Commit Graph

162 Commits

Author SHA1 Message Date
Dmeto
0ea35e01c7 Changes reagentscanner circuit component to use Table (#69745)
Changes components\atom\reagentscanner to use table list from Assoc list.
Added purity output to components\atom\reagentscanner.
At time of making this its impossible to iterate through the output of reagentscanner via loops or numerical index and to determine the amount or the reagent scanned you needed to know its associated value which is less than idea.

Queried this issue on coderbus meeting 3 then asked Watermelon and he agreed that a change would be good.

Added a "purity" to the table outputs to make shells of this component "desirable" to chemistry who need to use Ph_meter to check exact purity. If this not allowed I’m willing to make an \atom\reagentscanner\adv variant that will comparable to Ph_meter.

I intend to give the same treatment to materialscanner.
2022-09-09 12:02:32 +01:00
LemonInTheDark
930c5e635e Moves "catch this var/flag" code from obj/init and datum/new into the types that use it (#69634)
* Optimizes away /obj/Initialize

We were spending like 0.15 seconds just checking for blueprints, obj
flags and network ids
All these things can just be applied where they're wanted, saves time

Oh and I replaced object flags with an emag injector. I'll give it a
sprite and name later I promise

* Requires a GenerateTag() call to set DF_USE_TAG, rather then doing a check in atom New

This is technically harder to use, but I don't really want people using
tags, and it saves 0.15 seconds

* Moves generatetag to /datum

* I am dumb

* Saves 0.5 seconds, makes init emissive blockers actually work

Ok so background. If an overlay is added with add_overlay, and not
"managed" somehow, it will effectively never be removed, because
nothing's tracking it.

Update_overlays uses the managed_overlays list/var (one of those) to do
this.
I'm gonna piggyback off this to make emissive overlays actually like,
respect overlay updates.

Oh and uh, I've saved maybe 0.5 seconds by caching the new emissive, and
not using add_overlay. There's a chance this will lead to overlay
corruption, but since we never readd the flattened, I think we'll be
safe

* Fixes plane not being set right, changes color logic too, since alpha will override past color sets

* Makes it actually work. also makes rand posters update appearance to clear away the overlay, since it shows on right click and looks bad

* Fixes blockers showing as emissives. It turns out alpha sets override the color list we use. Not sure why we pretend to support them

* Makes the injector support traits, adds an amazing sprite
2022-09-06 03:17:17 -07:00
tattle
fd9f50c552 [IDB IGNORE] Renames the inhand/misc folder to inhand/items (#69573)
Also adds balloons to inhand/items
2022-09-01 03:29:10 +02:00
tattle
d91390a447 [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) (#69416)
Moves singulo and supermatter dmis into obj/engine, renamed from obj/tesla_engine
Moves Halloween, Christmas, and misc holiday items to obj/holiday
Moves lollipops to obj/food
Moves crates, closets, and storage to obj/storage
Moves assemblies to obj/assemblies
Renames decals.dmi to signs.dmi ...because they're signs and not decals
Moves statues, cutouts, instruments, art supplies, and crayons to obj/art
Moves balloons, plushes, toys, cards, dice, the hourglass, and TCG to obj/toys
Moves guns, swords, shields to obj/weapons
2022-08-24 20:49:35 -03:00
RandomGamer123
1b27caf294 Add more checks to view sensor code (#69297)
See title, these checks are based on those used by set_turf_examine_tab for the statpanel.
Fixes #68596 (in the specific case of the plasma image holder in the bug, it has MOUSE_OPACITY_TRANSPARENT)
2022-08-19 17:59:31 +03:00
Seth Scherer
f1a363c825 Converts a shitload of istypes to their more concise macros (#69260)
* Converts a lot of istypes() to use their istype macro helpers.
2022-08-18 22:08:44 -04:00
YusufEmirKoroglu
8f03300508 Adds keyboard shell (#69105)
Adds keyboard shell.

Works very similar to the thought listener component for BCIs
It opens up an input panel when you use it (tgui_input_text)
Players with the illiterate quirk cannot use this shell. When they try to use it they get a warning message.
It's printed out as assembled (like compact remote or controller)
It can fit in a bag but not in a box
Has small capacity (SHELL_CAPACITY_SMALL)
Available after researching the Advanced Shells tech node
Can be printed from the component printer or the protolathe
Costs 2000 glass and 10000 iron sheets to print (slightly more than the controller shell)
Has 3 outputs. First one returns the entity who used the shell, second is the text that entity wrote and submitted, third one is triggered after the input window is closed. (by submitting, cancelling or just hitting the X button)
Icons (screenhots from the dream maker)
2022-08-13 22:28:32 +03:00
MrMelbert
ff1ecff081 Adds support for "realistic" public elevators (elevator doors, elevator panel, etc) (#68888)
* Elevators are a bit more friendly part 1
- Emaggable elevator buttons / support for emaggable device assemblies
- Delayed travel between floors
- Elevators can now show a warning sign to areas below while travelling
- Elevators can now optionally wound heavily instead of gibbing

* Adds supoprt for "lift doors"

* Comment tweak

* Splitting these variables

* Functional prototype

* multiz debug

* Elevator button framework

* Unifies these behaviors

* Emergency doors

* Lift button framework

* UI closes on floor change

* Testing changes

* Fix

* UI Tweaks

* Panel works pretty swell

* Minor tweaks

* Move to static

* Bonus tram change

* User experience

* Slight tweak to mapload stuff

* This is silly

* Some UI tweaks, need to update css

* CSS and ui overhaul

* Documentation updates.

* Multi-z lift support

* Multitile lift fix
2022-08-09 22:32:25 -07:00
Timberpoes
786ac5c855 [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition> (#68612)
Papercode refactor
2022-08-02 19:27:42 +02:00
Watermelon914
69226b3bd7 Drastically improved the USB connection for air alarms. Any airlock can now be made into a shell (#68632)
The USB connections for air alarms have been improved and now include scrubber control, vent control and the setting of the air alarm mode. Also fixes a bug where the limits were not being properly set.

The scrubber, vent and limit control can be duplicated in the circuit to allow multiple limits/scrubbers/vents to be controlled by one circuit.

Any airlock can be made into a shell during construction by configuring the airlock electronic before insert.
2022-07-29 13:52:29 +02:00
Watermelon914
74dddffb29 Refactored fundamental circuit components that have varying inputs. Improvements to the integrated circuit UI. Improves and rebalances the drone shell (#68586)
* Refactored fundamental circuit components that have varying inputs. Made the integrated circuit UI slightly better.

* Fixes with UI

* Removes logger

* Ran prettier

* Fixed documentation

* Rebalances drone circuit

* Drones can now charge in chargers

Co-authored-by: Watermelon914 <hidden@hidden.com>
2022-07-28 23:55:41 -07:00
Jeremiah
e6f03d5a8d Fixes circuit dispensers add_item (#68528)
adding items to a dispenser shell would hit the shell with the item first
little to no feedback from the shell as it just eats your held item
bulk adding items could theoretically exceed the weight limit for items or add in nested bags
2022-07-19 12:04:22 +03:00
Moose1002
4a05fc299f Dispenser shells can be bulk filled from storage bags (#68302) 2022-07-16 21:47:40 -07:00
Salex08
34e6b0b6c6 Fixes a big oversight with steal guns objective (#68093) 2022-07-04 01:03:11 -07:00
MrMelbert
cdc50e27eb Fixes some cases which references are used in trait sources, potentially causing hard deletes (#67974)
About The Pull Request

Fixes some cases in which actual references were used in trait sources instead of keys (or ref() keys).

This can cause some rare and difficult to find hard deletes.

Trait sources should be a string key relating to the source of it, not an actual reference to what added it. References within trait sources are never handled in Destroy(), because it's not expected behavior, meaning it can cause hanging references.

So, I went through with a regex to find some cases and replaced them.
I used the following and just picked through the few by hand to find erroneous ones.
ADD_TRAIT\(.+, .+, [a-z]+\)
REMOVE_TRAIT_TRAIT\(.+, .+, [a-z]+\)
Why It's Good For The Game

Less hard deletes, probably.
Changelog

cl Melbert
code: Some traits which mistakenly were sourced from a hard reference are no longer.
/cl
2022-07-04 12:02:17 +12:00
Mothblocks
3161faa499 Fixes laser pointer crashing (#67907)
Fixes #67885.

I don't know if this works because I can't reproduce locally, but I can reproduce on servers so I'll let you know next Sybil round It works
2022-06-22 17:27:12 +01:00
Watermelon914
273eac1096 Added further limitations on the sound emitter circuit component (#67540)
Added limitations on the sound emitter component

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2022-06-19 01:56:10 -07:00
Tastyfish
277fa6a50c Fixes ID access circuit components (#67326)
Fix access circuit components
2022-06-06 23:21:09 -04:00
Kapu1178
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
2022-05-30 21:18:34 -07:00
Son-of-Space
8440d20981 [MDB IGNORE] Reformats Access IDs for accessibility and futureproofing (#67002)
* [DRAFT] Reformats Access IDs for accessibility and futureproofing

* replaced all the old defines and IDs everywhere

* replaced ID integers with strings, cleaned up a couple tram helpers

* replaces req_access_txt with req_access and fixes a few of my mistakes

Co-authored-by: san7890 <the@san7890.com>
2022-05-20 02:43:02 -04:00
dragomagol
7baf8c3cad Logs circuit speech (#67066)
* logging circuit speech

Co-authored-by: tattle
2022-05-18 13:39:43 -04:00
LemonInTheDark
24326bc649 Hud Image Culling By Z Level: Theft edition (#65189)
* makes hud images only apply by z level

* makes some of the atom_hud procs have better names

* fixes warning with the hud_user list and adds better documentation

* better docs for hud_images

* removes TODOs

* docs for hud_list

* adds support for linked z levels so mobs can see lower ones

* fixes merge conflict and shittily makes only shocked airlocks get added

* adds support for setting images in the hud as active and inactive

* gets rid of unatomic spatial grid change

* maybe i should actually try COMPILING my changes

* fixes merge skew and makes it compile again

* fixes huds refusing to remove from users who changed z level

* improves z level and registration logic

* fixes antag huds not appearing

* Fixes antag huds not properly setting. We now use hud_list in init, so it needs to be set before the new call, not after. Not sure why the use of appearance key was split like this, but none else knows either so none can stop me

* Ensures that hiding a basic appearance also hides the atom's active list too

* Fixes antag huds going poof

Ensures that remove_atom_from_hud will return false if the passed atom
isn't managed by it

This fixes antag huds disappearing randomly, since they assumed that if
the parent call of remove_atom_from_hud returned true, we should delete
ourselves. This is a safe assumption for them to make, since they should
only ever have one atom.

Does kinda bork if we call remove_atom_from_hud in a way that is unsure
if the passed atom is actually in that list. We were forced into doing
this by how atom huds use the qdeleting signal.

* makes basic alternate_appearance's only update themselves when setting their hud image to active and makes them not add themselves to the global huds_by_category list

* fixes mistake with hud_users list being set non associatively (bad)

* as anything in bot path loops

* Fixes merge skew problems

* Makes bot paths non global

This way they can show themselves to only the bot that "owns" them, ya
feel me?

* Fixes huds not showing up sometimes, cleans up some code

Post Kapu's limb refactor, we were calling prepare_huds twice in a human
init call chain. What was happening was this:

call prepare_huds() // Human
I gained a new hud image
I set active hud icons to mirror it
call prepare_huds() // Living
I overwrote the new hud image
I attempted to set active hud icons, which failed because it assumes
this can never happen

*cries*

* Renames add_hud_to_atom to show_to

My hope is this will make understanding hud code a bit easier, by tying
the behavior to a "verb" more closely. Also renamed a few vars

* remove_hud_from_mob -> hide_from

* Nitpicks a few comments

* Whoops/fuck/shit/damn it all/hhhhhhhhhhhh

* Moves check down, improves stack trace a bit

Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
2022-05-04 22:15:10 -07:00
Bond
23c268f1e3 Adds new sounds to the circuit sound synthesizer (#66324)
adds Lizard Scream, Moth Buzz, Toy Squeak, Xenomorph Hiss, Warp Whistle, Poster Rip, Coinflip, Flash, Flashbang, Laugh Track, Whip, Gavel, and Megaphone to the circuit sound synthesizer
please comment other sounds you want to see in this since its easy to add and gives more creativity to circuit makers
2022-04-21 15:06:29 +01:00
Ghilker
ffd1ae5fc0 Rebalanced Power consumption, increase for machines (#66059)
Machinery power consumption rebalance.
2022-04-20 09:50:54 +02:00
Bond
002241f0e1 Circuit laserpointers (#66175)
* unfinished circuit laserpointer module

If this makes a pr I will be very mad

* Almost done making it function

* adds it to the research path

* lets it be logged

* Makes it work and printable

* removes felinid moving to save time dilation + removes cyborg stun because just no

* minor changes

* removes unused var oops

* guh?? (alphabet)
2022-04-19 18:55:48 +03:00
Fikou
c614507dc9 MODsuit module update: clamp nerf, replacement of holster and pepper spray modules, some tweaks to suit starting modules (#66170)
* part 1

* Merge branch 'master' of https://github.com/tgstation/tgstation into magnet-holster

* modsuit module update: replacement of holster and pepper spray, nerf to clamp

* fixes

* this for some reason renders shit badly

* h

* test

* handles deleting as an arg, hopefully fixing the runtimes

* dusk to dawn

* fucking idiot

* you too

* slight speedup

* stiupid

* less capsaicin

* Apply suggestions from code review

use the typecache

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

* Update code/modules/mod/modules/_module.dm

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

* w

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-04-15 13:16:54 -07:00
dragomagol
5489d906b1 Makes paper logging include the text being written (#65917)
Since #51534, it would appear that the actual contents of papers wasn't being logged.
Current paper logs are effectively useless. This makes them actually useful again.
2022-04-05 22:47:22 +01:00
LemonInTheDark
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 (e0e42f6)

Adds a signal linked to /client/Click(). Surprised we didn't have this before honestly (c491a4a)

Makes /client/MouseDrag() return parent. If we don't do this, any overrides of MouseDrag will never actually be called (2190b2a)
Refactors how action buttons work under the hood (53ccce2)
Basically, rather then generating one button per action, we generate one button per viewer

Starts to change button behavior, more cleanup

Changes the mouse cursor when an action button is dragged. Hopefully
this makes moving things feel less like an accident, and makes you doing
it more clear

Removes the moved and locked vars. This will be more relevant later, but
for now:

Moved exists as a sort of budget "We've been dragged" variable. We can
handle this more cleanly, and the movable type doesn't care about it

Locked is a very old variable that is also not something that the
movable type "owns". It's more an action button thing that's been moved
down.
It exists so an action can be locked in place, and in that locking, be
treated as a "saved location"
(21e20fc)

Because I've nuked move, we don't need to directly set our button's
position. We can use the default_button_position var instead. This is
quite handy.

Please ignore position_action, I will explain that later
(83e265e)

Removes the buttons locked pref

It was another obscure part of action buttons, basically do buttons
start "locked" or not. See previous discussion of locked
(b58b1bd)

Major rework starts here

Alright. Sorry for this, this is where me not commiting regularly starts
to suck. I'll do my best though.

Rather then figuring out an action button's position via a combination
of the moved and ordered vars, we use a separate location var to store
one of a few defines. This makes life later much easier.

Adds tooltip support for dragging action buttons. The way the tooltip
just froze in place when dragging really bugged me, and lead to some
nasty visual artifacts.
This is a bit messy because the drag procs are horrible, but it's
workable

Dropping a button on another button will no longer swap their positions
Behavior instead depends on the target button.

If it's a part of a group (A concept I will explain later) the dragged
button is simply inserted before it in the group's list.

If it's floating on the general hud, we instead position the dragged
button to its right. There's extra logic here to ensure buttons will
never overflow the screen, but I'll get into that later.

Alright. That's most of the refactoring. Time for the larger behavior
changes.

Adds a button palette. This is a separate dropdown that renders
underneath buttons.

image

The idea is to allow for a conceptual separation between "important"
buttons and the ones that end up cluttering the screen.

You can click on the dropdown to open it, then any later clicks that
don't involve actions in some way will autoclose it.

My goal is to come up with an alternative for the action button that
just acted as a way to hide all buttons on screen. Not convinced it saw
much use.

As a side effect of removing that, I've moved its tooltip stuff to the
palette. I've properly formatted it, so hopefully it's easier to read
then the jumble that we used to have.

(You can alt click the palette button to reset all button positions)

Oh and the palette can scroll, since as you'll see later it has a
limited size.
image

Moving on from that, I've added what amounts to action landing buttons.
These allow buttons to rejoin groups, or be positioned at the end of a
line of buttons.
image

They've got a 32x32 hitbox, and only show up when dragging. Hopefully
this makes the system more clear just by dragging an action.

Oh and I've changed how button position updating works. The old system
of calling update_action_buttons on mob every time an action button
changes position is gone, mostly because I've setup more robust
grouping. Will discuss when I get to huds

(0d1e93f)
Adds the backbone behind action button position changes (94133bd)

Moves hud defines to the global folder, safer this way (7260117)

Adds color changing to the palette button, giving some heads up for buttons being inserted into the palette automatically
image
image
Ensures a landing button is always shown, even if it needs to break the
max row rule
Makes palettes auto contract if they have no buttons inside them
Prevents palettes from being opened if they have no buttons inside them
(f9417f3)
How it looks
2022-02-26.02-30-10.mp4
Why It's Good For The Game

Players have more control over the clutter on their screen.
Buttons are available, but not in the way,
Since any player move of a button saves it, any lack of clarity in the way buttons work will be forced out by buttons not just resetting when a new game starts.
We don't overlap any existing screen elements, unless the upper button list gets really long.
The code is much less crummy (I think, may have made it worse it's hard for me to judge my own work)

If it ends up not being as usable as I'd like, I'll rip out the existing changes and just implement the qol and backend stuff. I think it's worth doing though.
Changelog

cl
add: Expanded heavily on action buttons
add: Adds an action button dropdown that sits just under the normal list in the top left. You can drag new buttons onto it to insert them. Click on it to show its contents, do what you want to do, then click again anywhere to contract it. Alt click it to reset all button positions
add: Action buttons will now remember their position between rounds. So if you really like your flashlight right next to your player for some reason, we support that now
add: When you start to drag an action button, docking ports will appear in places that it can be inserted into. (Outside of just floating somewhere on your screen of course)
del: Removed action button locking, and the associated preference. I'm reasonably sure literally none uses this, but if you do hit me up
qol: Dragging an action button will now give you an outline of its size around your cursor
fix: You can no longer cause the screen to expand by putting an action button on the edge of widescreen, and then resizing to standard.
refactor: Refactors action and button code significantly. lots of little things.
/cl
2022-04-01 09:40:20 +13:00
SmArtKar
a1356fdd42 BCI component expansion (#65616)
This PR adds 2 new BCI components: VOX component which allows to play vox announcements(for the user only!) and Thought Listener component which allows user to input a string upon activation.

I've also added a rotation port for the object overlay component so you can make pinpointers using it.

This PR requires #65604
2022-03-25 18:04:27 +00:00
SmArtKar
62c5569d6f Adds view sensor (#65624)
Adds view sensor component to circuits which allows to get all visible(no ghost detectors, sorry) movable atoms in a 5 tile range. It only works when your circuit's shell is placed on the ground or is held in hands.
2022-03-25 18:03:02 +00:00
SmArtKar
6888652bb2 BCI overlay fix (#65604) 2022-03-22 15:07:54 -04:00
Tastyfish
b1915a4c42 Adds format (associative) list wiremod component (#65404)
Adds a wiremod component called "Format List" and one called "Format Associative List" that you get at round-start.

It accepts a format string and a list of parameters.

For "Format List":
The format string contains normal text, and codes of the form %n (eg. %1, %2, %3) that correlate to indexes in the param list.
For "Format Associative List":
The format string contains normal text, and codes of the form %key (eg. %name, %health) that correlate to keys in the associative param list.
The param list can contain any types, which will be automatically converted to strings.
Conversion of entities to strings still follows the range rule of To String. Important to keep in mind if you're formatting an NTNet transmission.
For the associative version, the keys must be strings comprised of letters, numbers, or underscore.
Simplest example that says "Bob McToolbox pressed the button.":
2022-03-20 10:10:51 +00:00
Gandalf
684eab3d31 Converts SFX keys into DEFINES (#65146)
About The Pull Request

Simply converts all instances of soundkeys that use get_sfx from strings into defines.

E.g. "sparks" is now SFX_SPARKS
Why It's Good For The Game

It makes life a lot easier when you're looking for a sound effect. You just type SFX_ and you get suggestions in VSC. Plus, it looks better.

image
Changelog

Not player facing.
2022-03-11 10:09:18 +13:00
Watermelon914
4f56b365a4 Improves proccall admin circuit component. Adds the option to not resolve weakrefs for set variables and proccall admin circuit components. (#64564)
* Improves proccall admin circuit function
2022-02-12 15:29:24 +01:00
Watermelon914
754fe54bdb Adds a trigger version of the variable setter component (#64820)
See title. Lets you use input and output signals to set variables instead of automatically setting them.

Gives more control, additionally there may be cases where you don't want this, and the normal component still exists.
They're two separate components so that the first one can be a lot more compact
2022-02-11 01:10:46 -08:00
Watermelon914
6e2de00ab4 Fixes an issue with tags for mobs not properly being handled correctly and adds logging to admin circuits (#64821)
Tags would bug out due to how the 'Save Shell' component would copy all the variables on an object except a few restricted ones, though this proved to be very buggy.
The duplicator part has been removed and more proper logging has been added.
To compensate for the duplicator part being removed, admin circuit display names will now replace the entire name of the shell.
2022-02-11 01:06:35 -08:00
Watermelon914
9450605495 Adds basic list manipulation and fixes some performance issues with lists in integrated circuits (#64541)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2022-02-04 13:41:53 -08:00
Mothblocks
754a32cedf Remove the beakers requirement for making component printers and module duplicators (#64620)
Remove the beakers requirement for making component printers and module duplicators.
I added this because I was copying, like, the protolathe or something, which can take chemicals even though we don't actually use that for anything, it's just annoying.
2022-02-03 15:52:27 +00:00
RandomGamer123
b34ed1c466 Stops silicons from opening circuit airlocks by bumping them open (#63780)
Prevents silicons from easily opening circuit airlocks by simply bumping them open (This happened as airlock/bumpopen(mob/user) called door/proc/bumpopen(mob/user) which called door/allowed(mob/user) which calls obj/allowed(mob/user) which checks for silicons before it checks for check_access)
2022-01-31 16:00:54 +00:00
Y0SH1M4S73R
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>
2022-01-25 22:54:08 +00:00
Fikou
fd9a7f8a58 MOD update: Modular Cores (#64042)
* Modsuit update - Cores
2022-01-15 13:54:53 +01:00
LemonInTheDark
f8aad14ae8 Harddel Fix Pack #42 + Better Live Reftracking Support (#63877)
* Hard Del Fixes, Ref Tracking Changes
2022-01-12 22:46:13 +01:00
Y0SH1M4S73R
7234240a05 Circuit ID Components (#63817)
This PR adds several circuit components used for scanning and checking ID cards:

The Get ID component returns the ID the target is wearing or holding
The Read ID Info component returns the name, rank, and age registered on the ID
The Read ID Access component returns a list of all the accesses on the ID
The Access Checker component does comparisons on lists of numbers, specifically tailored for checking ID access
Due to the access checker using a similar UI element to the airlock electronics, that element has been moved to its own file in tgui/interfaces/common. This change is not player-facing.
2022-01-05 20:16:22 +00:00
Y0SH1M4S73R
4ae5005cb1 circuit assemblies can be attached to wires (#63675) 2022-01-05 14:15:48 -06:00
Jeremiah
9c6fdb567d TGUI list conversions + bug fixes (#63354)
About The Pull Request

    Converts more inputs to TGUI. Possibly all user-facing input lists in the game.
    Did any surrounding text/number inputs as well
    Added null choice support so users can press cancel.
    Added some misc TGUI input fixes
    Fixed custom vendors while I was there

I refactored a lot of code while just poking around.
Primarily, usage of .len in files where I was already working on lists.
Some code was just awful - look at guardian.dm and its non use of early returns
If there are any disputes, I can revert it just fine, those changes are not integral to the PR.
Why It's Good For The Game

Fixes #63629
Fixes #63307
Fixes custom vendors /again/
Text input is more performant.
Part of a long series of TGUI conversion to make the game more visually appealing
Changelog

cl
refactor: The majority of user facing input lists have been converted to TGUI.
refactor: Tgui text inputs now scale with entered input.
fix: Many inputs now properly accept cancelling out of the menu.
fix: Fixes an edge case where users could not press enter on number inputs.
fix: Custom vendor bluescreen.
fix: You can now press ENTER on text inputs without an entry to cancel.
/cl
2021-12-31 11:07:28 +13:00
Y0SH1M4S73R
9653fa06e0 save shell component properly loads shells that come with their own circuit (#63628)
Attempting to load a BCI or circuit MODsuit module with the save shell component yields an empty circuit. This PR fixes that by making the save shell component check for and delete any pre-existing circuit in the loaded shell.
2021-12-26 22:37:29 +00:00
AndrewL97
619acc1624 Fix skin tone sorting and refactor color procs (#63554)
* Remove superfluous hash from hex2rgb call
Add stack_trace to hex2rgb to catch future nonsense
2021-12-22 21:07:53 -08:00
Mothblocks
04552deb5c Fix missing SIGNAL_HANDLERs (#63404)
More missing signal handlers caught by dm-lua
2021-12-17 11:57:48 +00:00
LemonInTheDark
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>
2021-12-08 16:20:03 -08:00
Y0SH1M4S73R
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.
2021-12-05 15:02:34 +00:00