Makes the Bluespace Launchpad USB Circuit connection error out if the destination is out of range (#73933)

## About The Pull Request

Before, trying to teleport somewhere in which the launchpad could not
reach would make the launchpad just teleport you to the closest as
possible place, now it instead sends a failed signal and returns.
## Why It's Good For The Game

Due to the nerf to Launchpad range made in #61999, a new meta formed
around launchpad circuits which involves using multiple launchpads
instead of the sole one. Coding this in however was a pain, since the
only way to check if you were actually out of range was by comparing the
position with a hard-coded default.
It also, by firing, activated the 4 second or so cooldown launchpads
inherently have, which make no sense to still have if you weren't even
trying to teleport there.
This PR fixes both of these issues.

This doesn't make launchpads "overpowered" or anything like that, it
just makes it so that you can save a couple of comparison circuits when
designing your circuitry.
## Changelog
🆑
qol: Bluespace Launchpads will now use the fail trigger if your circuit
destination is out of range.
/🆑
This commit is contained in:
TheSmallBlue
2023-03-13 19:32:15 -06:00
committed by GitHub
parent 2710d3c2f0
commit 401ced9f03
+5
View File
@@ -505,6 +505,11 @@
y_pos.set_value(attached_launchpad.y_offset)
return
if(attached_launchpad.range > x_pos || attached_launchpad.range > y_pos)
why_fail.set_output("Out of range!")
on_fail.set_output(COMPONENT_SIGNAL)
return
var/checks = attached_launchpad.teleport_checks()
if(!isnull(checks))
why_fail.set_output(checks)