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* Fixes some cases which references are used in trait sources, potentially causing hard deletes (#67974) About The Pull Request Fixes some cases in which actual references were used in trait sources instead of keys (or ref() keys). This can cause some rare and difficult to find hard deletes. Trait sources should be a string key relating to the source of it, not an actual reference to what added it. References within trait sources are never handled in Destroy(), because it's not expected behavior, meaning it can cause hanging references. So, I went through with a regex to find some cases and replaced them. I used the following and just picked through the few by hand to find erroneous ones. ADD_TRAIT\(.+, .+, [a-z]+\) REMOVE_TRAIT_TRAIT\(.+, .+, [a-z]+\) Why It's Good For The Game Less hard deletes, probably. Changelog cl Melbert code: Some traits which mistakenly were sourced from a hard reference are no longer. /cl * Fixes some cases which references are used in trait sources, potentially causing hard deletes * wew Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
203 lines
5.6 KiB
Plaintext
203 lines
5.6 KiB
Plaintext
/* Simple object type, calls a proc when "stepped" on by something */
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/obj/effect/step_trigger
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var/affect_ghosts = 0
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var/stopper = 1 // stops throwers
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var/mobs_only = FALSE
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invisibility = INVISIBILITY_ABSTRACT // nope cant see this shit
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anchored = TRUE
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/obj/effect/step_trigger/Initialize(mapload)
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. = ..()
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = .proc/on_entered,
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/effect/step_trigger/proc/Trigger(atom/movable/A)
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return 0
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/obj/effect/step_trigger/proc/on_entered(datum/source, H as mob|obj)
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SIGNAL_HANDLER
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if(!H)
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return
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if(isobserver(H) && !affect_ghosts)
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return
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if(!ismob(H) && mobs_only)
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return
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INVOKE_ASYNC(src, .proc/Trigger, H)
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/obj/effect/step_trigger/singularity_act()
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return
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/obj/effect/step_trigger/singularity_pull()
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return
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/* Sends a message to mob when triggered*/
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/obj/effect/step_trigger/message
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var/message //the message to give to the mob
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var/once = 1
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mobs_only = TRUE
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/obj/effect/step_trigger/message/Trigger(mob/M)
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if(M.client)
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to_chat(M, span_info("[message]"))
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if(once)
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qdel(src)
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/* Tosses things in a certain direction */
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/obj/effect/step_trigger/thrower
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var/direction = SOUTH // the direction of throw
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var/tiles = 3 // if 0: forever until atom hits a stopper
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var/immobilize = 1 // if nonzero: prevents mobs from moving while they're being flung
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var/speed = 1 // delay of movement
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var/facedir = 0 // if 1: atom faces the direction of movement
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var/nostop = 0 // if 1: will only be stopped by teleporters
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///List of moving atoms mapped to their inital direction
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var/list/affecting = list()
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/obj/effect/step_trigger/thrower/Trigger(atom/A)
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if(!A || !ismovable(A))
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return
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var/atom/movable/AM = A
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for(var/obj/effect/step_trigger/thrower/T in orange(2, src))
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if(AM in T.affecting)
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return
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if(immobilize)
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ADD_TRAIT(AM, TRAIT_IMMOBILIZED, REF(src))
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affecting[AM] = AM.dir
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var/datum/move_loop/loop = SSmove_manager.move(AM, direction, speed, tiles ? tiles * speed : INFINITY)
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RegisterSignal(loop, COMSIG_MOVELOOP_PREPROCESS_CHECK, .proc/pre_move)
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RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, .proc/post_move)
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RegisterSignal(loop, COMSIG_PARENT_QDELETING, .proc/set_to_normal)
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/obj/effect/step_trigger/thrower/proc/pre_move(datum/move_loop/source)
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SIGNAL_HANDLER
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var/atom/movable/being_moved = source.moving
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affecting[being_moved] = being_moved.dir
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/obj/effect/step_trigger/thrower/proc/post_move(datum/move_loop/source)
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SIGNAL_HANDLER
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var/atom/movable/being_moved = source.moving
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if(!facedir)
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being_moved.setDir(affecting[being_moved])
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if(being_moved.z != z)
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qdel(source)
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return
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if(!nostop)
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for(var/obj/effect/step_trigger/T in get_turf(being_moved))
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if(T.stopper && T != src)
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qdel(source)
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return
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else
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for(var/obj/effect/step_trigger/teleporter/T in get_turf(being_moved))
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if(T.stopper)
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qdel(source)
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return
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/obj/effect/step_trigger/thrower/proc/set_to_normal(datum/move_loop/source)
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SIGNAL_HANDLER
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var/atom/movable/being_moved = source.moving
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affecting -= being_moved
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REMOVE_TRAIT(being_moved, TRAIT_IMMOBILIZED, REF(src))
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/* Stops things thrown by a thrower, doesn't do anything */
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/obj/effect/step_trigger/stopper
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/* Instant teleporter */
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/obj/effect/step_trigger/teleporter
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var/teleport_x = 0 // teleportation coordinates (if one is null, then no teleport!)
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var/teleport_y = 0
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var/teleport_z = 0
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/obj/effect/step_trigger/teleporter/Trigger(atom/movable/A)
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if(teleport_x && teleport_y && teleport_z)
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var/turf/T = locate(teleport_x, teleport_y, teleport_z)
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A.forceMove(T)
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/* Random teleporter, teleports atoms to locations ranging from teleport_x - teleport_x_offset, etc */
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/obj/effect/step_trigger/teleporter/random
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var/teleport_x_offset = 0
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var/teleport_y_offset = 0
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var/teleport_z_offset = 0
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/obj/effect/step_trigger/teleporter/random/Trigger(atom/movable/A)
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if(teleport_x && teleport_y && teleport_z)
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if(teleport_x_offset && teleport_y_offset && teleport_z_offset)
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var/turf/T = locate(rand(teleport_x, teleport_x_offset), rand(teleport_y, teleport_y_offset), rand(teleport_z, teleport_z_offset))
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if (T)
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A.forceMove(T)
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/* Fancy teleporter, creates sparks and smokes when used */
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/obj/effect/step_trigger/teleport_fancy
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var/locationx
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var/locationy
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var/uses = 1 //0 for infinite uses
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var/entersparks = 0
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var/exitsparks = 0
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var/entersmoke = 0
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var/exitsmoke = 0
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/obj/effect/step_trigger/teleport_fancy/Trigger(mob/M)
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var/dest = locate(locationx, locationy, z)
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M.Move(dest)
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if(entersparks)
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var/datum/effect_system/spark_spread/s = new
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s.set_up(4, 1, src)
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s.start()
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if(exitsparks)
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var/datum/effect_system/spark_spread/s = new
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s.set_up(4, 1, dest)
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s.start()
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if(entersmoke)
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var/datum/effect_system/fluid_spread/smoke/s = new
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s.set_up(4, holder = src, location = src)
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s.start()
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if(exitsmoke)
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var/datum/effect_system/fluid_spread/smoke/s = new
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s.set_up(4, holder = src, location = dest)
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s.start()
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uses--
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if(uses == 0)
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qdel(src)
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/* Simple sound player, Mapper friendly! */
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/obj/effect/step_trigger/sound_effect
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var/sound //eg. path to the sound, inside '' eg: 'growl.ogg'
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var/volume = 100
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var/freq_vary = 1 //Should the frequency of the sound vary?
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var/extra_range = 0 // eg World.view = 7, extra_range = 1, 7+1 = 8, 8 turfs radius
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var/happens_once = 0
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var/triggerer_only = 0 //Whether the triggerer is the only person who hears this
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/obj/effect/step_trigger/sound_effect/Trigger(atom/movable/A)
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var/turf/T = get_turf(A)
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if(!T)
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return
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if(triggerer_only && ismob(A))
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var/mob/B = A
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B.playsound_local(T, sound, volume, freq_vary)
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else
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playsound(T, sound, volume, freq_vary, extra_range)
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if(happens_once)
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qdel(src)
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