Files
Bubberstation/code/game/atom/atoms_initializing_EXPENSIVE.dm
Ghom 2531d69ff4 refactoring how materials effects are added to atoms (#86901)
## About The Pull Request
I'm "cooking" the materials system a bit, specifically the code
responsible for applying and removing effects. My goal is to move most
of the code to the objects-side, split it in smaller procs that can be
more easily overriden or called for object-specific modifiers and
effects, while also revamping things all around to better support items
made from multiple materials (the cleric mace will most likely be one in
this PR, with the handle and tip made of different materials).

PR NO LONGER WIP, TESTED AND ALL, CLERIC MACES CAN NOW BE MADE OF TWO
MATERIALS.

## Why It's Good For The Game
One of the nastiest flaws with the materials system is that it's just
unfeasable to have items made of multiple mats (with effects enabled)
right now, as they easily tend to override each other, where some of the
modifiers and effects should only be applied the main material.

Beside, the system's starting to show signs of its time, from the
several type checks used to apply different effects, the one letter
variables to the the material flags that are still being passed down as
arguments when you can access them from the atom/source arg anyway. It
would be disonhest of me if I went ahead and coded material fishing rods
or whatever fish fuckery with materials without ensuring it won't
further the technical debt the feature currently has.

## Changelog
🆑
refactor: Refactored materials code. report any issue.
add: Cleric maces (The autolathe-printable weapon design from outer
space) can now be made of two different materials.
balance: Buffed cleric maces a little.
fix: toolboxes' stats are now affected by materials again.
/🆑

---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
2024-11-11 00:43:40 -08:00

167 lines
6.2 KiB
Plaintext

/// Init this specific atom
/datum/controller/subsystem/atoms/proc/InitAtom(atom/A, from_template = FALSE, list/arguments)
var/the_type = A.type
if(QDELING(A))
// Check init_start_time to not worry about atoms created before the atoms SS that are cleaned up before this
if (A.gc_destroyed > init_start_time)
BadInitializeCalls[the_type] |= BAD_INIT_QDEL_BEFORE
return TRUE
// This is handled and battle tested by dreamchecker. Limit to UNIT_TESTS just in case that ever fails.
#ifdef UNIT_TESTS
var/start_tick = world.time
#endif
var/result = A.Initialize(arglist(arguments))
#ifdef UNIT_TESTS
if(start_tick != world.time)
BadInitializeCalls[the_type] |= BAD_INIT_SLEPT
#endif
var/qdeleted = FALSE
switch(result)
if (INITIALIZE_HINT_NORMAL)
EMPTY_BLOCK_GUARD // Pass
if(INITIALIZE_HINT_LATELOAD)
if(arguments[1]) //mapload
late_loaders += A
else
A.LateInitialize()
if(INITIALIZE_HINT_QDEL)
qdel(A)
qdeleted = TRUE
else
BadInitializeCalls[the_type] |= BAD_INIT_NO_HINT
if(!A) //possible harddel
qdeleted = TRUE
else if(!(A.flags_1 & INITIALIZED_1))
BadInitializeCalls[the_type] |= BAD_INIT_DIDNT_INIT
else
SEND_SIGNAL(A, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZE)
SEND_GLOBAL_SIGNAL(COMSIG_GLOB_ATOM_AFTER_POST_INIT, A)
var/atom/location = A.loc
if(location)
/// Sends a signal that the new atom `src`, has been created at `loc`
SEND_SIGNAL(location, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON, A, arguments[1])
if(created_atoms && from_template && ispath(the_type, /atom/movable))//we only want to populate the list with movables
created_atoms += A.get_all_contents()
return qdeleted || QDELING(A)
/**
* Called when an atom is created in byond (built in engine proc)
*
* Not a lot happens here in SS13 code, as we offload most of the work to the
* [Initialization][/atom/proc/Initialize] proc, mostly we run the preloader
* if the preloader is being used and then call [InitAtom][/datum/controller/subsystem/atoms/proc/InitAtom] of which the ultimate
* result is that the Initialize proc is called.
*
*/
/atom/New(loc, ...)
//atom creation method that preloads variables at creation
if(GLOB.use_preloader && src.type == GLOB._preloader_path)//in case the instantiated atom is creating other atoms in New()
world.preloader_load(src)
var/do_initialize = SSatoms.initialized
if(do_initialize != INITIALIZATION_INSSATOMS)
args[1] = do_initialize == INITIALIZATION_INNEW_MAPLOAD
if(SSatoms.InitAtom(src, FALSE, args))
//we were deleted
return
/**
* The primary method that objects are setup in SS13 with
*
* we don't use New as we have better control over when this is called and we can choose
* to delay calls or hook other logic in and so forth
*
* During roundstart map parsing, atoms are queued for initialization in the base atom/New(),
* After the map has loaded, then Initialize is called on all atoms one by one. NB: this
* is also true for loading map templates as well, so they don't Initialize until all objects
* in the map file are parsed and present in the world
*
* If you're creating an object at any point after SSInit has run then this proc will be
* immediately be called from New.
*
* mapload: This parameter is true if the atom being loaded is either being initialized during
* the Atom subsystem initialization, or if the atom is being loaded from the map template.
* If the item is being created at runtime any time after the Atom subsystem is initialized then
* it's false.
*
* The mapload argument occupies the same position as loc when Initialize() is called by New().
* loc will no longer be needed after it passed New(), and thus it is being overwritten
* with mapload at the end of atom/New() before this proc (atom/Initialize()) is called.
*
* You must always call the parent of this proc, otherwise failures will occur as the item
* will not be seen as initialized (this can lead to all sorts of strange behaviour, like
* the item being completely unclickable)
*
* You must not sleep in this proc, or any subprocs
*
* Any parameters from new are passed through (excluding loc), naturally if you're loading from a map
* there are no other arguments
*
* Must return an [initialization hint][INITIALIZE_HINT_NORMAL] or a runtime will occur.
*
* Note: the following functions don't call the base for optimization and must copypasta handling:
* * [/turf/proc/Initialize]
* * [/turf/open/space/proc/Initialize]
*/
/atom/proc/Initialize(mapload, ...)
SHOULD_NOT_SLEEP(TRUE)
SHOULD_CALL_PARENT(TRUE)
if(flags_1 & INITIALIZED_1)
stack_trace("Warning: [src]([type]) initialized multiple times!")
flags_1 |= INITIALIZED_1
SET_PLANE_IMPLICIT(src, plane)
if(greyscale_config && greyscale_colors) //we'll check again at item/init for inhand/belt/worn configs.
update_greyscale()
//atom color stuff
if(color)
add_atom_colour(color, FIXED_COLOUR_PRIORITY)
if (light_system == COMPLEX_LIGHT && light_power && light_range)
update_light()
SETUP_SMOOTHING()
if(uses_integrity)
atom_integrity = max_integrity
TEST_ONLY_ASSERT((!armor || istype(armor)), "[type] has an armor that contains an invalid value at initialize")
// apply materials properly from the default custom_materials value
// This MUST come after atom_integrity is set above, as if old materials get removed,
// atom_integrity is checked against max_integrity and can BREAK the atom.
// The integrity to max_integrity ratio is still preserved.
if(custom_materials)
initialize_materials(custom_materials)
if(ispath(ai_controller))
ai_controller = new ai_controller(src)
return INITIALIZE_HINT_NORMAL
/**
* Late Initialization, for code that should run after all atoms have run Initialization
*
* To have your LateIntialize proc be called, your atoms [Initialization][/atom/proc/Initialize]
* proc must return the hint
* [INITIALIZE_HINT_LATELOAD] otherwise it will never be called.
*
* useful for doing things like finding other machines on GLOB.machines because you can guarantee
* that all atoms will actually exist in the "WORLD" at this time and that all their Initialization
* code has been run
*/
/atom/proc/LateInitialize()
set waitfor = FALSE
SHOULD_CALL_PARENT(FALSE)
stack_trace("[src] ([type]) called LateInitialize but has nothing on it!")