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Icon smooth refactor (#52864)
bitflag list construct added: an associative list of bitflags for cheap and quick element comparison between two lists using the same system.
canSmoothWith list turned into a bitflag list.
smoothing_groups list added to substitute the type path list.
smoothing procs turned into atom procs, refactored and optimized a bit.
smooth directions redefined in order to fit in 8 bits for a future smoothing system
some variable names changed, foreseeing a second smoothing system
SMOOTH_OBJ flag added, for things that need to scan turfs for smoothing. The old locate() optimization has the risk of returning false negatives by finding a child and returning null while there might be one of the wanted type as well, as it doesn't match the type exactly.
SMOOTH_TRUE and SMOOTH_MORE condensed into SMOOTH_CORNERS. The old behavior can be replicated using smoothing groups without loss.
Does very minor code cleanup.
Processing-wise didn't find a noticeable difference. The system loses on init a bit by setting the bitflag_lists, and by scanning whole turf contents for object smoothing (increasing accuracy), and gains by making less checks per target to smooth, through the same bitflag_lists.
Memory-wise there should be a small improvement, given that on the old system we had 63512 canSmoothWith lists (a few typelists, most unique), and on this new system canSmoothWith + smoothing_groups are both bitflag_lists from the same pool, totaling 46 in number.
Could be tested a bit to see if I missed any icons not properly smoothing.
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@@ -198,7 +198,8 @@ GLOBAL_VAR_INIT(hhmysteryRoomNumber, 1337)
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name = "hotel wall"
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desc = "A wall designed to protect the security of the hotel's guests."
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icon_state = "hotelwall"
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canSmoothWith = list(/turf/closed/indestructible/hotelwall)
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smoothing_groups = list(SMOOTH_GROUP_CLOSED_TURFS, SMOOTH_GROUP_HOTEL_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_HOTEL_WALLS)
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explosion_block = INFINITY
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/turf/open/indestructible/hotelwood
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