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Start of porting the /tg/station mecha update.
This commit only cleans up the code and adds the proper dependencies for
the mecha.
- Removes relative pathing from /datum/events
- Updated Process_Spacemove() to use
atom/movable/proc/get_spacemove_backup()
- Basically just makes launching off of unanchored objects in space an
OOP behaviour
- Removed styling atrocities and relative pathing from most of the mecha files.
- Notable exceptions:
- code/game/mecha/mech_bay.dm
- code/game/mecha/mech_fabricator.dm
- code/game/mecha/mecha_construction_paths.dm
- code/game/mecha/mecha_parts.dm
- code/game/mecha/mecha_wreckage.dm
- code/game/mecha/paintkits.dm
- Removed dyndomove/dyndoattackby/dyndobulletact. No more icky dynamic
calls. Replaced by specific code for the 3 modules that used it.
- Refactored module cooldown. It now uses addtimer, and power usage is
hooked directly into the cooldown calls.
- Added atom/movable/proc/has_buckled_mobs(). Currently not that useful,
but, necessary for porting the multi-buckling system from /tg/.
- Split code/game/mecha/equipment/tools/tools.dm into multiple files.
- Removed snowflake behaviour from exosuit drill. It now calls
turf.drill_act(src).
- Different from /tg/: Allows you to drill any wall/floor normally.
- Drill no longer gibs mobs. It deals 80 organ damage instead.
- Drill can be used to harvest dead mobs.
- Removed all global_iterator systems from mecha and mecha equipment.
Everything now uses object processing.
- Mecha now have a turn sound variable and step sound variable. Updated
all subtypes to use these instead of snowflake domove procs.
- Removed mecha_do_after, mecha now uses the normal do_after.
- Removed enter_after, same as above.
- /obj/mecha/Process_Spacemove no longer strangely calls the user's
spacemove.
- /obj/mecha/return_pressure now uses return_air instead of copypasted
cabin air detection.
- Same for /obj/mecha/return_temperature
- Added /obj/mecha/Exited. Basically, properly clears occupant refs,
even if they teleport out/otherwise exit improperly.
- Added hooks for mecha action buttons; Didn't implement them yet.
- Moved mecha UI to code/game/mecha/mecha_topic.dm
- Fixed turfs not updating atmos when ChangeTurf(/turf/space) is used.
- Updated visible_message and audible_message. Both now use
get_mobs_in_view() to ensure that mobs inside containers can see
messages.
- Removed /obj/item/mecha_parts/mecha_equipment/tool subtype. It had no
use. Any subtypes are now just subtypes of
/obj/item/mecha_parts/mecha_equipment.
69 lines
1.6 KiB
Plaintext
69 lines
1.6 KiB
Plaintext
/*
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* WARRANTY VOID IF CODE USED
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*/
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/datum/events
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var/list/events
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/datum/events/New()
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..()
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events = new
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/datum/events/proc/addEventType(event_type as text)
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if(!(event_type in events) || !islist(events[event_type]))
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events[event_type] = list()
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return 1
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return
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// Arguments: event_type as text, proc_holder as datum, proc_name as text
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// Returns: New event, null on error.
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/datum/events/proc/addEvent(event_type as text, proc_holder, proc_name as text)
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if(!event_type || !proc_holder || !proc_name)
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return
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addEventType(event_type)
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var/list/event = events[event_type]
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var/datum/event/E = new /datum/event(proc_holder,proc_name)
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event += E
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return E
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// Arguments: event_type as text, any number of additional arguments to pass to event handler
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// Returns: null
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/datum/events/proc/fireEvent()
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//world << "Events in [args[1]] called"
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var/list/event = listgetindex(events,args[1])
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if(istype(event))
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spawn(0)
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for(var/datum/event/E in event)
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if(!E.Fire(arglist(args.Copy(2))))
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clearEvent(args[1],E)
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return
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// Arguments: event_type as text, E as /datum/event
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// Returns: 1 if event cleared, null on error
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/datum/events/proc/clearEvent(event_type as text, datum/event/E)
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if(!event_type || !E)
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return
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var/list/event = listgetindex(events,event_type)
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event -= E
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return 1
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/datum/event
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var/listener
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var/proc_name
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/datum/event/New(tlistener,tprocname)
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listener = tlistener
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proc_name = tprocname
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return ..()
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/datum/event/proc/Fire()
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//world << "Event fired"
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if(listener)
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call(listener,proc_name)(arglist(args))
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return 1
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return
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