Runtime map now loads in ~11 seconds instead of ~40, sped up various other things (#19957)

Runtime map now has a bunch of new areas / items with often-tested
stuffs, and some hard-to-put-at-runtime stuffs.
Runtime map jobs now are positioned to make it faster to reach the
aforementioned often-tested stuffs.
Runtime map doesn't generate an overmap anymore by default, which speeds
up the process.
Runtime map now loads in ~11 seconds instead of ~40 seconds as it was
before.
Updated the maploader to be faster in parsing maps.
Bapi is not engaged anymore if we're only measuring the map size, which
speeds up the process.
In fastboot we do not generate the codexes anymore, which speeds up the
process.
In fastboot and if exoplanets and away sites are not enabled, we do not
parse the map templates anymore, which speeds up the process.
Updated the icon smoothing to be faster.
Optimized cargo area code.
Other optimizations.
This commit is contained in:
Fluffy
2024-10-06 21:31:01 +00:00
committed by GitHub
parent 9636363e60
commit b8902e2e16
124 changed files with 1238 additions and 134598 deletions
@@ -94,7 +94,7 @@ Exercise Verbs
stamina_loss += 2
if(get_shock() > 10)
stamina_loss += 3
var/nut_factor = max_nutrition ? Clamp(nutrition / max_nutrition, 0, 1) : 1
var/nut_factor = max_nutrition ? clamp(nutrition / max_nutrition, 0, 1) : 1
if(nut_factor <= CREW_NUTRITION_HUNGRY)
stamina_loss += 2
if(on_knees)
@@ -1049,8 +1049,8 @@
return
timevomit = max(timevomit, 5)
timevomit = Clamp(timevomit, 1, 10)
level = Clamp(level, 1, 3)
timevomit = clamp(timevomit, 1, 10)
level = clamp(level, 1, 3)
lastpuke = TRUE
to_chat(src, SPAN_WARNING("You feel nauseous..."))
@@ -327,13 +327,13 @@
if(M.stamina <= disarm_cost)
to_chat(M, SPAN_DANGER("You're too tired to disarm someone!"))
return FALSE
M.stamina = Clamp(M.stamina - disarm_cost, 0, M.max_stamina) // attempting to knock something out of someone's hands, or pushing them over, is exhausting!
M.stamina = clamp(M.stamina - disarm_cost, 0, M.max_stamina) // attempting to knock something out of someone's hands, or pushing them over, is exhausting!
else if(M.max_stamina <= 0)
disarm_cost = M.max_nutrition / 6
if(M.nutrition <= disarm_cost)
to_chat(M, SPAN_DANGER("You don't have enough power to disarm someone!"))
return FALSE
M.nutrition = Clamp(M.nutrition - disarm_cost, 0, M.max_nutrition)
M.nutrition = clamp(M.nutrition - disarm_cost, 0, M.max_nutrition)
M.attack_log += "\[[time_stamp()]\] <span class='warning'>Disarmed [src.name] ([src.ckey])</span>"
src.attack_log += "\[[time_stamp()]\] <font color='orange'>Has been disarmed by [M.name] ([M.ckey])</font>"
@@ -125,7 +125,7 @@
if(.) //We moved
handle_leg_damage()
var/turf/T = loc
var/turf/T = get_turf(loc)
var/footsound
var/top_layer = 0
if(istype(T))
+5 -5
View File
@@ -114,7 +114,7 @@
if(zone_exposure >= 1)
return 1
pressure_adjustment_coefficient = max(pressure_adjustment_coefficient, zone_exposure)
pressure_adjustment_coefficient = Clamp(pressure_adjustment_coefficient, 0, 1) // So it isn't less than 0 or larger than 1.
pressure_adjustment_coefficient = clamp(pressure_adjustment_coefficient, 0, 1) // So it isn't less than 0 or larger than 1.
return pressure_adjustment_coefficient
@@ -212,7 +212,7 @@
if(gene.is_active(src))
gene.OnMobLife(src)
total_radiation = Clamp(total_radiation,0,100)
total_radiation = clamp(total_radiation,0,100)
if (total_radiation)
if(src.is_diona())
@@ -983,7 +983,7 @@
//Update hunger and thirst UI less often, its not important
if((life_tick % 3 == 0))
if(nutrition_icon)
var/nut_factor = max_nutrition ? Clamp(nutrition / max_nutrition, 0, 1) : 1
var/nut_factor = max_nutrition ? clamp(nutrition / max_nutrition, 0, 1) : 1
var/nut_icon = 5 //5 to 0, with 5 being lowest, 0 being highest
if(nut_factor >= CREW_NUTRITION_OVEREATEN)
nut_icon = 0
@@ -1000,7 +1000,7 @@
nutrition_icon.icon_state = new_val
if(hydration_icon)
var/hyd_factor = max_hydration ? Clamp(hydration / max_hydration, 0, 1) : 1
var/hyd_factor = max_hydration ? clamp(hydration / max_hydration, 0, 1) : 1
var/hyd_icon = 5
if(hyd_factor >= CREW_HYDRATION_OVERHYDRATED)
hyd_icon = 0
@@ -1019,7 +1019,7 @@
if(isSynthetic())
var/obj/item/organ/internal/cell/IC = internal_organs_by_name[BP_CELL]
if(istype(IC) && IC.is_usable())
var/chargeNum = Clamp(Ceiling(IC.percent()/25), 0, 4) //0-100 maps to 0-4, but give it a paranoid clamp just in case.
var/chargeNum = clamp(Ceiling(IC.percent()/25), 0, 4) //0-100 maps to 0-4, but give it a paranoid clamp just in case.
cells.icon_state = "charge[chargeNum]"
else
cells.icon_state = "charge-empty"
@@ -655,7 +655,7 @@
prescriptions += 7
if(H.equipment_prescription)
prescriptions -= H.equipment_prescription
return Clamp(prescriptions, 0, 7)
return clamp(prescriptions, 0, 7)
// pre_move is set to TRUE when the mob checks whether it's even possible to move, so resources aren't drained until after the move completes
// once the mob moves and its loc actually changes, the pre_move is set to FALSE and all the proper resources are drained
@@ -32,7 +32,7 @@
/datum/unarmed_attack/claws/show_attack(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone, var/attack_damage)
var/obj/item/organ/external/affecting = target.get_organ(zone)
attack_damage = Clamp(attack_damage, 1, 5)
attack_damage = clamp(attack_damage, 1, 5)
if(target == user)
user.visible_message(SPAN_DANGER("[user] [pick(attack_verb)] [user.get_pronoun("himself")] in the [affecting.name]!"))
@@ -193,7 +193,7 @@ GLOBAL_LIST_EMPTY(sparring_attack_cache)
var/organ = affecting.name
attack_damage = Clamp(attack_damage, 1, 5) // We expect damage input of 1 to 5 for this proc. But we leave this check juuust in case.
attack_damage = clamp(attack_damage, 1, 5) // We expect damage input of 1 to 5 for this proc. But we leave this check juuust in case.
if(target == user)
user.visible_message(SPAN_DANGER("[user] [pick(attack_verb)] [user.get_pronoun("himself")] in the [organ]!"))
@@ -286,7 +286,7 @@ GLOBAL_LIST_EMPTY(sparring_attack_cache)
var/organ = affecting.name
attack_damage = Clamp(attack_damage, 1, 5)
attack_damage = clamp(attack_damage, 1, 5)
switch(attack_damage)
if(1 to 2) user.visible_message(SPAN_DANGER("[user] threw [target] a glancing [pick(attack_noun)] to the [organ]!")) //it's not that they're kicking lightly, it's that the kick didn't quite connect
@@ -334,7 +334,7 @@ GLOBAL_LIST_EMPTY(sparring_attack_cache)
var/obj/item/clothing/shoes = user.shoes
attack_damage = Clamp(attack_damage, 1, 5)
attack_damage = clamp(attack_damage, 1, 5)
switch(attack_damage)
if(1 to 4) user.visible_message(SPAN_DANGER("[pick("[user] stomped on", "[user] slammed [user.get_pronoun("his")] [shoes ? copytext(shoes.name, 1, -1) : "foot"] down onto")] [target]'s [organ]!"))
@@ -145,7 +145,7 @@
return toxloss
/mob/living/carbon/slime/adjustToxLoss(var/amount)
toxloss = Clamp(toxloss + amount, 0, maxHealth)
toxloss = clamp(toxloss + amount, 0, maxHealth)
/mob/living/carbon/slime/setToxLoss(var/amount)
adjustToxLoss(amount-getToxLoss())
+1 -1
View File
@@ -282,7 +282,7 @@ default behaviour is:
/mob/living/proc/adjustBruteLoss(var/amount)
if (status_flags & GODMODE)
return
health = Clamp(health - amount, 0, maxHealth)
health = clamp(health - amount, 0, maxHealth)
/mob/living/proc/getOxyLoss()
return 0
+1 -1
View File
@@ -403,7 +403,7 @@
return
/mob/living/proc/adjust_fire_stacks(var/add_fire_stacks)
fire_stacks = Clamp(fire_stacks + add_fire_stacks, FIRE_MIN_STACKS, FIRE_MAX_STACKS)
fire_stacks = clamp(fire_stacks + add_fire_stacks, FIRE_MIN_STACKS, FIRE_MAX_STACKS)
return fire_stacks
@@ -39,7 +39,7 @@
installed = -1
/datum/robot_component/proc/get_damage(var/type)
return Clamp(brute_damage + electronics_damage,0,max_damage)
return clamp(brute_damage + electronics_damage,0,max_damage)
/datum/robot_component/proc/take_damage(brute, electronics, damage_flags)
if(installed != 1)
@@ -11,7 +11,7 @@
for(var/V in components)
var/datum/robot_component/C = components[V]
if(C.installed)
amount += Clamp(C.brute_damage, 0, C.max_damage)
amount += clamp(C.brute_damage, 0, C.max_damage)
else if(C.installed == -1)
amount += C.max_damage / 2
return amount
@@ -21,7 +21,7 @@
for(var/V in components)
var/datum/robot_component/C = components[V]
if(C.installed)
amount += Clamp(C.electronics_damage, 0, C.max_damage)
amount += clamp(C.electronics_damage, 0, C.max_damage)
else if(C.installed == -1)
amount += C.max_damage / 2
return amount
+1 -1
View File
@@ -9,7 +9,7 @@
. = TRUE
message = Gibberish(message, C.max_damage / C.get_damage())
else
var/damaged = 100 - (Clamp(health, 0, maxHealth) / maxHealth) * 100
var/damaged = 100 - (clamp(health, 0, maxHealth) / maxHealth) * 100
if(damaged > 40)
. = TRUE
message = Gibberish(message, damaged - 10)
+1 -1
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@@ -58,7 +58,7 @@
var/armor = 100 * affecting.get_blocked_ratio(target, DAMAGE_BRUTE, damage = 30)
if(armor < 70)
to_chat(target, SPAN_DANGER("You feel extreme pain!"))
affecting.adjustHalLoss(Clamp(0, 60 - affecting.getHalLoss(), 30)) //up to 60 halloss
affecting.adjustHalLoss(clamp(0, 60 - affecting.getHalLoss(), 30)) //up to 60 halloss
/obj/item/grab/proc/attack_eye(mob/living/carbon/human/target, mob/living/carbon/human/attacker)
if(!istype(attacker))