Reflectors get USB ports. You can put in an angle and, if the reflector is unlocked, it goes to that angle when the component is triggered.
Fun new uses for circuits! Fun new uses for the trig module!! We love lasers!!!
Apparently, the current sound we know as goon/sounds/effects/spring.ogg is actually this sound, sourced from freesound.org. If you take a look at the licensure screen, you'll see that it's public domain. Creative Commons 0. Wow!
The toolbox sprites have been moved from the regular icon folder to the goon folder.
Why It's Good For The Game
The toolbox sprites that we currently use originally came from Goon, and were ported over by @dannno (#23938).
Therefore, they belong in the goon folder, where they won't possibly be confused for a CC-BY-SA licensed asset.
I have no clue who made the original toolbox sprites on Goon (If someone who does know happens to read this, please let me know so i can give them proper credit), but i do know that dannno made another PR that modified them to how they look today (#24001).
* Adds a subsystem to handle automated directional movement, replaces all instances of walk_towards with it. Makes meteors and immovable rods not drift in space, and makes immovable rods more destructive. Note, I've opted not to use byond's method of moving towards something, which is effectively Move(src, get_step(src, get_dir(src, target))) as it's cringe and doesn't make a smooth line. I've replaced it with a autoupdating rise over run setup, read the code for more details
* woop forgot the subsystem
* Documentation, contributing.md entry, and some cleanup
* Makes the moveloop datum more oop friendly, sets us up for a lot of conversions
* Converts the curseblob and walk_away() to the subsystem
* Changes the default for override from FALSE to TRUE
* converts walk() over, still need to add a replacement proc for it, but we didn't actually have anything that used the raw proc
* converts the rest of walk_to() over, nearing the end now
* cleans up some errors
* Fully documents everything, fills in some missing movement types, uses the power of oop to make things cleaner, and typepaths longer
* Finishes the contributing.md stuff
* Done
* Fefaults -> Defaults, can you tell I wrote this at 1AM?
* resolves bubblegum issues
* Roh's suggestions
Co-authored-by: Rohesie <rohesie@gmail.com>
* Cleanup
* Hey lemon, did you know that Destroy() lives on datums? ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
* Converts over the discrepencies created in my absense
* HAHA FUCK YOU I PAY MY DUES
* Whoops lost some stuff in the merge
* Converts the system from seconds to deciseconds to make dealing with the api more sane
* Some stuff I missed
* Makes movement an inheritable subsystem type, splits the moveloop file into two, one for the subsystem, and one for the datums
* Makes a subsystem that handles directing movers out to other subsystems. It's a bit bad right now, but it's a
good first step. I think I'll move the move loop datum to a lazy var on mobs instead of an assoc list, don't
like lists.
Also makes the movement procs global, I'll move em to the /movement subsystem at some point or something like
that
* Converts the existing uses of the procs over to the new format
* Adds support for subsystem precedence, so a type of A can override type B.
General cleanup, still kinda in debug mode but it's getting better
* I'll admit I'm not too familiar with this, but I think it will work
* Adds starting logic so movement types "pausing" makes any sense
Redoes how waiting is handled to make it based on world.time directly. I don't remember why. I think it's better
this way.
Adds a drifting movement type, moves space drift over to it.
Needs severe work before it's ready, too much info stored and modified on the moving object, see comment
Starts work on making drifting smooth
* Moves almost all space drifting vars over to signals on the movement datum
Properly implements glide size stuff for both the subsystem and the loops. Space drift will be smoother now.
It's not perfect, but it'll work just fine for now
Adds a way to override a client'd mob's glide size mid move, uses it to make entering a spacedrift look right
Adds a way to delay a client move outside of just move_delay, meant to be used for long periods, and setup such
that it doesn't make inputs persist
Adds flags to movement loops, alongside MOVELOOP_OVERRIDE_CLIENT_CONTROL, which blocks client movements while
the loop is firing, and for it's visual delay after
This means you can't exit a space drift until you hit the actual wall. This feels a lot better
Some general logic stuff, move() will return true/false if it succeeded or failed
Adds a stop_loop() proc that's called when a move loop is no longer active
Suck my nuts
* Moves precedence to the loop instead of the subsystem
* Moves drifting into a component, this lets me explictly block input after the move loop ends, so people can't
move the moment they functionally move onto a new tile
This is a bit underdeveloped currently, but that's a problem for another day
Cleans up some uses of move procs, fixes runtimes in metoer and curseblob code
Adds signals for stopping/starting a move loop, sending one for destroy is redundant.
Moves existing event signals from the movable being acted on to the loop itself, makes more sense this way
Makes the move handler return the created loop up the chain so we can register to it
Fixes a logic error in loop contesting code that lead to loops never actually being removed from subsystems
because they didn't know they should be.
Properly changes lifetime from a time to stop, to functionally an amount of moves to complete before stopping
Adds some new signals for pre/post loop process. This is to better tie into components.
I decided I didn't like the idea of tying all functionality to the loops themselves
The loop decides functionally how to move, components or just tied in signals can decide when/when not to move
and can modify properties of the loop
Making a new loop for things like atmos drift, something I'm interested in tackling in the future, seemed silly
* Moves movement procs directly to the subsystem for better namespacing or whatever
* Moves movement packets onto /atom/movable, no longer need the debugging
I've decided to not just put their contents fully onto atom movable, since it makes debugging on live much
harder, can't sdql for them anymore.
Fixes a runtime in meteor code, properly this time
Fixes a logic error in stop_looping
Makes move manager NO_INIT, because well, it doesn't init
* Commits human sin, makes Recover() work properly for movement subsystems
* Fixes immovable rod orbits not always working, they were returning too early in moved and fucking up the var we use to track move count, and thus not sending a signal properly
* Reworks the curseblob to use signals more, and to not use override
* Missed this in the movement ss commit
* Removes override, makes having a higher or equal precedence take its place
* Updates documentation
* Cleans up some unused defines
* Nukes the unused flags option
* Whoops forgot to qdel check
* Removes an unused var I had for client move prevention before I started using a component
* Let's do this properly
* Modernizes meteor code to better match how explosions actually work currently
* Some more cleanup
* Cleans up effect code a little bit
Nukes the effect system's sleep loop, we use movement loops instead
As a part of that, instead of 1 timer per effect spawned, we react to loop failure and make it 1 timer per
effect system
This should reduce the amoumt of slowdown we see after mass lighting break
It's not everything, we're still making a timer per spark effect, but it cuts things down significantly
* Updates explosions to not sleep
* Adds support for modifying a loops delay post process, makes extinguisher code suck less then it does currently, nukes some more sleeps and timer loops
* Converts water tank resin over to move loops rather then sleeps, minor behavior change mind, the cooldown starts on fire rather then on land, but I think that makes more sense anyway
* compile and runtime fix
* Fixes some runtimes, cleans up some code, ensures feature parity when it comes to logging
* Prevents resin foam from space drifting
* Adds support for flags back into the system, I need it for reasons
* Updates move_towards to fix some bugs and resolve some inconsistent behavior, implements a flag that makes a loop's first move start instantly
* Fixes extinguishers not actually transfering any reagents
* Converts sprays to the new system. This does actually minorly change behavior, in that I've changed the order of spray actions from step -> sleep -> wash to step -> wash -> sleep, but I'm not terribly torn up about it because frankly I think it feels better
* Converts grav catapults over to the new system
* Converts trays over to moveloops
* Converts robot streaking to move loops, the other two coming soon
* Compile you won't. Also fixes a behavior issue with oil streaks
* Does directional step_to properly, cleans up the other two streaking types
* Converts step_trigger over, not that it's actually used anywhere. Changes how stoping a move works, you need to explicitly qdel, other the step is just considered to be ignored. This will make life easier later
* Adds a jps movement loop. It's a bit bloaty, id is stupid, but it'll work just fine
* Makes the system support passing in a datum that's just used as extra context for the move. The hope is this makes signalizing things less of an absolute headache
* Begins the conversion of ai movement datums to movement loops
* These two are reasonably simple, only weird thing I'm doing is A: Not allowing target hotswapping, which I hope none is doing, and B: passing the controller into the move loop as extra context so things work properly
* JPS is a bit more complex, partially because the old implementation was a bit weird. 2 major things. 1: I'm dropping what I think was a redundant behavior minimum distance check from the premove bit of logic, since I'm pretty sure it didn't do anything. 2, instead of just stoping the step in an error state like being pulled, we count it against our max move total
* Audit
* Moves most forced movement to the framework, adds some components to make things nicer
* Implements a flag that makes the loop always operate, regardless of precedence and without impacting any other loops
* Moves movement subsystems into the right folder
* Hey potato what if you had two procs that did the same thing and one called the other? Wow it's useless
* Merges slipping and force movement
* Converys conveyors over to the system. It's a bit fragile, but I think it's totally worth it to save the sleep loop
* Precedence -> Priority, cleans up some logic errors, makes priority highest to lowest instead of lowest to highest, straight cleans some code up
* Makes poly and bubbles ignore spacedrift, now that precedence actually functions properly. I'm likely missing cases of this, will deal with it later
* Depression, thy name is linter
* Fixes linter, and hopefully fixes the runtimes in ci too
* Wew
* Sets sprays and extinguishers back to legacy, since people do actually seem to have noticed
* Spelling errors my beloved
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* More detail, moves return descriptions
* Converts transit tubes to the system?
* Adds the glide size modifier. Not honestly sure that this should be default, considering how crummy it makes things look for normal walking, but it's useful as hell here
* Adds a force move in dir template, actual support for fast initial steps (wtf old me) and a helper proc for setting delay
* Cleans up displosal code a bit, I thought about adding it to the system but it would functionally be just 'disposal loops'. Maybe I'll make a template subtype? not sure how I want to handle stuff like this
* Cleans up mob movement a bit
* Let's use the controller's visual delay
* Makes the resin thrower nicer, cries
* Cleans up some comments, replaces an implicit world.icon_size with an explicit one, fixes up a typecheck
* typecache instead of double istype. Can't do much about the !atom/movable, list would be too big I feel
* hhh
* bro wtf
* Documents the why of SS_TICKER
* Puts SSmovement on SS_TICKER. Lets us support tick steps
* Cleans up the charge action. Makes it use moveloops
* Fixes CI? kinda worried that this just got dropped
* Converts disposal pipes to move loops. They stutter a bit more then usual as of now, hoping that's a me thing, if it's not I'ma look at uping the priority of the base subsystem
* Moves the move subsystems off background, puts some on ssticker
* Prevents some things that shouldn't move in space from moving in space
* Documents the general form and usage of the system
* Virgin one vs chad once
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Removes unneeded check
* Moves appropriate movement subsystems into SS_BACKGROUND. Removes redundant SS_KEEP_TIMINGs
I do want the behavior of SS_TICKER, which at this point is tick based waits, and ignoring overtime when
calculating next fire.
Since honestly, these subsystems should ignore overtime in regards to next fire, the cost of moving A may be
nothing compared to the cost of moving B.
* Makes the MODULUS macro use floor. I knew our coders would never let me down, glad this exists, thanks ninja
Fixes teleporting caused by shitty round() behavior, adds a "you hit your target" case to homing loops
* Converts blood splatters to move loops, that'll do it
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
and also moves them over to the sprite repo
there were still some used, so the fluff pieces got added to obj/fluff.dmi, and also there was one sprite for the wall girder, the toy wrist watch and the null rod, so those got moved into their respective files.
moved the clothing to their respective files aswell.
Why It's Good For The Game
almost all of these sprites are completely unused, aswell as the gamemode being removed from the code anyways, so they can rest in sprite purgatory
* initial sprites and code work
* Update accessories.dmi
* changed color to blue and made worn sprites smaller, testing
* updated sprites, made them much smaller and color scheme is fixed
You can't reach over/around/through a whole bunch of objects that look small enough/low enough to imply that you can. This grants people the ability to do so.
Hydroponics trays look roughly table sized and shaped and you can't reach past them, which is irritating. Now you can, which is not.
Ditto for crates, the cooking grill, and the chaplain's altar.
Plumbing input/output/dev/null machines and chemical heaters take up maybe 1/4 of the turf and block attempts to reach past them. Being able to is less irritating.
You can click on things through cameras. This is one of the major appeals of BRPEDs. If you try to shoot at things while using a camera console to aim you will shoot at the angle between the camera you are looking through and the thing you are aiming at. This makes you aim at the thing you are aiming at from the perspective of yourself instead of the camera you are using.
While it would be funny to watch a sniper gun down their own team aiming through a camera bug and shooting in the opposite direction they think they I'd prefer if it actually worked.
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#63629Fixes#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
Atomizes a much larger PR for another time...
There are typos in span and other html messages that causes them to not render correctly or at all.
Bug fixes
Converts those instances of span to use the macro
I'm refactoring proximity monitors and fields, removing lots of bloat from both that's hardly even used. Proximity monitors no longer generate effect objects to track the surrounding area, should be less cpu expensive and easier to maintain (or phase out), read and use.
This PR also adds a couple components which may be needed for future stuff (for starters, the mirror reflection PR #62638 could use the connect_range comp)
Improving old old, ugly old code and adding some useful backend components. Tested and working.
Made this like half a month ago. Fixes#63095Fixes#63096, all of it
People seem to be upset by being force moved into an open locker, can't imagine why. Let's start with this
I'll be back for the rest soon (I HAVE RETURNED)
Fixes#62643
Fixes aux-base turrets from hard-deleting by handling their deleting on the aux base itself.
Converts the turrets list to a proper lazylist and cleans up some surrounding code involving the turrets list.
Also fixes a copy+paste error with tiny fans being placed.
More text inputs converted to tgui, TGUI text and number input now more sanely handles ENTER key being pressed, you can now press anywhere in the window to enter the input. TGUI text input now considers placeholder text for the default valid state. IE, if there is default text you can press enter immediately without having to rewrite it just to recheck validity. Fixes: useSharedState => useLocalState. not only was sharedstate not needed but it opened up the ui to vulnerabilities
About The Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor
The Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor is my attempt to clean up the file structure, the code, and the type tree for mob spawns.
Splits mob spawn types into corpses (dead spawns) and ghost roles (living spawns you can possess). The vars that didn't make sense for corpses and vice versa for ghost roles are now appropriately there
Because of above, there are no longer the fucking "death, roundstart, and instant" vars. thank god
Removes a lot of single or very few used vars, whose properties can be applied on special().
All Mob Spawns are given fitting folders instead of just being stuck in a single ghost roles file. Corpses are in the corpse folder, Ghost Roles are in the ghost role folder. Only exception are drones which should stay near their respective homes
Just generally cleaner all around you know
spider structures file renamed to spiderwebs now that spider eggs are gone
Why Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor Is Good For The Game
The Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor cleans up so many terrible cases and uses
Changelog For The Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor
cl armhulen
refactor: Mob spawns are refactored, no more assortment of "random, instant, and roundstart" vars on every mob spawn type
refactor: if there are some minimal differences in how mob spawners feel, that's why!
/cl
About The Pull Request
ALLLRIGHT so
Multiz atmos was letting gas flow down into things that should be well, not flowable into
Like say doors, or windows.
This is weird.
Let's get into some context on why yeah?
First, how do things work currently?
atoms have a can_atmos_pass var defined on them. This points to a define that describes how they interact with
flow.
ATMOS_PASS_NO means well, if we're asked, block any attempts at flow. This is what walls use.
ATMOS_PASS_YES means the inverse
ATMOS_PASS_DENSITY means check our current density
ATMOS_PASS_PROC means call can_atmos_pass, we need some more details about this attempt
These are effectively optimizations.
That var, can_atmos_pass is accessed by CANATMOSPASS() the macro
It's used for 3 things.
1: Can this turf share at all?
2: Can this turf share with another turf
3: Does this atom block a share to another turf
All of this logic is bundled together to weed out the weak.
Anyway, so when we added multiz atmos, we effectively made a second version of this system, but for vertical
checks.
Issue here, we don't actually need to.
The only time we care if a check is vertical or not is if we're talking to another turf, it's not like you'll
have an object that only wants to block vertical atmos.
And even if you did, that's what ATMOS_PASS_PROC is for.
As it stands we need to either ignore any object behavior, or just duplicate can_atmos_pass but again.
Silly.
So I've merged the two, and added an arg to mark if this is a verical attempt.
This'll fix things that really should block up/down but don't, like windows and doors and such.
Past that, I've cleaned can_atmos_pass up a bit so it's easier for people to understand in future.
Oh and I removed the second CANATMOSPASS from immediate_calculate_adjacent_turfs.
It isn't a huge optimization, and it's just not functional.
It ties into zAirOut and zAirIn, both of which expect to be called with a valid direction.
So if say, you open a door that's currently blocking space from leaking in from above, you end up with the door
just not asking the space above if it wants to share, since the door can't zAirOut with itself.
Let's just wipe it out.
This makes the other code much cleaner too, heals the soul.
Anyway yadeyada old as ass bug, peace is restored to the kingdom, none noticed this somehow you'd think people
would notice window plasma, etc etc.
Why It's Good For The Game
MUH SIMULATION
Also fuck window gas
Changelog
cl
fix: Fixed gas flowing into windows from above, I am.... so tired
fix: Fixes gas sometimes not moving up from below after a structure change, see above
/cl
Changed firelocks to have the same bash and knock sound effects as windows.
Which increases the volume of the knock sound effect and also adds the bash sound effect.
Also improves some of the code for firelock and window
Firelocks already had the knock sound effect, but it is so quiet that you can barely hear it. The volume should be increased so that people can hear it.