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Bubberstation/code/controllers/subsystem/air.dm
LemonInTheDark 5b4ba051a0 Builds logic that manages turfs contained inside an area (#70966)
## About The Pull Request

Area contents isn't a real list, instead it involves filtering
everything in world
This is slow, and something we should have better support for.

So instead, lets manage a list of turfs inside our area. This is simple,
since we already move turfs by area contents anyway

This should speed up the uses I've found, and opens us up to using this
pattern more often, which should make dev work easier.

By nature this is a tad fragile, so I've added a unit test to double
check my work

Rather then instantly removing turfs from the contained_turfs list, we
enter them into a list of turfs to pull out, later.
Then we just use a getter for contained_turfs rather then a var read

This means we don't need to generate a lot of usage off removing turf by
turf from space, and can instead do it only when we need to

I've added a subsystem to manage this process as well, to ensure we
don't get any out of memory errors. It goes entry by entry, ensuring we
get no overtime.
This allows me to keep things like space clean, while keeping high
amounts of usage on a sepearate subsystem when convienient

As a part of this goal of keeping space's churn as low as possible, I've
setup code to ensure we do not add turfs to areas during a z level
increment adjacent mapload. this saves a LOT of time, but is a tad
messy

I've expanded where we use contained_turfs, including into some cases
that filter for objects in areas. need to see if this is sane or not.

Builds sortedAreas on demand, caching until we mark the cache as
violated

It's faster, and it also has the same behavior

I'm not posting speed changes cause frankly they're gonna be a bit
scattered and I'm scared to.
@Mothblocks if you'd like I can look into it. I think it'll pay for
itself just off `reg_in_areas_in_z` (I looked into it. it's really hard
to tell, sometimes it's a bit slower (0.7), sometimes it's 2 seconds
(0.5 if you use the old master figure) faster. life is pain.)

## Why It's Good For The Game

Less stupid, more flexible, more speed

Co-authored-by: san7890 <the@san7890.com>
2022-11-04 20:13:54 -07:00

839 lines
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SUBSYSTEM_DEF(air)
name = "Atmospherics"
init_order = INIT_ORDER_AIR
priority = FIRE_PRIORITY_AIR
wait = 0.5 SECONDS
flags = SS_BACKGROUND
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/cached_cost = 0
var/cost_atoms = 0
var/cost_turfs = 0
var/cost_hotspots = 0
var/cost_groups = 0
var/cost_highpressure = 0
var/cost_superconductivity = 0
var/cost_pipenets = 0
var/cost_atmos_machinery = 0
var/cost_rebuilds = 0
var/cost_adjacent = 0
var/list/excited_groups = list()
var/list/active_turfs = list()
var/list/hotspots = list()
var/list/networks = list()
var/list/rebuild_queue = list()
//Subservient to rebuild queue
var/list/expansion_queue = list()
/// List of turfs to recalculate adjacent turfs on before processing
var/list/adjacent_rebuild = list()
/// A list of machines that will be processed when currentpart == SSAIR_ATMOSMACHINERY. Use SSair.begin_processing_machine and SSair.stop_processing_machine to add and remove machines.
var/list/obj/machinery/atmos_machinery = list()
var/list/pipe_init_dirs_cache = list()
//atmos singletons
var/list/gas_reactions = list()
var/list/atmos_gen
var/list/planetary = list() //Lets cache static planetary mixes
/// List of gas string -> canonical gas mixture
var/list/strings_to_mix = list()
//Special functions lists
var/list/turf/active_super_conductivity = list()
var/list/turf/open/high_pressure_delta = list()
var/list/atom_process = list()
/// Reactions which will contribute to a hotspot's size.
var/list/hotspot_reactions
/// A cache of objects that perisists between processing runs when resumed == TRUE. Dangerous, qdel'd objects not cleared from this may cause runtimes on processing.
var/list/currentrun = list()
var/currentpart = SSAIR_PIPENETS
var/map_loading = TRUE
var/list/queued_for_activation
var/display_all_groups = FALSE
var/list/reaction_handbook
var/list/gas_handbook
/datum/controller/subsystem/air/stat_entry(msg)
msg += "C:{"
msg += "AT:[round(cost_turfs,1)]|"
msg += "HS:[round(cost_hotspots,1)]|"
msg += "EG:[round(cost_groups,1)]|"
msg += "HP:[round(cost_highpressure,1)]|"
msg += "SC:[round(cost_superconductivity,1)]|"
msg += "PN:[round(cost_pipenets,1)]|"
msg += "AM:[round(cost_atmos_machinery,1)]|"
msg += "AO:[round(cost_atoms, 1)]|"
msg += "RB:[round(cost_rebuilds,1)]|"
msg += "AJ:[round(cost_adjacent,1)]|"
msg += "} "
msg += "AT:[active_turfs.len]|"
msg += "HS:[hotspots.len]|"
msg += "EG:[excited_groups.len]|"
msg += "HP:[high_pressure_delta.len]|"
msg += "SC:[active_super_conductivity.len]|"
msg += "PN:[networks.len]|"
msg += "AM:[atmos_machinery.len]|"
msg += "AO:[atom_process.len]|"
msg += "RB:[rebuild_queue.len]|"
msg += "EP:[expansion_queue.len]|"
msg += "AJ:[adjacent_rebuild.len]|"
msg += "AT/MS:[round((cost ? active_turfs.len/cost : 0),0.1)]"
return ..()
/datum/controller/subsystem/air/Initialize()
map_loading = FALSE
gas_reactions = init_gas_reactions()
hotspot_reactions = init_hotspot_reactions()
setup_allturfs()
setup_atmos_machinery()
setup_pipenets()
setup_turf_visuals()
process_adjacent_rebuild()
atmos_handbooks_init()
return SS_INIT_SUCCESS
/datum/controller/subsystem/air/fire(resumed = FALSE)
var/timer = TICK_USAGE_REAL
//Rebuilds can happen at any time, so this needs to be done outside of the normal system
cost_rebuilds = 0
cost_adjacent = 0
// We need to have a solid setup for turfs before fire, otherwise we'll get massive runtimes and strange behavior
if(length(adjacent_rebuild))
timer = TICK_USAGE_REAL
process_adjacent_rebuild()
//This does mean that the apperent rebuild costs fluctuate very quickly, this is just the cost of having them always process, no matter what
cost_adjacent = TICK_USAGE_REAL - timer
if(state != SS_RUNNING)
return
// Every time we fire, we want to make sure pipenets are rebuilt. The game state could have changed between each fire() proc call
// and anything missing a pipenet can lead to unintended behaviour at worse and various runtimes at best.
if(length(rebuild_queue) || length(expansion_queue))
timer = TICK_USAGE_REAL
process_rebuilds()
//This does mean that the apperent rebuild costs fluctuate very quickly, this is just the cost of having them always process, no matter what
cost_rebuilds = TICK_USAGE_REAL - timer
if(state != SS_RUNNING)
return
if(currentpart == SSAIR_PIPENETS || !resumed)
timer = TICK_USAGE_REAL
if(!resumed)
cached_cost = 0
process_pipenets(resumed)
cached_cost += TICK_USAGE_REAL - timer
if(state != SS_RUNNING)
return
cost_pipenets = MC_AVERAGE(cost_pipenets, TICK_DELTA_TO_MS(cached_cost))
resumed = FALSE
currentpart = SSAIR_ATMOSMACHINERY
if(currentpart == SSAIR_ATMOSMACHINERY)
timer = TICK_USAGE_REAL
if(!resumed)
cached_cost = 0
process_atmos_machinery(resumed)
cached_cost += TICK_USAGE_REAL - timer
if(state != SS_RUNNING)
return
cost_atmos_machinery = MC_AVERAGE(cost_atmos_machinery, TICK_DELTA_TO_MS(cached_cost))
resumed = FALSE
currentpart = SSAIR_ACTIVETURFS
if(currentpart == SSAIR_ACTIVETURFS)
timer = TICK_USAGE_REAL
if(!resumed)
cached_cost = 0
process_active_turfs(resumed)
cached_cost += TICK_USAGE_REAL - timer
if(state != SS_RUNNING)
return
cost_turfs = MC_AVERAGE(cost_turfs, TICK_DELTA_TO_MS(cached_cost))
resumed = FALSE
currentpart = SSAIR_HOTSPOTS
if(currentpart == SSAIR_HOTSPOTS) //We do this before excited groups to allow breakdowns to be independent of adding turfs while still *mostly preventing mass fires
timer = TICK_USAGE_REAL
if(!resumed)
cached_cost = 0
process_hotspots(resumed)
cached_cost += TICK_USAGE_REAL - timer
if(state != SS_RUNNING)
return
cost_hotspots = MC_AVERAGE(cost_hotspots, TICK_DELTA_TO_MS(cached_cost))
resumed = FALSE
currentpart = SSAIR_EXCITEDGROUPS
if(currentpart == SSAIR_EXCITEDGROUPS)
timer = TICK_USAGE_REAL
if(!resumed)
cached_cost = 0
process_excited_groups(resumed)
cached_cost += TICK_USAGE_REAL - timer
if(state != SS_RUNNING)
return
cost_groups = MC_AVERAGE(cost_groups, TICK_DELTA_TO_MS(cached_cost))
resumed = FALSE
currentpart = SSAIR_HIGHPRESSURE
if(currentpart == SSAIR_HIGHPRESSURE)
timer = TICK_USAGE_REAL
if(!resumed)
cached_cost = 0
process_high_pressure_delta(resumed)
cached_cost += TICK_USAGE_REAL - timer
if(state != SS_RUNNING)
return
cost_highpressure = MC_AVERAGE(cost_highpressure, TICK_DELTA_TO_MS(cached_cost))
resumed = FALSE
currentpart = SSAIR_SUPERCONDUCTIVITY
if(currentpart == SSAIR_SUPERCONDUCTIVITY)
timer = TICK_USAGE_REAL
if(!resumed)
cached_cost = 0
process_super_conductivity(resumed)
cached_cost += TICK_USAGE_REAL - timer
if(state != SS_RUNNING)
return
cost_superconductivity = MC_AVERAGE(cost_superconductivity, TICK_DELTA_TO_MS(cached_cost))
resumed = FALSE
currentpart = SSAIR_PROCESS_ATOMS
if(currentpart == SSAIR_PROCESS_ATOMS)
timer = TICK_USAGE_REAL
if(!resumed)
cached_cost = 0
process_atoms(resumed)
cached_cost += TICK_USAGE_REAL - timer
if(state != SS_RUNNING)
return
cost_atoms = MC_AVERAGE(cost_atoms, TICK_DELTA_TO_MS(cached_cost))
resumed = FALSE
currentpart = SSAIR_PIPENETS
SStgui.update_uis(SSair) //Lightning fast debugging motherfucker
/datum/controller/subsystem/air/Recover()
excited_groups = SSair.excited_groups
active_turfs = SSair.active_turfs
hotspots = SSair.hotspots
networks = SSair.networks
rebuild_queue = SSair.rebuild_queue
expansion_queue = SSair.expansion_queue
adjacent_rebuild = SSair.adjacent_rebuild
atmos_machinery = SSair.atmos_machinery
pipe_init_dirs_cache = SSair.pipe_init_dirs_cache
gas_reactions = SSair.gas_reactions
atmos_gen = SSair.atmos_gen
planetary = SSair.planetary
active_super_conductivity = SSair.active_super_conductivity
high_pressure_delta = SSair.high_pressure_delta
atom_process = SSair.atom_process
currentrun = SSair.currentrun
queued_for_activation = SSair.queued_for_activation
/datum/controller/subsystem/air/proc/process_adjacent_rebuild(init = FALSE)
var/list/queue = adjacent_rebuild
while (length(queue))
var/turf/currT = queue[1]
var/goal = queue[currT]
queue.Cut(1,2)
currT.immediate_calculate_adjacent_turfs()
if(goal == MAKE_ACTIVE)
add_to_active(currT)
else if(goal == KILL_EXCITED)
add_to_active(currT, TRUE)
if(init)
CHECK_TICK
else
if(MC_TICK_CHECK)
break
/datum/controller/subsystem/air/proc/process_pipenets(resumed = FALSE)
if (!resumed)
src.currentrun = networks.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/datum/thing = currentrun[currentrun.len]
currentrun.len--
if(thing)
thing.process()
else
networks.Remove(thing)
if(MC_TICK_CHECK)
return
/datum/controller/subsystem/air/proc/add_to_rebuild_queue(obj/machinery/atmospherics/atmos_machine)
if(istype(atmos_machine, /obj/machinery/atmospherics) && !atmos_machine.rebuilding)
rebuild_queue += atmos_machine
atmos_machine.rebuilding = TRUE
/datum/controller/subsystem/air/proc/add_to_expansion(datum/pipeline/line, starting_point)
var/list/new_packet = new(SSAIR_REBUILD_QUEUE)
new_packet[SSAIR_REBUILD_PIPELINE] = line
new_packet[SSAIR_REBUILD_QUEUE] = list(starting_point)
expansion_queue += list(new_packet)
/datum/controller/subsystem/air/proc/remove_from_expansion(datum/pipeline/line)
for(var/list/packet in expansion_queue)
if(packet[SSAIR_REBUILD_PIPELINE] == line)
expansion_queue -= packet
return
/datum/controller/subsystem/air/proc/process_atoms(resumed = FALSE)
if(!resumed)
src.currentrun = atom_process.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/atom/talk_to = currentrun[currentrun.len]
currentrun.len--
if(!talk_to)
return
talk_to.process_exposure()
if(MC_TICK_CHECK)
return
/datum/controller/subsystem/air/proc/process_atmos_machinery(resumed = FALSE)
if (!resumed)
src.currentrun = atmos_machinery.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/obj/machinery/M = currentrun[currentrun.len]
currentrun.len--
if(!M)
atmos_machinery -= M
if(M.process_atmos() == PROCESS_KILL)
stop_processing_machine(M)
if(MC_TICK_CHECK)
return
/datum/controller/subsystem/air/proc/process_super_conductivity(resumed = FALSE)
if (!resumed)
src.currentrun = active_super_conductivity.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/turf/T = currentrun[currentrun.len]
currentrun.len--
T.super_conduct()
if(MC_TICK_CHECK)
return
/datum/controller/subsystem/air/proc/process_hotspots(resumed = FALSE)
if (!resumed)
src.currentrun = hotspots.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/obj/effect/hotspot/H = currentrun[currentrun.len]
currentrun.len--
if (H)
H.process()
else
hotspots -= H
if(MC_TICK_CHECK)
return
/datum/controller/subsystem/air/proc/process_high_pressure_delta(resumed = FALSE)
while (high_pressure_delta.len)
var/turf/open/T = high_pressure_delta[high_pressure_delta.len]
high_pressure_delta.len--
T.high_pressure_movements()
T.pressure_difference = 0
if(MC_TICK_CHECK)
return
/datum/controller/subsystem/air/proc/process_active_turfs(resumed = FALSE)
//cache for sanic speed
var/fire_count = times_fired
if (!resumed)
src.currentrun = active_turfs.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/turf/open/T = currentrun[currentrun.len]
currentrun.len--
if (T)
T.process_cell(fire_count)
if (MC_TICK_CHECK)
return
/datum/controller/subsystem/air/proc/process_excited_groups(resumed = FALSE)
if (!resumed)
src.currentrun = excited_groups.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/datum/excited_group/EG = currentrun[currentrun.len]
currentrun.len--
EG.breakdown_cooldown++
EG.dismantle_cooldown++
if(EG.breakdown_cooldown >= EXCITED_GROUP_BREAKDOWN_CYCLES)
EG.self_breakdown(poke_turfs = TRUE)
else if(EG.dismantle_cooldown >= EXCITED_GROUP_DISMANTLE_CYCLES && !(EG.turf_reactions & (REACTING | STOP_REACTIONS)))
EG.dismantle()
EG.turf_reactions = NONE
if (MC_TICK_CHECK)
return
/datum/controller/subsystem/air/proc/process_rebuilds()
//Yes this does mean rebuilding pipenets can freeze up the subsystem forever, but if we're in that situation something else is very wrong
var/list/currentrun = rebuild_queue
while(currentrun.len || length(expansion_queue))
while(currentrun.len && !length(expansion_queue)) //If we found anything, process that first
var/obj/machinery/atmospherics/remake = currentrun[currentrun.len]
currentrun.len--
if (!remake)
continue
remake.rebuild_pipes()
if (MC_TICK_CHECK)
return
var/list/queue = expansion_queue
while(queue.len)
var/list/pack = queue[queue.len]
//We operate directly with the pipeline like this because we can trust any rebuilds to remake it properly
var/datum/pipeline/linepipe = pack[SSAIR_REBUILD_PIPELINE]
var/list/border = pack[SSAIR_REBUILD_QUEUE]
expand_pipeline(linepipe, border)
if(state != SS_RUNNING) //expand_pipeline can fail a tick check, we shouldn't let things get too fucky here
return
linepipe.building = FALSE
queue.len--
if (MC_TICK_CHECK)
return
///Rebuilds a pipeline by expanding outwards, while yielding when sane
/datum/controller/subsystem/air/proc/expand_pipeline(datum/pipeline/net, list/border)
while(border.len)
var/obj/machinery/atmospherics/borderline = border[border.len]
border.len--
var/list/result = borderline.pipeline_expansion(net)
if(!length(result))
continue
for(var/obj/machinery/atmospherics/considered_device in result)
if(!istype(considered_device, /obj/machinery/atmospherics/pipe))
considered_device.set_pipenet(net, borderline)
net.add_machinery_member(considered_device)
continue
var/obj/machinery/atmospherics/pipe/item = considered_device
if(net.members.Find(item))
continue
if(item.parent)
var/static/pipenetwarnings = 10
if(pipenetwarnings > 0)
log_mapping("build_pipeline(): [item.type] added to a pipenet while still having one. (pipes leading to the same spot stacking in one turf) around [AREACOORD(item)].")
pipenetwarnings--
if(pipenetwarnings == 0)
log_mapping("build_pipeline(): further messages about pipenets will be suppressed")
net.members += item
border += item
net.air.volume += item.volume
item.parent = net
if(item.air_temporary)
net.air.merge(item.air_temporary)
item.air_temporary = null
if (MC_TICK_CHECK)
return
///Removes a turf from processing, and causes its excited group to clean up so things properly adapt to the change
/datum/controller/subsystem/air/proc/remove_from_active(turf/open/T)
active_turfs -= T
if(currentpart == SSAIR_ACTIVETURFS)
currentrun -= T
#ifdef VISUALIZE_ACTIVE_TURFS //Use this when you want details about how the turfs are moving, display_all_groups should work for normal operation
T.remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, COLOR_VIBRANT_LIME)
#endif
if(istype(T))
T.excited = FALSE
if(T.excited_group)
//If this fires during active turfs it'll cause a slight removal of active turfs, as they breakdown if they have no excited group
//The group also expands by a tile per rebuild on each edge, suffering
T.excited_group.garbage_collect() //Kill the excited group, it'll reform on its own later
///Puts an active turf to sleep so it doesn't process. Do this without cleaning up its excited group.
/datum/controller/subsystem/air/proc/sleep_active_turf(turf/open/T)
active_turfs -= T
if(currentpart == SSAIR_ACTIVETURFS)
currentrun -= T
#ifdef VISUALIZE_ACTIVE_TURFS
T.remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, COLOR_VIBRANT_LIME)
#endif
if(istype(T))
T.excited = FALSE
///Adds a turf to active processing, handles duplicates. Call this with blockchanges == TRUE if you want to nuke the assoc excited group
/datum/controller/subsystem/air/proc/add_to_active(turf/open/T, blockchanges = FALSE)
if(istype(T) && T.air)
T.significant_share_ticker = 0
if(blockchanges && T.excited_group) //This is used almost exclusivly for shuttles, so the excited group doesn't stay behind
T.excited_group.garbage_collect() //Nuke it
if(T.excited) //Don't keep doing it if there's no point
return
#ifdef VISUALIZE_ACTIVE_TURFS
T.add_atom_colour(COLOR_VIBRANT_LIME, TEMPORARY_COLOUR_PRIORITY)
#endif
T.excited = TRUE
active_turfs += T
if(currentpart == SSAIR_ACTIVETURFS)
currentrun += T
else if(T.flags_1 & INITIALIZED_1)
for(var/turf/S in T.atmos_adjacent_turfs)
add_to_active(S, TRUE)
else if(map_loading)
if(queued_for_activation)
queued_for_activation[T] = T
return
else
T.requires_activation = TRUE
/datum/controller/subsystem/air/StartLoadingMap()
LAZYINITLIST(queued_for_activation)
map_loading = TRUE
/datum/controller/subsystem/air/StopLoadingMap()
map_loading = FALSE
for(var/T in queued_for_activation)
add_to_active(T, TRUE)
queued_for_activation.Cut()
/datum/controller/subsystem/air/proc/setup_allturfs()
var/list/active_turfs = src.active_turfs
times_fired++
// Clear active turfs - faster than removing every single turf in the world
// one-by-one, and Initalize_Atmos only ever adds `src` back in.
#ifdef VISUALIZE_ACTIVE_TURFS
for(var/jumpy in active_turfs)
var/turf/active = jumpy
active.remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, COLOR_VIBRANT_LIME)
#endif
active_turfs.Cut()
var/time = 0
for(var/turf/T as anything in ALL_TURFS())
if (!T.init_air)
continue
// We pass the tick as the current step so if we sleep the step changes
// This way we can make setting up adjacent turfs O(n) rather then O(n^2)
T.Initalize_Atmos(time)
if(CHECK_TICK)
time--
if(active_turfs.len)
var/starting_ats = active_turfs.len
sleep(world.tick_lag)
var/timer = world.timeofday
log_mapping("There are [starting_ats] active turfs at roundstart caused by a difference of the air between the adjacent turfs. \
To locate these active turfs, go into the \"Debug\" tab of your stat-panel. Then hit the verb that says \"Mapping Verbs - Enable\". \
Now, you can see all of the associated coordinates using \"Mapping -> Show roundstart AT list\" verb.")
for(var/turf/T in active_turfs)
GLOB.active_turfs_startlist += T
//now lets clear out these active turfs
var/list/turfs_to_check = active_turfs.Copy()
do
var/list/new_turfs_to_check = list()
for(var/turf/open/T in turfs_to_check)
new_turfs_to_check += T.resolve_active_graph()
CHECK_TICK
active_turfs += new_turfs_to_check
turfs_to_check = new_turfs_to_check
while (turfs_to_check.len)
var/ending_ats = active_turfs.len
for(var/thing in excited_groups)
var/datum/excited_group/EG = thing
EG.self_breakdown(roundstart = TRUE)
EG.dismantle()
CHECK_TICK
var/msg = "HEY! LISTEN! [DisplayTimeText(world.timeofday - timer, 0.00001)] were wasted processing [starting_ats] turf(s) (connected to [ending_ats - starting_ats] other turfs) with atmos differences at round start."
to_chat(world, span_boldannounce("[msg]"))
warning(msg)
/turf/open/proc/resolve_active_graph()
. = list()
var/datum/excited_group/EG = excited_group
if (blocks_air || !air)
return
if (!EG)
EG = new
EG.add_turf(src)
for (var/turf/open/ET in atmos_adjacent_turfs)
if (ET.blocks_air || !ET.air)
continue
var/ET_EG = ET.excited_group
if (ET_EG)
if (ET_EG != EG)
EG.merge_groups(ET_EG)
EG = excited_group //merge_groups() may decide to replace our current EG
else
EG.add_turf(ET)
if (!ET.excited)
ET.excited = TRUE
. += ET
/turf/open/space/resolve_active_graph()
return list()
/datum/controller/subsystem/air/proc/setup_atmos_machinery()
for (var/obj/machinery/atmospherics/AM in atmos_machinery)
AM.atmos_init()
CHECK_TICK
//this can't be done with setup_atmos_machinery() because
// all atmos machinery has to initalize before the first
// pipenet can be built.
/datum/controller/subsystem/air/proc/setup_pipenets()
for (var/obj/machinery/atmospherics/AM in atmos_machinery)
var/list/targets = AM.get_rebuild_targets()
for(var/datum/pipeline/build_off as anything in targets)
build_off.build_pipeline_blocking(AM)
CHECK_TICK
GLOBAL_LIST_EMPTY(colored_turfs)
GLOBAL_LIST_EMPTY(colored_images)
/datum/controller/subsystem/air/proc/setup_turf_visuals()
for(var/sharp_color in GLOB.contrast_colors)
var/list/add_to = list()
GLOB.colored_turfs += list(add_to)
for(var/offset in 0 to SSmapping.max_plane_offset)
var/obj/effect/overlay/atmos_excited/suger_high = new()
SET_PLANE_W_SCALAR(suger_high, HIGH_GAME_PLANE, offset)
add_to += suger_high
var/image/shiny = new('icons/effects/effects.dmi', suger_high, "atmos_top")
SET_PLANE_W_SCALAR(shiny, HIGH_GAME_PLANE, offset)
shiny.color = sharp_color
GLOB.colored_images += shiny
/datum/controller/subsystem/air/proc/setup_template_machinery(list/atmos_machines)
var/obj/machinery/atmospherics/AM
for(var/A in 1 to atmos_machines.len)
AM = atmos_machines[A]
AM.atmos_init()
CHECK_TICK
for(var/A in 1 to atmos_machines.len)
AM = atmos_machines[A]
var/list/targets = AM.get_rebuild_targets()
for(var/datum/pipeline/build_off as anything in targets)
build_off.build_pipeline_blocking(AM)
CHECK_TICK
/datum/controller/subsystem/air/proc/get_init_dirs(type, dir, init_dir)
if(!pipe_init_dirs_cache[type])
pipe_init_dirs_cache[type] = list()
if(!pipe_init_dirs_cache[type]["[init_dir]"])
pipe_init_dirs_cache[type]["[init_dir]"] = list()
if(!pipe_init_dirs_cache[type]["[init_dir]"]["[dir]"])
var/obj/machinery/atmospherics/temp = new type(null, FALSE, dir, init_dir)
pipe_init_dirs_cache[type]["[init_dir]"]["[dir]"] = temp.get_init_directions()
qdel(temp)
return pipe_init_dirs_cache[type]["[init_dir]"]["[dir]"]
/datum/controller/subsystem/air/proc/generate_atmos()
atmos_gen = list()
for(var/T in subtypesof(/datum/atmosphere))
var/datum/atmosphere/atmostype = T
atmos_gen[initial(atmostype.id)] = new atmostype
/// Takes a gas string, returns the matching mutable gas_mixture
/datum/controller/subsystem/air/proc/parse_gas_string(gas_string, gastype = /datum/gas_mixture)
var/datum/gas_mixture/cached = strings_to_mix["[gas_string]-[gastype]"]
if(cached)
if(istype(cached, /datum/gas_mixture/immutable))
return cached
return cached.copy()
var/datum/gas_mixture/canonical_mix = new gastype()
// We set here so any future key changes don't fuck us
strings_to_mix["[gas_string]-[gastype]"] = canonical_mix
gas_string = preprocess_gas_string(gas_string)
var/list/gases = canonical_mix.gases
var/list/gas = params2list(gas_string)
if(gas["TEMP"])
canonical_mix.temperature = text2num(gas["TEMP"])
canonical_mix.temperature_archived = canonical_mix.temperature
gas -= "TEMP"
else // if we do not have a temp in the new gas mix lets assume room temp.
canonical_mix.temperature = T20C
for(var/id in gas)
var/path = id
if(!ispath(path))
path = gas_id2path(path) //a lot of these strings can't have embedded expressions (especially for mappers), so support for IDs needs to stick around
ADD_GAS(path, gases)
gases[path][MOLES] = text2num(gas[id])
if(istype(canonical_mix, /datum/gas_mixture/immutable))
return canonical_mix
return canonical_mix.copy()
/datum/controller/subsystem/air/proc/preprocess_gas_string(gas_string)
if(!atmos_gen)
generate_atmos()
if(!atmos_gen[gas_string])
return gas_string
var/datum/atmosphere/mix = atmos_gen[gas_string]
return mix.gas_string
/**
* Adds a given machine to the processing system for SSAIR_ATMOSMACHINERY processing.
*
* Arguments:
* * machine - The machine to start processing. Can be any /obj/machinery.
*/
/datum/controller/subsystem/air/proc/start_processing_machine(obj/machinery/machine)
if(machine.atmos_processing)
return
if(QDELETED(machine))
stack_trace("We tried to add a garbage collecting machine to SSair. Don't")
return
machine.atmos_processing = TRUE
atmos_machinery += machine
/**
* Removes a given machine to the processing system for SSAIR_ATMOSMACHINERY processing.
*
* Arguments:
* * machine - The machine to stop processing.
*/
/datum/controller/subsystem/air/proc/stop_processing_machine(obj/machinery/machine)
if(!machine.atmos_processing)
return
machine.atmos_processing = FALSE
atmos_machinery -= machine
// If we're currently processing atmos machines, there's a chance this machine is in
// the currentrun list, which is a cache of atmos_machinery. Remove it from that list
// as well to prevent processing qdeleted objects in the cache.
if(currentpart == SSAIR_ATMOSMACHINERY)
currentrun -= machine
/datum/controller/subsystem/air/ui_state(mob/user)
return GLOB.debug_state
/datum/controller/subsystem/air/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "AtmosControlPanel")
ui.set_autoupdate(FALSE)
ui.open()
/datum/controller/subsystem/air/ui_data(mob/user)
var/list/data = list()
data["excited_groups"] = list()
for(var/datum/excited_group/group in excited_groups)
var/turf/T = group.turf_list[1]
var/area/target = get_area(T)
var/max = 0
#ifdef TRACK_MAX_SHARE
for(var/who in group.turf_list)
var/turf/open/lad = who
max = max(lad.max_share, max)
#endif
data["excited_groups"] += list(list(
"jump_to" = REF(T), //Just go to the first turf
"group" = REF(group),
"area" = target.name,
"breakdown" = group.breakdown_cooldown,
"dismantle" = group.dismantle_cooldown,
"size" = group.turf_list.len,
"should_show" = group.should_display,
"max_share" = max
))
data["active_size"] = active_turfs.len
data["hotspots_size"] = hotspots.len
data["excited_size"] = excited_groups.len
data["conducting_size"] = active_super_conductivity.len
data["frozen"] = can_fire
data["show_all"] = display_all_groups
data["fire_count"] = times_fired
#ifdef TRACK_MAX_SHARE
data["display_max"] = TRUE
#else
data["display_max"] = FALSE
#endif
data["showing_user"] = user.hud_used.atmos_debug_overlays
return data
/datum/controller/subsystem/air/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(. || !check_rights_for(usr.client, R_DEBUG))
return
switch(action)
if("move-to-target")
var/turf/target = locate(params["spot"])
if(!target)
return
usr.forceMove(target)
usr.update_parallax_contents()
if("toggle-freeze")
can_fire = !can_fire
return TRUE
if("toggle_show_group")
var/datum/excited_group/group = locate(params["group"])
if(!group)
return
group.should_display = !group.should_display
if(display_all_groups)
return TRUE
if(group.should_display)
group.display_turfs()
else
group.hide_turfs()
return TRUE
if("toggle_show_all")
display_all_groups = !display_all_groups
for(var/datum/excited_group/group in excited_groups)
if(display_all_groups)
group.display_turfs()
else if(!group.should_display) //Don't flicker yeah?
group.hide_turfs()
return TRUE
if("toggle_user_display")
var/mob/user = ui.user
user.hud_used.atmos_debug_overlays = !user.hud_used.atmos_debug_overlays
if(user.hud_used.atmos_debug_overlays)
user.client.images += GLOB.colored_images
else
user.client.images -= GLOB.colored_images
return TRUE