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Tweaking flooring procs to allow for multiple flooring layers. #4720

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Description of changes

  • Adds handling to _flooring for multiple floor types on the same turf.
  • Changes wild grass to be dirt, grass, wild grass and adds a snowy grass type (dirt, grass, snow).

I would like some input on this one as it is blowing out init time on Shaded Hills 250% (almost a full minute) and there are some odd instances of completely black turfs.

Why and what will this PR improve

Allows for things like snow accumulation without ChangeTurf() or overriding the lower turf types.

Authorship

Myself.

Changelog

Nothing player-facing currently.

@MistakeNot4892 MistakeNot4892 added help wanted Extra attention is needed work in progress This PR is under development and shouldn't be merged. labels Jan 12, 2025
@MistakeNot4892 MistakeNot4892 marked this pull request as draft January 20, 2025 10:55
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Init time is still very bloated, up to 30 seconds from 20, but I fixed the icon issues.

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as discussed on discord i think we'll need to do the 3-var approach where we cache the topmost flooring value, and the intermediary layers are in a list var. this will probably result in it accessing being faster than it was before lol

@MistakeNot4892 MistakeNot4892 force-pushed the feature/floor_layers branch 3 times, most recently from ac17526 to c95fdef Compare January 31, 2025 05:27
@MistakeNot4892 MistakeNot4892 added ready for review This PR is ready for review and merge. and removed work in progress This PR is under development and shouldn't be merged. labels Jan 31, 2025
@MistakeNot4892 MistakeNot4892 marked this pull request as ready for review January 31, 2025 08:24
@MistakeNot4892 MistakeNot4892 added work in progress This PR is under development and shouldn't be merged. and removed ready for review This PR is ready for review and merge. labels Jan 31, 2025
@MistakeNot4892 MistakeNot4892 removed the help wanted Extra attention is needed label Feb 1, 2025
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