Files
Bubberstation/code/modules/assembly/infrared.dm
SkyratBot 5326760cb3 [MIRROR] Makes turfs persist their signals, uses this to optimize connect_loc (#6465)
* Makes turfs persist their signals, uses this to optimize connect_loc  (#59608)

* Makes turfs persist signals

* Splits connect_loc up into two elements, one for stuff that wishes to connect on behalf of something, and one for stuff that just wants to connect normally. Connecting on behalf of someone has a significant amount of overhead, so let's do this to keep things clear

* Converts all uses of connect_loc over to the new patterns

* Adds some comments, actually makes turfs persist signals

* There's no need to detach connect loc anymore, since all it does is unregister signals. Unregisters a signal from formorly decal'd turfs, and makes the changeturf signal persistance stuff actually work

* bro fuck documentation

* Changes from a var to a proc, prevents admemems and idiots

* Extra detail on why we do the copy post qdel

* Makes turfs persist their signals, uses this to optimize connect_loc

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-06-23 04:23:48 +01:00

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/obj/item/assembly/infra
name = "infrared emitter"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared"
custom_materials = list(/datum/material/iron=1000, /datum/material/glass=500)
is_position_sensitive = TRUE
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
var/on = FALSE
var/visible = FALSE
var/maxlength = 8
var/list/obj/effect/beam/i_beam/beams
var/olddir = 0
var/turf/listeningTo
var/hearing_range = 3
/obj/item/assembly/infra/Initialize()
. = ..()
beams = list()
START_PROCESSING(SSobj, src)
/obj/item/assembly/infra/ComponentInitialize()
. = ..()
var/static/rotation_flags = ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_FLIP | ROTATION_VERBS
AddComponent(/datum/component/simple_rotation, rotation_flags, after_rotation=CALLBACK(src,.proc/after_rotation))
/obj/item/assembly/infra/proc/after_rotation()
refreshBeam()
/obj/item/assembly/infra/Destroy()
STOP_PROCESSING(SSobj, src)
listeningTo = null
QDEL_LIST(beams)
. = ..()
/obj/item/assembly/infra/examine(mob/user)
. = ..()
. += span_notice("The infrared trigger is [on?"on":"off"].")
/obj/item/assembly/infra/activate()
if(!..())
return FALSE //Cooldown check
on = !on
refreshBeam()
update_appearance()
return TRUE
/obj/item/assembly/infra/toggle_secure()
secured = !secured
if(secured)
START_PROCESSING(SSobj, src)
refreshBeam()
else
QDEL_LIST(beams)
STOP_PROCESSING(SSobj, src)
update_appearance()
return secured
/obj/item/assembly/infra/update_appearance(updates=ALL)
. = ..()
holder?.update_appearance(updates)
/obj/item/assembly/infra/update_overlays()
. = ..()
attached_overlays = list()
if(!on)
return
. += "infrared_on"
attached_overlays += "infrared_on"
if(visible && secured)
. += "infrared_visible"
attached_overlays += "infrared_visible"
/obj/item/assembly/infra/dropped()
. = ..()
if(holder)
holder_movement() //sync the dir of the device as well if it's contained in a TTV or an assembly holder
else
refreshBeam()
/obj/item/assembly/infra/process()
if(!on || !secured)
refreshBeam()
return
/obj/item/assembly/infra/proc/refreshBeam()
QDEL_LIST(beams)
if(throwing || !on || !secured)
return
if(holder)
if(holder.master) //incase the sensor is part of an assembly that's contained in another item, such as a single tank bomb
if(!holder.master.IsSpecialAssembly() || !isturf(holder.master.loc))
return
else if(!isturf(holder.loc)) //else just check where the holder is
return
else if(!isturf(loc)) //or just where the fuck we are in general
return
var/turf/T = get_turf(src)
var/_dir = dir
var/turf/_T = get_step(T, _dir)
if(_T)
for(var/i in 1 to maxlength)
var/obj/effect/beam/i_beam/I = new(T)
if(istype(holder, /obj/item/assembly_holder))
var/obj/item/assembly_holder/assembly_holder = holder
I.icon_state = "[initial(I.icon_state)]_[(assembly_holder.a_left == src) ? "l":"r"]" //Sync the offset of the beam with the position of the sensor.
else if(istype(holder, /obj/item/transfer_valve))
I.icon_state = "[initial(I.icon_state)]_ttv"
I.set_density(TRUE)
if(!I.Move(_T))
qdel(I)
switchListener(_T)
break
I.set_density(FALSE)
beams += I
I.master = src
I.setDir(_dir)
I.invisibility = visible? 0 : INVISIBILITY_ABSTRACT
T = _T
_T = get_step(_T, _dir)
CHECK_TICK
/obj/item/assembly/infra/on_detach()
. = ..()
if(!.)
return
refreshBeam()
/obj/item/assembly/infra/attack_hand(mob/user, list/modifiers)
. = ..()
refreshBeam()
/obj/item/assembly/infra/Moved()
var/t = dir
. = ..()
setDir(t)
/obj/item/assembly/infra/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, gentle = FALSE, quickstart = TRUE)
. = ..()
olddir = dir
/obj/item/assembly/infra/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
. = ..()
if(!olddir)
return
setDir(olddir)
olddir = null
/obj/item/assembly/infra/proc/trigger_beam(atom/movable/AM, turf/location)
refreshBeam()
switchListener(location)
if(!secured || !on || next_activate > world.time)
return FALSE
pulse(FALSE)
audible_message("<span class='infoplain'>[icon2html(src, hearers(src))] *beep* *beep* *beep*</span>", null, hearing_range)
for(var/CHM in get_hearers_in_view(hearing_range, src))
if(ismob(CHM))
var/mob/LM = CHM
LM.playsound_local(get_turf(src), 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
next_activate = world.time + 30
/obj/item/assembly/infra/proc/switchListener(turf/newloc)
if(listeningTo == newloc)
return
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_ATOM_EXITED)
RegisterSignal(newloc, COMSIG_ATOM_EXITED, .proc/check_exit)
listeningTo = newloc
/obj/item/assembly/infra/proc/check_exit(datum/source, atom/movable/gone, direction)
SIGNAL_HANDLER
if(QDELETED(src))
return
if(src == gone || istype(gone, /obj/effect/beam/i_beam))
return
if(isitem(gone))
var/obj/item/I = gone
if (I.item_flags & ABSTRACT)
return
INVOKE_ASYNC(src, .proc/refreshBeam)
/obj/item/assembly/infra/setDir()
. = ..()
refreshBeam()
/obj/item/assembly/infra/ui_status(mob/user)
if(is_secured(user))
return ..()
return UI_CLOSE
/obj/item/assembly/infra/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "InfraredEmitter", name)
ui.open()
/obj/item/assembly/infra/ui_data(mob/user)
var/list/data = list()
data["on"] = on
data["visible"] = visible
return data
/obj/item/assembly/infra/ui_act(action, params)
. = ..()
if(.)
return
switch(action)
if("power")
on = !on
. = TRUE
if("visibility")
visible = !visible
. = TRUE
update_appearance()
refreshBeam()
/***************************IBeam*********************************/
/obj/effect/beam/i_beam
name = "infrared beam"
icon = 'icons/obj/guns/projectiles.dmi'
icon_state = "ibeam"
anchored = TRUE
density = FALSE
pass_flags = PASSTABLE|PASSGLASS|PASSGRILLE
pass_flags_self = LETPASSTHROW
var/obj/item/assembly/infra/master
/obj/effect/beam/i_beam/Initialize(mapload)
. = ..()
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = .proc/on_entered,
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/effect/beam/i_beam/proc/on_entered(datum/source, atom/movable/AM as mob|obj)
SIGNAL_HANDLER
if(istype(AM, /obj/effect/beam))
return
if (isitem(AM))
var/obj/item/I = AM
if (I.item_flags & ABSTRACT)
return
INVOKE_ASYNC(master, /obj/item/assembly/infra.proc/trigger_beam, AM, get_turf(src))