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29 Commits
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ac5236a251 |
Refactors sheet crafting to better support directional construction (#74572)
## About The Pull Request https://github.com/tgstation/tgstation/blob/0426f7ddbaa91439c7278189101f5db9c7f2ed95/code/game/objects/items/stacks/stack.dm#L449 Ok, but can we not? This PR refactors sheet crafting to generalize all the cases that were previously locked behind grille/window type checks and such. In their stead there are bitflags that can be set to achieve certain behaviors. All the behavior from before should be preserved, but now it can be extended to other items. E.g. if you want a railing that can be crafted underneath directional windows, or an item that behaves like a grille does--it's just a matter of setting the right obj_flags for it now. This makes it very simple and painless to add new recipes that use directional crafting! It's all modular now. <details><summary>Details</summary> --- ### What I've done: -Eliminated all the type checks, instead it will now be handled by object flags and recipe vars, making for a much more configurable system. -Added two new obj_flags: `BLOCKS_CONSTRUCTION_DIR` and `IGNORE_DENSITY`. -Additionally, I renamed the existing flag `NO_BUILD` to `BLOCKS_CONSTRUCTION`. -Changes the proc `valid_window_location` to `valid_build_direction`, and makes it work for things other than windows. -Removed a deprecated `window_checks` var from the stack_recipe datum. -Added three more vars to the stack_recipe datum: `check_direction` and `check_density`, `is_fulltile` -Decoupled `on_solid_ground` from the object density check. Now you can set those separately, allowing you to make recipes that forbid/allow building things over other things while in space. --- ### What the new flags do: `BLOCKS_CONSTRUCTION` works as before---prevents objects from being built on the object. I felt that the previous name was not descriptive enough, you should know exactly what it does just from looking at the name. _example: dna scanner_ `BLOCKS_CONSTRUCTION_DIR` -- setting this on an object will prevent objects from being built on it when their directions are the same. _example: directional windows, windoors, railings_ `IGNORE_DENSITY` -- setting this on an object will cause its density to be ignored when performing the construction density check. This could have other potential uses as well in the future. _example: grilles, directional windows, tables_ These three flags cover all the bases for the types of items that are currently craftable, so there is no more need for any type checking or weird snowflake window checks. Simply set the appropriate flag and it'll work as you would expect. --- ### What the recipe vars do: `check_direction` tells the recipe to check if there's something in that direction with the `BLOCKS_CONSTRUCTION_DIR` flag set. `check_density` tells the recipe to run the density check when set. This is true by default. There are very few items in the game that currently have this set to false--namely grilles. Setting this to false will make it so that the object can be constructed regardless of what is in that tile (unless `one_per_turf` is also set, which will make it so that you can't craft the same thing twice in the same turf). `is_fulltile` is used for fulltile windows, but it doesn't necessarily have to be--you can give this to any recipe and it will adopt the same properties as that of the fulltile window. Basically they have a special case where they shouldn't be able to be built over directional constructions, where normally things would be able to be. Setting this makes check_direction true as well. --- ### In summary: Sheet crafting still works just as it did before. But the backend of it has gotten a glow up and will be able to more easily support new behaviors. </details> ## Why It's Good For The Game This makes the crafting system much more flexible to add recipes to, and will prevent bad code practices of stacking more conditionals down the line whenever someone wants to add an item that behaves like grilles or directional windows in how they are constructed. It had to be done. Those window checks were a mess. ## Changelog 🆑 qol: added fifty stack versions of remaining glass sheet stacks for ease of debugging refactor: refactored sheet crafting to better support directional constructions that aren't windows /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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4c48966ff8 |
Renames delta time to be a more obvious name (#74654)
This tracks the seconds per tick of a subsystem, however note that it is not completely accurate, as subsystems can be delayed, however it's useful to have this number as a multiplier or ratio, so that if in future someone changes the subsystem wait time code correctly adjusts how fast it applies effects regexes used git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i 's/DT_PROB/SPT_PROB/g' git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i 's/delta_time/seconds_per_tick/g' |
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ecbcef778d |
Refactors Regenerate Organs, and a few organ helpers (#74219)
## About The Pull Request Refactors regenerate organs to be slightly more intelligent in handling organ changes and replacements. Noteably: - We don't remove organs that were modified by the owner; such as changing out your heart for a cybernetic - We early break out of the for loop if they aren't supposed to have an organ there and remove it - We check for the organ already being correct, and just healing it and continuing if it is Also changes the names of some of the organ helpers into snake_case ### Mapping March Ckey to receive rewards: N/A ## Why It's Good For The Game ## Changelog --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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0e1cedd354 |
Machines can now be pried open multiple times and maintain their initial densities (#74163)
## About The Pull Request These changes fix how machines are pried open with crowbars. Currently, most machines can be pried open, but many of them have no method for being closed again. This means they can be pried once, and then never again (as their internal logic has them stuck in an "open" state). Additionally, the densities of these machines is also inconsistent, as density is tied to the procs for opening/closing machines (open = non-dense, closed = dense). Thus, these new changes allow desired densities to be passed to `open_machine()` and `close_machine()`, as well as `default_pry_open()`, meaning that atypical machine densities can be maintained (e.g. machines that should remain dense when open, or non-dense when closed). I've also added a `close_after_pry` boolean parameter to the `default_pry_open()` proc, which determines whether to immediately close a machine after opening it. This is useful for machines that don't really have a use case for remaining open, often lacking a sprite to represent this state as well. * Note: Opening and immediately closing machines with this boolean will still drop their contents onto the floor, but will now immediately "close" in their logic, allowing for further prying attempts in the future. It's worth noting that this implements default density values for these procs, which match the existing behavior for machines, so as to (hopefully) not disrupt existing or expected machine behavior. Two caveats to these changes currently exist: 1. On machines that immediately close after prying, the prying action can now be spammed to the chat with repeated clicking. I'm uncertain if this needs some sort of spam protection or if it's fine as is. 2. I've only been able to manually test this code. I'd love to write unit tests for it, as it affects a lot of different machines, but don't know where to begin with DM Unit Testing (or which files would be good examples to reference in the code base). * Note: I did manually test each and every machine that calls `default_pry_open()` and they all seem to be working correctly. (Except for `obj/machinery/plumbing/sender`, but that doesn't seem to need prying, as it has no contents to drop, only reagents.) As always, let me know if any improvements/changes should be made. This closes #26833. ## Why It's Good For The Game These changes allow crowbar prying to correctly occur multiple times on any machine, which is intended behavior. It prevents player confusion that could occur when a machine couldn't be pried open a second time during a shift, even though it had previously been pried before, forcing players to question themselves. (Are they missing something? Did they perform the action a different way last time? Is the machine actually still powered on instead of off? Etc.) These changes also maintain the correct density for machines after prying, preventing scenarios where a machine might behave differently once it had been pried open. (An example of this was being able to walk through a smartfridge after prying it open.) Additionally, players are no longer required to know/use workarounds (such as machine disassembly) to retrieve a powered-off machine's contents. Overall, these changes improve consistency around machines, creating more scenarios where they behave as players would expect. ## Changelog 🆑 fix: machines can now be pried open more than once. fix: machines now have the correct density when pried open. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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f9fe79a307 |
Organ Unit Tests & Bugfixes (#73026)
## About The Pull Request This PR adds a new unit test for all organs, a new unit test for lungs, and includes improvements for the existing breath and organ_set_bonus tests. Using the tests, I was able to root out bugs in the organs. This PR includes an advanced refactor of several developer-facing functions. This PR certainly represents a "quality pass" for organs which will make them easier to develop from now on. ### Synopsis of changes: 1. Fixed many fundamental bugs in organ code, especially in `Insert()`/`Remove()` and their overrides. 2. Added two new procs to `/obj/item/organ` named `on_insert` and `on_remove`, each being called after `Insert()`/`Remove()`. 3. Added `organ_effects` lazylist to `/obj/item/organ`. Converted `organ_traits` to lazylist. 2x less empty lists per organ. 4. Adding `SHOULD_CALL_PARENT(TRUE)` to `Insert()`/`Remove()` was very beneficial to stability and overall code health. 5. Created unit test `organ_sanity` for all usable organs in the game. Tests insertion and removal. 6. Created unit test `lungs_sanity` for `/obj/item/organ/internal/lungs`. 7. Improved `breath_sanity` unit tests with additional tests and conditions. 8. Improved `organ_set_bonus_sanity` unit tests with better documentation and maintainable code. --- ### Granular bug/fix list: - A lot of organs are overriding `Insert()` to apply unique side-effects, but aren't checking the return value of the parent proc which causes the activation of side-effects even if the insertion technically fails. I noticed the use-case of applying "unique side-effects" is repeated across a lot of organs in the game, and by overriding `Insert()` the potential for bugs is very high; I solved this problem with inversion-of-control by adding two new procs to `/obj/item/organ` named `on_insert` and `on_remove`, each being called after `Insert()` and `Remove()` succeed. - Many organs, such as abductor "glands", cursed heart, demon heart, alien hive-node, alien plasma-vessel, etc, were not returning their parent's `Insert()` proc return value at all, and as a result those organs `Insert()`s were always returning `null`. I have been mopping those bugs up in my last few PRs, and now the unit test reveals it all. Functions such as those in surgery expect a truthy value to be returned from `Insert()` to represent insertion success, and otherwise it force-moves the organ out of the mob. - Fixed abductor "glands" which had a hard-del bug due to their `Remove()` not calling the parent proc. - Fixed cybernetic arm implants which had a hard-del bug due to `Remove()` not resetting their `hand` variable to `null`. - Fixed lungs gas exchange implementation, which was allowing exhaled gases to feedback into the inhaled gases, which caused Humans to inhale much more gas than intended and not exhale expected gases. ### Overview of the `organ_sanity` unit test: - The new `organ_sanity` unit test gathers all "usable" organs in the game and tests to see if their `Insert()` and `Remove()` functions behave as we expect them to. - Some organs, such as the Nightmare Brain, cause the mob's species to change which subsequently swaps out all of their organs; the unit test accounts for these organs via the typecache `species_changing_organs`. - Some organs are not usable in-game and can't be unit tested, so the unit test accounts for them via the typecache `test_organ_blacklist`. ### Overview of the `lungs_sanity` unit test: - This unit test focuses on `/obj/item/organ/internal/lungs` including Plasmaman and Ashwalker lungs. The test focuses on testing the lungs' `check_breath()` proc. - The tests are composed of calling `check_breath` with different gas mixes to test breathing and suffocation. - Includes gas exchange test for inhaled/exhaled gases, such as O2 to CO2. ### Improvements to the `breath_sanity` unit tests: - Added additional tests for suffocation with empty internals, pure Nitrogen internals, and a gas-less turf. - Includes slightly more reliable tests for internals tanks. ## Why It's Good For The Game **Organs and Lungs were mostly untested. Too many refactors have been submitted without the addition of unit tests to prove the code works at all.** Time to stop. _Time to get some help_. Due to how bad the code health is in organs, any time we've tried to work with them some sort of bug caused them to blow up in our faces. I am trying to fix some of that by establishing some standard testing for organs. These tests have revealed and allowed me to fix lot of basic developer errors/oversights, as well as a few severe bugs.  ## Changelog 🆑 A.C.M.O. fix: Fixed lungs gas exchange implementation, so you always inhale and exhale the correct gases. fix: Fixed a large quantity of hard-deletes which were being caused by organs and cybernetic organs. fix: Fixed many organs which were applying side-effects regardless of whether or not the insertion failed. code: Added unit tests for Organs. code: Added unit tests for Lungs. code: Improved unit tests for breathing. code: Improved unit tests for DNA Infuser organs. /🆑 |
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5cf5037a97 |
Fix: DNA Infuser & Unit Tests, Organs Bugfixes (#73003)
## About The Pull Request >_"I don't remember buying tickets to Mutants on Ice."_ >-Duke Nukem This PR is (hopefully the final) part of a series of my continuing refactors of the DNA Infuser. This PR represents a "quality pass" which should also iron-out the rest of the most impactful bugs. Granular list of changes: - This PR adds unit tests for the DNA Infuser organs and `/datum/status_effect/organ_set_bonus` as recommended by @AnturK - I noticed that the base `/datum/infuser_entry` was being used in the machine for the Fly and "rejected" infusions, whereas usually we would expect it to be a base type used only as a development template. I corrected this issue and created `/datum/infuser_entry/fly` to be used for that use-case instead. - Added `/mob/proc/can_mutate()` and `/mob/living/carbon/can_mutate()` to replace a few copied lines across several files. The proc is normally used in the context of mutating a Human via their DNA. - I fixed a ton of typos in organ-related code, specifically where "receiver" was typo'd as "reciever". There are far more of those typos, but I limited the scope of my changes to organs. - I noticed a bug in `/datum/species/proc/regenerate_organs` wherein a race condition caused an organ to remove itself before it's done inserting itself. This happens because the Fly organ set bonus runs `regenerate_organs` which calls `Remove` on the organ while `Insert` is still in the call-stack. I added `INVOKE_ASYNC` as a workaround, and also changed the order the signals are emitted to prevent future bugs. This bug primarily only impacted the flyperson species transformation, which was part of the DNA Infuser's flyperson infusion organ set bonus. - In my last refactor PR #72745 I also introduced a bug in `/obj/machinery/dna_infuser/proc/infuse_organ` wherein I forgot to add the usage of `new` when attempting to implant new organs, and this PR fixes the erroneous code. - Fxed a bug which causes the organ set bonus to activate when mixing organs from different sources, which is caused by a developer oversight wherein all `/datum/status_effect/organ_set_bonus` had identical IDs. - Added a cleaner `replacetext`-based way of handling pronouns in `/datum/element/noticable_organ/proc/on_receiver_examine`, using custom macros `%PRONOUN_S` and `%PRONOUN_ES` as advised by @MrMelbert - This PR also fixes #72767 ## Why It's Good For The Game With the changes in this PR the machine will finally work as we expect it to. By adding unit tests we will also be able to ensure that it works as expected from now on. I feel confident saying that the completeness, algorithmic correctness, and code health of the DNA Infuser is much better than it was before. ## Changelog 🆑 A.C.M.O. fix: Fully fixed the DNA Infuser, which will now infuse organs as expected. fix: Fixed flyperson species transformation and organ set bonus, which was throwing a runtime. fix: Fixed many typos in organ-related source code. /🆑 --------- Co-authored-by: Time-Green <timkoster1@hotmail.com> |
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329921639a |
Rewrites how action buttons icons are generated, makes them layer nicer. Allows observers to see a mob's action buttons. (#71339)
## About The Pull Request
- Rewrites how action button icons are generated.
- Prior, generated an action button icon was fairly simplistic and
didn't allow for many changes. Someone recently added the option for
overlays to be generated over action buttons, but the framework was very
weak.
- Now, action button icon generation is split across multiple procs,
like atom icon updates.
- The background of action buttons are underlays
- The actual icon of the action button is the icon and icon state of the
action button movable
- The rim / border of the button is an overlay, layered overtop the
button.
- Allows observers to see what action buttons a mob has. They even
update in real time! And no, the observers cannot click on them.
## Why It's Good For The Game
- Runechat text of action buttons are no longer hidden behind the actual
icon. This was very ugly with cooldown actions, as the cooldown text was
hidden behind a lot of spell icons.
- Cuts down on a lot of icon duplication.
- Gives much finer control over action button icons
- Saves a bit of processing from generating full action button icons
when not necessary. Not implemented in many places, but is in some.


## Changelog
🆑 Melbert
add: Observers can now see what action buttons an observed mob has. No,
you can't click them. And no it doesn't show EVERY action.
refactor: Refactored how action button icons are generated. Some actions
will now use a colored border when active instead of just turning green.
Cooldown text will also appear on the top layer of actions too. If you
see any funky lookin' icons (namely their borders), let me know.
refactor: Bluespace Golem's teleport action is now a cooldown action.
fix: Construct actions go to the middle of the screen like expected.
/🆑
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0747099063 |
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> |
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4d6a8bc537 |
515 Compatibility (#71161)
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
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a2fcec6a33 |
BCIs are now stored in the manipulation chamber's contents, instead of nullspace (#70350)
Fixes a bug where MMIs would be sent into the nullspace room when in an MMI component inside of a BCI that is inserted into a BCI manipulation chamber. Stores the BCI in the chamber's contents, instead of nullspace, allowing the MMI to talk, the BCI to still act as it would normally and overall just solves the issue and maybe some others alongside it. Fixes #70349 |
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f5f6b26e2d |
Fix xeno hivemind talk causing hissing sound (#69844)
* Fix xeno hivemind talk causing hissing sound * Fix dullahan speech arg Add message_range and saymode to say arguments Add new say args to other say procs Add new say args to other say procs * Revert "Fix dullahan speech arg" This reverts commit abff2bec1a03c1270b2896faa547c465e046ad78. * Fix speech_args to be list * Refactor hulk speech signal handler * Revert "Revert "Fix dullahan speech arg"" This reverts commit 58997930096ef6b7fa8a1c79395595e61db954c6. * Change filterproof to be null like other say procs * Remove unused COMSIG_MOB_SAY defines * Readd defines for COMSIGH_MOB_SAY |
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6d470992cb |
This tail refactor turned into an organ refactor. Funny how that works. (#67017)
* Fuck you (refactors ur tails) * Errors * Wow. Pain. * Fixes up probably everything * finish up here * Fixes hard del maybe * original owner hard del * garbage collection runtime * suck my peen byond * Mapped tails * motherfucker. * motherrfucker. again. * Whooopppppsie * yeah bad idea * Turns out external organs literally just sat in nullspace forever if their parent was deleted, and didnt Remove() themselves, causing harddels. * So anyways I repathed all organs * Fixes * really. * unit test... test * unit test-test but it passes linters this time because im a moh-ron * I've lost track of what im doing at this point * Hopefully fixes hard del? * meh * Update code/datums/dna.dm * things n stuff * repath from master pull |
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ffd1ae5fc0 |
Rebalanced Power consumption, increase for machines (#66059)
Machinery power consumption rebalance. |
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50689f89a4 |
Action button refactor/rework: Enhanced Dragging (#65180)
About The Pull Request
I noticed a lot of strange and un-intuitive behavior in action buttons, and got stung by the bloat bug. Damn it hug #58027
I'll do my best to explain what I've changed and why, might get a bit long.
If you want a better idea, read the commits. Most of em are pretty solid, if long.
Whelp. Here we go.
How do action buttons currently work
All action buttons are draggable, to any place on the screen. They're held in an actions list on the player's mob.
Their location in this list determines their position on the top of the screen. If one is dragged away from the top, its position in the list is "saved". This looks really bad.
If two buttons are dragged over each other, their positions swap. (inside the actions list too)
If a button is shift clicked, it is brought back to the position it started at.
If the action collapse button that you likely just mentally edit out is alt clicked, it resets the position of all action buttons on the screen.
If an action is ctrl clicked, it is "locked". This prevents any future position changes, and also enables a saving feature. With this saving feature, locked button positions persist between rounds. So your first o2 canister will always start where you saved it, etc.
Actions and buttons are a one to one link. While there is functionality to share action buttons between two players, this means showing the same object to both. So one player can move a button on another's screen. Horrendous.
This also makes code that modifies properties of the screen object itself very clunky.
Why is this bad
A: None knew pretty much any of this information. It is actually documented, just in a horribly formatted screen tip on the collapse button, you know the one we all mentally delete from the hud.
B: None of this is intuitive. Dragging buttons makes the hud look much worse, and you get no feedback that you even can drag them. Depressing
C: We use actions to make new options clear to the player. This means players can have a lot of action buttons on the hud. This gets cluttery
D: The collapse button is useless. It lets you clear your screen if someone like me fucks up and gives you 2000 actions, but outside of that it just hides all information from you. You never want to see none of your action buttons, just a filtered list of them.
E: On a technical level, they're quite messy, and not fully functionally complete. This is depressing.
What I've done
Assuming the above to be true, how do we fix them?
Well first I'm going to go over everything I changed, including links to major commits. I'll then describe the finished product, and why I made the decisions I did.
Oh and I've moved some of the more niche or technical discussion to dropdowns. Hopefully this makes finding the major functional changes easier
Adds helper procs for turning screen_loc strings into more manageable arrays. This doesn't fully support all of the screen_loc spec, but it's enough for what I'm doing. (f54865f)
Uses these helper procs to improve existing code (6273b93)
Fixes an issue with tooltip code itself. If you tried to hold down a mouse button while dragging onto a tooltip enabled object, it would silently fail. The js made assumptions about the order args came in, which broke when buttons were held down (
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db94f78511 |
MODsuit Action Circuit Component (+ MODsuit circuit module fixes) (#63755)
This makes several small changes to the MODsuit circuit module: Adds the MODsuit Action component. When selected, the circuit module opens a radial menu with which to select an action component to trigger. Due to its similarity to the BCI Action component, both it and the BCI Action component have been made subtypes of an abstract equipment_action component that implements their shared functionality. Renames the MOD component to the MOD circuit adapter core component. Changes the "selected module" port on the MOD circuit adapter core to a string port, for consistency with the corresponding input port. The circuit in the circuit module can be removed. Consequentually, the circuit module no longer comes with a pre-installed circuit. The "Toggle Suit" signal port on the MOD circuit adapter core can now activate the modsuit. Makes the circuit module printable in the component printer, for consistency. Moves the circuit module's code to modules/wiremod, for consistency. BCI action component properly typechecks the shell it's inserted in. Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> |
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fd9a7f8a58 |
MOD update: Modular Cores (#64042)
* Modsuit update - Cores |
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9b605b9cc0 |
Speeds up the preference menu, significantly. Adds object pooling, other stuff too (#63225)
* Removes like 50% of the cost of using the ui, it turns out that the storage component is fucking moronic. Likely significantly reduces the overtime of typecacheof * Reduces the cost of reloading the dummy by ~50% Turns out just initializing and deleting organs was like half the cost of reloading a default dummy. It occured to me (Mothblocks) that we don't actually care about any organs we can't see or that don't effect visuals. So almost all of our organ loading can just be skipped. This saves a significant chunk of cpu time, items next! Co-authored-by: Seth Scherer <supernovaa41@gmx.com> |
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d6628103b1 |
BCI implanters no longer drop their BCI on the floor when opened (#63204)
Exactly what it says in the title. Implanters used to drop the BCI they contained when opened up. Now they don't. For good measure I made them drop their contained BCIs when deconstructed as well in case they already did that as a consequence of the BCI being located inside the implanter, which was the cause of the issue in the first place. |
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6c01cc2c01 |
every case of initialize that should have mapload, does (#61623)
## About The Pull Request stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload  ## Regex used: procs without args, not even regex `/Initialize()` procs with args `\/Initialize\((?!mapload)((.)*\w)?` cleanup of things i didn't want to mapload: `\/datum\/(.)*\/Initialize\(mapload` |
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0c010b93b7 |
BCIs now come with one bci action (#61521)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com> |
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126411f405 |
Refactors how components are triggered and refactors how ports are ordered (#60934)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com> |
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e0fad671fd |
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> |
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13296f5f74 |
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> |
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0432d97d7c | BCI overlays and click interception (#60503) | ||
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aa018a857a | Circuit component descriptions and module names are now visible to the naked eye. (#60545) | ||
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6c15afa89e |
Give ghosts the ability to examine BCIs (#60500)
Examining a mob with a BCI inside them will now give you the ability to look at it. Helpful for admins, but also keeps in line with every other circuit shell. |
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ac2efd9b86 |
Removes Destroy overrides from most circuit components (#60492)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com> |
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bd6873fd4d |
Remove nanites (#60473)
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
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fc711a828e |
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
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