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About The Pull Request Fixes #57446 yeah not my best moment, holodeck currently sets SSatoms to add every call to InitAtom() to a list and then give it back to the holodeck console (it actually goes through map_template/holodeck to do it but whatever). However it turns out atom/New() calls InitAtom too, so if an atom is created while SSatoms is still creating the list to give to the holodeck then that atom is added to the list regardless of whether or not its actually from the holodeck template. Now theres an extra argument to InitAtom that tells it whether its spawned directly from a map template (ie, its part of the input list of uninitialized atoms that InitializeAtoms was given) or otherwise the output list that the holodeck uses is populated by calling GetAllContents on all atom/movables spawned directly from the template. also renamed some vars in initTemplateBounds because it was hard to reason what it was doing and made it use as anything also note that loading a map template with returns_created_atoms = TRUE will no longer track atoms that arent in the map file but are spawned directly onto a turf, currently nothing does this with the holodeck (which is the only map template that has this feature) by the way this bug is my fault Why It's Good For The Game incredibly incredibly unlucky new players dont deserve to be deleted just because they didnt spawn in the holodeck Changelog 🆑 fix: the holodeck is no longer so powerful that it can destroy anything and everything that dares to start existing while it's busy loading programs /🆑
403 lines
15 KiB
Plaintext
403 lines
15 KiB
Plaintext
/*
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Map Template Holodeck
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Holodeck finds the location of mapped_start_area and loads offline_program in it on LateInitialize. It then passes its program templates to Holodeck.js in the form of program_cache and emag_programs. when a user selects a program the
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ui calls load_program() with the id of the selected program.
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load_program() -> map_template/load() on map_template/holodeck.
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holodeck map templates:
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1. have an update_blacklist that doesnt allow placing on non holofloors (except for engine floors so you can repair it)
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2. has should_place_on_top = FALSE, so that the baseturfs list doesnt pull a kilostation oom crash
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3. has returns_created = TRUE, so that SSatoms gives the map template a list of spawned atoms
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all the fancy flags and shit are added to holodeck objects in finish_spawn()
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Easiest way to add new holodeck programs:
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1. Define new map template datums in code/modules/holodeck/holodeck_map_templates, make sure they have the access flags
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of the holodeck you want them to be able to load, for the onstation holodeck the flag is STATION_HOLODECK.
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2. Create the new map templates in _maps/templates (remember theyre 9x10, and make sure they have area/noop or else it will fuck with linked)
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all turfs in holodeck programs MUST be of type /turf/open/floor/holofloor, OR /turf/open/floor/engine, or they will block future programs!
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Note: if youre looking at holodeck code because you want to see how returns_created is handled so that templates return a list of atoms
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created from them: make sure you handle that list correctly! Either copy them by value and delete them or reference it and handle qdel'ing
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and clear when youre done! if you dont i will use :newspaper2: on you
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*/
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#define HOLODECK_CD 2 SECONDS
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#define HOLODECK_DMG_CD 5 SECONDS
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/obj/machinery/computer/holodeck
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name = "holodeck control console"
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desc = "A computer used to control a nearby holodeck."
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icon_screen = "holocontrol"
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idle_power_usage = 10
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active_power_usage = 50
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//new vars
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///what area type this holodeck loads into. linked turns into the nearest instance of this area
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var/area/mapped_start_area = /area/holodeck/rec_center
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///the currently used map template
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var/datum/map_template/holodeck/template
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///bottom left corner of the loading room, used for placing
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var/turf/bottom_left
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///if TRUE the holodeck is busy spawning another simulation and should immediately stop loading the newest one
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var/spawning_simulation = FALSE
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//old vars
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///the area that this holodeck loads templates into, used for power and deleting holo objects that leave it
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var/area/holodeck/linked
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///what program is loaded right now or is about to be loaded
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var/program = "holodeck_offline"
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var/last_program
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///the default program loaded by this holodeck when spawned and when deactivated
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var/offline_program = "holodeck_offline"
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///stores all of the unrestricted holodeck map templates that this computer has access to
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var/list/program_cache
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///stores all of the restricted holodeck map templates that this computer has access to
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var/list/emag_programs
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///subtypes of this (but not this itself) are loadable programs
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var/program_type = /datum/map_template/holodeck
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///every holo object created by the holodeck goes in here to track it
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var/list/spawned = list()
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var/list/effects = list() //like above, but for holo effects
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///TRUE if the holodeck is using extra power because of a program, FALSE otherwise
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var/active = FALSE
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///increases the holodeck cooldown if TRUE, causing the holodeck to take longer to allow loading new programs
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var/damaged = FALSE
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//creates the timer that determines if another program can be manually loaded
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COOLDOWN_DECLARE(holodeck_cooldown)
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/obj/machinery/computer/holodeck/Initialize(mapload)
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..()
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return INITIALIZE_HINT_LATELOAD
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/obj/machinery/computer/holodeck/LateInitialize()//from here linked is populated and the program list is generated. its also set to load the offline program
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linked = GLOB.areas_by_type[mapped_start_area]
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bottom_left = locate(linked.x, linked.y, src.z)
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var/area/computer_area = get_area(src)
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if(istype(computer_area, /area/holodeck))
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log_mapping("Holodeck computer cannot be in a holodeck, This would cause circular power dependency.")
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qdel(src)
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return
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// the following is necessary for power reasons
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if(!linked)
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log_world("No matching holodeck area found")
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qdel(src)
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return
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else if (!offline_program)
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stack_trace("Holodeck console created without an offline program")
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qdel(src)
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return
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else
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linked.linked = src
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var/area/my_area = get_area(src)
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if(my_area)
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linked.power_usage = my_area.power_usage
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else
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linked.power_usage = list(AREA_USAGE_LEN)
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COOLDOWN_START(src, holodeck_cooldown, HOLODECK_CD)
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generate_program_list()
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load_program(offline_program,TRUE)
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///adds all programs that this holodeck has access to, and separates the restricted and unrestricted ones
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/obj/machinery/computer/holodeck/proc/generate_program_list()
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for(var/typekey in subtypesof(program_type))
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var/datum/map_template/holodeck/program = typekey
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var/list/info_this = list("id" = initial(program.template_id), "name" = initial(program.name))
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if(initial(program.restricted))
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LAZYADD(emag_programs, list(info_this))
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else
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LAZYADD(program_cache, list(info_this))
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/obj/machinery/computer/holodeck/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "Holodeck", name)
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ui.open()
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/obj/machinery/computer/holodeck/ui_data(mob/user)
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var/list/data = list()
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data["default_programs"] = program_cache
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if(obj_flags & EMAGGED)
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data["emagged"] = TRUE
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data["emag_programs"] = emag_programs
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data["program"] = program
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data["can_toggle_safety"] = issilicon(user) || isAdminGhostAI(user)
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return data
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/obj/machinery/computer/holodeck/ui_act(action, params)
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. = ..()
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if(.)
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return
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. = TRUE
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switch(action)
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if("load_program")
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var/program_to_load = params["id"]
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var/list/checked = program_cache.Copy()
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if (obj_flags & EMAGGED)
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checked |= emag_programs
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var/valid = FALSE //dont tell security about this
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for (var/prog in checked)//checks if program_to_load is any one of the loadable programs, if it isnt then it rejects it
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var/list/check_list = prog
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if (check_list["id"] == program_to_load)
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valid = TRUE
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break
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if (!valid)
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return FALSE
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//load the map_template that program_to_load represents
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if(program_to_load)
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load_program(program_to_load)
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if("safety")
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if((obj_flags & EMAGGED) && program)
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emergency_shutdown()
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nerf(obj_flags & EMAGGED,FALSE)
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obj_flags ^= EMAGGED
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say("Safeties reset. Restarting...")
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///this is what makes the holodeck not spawn anything on broken tiles (space and non engine plating / non holofloors)
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/datum/map_template/holodeck/update_blacklist(turf/placement, list/input_blacklist)
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for (var/_turf in get_affected_turfs(placement))
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var/turf/possible_blacklist = _turf
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if (possible_blacklist.holodeck_compatible)
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continue
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input_blacklist += possible_blacklist
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///loads the template whose id string it was given ("offline_program" loads datum/map_template/holodeck/offline)
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/obj/machinery/computer/holodeck/proc/load_program(map_id, force = FALSE, add_delay = TRUE)
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if (program == map_id)
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return
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if (!is_operational)//load_program is called once with a timer (in toggle_power) we dont want this to load anything if its off
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map_id = offline_program
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force = TRUE
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if (!force && (!COOLDOWN_FINISHED(src, holodeck_cooldown) || spawning_simulation))
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say("ERROR. Recalibrating projection apparatus.")
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return
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if(spawning_simulation)
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return
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if (add_delay)
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COOLDOWN_START(src, holodeck_cooldown, (damaged ? HOLODECK_CD + HOLODECK_DMG_CD : HOLODECK_CD))
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if (damaged && floorcheck())
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damaged = FALSE
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spawning_simulation = TRUE
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active = (map_id != offline_program)
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use_power = active + IDLE_POWER_USE
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program = map_id
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//clear the items from the previous program
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for (var/_item in spawned)
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var/obj/holo_item = _item
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derez(holo_item)
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for (var/_effect in effects)
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var/obj/effect/holodeck_effect/holo_effect = _effect
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effects -= holo_effect
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holo_effect.deactivate(src)
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//makes sure that any time a holoturf is inside a baseturf list (e.g. if someone put a wall over it) its set to the OFFLINE turf
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//so that you cant bring turfs from previous programs into other ones (like putting the plasma burn turf into lounge for example)
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for (var/turf/closed/holo_turf in linked)
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for (var/_baseturf in holo_turf.baseturfs)
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if (ispath(_baseturf, /turf/open/floor/holofloor))
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holo_turf.baseturfs -= _baseturf
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holo_turf.baseturfs += /turf/open/floor/holofloor/plating
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template = SSmapping.holodeck_templates[map_id]
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template.load(bottom_left) //this is what actually loads the holodeck simulation into the map
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spawned = template.created_atoms //populate the spawned list with the atoms belonging to the holodeck
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if(istype(template, /datum/map_template/holodeck/thunderdome1218) && !SSshuttle.shuttle_purchase_requirements_met[SHUTTLE_UNLOCK_MEDISIM])
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say("Special note from \"1218 AD\" developer: I see you too are interested in the REAL dark ages of humanity! I've made this program also unlock some interesting shuttle designs on any communication console around. Have fun!")
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SSshuttle.shuttle_purchase_requirements_met[SHUTTLE_UNLOCK_MEDISIM] = TRUE
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nerf(!(obj_flags & EMAGGED))
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finish_spawn()
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///finalizes objects in the spawned list
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/obj/machinery/computer/holodeck/proc/finish_spawn()
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//this is used for holodeck effects (like spawners). otherwise they dont do shit
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//holo effects are taken out of the spawned list and added to the effects list
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//turfs and overlay objects are taken out of the spawned list
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//objects get resistance flags added to them
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for (var/atom/atoms in spawned)
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RegisterSignal(atoms, COMSIG_PARENT_PREQDELETED, .proc/remove_from_holo_lists)
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atoms.flags_1 |= HOLOGRAM_1
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if (isholoeffect(atoms))//activates holo effects and transfers them from the spawned list into the effects list
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var/obj/effect/holodeck_effect/holo_effect = atoms
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effects += holo_effect
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spawned -= holo_effect
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var/atom/active_effect = holo_effect.activate(src)
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if(istype(active_effect) || islist(active_effect))
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spawned += active_effect // we want mobs or objects spawned via holoeffects to be tracked as objects
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continue
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if (isobj(atoms))
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var/obj/holo_object = atoms
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holo_object.resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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if (isstructure(holo_object))
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holo_object.flags_1 |= NODECONSTRUCT_1
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continue
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if (ismachinery(holo_object))
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var/obj/machinery/machines = holo_object
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machines.flags_1 |= NODECONSTRUCT_1
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machines.power_change()
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if(istype(machines, /obj/machinery/button))
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var/obj/machinery/button/buttons = machines
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buttons.setup_device()
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spawning_simulation = FALSE
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///this qdels holoitems that should no longer exist for whatever reason
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/obj/machinery/computer/holodeck/proc/derez(obj/object, silent = TRUE, forced = FALSE)
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spawned -= object
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if(!object)
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return
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UnregisterSignal(object, COMSIG_PARENT_PREQDELETED)
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var/turf/target_turf = get_turf(object)
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for(var/c in object) //make sure that things inside of a holoitem are moved outside before destroying it
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var/atom/movable/object_contents = c
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object_contents.forceMove(target_turf)
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if(!silent)
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visible_message("<span class='notice'>[object] fades away!</span>")
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qdel(object)
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/obj/machinery/computer/holodeck/proc/remove_from_holo_lists(datum/to_remove, _forced)
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spawned -= to_remove
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UnregisterSignal(to_remove, COMSIG_PARENT_PREQDELETED)
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/obj/machinery/computer/holodeck/process(delta_time)
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if(damaged && DT_PROB(5, delta_time))
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for(var/turf/holo_turf in linked)
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if(DT_PROB(2.5, delta_time))
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do_sparks(2, 1, holo_turf)
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return
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. = ..()
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if(!. || program == offline_program)//we dont need to scan the holodeck if the holodeck is offline
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return
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if(!floorcheck()) //if any turfs in the floor of the holodeck are broken
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emergency_shutdown()
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damaged = TRUE
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visible_message("The holodeck overloads!")
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for(var/turf/holo_turf in linked)
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if(prob(30))
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do_sparks(2, 1, holo_turf)
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SSexplosions.lowturf += holo_turf
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holo_turf.hotspot_expose(1000,500,1)
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if(!(obj_flags & EMAGGED))
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for(var/item in spawned)
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if(!(get_turf(item) in linked))
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derez(item)
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for(var/_effect in effects)
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var/obj/effect/holodeck_effect/holo_effect = _effect
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holo_effect.tick()
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active_power_usage = 50 + spawned.len * 3 + effects.len * 5
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/obj/machinery/computer/holodeck/proc/toggle_power(toggleOn = FALSE)
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if(active == toggleOn)
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return
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if(toggleOn)
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if(last_program && (last_program != offline_program))
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addtimer(CALLBACK(src,.proc/load_program, last_program, TRUE), 25)
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active = TRUE
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else
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last_program = program
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load_program(offline_program, TRUE)
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active = FALSE
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/obj/machinery/computer/holodeck/power_change()
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. = ..()
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INVOKE_ASYNC(src, .proc/toggle_power, !machine_stat)
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///shuts down the holodeck and force loads the offline_program
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/obj/machinery/computer/holodeck/proc/emergency_shutdown()
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last_program = program
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active = FALSE
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load_program(offline_program, TRUE)
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///returns TRUE if the entire floor of the holodeck is intact, returns FALSE if any are broken
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/obj/machinery/computer/holodeck/proc/floorcheck()
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for(var/turf/holo_floor in linked)
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if(isspaceturf(holo_floor))
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return FALSE
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if(!holo_floor.intact)
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return FALSE
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return TRUE
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///changes all weapons in the holodeck to do stamina damage if set
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/obj/machinery/computer/holodeck/proc/nerf(nerf_this, is_loading = TRUE)
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if (!nerf_this && is_loading)
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return
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for(var/obj/item/to_be_nerfed in spawned)
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to_be_nerfed.damtype = nerf_this ? STAMINA : initial(to_be_nerfed.damtype)
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for(var/to_be_nerfed in effects)
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var/obj/effect/holodeck_effect/holo_effect = to_be_nerfed
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holo_effect.safety(nerf_this)
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/obj/machinery/computer/holodeck/emag_act(mob/user)
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if(obj_flags & EMAGGED)
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return
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if(!LAZYLEN(emag_programs))
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to_chat(user, "[src] does not seem to have a card swipe port. It must be an inferior model.")
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return
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playsound(src, "sparks", 75, TRUE)
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obj_flags |= EMAGGED
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to_chat(user, "<span class='warning'>You vastly increase projector power and override the safety and security protocols.</span>")
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say("Warning. Automatic shutoff and derezzing protocols have been corrupted. Please call Nanotrasen maintenance and do not use the simulator.")
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log_game("[key_name(user)] emagged the Holodeck Control Console")
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nerf(!(obj_flags & EMAGGED),FALSE)
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/obj/machinery/computer/holodeck/emp_act(severity)
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. = ..()
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if(. & EMP_PROTECT_SELF)
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return
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emergency_shutdown()
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/obj/machinery/computer/holodeck/ex_act(severity, target)
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emergency_shutdown()
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return ..()
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/obj/machinery/computer/holodeck/Destroy()
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emergency_shutdown()
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if(linked)
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linked.linked = null
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linked.power_usage = list(AREA_USAGE_LEN)
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return ..()
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/obj/machinery/computer/holodeck/blob_act(obj/structure/blob/B)
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emergency_shutdown()
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return ..()
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#undef HOLODECK_CD
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#undef HOLODECK_DMG_CD
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