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* Remove ELEMENT_DETACH on everything that doesn't need it, rename to ELEMENT_DETACH_ON_HOST_DESTROY + a PSA (about 0.2s init time savings) (#70972) ELEMENT_DETACH is **not** a requirement to having `Detach` called. Detach is always called when the element itself is destroyed. ELEMENT_DETACH is a flag that when set, makes sure Detach is called when the atom destroys. Sometimes you want this, for instance: ```dm /datum/element/point_of_interest/Detach(datum/target) SSpoints_of_interest.on_poi_element_removed(target) return ..() ``` This Detach cleans up a reference that would have hung if target was destroyed without this being called. However, most uses of Detach are cleaning up signals. Signals are automatically cleaned up when something is destroyed. You do not need ELEMENT_DETACH in this case, and it slows down init. This also includes somewhat more complex stuff, like removing overlays on the source object. It's getting deleted anyway, you don't care! I have removed all uses of ELEMENT_DETACH that seemed superfluous. I have also renamed it to `ELEMENT_DETACH_ON_HOST_DESTROY` to make its purpose more clear, as me and a lot of other maintainers misunderstood what it did, --- An update to this, ELEMENT_DETACH *is* needed for anything that can register to a turf, as turfs do not clear their signals on destroy. * Remove ELEMENT_DETACH on everything that doesn't need it, rename to ELEMENT_DETACH_ON_HOST_DESTROY + a PSA (about 0.2s init time savings) * skyrat elements Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: tastyfish <crazychris32@gmail.com>
277 lines
10 KiB
Plaintext
277 lines
10 KiB
Plaintext
/// List of z pillars (datums placed in the bottom left of XbyX squares that control transparency in that space)
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/// The pillars are stored in triple depth lists indexed by (world_size % pillar_size) + 1
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/// They are created at transparent turf request, and deleted when no turfs remain
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GLOBAL_LIST_EMPTY(pillars_by_z)
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#define Z_PILLAR_RADIUS 20
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// Takes a position, transforms it into a z pillar key
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#define Z_PILLAR_TRANSFORM(pos) (ROUND_UP(pos / Z_PILLAR_RADIUS))
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// Takes a z pillar key, hands back the actual posiiton it represents
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// A key of 1 becomes 1, a key of 2 becomes Z_PILLAR_RADIUS + 1, etc.
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#define Z_KEY_TO_POSITION(key) (((key - 1) * Z_PILLAR_RADIUS) + 1)
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/// Returns a z pillar to insert turfs into
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/proc/request_z_pillar(x, y, z)
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var/list/pillars_by_z = GLOB.pillars_by_z
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if(length(pillars_by_z) < z)
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pillars_by_z.len = z
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var/list/our_z = pillars_by_z[z]
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if(!our_z)
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our_z = list()
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pillars_by_z[z] = our_z
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//Now that we've got the z layer sorted, we're gonna check the X line
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var/x_key = Z_PILLAR_TRANSFORM(x)
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if(length(our_z) < x_key)
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our_z.len = x_key
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var/list/our_x = our_z[x_key]
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if(!our_x)
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our_x = list()
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our_z[x_key] = our_x
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//And now the y layer
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var/y_key = Z_PILLAR_TRANSFORM(y)
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if(length(our_x) < y_key)
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our_x.len = y_key
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var/datum/z_pillar/our_lad = our_x[y_key]
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if(!our_lad)
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our_lad = new(x_key, y_key, z)
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our_x[y_key] = our_lad
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return our_lad
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/// Exists to be placed on the turf of walls and such to hold the vis_contents of the tile below
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/// Otherwise the lower turf might get shifted around, which is dumb. do this instead.
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/obj/effect/abstract/z_holder
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var/datum/z_pillar/pillar
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var/turf/show_for
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appearance_flags = PIXEL_SCALE
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plane = HUD_PLANE
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anchored = TRUE
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move_resist = INFINITY
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/effect/abstract/z_holder/Destroy()
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if(pillar)
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pillar.drawing_object -= show_for
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pillar = null
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show_for = null
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return ..()
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/obj/effect/abstract/z_holder/proc/display(turf/display, datum/z_pillar/behalf_of)
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if(pillar)
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CRASH("We attempted to use a z holder to display when it was already in use, what'd you do")
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pillar = behalf_of
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show_for = display
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vis_contents += display
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behalf_of.drawing_object[display] = src
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/// Grouping datum that manages transparency for a block of space
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/// Setup to ease debugging, and to make add/remove operations cheaper
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/datum/z_pillar
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var/x_pos
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var/y_pos
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var/z_pos
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/// Assoc list in the form displayed turf -> list of sources
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var/list/turf_sources = list()
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/// Assoc list of turfs using z holders in the form displayed turf -> z holder
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var/list/drawing_object = list()
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/datum/z_pillar/New(x_pos, y_pos, z_pos)
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. = ..()
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src.x_pos = x_pos
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src.y_pos = y_pos
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src.z_pos = z_pos
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/datum/z_pillar/Destroy()
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GLOB.pillars_by_z[z_pos][x_pos][y_pos] = null
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// Just to be totally clear, this is code that exists to
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// A: make sure cleanup is actually possible for this datum, just in case someone goes insane
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// B: allow for easier debugging and making sure everything behaves as expected when fully removed
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// It is not meant to be relied on, please don't actually it's not very fast
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for(var/turf/displaying in turf_sources)
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for(var/turf/displaying_for in turf_sources[displaying])
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hide_turf(displaying, displaying_for)
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return ..()
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/// Displays a turf from the z level below us on our level
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/datum/z_pillar/proc/display_turf(turf/to_display, turf/source)
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var/list/sources = turf_sources[to_display]
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if(!sources)
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sources = list()
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turf_sources[to_display] = sources
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sources |= source
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if(length(sources) != 1) // If we aren't the first to request this turf, return
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var/obj/effect/abstract/z_holder/holding = drawing_object[to_display]
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if(!holding)
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return
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var/turf/visual_target = to_display.above()
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/// Basically, if we used to be under a non transparent turf, but are no longer in that position
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/// Then we add to the transparent turf we're now under, and nuke the old object
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if(!istransparentturf(visual_target))
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return
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holding.vis_contents -= to_display
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qdel(holding)
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drawing_object -= to_display
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visual_target.vis_contents += to_display
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return
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var/turf/visual_target = to_display.above()
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if(istransparentturf(visual_target) || isopenspaceturf(visual_target))
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visual_target.vis_contents += to_display
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else
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var/obj/effect/abstract/z_holder/hold_this = new(visual_target)
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hold_this.display(to_display, src)
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/// Hides an existing turf from our vis_contents, or the vis_contents of the source if applicable
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/datum/z_pillar/proc/hide_turf(turf/to_hide, turf/source)
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var/list/sources = turf_sources[to_hide]
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if(!sources)
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return
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sources -= source
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// More sources remain
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if(length(sources))
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return
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turf_sources -= to_hide
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var/obj/effect/abstract/z_holder/holding = drawing_object[to_hide]
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if(holding)
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qdel(holding)
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else
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var/turf/visual_target = to_hide.above()
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visual_target.vis_contents -= to_hide
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if(!length(turf_sources) && !QDELETED(src))
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qdel(src)
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/// Called when a transparent turf is cleared. We wait a tick, then check to see what
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/// Kind of turf replaced our former holder, and resetup our visuals as desired
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/// We do not need to do this for non transparent holders, because they will have their abstract object cleared
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/// When a transparent holder comes back.
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/datum/z_pillar/proc/parent_cleared(turf/visual, turf/current_holder)
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addtimer(CALLBACK(src, .proc/refresh_orphan, visual, current_holder))
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/// Runs the actual refresh of some formerly orphaned via vis_loc deletiong turf
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/// We'll only reup if we either have no souece, or if the source is a transparent turf
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/datum/z_pillar/proc/refresh_orphan(turf/orphan, turf/parent)
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var/list/sources = turf_sources[orphan]
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if(!length(sources))
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return
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var/obj/effect/abstract/z_holder/holding = drawing_object[orphan]
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if(holding)
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return
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if(istransparentturf(parent) || isopenspaceturf(parent))
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parent.vis_contents += orphan
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else
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var/obj/effect/abstract/z_holder/hold_this = new(parent)
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hold_this.display(orphan, src)
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/datum/element/turf_z_transparency
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element_flags = ELEMENT_DETACH_ON_HOST_DESTROY
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///This proc sets up the signals to handle updating viscontents when turfs above/below update. Handle plane and layer here too so that they don't cover other obs/turfs in Dream Maker
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/datum/element/turf_z_transparency/Attach(datum/target, mapload)
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. = ..()
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if(!isturf(target))
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return ELEMENT_INCOMPATIBLE
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var/turf/our_turf = target
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our_turf.layer = OPENSPACE_LAYER
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RegisterSignal(target, COMSIG_TURF_MULTIZ_DEL, .proc/on_multiz_turf_del)
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RegisterSignal(target, COMSIG_TURF_MULTIZ_NEW, .proc/on_multiz_turf_new)
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ADD_TRAIT(our_turf, TURF_Z_TRANSPARENT_TRAIT, ELEMENT_TRAIT(type))
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if(!mapload)
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update_multi_z(our_turf)
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/datum/element/turf_z_transparency/Detach(datum/source)
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. = ..()
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var/turf/our_turf = source
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clear_multiz(our_turf)
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UnregisterSignal(our_turf, list(COMSIG_TURF_MULTIZ_NEW, COMSIG_TURF_MULTIZ_DEL))
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REMOVE_TRAIT(our_turf, TURF_Z_TRANSPARENT_TRAIT, ELEMENT_TRAIT(type))
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///Updates the viscontents or underlays below this tile.
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/datum/element/turf_z_transparency/proc/update_multi_z(turf/our_turf)
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var/turf/below_turf = our_turf.below()
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if(below_turf) // If we actually have something below us, display it.
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for(var/turf/partner in range(1, below_turf))
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// We use our z here to ensure the pillar is actually on our level
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var/datum/z_pillar/z_boss = request_z_pillar(partner.x, partner.y, our_turf.z)
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z_boss.display_turf(partner, our_turf)
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else
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our_turf.underlays += get_baseturf_underlay(our_turf)
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// This shit is stupid
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// z transparency is for making something SHOW WHAT'S BENEATH it, or if nothing is, show
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// the appropriate underlay
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// IT IS NOT FOR MAKING YOUR CLOSED TURF SEETHROUGH
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// these are different concerns, and should not be HANDLED TOGETHER
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// similarly, if you rip this out, rework diagonal closed turfs to work with this system
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// it will make them look significantly nicer, and should let you tie into their logic more easily
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// Just please don't break behavior yeah? thanks, I love you <3
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if(isclosedturf(our_turf)) //Show girders below closed turfs
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var/mutable_appearance/girder_underlay = mutable_appearance('icons/obj/structures.dmi', "girder", layer = TURF_LAYER-0.01)
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girder_underlay.appearance_flags = RESET_ALPHA | RESET_COLOR
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our_turf.underlays += girder_underlay
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var/mutable_appearance/plating_underlay = mutable_appearance('icons/turf/floors.dmi', "plating", layer = TURF_LAYER-0.02)
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plating_underlay.appearance_flags = RESET_ALPHA | RESET_COLOR
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our_turf.underlays += plating_underlay
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return TRUE
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/datum/element/turf_z_transparency/proc/clear_multiz(turf/our_turf)
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var/turf/below_turf = our_turf.below()
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if(below_turf) // If we actually have something below us, we need to clear ourselves from it
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for(var/turf/partner in range(1, below_turf))
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// We use our z here to ensure the pillar is actually on our level
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var/datum/z_pillar/z_boss = request_z_pillar(partner.x, partner.y, our_turf.z)
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z_boss.hide_turf(partner, our_turf)
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if(partner == below_turf)
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z_boss.parent_cleared(below_turf, our_turf)
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else
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our_turf.underlays -= get_baseturf_underlay(our_turf)
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if(isclosedturf(our_turf)) //Show girders below closed turfs
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var/mutable_appearance/girder_underlay = mutable_appearance('icons/obj/structures.dmi', "girder", layer = TURF_LAYER-0.01)
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girder_underlay.appearance_flags = RESET_ALPHA | RESET_COLOR
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our_turf.underlays -= girder_underlay
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var/mutable_appearance/plating_underlay = mutable_appearance('icons/turf/floors.dmi', "plating", layer = TURF_LAYER-0.02)
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plating_underlay.appearance_flags = RESET_ALPHA | RESET_COLOR
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our_turf.underlays -= plating_underlay
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/datum/element/turf_z_transparency/proc/on_multiz_turf_del(turf/our_turf, turf/below_turf, dir)
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SIGNAL_HANDLER
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if(dir != DOWN)
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return
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update_multi_z(our_turf)
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/datum/element/turf_z_transparency/proc/on_multiz_turf_new(turf/our_turf, turf/below_turf, dir)
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SIGNAL_HANDLER
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if(dir != DOWN)
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return
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update_multi_z(our_turf)
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///Called when there is no real turf below this turf
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/datum/element/turf_z_transparency/proc/get_baseturf_underlay(turf/our_turf)
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var/turf/path = SSmapping.level_trait(our_turf.z, ZTRAIT_BASETURF) || /turf/open/space
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if(!ispath(path))
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path = text2path(path)
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if(!ispath(path))
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warning("Z-level [our_turf.z] has invalid baseturf '[SSmapping.level_trait(our_turf.z, ZTRAIT_BASETURF)]'")
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path = /turf/open/space
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var/mutable_appearance/underlay_appearance = mutable_appearance(initial(path.icon), initial(path.icon_state), layer = TURF_LAYER-0.02, offset_spokesman = our_turf, plane = PLANE_SPACE)
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underlay_appearance.appearance_flags = RESET_ALPHA | RESET_COLOR
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return underlay_appearance
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