Files
Bubberstation/code/game/objects/effects/decals/cleanable/robots.dm
T
LemonInTheDark 4d1e34322f Macros multi-z code, removes the false premise of manual offsets (#76248)
## About The Pull Request

[Removes the pretense of relative multiz
levels](https://github.com/tgstation/tgstation/pull/76248/commits/0293fdc2bd8c8af7a0d18da33265e060789c71f7)

Our multiz system does not support having a z level that is only
connected one way, or which goes down backwards or anything like that.

That's a fiction of the trait system, the actual backend has never
really supported this.

This pr removes the assumptions we were making backend around this, and
uses that to save cpu time.

I am also converting multiz_levels from an assoc list to a pure one,
which saves significantly on access times and cleans up the code
somewhat.

Also I'm making the get_below/get_above procs into macros, for the sake
of cpu time.

[Converts the starlight disease to use BYOND's directional defines
instead of our
own](https://github.com/tgstation/tgstation/commit/7d698f02d991eb4e1bde56314c657cf6e48ceb5d)

To some extent spurred on by
https://github.com/DaedalusDock/daedalusdock/pull/298, tho it was known
before

## Why It's Good For The Game

Faster multiz code, faster init, etc etc etc
2023-07-05 18:31:27 -06:00

112 lines
3.9 KiB
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// Note: BYOND is object oriented. There is no reason for this to be copy/pasted blood code.
/obj/effect/decal/cleanable/robot_debris
name = "robot debris"
desc = "It's a useless heap of junk... <i>or is it?</i>"
icon = 'icons/mob/silicon/robots.dmi'
icon_state = "gib1"
layer = LOW_OBJ_LAYER
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
blood_state = BLOOD_STATE_OIL
bloodiness = BLOOD_AMOUNT_PER_DECAL
mergeable_decal = FALSE
beauty = -50
clean_type = CLEAN_TYPE_BLOOD
/obj/effect/decal/cleanable/robot_debris/Initialize(mapload)
. = ..()
RegisterSignal(src, COMSIG_MOVABLE_PIPE_EJECTING, PROC_REF(on_pipe_eject))
/obj/effect/decal/cleanable/robot_debris/proc/streak(list/directions, mapload=FALSE)
var/direction = pick(directions)
var/delay = 2
var/range = pick(1, 200; 2, 150; 3, 50; 4, 17; 50) //the 3% chance of 50 steps is intentional and played for laughs.
if(!step_to(src, get_step(src, direction), 0))
return
if(mapload)
for (var/i in 1 to range)
if(prob(40) && (!isgroundlessturf(loc) || GET_TURF_BELOW(loc)))
new /obj/effect/decal/cleanable/oil/streak(loc)
if (!step_to(src, get_step(src, direction), 0))
break
return
var/datum/move_loop/loop = SSmove_manager.move(src, direction, delay = delay, timeout = range * delay, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(spread_movement_effects))
/obj/effect/decal/cleanable/robot_debris/proc/spread_movement_effects(datum/move_loop/has_target/source)
SIGNAL_HANDLER
if(NeverShouldHaveComeHere(loc))
return
if (prob(40))
new /obj/effect/decal/cleanable/oil/streak(loc)
else if (prob(10))
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
/obj/effect/decal/cleanable/robot_debris/proc/on_pipe_eject(atom/source, direction)
SIGNAL_HANDLER
var/list/dirs
if(direction)
dirs = list(direction, turn(direction, -45), turn(direction, 45))
else
dirs = GLOB.alldirs.Copy()
streak(dirs)
/obj/effect/decal/cleanable/robot_debris/ex_act()
return FALSE
/obj/effect/decal/cleanable/robot_debris/limb
icon_state = "gibarm"
random_icon_states = list("gibarm", "gibleg")
/obj/effect/decal/cleanable/robot_debris/up
icon_state = "gibup"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibup","gibup")
/obj/effect/decal/cleanable/robot_debris/down
icon_state = "gibdown"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibdown","gibdown")
/obj/effect/decal/cleanable/oil
name = "motor oil"
desc = "It's black and greasy. Looks like Beepsky made another mess."
icon = 'icons/mob/silicon/robots.dmi'
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_state = BLOOD_STATE_OIL
bloodiness = BLOOD_AMOUNT_PER_DECAL
beauty = -100
clean_type = CLEAN_TYPE_BLOOD
decal_reagent = /datum/reagent/fuel/oil
reagent_amount = 30
/obj/effect/decal/cleanable/oil/attackby(obj/item/I, mob/living/user)
var/attacked_by_hot_thing = I.get_temperature()
if(attacked_by_hot_thing)
user.visible_message(span_warning("[user] tries to ignite [src] with [I]!"), span_warning("You try to ignite [src] with [I]."))
log_combat(user, src, (attacked_by_hot_thing < 480) ? "tried to ignite" : "ignited", I)
fire_act(attacked_by_hot_thing)
return
return ..()
/obj/effect/decal/cleanable/oil/fire_act(exposed_temperature, exposed_volume)
if(exposed_temperature < 480)
return
visible_message(span_danger("[src] catches fire!"))
var/turf/T = get_turf(src)
qdel(src)
new /obj/effect/hotspot(T)
/obj/effect/decal/cleanable/oil/streak
icon_state = "streak1"
random_icon_states = list("streak1", "streak2", "streak3", "streak4", "streak5")
beauty = -50
/obj/effect/decal/cleanable/oil/slippery/Initialize(mapload)
. = ..()
AddComponent(/datum/component/slippery, 80, (NO_SLIP_WHEN_WALKING | SLIDE))