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* Optimizes away /obj/Initialize We were spending like 0.15 seconds just checking for blueprints, obj flags and network ids All these things can just be applied where they're wanted, saves time Oh and I replaced object flags with an emag injector. I'll give it a sprite and name later I promise * Requires a GenerateTag() call to set DF_USE_TAG, rather then doing a check in atom New This is technically harder to use, but I don't really want people using tags, and it saves 0.15 seconds * Moves generatetag to /datum * I am dumb * Saves 0.5 seconds, makes init emissive blockers actually work Ok so background. If an overlay is added with add_overlay, and not "managed" somehow, it will effectively never be removed, because nothing's tracking it. Update_overlays uses the managed_overlays list/var (one of those) to do this. I'm gonna piggyback off this to make emissive overlays actually like, respect overlay updates. Oh and uh, I've saved maybe 0.5 seconds by caching the new emissive, and not using add_overlay. There's a chance this will lead to overlay corruption, but since we never readd the flattened, I think we'll be safe * Fixes plane not being set right, changes color logic too, since alpha will override past color sets * Makes it actually work. also makes rand posters update appearance to clear away the overlay, since it shows on right click and looks bad * Fixes blockers showing as emissives. It turns out alpha sets override the color list we use. Not sure why we pretend to support them * Makes the injector support traits, adds an amazing sprite
The code in this module originally evolved from dmm_suite and has since been specialized for SS13 and otherwise tweaked to fit /tg/station's needs. dmm_suite version 1.0 Released January 30th, 2011. NOTE: Map saving functionality removed defines the object /dmm_suite - Provides the proc load_map() - Loads the specified map file onto the specified z-level. - provides the proc write_map() - Returns a text string of the map in dmm format ready for output to a file. - provides the proc save_map() - Returns a .dmm file if map is saved - Returns FALSE if map fails to save The dmm_suite provides saving and loading of map files in BYOND's native DMM map format. It approximates the map saving and loading processes of the Dream Maker and Dream Seeker programs so as to allow editing, saving, and loading of maps at runtime. ------------------------ To save a map at runtime, create an instance of /dmm_suite, and then call write_map(), which accepts three arguments: - A turf representing one corner of a three dimensional grid (Required). - Another turf representing the other corner of the same grid (Required). - Any, or a combination, of several bit flags (Optional, see documentation). The order in which the turfs are supplied does not matter, the /dmm_writer will determine the grid containing both, in much the same way as DM's block() function. write_map() will then return a string representing the saved map in dmm format; this string can then be saved to a file, or used for any other purose. ------------------------ To load a map at runtime, create an instance of /dmm_suite, and then call load_map(), which accepts two arguments: - A .dmm file to load (Required). - A number representing the z-level on which to start loading the map (Optional). The /dmm_suite will load the map file starting on the specified z-level. If no z-level was specified, world.maxz will be increased so as to fit the map. Note that if you wish to load a map onto a z-level that already has objects on it, you will have to handle the removal of those objects. Otherwise the new map will simply load the new objects on top of the old ones. Also note that all type paths specified in the .dmm file must exist in the world's code, and that the /dmm_reader trusts that files to be loaded are in fact valid .dmm files. Errors in the .dmm format will cause runtime errors.