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Works pretty well. If it can't GC something, it'll just del() it and be done. Speed is amazing, holy shit. New procs you should be aware of: qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable). atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d. new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary. Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set. ISSUES: Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things. Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day. qdel() equipment doesn't unequip the item. Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here. Bots don't GC, probably in the radio controller. Lots of other shit doesn't GC but it's hard to find them because of the pipe spam. I think I'm calling Destroy() twice by accident.
202 lines
5.2 KiB
Plaintext
202 lines
5.2 KiB
Plaintext
#define LIQUID_TRANSFER_THRESHOLD 0.05
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var/liquid_delay = 4
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var/list/datum/puddle/puddles = list()
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datum/puddle
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var/list/obj/effect/liquid/liquid_objects = list()
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datum/puddle/proc/process()
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//world << "DEBUG: Puddle process!"
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for(var/obj/effect/liquid/L in liquid_objects)
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L.spread()
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for(var/obj/effect/liquid/L in liquid_objects)
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L.apply_calculated_effect()
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if(liquid_objects.len == 0)
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del(src)
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datum/puddle/New()
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..()
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puddles += src
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datum/puddle/Del()
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puddles -= src
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for(var/obj/O in liquid_objects)
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del(O)
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..()
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client/proc/splash()
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var/volume = input("Volume?","Volume?", 0 ) as num
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if(!isnum(volume)) return
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if(volume <= LIQUID_TRANSFER_THRESHOLD) return
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var/turf/T = get_turf(src.mob)
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if(!isturf(T)) return
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trigger_splash(T, volume)
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proc/trigger_splash(turf/epicenter as turf, volume as num)
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if(!epicenter)
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return
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if(volume <= 0)
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return
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var/obj/effect/liquid/L = new/obj/effect/liquid(epicenter)
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L.volume = volume
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L.update_icon2()
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var/datum/puddle/P = new/datum/puddle()
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P.liquid_objects.Add(L)
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L.controller = P
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obj/effect/liquid
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icon = 'icons/effects/liquid.dmi'
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icon_state = "0"
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name = "liquid"
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var/volume = 0
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var/new_volume = 0
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var/datum/puddle/controller
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obj/effect/liquid/New()
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..()
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if( !isturf(loc) )
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del(src)
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for( var/obj/effect/liquid/L in loc )
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if(L != src)
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del(L)
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obj/effect/liquid/proc/spread()
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//world << "DEBUG: liquid spread!"
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var/surrounding_volume = 0
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var/list/spread_directions = list(1,2,4,8)
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var/turf/loc_turf = loc
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for(var/direction in spread_directions)
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var/turf/T = get_step(src,direction)
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if(!T)
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spread_directions.Remove(direction)
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//world << "ERROR: Map edge!"
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continue //Map edge
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if(!loc_turf.can_leave_liquid(direction)) //Check if this liquid can leave the tile in the direction
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spread_directions.Remove(direction)
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continue
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if(!T.can_accept_liquid(turn(direction,180))) //Check if this liquid can enter the tile
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spread_directions.Remove(direction)
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continue
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var/obj/effect/liquid/L = locate(/obj/effect/liquid) in T
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if(L)
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if(L.volume >= src.volume)
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spread_directions.Remove(direction)
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continue
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surrounding_volume += L.volume //If liquid already exists, add it's volume to our sum
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else
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var/obj/effect/liquid/NL = new(T) //Otherwise create a new object which we'll spread to.
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NL.controller = src.controller
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controller.liquid_objects.Add(NL)
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if(!spread_directions.len)
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//world << "ERROR: No candidate to spread to."
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return //No suitable candidate to spread to
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var/average_volume = (src.volume + surrounding_volume) / (spread_directions.len + 1) //Average amount of volume on this and the surrounding tiles.
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var/volume_difference = src.volume - average_volume //How much more/less volume this tile has than the surrounding tiles.
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if(volume_difference <= (spread_directions.len*LIQUID_TRANSFER_THRESHOLD)) //If we have less than the threshold excess liquid - then there is nothing to do as other tiles will be giving us volume.or the liquid is just still.
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//world << "ERROR: transfer volume lower than THRESHOLD!"
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return
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var/volume_per_tile = volume_difference / spread_directions.len
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for(var/direction in spread_directions)
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var/turf/T = get_step(src,direction)
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if(!T)
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//world << "ERROR: Map edge 2!"
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continue //Map edge
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var/obj/effect/liquid/L = locate(/obj/effect/liquid) in T
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if(L)
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src.volume -= volume_per_tile //Remove the volume from this tile
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L.new_volume = L.new_volume + volume_per_tile //Add it to the volume to the other tile
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obj/effect/liquid/proc/apply_calculated_effect()
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volume += new_volume
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if(volume < LIQUID_TRANSFER_THRESHOLD)
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del(src)
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new_volume = 0
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update_icon2()
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obj/effect/liquid/Move()
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return 0
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obj/effect/liquid/Delete()
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src.controller.liquid_objects.Remove(src)
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..()
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obj/effect/liquid/proc/update_icon2()
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//icon_state = num2text( max(1,min(7,(floor(volume),10)/10)) )
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switch(volume)
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if(0 to 0.1)
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del(src)
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if(0.1 to 5)
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icon_state = "1"
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if(5 to 10)
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icon_state = "2"
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if(10 to 20)
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icon_state = "3"
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if(20 to 30)
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icon_state = "4"
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if(30 to 40)
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icon_state = "5"
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if(40 to 50)
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icon_state = "6"
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if(50 to INFINITY)
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icon_state = "7"
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turf/proc/can_accept_liquid(from_direction)
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return 0
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turf/proc/can_leave_liquid(from_direction)
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return 0
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turf/space/can_accept_liquid(from_direction)
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return 1
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turf/space/can_leave_liquid(from_direction)
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return 1
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turf/simulated/floor/can_accept_liquid(from_direction)
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for(var/obj/structure/window/W in src)
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if(W.dir in list(5,6,9,10))
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return 0
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if(W.dir & from_direction)
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return 0
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for(var/obj/O in src)
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if(!O.liquid_pass())
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return 0
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return 1
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turf/simulated/floor/can_leave_liquid(to_direction)
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for(var/obj/structure/window/W in src)
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if(W.dir in list(5,6,9,10))
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return 0
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if(W.dir & to_direction)
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return 0
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for(var/obj/O in src)
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if(!O.liquid_pass())
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return 0
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return 1
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turf/simulated/wall/can_accept_liquid(from_direction)
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return 0
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turf/simulated/wall/can_leave_liquid(from_direction)
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return 0
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obj/proc/liquid_pass()
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return 1
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obj/machinery/door/liquid_pass()
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return !density
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#undef LIQUID_TRANSFER_THRESHOLD |