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.
This commit is contained in:
Rohesie
2020-08-13 14:03:49 +12:00
committed by GitHub
parent 951e41efa0
commit b0726e032b
37 changed files with 572 additions and 352 deletions
@@ -198,7 +198,8 @@ GLOBAL_VAR_INIT(hhmysteryRoomNumber, 1337)
name = "hotel wall"
desc = "A wall designed to protect the security of the hotel's guests."
icon_state = "hotelwall"
canSmoothWith = list(/turf/closed/indestructible/hotelwall)
smoothing_groups = list(SMOOTH_GROUP_CLOSED_TURFS, SMOOTH_GROUP_HOTEL_WALLS)
canSmoothWith = list(SMOOTH_GROUP_HOTEL_WALLS)
explosion_block = INFINITY
/turf/open/indestructible/hotelwood