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* Converts the crackable element to mutable appearances, saves 0.15 seconds of init (#73941) ## About The Pull Request Instead of passing in an icon as a source to the alpha mask filter, we can stick a mutable appearance in our overlays list with a render target set, and use that render target to do our masking. Remember to use "*" to avoid rendering the crack twice ## Why It's Good For The Game CPU time * Converts the crackable element to mutable appearances, saves 0.15 seconds of init --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
79 lines
2.8 KiB
Plaintext
79 lines
2.8 KiB
Plaintext
/// Tracks damage to add or remove crack overlays, when none are needed this components is qdeleted
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/datum/component/cracked
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dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
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var/list/mutable_appearance/crack_appearances
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var/crack_integrity
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var/list/applied_cracks = list()
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/datum/component/cracked/Initialize(list/crack_appearances, crack_integrity)
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. = ..()
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if(!isobj(parent))
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return COMPONENT_INCOMPATIBLE
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src.crack_appearances = crack_appearances
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src.crack_integrity = crack_integrity
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/datum/component/cracked/Destroy(force, silent)
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RemoveCracks(parent, length(applied_cracks))
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return ..()
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/datum/component/cracked/RegisterWithParent()
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. = ..()
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RegisterSignal(parent, COMSIG_ATOM_INTEGRITY_CHANGED, PROC_REF(IntegrityChanged))
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var/obj/master = parent
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var/integrity = master.get_integrity()
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IntegrityChanged(parent, integrity, integrity)
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/datum/component/cracked/UnregisterFromParent()
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. = ..()
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UnregisterSignal(parent, COMSIG_ATOM_INTEGRITY_CHANGED)
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/datum/component/cracked/proc/IntegrityChanged(obj/source, old_value, new_value)
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SIGNAL_HANDLER
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var/cracked_max_integrity = source.max_integrity * crack_integrity
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if(new_value >= cracked_max_integrity)
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qdel(src)
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return
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var/current_percent = 1 - (new_value / cracked_max_integrity)
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var/cracks = CEILING(10 * current_percent, 1) // 1 crack per 10% integrity lost
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var/current_cracks = length(applied_cracks)
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if(!islist(source.filters))
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if(isnull(source.filters))
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source.filters = list()
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else
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source.filters = list(source.filters)
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if(current_cracks == cracks)
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return
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if(current_cracks < cracks)
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AddCracks(source, cracks - current_cracks)
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else
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RemoveCracks(source, current_cracks - cracks)
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/datum/component/cracked/proc/AddCracks(obj/source, count)
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for(var/i in 1 to count)
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var/rand_x = rand(0, 20) - 10
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var/rand_y = rand(0, 20) - 10
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var/mutable_appearance/new_crack_overlay = new(pick(crack_appearances))
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// Now that we have our overlay, we need to give it a unique render source so we can use a filter against it
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var/static/uuid = 0
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uuid++
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// * so it doesn't render on its own
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new_crack_overlay.render_target = "*cracked_overlay_[uuid]"
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var/render_source = new_crack_overlay.render_target
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var/list/new_filter_data = alpha_mask_filter(render_source=render_source, x=rand_x, y=rand_y, flags=MASK_INVERSE)
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applied_cracks[render_source] = new_crack_overlay
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// We need to add it as an overlay so the render target from the filter knows what to point at
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source.add_overlay(new_crack_overlay)
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source.add_filter(render_source, 1, new_filter_data)
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/datum/component/cracked/proc/RemoveCracks(obj/source, count)
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for(var/i in 1 to count)
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var/removed_filter = pick(applied_cracks)
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source.remove_filter(removed_filter)
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source.cut_overlay(applied_cracks[removed_filter])
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applied_cracks -= removed_filter
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