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* why no work angy * weird errors shit sucks * fixved it I can spell good * fix? POSSIBLY * nope wasnt this * no more immutable thhanks koffee * ok ok * removes all the pref stuff ""removes"" * remove this idiot * this goes bye bye * these go too genius * bye bye * better night vision * tries to fix camera maybe * ok fuck it we ball we ball * ok lets go back go back go back go back * WORK DAMNIT * ha fuc kyou * this maybe * this doesnt work :( * maybe fix maybe * fucks everything why do i do this * test update test * Revert "tries to fix camera" This reverts commit2d14fbae66. * reverts everything I just did peko pain * bye bitch * oh yeah add this I guess * Fucks up the camera net + chunk why * test maybe revert * Revert "test maybe revert" This reverts commit98c5ef1b93. * Revert "Fucks up the camera net + chunk" This reverts commit0e421ebf5f. * this isnt going well uh oh * Attempts to rework out security camera and probably more * Revert "this isnt going well" This reverts commit1d8ceac867. * Revert "Revert "this isnt going well"" This reverts commite26fb61415. * ok ok * Revert "ok" This reverts commit7e7a7f8372. * Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit" This reverts commit01094731c1, reversing changes made toc0cf69ebf1. * this doesn't need to be redefined I guess * no we need this totally * a familiar pain * 515 is L * yeah yeah * ok god fine * bye bye basemap :( doesnt work on runtime station * Fixes AI statis not working god im good * remove this oh god * Revert "Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit"" This reverts commitb3fb3ba0db. * proves to god I exist and im pissed * yog exclusive feature (tm) plane master * bring this back from previous push * updates vendor emissives as well as firealarms * Updates barsign and fucks everything up * Fixes barsigns breaks all lights and updates barsigns to be machines and not structures We will address this in a later patch * not sure who changed that oh well * yeah this got moved * this needs updating yeah * turns off the carbon monoxide alarm duh * FIXES IT YES thank you biome * turns this off too yeah * Can't compile yet but ports a ton of shit * L * the game opens ig * extra shit * fixes * signals and smooth queue * look ma im going horribly out of scope * fixes chasms * this fixed nothing * ??? * more barsigns for later * forgive me cowboy. also fuck diagonals * oops we need this apparently * fuck it we ball * Update _lists.dm * Update icon_smoothing.dm * it now works kinda * Update atom_initializing_EXPENSIVE.dm * lighting don't work * we have light * sort turfs better * big fucking reorganize * like everything except templates * boy i sure hope nothing bad happens to these bar templates * we're back * no runtimes baby * no errors * shuttles are almost fixed i think * Revert "shuttles are almost fixed i think" This reverts commit046058827c. * Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing" This reverts commit863e1b776d, reversing changes made to884623e600. * Revert "no errors" This reverts commit884623e600. * too far back i think * midround smoothing runtimes fixed i think * comment cleanup * should fix the component runtimes * Revert "Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing"" This reverts commita8ff8d63aa. * NO RUNTIMES AND ICEMETA WORKS LET'S GOOOOOO * please stay fixed icemeta * organizing render dms * woops this too in the reorganizing * cryo fixed * nah, i'd win * parallax isn't my problem * pls don't break icemeta * runtime station gets a cam console * well it compiles * maybe fix the map * woops * man i hate maps * was that it? * PLEASE * missing focus tests * maybe that was it * maybe * let's take the batteries out of the carbon monoxide detector * fuck osha * i hate vending machines * that's not a computer * slot machine fix * PLEASE * that wasn't supposed to be there * fuck it i can't fix everything at once * BLUESPACE LOCKER? * literally why * hhh * does this fix chasms? * that should fix bad index * please? * turf_flags for reservations * haha oops * yolo (kill me) * fix wood walls and other walls * fix stairs * that might have fixed shittles * baseturfs are good now i think * should fix plasma windows * decals fixed * please fix changelog * shuttle lighting still fucky * lighting is stinky slow and doesn't finish updating by the time the server starts guh * lighting seemingly works * slipping works * shuttle sounds, slips, and windoors fixed * why am i here * fuck the changelog * of course someone touched smoothing as i'm almost done * we good? * updating ai_eye and rename * z updates and more ai cam updates * ice fixed * weather and ice fix * clockies can see and other clean up catches * windows fixed * cowbot forgive me i'm trying to update flashlights to tg because there's no light on lower multi-z z's like ice meta bottom floor * movable lighting works on multi-z * gps fix * item stacking from drag works * falsewall fix * job panel fixed * AI HANDLED * woops that comment should be gone * i hate ai i hate ai * brass glass visible again * vents on top of tiles now * sigdrobe sprite back * centcomm portals work * portals and see openspace mapping icons fixed * icemeta my behated * kill * is that it * lighting cutoff is old hat * angery overlay * not super necessary * also extra but whatever * ticker but thicker * job fix i hope * this isn't needed anymore * latejoin fix? * laserpointer, pipecrawl, and some consoles fixed * i hate fixing bugs as they're made * we're not ready for that * redef cleanup * gps arrows, gun flashlights, shuttle console placement, multi-z pulling fixed * goofy ah gun code * this was a good idea and necessary * should fix caltrop component * does this please the linter * linter please accept this async function * THERE * take the batteries out * make it stop * cowbot stopped me from letting ghosts dab * recycler loc fix * fix border firedoors not blocking movement * should fix screen fade out and fade in on round start and end * darker command tile trim and fixed bronze wall sprites * fuck you linter * railings actually stop you from leaving * probably fixes gibtonite overlay when struck * armaments dispenser and clockwork catwalk * turbine fix probably * pointing at inhand items should be fixed * fix overwatch app * should hopefully fix cable rotation on shuttle move * flashlights have better directionality logic * hopefully fixes shuttle atmos on move * grilles fixed * hopefully this fixes shuttle buttons, airolocks, and other machinery not working after moving * ice meta mining area finally not freezing * fix lightbulb icons not updating * lava mask and lighting dots * we actually have this * fuck glowshrooms GC * fix light fixture interactions and icon updates * hopefully catches all the updates * lava lighting good to go * seclite was missing inhands * smoothing in replays * light updates accurate in replays * biome's multi-z requests --------- Co-authored-by: cowbot92 <75333826+cowbot92@users.noreply.github.com> Co-authored-by: Molti <gamingjoelouis@gmail.com> Co-authored-by: Ringalong <53777086+JohnFulpWillard@users.noreply.github.com>
132 lines
5.0 KiB
Plaintext
132 lines
5.0 KiB
Plaintext
/**
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* Register to listen for a signal from the passed in target
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*
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* This sets up a listening relationship such that when the target object emits a signal
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* the source datum this proc is called upon, will receive a callback to the given proctype
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* Use PROC_REF(procname), TYPE_PROC_REF(type,procname) or GLOBAL_PROC_REF(procname) macros to validate the passed in proc at compile time.
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* PROC_REF for procs defined on current type or it's ancestors, TYPE_PROC_REF for procs defined on unrelated type and GLOBAL_PROC_REF for global procs.
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* Return values from procs registered must be a bitfield
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*
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* Arguments:
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* * datum/target The target to listen for signals from
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* * signal_type A signal name
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* * proctype The proc to call back when the signal is emitted
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* * override If a previous registration exists you must explicitly set this
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*/
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/datum/proc/RegisterSignal(datum/target, signal_type, proctype, override = FALSE)
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if(QDELETED(src) || QDELETED(target))
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return
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if (islist(signal_type))
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var/static/list/known_failures = list()
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var/list/signal_type_list = signal_type
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var/message = "([target.type]) is registering [signal_type_list.Join(", ")] as a list, the older method. Change it to RegisterSignals."
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if (!(message in known_failures))
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known_failures[message] = TRUE
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stack_trace("[target] [message]")
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RegisterSignals(target, signal_type, proctype, override)
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return
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var/list/procs = (_signal_procs ||= list())
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var/list/target_procs = (procs[target] ||= list())
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var/list/lookup = (target._listen_lookup ||= list())
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var/exists = target_procs[signal_type]
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target_procs[signal_type] = proctype
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if(exists)
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if(!override)
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var/override_message = "[signal_type] overridden. Use override = TRUE to suppress this warning.\nTarget: [target] ([target.type]) Proc: [proctype]"
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log_signal(override_message)
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stack_trace(override_message)
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return
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var/list/looked_up = lookup[signal_type]
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if(isnull(looked_up)) // Nothing has registered here yet
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lookup[signal_type] = src
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else if(!islist(looked_up)) // One other thing registered here
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lookup[signal_type] = list(looked_up, src)
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else // Many other things have registered here
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looked_up += src
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/// Registers multiple signals to the same proc.
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/datum/proc/RegisterSignals(datum/target, list/signal_types, proctype, override = FALSE)
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for (var/signal_type in signal_types)
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RegisterSignal(target, signal_type, proctype, override)
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/**
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* Stop listening to a given signal from target
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*
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* Breaks the relationship between target and source datum, removing the callback when the signal fires
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*
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* Doesn't care if a registration exists or not
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*
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* Arguments:
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* * datum/target Datum to stop listening to signals from
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* * sig_typeor_types Signal string key or list of signal keys to stop listening to specifically
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*/
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/datum/proc/UnregisterSignal(datum/target, sig_type_or_types)
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//Yogs edit: One day we should remove this, but it's too much work to port it all at once and too many snowflake exceptions to fix.
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//Sorry, but this check stays for now.
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if(!target)
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return
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//Yogs edit end
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var/list/lookup = target._listen_lookup
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if(!_signal_procs || !_signal_procs[target] || !lookup)
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return
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if(!islist(sig_type_or_types))
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sig_type_or_types = list(sig_type_or_types)
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for(var/sig in sig_type_or_types)
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if(!_signal_procs[target][sig])
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if(!istext(sig))
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stack_trace("We're unregistering with something that isn't a valid signal \[[sig]\], you fucked up")
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continue
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switch(length(lookup[sig]))
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if(2)
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lookup[sig] = (lookup[sig]-src)[1]
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if(1)
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stack_trace("[target] ([target.type]) somehow has single length list inside _listen_lookup")
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if(src in lookup[sig])
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lookup -= sig
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if(!length(lookup))
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target._listen_lookup = null
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break
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if(0)
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if(lookup[sig] != src)
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continue
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lookup -= sig
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if(!length(lookup))
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target._listen_lookup = null
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break
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else
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lookup[sig] -= src
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_signal_procs[target] -= sig_type_or_types
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if(!_signal_procs[target].len)
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_signal_procs -= target
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/**
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* Internal proc to handle most all of the signaling procedure
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*
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* Will runtime if used on datums with an empty lookup list
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*
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* Use the [SEND_SIGNAL] define instead
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*/
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/datum/proc/_SendSignal(sigtype, list/arguments)
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var/target = _listen_lookup[sigtype]
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if(!length(target))
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var/datum/listening_datum = target
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return NONE | call(listening_datum, listening_datum._signal_procs[src][sigtype])(arglist(arguments))
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. = NONE
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// This exists so that even if one of the signal receivers unregisters the signal,
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// all the objects that are receiving the signal get the signal this final time.
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// AKA: No you can't cancel the signal reception of another object by doing an unregister in the same signal.
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var/list/queued_calls = list()
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for(var/datum/listening_datum as anything in target)
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queued_calls[listening_datum] = listening_datum._signal_procs[src][sigtype]
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for(var/datum/listening_datum as anything in queued_calls)
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. |= call(listening_datum, queued_calls[listening_datum])(arglist(arguments))
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