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-Almost every instance of 'for(mob in world)' has been killed. Because GODDAMN was it being run a bunch. Instead, a series of global lists have been made, and they are all handled auto-magically through New()'s, Del()'s, Login()'s, death()'s, etc... Lists are as follows: -mob_list : Contains all atom/mobs by ref -player_list : Like mob_list, but only contains mobs with clients attached -admin_list : Like player_list, but holds all mobs with clients attached and admin status -living_mob_list : Contains all mobs that ARE alive, regardless of client status -dead_mob_list : Contains all mobs that are dead, which comes down to corpses and ghosts -cable_list : A list containing every obj/structure/cable in existence Note: There is an object (/obj/item/debuglist) that you can use to check the contents of each of the lists except for cables (Since getting a message saying "a cable," x9001 isn't very helpful) These lists have been tested as much as I could on my own, and have been mostly implemented. There are still places where they could be used, but for now it's important that the core is working. If this all checks out I would really like to implement it into the MC as well, simply so it doesn't check call Life() on every mob by checking for all the ones in world every damn tick. Just testing locally I was able to notice improvements with certain aspects, like admin verbs being MUCH more responsive (They checked for every mob in the world every time they were clicked), many sources of needless lag were cut out (Like Adminwho and Who checking every single mob when clicked), and due to the cable_list powernet rebuilding is MUCH more efficient, because instead of checking for every cable in the world every time a powernet was broken (read: A cable was deleted), it runs though the pre-made list, and even with a singulo tearing all the way across the station, the powernet load was VERY small compared to pretty much everything else. If you want to know how any of this works, check global_lists.dm, there I have it rigorously commented, and it should provide an understanding of what's going on. Mob related in worlds before this commit: 1262 After: 4 I'm helping git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4179 316c924e-a436-60f5-8080-3fe189b3f50e
539 lines
14 KiB
Plaintext
539 lines
14 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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var/global/list/uneatable = list(
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/turf/space,
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/obj/effect/overlay
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)
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/obj/machinery/singularity/
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name = "Gravitational Singularity"
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desc = "A Gravitational Singularity."
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icon = 'icons/obj/singularity.dmi'
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icon_state = "singularity_s1"
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anchored = 1
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density = 1
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layer = 6
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unacidable = 1 //Don't comment this out.
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use_power = 0
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var/current_size = 1
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var/allowed_size = 1
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var/contained = 1 //Are we going to move around?
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var/energy = 100 //How strong are we?
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var/dissipate = 1 //Do we lose energy over time?
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var/dissipate_delay = 10
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var/dissipate_track = 0
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var/dissipate_strength = 1 //How much energy do we lose?
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var/move_self = 1 //Do we move on our own?
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var/grav_pull = 4 //How many tiles out do we pull?
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var/consume_range = 0 //How many tiles out do we eat
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var/event_chance = 15 //Prob for event each tick
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var/target = null //its target. moves towards the target if it has one
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var/last_failed_movement = 0//Will not move in the same dir if it couldnt before, will help with the getting stuck on fields thing
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var/teleport_del = 0
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var/last_warning
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New(loc, var/starting_energy = 50, var/temp = 0)
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//CARN: admin-alert for chuckle-fuckery.
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last_warning = world.time
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var/count = 0
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for(var/obj/machinery/containment_field/CF in world)
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count = 1
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break
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if(!count) message_admins("A singulo has been created without containment fields active ([x],[y],[z])",1)
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investigate_log("was created. [count?"":"<font color='red'>No containment fields were active</font>"]","singulo")
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src.energy = starting_energy
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if(temp)
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spawn(temp)
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del(src)
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..()
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for(var/obj/machinery/singularity_beacon/singubeacon in world)
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if(singubeacon.active)
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target = singubeacon
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break
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return
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Del()
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//Could have it do something bad when this happens, explode/implode or something
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..()
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attack_hand(mob/user as mob)
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consume(user)
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return 1
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blob_act(severity)
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return
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ex_act(severity)
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switch(severity)
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if(1.0)
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if(prob(25))
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del(src)
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return
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else
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energy += 50
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if(2.0 to 3.0)
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energy += round((rand(20,60)/2),1)
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return
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return
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Bump(atom/A)
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consume(A)
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return
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Bumped(atom/A)
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consume(A)
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return
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process()
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eat()
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dissipate()
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check_energy()
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if(current_size >= 3)
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move()
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if(current_size <= 7)
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pulse()
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if(current_size >= 5)
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if(prob(event_chance))//Chance for it to run a special event TODO:Come up with one or two more that fit
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event()
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return
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attack_ai() //to prevent ais from gibbing themselves when they click on one.
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return
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proc
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dissipate()
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if(!dissipate)
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return
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if(dissipate_track >= dissipate_delay)
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src.energy -= dissipate_strength
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dissipate_track = 0
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else
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dissipate_track++
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expand(var/force_size = 0)
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var/temp_allowed_size = src.allowed_size
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if(force_size)
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temp_allowed_size = force_size
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switch(temp_allowed_size)
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if(1)
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current_size = 1
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icon = 'icons/obj/singularity.dmi'
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icon_state = "singularity_s1"
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pixel_x = 0
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pixel_y = 0
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grav_pull = 4
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consume_range = 0
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dissipate_delay = 10
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dissipate_track = 0
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dissipate_strength = 1
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if(3)//1 to 3 does not check for the turfs if you put the gens right next to a 1x1 then its going to eat them
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current_size = 3
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icon = 'icons/effects/96x96.dmi'
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icon_state = "singularity_s3"
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pixel_x = -32
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pixel_y = -32
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grav_pull = 6
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consume_range = 1
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dissipate_delay = 5
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dissipate_track = 0
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dissipate_strength = 5
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if(5)
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if((check_turfs_in(1,2))&&(check_turfs_in(2,2))&&(check_turfs_in(4,2))&&(check_turfs_in(8,2)))
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current_size = 5
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icon = 'icons/effects/160x160.dmi'
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icon_state = "singularity_s5"
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pixel_x = -64
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pixel_y = -64
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grav_pull = 8
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consume_range = 2
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dissipate_delay = 4
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dissipate_track = 0
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dissipate_strength = 20
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if(7)
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if((check_turfs_in(1,3))&&(check_turfs_in(2,3))&&(check_turfs_in(4,3))&&(check_turfs_in(8,3)))
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current_size = 7
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icon = 'icons/effects/224x224.dmi'
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icon_state = "singularity_s7"
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pixel_x = -96
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pixel_y = -96
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grav_pull = 10
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consume_range = 3
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dissipate_delay = 10
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dissipate_track = 0
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dissipate_strength = 10
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if(9)//this one also lacks a check for gens because it eats everything
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current_size = 9
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icon = 'icons/effects/288x288.dmi'
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icon_state = "singularity_s9"
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pixel_x = -128
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pixel_y = -128
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grav_pull = 10
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consume_range = 4
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dissipate = 0 //It cant go smaller due to e loss
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if(current_size == allowed_size)
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investigate_log("<font color='red'>grew to size [current_size]</font>","singulo")
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return 1
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else if(current_size < (--temp_allowed_size))
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expand(temp_allowed_size)
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else
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return 0
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check_energy()
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if(energy <= 0)
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del(src)
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return 0
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switch(energy)//Some of these numbers might need to be changed up later -Mport
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if(1 to 199)
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allowed_size = 1
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if(200 to 499)
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allowed_size = 3
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if(500 to 999)
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allowed_size = 5
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if(1000 to 1999)
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allowed_size = 7
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if(2000 to INFINITY)
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allowed_size = 9
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if(current_size != allowed_size)
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expand()
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return 1
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eat()
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set background = 1
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if(defer_powernet_rebuild != 2)
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defer_powernet_rebuild = 1
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for(var/atom/movable/X in orange(consume_range,src))
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consume(X)
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for(var/turf/X in orange(consume_range,src))
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consume(X)
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for(var/atom/movable/X in orange(grav_pull,src))
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if(is_type_in_list(X, uneatable)) continue
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if(((X) &&(!X:anchored) && (!istype(X,/mob/living/carbon/human)))|| (src.current_size >= 9))
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step_towards(X,src)
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else if(istype(X,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = X
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if(istype(H.shoes,/obj/item/clothing/shoes/magboots))
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var/obj/item/clothing/shoes/magboots/M = H.shoes
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if(M.magpulse)
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continue
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step_towards(H,src)
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if(defer_powernet_rebuild != 2)
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defer_powernet_rebuild = 0
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return
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consume(var/atom/A)
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var/gain = 0
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if(is_type_in_list(A, uneatable))
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return 0
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if (istype(A,/mob/living))//Mobs get gibbed
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gain = 20
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if(istype(A,/mob/living/carbon/human))
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if(A:mind)
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if((A:mind:assigned_role == "Station Engineer") || (A:mind:assigned_role == "Chief Engineer") )
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gain = 100
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spawn()
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A:gib()
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sleep(1)
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else if(istype(A,/obj/))
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if (istype(A,/obj/item/weapon/storage/backpack/holding))
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var/dist = max((current_size - 2),1)
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explosion(src.loc,(dist),(dist*2),(dist*4))
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return
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if(istype(A, /obj/machinery/singularity))//Welp now you did it
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var/obj/machinery/singularity/S = A
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src.energy += (S.energy/2)//Absorb most of it
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del(S)
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var/dist = max((current_size - 2),1)
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explosion(src.loc,(dist),(dist*2),(dist*4))
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return//Quits here, the obj should be gone, hell we might be
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if((teleport_del) && (!istype(A, /obj/machinery)))//Going to see if it does not lag less to tele items over to Z 2
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var/obj/O = A
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O.x = 2
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O.y = 2
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O.z = 2
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else
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A:ex_act(1.0)
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if(A) del(A)
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gain = 2
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else if(isturf(A))
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var/turf/T = A
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if(T.intact)
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for(var/obj/O in T.contents)
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if(O.level != 1)
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continue
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if(O.invisibility == 101)
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src.consume(O)
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A:ReplaceWithSpace()
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gain = 2
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src.energy += gain
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return
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move(var/movement_dir = 0)
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if(!move_self)
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return 0
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if(target && prob(60))
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movement_dir = get_dir(src,target) //moves to a singulo beacon, if there is one
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else if(!(movement_dir in cardinal))
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movement_dir = pick(NORTH, SOUTH, EAST, WEST)
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if(movement_dir == last_failed_movement)
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var/list/L = new/list(NORTH, SOUTH, EAST, WEST)
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L.Remove(last_failed_movement)
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movement_dir = pick(L)
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if(current_size >= 9)//The superlarge one does not care about things in its way
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spawn(0)
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step(src, movement_dir)
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spawn(1)
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step(src, movement_dir)
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return 1
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else if(check_turfs_in(movement_dir))
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last_failed_movement = 0//Reset this because we moved
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spawn(0)
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step(src, movement_dir)
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return 1
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else
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last_failed_movement = movement_dir
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return 0
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check_turfs_in(var/direction = 0, var/step = 0)
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if(!direction)
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return 0
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var/steps = 0
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if(!step)
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switch(current_size)
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if(1)
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steps = 1
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if(3)
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steps = 3//Yes this is right
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if(5)
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steps = 3
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if(7)
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steps = 4
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if(9)
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steps = 5
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else
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steps = step
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var/list/turfs = list()
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var/turf/T = src.loc
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for(var/i = 1 to steps)
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T = get_step(T,direction)
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if(!isturf(T))
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return 0
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turfs.Add(T)
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var/dir2 = 0
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var/dir3 = 0
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switch(direction)
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if(NORTH||SOUTH)
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dir2 = 4
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dir3 = 8
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if(EAST||WEST)
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dir2 = 1
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dir3 = 2
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var/turf/T2 = T
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for(var/j = 1 to steps)
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T2 = get_step(T2,dir2)
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if(!isturf(T2))
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return 0
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turfs.Add(T2)
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for(var/k = 1 to steps)
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T = get_step(T,dir3)
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if(!isturf(T))
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return 0
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turfs.Add(T)
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for(var/turf/T3 in turfs)
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if(isnull(T3))
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continue
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if(!can_move(T3))
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return 0
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return 1
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can_move(var/turf/T)
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if(!T)
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return 0
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if((locate(/obj/machinery/containment_field) in T)||(locate(/obj/machinery/shieldwall) in T))
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return 0
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else if(locate(/obj/machinery/field_generator) in T)
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var/obj/machinery/field_generator/G = locate(/obj/machinery/field_generator) in T
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if(G && G.active)
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return 0
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else if(locate(/obj/machinery/shieldwallgen) in T)
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var/obj/machinery/shieldwallgen/S = locate(/obj/machinery/shieldwallgen) in T
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if(S && S.active)
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return 0
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return 1
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event()
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var/numb = pick(1,2,3,4,5,6)
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switch(numb)
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if(1)//EMP
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emp_area()
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if(2,3)//tox damage all carbon mobs in area
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toxmob()
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if(4)//Stun mobs who lack optic scanners
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mezzer()
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else
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return 0
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return 1
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toxmob()
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var/toxrange = 10
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var/toxdamage = 4
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var/radiation = 15
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var/radiationmin = 3
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if (src.energy>200)
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toxdamage = round(((src.energy-150)/50)*4,1)
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radiation = round(((src.energy-150)/50)*5,1)
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radiationmin = round((radiation/5),1)//
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for(var/mob/living/M in view(toxrange, src.loc))
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if(istype(M,/mob/living/))
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M.apply_effect(rand(radiationmin,radiation), IRRADIATE)
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toxdamage = (toxdamage - (toxdamage*M.getarmor(null, "rad")))
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M.apply_effect(toxdamage, TOX)
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return
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mezzer()
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for(var/mob/living/carbon/M in oviewers(8, src))
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if(istype(M,/mob/living/carbon/human))
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if(istype(M:glasses,/obj/item/clothing/glasses/meson))
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M << "\blue You look directly into The [src.name], good thing you had your protective eyewear on!"
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return
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M << "\red You look directly into The [src.name] and feel weak."
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M.apply_effect(3, STUN)
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for(var/mob/O in viewers(M, null))
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O.show_message(text("\red <B>[] stares blankly at The []!</B>", M, src), 1)
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return
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emp_area()
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empulse(src, 8, 10)
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return
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pulse()
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for(var/obj/machinery/power/rad_collector/R in orange(15,src))
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if(istype(R,/obj/machinery/power/rad_collector))
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R.receive_pulse(energy)
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return
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narsie //Moving narsie to a child object of the singularity so it can be made to function differently. --NEO
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name = "Tear in the Fabric of Reality"
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desc = "Your mind begins to bubble and ooze as it tries to comprehend what it sees."
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icon = 'icons/obj/magic_terror.dmi'
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pixel_x = -89
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pixel_y = -85
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current_size = 9 //It moves/eats like a max-size singulo, aside from range. --NEO
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contained = 0 //Are we going to move around?
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dissipate = 0 //Do we lose energy over time?
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move_self = 1 //Do we move on our own?
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grav_pull = 10 //How many tiles out do we pull?
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consume_range = 3 //How many tiles out do we eat
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process()
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eat()
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if(!target || prob(5))
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pickcultist()
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move()
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if(prob(25))
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mezzer()
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consume(var/atom/A) //Has its own consume proc because it doesn't need energy and I don't want BoHs to explode it. --NEO
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if(is_type_in_list(A, uneatable))
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return 0
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if (istype(A,/mob/living))//Mobs get gibbed
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A:gib()
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else if(istype(A,/obj/))
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A:ex_act(1.0)
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if(A) del(A)
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else if(isturf(A))
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var/turf/T = A
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if(T.intact)
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for(var/obj/O in T.contents)
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if(O.level != 1)
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continue
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if(O.invisibility == 101)
|
|
src.consume(O)
|
|
A:ReplaceWithSpace()
|
|
return
|
|
|
|
ex_act() //No throwing bombs at it either. --NEO
|
|
return
|
|
|
|
proc/pickcultist() //Narsie rewards his cultists with being devoured first, then picks a ghost to follow. --NEO
|
|
var/list/cultists = list()
|
|
for(var/datum/mind/cult_nh_mind in ticker.mode.cult)
|
|
if(!cult_nh_mind.current)
|
|
continue
|
|
if(cult_nh_mind.current.stat)
|
|
continue
|
|
cultists += cult_nh_mind.current
|
|
if(cultists.len)
|
|
acquire(pick(cultists))
|
|
return
|
|
//If there was living cultists, it picks one to follow.
|
|
for(var/mob/living/carbon/human/food in living_mob_list)
|
|
if(food.stat)
|
|
continue
|
|
cultists += food
|
|
if(cultists.len)
|
|
acquire(pick(cultists))
|
|
return
|
|
//no living cultists, pick a living human instead.
|
|
for(var/mob/dead/observer/ghost in player_list)
|
|
if(!ghost.client)
|
|
continue
|
|
cultists += ghost
|
|
if(cultists.len)
|
|
acquire(pick(cultists))
|
|
return
|
|
//no living humans, follow a ghost instead.
|
|
|
|
proc/acquire(var/mob/food)
|
|
target << "\blue <b>NAR-SIE HAS LOST INTEREST IN YOU</b>"
|
|
target = food
|
|
if(ishuman(target))
|
|
target << "\red <b>NAR-SIE HUNGERS FOR YOUR SOUL</b>"
|
|
else
|
|
target << "\red <b>NAR-SIE HAS CHOSEN YOU TO LEAD HIM TO HIS NEXT MEAL</b>"
|
|
|
|
|
|
|
|
/obj/machinery/singularity/narsie/wizard
|
|
grav_pull = 0
|
|
eat()
|
|
set background = 1
|
|
if(defer_powernet_rebuild != 2)
|
|
defer_powernet_rebuild = 1
|
|
for(var/atom/movable/X in orange(consume_range,src))
|
|
consume(X)
|
|
for(var/turf/X in orange(consume_range,src))
|
|
consume(X)
|
|
if(defer_powernet_rebuild != 2)
|
|
defer_powernet_rebuild = 0
|
|
return
|