mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-29 03:21:30 +00:00
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
132 lines
3.7 KiB
Plaintext
132 lines
3.7 KiB
Plaintext
// VISUAL NET
|
|
//
|
|
// The datum containing all the chunks.
|
|
|
|
/datum/visualnet
|
|
// The chunks of the map, mapping the areas that an object can see.
|
|
var/list/chunks = list()
|
|
var/ready = 0
|
|
var/chunk_type = /datum/chunk
|
|
|
|
/datum/visualnet/New()
|
|
..()
|
|
visual_nets += src
|
|
|
|
/datum/visualnet/Destroy()
|
|
visual_nets -= src
|
|
return ..()
|
|
|
|
// Checks if a chunk has been Generated in x, y, z.
|
|
/datum/visualnet/proc/chunkGenerated(x, y, z)
|
|
x &= ~0xf
|
|
y &= ~0xf
|
|
var/key = "[x],[y],[z]"
|
|
return (chunks[key])
|
|
|
|
// Returns the chunk in the x, y, z.
|
|
// If there is no chunk, it creates a new chunk and returns that.
|
|
/datum/visualnet/proc/getChunk(x, y, z)
|
|
x &= ~0xf
|
|
y &= ~0xf
|
|
var/key = "[x],[y],[z]"
|
|
if(!chunks[key])
|
|
chunks[key] = new chunk_type(null, x, y, z)
|
|
|
|
return chunks[key]
|
|
|
|
// Updates what the aiEye can see. It is recommended you use this when the aiEye moves or it's location is set.
|
|
|
|
/datum/visualnet/proc/visibility(mob/eye/eye)
|
|
// 0xf = 15
|
|
var/x1 = max(0, eye.x - 16) & ~0xf
|
|
var/y1 = max(0, eye.y - 16) & ~0xf
|
|
var/x2 = min(world.maxx, eye.x + 16) & ~0xf
|
|
var/y2 = min(world.maxy, eye.y + 16) & ~0xf
|
|
|
|
var/list/visibleChunks = list()
|
|
|
|
for(var/x = x1; x <= x2; x += 16)
|
|
for(var/y = y1; y <= y2; y += 16)
|
|
visibleChunks += getChunk(x, y, eye.z)
|
|
|
|
var/list/remove = eye.visibleChunks - visibleChunks
|
|
var/list/add = visibleChunks - eye.visibleChunks
|
|
|
|
for(var/chunk in remove)
|
|
var/datum/chunk/c = chunk
|
|
c.remove(eye)
|
|
|
|
for(var/chunk in add)
|
|
var/datum/chunk/c = chunk
|
|
c.add(eye)
|
|
|
|
// Updates the chunks that the turf is located in. Use this when obstacles are destroyed or when doors open.
|
|
|
|
/datum/visualnet/proc/updateVisibility(atom/A, var/opacity_check = 1)
|
|
|
|
if((opacity_check && !A.opacity))
|
|
return
|
|
majorChunkChange(A, 2)
|
|
|
|
/datum/visualnet/proc/updateChunk(x, y, z)
|
|
// 0xf = 15
|
|
if(!chunkGenerated(x, y, z))
|
|
return
|
|
var/datum/chunk/chunk = getChunk(x, y, z)
|
|
chunk.hasChanged()
|
|
|
|
// Never access this proc directly!!!!
|
|
// This will update the chunk and all the surrounding chunks.
|
|
// It will also add the atom to the cameras list if you set the choice to 1.
|
|
// Setting the choice to 0 will remove the camera from the chunks.
|
|
// If you want to update the chunks around an object, without adding/removing a camera, use choice 2.
|
|
|
|
/datum/visualnet/proc/majorChunkChange(atom/c, var/choice)
|
|
// 0xf = 15
|
|
if(!c)
|
|
return
|
|
|
|
var/turf/T = get_turf(c)
|
|
if(T)
|
|
var/x1 = max(0, T.x - 8) & ~0xf
|
|
var/y1 = max(0, T.y - 8) & ~0xf
|
|
var/x2 = min(world.maxx, T.x + 8) & ~0xf
|
|
var/y2 = min(world.maxy, T.y + 8) & ~0xf
|
|
|
|
//world << "X1: [x1] - Y1: [y1] - X2: [x2] - Y2: [y2]"
|
|
|
|
for(var/x = x1; x <= x2; x += 16)
|
|
for(var/y = y1; y <= y2; y += 16)
|
|
if(chunkGenerated(x, y, T.z))
|
|
var/datum/chunk/chunk = getChunk(x, y, T.z)
|
|
onMajorChunkChange(c, choice, chunk)
|
|
chunk.hasChanged()
|
|
|
|
/datum/visualnet/proc/onMajorChunkChange(atom/c, var/choice, var/datum/chunk/chunk)
|
|
|
|
// Will check if a mob is on a viewable turf. Returns 1 if it is, otherwise returns 0.
|
|
|
|
/datum/visualnet/proc/checkVis(mob/living/target as mob)
|
|
// 0xf = 15
|
|
var/turf/position = get_turf(target)
|
|
return checkTurfVis(position)
|
|
|
|
/datum/visualnet/proc/checkTurfVis(var/turf/position)
|
|
var/datum/chunk/chunk = getChunk(position.x, position.y, position.z)
|
|
if(chunk)
|
|
if(chunk.changed)
|
|
chunk.hasChanged(1) // Update now, no matter if it's visible or not.
|
|
if(chunk.visibleTurfs[position])
|
|
return 1
|
|
return 0
|
|
|
|
// Debug verb for VVing the chunk that the turf is in.
|
|
/*
|
|
/turf/verb/view_chunk()
|
|
set src in world
|
|
|
|
if(cameranet.chunkGenerated(x, y, z))
|
|
var/datum/chunk/chunk = cameranet.getCameraChunk(x, y, z)
|
|
usr.client.debug_variables(chunk)
|
|
*/
|