This commit first and foremost ports the -tg- atom pooling system, and
removes the old experimental system entirely.
Secondly, this PR modifies the qdel system to use a -tg- lookalike
"destroy hint" system, which means that individual objects can tell qdel
what to do with them beyond taking care of things they need to delete.
This ties into the atom pooling system via a new hint define,
QDEL_HINT_PUTINPOOL, which will place the atom in the pool instead of
deleting it as per standard.
Emitter beams are now fully pooled.
Qdel now has semi-compatibility with all datum types, however it is not
the same as -tg-'s "Queue everything!" system. It simply passes it through
the GC immediately and adds it to the "hard del" lists. This means that
reagents can be qdel'ed, but there is no purpose as of yet, as it is more
or less the same as just deleting them, with the added effect of adding
logs of them being deleted to the garbage collector.
This commit fixes APC's being unbuildable due to a runtime error.
The runtime error was caused by checking for area.master, which no longer
exists after the lighting overhaul.
Signed-off-by: Tigercat2000 <nick.pilant2@gmail.com>
Stuff goes under types.
Types have procs.
Never have 500 lines of repeated code again.
I came very close to crying while editing this. You should appreciate
that.
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This commit entirely reworks how placing things on walls work- Posters
have intentionally been left alone to reduce the amount of lines
changed. With this commit, wall-mounted objects are no longer snowflaked
into the wall file.
This was probably bound to happen either way the previous version was based upon a faulty understanding of how the areas worked this is much more robust and only messes with the master areas
and master areas needing power updates call power updates for the each of it's child areas. Also added where messing with SMESes called for an update on all areas power consumption, probably
not required but doing so either way.
We also rebuild the active_areas list every 5 minutes, if you get a engineer that wants to build a new area off of the station with APC's set rebuild_all_areas in the master controller and it will
update instantly, otherwise wait 5 minutes. The only downside to this 5 minutes is you might get free energy until that area becomes active.
Conflicts:
code/controllers/master_controller.dm
code/modules/power/apc.dm
We no longer run auto_use_power() on every machine every tick.
We now have a global list of areas, and areas that have an APC in them (all_areas and active_areas) no more looping through world bullshit.
A bunch of snowflakey as fuck machines won't use_power() in their process, you get two options, active and idle, use them!
This means a lot of machines won't double dip on power as well so power usage for the station has dropped about 20%
Because everything is snowflakey as fuck we're going to have some machines that don't force an update on their power usage. Fuck them.
We should catch them with the root obj/machine/proc's forcing updates.
Conflicts:
code/modules/mob/mob.dm
code/modules/power/apc.dm
Before: It updated the icons quite a bit at the start of the game.
After: It updates more often and quicker, but now it isn't as expensive
Conflicts:
code/modules/power/apc.dm