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Bubberstation/code/datums/components/jetpack.dm
LemonInTheDark 89073444db Micro-Optimize keyLoop's self time (#81464)
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## About The Pull Request

This is a REALLY hot proc, takes up to like 2% of total cpu at highpop 
Let's micro it then

First, clients do not go null at random. It's not predictable per say
but it is consistent.
We can use this understanding to remove a bunch of null checks here

For loops are expensive. So rather then doing one each keyLoop, let's
cache the client's intended move direction on the client. Simplifies
some other code too

There is no sense running a turn call if it would have no effect, let's
be more intelligent about this

## Changelog

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🆑
refactor: Fucks with how movement keys are handled. Please report any
bugs
/🆑

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2024-02-14 18:28:34 -08:00

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// Welcome to the jetpack component
// Apply this to something when you want it to be "like a jetpack"
// So propulsion through space on move, that sort of thing
/datum/component/jetpack
dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
/// Checks to ensure if we can move & if we can activate
var/datum/callback/check_on_move
/// If we should stabilize ourselves when not drifting
var/stabilize = FALSE
/// The signal we listen for as an activation
var/activation_signal
/// The signal we listen for as a de-activation
var/deactivation_signal
/// The return flag our parent expects for a failed activation
var/return_flag
/// The effect system for the jet pack trail
var/datum/effect_system/trail_follow/trail
/// The typepath to instansiate our trail as, when we need it
var/effect_type
/**
* Arguments:
* * stabilize - If we should drift when we finish moving, or sit stable in space]
* * activation_signal - Signal we activate on
* * deactivation_signal - Signal we deactivate on
* * return_flag - Flag to return if activation fails
* * check_on_move - Callback we call each time we attempt a move, we expect it to retun true if the move is ok, false otherwise. It expects an arg, TRUE if fuel should be consumed, FALSE othewise
* * effect_type - Type of trail_follow to spawn
*/
/datum/component/jetpack/Initialize(stabilize, activation_signal, deactivation_signal, return_flag, datum/callback/check_on_move, datum/effect_system/trail_follow/effect_type)
. = ..()
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
if(!activation_signal) // Can't activate? go away
return COMPONENT_INCOMPATIBLE
RegisterSignal(parent, activation_signal, PROC_REF(activate))
if(deactivation_signal)
RegisterSignal(parent, deactivation_signal, PROC_REF(deactivate))
src.stabilize = stabilize
src.check_on_move = check_on_move
src.activation_signal = activation_signal
src.deactivation_signal = deactivation_signal
src.return_flag = return_flag
src.effect_type = effect_type
/datum/component/jetpack/InheritComponent(datum/component/component, original, stabilize, activation_signal, deactivation_signal, return_flag, datum/callback/check_on_move, datum/effect_system/trail_follow/effect_type)
UnregisterSignal(parent, src.activation_signal)
if(src.deactivation_signal)
UnregisterSignal(parent, src.deactivation_signal)
RegisterSignal(parent, activation_signal, PROC_REF(activate))
if(deactivation_signal)
RegisterSignal(parent, deactivation_signal, PROC_REF(deactivate))
src.stabilize = stabilize
src.check_on_move = check_on_move
src.activation_signal = activation_signal
src.deactivation_signal = deactivation_signal
src.return_flag = return_flag
src.effect_type = effect_type
if(trail && trail.effect_type != effect_type)
setup_trail(trail.holder)
/datum/component/jetpack/Destroy(force)
if(trail)
QDEL_NULL(trail)
check_on_move = null
return ..()
/datum/component/jetpack/proc/setup_trail(mob/user)
if(trail)
QDEL_NULL(trail)
trail = new effect_type
trail.auto_process = FALSE
trail.set_up(user)
trail.start()
/datum/component/jetpack/proc/activate(datum/source, mob/user)
SIGNAL_HANDLER
if(!check_on_move.Invoke(TRUE))
return return_flag
RegisterSignal(user, COMSIG_MOVABLE_MOVED, PROC_REF(move_react))
RegisterSignal(user, COMSIG_MOVABLE_PRE_MOVE, PROC_REF(pre_move_react))
RegisterSignal(user, COMSIG_MOVABLE_SPACEMOVE, PROC_REF(spacemove_react))
RegisterSignal(user, COMSIG_MOVABLE_DRIFT_VISUAL_ATTEMPT, PROC_REF(block_starting_visuals))
RegisterSignal(user, COMSIG_MOVABLE_DRIFT_BLOCK_INPUT, PROC_REF(ignore_ending_block))
setup_trail(user)
/datum/component/jetpack/proc/deactivate(datum/source, mob/user)
SIGNAL_HANDLER
UnregisterSignal(user, COMSIG_MOVABLE_MOVED)
UnregisterSignal(user, COMSIG_MOVABLE_PRE_MOVE)
UnregisterSignal(user, COMSIG_MOVABLE_SPACEMOVE)
UnregisterSignal(user, COMSIG_MOVABLE_DRIFT_VISUAL_ATTEMPT)
UnregisterSignal(user, COMSIG_MOVABLE_DRIFT_BLOCK_INPUT)
if(trail)
QDEL_NULL(trail)
/datum/component/jetpack/proc/move_react(mob/user)
SIGNAL_HANDLER
if(!user || !user.client)//Don't allow jet self using
return
if(!isturf(user.loc))//You can't use jet in nowhere or from mecha/closet
return
if(!(user.movement_type & FLOATING) || user.buckled)//You don't want use jet in gravity or while buckled.
return
if(user.pulledby)//You don't must use jet if someone pull you
return
if(user.throwing)//You don't must use jet if you thrown
return
if(user.client.intended_direction)//You use jet when press keys. yes.
thrust()
/datum/component/jetpack/proc/pre_move_react(mob/user)
SIGNAL_HANDLER
if(!trail)
return FALSE
trail.oldposition = get_turf(user)
/datum/component/jetpack/proc/spacemove_react(mob/user, movement_dir, continuous_move)
SIGNAL_HANDLER
if(!continuous_move && movement_dir)
return COMSIG_MOVABLE_STOP_SPACEMOVE
// Check if we have the fuel to stop this. Do NOT cosume any fuel, just check
// This is done because things other then us can use our fuel
if(stabilize && check_on_move.Invoke(FALSE))
return COMSIG_MOVABLE_STOP_SPACEMOVE
/// Returns true if the thrust went well, false otherwise
/datum/component/jetpack/proc/thrust()
if(!check_on_move.Invoke(TRUE))
return FALSE
trail.generate_effect()
return TRUE
/// Basically, tell the drift component not to do its starting visuals, because they look dumb for us
/datum/component/jetpack/proc/block_starting_visuals(datum/source)
SIGNAL_HANDLER
return DRIFT_VISUAL_FAILED
/// If we're on, don't let the drift component block movements at the end since we can speed
/datum/component/jetpack/proc/ignore_ending_block(datum/source)
SIGNAL_HANDLER
return DRIFT_ALLOW_INPUT