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0716e3fff4 Atmos refactor & speedup by utilizing BYOND 516 vector functions (#96448)
## About The Pull Request

### Summary
This PR changes internal structure of `/datum/gas_mixture`:
`gases[gas_id][MOLES]` refactored into `moles[gas_id]`,
`gases[gas_id][ARCHIVE]` into `moles_archive[gas_id]` and
`gases[gas_id][GAS_META]` into `gas_meta` static variable. This allows
us to use BYOND 516 vector functions for calculating total moles and
heat capacity. Also it simplifies some parts of the code, allowing us to
get rid of macros `ADD_GAS` and `ASSERT_GAS`. According to the profiler
`/turf/open/process_cell` time is reduced by ~20%.

### Details
`gas_mixture.gases` was a nested 2d-list with MOLES, ARCHIVE and
GAS_META for each gas_id. For example, to get gas moles you had to do
`gases[gas_id][MOLES]`. I've changed this structure to be as follows:
`moles[gas_id]` - moles for the gas, `moles_archive[gas_id]` - archived
version of moles, `gas_meta[KEY][gas_id]` - static var with meta
information for the gas.

Since I removed key GAS_META from the gases, `gas_meta` was moved to the
static variable and the order of keys in the array was changed from
`gas_meta[gas_id][META_KEY]' to 'gas_meta[META_KEY][gas_id]`. This was
done to allow using it in vector calculations (for example heat capacity
or fusion power). Static variable access is very fast and it is
considered as accessing a global in the bytecode.

Byond 516 introduced new vector functions: `values_sum`, `values_dot`
and others. These functions are very fast, but operate only on
associative lists. This allows us to change the way we calculate
total_moles and heat_capacity - very hot and heavily used functions.
`total_moles()` became just `values_sum(moles)`, and `heat_capacity` is
just a dot product: `values_dot(moles,
gas_meta[META_GAS_SPECIFIC_HEAT])`.

As a side bonus, since `moles` is just an associative list, you don't
really need old macros `ADD_GAS` and `ASSERT_GAS` - all they did was to
make a copy of a list[3] with default value [0, 0, gas_meta] for
specific gas. Now when you're adding gas you can just use `moles[gas_id]
+= amount` and when you query amount of gas you can just query the key
(for example `moles[/datum/gas/oxygen]`) if the key does not exist, it
returns null and works as 0 for all arithmetic and logic operations. For
example, old code would be `if (!air.gases[/datum/gas/oxygen] ||
air.gases[/datum/gas/oxygen][MOLES] < 1)` and now it is `if
(moles[/datum/gas/oxygen] < 1)`. This simplifies some parts of the code
and also speeds things up.

For the performance comparison I used Tracy profiler. I've done many
different tests, and they all show slightly different numbers, but
overall speedup for `process_cell` is about 20%. (-20% to average time
per call from ). My testing setup was as follows:
Load Icebox, drop 30/60/90 radius bomb in the middle of the bridge, set
code to blue, wait 10 minutes until the round ends.
Also I fixed random seed in the master controller and in the planetary
gas randomization so generated maps are the same between tests.
Althought it's not very realistic, it generates a lot of samples for the
`process_cell` (around ~3.5M per 10 minutes).
Another test I did was a plasmafire in an 8x8 space, on runtime station,
it showed (-24% time on process_cell).
Another test was a emagged holodeck burn test, it showed (-13% time)
As for other functions of gas_mixture: `total_moles`: -50%(2x speedup),
`heat_capacity`: -65%(3x speedup), `share`: -30%, `react`: -20%. Timings
of all those functions is in microseconds range and they are very hot
(call count is in the same order as process_cell)

<details><summary>Some pictures from profiler</summary>
<img width="569" height="642" alt="process_cell"
src="https://github.com/user-attachments/assets/76fa0c27-719d-485d-9bfc-859fef788999"
/>
<img width="572" height="315" alt="image"
src="https://github.com/user-attachments/assets/f68497e9-4db8-4a9c-b43f-ad04e6dc5cac"
/>
<img width="569" height="317" alt="image"
src="https://github.com/user-attachments/assets/d7249e7b-f344-47a6-8b39-1bab0521182d"
/>
<img width="541" height="316" alt="image"
src="https://github.com/user-attachments/assets/1bef71fd-533d-40fa-a85e-7a803ad322f7"
/>
<img width="519" height="409" alt="image"
src="https://github.com/user-attachments/assets/51165289-174e-403d-a09c-787dd9af136a"
/>
<img width="523" height="318" alt="image"
src="https://github.com/user-attachments/assets/fe4b1db0-17d8-47f9-8fd0-e2ecef2ee66a"
/>
</details>

<details><summary>Setting up a profiler</summary>
If you wanna to reproduce my results here is a list of steps

1. download: https://github.com/goonstation/byond-tracy-writer (this one
has offsets for my version 1677)
2. build the dll, drop in the tgstation/ folder
3. download rtracy https://github.com/Dimach/rtracy
4. download Tracy profiler (0.13.1) https://github.com/wolfpld/tracy
5. uncomment `#define USE_BYOND_TRACY` in `_compile_options.dm`
6. build tgstation
7. open dream daemon, run the desired test, after round end dream daemon
closes
8. navigate to tgstation/data/profiler, find the `123412341234.utracy`
file
9. run `rtracty 123412341234.utracy`
10. open tracy-profiler.exe, press Connect, save the profiler data
11. repeat steps 5-10 with another branch, save another profiler data
12. open tracy-profiler, open first data, press compare, open second
data
</details>

## Why It's Good For The Game

## Changelog
🆑
refactor: Atmos refactor & speedup by utilizing BYOND 516 vector
functions
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2026-07-14 20:34:31 -07:00

146 lines
5.5 KiB
Plaintext

/datum/mutation/olfaction
name = "Transcendent Olfaction"
desc = "Your sense of smell is comparable to that of a canine."
quality = POSITIVE
difficulty = 12
text_gain_indication = span_notice("Smells begin to make more sense...")
text_lose_indication = span_notice("Your sense of smell goes back to normal.")
power_path = /datum/action/cooldown/spell/olfaction
instability = POSITIVE_INSTABILITY_MODERATE
synchronizer_coeff = 1
/datum/mutation/olfaction/setup()
. = ..()
var/datum/action/cooldown/spell/olfaction/to_modify = .
if(!istype(to_modify)) // null or invalid
return
to_modify.sensitivity = GET_MUTATION_SYNCHRONIZER(src)
/datum/action/cooldown/spell/olfaction
name = "Remember the Scent"
desc = "Get a scent off of the item you're currently holding to track it. \
With an empty hand, you'll track the scent you've remembered."
button_icon_state = "nose"
cooldown_time = 10 SECONDS
spell_requirements = NONE
/// Weakref to the mob we're tracking
var/datum/weakref/tracking_ref
/// Our nose's sensitivity
var/sensitivity = 1
/datum/action/cooldown/spell/olfaction/is_valid_target(atom/cast_on)
if(!isliving(cast_on))
return FALSE
var/mob/living/living_cast_on = cast_on
if(ishuman(living_cast_on) && !living_cast_on.get_bodypart(BODY_ZONE_HEAD))
to_chat(owner, span_warning("You have no nose!"))
return FALSE
if(HAS_TRAIT(living_cast_on, TRAIT_ANOSMIA)) //Anosmia quirk holders can't smell anything
to_chat(owner, span_warning("You can't smell!"))
return FALSE
return TRUE
/datum/action/cooldown/spell/olfaction/cast(mob/living/cast_on)
. = ..()
// Can we sniff? is there miasma in the air?
var/datum/gas_mixture/air = cast_on.loc.return_air()
if(air.moles[/datum/gas/miasma])
cast_on.adjust_disgust(sensitivity * 45)
to_chat(cast_on, span_warning("With your overly sensitive nose, \
you get a whiff of stench and feel sick! Try moving to a cleaner area!"))
return
var/atom/sniffed = cast_on.get_active_held_item()
if(sniffed)
pick_up_target(cast_on, sniffed)
else
follow_target(cast_on)
/// Attempt to pick up a new target based on the fingerprints on [sniffed].
/datum/action/cooldown/spell/olfaction/proc/pick_up_target(mob/living/caster, atom/sniffed)
var/mob/living/carbon/old_target = tracking_ref?.resolve()
var/list/possibles = list()
var/list/prints = GET_ATOM_FINGERPRINTS(sniffed)
if(prints)
for(var/mob/living/carbon/to_check as anything in GLOB.carbon_list)
if(prints[md5(to_check.dna?.unique_identity)])
possibles |= to_check
// There are no finger prints on the atom, so nothing to track
if(!length(possibles))
to_chat(caster, span_warning("Despite your best efforts, there are no scents to be found on [sniffed]..."))
return
var/mob/living/carbon/new_target = tgui_input_list(caster, "Scent to remember", "Scent Tracking", sort_names(possibles))
if(QDELETED(src) || QDELETED(caster))
return
if(QDELETED(new_target))
// We don't have a new target OR an old target
if(QDELETED(old_target))
to_chat(caster, span_warning("You decide against remembering any scents. \
Instead, you notice your own nose in your peripheral vision. \
This goes on to remind you of that one time you started breathing manually and couldn't stop. \
What an awful day that was."))
tracking_ref = null
// We don't have a new target, but we have an old target to fall back on
else
to_chat(caster, span_notice("You return to tracking [old_target]. The hunt continues."))
on_the_trail(caster)
return
// We have a new target to track
to_chat(caster, span_notice("You pick up the scent of [new_target]. The hunt begins."))
tracking_ref = WEAKREF(new_target)
on_the_trail(caster)
/// Attempt to follow our current tracking target.
/datum/action/cooldown/spell/olfaction/proc/follow_target(mob/living/caster)
var/mob/living/carbon/current_target = tracking_ref?.resolve()
// Either our weakref failed to resolve (our target's gone),
// or we never had a target in the first place
if(QDELETED(current_target))
to_chat(caster, span_warning("You're not holding anything to smell, \
and you haven't smelled anything you can track. You smell your skin instead; it's kinda salty."))
tracking_ref = null
return
on_the_trail(caster)
/// Actually go through and give the user a hint of the direction our target is.
/datum/action/cooldown/spell/olfaction/proc/on_the_trail(mob/living/caster)
var/mob/living/carbon/current_target = tracking_ref?.resolve()
//Using get_turf to deal with those pesky closets that put your x y z to 0
var/turf/current_target_turf = get_turf(current_target)
var/turf/caster_turf = get_turf(caster)
if(!current_target)
to_chat(caster, span_warning("You're not tracking a scent, but the game thought you were. \
Something's gone wrong! Report this as a bug."))
stack_trace("[type] - on_the_trail was called when no tracking target was set.")
tracking_ref = null
return
if(current_target == caster)
to_chat(caster, span_warning("You smell out the trail to yourself. Yep, it's you."))
return
if(caster_turf.z < current_target_turf.z)
to_chat(caster, span_warning("The trail leads... way up above you? Huh. They must be really, really far away."))
return
else if(caster_turf.z > current_target_turf.z)
to_chat(caster, span_warning("The trail leads... way down below you? Huh. They must be really, really far away."))
return
var/direction_text = span_bold("[dir2text(get_dir(caster_turf, current_target_turf))]")
if(direction_text)
to_chat(caster, span_notice("You consider [current_target]'s scent. The trail leads [direction_text]."))