-Fixed 726 and made some improvements to the recursive_mob_check, including a recursion limit.

-Added a helper proc called "hear", it is like view but it will ignore the luminosity limits.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4403 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
giacomand@gmail.com
2012-08-14 17:44:56 +00:00
parent 1fc8ce5bc5
commit bba7cc299a
+28 -12
View File
@@ -33,6 +33,20 @@
return 0 //not in range and not telekinetic return 0 //not in range and not telekinetic
// Like view but bypasses luminosity check
/proc/hear(var/range, var/atom/source)
var/lum = source.luminosity
source.luminosity = 6
var/list/heard = view(range, source)
source.luminosity = lum
return heard
//Magic constants obtained by using linear regression on right-angled triangles of sides 0<x<1, 0<y<1 //Magic constants obtained by using linear regression on right-angled triangles of sides 0<x<1, 0<y<1
//They should approximate pythagoras theorem well enough for our needs. //They should approximate pythagoras theorem well enough for our needs.
@@ -125,25 +139,29 @@
// It will keep doing this until it checks every content possible. This will fix any problems with mobs, that are inside objects, // It will keep doing this until it checks every content possible. This will fix any problems with mobs, that are inside objects,
// being unable to hear people due to being in a box within a bag. // being unable to hear people due to being in a box within a bag.
/proc/recursive_mob_check(var/atom/O, var/list/L = list(), var/client_check = 1, var/sight_check = 1, var/include_radio = 1) /proc/recursive_mob_check(var/atom/O, var/list/L = list(), var/recursion_limit = 3, var/client_check = 1, var/sight_check = 1, var/include_radio = 1)
//debug_mob += O.contents.len //debug_mob += O.contents.len
if(!recursion_limit)
return L
for(var/atom/A in O) for(var/atom/A in O)
if(isturf(A)) if(isturf(A))
continue continue
if(ismob(A)) if(ismob(A))
var/mob/M = A var/mob/M = A
if(client_check && !M.client) if(client_check && !M.client)
L = recursive_mob_check(A, L) L = recursive_mob_check(A, L, recursion_limit - 1, client_check, sight_check, include_radio)
continue continue
if(sight_check && !isInSight(A, O)) if(sight_check && !isInSight(A, O))
continue continue
L += M L += M
//world.log << "[recursion_limit] = [M] - [get_turf(M)] - ([M.x], [M.y], [M.z])"
else if(include_radio && istype(A, /obj/item/device/radio)) else if(include_radio && istype(A, /obj/item/device/radio))
if(sight_check && isInSight(A, O)) if(sight_check && !isInSight(A, O))
L += A continue
L = recursive_mob_check(A, L) L += A
L = recursive_mob_check(A, L, recursion_limit - 1, client_check, sight_check, include_radio)
return L return L
// The old system would loop through lists for a total of 5000 per function call, in an empty server. // The old system would loop through lists for a total of 5000 per function call, in an empty server.
@@ -154,21 +172,19 @@
var/turf/T = get_turf(source) var/turf/T = get_turf(source)
var/list/hear = list() var/list/hear = list()
var/list/range = view(R, T) var/list/range = hear(R, T)
//debug_mob += range.len
for(var/A in range) for(var/A in range)
if(isturf(A)) if(isturf(A) || A == source)
continue continue
if(ismob(A)) if(ismob(A))
var/mob/M = A var/mob/M = A
if(M.client) if(M.client)
hear += M hear += M
//world.log << "Start = [M] - [get_turf(M)] - ([M.x], [M.y], [M.z])"
else if(istype(A, /obj/item/device/radio)) else if(istype(A, /obj/item/device/radio))
hear += A hear += A
hear += recursive_mob_check(A) hear = recursive_mob_check(A, hear, 3, 1, 0, 1)
//world.log << "NEW: [debug_mob]"
//debug_mob = 0
return hear return hear
@@ -181,7 +197,7 @@
for(var/obj/item/device/radio/R in radios) for(var/obj/item/device/radio/R in radios)
var/turf/speaker = get_turf(R) var/turf/speaker = get_turf(R)
if(speaker) if(speaker)
for(var/turf/T in view(R.canhear_range,speaker)) for(var/turf/T in hear(R.canhear_range,speaker))
speaker_coverage += T speaker_coverage += T
// Try to find all the players who can hear the message // Try to find all the players who can hear the message