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https://github.com/Bubberstation/Bubberstation.git
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23bfdec8f4
About The Pull Request I've reworked multiz. This was done because our current implementation of multiz flattens planes down into just the openspace plane. This breaks any effects we attach to plane masters (including lighting), but it also totally kills the SIDE_MAP map format, which we NEED for wallening (A major 3/4ths resprite of all wall and wall adjacent things, making them more then one tile high. Without sidemap we would be unable to display things both in from of and behind objects on map. Stupid.) This required MASSIVE changes. Both to all uses of the plane var for reasons I'll discuss later, and to a ton of different systems that interact with rendering. I'll do my best to keep this compact, but there's only so much I can do. Sorry brother. Core idea OK: first thing. vis_contents as it works now squishes the planes of everything inside it down into the plane of the vis_loc. This is bad. But how to do better? It's trivially easy to make copies of our existing plane masters but offset, and relay them to the bottom of the plane above. Not a problem. The issue is how to get the actual atoms on the map to "land" on them properly. We could use FLOAT_PLANE to offset planes based off how they're being seen, in theory this would allow us to create lens for how objects are viewed. But that's not a stable thing to do, because properly "landing" a plane on a desired plane master would require taking into account every bit of how it's being seen, would inherently break this effect. Ok so we need to manually edit planes based off "z layer" (IE: what layer of a z stack are you on). That's the key conceit of this pr. Implementing the plane cube, and ensuring planes are always offset properly. Everything else is just gravy. About the Plane Cube Each plane master (except ones that opt out) is copied down by some constant value equal to the max absolute change between the first and the last plane. We do this based off the max z stack size detected by SSmapping. This is also where updates come from, and where all our updating logic will live. As mentioned, plane masters can choose to opt out of being mirrored down. In this case, anything that interacts with them assuming that they'll be offset will instead just get back the valid plane value. This works for render targets too, since I had to work them into the system as well. Plane masters can also be temporarily hidden from the client's screen. This is done as an attempt at optimization, and applies to anything used in niche cases, or planes only used if there's a z layer below you. About Plane Master Groups BYOND supports having different "maps" on screen at once (IE: groups of items/turfs/etc) Plane masters cannot cover 2 maps at once, since their location is determined by their screen_loc. So we need to maintain a mirror of each plane for every map we have open. This was quite messy, so I've refactored it (and maps too) to be a bit more modular. Rather then storing a list of plane masters, we store a list of plane master group datums. Each datum is in charge of the plane masters for its particular map, both creating them, and managing them. Like I mentioned, I also refactored map views. Adding a new mapview is now as simple as newing a /atom/movable/screen/map_view, calling generate_view with the appropriate map id, setting things you want to display in its vis_contents, and then calling display_to on it, passing in the mob to show ourselves to. Much better then the hardcoded pattern we used to use. So much duplicated code man. Oh and plane master controllers, that system we have that allows for applying filters to sets of plane masters? I've made it use lookups on plane master groups now, rather then hanging references to all impacted planes. This makes logic easier, and prevents the need to manage references and update the controllers. image In addition, I've added a debug ui for plane masters. It allows you to view all of your own plane masters and short descriptions of what they do, alongside tools for editing them and their relays. It ALSO supports editing someone elses plane masters, AND it supports (in a very fragile and incomplete manner) viewing literally through someone else's eyes, including their plane masters. This is very useful, because it means you can debug "hey my X is yorked" issues yourself, on live. In order to accomplish this I have needed to add setters for an ungodly amount of visual impacting vars. Sight flags, eye, see_invis, see_in_dark, etc. It also comes with an info dump about the ui, and plane masters/relays in general. Sort of on that note. I've documented everything I know that's niche/useful about our visual effects and rendering system. My hope is this will serve to bring people up to speed on what can be done more quickly, alongside making my sin here less horrible. See https://github.com/LemonInTheDark/tgstation/blob/multiz-hell/.github/guides/VISUALS.md. "Landing" planes Ok so I've explained the backend, but how do we actually land planes properly? Most of the time this is really simple. When a plane var is set, we need to provide some spokesperson for the appearance's z level. We can use this to derive their z layer, and thus what offset to use. This is just a lot of gruntwork, but it's occasionally more complex. Sometimes we need to cache a list of z layer -> effect, and then use that. Also a LOT of updating on z move. So much z move shit. Oh. and in order to make byond darkness work properly, I needed to add SEE_BLACKNESS to all sight flags. This draws darkness to plane 0, which means I'm able to relay it around and draw it on different z layers as is possible. fun darkness ripple effects incoming someday I also need to update mob overlays on move. I do this by realiizing their appearances, mutating their plane, and then readding the overlay in the correct order. The cost of this is currently 3N. I'm convinced this could be improved, but I've not got to it yet. It can also occasionally cause overlays to corrupt. This is fixed by laying a protective ward of overlays.Copy in the sand, but that spell makes the compiler confused, so I'll have to bully lummy about fixing it at some point. Behavior changes We've had to give up on the already broken gateway "see through" effect. Won't work without managing gateway plane masters or something stupid. Not worth it. So instead we display the other side as a ui element. It's worse, but not that bad. Because vis_contents no longer flattens planes (most of the time), some uses of it now have interesting behavior. The main thing that comes to mind is alert popups that display mobs. They can impact the lighting plane. I don't really care, but it should be fixable, I think, given elbow grease. Ah and I've cleaned up layers and plane defines to make them a bit easier to read/reason about, at least I think. Why It's Good For The Game <visual candy> Fixes #65800 Fixes #68461 Changelog cl refactor: Refactored... well a lot really. Map views, anything to do with planes, multiz, a shit ton of rendering stuff. Basically if you see anything off visually report it admin: VV a mob, and hit View/Edit Planes in the dropdown to steal their view, and modify it as you like. You can do the same to yourself using the Edit/Debug Planes verb /cl
840 lines
27 KiB
Plaintext
840 lines
27 KiB
Plaintext
SUBSYSTEM_DEF(air)
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name = "Atmospherics"
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init_order = INIT_ORDER_AIR
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priority = FIRE_PRIORITY_AIR
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wait = 0.5 SECONDS
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flags = SS_BACKGROUND
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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var/cached_cost = 0
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var/cost_atoms = 0
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var/cost_turfs = 0
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var/cost_hotspots = 0
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var/cost_groups = 0
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var/cost_highpressure = 0
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var/cost_superconductivity = 0
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var/cost_pipenets = 0
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var/cost_atmos_machinery = 0
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var/cost_rebuilds = 0
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var/cost_adjacent = 0
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var/list/excited_groups = list()
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var/list/active_turfs = list()
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var/list/hotspots = list()
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var/list/networks = list()
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var/list/rebuild_queue = list()
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//Subservient to rebuild queue
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var/list/expansion_queue = list()
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/// List of turfs to recalculate adjacent turfs on before processing
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var/list/adjacent_rebuild = list()
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/// A list of machines that will be processed when currentpart == SSAIR_ATMOSMACHINERY. Use SSair.begin_processing_machine and SSair.stop_processing_machine to add and remove machines.
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var/list/obj/machinery/atmos_machinery = list()
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var/list/pipe_init_dirs_cache = list()
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//atmos singletons
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var/list/gas_reactions = list()
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var/list/atmos_gen
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var/list/planetary = list() //Lets cache static planetary mixes
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/// List of gas string -> canonical gas mixture
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var/list/strings_to_mix = list()
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//Special functions lists
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var/list/turf/active_super_conductivity = list()
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var/list/turf/open/high_pressure_delta = list()
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var/list/atom_process = list()
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/// Reactions which will contribute to a hotspot's size.
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var/list/hotspot_reactions
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/// A cache of objects that perisists between processing runs when resumed == TRUE. Dangerous, qdel'd objects not cleared from this may cause runtimes on processing.
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var/list/currentrun = list()
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var/currentpart = SSAIR_PIPENETS
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var/map_loading = TRUE
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var/list/queued_for_activation
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var/display_all_groups = FALSE
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var/list/reaction_handbook
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var/list/gas_handbook
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/datum/controller/subsystem/air/stat_entry(msg)
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msg += "C:{"
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msg += "AT:[round(cost_turfs,1)]|"
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msg += "HS:[round(cost_hotspots,1)]|"
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msg += "EG:[round(cost_groups,1)]|"
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msg += "HP:[round(cost_highpressure,1)]|"
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msg += "SC:[round(cost_superconductivity,1)]|"
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msg += "PN:[round(cost_pipenets,1)]|"
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msg += "AM:[round(cost_atmos_machinery,1)]|"
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msg += "AO:[round(cost_atoms, 1)]|"
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msg += "RB:[round(cost_rebuilds,1)]|"
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msg += "AJ:[round(cost_adjacent,1)]|"
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msg += "} "
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msg += "AT:[active_turfs.len]|"
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msg += "HS:[hotspots.len]|"
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msg += "EG:[excited_groups.len]|"
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msg += "HP:[high_pressure_delta.len]|"
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msg += "SC:[active_super_conductivity.len]|"
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msg += "PN:[networks.len]|"
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msg += "AM:[atmos_machinery.len]|"
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msg += "AO:[atom_process.len]|"
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msg += "RB:[rebuild_queue.len]|"
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msg += "EP:[expansion_queue.len]|"
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msg += "AJ:[adjacent_rebuild.len]|"
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msg += "AT/MS:[round((cost ? active_turfs.len/cost : 0),0.1)]"
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return ..()
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/datum/controller/subsystem/air/Initialize()
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map_loading = FALSE
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gas_reactions = init_gas_reactions()
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hotspot_reactions = init_hotspot_reactions()
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setup_allturfs()
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setup_atmos_machinery()
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setup_pipenets()
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setup_turf_visuals()
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process_adjacent_rebuild()
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atmos_handbooks_init()
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return SS_INIT_SUCCESS
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/datum/controller/subsystem/air/fire(resumed = FALSE)
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var/timer = TICK_USAGE_REAL
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//Rebuilds can happen at any time, so this needs to be done outside of the normal system
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cost_rebuilds = 0
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cost_adjacent = 0
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// We need to have a solid setup for turfs before fire, otherwise we'll get massive runtimes and strange behavior
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if(length(adjacent_rebuild))
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timer = TICK_USAGE_REAL
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process_adjacent_rebuild()
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//This does mean that the apperent rebuild costs fluctuate very quickly, this is just the cost of having them always process, no matter what
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cost_adjacent = TICK_USAGE_REAL - timer
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if(state != SS_RUNNING)
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return
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// Every time we fire, we want to make sure pipenets are rebuilt. The game state could have changed between each fire() proc call
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// and anything missing a pipenet can lead to unintended behaviour at worse and various runtimes at best.
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if(length(rebuild_queue) || length(expansion_queue))
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timer = TICK_USAGE_REAL
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process_rebuilds()
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//This does mean that the apperent rebuild costs fluctuate very quickly, this is just the cost of having them always process, no matter what
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cost_rebuilds = TICK_USAGE_REAL - timer
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if(state != SS_RUNNING)
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return
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if(currentpart == SSAIR_PIPENETS || !resumed)
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timer = TICK_USAGE_REAL
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if(!resumed)
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cached_cost = 0
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process_pipenets(resumed)
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cached_cost += TICK_USAGE_REAL - timer
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if(state != SS_RUNNING)
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return
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cost_pipenets = MC_AVERAGE(cost_pipenets, TICK_DELTA_TO_MS(cached_cost))
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resumed = FALSE
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currentpart = SSAIR_ATMOSMACHINERY
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if(currentpart == SSAIR_ATMOSMACHINERY)
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timer = TICK_USAGE_REAL
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if(!resumed)
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cached_cost = 0
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process_atmos_machinery(resumed)
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cached_cost += TICK_USAGE_REAL - timer
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if(state != SS_RUNNING)
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return
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cost_atmos_machinery = MC_AVERAGE(cost_atmos_machinery, TICK_DELTA_TO_MS(cached_cost))
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resumed = FALSE
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currentpart = SSAIR_ACTIVETURFS
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if(currentpart == SSAIR_ACTIVETURFS)
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timer = TICK_USAGE_REAL
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if(!resumed)
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cached_cost = 0
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process_active_turfs(resumed)
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cached_cost += TICK_USAGE_REAL - timer
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if(state != SS_RUNNING)
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return
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cost_turfs = MC_AVERAGE(cost_turfs, TICK_DELTA_TO_MS(cached_cost))
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resumed = FALSE
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currentpart = SSAIR_HOTSPOTS
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if(currentpart == SSAIR_HOTSPOTS) //We do this before excited groups to allow breakdowns to be independent of adding turfs while still *mostly preventing mass fires
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timer = TICK_USAGE_REAL
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if(!resumed)
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cached_cost = 0
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process_hotspots(resumed)
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cached_cost += TICK_USAGE_REAL - timer
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if(state != SS_RUNNING)
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return
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cost_hotspots = MC_AVERAGE(cost_hotspots, TICK_DELTA_TO_MS(cached_cost))
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resumed = FALSE
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currentpart = SSAIR_EXCITEDGROUPS
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if(currentpart == SSAIR_EXCITEDGROUPS)
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timer = TICK_USAGE_REAL
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if(!resumed)
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cached_cost = 0
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process_excited_groups(resumed)
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cached_cost += TICK_USAGE_REAL - timer
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if(state != SS_RUNNING)
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return
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cost_groups = MC_AVERAGE(cost_groups, TICK_DELTA_TO_MS(cached_cost))
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resumed = FALSE
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currentpart = SSAIR_HIGHPRESSURE
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if(currentpart == SSAIR_HIGHPRESSURE)
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timer = TICK_USAGE_REAL
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if(!resumed)
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cached_cost = 0
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process_high_pressure_delta(resumed)
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cached_cost += TICK_USAGE_REAL - timer
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if(state != SS_RUNNING)
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return
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cost_highpressure = MC_AVERAGE(cost_highpressure, TICK_DELTA_TO_MS(cached_cost))
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resumed = FALSE
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currentpart = SSAIR_SUPERCONDUCTIVITY
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if(currentpart == SSAIR_SUPERCONDUCTIVITY)
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timer = TICK_USAGE_REAL
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if(!resumed)
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cached_cost = 0
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process_super_conductivity(resumed)
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cached_cost += TICK_USAGE_REAL - timer
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if(state != SS_RUNNING)
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return
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cost_superconductivity = MC_AVERAGE(cost_superconductivity, TICK_DELTA_TO_MS(cached_cost))
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resumed = FALSE
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currentpart = SSAIR_PROCESS_ATOMS
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if(currentpart == SSAIR_PROCESS_ATOMS)
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timer = TICK_USAGE_REAL
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if(!resumed)
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cached_cost = 0
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process_atoms(resumed)
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cached_cost += TICK_USAGE_REAL - timer
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if(state != SS_RUNNING)
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return
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cost_atoms = MC_AVERAGE(cost_atoms, TICK_DELTA_TO_MS(cached_cost))
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resumed = FALSE
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currentpart = SSAIR_PIPENETS
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SStgui.update_uis(SSair) //Lightning fast debugging motherfucker
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/datum/controller/subsystem/air/Recover()
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excited_groups = SSair.excited_groups
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active_turfs = SSair.active_turfs
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hotspots = SSair.hotspots
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networks = SSair.networks
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rebuild_queue = SSair.rebuild_queue
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expansion_queue = SSair.expansion_queue
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adjacent_rebuild = SSair.adjacent_rebuild
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atmos_machinery = SSair.atmos_machinery
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pipe_init_dirs_cache = SSair.pipe_init_dirs_cache
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gas_reactions = SSair.gas_reactions
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atmos_gen = SSair.atmos_gen
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planetary = SSair.planetary
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active_super_conductivity = SSair.active_super_conductivity
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high_pressure_delta = SSair.high_pressure_delta
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atom_process = SSair.atom_process
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currentrun = SSair.currentrun
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queued_for_activation = SSair.queued_for_activation
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/datum/controller/subsystem/air/proc/process_adjacent_rebuild(init = FALSE)
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var/list/queue = adjacent_rebuild
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while (length(queue))
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var/turf/currT = queue[1]
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var/goal = queue[currT]
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queue.Cut(1,2)
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currT.immediate_calculate_adjacent_turfs()
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if(goal == MAKE_ACTIVE)
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add_to_active(currT)
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else if(goal == KILL_EXCITED)
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add_to_active(currT, TRUE)
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if(init)
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CHECK_TICK
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else
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if(MC_TICK_CHECK)
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break
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/datum/controller/subsystem/air/proc/process_pipenets(resumed = FALSE)
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if (!resumed)
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src.currentrun = networks.Copy()
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//cache for sanic speed (lists are references anyways)
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var/list/currentrun = src.currentrun
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while(currentrun.len)
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var/datum/thing = currentrun[currentrun.len]
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currentrun.len--
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if(thing)
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thing.process()
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else
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networks.Remove(thing)
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if(MC_TICK_CHECK)
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return
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/datum/controller/subsystem/air/proc/add_to_rebuild_queue(obj/machinery/atmospherics/atmos_machine)
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if(istype(atmos_machine, /obj/machinery/atmospherics) && !atmos_machine.rebuilding)
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rebuild_queue += atmos_machine
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atmos_machine.rebuilding = TRUE
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/datum/controller/subsystem/air/proc/add_to_expansion(datum/pipeline/line, starting_point)
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var/list/new_packet = new(SSAIR_REBUILD_QUEUE)
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new_packet[SSAIR_REBUILD_PIPELINE] = line
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new_packet[SSAIR_REBUILD_QUEUE] = list(starting_point)
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expansion_queue += list(new_packet)
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/datum/controller/subsystem/air/proc/remove_from_expansion(datum/pipeline/line)
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for(var/list/packet in expansion_queue)
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if(packet[SSAIR_REBUILD_PIPELINE] == line)
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expansion_queue -= packet
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return
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/datum/controller/subsystem/air/proc/process_atoms(resumed = FALSE)
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if(!resumed)
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src.currentrun = atom_process.Copy()
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//cache for sanic speed (lists are references anyways)
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var/list/currentrun = src.currentrun
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while(currentrun.len)
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var/atom/talk_to = currentrun[currentrun.len]
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currentrun.len--
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if(!talk_to)
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return
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talk_to.process_exposure()
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if(MC_TICK_CHECK)
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return
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/datum/controller/subsystem/air/proc/process_atmos_machinery(resumed = FALSE)
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if (!resumed)
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src.currentrun = atmos_machinery.Copy()
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//cache for sanic speed (lists are references anyways)
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var/list/currentrun = src.currentrun
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while(currentrun.len)
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var/obj/machinery/M = currentrun[currentrun.len]
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currentrun.len--
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if(!M)
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atmos_machinery -= M
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if(M.process_atmos() == PROCESS_KILL)
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stop_processing_machine(M)
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if(MC_TICK_CHECK)
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return
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/datum/controller/subsystem/air/proc/process_super_conductivity(resumed = FALSE)
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if (!resumed)
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src.currentrun = active_super_conductivity.Copy()
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//cache for sanic speed (lists are references anyways)
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var/list/currentrun = src.currentrun
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while(currentrun.len)
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var/turf/T = currentrun[currentrun.len]
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currentrun.len--
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T.super_conduct()
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if(MC_TICK_CHECK)
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return
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/datum/controller/subsystem/air/proc/process_hotspots(resumed = FALSE)
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if (!resumed)
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src.currentrun = hotspots.Copy()
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//cache for sanic speed (lists are references anyways)
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var/list/currentrun = src.currentrun
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while(currentrun.len)
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var/obj/effect/hotspot/H = currentrun[currentrun.len]
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currentrun.len--
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if (H)
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H.process()
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else
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hotspots -= H
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if(MC_TICK_CHECK)
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return
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/datum/controller/subsystem/air/proc/process_high_pressure_delta(resumed = FALSE)
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while (high_pressure_delta.len)
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var/turf/open/T = high_pressure_delta[high_pressure_delta.len]
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high_pressure_delta.len--
|
|
T.high_pressure_movements()
|
|
T.pressure_difference = 0
|
|
if(MC_TICK_CHECK)
|
|
return
|
|
|
|
/datum/controller/subsystem/air/proc/process_active_turfs(resumed = FALSE)
|
|
//cache for sanic speed
|
|
var/fire_count = times_fired
|
|
if (!resumed)
|
|
src.currentrun = active_turfs.Copy()
|
|
//cache for sanic speed (lists are references anyways)
|
|
var/list/currentrun = src.currentrun
|
|
while(currentrun.len)
|
|
var/turf/open/T = currentrun[currentrun.len]
|
|
currentrun.len--
|
|
if (T)
|
|
T.process_cell(fire_count)
|
|
if (MC_TICK_CHECK)
|
|
return
|
|
|
|
/datum/controller/subsystem/air/proc/process_excited_groups(resumed = FALSE)
|
|
if (!resumed)
|
|
src.currentrun = excited_groups.Copy()
|
|
//cache for sanic speed (lists are references anyways)
|
|
var/list/currentrun = src.currentrun
|
|
while(currentrun.len)
|
|
var/datum/excited_group/EG = currentrun[currentrun.len]
|
|
currentrun.len--
|
|
EG.breakdown_cooldown++
|
|
EG.dismantle_cooldown++
|
|
if(EG.breakdown_cooldown >= EXCITED_GROUP_BREAKDOWN_CYCLES)
|
|
EG.self_breakdown(poke_turfs = TRUE)
|
|
else if(EG.dismantle_cooldown >= EXCITED_GROUP_DISMANTLE_CYCLES && !(EG.turf_reactions & (REACTING | STOP_REACTIONS)))
|
|
EG.dismantle()
|
|
EG.turf_reactions = NONE
|
|
if (MC_TICK_CHECK)
|
|
return
|
|
|
|
/datum/controller/subsystem/air/proc/process_rebuilds()
|
|
//Yes this does mean rebuilding pipenets can freeze up the subsystem forever, but if we're in that situation something else is very wrong
|
|
var/list/currentrun = rebuild_queue
|
|
while(currentrun.len || length(expansion_queue))
|
|
while(currentrun.len && !length(expansion_queue)) //If we found anything, process that first
|
|
var/obj/machinery/atmospherics/remake = currentrun[currentrun.len]
|
|
currentrun.len--
|
|
if (!remake)
|
|
continue
|
|
remake.rebuild_pipes()
|
|
if (MC_TICK_CHECK)
|
|
return
|
|
|
|
var/list/queue = expansion_queue
|
|
while(queue.len)
|
|
var/list/pack = queue[queue.len]
|
|
//We operate directly with the pipeline like this because we can trust any rebuilds to remake it properly
|
|
var/datum/pipeline/linepipe = pack[SSAIR_REBUILD_PIPELINE]
|
|
var/list/border = pack[SSAIR_REBUILD_QUEUE]
|
|
expand_pipeline(linepipe, border)
|
|
if(state != SS_RUNNING) //expand_pipeline can fail a tick check, we shouldn't let things get too fucky here
|
|
return
|
|
|
|
linepipe.building = FALSE
|
|
queue.len--
|
|
if (MC_TICK_CHECK)
|
|
return
|
|
|
|
///Rebuilds a pipeline by expanding outwards, while yielding when sane
|
|
/datum/controller/subsystem/air/proc/expand_pipeline(datum/pipeline/net, list/border)
|
|
while(border.len)
|
|
var/obj/machinery/atmospherics/borderline = border[border.len]
|
|
border.len--
|
|
|
|
var/list/result = borderline.pipeline_expansion(net)
|
|
if(!length(result))
|
|
continue
|
|
for(var/obj/machinery/atmospherics/considered_device in result)
|
|
if(!istype(considered_device, /obj/machinery/atmospherics/pipe))
|
|
considered_device.set_pipenet(net, borderline)
|
|
net.add_machinery_member(considered_device)
|
|
continue
|
|
var/obj/machinery/atmospherics/pipe/item = considered_device
|
|
if(net.members.Find(item))
|
|
continue
|
|
if(item.parent)
|
|
var/static/pipenetwarnings = 10
|
|
if(pipenetwarnings > 0)
|
|
log_mapping("build_pipeline(): [item.type] added to a pipenet while still having one. (pipes leading to the same spot stacking in one turf) around [AREACOORD(item)].")
|
|
pipenetwarnings--
|
|
if(pipenetwarnings == 0)
|
|
log_mapping("build_pipeline(): further messages about pipenets will be suppressed")
|
|
|
|
net.members += item
|
|
border += item
|
|
|
|
net.air.volume += item.volume
|
|
item.parent = net
|
|
|
|
if(item.air_temporary)
|
|
net.air.merge(item.air_temporary)
|
|
item.air_temporary = null
|
|
|
|
if (MC_TICK_CHECK)
|
|
return
|
|
|
|
///Removes a turf from processing, and causes its excited group to clean up so things properly adapt to the change
|
|
/datum/controller/subsystem/air/proc/remove_from_active(turf/open/T)
|
|
active_turfs -= T
|
|
if(currentpart == SSAIR_ACTIVETURFS)
|
|
currentrun -= T
|
|
#ifdef VISUALIZE_ACTIVE_TURFS //Use this when you want details about how the turfs are moving, display_all_groups should work for normal operation
|
|
T.remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, COLOR_VIBRANT_LIME)
|
|
#endif
|
|
if(istype(T))
|
|
T.excited = FALSE
|
|
if(T.excited_group)
|
|
//If this fires during active turfs it'll cause a slight removal of active turfs, as they breakdown if they have no excited group
|
|
//The group also expands by a tile per rebuild on each edge, suffering
|
|
T.excited_group.garbage_collect() //Kill the excited group, it'll reform on its own later
|
|
|
|
///Puts an active turf to sleep so it doesn't process. Do this without cleaning up its excited group.
|
|
/datum/controller/subsystem/air/proc/sleep_active_turf(turf/open/T)
|
|
active_turfs -= T
|
|
if(currentpart == SSAIR_ACTIVETURFS)
|
|
currentrun -= T
|
|
#ifdef VISUALIZE_ACTIVE_TURFS
|
|
T.remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, COLOR_VIBRANT_LIME)
|
|
#endif
|
|
if(istype(T))
|
|
T.excited = FALSE
|
|
|
|
///Adds a turf to active processing, handles duplicates. Call this with blockchanges == TRUE if you want to nuke the assoc excited group
|
|
/datum/controller/subsystem/air/proc/add_to_active(turf/open/T, blockchanges = FALSE)
|
|
if(istype(T) && T.air)
|
|
T.significant_share_ticker = 0
|
|
if(blockchanges && T.excited_group) //This is used almost exclusivly for shuttles, so the excited group doesn't stay behind
|
|
T.excited_group.garbage_collect() //Nuke it
|
|
if(T.excited) //Don't keep doing it if there's no point
|
|
return
|
|
#ifdef VISUALIZE_ACTIVE_TURFS
|
|
T.add_atom_colour(COLOR_VIBRANT_LIME, TEMPORARY_COLOUR_PRIORITY)
|
|
#endif
|
|
T.excited = TRUE
|
|
active_turfs += T
|
|
if(currentpart == SSAIR_ACTIVETURFS)
|
|
currentrun += T
|
|
else if(T.flags_1 & INITIALIZED_1)
|
|
for(var/turf/S in T.atmos_adjacent_turfs)
|
|
add_to_active(S, TRUE)
|
|
else if(map_loading)
|
|
if(queued_for_activation)
|
|
queued_for_activation[T] = T
|
|
return
|
|
else
|
|
T.requires_activation = TRUE
|
|
|
|
/datum/controller/subsystem/air/StartLoadingMap()
|
|
LAZYINITLIST(queued_for_activation)
|
|
map_loading = TRUE
|
|
|
|
/datum/controller/subsystem/air/StopLoadingMap()
|
|
map_loading = FALSE
|
|
for(var/T in queued_for_activation)
|
|
add_to_active(T, TRUE)
|
|
queued_for_activation.Cut()
|
|
|
|
/datum/controller/subsystem/air/proc/setup_allturfs()
|
|
var/list/turfs_to_init = block(locate(1, 1, 1), locate(world.maxx, world.maxy, world.maxz))
|
|
var/list/active_turfs = src.active_turfs
|
|
times_fired++
|
|
|
|
// Clear active turfs - faster than removing every single turf in the world
|
|
// one-by-one, and Initalize_Atmos only ever adds `src` back in.
|
|
#ifdef VISUALIZE_ACTIVE_TURFS
|
|
for(var/jumpy in active_turfs)
|
|
var/turf/active = jumpy
|
|
active.remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, COLOR_VIBRANT_LIME)
|
|
#endif
|
|
active_turfs.Cut()
|
|
var/time = 0
|
|
|
|
for(var/turf/T as anything in turfs_to_init)
|
|
if (!T.init_air)
|
|
continue
|
|
// We pass the tick as the current step so if we sleep the step changes
|
|
// This way we can make setting up adjacent turfs O(n) rather then O(n^2)
|
|
T.Initalize_Atmos(time)
|
|
if(CHECK_TICK)
|
|
time--
|
|
|
|
if(active_turfs.len)
|
|
var/starting_ats = active_turfs.len
|
|
sleep(world.tick_lag)
|
|
var/timer = world.timeofday
|
|
|
|
log_mapping("There are [starting_ats] active turfs at roundstart caused by a difference of the air between the adjacent turfs. \
|
|
To locate these active turfs, go into the \"Debug\" tab of your stat-panel. Then hit the verb that says \"Mapping Verbs - Enable\". \
|
|
Now, you can see all of the associated coordinates using \"Mapping -> Show roundstart AT list\" verb.")
|
|
|
|
for(var/turf/T in active_turfs)
|
|
GLOB.active_turfs_startlist += T
|
|
|
|
//now lets clear out these active turfs
|
|
var/list/turfs_to_check = active_turfs.Copy()
|
|
do
|
|
var/list/new_turfs_to_check = list()
|
|
for(var/turf/open/T in turfs_to_check)
|
|
new_turfs_to_check += T.resolve_active_graph()
|
|
CHECK_TICK
|
|
|
|
active_turfs += new_turfs_to_check
|
|
turfs_to_check = new_turfs_to_check
|
|
while (turfs_to_check.len)
|
|
|
|
var/ending_ats = active_turfs.len
|
|
for(var/thing in excited_groups)
|
|
var/datum/excited_group/EG = thing
|
|
EG.self_breakdown(roundstart = TRUE)
|
|
EG.dismantle()
|
|
CHECK_TICK
|
|
|
|
var/msg = "HEY! LISTEN! [DisplayTimeText(world.timeofday - timer, 0.00001)] were wasted processing [starting_ats] turf(s) (connected to [ending_ats - starting_ats] other turfs) with atmos differences at round start."
|
|
to_chat(world, span_boldannounce("[msg]"))
|
|
warning(msg)
|
|
|
|
/turf/open/proc/resolve_active_graph()
|
|
. = list()
|
|
var/datum/excited_group/EG = excited_group
|
|
if (blocks_air || !air)
|
|
return
|
|
if (!EG)
|
|
EG = new
|
|
EG.add_turf(src)
|
|
|
|
for (var/turf/open/ET in atmos_adjacent_turfs)
|
|
if (ET.blocks_air || !ET.air)
|
|
continue
|
|
|
|
var/ET_EG = ET.excited_group
|
|
if (ET_EG)
|
|
if (ET_EG != EG)
|
|
EG.merge_groups(ET_EG)
|
|
EG = excited_group //merge_groups() may decide to replace our current EG
|
|
else
|
|
EG.add_turf(ET)
|
|
if (!ET.excited)
|
|
ET.excited = TRUE
|
|
. += ET
|
|
|
|
/turf/open/space/resolve_active_graph()
|
|
return list()
|
|
|
|
/datum/controller/subsystem/air/proc/setup_atmos_machinery()
|
|
for (var/obj/machinery/atmospherics/AM in atmos_machinery)
|
|
AM.atmos_init()
|
|
CHECK_TICK
|
|
|
|
//this can't be done with setup_atmos_machinery() because
|
|
// all atmos machinery has to initalize before the first
|
|
// pipenet can be built.
|
|
/datum/controller/subsystem/air/proc/setup_pipenets()
|
|
for (var/obj/machinery/atmospherics/AM in atmos_machinery)
|
|
var/list/targets = AM.get_rebuild_targets()
|
|
for(var/datum/pipeline/build_off as anything in targets)
|
|
build_off.build_pipeline_blocking(AM)
|
|
CHECK_TICK
|
|
|
|
GLOBAL_LIST_EMPTY(colored_turfs)
|
|
GLOBAL_LIST_EMPTY(colored_images)
|
|
/datum/controller/subsystem/air/proc/setup_turf_visuals()
|
|
for(var/sharp_color in GLOB.contrast_colors)
|
|
var/list/add_to = list()
|
|
GLOB.colored_turfs += list(add_to)
|
|
for(var/offset in 0 to SSmapping.max_plane_offset)
|
|
var/obj/effect/overlay/atmos_excited/suger_high = new()
|
|
SET_PLANE_W_SCALAR(suger_high, HIGH_GAME_PLANE, offset)
|
|
add_to += suger_high
|
|
var/image/shiny = new('icons/effects/effects.dmi', suger_high, "atmos_top")
|
|
SET_PLANE_W_SCALAR(shiny, HIGH_GAME_PLANE, offset)
|
|
shiny.color = sharp_color
|
|
GLOB.colored_images += shiny
|
|
|
|
/datum/controller/subsystem/air/proc/setup_template_machinery(list/atmos_machines)
|
|
var/obj/machinery/atmospherics/AM
|
|
for(var/A in 1 to atmos_machines.len)
|
|
AM = atmos_machines[A]
|
|
AM.atmos_init()
|
|
CHECK_TICK
|
|
|
|
for(var/A in 1 to atmos_machines.len)
|
|
AM = atmos_machines[A]
|
|
var/list/targets = AM.get_rebuild_targets()
|
|
for(var/datum/pipeline/build_off as anything in targets)
|
|
build_off.build_pipeline_blocking(AM)
|
|
CHECK_TICK
|
|
|
|
|
|
/datum/controller/subsystem/air/proc/get_init_dirs(type, dir, init_dir)
|
|
|
|
if(!pipe_init_dirs_cache[type])
|
|
pipe_init_dirs_cache[type] = list()
|
|
|
|
if(!pipe_init_dirs_cache[type]["[init_dir]"])
|
|
pipe_init_dirs_cache[type]["[init_dir]"] = list()
|
|
|
|
if(!pipe_init_dirs_cache[type]["[init_dir]"]["[dir]"])
|
|
var/obj/machinery/atmospherics/temp = new type(null, FALSE, dir, init_dir)
|
|
pipe_init_dirs_cache[type]["[init_dir]"]["[dir]"] = temp.get_init_directions()
|
|
qdel(temp)
|
|
|
|
return pipe_init_dirs_cache[type]["[init_dir]"]["[dir]"]
|
|
|
|
/datum/controller/subsystem/air/proc/generate_atmos()
|
|
atmos_gen = list()
|
|
for(var/T in subtypesof(/datum/atmosphere))
|
|
var/datum/atmosphere/atmostype = T
|
|
atmos_gen[initial(atmostype.id)] = new atmostype
|
|
|
|
/// Takes a gas string, returns the matching mutable gas_mixture
|
|
/datum/controller/subsystem/air/proc/parse_gas_string(gas_string, gastype = /datum/gas_mixture)
|
|
var/datum/gas_mixture/cached = strings_to_mix["[gas_string]-[gastype]"]
|
|
|
|
if(cached)
|
|
if(istype(cached, /datum/gas_mixture/immutable))
|
|
return cached
|
|
return cached.copy()
|
|
|
|
var/datum/gas_mixture/canonical_mix = new gastype()
|
|
// We set here so any future key changes don't fuck us
|
|
strings_to_mix["[gas_string]-[gastype]"] = canonical_mix
|
|
gas_string = preprocess_gas_string(gas_string)
|
|
|
|
var/list/gases = canonical_mix.gases
|
|
var/list/gas = params2list(gas_string)
|
|
if(gas["TEMP"])
|
|
canonical_mix.temperature = text2num(gas["TEMP"])
|
|
canonical_mix.temperature_archived = canonical_mix.temperature
|
|
gas -= "TEMP"
|
|
else // if we do not have a temp in the new gas mix lets assume room temp.
|
|
canonical_mix.temperature = T20C
|
|
for(var/id in gas)
|
|
var/path = id
|
|
if(!ispath(path))
|
|
path = gas_id2path(path) //a lot of these strings can't have embedded expressions (especially for mappers), so support for IDs needs to stick around
|
|
ADD_GAS(path, gases)
|
|
gases[path][MOLES] = text2num(gas[id])
|
|
|
|
if(istype(canonical_mix, /datum/gas_mixture/immutable))
|
|
return canonical_mix
|
|
return canonical_mix.copy()
|
|
|
|
/datum/controller/subsystem/air/proc/preprocess_gas_string(gas_string)
|
|
if(!atmos_gen)
|
|
generate_atmos()
|
|
if(!atmos_gen[gas_string])
|
|
return gas_string
|
|
var/datum/atmosphere/mix = atmos_gen[gas_string]
|
|
return mix.gas_string
|
|
|
|
/**
|
|
* Adds a given machine to the processing system for SSAIR_ATMOSMACHINERY processing.
|
|
*
|
|
* Arguments:
|
|
* * machine - The machine to start processing. Can be any /obj/machinery.
|
|
*/
|
|
/datum/controller/subsystem/air/proc/start_processing_machine(obj/machinery/machine)
|
|
if(machine.atmos_processing)
|
|
return
|
|
if(QDELETED(machine))
|
|
stack_trace("We tried to add a garbage collecting machine to SSair. Don't")
|
|
return
|
|
machine.atmos_processing = TRUE
|
|
atmos_machinery += machine
|
|
|
|
/**
|
|
* Removes a given machine to the processing system for SSAIR_ATMOSMACHINERY processing.
|
|
*
|
|
* Arguments:
|
|
* * machine - The machine to stop processing.
|
|
*/
|
|
/datum/controller/subsystem/air/proc/stop_processing_machine(obj/machinery/machine)
|
|
if(!machine.atmos_processing)
|
|
return
|
|
machine.atmos_processing = FALSE
|
|
atmos_machinery -= machine
|
|
|
|
// If we're currently processing atmos machines, there's a chance this machine is in
|
|
// the currentrun list, which is a cache of atmos_machinery. Remove it from that list
|
|
// as well to prevent processing qdeleted objects in the cache.
|
|
if(currentpart == SSAIR_ATMOSMACHINERY)
|
|
currentrun -= machine
|
|
|
|
/datum/controller/subsystem/air/ui_state(mob/user)
|
|
return GLOB.debug_state
|
|
|
|
/datum/controller/subsystem/air/ui_interact(mob/user, datum/tgui/ui)
|
|
ui = SStgui.try_update_ui(user, src, ui)
|
|
if(!ui)
|
|
ui = new(user, src, "AtmosControlPanel")
|
|
ui.set_autoupdate(FALSE)
|
|
ui.open()
|
|
|
|
/datum/controller/subsystem/air/ui_data(mob/user)
|
|
var/list/data = list()
|
|
data["excited_groups"] = list()
|
|
for(var/datum/excited_group/group in excited_groups)
|
|
var/turf/T = group.turf_list[1]
|
|
var/area/target = get_area(T)
|
|
var/max = 0
|
|
#ifdef TRACK_MAX_SHARE
|
|
for(var/who in group.turf_list)
|
|
var/turf/open/lad = who
|
|
max = max(lad.max_share, max)
|
|
#endif
|
|
data["excited_groups"] += list(list(
|
|
"jump_to" = REF(T), //Just go to the first turf
|
|
"group" = REF(group),
|
|
"area" = target.name,
|
|
"breakdown" = group.breakdown_cooldown,
|
|
"dismantle" = group.dismantle_cooldown,
|
|
"size" = group.turf_list.len,
|
|
"should_show" = group.should_display,
|
|
"max_share" = max
|
|
))
|
|
data["active_size"] = active_turfs.len
|
|
data["hotspots_size"] = hotspots.len
|
|
data["excited_size"] = excited_groups.len
|
|
data["conducting_size"] = active_super_conductivity.len
|
|
data["frozen"] = can_fire
|
|
data["show_all"] = display_all_groups
|
|
data["fire_count"] = times_fired
|
|
#ifdef TRACK_MAX_SHARE
|
|
data["display_max"] = TRUE
|
|
#else
|
|
data["display_max"] = FALSE
|
|
#endif
|
|
data["showing_user"] = user.hud_used.atmos_debug_overlays
|
|
return data
|
|
|
|
/datum/controller/subsystem/air/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
|
|
. = ..()
|
|
if(. || !check_rights_for(usr.client, R_DEBUG))
|
|
return
|
|
switch(action)
|
|
if("move-to-target")
|
|
var/turf/target = locate(params["spot"])
|
|
if(!target)
|
|
return
|
|
usr.forceMove(target)
|
|
usr.update_parallax_contents()
|
|
if("toggle-freeze")
|
|
can_fire = !can_fire
|
|
return TRUE
|
|
if("toggle_show_group")
|
|
var/datum/excited_group/group = locate(params["group"])
|
|
if(!group)
|
|
return
|
|
group.should_display = !group.should_display
|
|
if(display_all_groups)
|
|
return TRUE
|
|
if(group.should_display)
|
|
group.display_turfs()
|
|
else
|
|
group.hide_turfs()
|
|
return TRUE
|
|
if("toggle_show_all")
|
|
display_all_groups = !display_all_groups
|
|
for(var/datum/excited_group/group in excited_groups)
|
|
if(display_all_groups)
|
|
group.display_turfs()
|
|
else if(!group.should_display) //Don't flicker yeah?
|
|
group.hide_turfs()
|
|
return TRUE
|
|
if("toggle_user_display")
|
|
var/mob/user = ui.user
|
|
user.hud_used.atmos_debug_overlays = !user.hud_used.atmos_debug_overlays
|
|
if(user.hud_used.atmos_debug_overlays)
|
|
user.client.images += GLOB.colored_images
|
|
else
|
|
user.client.images -= GLOB.colored_images
|
|
return TRUE
|