Files
Paradise/code/datums/cache/air_alarm.dm
2020-10-19 13:13:46 -04:00

39 lines
1.7 KiB
Plaintext

#define AIR_ALARM_DATA_CACHE_DURATION 10 SECONDS
GLOBAL_DATUM_INIT(air_alarm_repository, /datum/repository/air_alarm, new())
/datum/repository/air_alarm/proc/air_alarm_data(list/monitored_alarms, refresh = FALSE, obj/machinery/alarm/passed_alarm, target_z = null)
var/list/alarms = list()
var/datum/cache_entry/cache_entry = cache_data
if(!cache_entry)
cache_entry = new/datum/cache_entry
cache_data = cache_entry
if(!refresh && cache_entry.timestamp + AIR_ALARM_DATA_CACHE_DURATION > world.time)
return cache_entry.data
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
alarms = cache_entry.data // Don't deleate the list
if(is_station_contact(passed_alarm.z) && passed_alarm.remote_control) // Still need sanity checks
alarms[++alarms.len] = passed_alarm.get_console_data()
else
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
if(!monitored_alarms && !is_station_contact(alarm.z))
continue
// We only care about checking target Z if its actually set
if(target_z && (alarm.z != target_z))
continue
if(!alarm.remote_control)
continue
alarms[++alarms.len] = alarm.get_console_data()
cache_entry.timestamp = world.time //+ 10 SECONDS
cache_entry.data = alarms
return alarms
/datum/repository/air_alarm/proc/update_cache(obj/machinery/alarm/alarm)
return air_alarm_data(refresh = 1, passed_alarm = alarm)
#undef AIR_ALARM_DATA_CACHE_DURATION