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Converts the crackable element to mutable appearances, saves 0.15 seconds of init (#73941)
## About The Pull Request Instead of passing in an icon as a source to the alpha mask filter, we can stick a mutable appearance in our overlays list with a render target set, and use that render target to do our masking. Remember to use "*" to avoid rendering the crack twice ## Why It's Good For The Game CPU time
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@@ -1,15 +1,15 @@
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/// Tracks damage to add or remove crack overlays, when none are needed this components is qdeleted
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/datum/component/cracked
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dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
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var/list/icon/crack_icons
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var/list/mutable_appearance/crack_appearances
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var/crack_integrity
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var/list/applied_cracks = list()
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/datum/component/cracked/Initialize(list/crack_icons, crack_integrity)
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/datum/component/cracked/Initialize(list/crack_appearances, crack_integrity)
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. = ..()
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if(!isobj(parent))
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return COMPONENT_INCOMPATIBLE
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src.crack_icons = crack_icons
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src.crack_appearances = crack_appearances
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src.crack_integrity = crack_integrity
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/datum/component/cracked/Destroy(force, silent)
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@@ -55,20 +55,24 @@
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for(var/i in 1 to count)
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var/rand_x = rand(0, 20) - 10
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var/rand_y = rand(0, 20) - 10
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var/icon/new_crack_icon = pick(crack_icons)
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var/list/new_filter_data = alpha_mask_filter(icon=new_crack_icon, x=rand_x, y=rand_y, flags=MASK_INVERSE)
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var/name
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for(var/k in 1 to 100)
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name = "crack[rand(0, 999)]"
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if(!applied_cracks[name])
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break
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if(applied_cracks[name])
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CRASH("No unique name could be found after 100 iterations.")
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applied_cracks[name] = TRUE
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source.add_filter(name, 1, new_filter_data)
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var/mutable_appearance/new_crack_overlay = new(pick(crack_appearances))
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// Now that we have our overlay, we need to give it a unique render source so we can use a filter against it
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var/static/uuid = 0
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uuid++
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// * so it doesn't render on its own
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new_crack_overlay.render_target = "*cracked_overlay_[uuid]"
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var/render_source = new_crack_overlay.render_target
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var/list/new_filter_data = alpha_mask_filter(render_source=render_source, x=rand_x, y=rand_y, flags=MASK_INVERSE)
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applied_cracks[render_source] = new_crack_overlay
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// We need to add it as an overlay so the render target from the filter knows what to point at
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source.add_overlay(new_crack_overlay)
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source.add_filter(render_source, 1, new_filter_data)
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/datum/component/cracked/proc/RemoveCracks(obj/source, count)
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for(var/i in 1 to count)
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var/removed_filter = pick(applied_cracks)
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applied_cracks -= removed_filter
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source.remove_filter(removed_filter)
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source.cut_overlay(applied_cracks[removed_filter])
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applied_cracks -= removed_filter
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@@ -2,7 +2,7 @@
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/datum/element/crackable
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 2
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var/list/icon/crack_icons
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var/list/mutable_appearance/crack_appearances
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/// The level at which the object starts showing cracks, 1 being at full health and 0.5 being at half health
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var/crack_integrity = 1
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@@ -11,17 +11,17 @@
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if(!isobj(target))
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return ELEMENT_INCOMPATIBLE
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src.crack_integrity = crack_integrity || src.crack_integrity
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if(!crack_icons) // This is the first attachment and we need to do first time setup
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crack_icons = list()
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if(!crack_appearances) // This is the first attachment and we need to do first time setup
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crack_appearances = list()
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for(var/state in crack_states)
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for(var/i in 1 to 36)
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var/icon/new_crack_icon = icon(crack_icon, state)
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new_crack_icon.Turn(i * 10)
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crack_icons += new_crack_icon
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for(var/i in 1 to 35)
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var/mutable_appearance/crack = mutable_appearance(crack_icon, state)
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crack.transform.Turn(i * 10)
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crack_appearances += crack
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RegisterSignal(target, COMSIG_ATOM_INTEGRITY_CHANGED, PROC_REF(IntegrityChanged))
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/datum/element/crackable/proc/IntegrityChanged(obj/source, old_value, new_value)
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SIGNAL_HANDLER
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if(new_value >= source.max_integrity * crack_integrity)
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return
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source.AddComponent(/datum/component/cracked, crack_icons, crack_integrity)
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source.AddComponent(/datum/component/cracked, crack_appearances, crack_integrity)
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