Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Weird Atom Init Issues VS. One Lizard #2709

Open
wants to merge 3 commits into
base: master
Choose a base branch
from
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
4 changes: 2 additions & 2 deletions code/controllers/subsystem/mapping.dm
Original file line number Diff line number Diff line change
Expand Up @@ -290,8 +290,8 @@ SUBSYSTEM_DEF(mapping)
var/obj/structure/overmap/OM = instance_overmap(config.ship_type)
pass(OM)
// Free boarding overmap/mining level
add_new_zlevel("Overmap treadmill [++world.maxz]", ZTRAITS_OVERMAP)
OM.free_treadmills += world.maxz
var/datum/space_level/overmap_z1 = add_new_zlevel("Overmap treadmill [length(z_list)+1]", ZTRAITS_OVERMAP)
OM.free_treadmills += overmap_z1.z_value

LoadStationRoomTemplates()
LoadStationRooms()
Expand Down
3 changes: 3 additions & 0 deletions nsv13/code/__DEFINES/overmap.dm
Original file line number Diff line number Diff line change
Expand Up @@ -119,3 +119,6 @@ GLOBAL_LIST_INIT(overmap_impact_sounds, list('nsv13/sound/effects/ship/freespace
#define SHIELD_ABSORB 1 //!Shield absorbed hit.
#define SHIELD_FORCE_DEFLECT 2 //!Shield absorbed hit and is redirecting projectile with slightly turned vector.
#define SHIELD_FORCE_REFLECT 3 //!Shield absorbed hit and is redirecting projectile in reverse direction.

//Interior instancing comsig, aka cursed things.
#define COMSIG_INTERIOR_DONE_LOADING "interior_done_loading"
10 changes: 10 additions & 0 deletions nsv13/code/__HELPERS/overmap.dm
Original file line number Diff line number Diff line change
Expand Up @@ -118,7 +118,17 @@ Another get_angle that works better with the looping edges of the overmap
else if(CX<0)
.+=360

/**
* I am genuinely unsure what this is actually meant to do that normal z add does not do.
* If ANYONE actually knows if there is some important reason the procs I changed used this please tell me ~Delta
**/
/datum/controller/subsystem/mapping/proc/add_new_initialized_zlevel(name, traits = list(), z_type = /datum/space_level, orbital_body_type)
add_new_zlevel(name, traits)
SSatoms.InitializeAtoms(block(locate(1,1,world.maxz),locate(world.maxx,world.maxy,world.maxz)))
setup_map_transitions(z_list[world.maxz])
/**
* Generates a new z level with behavior specific to overmaps and returns its space level datum.
*/
/datum/controller/subsystem/mapping/proc/add_new_overmap_zlevel()
. = add_new_zlevel("Overmap treadmill [length(z_list)+1]", ZTRAITS_OVERMAP)
setup_map_transitions(.)
25 changes: 25 additions & 0 deletions nsv13/code/controllers/subsystem/starsystem.dm
Original file line number Diff line number Diff line change
Expand Up @@ -26,7 +26,13 @@ SUBSYSTEM_DEF(star_system)
var/obj/structure/overmap/mining_ship = null //The mining ship
var/saving = FALSE

///Kind of cursed list that tracks which of our overmap interiors have been initialized yet.
var/list/overmap_interior_queue = list() //Ratvar save me from this.
///Are we already busy?
var/initing_interior = FALSE

/datum/controller/subsystem/star_system/fire() //Overmap combat events control system, adds weight to combat events over time spent out of combat
handle_interior_inits() //Cursed. I don't like this.
if(time_limit && world.time >= time_limit)
var/datum/faction/winner = get_winner()
if(istype(SSticker.mode, /datum/game_mode/pvp))
Expand Down Expand Up @@ -71,6 +77,25 @@ SUBSYSTEM_DEF(star_system)
saving = FALSE
. = ..()

///Absolutely cursed proc handling ship interior init queues.
/datum/controller/subsystem/star_system/proc/handle_interior_inits()
set waitfor = FALSE
if(initing_interior)
return
if(SSatoms.initialized_changed)
return
if(!length(overmap_interior_queue))
return
initing_interior = TRUE
var/obj/structure/overmap/shipinterior_candidate = overmap_interior_queue[1]
shipinterior_candidate.instance_interior()
SEND_SIGNAL(shipinterior_candidate, COMSIG_INTERIOR_DONE_LOADING)
overmap_interior_queue -= shipinterior_candidate
initing_interior = FALSE

/datum/controller/subsystem/star_system/proc/queue_for_interior_load(obj/structure/overmap/to_interior_load)
overmap_interior_queue += to_interior_load

/**
Returns a faction datum by its name (case insensitive!)
*/
Expand Down
19 changes: 16 additions & 3 deletions nsv13/code/modules/overmap/fighters/fighters_launcher.dm
Original file line number Diff line number Diff line change
Expand Up @@ -335,14 +335,27 @@
return FALSE
if(istype(OM, /obj/structure/overmap/asteroid))
var/obj/structure/overmap/asteroid/AS = OM
if(AS.interior_status == INTERIOR_READY)
return transfer_from_overmap(AS)
AS.interior_mode = INTERIOR_DYNAMIC // We don't actually want it to create one until we're ready but we do need entry points
AS.instance_interior()
AS.docking_points = AS.interior_entry_points
return transfer_from_overmap(OM)
DC.docking_cooldown = TRUE
RegisterSignal(AS, COMSIG_INTERIOR_DONE_LOADING, PROC_REF(on_dock_interior_load_finish))
SSstar_system.queue_for_interior_load(AS)
return TRUE //We have to assume this will end up being a correct docking.
if(mass < OM.mass) //If theyre bigger than us and have docking points, and we want to dock.
return transfer_from_overmap(OM)
return FALSE

///Listens for the interior loading to finish and finishes docking once it does.
/obj/structure/overmap/small_craft/proc/on_dock_interior_load_finish(obj/structure/overmap/docking_target)
SIGNAL_HANDLER
UnregisterSignal(docking_target, COMSIG_INTERIOR_DONE_LOADING)
docking_target.docking_points = docking_target.interior_entry_points
var/obj/item/fighter_component/docking_computer/DC = loadout.get_slot(HARDPOINT_SLOT_DOCKING)
if(DC)
DC.docking_cooldown = FALSE
INVOKE_ASYNC(src, PROC_REF(transfer_from_overmap), docking_target)

/obj/structure/overmap/small_craft/proc/transfer_from_overmap(obj/structure/overmap/OM)
if(!length(OM.docking_points))
return FALSE
Expand Down
33 changes: 23 additions & 10 deletions nsv13/code/modules/overmap/overmap.dm
Original file line number Diff line number Diff line change
Expand Up @@ -234,13 +234,15 @@ Proc to spool up a new Z-level for a player ship and assign it a treadmill.
if(!_path)
_path = /obj/structure/overmap/nanotrasen/heavy_cruiser/starter
RETURN_TYPE(/obj/structure/overmap)
SSmapping.add_new_initialized_zlevel("Overmap ship level [++world.maxz]", ZTRAITS_OVERMAP)
var/datum/space_level/new_ship_z = SSmapping.add_new_zlevel("Overmap ship level [length(SSmapping.z_list)+1]", ZTRAITS_OVERMAP)
if(!folder || !interior_map_files)
SSmapping.setup_map_transitions(new_ship_z) //We usually recalculate transitions later, but not if there's no interior.
repopulate_sorted_areas()
smooth_zlevel(world.maxz)
log_game("Z-level [world.maxz] loaded for overmap treadmills.")
var/turf/exit = get_turf(locate(round(world.maxx * 0.5, 1), round(world.maxy * 0.5, 1), world.maxz)) //Plop them bang in the center of the system.
smooth_zlevel(new_ship_z.z_value)
log_game("Z-level [new_ship_z.z_value] loaded for overmap treadmills.")
var/turf/exit = get_turf(locate(round(world.maxx * 0.5, 1), round(world.maxy * 0.5, 1), new_ship_z.z_value)) //Plop them bang in the center of the system.
var/obj/structure/overmap/OM = new _path(exit) //Ship'll pick up the info it needs, so just domp eet at the exit turf.
OM.reserved_z = world.maxz
OM.reserved_z = new_ship_z.z_value
OM.overmap_flags |= OVERMAP_FLAG_ZLEVEL_CARRIER
OM.current_system = SSstar_system.find_system(OM)
if(OM.role == MAIN_OVERMAP) //If we're the main overmap, we'll cheat a lil' and apply our status to all of the Zs under "station"
Expand Down Expand Up @@ -444,12 +446,23 @@ Proc to spool up a new Z-level for a player ship and assign it a treadmill.
interior_mode = (possible_interior_maps?.len) ? INTERIOR_EXCLUSIVE : NO_INTERIOR
//Allows small ships to have a small interior.
if(INTERIOR_DYNAMIC)
instance_interior()
post_load_interior()
RegisterSignal(src, COMSIG_INTERIOR_DONE_LOADING, PROC_REF(after_init_load_interior))
SSstar_system.queue_for_interior_load(src)

apply_weapons()
RegisterSignal(src, list(COMSIG_FTL_STATE_CHANGE, COMSIG_SHIP_KILLED), PROC_REF(dump_locks)) // Setup lockon handling
//We have a lot of types but not that many weapons per ship, so let's just worry about the ones we do have
if(interior_mode != INTERIOR_DYNAMIC)
apply_weapons()
for(var/firemode = 1; firemode <= MAX_POSSIBLE_FIREMODE; firemode++)
var/datum/ship_weapon/SW = weapon_types[firemode]
if(istype(SW) && (SW.allowed_roles & OVERMAP_USER_ROLE_GUNNER))
weapon_numkeys_map += firemode

///Listens for when the interior is done initing and finishes up some variables when it is.
/obj/structure/overmap/proc/after_init_load_interior()
SIGNAL_HANDLER
UnregisterSignal(src, COMSIG_INTERIOR_DONE_LOADING)
apply_weapons()
for(var/firemode = 1; firemode <= MAX_POSSIBLE_FIREMODE; firemode++)
var/datum/ship_weapon/SW = weapon_types[firemode]
if(istype(SW) && (SW.allowed_roles & OVERMAP_USER_ROLE_GUNNER))
Expand Down Expand Up @@ -969,8 +982,8 @@ Proc to spool up a new Z-level for a player ship and assign it a treadmill.
return reserved_z
if(ftl_drive)
if(!free_treadmills?.len)
SSmapping.add_new_initialized_zlevel("Overmap treadmill [++world.maxz]", ZTRAITS_OVERMAP)
reserved_z = world.maxz
var/datum/space_level/new_level = SSmapping.add_new_overmap_zlevel()
reserved_z = new_level.z_value
else
var/_z = pick_n_take(free_treadmills)
reserved_z = _z
Expand Down
Loading