Merge branch 'master' into upstream-merge-6882

This commit is contained in:
Novacat
2020-03-23 23:25:26 -04:00
committed by GitHub
38 changed files with 258 additions and 226 deletions

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@@ -0,0 +1,24 @@
// Observer Pattern Implementation: Stat Set
// Registration type: /mob/living
//
// Raised when: A /mob/living changes stat, using the set_stat() proc
//
// Arguments that the called proc should expect:
// /mob/living/stat_mob: The mob whose stat changed
// /old_stat: Status before the change.
// /new_stat: Status after the change.
GLOBAL_DATUM_INIT(stat_set_event, /decl/observ/stat_set, new)
/decl/observ/stat_set
name = "Stat Set"
expected_type = /mob/living
/****************
* Stat Handling *
****************/
/mob/living/set_stat(var/new_stat)
var/old_stat = stat
. = ..()
if(stat != old_stat)
GLOB.stat_set_event.raise_event(src, old_stat, new_stat)

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@@ -69,7 +69,7 @@
O.take_overall_damage(M.getBruteLoss() + 40, M.getFireLoss())
O.adjustToxLoss(M.getToxLoss() + 20)
O.adjustOxyLoss(M.getOxyLoss())
O.stat = M.stat
O.set_stat(M.stat)
O.a_intent = I_HURT
for (var/obj/item/weapon/implant/I in implants)
I.loc = O
@@ -154,7 +154,7 @@
O.take_overall_damage(M.getBruteLoss(), M.getFireLoss())
O.adjustToxLoss(M.getToxLoss())
O.adjustOxyLoss(M.getOxyLoss())
O.stat = M.stat
O.set_stat(M.stat)
for (var/obj/item/weapon/implant/I in implants)
I.loc = O
I.implanted = O

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@@ -29,7 +29,7 @@
var/mob/living/carbon/human/C = src
to_chat(C, "<span class='notice'>Energy rushes through us. [C.lying ? "We arise." : ""]</span>")
C.stat = 0
C.set_stat(CONSCIOUS)
C.SetParalysis(0)
C.SetStunned(0)
C.SetWeakened(0)

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@@ -100,7 +100,7 @@
O.adjustBruteLoss(C.getBruteLoss())
O.setOxyLoss(C.getOxyLoss())
O.adjustFireLoss(C.getFireLoss())
O.stat = C.stat
O.set_stat(C.stat)
for (var/obj/item/weapon/implant/I in implants)
I.loc = O
I.implanted = O

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@@ -79,7 +79,7 @@
C.update_canmove()
C.mind.changeling.purchased_powers -= C
feedback_add_details("changeling_powers","CR")
C.stat = CONSCIOUS
C.set_stat(CONSCIOUS)
C.forbid_seeing_deadchat = FALSE
C.timeofdeath = null
src.verbs -= /mob/proc/changeling_revive

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@@ -203,10 +203,10 @@ var/global/datum/controller/gameticker/ticker
var/turf/T = get_turf(M)
if(T && T.z in using_map.station_levels) //we don't use M.death(0) because it calls a for(/mob) loop and
M.health = 0
M.stat = DEAD
M.set_stat(DEAD)
if(1) //on a z-level 1 turf.
M.health = 0
M.stat = DEAD
M.set_stat(DEAD)
//Now animate the cinematic
switch(station_missed)

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@@ -32,7 +32,7 @@
if(istype(L, /mob/living/simple_mob))
var/mob/living/simple_mob/SM = L
SM.health = SM.getMaxHealth() / 3
SM.stat = CONSCIOUS
SM.set_stat(CONSCIOUS)
dead_mob_list -= SM
living_mob_list += SM
SM.update_icon()
@@ -52,7 +52,7 @@
sleep(10 SECONDS)
if(H.client)
L.stat = CONSCIOUS //Note that if whatever killed them in the first place wasn't fixed, they're likely to die again.
L.set_stat(CONSCIOUS) //Note that if whatever killed them in the first place wasn't fixed, they're likely to die again.
dead_mob_list -= H
living_mob_list += H
H.timeofdeath = null

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@@ -110,7 +110,7 @@
src.occupant.adjustBruteLoss(-1)
src.occupant.updatehealth()
if (src.occupant.health >= 0 && src.occupant.stat == DEAD)
src.occupant.stat = CONSCIOUS
src.occupant.set_stat(CONSCIOUS)
src.occupant.lying = 0
dead_mob_list -= src.occupant
living_mob_list += src.occupant

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@@ -232,7 +232,7 @@
return
occupant.bodytemperature += 2*(air_contents.temperature - occupant.bodytemperature)*current_heat_capacity/(current_heat_capacity + air_contents.heat_capacity())
occupant.bodytemperature = max(occupant.bodytemperature, air_contents.temperature) // this is so ugly i'm sorry for doing it i'll fix it later i promise
occupant.stat = UNCONSCIOUS
occupant.set_stat(UNCONSCIOUS)
occupant.dir = SOUTH
if(occupant.bodytemperature < T0C)
occupant.sleeping = max(5, (1/occupant.bodytemperature)*2000)

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@@ -1881,7 +1881,7 @@
O.aiRestorePowerRoutine = 0
O.control_disabled = 1 // Can't control things remotely if you're stuck in a card!
O.laws = AI.laws
O.stat = AI.stat
O.set_stat(AI.stat)
O.oxyloss = AI.getOxyLoss()
O.fireloss = AI.getFireLoss()
O.bruteloss = AI.getBruteLoss()

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@@ -495,7 +495,7 @@
living_mob_list += M
M.timeofdeath = 0
M.stat = UNCONSCIOUS //Life() can bring them back to consciousness if it needs to.
M.set_stat(UNCONSCIOUS) //Life() can bring them back to consciousness if it needs to.
M.failed_last_breath = 0 //So mobs that died of oxyloss don't revive and have perpetual out of breath.
M.reload_fullscreen()

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@@ -66,7 +66,7 @@
if(ghost.mind && ghost.mind.current == R)
R.key = ghost.key
R.stat = CONSCIOUS
R.set_stat(CONSCIOUS)
dead_mob_list -= R
living_mob_list |= R
R.notify_ai(ROBOT_NOTIFICATION_NEW_UNIT)

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@@ -146,7 +146,7 @@
living_mob_list += H
H.timeofdeath = 0
H.stat = UNCONSCIOUS
H.set_stat(UNCONSCIOUS)
H.failed_last_breath = 0
H.reload_fullscreen()

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@@ -12,7 +12,7 @@
spawn(75)
if(!host.ckey && !host.client)
host.death() // This seems redundant, but a lot of mobs don't
host.stat = DEAD // handle death() properly. Better safe than etc.
host.set_stat(DEAD) // handle death() properly. Better safe than etc.
host.visible_message("<span class='danger'>[host] is malformed and unable to survive. It expires pitifully, leaving behind some seeds.</span>")
var/total_yield = rand(1,3)

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@@ -33,7 +33,7 @@
/obj/effect/landmark/mobcorpse/proc/createCorpse() //Creates a mob and checks for gear in each slot before attempting to equip it.
var/mob/living/carbon/human/M = new /mob/living/carbon/human (src.loc)
M.real_name = src.name
M.stat = 2 //Kills the new mob
M.set_stat(DEAD) //Kills the new mob
if(src.corpseuniform)
M.equip_to_slot_or_del(new src.corpseuniform(M), slot_w_uniform)
if(src.corpsesuit)

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@@ -94,8 +94,6 @@
plane = PLANE_GHOSTS //Why doesn't the var above work...???
verbs += /mob/observer/dead/proc/dead_tele
stat = DEAD
var/turf/T
if(ismob(body))
T = get_turf(body) //Where is the body located?
@@ -149,6 +147,11 @@
/mob/observer/dead/CanPass(atom/movable/mover, turf/target)
return TRUE
/mob/observer/dead/set_stat(var/new_stat)
if(new_stat != DEAD)
CRASH("It is best if observers stay dead, thank you.")
/*
Transfer_mind is there to check if mob is being deleted/not going to have a body.
Works together with spawning an observer, noted above.

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@@ -76,7 +76,7 @@
if(!gibbed && deathmessage != "no message") // This is gross, but reliable. Only brains use it.
src.visible_message("<b>\The [src.name]</b> [deathmessage]")
stat = DEAD
set_stat(DEAD)
update_canmove()

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@@ -79,7 +79,7 @@
/mob/living/bot/updatehealth()
if(status_flags & GODMODE)
health = getMaxHealth()
stat = CONSCIOUS
set_stat(CONSCIOUS)
else
health = getMaxHealth() - getFireLoss() - getBruteLoss()
oxyloss = 0

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@@ -51,7 +51,7 @@
if(paralysis && paralysis > 0)
blinded = 1
stat = UNCONSCIOUS
set_stat(UNCONSCIOUS)
if(halloss > 0)
adjustHalLoss(-3)
@@ -61,13 +61,13 @@
if(mind.active && client != null)
sleeping = max(sleeping-1, 0)
blinded = 1
stat = UNCONSCIOUS
set_stat(UNCONSCIOUS)
else if(resting)
if(halloss > 0)
adjustHalLoss(-3)
else
stat = CONSCIOUS
set_stat(CONSCIOUS)
if(halloss > 0)
adjustHalLoss(-1)

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@@ -64,7 +64,7 @@
B.brainmob = null
brainmob.loc = src
brainmob.container = src
brainmob.stat = 0
brainmob.set_stat(CONSCIOUS)
dead_mob_list -= brainmob//Update dem lists
living_mob_list += brainmob
@@ -185,7 +185,7 @@
src.brainmob.add_language(LANGUAGE_EAL)
src.brainmob.loc = src
src.brainmob.container = src
src.brainmob.stat = 0
src.brainmob.set_stat(CONSCIOUS)
src.brainmob.silent = 0
radio = new(src)
dead_mob_list -= src.brainmob
@@ -230,7 +230,7 @@
/obj/item/device/mmi/digital/transfer_identity(var/mob/living/carbon/H)
brainmob.dna = H.dna
brainmob.timeofhostdeath = H.timeofdeath
brainmob.stat = 0
brainmob.set_stat(CONSCIOUS)
if(H.mind)
H.mind.transfer_to(brainmob)
return

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@@ -4,7 +4,7 @@
if(status_flags & GODMODE)
health = getMaxHealth()
stat = CONSCIOUS
set_stat(CONSCIOUS)
return
var/total_burn = 0

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@@ -1104,9 +1104,9 @@
return 1
/mob/living/carbon/human/proc/set_stat(var/new_stat)
stat = new_stat
if(stat)
/mob/living/carbon/human/set_stat(var/new_stat)
. = ..()
if(. && stat)
update_skin(1)
/mob/living/carbon/human/handle_regular_hud_updates()

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@@ -102,18 +102,18 @@
else
if (src.paralysis || src.stunned || src.weakened || (status_flags & FAKEDEATH)) //Stunned etc.
if (src.stunned > 0)
src.stat = 0
src.set_stat(CONSCIOUS)
if (src.weakened > 0)
src.lying = 0
src.stat = 0
src.set_stat(CONSCIOUS)
if (src.paralysis > 0)
src.blinded = 0
src.lying = 0
src.stat = 0
src.set_stat(CONSCIOUS)
else
src.lying = 0
src.stat = 0
src.set_stat(CONSCIOUS)
if (src.stuttering) src.stuttering = 0

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@@ -99,11 +99,11 @@
updatehealth()
if(stat != DEAD)
if(paralysis)
stat = UNCONSCIOUS
set_stat(UNCONSCIOUS)
else if (status_flags & FAKEDEATH)
stat = UNCONSCIOUS
set_stat(UNCONSCIOUS)
else
stat = CONSCIOUS
set_stat(CONSCIOUS)
return 1
/mob/living/proc/handle_statuses()

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@@ -247,11 +247,10 @@ default behaviour is:
/mob/living/proc/updatehealth()
if(status_flags & GODMODE)
health = 100
stat = CONSCIOUS
set_stat(CONSCIOUS)
else
health = getMaxHealth() - getOxyLoss() - getToxLoss() - getFireLoss() - getBruteLoss() - getCloneLoss() - halloss
//This proc is used for mobs which are affected by pressure to calculate the amount of pressure that actually
//affects them once clothing is factored in. ~Errorage
/mob/living/proc/calculate_affecting_pressure(var/pressure)
@@ -744,7 +743,7 @@ default behaviour is:
timeofdeath = 0
// restore us to conciousness
stat = CONSCIOUS
set_stat(CONSCIOUS)
// make the icons look correct
regenerate_icons()

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@@ -169,7 +169,7 @@
/mob/living/silicon/ai/updatehealth()
if(status_flags & GODMODE)
health = 100
stat = CONSCIOUS
set_stat(CONSCIOUS)
setOxyLoss(0)
else
health = 100 - getFireLoss() - getBruteLoss() // Oxyloss is not part of health as it represents AIs backup power. AI is immune against ToxLoss as it is machine.

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@@ -10,6 +10,6 @@
/mob/living/silicon/decoy/updatehealth()
if(status_flags & GODMODE)
health = 100
stat = CONSCIOUS
set_stat(CONSCIOUS)
else
health = 100 - getOxyLoss() - getToxLoss() - getFireLoss() - getBruteLoss()

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@@ -30,6 +30,6 @@
/mob/living/silicon/pai/updatehealth()
if(status_flags & GODMODE)
health = 100
stat = CONSCIOUS
set_stat(CONSCIOUS)
else
health = 100 - getBruteLoss() - getFireLoss()

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@@ -256,7 +256,7 @@ var/list/mob_hat_cache = list()
/mob/living/silicon/robot/drone/updatehealth()
if(status_flags & GODMODE)
health = maxHealth
stat = CONSCIOUS
set_stat(CONSCIOUS)
return
health = maxHealth - (getBruteLoss() + getFireLoss())
return

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@@ -88,7 +88,7 @@
if (src.stat != 2) //Alive.
if (src.paralysis || src.stunned || src.weakened || !src.has_power) //Stunned etc.
src.stat = 1
src.set_stat(UNCONSCIOUS)
if (src.stunned > 0)
AdjustStunned(-1)
if (src.weakened > 0)
@@ -100,7 +100,7 @@
src.blinded = 0
else //Not stunned.
src.stat = 0
src.set_stat(CONSCIOUS)
AdjustConfused(-1)

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@@ -1,7 +1,7 @@
/mob/living/silicon/robot/updatehealth()
if(status_flags & GODMODE)
health = getMaxHealth()
stat = CONSCIOUS
set_stat(CONSCIOUS)
return
health = getMaxHealth() - (getBruteLoss() + getFireLoss())
return

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@@ -76,7 +76,7 @@
/mob/living/simple_mob/animal/passive/mouse/proc/splat()
src.health = 0
src.stat = DEAD
src.set_stat(DEAD)
src.icon_dead = "mouse_[body_color]_splat"
src.icon_state = "mouse_[body_color]_splat"
layer = MOB_LAYER

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@@ -1007,6 +1007,11 @@ mob/proc/yank_out_object()
/mob/proc/updateicon()
return
// Please always use this proc, never just set the var directly.
/mob/proc/set_stat(var/new_stat)
. = (stat != new_stat)
stat = new_stat
/mob/verb/face_direction()
set name = "Face Direction"

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@@ -14,7 +14,7 @@
..()
// This is very ghetto way of rebooting an IPC. TODO better way.
if(owner && owner.stat == DEAD)
owner.stat = 0
owner.set_stat(CONSCIOUS)
owner.visible_message("<span class='danger'>\The [owner] twitches visibly!</span>")
/obj/item/organ/internal/cell/emp_act(severity)
@@ -68,7 +68,7 @@
stored_mmi.brainmob.languages = owner.languages
if(owner && owner.stat == DEAD)
owner.stat = 0
owner.set_stat(CONSCIOUS)
dead_mob_list -= owner
living_mob_list |= owner
owner.visible_message("<span class='danger'>\The [owner] twitches visibly!</span>")

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@@ -53,7 +53,7 @@
newspecies = prosfab.species
var/mob/living/carbon/human/H = new(newloc,newspecies)
H.stat = DEAD
H.set_stat(DEAD)
H.gender = gender
for(var/obj/item/organ/external/EO in H.organs)
if(EO.organ_tag == BP_TORSO || EO.organ_tag == BP_GROIN)

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@@ -93,7 +93,7 @@ Also includes Life and New
traitdat.source = name
if(!health)
stat = DEAD
set_stat(DEAD)
/mob/living/simple_mob/xeno/bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj, /obj/item/projectile/beam/stun/xeno))

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@@ -344,6 +344,7 @@
#include "code\datums\observation\observation.dm"
#include "code\datums\observation\shuttle_added.dm"
#include "code\datums\observation\shuttle_moved.dm"
#include "code\datums\observation\stat_set.dm"
#include "code\datums\observation\turf_changed.dm"
#include "code\datums\observation\unequipped.dm"
#include "code\datums\observation\z_moved.dm"