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Refactors Masquerade Violation Observer Component - #1441

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chazzyjazzy wants to merge 23 commits into
DarkPack13:masterfrom
chazzyjazzy:component
Open

Refactors Masquerade Violation Observer Component#1441
chazzyjazzy wants to merge 23 commits into
DarkPack13:masterfrom
chazzyjazzy:component

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@chazzyjazzy

@chazzyjazzy chazzyjazzy commented Aug 21, 2026

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About The Pull Request

removes the violation observer component and the proximity monitor and reverses it so that instead of NPCs constantly scanning for masq breaches (and thus updating their aoe refs every step), a masq breacher for loops through every atom/movable searching for violation_observer flag set to TRUE and sends comsig_seen_masquerade_violation to all of them with the breacher as the arg.

basically instead of every npc constantly looking for a masq breach, now only masq breachers walk around with a 'hot zone'.

TODO:

actually use the masquerade violating arg on /obj

Why It's Good For The Game

performance? doesnt seem like i've made a major dent as that for loop is nasty - especially when u consider masq violating face, eyes, body. but that's todo.

Changelog

🆑

refactor: removes violation_observer component and prox monitor, bringing it to /atom/movable

/:cl:

Comment on lines +6 to +13
RegisterSignal(src, COMSIG_MASQUERADE_VIOLATION, TYPE_PROC_REF(/atom/movable, on_masquerade_violation))

/mob/living/Destroy(force)
storyteller_stats = null
beastmaster_minions = null
minion_command_components = null
QDEL_LAZYLIST(splats)
UnregisterSignal(src, COMSIG_MASQUERADE_VIOLATION)

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ehh... should probably register this on splat level if 'humans cant breach' as per on_observed_violation.

@chazzyjazzy

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i have a plan to turn the lists in SSmasquerade into a datum but im opening for now to see if this is good enough which i have a feeling it might be.

@chazzyjazzy
chazzyjazzy marked this pull request as ready for review August 27, 2026 00:15
@chazzyjazzy
chazzyjazzy requested a review from a team as a code owner August 27, 2026 00:15
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