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https://github.com/Bubberstation/Bubberstation.git
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* 'optimizes' space transitions by like 0.06 seconds, makes them easier to read tho, so that's an upside * ''''optimizes'''' parsed map loading I'm honestly not sure how big a difference this makes, looked like small percentage points if anything It's a bit more internally concistent at least, which is nice. Also I understand the system now. I'd like to think it helped but I think this is kinda a "do you think it's easier to read" sort of situation. if it did help it was by the skin of its teeth * Saves 0.6 seconds off loading meta and lavaland's map files This is just a lot of micro stuff. 1: Bound checks don't need to be inside for loops, we can instead bound the iteration counts 2: TGM and DMM are parsed differently. in dmm a grid_set is one z level, in tgm it's one collumn. Realizing this allows you to skip copytexts and other such silly in the tgm implemenentation, saving a good bit of time 3: Min/max bounds do not need to be checked inside for loops, and can instead be handled outside of them, because we know the order of x and y iteration. This saves 0.2 seconds I may or may not have made the code harder to read, if so let me know and I'll check it over. * Micro ops key caching significantly. Fixes macros bug inserting \ into a dmm with no valid target would just less then loop the string. Dumb Anyway, optimizations. I save a LOT of time by not needing to call find_next_delimiter_position for every entry and var set. (like maybe 0.5 seconds, not totally sure) I save this by using splittext, which is significantly faster. this would cause parsing issues if you could embed \n into dmms, but you can't, so I'm safe. Lemme see uh, lots of little things, stuff that's suboptimal or could be done cheaper. Some "hey you and I both know a \" is 2 chars long sort of stuff I removed trim_text because the quote trimming was never actually used, and the space trimming was slower then using the code in trim. I also micro'd trim to save a bit of time. this saves another maybe 0.5. Few other things, I think that's the main of it. Gives me the fuzzy feelings * Saves 50% of build_coordinate's time Micro optimizing go brrrrr I made turf_blacklist an assoc list rather then just a normal one, so lookups are O(log n) instead of O(n). Also it's faster for the base case of loading mostly space. Instead of toggling the map loader right before and right after New() calls, we toggle at the start of mapload, and disable then reenable if we check tick. This saves like 0.3 seconds Rather then tracking an area cache ourselves, and needing to pass it around, we use a locally static list to reference the global list of area -> type. This is much faster, if slightly fragile. Rather then checking for a null turf at every line, we do it at the start of the proc and not after. Faster this way, tho it can in theory drop area vvs. Avoids calling world.preloader_setup unless we actually have a unique set of attributes. We use another static list to make this comparison cheap. This saves another 0.3 Rather then checking for area paths in the turf logic, or vis versa, we assume we are creating the type implied by the index we're reading off. So only the last type entry will be loaded like a turf, etc. This is slightly unsafe but saves a good bit of time, and will properly error on fucked maps. Also, rather then using a datum to hold preloader vars, we use 2 global variables. This is faster. This marks the end of my optimizations for direct maploading. I've reduced the cost of loading a map by more then 50% now. Get owned. * Adds a define for maploading tick check * makes shuttles load again, removes some of the hard limits I had on the reader for profiling * Macro ops cave generation Cave generation was insanely more expensive then it had any right to be. Maybe 0.5 seconds was saved off not doing a range(12) for EVERY SPAWNED MOB. 0.14 was saved off using expanded weighted lists (A new idea of mine) This is useful because I can take a weighted list, and condense it into weight * path count. This is more memory heavy, and costs more to create, but is so much faster then the proc. I also added a naive implementation of gcd to make this a bit less bad. It's not great, but it'll do for this usecase. Oh and I changed some ChangeTurfs into New()s. I'm still not entirely sure what the core difference between the two is, but it seems to work fine. I believe it's safe because the turf below us hasn't init'd yet, there's nothing to take from them. It's like 3 seconds faster too so I'll be sad when it turns out I'm being dumb * Micros river spawning This uses the same sort of concepts as the last change, mostly New being preferable to ChangeTurf at this level of code. This bit isn't nearly as detailed as the last few, I honestly got a bit tired. It's still like 0.4 seconds saved tho * Micros ruin loading Turns out it saves time if you don't check area type for every tile on a ruin. Not a whole ton faster, like 0.03, but faster. Saves even more time (0.1) to not iterate all your ruin's turfs 3 times to clear away lavaland mobs, when you're IN SPACE who wrote this. Oh it also saves time to only pull your turf list once, rather then 3 times
442 lines
17 KiB
Plaintext
442 lines
17 KiB
Plaintext
/*
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Map Template Holodeck
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Holodeck finds the location of mapped_start_area and loads offline_program in it on LateInitialize. It then passes its program templates to Holodeck.js in the form of program_cache and emag_programs. when a user selects a program the
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ui calls load_program() with the id of the selected program.
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load_program() -> map_template/load() on map_template/holodeck.
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holodeck map templates:
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1. have an update_blacklist that doesnt allow placing on non holofloors (except for engine floors so you can repair it)
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2. has should_place_on_top = FALSE, so that the baseturfs list doesnt pull a kilostation oom crash
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3. has returns_created = TRUE, so that SSatoms gives the map template a list of spawned atoms
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all the fancy flags and shit are added to holodeck objects in finish_spawn()
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Easiest way to add new holodeck programs:
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1. Define new map template datums in code/modules/holodeck/holodeck_map_templates, make sure they have the access flags
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of the holodeck you want them to be able to load, for the onstation holodeck the flag is STATION_HOLODECK.
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2. Create the new map templates in _maps/templates (remember theyre 9x10, and make sure they have area/noop or else it will fuck with linked)
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all turfs in holodeck programs MUST be of type /turf/open/floor/holofloor, OR /turf/open/floor/engine, or they will block future programs!
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Note: if youre looking at holodeck code because you want to see how returns_created is handled so that templates return a list of atoms
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created from them: make sure you handle that list correctly! Either copy them by value and delete them or reference it and handle qdel'ing
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and clear when youre done! if you dont i will use :newspaper2: on you
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*/
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#define HOLODECK_CD 2 SECONDS
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#define HOLODECK_DMG_CD 5 SECONDS
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/// typecache for turfs that should be considered ok during floorchecks.
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/// A linked turf being anything not in this typecache will cause the holodeck to perform an emergency shutdown.
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GLOBAL_LIST_INIT(typecache_holodeck_linked_floorcheck_ok, typecacheof(list(/turf/open/floor/holofloor, /turf/closed)))
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/obj/machinery/computer/holodeck
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name = "holodeck control console"
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desc = "A computer used to control a nearby holodeck."
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icon_screen = "holocontrol"
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//new vars
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///what area type this holodeck loads into. linked turns into the nearest instance of this area
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var/area/mapped_start_area = /area/station/holodeck/rec_center
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///the currently used map template
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var/datum/map_template/holodeck/template
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///bottom left corner of the loading room, used for placing
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var/turf/bottom_left
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///if TRUE the holodeck is busy spawning another simulation and should immediately stop loading the newest one
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var/spawning_simulation = FALSE
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//old vars
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///the area that this holodeck loads templates into, used for power and deleting holo objects that leave it
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var/area/station/holodeck/linked
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///what program is loaded right now or is about to be loaded
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var/program = "holodeck_offline"
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var/last_program
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///the default program loaded by this holodeck when spawned and when deactivated
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var/offline_program = "holodeck_offline"
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///stores all of the unrestricted holodeck map templates that this computer has access to
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var/list/program_cache
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///stores all of the restricted holodeck map templates that this computer has access to
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var/list/emag_programs
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///subtypes of this (but not this itself) are loadable programs
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var/program_type = /datum/map_template/holodeck
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///every holo object created by the holodeck goes in here to track it
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var/list/spawned = list()
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var/list/effects = list() //like above, but for holo effects
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///special locs that can mess with derez'ing holo spawned objects
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var/list/special_locs = list(
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/obj/item/clothing/head/mob_holder,
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)
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///TRUE if the holodeck is using extra power because of a program, FALSE otherwise
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var/active = FALSE
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///increases the holodeck cooldown if TRUE, causing the holodeck to take longer to allow loading new programs
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var/damaged = FALSE
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//creates the timer that determines if another program can be manually loaded
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COOLDOWN_DECLARE(holodeck_cooldown)
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/obj/machinery/computer/holodeck/Initialize(mapload)
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..()
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return INITIALIZE_HINT_LATELOAD
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/obj/machinery/computer/holodeck/LateInitialize()//from here linked is populated and the program list is generated. its also set to load the offline program
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linked = GLOB.areas_by_type[mapped_start_area]
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if(!linked)
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log_mapping("[src] at [AREACOORD(src)] has no matching holodeck area.")
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qdel(src)
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return
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bottom_left = locate(linked.x, linked.y, src.z)
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if(!bottom_left)
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log_mapping("[src] at [AREACOORD(src)] has an invalid holodeck area.")
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qdel(src)
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return
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var/area/computer_area = get_area(src)
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if(istype(computer_area, /area/station/holodeck))
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log_mapping("Holodeck computer cannot be in a holodeck, This would cause circular power dependency.")
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qdel(src)
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return
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// the following is necessary for power reasons
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if(!offline_program)
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stack_trace("Holodeck console created without an offline program")
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qdel(src)
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return
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linked.linked = src
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var/area/my_area = get_area(src)
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if(my_area)
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linked.power_usage = my_area.power_usage
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else
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linked.power_usage = list(AREA_USAGE_LEN)
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COOLDOWN_START(src, holodeck_cooldown, HOLODECK_CD)
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generate_program_list()
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load_program(offline_program,TRUE)
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///adds all programs that this holodeck has access to, and separates the restricted and unrestricted ones
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/obj/machinery/computer/holodeck/proc/generate_program_list()
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for(var/typekey in subtypesof(program_type))
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var/datum/map_template/holodeck/program = typekey
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var/list/info_this = list("id" = initial(program.template_id), "name" = initial(program.name))
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if(initial(program.restricted))
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LAZYADD(emag_programs, list(info_this))
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else
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LAZYADD(program_cache, list(info_this))
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/obj/machinery/computer/holodeck/ui_interact(mob/user, datum/tgui/ui)
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. = ..()
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "Holodeck", name)
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ui.open()
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/obj/machinery/computer/holodeck/ui_data(mob/user)
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var/list/data = list()
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data["default_programs"] = program_cache
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if(obj_flags & EMAGGED)
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data["emagged"] = TRUE
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data["emag_programs"] = emag_programs
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data["program"] = program
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data["can_toggle_safety"] = issilicon(user) || isAdminGhostAI(user)
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return data
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/obj/machinery/computer/holodeck/ui_act(action, params)
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. = ..()
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if(.)
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return
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. = TRUE
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switch(action)
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if("load_program")
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var/program_to_load = params["id"]
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var/list/checked = program_cache.Copy()
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if (obj_flags & EMAGGED)
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checked |= emag_programs
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var/valid = FALSE //dont tell security about this
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//checks if program_to_load is any one of the loadable programs, if it isnt then it rejects it
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for(var/list/check_list as anything in checked)
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if(check_list["id"] == program_to_load)
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valid = TRUE
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break
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if(!valid)
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return FALSE
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//load the map_template that program_to_load represents
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if(program_to_load)
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load_program(program_to_load)
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if("safety")
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if (!(obj_flags & EMAGGED) && !issilicon(usr))
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return
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if((obj_flags & EMAGGED) && program)
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emergency_shutdown()
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nerf(obj_flags & EMAGGED,FALSE)
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obj_flags ^= EMAGGED
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say("Safeties reset. Restarting...")
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usr.log_message("disabled Holodeck safeties.", LOG_GAME)
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///this is what makes the holodeck not spawn anything on broken tiles (space and non engine plating / non holofloors)
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/datum/map_template/holodeck/update_blacklist(turf/placement, list/input_blacklist)
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for(var/turf/possible_blacklist as anything in get_affected_turfs(placement))
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if (possible_blacklist.holodeck_compatible)
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continue
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input_blacklist[possible_blacklist] = TRUE
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///loads the template whose id string it was given ("offline_program" loads datum/map_template/holodeck/offline)
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/obj/machinery/computer/holodeck/proc/load_program(map_id, force = FALSE, add_delay = TRUE)
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if (program == map_id)
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return
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if (!is_operational)//load_program is called once with a timer (in toggle_power) we dont want this to load anything if its off
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map_id = offline_program
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force = TRUE
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if (!force && (!COOLDOWN_FINISHED(src, holodeck_cooldown) || spawning_simulation))
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say("ERROR. Recalibrating projection apparatus.")
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return
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if(spawning_simulation)
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return
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if (add_delay)
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COOLDOWN_START(src, holodeck_cooldown, (damaged ? HOLODECK_CD + HOLODECK_DMG_CD : HOLODECK_CD))
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if (damaged && floorcheck())
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damaged = FALSE
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spawning_simulation = TRUE
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active = (map_id != offline_program)
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update_use_power(active + IDLE_POWER_USE)
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program = map_id
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clear_projection()
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template = SSmapping.holodeck_templates[map_id]
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template.load(bottom_left) //this is what actually loads the holodeck simulation into the map
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if(template.restricted)
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usr.log_message("loaded a restricted Holodeck program: [program].", LOG_GAME)
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message_admins("[ADMIN_LOOKUPFLW(usr)] loaded a restricted Holodeck program: [program].")
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spawned = template.created_atoms //populate the spawned list with the atoms belonging to the holodeck
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if(istype(template, /datum/map_template/holodeck/thunderdome1218) && !SSshuttle.shuttle_purchase_requirements_met[SHUTTLE_UNLOCK_MEDISIM])
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say("Special note from \"1218 AD\" developer: I see you too are interested in the REAL dark ages of humanity! I've made this program also unlock some interesting shuttle designs on any communication console around. Have fun!")
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SSshuttle.shuttle_purchase_requirements_met[SHUTTLE_UNLOCK_MEDISIM] = TRUE
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nerf(!(obj_flags & EMAGGED))
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finish_spawn()
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///To be used on destroy, mainly to prevent sleeping inside well, destroy. Missing a lot of the things contained in load_program
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/obj/machinery/computer/holodeck/proc/reset_to_default()
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if (program == offline_program)
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return
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program = offline_program
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clear_projection()
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template = SSmapping.holodeck_templates[offline_program]
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INVOKE_ASYNC(template, /datum/map_template/proc/load, bottom_left) //this is what actually loads the holodeck simulation into the map
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/obj/machinery/computer/holodeck/proc/clear_projection()
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//clear the items from the previous program
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for(var/holo_atom in spawned)
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derez(holo_atom)
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for(var/obj/effect/holodeck_effect/holo_effect as anything in effects)
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effects -= holo_effect
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holo_effect.deactivate(src)
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//makes sure that any time a holoturf is inside a baseturf list (e.g. if someone put a wall over it) its set to the OFFLINE turf
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//so that you cant bring turfs from previous programs into other ones (like putting the plasma burn turf into lounge for example)
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for(var/turf/closed/holo_turf in linked)
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for(var/baseturf in holo_turf.baseturfs)
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if(ispath(baseturf, /turf/open/floor/holofloor))
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holo_turf.baseturfs -= baseturf
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holo_turf.baseturfs += /turf/open/floor/holofloor/plating
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///finalizes objects in the spawned list
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/obj/machinery/computer/holodeck/proc/finish_spawn()
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for(var/atom/holo_atom as anything in spawned)
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if(QDELETED(holo_atom))
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spawned -= holo_atom
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continue
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RegisterSignal(holo_atom, COMSIG_PARENT_QDELETING, .proc/remove_from_holo_lists)
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holo_atom.flags_1 |= HOLOGRAM_1
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if(isholoeffect(holo_atom))//activates holo effects and transfers them from the spawned list into the effects list
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var/obj/effect/holodeck_effect/holo_effect = holo_atom
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effects += holo_effect
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spawned -= holo_effect
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var/atom/holo_effect_product = holo_effect.activate(src)//change name
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if(istype(holo_effect_product))
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spawned += holo_effect_product // we want mobs or objects spawned via holoeffects to be tracked as objects
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RegisterSignal(holo_effect_product, COMSIG_PARENT_QDELETING, .proc/remove_from_holo_lists)
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if(islist(holo_effect_product))
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for(var/atom/atom_product as anything in holo_effect_product)
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RegisterSignal(atom_product, COMSIG_PARENT_QDELETING, .proc/remove_from_holo_lists)
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continue
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if(isobj(holo_atom))
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var/obj/holo_object = holo_atom
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holo_object.resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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if(isstructure(holo_object))
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holo_object.flags_1 |= NODECONSTRUCT_1
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continue
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if(ismachinery(holo_object))
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var/obj/machinery/holo_machine = holo_object
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holo_machine.flags_1 |= NODECONSTRUCT_1
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holo_machine.power_change()
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if(istype(holo_machine, /obj/machinery/button))
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var/obj/machinery/button/holo_button = holo_machine
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holo_button.setup_device()
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spawning_simulation = FALSE
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///this qdels holoitems that should no longer exist for whatever reason
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/obj/machinery/computer/holodeck/proc/derez(atom/movable/holo_atom, silent = TRUE, forced = FALSE)
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spawned -= holo_atom
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if(!holo_atom)
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return
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UnregisterSignal(holo_atom, COMSIG_PARENT_QDELETING)
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var/turf/target_turf = get_turf(holo_atom)
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for(var/atom/movable/atom_contents as anything in holo_atom) //make sure that things inside of a holoitem are moved outside before destroying it
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atom_contents.forceMove(target_turf)
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if(istype(holo_atom, /obj/item/clothing/under/rank))
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var/obj/item/clothing/under/holo_clothing = holo_atom
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holo_clothing.dump_attachment()
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if(!silent)
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visible_message(span_notice("[holo_atom] fades away!"))
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if(is_type_in_list(holo_atom.loc, special_locs))
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qdel(holo_atom.loc)
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qdel(holo_atom)
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/obj/machinery/computer/holodeck/proc/remove_from_holo_lists(datum/to_remove, _forced)
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SIGNAL_HANDLER
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spawned -= to_remove
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UnregisterSignal(to_remove, COMSIG_PARENT_QDELETING)
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/obj/machinery/computer/holodeck/process(delta_time)
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if(damaged && DT_PROB(5, delta_time))
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for(var/turf/holo_turf in linked)
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if(DT_PROB(2.5, delta_time))
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do_sparks(2, 1, holo_turf)
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return
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. = ..()
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if(!. || program == offline_program)//we dont need to scan the holodeck if the holodeck is offline
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return
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if(!floorcheck()) //if any turfs in the floor of the holodeck are broken
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emergency_shutdown()
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damaged = TRUE
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visible_message("The holodeck overloads!")
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for(var/turf/holo_turf in linked)
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if(prob(30))
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do_sparks(2, 1, holo_turf)
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SSexplosions.lowturf += holo_turf
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holo_turf.hotspot_expose(1000,500,1)
|
|
|
|
if(!(obj_flags & EMAGGED))
|
|
for(var/item in spawned)
|
|
if(!(get_turf(item) in linked))
|
|
derez(item)
|
|
for(var/obj/effect/holodeck_effect/holo_effect as anything in effects)
|
|
holo_effect.tick()
|
|
update_mode_power_usage(ACTIVE_POWER_USE, active_power_usage + spawned.len * 3 + effects.len * 5)
|
|
|
|
/obj/machinery/computer/holodeck/proc/toggle_power(toggleOn = FALSE)
|
|
if(active == toggleOn)
|
|
return
|
|
|
|
if(toggleOn)
|
|
if(last_program && (last_program != offline_program))
|
|
addtimer(CALLBACK(src,.proc/load_program, last_program, TRUE), 25)
|
|
active = TRUE
|
|
else
|
|
last_program = program
|
|
load_program(offline_program, TRUE)
|
|
active = FALSE
|
|
|
|
/obj/machinery/computer/holodeck/power_change()
|
|
. = ..()
|
|
INVOKE_ASYNC(src, .proc/toggle_power, !machine_stat)
|
|
|
|
///shuts down the holodeck and force loads the offline_program
|
|
/obj/machinery/computer/holodeck/proc/emergency_shutdown()
|
|
last_program = program
|
|
active = FALSE
|
|
load_program(offline_program, TRUE)
|
|
|
|
///returns TRUE if all floors of the holodeck are present, returns FALSE if any are broken or removed
|
|
/obj/machinery/computer/holodeck/proc/floorcheck()
|
|
for(var/turf/holo_floor in linked)
|
|
if (is_type_in_typecache(holo_floor, GLOB.typecache_holodeck_linked_floorcheck_ok))
|
|
continue
|
|
return FALSE
|
|
return TRUE
|
|
|
|
///changes all weapons in the holodeck to do stamina damage if set
|
|
/obj/machinery/computer/holodeck/proc/nerf(nerf_this, is_loading = TRUE)
|
|
if (!nerf_this && is_loading)
|
|
return
|
|
for(var/obj/item/to_be_nerfed in spawned)
|
|
to_be_nerfed.damtype = nerf_this ? STAMINA : initial(to_be_nerfed.damtype)
|
|
for(var/obj/effect/holodeck_effect/holo_effect as anything in effects)
|
|
holo_effect.safety(nerf_this)
|
|
|
|
/obj/machinery/computer/holodeck/emag_act(mob/user)
|
|
if(obj_flags & EMAGGED)
|
|
return
|
|
if(!LAZYLEN(emag_programs))
|
|
to_chat(user, "[src] does not seem to have a card swipe port. It must be an inferior model.")
|
|
return
|
|
playsound(src, SFX_SPARKS, 75, TRUE)
|
|
obj_flags |= EMAGGED
|
|
to_chat(user, span_warning("You vastly increase projector power and override the safety and security protocols."))
|
|
say("Warning. Automatic shutoff and derezzing protocols have been corrupted. Please call Nanotrasen maintenance and do not use the simulator.")
|
|
user.log_message("emagged the Holodeck Control Console.", LOG_GAME)
|
|
message_admins("[ADMIN_LOOKUPFLW(user)] emagged the Holodeck Control Console.")
|
|
nerf(!(obj_flags & EMAGGED),FALSE)
|
|
|
|
/obj/machinery/computer/holodeck/emp_act(severity)
|
|
. = ..()
|
|
if(. & EMP_PROTECT_SELF)
|
|
return
|
|
emergency_shutdown()
|
|
|
|
/obj/machinery/computer/holodeck/ex_act(severity, target)
|
|
emergency_shutdown()
|
|
return ..()
|
|
|
|
/obj/machinery/computer/holodeck/Destroy()
|
|
reset_to_default()
|
|
if(linked)
|
|
linked.linked = null
|
|
linked.power_usage = list(AREA_USAGE_LEN)
|
|
return ..()
|
|
|
|
/obj/machinery/computer/holodeck/blob_act(obj/structure/blob/B)
|
|
emergency_shutdown()
|
|
return ..()
|
|
|
|
#undef HOLODECK_CD
|
|
#undef HOLODECK_DMG_CD
|