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SmArtKar 16aa15a136 Changes human name updates to be request-based instead of being automatically done every single tick (#92393)
## About The Pull Request

Changes human name to update whenever anything that could result in
their visible name changing occurs, such as changing IDs, equipping
gasmasks, picking potted plants, etc. Currently name updates occur every
``Life()`` tick and in a few "special" cases, which causes a lot of name
changes from sources such as equipment to not apply until the mob ticks,
and makes us waste a tiiiny bit of CPU time on name updates.
I've also slighly cleaned up human /Life() and made species'
``spec_life()`` not run when the mob is dead, as it was causing certain
unintended interactions, such as slimepeople regenerating blood while
dead.

## Why It's Good For The Game

Microoptimization, ensures that correct names are always used (in case
something could update their name but the mob hasn't ticked yet), plus
its just a cleaner implementation

(cherry picked from commit 87e1ef6f64)

# Conflicts:
#	code/game/data_huds.dm
2025-08-08 15:34:22 -04:00

123 lines
4.6 KiB
Plaintext

/obj/item/fake_identity_kit
name = "fake identity kit"
desc = "All of the paperwork you need to get a fresh start and a perfect alibi, plus a little digital assistance to insert you into crew records."
icon = 'icons/obj/service/bureaucracy.dmi'
icon_state = "docs_mulligan"
w_class = WEIGHT_CLASS_TINY
interaction_flags_click = NEED_LITERACY|NEED_LIGHT|NEED_DEXTERITY|NEED_HANDS|ALLOW_RESTING
/// What do we set up our "new arrival" as?
var/assigned_job = JOB_ASSISTANT
/obj/item/fake_identity_kit/examine_more(mob/user)
. = ..()
. += span_info("Using this kit after exposure to Mulligan serum will create a fake identity for your new appearance.")
. += span_info("This will add you to various station manifests, create an Assistant-level ID card, and announce your arrival over the radio.")
/obj/item/fake_identity_kit/attack_self(mob/living/carbon/human/user, modifiers)
. = ..()
if (!ishuman(user))
balloon_alert(user, "can't pass as employee!")
return
if (find_record(user.real_name))
balloon_alert(user, "records already exist!")
return
user.temporarilyRemoveItemFromInventory(src)
user.playsound_local(user, 'sound/items/cards/cardshuffle.ogg', 50, TRUE)
var/obj/item/card/id/advanced/original_id = user.get_idcard(hand_first = FALSE)
if (original_id)
user.temporarilyRemoveItemFromInventory(original_id)
var/datum/job/job = SSjob.get_job(assigned_job)
user.mind.set_assigned_role(job)
var/datum/outfit/job_outfit = job.outfit
var/id_trim = job_outfit::id_trim
var/obj/item/card/id/advanced/fake_id = new()
if (id_trim)
SSid_access.apply_trim_to_card(fake_id, id_trim)
shuffle_inplace(fake_id.access)
fake_id.registered_name = user.real_name
if(user.age)
fake_id.registered_age = user.age
fake_id.update_label()
fake_id.update_icon()
var/placed_in = user.equip_in_one_of_slots(fake_id, list(
LOCATION_ID,
LOCATION_LPOCKET,
LOCATION_RPOCKET,
LOCATION_BACKPACK,
LOCATION_HANDS,
), qdel_on_fail = FALSE, indirect_action = TRUE)
if (isnull(placed_in))
fake_id.forceMove(user.drop_location())
to_chat(user, span_warning("You drop your new ID card on the ground."))
else
to_chat(user, span_notice("You quickly put your new ID card [placed_in]."))
user.update_ID_card()
var/mob/living/carbon/human/dummy/consistent/dummy = new() // For manifest rendering, unfortunately
dummy.physique = user.physique
user.dna.copy_dna(dummy.dna, COPY_DNA_SE|COPY_DNA_SPECIES)
user.copy_clothing_prefs(dummy)
dummy.updateappearance(icon_update = TRUE, mutcolor_update = TRUE, mutations_overlay_update = TRUE)
dummy.dress_up_as_job(job, visual_only = TRUE, player_client = user.client)
GLOB.manifest.inject(user, appearance_proxy = dummy)
QDEL_NULL(dummy)
if (original_id)
var/returned_to = user.equip_in_one_of_slots(original_id, list(
LOCATION_BACKPACK,
LOCATION_LPOCKET,
LOCATION_RPOCKET,
LOCATION_HANDS,
), qdel_on_fail = FALSE, indirect_action = TRUE)
if (isnull(returned_to))
fake_id.forceMove(user.drop_location())
to_chat(user, span_warning("You drop your old ID card on the ground."))
else
to_chat(user, span_notice("You stash your old ID card [returned_to]."))
var/obj/item/arrival_announcer/announcer = new(user.drop_location())
user.put_in_hands(announcer)
to_chat(user, span_notice("You quickly eat the leftover paperwork, leaving only the signaller used to announce your arrival on the station."))
qdel(src)
/obj/item/arrival_announcer
name = "arrivals announcement signaller"
desc = "A radio signaller which uses a backdoor in the NT announcement system to trigger a fake announcement that you have just arrived there, then self-destructs."
icon_state = "signaller"
inhand_icon_state = "signaler"
icon = 'icons/obj/devices/new_assemblies.dmi'
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
interaction_flags_click = NEED_DEXTERITY|NEED_HANDS|ALLOW_RESTING
/obj/item/arrival_announcer/attack_self(mob/living/user, modifiers)
. = ..()
if (!isliving(user))
return
var/name = user.real_name
var/datum/record/manifest_data = find_record(name)
if (isnull(manifest_data))
balloon_alert(user, "no records found!")
return
var/job = manifest_data.rank
if (tgui_alert(user, "Announce arrival of [name] as [job]?", "Are you ready?", list("Yes", "No"), timeout = 30 SECONDS) != "Yes")
return
if (QDELETED(src) || !user.can_perform_action(src, interaction_flags_click))
return
announce_arrival(user, job, announce_to_ghosts = FALSE)
do_sparks(1, FALSE, user)
new /obj/effect/decal/cleanable/ash(user.drop_location())
user.temporarilyRemoveItemFromInventory(src)
qdel(src)