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## About The Pull Request Area contents isn't a real list, instead it involves filtering everything in world This is slow, and something we should have better support for. So instead, lets manage a list of turfs inside our area. This is simple, since we already move turfs by area contents anyway This should speed up the uses I've found, and opens us up to using this pattern more often, which should make dev work easier. By nature this is a tad fragile, so I've added a unit test to double check my work Rather then instantly removing turfs from the contained_turfs list, we enter them into a list of turfs to pull out, later. Then we just use a getter for contained_turfs rather then a var read This means we don't need to generate a lot of usage off removing turf by turf from space, and can instead do it only when we need to I've added a subsystem to manage this process as well, to ensure we don't get any out of memory errors. It goes entry by entry, ensuring we get no overtime. This allows me to keep things like space clean, while keeping high amounts of usage on a sepearate subsystem when convienient As a part of this goal of keeping space's churn as low as possible, I've setup code to ensure we do not add turfs to areas during a z level increment adjacent mapload. this saves a LOT of time, but is a tad messy I've expanded where we use contained_turfs, including into some cases that filter for objects in areas. need to see if this is sane or not. Builds sortedAreas on demand, caching until we mark the cache as violated It's faster, and it also has the same behavior I'm not posting speed changes cause frankly they're gonna be a bit scattered and I'm scared to. @Mothblocks if you'd like I can look into it. I think it'll pay for itself just off `reg_in_areas_in_z` (I looked into it. it's really hard to tell, sometimes it's a bit slower (0.7), sometimes it's 2 seconds (0.5 if you use the old master figure) faster. life is pain.) ## Why It's Good For The Game Less stupid, more flexible, more speed Co-authored-by: san7890 <the@san7890.com>
The code in this module originally evolved from dmm_suite and has since been specialized for SS13 and otherwise tweaked to fit /tg/station's needs. dmm_suite version 1.0 Released January 30th, 2011. NOTE: Map saving functionality removed defines the object /dmm_suite - Provides the proc load_map() - Loads the specified map file onto the specified z-level. - provides the proc write_map() - Returns a text string of the map in dmm format ready for output to a file. - provides the proc save_map() - Returns a .dmm file if map is saved - Returns FALSE if map fails to save The dmm_suite provides saving and loading of map files in BYOND's native DMM map format. It approximates the map saving and loading processes of the Dream Maker and Dream Seeker programs so as to allow editing, saving, and loading of maps at runtime. ------------------------ To save a map at runtime, create an instance of /dmm_suite, and then call write_map(), which accepts three arguments: - A turf representing one corner of a three dimensional grid (Required). - Another turf representing the other corner of the same grid (Required). - Any, or a combination, of several bit flags (Optional, see documentation). The order in which the turfs are supplied does not matter, the /dmm_writer will determine the grid containing both, in much the same way as DM's block() function. write_map() will then return a string representing the saved map in dmm format; this string can then be saved to a file, or used for any other purose. ------------------------ To load a map at runtime, create an instance of /dmm_suite, and then call load_map(), which accepts two arguments: - A .dmm file to load (Required). - A number representing the z-level on which to start loading the map (Optional). The /dmm_suite will load the map file starting on the specified z-level. If no z-level was specified, world.maxz will be increased so as to fit the map. Note that if you wish to load a map onto a z-level that already has objects on it, you will have to handle the removal of those objects. Otherwise the new map will simply load the new objects on top of the old ones. Also note that all type paths specified in the .dmm file must exist in the world's code, and that the /dmm_reader trusts that files to be loaded are in fact valid .dmm files. Errors in the .dmm format will cause runtime errors.