Files
VOREStation/code/game/objects/effects/map_effects/map_effects.dm
Cameron Lennox 84dc5535dc var/global/list -> GLOB. conversion (#17928)
* These two are easy

* !!!runlevel_flags

the fact it was global.runlevel_flags.len has me a bit...iffy on this.

* !!!json_cache

Same as above. used global.

* player_list & observer_mob_list

* mechas_list

* this wasn't even used

* surgery_steps

* event_triggers

* landmarks_list

* dead_mob_list

* living_mob_list

* ai_list

* cable_list

* cleanbot_reserved_turfs

* listening_objects

* silicon_mob_list

* human_mob_list

* Update global_lists.dm

* joblist

* mob_list

* Update global_lists.dm

* holomap_markers

* mapping_units

* mapping_beacons

* hair_styles_list

* facial_hair_styles_list

* Update global_lists.dm

* facial_hair_styles_male_list

* facial_hair_styles_female_list

* body_marking_styles_list

* body_marking_nopersist_list

* ear_styles_list

* hair_styles_male_list

* tail_styles_list

* wing_styles_list

* escape_list & rune_list & endgame_exits

these were all really small

* endgame_safespawns

* stool_cache

* emotes_by_key

* random_maps & map_count

* item_tf_spawnpoints

* narsie_list

* active_radio_jammers

* unused

* paikeys

* pai_software_by_key & default_pai_software

* plant_seed_sprites

* magazine_icondata_keys  & magazine_icondata_states

* unused

* ashtray_cache

* light_type_cache

* HOLIDAY!!!

this one was annoying

* faction stuff (red?!)

* Update preferences_factions.dm

* vs edit removal

* backbaglist, pdachoicelist, exclude_jobs

* item_digestion_blacklist, edible_tech, blacklisted_artifact_effect, selectable_footstep, hexNums, syndicate_access

* string_slot_flags and hexdigits->hexNums

* possible_changeling_IDs

* vr_mob_tf_options

* vr_mob_spawner_options

* pipe_colors

* vr_mob_spawner_options

* common_tools

* newscaster_standard_feeds

* Update periodic_news.dm

* changeling_fabricated_clothing

* semirandom_mob_spawner_decisions

* id_card_states

* Update syndicate_ids.dm

* overlay_cache & gear_distributed_to

* more

* radio_channels_by_freq

* Update global_lists.dm

* proper

* default_medbay_channels & default_internal_channels

default_internal_channels is weird as it has a mapbased proc() but that proc is never called...

* valid_ringtones

* move this

* possible_plants

* more

* separate these

moves xeno2chemlist from a hook to a new global list.

* tube_dir_list

* valid_bloodreagents & monitor_states

* Junk

* valid_bloodtypes

* breach_burn_descriptors & burn

* more!!

appliance_available_recipes seems uber cursed, re-look at later

* Appliance code is cursed

* wide_chassis & flying_chassis

* allows_eye_color

* all_tooltip_styles

* direction_table

* gun_choices

* severity_to_string

* old event_viruses

* description_icons

* MOVE_KEY_MAPPINGS

* more more

* pai & robot modules

* Update global_lists.dm

* GEOSAMPLES

Also swaps a .len to LAZYLEN()

* shieldgens

* reagent recipies

* global ammo types

* rad collector

* old file and unused global

* nif_look_messages

* FESH

* nifsoft

* chamelion

* the death of sortAtom

* globulins

* lazylen that

* Update global_lists.dm

* LAZY

* Theese too

* quick fix

---------

Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-07-14 20:14:31 +02:00

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// These are objects you can use inside special maps (like PoIs), or for adminbuse.
// Players cannot see or interact with these.
/obj/effect/map_effect
anchored = TRUE
invisibility = INVISIBILITY_BADMIN // So a badmin can go view these by changing their see_invisible.
icon = 'icons/effects/map_effects.dmi'
// Below vars concern check_for_player_proximity() and is used to not waste effort if nobody is around to appreciate the effects.
var/always_run = FALSE // If true, the game will not try to suppress this from firing if nobody is around to see it.
var/proximity_needed = 12 // How many tiles a mob with a client must be for this to run.
var/ignore_ghosts = FALSE // If true, ghosts won't satisfy the above requirement.
var/ignore_afk = TRUE // If true, AFK people (5 minutes) won't satisfy it as well.
var/retry_delay = 5 SECONDS // How long until we check for players again.
var/next_attempt = 0 // Next time we're going to do ACTUAL WORK
/obj/effect/map_effect/ex_act()
return
/obj/effect/map_effect/singularity_pull()
return
/obj/effect/map_effect/singularity_act()
return
// Base type for effects that run on variable intervals.
/obj/effect/map_effect/interval
var/interval_lower_bound = 5 SECONDS // Lower number for how often the map_effect will trigger.
var/interval_upper_bound = 5 SECONDS // Higher number for above.
/obj/effect/map_effect/interval/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
/obj/effect/map_effect/interval/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
// Override this for the specific thing to do.
/obj/effect/map_effect/interval/proc/trigger()
return
// Handles the delay and making sure it doesn't run when it would be bad.
/obj/effect/map_effect/interval/process()
//Not yet!
if(world.time < next_attempt)
return
// Check to see if we're useful first.
if(!always_run && !check_for_player_proximity(src, proximity_needed, ignore_ghosts, ignore_afk))
next_attempt = world.time + retry_delay
// Hey there's someone nearby.
else
next_attempt = world.time + rand(interval_lower_bound, interval_upper_bound)
trigger()
// Helper proc to optimize the use of effects by making sure they do not run if nobody is around to perceive it.
/proc/check_for_player_proximity(var/atom/proximity_to, var/radius = 12, var/ignore_ghosts = FALSE, var/ignore_afk = TRUE)
if(!proximity_to)
return FALSE
for(var/thing in GLOB.player_list)
var/mob/M = thing // Avoiding typechecks for more speed, GLOB.player_list will only contain mobs anyways.
if(ignore_ghosts && isobserver(M))
continue
if(ignore_afk && M.client && M.client.is_afk(5 MINUTES))
continue
if(M.z == proximity_to.z && get_dist(M, proximity_to) <= radius)
return TRUE
return FALSE