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85b2d5043d
* Moves spawners and decals to a different init/delete scheme Rather then fully creating and then immediately deleting these things, we instead do the bare minimum. This is faster, if in theory more fragile. We should be safe since any errors should be caught in compile since this is very close to a "static" action. It does mean these atoms cannot use signals, etc. * Potentially saves init time, mostly cleans up a silly pattern We use sleeps and INVOKE_ASYNC to ensure that handing back turfs doesn't block a space reservation, but this by nature consumes up to the threshold and a bit more of whatever working block we were in. This is silly. Should just be a subsystem, so I made it one, with support for awaiting its finish if you want to * Optimizes garbage/proc/Queue slightly Queue takes about 1.6 seconds to process 26k items right now. The MASSIVE majority of this time is spent on using \ref This is because \ref returns a string, and that string requires being inserted into the global cache of strings we store What I'm doing is caching the result of ANY \ref on the datum it's applied to. This ensures previous uses will never decay from the string tree. This saves about 0.2 seconds of init
67 lines
2.0 KiB
Plaintext
67 lines
2.0 KiB
Plaintext
/obj/effect/spawner/random/maintenance
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name = "maintenance loot spawner"
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desc = "Come on Lady Luck, spawn me a pair of sunglasses."
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icon_state = "loot"
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// see code/_globalvars/lists/maintenance_loot.dm for loot table
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/obj/effect/spawner/random/maintenance/examine(mob/user)
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. = ..()
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. += span_info("This spawner has an effective loot count of [get_effective_lootcount()].")
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/obj/effect/spawner/random/maintenance/Initialize(mapload)
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loot = GLOB.maintenance_loot
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return ..()
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/obj/effect/spawner/random/maintenance/proc/hide()
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invisibility = INVISIBILITY_OBSERVER
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alpha = 100
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/obj/effect/spawner/random/maintenance/proc/get_effective_lootcount()
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var/effective_lootcount = spawn_loot_count
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if(HAS_TRAIT(SSstation, STATION_TRAIT_FILLED_MAINT))
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effective_lootcount = FLOOR(spawn_loot_count * 1.5, 1)
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else if(HAS_TRAIT(SSstation, STATION_TRAIT_EMPTY_MAINT))
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effective_lootcount = FLOOR(spawn_loot_count * 0.5, 1)
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return effective_lootcount
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/obj/effect/spawner/random/maintenance/spawn_loot(lootcount_override)
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if(isnull(lootcount_override))
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lootcount_override = get_effective_lootcount()
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. = ..()
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// In addition, closets that are closed will have the maintenance loot inserted inside.
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for(var/obj/structure/closet/closet in get_turf(src))
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if(!closet.opened)
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closet.take_contents()
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/obj/effect/spawner/random/maintenance/two
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name = "2 x maintenance loot spawner"
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spawn_loot_count = 2
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/obj/effect/spawner/random/maintenance/three
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name = "3 x maintenance loot spawner"
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spawn_loot_count = 3
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/obj/effect/spawner/random/maintenance/four
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name = "4 x maintenance loot spawner"
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spawn_loot_count = 4
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/obj/effect/spawner/random/maintenance/five
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name = "5 x maintenance loot spawner"
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spawn_loot_count = 5
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/obj/effect/spawner/random/maintenance/six
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name = "6 x maintenance loot spawner"
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spawn_loot_count = 6
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/obj/effect/spawner/random/maintenance/seven
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name = "7 x maintenance loot spawner"
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spawn_loot_count = 7
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/obj/effect/spawner/random/maintenance/eight
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name = "8 x maintenance loot spawner"
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spawn_loot_count = 8
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