Removes fake recalls, the shuttle will arrive in rounds that usually would not allow shuttles (rev, malf, blob) but when the time comes for the shuttle to leave, it simply won't.
What this does:
-It gives a bonus ~8 minute delay to antag discovery on shuttle calls
-It punishes crews that call the shuttle at first sign of danger by:
--Rev: having the heads/potential converts huddle in predictable locations
--Blob/Malf: Distracting focus from the antag
-Gives a nice little OH SHIT moment when the shuttle doesn't launch
Essentially this turns shuttle calls into something you wouldn't attempt without confirmation of the round type, which is the opposite of how it functions currently.
Malf AIs also gain the ability to recall the shuttle to avoid the hard tell if they prefer.
* Silicons are now immuned to ear damages/deafness
* Only living mobs can now take ear damages/be deafened
* Simple animals are now healing ear damages/deafness at the same rate as other living mobs
* Fixes being able to hear AI announcements when deaf
Fixes people seeing visible_messages from a src that is in the dark or inside a container; and fixes people not seeing the message when they are in the dark but not the src.
Misc:
+Fixes unreported issue with initializing lighting on a specific zlevel
+Fixes two similar issues with moveElement and moveRange. Where fromIndex or toIndex could be adjusted incorrectly in certain conditions. Potentially causing bad-sorts, or out of bound errors.
+Rewrites listclearnulls(list/L) to no longer iterate through L.len elements for every null in the list (plus 1). i.e. went from L.len*(number_of_nulls+1) list-element reads (best-case), to L.len list-element reads (worst-case)
+New proc/getElementByVar(list/L, varname, value) which finds the first datum in a list, with a variable named varname, which equals value. You can also feed it atoms instead of lists due to the way the in operator functions.
+Fixes an unreported issue with Yota's list2text rewrite. Under certain conditions, the first element would not be converted into a string. Causing type-mismatch runtimes.
+New global map_ready variable. This is not fully implemented yet, but will be used to avoid duplicate calls to initialize() for map objects.
+All turfs now maintain references to all lights currently illuminating them. This will mean higher memory use unfortunately, due to the huge number of turfs. However, it will speed up updateAffectingLights significantly. I've used list husbandry to reduce baseline memory usage, so it shouldn't be any worse than some past atmos modifications memory-wise.
-Removed 'quadratic lighting', can add this back at some point. Sorry.
+modified the way lum() works slightly, to allow turfs to have overridden delta-lumen. i.e. space cannot be illuminated more than its default ambiance. This allowed removal of some iffy special-snowflake lighting areas implemented by somebody else.
+Lighting images in the dmi can now use arbitrary naming schemes. It is reliant on order now. This allows the dmi to be replaced by simply dropping in a new dmi.
-Removed all subtypes of /area/shuttle. Shuttles now create duplicate 'rooms' of /area/shuttle. (More on this later). This will conflict with most maps. Guide on how to fix to follow.
+All verbs/tools relating to world.tick_lag were refactored to use world.fps. However old config text for setting tick_lag will still work (it converts the value to fps for you)
+MC stats improved using smoothing. They now have their own tab so they dont get in the way when you're playing as an admin.
-removed the push_mob_back stuff due to conflicting changes. Sorry Giacom.
_OK, NOW THE ACTUAL INTERESTING STUFF_
Following systems moved over to subsystem datums:
air_master
garbage_manager
lighting_controller
process_mobs (aka Life())
nanomanager
power
sun
pipenets
AFK kick loops
shuttle_controller (aka emergency shuttle/pods), supply_shuttle and other shuttles
voting
bots
radio
diseases
events
jobs
objects
ticker
Subsystems hooks and variables should be commented fairly in-depth. If anything isn't particularly clear, please make an issue.
Many system-specific global variables have been refactored into
All tickers which previously used world.timeofday now use world.time
some subsystems can iterate before round start. this resolves the issue with votes not working pregame
Also removed some mob vars like sdisabilities and merged the usability
with disabilities
Removed need for mutations var, they are not handled in dna
Removed blinded var, now its handled by eye_blind being bigger than zero
Ands lots, lots of other shit in files that used mutations
Makes hud_list associative, and introduces the /atom list hud_possible,
which lists all the possible hud images a certain atom can provide.
Replaces all the awful procs in the gamemodes with their new
/datum/atom_hud versions, which are much shorter, simpler and faster.
- Adds bots to the Master Controller as their own datum instead of
machines.
- Puts bots into their own global list.
- Processes bots asynchronously so as to not hold up the MC processing
them.
Moving do_attack_animation() proc to mob/living
Fixing the pixel offset issue from beds especially rollerbed.
Fixing the nograv bouncing stopping because of another animation being used.(lying down, jittering, attack animation)
Removes a version of atom/movable/Move() that was in mob_movement.dm.
New proc called newtonian_move() that's called as a result of things like shooting a gun or spraying a fire extinguisher and as part of atom/movable/Move().
It pushes src if it's not under gravity and gives the object a chance to stop itself.
As a result, inertial_drift() is kill.
Moved Process_Spacemove() out to atom/movable. It does the same thing, it's called whenever a drift is attempted and stops the drift if it returns 1. Default check is to look for nearby lattices to make dragging shit around the station less annoying. Mobs still call it in Client/Move()
The mob version of Process_Spacemove() will shove non-anchored nearby objects out of the way if you try to move like that. For example if you're free-floating in space next to a closet and try to move right, the closet will drift off to the left.
Mechs call their occupant's version of Process_Spacemove() so mining with a mech isn't retarded. The pussy wagon does the same thing and thus no longer works like a jetpack. Will it be making a comeback?!?! (no)
Any move will attempt to keep dragging your pulled object, not just ones initiated by the client. Should make space wind a little less annoying. Was needed to make drifting not break your drags.
Mechs drift correctly without any special snowflake crap.
Spaceslipping is gone because fuck that shit
Space movement is now slow instead of fast. Having a jetpack helps go faster but even that's slower than current. Hopefully means nuke ops can see each other as they move to the station instead of losing sight of each other instantly. Having your hands full makes spacemovement even slower.
You can drift in office chairs and drag mobs in beds or the bed itself. Currently drifting diagonally while in an office chair is bugged and I need help to solve it. It winds up in cardinal movement instead of a diagonal one.
Changes up the jetpacking effects system to cause fewer errant ion trails but it's still awful code. In hindsight I shouldn't have bothered but here we go.
Drones can hear and understand human speech, but still cannot speak it
Drones recieve 25 brute damage when hit by a heavy EMP blast
You can tell if drones do not have a player controlling them
If you attempt to repair a dead drone, but the player is ghosted and can re-enter, you will repair it, and the ghost will be notified
Added new get_ghost proc to mobs, which will attempt to retrieve the ghost mob of the player if it exists and can re-enter, override arg available if you want it even if it can't re-enter
Syndrones now start with initial TC/2 instead of a hard coded 5 (which was made before the TC*2 update)
Drones get a robotic chat bubble
Renaming Make Sound to Object Say.
Switching deaf_message in audible_message proc to last argument.
Replacing some "for(mob in hearers)+show_message" with audible_message()
RESULTS:
sorting 10 random lists of length 3 to 303 in increments of 3
(Meh, I forgot to refresh this one, there were only 338 trials rather than 1010, can't be bothered to recode the test)
Profile results (total time)
Proc Name Self CPU Total CPU Real Time Calls
------------------------------------------------- --------- --------- --------- ---------
/proc/sortList 0.672 16.141 16.243 171226 <--TG's current mergesort(recursive, hence the higher number of calls)
/proc/sortTim 0.008 3.278 3.274 338 <--TimSort
/proc/sortMerge 0.011 2.839 2.855 338 <--new mergesort
/proc/sortInsert 0.010 2.124 2.103 338 <--binary insertion
Sorting 10 presorted lists with 3 inversions (3 elements shuffled up), Lists of length 3 to 303 (increments of 3)
Profile results (total time)
Proc Name Self CPU Total CPU Real Time Calls
------------------------------------------------- --------- --------- --------- ---------
/proc/sortList 1.290 23.056 23.254 308050 <--rather cataclysmic
/proc/sortMerge 0.015 4.077 4.068 1010 <--
/proc/sortInsert 2.639 3.472 3.464 1010 <--
/proc/sortTim 0.014 1.567 1.576 1010 <--TimSort is faaar more effective in these cases,
Timsort can exploit runs effectively
sorting 10 presorted lists which have been reversed
Profile results (total time)
Proc Name Self CPU Total CPU Real Time Calls
------------------------------------------------- --------- --------- --------- ---------
/proc/sortList 1.234 23.193 23.295 308050
/proc/sortMerge 0.023 4.681 4.686 1010
/proc/sortInsert 2.875 3.750 3.765 1010
/proc/sortTim 0.020 3.294 3.284 1010 //This can be lower by using a different comparison method
*Corrected: /proc/sortTim 0.017 0.665 0.663 1010 //Using a non-strictly ascending comparison
sorting 10 presorted lists
Profile results (total time)
Proc Name Self CPU Total CPU Real Time Calls
------------------------------------------------- --------- --------- --------- ---------
/proc/sortList 1.199 21.391 21.517 308050
/proc/sortMerge 0.018 3.724 3.729 1010
/proc/sortInsert 2.497 3.302 3.309 1010
/proc/sortTim 0.024 0.586 0.584 1010
Summary, all the new procs are faster than the old ones. TimSort is ever so slightly slower than Insertion and Merging on random lists. But on lists with natural runs (partially sorted data) it is far faster than all others.
The old merge sort was removed and replaced with timSort. Other algorithms are provided as alternatives.
All algorithms use a central datum, so accept many of the same parameters. For instance, setting associative=1 will make them sort associative lists by their associated values, rather than keys.
They also accept a cmp argument. This allows sorting of lists of datums, text, numbers or whatever. The pre-existing helpers in lists.dm were rewritten as examples.