mirror of
https://github.com/Bubberstation/Bubberstation.git
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MC: No longer tracks a subsystem's cpu usage. This was basically worthless and took up space on the stat panel Can calculate wait down to a tenth of a decisecond to make it fps/world.ticklag agnostic Now allows subsystems to have a dynamic wait, that is based on a ratio of how long that subsystem has been taking to process(cost). (This system allows for upper and lower bounds, and an changeable cost delta for each subsystem) MC can now be told to init a zlevel All Subsystems: Stats panel now allows child subsystems to pass it a message to add to its stats entry. All subsystems have been moved over to this system - This should cut down on subsystems having to copy and paste the stats proc in order to add to it All subsystems now properlly handle being given a zlevel in their init proc Subsystem changes: Air: Added air to the dynamic wait subsystem. upper bound: 50, lower bound: 5, cost delta: 3 times process cost Air now fires 4 times faster when it can do so without lagging things up Pipenet has been merged into air Atmos machinery now processes with process_atmos(), ticked by air, not machinery. Hotspots (the fire object) are now object pooled Pipenet: Deleted, added to air Machinery: Moved all atmos calcualtions in all objects's process() to process_atmos(). Lighting: Added Lighting to the dynamic wait subsystem. upper bound: 20, lower bound: 5, cost delta: 3 times process cost Ticker: Fixed ticker not updating the lobby panel when game start delayed Fixed the game start timer updating rapidly from queued fires when game start delay is removed Garbage/qdel: qdel will now limit its process time to 2ds a fire. qdel can now be given hints as a return to Destroy() as to what should be done with the object. the options are: queue: (default) this is the normal behavior. letmelive: old default to non-null/zero. does nothing with the object iwillgc: functionally the same as above, mainly to let people working with objects know that the object will not be queued for GC checking harddel: this will queue the object to be deleted without storing a soft reference, mainly to save locate() processing time. harddel_now: this will del() the object. To allow for a clean removal of every del() not in qdel All objects have been updated to the new system, harddel and iwillgc was not added to any new objects. Fixed some objects not GCing because they didn't properlly clear references in Destory() Fixed some objects getting qdel'ed preventing other objects from getting GCed because they did not null their reference to that object.
290 lines
8.4 KiB
Plaintext
290 lines
8.4 KiB
Plaintext
/* Stack type objects!
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* Contains:
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* Stacks
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* Recipe datum
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*/
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/*
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* Stacks
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*/
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/obj/item/stack
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origin_tech = "materials=1"
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gender = PLURAL
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var/list/datum/stack_recipe/recipes
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var/singular_name
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var/amount = 1
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var/max_amount //also see stack recipes initialisation, param "max_res_amount" must be equal to this max_amount
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var/is_cyborg = 0 // It's 1 if module is used by a cyborg, and uses its storage
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var/datum/robot_energy_storage/source
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var/cost = 1 // How much energy from storage it costs
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/obj/item/stack/New(var/loc, var/amount=null)
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..()
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if (amount)
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src.amount = amount
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return
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/obj/item/stack/Destroy()
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if (usr && usr.machine==src)
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usr << browse(null, "window=stack")
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src.loc = null
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..()
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/obj/item/stack/examine(mob/user)
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..()
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if (is_cyborg)
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if(src.singular_name)
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user << "There is enough energy for [src.get_amount()] [src.singular_name]\s."
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else
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user << "There is enough energy for [src.get_amount()]."
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return
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if(src.singular_name)
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if(src.get_amount()>1)
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user << "There are [src.get_amount()] [src.singular_name]\s in the stack."
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else
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user << "There is [src.get_amount()] [src.singular_name] in the stack."
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else if(src.get_amount()>1)
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user << "There are [src.get_amount()] in the stack."
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else
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user << "There is [src.get_amount()] in the stack."
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/obj/item/stack/proc/get_amount()
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if (is_cyborg)
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return round(source.energy / cost)
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else
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return (amount)
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/obj/item/stack/attack_self(mob/user as mob)
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interact(user)
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/obj/item/stack/interact(mob/user as mob)
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if (!recipes)
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return
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if (!src || get_amount() <= 0)
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user << browse(null, "window=stack")
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user.set_machine(src) //for correct work of onclose
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var/t1 = text("<HTML><HEAD><title>Constructions from []</title></HEAD><body><TT>Amount Left: []<br>", src, src.get_amount())
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for(var/i=1;i<=recipes.len,i++)
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var/datum/stack_recipe/R = recipes[i]
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if (isnull(R))
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t1 += "<hr>"
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continue
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if (i>1 && !isnull(recipes[i-1]))
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t1+="<br>"
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var/max_multiplier = round(src.get_amount() / R.req_amount)
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var/title as text
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var/can_build = 1
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can_build = can_build && (max_multiplier>0)
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/*
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if (R.one_per_turf)
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can_build = can_build && !(locate(R.result_type) in usr.loc)
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if (R.on_floor)
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can_build = can_build && istype(usr.loc, /turf/simulated/floor)
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*/
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if (R.res_amount>1)
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title+= "[R.res_amount]x [R.title]\s"
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else
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title+= "[R.title]"
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title+= " ([R.req_amount] [src.singular_name]\s)"
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if (can_build)
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t1 += text("<A href='?src=\ref[];make=[];multiplier=1'>[]</A> ", src, i, title)
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else
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t1 += text("[]", title)
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continue
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if (R.max_res_amount>1 && max_multiplier>1)
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max_multiplier = min(max_multiplier, round(R.max_res_amount/R.res_amount))
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t1 += " |"
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var/list/multipliers = list(5,10,25)
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for (var/n in multipliers)
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if (max_multiplier>=n)
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t1 += " <A href='?src=\ref[src];make=[i];multiplier=[n]'>[n*R.res_amount]x</A>"
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if (!(max_multiplier in multipliers))
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t1 += " <A href='?src=\ref[src];make=[i];multiplier=[max_multiplier]'>[max_multiplier*R.res_amount]x</A>"
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t1 += "</TT></body></HTML>"
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user << browse(t1, "window=stack")
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onclose(user, "stack")
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return
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/obj/item/stack/Topic(href, href_list)
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..()
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if ((usr.restrained() || usr.stat || usr.get_active_hand() != src))
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return
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if (href_list["make"])
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if (src.get_amount() < 1) qdel(src) //Never should happen
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var/datum/stack_recipe/R = recipes[text2num(href_list["make"])]
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var/multiplier = text2num(href_list["multiplier"])
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if (!multiplier ||(multiplier <= 0)) //href protection
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return
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if(!building_checks(R, multiplier))
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return
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if (R.time)
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usr.visible_message("<span class='notice'>[usr] starts building [R.title].</span>", "<span class='notice'>You start building [R.title]...</span>")
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if (!do_after(usr, R.time))
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return
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if(!building_checks(R, multiplier))
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return
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var/atom/O = new R.result_type( usr.loc )
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O.dir = usr.dir
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use(R.req_amount * multiplier)
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//is it a stack ?
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if (R.max_res_amount > 1)
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var/obj/item/stack/new_item = O
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new_item.amount = R.res_amount*multiplier
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new_item.add_to_stacks(usr) //try to merge with existing stacks on current tile
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if(new_item.amount <= 0)//if the stack is empty, i.e it has been merged with an existing stack and has been garbage collected
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return
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if (istype(O,/obj/item))
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usr.put_in_hands(O)
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O.add_fingerprint(usr)
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//BubbleWrap - so newly formed boxes are empty
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if ( istype(O, /obj/item/weapon/storage) )
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for (var/obj/item/I in O)
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qdel(I)
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//BubbleWrap END
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if (src && usr.machine==src) //do not reopen closed window
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spawn( 0 )
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src.interact(usr)
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return
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return
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/obj/item/stack/proc/building_checks(datum/stack_recipe/R, multiplier)
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if (src.get_amount() < R.req_amount*multiplier)
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if (R.req_amount*multiplier>1)
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usr << "<span class='warning'>You haven't got enough [src] to build \the [R.req_amount*multiplier] [R.title]\s!</span>"
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else
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usr << "<span class='warning'>You haven't got enough [src] to build \the [R.title]!</span>"
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return 0
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if (R.one_per_turf && (locate(R.result_type) in usr.loc))
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usr << "<span class='warning'>There is another [R.title] here!</span>"
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return 0
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if (R.on_floor && !istype(usr.loc, /turf/simulated/floor))
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usr << "<span class='warning'>\The [R.title] must be constructed on the floor!</span>"
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return 0
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return 1
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/obj/item/stack/proc/use(var/used) // return 0 = borked; return 1 = had enough
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if(zero_amount())
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return 0
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if (is_cyborg)
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return source.use_charge(used * cost)
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if (amount < used)
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return 0
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amount -= used
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zero_amount()
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update_icon()
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return 1
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/obj/item/stack/proc/zero_amount()
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if (amount < 1)
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if(usr)
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usr.unEquip(src, 1)
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qdel(src)
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return 1
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return 0
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/obj/item/stack/proc/add(var/amount)
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if (is_cyborg)
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source.add_charge(amount * cost)
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else
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src.amount += amount
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update_icon()
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/obj/item/stack/proc/add_to_stacks(mob/usr as mob)
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var/obj/item/stack/oldsrc = src
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src = null
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for (var/obj/item/stack/item in usr.loc)
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if (item==oldsrc)
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continue
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if (!istype(item, oldsrc.type))
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continue
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if (item.amount>=item.max_amount)
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continue
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oldsrc.attackby(item, usr)
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usr << "<span class='notice'>You add new [item.singular_name] to the stack. It now contains [item.amount] [item.singular_name]\s.</span>"
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if(oldsrc.amount <= 0)
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break
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oldsrc.update_icon()
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/obj/item/stack/attack_hand(mob/user as mob)
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if (user.get_inactive_hand() == src)
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if(zero_amount()) return
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var/obj/item/stack/F = new src.type( user, 1)
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F.copy_evidences(src)
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user.put_in_hands(F)
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src.add_fingerprint(user)
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F.add_fingerprint(user)
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use(1)
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if (src && usr.machine==src)
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spawn(0) src.interact(usr)
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else
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..()
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return
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/obj/item/stack/attackby(obj/item/W as obj, mob/user as mob, params)
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if (istype(W, src.type))
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if(zero_amount()) return
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var/obj/item/stack/S = W
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if (S.is_cyborg)
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var/to_transfer = min(src.amount, round((S.source.max_energy - S.source.energy) / S.cost))
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S.add(to_transfer)
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if (S && usr.machine==S)
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spawn(0) S.interact(usr)
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src.use(to_transfer)
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if (src && usr.machine==src)
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spawn(0) src.interact(usr)
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else
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if (S.amount >= max_amount)
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return
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var/to_transfer as num
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if (user.get_inactive_hand()==src)
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to_transfer = 1
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else
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to_transfer = min(src.amount, S.max_amount-S.amount)
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S.amount+=to_transfer
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if (S && usr.machine==S)
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spawn(0) S.interact(usr)
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src.use(to_transfer)
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if (src && usr.machine==src)
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spawn(0) src.interact(usr)
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S.update_icon()
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else
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..()
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/obj/item/stack/proc/copy_evidences(obj/item/stack/from as obj)
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src.blood_DNA = from.blood_DNA
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src.fingerprints = from.fingerprints
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src.fingerprintshidden = from.fingerprintshidden
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src.fingerprintslast = from.fingerprintslast
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//TODO bloody overlay
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/*
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* Recipe datum
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*/
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/datum/stack_recipe
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var/title = "ERROR"
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var/result_type
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var/req_amount = 1
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var/res_amount = 1
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var/max_res_amount = 1
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var/time = 0
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var/one_per_turf = 0
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var/on_floor = 0
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New(title, result_type, req_amount = 1, res_amount = 1, max_res_amount = 1, time = 0, one_per_turf = 0, on_floor = 0)
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src.title = title
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src.result_type = result_type
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src.req_amount = req_amount
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src.res_amount = res_amount
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src.max_res_amount = max_res_amount
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src.time = time
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src.one_per_turf = one_per_turf
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src.on_floor = on_floor |