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## About The Pull Request We do two major things here. First, instead of having every turf need to ask all the turfs in "front" of it for its blast resistance, we have blast resistance carry back in a cache, so they only need to ask the one directly in front of them. Much faster, such wow The other thing we do is totally remove the idea of "building" a turf's explosion resistance. Instead, a turf's full resistance is stored on it at all times. We use an element to manage objects that want to block explosives, and that's it simple as. As an optimization, turfs handle block differently, using a system where we imply that a turf's own block is just the initial of their explosive_resistance, unless proven otherwise This also saves a significant amount of time To be honest with you, I did this mostly cause I wanted to well make explosions faster This doesn't really fufil that. They are faster, but not by much The bulk of explosion cost comes from actually exploding things, rather then figuring out what/how to delete. This code is much faster for larger blastwave sizes, because calculating protection is constant. We save maybe 60% of propogate_blastwave, but unfortunately propogate_blastwave for one maxcap on the top left of icebox's chapel is only 28ms, so while 11ms is good, it's not everything I could want when the cost of explosion/fire is 555ms. I'm happy about it still tho, because doing things like this means I can expand on how explosive blocking works without needing to make things seriously expensive in here. Also it's faster for meme admin explosions and mega burgers ## Why It's Good For The Game Speeds up explosives slightly, opens the door to better blast resistance projection