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# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW RATHER THAN AFTER THE FACT. ## About The Pull Request Hey there, This took a while to do, but here's the gist: Python file now regexes every file in `/code` except for those that have some valid reason to be tacking on more global defines. Some of those reasons are simply just that I don't have the time right now (doing what you see in this PR took a few hours) to refactor and parse what should belong and what should be thrown out. For the time being though, this PR will at least _halt_ people making the mistake of not `#undef`ing any files they `#define` "locally", or within the scope of a file. Most people forget to do this and this leads to a lot of mess later on due to how many variables can be unmanaged on the global level. I've made this mistake, you've made this mistake, it's a common thing. Let's automatically check for it so it can be fixed no-stress. Scenarios this PR corrects: * Forgetting to undef a define but undeffing others. * Not undeffing any defines in your file. * Earmarking a define as a "file local" define, but not defining it. * Having a define be a "file local" define, but having it be used elsewhere. * Having a "local" define not even be in the file that it only shows up in. * Having a completely unused define* (* I kept some of these because they seemed important... Others were junked.) ## Why It's Good For The Game If you wanna use it across multiple files, no reason to not make it a global define (maybe there's a few reasons but let's assume that this is the 95% case). Let me know if you don't like how I re-arranged some of the defines and how you'd rather see it be implemented, and I'd be happy to do that. This was mostly just "eh does it need it or not" sorta stuff. I used a pretty cool way to detect if we should use the standardized GitHub "error" output, you can see the results of that here https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792 ## Changelog Nothing that really concerns players. (I fixed up all this stuff using vscode, no regexes beyond what you see in the python script. sorry downstreams)
152 lines
4.7 KiB
Plaintext
152 lines
4.7 KiB
Plaintext
/obj/item/mod/control/transfer_ai(interaction, mob/user, mob/living/silicon/ai/intAI, obj/item/aicard/card)
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. = ..()
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if(!.)
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return
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if(!open) //mod must be open
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balloon_alert(user, "suit must be open to transfer!")
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return
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switch(interaction)
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if(AI_TRANS_TO_CARD)
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if(!ai)
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balloon_alert(user, "no ai in suit!")
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return
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balloon_alert(user, "transferring to card...")
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if(!do_after(user, 5 SECONDS, target = src))
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balloon_alert(user, "interrupted!")
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return
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if(!ai)
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return
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intAI = ai
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intAI.ai_restore_power()//So the AI initially has power.
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intAI.control_disabled = TRUE
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intAI.radio_enabled = FALSE
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intAI.disconnect_shell()
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intAI.forceMove(card)
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card.AI = intAI
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for(var/datum/action/action as anything in actions)
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action.Remove(intAI)
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intAI.controlled_equipment = null
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intAI.remote_control = null
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balloon_alert(intAI, "transferred to a card")
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balloon_alert(user, "ai transferred to card")
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ai = null
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if(AI_TRANS_FROM_CARD) //Using an AI card to upload to the suit.
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intAI = card.AI
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if(!intAI)
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balloon_alert(user, "no ai in card!")
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return
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if(ai)
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balloon_alert(user, "already has ai!")
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return
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if(intAI.deployed_shell) //Recall AI if shelled so it can be checked for a client
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intAI.disconnect_shell()
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if(intAI.stat || !intAI.client)
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balloon_alert(user, "ai unresponsive!")
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return
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balloon_alert(user, "transferring to suit...")
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if(!do_after(user, 5 SECONDS, target = src))
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balloon_alert(user, "interrupted!")
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return
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if(ai)
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return
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balloon_alert(user, "ai transferred to suit")
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ai_enter_mod(intAI)
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card.AI = null
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/obj/item/mod/control/proc/ai_enter_mod(mob/living/silicon/ai/new_ai)
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new_ai.control_disabled = FALSE
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new_ai.radio_enabled = TRUE
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new_ai.ai_restore_power()
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new_ai.cancel_camera()
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new_ai.controlled_equipment = src
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new_ai.remote_control = src
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new_ai.forceMove(src)
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ai = new_ai
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balloon_alert(new_ai, "transferred to a suit")
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for(var/datum/action/action as anything in actions)
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action.Grant(new_ai)
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#define MOVE_DELAY 2
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#define WEARER_DELAY 1
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#define LONE_DELAY 5
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#define CHARGE_PER_STEP (DEFAULT_CHARGE_DRAIN * 2.5)
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#define AI_FALL_TIME (1 SECONDS)
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/obj/item/mod/control/relaymove(mob/user, direction)
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if((!active && wearer) || get_charge() < CHARGE_PER_STEP || user != ai || !COOLDOWN_FINISHED(src, cooldown_mod_move) || (wearer?.pulledby?.grab_state > GRAB_PASSIVE))
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return FALSE
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var/timemodifier = MOVE_DELAY * (ISDIAGONALDIR(direction) ? sqrt(2) : 1) * (wearer ? WEARER_DELAY : LONE_DELAY)
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if(wearer && !wearer.Process_Spacemove(direction))
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return FALSE
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else if(!wearer && (!has_gravity() || !isturf(loc)))
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return FALSE
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COOLDOWN_START(src, cooldown_mod_move, movedelay * timemodifier + slowdown_active)
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subtract_charge(CHARGE_PER_STEP)
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playsound(src, 'sound/mecha/mechmove01.ogg', 25, TRUE)
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if(ismovable(wearer?.loc))
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return wearer.loc.relaymove(wearer, direction)
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else if(wearer)
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ADD_TRAIT(wearer, TRAIT_FORCED_STANDING, MOD_TRAIT)
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addtimer(CALLBACK(src, PROC_REF(ai_fall)), AI_FALL_TIME, TIMER_UNIQUE | TIMER_OVERRIDE)
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var/atom/movable/mover = wearer || src
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return mover.try_step_multiz(direction)
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#undef MOVE_DELAY
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#undef WEARER_DELAY
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#undef LONE_DELAY
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#undef CHARGE_PER_STEP
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/obj/item/mod/control/proc/ai_fall()
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if(!wearer)
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return
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REMOVE_TRAIT(wearer, TRAIT_FORCED_STANDING, MOD_TRAIT)
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/obj/item/mod/ai_minicard
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name = "AI mini-card"
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desc = "A small card designed to eject dead AIs. You could use an intellicard to recover it."
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icon = 'icons/obj/aicards.dmi'
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icon_state = "minicard"
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var/datum/weakref/stored_ai
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/obj/item/mod/ai_minicard/Initialize(mapload, mob/living/silicon/ai/ai)
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. = ..()
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if(!ai)
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return
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ai.apply_damage(150, BURN)
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INVOKE_ASYNC(ai, TYPE_PROC_REF(/mob/living/silicon/ai, death))
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ai.forceMove(src)
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stored_ai = WEAKREF(ai)
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icon_state = "minicard-filled"
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/obj/item/mod/ai_minicard/Destroy()
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QDEL_NULL(stored_ai)
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return ..()
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/obj/item/mod/ai_minicard/examine(mob/user)
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. = ..()
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. += span_notice("You see [stored_ai.resolve() || "no AI"] stored inside.")
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/obj/item/mod/ai_minicard/transfer_ai(interaction, mob/user, mob/living/silicon/ai/intAI, obj/item/aicard/card)
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. = ..()
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if(!.)
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return
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if(interaction != AI_TRANS_TO_CARD)
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return
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var/mob/living/silicon/ai/ai = stored_ai.resolve()
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if(!ai)
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balloon_alert(user, "no ai!")
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return
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balloon_alert(user, "transferring to card...")
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if(!do_after(user, 5 SECONDS, target = src) || !ai)
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balloon_alert(user, "interrupted!")
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return
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icon_state = "minicard"
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ai.forceMove(card)
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card.AI = ai
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ai.notify_ghost_cloning("You have been recovered from the wreckage!", source = card)
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balloon_alert(user, "ai transferred to card")
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stored_ai = null
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#undef AI_FALL_TIME
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