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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
568 lines
14 KiB
Plaintext
568 lines
14 KiB
Plaintext
// attach a wire to a power machine - leads from the turf you are standing on
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/obj/machinery/power/attackby(obj/item/weapon/W, mob/user)
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if(istype(W, /obj/item/weapon/cable_coil))
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var/obj/item/weapon/cable_coil/coil = W
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var/turf/T = user.loc
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if(T.intact || !istype(T, /turf/simulated/floor))
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return
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if(get_dist(src, user) > 1)
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return
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if(!directwired) // only for attaching to directwired machines
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return
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var/dirn = get_dir(user, src)
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for(var/obj/structure/cable/LC in T)
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if( (LC.d1 == dirn && LC.d2 == 0 ) || ( LC.d2 == dirn && LC.d1 == 0) )
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user << "There's already a cable at that position."
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return
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var/obj/structure/cable/NC = new(T)
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NC.cableColor(coil.color)
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NC.d1 = 0
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NC.d2 = dirn
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NC.add_fingerprint()
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NC.updateicon()
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NC.mergeConnectedNetworks(NC.d2)
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NC.mergeConnectedNetworksOnTurf()
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if(netnum == 0 && NC.netnum == 0)
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var/datum/powernet/PN = new()
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PN.number = powernets.len + 1
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powernets += PN
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NC.netnum = PN.number
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netnum = PN.number
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PN.cables += NC
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PN.nodes += src
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powernet = PN
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else if(netnum == 0)
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netnum = NC.netnum
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var/datum/powernet/PN = powernets[netnum]
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powernet = PN
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PN.nodes += src
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NC.mergeConnectedNetworksOnTurf()
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coil.use(1)
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if (NC.shock(user, 50))
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if (prob(50)) //fail
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new/obj/item/weapon/cable_coil(NC.loc, 1, NC.color)
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del(NC)
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return
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else
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..()
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return
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// the power cable object
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/obj/structure/cable/New()
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..()
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// ensure d1 & d2 reflect the icon_state for entering and exiting cable
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var/dash = findtext(icon_state, "-")
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d1 = text2num( copytext( icon_state, 1, dash ) )
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d2 = text2num( copytext( icon_state, dash+1 ) )
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var/turf/T = src.loc // hide if turf is not intact
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if(level==1) hide(T.intact)
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cable_list += src
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/obj/structure/cable/Del() // called when a cable is deleted
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if(!defer_powernet_rebuild) // set if network will be rebuilt manually
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if(netnum && powernets && (powernets.len >= netnum) && (netnum >= 1) ) // make sure cable & powernet data is valid
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var/datum/powernet/PN = powernets[netnum]
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PN.cut_cable(src) // updated the powernets
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cable_list -= src
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// else
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// if(Debug) diary << "Defered cable deletion at [x],[y]: #[netnum]"
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..() // then go ahead and delete the cable
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/obj/structure/cable/hide(var/i)
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if(level == 1 && istype(loc, /turf))
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invisibility = i ? 101 : 0
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updateicon()
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/obj/structure/cable/proc/updateicon()
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if(invisibility)
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icon_state = "[d1]-[d2]-f"
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else
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icon_state = "[d1]-[d2]"
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// returns the powernet this cable belongs to
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/obj/structure/cable/proc/get_powernet()
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var/datum/powernet/PN // find the powernet
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if(netnum && powernets && powernets.len >= netnum)
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PN = powernets[netnum]
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return PN
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/obj/structure/cable/attack_hand(mob/user)
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if(ishuman(user))
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if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
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call(/obj/item/clothing/gloves/space_ninja/proc/drain)("WIRE",src,user:wear_suit)
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return
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/obj/structure/cable/attackby(obj/item/W, mob/user)
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var/turf/T = src.loc
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if(T.intact)
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return
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if(istype(W, /obj/item/weapon/wirecutters))
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if(power_switch)
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user << "\red This piece of cable is tied to a power switch. Flip the switch to remove it."
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return
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if (shock(user, 50))
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return
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if(src.d1) // 0-X cables are 1 unit, X-X cables are 2 units long
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new/obj/item/weapon/cable_coil(T, 2, color)
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else
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new/obj/item/weapon/cable_coil(T, 1, color)
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for(var/mob/O in viewers(src, null))
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O.show_message("\red [user] cuts the cable.", 1)
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del(src)
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return // not needed, but for clarity
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else if(istype(W, /obj/item/weapon/cable_coil))
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var/obj/item/weapon/cable_coil/coil = W
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coil.cable_join(src, user)
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else if(istype(W, /obj/item/device/multitool))
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var/datum/powernet/PN = get_powernet() // find the powernet
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if(PN && (PN.avail > 0)) // is it powered?
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user << "\red [PN.avail]W in power network."
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else
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user << "\red The cable is not powered."
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shock(user, 5, 0.2)
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else
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if (W.flags & CONDUCT)
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shock(user, 50, 0.7)
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src.add_fingerprint(user)
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// shock the user with probability prb
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/obj/structure/cable/proc/shock(mob/user, prb, var/siemens_coeff = 1.0)
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if(!prob(prb))
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return 0
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if (electrocute_mob(user, powernets[src.netnum], src, siemens_coeff))
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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return 1
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else
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return 0
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/obj/structure/cable/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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if(2.0)
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if (prob(50))
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new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1, color)
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del(src)
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if(3.0)
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if (prob(25))
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new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1, color)
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del(src)
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return
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// the cable coil object, used for laying cable
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/obj/item/weapon/cable_coil/New(loc, length = MAXCOIL, var/param_color = null)
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..()
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src.amount = length
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if (param_color)
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color = param_color
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pixel_x = rand(-2,2)
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pixel_y = rand(-2,2)
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updateicon()
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/obj/item/weapon/cable_coil/cut/New(loc)
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..()
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src.amount = rand(1,2)
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pixel_x = rand(-2,2)
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pixel_y = rand(-2,2)
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updateicon()
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/obj/item/weapon/cable_coil/proc/updateicon()
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if (!color)
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color = pick("red", "yellow", "blue", "green")
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if(amount == 1)
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icon_state = "coil_[color]1"
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name = "cable piece"
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else if(amount == 2)
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icon_state = "coil_[color]2"
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name = "cable piece"
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else
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icon_state = "coil_[color]"
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name = "cable coil"
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/obj/item/weapon/cable_coil/examine()
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set src in view(1)
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if(amount == 1)
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usr << "A short piece of power cable."
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else if(amount == 2)
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usr << "A piece of power cable."
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else
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usr << "A coil of power cable. There are [amount] lengths of cable in the coil."
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/obj/item/weapon/cable_coil/verb/make_restraint()
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set name = "Make Cable Restraints"
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set category = "Object"
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var/mob/M = usr
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if(ishuman(M) && !M.restrained() && !M.stat && !M.paralysis && ! M.stunned)
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if(!istype(usr.loc,/turf)) return
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if(src.amount <= 14)
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usr << "\red You need at least 15 lengths to make restraints!"
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return
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var/obj/item/weapon/handcuffs/cable/B = new /obj/item/weapon/handcuffs/cable(usr.loc)
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B.icon_state = "cuff_[color]"
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usr << "\blue You wind some cable together to make some restraints."
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src.use(15)
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else
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usr << "\blue You cannot do that."
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..()
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/obj/item/weapon/cable_coil/attackby(obj/item/weapon/W, mob/user)
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..()
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if( istype(W, /obj/item/weapon/wirecutters) && src.amount > 1)
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src.amount--
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new/obj/item/weapon/cable_coil(user.loc, 1,color)
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user << "You cut a piece off the cable coil."
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src.updateicon()
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return
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else if( istype(W, /obj/item/weapon/cable_coil) )
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var/obj/item/weapon/cable_coil/C = W
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if(C.amount == MAXCOIL)
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user << "The coil is too long, you cannot add any more cable to it."
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return
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if( (C.amount + src.amount <= MAXCOIL) )
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C.amount += src.amount
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user << "You join the cable coils together."
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C.updateicon()
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del(src)
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return
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else
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user << "You transfer [MAXCOIL - src.amount ] length\s of cable from one coil to the other."
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src.amount -= (MAXCOIL-C.amount)
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src.updateicon()
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C.amount = MAXCOIL
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C.updateicon()
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return
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/obj/item/weapon/cable_coil/proc/use(var/used)
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if(src.amount < used)
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return 0
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else if (src.amount == used)
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del(src)
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else
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amount -= used
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updateicon()
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return 1
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// called when cable_coil is clicked on a turf/simulated/floor
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/obj/item/weapon/cable_coil/proc/turf_place(turf/simulated/floor/F, mob/user)
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if(!isturf(user.loc))
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return
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if(get_dist(F,user) > 1)
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user << "You can't lay cable at a place that far away."
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return
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if(F.intact) // if floor is intact, complain
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user << "You can't lay cable there unless the floor tiles are removed."
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return
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else
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var/dirn
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if(user.loc == F)
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dirn = user.dir // if laying on the tile we're on, lay in the direction we're facing
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else
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dirn = get_dir(F, user)
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for(var/obj/structure/cable/LC in F)
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if((LC.d1 == dirn && LC.d2 == 0 ) || ( LC.d2 == dirn && LC.d1 == 0))
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user << "There's already a cable at that position."
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return
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var/obj/structure/cable/C = new(F)
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C.cableColor(color)
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C.d1 = 0
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C.d2 = dirn
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C.add_fingerprint(user)
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C.updateicon()
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var/datum/powernet/PN = new()
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PN.number = powernets.len + 1
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powernets += PN
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C.netnum = PN.number
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PN.cables += C
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C.mergeConnectedNetworks(C.d2)
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C.mergeConnectedNetworksOnTurf()
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use(1)
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if (C.shock(user, 50))
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if (prob(50)) //fail
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new/obj/item/weapon/cable_coil(C.loc, 1, C.color)
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del(C)
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//src.laying = 1
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//last = C
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// called when cable_coil is click on an installed obj/cable
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/obj/item/weapon/cable_coil/proc/cable_join(obj/structure/cable/C, mob/user)
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var/turf/U = user.loc
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if(!isturf(U))
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return
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var/turf/T = C.loc
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if(!isturf(T) || T.intact) // sanity checks, also stop use interacting with T-scanner revealed cable
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return
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if(get_dist(C, user) > 1) // make sure it's close enough
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user << "You can't lay cable at a place that far away."
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return
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if(U == T) // do nothing if we clicked a cable we're standing on
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return // may change later if can think of something logical to do
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var/dirn = get_dir(C, user)
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if(C.d1 == dirn || C.d2 == dirn) // one end of the clicked cable is pointing towards us
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if(U.intact) // can't place a cable if the floor is complete
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user << "You can't lay cable there unless the floor tiles are removed."
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return
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else
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// cable is pointing at us, we're standing on an open tile
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// so create a stub pointing at the clicked cable on our tile
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var/fdirn = turn(dirn, 180) // the opposite direction
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for(var/obj/structure/cable/LC in U) // check to make sure there's not a cable there already
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if(LC.d1 == fdirn || LC.d2 == fdirn)
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user << "There's already a cable at that position."
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return
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var/obj/structure/cable/NC = new(U)
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NC.cableColor(color)
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NC.d1 = 0
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NC.d2 = fdirn
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NC.add_fingerprint()
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NC.updateicon()
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NC.netnum = C.netnum
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var/datum/powernet/PN = powernets[C.netnum]
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PN.cables += NC
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NC.mergeConnectedNetworks(NC.d2)
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NC.mergeConnectedNetworksOnTurf()
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use(1)
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if (NC.shock(user, 50))
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if (prob(50)) //fail
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new/obj/item/weapon/cable_coil(NC.loc, 1, NC.color)
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del(NC)
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return
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else if(C.d1 == 0) // exisiting cable doesn't point at our position, so see if it's a stub
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// if so, make it a full cable pointing from it's old direction to our dirn
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var/nd1 = C.d2 // these will be the new directions
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var/nd2 = dirn
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if(nd1 > nd2) // swap directions to match icons/states
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nd1 = dirn
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nd2 = C.d2
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for(var/obj/structure/cable/LC in T) // check to make sure there's no matching cable
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if(LC == C) // skip the cable we're interacting with
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continue
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if((LC.d1 == nd1 && LC.d2 == nd2) || (LC.d1 == nd2 && LC.d2 == nd1) ) // make sure no cable matches either direction
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user << "There's already a cable at that position."
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return
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C.cableColor(color)
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C.d1 = nd1
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C.d2 = nd2
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C.add_fingerprint()
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C.updateicon()
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C.mergeConnectedNetworks(C.d1)
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C.mergeConnectedNetworks(C.d2)
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C.mergeConnectedNetworksOnTurf()
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use(1)
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if (C.shock(user, 50))
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if (prob(50)) //fail
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new/obj/item/weapon/cable_coil(C.loc, 2, C.color)
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del(C)
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return
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/obj/structure/cable/proc/mergeConnectedNetworks(var/direction)
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var/turf/TB
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if((d1 == direction || d2 == direction) != 1)
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return
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TB = get_step(src, direction)
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for(var/obj/structure/cable/TC in TB)
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if(!TC)
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continue
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if(src == TC)
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continue
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var/fdir = (!direction)? 0 : turn(direction, 180)
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if(TC.d1 == fdir || TC.d2 == fdir)
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if(!netnum)
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var/datum/powernet/PN = powernets[TC.netnum]
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netnum = TC.netnum
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PN = powernets[netnum]
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PN.cables += src
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continue
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if(TC.netnum != netnum)
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var/datum/powernet/PN = powernets[netnum]
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var/datum/powernet/TPN = powernets[TC.netnum]
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PN.merge_powernets(TPN)
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/obj/structure/cable/proc/mergeConnectedNetworksOnTurf()
|
|
|
|
|
|
for(var/obj/structure/cable/C in loc)
|
|
|
|
|
|
if(!C)
|
|
continue
|
|
|
|
if(C == src)
|
|
continue
|
|
if(netnum == 0)
|
|
var/datum/powernet/PN = powernets[C.netnum]
|
|
netnum = C.netnum
|
|
PN.cables += src
|
|
continue
|
|
|
|
var/datum/powernet/PN = powernets[netnum]
|
|
var/datum/powernet/TPN = powernets[C.netnum]
|
|
|
|
PN.merge_powernets(TPN)
|
|
|
|
for(var/obj/machinery/power/M in loc)
|
|
|
|
if(!M)
|
|
continue
|
|
|
|
if(!M.netnum)
|
|
var/datum/powernet/PN = powernets[netnum]
|
|
PN.nodes += M
|
|
M.netnum = netnum
|
|
M.powernet = powernets[M.netnum]
|
|
|
|
if(M.netnum < 0)
|
|
continue
|
|
|
|
var/datum/powernet/PN = powernets[netnum]
|
|
var/datum/powernet/TPN = powernets[M.netnum]
|
|
|
|
PN.merge_powernets(TPN)
|
|
|
|
for(var/obj/machinery/power/apc/N in loc)
|
|
if(!N) continue
|
|
|
|
var/obj/machinery/power/M
|
|
M = N.terminal
|
|
if(!M) continue
|
|
|
|
if(!M.netnum)
|
|
if(!netnum)continue
|
|
var/datum/powernet/PN = powernets[netnum]
|
|
PN.nodes += M
|
|
M.netnum = netnum
|
|
M.powernet = powernets[M.netnum]
|
|
continue
|
|
|
|
var/datum/powernet/PN = powernets[netnum]
|
|
var/datum/powernet/TPN = powernets[M.netnum]
|
|
|
|
PN.merge_powernets(TPN)
|
|
|
|
obj/structure/cable/proc/cableColor(var/colorC)
|
|
var/color_n = "red"
|
|
if(colorC)
|
|
color_n = colorC
|
|
color = color_n
|
|
switch(colorC)
|
|
if("red")
|
|
icon = 'icons/obj/power_cond_red.dmi'
|
|
if("yellow")
|
|
icon = 'icons/obj/power_cond_yellow.dmi'
|
|
if("green")
|
|
icon = 'icons/obj/power_cond_green.dmi'
|
|
if("blue")
|
|
icon = 'icons/obj/power_cond_blue.dmi'
|
|
if("pink")
|
|
icon = 'icons/obj/power_cond_pink.dmi'
|
|
if("orange")
|
|
icon = 'icons/obj/power_cond_orange.dmi'
|
|
if("cyan")
|
|
icon = 'icons/obj/power_cond_cyan.dmi'
|
|
if("white")
|
|
icon = 'icons/obj/power_cond_white.dmi'
|