Files
kiwistation/code/modules/events/spacevine.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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/datum/round_event_control/spacevine
name = "Spacevine"
typepath = /datum/round_event/spacevine
weight = 15
max_occurrences = 3
/datum/round_event/spacevine/start()
var/list/turfs = list() //list of all the empty floor turfs in the hallway areas
for(var/area/hallway/A in world)
for(var/turf/simulated/floor/F in A)
if(!F.contents.len)
turfs += F
if(turfs.len) //Pick a turf to spawn at if we can
var/turf/simulated/floor/T = pick(turfs)
spawn(0) new/obj/effect/spacevine_controller(T) //spawn a controller at turf
// SPACE VINES (Note that this code is very similar to Biomass code)
/obj/effect/spacevine
name = "space vines"
desc = "An extremely expansionistic species of vine."
icon = 'icons/effects/spacevines.dmi'
icon_state = "Light1"
anchored = 1
density = 0
layer = 5
pass_flags = PASSTABLE | PASSGRILLE
var/energy = 0
var/obj/effect/spacevine_controller/master = null
var/mob/living/buckled_mob
New()
return
Destroy()
if(master)
master.vines -= src
master.growth_queue -= src
..()
/obj/effect/spacevine/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (!W || !user || !W.type) return
switch(W.type)
if(/obj/item/weapon/circular_saw) qdel(src)
if(/obj/item/weapon/kitchen/utensil/knife) qdel(src)
if(/obj/item/weapon/scalpel) qdel(src)
if(/obj/item/weapon/twohanded/fireaxe) qdel(src)
if(/obj/item/weapon/hatchet) qdel(src)
if(/obj/item/weapon/melee/energy) qdel(src)
//less effective weapons
if(/obj/item/weapon/wirecutters)
if(prob(25)) qdel(src)
if(/obj/item/weapon/shard)
if(prob(25)) qdel(src)
else //weapons with subtypes
if(istype(W, /obj/item/weapon/melee/energy/sword)) qdel(src)
else if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0, user)) qdel(src)
else
manual_unbuckle(user)
return
//Plant-b-gone damage is handled in its entry in chemistry-reagents.dm
..()
/obj/effect/spacevine/attack_hand(mob/user as mob)
manual_unbuckle(user)
/obj/effect/spacevine/attack_paw(mob/user as mob)
manual_unbuckle(user)
/obj/effect/spacevine/proc/unbuckle()
if(buckled_mob)
if(buckled_mob.buckled == src) //this is probably unneccesary, but it doesn't hurt
buckled_mob.buckled = null
buckled_mob.anchored = initial(buckled_mob.anchored)
buckled_mob.update_canmove()
buckled_mob = null
return
/obj/effect/spacevine/proc/manual_unbuckle(mob/user as mob)
if(buckled_mob)
if(prob(50))
if(buckled_mob.buckled == src)
if(buckled_mob != user)
buckled_mob.visible_message(\
"<span class='notice'>[user.name] frees [buckled_mob.name] from the vines.</span>",\
"<span class='notice'>[user.name] frees you from the vines.</span>",\
"<span class='warning'>You hear shredding and ripping.</span>")
else
buckled_mob.visible_message(\
"<span class='notice'>[buckled_mob.name] struggles free of the vines.</span>",\
"<span class='notice'>You untangle the vines from around yourself.</span>",\
"<span class='warning'>You hear shredding and ripping.</span>")
unbuckle()
else
var/text = pick("rip","tear","pull")
user.visible_message(\
"<span class='notice'>[user.name] [text]s at the vines.</span>",\
"<span class='notice'>You [text] at the vines.</span>",\
"<span class='warning'>You hear shredding and ripping.</span>")
return
/obj/effect/spacevine_controller
var/list/obj/effect/spacevine/vines = list()
var/list/growth_queue = list()
var/reached_collapse_size
var/reached_slowdown_size
//What this does is that instead of having the grow minimum of 1, required to start growing, the minimum will be 0,
//meaning if you get the spacevines' size to something less than 20 plots, it won't grow anymore.
New()
if(!istype(src.loc,/turf/simulated/floor))
qdel(src)
spawn_spacevine_piece(src.loc)
processing_objects.Add(src)
Destroy()
processing_objects.Remove(src)
..()
proc/spawn_spacevine_piece(var/turf/location)
var/obj/effect/spacevine/SV = new(location)
growth_queue += SV
vines += SV
SV.master = src
process()
if(!vines)
qdel(src) //space vines exterminated. Remove the controller
return
if(!growth_queue)
qdel(src) //Sanity check
return
if(vines.len >= 250 && !reached_collapse_size)
reached_collapse_size = 1
if(vines.len >= 30 && !reached_slowdown_size )
reached_slowdown_size = 1
var/length = 0
if(reached_collapse_size)
length = 0
else if(reached_slowdown_size)
if(prob(25))
length = 1
else
length = 0
else
length = 1
length = min( 30 , max( length , vines.len / 5 ) )
var/i = 0
var/list/obj/effect/spacevine/queue_end = list()
for( var/obj/effect/spacevine/SV in growth_queue )
i++
queue_end += SV
growth_queue -= SV
if(SV.energy < 2) //If tile isn't fully grown
if(prob(20))
SV.grow()
else //If tile is fully grown
SV.buckle_mob()
//if(prob(25))
SV.spread()
if(i >= length)
break
growth_queue = growth_queue + queue_end
//sleep(5)
//src.process()
/obj/effect/spacevine/proc/grow()
if(!energy)
src.icon_state = pick("Med1", "Med2", "Med3")
energy = 1
SetOpacity(1)
layer = 5
else
src.icon_state = pick("Hvy1", "Hvy2", "Hvy3")
energy = 2
/obj/effect/spacevine/proc/buckle_mob()
if(!buckled_mob && prob(25))
for(var/mob/living/carbon/V in src.loc)
if((V.stat != DEAD) && (V.buckled != src)) //if mob not dead or captured
V.buckled = src
V.loc = src.loc
V.update_canmove()
src.buckled_mob = V
V << "<span class='danger'>The vines [pick("wind", "tangle", "tighten")] around you!</span>"
break //only capture one mob at a time.
/obj/effect/spacevine/proc/spread()
var/direction = pick(cardinal)
var/step = get_step(src,direction)
if(istype(step,/turf/simulated/floor))
var/turf/simulated/floor/F = step
if(!locate(/obj/effect/spacevine,F))
if(F.Enter(src))
if(master)
master.spawn_spacevine_piece( F )
/*
/obj/effect/spacevine/proc/Life()
if (!src) return
var/Vspread
if (prob(50)) Vspread = locate(src.x + rand(-1,1),src.y,src.z)
else Vspread = locate(src.x,src.y + rand(-1, 1),src.z)
var/dogrowth = 1
if (!istype(Vspread, /turf/simulated/floor)) dogrowth = 0
for(var/obj/O in Vspread)
if (istype(O, /obj/structure/window) || istype(O, /obj/effect/forcefield) || istype(O, /obj/effect/blob) || istype(O, /obj/effect/alien/weeds) || istype(O, /obj/effect/spacevine)) dogrowth = 0
if (istype(O, /obj/machinery/door/))
if(O:p_open == 0 && prob(50)) O:open()
else dogrowth = 0
if (dogrowth == 1)
var/obj/effect/spacevine/B = new /obj/effect/spacevine(Vspread)
B.icon_state = pick("vine-light1", "vine-light2", "vine-light3")
spawn(20)
if(B)
B.Life()
src.growth += 1
if (src.growth == 10)
src.name = "Thick Space Kudzu"
src.icon_state = pick("vine-med1", "vine-med2", "vine-med3")
src.opacity = 1
src.waittime = 80
if (src.growth == 20)
src.name = "Dense Space Kudzu"
src.icon_state = pick("vine-hvy1", "vine-hvy2", "vine-hvy3")
src.density = 1
spawn(src.waittime)
if (src.growth < 20) src.Life()
*/
/obj/effect/spacevine/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(90))
qdel(src)
return
if(3.0)
if (prob(50))
qdel(src)
return
return
/obj/effect/spacevine/temperature_expose(null, temp, volume) //hotspots kill vines
qdel(src)