* [DRAFT] Reformats Access IDs for accessibility and futureproofing
* replaced all the old defines and IDs everywhere
* replaced ID integers with strings, cleaned up a couple tram helpers
* replaces req_access_txt with req_access and fixes a few of my mistakes
Co-authored-by: san7890 <the@san7890.com>
* 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>
adds Lizard Scream, Moth Buzz, Toy Squeak, Xenomorph Hiss, Warp Whistle, Poster Rip, Coinflip, Flash, Flashbang, Laugh Track, Whip, Gavel, and Megaphone to the circuit sound synthesizer
please comment other sounds you want to see in this since its easy to add and gives more creativity to circuit makers
* unfinished circuit laserpointer module
If this makes a pr I will be very mad
* Almost done making it function
* adds it to the research path
* lets it be logged
* Makes it work and printable
* removes felinid moving to save time dilation + removes cyborg stun because just no
* minor changes
* removes unused var oops
* guh?? (alphabet)
Since #51534, it would appear that the actual contents of papers wasn't being logged.
Current paper logs are effectively useless. This makes them actually useful again.
This PR adds 2 new BCI components: VOX component which allows to play vox announcements(for the user only!) and Thought Listener component which allows user to input a string upon activation.
I've also added a rotation port for the object overlay component so you can make pinpointers using it.
This PR requires #65604
Adds view sensor component to circuits which allows to get all visible(no ghost detectors, sorry) movable atoms in a 5 tile range. It only works when your circuit's shell is placed on the ground or is held in hands.
Adds a wiremod component called "Format List" and one called "Format Associative List" that you get at round-start.
It accepts a format string and a list of parameters.
For "Format List":
The format string contains normal text, and codes of the form %n (eg. %1, %2, %3) that correlate to indexes in the param list.
For "Format Associative List":
The format string contains normal text, and codes of the form %key (eg. %name, %health) that correlate to keys in the associative param list.
The param list can contain any types, which will be automatically converted to strings.
Conversion of entities to strings still follows the range rule of To String. Important to keep in mind if you're formatting an NTNet transmission.
For the associative version, the keys must be strings comprised of letters, numbers, or underscore.
Simplest example that says "Bob McToolbox pressed the button.":
See title. Lets you use input and output signals to set variables instead of automatically setting them.
Gives more control, additionally there may be cases where you don't want this, and the normal component still exists.
They're two separate components so that the first one can be a lot more compact
Tags would bug out due to how the 'Save Shell' component would copy all the variables on an object except a few restricted ones, though this proved to be very buggy.
The duplicator part has been removed and more proper logging has been added.
To compensate for the duplicator part being removed, admin circuit display names will now replace the entire name of the shell.
This makes several small changes to the MODsuit circuit module:
Adds the MODsuit Action component. When selected, the circuit module opens a radial menu with which to select an action component to trigger.
Due to its similarity to the BCI Action component, both it and the BCI Action component have been made subtypes of an abstract equipment_action component that implements their shared functionality.
Renames the MOD component to the MOD circuit adapter core component.
Changes the "selected module" port on the MOD circuit adapter core to a string port, for consistency with the corresponding input port.
The circuit in the circuit module can be removed. Consequentually, the circuit module no longer comes with a pre-installed circuit.
The "Toggle Suit" signal port on the MOD circuit adapter core can now activate the modsuit.
Makes the circuit module printable in the component printer, for consistency.
Moves the circuit module's code to modules/wiremod, for consistency.
BCI action component properly typechecks the shell it's inserted in.
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
This PR adds several circuit components used for scanning and checking ID cards:
The Get ID component returns the ID the target is wearing or holding
The Read ID Info component returns the name, rank, and age registered on the ID
The Read ID Access component returns a list of all the accesses on the ID
The Access Checker component does comparisons on lists of numbers, specifically tailored for checking ID access
Due to the access checker using a similar UI element to the airlock electronics, that element has been moved to its own file in tgui/interfaces/common. This change is not player-facing.
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
Attempting to load a BCI or circuit MODsuit module with the save shell component yields an empty circuit. This PR fixes that by making the save shell component check for and delete any pre-existing circuit in the loaded shell.
Added a couple components that convert a number into an array of binary digits and viceversa.
May help players mak more complex and advanced components without filtering those lacking knowledge in the binary field.
Adds COMSIG_ITEM_AFTERATTACK_SECONDARY and COMSIG_MOB_ITEM_AFTERATTACK_SECONDARY signals, which are both called by item/proc/afterattack_secondary.
Adds COMSIG_ITEM_PRE_ATTACK_SECONDARY and COMSIG_ITEM_AFTERATTACK_SECONDARY to the list of circuit signal handler presets.
The proc call, set var, and spawn atom components will resolve any weakrefs passed to them in their parameter port, seeing as the list literal component now converts datums into weakrefs.
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.
I'm adding a circuit component that can print text string on a paper object in a variety of colors and font typefaces (currently only web-safe ones are available, maybe i'll add some fancy ones in the future but they'd need to be imported either through @import of @font-face in a separate CSS not imported by every tgui UI).
It's important to note that because the UI sanitizes new text inputed by users and not what's already written on the paper (so the pen_color and pen_font don't be purged in the process), we can't safely have these strings "printed" into the info variable directly, because of that these values will be stored in two new list variables, one for the text and one for font color, face and the signature. When the paper sheet UI is opened, these will be sanitized and then parsed into the text, so the next time the paper is edited we can clear these two lists.
Obviously better than a hacky byond proc - parsemarkdown() is outdated af -, albeit a bit messy... like the rest of paper code.
Requires #62033.
Adds a circuit component that outputs the station time in chosen format and unit of time when triggered. The options are currently 24-hour and 12-hour for the time format, hours, minutes and seconds for the unit of time.
The component is called timepiece because clock was already taken by another component that sends signal outputs at intervals.
Components like the MMI one can't be added to circuits more than once since they may register signals with same proctype and similar things which make for some tangled up race conditions if more than one is present.
Unfortunately this safety can be bypassed - with little gain alas, an MMI can't be inserted by attacking the component with it. it needs a shell - by using a module component. That's no good. So I'm adding a flag that can be used to stop certain components from being added to module components.
Adds a selection of components for animating atoms and manipulating filters.
Makes animating atoms and filters using circuits more intuitive.
Also Watermelon planned to make these but was too busy with other circuit QOL stuff and asked me if I would be willing to do it.
## About The Pull Request
stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it
for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

## Regex used:
procs without args, not even regex
`/Initialize()`
procs with args
`\/Initialize\((?!mapload)((.)*\w)?`
cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
Admin circuit components were limited in their utility due to the setvar, getvar, proccall, and signal handler components only being able to operate on atoms. I have improved them by adding the datum datatype, which is used exclusively by the aforementioned components in place of the atom datatype their target port currently uses. Furthermore, an option for the expected output type has been added to the getvar and proccall components. This option defaults to any.
About The Pull Request
Admins can bypass IsAdminAdvancedProcCall checks by using these methods of proccall because proccall protection is kinda dumb. This has been tweaked so that there is proper proccall protection for these methods of proccall.
Code is hacky, but there's not much of a choice if we want procs to be properly protected from admin proccalls from any sort of remote source. If anyone has a better idea on how to implement this, feel free to hit me up.
We need a special global mob that handles proccalls from sources that may not have a usr/client to refer back to. IsAdminAdvancedProcCall() relies usr being defined, so if no usr is defined, then this will always return false. This has been adjusted so that proccalls without a usr/client to refer back to will instead set usr to this special mob, which will then let the IsAdminAdvancedProcCall() return true by comparing whether usr == this special global mob.
Why It's Good For The Game
Admins can no longer bypass IsAdminAdvancedProcCall checks.
Changelog
cl
admin: Admins are no longer able to bypass proccall protections using remote methods of proccalling.
/cl