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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
282 lines
10 KiB
Plaintext
282 lines
10 KiB
Plaintext
/mob/living/carbon/human/examine()
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set src in view()
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if(!usr || !src) return
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if( usr.sdisabilities & BLIND || usr.blinded || usr.stat==UNCONSCIOUS )
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usr << "<span class='notice'>Something is there but you can't see it.</span>"
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return
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var/skipgloves = 0
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var/skipsuitstorage = 0
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var/skipjumpsuit = 0
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var/skipshoes = 0
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var/skipmask = 0
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var/skipears = 0
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var/skipeyes = 0
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var/skipface = 0
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//exosuits and helmets obscure our view and stuff.
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if(wear_suit)
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skipgloves = wear_suit.flags_inv & HIDEGLOVES
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skipsuitstorage = wear_suit.flags_inv & HIDESUITSTORAGE
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skipjumpsuit = wear_suit.flags_inv & HIDEJUMPSUIT
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skipshoes = wear_suit.flags_inv & HIDESHOES
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if(head)
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skipmask = head.flags_inv & HIDEMASK
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skipeyes = head.flags_inv & HIDEEYES
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skipears = head.flags_inv & HIDEEARS
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skipface = head.flags_inv & HIDEFACE
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if(wear_mask)
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skipface |= wear_mask.flags_inv & HIDEFACE
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// crappy hacks because you can't do \his[src] etc. I'm sorry this proc is so unreadable, blame the text macros :<
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var/t_He = "It" //capitalised for use at the start of each line.
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var/t_his = "its"
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var/t_him = "it"
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var/t_has = "has"
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var/t_is = "is"
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var/msg = "<span class='info'>*---------*\nThis is "
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if( skipjumpsuit && skipface ) //big suits/masks/helmets make it hard to tell their gender
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t_He = "They"
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t_his = "their"
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t_him = "them"
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t_has = "have"
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t_is = "are"
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else
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if(icon)
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msg += "\icon[icon] " //fucking BYOND: this should stop dreamseeker crashing if we -somehow- examine somebody before their icon is generated
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switch(gender)
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if(MALE)
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t_He = "He"
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t_his = "his"
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t_him = "him"
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if(FEMALE)
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t_He = "She"
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t_his = "her"
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t_him = "her"
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msg += "<EM>[src.name]</EM>!\n"
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//uniform
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if(w_uniform && !skipjumpsuit)
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if(w_uniform.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_is] wearing \icon[w_uniform] [w_uniform.gender==PLURAL?"some":"a"] blood-stained [w_uniform.name]!</span>\n"
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else
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msg += "[t_He] [t_is] wearing \icon[w_uniform] \a [w_uniform].\n"
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//head
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if(head)
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if(head.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_is] wearing \icon[head] [head.gender==PLURAL?"some":"a"] blood-stained [head.name] on [t_his] head!</span>\n"
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else
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msg += "[t_He] [t_is] wearing \icon[head] \a [head] on [t_his] head.\n"
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//suit/armour
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if(wear_suit)
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if(wear_suit.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_is] wearing \icon[wear_suit] [wear_suit.gender==PLURAL?"some":"a"] blood-stained [wear_suit.name]!</span>\n"
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else
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msg += "[t_He] [t_is] wearing \icon[wear_suit] \a [wear_suit].\n"
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//suit/armour storage
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if(s_store && !skipsuitstorage)
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if(s_store.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_is] carrying \icon[s_store] [s_store.gender==PLURAL?"some":"a"] blood-stained [s_store.name] on [t_his] [wear_suit.name]!</span>\n"
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else
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msg += "[t_He] [t_is] carrying \icon[s_store] \a [s_store] on [t_his] [wear_suit.name].\n"
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//back
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if(back)
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if(back.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_has] \icon[back] [back.gender==PLURAL?"some":"a"] blood-stained [back] on [t_his] back.</span>\n"
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else
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msg += "[t_He] [t_has] \icon[back] \a [back] on [t_his] back.\n"
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//left hand
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if(l_hand)
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if(l_hand.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_is] holding \icon[l_hand] [l_hand.gender==PLURAL?"some":"a"] blood-stained [l_hand.name] in [t_his] left hand!</span>\n"
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else
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msg += "[t_He] [t_is] holding \icon[l_hand] \a [l_hand] in [t_his] left hand.\n"
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//right hand
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if(r_hand)
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if(r_hand.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_is] holding \icon[r_hand] [r_hand.gender==PLURAL?"some":"a"] blood-stained [r_hand.name] in [t_his] right hand!</span>\n"
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else
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msg += "[t_He] [t_is] holding \icon[r_hand] \a [r_hand] in [t_his] right hand.\n"
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//gloves
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if(gloves && !skipgloves)
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if(gloves.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_has] \icon[gloves] [gloves.gender==PLURAL?"some":"a"] blood-stained [gloves.name] on [t_his] hands!</span>\n"
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else
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msg += "[t_He] [t_has] \icon[gloves] \a [gloves] on [t_his] hands.\n"
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else if(blood_DNA)
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msg += "<span class='warning'>[t_He] [t_has] blood-stained hands!</span>\n"
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//handcuffed?
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//handcuffed?
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if(handcuffed)
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if(istype(handcuffed, /obj/item/weapon/handcuffs/cable))
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msg += "<span class='warning'>[t_He] [t_is] \icon[handcuffed] restrained with cable!</span>\n"
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else
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msg += "<span class='warning'>[t_He] [t_is] \icon[handcuffed] handcuffed!</span>\n"
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//belt
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if(belt)
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if(belt.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_has] \icon[belt] [belt.gender==PLURAL?"some":"a"] blood-stained [belt.name] about [t_his] waist!</span>\n"
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else
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msg += "[t_He] [t_has] \icon[belt] \a [belt] about [t_his] waist.\n"
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//shoes
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if(shoes && !skipshoes)
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if(shoes.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_is] wearing \icon[shoes] [shoes.gender==PLURAL?"some":"a"] blood-stained [shoes.name] on [t_his] feet!</span>\n"
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else
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msg += "[t_He] [t_is] wearing \icon[shoes] \a [shoes] on [t_his] feet.\n"
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//mask
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if(wear_mask && !skipmask)
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if(wear_mask.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_has] \icon[wear_mask] [wear_mask.gender==PLURAL?"some":"a"] blood-stained [wear_mask.name] on [t_his] face!</span>\n"
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else
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msg += "[t_He] [t_has] \icon[wear_mask] \a [wear_mask] on [t_his] face.\n"
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//eyes
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if(glasses && !skipeyes)
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if(glasses.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_has] \icon[glasses] [glasses.gender==PLURAL?"some":"a"] blood-stained [glasses] covering [t_his] eyes!</span>\n"
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else
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msg += "[t_He] [t_has] \icon[glasses] \a [glasses] covering [t_his] eyes.\n"
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//ears
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if(ears && !skipears)
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msg += "[t_He] [t_has] \icon[ears] \a [ears] on [t_his] ears.\n"
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//ID
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if(wear_id)
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var/id
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if(istype(wear_id, /obj/item/device/pda))
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var/obj/item/device/pda/pda = wear_id
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id = pda.owner
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else if(istype(wear_id, /obj/item/weapon/card/id)) //just in case something other than a PDA/ID card somehow gets in the ID slot :[
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var/obj/item/weapon/card/id/idcard = wear_id
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id = idcard.registered_name
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if(id && (id != real_name) && (get_dist(src, usr) <= 1) && prob(10))
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msg += "<span class='warning'>[t_He] [t_is] wearing \icon[wear_id] \a [wear_id] yet something doesn't seem right...</span>\n"
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else
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msg += "[t_He] [t_is] wearing \icon[wear_id] \a [wear_id].\n"
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//Jitters
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if(is_jittery)
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if(jitteriness >= 300)
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msg += "<span class='warning'><B>[t_He] [t_is] convulsing violently!</B></span>\n"
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else if(jitteriness >= 200)
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msg += "<span class='warning'>[t_He] [t_is] extremely jittery.</span>\n"
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else if(jitteriness >= 100)
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msg += "<span class='warning'>[t_He] [t_is] twitching ever so slightly.</span>\n"
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if(suiciding)
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msg += "<span class='warning'>[t_He] [t_has] bitten off [t_his] own tongue and [t_has] suffered major bloodloss!</span>\n"
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if(stat == DEAD || (changeling && (changeling.changeling_fakedeath == 1)))
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msg += "<span class='deadsay'>[t_He] [t_is] limp and unresponsive; there are no signs of life"
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if(!client)
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var/foundghost = 0
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for(var/mob/dead/observer/G in player_list)
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if(G.corpse == src)
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foundghost++
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break
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if(!foundghost)
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msg += " and [t_his] soul has departed"
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msg += "...</span>\n"
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else
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msg += "<span class='warning'>"
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var/temp = getBruteLoss() //no need to calculate each of these twice
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if(temp)
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if(temp < 30)
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msg += "[t_He] [t_has] minor bruising.\n"
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else
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msg += "<B>[t_He] [t_has] severe bruising!</B>\n"
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temp = getFireLoss()
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if(temp)
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if(temp < 30)
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msg += "[t_He] [t_has] minor burns.\n"
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else
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msg += "<B>[t_He] [t_has] severe burns!</B>\n"
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temp = getCloneLoss()
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if(temp)
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if(temp < 30)
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msg += "[t_He] [t_has] minor genetic deformities.\n"
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else
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msg += "<B>[t_He] [t_has] severe genetic deformities.</B>\n"
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if(nutrition < 100)
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msg += "[t_He] [t_is] severely malnourished.\n"
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else if(nutrition >= 500)
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if(usr.nutrition < 100)
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msg += "[t_He] [t_is] plump and delicious looking - Like a fat little piggy. A tasty piggy.\n"
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else
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msg += "[t_He] [t_is] quite chubby.\n"
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msg += "</span>"
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if(stat == UNCONSCIOUS)
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msg += "[t_He] [t_is]n't responding to anything around [t_him] and seems to be asleep.\n"
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else if(getBrainLoss() >= 60)
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msg += "[t_He] [t_has] a stupid expression on [t_his] face.\n"
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if(!key)
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msg += "<span class='deadsay'>[t_He] [t_is] totally catatonic. The stresses of life in deep-space must have been too much for [t_him]. Any recovery is unlikely</span>\n"
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else if(!client)
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msg += "[t_He] [t_has] a vacant, braindead stare...\n"
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if(digitalcamo)
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msg += "[t_He] [t_is] repulsively uncanny!\n"
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if(istype(usr, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = usr
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if(istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(H.glasses, /obj/item/clothing/glasses/sunglasses/sechud))
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if(usr.stat || H != usr) //|| !usr.canmove || usr.restrained()) Fluff: Sechuds have eye-tracking technology and sets 'arrest' to people that the wearer looks and blinks at.
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return //Non-fluff: This allows sec to set people to arrest as they get disarmed or beaten
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var/perpname = "wot"
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var/criminal = "None"
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if(wear_id)
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if(istype(wear_id,/obj/item/weapon/card/id))
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perpname = wear_id:registered_name
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else if(istype(wear_id,/obj/item/device/pda))
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var/obj/item/device/pda/tempPda = wear_id
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perpname = tempPda.owner
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else
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perpname = name
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for (var/datum/data/record/E in data_core.general)
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if(E.fields["name"] == perpname)
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for (var/datum/data/record/R in data_core.security)
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if(R.fields["id"] == E.fields["id"])
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criminal = R.fields["criminal"]
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msg += "<span class = 'deptradio'>Criminal status:</span> <a href='?src=\ref[src];criminal=1'>\[[criminal]\]</a>\n"
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//msg += "\[Set Hostile Identification\]\n"
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msg += "*---------*</span>"
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usr << msg
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