Files
Bubberstation/code/modules/reagents/reagent_containers.dm
SkyratBot 8782f19258 [MIRROR] Stabilizes code that flicks overlays to view/all clients [MDB IGNORE] (#22601)
* Stabilizes code that flicks overlays to view/all clients (#76937)

## About The Pull Request

Rather then using images and displaying them with client.images, we can
instead simply make an object, give it the passed in image/MA's
appearance, and then vis_contents it where we want.

If you want to animate things, you can just use the atom we return from
the proc call.

This ends up costing about 25% of the best case scenario (one guy
online)
It will save more time with more users, but it also allows us to avoid
the hypersuffering that is passing GLOB.clients into the flick proc. So
I think I'm happy enough with this.

For context, here's average per call cost for flick_overlay_view() right
now.
It winds between 5e-5 and 1e-4. With these changes we should pretty
consistently hit the low end of this, because none of our work really
varies all that much.

![flick_avg](https://github.com/tgstation/tgstation/assets/58055496/3483e022-9cc5-490a-be5e-eb79f4e2110b)

(I was using sswardrobe for this, but it ends up being a lot slower so
like, why yaknow)
```
/atom/movable/flick_visual
        New: 3.65625ms
        Provide: 7.4375ms
        Qdel: 9.4375ms
        Stash: 9.46875ms
```

## Why It's Good For The Game

Using our tools should not make your code eat cpu time for no reason.
Hearers is expensive, iterating clients is expensive, let's not be
expensive.

* Stabilizes code that flicks overlays to view/all clients

* Not every client needs to see this

* and these could be using SECONDS

* grr DM

* Convert these modular files to seconds too

* Update dance_machine.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-20 18:59:09 -04:00

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/obj/item/reagent_containers
name = "Container"
desc = "..."
icon = 'icons/obj/medical/chemical.dmi'
icon_state = null
w_class = WEIGHT_CLASS_TINY
/// The maximum amount of reagents per transfer that will be moved out of this reagent container.
var/amount_per_transfer_from_this = 5
/// Does this container allow changing transfer amounts at all, the container can still have only one possible transfer value in possible_transfer_amounts at some point even if this is true
var/has_variable_transfer_amount = TRUE
/// The different possible amounts of reagent to transfer out of the container
var/list/possible_transfer_amounts = list(5,10,15,20,25,30)
/// The maximum amount of reagents this container can hold
var/volume = 30
/// Reagent flags, a few examples being if the container is open or not, if its transparent, if you can inject stuff in and out of the container, and so on
var/reagent_flags
/// A list of what initial reagents this container should spawn with
var/list/list_reagents = null
/// If this container should spawn with a disease type inside of it
var/spawned_disease = null
/// How much of a disease specified in spawned_disease should this container spawn with
var/disease_amount = 20
/// If the reagents inside of this container will splash out when the container tries to splash onto someone or something
var/spillable = FALSE
/**
* The different thresholds at which the reagent fill overlay will change. See medical/reagent_fillings.dmi.
*
* Should be a list of integers which correspond to a reagent unit threshold.
* If null, no automatic fill overlays are generated.
*
* For example, list(0) will mean it will gain a the overlay with any reagents present. This overlay is "overlayname0".
* list(0, 10) whill have two overlay options, for 0-10 units ("overlayname0") and 10+ units ("overlayname10").
*/
var/list/fill_icon_thresholds = null
/// The optional custom name for the reagent fill icon_state prefix
/// If not set, uses the current icon state.
var/fill_icon_state = null
/// The icon file to take fill icon appearances from
var/fill_icon = 'icons/obj/medical/reagent_fillings.dmi'
/obj/item/reagent_containers/Initialize(mapload, vol)
. = ..()
if(isnum(vol) && vol > 0)
volume = vol
create_reagents(volume, reagent_flags)
if(spawned_disease)
var/datum/disease/F = new spawned_disease()
var/list/data = list("viruses"= list(F))
reagents.add_reagent(/datum/reagent/blood, disease_amount, data)
add_initial_reagents()
/obj/item/reagent_containers/examine()
. = ..()
if(has_variable_transfer_amount)
if(possible_transfer_amounts.len > 1)
. += span_notice("Left-click or right-click in-hand to increase or decrease its transfer amount.")
else if(possible_transfer_amounts.len)
. += span_notice("Left-click or right-click in-hand to view its transfer amount.")
/obj/item/reagent_containers/create_reagents(max_vol, flags)
. = ..()
RegisterSignals(reagents, list(COMSIG_REAGENTS_NEW_REAGENT, COMSIG_REAGENTS_ADD_REAGENT, COMSIG_REAGENTS_DEL_REAGENT, COMSIG_REAGENTS_REM_REAGENT), PROC_REF(on_reagent_change))
RegisterSignal(reagents, COMSIG_QDELETING, PROC_REF(on_reagents_del))
/obj/item/reagent_containers/attack(mob/living/target_mob, mob/living/user, params)
if (!user.combat_mode)
return
return ..()
/obj/item/reagent_containers/proc/on_reagents_del(datum/reagents/reagents)
SIGNAL_HANDLER
UnregisterSignal(reagents, list(COMSIG_REAGENTS_NEW_REAGENT, COMSIG_REAGENTS_ADD_REAGENT, COMSIG_REAGENTS_DEL_REAGENT, COMSIG_REAGENTS_REM_REAGENT, COMSIG_QDELETING))
return NONE
/obj/item/reagent_containers/proc/add_initial_reagents()
if(list_reagents)
reagents.add_reagent_list(list_reagents)
/obj/item/reagent_containers/attack_self(mob/user)
if(has_variable_transfer_amount)
change_transfer_amount(user, FORWARD)
/obj/item/reagent_containers/attack_self_secondary(mob/user)
if(has_variable_transfer_amount)
change_transfer_amount(user, BACKWARD)
/obj/item/reagent_containers/proc/mode_change_message(mob/user)
return
/obj/item/reagent_containers/proc/change_transfer_amount(mob/user, direction = FORWARD)
var/list_len = length(possible_transfer_amounts)
if(!list_len)
return
var/index = possible_transfer_amounts.Find(amount_per_transfer_from_this) || 1
switch(direction)
if(FORWARD)
index = (index % list_len) + 1
if(BACKWARD)
index = (index - 1) || list_len
else
CRASH("change_transfer_amount() called with invalid direction value")
amount_per_transfer_from_this = possible_transfer_amounts[index]
balloon_alert(user, "transferring [amount_per_transfer_from_this]u")
mode_change_message(user)
/obj/item/reagent_containers/attack(mob/M, mob/living/user, def_zone)
if(user.combat_mode)
return ..()
/obj/item/reagent_containers/pre_attack_secondary(atom/target, mob/living/user, params)
if(HAS_TRAIT(target, TRAIT_DO_NOT_SPLASH))
return ..()
if(!user.combat_mode)
return ..()
if (try_splash(user, target))
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
return ..()
/// Tries to splash the target. Used on both right-click and normal click when in combat mode.
/obj/item/reagent_containers/proc/try_splash(mob/user, atom/target)
if (!spillable)
return FALSE
if (!reagents?.total_volume)
return FALSE
var/punctuation = ismob(target) ? "!" : "."
var/reagent_text
user.visible_message(
span_danger("[user] splashes the contents of [src] onto [target][punctuation]"),
span_danger("You splash the contents of [src] onto [target][punctuation]"),
ignored_mobs = target,
)
if (ismob(target))
var/mob/target_mob = target
target_mob.show_message(
span_userdanger("[user] splash the contents of [src] onto you!"),
MSG_VISUAL,
span_userdanger("You feel drenched!"),
)
playsound(target, 'sound/effects/slosh.ogg', 25, TRUE)
var/mutable_appearance/splash_animation = mutable_appearance('icons/effects/effects.dmi', "splash")
if(isturf(target))
splash_animation.icon_state = "splash_floor"
splash_animation.color = mix_color_from_reagents(reagents.reagent_list)
target.flick_overlay_view(splash_animation, 1 SECONDS)
for(var/datum/reagent/reagent as anything in reagents.reagent_list)
reagent_text += "[reagent] ([num2text(reagent.volume)]),"
var/mob/thrown_by = thrownby?.resolve()
if(isturf(target) && reagents.reagent_list.len && thrown_by)
log_combat(thrown_by, target, "splashed (thrown) [english_list(reagents.reagent_list)]")
message_admins("[ADMIN_LOOKUPFLW(thrown_by)] splashed (thrown) [english_list(reagents.reagent_list)] on [target] at [ADMIN_VERBOSEJMP(target)].")
reagents.expose(target, TOUCH)
log_combat(user, target, "splashed", reagent_text)
reagents.clear_reagents()
return TRUE
/obj/item/reagent_containers/proc/canconsume(mob/eater, mob/user)
if(!iscarbon(eater))
return FALSE
var/mob/living/carbon/C = eater
var/covered = ""
if(C.is_mouth_covered(ITEM_SLOT_HEAD))
covered = "headgear"
else if(C.is_mouth_covered(ITEM_SLOT_MASK))
covered = "mask"
if(covered)
var/who = (isnull(user) || eater == user) ? "your" : "[eater.p_their()]"
to_chat(user, span_warning("You have to remove [who] [covered] first!"))
return FALSE
return TRUE
/*
* On accidental consumption, transfer a portion of the reagents to the eater and the item it's in, then continue to the base proc (to deal with shattering glass containers)
*/
/obj/item/reagent_containers/on_accidental_consumption(mob/living/carbon/M, mob/living/carbon/user, obj/item/source_item, discover_after = TRUE)
M.losebreath += 2
reagents?.trans_to(M, min(15, reagents.total_volume / rand(5,10)), transfered_by = user, methods = INGEST)
if(source_item?.reagents)
reagents.trans_to(source_item, min(source_item.reagents.total_volume / 2, reagents.total_volume / 5), transfered_by = user, methods = TOUCH)
return ..()
/obj/item/reagent_containers/fire_act(exposed_temperature, exposed_volume)
reagents.expose_temperature(exposed_temperature)
..()
/obj/item/reagent_containers/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum, do_splash = TRUE)
. = ..()
if(do_splash)
SplashReagents(hit_atom, TRUE)
/obj/item/reagent_containers/proc/bartender_check(atom/target)
. = FALSE
var/mob/thrown_by = thrownby?.resolve()
if(target.CanPass(src, get_dir(target, src)) && thrown_by && HAS_TRAIT(thrown_by, TRAIT_BOOZE_SLIDER))
. = TRUE
/obj/item/reagent_containers/proc/SplashReagents(atom/target, thrown = FALSE, override_spillable = FALSE)
if(!reagents || !reagents.total_volume || (!spillable && !override_spillable))
return
var/mob/thrown_by = thrownby?.resolve()
if(ismob(target) && target.reagents)
var/splash_multiplier = 1
if(thrown)
splash_multiplier *= (rand(5,10) * 0.1) //Not all of it makes contact with the target
var/mob/M = target
var/turf/target_turf = get_turf(target)
var/R
target.visible_message(span_danger("[M] is splashed with something!"), \
span_userdanger("[M] is splashed with something!"))
for(var/datum/reagent/A in reagents.reagent_list)
R += "[A.type] ([num2text(A.volume)]),"
if(thrown_by)
log_combat(thrown_by, M, "splashed", R)
reagents.expose(target, TOUCH, splash_multiplier)
reagents.expose(target_turf, TOUCH, (1 - splash_multiplier)) // 1 - splash_multiplier because it's what didn't hit the target
target_turf.add_liquid_from_reagents(reagents, reagent_multiplier = (1 - splash_multiplier)) // SKYRAT EDIT ADDITION - liquid spills (molotov buff) (huge)
else if(bartender_check(target) && thrown)
visible_message(span_notice("[src] lands onto the [target.name] without spilling a single drop."))
return
else
//SKYRAT EDIT CHANGE START - liquid spills on non-mobs
if(target.can_liquid_spill_on_hit())
target.add_liquid_from_reagents(reagents, thrown_from = src, thrown_to = target)
if(reagents.reagent_list.len && thrown_by)
log_combat(thrown_by, target, "splashed (thrown) [english_list(reagents.reagent_list)]", "in [AREACOORD(target)]")
log_game("[key_name(thrown_by)] splashed (thrown) [english_list(reagents.reagent_list)] on [target] in [AREACOORD(target)].")
message_admins("[ADMIN_LOOKUPFLW(thrown_by)] splashed (thrown) [english_list(reagents.reagent_list)] on [target] in [ADMIN_VERBOSEJMP(target)].")
else
reagents.expose(target, TOUCH)
//SKYRAT EDIT END
visible_message("<span class='notice'>[src] spills its contents all over [target].</span>")
//reagents.expose(target, TOUCH) //SKYRAT EDIT REMOVAL
if(QDELETED(src))
return
playsound(target, 'sound/effects/slosh.ogg', 25, TRUE)
var/mutable_appearance/splash_animation = mutable_appearance('icons/effects/effects.dmi', "splash")
if(isturf(target))
splash_animation.icon_state = "splash_floor"
splash_animation.color = mix_color_from_reagents(reagents.reagent_list)
target.flick_overlay_view(splash_animation, 1.0 SECONDS)
reagents.clear_reagents()
/obj/item/reagent_containers/microwave_act(obj/machinery/microwave/microwave_source, mob/microwaver, randomize_pixel_offset)
reagents.expose_temperature(1000)
return ..() | COMPONENT_MICROWAVE_SUCCESS
/obj/item/reagent_containers/fire_act(temperature, volume)
reagents.expose_temperature(temperature)
/// Updates the icon of the container when the reagents change. Eats signal args
/obj/item/reagent_containers/proc/on_reagent_change(datum/reagents/holder, ...)
SIGNAL_HANDLER
update_appearance()
return NONE
/obj/item/reagent_containers/update_overlays()
. = ..()
if(!fill_icon_thresholds)
return
if(!reagents.total_volume)
return
var/fill_name = fill_icon_state ? fill_icon_state : icon_state
var/mutable_appearance/filling = mutable_appearance(fill_icon, "[fill_name][fill_icon_thresholds[1]]")
var/percent = round((reagents.total_volume / volume) * 100)
for(var/i in 1 to fill_icon_thresholds.len)
var/threshold = fill_icon_thresholds[i]
var/threshold_end = (i == fill_icon_thresholds.len) ? INFINITY : fill_icon_thresholds[i+1]
if(threshold <= percent && percent < threshold_end)
filling.icon_state = "[fill_name][fill_icon_thresholds[i]]"
filling.color = mix_color_from_reagents(reagents.reagent_list)
. += filling