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Bubberstation/code/modules/holodeck/items.dm
Mothblocks ad929ac3a9 Lazily initialize decks of cards instead of initializing thousands of cards at once (.09s drop in init times) (#70999)
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.
2022-11-22 08:21:29 +01:00

220 lines
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/*
Items, Structures, Machines
*/
//
// Items
//
/obj/item/melee/energy/sword/holographic
name = "holographic energy sword"
desc = "May the force be with you. Sorta."
damtype = STAMINA
throw_speed = 2
block_chance = 0
throwforce = 0
embedding = null
sword_color_icon = null
active_throwforce = 0
active_sharpness = NONE
active_heat = 0
/obj/item/melee/energy/sword/holographic/Initialize(mapload)
. = ..()
if(!sword_color_icon)
sword_color_icon = pick("red", "blue", "green", "purple")
/obj/item/melee/energy/sword/holographic/green
sword_color_icon = "green"
/obj/item/melee/energy/sword/holographic/red
sword_color_icon = "red"
/obj/item/toy/cards/deck/syndicate/holographic
desc = "A deck of holographic playing cards."
/obj/item/toy/cards/deck/syndicate/holographic/Initialize(mapload, obj/machinery/computer/holodeck/holodeck)
src.holodeck = holodeck
RegisterSignal(src, COMSIG_PARENT_QDELETING, PROC_REF(handle_card_delete))
. = ..()
/obj/item/toy/cards/deck/syndicate/holographic/proc/handle_card_delete(datum/source)
SIGNAL_HANDLER
//if any REAL cards have been inserted into the deck they are moved outside before destroying it
for(var/obj/item/toy/singlecard/card in card_atoms)
if(card.flags_1 & HOLOGRAM_1)
continue
card_atoms -= card
card.forceMove(drop_location())
//BASKETBALL OBJECTS
/obj/item/toy/beach_ball/holoball
name = "basketball"
icon = 'icons/obj/weapons/items_and_weapons.dmi'
icon_state = "basketball"
inhand_icon_state = "basketball"
desc = "Here's your chance, do your dance at the Space Jam."
w_class = WEIGHT_CLASS_BULKY //Stops people from hiding it in their bags/pockets
/obj/item/toy/beach_ball/holoball/dodgeball
name = "dodgeball"
icon_state = "dodgeball"
inhand_icon_state = "dodgeball"
desc = "Used for playing the most violent and degrading of childhood games."
/obj/item/toy/beach_ball/holoball/dodgeball/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
..()
if((ishuman(hit_atom)))
var/mob/living/carbon/M = hit_atom
playsound(src, 'sound/items/dodgeball.ogg', 50, TRUE)
M.apply_damage(10, STAMINA)
if(prob(5))
M.Paralyze(60)
visible_message(span_danger("[M] is knocked right off [M.p_their()] feet!"))
//
// Structures
//
/obj/structure/holohoop
name = "basketball hoop"
desc = "Boom, shakalaka!"
icon = 'icons/obj/basketball.dmi'
icon_state = "hoop"
anchored = TRUE
density = TRUE
/obj/structure/holohoop/attackby(obj/item/W, mob/user, params)
if(get_dist(src,user)<2)
if(user.transferItemToLoc(W, drop_location()))
visible_message(span_warning("[user] dunks [W] into \the [src]!"))
/obj/structure/holohoop/attack_hand(mob/living/user, list/modifiers)
. = ..()
if(.)
return
if(user.pulling && isliving(user.pulling))
var/mob/living/L = user.pulling
if(user.grab_state < GRAB_AGGRESSIVE)
to_chat(user, span_warning("You need a better grip to do that!"))
return
L.forceMove(loc)
L.Paralyze(100)
visible_message(span_danger("[user] dunks [L] into \the [src]!"))
user.stop_pulling()
else
..()
/obj/structure/holohoop/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
if (isitem(AM) && !istype(AM,/obj/projectile))
if(prob(50))
AM.forceMove(get_turf(src))
visible_message(span_warning("Swish! [AM] lands in [src]."))
return
else
visible_message(span_danger("[AM] bounces off of [src]'s rim!"))
return ..()
else
return ..()
//
// Machines
//
/obj/machinery/readybutton
name = "ready declaration device"
desc = "This device is used to declare ready. If all devices in an area are ready, the event will begin!"
icon = 'icons/obj/monitors.dmi'
icon_state = "auth_off"
var/ready = 0
var/area/currentarea = null
var/eventstarted = FALSE
idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION * 0.02
active_power_usage = BASE_MACHINE_ACTIVE_CONSUMPTION * 0.006
power_channel = AREA_USAGE_ENVIRON
/obj/machinery/readybutton/attack_ai(mob/user)
to_chat(user, span_warning("The station AI is not to interact with these devices!"))
return
/obj/machinery/readybutton/attack_paw(mob/user, list/modifiers)
to_chat(user, span_warning("You are too primitive to use this device!"))
return
/obj/machinery/readybutton/attackby(obj/item/W, mob/user, params)
to_chat(user, span_warning("The device is a solid button, there's nothing you can do with it!"))
/obj/machinery/readybutton/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
if(user.stat || machine_stat & (NOPOWER|BROKEN))
to_chat(user, span_warning("This device is not powered!"))
return
currentarea = get_area(src.loc)
if(!currentarea)
qdel(src)
if(eventstarted)
to_chat(usr, span_warning("The event has already begun!"))
return
ready = !ready
update_appearance()
var/numbuttons = 0
var/numready = 0
for(var/obj/machinery/readybutton/button in currentarea)
numbuttons++
if (button.ready)
numready++
if(numbuttons == numready)
begin_event()
/obj/machinery/readybutton/update_icon_state()
icon_state = "auth_[ready ? "on" : "off"]"
return ..()
/obj/machinery/readybutton/proc/begin_event()
eventstarted = TRUE
for(var/obj/structure/window/W in currentarea)
if(W.flags_1&NODECONSTRUCT_1) // Just in case: only holo-windows
qdel(W)
for(var/mob/M in currentarea)
to_chat(M, span_userdanger("FIGHT!"))
/obj/machinery/conveyor/holodeck
/obj/machinery/conveyor/holodeck/attackby(obj/item/I, mob/user, params)
if(!user.transferItemToLoc(I, drop_location()))
return ..()
/obj/item/paper/fluff/holodeck/trek_diploma
name = "paper - Starfleet Academy Diploma"
default_raw_text = {"<h2>Starfleet Academy</h2></br><p>Official Diploma</p></br>"}
/obj/item/paper/fluff/holodeck/disclaimer
name = "Holodeck Disclaimer"
default_raw_text = "Bruises sustained in the holodeck can be healed simply by sleeping."
/obj/vehicle/ridden/scooter/skateboard/pro/holodeck
name = "holographic skateboard"
desc = "A holographic copy of the EightO brand professional skateboard."
instability = 6
/obj/vehicle/ridden/scooter/skateboard/pro/holodeck/pick_up_board() //picking up normal skateboards spawned in the holodeck gets rid of the holo flag, now you cant pick them up.
return