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[MIRROR] Implements timed_action_flags for do_after-like procs (#1385)
* Implements timed_action_flags for do_after-like procs (#54409) Originally I wanted to fix an issue where the `get_up()` `do_after()` would ignore the callback checks, because it was `uninterruptible`, so that made me refactor these procs to allow for higher granularity on checks and standardize behavior a bit more. There's more work to be done for them, but one thing at a time. * Removes the `uninterruptible` check in favor of the more granular `timed_action_flags` * Cleans code on the `do_atom`, `do_after_mob`, `do_mob` and `do_after` procs to standardize them a little better. * Implements timed_action_flags for do_after-like procs * Update horror_form.dm Co-authored-by: Rohesie <rohesie@gmail.com> Co-authored-by: Azarak <azarak10@gmail.com>
This commit is contained in:
co-authored by
Rohesie
Azarak
parent
4299f0555f
commit
f02e30a50e
@@ -124,7 +124,7 @@
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return
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user.visible_message("<span class='notice'>[user] starts to pour the contents of [O] onto [src].</span>", "<span class='notice'>You start to slowly pour the contents of [O] onto [src].</span>")
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if(!do_after(user, 60, TRUE, src))
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if(!do_after(user, 6 SECONDS, src))
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to_chat(user, "<span class='warning'>You failed to pour [O] onto [src]!</span>")
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return
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@@ -277,7 +277,7 @@
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buckle_cd = O.breakouttime
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visible_message("<span class='warning'>[src] attempts to unbuckle [p_them()]self!</span>", \
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"<span class='notice'>You attempt to unbuckle yourself... (This will take around [round(buckle_cd/600,1)] minute\s, and you need to stay still.)</span>")
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if(do_after(src, buckle_cd, 0, target = src))
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if(do_after(src, buckle_cd, target = src, timed_action_flags = IGNORE_HELD_ITEM))
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if(!buckled)
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return
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buckled.user_unbuckle_mob(src,src)
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@@ -328,7 +328,7 @@
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if(!cuff_break)
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visible_message("<span class='warning'>[src] attempts to remove [I]!</span>")
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to_chat(src, "<span class='notice'>You attempt to remove [I]... (This will take around [DisplayTimeText(breakouttime)] and you need to stand still.)</span>")
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if(do_after(src, breakouttime, 0, target = src))
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if(do_after(src, breakouttime, target = src, timed_action_flags = IGNORE_HELD_ITEM))
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. = clear_cuffs(I, cuff_break)
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else
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to_chat(src, "<span class='warning'>You fail to remove [I]!</span>")
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@@ -337,7 +337,7 @@
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breakouttime = 50
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visible_message("<span class='warning'>[src] is trying to break [I]!</span>")
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to_chat(src, "<span class='notice'>You attempt to break [I]... (This will take around 5 seconds and you need to stand still.)</span>")
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if(do_after(src, breakouttime, 0, target = src))
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if(do_after(src, breakouttime, target = src, timed_action_flags = IGNORE_HELD_ITEM))
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. = clear_cuffs(I, cuff_break)
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else
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to_chat(src, "<span class='warning'>You fail to break [I]!</span>")
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@@ -1098,7 +1098,7 @@
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//Joe Medic starts quickly/expertly lifting Grey Tider onto their back..
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"<span class='notice'>[carrydelay < 35 ? "Using your gloves' nanochips, you" : "You"] [skills_space] start to lift [target] onto your back[carrydelay == 40 ? ", while assisted by the nanochips in your gloves.." : "..."]</span>")
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//(Using your gloves' nanochips, you/You) ( /quickly/expertly) start to lift Grey Tider onto your back(, while assisted by the nanochips in your gloves../...)
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if(do_after(src, carrydelay, TRUE, target))
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if(do_after(src, carrydelay, target))
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//Second check to make sure they're still valid to be carried
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if(can_be_firemanned(target) && !incapacitated(FALSE, TRUE) && !target.buckled)
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if(target.loc != loc)
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@@ -645,7 +645,7 @@
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if(src == M)
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if(has_status_effect(STATUS_EFFECT_CHOKINGSTRAND))
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to_chat(src, "<span class='notice'>You attempt to remove the durathread strand from around your neck.</span>")
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if(do_after(src, 35, null, src))
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if(do_after(src, 3.5 SECONDS, src))
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to_chat(src, "<span class='notice'>You succesfuly remove the durathread strand.</span>")
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remove_status_effect(STATUS_EFFECT_CHOKINGSTRAND)
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return
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@@ -1310,7 +1310,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
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user.visible_message("<span class='warning'>[user] starts stealing [target]'s [I.name]!</span>",
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"<span class='danger'>You start stealing [target]'s [I.name]...</span>", null, null, target)
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to_chat(target, "<span class='userdanger'>[user] starts stealing your [I.name]!</span>")
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if(do_after(user, I.strip_delay, TRUE, target, TRUE))
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if(do_after(user, I.strip_delay, target))
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target.dropItemToGround(I, TRUE)
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user.put_in_hands(I)
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user.visible_message("<span class='warning'>[user] stole [target]'s [I.name]!</span>",
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@@ -170,7 +170,7 @@
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var/static/mutable_appearance/overcharge //shameless copycode from lightning spell
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overcharge = overcharge || mutable_appearance('icons/effects/effects.dmi', "electricity", EFFECTS_LAYER)
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H.add_overlay(overcharge)
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if(do_mob(H, H, 50, 1))
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if(do_after(H, 5 SECONDS, timed_action_flags = (IGNORE_USER_LOC_CHANGE|IGNORE_HELD_ITEM|IGNORE_INCAPACITATED)))
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H.flash_lighting_fx(5, 7, current_color)
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var/obj/item/organ/stomach/ethereal/stomach = H.getorganslot(ORGAN_SLOT_STOMACH)
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playsound(H, 'sound/magic/lightningshock.ogg', 100, TRUE, extrarange = 5)
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@@ -186,7 +186,7 @@
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to_chat(H, "<span class='userdanger'>You're pretty sure you just felt your heart stop for a second there..</span>")
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H.playsound_local(H, 'sound/effects/singlebeat.ogg', 100, 0)
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H.Paralyze(100)
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return
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/datum/species/ethereal/proc/get_charge(mob/living/carbon/H) //this feels like it should be somewhere else. Eh?
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var/obj/item/organ/stomach/ethereal/stomach = H.getorganslot(ORGAN_SLOT_STOMACH)
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@@ -204,7 +204,7 @@
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H.notransform = TRUE
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if(do_after(owner, delay=60, needhand=FALSE, target=owner, progress=TRUE))
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if(do_after(owner, delay = 6 SECONDS, target = owner, timed_action_flags = IGNORE_HELD_ITEM))
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if(H.blood_volume >= BLOOD_VOLUME_SLIME_SPLIT)
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make_dupe()
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else
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@@ -491,8 +491,7 @@
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/mob/living/proc/get_up(instant = FALSE)
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set waitfor = FALSE
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var/static/datum/callback/rest_checks = CALLBACK(src, .proc/rest_checks_callback)
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if(!instant && !do_mob(src, src, 1 SECONDS, uninterruptible = TRUE, extra_checks = rest_checks))
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if(!instant && !do_mob(src, src, 1 SECONDS, timed_action_flags = (IGNORE_USER_LOC_CHANGE|IGNORE_TARGET_LOC_CHANGE|IGNORE_HELD_ITEM), extra_checks = CALLBACK(src, /mob/living/proc/rest_checks_callback)))
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return
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if(resting || body_position == STANDING_UP || HAS_TRAIT(src, TRAIT_FLOORED))
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return
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@@ -50,7 +50,7 @@
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user.do_attack_animation(src)
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if (user.name == master)
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visible_message("<span class='notice'>Responding to its master's touch, [src] disengages its holochassis emitter, rapidly losing coherence.</span>")
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if(do_after(user, 1 SECONDS, TRUE, src))
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if(do_after(user, 1 SECONDS, src))
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fold_in()
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if(user.put_in_hands(card))
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user.visible_message("<span class='notice'>[user] promptly scoops up [user.p_their()] pAI's card.</span>")
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