mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-11 01:13:18 +00:00
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.
392 lines
13 KiB
Plaintext
392 lines
13 KiB
Plaintext
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/obj
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animate_movement = SLIDE_STEPS
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speech_span = SPAN_ROBOT
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var/obj_flags = CAN_BE_HIT
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var/damtype = BRUTE
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var/force = 0
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/// How good a given object is at causing wounds on carbons. Higher values equal better shots at creating serious wounds.
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var/wound_bonus = 0
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/// 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
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var/bare_wound_bonus = 0
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/// A multiplier to an objecet's force when used against a stucture, vechicle, machine, or robot.
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var/demolition_mod = 1
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var/current_skin //Has the item been reskinned?
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var/list/unique_reskin //List of options to reskin.
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// Access levels, used in modules\jobs\access.dm
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var/list/req_access
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var/req_access_txt = "0"
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var/list/req_one_access
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var/req_one_access_txt = "0"
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/// Custom fire overlay icon
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var/custom_fire_overlay
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var/renamedByPlayer = FALSE //set when a player uses a pen on a renamable object
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var/drag_slowdown // Amont of multiplicative slowdown applied if pulled. >1 makes you slower, <1 makes you faster.
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/// Map tag for something. Tired of it being used on snowflake items. Moved here for some semblance of a standard.
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/// Next pr after the network fix will have me refactor door interactions, so help me god.
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var/id_tag = null
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/// 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
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/// broadcasted to as long as the other guys network is on the same branch or above.
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var/network_id = null
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uses_integrity = TRUE
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/obj/vv_edit_var(vname, vval)
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if(vname == NAMEOF(src, obj_flags))
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if ((obj_flags & DANGEROUS_POSSESSION) && !(vval & DANGEROUS_POSSESSION))
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return FALSE
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return ..()
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// Call this if you want to add your object to a network
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/obj/proc/init_network_id(network_id)
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var/area/A = get_area(src)
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if(A)
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if(!A.network_root_id)
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log_telecomms("Area '[A.name]([REF(A)])' has no network network_root_id, force assigning in object [src]([REF(src)])")
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SSnetworks.lookup_area_root_id(A)
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network_id = NETWORK_NAME_COMBINE(A.network_root_id, network_id) // I regret nothing!!
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else
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log_telecomms("Created [src]([REF(src)] in nullspace, assuming network to be in station")
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network_id = NETWORK_NAME_COMBINE(STATION_NETWORK_ROOT, network_id) // I regret nothing!!
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AddComponent(/datum/component/ntnet_interface, network_id, id_tag)
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/// A list of all /obj by their id_tag
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GLOBAL_LIST_EMPTY(objects_by_id_tag)
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/obj/Initialize(mapload)
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. = ..()
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if (id_tag)
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GLOB.objects_by_id_tag[id_tag] = src
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/obj/Destroy(force)
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if(!ismachinery(src))
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STOP_PROCESSING(SSobj, src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists
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SStgui.close_uis(src)
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GLOB.objects_by_id_tag -= id_tag
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. = ..()
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/obj/attacked_by(obj/item/attacking_item, mob/living/user)
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if(!attacking_item.force)
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return
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var/total_force = (attacking_item.force * attacking_item.demolition_mod)
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var/damage = take_damage(total_force, attacking_item.damtype, MELEE, 1)
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var/damage_verb = "hit"
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if(attacking_item.demolition_mod > 1 && damage)
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damage_verb = "pulverise"
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if(attacking_item.demolition_mod < 1)
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damage_verb = "ineffectively pierce"
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user.visible_message(span_danger("[user] [damage_verb][plural_s(damage_verb)] [src] with [attacking_item][damage ? "." : ", without leaving a mark!"]"), \
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span_danger("You [damage_verb] [src] with [attacking_item][damage ? "." : ", without leaving a mark!"]"), null, COMBAT_MESSAGE_RANGE)
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log_combat(user, src, "attacked", attacking_item)
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/obj/assume_air(datum/gas_mixture/giver)
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if(loc)
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return loc.assume_air(giver)
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else
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return null
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/obj/remove_air(amount)
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if(loc)
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return loc.remove_air(amount)
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else
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return null
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/obj/return_air()
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if(loc)
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return loc.return_air()
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else
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return null
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/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
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//Return: (NONSTANDARD)
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// null if object handles breathing logic for lifeform
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// datum/air_group to tell lifeform to process using that breath return
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//DEFAULT: Take air from turf to give to have mob process
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if(breath_request>0)
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var/datum/gas_mixture/environment = return_air()
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var/breath_percentage = BREATH_VOLUME / environment.return_volume()
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return remove_air(environment.total_moles() * breath_percentage)
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else
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return null
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/obj/proc/updateUsrDialog()
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if((obj_flags & IN_USE) && !(obj_flags & USES_TGUI))
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var/is_in_use = FALSE
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var/list/nearby = viewers(1, src)
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for(var/mob/M in nearby)
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if ((M.client && M.machine == src))
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is_in_use = TRUE
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ui_interact(M)
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if(issilicon(usr) || isAdminGhostAI(usr))
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if (!(usr in nearby))
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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.
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is_in_use = TRUE
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ui_interact(usr)
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// check for TK users
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if(ishuman(usr))
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var/mob/living/carbon/human/H = usr
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if(!(usr in nearby))
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if(usr.client && usr.machine==src)
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if(H.dna.check_mutation(/datum/mutation/human/telekinesis))
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is_in_use = TRUE
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ui_interact(usr)
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if (is_in_use)
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obj_flags |= IN_USE
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else
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obj_flags &= ~IN_USE
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/obj/proc/updateDialog(update_viewers = TRUE,update_ais = TRUE)
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// Check that people are actually using the machine. If not, don't update anymore.
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if(obj_flags & IN_USE)
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var/is_in_use = FALSE
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if(update_viewers)
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for(var/mob/M in viewers(1, src))
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if ((M.client && M.machine == src))
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is_in_use = TRUE
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src.interact(M)
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var/ai_in_use = FALSE
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if(update_ais)
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ai_in_use = AutoUpdateAI(src)
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if(update_viewers && update_ais) //State change is sure only if we check both
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if(!ai_in_use && !is_in_use)
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obj_flags &= ~IN_USE
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/obj/attack_ghost(mob/user)
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. = ..()
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if(.)
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return
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SEND_SIGNAL(src, COMSIG_ATOM_UI_INTERACT, user)
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ui_interact(user)
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/mob/proc/unset_machine()
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SIGNAL_HANDLER
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if(!machine)
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return
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UnregisterSignal(machine, COMSIG_PARENT_QDELETING)
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machine.on_unset_machine(src)
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machine = null
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//called when the user unsets the machine.
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/atom/movable/proc/on_unset_machine(mob/user)
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return
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/mob/proc/set_machine(obj/O)
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if(machine)
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unset_machine()
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machine = O
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RegisterSignal(O, COMSIG_PARENT_QDELETING, PROC_REF(unset_machine))
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if(istype(O))
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O.obj_flags |= IN_USE
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/obj/item/proc/updateSelfDialog()
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var/mob/M = src.loc
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if(istype(M) && M.client && M.machine == src)
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src.attack_self(M)
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/obj/singularity_pull(S, current_size)
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..()
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if(move_resist == INFINITY)
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return
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if(!anchored || current_size >= STAGE_FIVE)
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step_towards(src,S)
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/obj/get_dumping_location()
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return get_turf(src)
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/obj/proc/check_uplink_validity()
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return 1
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/obj/vv_get_dropdown()
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. = ..()
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VV_DROPDOWN_OPTION("", "---")
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VV_DROPDOWN_OPTION(VV_HK_MASS_DEL_TYPE, "Delete all of type")
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VV_DROPDOWN_OPTION(VV_HK_OSAY, "Object Say")
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VV_DROPDOWN_OPTION(VV_HK_ARMOR_MOD, "Modify armor values")
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/obj/vv_do_topic(list/href_list)
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if(!(. = ..()))
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return
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if(href_list[VV_HK_OSAY])
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if(check_rights(R_FUN, FALSE))
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usr.client.object_say(src)
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if(href_list[VV_HK_ARMOR_MOD])
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var/list/pickerlist = list()
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var/list/armorlist = armor.getList()
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for (var/i in armorlist)
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pickerlist += list(list("value" = armorlist[i], "name" = i))
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var/list/result = presentpicker(usr, "Modify armor", "Modify armor: [src]", Button1="Save", Button2 = "Cancel", Timeout=FALSE, inputtype = "text", values = pickerlist)
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if (islist(result))
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if (result["button"] != 2) // If the user pressed the cancel button
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// text2num conveniently returns a null on invalid values
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armor = armor.setRating(melee = text2num(result["values"][MELEE]),\
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bullet = text2num(result["values"][BULLET]),\
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laser = text2num(result["values"][LASER]),\
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energy = text2num(result["values"][ENERGY]),\
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bomb = text2num(result["values"][BOMB]),\
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bio = text2num(result["values"][BIO]),\
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fire = text2num(result["values"][FIRE]),\
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acid = text2num(result["values"][ACID]))
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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]")
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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]"))
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if(href_list[VV_HK_MASS_DEL_TYPE])
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if(check_rights(R_DEBUG|R_SERVER))
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var/action_type = tgui_alert(usr, "Strict type ([type]) or type and all subtypes?",,list("Strict type","Type and subtypes","Cancel"))
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if(action_type == "Cancel" || !action_type)
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return
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if(tgui_alert(usr, "Are you really sure you want to delete all objects of type [type]?",,list("Yes","No")) != "Yes")
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return
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if(tgui_alert(usr, "Second confirmation required. Delete?",,list("Yes","No")) != "Yes")
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return
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var/O_type = type
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switch(action_type)
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if("Strict type")
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var/i = 0
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for(var/obj/Obj in world)
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if(Obj.type == O_type)
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i++
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qdel(Obj)
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CHECK_TICK
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if(!i)
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to_chat(usr, "No objects of this type exist")
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return
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log_admin("[key_name(usr)] deleted all objects of type [O_type] ([i] objects deleted) ")
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message_admins(span_notice("[key_name(usr)] deleted all objects of type [O_type] ([i] objects deleted) "))
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if("Type and subtypes")
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var/i = 0
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for(var/obj/Obj in world)
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if(istype(Obj,O_type))
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i++
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qdel(Obj)
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CHECK_TICK
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if(!i)
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to_chat(usr, "No objects of this type exist")
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return
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log_admin("[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) ")
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message_admins(span_notice("[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) "))
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/obj/examine(mob/user)
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. = ..()
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if(obj_flags & UNIQUE_RENAME)
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. += span_notice("Use a pen on it to rename it or change its description.")
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if(unique_reskin && !current_skin)
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. += span_notice("Alt-click it to reskin it.")
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/obj/AltClick(mob/user)
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. = ..()
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if(unique_reskin && !current_skin && user.canUseTopic(src, be_close = TRUE, no_dexterity = TRUE))
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reskin_obj(user)
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/**
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* Reskins object based on a user's choice
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*
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* Arguments:
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* * M The mob choosing a reskin option
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*/
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/obj/proc/reskin_obj(mob/M)
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if(!LAZYLEN(unique_reskin))
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return
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var/list/items = list()
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for(var/reskin_option in unique_reskin)
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var/image/item_image = image(icon = src.icon, icon_state = unique_reskin[reskin_option])
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items += list("[reskin_option]" = item_image)
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sort_list(items)
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var/pick = show_radial_menu(M, src, items, custom_check = CALLBACK(src, PROC_REF(check_reskin_menu), M), radius = 38, require_near = TRUE)
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if(!pick)
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return
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if(!unique_reskin[pick])
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return
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current_skin = pick
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icon_state = unique_reskin[pick]
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to_chat(M, "[src] is now skinned as '[pick].'")
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/**
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* Checks if we are allowed to interact with a radial menu for reskins
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*
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* Arguments:
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* * user The mob interacting with the menu
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*/
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/obj/proc/check_reskin_menu(mob/user)
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if(QDELETED(src))
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return FALSE
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if(current_skin)
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return FALSE
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if(!istype(user))
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return FALSE
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if(user.incapacitated())
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return FALSE
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return TRUE
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/obj/analyzer_act(mob/living/user, obj/item/analyzer/tool)
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if(atmos_scan(user=user, target=src, silent=FALSE))
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return TRUE
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return ..()
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/obj/proc/plunger_act(obj/item/plunger/P, mob/living/user, reinforced)
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return
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// Should move all contained objects to it's location.
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/obj/proc/dump_contents()
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CRASH("Unimplemented.")
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/obj/handle_ricochet(obj/projectile/P)
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. = ..()
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if(. && receive_ricochet_damage_coeff)
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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
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/obj/update_overlays()
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. = ..()
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if(resistance_flags & ON_FIRE)
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. += custom_fire_overlay ? custom_fire_overlay : GLOB.fire_overlay
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/// Handles exposing an object to reagents.
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/obj/expose_reagents(list/reagents, datum/reagents/source, methods=TOUCH, volume_modifier=1, show_message=TRUE)
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. = ..()
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if(. & COMPONENT_NO_EXPOSE_REAGENTS)
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return
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SEND_SIGNAL(source, COMSIG_REAGENTS_EXPOSE_OBJ, src, reagents, methods, volume_modifier, show_message)
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for(var/reagent in reagents)
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var/datum/reagent/R = reagent
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. |= R.expose_obj(src, reagents[R])
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///attempt to freeze this obj if possible. returns TRUE if it succeeded, FALSE otherwise.
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/obj/proc/freeze()
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if(HAS_TRAIT(src, TRAIT_FROZEN))
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return FALSE
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if(obj_flags & FREEZE_PROOF)
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return FALSE
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AddElement(/datum/element/frozen)
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return TRUE
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///unfreezes this obj if its frozen
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/obj/proc/unfreeze()
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SEND_SIGNAL(src, COMSIG_OBJ_UNFREEZE)
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