Currently, storage works as a subtype of /datum/component, utilizing GetComponent() and signals to operate. While this is a pretty good idea in theory, the execution was pretty trash, and we end up with alot of GetComponent() snowflake code (something that shouldn't even need to be used frankly), and a heaping load of scattered procs that lead into one another, and procs that don't get utilized properly.
Instead, this PR adds atom_storage and proc/create_storage(. . .) to every atom, allowing for the possibility of storage on quite frankly anything. Not only does this entirely remove the need for signals, but it heavily squashes down the number of needed procs in total (removing snowflake signal procs that just lead to one another), reducing overall proc overhead and improving performance.
* destroy proc holder pt1
- change proc_holder/spell to action/cooldown/spell
- docs all the spell vars, renames some of them
- removes some useless vars
- start with pointed spells, as they're easy
* kill proc_holder pt2
- kill a buncha vars and replace it with flags
- convert a ton over
- general code improvements
* kill proc_holders pt3
- convert a good few more spells
- rename some signals
- handle statpanel
- better docs
* kiill proc_holder pt4:
- restructure the file system of action.dm, separating a good amount of item actions and miscellaneous garbage into files where they belong slightly better. Also splits off item actions, cooldown actions, innate actions, etc. into their own files, overlal making it much better to work with
- converts touch attacks to actions
- converts blood crawl, jaunt subtype
* kills proc_holder pt5
- clears up some icon issues so all the currently converted pages don't have errors
- shapeshift
- some more action cleanup
* kills proc_holder pt5.5:
- some documentation
- reworks feedback to prevent oversight with teleports and stuff
* kills proc_holder pt6:
- converted cult spells
- converted magic missile
- converted mime spells
- chipped away at the errors
- removed some vars which were too general, replaced them with more locally applicable vars. for example "range" which could mean "projectile range" or "aoe radius" or whatever - instead of having a broad net which everyone applies to in a confusing matter, instead lets each spell delegate on their own.
- merged magic/spell and magic/aoe, as the comment intended
- more unified behavior for spell levelling
* kill proc_holders pt 6.5:
- replacing a buncha old proc_holders that have been updated to reduce some errors. sub 900 baby
* kills proc_holder pt 6.75:
- minor fixes
* kills proc_holder pt7:
- cuts down on some errors
- refactors some wiz events
* kills proc_holder pt 7.5:
- malf ranged modules
- some minor errors
* kills proc_holder pt 7.75:
- mor eminor error handling, cleaning up changes
* kill proc_holder pt8:
- refactors spell book
- refactors spell implant
- some more minor error fixing
* kill proc_holder pt 8.5:
- scan ability
* Adds some robust documentation
* kill proc_holder pt9:
- converts some / most mutations over
* kill proc_holder pt10:
- sort out all the granters
- refactor them slightly
- fix some compile errors
* Some set-unset sanity - going to need to test removing Share()
* Removes transfer actions. It doesn't seem to do anything.
- Transfer_actions was called when current = new_character so locially speaking the early return in Grant() should cause it to NOOP. Test this in the future though
* Removes sharing from actions, docs actions better
* Some better documentation for spell and spell components
* Kills proc_holder pt11:
- Finally finishes ALL THE SPELLS IN THE SPELL FOLDER
- Fixes some more errors
* kills proc_holder pt11.5:
- minor error fixing and sanity
* Method of sharing actions. Can be improved in the future, needs testing
* Implements a way to update the stat panel entry for a spell. Also gets rid of VV stuff, as you can update the bigflags directly in VV now.
* Curse of madness bug I put in.
* kills proc_holder pt12:
- sub 500 errors!
- converts cytology mobs
- converts and refactors spiders slightly
- some minor fixing around the place as usual
* kill proc_holder pt13
- Finishes heretic spells
- Sub 300 errors!
- some touch refactoring to account for mansus grasp
* kills proc_holder pt14:
- revenant
- minor bugfixing for heretic stuff
* kills proc_holder pt14.5:
- some missed stuff for revenant + heretic
* kills proc_holder pt15:
- alien abilities
- more minor fixing
- sub 100 errors. The end is nigh
* kill proc_holder pt16? 17:
- Finishes cult spells
- sub 50 errors!
- refactors the way charge works
- renames / moves some signals
* kills proc_holder pt final:
- sdql spells
- no more errors!
* Bugfixes round 1
* Various bugfixing
- documentation done
- give spell works
- can cast spell gives feedback conditionally
- is available takes into account casting ability
* Some accidental reversions + fixes
* Unit tests
* Completely refactors jaunting
- All bloodcrawling is now handled on the action itself instead of across various living procs
- slaughter demons have their own blood crawls
- jaunting dummies don't have side effects on destroy() anymore
* Wizard spell logging and even more refactoring
Adds the Active Sonar Module to the game, a module which lets you see the locations of living creatures within a 9 tile radius.
It can be attained by researching Security Modules, and then printed like any other module.
It takes 3 complexity to house, has a 25 second cooldown, and takes a good amount of energy to use.
ever see the tram take 10 milliseconds per movement to move 2100 objects? now you have
https://user-images.githubusercontent.com/15794172/166198184-8bab93bd-f584-4269-9ed1-6aee746f8f3c.mp4
About The Pull Request
fixes#66887
done for the code bounty posted by @MMMiracles to optimize the tram so that it can be sped up. the tram is now twice as fast, firing every tick instead of every 2 ticks. and is now around 10x cheaper to move. also adds support for multiz trams, as in trams that span multiple z levels.
the tram on master takes around 10-15 milliseconds per movement with nothing on it other than its starting contents. why is this? because the tram is the canary in the coal mines when it comes to movement code, which is normally expensive as fuck. the tram does way more work than it needs to, and even finds new ways to slow the game down. I'll walk you through a few of the dumber things the tram currently does and how i fixed them.
the tram, at absolute minimum, has to move 55 separate industrial_lift platforms once per movement. this means that the tram has to unregister its entered/exited signals 55 times when "the tram" as a singular object is only entering 5 new turfs and exiting 5 old turfs every movement, this means that each of the 55 platforms calculates their own destination turfs and checks their contents every movement. The biggest single optimization in this pr was that I made the tram into a single 5x11 multitile object and made it only do entering/exiting checks on the 5 new and 5 old turfs in each movement.
way too many of the default tram contents are expensive to move for something that has to move a lot. fun fact, did you know that the walls on the tram have opacity? do you know what opacity does for movables? it makes them recalculate static lighting every time they move. did you know that the tram, this entire time, was taking JUST as much time spamming SSlighting updates as it was spending time in SStramprocess? well it is! now it doesnt do that, the walls are transparent. also, every window and every grille on the tram had the atmos_sensitive element applied to them which then added connect_loc to them, causing them to update signals every movement. that is also dumb and i got rid of that with snowflake overrides. Now we must take care to not add things that sneakily register to Moved() or the moved signal to the roundstart tram, because that is dumb, and the relative utility of simulating objects that should normally shatter due to heat and conduct heat from the atmosphere is far less than the cost of moving them, for this one object.
all tram contents physically Entered() and Exited() their destination and old turfs every movement, even though because they are on a tram they literally do not interact with the turf, the tram does. also, any objects that use connect_loc or connect_loc behalf that are on the same point on the tram also interact with each other because of this. now all contents of the tram act as if theyre being abstract_move()'d to their destination so that (almost) nothing thats in the destination turf or the exit turf can react to the event of "something laying on the tram is moving over you". the rare things that DO need to know what is physically entering or exiting their turf regardless of whether theyre interacting with the ground can register to the abstract entered and exited signals which are now always sent.
many of the things hooked into Moved(), whether it be overrides of Moved() itself, or handlers for the moved signal, add up to a LOT of processing time. especially for humans. now ive gotten rid of a lot of it, mostly for the tram but also for normal movement. i made footsteps (a significant portion of human movement cost) not do any work if the human themselves didnt do the movement. i optimized has_gravity() a fair amount, and then realized that since everything on the tram isnt changing momentum, i didnt actually need to check gravity for the purposes of drifting (newtonian_move() was taking a significant portion of the cost of movement at some points along the development process). so now it simply doesnt call newtonian_move() for movements that dont represent a change in momentum (by default all movements do).
also i put effort into 1. better organizing tram/lift code so that most of it is inside of a dedicated modules folder instead of scattered around 5 generic folders and 2. moved a lot of behavior from lift platforms themselves into their lift_master_datum since ideally the platforms would just handle moving themselves, while any behavior involving the entire lift such as "move to destination" and "blow up" would be handled by the lift_master_datum.
also
https://user-images.githubusercontent.com/15794172/166220129-ff2ea344-442f-4e3e-94f0-ec58ab438563.mp4
multiz tram (this just adds the capability to map it like this, no tram does this)
Actual Performance Differences
to benchmark this, i added a world.Profile(PROFILER_START) and world.Profile(PROFILER_START) to the tram moving, so that it generates a profiler output of all tram movement without any unrelated procs being recorded (except for world.Profile() overhead). this made it a lot easier to quantify what was slowing down both the tram and movement in general. and i did 3 types of tests on both master and my branch.
also i should note that i sped up the "master" tram test to move once per tick as well, simply because the normal movement speed seems unbearably slow now. so all recorded videos are done at twice the speed of the real tram on master. this doesnt affect the main thing i was trying to measure: cost for each movement.
the first test was the base tram, containing only my player mob and the movables starting on the tram roundstart. on master, this takes around 13 milliseconds or so on my computer (which is pretty close to what it takes on the servers), on this branch, it takes between 0.9-1.3 milliseconds.
ALSO in these benchmarks youll see that tram/proc/travel() will vary significantly between the master and optimized branches. this is 100% because there are 55 times more platforms moving on master compared to the master branch, and thus 55x more calls to this proc. every test was recorded with the exact same amount of distance moved
here are the master and optimized benchmark text files:
master
master base tram.txt
https://user-images.githubusercontent.com/15794172/166210149-f118683d-6f6d-4dfb-b9e4-14f17b26aad8.mp4
also this shows the increased SSlighting usage resulting from the tram on master spamming updates, which doesnt happen on the optimized branch
optimized
optimization base tram.txt
https://user-images.githubusercontent.com/15794172/166206280-cd849aaa-ed3b-4e2f-b741-b8a5726091a9.mp4
the second test is meant to benchmark the best case scaling cost of moving objects, where nothing extra is registered to movement besides the bare minimum stuff on the /atom/movable level. Each of the open tiles of the tram had 1 bluespace rped filled with parts dumped onto it, to the point that the tram in total was moving 2100 objects. the vast majority of these objects did nothing special in movement so they serve as a good base case. only slightly off due to the rped's registering to movement.
on master, this test takes over 100 milliseconds per movement
master 2000 obj's.txt
https://user-images.githubusercontent.com/15794172/166210560-f4de620d-7dc6-4dbd-8b61-4a48149af707.mp4
when optimized, about 10 milliseconds per movement
https://user-images.githubusercontent.com/15794172/166208654-bc10086b-bbfc-49fa-9987-d7558109cc1d.mp4
optimization 2000 obj's.txt
the third test is 300 humans spawned onto the tram, meant to test all the shit added on to movement cost for humans/carbons. in retrospect this test is actually way too biased in favor of my optimizations since the humans are all in only 3 tiles, so all 100 humans on a tile are reacting to the other 99 humans movements, which wouldnt be as bad if they were distributed across 20 tiles like in the second test. so dont read into this one too hard.
on master, this test takes 200 milliseconds
master 300 catgirls.txt
when optimized, this takes about 13-14 milliseconds.
optimization 300 catgirls on ram ranch.txt
Why It's Good For The Game
the tram is literally 10x cheaper to move. and the code is better organized.
currently on master the tram is as fast as running speed, meaning it has no real relative utility compared to just running the tracks (except for the added safety of not having to risk being ran over by the tram). now the tram of which we have an entire map based around can be used to its full potential.
also, has some fixes to things on the tram reacting to movement. for example on master if you are standing on a tram tile that contains a banana and the TRAM moves, you will slip if the banana was in that spot before you (not if you were there first however). this is because the banana has no concept of relative movement, you and it are in the same reference frame but the banana, which failed highschool physics, believes you to have moved onto it and thus subjected you to the humiliation of an unjust slipping. now since tram contents that dont register to abstract entered/exited cannot know about other tram contents on the same tile during a movement, this cannot happen.
also, you no longer make footstep sounds when the tram moves you over a floor
TODO
mainly opened it now so i can create a stopping point and attend to my other now staling prs, we're at a state of functionality far enough to start testmerging it anyways.
add a better way for admins to be notified of the tram overloading the server if someone purposefully stuffs it with as much shit as they can, and for admins to clear said shit.
automatically slow down the tram if SStramprocess takes over like, 10 milliseconds complete. the tram still cant really check tick and yield without introducing logic holes, so making sure it doesnt take half of the tick every tick is important
go over my code to catch dumb shit i forgot about, there always is for these kinds of refactors because im very messy
remove the area based forced_gravity optimization its not worth figuring out why it doesnt work
fix the inevitable merge conflict with master lol
create an icon for the tram_tunnel area type i made so that objects on the tram dont have to enter and exit areas twice in a cross-station traversal
add an easy way to vv tram lethality for mobs/things being hit by it. its an easy target in another thing i already wanted to do: a reinforced concept of shared variables from any particular tram platform and the entire tram itself. admins should be able to slow down the tram by vv'ing one platform and have it apply to the entire tram for example.
Changelog
cl
balance: the tram is now twice as fast, pray it doesnt get any faster (it cant without raising world fps)
performance: the tram is now about 10 times cheaper to move for the server
add: mappers can now create trams with multiple z levels
code: industrial_lift's now have more of their behavior pertaining to "the entire lift" being handled by their lift_master_datum as opposed to belonging to a random platform on the lift.
/cl
About The Pull Request
Makes smoke propagate the fingerprints of the last person to touch the source of the smoke.
This makes gunpowder smoke actually log the person responsible for the explosions.
Why It's Good For The Game
As of right now gunpowder smoke (and similar) doesn't actually have very good logging as as far as the smoke is concerned it's never been touched and so the resulting explosions are blameless. Obviously, scrolling up for a good minute looking for who has just obliterated the escape shuttle is slightly annoying for the admins. Ergo, making the explosions log who actually is responsible for making the smoke they originate from should reduce admin annoyance.
Changelog
cl
admin: Smoke now logs the last person to touch the source of the smoke as the last person to touch the smoke itself. Gunpowder smoke should be less annoying to log dive as a result as every explosion will log that person.
/cl
Why It's Good For The Game
Ninja code is pretty bad, I think it's best to move away into nice modular stuff instead.
Changelog
cl Fikou, PositiveEntropy, Nerevar, InfraRedBaron
refactor: the ninja space suit is now a modsuit
fix: fixes dash beams not working
/cl
* Fuck you (refactors ur tails)
* Errors
* Wow. Pain.
* Fixes up probably everything
* finish up here
* Fixes hard del maybe
* original owner hard del
* garbage collection runtime
* suck my peen byond
* Mapped tails
* motherfucker.
* motherrfucker. again.
* Whooopppppsie
* yeah bad idea
* Turns out external organs literally just sat in nullspace forever if their parent was deleted, and didnt Remove() themselves, causing harddels.
* So anyways I repathed all organs
* Fixes
* really.
* unit test... test
* unit test-test but it passes linters this time because im a moh-ron
* I've lost track of what im doing at this point
* Hopefully fixes hard del?
* meh
* Update code/datums/dna.dm
* things n stuff
* repath from master pull
* New illiterate quirk that makes a person unable to read or write. This applies to books, PDAs, paper, computers, and other electronics.
* New brain trauma dyslexia that makes you illiterate until fixed.
* Ashlizards are now illiterate as a default starting trait. The mining shuttle computer has been updated to compensate illiterate mobs randomly smashing buttons that causes a shuttle launch.
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Jetpack and spacedrift: Fixes and niceties
Ok so when I ported spacemovement onto movement loop,
I neglected to port this behavior that existed to support jetpacks.
Basically, if something that lets you move while spacedrifing
completes a move while you're spacedrifting, the
drift should "disable" to let it complete, and then later restart.
I neglected to add support for that, so that's what this does.
There's some other stuff going on here, mostly things to let jetpacks
ignore some of drift's extra behavior, since when a jetpack is not on
stablized, we want both to coexist.
It's a bit of a mess, I'm sorry about that.
Oh and at temporal's suggestion I've moved the visual_delay set from
newtonian move to an istype on the drift component, that was a good
idea, thanks quiet
* Makes dropping a pull while drifting carry the momentum into the pulled thing\
* Adds some extra context to Process_Spacemove, fixes a bunch of stupid
space bugs
It used to be, if you called Process_Spacemove with a direction, it
assumed you were an "action", so a client or mob trying to move in a
direction.
Unfortuantely for it, I needed to be able to use direction to make mob
pull drifting work. So we now actually pass in a second variable
called continuous_move, which tracks if this Process_Spacemove is on
behalf of a continuous move or not
In addition to this, I've added logic to bumping "off" someone to
prevent backbumping if that makes sense, since the bump is in the form
of a newtonian move that's run before the thing that's bumping actually
moves, we need some way to exclude it from holding the other object in
place.
* Adds a jetpack component, uses it to unify all three versions of
jetpacking
I hate you fikou
There were three copies of the same behavior, which made it hard to fix
stuff. Let's just componentize it
* Fixes jetpacks stabalizing even without fuel
This is mildly hacky. The real fix is to do this with events, but I
really don't wanna bend my brain like that. This'll do
* Ensures turn_off always has a user)
* Shut pu
* Bulky drags no longer effect your movespeed in space, fixing a consistency issue between them and all other forms of drags
* Removes some redundant code, cleans up some messy stuff
* Removes redundant safety checking from jetpack code
* see above
* Removes redundant signals
Doubles the range of the MOD Pathfinder AI
Fixes modules rendering below the suit.
Adds the ability for modules to be used when inactive.
Documents/cleans up some code.
Updates some old descriptions and explains some concepts better.
Armor Booster and Ash Accretion can no longer boost your speed over no slowdown at all.
Makes flashlight module start with 4 instead of 3 range, so it's better for people that don't know about configuration.
Doubles t-ray module range, from 2 to 4 (t-ray scanner is 3).
Puts the noslip module lower in progression, lowers its' price to 2.
New sprites for the magnetic harness module by Onule.
Brings back the holster module, it can now be used when the suit is inactive, can be printed with security suit research.
Adds the power kick module for the ERT Commander. It's a powerful kick.
refactors our disease code a tiny bit
removes permeability_coefficient variable from clothing, it decided how much stuff like chems or disease passed through your clothes, while BIO armor only decided how much you could spread diseases yourself, making it pretty much laughable
permeability_coefficient is now fully rolled into bio armor, so your bio protecting stuff will now protect you from other biological hazards like blobs
Have you ever noticed that the chemical smoke and chemical foam reactions are a lot less effective in confined spaces? This is because they currently attempt to spread to all tiles within n steps of their origin. If they can't expand onto a tile they get blocked and the expanding cloud/flood misses out on all the tiles that would be in range, but that can't be reached.
Obviously smoke and foam getting blocked by walls and the like makes intuitive sense, but it seemed a bit nonsensical that walls would basically delete a significant chunk of an expanding, amoebic mass. The solution I came up with is making smoke and foam expand until they cover a certain area, with a shared tracker for the target size and total size of the flood. The flood will simply expand as normal until it covers the desired target area. Blocked expansions just don't count and will be made up for with expansion elsewhere.
Attendant to these changes are a whole bunch of minor code improvement to smoke, foam, and one for wizard spells because I was already in the area and :pain:.
There have been some minor balance changes to the chemical smoke and foam reactions:
I converted them over to passing the desired area of the resulting smoke cloud/foam flood. The old equation for the resulting area was along the lines of 2sqrt(x)(sqrt(x) + 1) + 1 given reaction volume x and given unobstructed expansion. I've made them just pass around 2x instead. This is actually less than they used to try for, but now they're guaranteed to reach that unless the flood is fully contained. Not entirely certain if buff or nerf. Probably buff on the station.
Also, foam dilution is now based on covered area instead of target expansion range. Since this scales faster than it used to foam has been effectively nerfed at high volumes. To compensate for this I removed the jank 6/7 effect multiplier and increased the base reagent scaling a bit. Again, not certain if buff or nerf.
* Removes all supurfolus uses of QDEL_HINT_LETMELIVE
This define exists to allow abstract, sturucturally important things to
opt out of being qdeleted.
It does not exist to be a "Immune to everything" get out of jail free
card.
We have systems for this, and it's not appropriate here.
This change is inherently breaking, because things might be improperly
qdeling these things. Those issues will need to be resolved in future,
as they pop up
* Changes all needless uses of COMSIG_PARENT_PREQDELETED
It exists for things that want to block the qdel. If that's not you,
don't use it
* Adds force and hard del verbs, for chip and break glass cases
respectively
The harddel verb comes with two options before it's run, to let you
tailor it to your level of fucked
* Damn you nova
Adds proper parent returns instead of . = ..()
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Ensures immortality talismans cannot delete their human if something goes fuckey. Thanks ath/oro for pointing this out
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Allows for MODsuit control units to be worn on slots that isn't the bag slot and actually work.
So far no MODsuits will actually use this, but I would like to add one in the future, I'm just not motivated to do the MODsuit itself, so I'm adding the support for it at least to see if it would be approved.
Lawyer tie modsuit will be real in 2023.
This doesn't really change the game much so I don't know how much I actually have to explain here.
* makes hud images only apply by z level
* makes some of the atom_hud procs have better names
* fixes warning with the hud_user list and adds better documentation
* better docs for hud_images
* removes TODOs
* docs for hud_list
* adds support for linked z levels so mobs can see lower ones
* fixes merge conflict and shittily makes only shocked airlocks get added
* adds support for setting images in the hud as active and inactive
* gets rid of unatomic spatial grid change
* maybe i should actually try COMPILING my changes
* fixes merge skew and makes it compile again
* fixes huds refusing to remove from users who changed z level
* improves z level and registration logic
* fixes antag huds not appearing
* Fixes antag huds not properly setting. We now use hud_list in init, so it needs to be set before the new call, not after. Not sure why the use of appearance key was split like this, but none else knows either so none can stop me
* Ensures that hiding a basic appearance also hides the atom's active list too
* Fixes antag huds going poof
Ensures that remove_atom_from_hud will return false if the passed atom
isn't managed by it
This fixes antag huds disappearing randomly, since they assumed that if
the parent call of remove_atom_from_hud returned true, we should delete
ourselves. This is a safe assumption for them to make, since they should
only ever have one atom.
Does kinda bork if we call remove_atom_from_hud in a way that is unsure
if the passed atom is actually in that list. We were forced into doing
this by how atom huds use the qdeleting signal.
* makes basic alternate_appearance's only update themselves when setting their hud image to active and makes them not add themselves to the global huds_by_category list
* fixes mistake with hud_users list being set non associatively (bad)
* as anything in bot path loops
* Fixes merge skew problems
* Makes bot paths non global
This way they can show themselves to only the bot that "owns" them, ya
feel me?
* Fixes huds not showing up sometimes, cleans up some code
Post Kapu's limb refactor, we were calling prepare_huds twice in a human
init call chain. What was happening was this:
call prepare_huds() // Human
I gained a new hud image
I set active hud icons to mirror it
call prepare_huds() // Living
I overwrote the new hud image
I attempted to set active hud icons, which failed because it assumes
this can never happen
*cries*
* Renames add_hud_to_atom to show_to
My hope is this will make understanding hud code a bit easier, by tying
the behavior to a "verb" more closely. Also renamed a few vars
* remove_hud_from_mob -> hide_from
* Nitpicks a few comments
* Whoops/fuck/shit/damn it all/hhhhhhhhhhhh
* Moves check down, improves stack trace a bit
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
New anomaly, the hallucination anomaly. It has small bursts of hallucinations while alive followed by a big one in the moment of the end.
More anomalies are fun, i'm planning to add more of these
added the hallucination anomaly, spawnrate similar to the flux one, can spawn from the SM if eer are over 5000, can spawn when the SM delams (higher rate than the grav one), you can make the hallucination reactive armor
* FINALLY. I'VE KILLED IT. I CAN LIVE MY LIFE NOW.
I hate the fucking Toggle Research Scanner action button so god damn much. Why the fuck would I ever not want this to be on? Why do you think I'm wearing the fucking goggles? That stupid button is so annoying to use. Even if I'm NOT using the research scanner aspect of the goggles, that little shit floats there, taking up space on my screen, taunting me.
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* part 1
* Merge branch 'master' of https://github.com/tgstation/tgstation into magnet-holster
* modsuit module update: replacement of holster and pepper spray, nerf to clamp
* fixes
* this for some reason renders shit badly
* h
* test
* handles deleting as an arg, hopefully fixing the runtimes
* dusk to dawn
* fucking idiot
* you too
* slight speedup
* stiupid
* less capsaicin
* Apply suggestions from code review
use the typecache
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Update code/modules/mod/modules/_module.dm
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* w
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Sorts MODsuit icon files into clothing and modules
Makes it so modules (specifically armor booster here, but also the loader arms and ash accretion) can be colored like the control unit. and also lets them use any icon file for the overlay, so downstreams dont suffer
Resprites the Syndicate MODsuit to a sleeker design, also abandoning the armor booster cutting like a third of the sprite out, instead its similar to the elite suit, where being in space mode just gives you a different helmet design, being slits rather than eyes
About The Pull Request
I noticed a lot of strange and un-intuitive behavior in action buttons, and got stung by the bloat bug. Damn it hug #58027
I'll do my best to explain what I've changed and why, might get a bit long.
If you want a better idea, read the commits. Most of em are pretty solid, if long.
Whelp. Here we go.
How do action buttons currently work
All action buttons are draggable, to any place on the screen. They're held in an actions list on the player's mob.
Their location in this list determines their position on the top of the screen. If one is dragged away from the top, its position in the list is "saved". This looks really bad.
If two buttons are dragged over each other, their positions swap. (inside the actions list too)
If a button is shift clicked, it is brought back to the position it started at.
If the action collapse button that you likely just mentally edit out is alt clicked, it resets the position of all action buttons on the screen.
If an action is ctrl clicked, it is "locked". This prevents any future position changes, and also enables a saving feature. With this saving feature, locked button positions persist between rounds. So your first o2 canister will always start where you saved it, etc.
Actions and buttons are a one to one link. While there is functionality to share action buttons between two players, this means showing the same object to both. So one player can move a button on another's screen. Horrendous.
This also makes code that modifies properties of the screen object itself very clunky.
Why is this bad
A: None knew pretty much any of this information. It is actually documented, just in a horribly formatted screen tip on the collapse button, you know the one we all mentally delete from the hud.
B: None of this is intuitive. Dragging buttons makes the hud look much worse, and you get no feedback that you even can drag them. Depressing
C: We use actions to make new options clear to the player. This means players can have a lot of action buttons on the hud. This gets cluttery
D: The collapse button is useless. It lets you clear your screen if someone like me fucks up and gives you 2000 actions, but outside of that it just hides all information from you. You never want to see none of your action buttons, just a filtered list of them.
E: On a technical level, they're quite messy, and not fully functionally complete. This is depressing.
What I've done
Assuming the above to be true, how do we fix them?
Well first I'm going to go over everything I changed, including links to major commits. I'll then describe the finished product, and why I made the decisions I did.
Oh and I've moved some of the more niche or technical discussion to dropdowns. Hopefully this makes finding the major functional changes easier
Adds helper procs for turning screen_loc strings into more manageable arrays. This doesn't fully support all of the screen_loc spec, but it's enough for what I'm doing. (f54865f)
Uses these helper procs to improve existing code (6273b93)
Fixes an issue with tooltip code itself. If you tried to hold down a mouse button while dragging onto a tooltip enabled object, it would silently fail. The js made assumptions about the order args came in, which broke when buttons were held down (e0e42f6)
Adds a signal linked to /client/Click(). Surprised we didn't have this before honestly (c491a4a)
Makes /client/MouseDrag() return parent. If we don't do this, any overrides of MouseDrag will never actually be called (2190b2a)
Refactors how action buttons work under the hood (53ccce2)
Basically, rather then generating one button per action, we generate one button per viewer
Starts to change button behavior, more cleanup
Changes the mouse cursor when an action button is dragged. Hopefully
this makes moving things feel less like an accident, and makes you doing
it more clear
Removes the moved and locked vars. This will be more relevant later, but
for now:
Moved exists as a sort of budget "We've been dragged" variable. We can
handle this more cleanly, and the movable type doesn't care about it
Locked is a very old variable that is also not something that the
movable type "owns". It's more an action button thing that's been moved
down.
It exists so an action can be locked in place, and in that locking, be
treated as a "saved location"
(21e20fc)
Because I've nuked move, we don't need to directly set our button's
position. We can use the default_button_position var instead. This is
quite handy.
Please ignore position_action, I will explain that later
(83e265e)
Removes the buttons locked pref
It was another obscure part of action buttons, basically do buttons
start "locked" or not. See previous discussion of locked
(b58b1bd)
Major rework starts here
Alright. Sorry for this, this is where me not commiting regularly starts
to suck. I'll do my best though.
Rather then figuring out an action button's position via a combination
of the moved and ordered vars, we use a separate location var to store
one of a few defines. This makes life later much easier.
Adds tooltip support for dragging action buttons. The way the tooltip
just froze in place when dragging really bugged me, and lead to some
nasty visual artifacts.
This is a bit messy because the drag procs are horrible, but it's
workable
Dropping a button on another button will no longer swap their positions
Behavior instead depends on the target button.
If it's a part of a group (A concept I will explain later) the dragged
button is simply inserted before it in the group's list.
If it's floating on the general hud, we instead position the dragged
button to its right. There's extra logic here to ensure buttons will
never overflow the screen, but I'll get into that later.
Alright. That's most of the refactoring. Time for the larger behavior
changes.
Adds a button palette. This is a separate dropdown that renders
underneath buttons.
image
The idea is to allow for a conceptual separation between "important"
buttons and the ones that end up cluttering the screen.
You can click on the dropdown to open it, then any later clicks that
don't involve actions in some way will autoclose it.
My goal is to come up with an alternative for the action button that
just acted as a way to hide all buttons on screen. Not convinced it saw
much use.
As a side effect of removing that, I've moved its tooltip stuff to the
palette. I've properly formatted it, so hopefully it's easier to read
then the jumble that we used to have.
(You can alt click the palette button to reset all button positions)
Oh and the palette can scroll, since as you'll see later it has a
limited size.
image
Moving on from that, I've added what amounts to action landing buttons.
These allow buttons to rejoin groups, or be positioned at the end of a
line of buttons.
image
They've got a 32x32 hitbox, and only show up when dragging. Hopefully
this makes the system more clear just by dragging an action.
Oh and I've changed how button position updating works. The old system
of calling update_action_buttons on mob every time an action button
changes position is gone, mostly because I've setup more robust
grouping. Will discuss when I get to huds
(0d1e93f)
Adds the backbone behind action button position changes (94133bd)
Moves hud defines to the global folder, safer this way (7260117)
Adds color changing to the palette button, giving some heads up for buttons being inserted into the palette automatically
image
image
Ensures a landing button is always shown, even if it needs to break the
max row rule
Makes palettes auto contract if they have no buttons inside them
Prevents palettes from being opened if they have no buttons inside them
(f9417f3)
How it looks
2022-02-26.02-30-10.mp4
Why It's Good For The Game
Players have more control over the clutter on their screen.
Buttons are available, but not in the way,
Since any player move of a button saves it, any lack of clarity in the way buttons work will be forced out by buttons not just resetting when a new game starts.
We don't overlap any existing screen elements, unless the upper button list gets really long.
The code is much less crummy (I think, may have made it worse it's hard for me to judge my own work)
If it ends up not being as usable as I'd like, I'll rip out the existing changes and just implement the qol and backend stuff. I think it's worth doing though.
Changelog
cl
add: Expanded heavily on action buttons
add: Adds an action button dropdown that sits just under the normal list in the top left. You can drag new buttons onto it to insert them. Click on it to show its contents, do what you want to do, then click again anywhere to contract it. Alt click it to reset all button positions
add: Action buttons will now remember their position between rounds. So if you really like your flashlight right next to your player for some reason, we support that now
add: When you start to drag an action button, docking ports will appear in places that it can be inserted into. (Outside of just floating somewhere on your screen of course)
del: Removed action button locking, and the associated preference. I'm reasonably sure literally none uses this, but if you do hit me up
qol: Dragging an action button will now give you an outline of its size around your cursor
fix: You can no longer cause the screen to expand by putting an action button on the edge of widescreen, and then resizing to standard.
refactor: Refactors action and button code significantly. lots of little things.
/cl
headcoder wanted me to do it so lets go
every modsuit now has some amount of armor, this armor is pretty minor (ranging from 5 to 20) and department-dependant (engineers have more laser armor due to having to deal with emitters and whatnot, security suits have more bullet armor etc)
the wound armor values got nerfed for some of the suits
cc @tralezab as person with space armor opinions
About The Pull Request
Alternative to #65354
Ok so like, there was a lot of not floor types on /floor. They didn't actually want any of their parent type's functionality, except maybe reacting to breaking (which was easy to move down) and some other minor stuff.
Part of what we don't want them to have is "plateable" logic.
I should not be able to put floor tiles on the snow and be fine. It's dumb.
Instead, I've moved all non floor types down to a new type, called /misc.
It holds very little logic. Mostly allowing pipes and wires and preventing blob stuff.
It also supports lattice based construction, which is one of the major changes here. I think it makes more sense, and it fixes an assumption in shuttle code that assumed you couldn't place "a new tile" by just hitting some snow with a floor tile.
Oh and lattices don't smooth with asteroid tiles anymore, this looks nicer I think.
Moving on to commits, and minor changes
Changes clf3 to try and burn any turfs it's exposed to, instead of just floors
Moves break_tile down to the turf definition, alongside burn_tile
If you're in basic buildmode and click on anything that's not handled in a targeted way, you just build plating
FUNCTION CHANGE: you can't use cult pylons to convert misc tiles over anymore
Generalizes building floors on top of something into two helper procs on /turf/open, reducing copypasta
Adds a new turf flag, IS_SOLID, that describes if a turf is tangible or not.
Uses this alongside a carpet and open check to replace plating and floor checks in carpet code. This does mean that non iron tiles can be carpeted, but I think that's fine
Moves the /floor update_icon -> update_visuals call to /open
This change is horrificly old, dating back to 8e112f6 but that commit describes nothing about why it was done. Choosing to believe it was a newfriend mistake. Uncomfortable nuking it though, because of just how old it is. Moving down instead
Create a buildable "misc" type off open, moves /dirt onto it
Basically, we want a type we can use to make something support
construction, since that can be a messy bit of logic. Also enough
structure to set things up sanely.
I'm planning on moving most misc turfs onto it, if only because
constructing on a dirt tile with rods should be possible, and the same
applies to most things
Murders captain planet, disentangles /turf/open/floor/grass/snow/basalt
Adds a diggable component that applies the behavior of "digging"
something out from a turf.
Uses it to free the above pain typepath into something a bit more
sensible
The typepaths that aren't actually used by floor tiles are moved onto
/misc
The others are given names that better describe them, and kept in
fancy_floor
Oh and snowshoes don't work on basalt anymore, sorry
Snowed over platings now actually have broken/burned icon states, fixing black holes to nowhere
Misc turfs no longer smooth as floors, so lattices will ignore them
Placing a lattice will no longer scrape the tile it's on
Ok this is a really old one.
I believe this logic is a holdover from kor's baseturf pr
(97990c9)
It used to be that turfs didn't have a concept of "beneath" and instead
just decided what should be under them by induction. This logic of "if
it's being latticed scapeaway to space" made sense then, but has since
been somewhat distorted
We do want to scape away on lattice spawn sometimes, mostly when we're
being destroyed, but not always. We especially don't want to scape away
if someone is just placing a rod, that's dumb.
Adds a path updating script for this change
I've done my best to find all the errors this repathing will pull out, but I may have missed some. I'm sorry.
Why It's Good For The Game
Very old code made better, more consistent turfs for lavaland and icebox, better visuals, minor fix to snowed plating, demon banishment in lattice placement, fixes the icebox mining shuttle not being repairable
Changelog
cl
add: Rather then being tileable with just floor tiles, lavaland turfs, asteroid and snow (among other things) now support lattice -> floor tile construction
fix: Because of the above, you can now properly fix the icebox mining shuttle
refactor: Non floor turfs are no longer typed as floor. This may break things, please yell at me if it does
/cl