Files
Bubberstation/code/game/objects/objs.dm
Mothblocks 2e6b06353d Atmospheric machineries now interact with each other directly, rather than going through a radio layer -- saves about 0.4s of init time (#71232)
More than a decade ago, these were all coded to use a weird dynamic list
radio broadcasting system to communicate with each other. If there was
any depth that they were planning on creating with this, it didn't come
to fruition, and it instead just wasted a lot of init time.

Removing `post_signal` saves 198.41ms, fired 588 times from lots of
different machinery. Its self cost was 81.44ms.

`broadcast_status`, also removed, was taking 218ms.

I'm pretty sure I'm done with this, but it's hard to tell given the
nature of old radio signal code.

A small self cost of 34.9ms was added in the form of /obj/Initialize
checking id_tag to set in a global list. This could be optimized away by
tagging everything that does use id_tag, but it's a loooot and I think
this is just a useful mechanism to have. Not worth it IMO.

The "Check Atmos Chamber Devices" verb has been removed. Everything it
did *should* be replicated by runtimes on Initialize, which is both more
obvious to mappers and shows up in unit tests since we spawn every ruin.
2022-12-02 01:28:24 -08:00

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/obj
animate_movement = SLIDE_STEPS
speech_span = SPAN_ROBOT
var/obj_flags = CAN_BE_HIT
var/damtype = BRUTE
var/force = 0
/// How good a given object is at causing wounds on carbons. Higher values equal better shots at creating serious wounds.
var/wound_bonus = 0
/// If this attacks a human with no wound armor on the affected body part, add this to the wound mod. Some attacks may be significantly worse at wounding if there's even a slight layer of armor to absorb some of it vs bare flesh
var/bare_wound_bonus = 0
/// A multiplier to an objecet's force when used against a stucture, vechicle, machine, or robot.
var/demolition_mod = 1
var/current_skin //Has the item been reskinned?
var/list/unique_reskin //List of options to reskin.
// Access levels, used in modules\jobs\access.dm
var/list/req_access
var/req_access_txt = "0"
var/list/req_one_access
var/req_one_access_txt = "0"
/// Custom fire overlay icon
var/custom_fire_overlay
var/renamedByPlayer = FALSE //set when a player uses a pen on a renamable object
var/drag_slowdown // Amont of multiplicative slowdown applied if pulled. >1 makes you slower, <1 makes you faster.
/// Map tag for something. Tired of it being used on snowflake items. Moved here for some semblance of a standard.
/// Next pr after the network fix will have me refactor door interactions, so help me god.
var/id_tag = null
/// Network id. If set it can be found by either its hardware id or by the id tag if thats set. It can also be
/// broadcasted to as long as the other guys network is on the same branch or above.
var/network_id = null
uses_integrity = TRUE
/obj/vv_edit_var(vname, vval)
if(vname == NAMEOF(src, obj_flags))
if ((obj_flags & DANGEROUS_POSSESSION) && !(vval & DANGEROUS_POSSESSION))
return FALSE
return ..()
// Call this if you want to add your object to a network
/obj/proc/init_network_id(network_id)
var/area/A = get_area(src)
if(A)
if(!A.network_root_id)
log_telecomms("Area '[A.name]([REF(A)])' has no network network_root_id, force assigning in object [src]([REF(src)])")
SSnetworks.lookup_area_root_id(A)
network_id = NETWORK_NAME_COMBINE(A.network_root_id, network_id) // I regret nothing!!
else
log_telecomms("Created [src]([REF(src)] in nullspace, assuming network to be in station")
network_id = NETWORK_NAME_COMBINE(STATION_NETWORK_ROOT, network_id) // I regret nothing!!
AddComponent(/datum/component/ntnet_interface, network_id, id_tag)
/// A list of all /obj by their id_tag
GLOBAL_LIST_EMPTY(objects_by_id_tag)
/obj/Initialize(mapload)
. = ..()
if (id_tag)
GLOB.objects_by_id_tag[id_tag] = src
/obj/Destroy(force)
if(!ismachinery(src))
STOP_PROCESSING(SSobj, src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists
SStgui.close_uis(src)
GLOB.objects_by_id_tag -= id_tag
. = ..()
/obj/attacked_by(obj/item/attacking_item, mob/living/user)
if(!attacking_item.force)
return
var/total_force = (attacking_item.force * attacking_item.demolition_mod)
var/damage = take_damage(total_force, attacking_item.damtype, MELEE, 1)
var/damage_verb = "hit"
if(attacking_item.demolition_mod > 1 && damage)
damage_verb = "pulverise"
if(attacking_item.demolition_mod < 1)
damage_verb = "ineffectively pierce"
user.visible_message(span_danger("[user] [damage_verb][plural_s(damage_verb)] [src] with [attacking_item][damage ? "." : ", without leaving a mark!"]"), \
span_danger("You [damage_verb] [src] with [attacking_item][damage ? "." : ", without leaving a mark!"]"), null, COMBAT_MESSAGE_RANGE)
log_combat(user, src, "attacked", attacking_item)
/obj/assume_air(datum/gas_mixture/giver)
if(loc)
return loc.assume_air(giver)
else
return null
/obj/remove_air(amount)
if(loc)
return loc.remove_air(amount)
else
return null
/obj/return_air()
if(loc)
return loc.return_air()
else
return null
/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
//Return: (NONSTANDARD)
// null if object handles breathing logic for lifeform
// datum/air_group to tell lifeform to process using that breath return
//DEFAULT: Take air from turf to give to have mob process
if(breath_request>0)
var/datum/gas_mixture/environment = return_air()
var/breath_percentage = BREATH_VOLUME / environment.return_volume()
return remove_air(environment.total_moles() * breath_percentage)
else
return null
/obj/proc/updateUsrDialog()
if((obj_flags & IN_USE) && !(obj_flags & USES_TGUI))
var/is_in_use = FALSE
var/list/nearby = viewers(1, src)
for(var/mob/M in nearby)
if ((M.client && M.machine == src))
is_in_use = TRUE
ui_interact(M)
if(issilicon(usr) || isAdminGhostAI(usr))
if (!(usr in nearby))
if (usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh.
is_in_use = TRUE
ui_interact(usr)
// check for TK users
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
if(!(usr in nearby))
if(usr.client && usr.machine==src)
if(H.dna.check_mutation(/datum/mutation/human/telekinesis))
is_in_use = TRUE
ui_interact(usr)
if (is_in_use)
obj_flags |= IN_USE
else
obj_flags &= ~IN_USE
/obj/proc/updateDialog(update_viewers = TRUE,update_ais = TRUE)
// Check that people are actually using the machine. If not, don't update anymore.
if(obj_flags & IN_USE)
var/is_in_use = FALSE
if(update_viewers)
for(var/mob/M in viewers(1, src))
if ((M.client && M.machine == src))
is_in_use = TRUE
src.interact(M)
var/ai_in_use = FALSE
if(update_ais)
ai_in_use = AutoUpdateAI(src)
if(update_viewers && update_ais) //State change is sure only if we check both
if(!ai_in_use && !is_in_use)
obj_flags &= ~IN_USE
/obj/attack_ghost(mob/user)
. = ..()
if(.)
return
SEND_SIGNAL(src, COMSIG_ATOM_UI_INTERACT, user)
ui_interact(user)
/mob/proc/unset_machine()
SIGNAL_HANDLER
if(!machine)
return
UnregisterSignal(machine, COMSIG_PARENT_QDELETING)
machine.on_unset_machine(src)
machine = null
//called when the user unsets the machine.
/atom/movable/proc/on_unset_machine(mob/user)
return
/mob/proc/set_machine(obj/O)
if(machine)
unset_machine()
machine = O
RegisterSignal(O, COMSIG_PARENT_QDELETING, PROC_REF(unset_machine))
if(istype(O))
O.obj_flags |= IN_USE
/obj/item/proc/updateSelfDialog()
var/mob/M = src.loc
if(istype(M) && M.client && M.machine == src)
src.attack_self(M)
/obj/singularity_pull(S, current_size)
..()
if(move_resist == INFINITY)
return
if(!anchored || current_size >= STAGE_FIVE)
step_towards(src,S)
/obj/get_dumping_location()
return get_turf(src)
/obj/proc/check_uplink_validity()
return 1
/obj/vv_get_dropdown()
. = ..()
VV_DROPDOWN_OPTION("", "---")
VV_DROPDOWN_OPTION(VV_HK_MASS_DEL_TYPE, "Delete all of type")
VV_DROPDOWN_OPTION(VV_HK_OSAY, "Object Say")
VV_DROPDOWN_OPTION(VV_HK_ARMOR_MOD, "Modify armor values")
/obj/vv_do_topic(list/href_list)
if(!(. = ..()))
return
if(href_list[VV_HK_OSAY])
if(check_rights(R_FUN, FALSE))
usr.client.object_say(src)
if(href_list[VV_HK_ARMOR_MOD])
var/list/pickerlist = list()
var/list/armorlist = armor.getList()
for (var/i in armorlist)
pickerlist += list(list("value" = armorlist[i], "name" = i))
var/list/result = presentpicker(usr, "Modify armor", "Modify armor: [src]", Button1="Save", Button2 = "Cancel", Timeout=FALSE, inputtype = "text", values = pickerlist)
if (islist(result))
if (result["button"] != 2) // If the user pressed the cancel button
// text2num conveniently returns a null on invalid values
armor = armor.setRating(melee = text2num(result["values"][MELEE]),\
bullet = text2num(result["values"][BULLET]),\
laser = text2num(result["values"][LASER]),\
energy = text2num(result["values"][ENERGY]),\
bomb = text2num(result["values"][BOMB]),\
bio = text2num(result["values"][BIO]),\
fire = text2num(result["values"][FIRE]),\
acid = text2num(result["values"][ACID]))
log_admin("[key_name(usr)] modified the armor on [src] ([type]) to melee: [armor.melee], bullet: [armor.bullet], laser: [armor.laser], energy: [armor.energy], bomb: [armor.bomb], bio: [armor.bio], fire: [armor.fire], acid: [armor.acid]")
message_admins(span_notice("[key_name_admin(usr)] modified the armor on [src] ([type]) to melee: [armor.melee], bullet: [armor.bullet], laser: [armor.laser], energy: [armor.energy], bomb: [armor.bomb], bio: [armor.bio], fire: [armor.fire], acid: [armor.acid]"))
if(href_list[VV_HK_MASS_DEL_TYPE])
if(check_rights(R_DEBUG|R_SERVER))
var/action_type = tgui_alert(usr, "Strict type ([type]) or type and all subtypes?",,list("Strict type","Type and subtypes","Cancel"))
if(action_type == "Cancel" || !action_type)
return
if(tgui_alert(usr, "Are you really sure you want to delete all objects of type [type]?",,list("Yes","No")) != "Yes")
return
if(tgui_alert(usr, "Second confirmation required. Delete?",,list("Yes","No")) != "Yes")
return
var/O_type = type
switch(action_type)
if("Strict type")
var/i = 0
for(var/obj/Obj in world)
if(Obj.type == O_type)
i++
qdel(Obj)
CHECK_TICK
if(!i)
to_chat(usr, "No objects of this type exist")
return
log_admin("[key_name(usr)] deleted all objects of type [O_type] ([i] objects deleted) ")
message_admins(span_notice("[key_name(usr)] deleted all objects of type [O_type] ([i] objects deleted) "))
if("Type and subtypes")
var/i = 0
for(var/obj/Obj in world)
if(istype(Obj,O_type))
i++
qdel(Obj)
CHECK_TICK
if(!i)
to_chat(usr, "No objects of this type exist")
return
log_admin("[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) ")
message_admins(span_notice("[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) "))
/obj/examine(mob/user)
. = ..()
if(obj_flags & UNIQUE_RENAME)
. += span_notice("Use a pen on it to rename it or change its description.")
if(unique_reskin && !current_skin)
. += span_notice("Alt-click it to reskin it.")
/obj/AltClick(mob/user)
. = ..()
if(unique_reskin && !current_skin && user.canUseTopic(src, be_close = TRUE, no_dexterity = TRUE))
reskin_obj(user)
/**
* Reskins object based on a user's choice
*
* Arguments:
* * M The mob choosing a reskin option
*/
/obj/proc/reskin_obj(mob/M)
if(!LAZYLEN(unique_reskin))
return
var/list/items = list()
for(var/reskin_option in unique_reskin)
var/image/item_image = image(icon = src.icon, icon_state = unique_reskin[reskin_option])
items += list("[reskin_option]" = item_image)
sort_list(items)
var/pick = show_radial_menu(M, src, items, custom_check = CALLBACK(src, PROC_REF(check_reskin_menu), M), radius = 38, require_near = TRUE)
if(!pick)
return
if(!unique_reskin[pick])
return
current_skin = pick
icon_state = unique_reskin[pick]
to_chat(M, "[src] is now skinned as '[pick].'")
/**
* Checks if we are allowed to interact with a radial menu for reskins
*
* Arguments:
* * user The mob interacting with the menu
*/
/obj/proc/check_reskin_menu(mob/user)
if(QDELETED(src))
return FALSE
if(current_skin)
return FALSE
if(!istype(user))
return FALSE
if(user.incapacitated())
return FALSE
return TRUE
/obj/analyzer_act(mob/living/user, obj/item/analyzer/tool)
if(atmos_scan(user=user, target=src, silent=FALSE))
return TRUE
return ..()
/obj/proc/plunger_act(obj/item/plunger/P, mob/living/user, reinforced)
return
// Should move all contained objects to it's location.
/obj/proc/dump_contents()
CRASH("Unimplemented.")
/obj/handle_ricochet(obj/projectile/P)
. = ..()
if(. && receive_ricochet_damage_coeff)
take_damage(P.damage * receive_ricochet_damage_coeff, P.damage_type, P.armor_flag, 0, turn(P.dir, 180), P.armour_penetration) // pass along receive_ricochet_damage_coeff damage to the structure for the ricochet
/obj/update_overlays()
. = ..()
if(resistance_flags & ON_FIRE)
. += custom_fire_overlay ? custom_fire_overlay : GLOB.fire_overlay
/// Handles exposing an object to reagents.
/obj/expose_reagents(list/reagents, datum/reagents/source, methods=TOUCH, volume_modifier=1, show_message=TRUE)
. = ..()
if(. & COMPONENT_NO_EXPOSE_REAGENTS)
return
SEND_SIGNAL(source, COMSIG_REAGENTS_EXPOSE_OBJ, src, reagents, methods, volume_modifier, show_message)
for(var/reagent in reagents)
var/datum/reagent/R = reagent
. |= R.expose_obj(src, reagents[R])
///attempt to freeze this obj if possible. returns TRUE if it succeeded, FALSE otherwise.
/obj/proc/freeze()
if(HAS_TRAIT(src, TRAIT_FROZEN))
return FALSE
if(obj_flags & FREEZE_PROOF)
return FALSE
AddElement(/datum/element/frozen)
return TRUE
///unfreezes this obj if its frozen
/obj/proc/unfreeze()
SEND_SIGNAL(src, COMSIG_OBJ_UNFREEZE)