Merge pull request #7153 from VOREStation/upstream-merge-6934

[MIRROR] Adjust two things that loop forever
This commit is contained in:
Novacat
2020-04-05 22:37:32 -04:00
committed by GitHub
2 changed files with 179 additions and 185 deletions

View File

@@ -12,45 +12,51 @@
var/obj/item/weapon/disk/nuclear/the_disk = null
var/active = 0
attack_self()
if(!active)
active = 1
workdisk()
to_chat(usr, "<span class='notice'>You activate the pinpointer</span>")
else
active = 0
icon_state = "pinoff"
to_chat(usr, "<span>You deactivate the pinpointer</span>")
proc/workdisk()
if(!active) return
if(!the_disk)
the_disk = locate()
if(!the_disk)
icon_state = "pinonnull"
return
set_dir(get_dir(src,the_disk))
switch(get_dist(src,the_disk))
if(0)
icon_state = "pinondirect"
if(1 to 8)
icon_state = "pinonclose"
if(9 to 16)
icon_state = "pinonmedium"
if(16 to INFINITY)
icon_state = "pinonfar"
spawn(5) .()
examine(mob/user)
..(user)
for(var/obj/machinery/nuclearbomb/bomb in machines)
if(bomb.timing)
to_chat(user, "Extreme danger. Arming signal detected. Time remaining: [bomb.timeleft]")
/obj/item/weapon/pinpointer/Destroy()
active = 0
..()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/weapon/pinpointer/attack_self()
if(!active)
active = 1
START_PROCESSING(SSobj, src)
to_chat(usr, "<span class='notice'>You activate the pinpointer</span>")
else
active = 0
STOP_PROCESSING(SSobj, src)
icon_state = "pinoff"
to_chat(usr, "<span class='notice'>You deactivate the pinpointer</span>")
/obj/item/weapon/pinpointer/process()
if(!active)
return PROCESS_KILL
if(!the_disk)
the_disk = locate()
if(!the_disk)
icon_state = "pinonnull"
return
set_dir(get_dir(src,the_disk))
switch(get_dist(src,the_disk))
if(0)
icon_state = "pinondirect"
if(1 to 8)
icon_state = "pinonclose"
if(9 to 16)
icon_state = "pinonmedium"
if(16 to INFINITY)
icon_state = "pinonfar"
/obj/item/weapon/pinpointer/examine(mob/user)
..(user)
for(var/obj/machinery/nuclearbomb/bomb in machines)
if(bomb.timing)
to_chat(user, "Extreme danger. Arming signal detected. Time remaining: [bomb.timeleft]")
/obj/item/weapon/pinpointer/advpinpointer
name = "Advanced Pinpointer"
@@ -60,58 +66,49 @@
var/turf/location = null
var/obj/target = null
attack_self()
if(!active)
active = 1
if(mode == 0)
workdisk()
if(mode == 1)
worklocation()
if(mode == 2)
workobj()
to_chat(usr, "<span class='notice'>You activate the pinpointer</span>")
else
active = 0
icon_state = "pinoff"
to_chat(usr, "<span class='notice'>You deactivate the pinpointer</span>")
/obj/item/weapon/pinpointer/advpinpointer/process()
if(!active)
return PROCESS_KILL
if(mode == 0)
..()
if(mode == 1)
worklocation()
if(mode == 2)
workobj()
/obj/item/weapon/pinpointer/advpinpointer/proc/worklocation()
if(!location)
icon_state = "pinonnull"
return
proc/worklocation()
if(!active)
return
if(!location)
icon_state = "pinonnull"
return
set_dir(get_dir(src,location))
switch(get_dist(src,location))
if(0)
icon_state = "pinondirect"
if(1 to 8)
icon_state = "pinonclose"
if(9 to 16)
icon_state = "pinonmedium"
if(16 to INFINITY)
icon_state = "pinonfar"
spawn(5) .()
set_dir(get_dir(src,location))
switch(get_dist(src,location))
if(0)
icon_state = "pinondirect"
if(1 to 8)
icon_state = "pinonclose"
if(9 to 16)
icon_state = "pinonmedium"
if(16 to INFINITY)
icon_state = "pinonfar"
proc/workobj()
if(!active)
return
if(!target)
icon_state = "pinonnull"
return
set_dir(get_dir(src,target))
switch(get_dist(src,target))
if(0)
icon_state = "pinondirect"
if(1 to 8)
icon_state = "pinonclose"
if(9 to 16)
icon_state = "pinonmedium"
if(16 to INFINITY)
icon_state = "pinonfar"
spawn(5) .()
/obj/item/weapon/pinpointer/advpinpointer/proc/workobj()
if(!target)
icon_state = "pinonnull"
return
set_dir(get_dir(src,target))
switch(get_dist(src,target))
if(0)
icon_state = "pinondirect"
if(1 to 8)
icon_state = "pinonclose"
if(9 to 16)
icon_state = "pinonmedium"
if(16 to INFINITY)
icon_state = "pinonfar"
/obj/item/weapon/pinpointer/advpinpointer/verb/toggle_mode()
set category = "Object"
@@ -140,7 +137,6 @@
to_chat(usr, "You set the pinpointer to locate [locationx],[locationy]")
return attack_self()
if("Disk Recovery")
@@ -150,9 +146,10 @@
if("Other Signature")
mode = 2
switch(alert("Search for item signature or DNA fragment?" , "Signature Mode Select" , "" , "Item" , "DNA"))
if("Item")
var/datum/objective/steal/itemlist
itemlist = itemlist // To supress a 'variable defined but not used' error.
itemlist = itemlist
var/targetitem = input("Select item to search for.", "Item Mode Select","") as null|anything in itemlist.possible_items
if(!targetitem)
return
@@ -161,6 +158,7 @@
to_chat(usr, "Failed to locate [targetitem]!")
return
to_chat(usr, "You set the pinpointer to locate [targetitem]")
if("DNA")
var/DNAstring = input("Input DNA string to search for." , "Please Enter String." , "")
if(!DNAstring)
@@ -187,6 +185,7 @@
/obj/item/weapon/pinpointer/nukeop/attack_self(mob/user as mob)
if(!active)
active = 1
START_PROCESSING(SSobj, src)
if(!mode)
workdisk()
to_chat(user, "<span class='notice'>Authentication Disk Locator active.</span>")
@@ -195,30 +194,35 @@
to_chat(user, "<span class='notice'>Shuttle Locator active.</span>")
else
active = 0
STOP_PROCESSING(SSobj, src)
icon_state = "pinoff"
to_chat(user, "<span class='notice'>You deactivate the pinpointer.</span>")
/obj/item/weapon/pinpointer/nukeop/process()
if(!active)
return PROCESS_KILL
/obj/item/weapon/pinpointer/nukeop/workdisk()
if(!active) return
if(mode) //Check in case the mode changes while operating
worklocation()
return
switch(mode)
if(0)
workdisk()
if(1)
worklocation()
/obj/item/weapon/pinpointer/nukeop/proc/workdisk()
if(bomb_set) //If the bomb is set, lead to the shuttle
mode = 1 //Ensures worklocation() continues to work
worklocation()
playsound(loc, 'sound/machines/twobeep.ogg', 50, 1) //Plays a beep
visible_message("Shuttle Locator active.") //Lets the mob holding it know that the mode has changed
visible_message("<span class='notice'>Shuttle Locator active.</span>") //Lets the mob holding it know that the mode has changed
return //Get outta here
if(!the_disk)
the_disk = locate()
if(!the_disk)
icon_state = "pinonnull"
return
// if(loc.z != the_disk.z) //If you are on a different z-level from the disk
// icon_state = "pinonnull"
// else
set_dir(get_dir(src, the_disk))
switch(get_dist(src, the_disk))
if(0)
icon_state = "pinondirect"
@@ -229,29 +233,25 @@
if(16 to INFINITY)
icon_state = "pinonfar"
spawn(5) .()
/obj/item/weapon/pinpointer/nukeop/proc/worklocation()
if(!active) return
if(!mode)
workdisk()
return
if(!bomb_set)
mode = 0
workdisk()
playsound(loc, 'sound/machines/twobeep.ogg', 50, 1)
visible_message("<span class='notice'>Authentication Disk Locator active.</span>")
return
if(!home)
home = locate()
if(!home)
icon_state = "pinonnull"
return
if(loc.z != home.z) //If you are on a different z-level from the shuttle
icon_state = "pinonnull"
else
set_dir(get_dir(src, home))
switch(get_dist(src, home))
if(0)
icon_state = "pinondirect"
@@ -262,8 +262,6 @@
if(16 to INFINITY)
icon_state = "pinonfar"
spawn(5) .()
// This one only points to the ship. Useful if there is no nuking to occur today.
/obj/item/weapon/pinpointer/shuttle
@@ -273,16 +271,17 @@
/obj/item/weapon/pinpointer/shuttle/attack_self(mob/user as mob)
if(!active)
active = TRUE
find_shuttle()
START_PROCESSING(SSobj, src)
to_chat(user, "<span class='notice'>Shuttle Locator active.</span>")
else
active = FALSE
STOP_PROCESSING(SSobj, src)
icon_state = "pinoff"
to_chat(user, "<span class='notice'>You deactivate the pinpointer.</span>")
/obj/item/weapon/pinpointer/shuttle/proc/find_shuttle()
/obj/item/weapon/pinpointer/shuttle/process()
if(!active)
return
return PROCESS_KILL
if(!our_shuttle)
for(var/obj/machinery/computer/shuttle_control/S in machines)
@@ -296,8 +295,10 @@
if(loc.z != our_shuttle.z) //If you are on a different z-level from the shuttle
icon_state = "pinonnull"
else
set_dir(get_dir(src, our_shuttle))
switch(get_dist(src, our_shuttle))
if(0)
icon_state = "pinondirect"
@@ -308,9 +309,6 @@
if(16 to INFINITY)
icon_state = "pinonfar"
spawn(5)
.()
/obj/item/weapon/pinpointer/shuttle/merc
shuttle_comp_id = "Mercenary"

View File

@@ -1,72 +1,68 @@
// These are objects you can use inside special maps (like PoIs), or for adminbuse.
// Players cannot see or interact with these.
/obj/effect/map_effect
anchored = TRUE
invisibility = 99 // So a badmin can go view these by changing their see_invisible.
icon = 'icons/effects/map_effects.dmi'
// 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.
var/ignore_ghosts = FALSE // If true, ghosts won't satisfy the above requirement.
var/ignore_afk = TRUE // If true, AFK people (5 minutes) won't satisfy it as well.
var/retry_delay = 3 SECONDS // How long until we check for players again.
/obj/effect/map_effect/ex_act()
return
/obj/effect/map_effect/singularity_pull()
return
/obj/effect/map_effect/singularity_act()
return
// Base type for effects that run on variable intervals.
/obj/effect/map_effect/interval
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.
/obj/effect/map_effect/interval/Initialize()
handle_interval_delay()
return ..()
/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))
spawn(retry_delay) // Maybe someday we'll have fancy TG timers/schedulers.
if(!QDELETED(src))
.()
return
var/next_interval = rand(interval_lower_bound, interval_upper_bound)
spawn(next_interval)
if(!QDELETED(src))
trigger()
// 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
// These are objects you can use inside special maps (like PoIs), or for adminbuse.
// Players cannot see or interact with these.
/obj/effect/map_effect
anchored = TRUE
invisibility = 99 // So a badmin can go view these by changing their see_invisible.
icon = 'icons/effects/map_effects.dmi'
// 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.
var/ignore_ghosts = FALSE // If true, ghosts won't satisfy the above requirement.
var/ignore_afk = TRUE // If true, AFK people (5 minutes) won't satisfy it as well.
var/retry_delay = 5 SECONDS // How long until we check for players again.
/obj/effect/map_effect/ex_act()
return
/obj/effect/map_effect/singularity_pull()
return
/obj/effect/map_effect/singularity_act()
return
// Base type for effects that run on variable intervals.
/obj/effect/map_effect/interval
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.
/obj/effect/map_effect/interval/Initialize()
handle_interval_delay()
return ..()
/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