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5 Commits
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b2a352dbf6 |
[MIRROR] fixes contents not being removed from the spatial grid when deleted during movement between 2 grid cells [MDB IGNORE] (#21524)
* fixes contents not being removed from the spatial grid when deleted during movement between 2 grid cells (#75658) ## About The Pull Request fixes the flaky test reports for cockroaches being stuck in the spatial grid (which mothblocks seems to have closed all of) cockroaches get deleted when they die, so theres a spurious unit test failure where if a cockroach is on a tile in grid cell A and moves to a lava tile in grid cell B, they will get killed when lava.Entered() is called, then deleted, and when /atom/movable/Destroy() is called we try to take them out of grid cell B (because their loc is the lava tile) but they were never added to that cell yet because their movement never finished, so that doesnt do anything. THEN moveToNullspace() is called, that movement finishes before the first movement, and then in Moved(old_loc = lava turf) we try to remove it from grid cell B which again doesnt work, and then the first movements Moved(old_loc = original turf) is called where we can actually remove them from the correct grid cell, except we cant because in exit_cell() we subtract `old_target.important_recursive_contents[channel]` from the cells content lists, and since the target is deleted by this point it doesnt have important_recursive_contents. so the fix here is changing this so it subtracts `old_target.important_recursive_contents?[type] || old_target` instead, which works if the target is deleted. also fixes some Entered() overrides that dont call parent and improves documentation on spatial grid defines ## Why It's Good For The Game fixes it without needing the change_loc() setter * fixes contents not being removed from the spatial grid when deleted during movement between 2 grid cells --------- Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> |
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5840a7c9ab |
[MIRROR] adds an error message to movables not being removed from the grid... again [MDB IGNORE] (#20966)
* adds an error message to movables not being removed from the grid... again (#75161) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> ## About The Pull Request I swear i didnt fail at this like 3 times i tested it this time. adds a descriptive error of what spatial grid cells a movable is stuck in, and in what channels. This only runs during unit tests. hopefully this should be enough information to go off of to fix the spurious cockroach error. if its not then i can try tracking all grid cell changes during unit tests. error looks like this: ``` [2023-05-03 04:16:34.009] runtime error: /mob/living/trolls_the_maintainer instance, which is in nullspace, and thus not be within the contents of any spatial grid cell, was in the contents of 2 spatial grid cells when it was only supposed to be in one! within the contents of the following cells: {(221, 119, 11), within channels: hearing}, {coords: (136, 136, 14), within channels: hearing}. (code/controllers/subsystem/spatial_gridmap.dm:581) ``` for something located in nullspace but still in the contents of >0 cells and: ``` runtime error: /mob/living/trolls_the_maintainer instance, which is supposed to only be in the contents of a spatial grid cell at coords: (136, 136, 14), was in the contents of 6 spatial grid cells when it was only supposed to be in one! within the contents of the following cells: {(68, 153, 2), within channels: hearing}, {coords: (221, 170, 3), within channels: hearing}, {coords: (255, 153, 11), within channels: hearing}, {coords: (170, 238, 13), within channels: hearing}, {coords: (204, 119, 14), within channels: hearing}, {coords: (136, 136, 14), within channels: hearing}. ``` if its not in nullspace but its within more than 1 grid cell. the coordinates here are translated from the index of the given cell to world coordinates. ## Why It's Good For The Game mothblocks has been standing outside my house for weeks i am fearing for my life --------- Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> * adds an error message to movables not being removed from the grid... again --------- Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> |
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edfaf90ebf |
[MIRROR] Ventcrawling improvements, performance and visual [MDB IGNORE] (#13461)
* Ventcrawling improvements, performance and visual (#66709) * Initial pipecrawl work Ok so pipecrawl images were updating EVERY TIME YOU MOVED This was not good mojo What I've done here is twofold First, I ensured pipecrawl updates only when the net changes. This breaks the current implementation, but I intend on fixing that Second, I moved our method of getting pipes to the spatial grid This isn't that great at the moment, but I intend on adding support for tracking entered/exited cells, which should make this much better * Much faster pipecrawling processing, niceties Adds a concept called a cell tracker datum. It manages a list of cells a passed in bound is "inside", and when queried will return a list of new cells, and old cells. Because we only really care about maintaining an absolute window of "CELLS WE ARE IN" and less about always removing cells we're not in, we can manage a second window to prevent moving up and down on a cell line causing a ton of updates. Uses this concept to optimize pipecrawling significantly, from 3ms per call before to roughly 0.03ms per call. Also moves pipecrawl images to their own plane, so they don't overlap ui elements * Pipecrawling effects niceties, direction help You can now move in more then one direction when pipecrawling This works as expected, if you hold up and left, move up for a while, and come to a fork, you'll go left Added some effects to pipecrawling. It'll darken the lighting plane slightly, so you get a nice effect instead of just fullbright. Also added a color matrix and drop shadow to the pipe images, this way they stand out a bit more. You now glide between pipe moves, rather then moving instantly. This doesn't effect your actual move rate, but it no longer feels jittery with say, 60fps * Bounds * Fixes runtimes, cache something somethign sonic speed * Reworks how being interested in the spatial grid is tracked Rather then checking multiple variables on the atom to consider, we instead check for the existence of a string key. This key is used by a list on the spatial grid subsystem to retrive a cached list of all of the atoms "types" Doing this requires doing a bit of extra work in important_recursive_contents code, but it allows us to separate being a part of the spatial grid from using important recursive contents, which is very nice. As a consequence, I've had to unroll some lazylist macros in important recursive contents logic. It's not ""that"" bad but it's not great either. Oh and this adds a slight cost to enter/exit cell, but it's minimal. Basically, rather then checking for different features of a grid member, we just iterate the list their string key points to. Very handy So there's an added cost of a list copy and all, but we save the headache of more types technically increasing the cost of addition/removal. I also made adding/removing from the grid into one "pulbic" proc rather then two different ones for each operation, because it was starting to get silly * waaa waa it doesn't compile * chord -> coord * Ensures important_recursive_contents is actually emptied on removal * Removes soul * Kyler's review Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com> * Kyler's review 2 Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com> * Kyler's review 3 Moves some procs around, improves some documentation, catches a few small issues Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com> * Ventcrawling improvements, performance and visual Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com> |
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cca7f8ee4c |
Some missed mirrors (#13415)
* Refactors firestacks into status effects (#66573) This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made. Some fire related is moved away from species(what the fuck was it even doing there) into these as well. Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient. Also changed some related proc names to be snake_case like everything should be. This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good. Nothing to argue about since there's nothing player-facing * Hud Image Culling By Z Level: Theft edition (#65189) * makes hud images only apply by z level * makes some of the atom_hud procs have better names * fixes warning with the hud_user list and adds better documentation * better docs for hud_images * removes TODOs * docs for hud_list * adds support for linked z levels so mobs can see lower ones * fixes merge conflict and shittily makes only shocked airlocks get added * adds support for setting images in the hud as active and inactive * gets rid of unatomic spatial grid change * maybe i should actually try COMPILING my changes * fixes merge skew and makes it compile again * fixes huds refusing to remove from users who changed z level * improves z level and registration logic * fixes antag huds not appearing * Fixes antag huds not properly setting. We now use hud_list in init, so it needs to be set before the new call, not after. Not sure why the use of appearance key was split like this, but none else knows either so none can stop me * Ensures that hiding a basic appearance also hides the atom's active list too * Fixes antag huds going poof Ensures that remove_atom_from_hud will return false if the passed atom isn't managed by it This fixes antag huds disappearing randomly, since they assumed that if the parent call of remove_atom_from_hud returned true, we should delete ourselves. This is a safe assumption for them to make, since they should only ever have one atom. Does kinda bork if we call remove_atom_from_hud in a way that is unsure if the passed atom is actually in that list. We were forced into doing this by how atom huds use the qdeleting signal. * makes basic alternate_appearance's only update themselves when setting their hud image to active and makes them not add themselves to the global huds_by_category list * fixes mistake with hud_users list being set non associatively (bad) * as anything in bot path loops * Fixes merge skew problems * Makes bot paths non global This way they can show themselves to only the bot that "owns" them, ya feel me? * Fixes huds not showing up sometimes, cleans up some code Post Kapu's limb refactor, we were calling prepare_huds twice in a human init call chain. What was happening was this: call prepare_huds() // Human I gained a new hud image I set active hud icons to mirror it call prepare_huds() // Living I overwrote the new hud image I attempted to set active hud icons, which failed because it assumes this can never happen *cries* * Renames add_hud_to_atom to show_to My hope is this will make understanding hud code a bit easier, by tying the behavior to a "verb" more closely. Also renamed a few vars * remove_hud_from_mob -> hide_from * Nitpicks a few comments * Whoops/fuck/shit/damn it all/hhhhhhhhhhhh * Moves check down, improves stack trace a bit Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> * small touch-up * this should do it Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> |
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119356e97f |
[MIRROR] Fixes Massive Radio Overtime, Implements a Spatial Grid System for Faster Searching Over Areas [MDB IGNORE] (#10107)
* Fixes Massive Radio Overtime, Implements a Spatial Grid System for Faster Searching Over Areas * no spamming pings for upstream :( * E * E Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com> |