Misc:
+Fixes unreported issue with initializing lighting on a specific zlevel
+Fixes two similar issues with moveElement and moveRange. Where fromIndex or toIndex could be adjusted incorrectly in certain conditions. Potentially causing bad-sorts, or out of bound errors.
+Rewrites listclearnulls(list/L) to no longer iterate through L.len elements for every null in the list (plus 1). i.e. went from L.len*(number_of_nulls+1) list-element reads (best-case), to L.len list-element reads (worst-case)
+New proc/getElementByVar(list/L, varname, value) which finds the first datum in a list, with a variable named varname, which equals value. You can also feed it atoms instead of lists due to the way the in operator functions.
+Fixes an unreported issue with Yota's list2text rewrite. Under certain conditions, the first element would not be converted into a string. Causing type-mismatch runtimes.
+New global map_ready variable. This is not fully implemented yet, but will be used to avoid duplicate calls to initialize() for map objects.
+All turfs now maintain references to all lights currently illuminating them. This will mean higher memory use unfortunately, due to the huge number of turfs. However, it will speed up updateAffectingLights significantly. I've used list husbandry to reduce baseline memory usage, so it shouldn't be any worse than some past atmos modifications memory-wise.
-Removed 'quadratic lighting', can add this back at some point. Sorry.
+modified the way lum() works slightly, to allow turfs to have overridden delta-lumen. i.e. space cannot be illuminated more than its default ambiance. This allowed removal of some iffy special-snowflake lighting areas implemented by somebody else.
+Lighting images in the dmi can now use arbitrary naming schemes. It is reliant on order now. This allows the dmi to be replaced by simply dropping in a new dmi.
-Removed all subtypes of /area/shuttle. Shuttles now create duplicate 'rooms' of /area/shuttle. (More on this later). This will conflict with most maps. Guide on how to fix to follow.
+All verbs/tools relating to world.tick_lag were refactored to use world.fps. However old config text for setting tick_lag will still work (it converts the value to fps for you)
+MC stats improved using smoothing. They now have their own tab so they dont get in the way when you're playing as an admin.
-removed the push_mob_back stuff due to conflicting changes. Sorry Giacom.
_OK, NOW THE ACTUAL INTERESTING STUFF_
Following systems moved over to subsystem datums:
air_master
garbage_manager
lighting_controller
process_mobs (aka Life())
nanomanager
power
sun
pipenets
AFK kick loops
shuttle_controller (aka emergency shuttle/pods), supply_shuttle and other shuttles
voting
bots
radio
diseases
events
jobs
objects
ticker
Subsystems hooks and variables should be commented fairly in-depth. If anything isn't particularly clear, please make an issue.
Many system-specific global variables have been refactored into
All tickers which previously used world.timeofday now use world.time
some subsystems can iterate before round start. this resolves the issue with votes not working pregame
a disease may now have more than one spread type
added "infectivity" variable which replaces a prob(65), defaults to 65
affected_species is now viable_mobtypes, and lists typepaths, this is due to us actually having a species system now so it's confusing
adds defines for a bunch of stuff
Renaming Make Sound to Object Say.
Switching deaf_message in audible_message proc to last argument.
Replacing some "for(mob in hearers)+show_message" with audible_message()
- Construct spells are an exception.
- Spells are transferred whenever a mind is transferred: cloning, pod cloning, borging, staff of changing.
- Spells are not transferred when you create a new mind for a new mob: soul stones, golems, respawns.
- To my surprise, this did not fix the issue where a mind-swapped wizard loses their spells when their original body is destroyed. I do not know why this happens.
- Non-human mobs can't use spells by default. Varedit spell.human_req to do that.
Lets admins set temporary notices that will last until the end of the round.
* All players that join the server will see this notice.
* Anyone can check it using the Adminnotice verb
* Also adds the motd verb that can be used to check the server's message of the day
The intention of this is to make it easier for admins and server hosts to run special events.
Fixes#646, #579, #863
Completely redoes the click code. Moves all click related code into code/_onclick for reference. Also moves hud datum code and all the screen object code I could find into code/_onclick/hud, as it is related. Item attack(), attackby(), afterattack(), and attack_self() have been moved into item_attack.dm for consistency.
Completely removes dummy objects and adds atom.Adjacent(user). This proc checks for border items and anything marked with throwpass for determining whether or not you can reach a given square. A turf helper, ClickCross(), was added to facilitate this.
Removes the monolithic Atom.Click() proc in favor of an overridable click handler attached to mobs. Click code no longer uses the : path operator as a consequence, and mob/lastDblClick has been moved to Client/next_click. A few end arounds were necessary (screen objects, buildmode, and spells), but this has been handled by repurposing Atom.Click(); if you have special click code, insert it in the object's Click() function and return 1 to prevent normal processing.
This update adds support for attack_ghost(); the previous "new" click handler had support for it but was never finished. I have taken the liberty of letting ghosts click portals, the gateway, and the teleporter to jump to the intended target square, and kept the previous default action of examine()ing every damn thing you click. It is to be suggested that you could do more with this proc when ghost interactions are enabled.
This update also adds support for double clicking. It is currently only used for ghosts and AIs, because the original (first) click still registers normally. For both of these, double clicking a square will jump you to it, and double clicking a mob will follow it. In the case of ghosts, double clicking bots and the singularity will also set you following it; if you double click your own corpse, you will re-enter it; this also works if your body is in a closet, sleeper, DNA scanner, etc. Default mobs ignore double clicks as normal.
-- NOTE --
There are two flags which were previously unused or misused by click code: USEDELAY and NODELAY. Ostensibly, USEDELAY would double the normal 1sec delay, and NODELAY would remove it.
Using either of these flags as intended would significantly affect the timing of the game. In particular, USEDELAY is currently applied to guns and about everything else that acts at range. I am adding USEDELAY as a half-second increase for now, but I have not put a significant amount of thought into it. I considered lowering the normal 1sec delay to .8sec to balance it, but the consequences of that on combat involve more calculations than I care to make.
NODELAY seems to never have been used, and I did not implement it, but I could do so trivially.