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We're getting into the less than 0.1s realm of low hanging fruits now. Decks of cards were initializing thousands of cards at once, not unlike [paper bins](https://github.com/tgstation/tgstation/pull/69586) or [circuit components](https://github.com/tgstation/tgstation/pull/69664). Cards are more complicated than paper bins since we can't just keep a count, and managing individual card object lifetimes is significantly more complicated than incrementing/decrementing a number. Thus, the logic here is slightly different. Decks now have an `initial_cards` variable which can take card names (which is most implementers), and for special decks, can specify an interface that is basically a lazy function for creating a card atom. When anything needs any real card atom, we just generate them all. The runtime cost of this is extremely small, and affects neither dev cycles (the motivation for the change) or ongoing rounds.
251 lines
9.2 KiB
Plaintext
251 lines
9.2 KiB
Plaintext
#define DECK_SHUFFLE_TIME (5 SECONDS)
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#define DECK_SYNDIE_SHUFFLE_TIME (3 SECONDS)
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/obj/item/toy/cards/deck
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name = "deck of cards"
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desc = "A deck of space-grade playing cards."
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icon = 'icons/obj/toys/playing_cards.dmi'
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icon_state = "deck_nanotrasen_full"
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w_class = WEIGHT_CLASS_SMALL
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worn_icon_state = "card"
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hitsound = null
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attack_verb_continuous = list("attacks")
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attack_verb_simple = list("attack")
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/// The amount of time it takes to shuffle
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var/shuffle_time = DECK_SHUFFLE_TIME
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/// Deck shuffling cooldown.
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COOLDOWN_DECLARE(shuffle_cooldown)
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/// If the deck is the standard 52 playing card deck (used for poker and blackjack)
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var/is_standard_deck = TRUE
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/// The amount of cards to spawn in the deck (optional)
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var/decksize = INFINITY
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/// The description of the cardgame that is played with this deck (used for memories)
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var/cardgame_desc = "card game"
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/// Wielding status for holding with two hands
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var/wielded = FALSE
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/// The holodeck computer used to spawn a holographic deck (see /obj/item/toy/cards/deck/syndicate/holographic)
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var/obj/machinery/computer/holodeck/holodeck
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/// If the cards in the deck have different card faces icons (blank and CAS decks do not)
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var/has_unique_card_icons = TRUE
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/// The art style of deck used (determines both deck and card icons used)
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var/deckstyle = "nanotrasen"
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/obj/item/toy/cards/deck/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/drag_pickup)
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RegisterSignal(src, COMSIG_TWOHANDED_WIELD, PROC_REF(on_wield))
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RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, PROC_REF(on_unwield))
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AddComponent(/datum/component/two_handed, attacksound='sound/items/cardflip.ogg')
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register_context()
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if(!is_standard_deck)
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return
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// generate a normal playing card deck
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initial_cards += "Joker Clown"
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initial_cards += "Joker Mime"
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for(var/suit in list("Hearts", "Spades", "Clubs", "Diamonds"))
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initial_cards += "Ace of [suit]"
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for(var/i in 2 to 10)
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initial_cards += "[i] of [suit]"
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for(var/person in list("Jack", "Queen", "King"))
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initial_cards += "[person] of [suit]"
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/// triggered on wield of two handed item
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/obj/item/toy/cards/deck/proc/on_wield(obj/item/source, mob/user)
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SIGNAL_HANDLER
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wielded = TRUE
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/// triggered on unwield of two handed item
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/obj/item/toy/cards/deck/proc/on_unwield(obj/item/source, mob/user)
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SIGNAL_HANDLER
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wielded = FALSE
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/obj/item/toy/cards/deck/suicide_act(mob/living/carbon/user)
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user.visible_message(span_suicide("[user] is slitting [user.p_their()] wrists with \the [src]! It looks like their luck ran out!"))
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playsound(src, 'sound/items/cardshuffle.ogg', 50, TRUE)
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return BRUTELOSS
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/obj/item/toy/cards/deck/examine(mob/user)
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. = ..()
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if(HAS_TRAIT(user, TRAIT_XRAY_VISION) && count_cards() > 0)
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. += span_notice("You scan the deck with your x-ray vision and the top card reads: [fetch_card_atoms()[1].cardname].")
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// This can only happen if card_atoms have been generated
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if(LAZYLEN(card_atoms) > 0)
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var/obj/item/toy/singlecard/card = fetch_card_atoms()[1]
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var/marked_color = card.getMarkedColor(user)
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if(marked_color)
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. += span_notice("The top card of the deck has a [marked_color] mark on the corner!")
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. += span_notice("Click and drag the deck to yourself to pickup.") // This should be a context screentip
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/obj/item/toy/cards/deck/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
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if(src == held_item)
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var/obj/item/toy/cards/deck/dealer_deck = held_item
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context[SCREENTIP_CONTEXT_LMB] = dealer_deck.wielded ? "Recycle mode" : "Dealer mode"
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context[SCREENTIP_CONTEXT_ALT_LMB] = "Shuffle"
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return CONTEXTUAL_SCREENTIP_SET
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if(isnull(held_item))
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context[SCREENTIP_CONTEXT_LMB] = "Draw card"
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context[SCREENTIP_CONTEXT_RMB] = "Draw card faceup"
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// add drag & drop screentip here in the future
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return CONTEXTUAL_SCREENTIP_SET
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if(istype(held_item, /obj/item/toy/singlecard))
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context[SCREENTIP_CONTEXT_LMB] = "Recycle card"
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return CONTEXTUAL_SCREENTIP_SET
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if(istype(held_item, /obj/item/toy/cards/cardhand))
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context[SCREENTIP_CONTEXT_LMB] = "Recycle cards"
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return CONTEXTUAL_SCREENTIP_SET
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return NONE
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/**
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* Shuffles the cards in the deck
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*
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* Arguments:
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* * user - The person shuffling the cards.
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*/
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/obj/item/toy/cards/deck/proc/shuffle_cards(mob/living/user)
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if(!COOLDOWN_FINISHED(src, shuffle_cooldown))
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return
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COOLDOWN_START(src, shuffle_cooldown, shuffle_time)
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shuffle_inplace(fetch_card_atoms())
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playsound(src, 'sound/items/cardshuffle.ogg', 50, TRUE)
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user.balloon_alert_to_viewers("shuffles the deck")
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addtimer(CALLBACK(src, PROC_REF(CardgameEvent), user), 60 SECONDS, TIMER_OVERRIDE|TIMER_UNIQUE)
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/// This checks if nearby mobs are playing a cardgame and triggers a mood and memory
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/obj/item/toy/cards/deck/proc/CardgameEvent(mob/living/dealer)
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var/card_players = list()
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for(var/mob/living/carbon/person in viewers(loc, COMBAT_MESSAGE_RANGE))
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var/obj/item/toy/held_card_item = person.is_holding_item_of_type(/obj/item/toy/singlecard) || person.is_holding_item_of_type(/obj/item/toy/cards/deck) || person.is_holding_item_of_type(/obj/item/toy/cards/cardhand)
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if(held_card_item)
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card_players[person] = held_card_item
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if(length(card_players) >= 2) // need at least 2 people to play a cardgame, duh!
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for(var/mob/living/carbon/player in card_players)
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var/other_players = english_list(card_players - player)
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var/obj/item/toy/held_card_item = card_players[player]
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player.add_mood_event("playing_cards", /datum/mood_event/playing_cards)
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player.mind?.add_memory(
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MEMORY_PLAYING_CARDS,
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list(
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DETAIL_PROTAGONIST = player,
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DETAIL_PLAYERS = other_players,
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DETAIL_CARDGAME = cardgame_desc,
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DETAIL_DEALER = dealer,
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DETAIL_HELD_CARD_ITEM = held_card_item,
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),
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story_value = STORY_VALUE_OKAY,
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memory_flags = MEMORY_CHECK_BLINDNESS
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)
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/obj/item/toy/cards/deck/attack_hand(mob/living/user, list/modifiers, flip_card = FALSE)
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if(!ishuman(user) || !user.canUseTopic(src, be_close = TRUE, no_dexterity = TRUE, no_tk = TRUE, need_hands = !iscyborg(user)))
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return
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var/obj/item/toy/singlecard/card = draw(user)
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if(!card)
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return
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if(flip_card)
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card.Flip()
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card.pickup(user)
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user.put_in_hands(card)
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user.balloon_alert_to_viewers("draws a card")
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/obj/item/toy/cards/deck/attack_hand_secondary(mob/living/user, list/modifiers)
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attack_hand(user, modifiers, flip_card = TRUE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/item/toy/cards/deck/AltClick(mob/living/user)
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if(user.canUseTopic(src, be_close = TRUE, no_dexterity = TRUE, no_tk = TRUE, need_hands = !iscyborg(user)))
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if(wielded)
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shuffle_cards(user)
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else
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to_chat(user, span_notice("You must hold the [src] with both hands to shuffle."))
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return ..()
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/obj/item/toy/cards/deck/update_icon_state()
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switch(count_cards())
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if(27 to INFINITY)
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icon_state = "deck_[deckstyle]_full"
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if(11 to 27)
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icon_state = "deck_[deckstyle]_half"
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if(1 to 11)
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icon_state = "deck_[deckstyle]_low"
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else
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icon_state = "deck_[deckstyle]_empty"
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return ..()
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/obj/item/toy/cards/deck/insert(obj/item/toy/card_item)
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// any card inserted into the deck is always facedown
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if(istype(card_item, /obj/item/toy/singlecard))
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var/obj/item/toy/singlecard/card = card_item
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card.Flip(CARD_FACEDOWN)
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if(istype(card_item, /obj/item/toy/cards/cardhand))
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var/obj/item/toy/cards/cardhand/cardhand = card_item
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for(var/obj/item/toy/singlecard/card in cardhand.fetch_card_atoms())
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card.Flip(CARD_FACEDOWN)
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. = ..()
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/obj/item/toy/cards/deck/attackby(obj/item/item, mob/living/user, params)
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if(istype(item, /obj/item/toy/singlecard) || istype(item, /obj/item/toy/cards/cardhand))
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insert(item)
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var/card_grammar = istype(item, /obj/item/toy/singlecard) ? "card" : "cards"
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user.balloon_alert_to_viewers("puts [card_grammar] in deck")
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return
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return ..()
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/// This is how we play 52 card pickup
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/obj/item/toy/cards/deck/throw_impact(mob/living/target, datum/thrownthing/throwingdatum)
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. = ..()
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if(. || !istype(target)) // was it caught or is the target not a living mob
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return .
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if(!throwingdatum?.thrower) // if a mob didn't throw it (need two people to play 52 pickup)
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return
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var/mob/living/thrower = throwingdatum.thrower
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target.visible_message(span_warning("[target] is forced to play 52 card pickup!"), span_warning("You are forced to play 52 card pickup."))
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target.add_mood_event("lost_52_card_pickup", /datum/mood_event/lost_52_card_pickup)
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thrower.add_mood_event("won_52_card_pickup", /datum/mood_event/won_52_card_pickup)
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add_memory_in_range(
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target,
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7,
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MEMORY_PLAYING_52_PICKUP,
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list(DETAIL_PROTAGONIST = thrower, DETAIL_DEUTERAGONIST = target, DETAIL_WHAT_BY = src),
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story_value = STORY_VALUE_OKAY,
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memory_flags = MEMORY_CHECK_BLINDNESS
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)
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/*
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|| Syndicate playing cards, for pretending you're Gambit and playing poker for the nuke disk. ||
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*/
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/obj/item/toy/cards/deck/syndicate
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name = "suspicious looking deck of cards"
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desc = "A deck of space-grade playing cards. They seem unusually rigid."
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cardgame_desc = "suspicious card game"
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icon_state = "deck_syndicate_full"
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deckstyle = "syndicate"
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hitsound = 'sound/weapons/bladeslice.ogg'
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force = 5
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throwforce = 10
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attack_verb_continuous = list("attacks", "slices", "dices", "slashes", "cuts")
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attack_verb_simple = list("attack", "slice", "dice", "slash", "cut")
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resistance_flags = NONE
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shuffle_time = DECK_SYNDIE_SHUFFLE_TIME
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#undef DECK_SHUFFLE_TIME
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#undef DECK_SYNDIE_SHUFFLE_TIME
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