3591 individual conflicts
Update build.js
Update install_node.sh
Update byond.js
oh my fucking god
hat
slow
huh
holy shit
we all fall down
2 more I missed
2900 individual conflicts
2700 Individual conflicts
replaces yarn file with tg version, bumping us down to 2200-ish
Down to 2000 individual conflicts
140 down
mmm
aaaaaaaaaaaaaaaaaaa
not yt
575
soon
900 individual conflicts
600 individual conflicts, 121 file conflicts
im not okay
160 across 19 files
29 in 4 files
0 conflicts, compiletime fix time
some minor incap stuff
missed ticks
weird dupe definition stuff
missed ticks 2
incap fixes
undefs and pie fix
Radio update and some extra minor stuff
returns a single override
no more dupe definitions, 175 compiletime errors
Unticked file fix
sound and emote stuff
honk and more radio stuff
## About The Pull Request
this is a revival of #82635 . i got permission from potato to reopen
this, he did almost all the work. i only just solved the conflicts and
fixed all the bugs that were preventing the original from being merged
(but it should be TMed first)
## Why It's Good For The Game
slightly improves the performance of basic mob AI
## Changelog
🆑
LemonInTheDark
refactor: able_to_run and incapacitated have been refactored to be event
based
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
* Removes stupid listlike var access code (#84648)
## About The Pull Request
[Removes all other listlike var
accesses](4c5996b5c8)
Also fucking dumpsters an unused proc that allowed for arbitrary
variable modifcation. Bad juju
This is undefined behavior and errors in later 515 versions. also it's
stupid as hell
* Removes stupid listlike var access code
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
[Removes all other listlike var
accesses](4c5996b5c8)
Also fucking dumpsters an unused proc that allowed for arbitrary
variable modifcation. Bad juju
This is undefined behavior and errors in later 515 versions. also it's
stupid as hell
* Fixes Pathfinder module AGAIN, General JPS Tweak (#84348)
## About The Pull Request
1. Fixes the modsuit pathfinder module's pathfinding for the second
time. This time AI idling broke it, we just make it not idle.
2. Changes the heuristic used by JPS nodes from Chebyshev distance to
Euclidean distance. I have no real logical explanation, it just appeared
to produce a more optimal path. CC @ LemonInTheDark
3. Renames `get_dist_euclidian()` to `get_dist_euclidean()`.
Red line: Euclidean dist JPS path (roughly)
Green line: Chebyshev dist JPS path (roughly)

## Changelog
🆑
fix: MODsuit pathfinder module works. Again.
code: AI pathfinding should produce slightly better paths.
/🆑
* Fixes Pathfinder module AGAIN, General JPS Tweak
* Update goldeneye.dm
---------
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
## About The Pull Request
1. Fixes the modsuit pathfinder module's pathfinding for the second
time. This time AI idling broke it, we just make it not idle.
2. Changes the heuristic used by JPS nodes from Chebyshev distance to
Euclidean distance. I have no real logical explanation, it just appeared
to produce a more optimal path. CC @LemonInTheDark
3. Renames `get_dist_euclidian()` to `get_dist_euclidean()`.
Red line: Euclidean dist JPS path (roughly)
Green line: Chebyshev dist JPS path (roughly)

## Changelog
🆑
fix: MODsuit pathfinder module works. Again.
code: AI pathfinding should produce slightly better paths.
/🆑
## About The Pull Request
After https://github.com/tgstation/tgstation/pull/80628, these shouldn't
be needed anymore right?
## Why It's Good For The Game
Cleans up some vestigial code
## Changelog
EDIT: Not player-facing.
* Removes some done todos (and ones that I think are dumb) (#80017)
## About The Pull Request
Most of these are mine that I just forgot about, only one I think anyone
cares about is the one in mobs.dm about making delta time match
subsystem yielding, but I think it's a bad idea so it's gone
Oh also, replaces an old comment of mine with an actual explanation
(it's about the icon cache and shit)
* Removes some done todos (and ones that I think are dumb)
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
Most of these are mine that I just forgot about, only one I think anyone
cares about is the one in mobs.dm about making delta time match
subsystem yielding, but I think it's a bad idea so it's gone
Oh also, replaces an old comment of mine with an actual explanation
(it's about the icon cache and shit)
* Adds pathmaps, refactors pathfinding a bit (#78684)
## About The Pull Request
Implements /datum/pathfind/sssp, which generates /datum/path_map
/datum/path_maps allow us to very efficently generate paths to any turf
they contain from their central point.
We're effectively running the single source shortest paths algorithm.
We expand from the center turf, adding turfs as they're found, and then
processing them in order of addition.
As we go, we remember what turf "found" us first. Reversing this chain
gives us the shortest possible path from the center turf to any turf in
its range (or the inverse).
This isn't all that useful on its own, outside of a few niche cases
(Like if we wanted to get the farthest reachable turf from the center)
but if we could reuse the map more then once, we'd be able to swarm
to/from a point very easily.
Reuse is a bit troublesome, reqiures a timeout system and a way to
compare different movables trying to get paths.
I've implemented it tho. I've refactored CanAStarPass to take a datum,
/datum/can_pass_info. This is built from a movable and a list of access,
and copies all the properties that would impact pathfinding over onto
itself.
There is one case where we don't do this, pathing over openspace
requires checking if we'd fall through the openspace, and the proc for
that takes an atom.
So instead we use the weakref to the owner that we hold onto, and hold
copies of all the values that would impact the check on the datum.
When someone requests a swarmed path their pass info is compared with
the pass info of all other path_maps centered on their target turf. If
it matches and their requested timeout isn't too short, we just reuse
the map.
Timeout is a tricky thing because the longer a map exists the more out
of date it gets.
I've added a few age defines that let you modulate your level of risk
here. We default to only allowing maps that are currently
being generated, or finished generating in our tick.
Hopefully this prevents falling into trouble, but consumers will need to
allow "failed" movements.
As a part of this datumized pass info, I've refactored pathfinding to
use access lists, rather then id cards directly. This also avoids some
dumbass harddel oppertunities, and prevents an idcard from changing mid
path.
Did a few things to the zPass procs, they took args that they did NOT
need, and I thought it'd be better to yeet em.
If you'd all like I could undo the caching/can_pass_info stuff if you'd
all like. I think it's useful generally because it avoids stuff changing
mid pathfind attempt, but if it's too clunky I could nuke it.
Oh also I added optional args to jps that constricts how it handles
diagonals. I've used this to fix bot paths.
## Why It's Good For The Game
Much of this is redundant currently. I'm adding it because it could have
saved hugglebippers, and because I get the feeling it'll be useful for
"grouping" mobs like bees and such.
We're doing more basic mob work currently and I want to provide extra
tools for that work.
https://github.com/tgstation/tgstation/assets/58055496/66aca1f9-c6e7-4173-9c38-c40516d6d853
## Changelog
🆑
add: Adds swarmed pathfinding, trading accuracy for potential
optimization of used correctly
fix: Bots will no longer take diagonal paths, preventing weirdo looking
path visuals
refactor: Refactored bits of pathfinding code, hopefully easier to add
new pathfinding strategies now
/🆑
* Adds pathmaps, refactors pathfinding a bit
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
Implements /datum/pathfind/sssp, which generates /datum/path_map
/datum/path_maps allow us to very efficently generate paths to any turf
they contain from their central point.
We're effectively running the single source shortest paths algorithm.
We expand from the center turf, adding turfs as they're found, and then
processing them in order of addition.
As we go, we remember what turf "found" us first. Reversing this chain
gives us the shortest possible path from the center turf to any turf in
its range (or the inverse).
This isn't all that useful on its own, outside of a few niche cases
(Like if we wanted to get the farthest reachable turf from the center)
but if we could reuse the map more then once, we'd be able to swarm
to/from a point very easily.
Reuse is a bit troublesome, reqiures a timeout system and a way to
compare different movables trying to get paths.
I've implemented it tho. I've refactored CanAStarPass to take a datum,
/datum/can_pass_info. This is built from a movable and a list of access,
and copies all the properties that would impact pathfinding over onto
itself.
There is one case where we don't do this, pathing over openspace
requires checking if we'd fall through the openspace, and the proc for
that takes an atom.
So instead we use the weakref to the owner that we hold onto, and hold
copies of all the values that would impact the check on the datum.
When someone requests a swarmed path their pass info is compared with
the pass info of all other path_maps centered on their target turf. If
it matches and their requested timeout isn't too short, we just reuse
the map.
Timeout is a tricky thing because the longer a map exists the more out
of date it gets.
I've added a few age defines that let you modulate your level of risk
here. We default to only allowing maps that are currently
being generated, or finished generating in our tick.
Hopefully this prevents falling into trouble, but consumers will need to
allow "failed" movements.
As a part of this datumized pass info, I've refactored pathfinding to
use access lists, rather then id cards directly. This also avoids some
dumbass harddel oppertunities, and prevents an idcard from changing mid
path.
Did a few things to the zPass procs, they took args that they did NOT
need, and I thought it'd be better to yeet em.
If you'd all like I could undo the caching/can_pass_info stuff if you'd
all like. I think it's useful generally because it avoids stuff changing
mid pathfind attempt, but if it's too clunky I could nuke it.
Oh also I added optional args to jps that constricts how it handles
diagonals. I've used this to fix bot paths.
## Why It's Good For The Game
Much of this is redundant currently. I'm adding it because it could have
saved hugglebippers, and because I get the feeling it'll be useful for
"grouping" mobs like bees and such.
We're doing more basic mob work currently and I want to provide extra
tools for that work.
https://github.com/tgstation/tgstation/assets/58055496/66aca1f9-c6e7-4173-9c38-c40516d6d853
## Changelog
🆑
add: Adds swarmed pathfinding, trading accuracy for potential
optimization of used correctly
fix: Bots will no longer take diagonal paths, preventing weirdo looking
path visuals
refactor: Refactored bits of pathfinding code, hopefully easier to add
new pathfinding strategies now
/🆑