* Autounlock techwebs are shared between machines that use them. (#72515)
## About The Pull Request
Did you know that for every Autolathe, Limbgrower, Biogenerator, ORM,
and Smelter that was built, an entire new techweb was made? The average
round has 2 ORMs (smelters count) if not more from ORM deconstruction
objective, 2 biogenerators, several autolathes and generally 0-1
limbgrower, I think there's more techwebs being created than we need.
Creating a whole techweb was a pretty terrible way to optimize this, so
I made a global list that stores these techwebs. Created on demand,
these autounlocking techwebs now share between the machines that use
them. It also generate all hacked nodes which will be visible if the
machine is hacked, instead of 'researching' them for each hacked
individual machine.
The 'specialized' techweb subtype was removed because its sole purpose
was to allow autounlocking to be a subtype of it. Now autounlocking is
just the direct subtype. I also removed mechfab autounlocking type
because it wasn't used, mechfabs use techwebs directly.
Autolathes and Limbgrowers now locally store 'imported designs' which
are things uploaded from technology disks. Outside of this, the
autounlocking techweb subtype now stores 'hacked designs' which unlocks
when the machine is emagged.
While doing this, I saw ORMs and Biogenerators had disks you can insert
into them, but I did not find anything that can actually be uploaded to
them (I saw Alien Alloys as a possibility, but there's no such disk to
allow uploading this alloy to the machine, and I didn't think an entire
system for 1 single alloy was worth keeping around), so I removed this
unused feature from both machines.
I merged 'Hacked' and 'Emagged' categories because they served the same
purpose, 'hacked' being on hacked autolathes and 'emagged' being on
hacked (emagged) limbgrowers.
Tech disk techwebs (which is created every time a disk is made, however
I hope to change this in the future) into it's own subtype, so admins
understand where its from when looking in VV panel (because I was
confused when I saw them at first).
``autolathe_crafted`` proc was removed because it was entirely unused
too.
Now it looks like this, which I consider an improvement:

## Why It's Good For The Game
We no longer initialize a brand new techweb for no reason whatsoever.
Each techweb made is making entire lists of experiments and research
papers, all of which is never to be seen in-game and is completely
useless to the player. Cutting down on these techwebs is a good first
step to this needless initializing.
## Changelog
🆑
qol: Removed the tech disk part of the ORM's UI as it was entirely
unused, now it's a little more compact with less scrolling needed.
refactor: Autolathes, Limb growers, Biogenerators, ORMs and Smelters now
share techwebs with other machines of their types, rather than all make
new techwebs each time. This means they only build their nodes once,
including hacked ones. Instead of researching nodes on hacking the
machine, they now show hacked ones depending on if it's hacked.
/🆑
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
* Autounlock techwebs are shared between machines that use them.
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
* Biogen shows default reagent container icons instead of beakers (#72247)
## About The Pull Request
With the new crafting menu some reagents now have default container
assigned.
I applied these to visualize reagents in biogen UI too.
<img alt="060ybChTkI"
src="https://user-images.githubusercontent.com/3625094/209483256-e4159a05-46ae-47b8-bc42-9d003cf6c303.png">
## Why It's Good For The Game
Better representation of a reagent.
## Changelog
🆑
qol: Biogenerator shows default reagent containers instead of beakers
/🆑
* Biogen shows default reagent container icons instead of beakers
Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
* Save 0.6-0.7s of init time by splitting registering lists of signals into its own proc, and optimizing QDELETED
* modular RegisterSignals
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Labor camp machines - Fixes & Code improvement (#68584)
About The Pull Request
Visible changes (all the fixes):
Labor point checkers now says the prisoner ID's stats rather than being a to_chat, it also displays their info much better.
Labor stacker no longer duplicates your points at no cost by attacking the machine with materials, instead it processes it just like it would when sucking materials up.
Labor stackers additionally now update their input/outputs when they are rotated through shuttles, as it doesn't work on the current version of Lavaland (there's no issue report up on this yet though, oddly).
Adds a check if you actually have a goal before checking if you can send the shuttle up, preventing prisoners who were sent without a point goal (permanently) from being able to go up whenever they wanted by simply clicking on the button before it greyed out.
The rest (code improvement):
Added more early returns
Removed single letter vars
Renamed terribly named vars and added comments to some of them.
Removed machinedir in favor of checking their view() when syncing machines, as I didn't find checking an entire side of the map next to an object to be very intuitive.
Lets Lavaland use labor camp machines again
Closes#67764
Just cool general fixes +1
Changelog
cl
fix: Labor camp Prisoners without a sentence can no longer send themselves back up whenever they wanted by clicking the button fast enough.
fix: Prisoners can no longer get infinite labor camp points by clicking the stacking machine with ores.
fix: All ore machines now properly change their direction when they dock a shuttle in a separate direction, fixing Lavaland's labor camp stacking machine.
qol: Labor camp's point checker now states all the information you need, rather than being a paragraph of text that just appears in chat.
/cl
* Labor camp machines - Fixes & Code improvement
* MAP RESET
* Update labour_skyrat.dmm
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs (#68033)
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs
* wew
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Reverts Entered() passing dir instead of old loc (#59910)
* Reverts Entered() passing dir instead of old loc
Co-authored-by: Rohesie <rohesie@gmail.com>
* minor material_container args/vars refactor and Mk-honk shoes peeve. (#54863)
My original intention was just fixing an issue with the Mk-honk banana shoes but, considering I didn't want to add two new variables to a component with already lot of args and lengthy AddComponent() calls in term of text, I had to merge some TRUE/FALSE variable/args into the breakdown_flags bitfield (now named mat_container_flags) in the process.
* minor material_container args/vars refactor and Mk-honk shoes peeve.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Adds Alloy Materials (#53623)
Adds and implements alloy materials
Takes several materials that were mostly fluff and converts them into actual usable materials.
Messes with material code a bit to make alloys recycle back into their component materials.
Adds the alloy materials to their in-game stacks.
Materials added:
Plasteel
Plastitanium
Plasmaglass
Titaniumglass
Plastitanium Glass
Alien Alloy
Makes plasteel/plastitanium/plasmaglass and the rest able to have separate properties from their component materials. It doesn't make much sense that the materials used to seal off the supermatter chamber from the rest of the station would be prone to exploding when heated.
Allows for further expansion of materials, possibly including actual functional metallurgy and smelting at some point in the very distant future.
(Lemons note: Adds a regeneration component, used for alien alloy)
* Adds Alloy Materials
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)
* Process procs now properly use deltatime when implementing rates, timers and probabilities
* Review fixes
* Geiger counters cleanup
Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now
* Moved SS*_DT defines to subsystems.dm
* Rebase fix
* Redefined the SS*_DT defines to use the subsystem wait vars
* Implemented suggested changes by @AnturK
* Commented /datum/proc/process about the deltatime stuff
* Send delta_time as a process parameter instead of the defines
Also DTfied acid_processing
* Dtfied new acid component
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities
Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.
Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.
This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.
To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.
Requested by @optimumtact.
Changelog
cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* initial
small thing
* improvements
1. Removes loops for picking up items. its now an item by item basis unless there is an ore box involved
2. Removed pickup_rate and ore_buffer var for the ORM, they aren't needed anymore
3. Fixed conveyors not moving items that get created on top of them (New / Initialize), by sending signals when atoms are created.
* renames the registered signal proc name so travis doesn't throw a fit
* signal improvement
* forgot to update other proc names
* ninjanomnom review changes
replace NEVER_PROCESS with START_PROCESSING_MANUALLY
default_unfasten_wrench override for ORM
50 -> 5 SECONDS
I totally didn't mispell anything
* makes a new signal: COMSIG_ATOM_CREATED
* more review changes
* duh
* even more review improvements
* switch >= to >
* reverts conveyors back to using process() for moving stuff
* various touch ups, adds documentation
* rebase to fix map conflicts with forgottenship.dmm
Co-authored-by: SteelSlayer <SteelSlayer@users.noreply.github.com>
Yeah yeah I know no opening too many WIP PRs but this one's [ready] and I want to make sure any furthur techweb development doesn't keep using the old reference system which will make refactoring it harder, and this makes it easier for coders to do stuff in theory (at least for me), standardizes getting a node/design, and makes stuff actually GC properly.
* Ore Stacking
* honk
* honk
* component memes
* honk2
* fix overlay off-by-1, sheet singular names
* Give the ores more descriptive names since sheets also have
* whoops debug memes
* atom editor memes
* fixes
* snowdin fix
* Ports /vg/'s component system
* Fix component signalling itself for addition
* Fix the list arrangement for removal
* Whoops
* Return the existing component if the created one was deleted
* These can't be ints
* ,
* returning TRUE from a callback will mark the event as handled
* Small refactor
* Add powered components
* R e f a c t o r
* More wip
* Fixes et al
* Pure pain
* When bae tells you she was tabs but she was actually spaces
* RReee
* Needs arglist
* Fax
* Fax
* More better
* You fail me yet again git commit
* Some kajiggering, but there we go
* No more 3rd param = variadic
* fix
* Sanity
* Whoops
* Minor thing
* Whoops
* fax
* Better describe the function, + add ..()s
* Fix
* Port to Initialize
* fuk in git
* Processing machine cleanups, can smelt bluespace and titanium
* Another forceMove
* Lack of typing
* Rewrite using materials container, a target proc for container's release sheet procs
* Alloys
* The dme
* Nulls references on Destroy
* Makes the smelter infinitely large, like before
Added two new materials, Titanium and plastitanium. Titanium is naturally occuring, and plastitanium is an alloy made of plasma and titanium.
These materials can be used to build shuttle walls and floors, though this serves no current purpose.
Before you yell "SNOWFLAKE" about the materials, I have definite planned purposes for them, not to mention what else they could be potentially used for (mechs, R&D, etc.)
You can use titanium to make white shuttle walls that smooth (like the ones of the escape shuttle), and plastitanium to make the grey syndie shuttle walls. You can also make floor tiles out of each material for the different shuttle floors. This PR itself doesn't change any of the paths on the map to use smoothed shuttlewalls and I'll save that for a seperate PR.
Also this PR makes ORM code better and allows people to easily add new alloys
Sprites by WJ