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Bubberstation/code/datums/components/tameable.dm
SkyratBot 067188d366 [MIRROR] Micro-optimize qdel by only permitting one parameter [MDB IGNORE] (#25889)
* 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>
2023-12-29 14:41:12 +00:00

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///This component lets you make specific mobs tameable by feeding them
/datum/component/tameable
///If true, this atom can only be domesticated by one person
var/unique
///What the mob eats, typically used for taming or animal husbandry.
var/list/food_types
///Starting success chance for taming.
var/tame_chance
///Added success chance after every failed tame attempt.
var/bonus_tame_chance
///Current chance to tame on interaction
var/current_tame_chance
///For effects once soemthing is tamed
var/datum/callback/after_tame
/datum/component/tameable/Initialize(food_types, tame_chance, bonus_tame_chance, datum/callback/after_tame, unique = TRUE)
if(!isatom(parent)) //yes, you could make a tameable toolbox.
return COMPONENT_INCOMPATIBLE
if(food_types)
src.food_types = food_types
if(tame_chance)
src.tame_chance = tame_chance
src.current_tame_chance = tame_chance
if(bonus_tame_chance)
src.bonus_tame_chance = bonus_tame_chance
if(after_tame)
src.after_tame = after_tame
src.unique = unique
RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(try_tame))
RegisterSignal(parent, COMSIG_SIMPLEMOB_SENTIENCEPOTION, PROC_REF(on_tame)) //Instantly succeeds
RegisterSignal(parent, COMSIG_SIMPLEMOB_TRANSFERPOTION, PROC_REF(on_tame)) //Instantly succeeds
/datum/component/tameable/Destroy(force)
after_tame = null
return ..()
/datum/component/tameable/proc/try_tame(datum/source, obj/item/food, mob/living/attacker, params)
SIGNAL_HANDLER
if(!is_type_in_list(food, food_types))
return
if(isliving(source))
var/mob/living/potentially_dead_horse = source
if(potentially_dead_horse.stat == DEAD)
to_chat(attacker, span_warning("[parent] is dead!"))
return COMPONENT_CANCEL_ATTACK_CHAIN
var/atom/atom_parent = source
var/inform_tamer = FALSE
atom_parent.balloon_alert(attacker, "fed")
var/modified_tame_chance = current_tame_chance
if(HAS_TRAIT(attacker, TRAIT_SETTLER))
modified_tame_chance += 50
inform_tamer = TRUE
if(unique || !already_friends(attacker))
if(prob(modified_tame_chance)) //note: lack of feedback message is deliberate, keep them guessing unless they're an expert!
on_tame(source, attacker, food, inform_tamer)
else
current_tame_chance += bonus_tame_chance
qdel(food)
return COMPONENT_CANCEL_ATTACK_CHAIN
/// Check if the passed mob is already considered one of our friends
/datum/component/tameable/proc/already_friends(mob/living/potential_friend)
if(!isliving(parent))
return FALSE // Figure this out when we actually need it
var/mob/living/living_parent = parent
return living_parent.faction.Find(REF(potential_friend))
///Ran once taming succeeds
/datum/component/tameable/proc/on_tame(datum/source, mob/living/tamer, atom/food, inform_tamer = FALSE)
SIGNAL_HANDLER
after_tame?.Invoke(tamer, food)//Run custom behavior if needed
if(isliving(parent) && isliving(tamer))
var/mob/living/tamed = parent
INVOKE_ASYNC(tamed, TYPE_PROC_REF(/mob/living, befriend), tamer)
if(inform_tamer)
var/atom/atom_parent = source
atom_parent.balloon_alert(tamer, "tamed")
if(unique)
qdel(src)
else
current_tame_chance = tame_chance