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This commit first and foremost ports the -tg- atom pooling system, and removes the old experimental system entirely. Secondly, this PR modifies the qdel system to use a -tg- lookalike "destroy hint" system, which means that individual objects can tell qdel what to do with them beyond taking care of things they need to delete. This ties into the atom pooling system via a new hint define, QDEL_HINT_PUTINPOOL, which will place the atom in the pool instead of deleting it as per standard. Emitter beams are now fully pooled. Qdel now has semi-compatibility with all datum types, however it is not the same as -tg-'s "Queue everything!" system. It simply passes it through the GC immediately and adds it to the "hard del" lists. This means that reagents can be qdel'ed, but there is no purpose as of yet, as it is more or less the same as just deleting them, with the added effect of adding logs of them being deleted to the garbage collector.
260 lines
7.2 KiB
Plaintext
260 lines
7.2 KiB
Plaintext
#define CHRONO_BEAM_RANGE 3
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#define CHRONO_FRAME_COUNT 22
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/obj/item/weapon/chrono_eraser
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name = "Timestream Eradication Device"
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desc = "The result of outlawed time-bluespace research, this device is capable of wiping a being from the timestream. They never are, they never were, they never will be."
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icon = 'icons/obj/chronos.dmi'
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icon_state = "chronobackpack"
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item_state = "backpack"
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w_class = 4.0
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slot_flags = SLOT_BACK
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slowdown = 1
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action_button_name = "Equip/Unequip TED Gun"
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var/obj/item/weapon/gun/energy/chrono_gun/PA = null
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var/list/erased_minds = list() //a collection of minds from the dead
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/obj/item/weapon/chrono_eraser/proc/pass_mind(var/datum/mind/M)
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erased_minds += M
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/obj/item/weapon/chrono_eraser/dropped()
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if(PA)
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del(PA)
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/obj/item/weapon/chrono_eraser/Destroy()
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dropped()
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return ..()
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/obj/item/weapon/chrono_eraser/ui_action_click()
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var/mob/living/carbon/user = src.loc
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if(iscarbon(user) && (user.back == src))
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if(PA)
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del(PA)
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else
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PA = new(src)
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user.put_in_hands(PA)
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/obj/item/weapon/gun/energy/chrono_gun
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name = "T.E.D. Projection Apparatus"
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desc = "It's as if they never existed in the first place."
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icon = 'icons/obj/chronos.dmi'
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icon_state = "chronogun"
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item_state = "chronogun"
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icon_override = 'icons/mob/in-hand/guns.dmi'
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w_class = 3.0
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projectile_type = "/obj/item/projectile/energy/chrono_beam"
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fire_sound = 'sound/weapons/Laser.ogg'
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charge_cost = 0
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fire_delay = 50
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flags = NODROP
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var/obj/item/weapon/chrono_eraser/TED = null
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var/obj/effect/chrono_field/field = null
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var/turf/startpos = null
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/obj/item/weapon/gun/energy/chrono_gun/New(var/obj/item/weapon/chrono_eraser/T)
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. = ..()
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if(istype(T))
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TED = T
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else //admin must have spawned it
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TED = new(src.loc)
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del(src)
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/obj/item/weapon/gun/energy/chrono_gun/dropped()
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del(src)
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/obj/item/weapon/gun/energy/chrono_gun/update_icon()
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return
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/obj/item/weapon/gun/energy/chrono_gun/Fire()
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if(field)
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field_disconnect(field)
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..()
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/obj/item/weapon/gun/energy/chrono_gun/Destroy()
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if(TED)
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TED.PA = null
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TED = null
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if(field)
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field_disconnect(field)
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return ..()
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/obj/item/weapon/gun/energy/chrono_gun/proc/field_connect(var/obj/effect/chrono_field/F)
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var/mob/living/user = src.loc
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if(F.gun)
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if(isliving(user) && F.captured)
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user << "<span class='alert'><b>FAIL: <i>[F.captured]</i> already has an existing connection.</b></span>"
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src.field_disconnect(F)
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else
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startpos = get_turf(src)
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field = F
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F.gun = src
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if(isliving(user) && F.captured)
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user << "<span class='notice'>Connection established with target: <b>[F.captured]</b></span>"
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/obj/item/weapon/gun/energy/chrono_gun/proc/field_disconnect(var/obj/effect/chrono_field/F)
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if(F && field == F)
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var/mob/living/user = src.loc
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if(F.gun == src)
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F.gun = null
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if(isliving(user) && F.captured)
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user << "<span class='alert'>Disconnected from target: <b>[F.captured]</b></span>"
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field = null
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startpos = null
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/obj/item/weapon/gun/energy/chrono_gun/proc/field_check(var/obj/effect/chrono_field/F)
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if(F)
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if(field == F)
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var/turf/currentpos = get_turf(src)
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var/mob/living/user = src.loc
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if((currentpos == startpos) && (field in view(CHRONO_BEAM_RANGE, currentpos)) && !user.lying && (user.stat == CONSCIOUS))
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return 1
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field_disconnect(F)
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return 0
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/obj/item/weapon/gun/energy/chrono_gun/proc/pass_mind(var/datum/mind/M)
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if(TED)
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TED.pass_mind(M)
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/obj/item/projectile/energy/chrono_beam
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name = "eradication beam"
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icon_state = "chronobolt"
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range = CHRONO_BEAM_RANGE
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color = null
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nodamage = 1
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var/obj/item/weapon/gun/energy/chrono_gun/gun = null
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/obj/item/projectile/energy/chrono_beam/process()
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gun = firer.get_active_hand()
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if(istype(gun))
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return ..()
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else
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return 0
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/obj/item/projectile/energy/chrono_beam/on_hit(var/atom/target)
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if(target && gun && isliving(target))
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var/obj/effect/chrono_field/F = new(target.loc, target, gun)
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gun.field_connect(F)
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/obj/effect/chrono_field
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name = "eradication field"
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desc = "An aura of time-bluespace energy."
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icon = 'icons/effects/effects.dmi'
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icon_state = "chronofield"
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density = 1
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anchored = 1
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unacidable = 1
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blend_mode = BLEND_MULTIPLY
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var/mob/living/captured = null
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var/obj/item/weapon/gun/energy/chrono_gun/gun = null
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var/tickstokill = 30
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var/image/mob_underlay = null
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var/preloaded = 0
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var/RPpos = null
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/obj/effect/chrono_field/New(loc, var/mob/living/target, var/obj/item/weapon/gun/energy/chrono_gun/G)
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if(target && isliving(target) && G)
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target.loc = src
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src.captured = target
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var/icon/mob_snapshot = getFlatIcon(target)
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var/icon/cached_icon = new()
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for(var/i=1, i<=CHRONO_FRAME_COUNT, i++)
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var/icon/removing_frame = icon('icons/obj/chronos.dmi', "erasing", SOUTH, i)
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var/icon/mob_icon = icon(mob_snapshot)
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mob_icon.Blend(removing_frame, ICON_MULTIPLY)
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cached_icon.Insert(mob_icon, "frame[i]")
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mob_underlay = new(cached_icon, "frame1")
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update_icon()
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desc = initial(desc) + "<br><span class='info'>It appears to contain [target.name].</span>"
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processing_objects.Add(src)
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/obj/effect/chrono_field/Destroy()
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if(gun && gun.field_check(src))
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gun.field_disconnect(src)
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return ..()
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/obj/effect/chrono_field/update_icon()
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var/ttk_frame = 1 - (tickstokill / initial(tickstokill))
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ttk_frame = Clamp(Ceiling(ttk_frame * CHRONO_FRAME_COUNT), 1, CHRONO_FRAME_COUNT)
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if(ttk_frame != RPpos)
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RPpos = ttk_frame
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mob_underlay.icon_state = "frame[RPpos]"
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underlays = list() //hack: BYOND refuses to update the underlay to match the icon_state otherwise
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underlays += mob_underlay
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/obj/effect/chrono_field/process()
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if(captured)
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if(tickstokill > initial(tickstokill))
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for(var/atom/movable/AM in contents)
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AM.loc = loc
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del(src)
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else if(tickstokill <= 0)
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captured << "<span class='boldnotice'>As the last essence of your being is erased from time, you begin to re-experience your most enjoyable memory. You feel happy...</span>"
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var/mob/dead/observer/ghost = captured.ghostize(1)
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if(captured.mind)
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if(ghost)
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ghost.mind = null
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if(gun)
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gun.pass_mind(captured.mind)
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del(captured)
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del(src)
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else
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captured.Paralyse(4)
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if(captured.reagents)
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captured.reagents.del_reagent("synaptizine") //you pesky thing you
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if(captured.loc != src) //If they manage to escape, immediately kill them, this is so that even if there IS a way to get out, they won't use it
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captured.loc = src
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tickstokill = 0
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return .()
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update_icon()
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if(gun)
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if(gun.field_check(src))
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tickstokill--
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else
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gun = null
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return .()
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else
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tickstokill++
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else
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del(src)
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/obj/effect/chrono_field/bullet_act(var/obj/item/projectile/P)
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if(istype(P, /obj/item/projectile/energy/chrono_beam))
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var/obj/item/projectile/energy/chrono_beam/beam = P
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var/obj/item/weapon/gun/energy/chrono_gun/Pgun = beam.gun
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if(Pgun && istype(Pgun))
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Pgun.field_connect(src)
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else
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return 0
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/obj/effect/chrono_field/assume_air()
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return 0
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/obj/effect/chrono_field/return_air() //we always have nominal air and temperature
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var/datum/gas_mixture/GM = new
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GM.oxygen = MOLES_O2STANDARD
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GM.nitrogen = MOLES_N2STANDARD
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GM.temperature = T20C
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return GM
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/obj/effect/chrono_field/Move()
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return
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/obj/effect/chrono_field/singularity_act()
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return
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/obj/effect/chrono_field/ex_act()
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return
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/obj/effect/chrono_field/blob_act()
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return
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#undef CHRONO_BEAM_RANGE
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#undef CHRONO_FRAME_COUNT |