Files
Bubberstation/code/WorkInProgress/buildmode.dm
MrPerson 9eee3e5067 First pass at a qdel() garbage collection system for tgstation
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.

New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.

ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
2014-02-23 14:55:12 -08:00

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/proc/togglebuildmode(mob/M as mob in player_list)
set name = "Toggle Build Mode"
set category = "Special Verbs"
if(M.client)
if(M.client.buildmode)
log_admin("[key_name(usr)] has left build mode.")
M.client.buildmode = 0
M.client.show_popup_menus = 1
for(var/obj/effect/bmode/buildholder/H)
if(H.cl == M.client)
qdel(H)
else
log_admin("[key_name(usr)] has entered build mode.")
M.client.buildmode = 1
M.client.show_popup_menus = 0
var/obj/effect/bmode/buildholder/H = new/obj/effect/bmode/buildholder()
var/obj/effect/bmode/builddir/A = new/obj/effect/bmode/builddir(H)
A.master = H
var/obj/effect/bmode/buildhelp/B = new/obj/effect/bmode/buildhelp(H)
B.master = H
var/obj/effect/bmode/buildmode/C = new/obj/effect/bmode/buildmode(H)
C.master = H
var/obj/effect/bmode/buildquit/D = new/obj/effect/bmode/buildquit(H)
D.master = H
H.builddir = A
H.buildhelp = B
H.buildmode = C
H.buildquit = D
M.client.screen += A
M.client.screen += B
M.client.screen += C
M.client.screen += D
H.cl = M.client
/obj/effect/bmode//Cleaning up the tree a bit
density = 1
anchored = 1
layer = 20
dir = NORTH
icon = 'icons/misc/buildmode.dmi'
var/obj/effect/bmode/buildholder/master = null
/obj/effect/bmode/builddir
icon_state = "build"
screen_loc = "NORTH,WEST"
Click()
switch(dir)
if(NORTH)
dir = EAST
if(EAST)
dir = SOUTH
if(SOUTH)
dir = WEST
if(WEST)
dir = NORTHWEST
if(NORTHWEST)
dir = NORTH
return 1
/obj/effect/bmode/buildhelp
icon = 'icons/misc/buildmode.dmi'
icon_state = "buildhelp"
screen_loc = "NORTH,WEST+1"
Click()
switch(master.cl.buildmode)
if(1)
usr << "\blue ***********************************************************"
usr << "\blue Left Mouse Button = Construct / Upgrade"
usr << "\blue Right Mouse Button = Deconstruct / Delete / Downgrade"
usr << "\blue Left Mouse Button + ctrl = R-Window"
usr << "\blue Left Mouse Button + alt = Airlock"
usr << ""
usr << "\blue Use the button in the upper left corner to"
usr << "\blue change the direction of built objects."
usr << "\blue ***********************************************************"
if(2)
usr << "\blue ***********************************************************"
usr << "\blue Right Mouse Button on buildmode button = Set object type"
usr << "\blue Left Mouse Button on turf/obj = Place objects"
usr << "\blue Right Mouse Button = Delete objects"
usr << ""
usr << "\blue Use the button in the upper left corner to"
usr << "\blue change the direction of built objects."
usr << "\blue ***********************************************************"
if(3)
usr << "\blue ***********************************************************"
usr << "\blue Right Mouse Button on buildmode button = Select var(type) & value"
usr << "\blue Left Mouse Button on turf/obj/mob = Set var(type) & value"
usr << "\blue Right Mouse Button on turf/obj/mob = Reset var's value"
usr << "\blue ***********************************************************"
if(4)
usr << "\blue ***********************************************************"
usr << "\blue Left Mouse Button on turf/obj/mob = Throw"
usr << "\blue Right Mouse Button on turf/obj/mob = Select"
usr << "\blue ***********************************************************"
return 1
/obj/effect/bmode/buildquit
icon_state = "buildquit"
screen_loc = "NORTH,WEST+3"
Click()
togglebuildmode(master.cl.mob)
return 1
/obj/effect/bmode/buildholder
density = 0
anchored = 1
var/client/cl = null
var/obj/effect/bmode/builddir/builddir = null
var/obj/effect/bmode/buildhelp/buildhelp = null
var/obj/effect/bmode/buildmode/buildmode = null
var/obj/effect/bmode/buildquit/buildquit = null
var/atom/movable/throw_atom = null
/obj/effect/bmode/buildmode
icon_state = "buildmode1"
screen_loc = "NORTH,WEST+2"
var/varholder = "name"
var/valueholder = "derp"
var/objholder = /obj/structure/closet
Click(location, control, params)
var/list/pa = params2list(params)
if(pa.Find("left"))
switch(master.cl.buildmode)
if(1)
master.cl.buildmode = 2
src.icon_state = "buildmode2"
if(2)
master.cl.buildmode = 3
src.icon_state = "buildmode3"
if(3)
master.cl.buildmode = 4
src.icon_state = "buildmode4"
if(4)
master.cl.buildmode = 1
src.icon_state = "buildmode1"
else if(pa.Find("right"))
switch(master.cl.buildmode)
if(1)
return 1
if(2)
objholder = text2path(input(usr,"Enter typepath:" ,"Typepath","/obj/structure/closet"))
if(!ispath(objholder))
objholder = /obj/structure/closet
alert("That path is not allowed.")
else
if(ispath(objholder,/mob) && !check_rights(R_DEBUG,0))
objholder = /obj/structure/closet
if(3)
var/list/locked = list("vars", "key", "ckey", "client", "firemut", "ishulk", "telekinesis", "xray", "virus", "viruses", "cuffed", "ka", "last_eaten", "urine")
master.buildmode.varholder = input(usr,"Enter variable name:" ,"Name", "name")
if(master.buildmode.varholder in locked && !check_rights(R_DEBUG,0))
return 1
var/thetype = input(usr,"Select variable type:" ,"Type") in list("text","number","mob-reference","obj-reference","turf-reference")
if(!thetype) return 1
switch(thetype)
if("text")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value", "value") as text
if("number")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value", 123) as num
if("mob-reference")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as mob in mob_list
if("obj-reference")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as obj in world
if("turf-reference")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as turf in world
return 1
/proc/build_click(var/mob/user, buildmode, params, var/obj/object)
var/obj/effect/bmode/buildholder/holder = null
for(var/obj/effect/bmode/buildholder/H)
if(H.cl == user.client)
holder = H
break
if(!holder) return
var/list/pa = params2list(params)
switch(buildmode)
if(1)
if(istype(object,/turf) && pa.Find("left") && !pa.Find("alt") && !pa.Find("ctrl") )
if(istype(object,/turf/space))
var/turf/T = object
T.ChangeTurf(/turf/simulated/floor)
return
else if(istype(object,/turf/simulated/floor))
var/turf/T = object
T.ChangeTurf(/turf/simulated/wall)
return
else if(istype(object,/turf/simulated/wall))
var/turf/T = object
T.ChangeTurf(/turf/simulated/wall/r_wall)
return
else if(pa.Find("right"))
if(istype(object,/turf/simulated/wall))
var/turf/T = object
T.ChangeTurf(/turf/simulated/floor)
return
else if(istype(object,/turf/simulated/floor))
var/turf/T = object
T.ChangeTurf(/turf/space)
return
else if(istype(object,/turf/simulated/wall/r_wall))
var/turf/T = object
T.ChangeTurf(/turf/simulated/wall)
return
else if(istype(object,/obj))
qdel(object)
return
else if(istype(object,/turf) && pa.Find("alt") && pa.Find("left"))
new/obj/machinery/door/airlock(get_turf(object))
else if(istype(object,/turf) && pa.Find("ctrl") && pa.Find("left"))
switch(holder.builddir.dir)
if(NORTH)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.dir = NORTH
if(SOUTH)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.dir = SOUTH
if(EAST)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.dir = EAST
if(WEST)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.dir = WEST
if(NORTHWEST)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.dir = NORTHWEST
if(2)
if(pa.Find("left"))
if(ispath(holder.buildmode.objholder,/turf))
var/turf/T = get_turf(object)
T.ChangeTurf(holder.buildmode.objholder)
else
var/obj/A = new holder.buildmode.objholder (get_turf(object))
A.dir = holder.builddir.dir
else if(pa.Find("right"))
if(isobj(object)) qdel(object)
if(3)
if(pa.Find("left")) //I cant believe this shit actually compiles.
if(object.vars.Find(holder.buildmode.varholder))
log_admin("[key_name(usr)] modified [object.name]'s [holder.buildmode.varholder] to [holder.buildmode.valueholder]")
object.vars[holder.buildmode.varholder] = holder.buildmode.valueholder
else
usr << "\red [initial(object.name)] does not have a var called '[holder.buildmode.varholder]'"
if(pa.Find("right"))
if(object.vars.Find(holder.buildmode.varholder))
log_admin("[key_name(usr)] modified [object.name]'s [holder.buildmode.varholder] to [holder.buildmode.valueholder]")
object.vars[holder.buildmode.varholder] = initial(object.vars[holder.buildmode.varholder])
else
usr << "\red [initial(object.name)] does not have a var called '[holder.buildmode.varholder]'"
if(4)
if(pa.Find("left"))
if(isturf(object))
return
holder.throw_atom = object
if(pa.Find("right"))
if(holder.throw_atom)
holder.throw_atom.throw_at(object, 10, 1)