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Paradise/code/modules/liquid/splash_simulation.dm
Tigercat2000 d20298e996 -tg- atom pooling system, qdel changes
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.
2015-06-21 15:47:57 -07:00

209 lines
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#define LIQUID_TRANSFER_THRESHOLD 0.05
var/liquid_delay = 4
var/list/datum/puddle/puddles = list()
datum/puddle
var/list/obj/effect/liquid/liquid_objects = list()
datum/puddle/proc/process()
//world << "DEBUG: Puddle process!"
for(var/obj/effect/liquid/L in liquid_objects)
L.spread()
for(var/obj/effect/liquid/L in liquid_objects)
L.apply_calculated_effect()
if(liquid_objects.len == 0)
del(src)
datum/puddle/New()
..()
puddles += src
datum/puddle/Del()
puddles -= src
for(var/obj/O in liquid_objects)
del(O)
..()
client/proc/splash()
var/volume = input("Volume?","Volume?", 0 ) as num
if(!isnum(volume)) return
if(volume <= LIQUID_TRANSFER_THRESHOLD) return
var/turf/T = get_turf(src.mob)
if(!isturf(T)) return
trigger_splash(T, volume)
proc/trigger_splash(turf/epicenter as turf, volume as num)
if(!epicenter)
return
if(volume <= 0)
return
var/obj/effect/liquid/L = new/obj/effect/liquid(epicenter)
L.volume = volume
L.update_icon2()
var/datum/puddle/P = new/datum/puddle()
P.liquid_objects.Add(L)
L.controller = P
obj/effect/liquid
icon = 'icons/effects/liquid.dmi'
icon_state = "0"
name = "liquid"
var/volume = 0
var/new_volume = 0
var/datum/puddle/controller
obj/effect/liquid/New()
..()
if( !isturf(loc) )
del(src)
for( var/obj/effect/liquid/L in loc )
if(L != src)
del(L)
obj/effect/liquid/proc/spread()
//world << "DEBUG: liquid spread!"
var/surrounding_volume = 0
var/list/spread_directions = list(1,2,4,8)
var/turf/loc_turf = get_turf(src)
for(var/direction in spread_directions)
var/turf/T = get_step(src,direction)
if(!T)
spread_directions.Remove(direction)
//world << "ERROR: Map edge!"
continue //Map edge
if(!loc_turf.can_leave_liquid(direction)) //Check if this liquid can leave the tile in the direction
spread_directions.Remove(direction)
continue
if(!T.can_accept_liquid(turn(direction,180))) //Check if this liquid can enter the tile
spread_directions.Remove(direction)
continue
var/obj/effect/liquid/L = locate(/obj/effect/liquid) in T
if(L)
if(L.volume >= src.volume)
spread_directions.Remove(direction)
continue
surrounding_volume += L.volume //If liquid already exists, add it's volume to our sum
else
var/obj/effect/liquid/NL = new(T) //Otherwise create a new object which we'll spread to.
NL.controller = src.controller
controller.liquid_objects.Add(NL)
if(!spread_directions.len)
//world << "ERROR: No candidate to spread to."
return //No suitable candidate to spread to
var/average_volume = (src.volume + surrounding_volume) / (spread_directions.len + 1) //Average amount of volume on this and the surrounding tiles.
var/volume_difference = src.volume - average_volume //How much more/less volume this tile has than the surrounding tiles.
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.
//world << "ERROR: transfer volume lower than THRESHOLD!"
return
var/volume_per_tile = volume_difference / spread_directions.len
for(var/direction in spread_directions)
var/turf/T = get_step(src,direction)
if(!T)
//world << "ERROR: Map edge 2!"
continue //Map edge
var/obj/effect/liquid/L = locate(/obj/effect/liquid) in T
if(L)
src.volume -= volume_per_tile //Remove the volume from this tile
L.new_volume = L.new_volume + volume_per_tile //Add it to the volume to the other tile
obj/effect/liquid/proc/apply_calculated_effect()
volume += new_volume
if(volume < LIQUID_TRANSFER_THRESHOLD)
del(src)
new_volume = 0
update_icon2()
obj/effect/liquid/Move()
return 0
obj/effect/liquid/Destroy()
src.controller.liquid_objects.Remove(src)
return ..()
obj/effect/liquid/proc/update_icon2()
//icon_state = num2text( max(1,min(7,(floor(volume),10)/10)) )
overlays = null
switch(volume)
if(0 to 0.2)
del(src)
if(0.2 to 5)
icon_state = "1"
overlays += image('icons/effects/liquid.dmi', src , "1-1", 5)
if(5 to 10)
icon_state = "2"
overlays += image('icons/effects/liquid.dmi', src , "2-1", 5)
if(10 to 20)
icon_state = "3"
overlays += image('icons/effects/liquid.dmi', src , "3-1", 5)
if(20 to 30)
icon_state = "4"
overlays += image('icons/effects/liquid.dmi', src , "4-1", 5)
if(30 to 40)
icon_state = "5"
overlays += image('icons/effects/liquid.dmi', src , "5-1", 5)
if(40 to 50)
icon_state = "6"
overlays += image('icons/effects/liquid.dmi', src , "6-1", 5)
if(50 to INFINITY)
icon_state = "7"
layer = 5
turf/proc/can_accept_liquid(from_direction)
return 0
turf/proc/can_leave_liquid(from_direction)
return 0
turf/space/can_accept_liquid(from_direction)
return 1
turf/space/can_leave_liquid(from_direction)
return 1
turf/simulated/floor/can_accept_liquid(from_direction)
for(var/obj/structure/window/W in src)
if(W.is_fulltile())
return 0
if(W.dir & from_direction)
return 0
for(var/obj/O in src)
if(!O.liquid_pass())
return 0
return 1
turf/simulated/floor/can_leave_liquid(to_direction)
for(var/obj/structure/window/W in src)
if(W.is_fulltile())
return 0
if(W.dir & to_direction)
return 0
for(var/obj/O in src)
if(!O.liquid_pass())
return 0
return 1
turf/simulated/wall/can_accept_liquid(from_direction)
return 0
turf/simulated/wall/can_leave_liquid(from_direction)
return 0
obj/proc/liquid_pass()
return 1
obj/machinery/door/liquid_pass()
return !density
#undef LIQUID_TRANSFER_THRESHOLD