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https://github.com/CHOMPStation2/CHOMPStation2.git
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Explosion Optimizations
Implements a trange that internally checks only turfs and thus less intensive. Conflicts: code/game/objects/explosion.dm
This commit is contained in:
committed by
Mloc-Argent
parent
dfdeed7434
commit
533600eaa5
@@ -7,6 +7,19 @@
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else return dy + (0.5*dx)
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else return dy + (0.5*dx)
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proc/trange(var/Dist=0,var/turf/Center=null)//alternative to range (ONLY processes turfs and thus less intensive)
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if(Center==null) return
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//var/x1=((Center.x-Dist)<1 ? 1 : Center.x-Dist)
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//var/y1=((Center.y-Dist)<1 ? 1 : Center.y-Dist)
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//var/x2=((Center.x+Dist)>world.maxx ? world.maxx : Center.x+Dist)
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//var/y2=((Center.y+Dist)>world.maxy ? world.maxy : Center.y+Dist)
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var/turf/x1y1 = locate(((Center.x-Dist)<1 ? 1 : Center.x-Dist),((Center.y-Dist)<1 ? 1 : Center.y-Dist),Center.z)
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var/turf/x2y2 = locate(((Center.x+Dist)>world.maxx ? world.maxx : Center.x+Dist),((Center.y+Dist)>world.maxy ? world.maxy : Center.y+Dist),Center.z)
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return block(x1y1,x2y2)
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proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1)
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proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1)
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src = null //so we don't abort once src is deleted
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src = null //so we don't abort once src is deleted
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spawn(0)
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spawn(0)
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@@ -48,7 +61,7 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
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var/y0 = epicenter.y
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var/y0 = epicenter.y
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var/z0 = epicenter.z
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var/z0 = epicenter.z
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for(var/turf/T in range(epicenter, max(devastation_range, heavy_impact_range, light_impact_range)))
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for(var/turf/T in trange(epicenter, max(devastation_range, heavy_impact_range, light_impact_range)))
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var/dist = cheap_pythag(T.x - x0,T.y - y0)
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var/dist = cheap_pythag(T.x - x0,T.y - y0)
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if(dist < devastation_range) dist = 1
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if(dist < devastation_range) dist = 1
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@@ -85,4 +98,4 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
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proc/secondaryexplosion(turf/epicenter, range)
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proc/secondaryexplosion(turf/epicenter, range)
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for(var/turf/tile in range(range, epicenter))
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for(var/turf/tile in range(range, epicenter))
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tile.ex_act(2)
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tile.ex_act(2)
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@@ -6,31 +6,12 @@
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/obj
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/obj
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var/explosion_resistance
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var/explosion_resistance
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/datum/explosion_turf
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var/turf/turf //The turf which will get ex_act called on it
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var/max_power //The largest amount of power the turf sustained
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New()
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..()
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max_power = 0
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proc/save_power_if_larger(power)
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var/list/explosion_turfs = list()
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if(power > max_power)
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max_power = power
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return 1
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return 0
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var/list/datum/explosion_turf/explosion_turfs = list()
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var/explosion_in_progress = 0
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var/explosion_in_progress = 0
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proc/get_explosion_turf(var/turf/T)
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for( var/datum/explosion_turf/ET in explosion_turfs )
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if( T == ET.turf )
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return ET
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var/datum/explosion_turf/ET = new()
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ET.turf = T
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explosion_turfs += ET
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return ET
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proc/explosion_rec(turf/epicenter, power)
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proc/explosion_rec(turf/epicenter, power)
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@@ -52,9 +33,8 @@ proc/explosion_rec(turf/epicenter, power)
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explosion_in_progress = 1
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explosion_in_progress = 1
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explosion_turfs = list()
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explosion_turfs = list()
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var/datum/explosion_turf/ETE = get_explosion_turf()
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ETE.turf = epicenter
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explosion_turfs[epicenter] = power
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ETE.max_power = power
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//This steap handles the gathering of turfs which will be ex_act() -ed in the next step. It also ensures each turf gets the maximum possible amount of power dealt to it.
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//This steap handles the gathering of turfs which will be ex_act() -ed in the next step. It also ensures each turf gets the maximum possible amount of power dealt to it.
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for(var/direction in cardinal)
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for(var/direction in cardinal)
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@@ -62,22 +42,21 @@ proc/explosion_rec(turf/epicenter, power)
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T.explosion_spread(power - epicenter.explosion_resistance, direction)
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T.explosion_spread(power - epicenter.explosion_resistance, direction)
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//This step applies the ex_act effects for the explosion, as planned in the previous step.
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//This step applies the ex_act effects for the explosion, as planned in the previous step.
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for( var/datum/explosion_turf/ET in explosion_turfs )
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for(var/turf/T in explosion_turfs)
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if(ET.max_power <= 0) continue
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if(explosion_turfs[T] <= 0) continue
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if(!ET.turf) continue
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if(!T) continue
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//Wow severity looks confusing to calculate... Fret not, I didn't leave you with any additional instructions or help. (just kidding, see the line under the calculation)
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//Wow severity looks confusing to calculate... Fret not, I didn't leave you with any additional instructions or help. (just kidding, see the line under the calculation)
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var/severity = 4 - round(max(min( 3, ((ET.max_power - ET.turf.explosion_resistance) / (max(3,(power/3)))) ) ,1), 1)
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var/severity = 4 - round(max(min( 3, ((explosion_turfs[T] - T.explosion_resistance) / (max(3,(power/3)))) ) ,1), 1) //sanity effective power on tile divided by either 3 or one third the total explosion power
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//sanity effective power on tile divided by either 3 or one third the total explosion power
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// One third because there are three power levels and I
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// One third because there are three power levels and I
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// want each one to take up a third of the crater
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// want each one to take up a third of the crater
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var/x = ET.turf.x
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var/x = T.x
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var/y = ET.turf.y
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var/y = T.y
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var/z = ET.turf.z
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var/z = T.z
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ET.turf.ex_act(severity)
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T.ex_act(severity)
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if(!ET.turf)
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if(!T)
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ET.turf = locate(x,y,z)
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T = locate(x,y,z)
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for( var/atom/A in ET.turf )
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for(var/atom/A in T)
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A.ex_act(severity)
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A.ex_act(severity)
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explosion_in_progress = 0
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explosion_in_progress = 0
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@@ -123,10 +102,9 @@ proc/explosion_rec(turf/epicenter, power)
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new/obj/effect/debugging/marker(src)
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new/obj/effect/debugging/marker(src)
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*/
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*/
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var/datum/explosion_turf/ET = get_explosion_turf(src)
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if(explosion_turfs[src] >= power)
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if(ET.max_power >= power)
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return //The turf already sustained and spread a power greated than what we are dealing with. No point spreading again.
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return //The turf already sustained and spread a power greated than what we are dealing with. No point spreading again.
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ET.max_power = power
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explosion_turfs[src] = power
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var/spread_power = power - src.explosion_resistance //This is the amount of power that will be spread to the tile in the direction of the blast
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var/spread_power = power - src.explosion_resistance //This is the amount of power that will be spread to the tile in the direction of the blast
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var/side_spread_power = power - 2 * src.explosion_resistance //This is the amount of power that will be spread to the side tiles
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var/side_spread_power = power - 2 * src.explosion_resistance //This is the amount of power that will be spread to the side tiles
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