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Merge pull request #8590 from Spookerton/spkrtn/fix/lingering-overlay-odds
fix overlay odds
This commit is contained in:
@@ -8,9 +8,6 @@ SUBSYSTEM_DEF(overlays)
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/// The queue of atoms that need overlay updates.
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var/static/tmp/list/queue = list()
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/// An image used to create appearances to be cached.
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var/static/tmp/image/renderer = new
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/// A list([icon] = list([state] = [appearance], ...), ...) cache of appearances.
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var/static/tmp/list/state_cache = list()
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@@ -23,10 +20,12 @@ SUBSYSTEM_DEF(overlays)
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/datum/controller/subsystem/overlays/Recover()
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queue.Cut()
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renderer = new
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state_cache.Cut()
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icon_cache.Cut()
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cache_size = 0
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for (var/atom/atom)
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atom.flags &= ~OVERLAY_QUEUED
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CHECK_TICK
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/datum/controller/subsystem/overlays/Initialize(timeofday)
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@@ -56,17 +55,16 @@ SUBSYSTEM_DEF(overlays)
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subcache = list()
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state_cache[icon] = subcache
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if (!subcache[state])
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renderer.icon = icon
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renderer.icon_state = state
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subcache[state] = renderer.appearance
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var/image/image = new (icon, null, state)
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subcache[state] = image.appearance
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++cache_size
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return subcache[state]
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/datum/controller/subsystem/overlays/proc/GetIconAppearance(icon)
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if (!icon_cache[icon])
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renderer.icon = icon
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icon_cache[icon] = renderer.appearance
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var/image/image = new (icon)
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icon_cache[icon] = image.appearance
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++cache_size
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return icon_cache[icon]
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@@ -76,7 +74,6 @@ SUBSYSTEM_DEF(overlays)
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return list()
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if (!islist(sources))
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sources = list(sources)
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var/image/image
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var/list/result = list()
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var/icon/icon = subject.icon
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for (var/atom/entry as anything in sources)
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@@ -90,11 +87,11 @@ SUBSYSTEM_DEF(overlays)
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if (isloc(entry))
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if (entry.flags & OVERLAY_QUEUED)
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entry.ImmediateOverlayUpdate()
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renderer.appearance = entry
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if (!ispath(entry))
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image = entry
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renderer.dir = image.dir
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result += renderer.appearance
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result += entry.appearance
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else
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var/image/image = entry
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result += image.appearance
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return result
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@@ -15,37 +15,36 @@
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/obj/structure/closet/secure_closet/guncabinet/update_icon()
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cut_overlays()
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if(opened)
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add_overlay("door_open")
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else
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var/lazors = 0
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var/shottas = 0
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for (var/obj/item/gun/G in contents)
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if (istype(G, /obj/item/gun/energy))
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lazors++
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if (istype(G, /obj/item/gun/projectile))
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shottas++
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var/list/add = list()
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if (!opened)
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var/energy_count = 0
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var/projectile_count = 0
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for (var/obj/item/gun/gun in contents)
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if (istype(gun, /obj/item/gun/energy))
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++energy_count
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else if(istype(gun, /obj/item/gun/projectile))
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++projectile_count
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for (var/i = 0 to 2)
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if(lazors || shottas) // only make icons if we have one of the two types.
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var/image/gun = image(icon(src.icon))
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if (lazors > shottas)
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lazors--
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gun.icon_state = "laser"
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else if (shottas)
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shottas--
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gun.icon_state = "projectile"
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gun.pixel_x = i*4
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add_overlay(gun)
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add_overlay("door")
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if(sealed)
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add_overlay("sealed")
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if(broken)
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add_overlay("broken")
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if (!energy_count && !projectile_count)
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break
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var/image/image = new (icon)
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image.pixel_x = i * 4
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if (energy_count > projectile_count)
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image.icon_state = "laser"
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--energy_count
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else if (projectile_count)
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image.icon_state = "projectile"
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--projectile_count
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add += image
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add += "door"
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if (sealed)
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add += "sealed"
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if (broken)
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add += "broken"
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else if (locked)
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add_overlay("locked")
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add += "locked"
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else
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add_overlay("open")
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add += "open"
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else
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add += "door_open"
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add_overlay(add)
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@@ -12,7 +12,7 @@
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if(labelled)
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name += " ([labelled])"
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overlays.Cut()
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cut_overlays()
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// Updates the plant overlay.
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if(!isnull(seed))
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