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https://github.com/Bubberstation/Bubberstation.git
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9b6e752f3e
## About The Pull Request Continuation of https://github.com/tgstation/tgstation/pull/78857 FOR TOOO LONG WE HAVE SUFF- Ok yeah so like, we made them overlays to save on maptick, but with threaded maptick that is potentially not an issue anymore. I'm opening this pr so I can tm it and see. If it works, it'll save about 50% of lighting object update costs, which is pretty damn good. I'm also removing the fullbright light icon state, since it is barely ever used (it was added as a clientside op, but we don't hit fullbright very much at all so it does nothing but eat my cpu time) Also also changing how SSlighting does its resolution. Rather then waiting for all sources to process, then working on corners and objects, instead we will do all the sources we had at the start, then all the sources after, and so on. The goal is to avoid churn causing the system to constantly choke. it is better to potentially double operate then it is for things to feel horrifically slow. ## Why It's Good For The Game Faster. Also you won't be able to see lights through walls anymore, so mesons will be less dumb. Can maybe bump their nightvision a bit idk we'll see. ## Current Issues to be found ## Changelog 🆑 Absolucy, LemonInTheDark fix: You can no longer see lights through walls when using mesons or when ventcrawling. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
239 lines
8.2 KiB
Plaintext
239 lines
8.2 KiB
Plaintext
/datum/map_template
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var/name = "Default Template Name"
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var/width = 0
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var/height = 0
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var/mappath = null
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var/loaded = 0 // Times loaded this round
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var/datum/parsed_map/cached_map
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var/keep_cached_map = FALSE
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var/station_id = null // used to override the root id when generating
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///Default area associated with the map template
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var/default_area
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///if true, turfs loaded from this template are placed on top of the turfs already there, defaults to TRUE
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var/should_place_on_top = TRUE
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///if true, creates a list of all atoms created by this template loading, defaults to FALSE
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var/returns_created_atoms = FALSE
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///the list of atoms created by this template being loaded, only populated if returns_created_atoms is TRUE
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var/list/created_atoms = list()
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//make sure this list is accounted for/cleared if you request it from ssatoms!
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///If true, any openspace turfs above the template will be replaced with ceiling_turf when loading. Should probably be FALSE for lower levels of multi-z ruins.
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var/has_ceiling = FALSE
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///What turf to replace openspace with when has_ceiling is true
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var/turf/ceiling_turf = /turf/open/floor/plating
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///What baseturfs to set when replacing openspace when has_ceiling is true
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var/list/ceiling_baseturfs = list()
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/datum/map_template/New(path = null, rename = null, cache = FALSE)
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SHOULD_CALL_PARENT(TRUE)
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. = ..()
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if(path)
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mappath = path
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if(mappath)
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preload_size(mappath, cache)
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if(rename)
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name = rename
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ceiling_baseturfs.Insert(1, /turf/baseturf_bottom)
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/datum/map_template/proc/preload_size(path, cache = FALSE)
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var/datum/parsed_map/parsed = new(file(path))
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var/bounds = parsed?.bounds
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if(bounds)
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width = bounds[MAP_MAXX] // Assumes all templates are rectangular, have a single Z level, and begin at 1,1,1
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height = bounds[MAP_MAXY]
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if(cache)
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cached_map = parsed
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return bounds
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/datum/map_template/proc/initTemplateBounds(list/bounds)
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if (!bounds) //something went wrong
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stack_trace("[name] template failed to initialize correctly!")
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return
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var/list/obj/machinery/atmospherics/atmos_machines = list()
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var/list/obj/structure/cable/cables = list()
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var/list/atom/movable/movables = list()
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var/list/obj/docking_port/stationary/ports = list()
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var/list/area/areas = list()
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var/list/turfs = block(
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bounds[MAP_MINX], bounds[MAP_MINY], bounds[MAP_MINZ],
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bounds[MAP_MAXX], bounds[MAP_MAXY], bounds[MAP_MAXZ]
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)
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for(var/turf/current_turf as anything in turfs)
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var/area/current_turfs_area = current_turf.loc
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areas |= current_turfs_area
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if(!SSatoms.initialized)
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continue
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for(var/movable_in_turf in current_turf)
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if(istype(movable_in_turf, /obj/docking_port/mobile))
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continue // mobile docking ports need to be initialized after their template has finished loading, to ensure that their bounds are setup
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movables += movable_in_turf
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if(istype(movable_in_turf, /obj/structure/cable))
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cables += movable_in_turf
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continue
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if(istype(movable_in_turf, /obj/machinery/atmospherics))
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atmos_machines += movable_in_turf
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if(istype(movable_in_turf, /obj/docking_port/stationary))
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ports += movable_in_turf
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// Not sure if there is some importance here to make sure the area is in z
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// first or not. Its defined In Initialize yet its run first in templates
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// BEFORE so... hummm
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SSmapping.reg_in_areas_in_z(areas)
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if(!SSatoms.initialized)
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return
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SSatoms.InitializeAtoms(areas + turfs + movables, returns_created_atoms ? created_atoms : null)
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SSlighting.setup_static_lighting_if_needed(turfs)
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// NOTE, now that Initialize and LateInitialize run correctly, do we really
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// need these two below?
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SSmachines.setup_template_powernets(cables)
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SSair.setup_template_machinery(atmos_machines)
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//calculate all turfs inside the border
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var/list/template_and_bordering_turfs = block(
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bounds[MAP_MINX]-1, bounds[MAP_MINY]-1, bounds[MAP_MINZ],
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bounds[MAP_MAXX]+1, bounds[MAP_MAXY]+1, bounds[MAP_MAXZ]
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)
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for(var/turf/affected_turf as anything in template_and_bordering_turfs)
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affected_turf.air_update_turf(TRUE, TRUE)
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affected_turf.levelupdate()
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/datum/map_template/proc/load_new_z(secret = FALSE)
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var/x = round((world.maxx - width) * 0.5) + 1
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var/y = round((world.maxy - height) * 0.5) + 1
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var/datum/space_level/level = SSmapping.add_new_zlevel(name, secret ? ZTRAITS_AWAY_SECRET : ZTRAITS_AWAY, contain_turfs = FALSE)
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var/datum/parsed_map/parsed = load_map(
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file(mappath),
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x,
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y,
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level.z_value,
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no_changeturf = (SSatoms.initialized == INITIALIZATION_INSSATOMS),
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place_on_top = should_place_on_top,
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new_z = TRUE,
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)
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var/list/bounds = parsed.bounds
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if(!bounds)
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return FALSE
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require_area_resort()
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//initialize things that are normally initialized after map load
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initTemplateBounds(bounds)
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smooth_zlevel(world.maxz)
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log_game("Z-level [name] loaded at [x],[y],[world.maxz]")
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return level
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/datum/map_template/proc/load(turf/T, centered = FALSE)
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if(centered)
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T = locate(T.x - round(width/2) , T.y - round(height/2) , T.z)
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if(!T)
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return
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if((T.x+width) - 1 > world.maxx)
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return
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if((T.y+height) - 1 > world.maxy)
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return
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// Cache for sonic speed
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var/list/to_rebuild = SSair.adjacent_rebuild
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// iterate over turfs in the border and clear them from active atmos processing
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for(var/turf/border_turf as anything in CORNER_BLOCK_OFFSET(T, width + 2, height + 2, -1, -1))
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SSair.remove_from_active(border_turf)
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to_rebuild -= border_turf
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for(var/turf/sub_turf as anything in border_turf.atmos_adjacent_turfs)
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sub_turf.atmos_adjacent_turfs?.Remove(border_turf)
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border_turf.atmos_adjacent_turfs?.Cut()
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// Accept cached maps, but don't save them automatically - we don't want
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// ruins clogging up memory for the whole round.
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var/datum/parsed_map/parsed = cached_map || new(file(mappath))
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cached_map = keep_cached_map ? parsed : null
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var/list/turf_blacklist = list()
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update_blacklist(T, turf_blacklist)
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UNSETEMPTY(turf_blacklist)
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parsed.turf_blacklist = turf_blacklist
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if(!parsed.load(
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T.x,
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T.y,
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T.z,
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crop_map = TRUE,
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no_changeturf = (SSatoms.initialized == INITIALIZATION_INSSATOMS),
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place_on_top = should_place_on_top,
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))
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return
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var/list/bounds = parsed.bounds
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if(!bounds)
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return
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require_area_resort()
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//initialize things that are normally initialized after map load
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initTemplateBounds(bounds)
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if(has_ceiling)
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var/affected_turfs = get_affected_turfs(T, FALSE)
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generate_ceiling(affected_turfs)
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log_game("[name] loaded at [T.x],[T.y],[T.z]")
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return bounds
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/datum/map_template/proc/generate_ceiling(affected_turfs)
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for (var/turf/turf in affected_turfs)
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var/turf/ceiling = get_step_multiz(turf, UP)
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if (ceiling)
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if (istype(ceiling, /turf/open/openspace) || istype(ceiling, /turf/open/space/openspace))
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ceiling.ChangeTurf(ceiling_turf, ceiling_baseturfs, CHANGETURF_INHERIT_AIR)
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/datum/map_template/proc/post_load()
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return
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/datum/map_template/proc/update_blacklist(turf/T, list/input_blacklist)
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return
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/datum/map_template/proc/get_affected_turfs(turf/T, centered = FALSE)
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var/turf/placement = T
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if(centered)
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var/turf/corner = locate(placement.x - round(width/2), placement.y - round(height/2), placement.z)
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if(corner)
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placement = corner
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return block(placement.x, placement.y, placement.z, placement.x+width-1, placement.y+height-1, placement.z)
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/// Takes in a type path, locates an instance of that type in the cached map, and calculates its offset from the origin of the map, returns this offset in the form list(x, y).
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/datum/map_template/proc/discover_offset(obj/marker)
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var/key
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var/list/models = cached_map.grid_models
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for(key in models)
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if(findtext(models[key], "[marker]")) // Yay compile time checks
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break // This works by assuming there will ever only be one mobile dock in a template at most
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for(var/datum/grid_set/gset as anything in cached_map.gridSets)
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var/ycrd = gset.ycrd
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for(var/line in gset.gridLines)
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var/xcrd = gset.xcrd
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for(var/j in 1 to length(line) step cached_map.key_len)
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if(key == copytext(line, j, j + cached_map.key_len))
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return list(xcrd, ycrd)
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++xcrd
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--ycrd
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//for your ever biggening badminnery kevinz000
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//❤ - Cyberboss
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/proc/load_new_z_level(file, name, secret)
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var/datum/map_template/template = new(file, name, TRUE)
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if(!template.cached_map || template.cached_map.check_for_errors())
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return FALSE
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template.load_new_z(secret)
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return TRUE
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