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https://github.com/Bubberstation/Bubberstation.git
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ae5a4f955d
## About The Pull Request Signals were initially only usable with component listeners, which while no longer the case has lead to outdated documentation, names, and a similar location in code. This pr pulls the two apart. Partially because mso thinks we should, but also because they really aren't directly linked anymore, and having them in this midstate just confuses people. [Renames comp_lookup to listen_lookup, since that's what it does](https://github.com/tgstation/tgstation/commit/102b79694fa8eb57ecf7b36032616a9e368ccced) [Moves signal procs over to their own file](https://github.com/tgstation/tgstation/commit/33d07d01fd336726b4f6f6f1b61bb0b3f11a00dc) [Renames the PREQDELETING and QDELETING comsigs to drop the parent bit since they can hook to more then just comps now](https://github.com/tgstation/tgstation/commit/335ea4ad081ec63c42cfa05856e582cca833af6e) [Does something similar to the attackby comsigs (PARENT -> ATOM)](https://github.com/tgstation/tgstation/commit/210e57051df63f88dac3dd83321236da825aae5e) [And finally passes over the examine signals](https://github.com/tgstation/tgstation/commit/65917658fb8a1e7d28ae23c9437a583d646f0302) ## Why It's Good For The Game Code makes more sense, things are better teased apart, s just good imo ## Changelog 🆑 refactor: Pulled apart the last vestiges of names/docs directly linking signals to components /🆑
101 lines
3.5 KiB
Plaintext
101 lines
3.5 KiB
Plaintext
//WATER EFFECTS
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/obj/effect/particle_effect/water
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name = "water"
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icon_state = "extinguish"
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pass_flags = PASSTABLE | PASSMACHINE | PASSSTRUCTURE | PASSGRILLE | PASSBLOB | PASSVEHICLE
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var/life = 15
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/effect/particle_effect/water/Initialize(mapload)
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. = ..()
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QDEL_IN(src, 70)
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/obj/effect/particle_effect/water/Move(turf/newloc)
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if (--src.life < 1)
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qdel(src)
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return FALSE
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return ..()
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/obj/effect/particle_effect/water/Bump(atom/A)
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if(reagents)
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reagents.expose(A)
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if(A.reagents)
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A.reagents.expose_temperature(-25)
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return ..()
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///Extinguisher snowflake
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/obj/effect/particle_effect/water/extinguisher
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/obj/effect/particle_effect/water/extinguisher/Move()
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. = ..()
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if(!reagents)
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return
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reagents.expose(get_turf(src))
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for(var/atom/thing as anything in get_turf(src))
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reagents.expose(thing)
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/// Starts the effect moving at a target with a delay in deciseconds, and a lifetime in moves
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/// Returns the created loop
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/obj/effect/particle_effect/water/extinguisher/proc/move_at(atom/target, delay, lifetime)
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var/datum/move_loop/loop = SSmove_manager.move_towards_legacy(src, target, delay, timeout = delay * lifetime, flags = MOVEMENT_LOOP_START_FAST, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
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RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(post_forcemove))
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RegisterSignal(loop, COMSIG_QDELETING, PROC_REF(movement_stopped))
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return loop
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/obj/effect/particle_effect/water/extinguisher/proc/post_forcemove(datum/move_loop/source, success)
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SIGNAL_HANDLER
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if(!success)
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end_life(source)
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/obj/effect/particle_effect/water/extinguisher/proc/movement_stopped(datum/move_loop/source)
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SIGNAL_HANDLER
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if(!QDELETED(src))
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end_life(source)
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/obj/effect/particle_effect/water/extinguisher/proc/end_life(datum/move_loop/engine)
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QDEL_IN(src, engine.delay) //Gotta let it stop drifting
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animate(src, alpha = 0, time = engine.delay)
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/obj/effect/particle_effect/water/extinguisher/stomach_acid
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name = "acid"
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icon_state = "xenobarf"
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// Stomach acid doesn't use legacy because it's not "targeted", and we instead want the circular sorta look
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/obj/effect/particle_effect/water/extinguisher/stomach_acid/move_at(atom/target, delay, lifetime)
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var/datum/move_loop/loop = SSmove_manager.move_towards(src, target, delay, timeout = delay * lifetime, flags = MOVEMENT_LOOP_START_FAST, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
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RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(post_forcemove))
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RegisterSignal(loop, COMSIG_QDELETING, PROC_REF(movement_stopped))
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return loop
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/////////////////////////////////////////////
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// GENERIC STEAM SPREAD SYSTEM
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//Usage: set_up(number of bits of steam, use North/South/East/West only, spawn location)
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// The attach(atom/atom) proc is optional, and can be called to attach the effect
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// to something, like a smoking beaker, so then you can just call start() and the steam
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// will always spawn at the items location, even if it's moved.
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/* Example:
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*var/datum/effect_system/steam_spread/steam = new /datum/effect_system/steam_spread() -- creates new system
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*steam.set_up(5, 0, mob.loc) -- sets up variables
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*OPTIONAL: steam.attach(mob)
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*steam.start() -- spawns the effect
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*/
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/////////////////////////////////////////////
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/obj/effect/particle_effect/steam
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name = "steam"
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icon_state = "extinguish"
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density = FALSE
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/obj/effect/particle_effect/steam/Initialize(mapload)
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. = ..()
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QDEL_IN(src, 20)
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/datum/effect_system/steam_spread
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effect_type = /obj/effect/particle_effect/steam
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/obj/effect/particle_effect/water/Bump(atom/A)
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if(A.reagents && reagents)
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A.reagents.expose_temperature(reagents.chem_temp)
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