mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
Merge pull request #7153 from VOREStation/upstream-merge-6934
[MIRROR] Adjust two things that loop forever
This commit is contained in:
@@ -12,45 +12,51 @@
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var/obj/item/weapon/disk/nuclear/the_disk = null
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var/active = 0
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attack_self()
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if(!active)
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active = 1
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workdisk()
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to_chat(usr, "<span class='notice'>You activate the pinpointer</span>")
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else
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active = 0
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icon_state = "pinoff"
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to_chat(usr, "<span>You deactivate the pinpointer</span>")
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proc/workdisk()
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if(!active) return
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if(!the_disk)
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the_disk = locate()
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if(!the_disk)
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icon_state = "pinonnull"
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return
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set_dir(get_dir(src,the_disk))
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switch(get_dist(src,the_disk))
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if(0)
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icon_state = "pinondirect"
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if(1 to 8)
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icon_state = "pinonclose"
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if(9 to 16)
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icon_state = "pinonmedium"
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if(16 to INFINITY)
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icon_state = "pinonfar"
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spawn(5) .()
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examine(mob/user)
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..(user)
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for(var/obj/machinery/nuclearbomb/bomb in machines)
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if(bomb.timing)
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to_chat(user, "Extreme danger. Arming signal detected. Time remaining: [bomb.timeleft]")
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/obj/item/weapon/pinpointer/Destroy()
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active = 0
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..()
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/item/weapon/pinpointer/attack_self()
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if(!active)
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active = 1
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START_PROCESSING(SSobj, src)
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to_chat(usr, "<span class='notice'>You activate the pinpointer</span>")
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else
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active = 0
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STOP_PROCESSING(SSobj, src)
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icon_state = "pinoff"
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to_chat(usr, "<span class='notice'>You deactivate the pinpointer</span>")
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/obj/item/weapon/pinpointer/process()
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if(!active)
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return PROCESS_KILL
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if(!the_disk)
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the_disk = locate()
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if(!the_disk)
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icon_state = "pinonnull"
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return
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set_dir(get_dir(src,the_disk))
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switch(get_dist(src,the_disk))
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if(0)
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icon_state = "pinondirect"
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if(1 to 8)
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icon_state = "pinonclose"
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if(9 to 16)
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icon_state = "pinonmedium"
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if(16 to INFINITY)
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icon_state = "pinonfar"
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/obj/item/weapon/pinpointer/examine(mob/user)
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..(user)
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for(var/obj/machinery/nuclearbomb/bomb in machines)
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if(bomb.timing)
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to_chat(user, "Extreme danger. Arming signal detected. Time remaining: [bomb.timeleft]")
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/obj/item/weapon/pinpointer/advpinpointer
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name = "Advanced Pinpointer"
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@@ -60,58 +66,49 @@
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var/turf/location = null
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var/obj/target = null
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attack_self()
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if(!active)
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active = 1
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if(mode == 0)
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workdisk()
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if(mode == 1)
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worklocation()
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if(mode == 2)
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workobj()
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to_chat(usr, "<span class='notice'>You activate the pinpointer</span>")
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else
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active = 0
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icon_state = "pinoff"
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to_chat(usr, "<span class='notice'>You deactivate the pinpointer</span>")
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/obj/item/weapon/pinpointer/advpinpointer/process()
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if(!active)
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return PROCESS_KILL
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if(mode == 0)
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..()
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if(mode == 1)
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worklocation()
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if(mode == 2)
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workobj()
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/obj/item/weapon/pinpointer/advpinpointer/proc/worklocation()
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if(!location)
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icon_state = "pinonnull"
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return
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proc/worklocation()
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if(!active)
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return
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if(!location)
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icon_state = "pinonnull"
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return
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set_dir(get_dir(src,location))
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switch(get_dist(src,location))
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if(0)
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icon_state = "pinondirect"
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if(1 to 8)
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icon_state = "pinonclose"
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if(9 to 16)
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icon_state = "pinonmedium"
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if(16 to INFINITY)
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icon_state = "pinonfar"
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spawn(5) .()
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set_dir(get_dir(src,location))
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switch(get_dist(src,location))
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if(0)
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icon_state = "pinondirect"
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if(1 to 8)
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icon_state = "pinonclose"
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if(9 to 16)
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icon_state = "pinonmedium"
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if(16 to INFINITY)
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icon_state = "pinonfar"
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proc/workobj()
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if(!active)
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return
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if(!target)
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icon_state = "pinonnull"
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return
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set_dir(get_dir(src,target))
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switch(get_dist(src,target))
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if(0)
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icon_state = "pinondirect"
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if(1 to 8)
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icon_state = "pinonclose"
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if(9 to 16)
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icon_state = "pinonmedium"
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if(16 to INFINITY)
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icon_state = "pinonfar"
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spawn(5) .()
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/obj/item/weapon/pinpointer/advpinpointer/proc/workobj()
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if(!target)
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icon_state = "pinonnull"
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return
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set_dir(get_dir(src,target))
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switch(get_dist(src,target))
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if(0)
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icon_state = "pinondirect"
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if(1 to 8)
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icon_state = "pinonclose"
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if(9 to 16)
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icon_state = "pinonmedium"
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if(16 to INFINITY)
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icon_state = "pinonfar"
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/obj/item/weapon/pinpointer/advpinpointer/verb/toggle_mode()
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set category = "Object"
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@@ -140,7 +137,6 @@
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to_chat(usr, "You set the pinpointer to locate [locationx],[locationy]")
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return attack_self()
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if("Disk Recovery")
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@@ -150,9 +146,10 @@
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if("Other Signature")
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mode = 2
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switch(alert("Search for item signature or DNA fragment?" , "Signature Mode Select" , "" , "Item" , "DNA"))
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if("Item")
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var/datum/objective/steal/itemlist
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itemlist = itemlist // To supress a 'variable defined but not used' error.
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itemlist = itemlist
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var/targetitem = input("Select item to search for.", "Item Mode Select","") as null|anything in itemlist.possible_items
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if(!targetitem)
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return
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@@ -161,6 +158,7 @@
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to_chat(usr, "Failed to locate [targetitem]!")
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return
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to_chat(usr, "You set the pinpointer to locate [targetitem]")
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if("DNA")
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var/DNAstring = input("Input DNA string to search for." , "Please Enter String." , "")
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if(!DNAstring)
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@@ -187,6 +185,7 @@
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/obj/item/weapon/pinpointer/nukeop/attack_self(mob/user as mob)
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if(!active)
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active = 1
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START_PROCESSING(SSobj, src)
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if(!mode)
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workdisk()
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to_chat(user, "<span class='notice'>Authentication Disk Locator active.</span>")
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@@ -195,30 +194,35 @@
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to_chat(user, "<span class='notice'>Shuttle Locator active.</span>")
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else
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active = 0
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STOP_PROCESSING(SSobj, src)
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icon_state = "pinoff"
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to_chat(user, "<span class='notice'>You deactivate the pinpointer.</span>")
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/obj/item/weapon/pinpointer/nukeop/process()
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if(!active)
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return PROCESS_KILL
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/obj/item/weapon/pinpointer/nukeop/workdisk()
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if(!active) return
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if(mode) //Check in case the mode changes while operating
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worklocation()
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return
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switch(mode)
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if(0)
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workdisk()
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if(1)
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worklocation()
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/obj/item/weapon/pinpointer/nukeop/proc/workdisk()
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if(bomb_set) //If the bomb is set, lead to the shuttle
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mode = 1 //Ensures worklocation() continues to work
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worklocation()
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playsound(loc, 'sound/machines/twobeep.ogg', 50, 1) //Plays a beep
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visible_message("Shuttle Locator active.") //Lets the mob holding it know that the mode has changed
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visible_message("<span class='notice'>Shuttle Locator active.</span>") //Lets the mob holding it know that the mode has changed
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return //Get outta here
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if(!the_disk)
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the_disk = locate()
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if(!the_disk)
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icon_state = "pinonnull"
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return
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// if(loc.z != the_disk.z) //If you are on a different z-level from the disk
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// icon_state = "pinonnull"
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// else
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set_dir(get_dir(src, the_disk))
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switch(get_dist(src, the_disk))
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if(0)
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icon_state = "pinondirect"
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@@ -229,29 +233,25 @@
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if(16 to INFINITY)
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icon_state = "pinonfar"
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spawn(5) .()
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/obj/item/weapon/pinpointer/nukeop/proc/worklocation()
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if(!active) return
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if(!mode)
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workdisk()
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return
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if(!bomb_set)
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mode = 0
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workdisk()
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playsound(loc, 'sound/machines/twobeep.ogg', 50, 1)
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visible_message("<span class='notice'>Authentication Disk Locator active.</span>")
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return
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if(!home)
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home = locate()
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if(!home)
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icon_state = "pinonnull"
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return
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if(loc.z != home.z) //If you are on a different z-level from the shuttle
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icon_state = "pinonnull"
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else
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set_dir(get_dir(src, home))
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switch(get_dist(src, home))
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if(0)
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icon_state = "pinondirect"
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@@ -262,8 +262,6 @@
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if(16 to INFINITY)
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icon_state = "pinonfar"
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spawn(5) .()
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// This one only points to the ship. Useful if there is no nuking to occur today.
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/obj/item/weapon/pinpointer/shuttle
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@@ -273,16 +271,17 @@
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/obj/item/weapon/pinpointer/shuttle/attack_self(mob/user as mob)
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if(!active)
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active = TRUE
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find_shuttle()
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START_PROCESSING(SSobj, src)
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to_chat(user, "<span class='notice'>Shuttle Locator active.</span>")
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else
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active = FALSE
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STOP_PROCESSING(SSobj, src)
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icon_state = "pinoff"
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to_chat(user, "<span class='notice'>You deactivate the pinpointer.</span>")
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/obj/item/weapon/pinpointer/shuttle/proc/find_shuttle()
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/obj/item/weapon/pinpointer/shuttle/process()
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if(!active)
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return
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return PROCESS_KILL
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if(!our_shuttle)
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for(var/obj/machinery/computer/shuttle_control/S in machines)
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@@ -296,8 +295,10 @@
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if(loc.z != our_shuttle.z) //If you are on a different z-level from the shuttle
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icon_state = "pinonnull"
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else
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set_dir(get_dir(src, our_shuttle))
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switch(get_dist(src, our_shuttle))
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if(0)
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icon_state = "pinondirect"
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@@ -308,9 +309,6 @@
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if(16 to INFINITY)
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icon_state = "pinonfar"
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spawn(5)
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.()
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/obj/item/weapon/pinpointer/shuttle/merc
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shuttle_comp_id = "Mercenary"
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@@ -1,72 +1,68 @@
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// These are objects you can use inside special maps (like PoIs), or for adminbuse.
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// Players cannot see or interact with these.
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/obj/effect/map_effect
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anchored = TRUE
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invisibility = 99 // So a badmin can go view these by changing their see_invisible.
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icon = 'icons/effects/map_effects.dmi'
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// Below vars concern check_for_player_proximity() and is used to not waste effort if nobody is around to appreciate the effects.
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var/always_run = FALSE // If true, the game will not try to suppress this from firing if nobody is around to see it.
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var/proximity_needed = 12 // How many tiles a mob with a client must be for this to run.
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var/ignore_ghosts = FALSE // If true, ghosts won't satisfy the above requirement.
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var/ignore_afk = TRUE // If true, AFK people (5 minutes) won't satisfy it as well.
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var/retry_delay = 3 SECONDS // How long until we check for players again.
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/obj/effect/map_effect/ex_act()
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return
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/obj/effect/map_effect/singularity_pull()
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return
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/obj/effect/map_effect/singularity_act()
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return
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// Base type for effects that run on variable intervals.
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/obj/effect/map_effect/interval
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var/interval_lower_bound = 5 SECONDS // Lower number for how often the map_effect will trigger.
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var/interval_upper_bound = 5 SECONDS // Higher number for above.
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var/halt = FALSE // Set to true to stop the loop when it reaches the next iteration.
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/obj/effect/map_effect/interval/Initialize()
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handle_interval_delay()
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return ..()
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/obj/effect/map_effect/interval/Destroy()
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halt = TRUE // Shouldn't need it to GC but just in case.
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return ..()
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// Override this for the specific thing to do. Be sure to call parent to keep looping.
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/obj/effect/map_effect/interval/proc/trigger()
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handle_interval_delay()
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// Handles the delay and making sure it doesn't run when it would be bad.
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/obj/effect/map_effect/interval/proc/handle_interval_delay()
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// Check to see if we're useful first.
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if(halt)
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return // Do not pass .(), do not recursively collect 200 thaler.
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if(!always_run && !check_for_player_proximity(src, proximity_needed, ignore_ghosts, ignore_afk))
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spawn(retry_delay) // Maybe someday we'll have fancy TG timers/schedulers.
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if(!QDELETED(src))
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.()
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return
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var/next_interval = rand(interval_lower_bound, interval_upper_bound)
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spawn(next_interval)
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if(!QDELETED(src))
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trigger()
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// Helper proc to optimize the use of effects by making sure they do not run if nobody is around to perceive it.
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/proc/check_for_player_proximity(var/atom/proximity_to, var/radius = 12, var/ignore_ghosts = FALSE, var/ignore_afk = TRUE)
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if(!proximity_to)
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return FALSE
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for(var/thing in player_list)
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var/mob/M = thing // Avoiding typechecks for more speed, player_list will only contain mobs anyways.
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if(ignore_ghosts && isobserver(M))
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continue
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if(ignore_afk && M.client && M.client.is_afk(5 MINUTES))
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continue
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if(M.z == proximity_to.z && get_dist(M, proximity_to) <= radius)
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return TRUE
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return FALSE
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// These are objects you can use inside special maps (like PoIs), or for adminbuse.
|
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// Players cannot see or interact with these.
|
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/obj/effect/map_effect
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anchored = TRUE
|
||||
invisibility = 99 // So a badmin can go view these by changing their see_invisible.
|
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icon = 'icons/effects/map_effects.dmi'
|
||||
|
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// Below vars concern check_for_player_proximity() and is used to not waste effort if nobody is around to appreciate the effects.
|
||||
var/always_run = FALSE // If true, the game will not try to suppress this from firing if nobody is around to see it.
|
||||
var/proximity_needed = 12 // How many tiles a mob with a client must be for this to run.
|
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var/ignore_ghosts = FALSE // If true, ghosts won't satisfy the above requirement.
|
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var/ignore_afk = TRUE // If true, AFK people (5 minutes) won't satisfy it as well.
|
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var/retry_delay = 5 SECONDS // How long until we check for players again.
|
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/obj/effect/map_effect/ex_act()
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return
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/obj/effect/map_effect/singularity_pull()
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return
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/obj/effect/map_effect/singularity_act()
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return
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// Base type for effects that run on variable intervals.
|
||||
/obj/effect/map_effect/interval
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var/interval_lower_bound = 5 SECONDS // Lower number for how often the map_effect will trigger.
|
||||
var/interval_upper_bound = 5 SECONDS // Higher number for above.
|
||||
var/halt = FALSE // Set to true to stop the loop when it reaches the next iteration.
|
||||
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||||
/obj/effect/map_effect/interval/Initialize()
|
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handle_interval_delay()
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return ..()
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||||
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||||
/obj/effect/map_effect/interval/Destroy()
|
||||
halt = TRUE // Shouldn't need it to GC but just in case.
|
||||
return ..()
|
||||
|
||||
// Override this for the specific thing to do. Be sure to call parent to keep looping.
|
||||
/obj/effect/map_effect/interval/proc/trigger()
|
||||
handle_interval_delay()
|
||||
|
||||
// Handles the delay and making sure it doesn't run when it would be bad.
|
||||
/obj/effect/map_effect/interval/proc/handle_interval_delay()
|
||||
// Check to see if we're useful first.
|
||||
if(halt)
|
||||
return // Do not pass .(), do not recursively collect 200 thaler.
|
||||
|
||||
if(!always_run && !check_for_player_proximity(src, proximity_needed, ignore_ghosts, ignore_afk))
|
||||
//Nobody home, try again after retry_delay
|
||||
addtimer(CALLBACK(src, .proc/handle_interval_delay), retry_delay)
|
||||
else
|
||||
//Someone was here!
|
||||
addtimer(CALLBACK(src, .proc/trigger), rand(interval_lower_bound, interval_upper_bound))
|
||||
|
||||
// Helper proc to optimize the use of effects by making sure they do not run if nobody is around to perceive it.
|
||||
/proc/check_for_player_proximity(var/atom/proximity_to, var/radius = 12, var/ignore_ghosts = FALSE, var/ignore_afk = TRUE)
|
||||
if(!proximity_to)
|
||||
return FALSE
|
||||
|
||||
for(var/thing in player_list)
|
||||
var/mob/M = thing // Avoiding typechecks for more speed, player_list will only contain mobs anyways.
|
||||
if(ignore_ghosts && isobserver(M))
|
||||
continue
|
||||
if(ignore_afk && M.client && M.client.is_afk(5 MINUTES))
|
||||
continue
|
||||
if(M.z == proximity_to.z && get_dist(M, proximity_to) <= radius)
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
Reference in New Issue
Block a user