Files
Bubberstation/code/game/objects/structures/morgue.dm
silicons 160175ee8b pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)
Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big.
If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self.
Pass flags:

Pass flags handling now uses an atom variable named pass_flags_self.
If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default.
This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why.
LETPASSTHROW is now on pass_flags_self
Projectiles:

Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake

Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future).

I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP.

Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful.

scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it.

scan_moved_turf() (WIP) will be used for handling moving onto a turf.

permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around.

A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things.
Movement types

UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping.
Why It's Good For The Game

Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general.

Fixes penetrating projectiles like sniper penetrators

This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)
2020-12-10 09:29:27 +13:00

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/* Morgue stuff
* Contains:
* Morgue
* Morgue tray
* Crematorium
* Creamatorium
* Crematorium tray
* Crematorium button
*/
/*
* Bodycontainer
* Parent class for morgue and crematorium
* For overriding only
*/
GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants and other ghosties.
/obj/structure/bodycontainer
icon = 'icons/obj/stationobjs.dmi'
icon_state = "morgue1"
density = TRUE
anchored = TRUE
max_integrity = 400
var/obj/structure/tray/connected = null
var/locked = FALSE
dir = SOUTH
var/message_cooldown
var/breakout_time = 600
/obj/structure/bodycontainer/Initialize()
. = ..()
GLOB.bodycontainers += src
recursive_organ_check(src)
/obj/structure/bodycontainer/Destroy()
GLOB.bodycontainers -= src
open()
if(connected)
qdel(connected)
connected = null
return ..()
/obj/structure/bodycontainer/on_log(login)
..()
update_icon()
/obj/structure/bodycontainer/update_icon()
return
/obj/structure/bodycontainer/relaymove(mob/living/user, direction)
if(user.stat || !isturf(loc))
return
if(locked)
if(message_cooldown <= world.time)
message_cooldown = world.time + 50
to_chat(user, "<span class='warning'>[src]'s door won't budge!</span>")
return
open()
/obj/structure/bodycontainer/attack_paw(mob/user)
return attack_hand(user)
/obj/structure/bodycontainer/attack_hand(mob/user)
. = ..()
if(.)
return
if(locked)
to_chat(user, "<span class='danger'>It's locked.</span>")
return
if(!connected)
to_chat(user, "That doesn't appear to have a tray.")
return
if(connected.loc == src)
open()
else
close()
add_fingerprint(user)
/obj/structure/bodycontainer/attack_robot(mob/user)
if(!user.Adjacent(src))
return
return attack_hand(user)
/obj/structure/bodycontainer/attackby(obj/P, mob/user, params)
add_fingerprint(user)
if(istype(P, /obj/item/pen))
if(!user.is_literate())
to_chat(user, "<span class='notice'>You scribble illegibly on the side of [src]!</span>")
return
var/t = stripped_input(user, "What would you like the label to be?", text("[]", name), null)
if (user.get_active_held_item() != P)
return
if(!user.canUseTopic(src, BE_CLOSE))
return
if (t)
name = text("[]- '[]'", initial(name), t)
else
name = initial(name)
else
return ..()
/obj/structure/bodycontainer/deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/metal (loc, 5)
recursive_organ_check(src)
qdel(src)
/obj/structure/bodycontainer/container_resist_act(mob/living/user)
if(!locked)
open()
return
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
user.visible_message(null, \
"<span class='notice'>You lean on the back of [src] and start pushing the tray open... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
"<span class='hear'>You hear a metallic creaking from [src].</span>")
if(do_after(user,(breakout_time), target = src))
if(!user || user.stat != CONSCIOUS || user.loc != src )
return
user.visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>", \
"<span class='notice'>You successfully break out of [src]!</span>")
open()
/obj/structure/bodycontainer/proc/open()
recursive_organ_check(src)
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, TRUE)
playsound(src, 'sound/effects/roll.ogg', 5, TRUE)
var/turf/T = get_step(src, dir)
connected.setDir(dir)
for(var/atom/movable/AM in src)
AM.forceMove(T)
update_icon()
/obj/structure/bodycontainer/proc/close()
playsound(src, 'sound/effects/roll.ogg', 5, TRUE)
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
for(var/atom/movable/AM in connected.loc)
if(!AM.anchored || AM == connected)
if(ismob(AM) && !isliving(AM))
continue
AM.forceMove(src)
recursive_organ_check(src)
update_icon()
/obj/structure/bodycontainer/get_remote_view_fullscreens(mob/user)
if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/impaired, 2)
/*
* Morgue
*/
/obj/structure/bodycontainer/morgue
name = "morgue"
desc = "Used to keep bodies in until someone fetches them. Now includes a high-tech alert system."
icon_state = "morgue1"
dir = EAST
var/beeper = TRUE
var/beep_cooldown = 50
var/next_beep = 0
/obj/structure/bodycontainer/morgue/Initialize()
. = ..()
connected = new/obj/structure/tray/m_tray(src)
connected.connected = src
/obj/structure/bodycontainer/morgue/examine(mob/user)
. = ..()
. += "<span class='notice'>The speaker is [beeper ? "enabled" : "disabled"]. Alt-click to toggle it.</span>"
/obj/structure/bodycontainer/morgue/AltClick(mob/user)
..()
if(!user.canUseTopic(src, !issilicon(user)))
return
beeper = !beeper
to_chat(user, "<span class='notice'>You turn the speaker function [beeper ? "on" : "off"].</span>")
/obj/structure/bodycontainer/morgue/update_icon()
if (!connected || connected.loc != src) // Open or tray is gone.
icon_state = "morgue0"
else
if(contents.len == 1) // Empty
icon_state = "morgue1"
else
icon_state = "morgue2" // Dead, brainded mob.
var/list/compiled = GetAllContents(/mob/living) // Search for mobs in all contents.
if(!length(compiled)) // No mobs?
icon_state = "morgue3"
return
for(var/mob/living/M in compiled)
var/mob/living/mob_occupant = get_mob_or_brainmob(M)
if(mob_occupant.client && !mob_occupant.suiciding && !(HAS_TRAIT(mob_occupant, TRAIT_BADDNA)))
icon_state = "morgue4" // Revivable
if(mob_occupant.stat == DEAD && beeper)
if(world.time > next_beep)
playsound(src, 'sound/weapons/gun/general/empty_alarm.ogg', 50, FALSE) //Revive them you blind fucks
next_beep = world.time + beep_cooldown
break
/obj/item/paper/guides/jobs/medical/morgue
name = "morgue memo"
info = "<font size='2'>Since this station's medbay never seems to fail to be staffed by the mindless monkeys meant for genetics experiments, I'm leaving a reminder here for anyone handling the pile of cadavers the quacks are sure to leave.</font><BR><BR><font size='4'><font color=red>Red lights mean there's a plain ol' dead body inside.</font><BR><BR><font color=orange>Yellow lights mean there's non-body objects inside.</font><BR><font size='2'>Probably stuff pried off a corpse someone grabbed, or if you're lucky it's stashed booze.</font><BR><BR><font color=green>Green lights mean the morgue system detects the body may be able to be brought back to life.</font></font><BR><font size='2'>I don't know how that works, but keep it away from the kitchen and go yell at the geneticists.</font><BR><BR>- CentCom medical inspector"
/*
* Crematorium
*/
GLOBAL_LIST_EMPTY(crematoriums)
/obj/structure/bodycontainer/crematorium
name = "crematorium"
desc = "A human incinerator. Works well on barbecue nights."
icon_state = "crema1"
dir = SOUTH
var/id = 1
/obj/structure/bodycontainer/crematorium/attack_robot(mob/user) //Borgs can't use crematoriums without help
to_chat(user, "<span class='warning'>[src] is locked against you.</span>")
return
/obj/structure/bodycontainer/crematorium/Destroy()
GLOB.crematoriums.Remove(src)
return ..()
/obj/structure/bodycontainer/crematorium/New()
GLOB.crematoriums.Add(src)
..()
/obj/structure/bodycontainer/crematorium/Initialize()
. = ..()
connected = new /obj/structure/tray/c_tray(src)
connected.connected = src
/obj/structure/bodycontainer/crematorium/connect_to_shuttle(obj/docking_port/mobile/port, obj/docking_port/stationary/dock)
id = "[port.id]_[id]"
/obj/structure/bodycontainer/crematorium/update_icon()
if(!connected || connected.loc != src)
icon_state = "crema0"
else
if(src.contents.len > 1)
src.icon_state = "crema2"
else
src.icon_state = "crema1"
if(locked)
src.icon_state = "crema_active"
return
/obj/structure/bodycontainer/crematorium/proc/cremate(mob/user)
if(locked)
return //don't let you cremate something twice or w/e
// Make sure we don't delete the actual morgue and its tray
var/list/conts = GetAllContents() - src - connected
if(!conts.len)
audible_message("<span class='hear'>You hear a hollow crackle.</span>")
return
else
audible_message("<span class='hear'>You hear a roar as the crematorium activates.</span>")
locked = TRUE
update_icon()
for(var/mob/living/M in conts)
if (M.stat != DEAD)
M.emote("scream")
if(user)
log_combat(user, M, "cremated")
else
M.log_message("was cremated", LOG_ATTACK)
M.death(1)
if(M) //some animals get automatically deleted on death.
M.ghostize()
qdel(M)
for(var/obj/O in conts) //conts defined above, ignores crematorium and tray
qdel(O)
if(!locate(/obj/effect/decal/cleanable/ash) in get_step(src, dir))//prevent pile-up
new/obj/effect/decal/cleanable/ash/crematorium(src)
sleep(30)
if(!QDELETED(src))
locked = FALSE
update_icon()
playsound(src.loc, 'sound/machines/ding.ogg', 50, TRUE) //you horrible people
/obj/structure/bodycontainer/crematorium/creamatorium
name = "creamatorium"
desc = "A human incinerator. Works well during ice cream socials."
/obj/structure/bodycontainer/crematorium/creamatorium/cremate(mob/user)
var/list/icecreams = new()
for(var/i_scream in GetAllContents(/mob/living))
var/obj/item/food/icecream/IC = new()
IC.set_cone_type("waffle")
IC.add_mob_flavor(i_scream)
icecreams += IC
. = ..()
for(var/obj/IC in icecreams)
IC.forceMove(src)
/*
* Generic Tray
* Parent class for morguetray and crematoriumtray
* For overriding only
*/
/obj/structure/tray
icon = 'icons/obj/stationobjs.dmi'
density = TRUE
var/obj/structure/bodycontainer/connected = null
anchored = TRUE
pass_flags_self = LETPASSTHROW
max_integrity = 350
/obj/structure/tray/Destroy()
if(connected)
connected.connected = null
connected.update_icon()
connected = null
return ..()
/obj/structure/tray/deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/metal (loc, 2)
qdel(src)
/obj/structure/tray/attack_paw(mob/user)
return attack_hand(user)
/obj/structure/tray/attack_hand(mob/user)
. = ..()
if(.)
return
if (src.connected)
connected.close()
add_fingerprint(user)
else
to_chat(user, "<span class='warning'>That's not connected to anything!</span>")
/obj/structure/tray/attackby(obj/P, mob/user, params)
if(!istype(P, /obj/item/riding_offhand))
return ..()
var/obj/item/riding_offhand/riding_item = P
var/mob/living/carried_mob = riding_item.rider
if(carried_mob == user) //Piggyback user.
return
user.unbuckle_mob(carried_mob)
MouseDrop_T(carried_mob, user)
/obj/structure/tray/MouseDrop_T(atom/movable/O as mob|obj, mob/user)
if(!ismovable(O) || O.anchored || !Adjacent(user) || !user.Adjacent(O) || O.loc == user)
return
if(!ismob(O))
if(!istype(O, /obj/structure/closet/body_bag))
return
else
var/mob/M = O
if(M.buckled)
return
if(!ismob(user) || user.incapacitated())
return
if(isliving(user))
var/mob/living/L = user
if(L.body_position == LYING_DOWN)
return
O.forceMove(src.loc)
if (user != O)
visible_message("<span class='warning'>[user] stuffs [O] into [src].</span>")
return
/*
* Crematorium tray
*/
/obj/structure/tray/c_tray
name = "crematorium tray"
desc = "Apply body before burning."
icon_state = "cremat"
/*
* Morgue tray
*/
/obj/structure/tray/m_tray
name = "morgue tray"
desc = "Apply corpse before closing."
icon_state = "morguet"
pass_flags_self = PASSTABLE
/obj/structure/tray/m_tray/CanAllowThrough(atom/movable/mover, turf/target)
. = ..()
if(.)
return
if(locate(/obj/structure/table) in get_turf(mover))
return TRUE