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39 lines
1.7 KiB
Plaintext
39 lines
1.7 KiB
Plaintext
#define AIR_ALARM_DATA_CACHE_DURATION 10 SECONDS
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GLOBAL_DATUM_INIT(air_alarm_repository, /datum/repository/air_alarm, new())
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/datum/repository/air_alarm/proc/air_alarm_data(list/monitored_alarms, refresh = FALSE, obj/machinery/alarm/passed_alarm, target_z = null)
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var/list/alarms = list()
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var/datum/cache_entry/cache_entry = cache_data
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if(!cache_entry)
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cache_entry = new/datum/cache_entry
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cache_data = cache_entry
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if(!refresh && cache_entry.timestamp + AIR_ALARM_DATA_CACHE_DURATION > world.time)
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return cache_entry.data
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if(SSticker && SSticker.current_state < GAME_STATE_PLAYING && istype(passed_alarm)) // Generating the list for the first time as the game hasn't started - no need to run through the machines list everything every time
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alarms = cache_entry.data // Don't deleate the list
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if(is_station_contact(passed_alarm.z) && passed_alarm.remote_control) // Still need sanity checks
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alarms[++alarms.len] = passed_alarm.get_console_data()
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else
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for(var/obj/machinery/alarm/alarm in (monitored_alarms ? monitored_alarms : GLOB.air_alarms)) // Generating the whole list again is a bad habit but I can't be bothered to fix it right now
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if(!monitored_alarms && !is_station_contact(alarm.z))
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continue
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// We only care about checking target Z if its actually set
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if(target_z && (alarm.z != target_z))
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continue
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if(!alarm.remote_control)
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continue
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alarms[++alarms.len] = alarm.get_console_data()
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cache_entry.timestamp = world.time //+ 10 SECONDS
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cache_entry.data = alarms
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return alarms
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/datum/repository/air_alarm/proc/update_cache(obj/machinery/alarm/alarm)
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return air_alarm_data(refresh = 1, passed_alarm = alarm)
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#undef AIR_ALARM_DATA_CACHE_DURATION
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