_datums
if(isnull(antag_datum?.preview_outfit))
return
person.equipOutfit(antag_datum.preview_outfit)
antag_datum.fix_agent_id()
/// Severs any connected users
/obj/machinery/quantum_server/proc/sever_connections()
if(isnull(generated_domain) || !length(avatar_connection_refs))
return
SEND_SIGNAL(src, COMSIG_BITRUNNER_QSRV_SEVER)
/// Do some magic teleport sparks
/obj/machinery/quantum_server/proc/spark_at_location(obj/cache)
playsound(cache, 'sound/effects/magic/blink.ogg', 50, vary = TRUE)
do_sparks(5, FALSE, get_turf(cache), spark_type = /datum/effect_system/basic/spark_spread/quantum)
/// Starts building a new avatar for the player.
/// Called by netpods when they don't have a current avatar.
/// This is a procedural proc which links several others together.
/obj/machinery/quantum_server/proc/start_new_connection(mob/living/carbon/human/neo, datum/outfit/netsuit) as /mob/living/carbon/human
var/atom/entry_atom = get_avatar_destination()
if(isnull(entry_atom))
return
var/mob/living/carbon/new_avatar = generate_avatar(get_turf(entry_atom), netsuit)
stock_gear(new_avatar, neo, generated_domain)
// Cleanup for domains with one time use custom spawns
if(!length(generated_domain.custom_spawns))
return new_avatar
// If we're spawning from some other fuckery, no need for this
if(istype(entry_atom, /obj/effect/mob_spawn/ghost_role/human/virtual_domain))
var/obj/effect/mob_spawn/ghost_role/human/virtual_domain/spawner = entry_atom
spawner.artificial_spawn(new_avatar)
if(!generated_domain.keep_custom_spawns)
generated_domain.custom_spawns -= entry_atom
qdel(entry_atom)
return new_avatar
/// Toggles broadcast on and off
/obj/machinery/quantum_server/proc/toggle_broadcast()
if(!COOLDOWN_FINISHED(src, broadcast_toggle_cd))
return FALSE
broadcasting = !broadcasting
if(generated_domain)
// The cooldown only really matter is we're flipping TVs
COOLDOWN_START(src, broadcast_toggle_cd, 5 SECONDS)
// And we only flip TVs when there's a domain, because otherwise there's no cams to watch
set_network_broadcast_status(BITRUNNER_CAMERA_NET, broadcasting)
return TRUE
/// Returns a turf if it's not dense, else will find a neighbor.
/obj/machinery/quantum_server/proc/validate_turf(turf/chosen_turf)
if(!chosen_turf.is_blocked_turf())
return chosen_turf
for(var/turf/tile in get_adjacent_open_turfs(chosen_turf))
if(!tile.is_blocked_turf())
return chosen_turf
#undef MAX_DISTANCE