* New Processing Unit UI (#81029)
Made a new TGUI for Ore Processing Unit, removed all `updateUsrDialog`
calls.
* New Processing Unit UI
---------
Co-authored-by: Interception&? <137328283+intercepti0n@users.noreply.github.com>
* Removes material breakdown flags, traits & miscellaneous fixes. (#80389)
## About The Pull Request
1. Removes material breakdown flags i.e. all flags with the format
`BREAKDOWN_XXX`. These flags do nothing, there are no special checks to
transform materials based on these flags, they are passed around just
because certain procs require them for syntax purposes only.
Apparently there were plans to make these flags do something special
from the comment
302247c0d1/code/__DEFINES/construction/material.dm (L43)
But nobody got any ideas for years now. The only special thing we can do
with them now is remove them and reduce code clutter, so let's do that
The only flag that ever did something was the
`BREAKDOWN_INCLUDE_ALCHEMY` flag. This only worked when coupled together
with `TRAIT_MAT_TRANSMUTED` trait(which is only used by the reagent
metalgen) and when both this trait & flag are combined together... they
still do nothing
302247c0d1/code/game/atom/atom_materials.dm (L41-L42)
Yup they cancel out each other to prevent returning an empty list, the
traits only job was to prevent materials from being recycled (like why?
what's the benefit of that? nothing) and the flag was meant to bypass
this restriction so both the trait & the flag cancel out each other
therefore doing nothing meaningful. Best remove them both and call it a
day.
2. Fixes an error in displaying number of sheets inserted into a mat
container when that sheet is made up of alloy materials. it would count
as 2 or more because it would take the sum of total material amount
inserted and not the actual sheets. That's fixed now.
3. Remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag
4. Adds helper proc to insert materials via the remote material
component with proper context
## Changelog
🆑
fix: mat container displays correct number of sheets inserted for alloy
materials.
fix: remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag.
code: removes material breakdown flags and related traits.
code: adds helper proc to insert materials via the remote material
component with proper context.
/🆑
* Removes material breakdown flags, traits & miscellaneous fixes.
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* Cuts down on unnecessary non-TGUI stuff (#79590)
## About The Pull Request
Removes INTERACT_MACHINE_SET_MACHINE on machines that don't use a
non-TGUI UI.
Removes set_machine from TGUI things that forgot to remove them
previously.
Decouples advanced camera consoles from UI procs since it doesn't
actually use one.
## Why It's Good For The Game
TGUI machines don't need to be using these procs and vars, and this
makes it more clear what does and doesn't use a TGUI menu from a glance.
I explain it a bit better
[here](https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA) if you're interested.
## Changelog
No player-facing changes.
* Cuts down on unnecessary non-TGUI stuff
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* [NO GBP] Fixes active conveyor belts not moving movables spawned on top of them. (#77104)
There's one instance of the old signal I've missed from #76376, all
because lists treat undefined keys like text strings.
* [NO GBP] Fixes active conveyor belts not moving movables spawned on top of them.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Material container & related stuff ui refactors & clean-up (#76220)
## About The Pull Request
**1. Material container clean-up & refactor**
- Replaced `total_amount` var with `total_amount()` proc, this var can
be easily computed by summing up all material amounts rather than
storing it as a var which is tedious to update & keep track of when
materials are added/removed
- Removed unused procs `transer_amt_to()`, `can_insert_amount_mat()`,
and `get_categories()`. These procs are not used anywhere in the
codebase so let's remove them & make some space.
- Callbacks are replaced with signals, the callbacks don't need to be
explicitly garbage collected & having macros & procs marked with
`SIGNAL_HANDLER` makes your intentions more readable & explicit.
- Fixes#76151
All material adding, removal, checking operations are "Integer"
operations, i.e. the final value is rounded & them made 1 if the final
value is 0 using the macro `OPTIMIZE_COST`[coudn't come up with a better
name]. No more dealing with decimal value materials
The problem was after the protolathe was upgraded with better parts all
the design costs were multiplied with a decimal `efficiency_coeff`
value, this means even though in the UI the cost was displayed as 60
bluespace crystals its actual cost was `60.0001` something in the
backend causing this check for materials to fail & print the error
message.
- Replaced `GetComponent(/datum/component_material_container)` with just
a simple ref to the material container when adding the component, so we
can save some overhead from calling this proc
- Gave all procs a ton of documentation with documentation having
documentation
- Fixes#76506 RCD and other devices that uses the silo link upgrade now
have the correct material usages
- Fixes#72096. It wasn't just a problem with ancient protolathe but
with all machines that used `datum/component/remote_materials` the
problem was remote materials would add an instance of
`datum/remote/material_container` if it wanted to use local storage but
this component would get added before `datum/component/remote_materials`
could be registered i.e. it comes before remote_materials in the
component list. So when the machine is destroyed it will first destroy
`material_container` & then `remote_materials` therefore destroying the
materials before they could get ejected
- Silo link is established when parent is registered with remote
materials raher than adding an external timer which is faster
- Everything that uses a material container will auto eject their sheets
when destroyed
- Moved this & remote materials into its own folder for better
organization
**2. Material UI Changes**
- Removed the x25 & x50 print buttons from the autolathe, now they just
have x5 & x10 buttons like the protolathe, These buttons were of no use
since you could just type the exact amount you want to print in the
`[Max: <some amount>]` side bar. The code to compute these buttons was
just plain right nasty & some of it unused in the UI.
- The material eject button in the material bar does not gray out when
you can eject exactly one sheet
- All material cost are integer values rounded
- Fixes#76253 Exosuit Fabricator sends the material container static
data to the UI so its material bar is not greyed out when there are
sufficient materials to eject
- Component printer material bar sends the material container static
data to the UI so its material bar is not greyed out when there are
sufficient materials to eject
- Autolathe Material bars now display number of sheets available
- Max printable amount of items are now computed & updated correctly in
the UI. They were displaying wrong values & now get updated when items
are printed, materials are removed
- Silo hold actually works now. When a machine is put on hold it calls
this proc
e929cf39cd/code/datums/components/remote_materials.dm (L78-L87)
Notice how the key is `src` so we should be consistent during checking
if a machine is on hold using the same `src` var. But for some reason we
did dumb shit like this
e929cf39cd/code/datums/components/remote_materials.dm (L150-L153)
What is category? Why do we care for the area the machine is in? None of
it made sense so i removed all that junk and just made it check for
`src` like it should
- Removed redundant `removable` & `sheets` var from the material
container ui_data. These vars are unused in the UI
- If an item does not have the required materials then upon clicking
that item you will not get any error message but instead nothing happens
## Changelog
🆑
fix: items can be printed from autolathe & protolathe when the exact
material amounts are present in them after upgrading
fix: max printable amount now shows the correct value & updates when
items are printed, materials are removed in the autolathe & protolathe
fix: component printer material bar is not greyed out when there are
sufficient materials to eject
fix: rcd and other devices that uses the silo link upgrade now have the
correct material usages
fix: silo hold actually works
fix: machines using local storage to hold materials will eject it's
materials as sheets when deconstructed/destroyed
refactor: Autolathe Material bars now display number of sheets available
refactor: printing an item that does not have enough materials will fail
silently with no error messages
refactor: Drone dispenser will eject sheets upon deconstruction
refactor: all things that store materials will auto ejects its sheets(if
there is sufficient material) when destroyed
refactor: inserting an item into the material container will display the
units consumed as sheets not absolute units
refactor: removed x25 & x50 print buttons from the autolathe
* Material container & related stuff ui refactors & clean-up
* Update ammo_workbench.dm
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
Replaces lava and chasm's "safeties" and ignoring turf slowdown on catwalks with traits and a new element. (#76376)
This adds a new element for movables that grants turfs they're in
traits, changes lava and the chasm component to check for traits
instead, ditto for turf slowdown. It also implements another trait that
prevents wet floor from slipping people, as well as some other changes
(feel free to opine on them really):
- Tables and conveyor belts now stop turf slowdown, much like catwalks,
as I imagine people walking on them are not really touching the floor.
(I'd include protection against lava too... until they melt, but that'd
mean finding a way to have these objects burn in the first place, and
lava code is still stupid despite a years old refactor I did)
- Tables also stop slippery turfs from slipping (bananas, soaps etc.
still apply). I wish there were a way to make some objects slippery by
coating them in water vapor or splashing water/lube, but that's outside
the scope of this PR.
- Fixed an edge case in which a mob standing on a lava turf would be
left permanently visually on fire if the lava is changed to another kind
of turf.
- Removed unused code from stone tiles.
I'm going to include these traits in that global list for admin-added
traits... tomorrow perhaps. 💤
Replacing some hard-coded mechanics with easier to use traits and an
element, which I also need for the submerge element PR.
🆑
refactor: Replaced hardcoded "safeties" for lava, chasms and ignoring
turf slowdowns on catwalks with traits.
balance: much like catwalks, tables and conveyors also disable turf
slowdowns.
balance: slippery turfs won't slip you when walking on a table.
fix: Fixed an edge case in which a mob standing on a lava turf would be
left visually but permanently on fire if the lava is changed to another
kind of turf.
/🆑
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Autounlock techwebs are shared between machines that use them. (#72515)
## About The Pull Request
Did you know that for every Autolathe, Limbgrower, Biogenerator, ORM,
and Smelter that was built, an entire new techweb was made? The average
round has 2 ORMs (smelters count) if not more from ORM deconstruction
objective, 2 biogenerators, several autolathes and generally 0-1
limbgrower, I think there's more techwebs being created than we need.
Creating a whole techweb was a pretty terrible way to optimize this, so
I made a global list that stores these techwebs. Created on demand,
these autounlocking techwebs now share between the machines that use
them. It also generate all hacked nodes which will be visible if the
machine is hacked, instead of 'researching' them for each hacked
individual machine.
The 'specialized' techweb subtype was removed because its sole purpose
was to allow autounlocking to be a subtype of it. Now autounlocking is
just the direct subtype. I also removed mechfab autounlocking type
because it wasn't used, mechfabs use techwebs directly.
Autolathes and Limbgrowers now locally store 'imported designs' which
are things uploaded from technology disks. Outside of this, the
autounlocking techweb subtype now stores 'hacked designs' which unlocks
when the machine is emagged.
While doing this, I saw ORMs and Biogenerators had disks you can insert
into them, but I did not find anything that can actually be uploaded to
them (I saw Alien Alloys as a possibility, but there's no such disk to
allow uploading this alloy to the machine, and I didn't think an entire
system for 1 single alloy was worth keeping around), so I removed this
unused feature from both machines.
I merged 'Hacked' and 'Emagged' categories because they served the same
purpose, 'hacked' being on hacked autolathes and 'emagged' being on
hacked (emagged) limbgrowers.
Tech disk techwebs (which is created every time a disk is made, however
I hope to change this in the future) into it's own subtype, so admins
understand where its from when looking in VV panel (because I was
confused when I saw them at first).
``autolathe_crafted`` proc was removed because it was entirely unused
too.
Now it looks like this, which I consider an improvement:

## Why It's Good For The Game
We no longer initialize a brand new techweb for no reason whatsoever.
Each techweb made is making entire lists of experiments and research
papers, all of which is never to be seen in-game and is completely
useless to the player. Cutting down on these techwebs is a good first
step to this needless initializing.
## Changelog
🆑
qol: Removed the tech disk part of the ORM's UI as it was entirely
unused, now it's a little more compact with less scrolling needed.
refactor: Autolathes, Limb growers, Biogenerators, ORMs and Smelters now
share techwebs with other machines of their types, rather than all make
new techwebs each time. This means they only build their nodes once,
including hacked ones. Instead of researching nodes on hacking the
machine, they now show hacked ones depending on if it's hacked.
/🆑
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
* Autounlock techwebs are shared between machines that use them.
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
* Biogen shows default reagent container icons instead of beakers (#72247)
## About The Pull Request
With the new crafting menu some reagents now have default container
assigned.
I applied these to visualize reagents in biogen UI too.
<img alt="060ybChTkI"
src="https://user-images.githubusercontent.com/3625094/209483256-e4159a05-46ae-47b8-bc42-9d003cf6c303.png">
## Why It's Good For The Game
Better representation of a reagent.
## Changelog
🆑
qol: Biogenerator shows default reagent containers instead of beakers
/🆑
* Biogen shows default reagent container icons instead of beakers
Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
* Save 0.6-0.7s of init time by splitting registering lists of signals into its own proc, and optimizing QDELETED
* modular RegisterSignals
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Labor camp machines - Fixes & Code improvement (#68584)
About The Pull Request
Visible changes (all the fixes):
Labor point checkers now says the prisoner ID's stats rather than being a to_chat, it also displays their info much better.
Labor stacker no longer duplicates your points at no cost by attacking the machine with materials, instead it processes it just like it would when sucking materials up.
Labor stackers additionally now update their input/outputs when they are rotated through shuttles, as it doesn't work on the current version of Lavaland (there's no issue report up on this yet though, oddly).
Adds a check if you actually have a goal before checking if you can send the shuttle up, preventing prisoners who were sent without a point goal (permanently) from being able to go up whenever they wanted by simply clicking on the button before it greyed out.
The rest (code improvement):
Added more early returns
Removed single letter vars
Renamed terribly named vars and added comments to some of them.
Removed machinedir in favor of checking their view() when syncing machines, as I didn't find checking an entire side of the map next to an object to be very intuitive.
Lets Lavaland use labor camp machines again
Closes#67764
Just cool general fixes +1
Changelog
cl
fix: Labor camp Prisoners without a sentence can no longer send themselves back up whenever they wanted by clicking the button fast enough.
fix: Prisoners can no longer get infinite labor camp points by clicking the stacking machine with ores.
fix: All ore machines now properly change their direction when they dock a shuttle in a separate direction, fixing Lavaland's labor camp stacking machine.
qol: Labor camp's point checker now states all the information you need, rather than being a paragraph of text that just appears in chat.
/cl
* Labor camp machines - Fixes & Code improvement
* MAP RESET
* Update labour_skyrat.dmm
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs (#68033)
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs
* wew
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Reverts Entered() passing dir instead of old loc (#59910)
* Reverts Entered() passing dir instead of old loc
Co-authored-by: Rohesie <rohesie@gmail.com>
* minor material_container args/vars refactor and Mk-honk shoes peeve. (#54863)
My original intention was just fixing an issue with the Mk-honk banana shoes but, considering I didn't want to add two new variables to a component with already lot of args and lengthy AddComponent() calls in term of text, I had to merge some TRUE/FALSE variable/args into the breakdown_flags bitfield (now named mat_container_flags) in the process.
* minor material_container args/vars refactor and Mk-honk shoes peeve.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Adds Alloy Materials (#53623)
Adds and implements alloy materials
Takes several materials that were mostly fluff and converts them into actual usable materials.
Messes with material code a bit to make alloys recycle back into their component materials.
Adds the alloy materials to their in-game stacks.
Materials added:
Plasteel
Plastitanium
Plasmaglass
Titaniumglass
Plastitanium Glass
Alien Alloy
Makes plasteel/plastitanium/plasmaglass and the rest able to have separate properties from their component materials. It doesn't make much sense that the materials used to seal off the supermatter chamber from the rest of the station would be prone to exploding when heated.
Allows for further expansion of materials, possibly including actual functional metallurgy and smelting at some point in the very distant future.
(Lemons note: Adds a regeneration component, used for alien alloy)
* Adds Alloy Materials
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)
* 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
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities
Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.
Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.
This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.
To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.
Requested by @optimumtact.
Changelog
cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* initial
small thing
* improvements
1. Removes loops for picking up items. its now an item by item basis unless there is an ore box involved
2. Removed pickup_rate and ore_buffer var for the ORM, they aren't needed anymore
3. Fixed conveyors not moving items that get created on top of them (New / Initialize), by sending signals when atoms are created.
* renames the registered signal proc name so travis doesn't throw a fit
* signal improvement
* forgot to update other proc names
* ninjanomnom review changes
replace NEVER_PROCESS with START_PROCESSING_MANUALLY
default_unfasten_wrench override for ORM
50 -> 5 SECONDS
I totally didn't mispell anything
* makes a new signal: COMSIG_ATOM_CREATED
* more review changes
* duh
* even more review improvements
* switch >= to >
* reverts conveyors back to using process() for moving stuff
* various touch ups, adds documentation
* rebase to fix map conflicts with forgottenship.dmm
Co-authored-by: SteelSlayer <SteelSlayer@users.noreply.github.com>
Yeah yeah I know no opening too many WIP PRs but this one's [ready] and I want to make sure any furthur techweb development doesn't keep using the old reference system which will make refactoring it harder, and this makes it easier for coders to do stuff in theory (at least for me), standardizes getting a node/design, and makes stuff actually GC properly.
* Ore Stacking
* honk
* honk
* component memes
* honk2
* fix overlay off-by-1, sheet singular names
* Give the ores more descriptive names since sheets also have
* whoops debug memes
* atom editor memes
* fixes
* snowdin fix
* Ports /vg/'s component system
* Fix component signalling itself for addition
* Fix the list arrangement for removal
* Whoops
* Return the existing component if the created one was deleted
* These can't be ints
* ,
* returning TRUE from a callback will mark the event as handled
* Small refactor
* Add powered components
* R e f a c t o r
* More wip
* Fixes et al
* Pure pain
* When bae tells you she was tabs but she was actually spaces
* RReee
* Needs arglist
* Fax
* Fax
* More better
* You fail me yet again git commit
* Some kajiggering, but there we go
* No more 3rd param = variadic
* fix
* Sanity
* Whoops
* Minor thing
* Whoops
* fax
* Better describe the function, + add ..()s
* Fix
* Port to Initialize
* fuk in git