mirror of
https://github.com/vgstation-coders/vgstation13.git
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167 lines
3.0 KiB
Plaintext
167 lines
3.0 KiB
Plaintext
/*
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* Experimental procs by ESwordTheCat.
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*/
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/*
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* Get index of last char occurence to string.
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*
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* @args
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* A, string to be search
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* B, char used for search
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*
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* @return
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* >0, index of char at string
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* 0, char not found
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* -1, parameter B is not a char
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* -2, parameter A is not a string
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*/
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/proc/EgijkAeN(const/A, const/B)
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if (istext(A) == 0 || length(A) < 1)
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return -2
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if (istext(B) == 0 || length(B) > 1)
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return -1
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var/i = findtext(A, B)
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if (0 == i)
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return 0
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while (i)
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. = i
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i = findtext(A, B, i + 1)
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/obj/machinery/proc/getArea()
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var/area/A = loc.loc
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if (A != myArea)
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myArea = A
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. = myArea
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/**
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* Object pooling.
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*
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* If this file is named experimental,
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* well treat this implementation as experimental experimental (redundancy intended).
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*
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* WARNING, only supports /mob and /obj.
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*/
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#define DEBUG_OBJECT_POOL 0
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#define STARTING_OBJECT_POOL_COUNT 20
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var/list/masterPool
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/proc/setupPool()
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world << "\red \b Creating Object Pool..."
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masterPool = list()
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initializePool(list(\
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/obj/item/weapon/shard,\
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/obj/item/weapon/shard/plasma,\
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/obj/structure/grille))
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world << "\red \b Object Pool Creation Complete!"
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/*
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* Dynamic pool initialization, mostly used on setupPool()
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*
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* @args
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* A, list of object types
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*
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* Example call: initializePool(list(/obj/item/weapon/shard))
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*/
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/proc/initializePool(const/A)
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if (istype(A, /list) == 0)
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return
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var/list/Objects
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for (var/objectType in A)
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Objects = list()
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for (var/i = 1 to STARTING_OBJECT_POOL_COUNT)
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Objects += new objectType()
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// Don't make reference.
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masterPool[objectType] = Objects.Copy()
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#undef STARTING_OBJECT_POOL_COUNT
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/*
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* @args
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* A, object type
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* B, location to spawn
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*
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* @return
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* -1, if B is not a location
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*
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* Example call: getFromPool(/obj/item/weapon/shard, loc)
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*/
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/proc/getFromPool(const/A, const/B)
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if (isloc(B) == 0)
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return -1
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if (isnull(masterPool[A]))
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#if DEBUG_OBJECT_POOL
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world << "DEBUG_OBJECT_POOL: new proc has been called ([A])."
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#endif
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return new A(B)
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var/atom/movable/Object = masterPool[A][1]
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masterPool[A] -= Object
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#if DEBUG_OBJECT_POOL
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world << "DEBUG_OBJECT_POOL: getFromPool([A]) [length(masterPool[A])]"
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#endif
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if (0 == length(masterPool[A]))
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masterPool[A] = null
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Object.loc = B
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return Object
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/*
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* @args
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* A, object instance
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*
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* @return
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* -1, if A is not a movable atom
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*
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* Example call: returnToPool(src)
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*/
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/proc/returnToPool(const/A)
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if (istype(A, /atom/movable) == 0)
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return -1
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var/atom/movable/Object = A
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if (isnull(masterPool[Object.type]))
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#if DEBUG_OBJECT_POOL
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world << "DEBUG_OBJECT_POOL: [Object.type] pool is empty, recreating list."
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#endif
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masterPool[Object.type] = list()
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Object.resetVariables()
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Object.loc = null
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masterPool[Object.type] += Object
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#if DEBUG_OBJECT_POOL
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world << "DEBUG_OBJECT_POOL: returnToPool([Object.type]) [length(masterPool[Object.type])]"
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#endif
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#undef DEBUG_OBJECT_POOL
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/*
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* Override this if the object variables needed to reset.
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*
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* Example: see, code\game\objects\structures\grille.dm
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*/
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/atom/movable/proc/resetVariables()
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