Files
Bubberstation/code/game/objects/items/dice.dm
SkyratBot 169c42a262 [MIRROR] Refactors connect_loc_behalf into a component (#7613)
* Refactors connect_loc_behalf into a component (#60678)

See title. Also refactors caltrops into a component because they use connect_loc_behalf which requires them to hold the state.

This also fixes COMPONENT_DUPE_SELECTIVE from just outright not working.

connect_loc_behalf doesn't make sense as an element because it tries to hold states. There is also no way to maintain current behaviour and not have the states that it needs.
Due to the fact that it tries to hold states, it means the code itself is a lot more buggy because it's a lot harder to successfully manage these states without runtimes or bugs. 

On metastation, there is only 2519 connect_loc_behalf components at roundstart. MrStonedOne has told me that datums take up this much space:
image

If we do the (oversimplified) math, there are only ever 5 variables that'll likely be changed on most connect_loc_behalf components at runtime:
connections,
tracked,
signal_atom,
parent,
signal_procs

This means that on metastation at roundstart, we take up this amount: (24 + 16 * 5) * 2519 = 261.97600 kilobytes
This is not really significant and the benefits of moving this to a component greatly outweighs the memory cost.

(Basically the memory cost is outweighed by the maint cost of tracking down issues with the thing. It's too buggy to be viable longterm basically)

* Update glass.dm

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-08-17 20:29:11 +01:00

229 lines
7.5 KiB
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/*****************************Dice Bags********************************/
/obj/item/storage/pill_bottle/dice
name = "bag of dice"
desc = "Contains all the luck you'll ever need."
icon = 'icons/obj/dice.dmi'
icon_state = "dicebag"
var/list/special_die = list(
/obj/item/dice/d1,
/obj/item/dice/d2,
/obj/item/dice/fudge,
/obj/item/dice/d6/space,
/obj/item/dice/d00,
/obj/item/dice/eightbd20,
/obj/item/dice/fourdd6,
/obj/item/dice/d100
)
/obj/item/storage/pill_bottle/dice/PopulateContents()
new /obj/item/dice/d4(src)
new /obj/item/dice/d6(src)
new /obj/item/dice/d8(src)
new /obj/item/dice/d10(src)
new /obj/item/dice/d12(src)
new /obj/item/dice/d20(src)
var/picked = pick(special_die)
new picked(src)
/obj/item/storage/pill_bottle/dice/suicide_act(mob/user)
user.visible_message(span_suicide("[user] is gambling with death! It looks like [user.p_theyre()] trying to commit suicide!"))
return (OXYLOSS)
/obj/item/storage/pill_bottle/dice/hazard
/obj/item/storage/pill_bottle/dice/hazard/PopulateContents()
new /obj/item/dice/d6(src)
new /obj/item/dice/d6(src)
new /obj/item/dice/d6(src)
for(var/i in 1 to 2)
if(prob(7))
new /obj/item/dice/d6/ebony(src)
else
new /obj/item/dice/d6(src)
/*****************************Dice********************************/
/obj/item/dice //depreciated d6, use /obj/item/dice/d6 if you actually want a d6
name = "die"
desc = "A die with six sides. Basic and serviceable."
icon = 'icons/obj/dice.dmi'
icon_state = "d6"
w_class = WEIGHT_CLASS_TINY
var/sides = 6
var/result = null
var/list/special_faces = list() //entries should match up to sides var if used
var/microwave_riggable = TRUE
var/rigged = DICE_NOT_RIGGED
var/rigged_value
/obj/item/dice/Initialize()
. = ..()
if(!result)
result = roll(sides)
update_appearance()
/obj/item/dice/suicide_act(mob/user)
user.visible_message(span_suicide("[user] is gambling with death! It looks like [user.p_theyre()] trying to commit suicide!"))
return (OXYLOSS)
/obj/item/dice/d1
name = "d1"
desc = "A die with only one side. Deterministic!"
icon_state = "d1"
sides = 1
/obj/item/dice/d2
name = "d2"
desc = "A die with two sides. Coins are undignified!"
icon_state = "d2"
sides = 2
/obj/item/dice/d4
name = "d4"
desc = "A die with four sides. The nerd's caltrop."
icon_state = "d4"
sides = 4
/obj/item/dice/d4/Initialize(mapload)
. = ..()
// 1d4 damage
AddComponent(/datum/component/caltrop, min_damage = 1, max_damage = 4)
/obj/item/dice/d6
name = "d6"
/obj/item/dice/d6/ebony
name = "ebony die"
desc = "A die with six sides made of dense black wood. It feels cold and heavy in your hand."
icon_state = "de6"
microwave_riggable = FALSE // You can't melt wood in the microwave
/obj/item/dice/d6/space
name = "space cube"
desc = "A die with six sides. 6 TIMES 255 TIMES 255 TILE TOTAL EXISTENCE, SQUARE YOUR MIND OF EDUCATED STUPID: 2 DOES NOT EXIST."
icon_state = "spaced6"
/obj/item/dice/d6/space/Initialize()
. = ..()
if(prob(10))
name = "spess cube"
/obj/item/dice/fudge
name = "fudge die"
desc = "A die with six sides but only three results. Is this a plus or a minus? Your mind is drawing a blank..."
sides = 3 //shhh
icon_state = "fudge"
special_faces = list("minus","blank","plus")
/obj/item/dice/d8
name = "d8"
desc = "A die with eight sides. It feels... lucky."
icon_state = "d8"
sides = 8
/obj/item/dice/d10
name = "d10"
desc = "A die with ten sides. Useful for percentages."
icon_state = "d10"
sides = 10
/obj/item/dice/d00
name = "d00"
desc = "A die with ten sides. Works better for d100 rolls than a golf ball."
icon_state = "d00"
sides = 10
/obj/item/dice/d12
name = "d12"
desc = "A die with twelve sides. There's an air of neglect about it."
icon_state = "d12"
sides = 12
/obj/item/dice/d20
name = "d20"
desc = "A die with twenty sides. The preferred die to throw at the GM."
icon_state = "d20"
sides = 20
/obj/item/dice/d100
name = "d100"
desc = "A die with one hundred sides! Probably not fairly weighted..."
icon_state = "d100"
w_class = WEIGHT_CLASS_SMALL
sides = 100
/obj/item/dice/d100/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_blocker)
/obj/item/dice/eightbd20
name = "strange d20"
desc = "A weird die with raised text printed on the faces. Everything's white on white so reading it is a struggle. What poor design!"
icon_state = "8bd20"
sides = 20
special_faces = list("It is certain","It is decidedly so","Without a doubt","Yes, definitely","You may rely on it","As I see it, yes","Most likely","Outlook good","Yes","Signs point to yes","Reply hazy try again","Ask again later","Better not tell you now","Cannot predict now","Concentrate and ask again","Don't count on it","My reply is no","My sources say no","Outlook not so good","Very doubtful")
/obj/item/dice/eightbd20/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_blocker)
/obj/item/dice/fourdd6
name = "4d d6"
desc = "A die that exists in four dimensional space. Properly interpreting them can only be done with the help of a mathematician, a physicist, and a priest."
icon_state = "4dd6"
sides = 48
special_faces = list("Cube-Side: 1-1","Cube-Side: 1-2","Cube-Side: 1-3","Cube-Side: 1-4","Cube-Side: 1-5","Cube-Side: 1-6","Cube-Side: 2-1","Cube-Side: 2-2","Cube-Side: 2-3","Cube-Side: 2-4","Cube-Side: 2-5","Cube-Side: 2-6","Cube-Side: 3-1","Cube-Side: 3-2","Cube-Side: 3-3","Cube-Side: 3-4","Cube-Side: 3-5","Cube-Side: 3-6","Cube-Side: 4-1","Cube-Side: 4-2","Cube-Side: 4-3","Cube-Side: 4-4","Cube-Side: 4-5","Cube-Side: 4-6","Cube-Side: 5-1","Cube-Side: 5-2","Cube-Side: 5-3","Cube-Side: 5-4","Cube-Side: 5-5","Cube-Side: 5-6","Cube-Side: 6-1","Cube-Side: 6-2","Cube-Side: 6-3","Cube-Side: 6-4","Cube-Side: 6-5","Cube-Side: 6-6","Cube-Side: 7-1","Cube-Side: 7-2","Cube-Side: 7-3","Cube-Side: 7-4","Cube-Side: 7-5","Cube-Side: 7-6","Cube-Side: 8-1","Cube-Side: 8-2","Cube-Side: 8-3","Cube-Side: 8-4","Cube-Side: 8-5","Cube-Side: 8-6")
/obj/item/dice/fourdd6/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_blocker)
/obj/item/dice/attack_self(mob/user)
diceroll(user)
/obj/item/dice/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
var/mob/thrown_by = thrownby?.resolve()
if(thrown_by)
diceroll(thrown_by)
return ..()
/obj/item/dice/proc/diceroll(mob/user)
result = roll(sides)
if(rigged != DICE_NOT_RIGGED && result != rigged_value)
if(rigged == DICE_BASICALLY_RIGGED && prob(clamp(1/(sides - 1) * 100, 25, 80)))
result = rigged_value
else if(rigged == DICE_TOTALLY_RIGGED)
result = rigged_value
. = result
var/fake_result = roll(sides)//Daredevil isn't as good as he used to be
var/comment = ""
if(sides == 20 && result == 20)
comment = "NAT 20!"
else if(sides == 20 && result == 1)
comment = "Ouch, bad luck."
update_appearance()
if(initial(icon_state) == "d00")
result = (result - 1)*10
if(special_faces.len == sides)
result = special_faces[result]
if(user != null) //Dice was rolled in someone's hand
user.visible_message(span_notice("[user] throws [src]. It lands on [result]. [comment]"), \
span_notice("You throw [src]. It lands on [result]. [comment]"), \
span_hear("You hear [src] rolling, it sounds like a [fake_result]."))
else if(!src.throwing) //Dice was thrown and is coming to rest
visible_message(span_notice("[src] rolls to a stop, landing on [result]. [comment]"))
/obj/item/dice/update_overlays()
. = ..()
. += "[icon_state]-[result]"
/obj/item/dice/microwave_act(obj/machinery/microwave/M)
if(microwave_riggable)
rigged = DICE_BASICALLY_RIGGED
rigged_value = result
..(M)