Files
Bubberstation/code/game/turfs/open/_open.dm
SkyratBot 9cc7e72158 [MIRROR] Atmos init speedup, saves 4 seconds [MDB IGNORE] (#16090)
* Atmos init speedup, saves 4 seconds (#69697)

* Micro optimizes ssair's turf init, saving 2 seconds

Most of this is making existing operations do more legwork, or cheaper.
I did add cycle checking to ONLY init turf linking, which required
creating a new proc.
Did some horrible horrible things in said proc to save like 0.8 seconds.
I think it was worth it.

* Atmos init speedup, saves 4 seconds

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2022-09-06 16:24:54 +01:00

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/turf/open
plane = FLOOR_PLANE
///negative for faster, positive for slower
var/slowdown = 0
var/footstep = null
var/barefootstep = null
var/clawfootstep = null
var/heavyfootstep = null
//direction is direction of travel of A
/turf/open/zPassIn(atom/movable/A, direction, turf/source)
if(direction == DOWN)
for(var/obj/O in contents)
if(O.obj_flags & BLOCK_Z_IN_DOWN)
return FALSE
return TRUE
return FALSE
//direction is direction of travel of A
/turf/open/zPassOut(atom/movable/A, direction, turf/destination)
if(direction == UP)
for(var/obj/O in contents)
if(O.obj_flags & BLOCK_Z_OUT_UP)
return FALSE
return TRUE
return FALSE
//direction is direction of travel of air
/turf/open/zAirIn(direction, turf/source)
return (direction == DOWN)
//direction is direction of travel of air
/turf/open/zAirOut(direction, turf/source)
return (direction == UP)
/turf/open/update_icon()
. = ..()
update_visuals()
/turf/open/indestructible
name = "floor"
icon = 'icons/turf/floors.dmi'
icon_state = "floor"
footstep = FOOTSTEP_FLOOR
barefootstep = FOOTSTEP_HARD_BAREFOOT
clawfootstep = FOOTSTEP_HARD_CLAW
heavyfootstep = FOOTSTEP_GENERIC_HEAVY
tiled_dirt = TRUE
/turf/open/indestructible/Melt()
to_be_destroyed = FALSE
return src
/turf/open/indestructible/singularity_act()
return
/turf/open/indestructible/TerraformTurf(path, new_baseturf, flags, defer_change = FALSE, ignore_air = FALSE)
return
/turf/open/indestructible/white
icon_state = "white"
/turf/open/indestructible/dark
icon_state = "darkfull"
/turf/open/indestructible/light
icon_state = "light_on-1"
/turf/open/indestructible/permalube
icon_state = "darkfull"
/turf/open/indestructible/permalube/Initialize(mapload)
. = ..()
AddComponent(/datum/component/wet_floor, TURF_WET_LUBE, INFINITY, 0, INFINITY, TRUE)
/turf/open/indestructible/honk
name = "bananium floor"
icon_state = "bananium"
footstep = null
barefootstep = null
clawfootstep = null
heavyfootstep = null
var/sound = 'sound/effects/clownstep1.ogg'
/turf/open/indestructible/honk/Initialize(mapload)
. = ..()
AddComponent(/datum/component/wet_floor, TURF_WET_SUPERLUBE, INFINITY, 0, INFINITY, TRUE)
/turf/open/indestructible/honk/Entered(atom/movable/arrived, atom/old_loc, list/atom/old_locs)
. = ..()
if(ismob(arrived))
playsound(src, sound, 50, TRUE)
/turf/open/indestructible/necropolis
name = "necropolis floor"
desc = "It's regarding you suspiciously."
icon = 'icons/turf/floors.dmi'
icon_state = "necro1"
baseturfs = /turf/open/indestructible/necropolis
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
footstep = FOOTSTEP_LAVA
barefootstep = FOOTSTEP_LAVA
clawfootstep = FOOTSTEP_LAVA
heavyfootstep = FOOTSTEP_LAVA
tiled_dirt = FALSE
/turf/open/indestructible/necropolis/Initialize(mapload)
. = ..()
if(prob(12))
icon_state = "necro[rand(2,3)]"
/turf/open/indestructible/necropolis/air
initial_gas_mix = OPENTURF_DEFAULT_ATMOS
/turf/open/indestructible/boss //you put stone tiles on this and use it as a base
name = "necropolis floor"
icon = 'icons/turf/boss_floors.dmi'
icon_state = "boss"
baseturfs = /turf/open/indestructible/boss
planetary_atmos = TRUE
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
/turf/open/indestructible/boss/air
initial_gas_mix = OPENTURF_DEFAULT_ATMOS
/turf/open/indestructible/hierophant
icon = 'icons/turf/floors/hierophant_floor.dmi'
planetary_atmos = TRUE
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
baseturfs = /turf/open/indestructible/hierophant
smoothing_flags = SMOOTH_CORNERS
tiled_dirt = FALSE
/turf/open/indestructible/hierophant/two
/turf/open/indestructible/hierophant/get_smooth_underlay_icon(mutable_appearance/underlay_appearance, turf/asking_turf, adjacency_dir)
return FALSE
/turf/open/indestructible/paper
name = "notebook floor"
desc = "A floor made of invulnerable notebook paper."
icon_state = "paperfloor"
footstep = null
barefootstep = null
clawfootstep = null
heavyfootstep = null
tiled_dirt = FALSE
/turf/open/indestructible/binary
name = "tear in the fabric of reality"
can_atmos_pass = ATMOS_PASS_NO
baseturfs = /turf/open/indestructible/binary
icon_state = "binary"
footstep = null
barefootstep = null
clawfootstep = null
heavyfootstep = null
/turf/open/indestructible/airblock
icon_state = "bluespace"
blocks_air = TRUE
init_air = FALSE
baseturfs = /turf/open/indestructible/airblock
/turf/open/Initalize_Atmos(time)
excited = FALSE
update_visuals()
current_cycle = time
init_immediate_calculate_adjacent_turfs()
for(var/turf/open/enemy_tile as anything in atmos_adjacent_turfs)
if(air.compare(enemy_tile.return_air()))
//testing("Active turf found. Return value of compare(): [is_active]")
excited = TRUE
SSair.active_turfs += src
// No sense continuing to iterate
return
/turf/open/GetHeatCapacity()
. = air.heat_capacity()
/turf/open/GetTemperature()
. = air.temperature
/turf/open/TakeTemperature(temp)
air.temperature += temp
air_update_turf(FALSE, FALSE)
/turf/open/proc/freeze_turf()
for(var/obj/I in contents)
if(!HAS_TRAIT(I, TRAIT_FROZEN) && !(I.obj_flags & FREEZE_PROOF))
I.AddElement(/datum/element/frozen)
for(var/mob/living/L in contents)
if(L.bodytemperature <= 50)
L.apply_status_effect(/datum/status_effect/freon)
MakeSlippery(TURF_WET_PERMAFROST, 50)
return TRUE
/turf/open/proc/water_vapor_gas_act()
MakeSlippery(TURF_WET_WATER, min_wet_time = 100, wet_time_to_add = 50)
for(var/mob/living/simple_animal/slime/M in src)
M.apply_water()
wash(CLEAN_WASH)
for(var/atom/movable/movable_content as anything in src)
if(ismopable(movable_content)) // Will have already been washed by the wash call above at this point.
continue
movable_content.wash(CLEAN_WASH)
return TRUE
/turf/open/handle_slip(mob/living/carbon/slipper, knockdown_amount, obj/O, lube, paralyze_amount, force_drop)
if(slipper.movement_type & (FLYING | FLOATING))
return FALSE
if(has_gravity(src))
var/obj/buckled_obj
if(slipper.buckled)
buckled_obj = slipper.buckled
if(!(lube&GALOSHES_DONT_HELP)) //can't slip while buckled unless it's lube.
return FALSE
else
if(!(lube & SLIP_WHEN_CRAWLING) && (slipper.body_position == LYING_DOWN || !(slipper.status_flags & CANKNOCKDOWN))) // can't slip unbuckled mob if they're lying or can't fall.
return FALSE
if(slipper.m_intent == MOVE_INTENT_WALK && (lube&NO_SLIP_WHEN_WALKING))
return FALSE
if(!(lube&SLIDE_ICE))
to_chat(slipper, span_notice("You slipped[ O ? " on the [O.name]" : ""]!"))
playsound(slipper.loc, 'sound/misc/slip.ogg', 50, TRUE, -3)
SEND_SIGNAL(slipper, COMSIG_ON_CARBON_SLIP)
slipper.add_mood_event("slipped", /datum/mood_event/slipped)
if(force_drop)
for(var/obj/item/I in slipper.held_items)
slipper.accident(I)
var/olddir = slipper.dir
slipper.moving_diagonally = 0 //If this was part of diagonal move slipping will stop it.
if(!(lube & SLIDE_ICE))
slipper.Knockdown(knockdown_amount)
slipper.Paralyze(paralyze_amount)
slipper.stop_pulling()
else
slipper.Knockdown(20)
if(buckled_obj)
buckled_obj.unbuckle_mob(slipper)
lube |= SLIDE_ICE
var/turf/target = get_ranged_target_turf(slipper, olddir, 4)
if(lube & SLIDE)
slipper.AddComponent(/datum/component/force_move, target, TRUE)
else if(lube&SLIDE_ICE)
slipper.AddComponent(/datum/component/force_move, target, FALSE)//spinning would be bad for ice, fucks up the next dir
return TRUE
/turf/open/proc/MakeSlippery(wet_setting = TURF_WET_WATER, min_wet_time = 0, wet_time_to_add = 0, max_wet_time = MAXIMUM_WET_TIME, permanent)
AddComponent(/datum/component/wet_floor, wet_setting, min_wet_time, wet_time_to_add, max_wet_time, permanent)
/turf/open/proc/MakeDry(wet_setting = TURF_WET_WATER, immediate = FALSE, amount = INFINITY)
SEND_SIGNAL(src, COMSIG_TURF_MAKE_DRY, wet_setting, immediate, amount)
/turf/open/get_dumping_location()
return src
/turf/open/proc/ClearWet()//Nuclear option of immediately removing slipperyness from the tile instead of the natural drying over time
qdel(GetComponent(/datum/component/wet_floor))
/// Builds with rods. This doesn't exist to be overriden, just to remove duplicate logic for turfs that want
/// To support floor tile creation
/// I'd make it a component, but one of these things is space. So no.
/turf/open/proc/build_with_rods(obj/item/stack/rods/used_rods, mob/user)
var/obj/structure/lattice/catwalk_bait = locate(/obj/structure/lattice, src)
var/obj/structure/lattice/catwalk/existing_catwalk = locate(/obj/structure/lattice/catwalk, src)
if(existing_catwalk)
to_chat(user, span_warning("There is already a catwalk here!"))
return
if(catwalk_bait)
if(used_rods.use(1))
qdel(catwalk_bait)
to_chat(user, span_notice("You construct a catwalk."))
playsound(src, 'sound/weapons/genhit.ogg', 50, TRUE)
new /obj/structure/lattice/catwalk(src)
else
to_chat(user, span_warning("You need two rods to build a catwalk!"))
return
if(used_rods.use(1))
to_chat(user, span_notice("You construct a lattice."))
playsound(src, 'sound/weapons/genhit.ogg', 50, TRUE)
new /obj/structure/lattice(src)
else
to_chat(user, span_warning("You need one rod to build a lattice."))
/// Very similar to build_with_rods, this exists to allow consistent behavior between different types in terms of how
/// Building floors works
/turf/open/proc/build_with_floor_tiles(obj/item/stack/tile/iron/used_tiles, user)
var/obj/structure/lattice/soon_to_be_floor = locate(/obj/structure/lattice, src)
if(!soon_to_be_floor)
to_chat(user, span_warning("The plating is going to need some support! Place metal rods first."))
return
if(!used_tiles.use(1))
to_chat(user, span_warning("You need one floor tile to build a floor!"))
return
qdel(soon_to_be_floor)
playsound(src, 'sound/weapons/genhit.ogg', 50, TRUE)
to_chat(user, span_notice("You build a floor."))
PlaceOnTop(/turf/open/floor/plating, flags = CHANGETURF_INHERIT_AIR)