Files
Bubberstation/code/game/objects/effects/decals/decal.dm
T
LemonInTheDark 4d1e34322f Macros multi-z code, removes the false premise of manual offsets (#76248)
## About The Pull Request

[Removes the pretense of relative multiz
levels](https://github.com/tgstation/tgstation/pull/76248/commits/0293fdc2bd8c8af7a0d18da33265e060789c71f7)

Our multiz system does not support having a z level that is only
connected one way, or which goes down backwards or anything like that.

That's a fiction of the trait system, the actual backend has never
really supported this.

This pr removes the assumptions we were making backend around this, and
uses that to save cpu time.

I am also converting multiz_levels from an assoc list to a pure one,
which saves significantly on access times and cleans up the code
somewhat.

Also I'm making the get_below/get_above procs into macros, for the sake
of cpu time.

[Converts the starlight disease to use BYOND's directional defines
instead of our
own](https://github.com/tgstation/tgstation/commit/7d698f02d991eb4e1bde56314c657cf6e48ceb5d)

To some extent spurred on by
https://github.com/DaedalusDock/daedalusdock/pull/298, tho it was known
before

## Why It's Good For The Game

Faster multiz code, faster init, etc etc etc
2023-07-05 18:31:27 -06:00

94 lines
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/obj/effect/decal
name = "decal"
plane = FLOOR_PLANE
anchored = TRUE
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
///Boolean on whether this decal can be placed inside of groundless turfs/walls. If FALSE, will runtime and delete if it happens.
var/turf_loc_check = TRUE
/obj/effect/decal/Initialize(mapload)
. = ..()
if(NeverShouldHaveComeHere(loc))
if(mapload)
stack_trace("[name] spawned in a bad turf ([loc]) at [AREACOORD(src)] in \the [get_area(src)]. \
Please remove it or allow it to pass NeverShouldHaveComeHere if it's intended.")
return INITIALIZE_HINT_QDEL
var/static/list/loc_connections = list(
COMSIG_TURF_CHANGE = PROC_REF(on_decal_move),
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/effect/decal/blob_act(obj/structure/blob/B)
if(B && B.loc == loc)
qdel(src)
///Checks if we are allowed to be in `here_turf`, and returns that result. Subtypes should override this when necessary.
/obj/effect/decal/proc/NeverShouldHaveComeHere(turf/here_turf)
return isclosedturf(here_turf) || (isgroundlessturf(here_turf) && !GET_TURF_BELOW(here_turf))
/obj/effect/decal/ex_act(severity, target)
qdel(src)
return TRUE
/obj/effect/decal/fire_act(exposed_temperature, exposed_volume)
if(!(resistance_flags & FIRE_PROOF)) //non fire proof decal or being burned by lava
qdel(src)
/obj/effect/decal/proc/on_decal_move(turf/changed, path, list/new_baseturfs, flags, list/post_change_callbacks)
SIGNAL_HANDLER
post_change_callbacks += CALLBACK(src, PROC_REF(sanity_check_self))
/obj/effect/decal/proc/sanity_check_self(turf/changed)
if(changed == loc && NeverShouldHaveComeHere(changed))
qdel(src)
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/obj/effect/turf_decal
icon = 'icons/turf/decals.dmi'
icon_state = "warningline"
plane = FLOOR_PLANE
layer = TURF_DECAL_LAYER
anchored = TRUE
/// Does this decal change colors on holidays
var/use_holiday_colors = FALSE
/// The pattern used when recoloring the decal
var/pattern = PATTERN_DEFAULT
// This is with the intent of optimizing mapload
// See spawners for more details since we use the same pattern
// Basically rather then creating and deleting ourselves, why not just do the bare minimum?
/obj/effect/turf_decal/Initialize(mapload)
SHOULD_CALL_PARENT(FALSE)
if(flags_1 & INITIALIZED_1)
stack_trace("Warning: [src]([type]) initialized multiple times!")
flags_1 |= INITIALIZED_1
// If the tile uses holiday colors, apply them here
if(use_holiday_colors)
var/current_holiday_color = request_holiday_colors(src, pattern)
if(current_holiday_color)
color = current_holiday_color
alpha = DECAL_ALPHA
var/turf/T = loc
if(!istype(T)) //you know this will happen somehow
CRASH("Turf decal initialized in an object/nullspace")
T.AddElement(/datum/element/decal, icon, icon_state, dir, null, layer, alpha, color, null, FALSE, null)
return INITIALIZE_HINT_QDEL
/obj/effect/turf_decal/Destroy(force)
SHOULD_CALL_PARENT(FALSE)
#ifdef UNIT_TESTS
// If we don't do this, turf decals will end up stacking up on a tile, and break the overlay limit
// I hate it too bestie
if(GLOB.running_create_and_destroy)
var/turf/T = loc
T.RemoveElement(/datum/element/decal, icon, icon_state, dir, null, layer, alpha, color, null, FALSE, null)
#endif
// Intentionally used over moveToNullspace(), which calls doMove(), which fires
// off an enormous amount of procs, signals, etc, that this temporary effect object
// never needs or affects.
loc = null
return QDEL_HINT_QUEUE