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Wildkins e1770df81e Lag War Day 4: Under Pressure, High Voltage (#21878)
Replace /datum/gas_mixture/proc/return_pressure with XGM_PRESSURE(xgm)
macro. Having such a relatively simple statement contributing proc
overhead to procs called millions of times is ridiculous

Rename /datum/gas_mixture/proc/zburn to react, deleting the old react
which was just an alias for it. Free proc overhead

Turn check_combustibility into a macro CHECK_COMBUSTIBLE(is_cmb, xgm).
also rewrite it slightly so that it only needs to do one pass. Its a bit
nasty so I apologize for that, but speeeeed.

Delete most powernet and obj/machinery/power procs for handling power,
replacing them with macros. The fact that we were unironically calling a
draw_power() on APCs to call draw_power() on their terminals to call
draw_power() on their powernet every single process tick was insane.

Turn `between` into a macro alias for clamp() since the param order is
different

turn `Percent` into a macro AS_PCT

Rewrite significant chunks of update_canmove so its not quite as
horrifying of a proc and hopefully doesn't eat the entire mob subsystem
every movement now
2026-02-27 00:35:41 +00:00

364 lines
9.7 KiB
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///Calculate the angle between two movables and the west|east coordinate
/proc/get_angle(atom/movable/start, atom/movable/end)//For beams.
if(!start || !end)
return 0
var/dy =(ICON_SIZE_Y * end.y + end.pixel_y) - (ICON_SIZE_Y * start.y + start.pixel_y)
var/dx =(ICON_SIZE_X * end.x + end.pixel_x) - (ICON_SIZE_X * start.x + start.pixel_x)
return delta_to_angle(dx, dy)
/// Calculate the angle produced by a pair of x and y deltas
/proc/delta_to_angle(x, y)
if(!y)
return (x >= 0) ? 90 : 270
. = arctan(x/y)
if(y < 0)
. += 180
else if(x < 0)
. += 360
/// Angle between two arbitrary points and horizontal line same as [/proc/get_angle]
/proc/get_angle_raw(start_x, start_y, start_pixel_x, start_pixel_y, end_x, end_y, end_pixel_x, end_pixel_y)
var/dy = (ICON_SIZE_Y * end_y + end_pixel_y) - (ICON_SIZE_Y * start_y + start_pixel_y)
var/dx = (ICON_SIZE_X * end_x + end_pixel_x) - (ICON_SIZE_X * start_x + start_pixel_x)
if(!dy)
return (dx >= 0) ? 90 : 270
. = arctan(dx/dy)
if(dy < 0)
. += 180
else if(dx < 0)
. += 360
///for getting the angle when animating something's pixel_x and pixel_y
/proc/get_pixel_angle(y, x)
if(!y)
return (x >= 0) ? 90 : 270
. = arctan(x/y)
if(y < 0)
. += 180
else if(x < 0)
. += 360
/**
* Get a list of turfs in a line from `starting_atom` to `ending_atom`.
*
* Uses the ultra-fast [Bresenham Line-Drawing Algorithm](https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm).
*/
/proc/get_line(atom/starting_atom, atom/ending_atom)
var/current_x_step = starting_atom.x//start at x and y, then add 1 or -1 to these to get every turf from starting_atom to ending_atom
var/current_y_step = starting_atom.y
var/starting_z = starting_atom.z
var/list/line = list(get_turf(starting_atom))//get_turf(atom) is faster than locate(x, y, z)
var/x_distance = ending_atom.x - current_x_step //x distance
var/y_distance = ending_atom.y - current_y_step
var/abs_x_distance = abs(x_distance)//Absolute value of x distance
var/abs_y_distance = abs(y_distance)
var/x_distance_sign = SIGN(x_distance) //Sign of x distance (+ or -)
var/y_distance_sign = SIGN(y_distance)
var/x = abs_x_distance >> 1 //Counters for steps taken, setting to distance/2
var/y = abs_y_distance >> 1 //Bit-shifting makes me l33t. It also makes get_line() unnecessarily fast.
if(abs_x_distance >= abs_y_distance) //x distance is greater than y
for(var/distance_counter in 0 to (abs_x_distance - 1))//It'll take abs_x_distance steps to get there
y += abs_y_distance
if(y >= abs_x_distance) //Every abs_y_distance steps, step once in y direction
y -= abs_x_distance
current_y_step += y_distance_sign
current_x_step += x_distance_sign //Step on in x direction
line += locate(current_x_step, current_y_step, starting_z)//Add the turf to the list
else
for(var/distance_counter in 0 to (abs_y_distance - 1))
x += abs_x_distance
if(x >= abs_y_distance)
x -= abs_y_distance
current_x_step += x_distance_sign
current_y_step += y_distance_sign
line += locate(current_x_step, current_y_step, starting_z)
return line
/**
* Get a list of turfs in a perimeter given the `center_atom` and `radius`.
* Automatically rounds down decimals and does not accept values less than positive 1 as they don't play well with it.
* Is efficient on large circles but ugly on small ones
* Uses [Jesko`s method to the midpoint circle Algorithm](https://en.wikipedia.org/wiki/Midpoint_circle_algorithm).
*/
/proc/get_perimeter(atom/center, radius)
if(radius < 1)
return
var/rounded_radius = round(radius)
var/x = center.x
var/y = center.y
var/z = center.z
var/t1 = rounded_radius/16
var/dx = rounded_radius
var/dy = 0
var/t2
var/list/perimeter = list()
while(dx >= dy)
perimeter += locate(x + dx, y + dy, z)
perimeter += locate(x - dx, y + dy, z)
perimeter += locate(x + dx, y - dy, z)
perimeter += locate(x - dx, y - dy, z)
perimeter += locate(x + dy, y + dx, z)
perimeter += locate(x - dy, y + dx, z)
perimeter += locate(x + dy, y - dx, z)
perimeter += locate(x - dy, y - dx, z)
dy += 1
t1 += dy
t2 = t1 - dx
if(t2 > 0)
t1 = t2
dx -= 1
return perimeter
/*#####################
AURORA SNOWFLAKE
#####################*/
// round() acts like floor(x, 1) by default but can't handle other values
#define FLOOR_FLOAT(x, y) ( round((x) / (y)) * (y) )
/proc/Default(a, b)
return a ? a : b
// Trigonometric functions.
/proc/Tan(x)
return sin(x) / cos(x)
/proc/Csc(x)
return 1 / sin(x)
/proc/Sec(x)
return 1 / cos(x)
/proc/Cot(x)
return 1 / Tan(x)
/proc/Atan2(x, y)
if(!x && !y) return 0
var/a = arccos(x / sqrt(x*x + y*y))
return y >= 0 ? a : -a
// Floating Point Hyperbolic Functions
/**
* Returns the Hyperbolic Sine of a given value.
* See: https://en.wikipedia.org/wiki/Hyperbolic_functions
*/
/proc/fsinh(x)
if (x == 0)
return 0
return ((NUM_E ** x) - (NUM_E ** -x)) / 2
/**
* Returns the Hyperbolic Cosecant of a given value.
* Will return +INFINITY if x = 0
* See: https://en.wikipedia.org/wiki/Hyperbolic_functions
*/
/proc/fcsch(x)
if (x == 0)
return INFINITY
return 1 / fsinh(x)
/**
* Returns the Hyperbolic Cosine of a given value.
* See: https://en.wikipedia.org/wiki/Hyperbolic_functions
*/
/proc/fcosh(x)
return ((NUM_E ** x) + (NUM_E ** -x)) / 2
/**
* Returns the Hyperbolic Secant of a given value.
* See: https://en.wikipedia.org/wiki/Hyperbolic_functions
*/
/proc/fsech(x)
return 1 / fcosh(x)
/**
* Returns the Hyperbolic Tangent of a given value.
* See: https://en.wikipedia.org/wiki/Hyperbolic_functions
*/
/proc/ftanh(x)
if (x == 0)
return 0
var/exTwoP = NUM_E ** (2 * x)
return (exTwoP - 1) / (exTwoP + 1)
/**
* Returns the Hyperbolic Cotangent of a given value.
* Will return +INFINITY if x = 0
* See: https://en.wikipedia.org/wiki/Hyperbolic_functions
*/
/proc/fcoth(x)
if (x == 0)
return INFINITY
var/exTwoP = NUM_E ** (2 * x)
return (exTwoP + 1) / (exTwoP - 1)
/// Value or the next integer in a positive direction: Ceil(-1.5) = -1 , Ceil(1.5) = 2
#define Ceil(value) ( -round(-(value)) )
/proc/Ceiling(x, y=1)
return -round(-x / y) * y
// Greatest Common Divisor: Euclid's algorithm.
/proc/Gcd(a, b)
while (1)
if (!b) return a
a %= b
if (!a) return b
b %= a
// Least Common Multiple. The formula is a consequence of: a*b = LCM*GCD.
/proc/Lcm(a, b)
return abs(a) * abs(b) / Gcd(a, b)
// Useful in the cases when x is a large expression, e.g. x = 3a/2 + b^2 + Function(c)
/proc/Square(x)
return x*x
/proc/Inverse(x)
return 1 / x
// Condition checks.
/proc/IsAboutEqual(a, b, delta = 0.1)
return abs(a - b) <= delta
// Returns true if val is from min to max, inclusive.
/proc/IsInRange(val, min, max)
return (min <= val && val <= max)
// Same as above, exclusive.
/proc/IsInRange_Ex(val, min, max)
return (min < val && val < max)
/proc/IsInteger(x)
return FLOOR(x, 1) == x
/proc/IsMultiple(x, y)
return x % y == 0
#define ISEVEN(x) (x % 2 == 0)
#define ISODD(x) (x % 2 != 0)
// Performs a linear interpolation between a and b.
// Note: weight=0 returns a, weight=1 returns b, and weight=0.5 returns the mean of a and b.
/proc/Interpolate(a, b, weight = 0.5)
return a + (b - a) * weight // Equivalent to: a*(1 - weight) + b*weight
/proc/Mean(...)
var/sum = 0
for(var/val in args)
sum += val
return sum / args.len
// Returns the nth root of x.
/proc/Root(n, x)
return x ** (1 / n)
// The quadratic formula. Returns a list with the solutions, or an empty list
// if they are imaginary.
/proc/SolveQuadratic(a, b, c)
ASSERT(a)
. = list()
var/discriminant = b*b - 4*a*c
var/bottom = 2*a
// Return if the roots are imaginary.
if(discriminant < 0)
return
var/root = sqrt(discriminant)
. += (-b + root) / bottom
// If discriminant == 0, there would be two roots at the same position.
if(discriminant != 0)
. += (-b - root) / bottom
/// 180 / Pi ~ 57.2957795
#define TO_DEGREES(radians) ((radians) * 57.2957795)
/// Pi / 180 ~ 0.0174532925
#define TO_RADIANS(degrees) ((degrees) * 0.0174532925)
// Vector algebra.
/proc/squaredNorm(x, y)
return x*x + y*y
/proc/norm(x, y)
return sqrt(squaredNorm(x, y))
/proc/IsPowerOfTwo(var/val)
return (val & (val-1)) == 0
/proc/RoundUpToPowerOfTwo(var/val)
return 2 ** -round(-log(2,val))
//Returns the cube root of the input number
/proc/cubert(var/num, var/iterations = 10)
. = num
for (var/i = 0, i < iterations, i++)
. = (1/3) * (num/(.**2)+2*.)
// Old scripting functions used by all over place.
// Round down
/proc/n_floor(var/num)
if(isnum(num))
return round(num)
// Round up
/proc/n_ceil(var/num)
if(isnum(num))
return round(num)+1
// Round to nearest integer
/proc/n_round(var/num)
if(isnum(num))
if(num-round(num)<0.5)
return round(num)
return n_ceil(num)
// Returns 1 if N is inbetween Min and Max
/proc/n_inrange(var/num, var/min=-1, var/max=1)
if(isnum(num)&&isnum(min)&&isnum(max))
return ((min <= num) && (num <= max))
/// Value or the next multiple of divisor in a positive direction. Ceilm(-1.5, 0.3) = -1.5 , Ceilm(-1.5, 0.4) = -1.2
#define Ceilm(value, divisor) ( -round(-(value) / (divisor)) * (divisor) )
/// Value or the nearest multiple of divisor in either direction
#define Roundm(value, divisor) round((value), (divisor))
/// A random real number between low and high inclusive
#define Frand(low, high) ( rand() * ((high) - (low)) + (low) )
/// Returns the distance between two points
#define DIST_BETWEEN_TWO_POINTS(ax, ay, bx, by) (sqrt((bx-ax)*(bx-ax))+((by-ay)*(by-ay)))
/**
* Returns bearing of object relative to observer (0-360)
* a is the observer, b is the other object
*
* observer_x - Observer's X coordinate
* observer_y - Observer's Y coordinate
* target_x - Target's X coordinate
* target_y - Target's Y coordinate
*/
#define BEARING_RELATIVE(observer_x, observer_y, target_x, target_y) (90 - Atan2(target_x - observer_x, target_y - observer_y))
#define ISINTEGER(x) (round(x) == x)