Files
Bubberstation/code/game/objects/effects/decals/cleanable/misc.dm
SkyratBot 2b9eba0fe0 [MIRROR] Smoothing groups optimization, save 265ms with configs, more on production & w/ space ruins [MDB IGNORE] (#18189)
* Smoothing groups optimization, save 265ms with configs, more on production & w/ space ruins (#71989)

This one is fun.

On every /turf/Initialize and /atom/Initialize, we try to set
`smoothing_groups` and `canSmoothWith` to a cached list of bitfields. At
the type level, these are specified as lists of IDs, which are then
`Join`ed in Initialize, and retrieved from the cache (or built from
there).

The problem is that the cache only misses about 60 times, but the cache
hits more than a hundred thousand times. This means we eat the cost of
`Join` (which is very very slow, because strings + BYOND), as well as
the preliminary `length` checks, for every single atom.

Furthermore, as you might remember, if you have any list variable set on
a type, it'll create a hidden `(init)` proc to create the list. On
turfs, that costs us about 60ms.

This PR does a cool trick where we can completely eliminate the `Join`
*and* the lists at the cost of a little more work when building the
cache.

The trick is that we replace the current type definitions with this:

```patch
- smoothing_groups = list(SMOOTH_GROUP_TURF_OPEN, SMOOTH_GROUP_FLOOR_ASH)
- canSmoothWith = list(SMOOTH_GROUP_FLOOR_ASH, SMOOTH_GROUP_CLOSED_TURFS)
+ smoothing_groups = SMOOTH_GROUP_TURF_OPEN + SMOOTH_GROUP_FLOOR_ASH
+ canSmoothWith = SMOOTH_GROUP_FLOOR_ASH + SMOOTH_GROUP_CLOSED_TURFS
```

These defines, instead of being numbers, are now segments of a string,
delimited by commas.

For instance, if ASH used to be 13, and CLOSED_TURFS used to be 37, this
used to equal `list(13, 37)`. Now, it equals `"13,37,"`.

Then, when the cache misses, we take that string, and treat it as part
of a JSON list, and decode it from there. Meaning:

```java
// Starting value
"13,37,"

// We have a trailing comma, so add a dummy value
"13,37,0"

// Make it an array
"[13,37,0]"

// Decode
list(13, 37, 0)

// Chop off the dummy value
list(13, 37) // Done!
```

This on its own eliminates 265ms *without space ruins*, with the
combined savings of turf/Initialize, atom/Initialize, and the hidden
(init) procs that no longer exist.

Furthermore, there's some other fun stuff we gain from this approach
emergently.

We previously had a difference between `S_TURF` and `S_OBJ`. The idea is
that if you have any smoothing groups with `S_OBJ`, then you will gain
the `SMOOTH_OBJ` bitflag (though note to self, I need to check that the
cost of adding this is actually worth it). This is achieved by the fact
that `S_OBJ` simply takes the last turf, and adds onto that, meaning
that if the biggest value in the sorting groups is greater than that,
then we know we're going to be smoothing to objects.

This new method provides a limitation here. BYOND has no way of
converting a number to a string at compile time, meaning that we can't
evaluate `MAX_S_TURF + offset` into a string. Instead, in order to
preserve the nice UX, `S_OBJ` now instead opts to make the numbers
negative. This means that what used to be something like:

```dm
smoothing_groups = list(SMOOTH_GROUP_ALIEN_RESIN, SMOOTH_GROUP_ALIEN_WEEDS)
```

...which may have been represented as

```dm
smoothing_groups = list(15, MAX_S_TURF + 3)
```

...will now become, at compile time:

```dm
smoothing_groups = "15,-3,"
```

Except! Because we guarantee smoothing groups are sorted through unit
testing, this is actually going to look like:

```dm
smoothing_groups = "-3,15,"
```

Meaning that we can now check if we're smoothing with objects just by
checking if `smoothing_groups[1] == "-"`, as that's the only way that is
possible. Neat!

Furthermore, though much simpler, what used to be `if
(length(smoothing_groups))` (and canSmoothWith) on every single
atom/Initialize and turf/Initialize can now be `if (smoothing_groups)`,
since empty strings are falsy. `length` is about 15% slower than doing
nothing, so in procs as hot as this, this gives some nice gains just on
its own.

For developers, very little changes. Instead of using `list`, you now
use `+`. The order might change, as `S_OBJ` now needs to come first, but
unit tests will catch you if you mess up. Also, you will notice that all
`S_OBJ` have been increased by one. This is because we used to have
`S_TURF(0)` and `S_OBJ(0)`, but with this new trick, -0 == 0, and so
they conflicted and needed to be changed.

* Sorting how did I miss it

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2023-01-07 23:51:36 +13:00

434 lines
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Plaintext

/obj/effect/decal/cleanable/generic
name = "clutter"
desc = "Someone should clean that up."
icon = 'icons/obj/objects.dmi'
icon_state = "shards"
beauty = -50
/obj/effect/decal/cleanable/ash
name = "ashes"
desc = "Ashes to ashes, dust to dust, and into space."
icon = 'icons/obj/objects.dmi'
icon_state = "ash"
mergeable_decal = FALSE
beauty = -50
decal_reagent = /datum/reagent/ash
reagent_amount = 30
/obj/effect/decal/cleanable/ash/Initialize(mapload)
. = ..()
pixel_x = base_pixel_x + rand(-5, 5)
pixel_y = base_pixel_y + rand(-5, 5)
/obj/effect/decal/cleanable/ash/crematorium
//crematoriums need their own ash cause default ash deletes itself if created in an obj
turf_loc_check = FALSE
/obj/effect/decal/cleanable/ash/large
name = "large pile of ashes"
icon_state = "big_ash"
beauty = -100
decal_reagent = /datum/reagent/ash
reagent_amount = 60
/obj/effect/decal/cleanable/glass
name = "tiny shards"
desc = "Back to sand."
icon = 'icons/obj/shards.dmi'
icon_state = "tiny"
beauty = -100
/obj/effect/decal/cleanable/glass/Initialize(mapload)
. = ..()
setDir(pick(GLOB.cardinals))
/obj/effect/decal/cleanable/glass/ex_act()
qdel(src)
/obj/effect/decal/cleanable/glass/plasma
icon_state = "plasmatiny"
/obj/effect/decal/cleanable/glass/titanium
icon_state = "titaniumtiny"
/obj/effect/decal/cleanable/glass/plastitanium
icon_state = "plastitaniumtiny"
//Screws that are dropped on the Z level below when deconstructing a reinforced floor plate.
/obj/effect/decal/cleanable/glass/plastitanium/screws //I don't know how to sprite scattered screws, this can work until a spriter gets their hands on it.
name = "pile of screws"
desc = "Looks like they fell from the ceiling"
/obj/effect/decal/cleanable/dirt
name = "dirt"
desc = "Someone should clean that up."
icon = 'icons/effects/dirt.dmi'
icon_state = "dirt"
base_icon_state = "dirt"
smoothing_flags = NONE
smoothing_groups = SMOOTH_GROUP_CLEANABLE_DIRT
canSmoothWith = SMOOTH_GROUP_CLEANABLE_DIRT + SMOOTH_GROUP_WALLS
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
beauty = -75
/obj/effect/decal/cleanable/dirt/Initialize(mapload)
. = ..()
var/turf/T = get_turf(src)
if(T.tiled_dirt)
smoothing_flags = SMOOTH_BITMASK
QUEUE_SMOOTH(src)
if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
QUEUE_SMOOTH_NEIGHBORS(src)
/obj/effect/decal/cleanable/dirt/Destroy()
if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
QUEUE_SMOOTH_NEIGHBORS(src)
return ..()
/obj/effect/decal/cleanable/dirt/dust
name = "dust"
desc = "A thin layer of dust coating the floor."
/obj/effect/decal/cleanable/greenglow
name = "glowing goo"
desc = "Jeez. I hope that's not for lunch."
icon_state = "greenglow"
light_power = 3
light_range = 2
light_color = LIGHT_COLOR_GREEN
beauty = -300
/obj/effect/decal/cleanable/greenglow/ex_act()
return FALSE
/obj/effect/decal/cleanable/greenglow/filled
decal_reagent = /datum/reagent/uranium
reagent_amount = 5
/obj/effect/decal/cleanable/greenglow/filled/Initialize(mapload)
decal_reagent = pick(/datum/reagent/uranium, /datum/reagent/uranium/radium)
. = ..()
/obj/effect/decal/cleanable/greenglow/ecto
name = "ectoplasmic puddle"
desc = "You know who to call."
light_power = 2
/obj/effect/decal/cleanable/cobweb
name = "cobweb"
desc = "Somebody should remove that."
gender = NEUTER
layer = WALL_OBJ_LAYER
plane = GAME_PLANE_UPPER
icon_state = "cobweb1"
resistance_flags = FLAMMABLE
beauty = -100
clean_type = CLEAN_TYPE_HARD_DECAL
/obj/effect/decal/cleanable/cobweb/cobweb2
icon_state = "cobweb2"
/obj/effect/decal/cleanable/molten_object
name = "gooey grey mass"
desc = "It looks like a melted... something."
gender = NEUTER
icon = 'icons/effects/effects.dmi'
icon_state = "molten"
mergeable_decal = FALSE
beauty = -150
clean_type = CLEAN_TYPE_HARD_DECAL
/obj/effect/decal/cleanable/molten_object/large
name = "big gooey grey mass"
icon_state = "big_molten"
beauty = -300
//Vomit (sorry)
/obj/effect/decal/cleanable/vomit
name = "vomit"
desc = "Gosh, how unpleasant."
icon = 'icons/effects/blood.dmi'
icon_state = "vomit_1"
random_icon_states = list("vomit_1", "vomit_2", "vomit_3", "vomit_4")
beauty = -150
/obj/effect/decal/cleanable/vomit/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(isflyperson(H))
playsound(get_turf(src), 'sound/items/drink.ogg', 50, TRUE) //slurp
H.visible_message(span_alert("[H] extends a small proboscis into the vomit pool, sucking it with a slurping sound."))
reagents.trans_to(H, reagents.total_volume, transfered_by = user, methods = INGEST)
qdel(src)
/obj/effect/decal/cleanable/vomit/old
name = "crusty dried vomit"
desc = "You try not to look at the chunks, and fail."
/obj/effect/decal/cleanable/vomit/old/Initialize(mapload, list/datum/disease/diseases)
. = ..()
icon_state += "-old"
AddElement(/datum/element/swabable, CELL_LINE_TABLE_SLUDGE, CELL_VIRUS_TABLE_GENERIC, rand(2,4), 10)
/obj/effect/decal/cleanable/chem_pile
name = "chemical pile"
desc = "A pile of chemicals. You can't quite tell what's inside it."
gender = NEUTER
icon = 'icons/obj/objects.dmi'
icon_state = "ash"
/obj/effect/decal/cleanable/shreds
name = "shreds"
desc = "The shredded remains of what appears to be clothing."
icon_state = "shreds"
gender = PLURAL
mergeable_decal = FALSE
/obj/effect/decal/cleanable/shreds/ex_act(severity, target)
if(severity >= EXPLODE_DEVASTATE) //so shreds created during an explosion aren't deleted by the explosion.
qdel(src)
/obj/effect/decal/cleanable/shreds/Initialize(mapload, oldname)
pixel_x = rand(-10, 10)
pixel_y = rand(-10, 10)
if(!isnull(oldname))
desc = "The sad remains of what used to be [oldname]"
. = ..()
/obj/effect/decal/cleanable/glitter
name = "generic glitter pile"
desc = "The herpes of arts and crafts."
icon = 'icons/effects/atmospherics.dmi'
icon_state = "plasma_old"
gender = NEUTER
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/decal/cleanable/glitter/pink
name = "pink glitter"
icon_state = "plasma"
/obj/effect/decal/cleanable/glitter/white
name = "white glitter"
icon_state = "nitrous_oxide"
/obj/effect/decal/cleanable/glitter/blue
name = "blue glitter"
icon_state = "freon"
/obj/effect/decal/cleanable/plasma
name = "stabilized plasma"
desc = "A puddle of stabilized plasma."
icon_state = "flour"
icon = 'icons/effects/tomatodecal.dmi'
color = "#2D2D2D"
/obj/effect/decal/cleanable/insectguts
name = "insect guts"
desc = "One bug squashed. Four more will rise in its place."
icon = 'icons/effects/blood.dmi'
icon_state = "xfloor1"
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
/obj/effect/decal/cleanable/confetti
name = "confetti"
desc = "Tiny bits of colored paper thrown about for the janitor to enjoy!"
icon = 'icons/effects/confetti_and_decor.dmi'
icon_state = "confetti"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT //the confetti itself might be annoying enough
/obj/effect/decal/cleanable/plastic
name = "plastic shreds"
desc = "Bits of torn, broken, worthless plastic."
icon = 'icons/obj/objects.dmi'
icon_state = "shards"
color = "#c6f4ff"
/obj/effect/decal/cleanable/wrapping
name = "wrapping shreds"
desc = "Torn pieces of cardboard and paper, left over from a package."
icon = 'icons/obj/objects.dmi'
icon_state = "paper_shreds"
/obj/effect/decal/cleanable/garbage
name = "decomposing garbage"
desc = "A split open garbage bag, its stinking content seems to be partially liquified. Yuck!"
icon = 'icons/obj/objects.dmi'
icon_state = "garbage"
plane = GAME_PLANE
layer = FLOOR_CLEAN_LAYER //To display the decal over wires.
beauty = -150
clean_type = CLEAN_TYPE_HARD_DECAL
/obj/effect/decal/cleanable/garbage/Initialize(mapload)
. = ..()
AddElement(/datum/element/swabable, CELL_LINE_TABLE_SLUDGE, CELL_VIRUS_TABLE_GENERIC, rand(2,4), 15)
/obj/effect/decal/cleanable/ants
name = "space ants"
desc = "A small colony of space ants. They're normally used to the vacuum of space, so they can't climb too well."
icon = 'icons/obj/objects.dmi'
icon_state = "ants"
beauty = -150
plane = GAME_PLANE
layer = LOW_OBJ_LAYER
decal_reagent = /datum/reagent/ants
reagent_amount = 5
/// Sound the ants make when biting
var/bite_sound = 'sound/weapons/bite.ogg'
/obj/effect/decal/cleanable/ants/Initialize(mapload)
if(mapload && reagent_amount > 2)
reagent_amount = rand((reagent_amount - 2), reagent_amount)
. = ..()
update_ant_damage()
/obj/effect/decal/cleanable/ants/vv_edit_var(vname, vval)
. = ..()
if(vname == NAMEOF(src, bite_sound))
update_ant_damage()
/obj/effect/decal/cleanable/ants/handle_merge_decal(obj/effect/decal/cleanable/merger)
. = ..()
var/obj/effect/decal/cleanable/ants/ants = merger
ants.update_ant_damage()
/obj/effect/decal/cleanable/ants/proc/update_ant_damage(ant_min_damage, ant_max_damage)
if(!ant_max_damage)
ant_max_damage = min(10, round((reagents.get_reagent_amount(/datum/reagent/ants) * 0.1),0.1)) // 100u ants = 10 max_damage
if(!ant_min_damage)
ant_min_damage = 0.1
var/ant_flags = (CALTROP_NOCRAWL | CALTROP_NOSTUN) /// Small amounts of ants won't be able to bite through shoes.
if(ant_max_damage > 1)
ant_flags = (CALTROP_NOCRAWL | CALTROP_NOSTUN | CALTROP_BYPASS_SHOES)
var/datum/component/caltrop/caltrop_comp = GetComponent(/datum/component/caltrop)
if(caltrop_comp)
caltrop_comp.min_damage = ant_min_damage
caltrop_comp.max_damage = ant_max_damage
caltrop_comp.flags = ant_flags
caltrop_comp.soundfile = bite_sound
else
AddComponent(/datum/component/caltrop, min_damage = ant_min_damage, max_damage = ant_max_damage, flags = ant_flags, soundfile = bite_sound)
update_appearance(UPDATE_ICON)
/obj/effect/decal/cleanable/ants/update_icon_state()
if(istype(src, /obj/effect/decal/cleanable/ants/fire)) //i fucking hate this but you're forced to call parent in update_icon_state()
return ..()
if(!(flags_1 & INITIALIZED_1))
return ..()
var/datum/component/caltrop/caltrop_comp = GetComponent(/datum/component/caltrop)
if(!caltrop_comp)
return ..()
switch(caltrop_comp.max_damage)
if(0 to 1)
icon_state = initial(icon_state)
if(1.1 to 4)
icon_state = "[initial(icon_state)]_2"
if(4.1 to 7)
icon_state = "[initial(icon_state)]_3"
if(7.1 to INFINITY)
icon_state = "[initial(icon_state)]_4"
return ..()
/obj/effect/decal/cleanable/ants/update_overlays()
. = ..()
. += emissive_appearance(icon, "[icon_state]_light", src, alpha = src.alpha)
/obj/effect/decal/cleanable/ants/fire_act(exposed_temperature, exposed_volume)
var/obj/effect/decal/cleanable/ants/fire/fire_ants = new(loc)
fire_ants.reagents.clear_reagents()
reagents.trans_to(fire_ants, fire_ants.reagents.maximum_volume)
qdel(src)
/obj/effect/decal/cleanable/ants/fire
name = "space fire ants"
desc = "A small colony no longer. We are the fire nation."
icon_state = "fire_ants"
mergeable_decal = FALSE
/obj/effect/decal/cleanable/ants/fire/update_ant_damage(ant_min_damage, ant_max_damage)
return ..(15, 25)
/obj/effect/decal/cleanable/ants/fire/fire_act(exposed_temperature, exposed_volume)
return
/obj/effect/decal/cleanable/fuel_pool
name = "pool of fuel"
desc = "A pool of flammable fuel. Its probably wise to clean this off before something ignites it..."
icon_state = "fuel_pool"
layer = LOW_OBJ_LAYER
beauty = -50
clean_type = CLEAN_TYPE_BLOOD
mouse_opacity = MOUSE_OPACITY_OPAQUE
/// Maximum amount of hotspots this pool can create before deleting itself
var/burn_amount = 3
/// Is this fuel pool currently burning?
var/burning = FALSE
/// Type of hotspot fuel pool spawns upon being ignited
var/hotspot_type = /obj/effect/hotspot
/obj/effect/decal/cleanable/fuel_pool/Initialize(mapload, burn_stacks)
. = ..()
for(var/obj/effect/decal/cleanable/fuel_pool/pool in get_turf(src)) //Can't use locate because we also belong to that turf
if(pool == src)
continue
pool.burn_amount = max(min(pool.burn_amount + burn_stacks, 10), 1)
return INITIALIZE_HINT_QDEL
if(burn_stacks)
burn_amount = max(min(burn_stacks, 10), 1)
/obj/effect/decal/cleanable/fuel_pool/fire_act(exposed_temperature, exposed_volume)
. = ..()
ignite()
/**
* Ignites the fuel pool. This should be the only way to ignite fuel pools.
*/
/obj/effect/decal/cleanable/fuel_pool/proc/ignite()
if(burning)
return
burning = TRUE
burn_process()
/**
* Spends 1 burn_amount and spawns a hotspot. If burn_amount is equal to 0, deletes the fuel pool.
* Else, queues another call of this proc upon hotspot getting deleted and ignites other fuel pools around itself after 0.5 seconds.
* THIS SHOULD NOT BE CALLED DIRECTLY.
*/
/obj/effect/decal/cleanable/fuel_pool/proc/burn_process()
SIGNAL_HANDLER
burn_amount -= 1
var/obj/effect/hotspot/hotspot = new hotspot_type(get_turf(src))
addtimer(CALLBACK(src, PROC_REF(ignite_others)), 0.5 SECONDS)
if(!burn_amount)
qdel(src)
return
RegisterSignal(hotspot, COMSIG_PARENT_QDELETING, PROC_REF(burn_process))
/**
* Ignites other oil pools around itself.
*/
/obj/effect/decal/cleanable/fuel_pool/proc/ignite_others()
for(var/obj/effect/decal/cleanable/fuel_pool/oil in range(1, get_turf(src)))
oil.ignite()
/obj/effect/decal/cleanable/fuel_pool/bullet_act(obj/projectile/hit_proj)
. = ..()
ignite()
/obj/effect/decal/cleanable/fuel_pool/attackby(obj/item/item, mob/user, params)
if(item.ignition_effect(src, user))
ignite()
return ..()