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.
add: The vault now contains an ore silo where the station's minerals are stored.
add: The station's ORM, recycling, and the labor camp send materials to the silo via bluespace.
add: Protolathes, techfabs, and circuit imprinters all pull materials from the silo via bluespace.
add: Those with vault access can view mineral logs and pause or remove any machine's access, or add machines with a multitool.
tweak: The ORM's alloy recipes are now available in engineering and science protolathes.
Also changes New -> Initialize in most of them.
renamed: `code/game/machinery/computer/computer.dm` -> `code/game/machinery/computer/_computer.dm`
renamed: `code/game/machinery/machinery.dm` -> `code/game/machinery/_machinery.dm`
Moved all circuitboards to a new folder at `code/game/objects/items/weapons/circuitboards`
* When any object is hit by an explosion, we no longer always call ex_act() on all its contents indiscriminately.
The default contents_explosion() does nothing and it's overriden for certain objects only like storage items, machines with occupants, mechs.
I've also overriden handle_atom_del() for many objects so that any sudden deletion of an object referenced in an object var of its container properly nullifies such references, avoiding potential runtime and updating the container's icon_state (e.g. admin-delete a mixer's beaker and the mixer's sprite updates immediately).
I've tweaked bomb effect on worn clothes, having some armor but not 100% now still protects your clothes somewhat.
Fixes some arguments of ex_act in living/ex_act() and other mobs.
* derp and map fixes.
* dem map fixes, man.
* More work on code that use implants, simplified now that we can use the "implants" carbon var.
* some fixes
* more typos and fixes.
This contains the changes to item_attack.dm
Obj/attackby() now follows a similar structure as mob/living/attackby. It calls attack_obj() (like attack() but for obj) which calls attacked_by (just like attack() does)
The use of the NOBLUDGEON flag changes a bit, it is now used to signify the item cannot be used as a melee weapon at all. No attack animation, no attack message. I've given this bitflag to many items that have an afterattack() so as to not both attack and do the special action (among those items: the rcd)
There's also the code changes to attacking machines: attacking any machine now give a proper message and a sound. And with this, I made more machines breakable (using a health var and the very little used BROKEN stat). Most notably, tables can now be attacked when on harm intent and be destroyed.
The newly destroyable machines have a take_damage() proc used by all sorts of attack (weapon, xeno, animal, hulk, mech melee, gun projectile, thrown items).
There's some more stuff in there, see the PR's description and comments.
Your dreams of big part storage and fast machine part exchange came true
14 slot R&D part-only autoseeker/picker/dropper/exchager is in
Added different sprites for better capacitors and scanning modules
Changed the power cell type to be compatible with all this machine
changing faggotry
All sprites here are codersprites so ask nien/WJ for better ones if you
want
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.
New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.
ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
More standart machinery procs
More sprites
Constructable mech rechargers
Over all tide up
Its not over yet folks, next are coming constructable kitchen machinery
and SMESes, update to newer uis, even more standartization and maybe
some more R&D content
Stay turned
Now instead of flat out refusing low reliability things it will be able
to take them inside and show the potential technology and reliability
level
It will also be able to deconstruct them, but if reliability is too low
it will show you that usual message but in the console window instead of
chat
Changed all the \red to span class in destructive analyzer's file
DNA scanner:
Laser quality lessens the irradiation
Manipulator quality drastically improves the precision(9 times with best
part)
Scanner quality allows to scan suiciders/ling husks, best part enables
cloner's autoprocess button, making it scan people in the scanner
automatically
Clone pod:
Manipulator quality improves the speed of cloning
Scanning module quality affects with how much health people will be
ejected, will they get negative mutation/no mutations/clean of all
mutations/random good mutation, at best quality will enable clone
console's autoprocess button and will try to clone all the dead people
in records automatically, together with best DNA scanner parts cloning
console will be able to work in full automatic regime autoscanning
people and autocloning them
Borg recharger:
Capacitors' quality and powercell max charge affect the speed at which
borgs recharge
Manipulator quality allows borg to be slowly repaired while inside the
recharges, best manipulator allows even fire damage to be slowly
repaired
Portable power generators:
Capacitors' quality produce more power
Better lasers consume less fuel and reduce heat production
PACMAN with best parts can keep whole station powered with about sheet
of plamsa per minute(approximately, wasnt potent enough to test)
Protolathe:
Manipulators quality affects the cost of things(they will also have less
m_amt and g_amt to prevent production of infinity metal), best
manipulators reduces the cost 5 times (!)
Imprinter:
Manipulator quality affects the cost, best manipulator reduce cost(acid
insluded) 4 times, i.e. 20 boards per 100 units of acid
Destructive analyzer:
Better parts allow items with less reliability in
Redone how reliability is handled, you now see item reliability in the
deconstruction menu and deconstructing items that has same or one point
less research type level will rise the reliability of all known designs
that has one or more research type requarements as the deconstructed
item
Designs of the same type raise in reliability more
Removed reliability_base and reliability_mod completely because they
served no purpose
Critically broken things rise reliability of the design drastically
Whole reliability system is not used a lot but now at least on the R&D
part it finally matters
Didnt touch telecomms machinery, R&D code is messy but tcomms is just
another level, im not high enough to touch it yet
Most of things except for pacman are tested ingame, no bugs/runtimes
detected
-Turns out there was already a Gaussian PRNG proc already, used by mechs and turrets. I've replaced it with my one as mine has almost half the cost. (currently broken! still waiting for fixes to be pulled!)
-replaced between(min, val, max) with Clamp(val, min, max)
-get_turf(thing) now uses var/list/locs to locate its turf, rather than iterating up through loc of its loc of its loc...etc
-sign(num) moved to maths.dm
-InRange(val, min, max) replaced with IsInRange(val, min, max) (they were identical)
-Removed ismultitool() iswrench() iscoil() iswire() iswelder() iscrowbar() etc
-removed modulus(num) as abs() performs the same task! *roll-eyes*
-removed get_mob_with_client_list() as it is no longer needed (we have var/list/player_list now)
-removed get_turf_or_move() as it simply called get_turf
-removed get_turf_loc() as it was identical to get_turf()
*Additions:*
-The "Declare Ready" link in the lobby will automatically become "Join Game" if the round starts before you declare ready, so you don't have to click it twice
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.
To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"
If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e