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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.
209 lines
5.6 KiB
Plaintext
209 lines
5.6 KiB
Plaintext
#define LIQUID_TRANSFER_THRESHOLD 0.05
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var/liquid_delay = 4
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var/list/datum/puddle/puddles = list()
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datum/puddle
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var/list/obj/effect/liquid/liquid_objects = list()
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datum/puddle/proc/process()
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//world << "DEBUG: Puddle process!"
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for(var/obj/effect/liquid/L in liquid_objects)
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L.spread()
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for(var/obj/effect/liquid/L in liquid_objects)
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L.apply_calculated_effect()
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if(liquid_objects.len == 0)
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del(src)
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datum/puddle/New()
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..()
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puddles += src
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datum/puddle/Del()
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puddles -= src
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for(var/obj/O in liquid_objects)
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del(O)
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..()
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client/proc/splash()
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var/volume = input("Volume?","Volume?", 0 ) as num
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if(!isnum(volume)) return
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if(volume <= LIQUID_TRANSFER_THRESHOLD) return
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var/turf/T = get_turf(src.mob)
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if(!isturf(T)) return
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trigger_splash(T, volume)
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proc/trigger_splash(turf/epicenter as turf, volume as num)
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if(!epicenter)
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return
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if(volume <= 0)
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return
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var/obj/effect/liquid/L = new/obj/effect/liquid(epicenter)
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L.volume = volume
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L.update_icon2()
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var/datum/puddle/P = new/datum/puddle()
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P.liquid_objects.Add(L)
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L.controller = P
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obj/effect/liquid
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icon = 'icons/effects/liquid.dmi'
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icon_state = "0"
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name = "liquid"
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var/volume = 0
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var/new_volume = 0
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var/datum/puddle/controller
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obj/effect/liquid/New()
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..()
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if( !isturf(loc) )
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del(src)
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for( var/obj/effect/liquid/L in loc )
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if(L != src)
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del(L)
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obj/effect/liquid/proc/spread()
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//world << "DEBUG: liquid spread!"
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var/surrounding_volume = 0
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var/list/spread_directions = list(1,2,4,8)
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var/turf/loc_turf = get_turf(src)
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for(var/direction in spread_directions)
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var/turf/T = get_step(src,direction)
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if(!T)
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spread_directions.Remove(direction)
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//world << "ERROR: Map edge!"
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continue //Map edge
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if(!loc_turf.can_leave_liquid(direction)) //Check if this liquid can leave the tile in the direction
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spread_directions.Remove(direction)
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continue
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if(!T.can_accept_liquid(turn(direction,180))) //Check if this liquid can enter the tile
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spread_directions.Remove(direction)
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continue
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var/obj/effect/liquid/L = locate(/obj/effect/liquid) in T
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if(L)
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if(L.volume >= src.volume)
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spread_directions.Remove(direction)
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continue
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surrounding_volume += L.volume //If liquid already exists, add it's volume to our sum
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else
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var/obj/effect/liquid/NL = new(T) //Otherwise create a new object which we'll spread to.
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NL.controller = src.controller
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controller.liquid_objects.Add(NL)
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if(!spread_directions.len)
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//world << "ERROR: No candidate to spread to."
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return //No suitable candidate to spread to
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var/average_volume = (src.volume + surrounding_volume) / (spread_directions.len + 1) //Average amount of volume on this and the surrounding tiles.
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var/volume_difference = src.volume - average_volume //How much more/less volume this tile has than the surrounding tiles.
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if(volume_difference <= (spread_directions.len*LIQUID_TRANSFER_THRESHOLD)) //If we have less than the threshold excess liquid - then there is nothing to do as other tiles will be giving us volume.or the liquid is just still.
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//world << "ERROR: transfer volume lower than THRESHOLD!"
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return
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var/volume_per_tile = volume_difference / spread_directions.len
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for(var/direction in spread_directions)
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var/turf/T = get_step(src,direction)
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if(!T)
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//world << "ERROR: Map edge 2!"
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continue //Map edge
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var/obj/effect/liquid/L = locate(/obj/effect/liquid) in T
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if(L)
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src.volume -= volume_per_tile //Remove the volume from this tile
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L.new_volume = L.new_volume + volume_per_tile //Add it to the volume to the other tile
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obj/effect/liquid/proc/apply_calculated_effect()
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volume += new_volume
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if(volume < LIQUID_TRANSFER_THRESHOLD)
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del(src)
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new_volume = 0
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update_icon2()
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obj/effect/liquid/Move()
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return 0
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obj/effect/liquid/Destroy()
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src.controller.liquid_objects.Remove(src)
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return ..()
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obj/effect/liquid/proc/update_icon2()
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//icon_state = num2text( max(1,min(7,(floor(volume),10)/10)) )
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overlays = null
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switch(volume)
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if(0 to 0.2)
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del(src)
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if(0.2 to 5)
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icon_state = "1"
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overlays += image('icons/effects/liquid.dmi', src , "1-1", 5)
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if(5 to 10)
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icon_state = "2"
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overlays += image('icons/effects/liquid.dmi', src , "2-1", 5)
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if(10 to 20)
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icon_state = "3"
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overlays += image('icons/effects/liquid.dmi', src , "3-1", 5)
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if(20 to 30)
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icon_state = "4"
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overlays += image('icons/effects/liquid.dmi', src , "4-1", 5)
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if(30 to 40)
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icon_state = "5"
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overlays += image('icons/effects/liquid.dmi', src , "5-1", 5)
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if(40 to 50)
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icon_state = "6"
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overlays += image('icons/effects/liquid.dmi', src , "6-1", 5)
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if(50 to INFINITY)
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icon_state = "7"
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layer = 5
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turf/proc/can_accept_liquid(from_direction)
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return 0
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turf/proc/can_leave_liquid(from_direction)
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return 0
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turf/space/can_accept_liquid(from_direction)
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return 1
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turf/space/can_leave_liquid(from_direction)
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return 1
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turf/simulated/floor/can_accept_liquid(from_direction)
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for(var/obj/structure/window/W in src)
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if(W.is_fulltile())
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return 0
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if(W.dir & from_direction)
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return 0
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for(var/obj/O in src)
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if(!O.liquid_pass())
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return 0
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return 1
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turf/simulated/floor/can_leave_liquid(to_direction)
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for(var/obj/structure/window/W in src)
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if(W.is_fulltile())
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return 0
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if(W.dir & to_direction)
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return 0
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for(var/obj/O in src)
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if(!O.liquid_pass())
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return 0
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return 1
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turf/simulated/wall/can_accept_liquid(from_direction)
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return 0
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turf/simulated/wall/can_leave_liquid(from_direction)
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return 0
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obj/proc/liquid_pass()
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return 1
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obj/machinery/door/liquid_pass()
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return !density
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#undef LIQUID_TRANSFER_THRESHOLD |