// 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