Convert ZAS "Airflow" into a subsystem plus fixes

* Port of the "Airflow" portions of Yonaguni/EuropaStation#618
* The "airflow" part of ZAS used to be handled by a sleep'd loop.   This has the potential to bunch up and lag.  Switching to a StonedMC managed subsystem improves it.
* Fixed to ensure that zshadow mobs cannot be blown around by the wind no matter how fierce.
* Added a message to mobs informing them when their boots save them from being wind-thwapped.
* Check w_class on non-item objects if they have it defined (might as well since var/w_class is on /obj)
* Tiny optimization of c_airblock
This commit is contained in:
Leshana
2018-01-27 15:42:16 -05:00
parent 8e22707e24
commit 8c09d39ef1
4 changed files with 181 additions and 119 deletions

View File

@@ -26,15 +26,17 @@ mob/living/simple_animal/slime/airflow_stun()
return return
mob/living/carbon/human/airflow_stun() mob/living/carbon/human/airflow_stun()
if(shoes) if(shoes && (shoes.item_flags & NOSLIP))
if(shoes.item_flags & NOSLIP) return 0 to_chat(src, "<span class='notice'>Air suddenly rushes past you!</span>")
return 0
..() ..()
atom/movable/proc/check_airflow_movable(n) atom/movable/proc/check_airflow_movable(n)
if(!simulated) return 0
if(anchored && !ismob(src)) return 0 if(anchored && !ismob(src)) return 0
if(!istype(src,/obj/item) && n < vsc.airflow_dense_pressure) return 0 if(!isobj(src) && n < vsc.airflow_dense_pressure) return 0
return 1 return 1
@@ -50,15 +52,20 @@ mob/living/silicon/check_airflow_movable()
return 0 return 0
obj/item/check_airflow_movable(n) obj/check_airflow_movable(n)
. = ..() if (!(. = ..()))
return 0
if(isnull(w_class))
if(n < vsc.airflow_dense_pressure) return 0 //most non-item objs don't have a w_class yet
switch(w_class) switch(w_class)
if(2) if(ITEMSIZE_TINY,ITEMSIZE_SMALL)
if(n < vsc.airflow_lightest_pressure) return 0 if(n < vsc.airflow_lightest_pressure) return 0
if(3) if(ITEMSIZE_NORMAL)
if(n < vsc.airflow_light_pressure) return 0 if(n < vsc.airflow_light_pressure) return 0
if(4,5) if(ITEMSIZE_LARGE,ITEMSIZE_HUGE)
if(n < vsc.airflow_medium_pressure) return 0 if(n < vsc.airflow_medium_pressure) return 0
else
if(n < vsc.airflow_dense_pressure) return 0
/atom/movable/var/tmp/turf/airflow_dest /atom/movable/var/tmp/turf/airflow_dest
/atom/movable/var/tmp/airflow_speed = 0 /atom/movable/var/tmp/airflow_speed = 0
@@ -78,116 +85,6 @@ obj/item/check_airflow_movable(n)
return 0 return 0
return 1 return 1
/atom/movable/proc/GotoAirflowDest(n)
if(!airflow_dest) return
if(airflow_speed < 0) return
if(last_airflow > world.time - vsc.airflow_delay) return
if(airflow_speed)
airflow_speed = n/max(get_dist(src,airflow_dest),1)
return
if(airflow_dest == loc)
step_away(src,loc)
if(!src.AirflowCanMove(n))
return
if(ismob(src))
src << "<span class='danger'>You are sucked away by airflow!</span>"
last_airflow = world.time
var/airflow_falloff = 9 - sqrt((x - airflow_dest.x) ** 2 + (y - airflow_dest.y) ** 2)
if(airflow_falloff < 1)
airflow_dest = null
return
airflow_speed = min(max(n * (9/airflow_falloff),1),9)
var
xo = airflow_dest.x - src.x
yo = airflow_dest.y - src.y
od = 0
airflow_dest = null
if(!density)
density = 1
od = 1
while(airflow_speed > 0)
if(airflow_speed <= 0) break
airflow_speed = min(airflow_speed,15)
airflow_speed -= vsc.airflow_speed_decay
if(airflow_speed > 7)
if(airflow_time++ >= airflow_speed - 7)
if(od)
density = 0
sleep(1 * tick_multiplier)
else
if(od)
density = 0
sleep(max(1,10-(airflow_speed+3)) * tick_multiplier)
if(od)
density = 1
if ((!( src.airflow_dest ) || src.loc == src.airflow_dest))
src.airflow_dest = locate(min(max(src.x + xo, 1), world.maxx), min(max(src.y + yo, 1), world.maxy), src.z)
if ((src.x == 1 || src.x == world.maxx || src.y == 1 || src.y == world.maxy))
break
if(!istype(loc, /turf))
break
step_towards(src, src.airflow_dest)
var/mob/M = src
if(istype(M) && M.client)
M.setMoveCooldown(vsc.airflow_mob_slowdown)
airflow_dest = null
airflow_speed = 0
airflow_time = 0
if(od)
density = 0
/atom/movable/proc/RepelAirflowDest(n)
if(!airflow_dest) return
if(airflow_speed < 0) return
if(last_airflow > world.time - vsc.airflow_delay) return
if(airflow_speed)
airflow_speed = n/max(get_dist(src,airflow_dest),1)
return
if(airflow_dest == loc)
step_away(src,loc)
if(!src.AirflowCanMove(n))
return
if(ismob(src))
src << "<span clas='danger'>You are pushed away by airflow!</span>"
last_airflow = world.time
var/airflow_falloff = 9 - sqrt((x - airflow_dest.x) ** 2 + (y - airflow_dest.y) ** 2)
if(airflow_falloff < 1)
airflow_dest = null
return
airflow_speed = min(max(n * (9/airflow_falloff),1),9)
var
xo = -(airflow_dest.x - src.x)
yo = -(airflow_dest.y - src.y)
od = 0
airflow_dest = null
if(!density)
density = 1
od = 1
while(airflow_speed > 0)
if(airflow_speed <= 0) return
airflow_speed = min(airflow_speed,15)
airflow_speed -= vsc.airflow_speed_decay
if(airflow_speed > 7)
if(airflow_time++ >= airflow_speed - 7)
sleep(1 * tick_multiplier)
else
sleep(max(1,10-(airflow_speed+3)) * tick_multiplier)
if ((!( src.airflow_dest ) || src.loc == src.airflow_dest))
src.airflow_dest = locate(min(max(src.x + xo, 1), world.maxx), min(max(src.y + yo, 1), world.maxy), src.z)
if ((src.x == 1 || src.x == world.maxx || src.y == 1 || src.y == world.maxy))
return
if(!istype(loc, /turf))
return
step_towards(src, src.airflow_dest)
if(ismob(src) && src:client)
src:client:move_delay = world.time + vsc.airflow_mob_slowdown
airflow_dest = null
airflow_speed = 0
airflow_time = 0
if(od)
density = 0
/atom/movable/Bump(atom/A) /atom/movable/Bump(atom/A)
if(airflow_speed > 0 && airflow_dest) if(airflow_speed > 0 && airflow_dest)
airflow_hit(A) airflow_hit(A)

View File

@@ -76,7 +76,8 @@ turf/c_airblock(turf/other)
return AIR_BLOCKED return AIR_BLOCKED
var/result = 0 var/result = 0
for(var/atom/movable/M in contents) for(var/mm in contents)
var/atom/movable/M = mm
result |= M.c_airblock(other) result |= M.c_airblock(other)
if(result == BLOCKED) return BLOCKED if(result == BLOCKED) return BLOCKED
return result return result

View File

@@ -0,0 +1,163 @@
#define CLEAR_OBJECT(TARGET) \
processing -= TARGET; \
TARGET.airflow_dest = null; \
TARGET.airflow_speed = 0; \
TARGET.airflow_time = 0; \
TARGET.airflow_skip_speedcheck = FALSE; \
if (TARGET.airflow_od) { \
TARGET.density = 0; \
}
// No point in making this a processing substem, it overrides fire() and handles its own processing list!
SUBSYSTEM_DEF(airflow)
name = "Airflow"
wait = 2
flags = SS_NO_INIT
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
priority = 15
var/list/processing = list()
var/list/currentrun = list()
/datum/controller/subsystem/airflow/fire(resumed = FALSE)
if (!resumed)
currentrun = processing.Copy()
var/mywait = wait
var/list/curr = currentrun // Cache for sanic speed
while (curr.len)
var/atom/movable/target = curr[curr.len]
curr.len--
if(QDELETED(target))
processing -= target
if (MC_TICK_CHECK)
return
continue
if (target.airflow_speed <= 0)
CLEAR_OBJECT(target)
if (MC_TICK_CHECK)
return
continue
if (target.airflow_process_delay > 0)
target.airflow_process_delay -= mywait
if (MC_TICK_CHECK)
return
continue
else if (target.airflow_process_delay)
target.airflow_process_delay = 0
target.airflow_speed = min(target.airflow_speed, 15)
target.airflow_speed -= vsc.airflow_speed_decay
if (!target.airflow_skip_speedcheck)
if (target.airflow_speed > 7)
if (target.airflow_time++ >= target.airflow_speed - 7)
if (target.airflow_od)
target.density = 0
target.airflow_skip_speedcheck = TRUE
if (MC_TICK_CHECK)
return
continue
else
if (target.airflow_od)
target.density = 0
target.airflow_process_delay = max(1, 10 - (target.airflow_speed + 3))
target.airflow_skip_speedcheck = TRUE
if (MC_TICK_CHECK)
return
continue
target.airflow_skip_speedcheck = FALSE
if (target.airflow_od)
target.density = 1
if (!target.airflow_dest || target.loc == target.airflow_dest)
target.airflow_dest = locate(min(max(target.x + target.airflow_xo, 1), world.maxx), min(max(target.y + target.airflow_yo, 1), world.maxy), target.z)
if ((target.x == 1) || (target.x == world.maxx) || (target.y == 1) || (target.y == world.maxy))
CLEAR_OBJECT(target)
if (MC_TICK_CHECK)
return
continue
if (!isturf(target.loc))
CLEAR_OBJECT(target)
if (MC_TICK_CHECK)
return
continue
step_towards(target, target.airflow_dest)
var/mob/M = target
if (ismob(target) && M.client)
M.setMoveCooldown(vsc.airflow_mob_slowdown)
if (MC_TICK_CHECK)
return
#undef CLEAR_OBJECT
/atom/movable
var/tmp/airflow_xo
var/tmp/airflow_yo
var/tmp/airflow_od
var/tmp/airflow_process_delay
var/tmp/airflow_skip_speedcheck
/atom/movable/proc/prepare_airflow(n)
if (!airflow_dest || airflow_speed < 0 || last_airflow > world.time - vsc.airflow_delay)
return FALSE
if (airflow_speed)
airflow_speed = n / max(get_dist(src, airflow_dest), 1)
return FALSE
if (airflow_dest == loc)
step_away(src, loc)
if (!src.AirflowCanMove(n))
return FALSE
if (ismob(src))
to_chat(src,"<span class='danger'>You are pushed away by airflow!</span>")
last_airflow = world.time
var/airflow_falloff = 9 - sqrt((x - airflow_dest.x) ** 2 + (y - airflow_dest.y) ** 2)
if (airflow_falloff < 1)
airflow_dest = null
return FALSE
airflow_speed = min(max(n * (9 / airflow_falloff), 1), 9)
airflow_od = 0
if (!density)
density = 1
airflow_od = 1
return TRUE
/atom/movable/proc/GotoAirflowDest(n)
if (!prepare_airflow(n))
return
airflow_xo = airflow_dest.x - src.x
airflow_yo = airflow_dest.y - src.y
airflow_dest = null
SSairflow.processing += src
/atom/movable/proc/RepelAirflowDest(n)
if (!prepare_airflow(n))
return
airflow_xo = -(airflow_dest.x - src.x)
airflow_yo = -(airflow_dest.y - src.y)
airflow_dest = null
SSairflow.processing += src

View File

@@ -173,6 +173,7 @@
#include "code\controllers\ProcessScheduler\core\process.dm" #include "code\controllers\ProcessScheduler\core\process.dm"
#include "code\controllers\ProcessScheduler\core\processScheduler.dm" #include "code\controllers\ProcessScheduler\core\processScheduler.dm"
#include "code\controllers\subsystems\air.dm" #include "code\controllers\subsystems\air.dm"
#include "code\controllers\subsystems\airflow.dm"
#include "code\controllers\subsystems\creation.dm" #include "code\controllers\subsystems\creation.dm"
#include "code\controllers\subsystems\garbage.dm" #include "code\controllers\subsystems\garbage.dm"
#include "code\controllers\subsystems\lighting.dm" #include "code\controllers\subsystems\lighting.dm"