Files
Bubberstation/code/game/objects/items/devices/laserpointer.dm
LemonInTheDark 68184a2e50 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.


![flick_avg](https://github.com/tgstation/tgstation/assets/58055496/3483e022-9cc5-490a-be5e-eb79f4e2110b)

(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.
2023-07-20 13:00:52 -06:00

207 lines
6.8 KiB
Plaintext

/obj/item/laser_pointer
name = "laser pointer"
desc = "Don't shine it in your eyes!"
icon = 'icons/obj/device.dmi'
icon_state = "pointer"
inhand_icon_state = "pen"
worn_icon_state = "pen"
var/pointer_icon_state
flags_1 = CONDUCT_1
item_flags = NOBLUDGEON
slot_flags = ITEM_SLOT_BELT
custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 5)
w_class = WEIGHT_CLASS_SMALL
var/turf/pointer_loc
var/energy = 10
var/max_energy = 10
var/effectchance = 30
var/recharging = FALSE
var/recharge_locked = FALSE
var/obj/item/stock_parts/micro_laser/diode //used for upgrading!
/obj/item/laser_pointer/red
pointer_icon_state = "red_laser"
/obj/item/laser_pointer/green
pointer_icon_state = "green_laser"
/obj/item/laser_pointer/blue
pointer_icon_state = "blue_laser"
/obj/item/laser_pointer/purple
pointer_icon_state = "purple_laser"
/obj/item/laser_pointer/Initialize(mapload)
. = ..()
diode = new(src)
if(!pointer_icon_state)
pointer_icon_state = pick("red_laser","green_laser","blue_laser","purple_laser")
/obj/item/laser_pointer/upgraded/Initialize(mapload)
. = ..()
diode = new /obj/item/stock_parts/micro_laser/ultra
/obj/item/laser_pointer/screwdriver_act(mob/living/user, obj/item/tool)
if(diode)
tool.play_tool_sound(src)
to_chat(user, span_notice("You remove the [diode.name] from \the [src]."))
diode.forceMove(drop_location())
diode = null
return TRUE
/obj/item/laser_pointer/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/stock_parts/micro_laser))
if(!diode)
if(!user.transferItemToLoc(W, src))
return
diode = W
to_chat(user, span_notice("You install a [diode.name] in [src]."))
else
to_chat(user, span_warning("[src] already has a diode installed!"))
else
return ..()
/obj/item/laser_pointer/examine(mob/user)
. = ..()
if(in_range(user, src) || isobserver(user))
if(!diode)
. += span_notice("The diode is missing.")
else
. += span_notice("A class <b>[diode.rating]</b> laser diode is installed. It is <i>screwed</i> in place.")
/obj/item/laser_pointer/afterattack(atom/target, mob/living/user, flag, params)
. = ..()
. |= AFTERATTACK_PROCESSED_ITEM
laser_act(target, user, params)
/obj/item/laser_pointer/proc/laser_act(atom/target, mob/living/user, params)
if( !(user in (viewers(7,target))) )
return
if (!diode)
to_chat(user, span_notice("You point [src] at [target], but nothing happens!"))
return
if (!ISADVANCEDTOOLUSER(user))
to_chat(user, span_warning("You don't have the dexterity to do this!"))
return
if(HAS_TRAIT(user, TRAIT_CHUNKYFINGERS))
to_chat(user, span_warning("Your fingers can't press the button!"))
return
add_fingerprint(user)
//nothing happens if the battery is drained
if(recharge_locked)
to_chat(user, span_notice("You point [src] at [target], but it's still charging."))
return
var/outmsg
var/turf/targloc = get_turf(target)
//human/alien mobs
if(iscarbon(target))
var/mob/living/carbon/C = target
if(user.zone_selected == BODY_ZONE_PRECISE_EYES)
var/severity = 1
if(prob(33))
severity = 2
else if(prob(50))
severity = 0
//chance to actually hit the eyes depends on internal component
if(prob(effectchance * diode.rating) && C.flash_act(severity))
outmsg = span_notice("You blind [C] by shining [src] in [C.p_their()] eyes.")
log_combat(user, C, "blinded with a laser pointer",src)
else
outmsg = span_warning("You fail to blind [C] by shining [src] at [C.p_their()] eyes!")
log_combat(user, C, "attempted to blind with a laser pointer",src)
//robots
else if(iscyborg(target))
var/mob/living/silicon/S = target
log_combat(user, S, "shone in the sensors", src)
//chance to actually hit the eyes depends on internal component
if(prob(effectchance * diode.rating) && S.flash_act(affect_silicon = TRUE))
S.Paralyze(rand(100,200))
to_chat(S, span_danger("Your sensors were overloaded by a laser!"))
outmsg = span_notice("You overload [S] by shining [src] at [S.p_their()] sensors.")
else
outmsg = span_warning("You fail to overload [S] by shining [src] at [S.p_their()] sensors!")
//cameras
else if(istype(target, /obj/machinery/camera))
var/obj/machinery/camera/C = target
if(prob(effectchance * diode.rating))
C.emp_act(EMP_HEAVY)
outmsg = span_notice("You hit the lens of [C] with [src], temporarily disabling the camera!")
log_combat(user, C, "EMPed", src)
else
outmsg = span_warning("You miss the lens of [C] with [src]!")
//catpeople
for(var/mob/living/carbon/human/H in view(1,targloc))
if(!isfelinid(H) || H.incapacitated() || H.is_blind())
continue
if(user.body_position == STANDING_UP)
H.setDir(get_dir(H,targloc)) // kitty always looks at the light
if(prob(effectchance * diode.rating))
H.visible_message(span_warning("[H] makes a grab for the light!"),span_userdanger("LIGHT!"))
H.Move(targloc)
log_combat(user, H, "moved with a laser pointer",src)
else
H.visible_message(span_notice("[H] looks briefly distracted by the light."), span_warning("You're briefly tempted by the shiny light..."))
else
H.visible_message(span_notice("[H] stares at the light."), span_warning("You stare at the light..."))
//cats!
for(var/mob/living/simple_animal/pet/cat/C in view(1,targloc))
if(prob(effectchance * diode.rating))
if(C.resting)
C.set_resting(FALSE, instant = TRUE)
C.visible_message(span_notice("[C] pounces on the light!"),span_warning("LIGHT!"))
C.Move(targloc)
C.Immobilize(1 SECONDS)
else
C.visible_message(span_notice("[C] looks uninterested in your games."),span_warning("You spot [user] shining [src] at you. How insulting!"))
//laser pointer image
icon_state = "pointer_[pointer_icon_state]"
var/mutable_appearance/laser = mutable_appearance('icons/obj/weapons/guns/projectiles.dmi', pointer_icon_state, 10)
var/list/modifiers = params2list(params)
if(modifiers)
if(LAZYACCESS(modifiers, ICON_X))
laser.pixel_x = (text2num(LAZYACCESS(modifiers, ICON_X)) - 16)
if(LAZYACCESS(modifiers, ICON_Y))
laser.pixel_y = (text2num(LAZYACCESS(modifiers, ICON_Y)) - 16)
else
laser.pixel_x = target.pixel_x + rand(-5,5)
laser.pixel_y = target.pixel_y + rand(-5,5)
if(outmsg)
to_chat(user, outmsg)
else
to_chat(user, span_info("You point [src] at [target]."))
energy -= 1
if(energy <= max_energy)
if(!recharging)
recharging = TRUE
START_PROCESSING(SSobj, src)
if(energy <= 0)
to_chat(user, span_warning("[src]'s battery is overused, it needs time to recharge!"))
recharge_locked = TRUE
targloc.flick_overlay_view(laser, 1 SECONDS)
icon_state = "pointer"
/obj/item/laser_pointer/process(seconds_per_tick)
if(!diode)
recharging = FALSE
return PROCESS_KILL
if(SPT_PROB(10 + diode.rating*10 - recharge_locked*1, seconds_per_tick)) //t1 is 20, 2 40
energy += 1
if(energy >= max_energy)
energy = max_energy
recharging = FALSE
recharge_locked = FALSE
return ..()