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Bubberstation/code/datums/components/mood.dm
Kylerace d005d76f0b Fixes Massive Radio Overtime, Implements a Spatial Grid System for Faster Searching Over Areas (#61422)
a month or two ago i realized that on master the reason why get_hearers_in_view() overtimes so much (ie one of our highest overtiming procs at highpop) is because when you transmit a radio signal over the common channel, it can take ~20 MILLISECONDS, which isnt good when 1. player verbs and commands usually execute after SendMaps processes for that tick, meaning they can execute AFTER the tick was supposed to start if master is overloaded and theres a lot of maptick 2. each of our server ticks are only 50 ms, so i started on optimizing this.

the main optimization was SSspatial_grid which allows searching through 15x15 spatial_grid_cell datums (one set for each z level) far faster than iterating over movables in view() to look for what you want. now all hearing sensitive movables in the 5x5 areas associated with each spatial_grid_cell datum are stored in the datum (so are client mobs). when you search for one of the stored "types" (hearable or client mob) in a radius around a center, it just needs to

    iterate over the cell datums in range
    add the content type you want from the datums to a list
    subtract contents that arent in range, then contents not in line of sight
    return the list

from benchmarks, this makes short range searches like what is used with radio code (it goes over every radio connected to a radio channel that can hear the signal then calls get_hearers_in_view() to search in the radios canhear_range which is at most 3) about 3-10 times faster depending on workload. the line of sight algorithm scales well with range but not very well if it has to check LOS to > 100 objects, which seems incredibly rare for this workload, the largest range any radio in the game searches through is only 3 tiles

the second optimization is to enforce complex setter vars for radios that removes them from the global radio list if they couldnt actually receive any radio transmissions from a given frequency in the first place.

the third optimization i did was massively reduce the number of hearables on the station by making hologram projectors not hear if dont have an active call/anything that would make them need hearing. so one of hte most common non player hearables that require view iteration to find is crossed out.

also implements a variation of an idea oranges had on how to speed up get_hearers_in_view() now that ive realized that view() cant be replicated by a raycasting algorithm. it distributes pregenerated abstract /mob/oranges_ear instances to all hearables in range such that theres at max one per turf and then iterates through only those mobs to take advantage of type-specific view() optimizations and just adds up the references in each one to create the list of hearing atoms, then puts the oranges_ear mobs back into nullspace. this is about 2x as fast as the get_hearers_in_view() on master

holy FUCK its fast. like really fucking fast. the only costly part of the radio transmission pipeline i dont touch is mob/living/Hear() which takes ~100 microseconds on live but searching through every radio in the world with get_hearers_in_radio_ranges() -> get_hearers_in_view() is much faster, as well as the filtering radios step

the spatial grid searching proc is about 36 microseconds/call at 10 range and 16 microseconds at 3 range in the captains office (relatively many hearables in view), the new get_hearers_in_view() was 4.16 times faster than get_hearers_in_view_old() at 10 range and 4.59 times faster at 3 range

SSspatial_grid could be used for a lot more things other than just radio and say code, i just didnt implement it. for example since the cells are datums you could get all cells in a radius then register for new objects entering them then activate when a player enters your radius. this is something that would require either very expensive view() calls or iterating over every player in the global list and calling get_dist() on them which isnt that expensive but is still worse than it needs to be

on normal get_hearers_in_view cost the new version that uses /mob/oranges_ear instances is about 2x faster than the old version, especially since the number of hearing sensitive movables has been brought down dramatically.

with get_hearers_in_view_oranges_ear() being the benchmark proc that implements this system and get_hearers_in_view() being a slightly optimized version of the version we have on master, get_hearers_in_view_as() being a more optimized version of the one we have on master, and get_hearers_in_LOS() being the raycasting version currently only used for radios because it cant replicate view()'s behavior perfectly.
2021-12-16 19:49:27 -08:00

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#define MINOR_INSANITY_PEN 5
#define MAJOR_INSANITY_PEN 10
/datum/component/mood
var/mood //Real happiness
var/sanity = SANITY_NEUTRAL //Current sanity
var/shown_mood //Shown happiness, this is what others can see when they try to examine you, prevents antag checking by noticing traitors are always very happy.
var/mood_level = 5 //To track what stage of moodies they're on
var/sanity_level = 2 //To track what stage of sanity they're on
var/mood_modifier = 1 //Modifier to allow certain mobs to be less affected by moodlets
var/list/datum/mood_event/mood_events = list()
var/insanity_effect = 0 //is the owner being punished for low mood? If so, how much?
var/atom/movable/screen/mood/screen_obj
/datum/component/mood/Initialize()
if(!isliving(parent))
return COMPONENT_INCOMPATIBLE
START_PROCESSING(SSmood, src)
RegisterSignal(parent, COMSIG_ADD_MOOD_EVENT, .proc/add_event)
RegisterSignal(parent, COMSIG_CLEAR_MOOD_EVENT, .proc/clear_event)
RegisterSignal(parent, COMSIG_ENTER_AREA, .proc/check_area_mood)
RegisterSignal(parent, COMSIG_LIVING_REVIVE, .proc/on_revive)
RegisterSignal(parent, COMSIG_MOB_HUD_CREATED, .proc/modify_hud)
RegisterSignal(parent, COMSIG_JOB_RECEIVED, .proc/register_job_signals)
RegisterSignal(parent, COMSIG_VOID_MASK_ACT, .proc/direct_sanity_drain)
RegisterSignal(parent, COMSIG_ON_CARBON_SLIP, .proc/on_slip)
var/mob/living/owner = parent
owner.become_area_sensitive(MOOD_COMPONENT_TRAIT)
if(owner.hud_used)
modify_hud()
var/datum/hud/hud = owner.hud_used
hud.show_hud(hud.hud_version)
/datum/component/mood/Destroy()
STOP_PROCESSING(SSmood, src)
var/atom/movable/movable_parent = parent
movable_parent.lose_area_sensitivity(MOOD_COMPONENT_TRAIT)
unmodify_hud()
return ..()
/datum/component/mood/proc/register_job_signals(datum/source, job)
SIGNAL_HANDLER
if(job in list(JOB_RESEARCH_DIRECTOR, JOB_SCIENTIST, JOB_ROBOTICIST, JOB_GENETICIST))
RegisterSignal(parent, COMSIG_ADD_MOOD_EVENT_RND, .proc/add_event) //Mood events that are only for RnD members
/datum/component/mood/proc/print_mood(mob/user)
var/msg = "[span_info("*---------*\n<EM>My current mental status:</EM>")]\n"
msg += span_notice("My current sanity: ") //Long term
switch(sanity)
if(SANITY_GREAT to INFINITY)
msg += "[span_nicegreen("My mind feels like a temple!")]\n"
if(SANITY_NEUTRAL to SANITY_GREAT)
msg += "[span_nicegreen("I have been feeling great lately!")]\n"
if(SANITY_DISTURBED to SANITY_NEUTRAL)
msg += "[span_nicegreen("I have felt quite decent lately.")]\n"
if(SANITY_UNSTABLE to SANITY_DISTURBED)
msg += "[span_warning("I'm feeling a little bit unhinged...")]\n"
if(SANITY_CRAZY to SANITY_UNSTABLE)
msg += "[span_boldwarning("I'm freaking out!!")]\n"
if(SANITY_INSANE to SANITY_CRAZY)
msg += "[span_boldwarning("AHAHAHAHAHAHAHAHAHAH!!")]\n"
msg += span_notice("My current mood: ") //Short term
switch(mood_level)
if(1)
msg += "[span_boldwarning("I wish I was dead!")]\n"
if(2)
msg += "[span_boldwarning("I feel terrible...")]\n"
if(3)
msg += "[span_boldwarning("I feel very upset.")]\n"
if(4)
msg += "[span_boldwarning("I'm a bit sad.")]\n"
if(5)
msg += "[span_nicegreen("I'm alright.")]\n"
if(6)
msg += "[span_nicegreen("I feel pretty okay.")]\n"
if(7)
msg += "[span_nicegreen("I feel pretty good.")]\n"
if(8)
msg += "[span_nicegreen("I feel amazing!")]\n"
if(9)
msg += "[span_nicegreen("I love life!")]\n"
msg += "[span_notice("Moodlets:")]\n"//All moodlets
if(mood_events.len)
for(var/i in mood_events)
var/datum/mood_event/event = mood_events[i]
msg += event.description
else
msg += "[span_nicegreen("I don't have much of a reaction to anything right now.")]\n"
to_chat(user, msg)
///Called after moodevent/s have been added/removed.
/datum/component/mood/proc/update_mood()
mood = 0
shown_mood = 0
for(var/i in mood_events)
var/datum/mood_event/event = mood_events[i]
mood += event.mood_change
if(!event.hidden)
shown_mood += event.mood_change
mood *= mood_modifier
shown_mood *= mood_modifier
switch(mood)
if(-INFINITY to MOOD_LEVEL_SAD4)
mood_level = 1
if(MOOD_LEVEL_SAD4 to MOOD_LEVEL_SAD3)
mood_level = 2
if(MOOD_LEVEL_SAD3 to MOOD_LEVEL_SAD2)
mood_level = 3
if(MOOD_LEVEL_SAD2 to MOOD_LEVEL_SAD1)
mood_level = 4
if(MOOD_LEVEL_SAD1 to MOOD_LEVEL_HAPPY1)
mood_level = 5
if(MOOD_LEVEL_HAPPY1 to MOOD_LEVEL_HAPPY2)
mood_level = 6
if(MOOD_LEVEL_HAPPY2 to MOOD_LEVEL_HAPPY3)
mood_level = 7
if(MOOD_LEVEL_HAPPY3 to MOOD_LEVEL_HAPPY4)
mood_level = 8
if(MOOD_LEVEL_HAPPY4 to INFINITY)
mood_level = 9
update_mood_icon()
/datum/component/mood/proc/update_mood_icon()
var/mob/living/owner = parent
if(!(owner.client || owner.hud_used))
return
screen_obj.cut_overlays()
screen_obj.color = initial(screen_obj.color)
//lets see if we have any special icons to show instead of the normal mood levels
var/list/conflicting_moodies = list()
var/highest_absolute_mood = 0
for(var/i in mood_events) //adds overlays and sees which special icons need to vie for which one gets the icon_state
var/datum/mood_event/event = mood_events[i]
if(!event.special_screen_obj)
continue
if(!event.special_screen_replace)
screen_obj.add_overlay(event.special_screen_obj)
else
conflicting_moodies += event
var/absmood = abs(event.mood_change)
if(absmood > highest_absolute_mood)
highest_absolute_mood = absmood
switch(sanity_level)
if(1)
screen_obj.color = "#2eeb9a"
if(2)
screen_obj.color = "#86d656"
if(3)
screen_obj.color = "#4b96c4"
if(4)
screen_obj.color = "#dfa65b"
if(5)
screen_obj.color = "#f38943"
if(6)
screen_obj.color = "#f15d36"
if(!conflicting_moodies.len) //no special icons- go to the normal icon states
screen_obj.icon_state = "mood[mood_level]"
return
for(var/i in conflicting_moodies)
var/datum/mood_event/event = i
if(abs(event.mood_change) == highest_absolute_mood)
screen_obj.icon_state = "[event.special_screen_obj]"
break
///Called on SSmood process
/datum/component/mood/process(delta_time)
var/mob/living/moody_fellow = parent
if(moody_fellow.stat == DEAD)
return //updating sanity during death leads to people getting revived and being completely insane for simply being dead for a long time
switch(mood_level)
if(1)
setSanity(sanity-0.3*delta_time, SANITY_INSANE)
if(2)
setSanity(sanity-0.15*delta_time, SANITY_INSANE)
if(3)
setSanity(sanity-0.1*delta_time, SANITY_CRAZY)
if(4)
setSanity(sanity-0.05*delta_time, SANITY_UNSTABLE)
if(5)
setSanity(sanity, SANITY_UNSTABLE) //This makes sure that mood gets increased should you be below the minimum.
if(6)
setSanity(sanity+0.2*delta_time, SANITY_UNSTABLE)
if(7)
setSanity(sanity+0.3*delta_time, SANITY_UNSTABLE)
if(8)
setSanity(sanity+0.4*delta_time, SANITY_NEUTRAL, SANITY_MAXIMUM)
if(9)
setSanity(sanity+0.6*delta_time, SANITY_NEUTRAL, SANITY_MAXIMUM)
HandleNutrition()
// 0.416% is 15 successes / 3600 seconds. Calculated with 2 minute
// mood runtime, so 50% average uptime across the hour.
if(HAS_TRAIT(parent, TRAIT_DEPRESSION) && DT_PROB(0.416, delta_time))
add_event(null, "depression_mild", /datum/mood_event/depression_mild)
if(HAS_TRAIT(parent, TRAIT_JOLLY) && DT_PROB(0.416, delta_time))
add_event(null, "jolly", /datum/mood_event/jolly)
///Sets sanity to the specified amount and applies effects.
/datum/component/mood/proc/setSanity(amount, minimum=SANITY_INSANE, maximum=SANITY_GREAT, override = FALSE)
// If we're out of the acceptable minimum-maximum range move back towards it in steps of 0.7
// If the new amount would move towards the acceptable range faster then use it instead
if(amount < minimum)
amount += clamp(minimum - amount, 0, 0.7)
if((!override && HAS_TRAIT(parent, TRAIT_UNSTABLE)) || amount > maximum)
amount = min(sanity, amount)
if(amount == sanity) //Prevents stuff from flicking around.
return
sanity = amount
var/mob/living/master = parent
SEND_SIGNAL(master, COMSIG_CARBON_SANITY_UPDATE, amount)
switch(sanity)
if(SANITY_INSANE to SANITY_CRAZY)
setInsanityEffect(MAJOR_INSANITY_PEN)
master.add_movespeed_modifier(/datum/movespeed_modifier/sanity/insane)
master.add_actionspeed_modifier(/datum/actionspeed_modifier/low_sanity)
sanity_level = 6
if(SANITY_CRAZY to SANITY_UNSTABLE)
setInsanityEffect(MINOR_INSANITY_PEN)
master.add_movespeed_modifier(/datum/movespeed_modifier/sanity/crazy)
master.add_actionspeed_modifier(/datum/actionspeed_modifier/low_sanity)
sanity_level = 5
if(SANITY_UNSTABLE to SANITY_DISTURBED)
setInsanityEffect(0)
master.add_movespeed_modifier(/datum/movespeed_modifier/sanity/disturbed)
master.add_actionspeed_modifier(/datum/actionspeed_modifier/low_sanity)
sanity_level = 4
if(SANITY_DISTURBED to SANITY_NEUTRAL)
setInsanityEffect(0)
master.remove_movespeed_modifier(MOVESPEED_ID_SANITY)
master.remove_actionspeed_modifier(ACTIONSPEED_ID_SANITY)
sanity_level = 3
if(SANITY_NEUTRAL+1 to SANITY_GREAT+1) //shitty hack but +1 to prevent it from responding to super small differences
setInsanityEffect(0)
master.remove_movespeed_modifier(MOVESPEED_ID_SANITY)
master.add_actionspeed_modifier(/datum/actionspeed_modifier/high_sanity)
sanity_level = 2
if(SANITY_GREAT+1 to INFINITY)
setInsanityEffect(0)
master.remove_movespeed_modifier(MOVESPEED_ID_SANITY)
master.add_actionspeed_modifier(/datum/actionspeed_modifier/high_sanity)
sanity_level = 1
update_mood_icon()
/datum/component/mood/proc/setInsanityEffect(newval)
if(newval == insanity_effect)
return
var/mob/living/master = parent
master.crit_threshold = (master.crit_threshold - insanity_effect) + newval
insanity_effect = newval
/datum/component/mood/proc/add_event(datum/source, category, type, ...) //Category will override any events in the same category, should be unique unless the event is based on the same thing like hunger.
SIGNAL_HANDLER
var/datum/mood_event/the_event
if(!ispath(type, /datum/mood_event))
return
if(!istext(category))
category = REF(category)
if(mood_events[category])
the_event = mood_events[category]
if(the_event.type != type)
clear_event(null, category)
else
if(the_event.timeout)
addtimer(CALLBACK(src, .proc/clear_event, null, category), the_event.timeout, TIMER_UNIQUE|TIMER_OVERRIDE)
return //Don't have to update the event.
var/list/params = args.Copy(4)
params.Insert(1, parent)
the_event = new type(arglist(params))
mood_events[category] = the_event
the_event.category = category
update_mood()
if(the_event.timeout)
addtimer(CALLBACK(src, .proc/clear_event, null, category), the_event.timeout, TIMER_UNIQUE|TIMER_OVERRIDE)
/datum/component/mood/proc/clear_event(datum/source, category)
SIGNAL_HANDLER
if(!istext(category))
category = REF(category)
var/datum/mood_event/event = mood_events[category]
if(!event)
return
mood_events -= category
qdel(event)
update_mood()
/datum/component/mood/proc/remove_temp_moods() //Removes all temp moods
for(var/i in mood_events)
var/datum/mood_event/moodlet = mood_events[i]
if(!moodlet || !moodlet.timeout)
continue
mood_events -= moodlet.category
qdel(moodlet)
update_mood()
/datum/component/mood/proc/modify_hud(datum/source)
SIGNAL_HANDLER
var/mob/living/owner = parent
var/datum/hud/hud = owner.hud_used
screen_obj = new
screen_obj.color = "#4b96c4"
hud.infodisplay += screen_obj
RegisterSignal(hud, COMSIG_PARENT_QDELETING, .proc/unmodify_hud)
RegisterSignal(screen_obj, COMSIG_CLICK, .proc/hud_click)
/datum/component/mood/proc/unmodify_hud(datum/source)
SIGNAL_HANDLER
if(!screen_obj)
return
var/mob/living/owner = parent
var/datum/hud/hud = owner.hud_used
if(hud?.infodisplay)
hud.infodisplay -= screen_obj
QDEL_NULL(screen_obj)
/datum/component/mood/proc/hud_click(datum/source, location, control, params, mob/user)
SIGNAL_HANDLER
if(user != parent)
return
print_mood(user)
/datum/component/mood/proc/HandleNutrition()
var/mob/living/L = parent
if(HAS_TRAIT(L, TRAIT_NOHUNGER))
return FALSE //no mood events for nutrition
switch(L.nutrition)
if(NUTRITION_LEVEL_FULL to INFINITY)
if (!HAS_TRAIT(L, TRAIT_VORACIOUS))
add_event(null, "nutrition", /datum/mood_event/fat)
else
add_event(null, "nutrition", /datum/mood_event/wellfed) // round and full
if(NUTRITION_LEVEL_WELL_FED to NUTRITION_LEVEL_FULL)
add_event(null, "nutrition", /datum/mood_event/wellfed)
if( NUTRITION_LEVEL_FED to NUTRITION_LEVEL_WELL_FED)
add_event(null, "nutrition", /datum/mood_event/fed)
if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FED)
clear_event(null, "nutrition")
if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_HUNGRY)
add_event(null, "nutrition", /datum/mood_event/hungry)
if(0 to NUTRITION_LEVEL_STARVING)
add_event(null, "nutrition", /datum/mood_event/starving)
/datum/component/mood/proc/check_area_mood(datum/source, area/A)
SIGNAL_HANDLER
update_beauty(A)
if(A.mood_bonus && (!A.mood_trait || HAS_TRAIT(source, A.mood_trait)))
add_event(null, "area", /datum/mood_event/area, A.mood_bonus, A.mood_message)
else
clear_event(null, "area")
/datum/component/mood/proc/update_beauty(area/A)
if(A.outdoors) //if we're outside, we don't care.
clear_event(null, "area_beauty")
return FALSE
if(HAS_TRAIT(parent, TRAIT_SNOB))
switch(A.beauty)
if(-INFINITY to BEAUTY_LEVEL_HORRID)
add_event(null, "area_beauty", /datum/mood_event/horridroom)
return
if(BEAUTY_LEVEL_HORRID to BEAUTY_LEVEL_BAD)
add_event(null, "area_beauty", /datum/mood_event/badroom)
return
switch(A.beauty)
if(BEAUTY_LEVEL_BAD to BEAUTY_LEVEL_DECENT)
clear_event(null, "area_beauty")
if(BEAUTY_LEVEL_DECENT to BEAUTY_LEVEL_GOOD)
add_event(null, "area_beauty", /datum/mood_event/decentroom)
if(BEAUTY_LEVEL_GOOD to BEAUTY_LEVEL_GREAT)
add_event(null, "area_beauty", /datum/mood_event/goodroom)
if(BEAUTY_LEVEL_GREAT to INFINITY)
add_event(null, "area_beauty", /datum/mood_event/greatroom)
///Called when parent is ahealed.
/datum/component/mood/proc/on_revive(datum/source, full_heal)
SIGNAL_HANDLER
if(!full_heal)
return
remove_temp_moods()
setSanity(initial(sanity), override = TRUE)
///Causes direct drain of someone's sanity, call it with a numerical value corresponding how badly you want to hurt their sanity
/datum/component/mood/proc/direct_sanity_drain(datum/source, amount)
SIGNAL_HANDLER
setSanity(sanity + amount, override = TRUE)
///Called when parent slips.
/datum/component/mood/proc/on_slip(datum/source)
SIGNAL_HANDLER
add_event(null, "slipped", /datum/mood_event/slipped)
/datum/component/mood/proc/HandleAddictions()
if(!iscarbon(parent))
return
var/mob/living/carbon/affected_carbon = parent
if(sanity < SANITY_GREAT) ///Sanity is low, stay addicted.
return
for(var/addiction_type in affected_carbon.mind.addiction_points)
var/datum/addiction/addiction_to_remove = SSaddiction.all_addictions[type]
affected_carbon.mind.remove_addiction_points(type, addiction_to_remove.high_sanity_addiction_loss) //If true was returned, we lost the addiction!
#undef MINOR_INSANITY_PEN
#undef MAJOR_INSANITY_PEN