Files
VOREStation/code/modules/mob/mob.dm
sieve32@gmail.com 7bf6788082 -OPTIMIZATION TIME
-Almost every instance of 'for(mob in world)' has been killed. Because GODDAMN was it being run a bunch. Instead, a series of global lists have been made, and they are all handled auto-magically through New()'s, Del()'s, Login()'s, death()'s, etc...

Lists are as follows:
-mob_list : Contains all atom/mobs by ref
-player_list : Like mob_list, but only contains mobs with clients attached
-admin_list : Like player_list, but holds all mobs with clients attached and admin status
-living_mob_list : Contains all mobs that ARE alive, regardless of client status
-dead_mob_list : Contains all mobs that are dead, which comes down to corpses and ghosts
-cable_list : A list containing every obj/structure/cable in existence
Note: There is an object (/obj/item/debuglist) that you can use to check the contents of each of the lists except for cables (Since getting a message saying "a cable," x9001 isn't very helpful)

These lists have been tested as much as I could on my own, and have been mostly implemented. There are still places where they could be used, but for now it's important that the core is working. If this all checks out I would really like to implement it into the MC as well, simply so it doesn't check call Life() on every mob by checking for all the ones in world every damn tick.

Just testing locally I was able to notice improvements with certain aspects, like admin verbs being MUCH more responsive (They checked for every mob in the world every time they were clicked), many sources of needless lag were cut out (Like Adminwho and Who checking every single mob when clicked), and due to the cable_list powernet rebuilding is MUCH more efficient, because instead of checking for every cable in the world every time a powernet was broken (read: A cable was deleted), it runs though the pre-made list, and even with a singulo tearing all the way across the station, the powernet load was VERY small compared to pretty much everything else.

If you want to know how any of this works, check global_lists.dm, there I have it rigorously commented, and it should provide an understanding of what's going on.

Mob related in worlds before this commit: 1262
After: 4
I'm helping


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4179 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-26 03:04:05 +00:00

842 lines
21 KiB
Plaintext

/mob/Del()//This makes sure that mobs with clients/keys are not just deleted from the game.
ghostize(1)
remove_from_mob_list(src)
living_mob_list -= src
dead_mob_list -= src
..()
/mob/New()
add_to_mob_list(src)
living_mob_list += src//No way this can possibly fail
..()
/mob/proc/Cell()
set category = "Admin"
set hidden = 1
if(!loc) return 0
var/datum/gas_mixture/environment = loc.return_air()
var/t = "\blue Coordinates: [x],[y] \n"
t+= "\red Temperature: [environment.temperature] \n"
t+= "\blue Nitrogen: [environment.nitrogen] \n"
t+= "\blue Oxygen: [environment.oxygen] \n"
t+= "\blue Plasma : [environment.toxins] \n"
t+= "\blue Carbon Dioxide: [environment.carbon_dioxide] \n"
for(var/datum/gas/trace_gas in environment.trace_gases)
usr << "\blue [trace_gas.type]: [trace_gas.moles] \n"
usr.show_message(t, 1)
/atom/proc/relaymove()
return
/obj/effect/equip_e/process()
return
/obj/effect/equip_e/proc/done()
return
/obj/effect/equip_e/New()
if (!ticker)
del(src)
return
spawn(100)
del(src)
return
..()
return
/mob/proc/show_message(msg, type, alt, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
if(!client) return
if (type)
if(type & 1 && (sdisabilities & BLIND || blinded || paralysis) )//Vision related
if (!( alt ))
return
else
msg = alt
type = alt_type
if (type & 2 && (sdisabilities & DEAF || ear_deaf))//Hearing related
if (!( alt ))
return
else
msg = alt
type = alt_type
if ((type & 1 && sdisabilities & BLIND))
return
// Added voice muffling for Issue 41.
if(stat == UNCONSCIOUS || sleeping > 0)
src << "<I>... You can almost hear someone talking ...</I>"
else
src << msg
return
// Show a message to all mobs in sight of this one
// This would be for visible actions by the src mob
// message is the message output to anyone who can see e.g. "[src] does something!"
// self_message (optional) is what the src mob sees e.g. "You do something!"
// blind_message (optional) is what blind people will hear e.g. "You hear something!"
/mob/visible_message(var/message, var/self_message, var/blind_message)
for(var/mob/M in viewers(src))
var/msg = message
if(self_message && M==src)
msg = self_message
M.show_message( msg, 1, blind_message, 2)
// Show a message to all mobs in sight of this atom
// Use for objects performing visible actions
// message is output to anyone who can see, e.g. "The [src] does something!"
// blind_message (optional) is what blind people will hear e.g. "You hear something!"
/atom/proc/visible_message(var/message, var/blind_message)
for(var/mob/M in viewers(src))
M.show_message( message, 1, blind_message, 2)
/mob/proc/findname(msg)
for(var/mob/M in mob_list)
if (M.real_name == text("[]", msg))
return M
return 0
/mob/proc/movement_delay()
return 0
/mob/proc/Life()
// if(organStructure)
// organStructure.ProcessOrgans()
return
/mob/proc/restrained()
if (handcuffed)
return 1
return
//Used by monkeys, *chimpers* //TODO: eliminate this convoluted proc it's incredibly shitty. ~Carn
/mob/proc/db_click(text, t1)
var/obj/item/W = get_active_hand()
if(W)
if(!istype(W)) return
switch(text)
if("mask")
if(wear_mask)
return
if( !(W.slot_flags & SLOT_MASK) )
return
u_equip(W)
wear_mask = W
W.equipped(src, text)
update_inv_wear_mask()
if("back")
if(back)
return
if( !(W.slot_flags & SLOT_BACK) )
return
if( istype(W,/obj/item/weapon/twohanded) && W:wielded ) //TODO: Carn
usr << "<span class='warning'>Unwield the [initial(W.name)] first!</span>"
return
u_equip(W)
back = W
W.equipped(src, text)
update_inv_back()
return
/mob/proc/reset_view(atom/A)
if (client)
if (istype(A, /atom/movable))
client.perspective = EYE_PERSPECTIVE
client.eye = A
else
if (isturf(loc))
client.eye = client.mob
client.perspective = MOB_PERSPECTIVE
else
client.perspective = EYE_PERSPECTIVE
client.eye = loc
return
/mob/proc/show_inv(mob/user as mob)
user.machine = src
var/dat = {"
<B><HR><FONT size=3>[name]</FONT></B>
<BR><HR>
<BR><B>Head(Mask):</B> <A href='?src=\ref[src];item=mask'>[(wear_mask ? wear_mask : "Nothing")]</A>
<BR><B>Left Hand:</B> <A href='?src=\ref[src];item=l_hand'>[(l_hand ? l_hand : "Nothing")]</A>
<BR><B>Right Hand:</B> <A href='?src=\ref[src];item=r_hand'>[(r_hand ? r_hand : "Nothing")]</A>
<BR><B>Back:</B> <A href='?src=\ref[src];item=back'>[(back ? back : "Nothing")]</A> [((istype(wear_mask, /obj/item/clothing/mask) && istype(back, /obj/item/weapon/tank) && !( internal )) ? text(" <A href='?src=\ref[];item=internal'>Set Internal</A>", src) : "")]
<BR>[(handcuffed ? text("<A href='?src=\ref[src];item=handcuff'>Handcuffed</A>") : text("<A href='?src=\ref[src];item=handcuff'>Not Handcuffed</A>"))]
<BR>[(internal ? text("<A href='?src=\ref[src];item=internal'>Remove Internal</A>") : "")]
<BR><A href='?src=\ref[src];item=pockets'>Empty Pockets</A>
<BR><A href='?src=\ref[user];refresh=1'>Refresh</A>
<BR><A href='?src=\ref[user];mach_close=mob[name]'>Close</A>
<BR>"}
user << browse(dat, text("window=mob[];size=325x500", name))
onclose(user, "mob[name]")
return
/mob/proc/ret_grab(obj/effect/list_container/mobl/L as obj, flag)
if ((!( istype(l_hand, /obj/item/weapon/grab) ) && !( istype(r_hand, /obj/item/weapon/grab) )))
if (!( L ))
return null
else
return L.container
else
if (!( L ))
L = new /obj/effect/list_container/mobl( null )
L.container += src
L.master = src
if (istype(l_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = l_hand
if (!( L.container.Find(G.affecting) ))
L.container += G.affecting
if (G.affecting)
G.affecting.ret_grab(L, 1)
if (istype(r_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = r_hand
if (!( L.container.Find(G.affecting) ))
L.container += G.affecting
if (G.affecting)
G.affecting.ret_grab(L, 1)
if (!( flag ))
if (L.master == src)
var/list/temp = list( )
temp += L.container
//L = null
del(L)
return temp
else
return L.container
return
/mob/verb/mode()
set name = "Activate Held Object"
set category = "IC"
set src = usr
if(hand)
var/obj/item/W = l_hand
if (W)
W.attack_self(src)
update_inv_l_hand()
else
var/obj/item/W = r_hand
if (W)
W.attack_self(src)
update_inv_r_hand()
return
/*
/mob/verb/dump_source()
var/master = "<PRE>"
for(var/t in typesof(/area))
master += text("[]\n", t)
//Foreach goto(26)
src << browse(master)
return
*/
/mob/verb/memory()
set name = "Notes"
set category = "OOC"
if(mind)
mind.show_memory(src)
else
src << "The game appears to have misplaced your mind datum, so we can't show you your notes."
/mob/verb/add_memory(msg as message)
set name = "Add Note"
set category = "OOC"
msg = copytext(msg, 1, MAX_MESSAGE_LEN)
msg = sanitize(msg)
if(mind)
mind.store_memory(msg)
else
src << "The game appears to have misplaced your mind datum, so we can't show you your notes."
/mob/proc/store_memory(msg as message, popup, sane = 1)
msg = copytext(msg, 1, MAX_MESSAGE_LEN)
if (sane)
msg = sanitize(msg)
if (length(memory) == 0)
memory += msg
else
memory += "<BR>[msg]"
if (popup)
memory()
/*
/mob/verb/help()
set name = "Help"
src << browse('help.html', "window=help")
return
*/
/mob/verb/abandon_mob()
set name = "Respawn"
set category = "OOC"
if (!( abandon_allowed ))
return
if ((stat != 2 || !( ticker )))
usr << "\blue <B>You must be dead to use this!</B>"
return
log_game("[usr.name]/[usr.key] used abandon mob.")
usr << "\blue <B>Please roleplay correctly!</B>"
if(!client)
log_game("[usr.key] AM failed due to disconnect.")
return
for(var/obj/screen/t in usr.client.screen)
if (t.loc == null)
//t = null
del(t)
if(!client)
log_game("[usr.key] AM failed due to disconnect.")
return
var/mob/new_player/M = new /mob/new_player()
if(!client)
log_game("[usr.key] AM failed due to disconnect.")
del(M)
return
if(client && client.holder && (client.holder.state == 2))
client.admin_play()
return
M.key = client.key
M.Login()
return
/mob/verb/changes()
set name = "Changelog"
set category = "OOC"
if (client)
src.getFiles('postcardsmall.jpg',
'somerights20.png',
'88x31.png',
'bug-minus.png',
'cross-circle.png',
'hard-hat-exclamation.png',
'image-minus.png',
'image-plus.png',
'music-minus.png',
'music-plus.png',
'tick-circle.png',
'wrench-screwdriver.png',
'spell-check.png',
'burn-exclamation.png',
'chevron.png',
'chevron-expand.png',
'changelog.css',
'changelog.js'
)
src << browse('changelog.html', "window=changes;size=675x650")
client.changes = 1
/client/var/ghost_ears = 1
/client/verb/toggle_ghost_ears()
set name = "Ghost ears"
set category = "OOC"
set desc = "Hear talks from everywhere"
ghost_ears = !ghost_ears
if (ghost_ears)
usr << "\blue Now you hear all speech in the world"
else
usr << "\blue Now you hear speech only from nearest creatures."
/client/var/ghost_sight = 1
/client/verb/toggle_ghost_sight()
set name = "Ghost sight"
set category = "OOC"
set desc = "Hear emotes from everywhere"
ghost_sight = !ghost_sight
if (ghost_sight)
usr << "\blue Now you hear all emotes in the world"
else
usr << "\blue Now you hear emotes only from nearest creatures."
/mob/verb/observe()
set name = "Observe"
set category = "OOC"
var/is_admin = 0
if (client.holder && client.holder.level >= 1 && ( client.holder.state == 2 || client.holder.level > 3 ))
is_admin = 1
else if (istype(src, /mob/new_player) || stat != 2)
usr << "\blue You must be observing to use this!"
return
if (is_admin && stat == 2)
is_admin = 0
var/list/names = list()
var/list/namecounts = list()
var/list/creatures = list()
for (var/obj/item/weapon/disk/nuclear/D in world)
var/name = "Nuclear Disk"
if (name in names)
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = D
for (var/obj/machinery/singularity/S in world)
var/name = "Singularity"
if (name in names)
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = S
for (var/obj/machinery/bot/B in world)
var/name = "BOT: [B.name]"
if (name in names)
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = B
/*
for (var/mob/living/silicon/decoy/D in world)
var/name = "[D.name]"
if (name in names)
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
creatures[name] = D
*/
//THIS IS HOW YOU ADD OBJECTS TO BE OBSERVED
creatures += getmobs()
//THIS IS THE MOBS PART: LOOK IN HELPERS.DM
client.perspective = EYE_PERSPECTIVE
var/eye_name = null
if (is_admin)
eye_name = input("Please, select a player!", "Admin Observe", null, null) as null|anything in creatures
else
eye_name = input("Please, select a player!", "Observe", null, null) as null|anything in creatures
if (!eye_name)
return
var/mob/eye = creatures[eye_name]
if (is_admin)
if (eye)
reset_view(eye)
client.adminobs = 1
if(eye == client.mob)
client.adminobs = 0
else
reset_view(null)
client.adminobs = 0
else
if(ticker)
// world << "there's a ticker"
if(ticker.mode.name == "AI malfunction")
// world << "ticker says its malf"
var/datum/game_mode/malfunction/malf = ticker.mode
for (var/datum/mind/B in malf.malf_ai)
// world << "comparing [B.current] to [eye]"
if (B.current == eye)
for (var/mob/living/silicon/decoy/D in world)
if (eye)
eye = D
if (client)
if (eye)
client.eye = eye
else
client.eye = client.mob
/mob/verb/cancel_camera()
set name = "Cancel Camera View"
set category = "OOC"
reset_view(null)
machine = null
if(istype(src, /mob/living))
if(src:cameraFollow)
src:cameraFollow = null
/mob/Topic(href, href_list)
if(href_list["mach_close"])
var/t1 = text("window=[href_list["mach_close"]]")
machine = null
src << browse(null, t1)
// ..()
return
/mob/proc/UpdateLuminosity()
if(src.total_luminosity == src.last_luminosity) return 0//nothing to do here
src.last_luminosity = src.total_luminosity
sd_SetLuminosity(min(src.total_luminosity,7))//Current hardcode max at 7, should likely be a const somewhere else
return 1
/mob/MouseDrop(mob/M as mob)
..()
if(M != usr) return
if(usr == src) return
if(get_dist(usr,src) > 1) return
if(istype(M,/mob/living/silicon/ai)) return
if(LinkBlocked(usr.loc,loc)) return
show_inv(usr)
/atom/movable
var/mob/pulledby = null
/atom/movable/verb/pull()
set name = "Pull"
set category = "IC"
set src in oview(1)
usr.start_pulling(src)
return
/mob/proc/stop_pulling()
if(pulling)
pulling.pulledby = null
pulling = null
/mob/proc/start_pulling(var/atom/movable/AM)
if ( !AM || !usr || src==AM || !isturf(src.loc) ) //if there's no person pulling OR the person is pulling themself OR the object being pulled is inside something: abort!
return
if (!( AM.anchored ))
if(pulling)
stop_pulling()
src.pulling = AM
AM.pulledby = src
if(ismob(AM))
var/mob/M = AM
if(!iscarbon(src))
M.LAssailant = null
else
M.LAssailant = usr
/atom/verb/examine()
set name = "Examine"
set category = "IC"
set src in oview(12) //make it work from farther away
if (!( usr ))
return
usr << "That's \a [src]." //changed to "That's" from "This is" because "This is some metal sheets" sounds dumb compared to "That's some metal sheets" ~Carn
usr << desc
// *****RM
//usr << "[name]: Dn:[density] dir:[dir] cont:[contents] icon:[icon] is:[icon_state] loc:[loc]"
return
/mob/proc/can_use_hands()
if(handcuffed)
return 0
if(buckled && ! istype(buckled, /obj/structure/stool/bed/chair)) // buckling does not restrict hands
return 0
return ..()
/mob/proc/is_active()
return (0 >= usr.stat)
/mob/proc/see(message)
if(!is_active())
return 0
src << message
return 1
/mob/proc/show_viewers(message)
for(var/mob/M in viewers())
M.see(message)
/*
adds a dizziness amount to a mob
use this rather than directly changing var/dizziness
since this ensures that the dizzy_process proc is started
currently only humans get dizzy
value of dizziness ranges from 0 to 1000
below 100 is not dizzy
*/
/mob/proc/make_dizzy(var/amount)
if(!istype(src, /mob/living/carbon/human)) // for the moment, only humans get dizzy
return
dizziness = min(1000, dizziness + amount) // store what will be new value
// clamped to max 1000
if(dizziness > 100 && !is_dizzy)
spawn(0)
dizzy_process()
/*
dizzy process - wiggles the client's pixel offset over time
spawned from make_dizzy(), will terminate automatically when dizziness gets <100
note dizziness decrements automatically in the mob's Life() proc.
*/
/mob/proc/dizzy_process()
is_dizzy = 1
while(dizziness > 100)
if(client)
var/amplitude = dizziness*(sin(dizziness * 0.044 * world.time) + 1) / 70
client.pixel_x = amplitude * sin(0.008 * dizziness * world.time)
client.pixel_y = amplitude * cos(0.008 * dizziness * world.time)
sleep(1)
//endwhile - reset the pixel offsets to zero
is_dizzy = 0
if(client)
client.pixel_x = 0
client.pixel_y = 0
// jitteriness - copy+paste of dizziness
/mob/proc/make_jittery(var/amount)
if(!istype(src, /mob/living/carbon/human)) // for the moment, only humans get dizzy
return
jitteriness = min(1000, jitteriness + amount) // store what will be new value
// clamped to max 1000
if(jitteriness > 100 && !is_jittery)
spawn(0)
jittery_process()
// Typo from the oriignal coder here, below lies the jitteriness process. So make of his code what you will, the previous comment here was just a copypaste of the above.
/mob/proc/jittery_process()
var/old_x = pixel_x
var/old_y = pixel_y
is_jittery = 1
while(jitteriness > 100)
// var/amplitude = jitteriness*(sin(jitteriness * 0.044 * world.time) + 1) / 70
// pixel_x = amplitude * sin(0.008 * jitteriness * world.time)
// pixel_y = amplitude * cos(0.008 * jitteriness * world.time)
var/amplitude = min(4, jitteriness / 100)
pixel_x = rand(-amplitude, amplitude)
pixel_y = rand(-amplitude/3, amplitude/3)
sleep(1)
//endwhile - reset the pixel offsets to zero
is_jittery = 0
pixel_x = old_x
pixel_y = old_y
/mob/Stat()
..()
statpanel("Status")
if (client && client.holder)
stat(null, "([x], [y], [z])")
stat(null, "CPU: [world.cpu]")
if (master_controller)
stat(null, "Current Iteration: [controller_iteration]")
stat(null, "Time between ticks: [last_tick_duration]")
if (spell_list.len)
for(var/obj/effect/proc_holder/spell/S in spell_list)
switch(S.charge_type)
if("recharge")
statpanel("Spells","[S.charge_counter/10.0]/[S.charge_max/10]",S)
if("charges")
statpanel("Spells","[S.charge_counter]/[S.charge_max]",S)
if("holdervar")
statpanel("Spells","[S.holder_var_type] [S.holder_var_amount]",S)
// facing verbs
/mob/proc/canface()
if(!canmove) return 0
if(client.moving) return 0
if(world.time < client.move_delay) return 0
if(stat==2) return 0
if(anchored) return 0
if(monkeyizing) return 0
if(restrained()) return 0
return 1
//Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
/mob/proc/update_canmove()
if(buckled)
anchored = 1
canmove = 0
if( istype(buckled,/obj/structure/stool/bed/chair) )
lying = 0
else
lying = 1
else if( stat || weakened || paralysis || resting || sleeping || (changeling && changeling.changeling_fakedeath) )
lying = 1
canmove = 0
else if( stunned )
// lying = 0
canmove = 0
else
lying = 0
canmove = 1
if(lying)
density = 0
drop_l_hand()
drop_r_hand()
else
density = 1
//Temporarily moved here from the various life() procs
//I'm fixing stuff incrementally so this will likely find a better home.
//It just makes sense for now. ~Carn
if( update_icon ) //forces a full overlay update
update_icon = 0
regenerate_icons()
else if( lying != lying_prev )
update_icons()
return canmove
/mob/verb/eastface()
set hidden = 1
if(!canface()) return 0
dir = EAST
client.move_delay += movement_delay()
return 1
/mob/verb/westface()
set hidden = 1
if(!canface()) return 0
dir = WEST
client.move_delay += movement_delay()
return 1
/mob/verb/northface()
set hidden = 1
if(!canface()) return 0
dir = NORTH
client.move_delay += movement_delay()
return 1
/mob/verb/southface()
set hidden = 1
if(!canface()) return 0
dir = SOUTH
client.move_delay += movement_delay()
return 1
/mob/proc/IsAdvancedToolUser()//This might need a rename but it should replace the can this mob use things check
return 0
/mob/proc/Stun(amount)
if(status_flags & CANSTUN)
stunned = max(max(stunned,amount),0) //can't go below 0, getting a low amount of stun doesn't lower your current stun
return
/mob/proc/SetStunned(amount) //if you REALLY need to set stun to a set amount without the whole "can't go below current stunned"
if(status_flags & CANSTUN)
stunned = max(amount,0)
return
/mob/proc/AdjustStunned(amount)
if(status_flags & CANSTUN)
stunned = max(stunned + amount,0)
return
/mob/proc/Weaken(amount)
if(status_flags & CANWEAKEN)
weakened = max(max(weakened,amount),0)
update_canmove() //updates lying, canmove and icons
return
/mob/proc/SetWeakened(amount)
if(status_flags & CANWEAKEN)
weakened = max(amount,0)
update_canmove() //updates lying, canmove and icons
return
/mob/proc/AdjustWeakened(amount)
if(status_flags & CANWEAKEN)
weakened = max(weakened + amount,0)
update_canmove() //updates lying, canmove and icons
return
/mob/proc/Paralyse(amount)
if(status_flags & CANPARALYSE)
paralysis = max(max(paralysis,amount),0)
return
/mob/proc/SetParalysis(amount)
if(status_flags & CANPARALYSE)
paralysis = max(amount,0)
return
/mob/proc/AdjustParalysis(amount)
if(status_flags & CANPARALYSE)
paralysis = max(paralysis + amount,0)
return
/mob/proc/Sleeping(amount)
sleeping = max(max(sleeping,amount),0)
return
/mob/proc/SetSleeping(amount)
sleeping = max(amount,0)
return
/mob/proc/AdjustSleeping(amount)
sleeping = max(sleeping + amount,0)
return
/mob/proc/Resting(amount)
resting = max(max(resting,amount),0)
return
/mob/proc/SetResting(amount)
resting = max(amount,0)
return
/mob/proc/AdjustResting(amount)
resting = max(resting + amount,0)
return
/*
* Sends resource files to client cache
*/
/mob/proc/getFiles()
if(!isemptylist(args))
for(var/file in args)
src << browse_rsc(file)
return 1
return 0