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* Stabilizes code that flicks overlays to view/all clients (#76937) ## About The Pull Request Rather then using images and displaying them with client.images, we can instead simply make an object, give it the passed in image/MA's appearance, and then vis_contents it where we want. If you want to animate things, you can just use the atom we return from the proc call. This ends up costing about 25% of the best case scenario (one guy online) It will save more time with more users, but it also allows us to avoid the hypersuffering that is passing GLOB.clients into the flick proc. So I think I'm happy enough with this. For context, here's average per call cost for flick_overlay_view() right now. It winds between 5e-5 and 1e-4. With these changes we should pretty consistently hit the low end of this, because none of our work really varies all that much.  (I was using sswardrobe for this, but it ends up being a lot slower so like, why yaknow) ``` /atom/movable/flick_visual New: 3.65625ms Provide: 7.4375ms Qdel: 9.4375ms Stash: 9.46875ms ``` ## Why It's Good For The Game Using our tools should not make your code eat cpu time for no reason. Hearers is expensive, iterating clients is expensive, let's not be expensive. * Stabilizes code that flicks overlays to view/all clients * Not every client needs to see this * and these could be using SECONDS * grr DM * Convert these modular files to seconds too * Update dance_machine.dm --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
292 lines
12 KiB
Plaintext
292 lines
12 KiB
Plaintext
/obj/item/reagent_containers
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name = "Container"
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desc = "..."
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icon = 'icons/obj/medical/chemical.dmi'
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icon_state = null
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w_class = WEIGHT_CLASS_TINY
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/// The maximum amount of reagents per transfer that will be moved out of this reagent container.
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var/amount_per_transfer_from_this = 5
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/// Does this container allow changing transfer amounts at all, the container can still have only one possible transfer value in possible_transfer_amounts at some point even if this is true
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var/has_variable_transfer_amount = TRUE
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/// The different possible amounts of reagent to transfer out of the container
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var/list/possible_transfer_amounts = list(5,10,15,20,25,30)
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/// The maximum amount of reagents this container can hold
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var/volume = 30
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/// Reagent flags, a few examples being if the container is open or not, if its transparent, if you can inject stuff in and out of the container, and so on
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var/reagent_flags
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/// A list of what initial reagents this container should spawn with
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var/list/list_reagents = null
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/// If this container should spawn with a disease type inside of it
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var/spawned_disease = null
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/// How much of a disease specified in spawned_disease should this container spawn with
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var/disease_amount = 20
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/// If the reagents inside of this container will splash out when the container tries to splash onto someone or something
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var/spillable = FALSE
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/**
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* The different thresholds at which the reagent fill overlay will change. See medical/reagent_fillings.dmi.
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*
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* Should be a list of integers which correspond to a reagent unit threshold.
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* If null, no automatic fill overlays are generated.
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*
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* For example, list(0) will mean it will gain a the overlay with any reagents present. This overlay is "overlayname0".
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* list(0, 10) whill have two overlay options, for 0-10 units ("overlayname0") and 10+ units ("overlayname10").
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*/
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var/list/fill_icon_thresholds = null
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/// The optional custom name for the reagent fill icon_state prefix
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/// If not set, uses the current icon state.
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var/fill_icon_state = null
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/// The icon file to take fill icon appearances from
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var/fill_icon = 'icons/obj/medical/reagent_fillings.dmi'
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/obj/item/reagent_containers/Initialize(mapload, vol)
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. = ..()
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if(isnum(vol) && vol > 0)
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volume = vol
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create_reagents(volume, reagent_flags)
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if(spawned_disease)
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var/datum/disease/F = new spawned_disease()
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var/list/data = list("viruses"= list(F))
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reagents.add_reagent(/datum/reagent/blood, disease_amount, data)
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add_initial_reagents()
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/obj/item/reagent_containers/examine()
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. = ..()
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if(has_variable_transfer_amount)
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if(possible_transfer_amounts.len > 1)
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. += span_notice("Left-click or right-click in-hand to increase or decrease its transfer amount.")
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else if(possible_transfer_amounts.len)
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. += span_notice("Left-click or right-click in-hand to view its transfer amount.")
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/obj/item/reagent_containers/create_reagents(max_vol, flags)
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. = ..()
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RegisterSignals(reagents, list(COMSIG_REAGENTS_NEW_REAGENT, COMSIG_REAGENTS_ADD_REAGENT, COMSIG_REAGENTS_DEL_REAGENT, COMSIG_REAGENTS_REM_REAGENT), PROC_REF(on_reagent_change))
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RegisterSignal(reagents, COMSIG_QDELETING, PROC_REF(on_reagents_del))
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/obj/item/reagent_containers/attack(mob/living/target_mob, mob/living/user, params)
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if (!user.combat_mode)
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return
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return ..()
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/obj/item/reagent_containers/proc/on_reagents_del(datum/reagents/reagents)
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SIGNAL_HANDLER
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UnregisterSignal(reagents, list(COMSIG_REAGENTS_NEW_REAGENT, COMSIG_REAGENTS_ADD_REAGENT, COMSIG_REAGENTS_DEL_REAGENT, COMSIG_REAGENTS_REM_REAGENT, COMSIG_QDELETING))
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return NONE
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/obj/item/reagent_containers/proc/add_initial_reagents()
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if(list_reagents)
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reagents.add_reagent_list(list_reagents)
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/obj/item/reagent_containers/attack_self(mob/user)
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if(has_variable_transfer_amount)
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change_transfer_amount(user, FORWARD)
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/obj/item/reagent_containers/attack_self_secondary(mob/user)
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if(has_variable_transfer_amount)
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change_transfer_amount(user, BACKWARD)
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/obj/item/reagent_containers/proc/mode_change_message(mob/user)
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return
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/obj/item/reagent_containers/proc/change_transfer_amount(mob/user, direction = FORWARD)
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var/list_len = length(possible_transfer_amounts)
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if(!list_len)
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return
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var/index = possible_transfer_amounts.Find(amount_per_transfer_from_this) || 1
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switch(direction)
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if(FORWARD)
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index = (index % list_len) + 1
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if(BACKWARD)
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index = (index - 1) || list_len
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else
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CRASH("change_transfer_amount() called with invalid direction value")
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amount_per_transfer_from_this = possible_transfer_amounts[index]
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balloon_alert(user, "transferring [amount_per_transfer_from_this]u")
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mode_change_message(user)
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/obj/item/reagent_containers/attack(mob/M, mob/living/user, def_zone)
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if(user.combat_mode)
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return ..()
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/obj/item/reagent_containers/pre_attack_secondary(atom/target, mob/living/user, params)
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if(HAS_TRAIT(target, TRAIT_DO_NOT_SPLASH))
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return ..()
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if(!user.combat_mode)
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return ..()
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if (try_splash(user, target))
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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return ..()
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/// Tries to splash the target. Used on both right-click and normal click when in combat mode.
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/obj/item/reagent_containers/proc/try_splash(mob/user, atom/target)
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if (!spillable)
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return FALSE
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if (!reagents?.total_volume)
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return FALSE
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var/punctuation = ismob(target) ? "!" : "."
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var/reagent_text
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user.visible_message(
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span_danger("[user] splashes the contents of [src] onto [target][punctuation]"),
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span_danger("You splash the contents of [src] onto [target][punctuation]"),
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ignored_mobs = target,
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)
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if (ismob(target))
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var/mob/target_mob = target
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target_mob.show_message(
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span_userdanger("[user] splash the contents of [src] onto you!"),
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MSG_VISUAL,
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span_userdanger("You feel drenched!"),
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)
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playsound(target, 'sound/effects/slosh.ogg', 25, TRUE)
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var/mutable_appearance/splash_animation = mutable_appearance('icons/effects/effects.dmi', "splash")
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if(isturf(target))
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splash_animation.icon_state = "splash_floor"
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splash_animation.color = mix_color_from_reagents(reagents.reagent_list)
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target.flick_overlay_view(splash_animation, 1 SECONDS)
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for(var/datum/reagent/reagent as anything in reagents.reagent_list)
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reagent_text += "[reagent] ([num2text(reagent.volume)]),"
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var/mob/thrown_by = thrownby?.resolve()
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if(isturf(target) && reagents.reagent_list.len && thrown_by)
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log_combat(thrown_by, target, "splashed (thrown) [english_list(reagents.reagent_list)]")
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message_admins("[ADMIN_LOOKUPFLW(thrown_by)] splashed (thrown) [english_list(reagents.reagent_list)] on [target] at [ADMIN_VERBOSEJMP(target)].")
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reagents.expose(target, TOUCH)
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log_combat(user, target, "splashed", reagent_text)
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reagents.clear_reagents()
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return TRUE
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/obj/item/reagent_containers/proc/canconsume(mob/eater, mob/user)
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if(!iscarbon(eater))
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return FALSE
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var/mob/living/carbon/C = eater
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var/covered = ""
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if(C.is_mouth_covered(ITEM_SLOT_HEAD))
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covered = "headgear"
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else if(C.is_mouth_covered(ITEM_SLOT_MASK))
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covered = "mask"
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if(covered)
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var/who = (isnull(user) || eater == user) ? "your" : "[eater.p_their()]"
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to_chat(user, span_warning("You have to remove [who] [covered] first!"))
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return FALSE
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return TRUE
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/*
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* On accidental consumption, transfer a portion of the reagents to the eater and the item it's in, then continue to the base proc (to deal with shattering glass containers)
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*/
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/obj/item/reagent_containers/on_accidental_consumption(mob/living/carbon/M, mob/living/carbon/user, obj/item/source_item, discover_after = TRUE)
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M.losebreath += 2
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reagents?.trans_to(M, min(15, reagents.total_volume / rand(5,10)), transfered_by = user, methods = INGEST)
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if(source_item?.reagents)
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reagents.trans_to(source_item, min(source_item.reagents.total_volume / 2, reagents.total_volume / 5), transfered_by = user, methods = TOUCH)
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return ..()
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/obj/item/reagent_containers/fire_act(exposed_temperature, exposed_volume)
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reagents.expose_temperature(exposed_temperature)
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..()
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/obj/item/reagent_containers/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum, do_splash = TRUE)
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. = ..()
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if(do_splash)
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SplashReagents(hit_atom, TRUE)
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/obj/item/reagent_containers/proc/bartender_check(atom/target)
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. = FALSE
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var/mob/thrown_by = thrownby?.resolve()
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if(target.CanPass(src, get_dir(target, src)) && thrown_by && HAS_TRAIT(thrown_by, TRAIT_BOOZE_SLIDER))
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. = TRUE
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/obj/item/reagent_containers/proc/SplashReagents(atom/target, thrown = FALSE, override_spillable = FALSE)
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if(!reagents || !reagents.total_volume || (!spillable && !override_spillable))
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return
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var/mob/thrown_by = thrownby?.resolve()
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if(ismob(target) && target.reagents)
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var/splash_multiplier = 1
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if(thrown)
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splash_multiplier *= (rand(5,10) * 0.1) //Not all of it makes contact with the target
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var/mob/M = target
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var/turf/target_turf = get_turf(target)
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var/R
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target.visible_message(span_danger("[M] is splashed with something!"), \
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span_userdanger("[M] is splashed with something!"))
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for(var/datum/reagent/A in reagents.reagent_list)
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R += "[A.type] ([num2text(A.volume)]),"
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if(thrown_by)
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log_combat(thrown_by, M, "splashed", R)
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reagents.expose(target, TOUCH, splash_multiplier)
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reagents.expose(target_turf, TOUCH, (1 - splash_multiplier)) // 1 - splash_multiplier because it's what didn't hit the target
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target_turf.add_liquid_from_reagents(reagents, reagent_multiplier = (1 - splash_multiplier)) // SKYRAT EDIT ADDITION - liquid spills (molotov buff) (huge)
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else if(bartender_check(target) && thrown)
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visible_message(span_notice("[src] lands onto the [target.name] without spilling a single drop."))
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return
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else
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//SKYRAT EDIT CHANGE START - liquid spills on non-mobs
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if(target.can_liquid_spill_on_hit())
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target.add_liquid_from_reagents(reagents, thrown_from = src, thrown_to = target)
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if(reagents.reagent_list.len && thrown_by)
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log_combat(thrown_by, target, "splashed (thrown) [english_list(reagents.reagent_list)]", "in [AREACOORD(target)]")
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log_game("[key_name(thrown_by)] splashed (thrown) [english_list(reagents.reagent_list)] on [target] in [AREACOORD(target)].")
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message_admins("[ADMIN_LOOKUPFLW(thrown_by)] splashed (thrown) [english_list(reagents.reagent_list)] on [target] in [ADMIN_VERBOSEJMP(target)].")
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else
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reagents.expose(target, TOUCH)
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//SKYRAT EDIT END
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visible_message("<span class='notice'>[src] spills its contents all over [target].</span>")
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//reagents.expose(target, TOUCH) //SKYRAT EDIT REMOVAL
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if(QDELETED(src))
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return
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playsound(target, 'sound/effects/slosh.ogg', 25, TRUE)
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var/mutable_appearance/splash_animation = mutable_appearance('icons/effects/effects.dmi', "splash")
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if(isturf(target))
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splash_animation.icon_state = "splash_floor"
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splash_animation.color = mix_color_from_reagents(reagents.reagent_list)
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target.flick_overlay_view(splash_animation, 1.0 SECONDS)
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reagents.clear_reagents()
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/obj/item/reagent_containers/microwave_act(obj/machinery/microwave/microwave_source, mob/microwaver, randomize_pixel_offset)
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reagents.expose_temperature(1000)
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return ..() | COMPONENT_MICROWAVE_SUCCESS
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/obj/item/reagent_containers/fire_act(temperature, volume)
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reagents.expose_temperature(temperature)
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/// Updates the icon of the container when the reagents change. Eats signal args
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/obj/item/reagent_containers/proc/on_reagent_change(datum/reagents/holder, ...)
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SIGNAL_HANDLER
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update_appearance()
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return NONE
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/obj/item/reagent_containers/update_overlays()
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. = ..()
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if(!fill_icon_thresholds)
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return
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if(!reagents.total_volume)
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return
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var/fill_name = fill_icon_state ? fill_icon_state : icon_state
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var/mutable_appearance/filling = mutable_appearance(fill_icon, "[fill_name][fill_icon_thresholds[1]]")
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var/percent = round((reagents.total_volume / volume) * 100)
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for(var/i in 1 to fill_icon_thresholds.len)
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var/threshold = fill_icon_thresholds[i]
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var/threshold_end = (i == fill_icon_thresholds.len) ? INFINITY : fill_icon_thresholds[i+1]
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if(threshold <= percent && percent < threshold_end)
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filling.icon_state = "[fill_name][fill_icon_thresholds[i]]"
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filling.color = mix_color_from_reagents(reagents.reagent_list)
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. += filling
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