* Improve the naming of the element argument hash index selector (#71319)
So confusing name
* Improve the naming of the element argument hash index selector
* sr sync
Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Micro-optimize GetIdFromArguments to be 48% faster, gaining 0.48s of init time on local (likely more in prod) (#69659)
About The Pull Request
Avoids stringifying key unless its necessary. This was done redundantly twice, but I locked it to just the isnum path, as REF will always return a string, and the other path passes istext.
Use sortTim directly instead of sort_list. sort_list is just sortTim but it copies the list, so it's just wasted cost.
I still would like the bespoke element key option, as that's the only way to drastically cut down costs on things like item descriptions and decals, but this is good for the general use case, and makes it marginally less pressing.
I also want to test if we'd be better off inserting into the list in sorted order rather than sorting it all in the end, but I suspect not.
* Micro-optimize GetIdFromArguments to be 48% faster, gaining 0.48s of init time on local (likely more in prod)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Finishes the allocation refactor (#55965)
#53841 continuation
I recall that the reason for infinite stuns and such was that the priority wasn't being cleared properly when something hitched and I fixed it and I don't remember where exactly but it works now (TM)
A variation of this is TMed on TGMC and it works fine
* Finishes the allocation refactor
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)
* Process procs now properly use deltatime when implementing rates, timers and probabilities
* Review fixes
* Geiger counters cleanup
Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now
* Moved SS*_DT defines to subsystems.dm
* Rebase fix
* Redefined the SS*_DT defines to use the subsystem wait vars
* Implemented suggested changes by @AnturK
* Commented /datum/proc/process about the deltatime stuff
* Send delta_time as a process parameter instead of the defines
Also DTfied acid_processing
* Dtfied new acid component
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities
Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
AddComponent/AddElement now support named arguments. This requires passing around an argument list instead of using actual proc args which a bit gross but we can blame byond for forcing this.
InheritComponent uses mirrored init arguments instead of an argument list which means no more accessing it via index to get to the same arguments as in init.
As a small bonus I restructured dcs defines to be a bit more manageable. Mainly just splits them into separate files and gives them their own folder.
If you came here thinking this was some game feature then you are in the wrong place. Here is where I ramble about code.
This adds /datum/element as a sort of sibling to components. Only one of each type gets instanced and they do not get tied directly to any particular thing like a component does. Basically they're a very lightweight component for doing simple functionality that doesn't have much state.
Originally this concept came about as a kind of component that could be shared between many parents to reduce some resource costs. Doing this would allow us to componentize more behaviors that are a part of too many things to be viable to have a whole component for every single one. For example a component on every space turf would be entirely unviable. With elements it's much more reasonable.
This implements a prety bare framework and a couple components are migrated to it. It's ready to be used but I fully expect I'm going to need to refine how it works for all the usecases we'll want it for.
Also: this fixes the qdeleted signal. This signal isn't even possible because after qdel is done there's nothing to receive a signal anyway. I've changed it to a qdeling signal instead. I need it to work for some elements to know when to clean themselves up.