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This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review. Introduces the resistance_flags bitflag that replaces unacidable and burn_state. Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
75 lines
1.8 KiB
Plaintext
75 lines
1.8 KiB
Plaintext
/* 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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/obj/effect/particle_effect
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name = "particle effect"
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mouse_opacity = 0
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pass_flags = PASSTABLE | PASSGRILLE
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/obj/effect/particle_effect/New()
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..()
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if(ticker)
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cameranet.updateVisibility(src)
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/obj/effect/particle_effect/Destroy()
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if(ticker)
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cameranet.updateVisibility(src)
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..()
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return QDEL_HINT_PUTINPOOL
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/datum/effect_system
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var/number = 3
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var/cardinals = 0
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var/turf/location
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var/atom/holder
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var/effect_type
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var/total_effects = 0
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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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/datum/effect_system/proc/set_up(n = 3, c = 0, loca)
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if(n > 10)
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n = 10
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number = n
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cardinals = c
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if(isturf(loca))
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location = loca
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else
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location = get_turf(loca)
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/datum/effect_system/proc/attach(atom/atom)
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holder = atom
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/datum/effect_system/proc/start()
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for(var/i in 1 to number)
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if(total_effects > 20)
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return
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addtimer(src, "generate_effect", 0)
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/datum/effect_system/proc/generate_effect()
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if(holder)
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location = get_turf(holder)
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var/obj/effect/E = PoolOrNew(effect_type, location)
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total_effects++
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var/direction
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if(cardinals)
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direction = pick(cardinal)
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else
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direction = pick(alldirs)
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var/steps_amt = pick(1,2,3)
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for(var/j in 1 to steps_amt)
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sleep(5)
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step(E,direction)
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addtimer(src, "decrement_total_effect", 20)
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/datum/effect_system/proc/decrement_total_effect()
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total_effects--
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