Files
Bubberstation/code/datums/elements/dunkable.dm
Jared-Fogle 45c14f6330 Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.

Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.

This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.

To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.

Requested by @optimumtact.
Changelog

cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
2020-08-20 09:11:28 +12:00

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// If an item has the dunkable element, it's able to be dunked into reagent containers like beakers and glasses.
// Dunking the item into a container will transfer reagents from the container to the item.
/datum/element/dunkable
element_flags = ELEMENT_BESPOKE
id_arg_index = 2
var/dunk_amount // the amount of reagents that will be transfered from the container to the item on each click
/datum/element/dunkable/Attach(datum/target, amount_per_dunk)
. = ..()
if(!isitem(target))
return ELEMENT_INCOMPATIBLE
dunk_amount = amount_per_dunk
RegisterSignal(target, COMSIG_ITEM_AFTERATTACK, .proc/get_dunked)
/datum/element/dunkable/Detach(datum/target)
. = ..()
UnregisterSignal(target, COMSIG_ITEM_AFTERATTACK)
/datum/element/dunkable/proc/get_dunked(datum/source, atom/target, mob/user, proximity_flag)
SIGNAL_HANDLER
if(!proximity_flag) // if the user is not adjacent to the container
return
var/obj/item/reagent_containers/container = target // the container we're trying to dunk into
if(istype(container) && container.reagent_flags & DUNKABLE) // container should be a valid target for dunking
if(!container.is_drainable())
to_chat(user, "<span class='warning'>[container] is unable to be dunked in!</span>")
return
var/obj/item/I = source // the item that has the dunkable element
if(container.reagents.trans_to(I, dunk_amount, transfered_by = user)) //if reagents were transfered, show the message
to_chat(user, "<span class='notice'>You dunk \the [I] into \the [container].</span>")
return
if(!container.reagents.total_volume)
to_chat(user, "<span class='warning'>[container] is empty!</span>")
else
to_chat(user, "<span class='warning'>[I] is full!</span>")