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MC: No longer tracks a subsystem's cpu usage. This was basically worthless and took up space on the stat panel Can calculate wait down to a tenth of a decisecond to make it fps/world.ticklag agnostic Now allows subsystems to have a dynamic wait, that is based on a ratio of how long that subsystem has been taking to process(cost). (This system allows for upper and lower bounds, and an changeable cost delta for each subsystem) MC can now be told to init a zlevel All Subsystems: Stats panel now allows child subsystems to pass it a message to add to its stats entry. All subsystems have been moved over to this system - This should cut down on subsystems having to copy and paste the stats proc in order to add to it All subsystems now properlly handle being given a zlevel in their init proc Subsystem changes: Air: Added air to the dynamic wait subsystem. upper bound: 50, lower bound: 5, cost delta: 3 times process cost Air now fires 4 times faster when it can do so without lagging things up Pipenet has been merged into air Atmos machinery now processes with process_atmos(), ticked by air, not machinery. Hotspots (the fire object) are now object pooled Pipenet: Deleted, added to air Machinery: Moved all atmos calcualtions in all objects's process() to process_atmos(). Lighting: Added Lighting to the dynamic wait subsystem. upper bound: 20, lower bound: 5, cost delta: 3 times process cost Ticker: Fixed ticker not updating the lobby panel when game start delayed Fixed the game start timer updating rapidly from queued fires when game start delay is removed Garbage/qdel: qdel will now limit its process time to 2ds a fire. qdel can now be given hints as a return to Destroy() as to what should be done with the object. the options are: queue: (default) this is the normal behavior. letmelive: old default to non-null/zero. does nothing with the object iwillgc: functionally the same as above, mainly to let people working with objects know that the object will not be queued for GC checking harddel: this will queue the object to be deleted without storing a soft reference, mainly to save locate() processing time. harddel_now: this will del() the object. To allow for a clean removal of every del() not in qdel All objects have been updated to the new system, harddel and iwillgc was not added to any new objects. Fixed some objects not GCing because they didn't properlly clear references in Destory() Fixed some objects getting qdel'ed preventing other objects from getting GCed because they did not null their reference to that object.
81 lines
2.9 KiB
Plaintext
81 lines
2.9 KiB
Plaintext
/datum/round_event_control/wizard/greentext //Gotta have it!
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name = "Greentext"
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weight = 4
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typepath = /datum/round_event/wizard/greentext/
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max_occurrences = 1
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earliest_start = 0
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/datum/round_event/wizard/greentext/start()
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var/list/holder_canadates = player_list.Copy()
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for(var/mob/M in holder_canadates)
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if(!ishuman(M))
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holder_canadates -= M
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if(!holder_canadates) //Very unlikely, but just in case
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return 0
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var/mob/living/carbon/human/H = pick(holder_canadates)
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new /obj/item/weapon/greentext(H.loc)
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H << "<font color='green'>The mythical greentext appear at your feet! Pick it up if you dare...</font>"
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/obj/item/weapon/greentext/
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name = "greentext"
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desc = "No one knows what this massive tome does, but it feels <i><font color='green'>desirable</font></i> all the same..."
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w_class = 4.0
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icon = 'icons/obj/wizard.dmi'
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icon_state = "greentext"
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var/mob/living/last_holder
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var/mob/living/new_holder
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var/list/color_altered_mobs = list()
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/obj/item/weapon/greentext/equipped(mob/living/user as mob)
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user << "<font color='green'>So long as you leave this place with greentext in hand you know will be happy...</font>"
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if(user.mind && user.mind.objectives.len > 0)
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user << "<span class='warning'>... so long as you still perform your other objectives that is!</span>"
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new_holder = user
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if(!last_holder)
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last_holder = user
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if(!(user in color_altered_mobs))
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color_altered_mobs += user
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user.color = "#00FF00"
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SSobj.processing |= src
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..()
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/obj/item/weapon/greentext/dropped(mob/living/user as mob)
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if(user in color_altered_mobs)
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user << "<span class='warning'>A sudden wave of failure washes over you...</span>"
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user.color = "#FF0000" //ya blew it
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last_holder = null
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new_holder = null
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SSobj.processing.Remove(src)
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..()
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/obj/item/weapon/greentext/process()
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if(new_holder && new_holder.z == ZLEVEL_CENTCOM)//you're winner!
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new_holder << "<font color='green'>At last it feels like victory is assured!</font>"
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if(!(new_holder in ticker.mode.traitors))
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ticker.mode.traitors += new_holder.mind
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new_holder.mind.special_role = "winner"
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var/datum/objective/O = new /datum/objective("Succeed")
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O.completed = 1 //YES!
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O.owner = new_holder.mind
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new_holder.mind.objectives += O
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new_holder.attack_log += "\[[time_stamp()]\] <font color='green'>Won with greentext!!!</font>"
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color_altered_mobs -= new_holder
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qdel(src)
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if(last_holder && last_holder != new_holder) //Somehow it was swiped without ever getting dropped
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last_holder << "<span class='warning'>A sudden wave of failure washes over you...</span>"
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last_holder.color = "#FF0000"
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last_holder = new_holder //long live the king
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/obj/item/weapon/greentext/Destroy()
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for(var/mob/M in mob_list)
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var/message = "<span class='warning'>A dark temptation has passed from this world"
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if(M in color_altered_mobs)
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message += " and you're finally able to forgive yourself"
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M.color = initial(M.color)
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message += "...</span>"
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M << message
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..() |