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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>
141 lines
5.1 KiB
Plaintext
141 lines
5.1 KiB
Plaintext
#define REGENERATION_FILTER "healing_glow"
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/**
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* # Regenerator component
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*
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* A mob with this component will regenerate its health over time, as long as it has not received damage
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* in the last X seconds. Taking any damage will reset this cooldown.
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*/
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/datum/component/regenerator
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/// You will only regain health if you haven't been hurt for this many seconds
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var/regeneration_delay
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/// Brute reagined every second
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var/brute_per_second
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/// Burn reagined every second
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var/burn_per_second
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/// Toxin reagined every second
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var/tox_per_second
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/// Oxygen reagined every second
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var/oxy_per_second
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/// If TRUE, we'll try to heal wounds as well. Useless for non-humans.
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var/heals_wounds = FALSE
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/// List of damage types we don't care about, in case you want to only remove this with fire damage or something
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var/list/ignore_damage_types
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/// Colour of regeneration animation, or none if you don't want one
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var/outline_colour
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/// When this timer completes we start restoring health, it is a timer rather than a cooldown so we can do something on its completion
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var/regeneration_start_timer
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/datum/component/regenerator/Initialize(
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regeneration_delay = 6 SECONDS,
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brute_per_second = 2,
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burn_per_second = 0,
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tox_per_second = 0,
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oxy_per_second = 0,
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heals_wounds = FALSE,
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ignore_damage_types = list(STAMINA),
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outline_colour = COLOR_PALE_GREEN,
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)
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if (!isliving(parent))
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return COMPONENT_INCOMPATIBLE
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src.regeneration_delay = regeneration_delay
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src.brute_per_second = brute_per_second
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src.burn_per_second = burn_per_second
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src.tox_per_second = tox_per_second
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src.oxy_per_second = oxy_per_second
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src.heals_wounds = heals_wounds
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src.ignore_damage_types = ignore_damage_types
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src.outline_colour = outline_colour
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/datum/component/regenerator/RegisterWithParent()
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. = ..()
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RegisterSignal(parent, COMSIG_MOB_APPLY_DAMAGE, PROC_REF(on_take_damage))
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/datum/component/regenerator/UnregisterFromParent()
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. = ..()
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if(regeneration_start_timer)
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deltimer(regeneration_start_timer)
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UnregisterSignal(parent, COMSIG_MOB_APPLY_DAMAGE)
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stop_regenerating()
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/datum/component/regenerator/Destroy(force)
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stop_regenerating()
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. = ..()
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if(regeneration_start_timer)
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deltimer(regeneration_start_timer)
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/// When you take damage, reset the cooldown and start processing
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/datum/component/regenerator/proc/on_take_damage(datum/source, damage, damagetype, ...)
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SIGNAL_HANDLER
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if (damagetype in ignore_damage_types)
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return
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stop_regenerating()
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regeneration_start_timer = addtimer(CALLBACK(src, PROC_REF(start_regenerating)), regeneration_delay, TIMER_UNIQUE|TIMER_OVERRIDE|TIMER_STOPPABLE)
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/// Start processing health regeneration, and show animation if provided
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/datum/component/regenerator/proc/start_regenerating()
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if (!should_be_regenning(parent))
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return
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var/mob/living/living_parent = parent
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living_parent.visible_message(span_notice("[living_parent]'s wounds begin to knit closed!"))
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START_PROCESSING(SSobj, src)
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regeneration_start_timer = null
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if (!outline_colour)
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return
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living_parent.add_filter(REGENERATION_FILTER, 2, list("type" = "outline", "color" = outline_colour, "alpha" = 0, "size" = 1))
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var/filter = living_parent.get_filter(REGENERATION_FILTER)
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animate(filter, alpha = 200, time = 0.5 SECONDS, loop = -1)
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animate(alpha = 0, time = 0.5 SECONDS)
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/datum/component/regenerator/proc/stop_regenerating()
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STOP_PROCESSING(SSobj, src)
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var/mob/living/living_parent = parent
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var/filter = living_parent.get_filter(REGENERATION_FILTER)
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animate(filter)
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living_parent.remove_filter(REGENERATION_FILTER)
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/datum/component/regenerator/process(seconds_per_tick = SSMOBS_DT)
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if (!should_be_regenning(parent))
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stop_regenerating()
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return
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var/mob/living/living_parent = parent
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// Heal bonus for being in crit. Only applies to carbons
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var/heal_mod = HAS_TRAIT(living_parent, TRAIT_CRITICAL_CONDITION) ? 2 : 1
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var/need_mob_update = FALSE
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if(brute_per_second)
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need_mob_update += living_parent.adjustBruteLoss(-1 * heal_mod * brute_per_second * seconds_per_tick, updating_health = FALSE)
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if(burn_per_second)
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need_mob_update += living_parent.adjustFireLoss(-1 * heal_mod * burn_per_second * seconds_per_tick, updating_health = FALSE)
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if(tox_per_second)
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need_mob_update += living_parent.adjustToxLoss(-1 * heal_mod * tox_per_second * seconds_per_tick, updating_health = FALSE)
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if(oxy_per_second)
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need_mob_update += living_parent.adjustOxyLoss(-1 * heal_mod * oxy_per_second * seconds_per_tick, updating_health = FALSE)
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if(heals_wounds && iscarbon(parent))
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var/mob/living/carbon/carbon_parent = living_parent
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for(var/datum/wound/iter_wound as anything in carbon_parent.all_wounds)
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if(SPT_PROB(2 - (iter_wound.severity / 2), seconds_per_tick))
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iter_wound.remove_wound()
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need_mob_update++
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if(need_mob_update)
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living_parent.updatehealth()
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/// Checks if the passed mob is in a valid state to be regenerating
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/datum/component/regenerator/proc/should_be_regenning(mob/living/who)
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if(who.stat == DEAD)
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return FALSE
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if(heals_wounds && iscarbon(who))
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var/mob/living/carbon/carbon_who = who
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if(length(carbon_who.all_wounds) > 0)
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return TRUE
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if(who.health != who.maxHealth)
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return TRUE
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return FALSE
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#undef REGENERATION_FILTER
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