Files
Bubberstation/code/game/objects/structures/false_walls.dm
Mothblocks 943c04bae5 Save 2.2s minimum (with zero ruins, likely a good bit more in production) of atom init time (#69564)
Pre-sort smoothing_groups and canSmoothWith
Without any ruins, these sorts were taking more than 0.6s, and the bulk of the runtime cost of sortTim during init time.

This only happens on init and they are never changed apart from that, so pre-sorts everything and adds a unit test (in the form of #ifdef UNIT_TESTS, because you can't initial a list) to ensure that they are proper.

Keep visibilityChanged() to mapload only for turf/Initialize
Saves about 0.4s worst case scenario (e.g. with no ruins). Very expensive code (175k loop iterations) for 0 side effects.

Space areas now have the fullbright overlay, not the space turfs
Saves about 0.8s worst case scenario. Seems to work fine with starlight.

Remove is_station_level check for window spawners assigning RCD memory.
Saves about 0.3s worst case scenario. The logic for this isn't consistent since neither walls nor floors check this (for performance), plus some minor micro-opts to spawners.

Optimize is_station_level
Doubles in speed, used heavily in /turf/open/floor and in other initialization procs. Bit hard to tell exactly how much is saved, though.
2022-09-01 10:26:06 +01:00

431 lines
14 KiB
Plaintext

/*
* False Walls
*/
/obj/structure/falsewall
name = "wall"
desc = "A huge chunk of metal used to separate rooms."
anchored = TRUE
icon = 'icons/turf/walls/wall.dmi'
icon_state = "wall-0"
base_icon_state = "wall"
layer = LOW_OBJ_LAYER
density = TRUE
opacity = TRUE
max_integrity = 100
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_CLOSED_TURFS, SMOOTH_GROUP_WALLS)
canSmoothWith = list(SMOOTH_GROUP_WALLS)
can_be_unanchored = FALSE
can_atmos_pass = ATMOS_PASS_DENSITY
rad_insulation = RAD_MEDIUM_INSULATION
material_flags = MATERIAL_EFFECTS
var/mineral = /obj/item/stack/sheet/iron
var/mineral_amount = 2
var/walltype = /turf/closed/wall
var/girder_type = /obj/structure/girder/displaced
var/opening = FALSE
/obj/structure/falsewall/Initialize(mapload)
. = ..()
var/obj/item/stack/initialized_mineral = new mineral // Okay this kinda sucks.
set_custom_materials(initialized_mineral.mats_per_unit, mineral_amount)
qdel(initialized_mineral)
air_update_turf(TRUE, TRUE)
/obj/structure/falsewall/attack_hand(mob/user, list/modifiers)
if(opening)
return
. = ..()
if(.)
return
opening = TRUE
update_appearance()
if(!density)
var/srcturf = get_turf(src)
for(var/mob/living/obstacle in srcturf) //Stop people from using this as a shield
opening = FALSE
return
addtimer(CALLBACK(src, /obj/structure/falsewall/proc/toggle_open), 5)
/obj/structure/falsewall/proc/toggle_open()
if(!QDELETED(src))
set_density(!density)
set_opacity(density)
opening = FALSE
update_appearance()
air_update_turf(TRUE, !density)
/obj/structure/falsewall/update_icon(updates=ALL)//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
. = ..()
if(!density || !(updates & UPDATE_SMOOTHING))
return
if(opening)
smoothing_flags = NONE
clear_smooth_overlays()
else
smoothing_flags = SMOOTH_BITMASK
QUEUE_SMOOTH(src)
/obj/structure/falsewall/update_icon_state()
if(opening)
icon_state = "fwall_[density ? "opening" : "closing"]"
return ..()
icon_state = density ? "[base_icon_state]-[smoothing_junction]" : "fwall_open"
return ..()
/obj/structure/falsewall/proc/ChangeToWall(delete = 1)
var/turf/T = get_turf(src)
T.PlaceOnTop(walltype)
if(delete)
qdel(src)
return T
/obj/structure/falsewall/tool_act(mob/living/user, obj/item/tool)
if(!opening)
return ..()
to_chat(user, span_warning("You must wait until the door has stopped moving!"))
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/structure/falsewall/screwdriver_act(mob/living/user, obj/item/tool)
if(!density)
to_chat(user, span_warning("You can't reach, close it first!"))
return
var/turf/loc_turf = get_turf(src)
if(loc_turf.density)
to_chat(user, span_warning("[src] is blocked!"))
return TOOL_ACT_TOOLTYPE_SUCCESS
if(!isfloorturf(loc_turf))
to_chat(user, span_warning("[src] bolts must be tightened on the floor!"))
return TOOL_ACT_TOOLTYPE_SUCCESS
user.visible_message(span_notice("[user] tightens some bolts on the wall."), span_notice("You tighten the bolts on the wall."))
ChangeToWall()
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/structure/falsewall/welder_act(mob/living/user, obj/item/tool)
if(tool.use_tool(src, user, 0 SECONDS, volume=50))
dismantle(user, TRUE)
return TOOL_ACT_TOOLTYPE_SUCCESS
return
/obj/structure/falsewall/attackby(obj/item/W, mob/user, params)
if(!opening)
to_chat(user, span_warning("You must wait until the door has stopped moving!"))
return
return ..()
/obj/structure/falsewall/proc/dismantle(mob/user, disassembled=TRUE, obj/item/tool = null)
user.visible_message(span_notice("[user] dismantles the false wall."), span_notice("You dismantle the false wall."))
if(tool)
tool.play_tool_sound(src, 100)
else
playsound(src, 'sound/items/welder.ogg', 100, TRUE)
deconstruct(disassembled)
/obj/structure/falsewall/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(disassembled)
new girder_type(loc)
if(mineral_amount)
for(var/i in 1 to mineral_amount)
new mineral(loc)
qdel(src)
/obj/structure/falsewall/get_dumping_location()
return null
/obj/structure/falsewall/examine_status(mob/user) //So you can't detect falsewalls by examine.
to_chat(user, span_notice("The outer plating is <b>welded</b> firmly in place."))
return null
/*
* False R-Walls
*/
/obj/structure/falsewall/reinforced
name = "reinforced wall"
desc = "A huge chunk of reinforced metal used to separate rooms."
icon = 'icons/turf/walls/reinforced_wall.dmi'
icon_state = "reinforced_wall-0"
base_icon_state = "reinforced_wall"
walltype = /turf/closed/wall/r_wall
mineral = /obj/item/stack/sheet/plasteel
smoothing_flags = SMOOTH_BITMASK
/obj/structure/falsewall/reinforced/examine_status(mob/user)
to_chat(user, span_notice("The outer <b>grille</b> is fully intact."))
return null
/obj/structure/falsewall/reinforced/attackby(obj/item/tool, mob/user)
..()
if(tool.tool_behaviour == TOOL_WIRECUTTER)
dismantle(user, TRUE, tool)
/*
* Uranium Falsewalls
*/
/obj/structure/falsewall/uranium
name = "uranium wall"
desc = "A wall with uranium plating. This is probably a bad idea."
icon = 'icons/turf/walls/uranium_wall.dmi'
icon_state = "uranium_wall-0"
base_icon_state = "uranium_wall"
mineral = /obj/item/stack/sheet/mineral/uranium
walltype = /turf/closed/wall/mineral/uranium
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_URANIUM_WALLS)
canSmoothWith = list(SMOOTH_GROUP_URANIUM_WALLS)
/// Mutex to prevent infinite recursion when propagating radiation pulses
var/active = null
/// The last time a radiation pulse was performed
var/last_event = 0
/obj/structure/falsewall/uranium/Initialize(mapload)
. = ..()
RegisterSignal(src, COMSIG_ATOM_PROPAGATE_RAD_PULSE, .proc/radiate)
/obj/structure/falsewall/uranium/attackby(obj/item/W, mob/user, params)
radiate()
return ..()
/obj/structure/falsewall/uranium/attack_hand(mob/user, list/modifiers)
radiate()
return ..()
/obj/structure/falsewall/uranium/proc/radiate()
SIGNAL_HANDLER
if(active)
return
if(world.time <= last_event + 1.5 SECONDS)
return
active = TRUE
radiation_pulse(
src,
max_range = 3,
threshold = RAD_LIGHT_INSULATION,
chance = URANIUM_IRRADIATION_CHANCE,
minimum_exposure_time = URANIUM_RADIATION_MINIMUM_EXPOSURE_TIME,
)
propagate_radiation_pulse()
last_event = world.time
active = FALSE
/*
* Other misc falsewall types
*/
/obj/structure/falsewall/gold
name = "gold wall"
desc = "A wall with gold plating. Swag!"
icon = 'icons/turf/walls/gold_wall.dmi'
icon_state = "gold_wall-0"
base_icon_state = "gold_wall"
mineral = /obj/item/stack/sheet/mineral/gold
walltype = /turf/closed/wall/mineral/gold
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_GOLD_WALLS)
canSmoothWith = list(SMOOTH_GROUP_GOLD_WALLS)
/obj/structure/falsewall/silver
name = "silver wall"
desc = "A wall with silver plating. Shiny."
icon = 'icons/turf/walls/silver_wall.dmi'
icon_state = "silver_wall-0"
base_icon_state = "silver_wall"
mineral = /obj/item/stack/sheet/mineral/silver
walltype = /turf/closed/wall/mineral/silver
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_SILVER_WALLS)
canSmoothWith = list(SMOOTH_GROUP_SILVER_WALLS)
/obj/structure/falsewall/diamond
name = "diamond wall"
desc = "A wall with diamond plating. You monster."
icon = 'icons/turf/walls/diamond_wall.dmi'
icon_state = "diamond_wall-0"
base_icon_state = "diamond_wall"
mineral = /obj/item/stack/sheet/mineral/diamond
walltype = /turf/closed/wall/mineral/diamond
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_DIAMOND_WALLS)
canSmoothWith = list(SMOOTH_GROUP_DIAMOND_WALLS)
max_integrity = 800
/obj/structure/falsewall/plasma
name = "plasma wall"
desc = "A wall with plasma plating. This is definitely a bad idea."
icon = 'icons/turf/walls/plasma_wall.dmi'
icon_state = "plasma_wall-0"
base_icon_state = "plasma_wall"
mineral = /obj/item/stack/sheet/mineral/plasma
walltype = /turf/closed/wall/mineral/plasma
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_PLASMA_WALLS)
canSmoothWith = list(SMOOTH_GROUP_PLASMA_WALLS)
/obj/structure/falsewall/bananium
name = "bananium wall"
desc = "A wall with bananium plating. Honk!"
icon = 'icons/turf/walls/bananium_wall.dmi'
icon_state = "bananium_wall-0"
base_icon_state = "bananium_wall"
mineral = /obj/item/stack/sheet/mineral/bananium
walltype = /turf/closed/wall/mineral/bananium
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_BANANIUM_WALLS)
canSmoothWith = list(SMOOTH_GROUP_BANANIUM_WALLS)
/obj/structure/falsewall/sandstone
name = "sandstone wall"
desc = "A wall with sandstone plating. Rough."
icon = 'icons/turf/walls/sandstone_wall.dmi'
icon_state = "sandstone_wall-0"
base_icon_state = "sandstone_wall"
mineral = /obj/item/stack/sheet/mineral/sandstone
walltype = /turf/closed/wall/mineral/sandstone
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_SANDSTONE_WALLS)
canSmoothWith = list(SMOOTH_GROUP_SANDSTONE_WALLS)
/obj/structure/falsewall/wood
name = "wooden wall"
desc = "A wall with wooden plating. Stiff."
icon = 'icons/turf/walls/wood_wall.dmi'
icon_state = "wood_wall-0"
base_icon_state = "wood_wall"
mineral = /obj/item/stack/sheet/mineral/wood
walltype = /turf/closed/wall/mineral/wood
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_WOOD_WALLS)
canSmoothWith = list(SMOOTH_GROUP_WOOD_WALLS)
/obj/structure/falsewall/bamboo
name = "bamboo wall"
desc = "A wall with bamboo finish. Zen."
icon = 'icons/turf/walls/bamboo_wall.dmi'
icon_state = "bamboo"
mineral = /obj/item/stack/sheet/mineral/bamboo
walltype = /turf/closed/wall/mineral/bamboo
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_BAMBOO_WALLS, SMOOTH_GROUP_CLOSED_TURFS, SMOOTH_GROUP_WALLS)
canSmoothWith = list(SMOOTH_GROUP_BAMBOO_WALLS)
/obj/structure/falsewall/iron
name = "rough iron wall"
desc = "A wall with rough metal plating."
icon = 'icons/turf/walls/iron_wall.dmi'
icon_state = "iron_wall-0"
base_icon_state = "iron_wall"
mineral = /obj/item/stack/rods
mineral_amount = 5
walltype = /turf/closed/wall/mineral/iron
base_icon_state = "iron_wall"
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_IRON_WALLS)
canSmoothWith = list(SMOOTH_GROUP_IRON_WALLS)
/obj/structure/falsewall/abductor
name = "alien wall"
desc = "A wall with alien alloy plating."
icon = 'icons/turf/walls/abductor_wall.dmi'
icon_state = "abductor_wall-0"
base_icon_state = "abductor_wall"
mineral = /obj/item/stack/sheet/mineral/abductor
walltype = /turf/closed/wall/mineral/abductor
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_ABDUCTOR_WALLS)
canSmoothWith = list(SMOOTH_GROUP_ABDUCTOR_WALLS)
/obj/structure/falsewall/titanium
name = "wall"
desc = "A light-weight titanium wall used in shuttles."
icon = 'icons/turf/walls/shuttle_wall.dmi'
icon_state = "shuttle_wall-0"
base_icon_state = "shuttle_wall"
mineral = /obj/item/stack/sheet/mineral/titanium
walltype = /turf/closed/wall/mineral/titanium
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_TITANIUM_WALLS)
canSmoothWith = list(SMOOTH_GROUP_TITANIUM_WALLS, SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_SHUTTLE_PARTS)
/obj/structure/falsewall/plastitanium
name = "wall"
desc = "An evil wall of plasma and titanium."
icon = 'icons/turf/walls/plastitanium_wall.dmi'
icon_state = "plastitanium_wall-0"
base_icon_state = "plastitanium_wall"
mineral = /obj/item/stack/sheet/mineral/plastitanium
walltype = /turf/closed/wall/mineral/plastitanium
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_PLASTITANIUM_WALLS)
canSmoothWith = list(SMOOTH_GROUP_PLASTITANIUM_WALLS, SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_SHUTTLE_PARTS)
/obj/structure/falsewall/material
name = "wall"
desc = "A huge chunk of material used to separate rooms."
icon = 'icons/turf/walls/materialwall.dmi'
icon_state = "materialwall-0"
base_icon_state = "materialwall"
walltype = /turf/closed/wall/material
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_CLOSED_TURFS, SMOOTH_GROUP_MATERIAL_WALLS, SMOOTH_GROUP_WALLS)
canSmoothWith = list(SMOOTH_GROUP_MATERIAL_WALLS)
material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
/obj/structure/falsewall/material/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(disassembled)
new girder_type(loc)
for(var/material in custom_materials)
var/datum/material/material_datum = material
new material_datum.sheet_type(loc, FLOOR(custom_materials[material_datum] / MINERAL_MATERIAL_AMOUNT, 1))
qdel(src)
/obj/structure/falsewall/material/mat_update_desc(mat)
desc = "A huge chunk of [mat] used to separate rooms."
/obj/structure/falsewall/material/toggle_open()
if(!QDELETED(src))
set_density(!density)
var/mat_opacity = TRUE
for(var/datum/material/mat in custom_materials)
if(mat.alpha < 255)
mat_opacity = FALSE
break
set_opacity(density && mat_opacity)
opening = FALSE
update_appearance()
air_update_turf(TRUE, !density)
/obj/structure/falsewall/material/ChangeToWall(delete = 1)
var/turf/current_turf = get_turf(src)
var/turf/closed/wall/material/new_wall = current_turf.PlaceOnTop(/turf/closed/wall/material)
new_wall.set_custom_materials(custom_materials)
if(delete)
qdel(src)
return current_turf
/obj/structure/falsewall/material/update_icon(updates)
. = ..()
for(var/datum/material/mat in custom_materials)
if(mat.alpha < 255)
update_transparency_underlays()
return
/obj/structure/falsewall/material/proc/update_transparency_underlays()
underlays.Cut()
var/girder_icon_state = "displaced"
if(opening)
girder_icon_state += "_[density ? "opening" : "closing"]"
else if(!density)
girder_icon_state += "_open"
var/mutable_appearance/girder_underlay = mutable_appearance('icons/obj/structures.dmi', girder_icon_state, layer = LOW_OBJ_LAYER-0.01)
girder_underlay.appearance_flags = RESET_ALPHA | RESET_COLOR
underlays += girder_underlay