- Makes QDELETED use isnull(x) instead of !x, giving about 0.2 to 0.25s
of speed.
- Make disposal constructs only update icon state rather than go through
expensive overlay code. Unfortunately did not have much effect, but is
something they should've been doing nonetheless.
- Makes RegisterSignal only take signals directly as opposed to
allocating a fresh list of signals. Very few consumers actually used
this and it costs about 0.4s. Also I think this is just a bad API anyway
and that separate procs are important
`\bRegisterSignal\((.*)list\(` replaced with `RegisterSignals($1list(`
Similar vein to #37116
This is supposed to be standard, yet here we are.
SHOULDN'T change anything, but there's likely something out there that's
bound to behave different because of it.
These were done manually, regex to find things that MIGHT need to be
corrected;
`^#define.+\+((?!\)).)*$`
`^#define.+-((?!\)).)*$`
`^#define.+\*((?!\)).)*$`
`^#define.+\/((?!\)).)*$` (yeah that's a lot of stuff.)
`^#define.+%((?!\)).)*$`
`^#define.+SECONDS((?!\)).)*$`
`^#define.+MINUTES((?!\)).)*$`
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
its a list where we continued if the person was NOT in the whitelist, it continued to the next, so it broke if there was a drone nearby, instead of breaking when there was a human enarby or whatever
fixes#66577 (Station Drones aren't allowed to interact while near another Station Drone)
Increases drone health from 30 to 45, making it harder to instantly die from some things
Lowers the range that drones can't do interactions from 4 tiles to 3 tiles
Lowers stun time from 10 seconds to 7 seconds when EMP'd
Wait time for when a mob has recently interacted with something has been decreased from 5 minutes to 1 minute
Drones can now build near dead mobs, but not interact when right next to them (to prevent pulling)
Also adds a new argument for the shy component that allows interacting near dead bodies, but not right on top of them
Why It's Good For The Game
This is mainly for the QOL of Drones. I know "maint" is implied in the name of drones, but it sucks that you have to hide in maint for half the shift while all the airlocks are being opened by everyone, being unable to fix the station from explosions. Also even though the range was 4 tiles for interacting next to living mobs, it seemed a bit excessive when you tried to do stuff.
Changelog
cl
balance: Maintenance Drone health changed from 30 to 45
balance: Maintenance Drone stun times from getting EMP'd reduced from 10 seconds to 7 seconds
qol: Maintenance Drones can now interact near dead bodies
qol: Maintenance Drones don't have to wait 5 minutes to open an airlock when someone recently did it. Now they have to wait 1 minute.
qol: Changed distance Maintenance Drones aren't allowed to interact with anything from a nearby mob from 4 tiles to 3 tiles
/cl
Title. The clickon proc calls params2list only after the component signal was sent notwhitstanding clickon comsig procs also needing to access these parameters in order to work properly, which means every one of these comsig procs has its own params2list(params) call. This problem isn't exlusive to these comsig procs. For some reason the params text string is passed down to the melee click chain, afterattack and afterattack_secondary instead of the params/modifiers list... buuut we'll get there later. TL;DR params2list is being called more times than necessary because of a suboptimal old code.
Another issue: Some of these comsig procs ignore parameters such as shift, which is used to examinate things and access popup menus, alt, ctrl and/or middle mouse button. This is the case of the honorbound mutation datum, shy and shy in room components, mechas and the clown car. This is of course also getting fixed.
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)
It's the second try! (First: #48456)
Drones are little robots inspired by Keepers from the Mass Effect games. With laws to maintain both the station, and their distance from the matters of others, they were a great ghost role that let you fix up the station when you were otherwise out of the round. They were in the game for quite a while, but were abused. The abusive players completely ignored the laws and did whatever they wanted. Being tiny ventcrawlers, this became a huge issue for admins.
I attempted to bring them back, this time with some gameplay restrictions to enforce their laws a bit better. It seemed to go well, but I required headmin approval, and this all happened near a headmin election, so the project died.
Recently, some people have wanted to bring drones back. So, they gave me a ring, and I started a discussion with the admin team to see what other changes they would want in addition to the previous ones.
Here are those changes:
They can't interact at all when close to another being, living or dead
Their binary chat has been removed to separate them from AI and borgs
They can only hold a whitelist of items necessary to do their job
They can only interact with machines necessary to do their job
The drone satchel is gone, and drones now have built in basic tools
They also can't interact in some blacklisted high risk areas
Finally, you must play 40 hours total as a Silicon role in order to play as a drone
Additionally, the drone dispenser is not mapped, and the drones must be researched to be constructed.
Why It's Good For The Game
Drones are a fun way to pass the time, and this time they have a lot less freedom. You can still perform the basic function of maintaining the station, but not without difficulty and tedium. This will allow other station roles to perform much better than the drones, while still letting them chug along at their slower pace.