Files
VOREStation/code/controllers/subsystems/mobs.dm
Will 5d31f14e94 Climbable Element (#17764)
* Initial work

* small fix

* another fix

* this better?

* proper type

* condensing this a bit

* functioning

* death reporting subsystemed

* fixed

* cleanup

* use proper sql sending

* listvar

* add more climbable things

* moving things while climbing them is considered shaking

* tabbing fix

* knockdown should stop climbing

* no need to bother

* spaces

* more climbable objects

* fix

* small fixes

* office climbables

* yet more stuff

* engineering things

* a few more

* it's funny

* fixes

* additional

* Moved to element

* some more stragglers

* unneeded

* more graceful

* cliffs require special handling

* don't do dumb init things

* unneeded sanitization, mass insert sanitizes

* some small condition fixes

* return if climbable

* incorporeal check

* stop using numbers directly

* .

---------

Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-06-20 09:56:56 +02:00

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//
// Mobs Subsystem - Process mob.Life()
//
//VOREStation Edits - Contains temporary debugging code to diagnose extreme tick consumption.
//Revert file to Polaris version when done.
SUBSYSTEM_DEF(mobs)
name = "Mobs"
priority = FIRE_PRIORITY_MOBS
wait = 2 SECONDS
flags = SS_KEEP_TIMING|SS_NO_INIT
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/currentrun = list()
var/log_extensively = FALSE
var/list/timelog = list()
var/slept_mobs = 0
var/list/process_z = list()
var/list/death_list = list()
/datum/controller/subsystem/mobs/stat_entry(msg)
msg = "P: [global.mob_list.len] | S: [slept_mobs] | D: [death_list.len]"
return ..()
/datum/controller/subsystem/mobs/fire(resumed = 0)
if (!resumed)
src.currentrun = mob_list.Copy()
process_z.len = GLOB.living_players_by_zlevel.len
slept_mobs = 0
for(var/level in 1 to process_z.len)
process_z[level] = GLOB.living_players_by_zlevel[level].len
// Lets handle all of these while we have time, should always remain extremely small...
if(death_list.len) // Don't contact DB if this list is empty
if(CONFIG_GET(flag/sql_enabled))
establish_db_connection()
if(!SSdbcore.IsConnected())
log_game("SQL ERROR during death reporting. Failed to connect.")
else
SSdbcore.MassInsert(format_table_name("death"), death_list)
death_list.Cut()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
var/times_fired = src.times_fired
while(currentrun.len)
var/mob/M = currentrun[currentrun.len]
currentrun.len--
if(!M || QDELETED(M))
mob_list -= M
continue
else if(M.low_priority && !(M.loc && get_z(M) && process_z[get_z(M)]))
slept_mobs++
continue
M.Life(times_fired)
if (MC_TICK_CHECK)
return
/datum/controller/subsystem/mobs/proc/log_recent()
var/msg = "Debug output from the [name] subsystem:\n"
msg += "- This subsystem is processed tail-first -\n"
if(!currentrun || !mob_list)
msg += "ERROR: A critical list [currentrun ? "mob_list" : "currentrun"] is gone!"
log_game(msg)
log_world(msg)
return
msg += "Lists: currentrun: [currentrun.len], mob_list: [mob_list.len]\n"
if(!currentrun.len)
msg += "!!The subsystem just finished the mob_list list, and currentrun is empty (or has never run).\n"
msg += "!!The info below is the tail of mob_list instead of currentrun.\n"
var/datum/D = currentrun.len ? currentrun[currentrun.len] : mob_list[mob_list.len]
msg += "Tail entry: [describeThis(D)] (this is likely the item AFTER the problem item)\n"
var/position = mob_list.Find(D)
if(!position)
msg += "Unable to find context of tail entry in mob_list list.\n"
else
if(position != mob_list.len)
var/additional = mob_list.Find(D, position+1)
if(additional)
msg += "WARNING: Tail entry found more than once in mob_list list! Context is for the first found.\n"
var/start = clamp(position-2,1,mob_list.len)
var/end = clamp(position+2,1,mob_list.len)
msg += "2 previous elements, then tail, then 2 next elements of mob_list list for context:\n"
msg += "---\n"
for(var/i in start to end)
msg += "[describeThis(mob_list[i])][i == position ? " << TAIL" : ""]\n"
msg += "---\n"
log_game(msg)
log_world(msg)
/datum/controller/subsystem/mobs/fail()
..()
log_recent()
/datum/controller/subsystem/mobs/critfail()
..()
log_recent()
/datum/controller/subsystem/mobs/proc/report_death(var/mob/living/L)
if(!L)
return
if(!L.key || !L.mind)
return
if(!ticker || !ticker.mode)
return
ticker.mode.check_win()
// Don't bother with the rest if we've not got a DB to do anything with
if(!CONFIG_GET(flag/enable_stat_tracking) || !CONFIG_GET(flag/sql_enabled))
return
var/area/placeofdeath = get_area(L)
var/podname = placeofdeath ? placeofdeath.name : "Unknown area"
var/list/data = list(
"name" = L.real_name,
"byondkey" = L.key,
"job" = L.mind.assigned_role,
"special" = L.mind.special_role,
"pod" = podname,
"tod" = time2text(world.realtime, "YYYY-MM-DD hh:mm:ss"),
"laname" = L.lastattacker ? L.lastattacker:real_name : null,
"lakey" = L.lastattacker ? L.lastattacker:key : null,
"gender" = L.gender,
"bruteloss" = L.getBruteLoss(),
"fireloss" = L.getFireLoss(),
"brainloss" = L.brainloss,
"oxyloss" = L.getOxyLoss(),
"coord" = "[L.x], [L.y], [L.z]"
)
death_list += list(data)