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vgstation13/code/__HELPERS/experimental.dm
2014-04-20 08:59:36 +08:00

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/*
* Experimental procs by ESwordTheCat.
*/
/*
* Get index of last char occurence to string.
*
* @args
* A, string to be search
* B, char used for search
*
* @return
* >0, index of char at string
* 0, char not found
* -1, parameter B is not a char
* -2, parameter A is not a string
*/
/proc/EgijkAeN(const/A, const/B)
if (istext(A) == 0 || length(A) < 1)
return -2
if (istext(B) == 0 || length(B) > 1)
return -1
var/i = findtext(A, B)
if (0 == i)
return 0
while (i)
. = i
i = findtext(A, B, i + 1)
/obj/machinery/proc/getArea()
var/area/A = loc.loc
if (A != myArea)
myArea = A
. = myArea
/**
* Object pooling.
*
* If this file is named experimental,
* well treat this implementation as experimental experimental (redundancy intended).
*
* WARNING, only supports /mob and /obj.
*/
#define DEBUG_OBJECT_POOL 0
#define STARTING_OBJECT_POOL_COUNT 20
var/list/masterPool
/proc/setupPool()
world << "\red \b Creating Object Pool..."
masterPool = list()
initializePool(list(\
/obj/item/weapon/shard,\
/obj/item/weapon/shard/plasma,\
/obj/structure/grille))
world << "\red \b Object Pool Creation Complete!"
/*
* Dynamic pool initialization, mostly used on setupPool()
*
* @args
* A, list of object types
*
* Example call: initializePool(list(/obj/item/weapon/shard))
*/
/proc/initializePool(const/A)
if (istype(A, /list) == 0)
return
var/list/Objects
for (var/objectType in A)
Objects = list()
for (var/i = 1 to STARTING_OBJECT_POOL_COUNT)
Objects += new objectType()
// Don't make reference.
masterPool[objectType] = Objects.Copy()
#undef STARTING_OBJECT_POOL_COUNT
/*
* @args
* A, object type
* B, location to spawn
*
* @return
* -1, if B is not a location
*
* Example call: getFromPool(/obj/item/weapon/shard, loc)
*/
/proc/getFromPool(const/A, const/B)
if (isloc(B) == 0)
return -1
if (isnull(masterPool[A]))
#if DEBUG_OBJECT_POOL
world << "DEBUG_OBJECT_POOL: new proc has been called ([A])."
#endif
return new A(B)
var/atom/movable/Object = masterPool[A][1]
masterPool[A] -= Object
#if DEBUG_OBJECT_POOL
world << "DEBUG_OBJECT_POOL: getFromPool([A]) [length(masterPool[A])]"
#endif
if (0 == length(masterPool[A]))
masterPool[A] = null
Object.loc = B
return Object
/*
* @args
* A, object instance
*
* @return
* -1, if A is not a movable atom
*
* Example call: returnToPool(src)
*/
/proc/returnToPool(const/A)
if (istype(A, /atom/movable) == 0)
return -1
var/atom/movable/Object = A
if (isnull(masterPool[Object.type]))
#if DEBUG_OBJECT_POOL
world << "DEBUG_OBJECT_POOL: [Object.type] pool is empty, recreating list."
#endif
masterPool[Object.type] = list()
Object.resetVariables()
Object.loc = null
masterPool[Object.type] += Object
#if DEBUG_OBJECT_POOL
world << "DEBUG_OBJECT_POOL: returnToPool([Object.type]) [length(masterPool[Object.type])]"
#endif
#undef DEBUG_OBJECT_POOL
/*
* Override this if the object variables needed to reset.
*
* Example: see, code\game\objects\structures\grille.dm
*/
/atom/movable/proc/resetVariables()