optimization, removes blood/oil turning dirt red/black to improve performance, moves footstep proc to /living/move instead of /floor/entered

This commit is contained in:
deathride58
2017-12-04 18:02:08 -05:00
parent 84106dd5a5
commit a3c9cfb2ed
+29 -42
View File
@@ -22,8 +22,11 @@ GLOBAL_LIST_INIT(turf_footstep_sounds, list(
"asteroid" = list('modular_citadel/sound/footstep/asteroid1.ogg','modular_citadel/sound/footstep/asteroid2.ogg','modular_citadel/sound/footstep/asteroid3.ogg','modular_citadel/sound/footstep/asteroid4.ogg','modular_citadel/sound/footstep/asteroid5.ogg')
))
/turf/open
var/footstepsounds
/turf/open/floor
var/footstepsounds = "floor"
footstepsounds = "floor"
/turf/open/floor/plating
footstepsounds = "plating"
@@ -34,6 +37,9 @@ GLOBAL_LIST_INIT(turf_footstep_sounds, list(
/turf/open/floor/plating/asteroid
footstepsounds = "asteroid"
/turf/open/floor/plating/dirt
footstepsounds = "asteroid"
/turf/open/floor/grass
footstepsounds = "asteroid"
@@ -64,9 +70,13 @@ GLOBAL_LIST_INIT(turf_footstep_sounds, list(
/turf/open/floor/Entered(atom/obj, atom/oldloc)
. = ..()
CitDirtify(obj, oldloc)
CitFootstep(obj)
//Baystation-styled tile dirtification. Except 31 lines more complex than it probably has to be.
/mob/living/Move(atom/newloc, direct)
. = ..()
if(makesfootstepsounds)
CitFootstep(newloc)
//Baystation-styled tile dirtification.
/turf/open/floor/proc/CitDirtify(atom/obj, atom/oldloc)
if(prob(50))
if(has_gravity(src) && !isobserver(obj))
@@ -81,47 +91,24 @@ GLOBAL_LIST_INIT(turf_footstep_sounds, list(
var/obj/effect/decal/cleanable/dirt/spreadindirt = locate(/obj/effect/decal/cleanable/dirt, oldloc)
if(spreadindirt && spreadindirt.alpha)
dirtamount += round(spreadindirt.alpha * 0.05)
dirtamount = min(dirtamount,255)
var/mob/living/carbon/human/H = obj
if(H && istype(H, /mob/living/carbon/human))
var/obj/item/clothing/shoes/S = H.shoes
if(S && !(S.blood_state == BLOOD_STATE_NOT_BLOODY))
if(!dirt.atom_colours || !dirt.atom_colours.len)
dirt.add_atom_colour(color_matrix_identity(), FIXED_COLOUR_PRIORITY)
var/list/origdirtcolor = dirt.atom_colours[FIXED_COLOUR_PRIORITY]
var/list/colordirt = color_matrix_identity()
switch(S.blood_state)
if(BLOOD_STATE_HUMAN)
dirt.remove_atom_colour(FIXED_COLOUR_PRIORITY)
colordirt = list(0,0,0,0, 0,-0.15,0,0, 0,0,-0.15,0, 0,0,0,0, 0,0,0,0)
dirt.add_atom_colour(color_matrix_add(origdirtcolor, colordirt), FIXED_COLOUR_PRIORITY)
dirt.alpha = dirtamount
if(BLOOD_STATE_XENO)
dirt.remove_atom_colour(FIXED_COLOUR_PRIORITY)
colordirt = list(-0.15,0,0,0, 0,0,0,0, 0,0,-0.15,0, 0,0,0,0, 0,0,0,0)
dirt.add_atom_colour(color_matrix_add(origdirtcolor, colordirt), FIXED_COLOUR_PRIORITY)
if(BLOOD_STATE_OIL)
dirt.remove_atom_colour(FIXED_COLOUR_PRIORITY)
colordirt = list(-0.15,0,0,0, 0,-0.15,0,0, 0,0,-0.15,0, 0,0,0,0, 0,0,0,0)
dirt.add_atom_colour(color_matrix_add(origdirtcolor, colordirt), FIXED_COLOUR_PRIORITY)
dirt.alpha = dirtamount
dirt.alpha = min(dirtamount,255)
return TRUE
//The proc that handles footsteps! It's pure, unfiltered spaghetti code.
/turf/open/floor/proc/CitFootstep(atom/obj)
if(obj && has_gravity(src) && footstepsounds && istype(obj, /mob/living))
var/mob/living/steppingman = obj
steppingman.footstepcount++
if(steppingman && steppingman.makesfootstepsounds && steppingman.m_intent == MOVE_INTENT_RUN && steppingman.canmove && steppingman.footstepcount >= 3)
steppingman.footstepcount = 0
/mob/living/proc/CitFootstep(turf/open/floor)
if(floor && istype(floor,/turf/open) && floor.footstepsounds)
if(has_gravity(floor) || prob(25))
footstepcount++
if(canmove && !lying && !buckled && makesfootstepsounds && m_intent == MOVE_INTENT_RUN && footstepcount >= 3)
footstepcount = 0
var/overriddenfootstepsound
if(obj.footstepsoundoverride)
if(isfile(obj.footstepsoundoverride))
overriddenfootstepsound = list(obj.footstepsoundoverride)
if(footstepsoundoverride)
if(isfile(footstepsoundoverride))
overriddenfootstepsound = list(footstepsoundoverride)
else
overriddenfootstepsound = obj.footstepsoundoverride
if(!overriddenfootstepsound && istype(obj, /mob/living/carbon/human))
var/mob/living/carbon/human/H = obj
overriddenfootstepsound = footstepsoundoverride
if(!overriddenfootstepsound && istype(src, /mob/living/carbon/human))
var/mob/living/carbon/human/H = src
if(H && H.shoes)
var/obj/item/clothing/shoes/S = H.shoes
if(S && S.footstepsoundoverride)
@@ -129,9 +116,9 @@ GLOBAL_LIST_INIT(turf_footstep_sounds, list(
overriddenfootstepsound = list(S.footstepsoundoverride)
else
overriddenfootstepsound = S.footstepsoundoverride
if(!overriddenfootstepsound)
if(!overriddenfootstepsound && floor.contents)
var/objschecked
for(var/atom/childobj in contents)
for(var/atom/childobj in floor.contents)
if(childobj.footstepsoundoverride && childobj.invisibility < INVISIBILITY_MAXIMUM)
if(isfile(childobj.footstepsoundoverride))
overriddenfootstepsound = list(childobj.footstepsoundoverride)
@@ -141,4 +128,4 @@ GLOBAL_LIST_INIT(turf_footstep_sounds, list(
objschecked++
if(objschecked >= 25)
break //walking on 50k foam darts didn't crash the server during my testing, but its better to be safe than sorry
playsound(src,(overriddenfootstepsound ? (islist(overriddenfootstepsound) ? pick(overriddenfootstepsound) : pick(GLOB.turf_footstep_sounds[overriddenfootstepsound])) : (islist(footstepsounds) ? pick(footstepsounds) : pick(GLOB.turf_footstep_sounds[footstepsounds]))),50, 1)
playsound(src,(overriddenfootstepsound ? (islist(overriddenfootstepsound) ? pick(overriddenfootstepsound) : pick(GLOB.turf_footstep_sounds[overriddenfootstepsound])) : (islist(floor.footstepsounds) ? pick(floor.footstepsounds) : pick(GLOB.turf_footstep_sounds[floor.footstepsounds]))),50, 1)