Files
Bubberstation/code/datums/components/stationstuck.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

58 lines
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/*
This component is similar to stationloving in that it is meant to keep something on the z-level
The difference is that stationloving is for objects and stationstuck is for mobs.
It has a punishment variable that is what happens to the parent when they leave the z-level. See punish() documentation
*/
/datum/component/stationstuck
dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
var/punishment = PUNISHMENT_GIB //see defines above
var/stuck_zlevel
var/message = ""
/datum/component/stationstuck/Initialize(_punishment = PUNISHMENT_GIB, _message = "")
if(!isliving(parent))
return COMPONENT_INCOMPATIBLE
var/mob/living/L = parent
RegisterSignals(L, list(COMSIG_MOVABLE_Z_CHANGED), PROC_REF(punish))
punishment = _punishment
message = _message
stuck_zlevel = L.z
/datum/component/stationstuck/InheritComponent(datum/component/stationstuck/newc, original, _punishment, _message)
if(newc)
punishment = newc.punishment
message = newc.message
else
punishment = _punishment
message = _message
/**
* Called when parent leaves the zlevel this is set to (aka whichever zlevel it was on when it was added)
* Sends a message, then does an effect depending on what the punishment was.
*
* Punishments:
* * PUNISHMENT_MURDER: kills parent
* * PUNISHMENT_GIB: gibs parent
* * PUNISHMENT_TELEPORT: finds a safe turf if possible, or a completely random one if not.
*/
/datum/component/stationstuck/proc/punish()
SIGNAL_HANDLER
var/mob/living/escapee = parent
if(message)
var/span = punishment == PUNISHMENT_TELEPORT ? "danger" : "userdanger"
to_chat(escapee, "<span class='[span]'>[message]</span>")
switch(punishment)
if(PUNISHMENT_MURDER)
if(escapee.stat != DEAD)
escapee.investigate_log("has been killed by stationstuck component.", INVESTIGATE_DEATHS)
escapee.death()
if(PUNISHMENT_GIB)
escapee.investigate_log("has been gibbed by stationstuck component.", INVESTIGATE_DEATHS)
escapee.gib()
if(PUNISHMENT_TELEPORT)
var/targetturf = find_safe_turf(stuck_zlevel)
if(!targetturf)
targetturf = locate(world.maxx/2,world.maxy/2,stuck_zlevel)
escapee.forceMove(targetturf)