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Bubberstation/code/modules/mob/inventory.dm
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LemonInTheDarkandGitHub 23bfdec8f4 Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) (#69115)
About The Pull Request

I've reworked multiz. This was done because our current implementation of multiz flattens planes down into just the openspace plane. This breaks any effects we attach to plane masters (including lighting), but it also totally kills the SIDE_MAP map format, which we NEED for wallening (A major 3/4ths resprite of all wall and wall adjacent things, making them more then one tile high. Without sidemap we would be unable to display things both in from of and behind objects on map. Stupid.)

This required MASSIVE changes. Both to all uses of the plane var for reasons I'll discuss later, and to a ton of different systems that interact with rendering.

I'll do my best to keep this compact, but there's only so much I can do. Sorry brother.
Core idea

OK: first thing.
vis_contents as it works now squishes the planes of everything inside it down into the plane of the vis_loc.
This is bad. But how to do better?

It's trivially easy to make copies of our existing plane masters but offset, and relay them to the bottom of the plane above. Not a problem. The issue is how to get the actual atoms on the map to "land" on them properly.

We could use FLOAT_PLANE to offset planes based off how they're being seen, in theory this would allow us to create lens for how objects are viewed.
But that's not a stable thing to do, because properly "landing" a plane on a desired plane master would require taking into account every bit of how it's being seen, would inherently break this effect.

Ok so we need to manually edit planes based off "z layer" (IE: what layer of a z stack are you on).

That's the key conceit of this pr. Implementing the plane cube, and ensuring planes are always offset properly.
Everything else is just gravy.
About the Plane Cube

Each plane master (except ones that opt out) is copied down by some constant value equal to the max absolute change between the first and the last plane.
We do this based off the max z stack size detected by SSmapping. This is also where updates come from, and where all our updating logic will live.

As mentioned, plane masters can choose to opt out of being mirrored down. In this case, anything that interacts with them assuming that they'll be offset will instead just get back the valid plane value. This works for render targets too, since I had to work them into the system as well.

Plane masters can also be temporarily hidden from the client's screen. This is done as an attempt at optimization, and applies to anything used in niche cases, or planes only used if there's a z layer below you.
About Plane Master Groups

BYOND supports having different "maps" on screen at once (IE: groups of items/turfs/etc)
Plane masters cannot cover 2 maps at once, since their location is determined by their screen_loc.
So we need to maintain a mirror of each plane for every map we have open.

This was quite messy, so I've refactored it (and maps too) to be a bit more modular.

Rather then storing a list of plane masters, we store a list of plane master group datums.
Each datum is in charge of the plane masters for its particular map, both creating them, and managing them.

Like I mentioned, I also refactored map views. Adding a new mapview is now as simple as newing a /atom/movable/screen/map_view, calling generate_view with the appropriate map id, setting things you want to display in its vis_contents, and then calling display_to on it, passing in the mob to show ourselves to.

Much better then the hardcoded pattern we used to use. So much duplicated code man.

Oh and plane master controllers, that system we have that allows for applying filters to sets of plane masters? I've made it use lookups on plane master groups now, rather then hanging references to all impacted planes. This makes logic easier, and prevents the need to manage references and update the controllers.

image

In addition, I've added a debug ui for plane masters.
It allows you to view all of your own plane masters and short descriptions of what they do, alongside tools for editing them and their relays.

It ALSO supports editing someone elses plane masters, AND it supports (in a very fragile and incomplete manner) viewing literally through someone else's eyes, including their plane masters. This is very useful, because it means you can debug "hey my X is yorked" issues yourself, on live.

In order to accomplish this I have needed to add setters for an ungodly amount of visual impacting vars. Sight flags, eye, see_invis, see_in_dark, etc.

It also comes with an info dump about the ui, and plane masters/relays in general.

Sort of on that note. I've documented everything I know that's niche/useful about our visual effects and rendering system. My hope is this will serve to bring people up to speed on what can be done more quickly, alongside making my sin here less horrible.
See https://github.com/LemonInTheDark/tgstation/blob/multiz-hell/.github/guides/VISUALS.md.
"Landing" planes

Ok so I've explained the backend, but how do we actually land planes properly?
Most of the time this is really simple. When a plane var is set, we need to provide some spokesperson for the appearance's z level. We can use this to derive their z layer, and thus what offset to use.

This is just a lot of gruntwork, but it's occasionally more complex.
Sometimes we need to cache a list of z layer -> effect, and then use that.
Also a LOT of updating on z move. So much z move shit.

Oh. and in order to make byond darkness work properly, I needed to add SEE_BLACKNESS to all sight flags.
This draws darkness to plane 0, which means I'm able to relay it around and draw it on different z layers as is possible. fun darkness ripple effects incoming someday

I also need to update mob overlays on move.
I do this by realiizing their appearances, mutating their plane, and then readding the overlay in the correct order.

The cost of this is currently 3N. I'm convinced this could be improved, but I've not got to it yet.
It can also occasionally cause overlays to corrupt. This is fixed by laying a protective ward of overlays.Copy in the sand, but that spell makes the compiler confused, so I'll have to bully lummy about fixing it at some point.
Behavior changes

We've had to give up on the already broken gateway "see through" effect. Won't work without managing gateway plane masters or something stupid. Not worth it.
So instead we display the other side as a ui element. It's worse, but not that bad.

Because vis_contents no longer flattens planes (most of the time), some uses of it now have interesting behavior.
The main thing that comes to mind is alert popups that display mobs. They can impact the lighting plane.
I don't really care, but it should be fixable, I think, given elbow grease.

Ah and I've cleaned up layers and plane defines to make them a bit easier to read/reason about, at least I think.
Why It's Good For The Game
<visual candy>

Fixes #65800
Fixes #68461
Changelog

cl
refactor: Refactored... well a lot really. Map views, anything to do with planes, multiz, a shit ton of rendering stuff. Basically if you see anything off visually report it
admin: VV a mob, and hit View/Edit Planes in the dropdown to steal their view, and modify it as you like. You can do the same to yourself using the Edit/Debug Planes verb
/cl
2022-09-27 20:11:04 +13:00

504 lines
17 KiB
Plaintext

//These procs handle putting s tuff in your hands
//as they handle all relevant stuff like adding it to the player's screen and updating their overlays.
///Returns the thing we're currently holding
/mob/proc/get_active_held_item()
return get_item_for_held_index(active_hand_index)
//Finds the opposite limb for the active one (eg: upper left arm will find the item in upper right arm)
//So we're treating each "pair" of limbs as a team, so "both" refers to them
/mob/proc/get_inactive_held_item()
return get_item_for_held_index(get_inactive_hand_index())
//Finds the opposite index for the active one (eg: upper left arm will find the item in upper right arm)
//So we're treating each "pair" of limbs as a team, so "both" refers to them
/mob/proc/get_inactive_hand_index()
var/other_hand = 0
if(!(active_hand_index % 2))
other_hand = active_hand_index-1 //finding the matching "left" limb
else
other_hand = active_hand_index+1 //finding the matching "right" limb
if(other_hand < 0 || other_hand > held_items.len)
other_hand = 0
return other_hand
/mob/proc/get_item_for_held_index(i)
if(i > 0 && i <= held_items.len)
return held_items[i]
return null
//Odd = left. Even = right
/mob/proc/held_index_to_dir(i)
if(!(i % 2))
return "r"
return "l"
//Check we have an organ for this hand slot (Dismemberment), Only relevant for humans
/mob/proc/has_hand_for_held_index(i)
return TRUE
//Check we have an organ for our active hand slot (Dismemberment),Only relevant for humans
/mob/proc/has_active_hand()
return has_hand_for_held_index(active_hand_index)
//Finds the first available (null) index OR all available (null) indexes in held_items based on a side.
//Lefts: 1, 3, 5, 7...
//Rights:2, 4, 6, 8...
/mob/proc/get_empty_held_index_for_side(side = LEFT_HANDS, all = FALSE)
var/list/empty_indexes = all ? list() : null
for(var/i in (side == LEFT_HANDS) ? 1 : 2 to held_items.len step 2)
if(!held_items[i])
if(!all)
return i
empty_indexes += i
return empty_indexes
//Same as the above, but returns the first or ALL held *ITEMS* for the side
/mob/proc/get_held_items_for_side(side = LEFT_HANDS, all = FALSE)
var/list/holding_items = all ? list() : null
for(var/i in (side == LEFT_HANDS) ? 1 : 2 to held_items.len step 2)
var/obj/item/I = held_items[i]
if(I)
if(!all)
return I
holding_items += I
return holding_items
/mob/proc/get_empty_held_indexes()
var/list/L
for(var/i in 1 to held_items.len)
if(!held_items[i])
LAZYADD(L, i)
return L
/mob/proc/get_held_index_of_item(obj/item/I)
return held_items.Find(I)
///Find number of held items, multihand compatible
/mob/proc/get_num_held_items()
. = 0
for(var/i in 1 to held_items.len)
if(held_items[i])
.++
//Sad that this will cause some overhead, but the alias seems necessary
//*I* may be happy with a million and one references to "indexes" but others won't be
/mob/proc/is_holding(obj/item/I)
return get_held_index_of_item(I)
//Checks if we're holding an item of type: typepath
/mob/proc/is_holding_item_of_type(typepath)
for(var/obj/item/I in held_items)
if(istype(I, typepath))
return I
return FALSE
//Checks if we're holding a tool that has given quality
//Returns the tool that has the best version of this quality
/mob/proc/is_holding_tool_quality(quality)
var/obj/item/best_item
var/best_quality = INFINITY
for(var/obj/item/I in held_items)
if(I.tool_behaviour == quality && I.toolspeed < best_quality)
best_item = I
best_quality = I.toolspeed
return best_item
//To appropriately fluff things like "they are holding [I] in their [get_held_index_name(get_held_index_of_item(I))]"
//Can be overridden to pass off the fluff to something else (eg: science allowing people to add extra robotic limbs, and having this proc react to that
// with say "they are holding [I] in their Nanotrasen Brand Utility Arm - Right Edition" or w/e
/mob/proc/get_held_index_name(i)
var/list/hand = list()
if(i > 2)
hand += "upper "
var/num = 0
if(!(i % 2))
num = i-2
hand += "right hand"
else
num = i-1
hand += "left hand"
num -= (num*0.5)
if(num > 1) //"upper left hand #1" seems weird, but "upper left hand #2" is A-ok
hand += " #[num]"
return hand.Join()
//Returns if a certain item can be equipped to a certain slot.
// Currently invalid for two-handed items - call obj/item/mob_can_equip() instead.
/mob/proc/can_equip(obj/item/I, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE)
return FALSE
/mob/proc/can_put_in_hand(I, hand_index)
if(hand_index > held_items.len)
return FALSE
if(!put_in_hand_check(I))
return FALSE
if(!has_hand_for_held_index(hand_index))
return FALSE
return !held_items[hand_index]
/mob/proc/put_in_hand(obj/item/I, hand_index, forced = FALSE, ignore_anim = TRUE)
if(hand_index == null || (!forced && !can_put_in_hand(I, hand_index)))
return FALSE
if(isturf(I.loc) && !ignore_anim)
I.do_pickup_animation(src)
if(get_item_for_held_index(hand_index))
dropItemToGround(get_item_for_held_index(hand_index), force = TRUE)
I.forceMove(src)
held_items[hand_index] = I
SET_PLANE_EXPLICIT(I, ABOVE_HUD_PLANE, src)
I.equipped(src, ITEM_SLOT_HANDS)
if(QDELETED(I)) // this is here because some ABSTRACT items like slappers and circle hands could be moved from hand to hand then delete, which meant you'd have a null in your hand until you cleared it (say, by dropping it)
held_items[hand_index] = null
return FALSE
if(I.pulledby)
I.pulledby.stop_pulling()
update_held_items()
I.pixel_x = I.base_pixel_x
I.pixel_y = I.base_pixel_y
return hand_index
//Puts the item into the first available left hand if possible and calls all necessary triggers/updates. returns 1 on success.
/mob/proc/put_in_l_hand(obj/item/I)
return put_in_hand(I, get_empty_held_index_for_side(LEFT_HANDS))
//Puts the item into the first available right hand if possible and calls all necessary triggers/updates. returns 1 on success.
/mob/proc/put_in_r_hand(obj/item/I)
return put_in_hand(I, get_empty_held_index_for_side(RIGHT_HANDS))
/mob/proc/put_in_hand_check(obj/item/I)
return FALSE //nonliving mobs don't have hands
/mob/living/put_in_hand_check(obj/item/I)
if(istype(I) && ((mobility_flags & MOBILITY_PICKUP) || (I.item_flags & ABSTRACT)) \
&& !(SEND_SIGNAL(src, COMSIG_LIVING_TRY_PUT_IN_HAND, I) & COMPONENT_LIVING_CANT_PUT_IN_HAND))
return TRUE
return FALSE
//Puts the item into our active hand if possible. returns TRUE on success.
/mob/proc/put_in_active_hand(obj/item/I, forced = FALSE, ignore_animation = TRUE)
return put_in_hand(I, active_hand_index, forced, ignore_animation)
//Puts the item into our inactive hand if possible, returns TRUE on success
/mob/proc/put_in_inactive_hand(obj/item/I, forced = FALSE)
return put_in_hand(I, get_inactive_hand_index(), forced)
//Puts the item our active hand if possible. Failing that it tries other hands. Returns TRUE on success.
//If both fail it drops it on the floor and returns FALSE.
//This is probably the main one you need to know :)
/mob/proc/put_in_hands(obj/item/I, del_on_fail = FALSE, merge_stacks = TRUE, forced = FALSE, ignore_animation = TRUE)
if(QDELETED(I))
return FALSE
// If the item is a stack and we're already holding a stack then merge
if (isstack(I))
var/obj/item/stack/item_stack = I
var/obj/item/stack/active_stack = get_active_held_item()
if (item_stack.is_zero_amount(delete_if_zero = TRUE))
return FALSE
if (merge_stacks)
if (istype(active_stack) && active_stack.can_merge(item_stack))
if (item_stack.merge(active_stack))
to_chat(usr, span_notice("Your [active_stack.name] stack now contains [active_stack.get_amount()] [active_stack.singular_name]\s."))
return TRUE
else
var/obj/item/stack/inactive_stack = get_inactive_held_item()
if (istype(inactive_stack) && inactive_stack.can_merge(item_stack))
if (item_stack.merge(inactive_stack))
to_chat(usr, span_notice("Your [inactive_stack.name] stack now contains [inactive_stack.get_amount()] [inactive_stack.singular_name]\s."))
return TRUE
if(put_in_active_hand(I, forced, ignore_animation))
return TRUE
var/hand = get_empty_held_index_for_side(LEFT_HANDS)
if(!hand)
hand = get_empty_held_index_for_side(RIGHT_HANDS)
if(hand)
if(put_in_hand(I, hand, forced, ignore_animation))
return TRUE
if(del_on_fail)
qdel(I)
return FALSE
I.forceMove(drop_location())
I.layer = initial(I.layer)
SET_PLANE_EXPLICIT(I, initial(I.plane), drop_location())
I.dropped(src)
return FALSE
/mob/proc/drop_all_held_items()
. = FALSE
for(var/obj/item/I in held_items)
. |= dropItemToGround(I)
//Here lie drop_from_inventory and before_item_take, already forgotten and not missed.
/mob/proc/canUnEquip(obj/item/I, force)
if(!I)
return TRUE
if(HAS_TRAIT(I, TRAIT_NODROP) && !force)
return FALSE
return TRUE
/mob/proc/putItemFromInventoryInHandIfPossible(obj/item/I, hand_index, force_removal = FALSE)
if(!can_put_in_hand(I, hand_index))
return FALSE
if(!temporarilyRemoveItemFromInventory(I, force_removal))
return FALSE
I.remove_item_from_storage(src)
if(!put_in_hand(I, hand_index))
qdel(I)
CRASH("Assertion failure: putItemFromInventoryInHandIfPossible") //should never be possible
return TRUE
//The following functions are the same save for one small difference
/**
* Used to drop an item (if it exists) to the ground.
* * Will pass as TRUE is successfully dropped, or if there is no item to drop.
* * Will pass FALSE if the item can not be dropped due to TRAIT_NODROP via doUnEquip()
* If the item can be dropped, it will be forceMove()'d to the ground and the turf's Entered() will be called.
*/
/mob/proc/dropItemToGround(obj/item/I, force = FALSE, silent = FALSE, invdrop = TRUE)
. = doUnEquip(I, force, drop_location(), FALSE, invdrop = invdrop, silent = silent)
if(!. || !I) //ensure the item exists and that it was dropped properly.
return
if(!(I.item_flags & NO_PIXEL_RANDOM_DROP))
I.pixel_x = I.base_pixel_x + rand(-6, 6)
I.pixel_y = I.base_pixel_y + rand(-6, 6)
I.do_drop_animation(src)
//for when the item will be immediately placed in a loc other than the ground
/mob/proc/transferItemToLoc(obj/item/I, newloc = null, force = FALSE, silent = TRUE)
. = doUnEquip(I, force, newloc, FALSE, silent = silent)
I.do_drop_animation(src)
//visibly unequips I but it is NOT MOVED AND REMAINS IN SRC
//item MUST BE FORCEMOVE'D OR QDEL'D
/mob/proc/temporarilyRemoveItemFromInventory(obj/item/I, force = FALSE, idrop = TRUE)
return doUnEquip(I, force, null, TRUE, idrop, silent = TRUE)
//DO NOT CALL THIS PROC
//use one of the above 3 helper procs
//you may override it, but do not modify the args
/mob/proc/doUnEquip(obj/item/I, force, newloc, no_move, invdrop = TRUE, silent = FALSE) //Force overrides TRAIT_NODROP for things like wizarditis and admin undress.
//Use no_move if the item is just gonna be immediately moved afterward
//Invdrop is used to prevent stuff in pockets dropping. only set to false if it's going to immediately be replaced
PROTECTED_PROC(TRUE)
if(!I) //If there's nothing to drop, the drop is automatically succesfull. If(unEquip) should generally be used to check for TRAIT_NODROP.
return TRUE
if(HAS_TRAIT(I, TRAIT_NODROP) && !force)
return FALSE
if((SEND_SIGNAL(I, COMSIG_ITEM_PRE_UNEQUIP, force, newloc, no_move, invdrop, silent) & COMPONENT_ITEM_BLOCK_UNEQUIP) && !force)
return FALSE
var/hand_index = get_held_index_of_item(I)
if(hand_index)
held_items[hand_index] = null
update_held_items()
if(I)
if(client)
client.screen -= I
I.layer = initial(I.layer)
SET_PLANE_EXPLICIT(I, initial(I.plane), drop_location())
I.appearance_flags &= ~NO_CLIENT_COLOR
if(!no_move && !(I.item_flags & DROPDEL)) //item may be moved/qdel'd immedietely, don't bother moving it
if (isnull(newloc))
I.moveToNullspace()
else
I.forceMove(newloc)
I.dropped(src, silent)
SEND_SIGNAL(I, COMSIG_ITEM_POST_UNEQUIP, force, newloc, no_move, invdrop, silent)
SEND_SIGNAL(src, COMSIG_MOB_UNEQUIPPED_ITEM, I, force, newloc, no_move, invdrop, silent)
return TRUE
/**
* Used to return a list of equipped items on a mob; does not include held items (use get_all_gear)
*
* Argument(s):
* * Optional - include_pockets (TRUE/FALSE), whether or not to include the pockets and suit storage in the returned list
*/
/mob/living/proc/get_equipped_items(include_pockets = FALSE)
var/list/items = list()
for(var/obj/item/item_contents in contents)
if(item_contents.item_flags & IN_INVENTORY)
items += item_contents
items -= held_items
return items
/**
* Used to return a list of equipped items on a human mob; does not include held items (use get_all_gear)
*
* Argument(s):
* * Optional - include_pockets (TRUE/FALSE), whether or not to include the pockets and suit storage in the returned list
*/
/mob/living/carbon/human/get_equipped_items(include_pockets = FALSE)
var/list/items = ..()
if(!include_pockets)
items -= list(l_store, r_store, s_store)
return items
/mob/living/proc/unequip_everything()
var/list/items = list()
items |= get_equipped_items(TRUE)
for(var/I in items)
dropItemToGround(I)
drop_all_held_items()
/mob/living/carbon/proc/check_obscured_slots(transparent_protection)
var/obscured = NONE
var/hidden_slots = NONE
for(var/obj/item/I in get_equipped_items())
hidden_slots |= I.flags_inv
if(transparent_protection)
hidden_slots |= I.transparent_protection
if(hidden_slots & HIDENECK)
obscured |= ITEM_SLOT_NECK
if(hidden_slots & HIDEMASK)
obscured |= ITEM_SLOT_MASK
if(hidden_slots & HIDEEYES)
obscured |= ITEM_SLOT_EYES
if(hidden_slots & HIDEEARS)
obscured |= ITEM_SLOT_EARS
if(hidden_slots & HIDEGLOVES)
obscured |= ITEM_SLOT_GLOVES
if(hidden_slots & HIDEJUMPSUIT)
obscured |= ITEM_SLOT_ICLOTHING
if(hidden_slots & HIDESHOES)
obscured |= ITEM_SLOT_FEET
if(hidden_slots & HIDESUITSTORAGE)
obscured |= ITEM_SLOT_SUITSTORE
if(hidden_slots & HIDEHEADGEAR)
obscured |= ITEM_SLOT_HEAD
return obscured
/obj/item/proc/equip_to_best_slot(mob/M)
if(M.equip_to_appropriate_slot(src))
M.update_held_items()
return TRUE
else
if(equip_delay_self)
return
if(M.active_storage?.attempt_insert(src, M))
return TRUE
var/list/obj/item/possible = list(M.get_inactive_held_item(), M.get_item_by_slot(ITEM_SLOT_BELT), M.get_item_by_slot(ITEM_SLOT_DEX_STORAGE), M.get_item_by_slot(ITEM_SLOT_BACK))
for(var/i in possible)
if(!i)
continue
var/obj/item/I = i
if(I.atom_storage?.attempt_insert(src, M))
return TRUE
to_chat(M, span_warning("You are unable to equip that!"))
return FALSE
/mob/verb/quick_equip()
set name = "quick-equip"
set hidden = TRUE
DEFAULT_QUEUE_OR_CALL_VERB(VERB_CALLBACK(src, .proc/execute_quick_equip))
///proc extender of [/mob/verb/quick_equip] used to make the verb queuable if the server is overloaded
/mob/proc/execute_quick_equip()
var/obj/item/I = get_active_held_item()
if(!I)
to_chat(src, span_warning("You are not holding anything to equip!"))
return
if (temporarilyRemoveItemFromInventory(I) && !QDELETED(I))
if(I.equip_to_best_slot(src))
return
if(put_in_active_hand(I))
return
I.forceMove(drop_location())
//used in code for items usable by both carbon and drones, this gives the proper back slot for each mob.(defibrillator, backpack watertank, ...)
/mob/proc/getBackSlot()
return ITEM_SLOT_BACK
/mob/proc/getBeltSlot()
return ITEM_SLOT_BELT
//Inventory.dm is -kind of- an ok place for this I guess
//This is NOT for dismemberment, as the user still technically has 2 "hands"
//This is for multi-handed mobs, such as a human with a third limb installed
//This is a very rare proc to call (besides admin fuckery) so
//any cost it has isn't a worry
/mob/proc/change_number_of_hands(amt)
if(amt < held_items.len)
for(var/i in held_items.len to amt step -1)
dropItemToGround(held_items[i])
held_items.len = amt
if(hud_used)
hud_used.build_hand_slots()
/mob/living/carbon/human/change_number_of_hands(amt)
var/old_limbs = held_items.len
if(amt < old_limbs)
for(var/i in hand_bodyparts.len to amt step -1)
var/obj/item/bodypart/BP = hand_bodyparts[i]
BP.dismember()
hand_bodyparts[i] = null
hand_bodyparts.len = amt
else if(amt > old_limbs)
hand_bodyparts.len = amt
for(var/i in old_limbs+1 to amt)
var/path = /obj/item/bodypart/l_arm
if(!(i % 2))
path = /obj/item/bodypart/r_arm
var/obj/item/bodypart/BP = new path ()
BP.held_index = i
BP.attach_limb(src, TRUE)
hand_bodyparts[i] = BP
..() //Don't redraw hands until we have organs for them
//GetAllContents that is reasonable and not stupid
/mob/living/carbon/proc/get_all_gear()
var/list/processing_list = get_equipped_items(include_pockets = TRUE) + held_items
list_clear_nulls(processing_list) // handles empty hands
var/i = 0
while(i < length(processing_list) )
var/atom/A = processing_list[++i]
if(A.atom_storage)
var/list/item_stuff = list()
A.atom_storage.return_inv(item_stuff)
processing_list += item_stuff
return processing_list