* Adds a user type to integrated circuits, refactors the list pick component. (#79412)
## About The Pull Request
Added a user type to integrated circuits that can't be stored as a user
type but can be typecasted to entity. Useful for components that
directly ask for an input from the user, like the list pick component.
Refactored the list pick component to use this user port and to also
send failure signals whenever a success signal is not sent.
Removed the triggered port for the list pick component.
Also fixes a runtime that occurs with the list pick component if the
list passed in only contains null values.
## Why It's Good For The Game
Can't force a prompt onto people who haven't interacted with your
circuit.
## Changelog
🆑
add: Added a user type to integrated circuits
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Adds a user type to integrated circuits, refactors the list pick component.
---------
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
## About The Pull Request
Added a user type to integrated circuits that can't be stored as a user
type but can be typecasted to entity. Useful for components that
directly ask for an input from the user, like the list pick component.
Refactored the list pick component to use this user port and to also
send failure signals whenever a success signal is not sent.
Removed the triggered port for the list pick component.
Also fixes a runtime that occurs with the list pick component if the
list passed in only contains null values.
## Why It's Good For The Game
Can't force a prompt onto people who haven't interacted with your
circuit.
## Changelog
🆑
add: Added a user type to integrated circuits
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
* Adds a reagent injector component and BCI manipulators to all circuit labs (#71236)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
This PR adds a reagent injector component that's exclusive to BCIs.
(Requested to be integrated into BCIs by Mothblocks.)
When outside of a circuit, the component itself stores the reagents.
However, if it's inside of a BCI, the storage is moved to the BCI. The
storage can contain up to 15u of reagents and acts like an open
container. (However, it won't spill even if you throw it, it just acts
like an open container code-wise, don't worry about it.)
You can only have one reagent injector in a circuit. Trying to insert
multiple will give you an error message.
The entire dose is administered at once. (Requirement set by
Mothblocks.)
Please don't try to dispute any of the specific limitations in the
comments as they're out of my control. They're reasonable anyways.
Reagent Injector Input/Output:
Inject (Input Signal) - Administers all reagents currently stored inside
of the BCI into the user.
Injected (Output Signal) - Triggered when reagents are injected. Not
triggered if the reagent storage is empty.
New BCI Input:
Show Charge Meter (Number) - Toggles showing the charge meter action.
(Adds some capacity for stealth.)
Install Detector Outputs: (Added following a comment about having to use
weird workarounds for proper loops.)
Current State (Number) - Outputs 1 if the BCI is implanted and 0 if it's
not.
Installed (Signal) - Triggered when the BCI is implanted into it's user.
Removed (Signal) - Triggered when the BCI is removed from it's user.
This PR also adds BCI manipulation chambers to all currently present
circuit labs. (Solution proposed by Mothblocks.)
Yes I had to do some other mapping changes to allow for this. No I don't
have any mapping experience, why do you ask?
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
One small step for BCIs, one giant leap for circuit kind. (First
"proper" circuit to human interaction in the entire game!)
This allows for some funky stuff and also makes it less of a pain in the
ass to use BCIs. What's not to love?
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: Added a reagent injector component and BCI manipulators to all
circuit labs. (+ install detector component)
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds a reagent injector component and BCI manipulators to all circuit labs
Co-authored-by: RikuTheKiller <88713943+RikuTheKiller@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
Similar vein to #37116
This is supposed to be standard, yet here we are.
SHOULDN'T change anything, but there's likely something out there that's
bound to behave different because of it.
These were done manually, regex to find things that MIGHT need to be
corrected;
`^#define.+\+((?!\)).)*$`
`^#define.+-((?!\)).)*$`
`^#define.+\*((?!\)).)*$`
`^#define.+\/((?!\)).)*$` (yeah that's a lot of stuff.)
`^#define.+%((?!\)).)*$`
`^#define.+SECONDS((?!\)).)*$`
`^#define.+MINUTES((?!\)).)*$`
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
This PR adds a reagent injector component that's exclusive to BCIs.
(Requested to be integrated into BCIs by Mothblocks.)
When outside of a circuit, the component itself stores the reagents.
However, if it's inside of a BCI, the storage is moved to the BCI. The
storage can contain up to 15u of reagents and acts like an open
container. (However, it won't spill even if you throw it, it just acts
like an open container code-wise, don't worry about it.)
You can only have one reagent injector in a circuit. Trying to insert
multiple will give you an error message.
The entire dose is administered at once. (Requirement set by
Mothblocks.)
Please don't try to dispute any of the specific limitations in the
comments as they're out of my control. They're reasonable anyways.
Reagent Injector Input/Output:
Inject (Input Signal) - Administers all reagents currently stored inside
of the BCI into the user.
Injected (Output Signal) - Triggered when reagents are injected. Not
triggered if the reagent storage is empty.
New BCI Input:
Show Charge Meter (Number) - Toggles showing the charge meter action.
(Adds some capacity for stealth.)
Install Detector Outputs: (Added following a comment about having to use
weird workarounds for proper loops.)
Current State (Number) - Outputs 1 if the BCI is implanted and 0 if it's
not.
Installed (Signal) - Triggered when the BCI is implanted into it's user.
Removed (Signal) - Triggered when the BCI is removed from it's user.
This PR also adds BCI manipulation chambers to all currently present
circuit labs. (Solution proposed by Mothblocks.)
Yes I had to do some other mapping changes to allow for this. No I don't
have any mapping experience, why do you ask?
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
One small step for BCIs, one giant leap for circuit kind. (First
"proper" circuit to human interaction in the entire game!)
This allows for some funky stuff and also makes it less of a pain in the
ass to use BCIs. What's not to love?
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: Added a reagent injector component and BCI manipulators to all
circuit labs. (+ install detector component)
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* [Ready] MODsuits
* we dont need to add these people as codeowners, goodness gracious
* have to remove this because upstream
* part 1 of these fixes
* EEEE
* Update peacekeeper_clothing.dm
* E
* E
* Auto stash before merge of "upstream-merge-59109" and "origin/upstream-merge-59109"
* E
* Update expeditionary_trooper.dm
* more removal
* nice
* modsuti modstui modusuti
* fixes
* E
* ITS MODsuit not HARDSUIT
* more hardsuit references
* MODSUIT NOT HARSUITEDSA
* Maps
* More ,map
* oop
* e
* oo aa
* 0
* ting tang
* Update modsuit_tailsprites.dm
* hi fikou
* bs tech update
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Synthesizers and headphones can now have circuits! (#62825)
About The Pull Request
A circuit and shell components have been added to Synthesizers (headphones and spacepods included, though with a reduced capacity because of their size), so they can now be used for wiremod. Just like for instant cameras, no shell design here. They are meant to be found in dorms or maybe ordered from cargo.
Why It's Good For The Game
The station outside the sci department has plenty of USB ports stuff but is lacking when it comes to circuits shell. This is another small step toward a better and more applicable wiremod.
Changelog
cl
expansion: Synthesizers and headphones can now have circuits installed.
/cl
* Synthesizers and headphones can now have circuits!
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
About The Pull Request
A circuit and shell components have been added to Synthesizers (headphones and spacepods included, though with a reduced capacity because of their size), so they can now be used for wiremod. Just like for instant cameras, no shell design here. They are meant to be found in dorms or maybe ordered from cargo.
Why It's Good For The Game
The station outside the sci department has plenty of USB ports stuff but is lacking when it comes to circuits shell. This is another small step toward a better and more applicable wiremod.
Changelog
cl
expansion: Synthesizers and headphones can now have circuits installed.
/cl
* Integrated the component printer into the integrated circuit UI. You can now link integrated circuits to component printers (#62287)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Integrated the component printer into the integrated circuit UI. You can now link integrated circuits to component printers
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Adds the CIRCUIT_FLAG_REFUSE_MODULE circuit flag. (#62033)
Components like the MMI one can't be added to circuits more than once since they may register signals with same proctype and similar things which make for some tangled up race conditions if more than one is present.
Unfortunately this safety can be bypassed - with little gain alas, an MMI can't be inserted by attacking the component with it. it needs a shell - by using a module component. That's no good. So I'm adding a flag that can be used to stop certain components from being added to module components.
* Adds the CIRCUIT_FLAG_REFUSE_MODULE circuit flag.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Components like the MMI one can't be added to circuits more than once since they may register signals with same proctype and similar things which make for some tangled up race conditions if more than one is present.
Unfortunately this safety can be bypassed - with little gain alas, an MMI can't be inserted by attacking the component with it. it needs a shell - by using a module component. That's no good. So I'm adding a flag that can be used to stop certain components from being added to module components.
* Refactors the list datatype to support composite lists. Adapts a lot of circuits to be able to properly use composite lists. Adds the dispenser shell (#61856)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
Co-authored-by: Colovorat <35225170+Colovorat@ users.noreply.github.com>
* Refactors the list datatype to support composite lists. Adapts a lot of circuits to be able to properly use composite lists. Adds the dispenser shell
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
Co-authored-by: Colovorat <35225170+Colovorat@ users.noreply.github.com>
* Adds Animation and Filter Components for Admin Circuits (#61766)
Adds a selection of components for animating atoms and manipulating filters.
Makes animating atoms and filters using circuits more intuitive.
Also Watermelon planned to make these but was too busy with other circuit QOL stuff and asked me if I would be willing to do it.
* Adds Animation and Filter Components for Admin Circuits
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
Adds a selection of components for animating atoms and manipulating filters.
Makes animating atoms and filters using circuits more intuitive.
Also Watermelon planned to make these but was too busy with other circuit QOL stuff and asked me if I would be willing to do it.
* Adds a Datum port type for Admin Circuits (#61582)
Admin circuit components were limited in their utility due to the setvar, getvar, proccall, and signal handler components only being able to operate on atoms. I have improved them by adding the datum datatype, which is used exclusively by the aforementioned components in place of the atom datatype their target port currently uses. Furthermore, an option for the expected output type has been added to the getvar and proccall components. This option defaults to any.
* Adds a Datum port type for Admin Circuits
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
Admin circuit components were limited in their utility due to the setvar, getvar, proccall, and signal handler components only being able to operate on atoms. I have improved them by adding the datum datatype, which is used exclusively by the aforementioned components in place of the atom datatype their target port currently uses. Furthermore, an option for the expected output type has been added to the getvar and proccall components. This option defaults to any.
* Refactors how components are triggered and refactors how ports are ordered (#60934)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Refactors how components are triggered and refactors how ports are ordered
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Input ports now connect to multiple output ports. Remove combiner. (#60494)
* tgui bsod
* debug disconnections
* prelim
* recomment
* set_value -> put ._.
* DAMN IT
* reinsert subsystem
* prepare
* unditch signals
* remove combiner
* remove combiner some more
* how did router.dm get here? deleting.
* These two COMSIGS should be one.
* critical typo
* inline cast
* have your signals
* Have your set_input & set_output.
* make compile
* upgrade save/load to n-to-n-wires
* have your documentation
* have your unsafe proc
* pay no attention to the compile errors
* unlist the ref
* paste my for block back in ._.
* fix manual input
* oops pushed too soon
* Have your !port.connected_to?.length
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
* Input ports now connect to multiple output ports. Remove combiner.
Co-authored-by: Gurkenglas <gurkenglas@hotmail.de>
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
* tgui bsod
* debug disconnections
* prelim
* recomment
* set_value -> put ._.
* DAMN IT
* reinsert subsystem
* prepare
* unditch signals
* remove combiner
* remove combiner some more
* how did router.dm get here? deleting.
* These two COMSIGS should be one.
* critical typo
* inline cast
* have your signals
* Have your set_input & set_output.
* make compile
* upgrade save/load to n-to-n-wires
* have your documentation
* have your unsafe proc
* pay no attention to the compile errors
* unlist the ref
* paste my for block back in ._.
* fix manual input
* oops pushed too soon
* Have your !port.connected_to?.length
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* Moves most circuit defines to files (#60705)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Moves most circuit component defines to files to reduce the amount of scattered code.
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Increases capacity for small, mid and large assemblies (#60587)
balance: Doubles capacity for most shells
* Increases capacity for small, mid and large assemblies
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* Refactors port types completely and adds the option type. Refactors options to use this new type (#60571)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Refactors port types completely and adds the option type. Refactors options to use this new type
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Adds the ability to save/load circuits for admins. Adds the ability to duplicate modules in a round. (#60222)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Adds the ability to save/load circuits for admins. Adds the ability to duplicate modules in a round.
* a
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Brain-computer interfaces, circuits in your brain (#60338)
BCIs are a new shell that can be implanted in your brain through surgery or through a BCI Manipulation Chamber, which provide the ability to easily implant and remove BCIs. They are the same size as compact remotes and generally share the same limitations.
Also adds CIRCUIT_FLAG_HIDDEN, to hide components from the UI. I didn't end up needing this, but Watermelon said he had ideas for it, so eh.
Why It's Good For The Game
BCIs provide an interesting, stealthy input method for circuits. They are seen as a healthier alternative to nanites, and improve on them in several ways:
Circuits have limited manipulation of the world, and intentionally do not perform the ability to provide passive healing, revives, etc.
Circuits have a significantly better UI and UX than nanites.
Circuits regularly get content expansions, which means that as a side-effect, there'll often be new things to play with for BCIs.
Other point to make:
BCI implanters have no cloud, and instead require the BCI to be put inside the machine. This means it requires the attention of the scientist (or even just a box with them inside). With
Adds the ability to save/load circuits for admins. Adds the ability to duplicate modules in a round. #60222, which lets you reprint a circuit you made that round, this means you can print out lots of BCIs, rather than going through the tedium of constantly remaking it.
BCI implanters are not roundstart, but rather in the advanced shells node. This is essentially the same as nanites, except for the difference of nanites starting with all the machinery, but none of the powers.
Changelog
cl
add: Added brain-computer interface circuit shells.
/cl
* Brain-computer interfaces, circuits in your brain
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
BCIs are a new shell that can be implanted in your brain through surgery or through a BCI Manipulation Chamber, which provide the ability to easily implant and remove BCIs. They are the same size as compact remotes and generally share the same limitations.
Also adds CIRCUIT_FLAG_HIDDEN, to hide components from the UI. I didn't end up needing this, but Watermelon said he had ideas for it, so eh.
Why It's Good For The Game
BCIs provide an interesting, stealthy input method for circuits. They are seen as a healthier alternative to nanites, and improve on them in several ways:
Circuits have limited manipulation of the world, and intentionally do not perform the ability to provide passive healing, revives, etc.
Circuits have a significantly better UI and UX than nanites.
Circuits regularly get content expansions, which means that as a side-effect, there'll often be new things to play with for BCIs.
Other point to make:
BCI implanters have no cloud, and instead require the BCI to be put inside the machine. This means it requires the attention of the scientist (or even just a box with them inside). With
Adds the ability to save/load circuits for admins. Adds the ability to duplicate modules in a round. #60222, which lets you reprint a circuit you made that round, this means you can print out lots of BCIs, rather than going through the tedium of constantly remaking it.
BCI implanters are not roundstart, but rather in the advanced shells node. This is essentially the same as nanites, except for the difference of nanites starting with all the machinery, but none of the powers.
Changelog
cl
add: Added brain-computer interface circuit shells.
/cl
* Circuit submodules (#60109)
Adds the module component that is basically a subroutine. Allows you to compact your logic into a bunch of functions.
* Circuit submodules
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>