Files
kiwistation/code/game/objects/items/weapons/RCD.dm
T
MrPerson 9eee3e5067 First pass at a qdel() garbage collection system for tgstation
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.

New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.

ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
2014-02-23 14:55:12 -08:00

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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/*
CONTAINS:
RCD
*/
/obj/item/weapon/rcd
name = "rapid-construction-device (RCD)"
desc = "A device used to rapidly build walls/floor."
icon = 'icons/obj/items.dmi'
icon_state = "rcd"
opacity = 0
density = 0
anchored = 0.0
flags = CONDUCT
force = 10.0
throwforce = 10.0
throw_speed = 3
throw_range = 5
w_class = 3.0
m_amt = 50000
origin_tech = "engineering=4;materials=2"
var/datum/effect/effect/system/spark_spread/spark_system
var/matter = 0
var/working = 0
var/mode = 1
var/canRwall = 0
var/disabled = 0
var/airlock_type = /obj/machinery/door/airlock
var/advanced_airlock_setting = 1 //Set to 1 if you want more paintjobs available
verb/change_airlock_setting()
set name = "Change Airlock Setting"
set category = "Object"
set src in usr
var airlockcat = input(usr, "Select whether the airlock is solid or glass.") in list("Solid", "Glass")
switch(airlockcat)
if("Solid")
if(advanced_airlock_setting == 1)
var airlockpaint = input(usr, "Select the paintjob of the airlock.") in list("Default", "Engineering", "Atmospherics", "Security", "Command", "Medical", "Research", "Mining", "Maintenance", "External", "High Security")
switch(airlockpaint)
if("Default")
airlock_type = /obj/machinery/door/airlock
if("Engineering")
airlock_type = /obj/machinery/door/airlock/engineering
if("Atmospherics")
airlock_type = /obj/machinery/door/airlock/atmos
if("Security")
airlock_type = /obj/machinery/door/airlock/security
if("Command")
airlock_type = /obj/machinery/door/airlock/command
if("Medical")
airlock_type = /obj/machinery/door/airlock/medical
if("Research")
airlock_type = /obj/machinery/door/airlock/research
if("Mining")
airlock_type = /obj/machinery/door/airlock/mining
if("Maintenance")
airlock_type = /obj/machinery/door/airlock/maintenance
if("External")
airlock_type = /obj/machinery/door/airlock/external
if("High Security")
airlock_type = /obj/machinery/door/airlock/highsecurity
else
airlock_type = /obj/machinery/door/airlock
if("Glass")
if(advanced_airlock_setting == 1)
var airlockpaint = input(usr, "Select the paintjob of the airlock.") in list("Default", "Engineering", "Atmospherics", "Security", "Command", "Medical", "Research", "Mining")
switch(airlockpaint)
if("Default")
airlock_type = /obj/machinery/door/airlock/glass
if("Engineering")
airlock_type = /obj/machinery/door/airlock/glass_engineering
if("Atmospherics")
airlock_type = /obj/machinery/door/airlock/glass_atmos
if("Security")
airlock_type = /obj/machinery/door/airlock/glass_security
if("Command")
airlock_type = /obj/machinery/door/airlock/glass_command
if("Medical")
airlock_type = /obj/machinery/door/airlock/glass_medical
if("Research")
airlock_type = /obj/machinery/door/airlock/glass_research
if("Mining")
airlock_type = /obj/machinery/door/airlock/glass_mining
else
airlock_type = /obj/machinery/door/airlock/glass
else
airlock_type = /obj/machinery/door/airlock
New()
desc = "A RCD. It currently holds [matter]/30 matter-units."
src.spark_system = new /datum/effect/effect/system/spark_spread
spark_system.set_up(5, 0, src)
spark_system.attach(src)
return
attackby(obj/item/weapon/W, mob/user)
..()
if(istype(W, /obj/item/weapon/rcd_ammo))
if((matter + 10) > 30)
user << "<span class='notice'>The RCD cant hold any more matter-units.</span>"
return
user.drop_item()
qdel(W)
matter += 10
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
user << "<span class='notice'>The RCD now holds [matter]/30 matter-units.</span>"
desc = "A RCD. It currently holds [matter]/30 matter-units."
return
attack_self(mob/user)
//Change the mode
playsound(src.loc, 'sound/effects/pop.ogg', 50, 0)
switch(mode)
if(1)
mode = 2
user << "<span class='notice'>Changed mode to 'Airlock'</span>"
if(prob(20))
src.spark_system.start()
return
if(2)
mode = 3
user << "<span class='notice'>Changed mode to 'Deconstruct'</span>"
if(prob(20))
src.spark_system.start()
return
if(3)
mode = 1
user << "<span class='notice'>Changed mode to 'Floor & Walls'</span>"
if(prob(20))
src.spark_system.start()
return
proc/activate()
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
afterattack(atom/A, mob/user, proximity)
if(!proximity) return 0
if(disabled && !isrobot(user))
return 0
if(istype(A,/area/shuttle)||istype(A,/turf/space/transit))
return 0
if(!(istype(A, /turf) || istype(A, /obj/machinery/door/airlock)))
return 0
switch(mode)
if(1)
if(istype(A, /turf/space))
if(useResource(1, user))
user << "Building Floor..."
activate()
A:ChangeTurf(/turf/simulated/floor/plating)
return 1
return 0
if(istype(A, /turf/simulated/floor))
if(checkResource(3, user))
user << "Building Wall ..."
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 20))
if(!useResource(3, user)) return 0
activate()
A:ChangeTurf(/turf/simulated/wall)
return 1
return 0
if(2)
if(istype(A, /turf/simulated/floor))
if(checkResource(10, user))
user << "Building Airlock..."
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 50))
if(!useResource(10, user)) return 0
activate()
var/obj/machinery/door/airlock/T = new airlock_type( A )
T.autoclose = 1
return 1
return 0
return 0
if(3)
if(istype(A, /turf/simulated/wall))
if(istype(A, /turf/simulated/wall/r_wall) && !canRwall)
return 0
if(checkResource(5, user))
user << "Deconstructing Wall..."
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 40))
if(!useResource(5, user)) return 0
activate()
A:ChangeTurf(/turf/simulated/floor/plating)
return 1
return 0
if(istype(A, /turf/simulated/floor))
if(checkResource(5, user))
user << "Deconstructing Floor..."
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 50))
if(!useResource(5, user)) return 0
activate()
A:ChangeTurf(/turf/space)
return 1
return 0
if(istype(A, /obj/machinery/door/airlock))
if(checkResource(10, user))
user << "Deconstructing Airlock..."
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 50))
if(!useResource(10, user)) return 0
activate()
qdel(A)
return 1
return 0
return 0
else
user << "ERROR: RCD in MODE: [mode] attempted use by [user]. Send this text #coderbus or an admin."
return 0
/obj/item/weapon/rcd/proc/useResource(var/amount, var/mob/user)
if(matter < amount)
return 0
matter -= amount
desc = "A RCD. It currently holds [matter]/30 matter-units."
return 1
/obj/item/weapon/rcd/proc/checkResource(var/amount, var/mob/user)
return matter >= amount
/obj/item/weapon/rcd/borg/useResource(var/amount, var/mob/user)
if(!isrobot(user))
return 0
return user:cell:use(amount * 160)
/obj/item/weapon/rcd/borg/checkResource(var/amount, var/mob/user)
if(!isrobot(user))
return 0
return user:cell:charge >= (amount * 160)
/obj/item/weapon/rcd/borg/New()
..()
advanced_airlock_setting = 0 //Borgs can't set the access levels, so they only get the defaults!
desc = "A device used to rapidly build walls/floor."
canRwall = 1
/obj/item/weapon/rcd_ammo
name = "compressed matter cartridge"
desc = "Highly compressed matter for the RCD."
icon = 'icons/obj/ammo.dmi'
icon_state = "rcd"
item_state = "rcdammo"
opacity = 0
density = 0
anchored = 0.0
origin_tech = "materials=2"
m_amt = 30000
g_amt = 15000