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* Moves spawners and decals to a different init/delete scheme Rather then fully creating and then immediately deleting these things, we instead do the bare minimum. This is faster, if in theory more fragile. We should be safe since any errors should be caught in compile since this is very close to a "static" action. It does mean these atoms cannot use signals, etc. * Potentially saves init time, mostly cleans up a silly pattern We use sleeps and INVOKE_ASYNC to ensure that handing back turfs doesn't block a space reservation, but this by nature consumes up to the threshold and a bit more of whatever working block we were in. This is silly. Should just be a subsystem, so I made it one, with support for awaiting its finish if you want to * Optimizes garbage/proc/Queue slightly Queue takes about 1.6 seconds to process 26k items right now. The MASSIVE majority of this time is spent on using \ref This is because \ref returns a string, and that string requires being inserted into the global cache of strings we store What I'm doing is caching the result of ANY \ref on the datum it's applied to. This ensures previous uses will never decay from the string tree. This saves about 0.2 seconds of init
243 lines
7.0 KiB
Plaintext
243 lines
7.0 KiB
Plaintext
//Designed for things that need precision trajectories like projectiles.
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//Don't use this for anything that you don't absolutely have to use this with (like projectiles!) because it isn't worth using a datum unless you need accuracy down to decimal places in pixels.
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//You might see places where it does - 16 - 1. This is intentionally 17 instead of 16, because of how byond's tiles work and how not doing it will result in rounding errors like things getting put on the wrong turf.
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#define RETURN_PRECISE_POSITION(A) new /datum/position(A)
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#define RETURN_PRECISE_POINT(A) new /datum/point(A)
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#define RETURN_POINT_VECTOR(ATOM, ANGLE, SPEED) (new /datum/point/vector(ATOM, null, null, null, null, ANGLE, SPEED))
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#define RETURN_POINT_VECTOR_INCREMENT(ATOM, ANGLE, SPEED, AMT) (new /datum/point/vector(ATOM, null, null, null, null, ANGLE, SPEED, AMT))
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/proc/point_midpoint_points(datum/point/a, datum/point/b) //Obviously will not support multiZ calculations! Same for the two below.
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var/datum/point/P = new
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P.x = a.x + (b.x - a.x) * 0.5
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P.y = a.y + (b.y - a.y) * 0.5
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P.z = a.z
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return P
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/proc/pixel_length_between_points(datum/point/a, datum/point/b)
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return sqrt(((b.x - a.x) ** 2) + ((b.y - a.y) ** 2))
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/proc/angle_between_points(datum/point/a, datum/point/b)
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return ATAN2((b.y - a.y), (b.x - a.x))
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/// For positions with map x/y/z and pixel x/y so you don't have to return lists. Could use addition/subtraction in the future I guess.
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/datum/position
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var/x = 0
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var/y = 0
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var/z = 0
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var/pixel_x = 0
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var/pixel_y = 0
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/datum/position/proc/valid()
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return x && y && z && !isnull(pixel_x) && !isnull(pixel_y)
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/datum/position/New(_x = 0, _y = 0, _z = 0, _pixel_x = 0, _pixel_y = 0) //first argument can also be a /datum/point.
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if(istype(_x, /datum/point))
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var/datum/point/P = _x
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var/turf/T = P.return_turf()
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_x = T.x
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_y = T.y
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_z = T.z
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_pixel_x = P.return_px()
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_pixel_y = P.return_py()
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else if(isatom(_x))
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var/atom/A = _x
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_x = A.x
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_y = A.y
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_z = A.z
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_pixel_x = A.pixel_x
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_pixel_y = A.pixel_y
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x = _x
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y = _y
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z = _z
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pixel_x = _pixel_x
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pixel_y = _pixel_y
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/datum/position/proc/return_turf()
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return locate(x, y, z)
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/datum/position/proc/return_px()
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return pixel_x
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/datum/position/proc/return_py()
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return pixel_y
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/datum/position/proc/return_point()
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return new /datum/point(src)
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/// A precise point on the map in absolute pixel locations based on world.icon_size. Pixels are FROM THE EDGE OF THE MAP!
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/datum/point
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var/x = 0
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var/y = 0
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var/z = 0
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/datum/point/proc/valid()
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return x && y && z
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/datum/point/proc/copy_to(datum/point/p = new)
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p.x = x
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p.y = y
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p.z = z
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return p
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/// First argument can also be a /datum/position or /atom.
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/datum/point/New(_x, _y, _z, _pixel_x = 0, _pixel_y = 0)
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if(istype(_x, /datum/position))
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var/datum/position/P = _x
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_x = P.x
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_y = P.y
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_z = P.z
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_pixel_x = P.pixel_x
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_pixel_y = P.pixel_y
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else if(istype(_x, /atom))
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var/atom/A = _x
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_x = A.x
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_y = A.y
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_z = A.z
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_pixel_x = A.pixel_x
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_pixel_y = A.pixel_y
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initialize_location(_x, _y, _z, _pixel_x, _pixel_y)
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/datum/point/proc/initialize_location(tile_x, tile_y, tile_z, p_x = 0, p_y = 0)
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if(!isnull(tile_x))
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x = ((tile_x - 1) * world.icon_size) + world.icon_size * 0.5 + p_x + 1
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if(!isnull(tile_y))
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y = ((tile_y - 1) * world.icon_size) + world.icon_size * 0.5 + p_y + 1
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if(!isnull(tile_z))
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z = tile_z
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/datum/point/proc/debug_out()
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var/turf/T = return_turf()
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return "[text_ref(src)] aX [x] aY [y] aZ [z] pX [return_px()] pY [return_py()] mX [T.x] mY [T.y] mZ [T.z]"
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/datum/point/proc/move_atom_to_src(atom/movable/AM)
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AM.forceMove(return_turf())
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AM.pixel_x = return_px()
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AM.pixel_y = return_py()
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/datum/point/proc/return_turf()
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return locate(CEILING(x / world.icon_size, 1), CEILING(y / world.icon_size, 1), z)
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/datum/point/proc/return_coordinates() //[turf_x, turf_y, z]
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return list(CEILING(x / world.icon_size, 1), CEILING(y / world.icon_size, 1), z)
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/datum/point/proc/return_position()
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return new /datum/position(src)
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/datum/point/proc/return_px()
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return MODULUS(x, world.icon_size) - 16 - 1
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/datum/point/proc/return_py()
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return MODULUS(y, world.icon_size) - 16 - 1
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/datum/point/vector
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/// Pixels per iteration
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var/speed = 32
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var/iteration = 0
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var/angle = 0
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/// Calculated x movement amounts to prevent having to do trig every step.
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var/mpx = 0
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/// Calculated y movement amounts to prevent having to do trig every step.
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var/mpy = 0
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var/starting_x = 0 //just like before, pixels from EDGE of map! This is set in initialize_location().
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var/starting_y = 0
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var/starting_z = 0
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/datum/point/vector/New(_x, _y, _z, _pixel_x = 0, _pixel_y = 0, _angle, _speed, initial_increment = 0)
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..()
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initialize_trajectory(_speed, _angle)
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if(initial_increment)
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increment(initial_increment)
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/datum/point/vector/initialize_location(tile_x, tile_y, tile_z, p_x = 0, p_y = 0)
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. = ..()
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starting_x = x
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starting_y = y
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starting_z = z
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/// Same effect as initiliaze_location, but without setting the starting_x/y/z
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/datum/point/vector/proc/set_location(tile_x, tile_y, tile_z, p_x = 0, p_y = 0)
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if(!isnull(tile_x))
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x = ((tile_x - 1) * world.icon_size) + world.icon_size * 0.5 + p_x + 1
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if(!isnull(tile_y))
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y = ((tile_y - 1) * world.icon_size) + world.icon_size * 0.5 + p_y + 1
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if(!isnull(tile_z))
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z = tile_z
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/datum/point/vector/copy_to(datum/point/vector/v = new)
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..(v)
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v.speed = speed
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v.iteration = iteration
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v.angle = angle
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v.mpx = mpx
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v.mpy = mpy
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v.starting_x = starting_x
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v.starting_y = starting_y
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v.starting_z = starting_z
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return v
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/datum/point/vector/proc/initialize_trajectory(pixel_speed, new_angle)
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if(!isnull(pixel_speed))
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speed = pixel_speed
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set_angle(new_angle)
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/// Calculations use "byond angle" where north is 0 instead of 90, and south is 180 instead of 270.
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/datum/point/vector/proc/set_angle(new_angle)
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if(isnull(angle))
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return
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angle = new_angle
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update_offsets()
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/datum/point/vector/proc/update_offsets()
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mpx = sin(angle) * speed
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mpy = cos(angle) * speed
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/datum/point/vector/proc/set_speed(new_speed)
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if(isnull(new_speed) || speed == new_speed)
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return
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speed = new_speed
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update_offsets()
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/datum/point/vector/proc/increment(multiplier = 1)
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iteration++
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x += mpx * (multiplier)
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y += mpy * (multiplier)
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/datum/point/vector/proc/return_vector_after_increments(amount = 7, multiplier = 1, force_simulate = FALSE)
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var/datum/point/vector/v = copy_to()
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if(force_simulate)
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for(var/i in 1 to amount)
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v.increment(multiplier)
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else
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v.increment(multiplier * amount)
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return v
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/datum/point/vector/proc/on_z_change()
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return
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/datum/point/vector/processed //pixel_speed is per decisecond.
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var/last_process = 0
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var/last_move = 0
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var/paused = FALSE
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/datum/point/vector/processed/Destroy()
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STOP_PROCESSING(SSprojectiles, src)
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return ..()
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/datum/point/vector/processed/proc/start()
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last_process = world.time
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last_move = world.time
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START_PROCESSING(SSprojectiles, src)
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/datum/point/vector/processed/process()
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if(paused)
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last_move += world.time - last_process
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last_process = world.time
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return
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var/needed_time = world.time - last_move
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last_process = world.time
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last_move = world.time
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increment(needed_time / SSprojectiles.wait)
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