Files
Bubberstation/code/modules/mining/ores_coins.dm
MrPerson 9eee3e5067 First pass at a qdel() garbage collection system for tgstation
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.

New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.

ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
2014-02-23 14:55:12 -08:00

265 lines
8.5 KiB
Plaintext

/**********************Mineral ores**************************/
/obj/item/weapon/ore
name = "Rock"
icon = 'icons/obj/mining.dmi'
icon_state = "ore"
var/points = 0 //How many points this ore gets you from the ore redemption machine
var/refined_type = null //What this ore defaults to being refined into
/obj/item/weapon/ore/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/W = I
if(W.remove_fuel(15))
new refined_type(get_turf(src.loc))
qdel(src)
else
user << "<span class='info'>Not enough fuel to smelt [src].</span>"
..()
/obj/item/weapon/ore/uranium
name = "Uranium ore"
icon_state = "Uranium ore"
origin_tech = "materials=5"
points = 20
refined_type = /obj/item/stack/sheet/mineral/uranium
/obj/item/weapon/ore/iron
name = "Iron ore"
icon_state = "Iron ore"
origin_tech = "materials=1"
points = 1
refined_type = /obj/item/stack/sheet/metal
/obj/item/weapon/ore/glass
name = "Sand"
icon_state = "Glass ore"
origin_tech = "materials=1"
points = 1
refined_type = /obj/item/stack/sheet/glass
attack_self(mob/living/user as mob) //It's magic I ain't gonna explain how instant conversion with no tool works. -- Urist
var/location = get_turf(user)
var/sandAmt = 1 // The sand we're holding
for(var/obj/item/weapon/ore/glass/sandToConvert in location) // The sand on the floor
sandAmt += 1
qdel(sandToConvert)
var/obj/item/stack/sheet/mineral/newSandstone = new /obj/item/stack/sheet/mineral/sandstone(location)
newSandstone.amount = sandAmt
qdel(src)
/obj/item/weapon/ore/plasma
name = "Plasma ore"
icon_state = "Plasma ore"
origin_tech = "materials=2"
points = 40
refined_type = /obj/item/stack/sheet/mineral/plasma
/obj/item/weapon/ore/plasma/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/W = I
if(W.welding)
user << "<span class='info'>You can't hit a high enough temperature to smelt [src] properly.</span>"
else
..()
/obj/item/weapon/ore/silver
name = "Silver ore"
icon_state = "Silver ore"
origin_tech = "materials=3"
points = 20
refined_type = /obj/item/stack/sheet/mineral/silver
/obj/item/weapon/ore/gold
name = "Gold ore"
icon_state = "Gold ore"
origin_tech = "materials=4"
points = 20
refined_type = /obj/item/stack/sheet/mineral/gold
/obj/item/weapon/ore/diamond
name = "Diamond ore"
icon_state = "Diamond ore"
origin_tech = "materials=6"
points = 40
refined_type = /obj/item/stack/sheet/mineral/diamond
/obj/item/weapon/ore/clown
name = "Bananium ore"
icon_state = "Clown ore"
origin_tech = "materials=4"
points = 30
refined_type = /obj/item/stack/sheet/mineral/clown
/obj/item/weapon/ore/slag
name = "Slag"
desc = "Completely useless"
icon_state = "slag"
/obj/item/weapon/twohanded/required/gibtonite
name = "Gibtonite ore"
desc = "Extremely explosive if struck with mining equipment, Gibtonite is often used by miners to speed up their work by using it as a mining charge. This material is illegal to possess by unauthorized personnel under space law."
icon = 'icons/obj/mining.dmi'
icon_state = "Gibtonite ore"
item_state = "Gibtonite ore"
w_class = 4
throw_range = 0
anchored = 1 //Forces people to carry it by hand, no pulling!
var/primed = 0
var/det_time = 100
var/quality = 1 //How pure this gibtonite is, determines the explosion produced by it and is derived from the det_time of the rock wall it was taken from, higher value = better
/obj/item/weapon/twohanded/required/gibtonite/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/pickaxe) || istype(I, /obj/item/weapon/resonator))
GibtoniteReaction(user)
return
if(istype(I, /obj/item/device/mining_scanner) && primed)
primed = 0
user.visible_message("<span class='notice'>The chain reaction was stopped! ...The ore's quality went down.</span>")
icon_state = "Gibtonite ore"
quality = 1
return
..()
/obj/item/weapon/twohanded/required/gibtonite/bullet_act(var/obj/item/projectile/P)
if(istype(P, /obj/item/projectile/kinetic))
GibtoniteReaction(P.firer)
..()
/obj/item/weapon/twohanded/required/gibtonite/ex_act()
GibtoniteReaction(triggered_by_explosive = 1)
/obj/item/weapon/twohanded/required/gibtonite/proc/GibtoniteReaction(mob/user, triggered_by_explosive = 0)
if(!primed)
playsound(src,'sound/effects/hit_on_shattered_glass.ogg',50,1)
primed = 1
icon_state = "Gibtonite active"
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
var/notify_admins = 0
if(z != 5)//Only annoy the admins ingame if we're triggered off the mining zlevel
notify_admins = 1
if(notify_admins)
if(triggered_by_explosive)
message_admins("An explosion has triggered a [name] to detonate at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>.")
else
message_admins("[key_name(usr)]<A HREF='?_src_=holder;adminmoreinfo=\ref[usr]'>?</A> has triggered a [name] to detonate at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>.")
if(triggered_by_explosive)
log_game("An explosion has primed a [name] for detonation at [A.name]([bombturf.x],[bombturf.y],[bombturf.z])")
else
user.visible_message("<span class='warning'>[user] strikes the [src], causing a chain reaction!</span>")
log_game("[key_name(usr)] has primed a [name] for detonation at [A.name]([bombturf.x],[bombturf.y],[bombturf.z])")
spawn(det_time)
if(primed)
if(quality == 3)
explosion(src.loc,2,4,9,adminlog = notify_admins)
if(quality == 2)
explosion(src.loc,1,2,5,adminlog = notify_admins)
if(quality == 1)
explosion(src.loc,-1,1,3,adminlog = notify_admins)
qdel(src)
/obj/item/weapon/ore/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
/obj/item/weapon/ore/ex_act()
return
/*****************************Coin********************************/
/obj/item/weapon/coin
icon = 'icons/obj/economy.dmi'
name = "coin"
icon_state = "coin"
flags = CONDUCT
force = 1
throwforce = 0
w_class = 1.0
var/string_attached
var/list/sideslist = list("heads","tails")
var/cmineral = null
var/cooldown = 0
/obj/item/weapon/coin/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
icon_state = "coin_[cmineral]_heads"
if(cmineral)
name = "[cmineral] coin"
/obj/item/weapon/coin/gold
cmineral = "gold"
/obj/item/weapon/coin/silver
cmineral = "silver"
/obj/item/weapon/coin/diamond
cmineral = "diamond"
/obj/item/weapon/coin/iron
cmineral = "iron"
/obj/item/weapon/coin/plasma
cmineral = "plasma"
/obj/item/weapon/coin/uranium
cmineral = "uranium"
/obj/item/weapon/coin/clown
cmineral = "bananium"
/obj/item/weapon/coin/adamantine
cmineral = "adamantine"
/obj/item/weapon/coin/mythril
cmineral = "mythril"
/obj/item/weapon/coin/twoheaded
cmineral = "iron"
desc = "Hey, this coin's the same on both sides!"
sideslist = list("heads")
/obj/item/weapon/coin/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/stack/cable_coil) )
var/obj/item/stack/cable_coil/CC = W
if(string_attached)
user << "\blue There already is a string attached to this coin."
return
if(CC.amount <= 0)
user << "\blue This cable coil appears to be empty."
qdel(CC)
return
overlays += image('icons/obj/economy.dmi',"coin_string_overlay")
string_attached = 1
user << "\blue You attach a string to the coin."
CC.use(1)
else if(istype(W,/obj/item/weapon/wirecutters))
if(!string_attached)
..()
return
var/obj/item/stack/cable_coil/CC = new/obj/item/stack/cable_coil(user.loc)
CC.amount = 1
CC.update_icon()
overlays = list()
string_attached = null
user << "\blue You detach the string from the coin."
else ..()
/obj/item/weapon/coin/attack_self(mob/user as mob)
if(cooldown < world.time - 15)
var/coinflip = pick(sideslist)
cooldown = world.time
flick("coin_[cmineral]_flip", src)
icon_state = "coin_[cmineral]_[coinflip]"
playsound(user.loc, 'sound/items/coinflip.ogg', 50, 1)
if(do_after(user, 15))
user.visible_message("<span class='notice'>[user] has flipped [src]. It lands on [coinflip].</span>", \
"<span class='notice'>You flip [src]. It lands on [coinflip].</span>", \
"<span class='notice'>You hear the clattering of loose change.</span>")