Files
Bubberstation/code/datums/components/construction.dm
san7890 ccef887efe Lints Against Unmanaged Local Defines (#74333)
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.

## About The Pull Request

Hey there,

This took a while to do, but here's the gist:

Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.

Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.

Scenarios this PR corrects:

* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*

(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game

If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).

Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.

I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.

(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
2023-03-29 10:17:03 -07:00

158 lines
4.1 KiB
Plaintext

/datum/component/construction
var/list/steps
var/result
var/index = 1
var/desc
/datum/component/construction/Initialize()
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, PROC_REF(examine))
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, PROC_REF(action))
update_parent(index)
/datum/component/construction/proc/examine(datum/source, mob/user, list/examine_list)
SIGNAL_HANDLER
if(desc)
examine_list += desc
/datum/component/construction/proc/on_step()
if(index > steps.len)
spawn_result()
else
update_parent(index)
/datum/component/construction/proc/action(datum/source, obj/item/I, mob/living/user)
SIGNAL_HANDLER
ASYNC //This proc will never actually sleep, it calls do_after with a time of 0.
. = check_step(I, user)
return .
/datum/component/construction/proc/update_index(diff)
index += diff
on_step()
/datum/component/construction/proc/check_step(obj/item/I, mob/living/user)
var/diff = is_right_key(I)
if(diff && custom_action(I, user, diff))
update_index(diff)
return TRUE
return FALSE
/datum/component/construction/proc/is_right_key(obj/item/I) // returns index step
var/list/L = steps[index]
if(check_used_item(I, L["key"]))
return FORWARD //to the first step -> forward
else if(check_used_item(I, L["back_key"]))
return BACKWARD //to the last step -> backwards
return FALSE
/datum/component/construction/proc/check_used_item(obj/item/I, key)
if(!key)
return FALSE
if(ispath(key) && istype(I, key))
return TRUE
else if(I.tool_behaviour == key)
return TRUE
return FALSE
/datum/component/construction/proc/custom_action(obj/item/I, mob/living/user, diff)
var/target_index = index + diff
var/list/current_step = steps[index]
var/list/target_step
if(target_index > 0 && target_index <= steps.len)
target_step = steps[target_index]
. = TRUE
if(I.tool_behaviour)
. = I.use_tool(parent, user, 0, volume=50)
else if(diff == FORWARD)
switch(current_step["action"])
if(ITEM_DELETE)
. = user.transferItemToLoc(I, parent)
if(.)
qdel(I)
if(ITEM_MOVE_INSIDE)
. = user.transferItemToLoc(I, parent)
// Using stacks
else
if(isstack(I))
. = I.use_tool(parent, user, 0, volume=50, amount=current_step["amount"])
// Going backwards? Undo the last action. Drop/respawn the items used in last action, if any.
if(. && diff == BACKWARD && target_step && !target_step["no_refund"])
var/target_step_key = target_step["key"]
switch(target_step["action"])
if(ITEM_DELETE)
new target_step_key(drop_location())
if(ITEM_MOVE_INSIDE)
var/obj/item/located_item = locate(target_step_key) in parent
if(located_item)
located_item.forceMove(drop_location())
else
if(ispath(target_step_key, /obj/item/stack))
new target_step_key(drop_location(), target_step["amount"])
/datum/component/construction/proc/spawn_result()
// Some constructions result in new components being added.
if(ispath(result, /datum/component))
parent.AddComponent(result)
qdel(src)
else if(ispath(result, /atom))
new result(drop_location())
qdel(parent)
/datum/component/construction/proc/update_parent(step_index)
var/list/step = steps[step_index]
var/atom/parent_atom = parent
if(step["desc"])
desc = step["desc"]
if(step["icon_state"])
parent_atom.icon_state = step["icon_state"]
/datum/component/construction/proc/drop_location()
var/atom/parent_atom = parent
return parent_atom.drop_location()
// Unordered construction.
// Takes a list of part types, to be added in any order, as steps.
// Calls spawn_result() when every type has been added.
/datum/component/construction/unordered/check_step(obj/item/I, mob/living/user)
for(var/typepath in steps)
if(istype(I, typepath) && custom_action(I, user, typepath))
steps -= typepath
on_step()
return TRUE
return FALSE
/datum/component/construction/unordered/on_step()
if(!steps.len)
spawn_result()
else
update_parent(steps.len)
/datum/component/construction/unordered/update_parent(steps_left)
return
/datum/component/construction/unordered/custom_action(obj/item/I, mob/living/user, typepath)
return TRUE