Files
fulpstation/code/controllers/subsystem/icon_smooth.dm
Rohesie b0726e032b Icon smooth refactor (#52864)
bitflag list construct added: an associative list of bitflags for cheap and quick element comparison between two lists using the same system.

    canSmoothWith list turned into a bitflag list.

    smoothing_groups list added to substitute the type path list.

    smoothing procs turned into atom procs, refactored and optimized a bit.

    smooth directions redefined in order to fit in 8 bits for a future smoothing system

    some variable names changed, foreseeing a second smoothing system

    SMOOTH_OBJ flag added, for things that need to scan turfs for smoothing. The old locate() optimization has the risk of returning false negatives by finding a child and returning null while there might be one of the wanted type as well, as it doesn't match the type exactly.

    SMOOTH_TRUE and SMOOTH_MORE condensed into SMOOTH_CORNERS. The old behavior can be replicated using smoothing groups without loss.

    Does very minor code cleanup.

    Processing-wise didn't find a noticeable difference. The system loses on init a bit by setting the bitflag_lists, and by scanning whole turf contents for object smoothing (increasing accuracy), and gains by making less checks per target to smooth, through the same bitflag_lists.

    Memory-wise there should be a small improvement, given that on the old system we had 63512 canSmoothWith lists (a few typelists, most unique), and on this new system canSmoothWith + smoothing_groups are both bitflag_lists from the same pool, totaling 46 in number.

Could be tested a bit to see if I missed any icons not properly smoothing.
2020-08-13 14:03:49 +12:00

75 lines
1.9 KiB
Plaintext

SUBSYSTEM_DEF(icon_smooth)
name = "Icon Smoothing"
init_order = INIT_ORDER_ICON_SMOOTHING
wait = 1
priority = FIRE_PRIOTITY_SMOOTHING
flags = SS_TICKER
///Blueprints assemble an image of what pipes/manifolds/wires look like on initialization, and thus should be taken after everything's been smoothed
var/list/blueprint_queue = list()
var/list/smooth_queue = list()
var/list/deferred = list()
/datum/controller/subsystem/icon_smooth/fire()
var/list/cached = smooth_queue
while(length(cached))
var/atom/smoothing_atom = cached[length(cached)]
cached.len--
if(QDELETED(smoothing_atom) || !(smoothing_atom.smoothing_flags & SMOOTH_QUEUED))
continue
if(smoothing_atom.flags_1 & INITIALIZED_1)
smoothing_atom.smooth_icon()
else
deferred += smoothing_atom
if (MC_TICK_CHECK)
return
if (!cached.len)
if (deferred.len)
smooth_queue = deferred
deferred = cached
else
can_fire = FALSE
/datum/controller/subsystem/icon_smooth/Initialize()
smooth_zlevel(1, TRUE)
smooth_zlevel(2, TRUE)
var/list/queue = smooth_queue
smooth_queue = list()
while(length(queue))
var/atom/smoothing_atom = queue[length(queue)]
queue.len--
if(QDELETED(smoothing_atom) || !(smoothing_atom.smoothing_flags & SMOOTH_QUEUED) || smoothing_atom.z <= 2)
continue
smoothing_atom.smooth_icon()
CHECK_TICK
queue = blueprint_queue
blueprint_queue = list()
for(var/item in queue)
var/atom/movable/movable_item = item
if(!isturf(movable_item.loc))
continue
var/turf/item_loc = movable_item.loc
item_loc.add_blueprints(movable_item)
return ..()
/datum/controller/subsystem/icon_smooth/proc/add_to_queue(atom/thing)
if(thing.smoothing_flags & SMOOTH_QUEUED)
return
thing.smoothing_flags |= SMOOTH_QUEUED
smooth_queue += thing
if(!can_fire)
can_fire = TRUE
/datum/controller/subsystem/icon_smooth/proc/remove_from_queues(atom/thing)
thing.smoothing_flags &= ~SMOOTH_QUEUED
smooth_queue -= thing
blueprint_queue -= thing
deferred -= thing