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* Optimizes INVOKE_ASYNC by making it a macro and avoiding a proc call (#73264) ## About The Pull Request This is quite literally the same behavior but faster, and also catches improper arguments better than the old macro/proc approach. Credit to Lohikar for writing the macro. Port of https://github.com/DaedalusDock/daedalusdock/pull/196 Also, `world.ImmediateInvokeAsync()` never set a return value, so expecting one was never valid behavior. At MSO's request, the documentation of `spawn(-1)`: As per the reference, calling `spawn()` with a negative value will execute the spawned code until a blocking action (such as `sleep()`) is encountered. Then, it will step outside of the spawned code, and continue the proc. This is the same behavior as calling a `waitfor = FALSE` proc. Specifically, under the hood, `spawn(-1)` creates a copy of the callstack like `sleep()`, incase the spawned code is blocked and needs to be rescheduled. As an added bonus, `spawn(-1)` silences SHOULD_NOT_SLEEP errors, whereas `waitfor = FALSE` does not. ## Why It's Good For The Game ITS FREE FUCKING CPU TIME --------- Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> Co-authored-by: Kyle Spier-Swenson <kyleshome@ gmail.com> * Optimizes INVOKE_ASYNC by making it a macro and avoiding a proc call --------- Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> Co-authored-by: Kyle Spier-Swenson <kyleshome@ gmail.com>
165 lines
4.2 KiB
Plaintext
165 lines
4.2 KiB
Plaintext
#define FORWARD 1
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#define BACKWARD -1
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#define ITEM_DELETE "delete"
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#define ITEM_MOVE_INSIDE "move_inside"
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/datum/component/construction
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var/list/steps
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var/result
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var/index = 1
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var/desc
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/datum/component/construction/Initialize()
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if(!isatom(parent))
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return COMPONENT_INCOMPATIBLE
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RegisterSignal(parent, COMSIG_PARENT_EXAMINE, PROC_REF(examine))
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RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, PROC_REF(action))
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update_parent(index)
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/datum/component/construction/proc/examine(datum/source, mob/user, list/examine_list)
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SIGNAL_HANDLER
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if(desc)
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examine_list += desc
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/datum/component/construction/proc/on_step()
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if(index > steps.len)
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spawn_result()
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else
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update_parent(index)
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/datum/component/construction/proc/action(datum/source, obj/item/I, mob/living/user)
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SIGNAL_HANDLER
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ASYNC //This proc will never actually sleep, it calls do_after with a time of 0.
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. = check_step(I, user)
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return .
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/datum/component/construction/proc/update_index(diff)
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index += diff
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on_step()
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/datum/component/construction/proc/check_step(obj/item/I, mob/living/user)
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var/diff = is_right_key(I)
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if(diff && custom_action(I, user, diff))
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update_index(diff)
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return TRUE
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return FALSE
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/datum/component/construction/proc/is_right_key(obj/item/I) // returns index step
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var/list/L = steps[index]
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if(check_used_item(I, L["key"]))
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return FORWARD //to the first step -> forward
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else if(check_used_item(I, L["back_key"]))
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return BACKWARD //to the last step -> backwards
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return FALSE
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/datum/component/construction/proc/check_used_item(obj/item/I, key)
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if(!key)
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return FALSE
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if(ispath(key) && istype(I, key))
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return TRUE
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else if(I.tool_behaviour == key)
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return TRUE
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return FALSE
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/datum/component/construction/proc/custom_action(obj/item/I, mob/living/user, diff)
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var/target_index = index + diff
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var/list/current_step = steps[index]
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var/list/target_step
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if(target_index > 0 && target_index <= steps.len)
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target_step = steps[target_index]
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. = TRUE
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if(I.tool_behaviour)
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. = I.use_tool(parent, user, 0, volume=50)
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else if(diff == FORWARD)
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switch(current_step["action"])
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if(ITEM_DELETE)
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. = user.transferItemToLoc(I, parent)
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if(.)
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qdel(I)
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if(ITEM_MOVE_INSIDE)
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. = user.transferItemToLoc(I, parent)
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// Using stacks
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else
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if(isstack(I))
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. = I.use_tool(parent, user, 0, volume=50, amount=current_step["amount"])
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// Going backwards? Undo the last action. Drop/respawn the items used in last action, if any.
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if(. && diff == BACKWARD && target_step && !target_step["no_refund"])
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var/target_step_key = target_step["key"]
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switch(target_step["action"])
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if(ITEM_DELETE)
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new target_step_key(drop_location())
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if(ITEM_MOVE_INSIDE)
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var/obj/item/located_item = locate(target_step_key) in parent
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if(located_item)
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located_item.forceMove(drop_location())
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else
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if(ispath(target_step_key, /obj/item/stack))
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new target_step_key(drop_location(), target_step["amount"])
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/datum/component/construction/proc/spawn_result()
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// Some constructions result in new components being added.
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if(ispath(result, /datum/component))
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parent.AddComponent(result)
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qdel(src)
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else if(ispath(result, /atom))
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new result(drop_location())
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qdel(parent)
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/datum/component/construction/proc/update_parent(step_index)
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var/list/step = steps[step_index]
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var/atom/parent_atom = parent
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if(step["desc"])
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desc = step["desc"]
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if(step["icon_state"])
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parent_atom.icon_state = step["icon_state"]
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/datum/component/construction/proc/drop_location()
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var/atom/parent_atom = parent
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return parent_atom.drop_location()
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// Unordered construction.
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// Takes a list of part types, to be added in any order, as steps.
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// Calls spawn_result() when every type has been added.
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/datum/component/construction/unordered/check_step(obj/item/I, mob/living/user)
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for(var/typepath in steps)
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if(istype(I, typepath) && custom_action(I, user, typepath))
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steps -= typepath
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on_step()
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return TRUE
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return FALSE
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/datum/component/construction/unordered/on_step()
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if(!steps.len)
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spawn_result()
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else
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update_parent(steps.len)
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/datum/component/construction/unordered/update_parent(steps_left)
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return
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/datum/component/construction/unordered/custom_action(obj/item/I, mob/living/user, typepath)
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return TRUE
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