rendering update (#3695)

* rnedering update

* fixes

* wack

* wack

* placeholder

* sigh

* sigh

Co-authored-by: fake_vm_user <fake_vm_user>
This commit is contained in:
silicons
2022-04-23 21:12:54 -07:00
committed by GitHub
co-authored by fake_vm_user <fake_vm_user>
parent 4a3ebfed98
commit 71889b4f65
312 changed files with 3387 additions and 2372 deletions
@@ -0,0 +1,46 @@
PROCESSING_SUBSYSTEM_DEF(chemistry)
name = "Chemistry"
wait = 10
flags = SS_BACKGROUND|SS_POST_FIRE_TIMING
init_order = INIT_ORDER_CHEMISTRY
var/list/chemical_reactions = list()
var/list/chemical_reactions_by_reagent = list()
var/list/chemical_reagents = list()
/datum/controller/subsystem/processing/chemistry/Recover()
chemical_reactions = SSchemistry.chemical_reactions
chemical_reagents = SSchemistry.chemical_reagents
/datum/controller/subsystem/processing/chemistry/Initialize()
initialize_chemical_reactions()
initialize_chemical_reagents()
return ..()
//Chemical Reactions - Initialises all /datum/chemical_reaction into a list
// It is filtered into multiple lists within a list.
// For example:
// chemical_reaction_list["phoron"] is a list of all reactions relating to phoron
// Note that entries in the list are NOT duplicated. So if a reaction pertains to
// more than one chemical it will still only appear in only one of the sublists.
/datum/controller/subsystem/processing/chemistry/proc/initialize_chemical_reactions()
var/paths = typesof(/datum/chemical_reaction) - /datum/chemical_reaction
chemical_reactions = list()
chemical_reactions_by_reagent = list()
for(var/path in paths)
var/datum/chemical_reaction/D = new path
chemical_reactions += D
if(D.required_reagents && D.required_reagents.len)
var/reagent_id = D.required_reagents[1]
LAZYINITLIST(chemical_reactions_by_reagent[reagent_id])
chemical_reactions_by_reagent[reagent_id] += D
//Chemical Reagents - Initialises all /datum/reagent into a list indexed by reagent id
/datum/controller/subsystem/processing/chemistry/proc/initialize_chemical_reagents()
var/paths = typesof(/datum/reagent) - /datum/reagent
chemical_reagents = list()
for(var/path in paths)
var/datum/reagent/D = new path()
if(!D.name)
continue
chemical_reagents[D.id] = D
@@ -0,0 +1,6 @@
//Fires five times every second.
PROCESSING_SUBSYSTEM_DEF(fastprocess)
name = "Fast Processing"
wait = 2
stat_tag = "FP"
@@ -0,0 +1,43 @@
PROCESSING_SUBSYSTEM_DEF(instruments)
name = "Instruments"
wait = 0.5
init_order = INIT_ORDER_INSTRUMENTS
flags = SS_KEEP_TIMING
priority = FIRE_PRIORITY_INSTRUMENTS
var/static/list/datum/instrument/instrument_data = list() //id = datum
var/static/list/datum/song/songs = list()
var/static/musician_maxlines = 600
var/static/musician_maxlinechars = 300
var/static/musician_hearcheck_mindelay = 5
var/static/max_instrument_channels = MAX_INSTRUMENT_CHANNELS
var/static/current_instrument_channels = 0
/datum/controller/subsystem/processing/instruments/Initialize()
initialize_instrument_data()
return ..()
/datum/controller/subsystem/processing/instruments/proc/on_song_new(datum/song/S)
songs += S
/datum/controller/subsystem/processing/instruments/proc/on_song_del(datum/song/S)
songs -= S
/datum/controller/subsystem/processing/instruments/proc/initialize_instrument_data()
for(var/path in subtypesof(/datum/instrument))
var/datum/instrument/I = path
if(initial(I.abstract_type) == path)
continue
I = new path
I.Initialize()
instrument_data[I.id || "[I.type]"] = I
CHECK_TICK
/datum/controller/subsystem/processing/instruments/proc/get_instrument(id_or_path)
return instrument_data["[id_or_path]"]
/datum/controller/subsystem/processing/instruments/proc/reserve_instrument_channel(datum/instrument/I)
if(current_instrument_channels > max_instrument_channels)
return
. = SSsounds.reserve_sound_channel(I)
if(!isnull(.))
current_instrument_channels++
@@ -0,0 +1,5 @@
PROCESSING_SUBSYSTEM_DEF(obj)
name = "Objects"
priority = FIRE_PRIORITY_OBJ
flags = SS_NO_INIT
wait = 20
@@ -0,0 +1,51 @@
//Used to process objects.
SUBSYSTEM_DEF(processing)
name = "Processing"
priority = FIRE_PRIORITY_PROCESS
flags = SS_BACKGROUND|SS_POST_FIRE_TIMING|SS_NO_INIT
wait = 1 SECONDS
var/stat_tag = "P" //Used for logging
var/list/processing = list()
var/list/currentrun = list()
/datum/controller/subsystem/processing/stat_entry(msg)
msg = "[stat_tag]:[length(processing)]"
return ..()
/datum/controller/subsystem/processing/fire(resumed = FALSE)
if (!resumed)
currentrun = processing.Copy()
//cache for sanic speed (lists are references anyways)
var/list/current_run = currentrun
var/dt = (flags & SS_TICKER)? (wait * world.tick_lag * 0.1) : (wait * 0.1)
while(current_run.len)
var/datum/thing = current_run[current_run.len]
current_run.len--
if(QDELETED(thing))
processing -= thing
else if(thing.process(dt) == PROCESS_KILL)
// fully stop so that a future START_PROCESSING will work
STOP_PROCESSING(src, thing)
if (MC_TICK_CHECK)
return
/**
* This proc is called on a datum on every "cycle" if it is being processed by a subsystem. The time between each cycle is determined by the subsystem's "wait" setting.
* You can start and stop processing a datum using the START_PROCESSING and STOP_PROCESSING defines.
*
* Since the wait setting of a subsystem can be changed at any time, it is important that any rate-of-change that you implement in this proc is multiplied by the delta_time that is sent as a parameter,
* Additionally, any "prob" you use in this proc should instead use the DT_PROB define to make sure that the final probability per second stays the same even if the subsystem's wait is altered.
* Examples where this must be considered:
* - Implementing a cooldown timer, use `mytimer -= delta_time`, not `mytimer -= 1`. This way, `mytimer` will always have the unit of seconds
* - Damaging a mob, do `L.adjustFireLoss(20 * delta_time)`, not `L.adjustFireLoss(20)`. This way, the damage per second stays constant even if the wait of the subsystem is changed
* - Probability of something happening, do `if(DT_PROB(25, delta_time))`, not `if(prob(25))`. This way, if the subsystem wait is e.g. lowered, there won't be a higher chance of this event happening per second
*
* If you override this do not call parent, as it will return PROCESS_KILL. This is done to prevent objects that dont override process() from staying in the processing list
*/
/datum/proc/process(delta_time)
set waitfor = FALSE
return PROCESS_KILL
@@ -0,0 +1,16 @@
PROCESSING_SUBSYSTEM_DEF(projectiles)
name = "Projectiles"
wait = 1
stat_tag = "PP"
priority = FIRE_PRIORITY_PROJECTILES
flags = SS_NO_INIT|SS_TICKER
var/global_max_tick_moves = 10
var/global_pixel_speed = 2
var/global_iterations_per_move = 16
/datum/controller/subsystem/processing/projectiles/proc/set_pixel_speed(new_speed)
global_pixel_speed = new_speed
for(var/i in processing)
var/obj/item/projectile/P = i
if(istype(P)) //there's non projectiles on this too.
P.set_pixel_speed(new_speed)
@@ -0,0 +1,4 @@
PROCESSING_SUBSYSTEM_DEF(status_effects)
wait = 1
flags = SS_TICKER
name = "Status Effects"
@@ -0,0 +1,3 @@
PROCESSING_SUBSYSTEM_DEF(turfs)
name = "Turf Processing"
wait = 20