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.
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)
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>
* 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>
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.
Adds the assembly shell, which can be attached to wires and other assemblies like proximity sensors, timers, etc. Because assemblies already have screwdriver interaction that gets overriden by the shell component, the regular assembly screwdriver interaction can also be performed with right-click. This can be seen on examine.
While currently, circuits can interact with wires and such using remote signalers and the radio component, this has its limits, such as the possibility that someone else uses the same frequency/code combo. With the assembly shell, you can put all your circuit logic into the attached assembly.
## 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`
adds the circuit gun shell, every projectile it hits with outputs the shot mob, everytime its shot charge from an attached circuit is transferred to it, it deals no damage
increases the range of the to string circuit to 7 tiles from 5, now should get everything in view range
* 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>
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.
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
Strips out the existing right click code - Due to the myriad of ways right clicking has been implemented, dedicated signals and procs for right clicking without modifiers are fundamentally incompatible with our system of primary and secondary attacks.
Adds additional signals to attacking code. These signals allow atoms to cancel the attack chain early on secondary attacks, or override the standard procs and not send signals to prevent any undesired behaviour from signal handlers.
Items that used RightClick procs have been converted to attack_hand_secondary.
The slaughter demon, having its own set of snowflake code as poor OOP principles have been applied in UnarmedAttack() procs with lacking calls to parent procs and arbitrary redefinition of behaviour, checks for a right click in its own UnarmedAttack() and performs a bodyslam off that.
Storage components now hijack the secondary attackby stage via signals to handle their opening and closing shortcuts on right click. When you right click a storage component equipped item with an object in your active hand, the object has an opportunity to perform its logic in pre secondary attack code and cancel the attack chain. If it does not cancel the attack chain in pre-attack, then the storage component takes over for attackby and, if possible, opens the relevant inventory and ends the attack chain.
The forensic scanner is a proof-of-concept of this working in action. With its scan logic moved from afterattack code to pre attack code for right clicking, right clicking with the scanner will now perform a scan where previously one was impossible. Left clicking still does what it always does - Scans at the very end of the attack chain.
The logic still isn't perfect - For example, you still can't attack containers in melee even in combat mode (you'll either open them or put your weapon into them regardless of which option you choose) - But this is a better setup overall which allows for items to at least override this behaviour in pre-attack if needed.
Adds the airlock shell. The circuit has full control over the airlock.
Refactors USB code to be easier to use for less experienced coders.
Implements USB cables for the binary valve to be able to open/close the valve.
Adds a private channel for radios that only lets circuits with the same owner's ID to interact with it.
Adds the multiplexer circuit component - en.wikipedia.org/wiki/Multiplexer
Circuit components can now be directly inserted into shells rather than having to take the integrated circuit out.
Special information can be accessed from components now through the "Info" button besides the eject button on a component.
* Initial commit
* Sprites, finishing work
* More ways to detach from circuitboards
* Clear TODOs, give bots a button
* Fix qdel loop
* Designs
* It's the bots that have them
* Grammar fix
* Feedback for connecting to circuit directly
* Add USB cable design to basic circuitry
* Better naming
* Feedback
* Fix for new code
* COMSIG_CIRCUIT_ADD_COMPONENT_MANUALLY
* span procs
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.
Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.
(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)