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* Micro-optimize qdel by only permitting one parameter (#80628) Productionizes #80615. The core optimization is this: ```patch - var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up. + var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up. ``` We avoid a heap allocation in the form of copying the args over to a new list. A/B testing shows this results in 33% better overtime, and in a real round shaving off a full second of self time and 0.4 seconds of overtime--both of these would be doubled in the event this is merged as the new proc was only being run 50% of the time. * Micro-optimize qdel by only permitting one parameter --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
139 lines
4.9 KiB
Plaintext
139 lines
4.9 KiB
Plaintext
#define DAMAGE_EFFECT_COOLDOWN (1 SECONDS)
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/// Applies a status effect and deals damage to people in the area.
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/// Will deal more damage the more people are present.
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/datum/component/damage_aura
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/// The range of which to damage
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var/range
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/// Whether or not you must be a visible object of the parent
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var/requires_visibility = TRUE
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/// Brute damage to damage over a second
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var/brute_damage = 0
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/// Burn damage to damage over a second
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var/burn_damage = 0
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/// Toxin damage to damage over a second
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var/toxin_damage = 0
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/// Suffocation damage to damage over a second
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var/suffocation_damage = 0
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/// Stamina damage to damage over a second
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var/stamina_damage = 0
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/// Amount of blood to damage over a second
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var/blood_damage = 0
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/// Map of organ (such as ORGAN_SLOT_BRAIN) to damage damage over a second
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var/list/organ_damage = null
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/// Amount of damage to damage on simple mobs over a second
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var/simple_damage = 0
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/// Which factions are immune to the damage aura
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var/list/immune_factions = null
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/// Sets a special set of conditions for the owner
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var/datum/weakref/current_owner = null
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/// Declares the cooldown timer for the damage aura effect to take place
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COOLDOWN_DECLARE(last_damage_effect_time)
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/datum/component/damage_aura/Initialize(
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range,
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requires_visibility = TRUE,
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brute_damage = 0,
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burn_damage = 0,
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toxin_damage = 0,
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suffocation_damage = 0,
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stamina_damage = 0,
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blood_damage = 0,
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organ_damage = null,
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simple_damage = 0,
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immune_factions = null,
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mob/living/current_owner = null,
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)
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if (!isatom(parent))
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return COMPONENT_INCOMPATIBLE
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START_PROCESSING(SSobj, src)
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src.range = range
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src.requires_visibility = requires_visibility
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src.brute_damage = brute_damage
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src.burn_damage = burn_damage
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src.toxin_damage = toxin_damage
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src.suffocation_damage = suffocation_damage
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src.stamina_damage = stamina_damage
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src.blood_damage = blood_damage
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src.organ_damage = organ_damage
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src.simple_damage = simple_damage
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src.immune_factions = immune_factions
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src.current_owner = WEAKREF(current_owner)
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/datum/component/damage_aura/Destroy(force)
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STOP_PROCESSING(SSobj, src)
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return ..()
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/// The requirements for the mob to be effected by the damage aura.
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/datum/component/damage_aura/proc/check_requirements(mob/living/target_mob)
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if(target_mob.stat == DEAD || faction_check(target_mob.faction, immune_factions))
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return TRUE
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return FALSE
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/// What effect the damage aura has if it has an owner.
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/datum/component/damage_aura/proc/owner_effect(mob/living/owner_mob, seconds_per_tick)
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var/need_mob_update = FALSE
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need_mob_update += owner_mob.adjustStaminaLoss(-20 * seconds_per_tick, updating_stamina = FALSE)
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need_mob_update += owner_mob.adjustBruteLoss(-1 * seconds_per_tick, updating_health = FALSE)
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need_mob_update += owner_mob.adjustFireLoss(-1 * seconds_per_tick, updating_health = FALSE)
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need_mob_update += owner_mob.adjustToxLoss(-1 * seconds_per_tick, updating_health = FALSE, forced = TRUE)
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need_mob_update += owner_mob.adjustOxyLoss(-1 * seconds_per_tick, updating_health = FALSE)
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if (owner_mob.blood_volume < BLOOD_VOLUME_NORMAL)
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owner_mob.blood_volume += 2 * seconds_per_tick
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if(need_mob_update)
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owner_mob.updatehealth()
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/datum/component/damage_aura/process(seconds_per_tick)
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var/should_show_effect = COOLDOWN_FINISHED(src, last_damage_effect_time)
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if (should_show_effect)
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COOLDOWN_START(src, last_damage_effect_time, DAMAGE_EFFECT_COOLDOWN)
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for (var/mob/living/candidate in (requires_visibility ? view(range, parent) : range(range, parent)))
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var/mob/living/owner = current_owner?.resolve()
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if (owner && owner == candidate)
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owner_effect(owner, seconds_per_tick)
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continue
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if (check_requirements(candidate))
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continue
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if (candidate.health < candidate.maxHealth)
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new /obj/effect/temp_visual/cosmic_gem(get_turf(candidate))
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if (iscarbon(candidate) || issilicon(candidate) || isbasicmob(candidate))
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candidate.adjustBruteLoss(brute_damage * seconds_per_tick, updating_health = FALSE)
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candidate.adjustFireLoss(burn_damage * seconds_per_tick, updating_health = FALSE)
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if (iscarbon(candidate))
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candidate.adjustToxLoss(toxin_damage * seconds_per_tick, updating_health = FALSE)
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candidate.adjustOxyLoss(suffocation_damage * seconds_per_tick, updating_health = FALSE)
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candidate.adjustStaminaLoss(stamina_damage * seconds_per_tick, updating_stamina = FALSE)
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for (var/organ in organ_damage)
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candidate.adjustOrganLoss(organ, organ_damage[organ] * seconds_per_tick)
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else if (isanimal(candidate))
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var/mob/living/simple_animal/animal_candidate = candidate
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animal_candidate.adjustHealth(simple_damage * seconds_per_tick, updating_health = FALSE)
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else if (isbasicmob(candidate))
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var/mob/living/basic/basic_candidate = candidate
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basic_candidate.adjust_health(simple_damage * seconds_per_tick, updating_health = FALSE)
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if (candidate.blood_volume > BLOOD_VOLUME_SURVIVE)
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candidate.blood_volume -= blood_damage * seconds_per_tick
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candidate.updatehealth()
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#undef DAMAGE_EFFECT_COOLDOWN
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