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7754938c72
## About The Pull Request Empy lists. There are a lot of 'em. <img width="981" height="512" alt="image" src="https://github.com/user-attachments/assets/b94b041a-2904-466b-ab89-54bd1de11b4e" /> Going through ways to reduce memory I found a few easy ones here. Wires, the edible component, the seethrough component. None of these are really a concern when it comes to needing lists in memory for performance reasons. Wires aren't going to be cut most of the time for each door. A lot of food does not have any junkiness. Seethrough component lies dormant most of the round. Etc. Making lists lazy in these cases should be a no brainer. Everything I tested still seems to work exactly the same. ## Why It's Good For The Game Frees memory that is just taking up space a lot of the time. ## Changelog Not player-facing, this is all under-the-hood stuff.
97 lines
3.6 KiB
Plaintext
97 lines
3.6 KiB
Plaintext
/**
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* Beauty element. It makes the indoor area the parent is in prettier or uglier depending on the beauty var value.
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* Clean and well decorated areas lead to positive moodlets for passerbies;
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* Shabbier, dirtier ones lead to negative moodlets EXCLUSIVE to characters with the snob quirk.
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*/
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/datum/element/beauty
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element_flags = ELEMENT_BESPOKE|ELEMENT_DETACH_ON_HOST_DESTROY
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argument_hash_start_idx = 2
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var/beauty = 0
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/**
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* Assoc list of atoms as keys and number of time the same element instance has been attached to them as assoc value.
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* So things don't get odd with same-valued yet dissimilar beauty modifiers being added to the same atom.
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*/
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var/beauty_counter
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/datum/element/beauty/Attach(datum/target, beauty)
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. = ..()
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if(!isatom(target) || isarea(target))
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return ELEMENT_INCOMPATIBLE
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src.beauty = beauty
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LAZYINITLIST(beauty_counter)
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var/area/current_area = get_area(target)
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var/beauty_active = TRUE
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if(ismovable(target))
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var/atom/movable/mov_target = target
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var/is_item = isitem(mov_target)
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beauty_active = !is_item || isturf(mov_target.loc)
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if(!beauty_counter[target])
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if(is_item)
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RegisterSignal(mov_target, COMSIG_MOVABLE_MOVED, PROC_REF(on_item_moved))
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if(beauty_active)
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mov_target.become_area_sensitive(BEAUTY_ELEMENT_TRAIT)
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RegisterSignal(mov_target, COMSIG_ENTER_AREA, PROC_REF(enter_area))
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RegisterSignal(mov_target, COMSIG_EXIT_AREA, PROC_REF(exit_area))
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beauty_counter[target]++
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if(current_area && !current_area.outdoors && beauty_active)
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current_area.totalbeauty += beauty
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current_area.update_beauty()
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/datum/element/beauty/proc/enter_area(datum/source, area/new_area)
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SIGNAL_HANDLER
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if(new_area.outdoors || HAS_TRAIT(source, TRAIT_BEAUTY_APPLIED))
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return
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new_area.totalbeauty += beauty * beauty_counter[source]
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new_area.update_beauty()
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ADD_TRAIT(source, TRAIT_BEAUTY_APPLIED, INNATE_TRAIT)
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/datum/element/beauty/proc/exit_area(datum/source, area/old_area)
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SIGNAL_HANDLER
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if(old_area.outdoors || !HAS_TRAIT(source, TRAIT_BEAUTY_APPLIED))
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return
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old_area.totalbeauty -= beauty * beauty_counter[source]
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old_area.update_beauty()
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REMOVE_TRAIT(source, TRAIT_BEAUTY_APPLIED, INNATE_TRAIT)
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///Items only contribute to beauty while not inside other objects or mobs (e.g on the floor, on a table etc.).
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/datum/element/beauty/proc/on_item_moved(obj/item/source, atom/old_loc, direction, forced)
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SIGNAL_HANDLER
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var/is_old_turf = isturf(old_loc)
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if(!is_old_turf && isturf(source.loc))
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source.become_area_sensitive(BEAUTY_ELEMENT_TRAIT)
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RegisterSignal(source, COMSIG_ENTER_AREA, PROC_REF(enter_area), TRUE)
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RegisterSignal(source, COMSIG_EXIT_AREA, PROC_REF(exit_area), TRUE)
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enter_area(source, get_area(source.loc))
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else if(is_old_turf && !isturf(source.loc))
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source.lose_area_sensitivity(BEAUTY_ELEMENT_TRAIT)
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UnregisterSignal(source, list(COMSIG_ENTER_AREA, COMSIG_EXIT_AREA))
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exit_area(source, get_area(old_loc))
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/datum/element/beauty/Detach(atom/source)
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if(!beauty_counter[source])
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return ..()
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var/area/current_area = (!isitem(source) || isturf(source.loc)) ? get_area(source) : null
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if(!QDELETED(source))//lower the 'counter' down by one, update the area, and call parent if it's reached zero.
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beauty_counter[source]--
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if(current_area && !current_area.outdoors)
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current_area.totalbeauty -= beauty
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current_area.update_beauty()
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if(beauty_counter[source])
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return
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else if(current_area)
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exit_area(source, current_area)
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UnregisterSignal(source, list(COMSIG_ENTER_AREA, COMSIG_EXIT_AREA, COMSIG_MOVABLE_MOVED))
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beauty_counter -= source
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var/atom/movable/movable_source = source
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if(istype(movable_source))
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movable_source.lose_area_sensitivity(BEAUTY_ELEMENT_TRAIT)
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