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## About The Pull Request Replaces the asset subsystem's spritesheet generator with a rust-based implementation (https://github.com/tgstation/rust-g/pull/160). This is a rough port of https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it includes fixes for some cases I didn't catch that apply on TG. (FWIW we've been using this system on prod for over a year and encountered no major issues.) ### TG MAINTAINER NOTE  ### Batched Spritesheets `/datum/asset/spritesheet_batched`: A version of the spritesheet system that collects a list of `/datum/universal_icon`s and sends them off to rustg asynchronously, and the generation also runs on another thread, so the game doesn't block during realize_spritesheet. The rust generation is about 10x faster when it comes to actual icon generation, but the biggest perk of the batched spritesheets is the caching system. This PR notably does not convert a few things to the new spritesheet generator. - Species and antagonist icons in the preferences view because they use getFlatIcon ~~which can't be converted to universal icons~~. - Yes, this is still a *massive* cost to init, unfortunately. On Bee, I actually enabled the 'legacy' cache on prod and development, which you can see in my PR. That's why I added the 'clear cache' verb and the `unregister()` procs, because it can force a regeneration at runtime. I decided not to port this, since I think it would be detrimental to the large amount of contributors here. - It is *technically* possible to port parts of this to the uni_icon system by making a uni_icon version of getFlatIcon. However, some overlays use runtime-generated icons which are ~~completely unparseable to IconForge, since they're stored in the RSC and don't exist as files anywhere~~. This is most noticeable with things like hair (which blend additively with the hair mask on the server, thus making them invisible to `get_flat_uni_icon`). It also doesn't help that species and antag icons will still need to generate a bunch of dummies and delete them to even verify cache validity. - It is actually possible to write the RSC icons to the filesystem (using fcopy) and reference them in IconForge. However, I'm going to wait on doing this until I port my GAGS implementation because it requires GAGS to exist on the filesystem as well. #### Caching IconForge generates a cache based on the set of icons used, all transform operations applied, and the source DMIs of each icon used within the spritesheet. It can compare the hashes and invalidate the cache automatically if any of these change. This means we can enable caching on development, and have absolutely no downsides, because if anything changes, the cache invalidates itself. The caching has a mean cost of ~5ms and saves a lot of time compared to generating the spritesheet, even with rust's faster generation. The main downside is that the cache still requires building the list of icons and their transforms, then json encoding it to send to rustg. Here's an abbreviated example of a cache JSON. All of these need to match for the cache to be valid. `input_hash` contains the transform definitions for all the sprites in the spritesheet, so if the input to iconforge changes, that hash catches it. The `sizes` and `sprites` are loaded into DM. ```json { "input_hash": "99f1bc67d590e000", "dmi_hashes": { "icons/ui/achievements/achievements.dmi": "771200c75da11c62" }, "sizes": [ "76x76" ], "sprites": { "achievement-rustascend": { "size_id": "76x76", "position": 1 } }, "rustg_version": "3.6.0", "dm_version": 1 } ``` ### Universal Icons Universal icons are just a collection of DMI, Icon State, and any icon transformation procs you apply (blends, crops, scales). They can be convered to DM icons via `to_icon()`. I've included an implementation of GAGS that produces universal icons, allowing GAGS items to be converted into them. IconForge can read universal icons and add them to spritesheets. It's basically just a wrapper that reimplements BYOND icon procs. ### Other Stuff Converts some uses of md5asfile within legacy spritesheets to use rustg_hash_file instead, improving the performance of their generation. Fixes lizard body markings not showing in previews, and re-adds eyes to the ethereal color preview. This is a side effect of IconForge having *much* better error handling than DM icon procs. Invalid stuff that gets passed around will error instead of silently doing nothing. Changes the CSS used in legacy spritesheet generation to split `background: url(...) no-repeat` into separate props. This is necessary for WebView2, as IE treats these properties differently - adding `background-color` to an icon object (as seen in the R&D console) won't work if you don't split these out. Deletes unused spritesheets and their associated icons (condiments spritesheet, old PDA spritesheet) ## Why It's Good For The Game If you press "Character Setup", the 10-13sec of lag is now approximately 0.5-2 seconds. Tracy profile showing the time spent on get_asset_datum. I pressed the preferences button during init on both branches. Do note that this was ran with a smart cache HIT, so no generation occurred.  Much lower worst-case for /datum/asset/New (which includes `create_spritesheets()` and `register()`)  Here's a look at the internal costs from rustg - as you can see `generate_spritesheet()` is very fast:  ### Comparison for a single spritesheet - chat spritesheet: **Before**  **After**  ## Changelog 🆑 fix: Fixed lizard body markings and ethereal feature previews in the preference menu missing some overlays. refactor: Optimized spritesheet asset generation greatly using rustg IconForge, greatly reducing post-initialization lag as well as reducing init times and saving server computation. config: Added 'smart' asset caching, for batched rustg IconForge spritesheets. It is persistent and suitable for use on local, with automatic invalidation. add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for spritesheets. fix: Fixed R&D console icons breaking on WebView2/516 /🆑
316 lines
11 KiB
Plaintext
316 lines
11 KiB
Plaintext
/**
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* Finds and extracts seeds from an object
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*
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* Checks if the object is such that creates a seed when extracted. Used by seed
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* extractors or posably anything that would create seeds in some way. The seeds
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* are dropped either at the extractor, if it exists, or where the original object
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* was and it qdel's the object
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*
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* Arguments:
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* * O - Object containing the seed, can be the loc of the dumping of seeds
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* * t_max - Amount of seed copies to dump, -1 is ranomized
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* * extractor - Seed Extractor, used as the dumping loc for the seeds and seed multiplier
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* * user - checks if we can remove the object from the inventory
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* *
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*/
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/proc/seedify(obj/item/object, t_max, obj/machinery/seed_extractor/extractor, mob/living/user)
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//try to get the seed from this item
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var/obj/item/seeds/seed = object.get_plant_seed()
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if(isnull(seed))
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return null
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//generate a random multiplier if value is not specified
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var/list/seeds = list()
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if(t_max == -1)
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if(extractor)
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t_max = rand(1,4) * extractor.seed_multiplier
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else
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t_max = rand(1,4)
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//drop location for the newly generated seeds
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var/seedloc = object.loc
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if(extractor)
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seedloc = extractor.loc
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//multiply the seeds and delete the item
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if(user && !user.temporarilyRemoveItemFromInventory(object)) //couldn't drop the item
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return null
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for(var/_ in 0 to t_max)
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var/obj/item/seeds/t_prod = seed.Copy()
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seeds.Add(t_prod)
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t_prod.forceMove(seedloc)
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qdel(object)
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return seeds
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/obj/machinery/seed_extractor
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name = "seed extractor"
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desc = "Extracts and bags seeds from produce."
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icon = 'icons/obj/service/hydroponics/equipment.dmi'
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icon_state = "sextractor"
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density = TRUE
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circuit = /obj/item/circuitboard/machine/seed_extractor
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/// Associated list of seeds, they are all weak refs. We check the len to see how many refs we have for each
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// seed
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var/list/piles = list()
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var/max_seeds = 1000
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var/seed_multiplier = 1
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/obj/machinery/seed_extractor/Initialize(mapload, obj/item/seeds/new_seed)
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. = ..()
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register_context()
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/obj/machinery/seed_extractor/add_context(
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atom/source,
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list/context,
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obj/item/held_item,
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mob/living/user,
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)
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if(held_item?.get_plant_seed())
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context[SCREENTIP_CONTEXT_LMB] = "Make seeds"
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context[SCREENTIP_CONTEXT_RMB] = "Make & Store seeds"
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return CONTEXTUAL_SCREENTIP_SET
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if(istype(held_item, /obj/item/storage/bag/plants) && (locate(/obj/item/seeds) in held_item.contents))
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context[SCREENTIP_CONTEXT_LMB] = "Store seeds"
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return CONTEXTUAL_SCREENTIP_SET
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return NONE
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/obj/machinery/seed_extractor/RefreshParts()
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. = ..()
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for(var/datum/stock_part/matter_bin/matter_bin in component_parts)
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max_seeds = initial(max_seeds) * matter_bin.tier
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for(var/datum/stock_part/servo/servo in component_parts)
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seed_multiplier = initial(seed_multiplier) * servo.tier
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/obj/machinery/seed_extractor/examine(mob/user)
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. = ..()
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if(in_range(user, src) || isobserver(user))
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. += span_notice("The status display reads: Extracting <b>[seed_multiplier] to [seed_multiplier * 4]</b> seed(s) per piece of produce.<br>Machine can store up to <b>[max_seeds]</b> seeds.")
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/obj/machinery/seed_extractor/wrench_act(mob/living/user, obj/item/tool)
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. = ..()
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default_unfasten_wrench(user, tool)
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return ITEM_INTERACT_SUCCESS
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/obj/machinery/seed_extractor/attackby(obj/item/attacking_item, mob/living/user, params)
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if(!isliving(user) || user.combat_mode)
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return ..()
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if(default_deconstruction_screwdriver(user, "sextractor_open", "sextractor", attacking_item))
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return TRUE
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if(default_pry_open(attacking_item, close_after_pry = TRUE))
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return TRUE
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if(default_deconstruction_crowbar(attacking_item))
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return TRUE
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if(istype(attacking_item, /obj/item/storage/bag/plants))
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var/loaded = 0
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for(var/obj/item/seeds/to_store in attacking_item.contents)
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if(contents.len >= max_seeds)
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to_chat(user, span_warning("[src] is full."))
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break
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if(!add_seed(to_store, attacking_item))
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continue
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loaded += 1
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if(loaded)
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to_chat(user, span_notice("You put as many seeds from [attacking_item] into [src] as you can."))
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else
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to_chat(user, span_warning("There are no seeds in [attacking_item]."))
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return TRUE
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var/list/generated_seeds = seedify(attacking_item, -1, src, user)
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if(!isnull(generated_seeds))
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if(LAZYACCESS(params2list(params), RIGHT_CLICK))
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//find all seeds lying on the turf and add them to the machine
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for(var/obj/item/seeds/seed as anything in generated_seeds)
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//machine is full
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if(contents.len >= max_seeds)
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to_chat(user, span_warning("[src] is full."))
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break
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//add seed to machine. second argument is null which means just force move into the machine
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add_seed(seed)
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to_chat(user, span_notice("You extract some seeds."))
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return TRUE
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else if(istype(attacking_item, /obj/item/seeds))
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if(contents.len >= max_seeds)
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to_chat(user, span_warning("[src] is full."))
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else if(add_seed(attacking_item, user))
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to_chat(user, span_notice("You add [attacking_item] to [src]."))
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else
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to_chat(user, span_warning("You can't seem to add [attacking_item] to [src]."))
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return TRUE
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else if(!attacking_item.tool_behaviour) // Using the wrong tool shouldn't assume you want to turn it into seeds.
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to_chat(user, span_warning("You can't extract any seeds from [attacking_item]!"))
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return TRUE
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return ..()
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/**
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* Generate seed string
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*
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* Creates a string based of the traits of a seed. We use this string as a bucket for all
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* seeds that match as well as the key the ui uses to get the seed. We also use the key
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* for the data shown in the ui. Javascript parses this string to display
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*
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* Arguments:
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* * O - seed to generate the string from
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*/
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/obj/machinery/seed_extractor/proc/generate_seed_hash(obj/item/seeds/O)
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var/genes = list2params(O.genes)
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return md5("[O.name][O.lifespan][O.endurance][O.maturation][O.production][O.yield][O.potency][O.instability][genes]");
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/** Add Seeds Proc.
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*
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* Adds the seeds to the contents and to an associated list that pregenerates the data
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* needed to go to the ui handler
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*
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* to_add - what seed are we adding?
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* taking_from - where are we taking the seed from? A mob, a bag, etc? If null its means it's just laying on the turf so force move it in
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**/
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/obj/machinery/seed_extractor/proc/add_seed(obj/item/seeds/to_add, atom/taking_from)
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var/seed_id = generate_seed_hash(to_add)
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var/list/seed_data
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var/has_seed_data // so we remember to add a seed obj weakref to piles[seed_id] at the end of the proc. That way if some reason we runtime in this proc it won't incorrectly add data to the list
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if(piles[seed_id])
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has_seed_data = TRUE
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else
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seed_data = list()
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seed_data["icon"] = sanitize_css_class_name("[initial(to_add.icon)][initial(to_add.icon_state)]")
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seed_data["name"] = capitalize(replacetext(to_add.name,"pack of ", ""));
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seed_data["lifespan"] = to_add.lifespan
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seed_data["endurance"] = to_add.endurance
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seed_data["maturation"] = to_add.maturation
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seed_data["production"] = to_add.production
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seed_data["yield"] = to_add.yield
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seed_data["potency"] = to_add.potency
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seed_data["instability"] = to_add.instability
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seed_data["refs"] = list(WEAKREF(to_add))
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seed_data["traits"] = list()
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for(var/datum/plant_gene/trait/trait in to_add.genes)
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seed_data["traits"] += trait.type
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seed_data["reagents"] = list()
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for(var/datum/plant_gene/reagent/reagent in to_add.genes)
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seed_data["reagents"] += list(list(
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"name" = reagent.name,
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"rate" = reagent.rate
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))
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var/datum/plant_gene/trait/maxchem/volume_trait = locate(/datum/plant_gene/trait/maxchem) in to_add.genes
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var/datum/plant_gene/trait/modified_volume/volume_unit_trait = locate(/datum/plant_gene/trait/modified_volume) in to_add.genes
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seed_data["volume_mod"] = volume_trait ? volume_trait.rate : 1
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seed_data["volume_units"] = volume_unit_trait ? volume_unit_trait.new_capcity : PLANT_REAGENT_VOLUME
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seed_data["mutatelist"] = list()
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for(var/obj/item/seeds/mutant as anything in to_add.mutatelist)
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seed_data["mutatelist"] += initial(mutant.plantname)
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if(to_add.product)
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var/obj/item/food/grown/product = new to_add.product
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var/datum/reagent/product_distill_reagent = product.distill_reagent
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seed_data["distill_reagent"] = initial(product_distill_reagent.name)
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var/datum/reagent/product_juice_typepath = product.juice_typepath
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seed_data["juice_name"] = initial(product_juice_typepath.name)
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seed_data["grind_results"] = list()
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for(var/datum/reagent/reagent as anything in product.grind_results)
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seed_data["grind_results"] += initial(reagent.name)
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qdel(product)
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if(!isnull(taking_from))
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if(ismob(taking_from))
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var/mob/mob_loc = taking_from
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if(!mob_loc.transferItemToLoc(to_add, src))
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return FALSE
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else if(!taking_from.atom_storage?.attempt_remove(to_add, src, silent = TRUE))
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return FALSE
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else
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to_add.forceMove(src)
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// do this at the end, in case any of the previous steps failed
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if(has_seed_data)
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piles[seed_id]["refs"] += WEAKREF(to_add)
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else
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piles[seed_id] = seed_data
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return TRUE
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/obj/machinery/seed_extractor/ui_state(mob/user)
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return GLOB.notcontained_state
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/obj/machinery/seed_extractor/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "SeedExtractor", name)
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ui.open()
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/obj/machinery/seed_extractor/ui_data()
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var/list/seeds = list()
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for(var/seed_id in piles)
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if (!length(piles[seed_id]["refs"]))
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piles.Remove(seed_id) // This shouldn't happen but still
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continue
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var/list/seed_data = piles[seed_id]
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seed_data = seed_data.Copy()
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seed_data["key"] = seed_id
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seed_data["amount"] = length(seed_data["refs"])
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seed_data.Remove("refs")
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seeds += list(seed_data)
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. = list()
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.["seeds"] = seeds
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/obj/machinery/seed_extractor/ui_static_data(mob/user)
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var/list/data = list()
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data["cycle_seconds"] = HYDROTRAY_CYCLE_DELAY / 10
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data["trait_db"] = list()
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for(var/datum/plant_gene/trait as anything in GLOB.plant_traits)
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var/trait_data = list(list(
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"path" = trait.type,
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"name" = trait.get_name(),
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"icon" = trait.icon,
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"description" = trait.description
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))
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data["trait_db"] += trait_data
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return data
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/obj/machinery/seed_extractor/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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. = ..()
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if(.)
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return
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switch(action)
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if("scrap")
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var/item = params["item"]
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if(piles[item])
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piles.Remove(item)
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. = TRUE
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if("take")
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var/item = params["item"]
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if(piles[item] && length(piles[item]) > 0)
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var/datum/weakref/found_seed_weakref = piles[item]["refs"][1]
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var/obj/item/seeds/found_seed = found_seed_weakref.resolve()
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if(!found_seed)
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return
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piles[item]["refs"] -= found_seed_weakref
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if(usr)
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var/mob/user = usr
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if(user.put_in_hands(found_seed))
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to_chat(user, span_notice("You take [found_seed] out of the slot."))
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else
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to_chat(user, span_notice("[found_seed] falls onto the floor."))
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else
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found_seed.forceMove(drop_location())
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visible_message(span_notice("[found_seed] falls onto the floor."), null, span_hear("You hear a soft clatter."), COMBAT_MESSAGE_RANGE)
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. = TRUE
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/obj/machinery/seed_extractor/ui_assets(mob/user)
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return list(
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get_asset_datum(/datum/asset/spritesheet_batched/seeds)
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)
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