This adds some new defines and flags for the rotation component that lets us remove lots of c/p code chunks. I also added documentation to all the rotation defines that currently exist and in other spots that had weird behavior.
New rotation flags:
ROTATION_GHOSTS_ALLOWED - checks if ghosts are able to manipulate objects in config and lets them rotate the object
ROTATION_IGNORE_ANCHORED - this skips checking if an object is anchored (which normally prevents us from rotating) Used mainly for chairs.
ROTATION_NO_FLIPPING - this removes the flip verb from possible right click rotation options. Used for pipes that have custom flipping verbs instead
ROTATION_NEEDS_ROOM - this checks if an object needs to have an empty spot available in target direction. Used for windows and railings.
Objects can now be rotated in the direction based on which LMB or RMB you click with when you ALT click it. LMB is counter clockwise. RMB is clockwise. Before some objects could only be rotated clockwise. Now any object that inherits the rotation component can be rotated in either direction.
There was also a bug with wheelchairs that existed from when they were ported over from another codebase. The rotation logic was broken and never allowed anyone to rotate them. This has been fixed.
Rotation for IV_drips was enabled however Alt Click was being used for another proc and rotation was ignored because of this. I removed the rotation component due to this since I didn't want to change the hotkeys for IV drips since those have an actual effect on gameplay interactions while rotation does not.
Fingerprints are no longer added when something gets rotated. Only a few objects had this enabled but I believe this interaction was very spammy and unnecessary. I can readd this as a flag if needed but for now it's removed.
Alert balloons have replaced a lot of rotation to_chat() messages for the same reason as fingerprints. Rotating objects has almost no effect on gameplay and will only clutter a player's message log.
The hotkeys for pipe interactions had to be redone since Alt clicking was already being used in some situations. For regular pipes: Right clicking now changes the pipe layer. Alt clicking rotates the pipe. For Trinary pipes: Right clicking now flips the pipe device. Alt clicking rotates the device.
ComponentInitialize() is a deprecated function and the AddComponent proc was moved to Initialize for several objects.
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.
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
Just fixes some spelling for gangs. I also fixed misspellings for "posession" to "possession". Fixed "seperate " to "Separate" Fixed "Cemetary" to "Cemetery"
* Adds some basic sanity to the plumbing bottler
* Update code/modules/plumbing/plumbers/bottler.dm
Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>
* Update code/modules/plumbing/plumbers/bottler.dm
Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>
Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>
Swaps the default color of fluid ducts from "grey" to "omni."
Fluid ducts also read from the global list of pipe_paint_colors but were not updated when grey was changed to omni in #61162 (fef3629d11)
Fixes GetComponents() returning a list with a null entry when there's no component of a given type
This can cause runtimes. The lists should only contains instances of a specific component type.
Fixes a ton of harddels, sourced from #59996
I think this brings us down to like, ~100 per round from ~200, with only like 20 of those being proper hell failures. I've seen harddel profiles below 1 second of total cost. Feeling good.
See you on the other side
Makes the cryopod control computer into a weakref, never trust bee code
Converts brig door timer internal lists to weakrefs
Fixes a harddel caused by qdeling a motion sensitive camera after it had left its source area, jesus christ why didn't we do this already holy shit
Converts the radio implant ref held by the antenna mutation to weakrefs because it isn't reliably cleaned up, makes the radio implant actually qdel its fucking radio
Removes the target var from the throwing datum, it does literally nothing and just exists to cause harddels, mostly for the singularity
Fixes a cable harddel sourced from things that try to enter blueprints after smoothing, but before roundstart. IE, shuttles. Removes shuttles from the blueprints
Fixes emmisive blockers being added post qdel
Removes some manual ghosting from cryopods, I initially did this for harddel reasons, but I figured out a better fix for that. I'm now doing it because it's got this really strange logic for like "re-entering the game" that doesn't actually link to what the ghostize proc does. We should remove this at some point
Fixes robot hud objects harddeling due to hanging refs
Fixes buildmode related hanging refs, I'm coming for you admin team
Fixes a few instances of trying to add the forensics component post qdel, hhhhhhhhhhh
Fixes some split personality harddels/weirdness
Replaces a use of disconnect_duct with an init qdel hint, I suspect there's more issues with duct harddels, I've seen some odd logs about ahhh the area_contents list, but we can worry about that later
Makes teleporter targets into weakrefs, properly types them as /atom
Makes frequency devices into weakrefs
Makes cameras remove themselves from camera nets on Destroy
Makes tgui ui datums implement destroy, this means if I ever see one hang a ref to user or whatever, I know there's an error with calling close() properly. I've seen this harddel once, but not after this change so I assume there was some error with close(). IDK maybe this is a papering over? Would have to ask @stylemistake
I've seen logs of beartraps being in world post del, putting a return there just in case. The same is true of nerf darts, but I haven't really looked into that yet
Makes a shoe's ref to untying alerts a weakref, yes this is needed.
Moves clearing client_in_contents to the Login of the new mob. This prevents doing things like ghosting someone before a mob qdel causing harddels
Fixes a harddel set sourced from adding a status effect to a qdeleted thing. Is this an error? I'm honestly not sure.
Converts bsa code to weakrefs
Converts the partner var of heat exchangers to weakrefs
Converts camera assemblies to weakrefs
Fixes some dumb behavior with ammo casings and assuming you'll be on a turf post Destroy parent call
Fixes? merger related harddels, you were never cleared from your own members list, so origin objects would end up making a new list, creating harddels. Potential input from @ninjanomnom about the logic
Chasms store a static list of "falling atoms", which only exists for chasms that go somewhere else. This list wasn't being cleared of qdeleted objects, which is what happens when you fall in most chasms. Fixes this, and converts the list to weakrefs.
Fixes some runtimes in both sheet code, and the weather listener element. This is here because runtime spam made testing more of a pain, didn't think it needed its own pr
Fixes colorful reagent harddels sourced from reagents that were qdel'd before roundstart. I'm only like 50% sure this actually got it, but the issue may have been solved by #60174, so eh
Turns the nuke op antag datum's ref to the war button into a weakref
Fixes some holopad code that was not nulling refs all the time
Converts camera bugs to weakrefs, this was the result of the bug being "reworked" like 6 years back without taking the existing ref clearing into account. Whole item needs a redo, but this'll do for now.
Ensures that the both pulling and pullee refs are cleared on Destroy
The crew monitor held all users in a non clearing list, makes that list a weakref because I hate everything
Oh and I removed all sources of gas_mixture qdeletion, I'm kinda unsure on this since it's not technically supported, but any harddels from it might? indicate something going wrong with like, gas passing logic. I'd like @MrStonedOne's thoughts, since I trust him to call me an idiot if I'm wrong.
<!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. -->
## Why it's not good for the game
I crashed sybil like 10 times to get this data, I'm gonna put it to good use. Don't think you're safe sybilites, I'm coming for you.
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.
* Makes turfs persist signals
* Splits connect_loc up into two elements, one for stuff that wishes to connect on behalf of something, and one for stuff that just wants to connect normally. Connecting on behalf of someone has a significant amount of overhead, so let's do this to keep things clear
* Converts all uses of connect_loc over to the new patterns
* Adds some comments, actually makes turfs persist signals
* There's no need to detach connect loc anymore, since all it does is unregister signals. Unregisters a signal from formorly decal'd turfs, and makes the changeturf signal persistance stuff actually work
* bro fuck documentation
* Changes from a var to a proc, prevents admemems and idiots
* Extra detail on why we do the copy post qdel
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)
About The Pull Request
This Pull Requests aims to fix the issue #58993 by changing two parts of the logic I've seen the chambers get stuck on.
Chamber gets stuck requesting a unit that is always rounded down to 0
Chamber gets stuck requesting an insanely small number that gets eaten by float math
Part 1 Explanation
Take the example where a chamber is trying to request one unit of chemical from three synthesizers. A chamber will divide it's request amongst all suppliers who can satisfy it. In this case, 1 / 3 becomes asking each synthesizer for 0.33 (due to rounding). After one update, the chamber has 0.99 of the chemical, not 1. On the second update, it then requires 0.01 of the chemical and asks each chamber for 0.0033, which gets rounded down to 0. This means the chamber NEVER fills as it spends every update cycle doing the same logic and trying to transfer in parts of 0 in size.
This has been fixed by changing it from flat dividing the amount required by the number of suppliers to a more dynamic approach that looks at the target volume and how many requests it needs to make. This mean that instead of asking for 0.33 three times in the above example, it actually works out more to asking for 0.33 then 0.34 then 0.33. Meaning it gets the whole 1 it wanted in the first update, fixing the issue.
Part 2 Explanation
Even with the above fix, when working with the right numbers, floats do not add as expected. Take the above example. I lied. 1/3 as a float is NOT 0.33. 0.33 does not exist as a float, so the actual closest value is 0.32999998, which is what the code will use, even when rounding to 0.01. What this causes is, in some scenarios, chambers getting incredibly close to their target volume but never being able to actually reach it because currentVolume + missingAmount comes out as just currentVolume, due to the insanely small float that it's missing having no impact on the larger float when added together. Again, this is due to how floats work.
So to avoid a chamber getting stuck on 98.9999999998 when it needs 99, I'm adding the CHEMICAL_QUANTISATION_LEVEL constant (used elsewhere for similar issues) to the chamber's volume when checking if it has enough. This way, the chamber will exit the filling mode even though it was short by a tiny fraction. These discrepancies seem to get handled anyway in the actual reaction code so I haven't seen any changes/problems to my outputs. For all intents and purposes, 98.9999999998 is 99 in float arithmetic when rounding as we do.
Why It's Good For The Game
Fixes an incredibly annoying issue that plagues chemistry automation. Machines, in many scenarios, currently get stuck when they shouldn't. This means a chemist has to actively keep monitoring all their machines and then do some investigation when suddenly something stops. Eventually finding the problem chamber that is stuck on "Filling" and then plungering it. Not all Chemists know of this either and just assume it's something they have done or that it's just broken and unaware how to fix it.
Now a Chemist can move on to automating more or helping elsewhere rather than babysitting their setups.
Changelog
cl
fix: fixed issue where plumbing Reaction Chambers get stuck on "Filling"
/cl
closes: #58623 (Having two stationary plumbing tanks connected broke the map)
you can now map infinitely huge plumbing networks
Byond mistakes big chains of connecting ducts for an infinite loops, so when a lot of ducts (about 60) initialize at once and chain connect, byond kills the worldtick.
Plumbing already had an internal duct limit of about 800~ ducts, which has now finally been fixed aswell. The plumbing subsystem (SSfluids, I need to rename this shit) tells one duct to start connecting and uses the timer subsystem to call them one by one.
fixes#58574 (Adding a reagent to the reaction chamber increase the UI width beyond the size of the window)
Adds in a new reaction chamber panel, looks nice, ya did a good job
* Deletes recipient_reagents_holder on del
* Cleans up recipient refs when recipient dels
* no one saw that
* Makes plumbing listen to component signal for finishing
* Unregisters enable call
Adds a multilayer plumbing manifold, I also murdered the multilayer duct
You can now alt-click the plumbing RCD to change the layer it prints. I made a whole thing where right clicking changed the settings and you could use that to change machinery aswell. I even did that with the plunger, it was absolutely beautiful. Anyway that drained the life out of me because apparently there's no attack_obj_secondary and afterattack_secondary ALSO called attack_obj (left click). I just hate whoever made it with intensity
Plumbing now uses three layers. They should be easier to navigate. I tried to make layer connecting the same as cross-color connecting, but that would take more of my soul then there is to take
Currently does four things:
The reaction chamber now supports purity! It has a yellow (acid) and green (basic) input for buffers, aswell as a setting to automatically dispense either an acidic or alkalic buffer when above/below a certain pH! Now you can make a 100% pure meth factory! The buffer connects are on an alternate layer.
Probably going to be less loved, but I removed the reaction chambers ability to pick reagents from the net. Instead, it will pull untill a set volume is reached. Then it'll start reacting. While this means that players will have to be more creative and use a wider array of machinery.
Also new machine! Buffers! They fill the hole that reagent chambers left. They can be set with a threshold volume and will only start putting out chems when ALL of their neighbouring buffers also are also above this threshold. You might have a lot of one chem and have to wait for a more specialized chem to be produced, and with the cleverness of reaction chambers gone, bufferers can do just that: wait.
I also removed all but two layers. I want to make it obvious what layer the buffer connects are on. Also layers are basically unusable and I'm gonna give them a rework very soon. I'll put the things back in then when they actually have something to contribute
Creates update_name and update_desc
Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together
Less non-icon handling code in update_icon and friends
Signal hooks for things that want to change names and descriptions
99%+ of the changes in this are just from switching everything over to update_appearance from update_icon
Brings a heavily improved, rewritten, and optimised fermichem to tg. I saw that tg seemed receptive to it, so I thought I’d do it myself. If you know of fermichem – there’s a lot changed and improved, so looking at other documents regarding it will not be accurate.
Revamps the main chemistry reaction handler to allow for over time reactions instead of instant reactions. This revamp allows for simultaneous reactions, exo/endothermic reactions and pH consuming/producing behaviours. Most of the reactions in game will now inherit an easy one size fits all reaction.
Temperature mechanics
Temperature affects reaction rate
The higher it is, the faster it is, but be careful, as chem reactions will perform special functions when overheated (presently it DOESN’T explode)
Temperature will increase or decrease depending on the exo/endothermic nature of the reaction
pH mechanics
Each reaction requires the pH of a beaker to be within a certain range.
If you are outside of the optimal, you'll incur impurity, which has a negative effect on the resultant chem
pH of a beaker will change during a reaction
Reacting Impure chem effects can vary from chem to chem, but for default will reduce the purity of other reagents in the beaker
Consuming an impure chem will either cause liver or tox damage dependant on how impure it is as well as reducing consumed volume
Purity can (presently) only be seen with a chemical analyser
Impure chems can purposely be made by making the reagent with a low, but not explosive, purity.
A chem made under the PurityMin will convert into the reagent’s failed chem in the beaker.
Optional catalysts
Reactions can use an optional catalyst to influence the reaction - at the more framework exists from tmeprature, reaction rate and pH changes as a result of a catalyst. Catalysts can be set to only work on a specific reagent subtype. It is preferable to those building upon this code that optional catalysts only affect a subsection of reagents.
Presently the only catalyst that uses this is Palladium synthate catalyst - a catalyst that increases the reaction speed of medicines.
Reaction agents
These are reagents that will consume themselves when added to a beaker - even a full one, and apply effects to the total solution. One example being Tempomyocin which will speed up a reaction, or the buffer reagents which change the pH.
Competitive reactions
These reactions will go towards a certain product depending on the conditions of the holder. The example one given is a little tricky and requires a lot of temperature to push it towards one end.
New and charged reactions
(see the wiki for details)
Acidic /basic buffer - These reagents will adjust the pH of a beaker/solution when added to one. If the beaker is empty it will fill it instead.
Tempomyocin - This will instantly speed up any reaction added it is added to, giving it a short burst of speed. Adding this reagent to a reaction will give it a suddent speed boost up to 3x times - with the output purity of the boost modified by the Tempomyocin's purity.5u per 100u will give you 2x, 10 u per 100u will give you 3x. IIt caps at 3x for a single addition, but there is nothing preventing you from adding multiple doses for multiple boosts.
Purit tester - this will fizzle if the solution it is added to has an inverse purity reagent present.
A few other reactions have been tweaked to make sure they work too. An example being meth - see the wikipage linked above.
A note on all reactions
The one size fits all reaction for all chems generally won’t create impure chems – it is very forgiving. The only thing to remember is to avoid heating reactions over 900 or you’ll reduce your yield, and try to keep your pH between 5 -9.
This PR doesn’t have specific example chems included (except for the buffers) – they will be atomised out and they use the mechanics in more depth
A note on plumbing
I reached out to Time Green and we worked together to make sure plumbing was fine. Time Green did some of his own tests too, and surprisingly it doesn't look like much needs to be changed.
Converts most on_reagent_change calls to signals.
Converts on_reagent_change to a signal handler.
Expands the reagent exposure signals
Add a setter proc and signal for reagent temperature
Fixes adjust_thermal_energy not sending a temperature change event
Makes min_temp and max_temp actually do something with adjust_thermal_energy
Fixes greyscale floor tiles merging regardless of their materials.
Fixes greyscale floor tiles voiding materials when splitting the stack.
Fixes greyscale floor tile stacks being created with no mats_per_unit and only enough custom materials for a single unit.
Fixes greyscale tile flooring being created with the wrong amount of materials.
Fixes greyscale tile flooring not producing floor tiles/producing floor tiles with 0 units.
* multilayer machinery!
* adds layer mode to plungers for changing plumbing layers
* minor fixes
* Adds more feedback to plunger layer mode and places proper checks for layer changing
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
* Process procs now properly use deltatime when implementing rates, timers and probabilities
* Review fixes
* Geiger counters cleanup
Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now
* Moved SS*_DT defines to subsystems.dm
* Rebase fix
* Redefined the SS*_DT defines to use the subsystem wait vars
* Implemented suggested changes by @AnturK
* Commented /datum/proc/process about the deltatime stuff
* Send delta_time as a process parameter instead of the defines
Also DTfied acid_processing
* Dtfied new acid component
* Converts everything to use setAnchored() + other fixes
* Fixed singulo debug
* singulo again
* forgot to move the vv_edit proc
* caught that this time :)
* changes
* Update code/game/atoms_movable.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>