01-21-2019, 07:02 PM
(This post was last modified: 01-21-2019, 07:05 PM by kyle2143. Edited 2 times in total.)
I've heard that before it was removed, spacephobia was super inefficient because it looped through all the things that a mob could see to look for a space tile. This completely does away with that. Now, it just takes a random turf within a radius of the player. If it's a space tile (even if they can't see it) then they have a chance to suffer the effects of the phobia. (I didn't change the actual effects, but I upped the probability of them to account for the lower probability of randomly hitting a space tile near you).
This stuff is the pr description:
Video: https://streamable.com/9ome8
You can take or leave it. Personally, I never liked spacephobia at all and don't mind if it never comes back. But lack of efficiency for something that can easily be made more efficient should not be a reason to remove something.
https://github.com/goonstation/goonstati...6/pull/104
This stuff is the pr description:
- Picks a random tile within some radius given by the programmer and checks if it's a /turf/space. If it is OR if our radius is touching the map edge, then we trigger the effects.
- Only works on the station z-level. Because I use hardcoded for the map size for that z-level (300x300). I think there might be a map.size or something where I could get those for any z-level, but I can't find it.
- There is a tick counter so that it will only run the logic every X number of ticks. I have it set to run like each 4 or 5 times I think.
- I increased the probability for a faint or scream emote. But that can change.
Video: https://streamable.com/9ome8
You can take or leave it. Personally, I never liked spacephobia at all and don't mind if it never comes back. But lack of efficiency for something that can easily be made more efficient should not be a reason to remove something.
https://github.com/goonstation/goonstati...6/pull/104