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-Almost every instance of 'for(mob in world)' has been killed. Because GODDAMN was it being run a bunch. Instead, a series of global lists have been made, and they are all handled auto-magically through New()'s, Del()'s, Login()'s, death()'s, etc... Lists are as follows: -mob_list : Contains all atom/mobs by ref -player_list : Like mob_list, but only contains mobs with clients attached -admin_list : Like player_list, but holds all mobs with clients attached and admin status -living_mob_list : Contains all mobs that ARE alive, regardless of client status -dead_mob_list : Contains all mobs that are dead, which comes down to corpses and ghosts -cable_list : A list containing every obj/structure/cable in existence Note: There is an object (/obj/item/debuglist) that you can use to check the contents of each of the lists except for cables (Since getting a message saying "a cable," x9001 isn't very helpful) These lists have been tested as much as I could on my own, and have been mostly implemented. There are still places where they could be used, but for now it's important that the core is working. If this all checks out I would really like to implement it into the MC as well, simply so it doesn't check call Life() on every mob by checking for all the ones in world every damn tick. Just testing locally I was able to notice improvements with certain aspects, like admin verbs being MUCH more responsive (They checked for every mob in the world every time they were clicked), many sources of needless lag were cut out (Like Adminwho and Who checking every single mob when clicked), and due to the cable_list powernet rebuilding is MUCH more efficient, because instead of checking for every cable in the world every time a powernet was broken (read: A cable was deleted), it runs though the pre-made list, and even with a singulo tearing all the way across the station, the powernet load was VERY small compared to pretty much everything else. If you want to know how any of this works, check global_lists.dm, there I have it rigorously commented, and it should provide an understanding of what's going on. Mob related in worlds before this commit: 1262 After: 4 I'm helping git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4179 316c924e-a436-60f5-8080-3fe189b3f50e
79 lines
2.7 KiB
Plaintext
79 lines
2.7 KiB
Plaintext
/datum/game_mode/blob/check_finished()
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if(!declared)//No blobs have been spawned yet
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return 0
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if(stage >= 3)//Blob took over
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return 1
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if(station_was_nuked)//Nuke went off
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return 1
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for(var/obj/effect/blob/B in blob_cores)
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if(B && B.z != 1) continue
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return 0
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var/nodes = 0
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for(var/obj/effect/blob/B in blob_nodes)
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if(B && B.z != 1) continue
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nodes++
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if(nodes > 4)//Perhapse make a new core with a low prob
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return 0
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return 1
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/datum/game_mode/blob/declare_completion()
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if(stage >= 3)
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feedback_set_details("round_end_result","loss - blob took over")
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world << "<FONT size = 3><B>The blob has taken over the station!</B></FONT>"
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world << "<B>The entire station was eaten by the Blob</B>"
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check_quarantine()
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else if(station_was_nuked)
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feedback_set_details("round_end_result","halfwin - nuke")
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world << "<FONT size = 3><B>Partial Win: The station has been destroyed!</B></FONT>"
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world << "<B>Directive 7-12 has been successfully carried out preventing the Blob from spreading.</B>"
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else
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feedback_set_details("round_end_result","win - blob eliminated")
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world << "<FONT size = 3><B>The staff has won!</B></FONT>"
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world << "<B>The alien organism has been eradicated from the station</B>"
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var/datum/station_state/end_state = new /datum/station_state()
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end_state.count()
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var/percent = round( 100.0 * start_state.score(end_state), 0.1)
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world << "<B>The station is [percent]% intact.</B>"
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log_game("Blob mode was won with station [percent]% intact.")
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world << "\blue Rebooting in 30s"
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..()
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return 1
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/datum/game_mode/blob/proc/check_quarantine()
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var/numDead = 0
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var/numAlive = 0
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var/numSpace = 0
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var/numOffStation = 0
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for (var/mob/living/silicon/ai/aiPlayer in mob_list)
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for(var/mob/living/carbon/human/M in mob_list)
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if ((M != aiPlayer && M.client))
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if (M.stat == 2)
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numDead += 1
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else
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var/T = M.loc
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if (istype(T, /turf/space))
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numSpace += 1
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else if(istype(T, /turf))
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if (M.z!=1)
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numOffStation += 1
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else
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numAlive += 1
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if (numSpace==0 && numOffStation==0)
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world << "<FONT size = 3><B>The AI has won!</B></FONT>"
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world << "<B>The AI successfully maintained the quarantine - no players were in space or were off-station (as far as we can tell).</B>"
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log_game("AI won at Blob mode despite overall loss.")
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else
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world << "<FONT size = 3><B>The AI has lost!</B></FONT>"
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world << text("<B>The AI failed to maintain the quarantine - [] were in space and [] were off-station (as far as we can tell).</B>", numSpace, numOffStation)
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log_game("AI lost at Blob mode.")
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log_game("Blob mode was lost.")
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return 1
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