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Bubberstation/code/modules/wiremod/components/action/pathfind.dm
AnturK 4d6a8bc537 515 Compatibility (#71161)
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`.proc/whatever` format is no longer valid, so we're replacing it with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>
2022-11-15 03:50:11 +00:00

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/**
* # Pathfinding component
*
* Calcualtes a path, returns a list of entities. Each entity is the next step in the path. Can be used with the direction component to move.
*/
/obj/item/circuit_component/pathfind
display_name = "Pathfinder"
desc = "When triggered, the next step to the target's location as an entity. This can be used with the direction component and the drone shell to make it move on its own. The Id Card input port is for considering ID access when pathing, it does not give the shell actual access."
category = "Action"
circuit_flags = CIRCUIT_FLAG_INPUT_SIGNAL|CIRCUIT_FLAG_OUTPUT_SIGNAL
var/datum/port/input/input_X
var/datum/port/input/input_Y
var/datum/port/input/id_card
var/datum/port/output/output
var/datum/port/output/finished
var/datum/port/output/failed
var/datum/port/output/reason_failed
var/list/path
var/turf/old_dest
var/turf/next_turf
// Cooldown to limit how frequently we can path to the same location.
var/same_path_cooldown = 5 SECONDS
var/different_path_cooldown = 30 SECONDS
var/max_range = 60
/obj/item/circuit_component/pathfind/get_ui_notices()
. = ..()
// Not necessary to show the same path cooldown, since it doesn't change much for the player
. += create_ui_notice("Pathfinding Cooldown: [DisplayTimeText(different_path_cooldown)]", "orange", "stopwatch")
. += create_ui_notice("Maximum Range: [max_range] tiles", "orange", "info")
/obj/item/circuit_component/pathfind/populate_ports()
input_X = add_input_port("Target X", PORT_TYPE_NUMBER, trigger = null)
input_Y = add_input_port("Target Y", PORT_TYPE_NUMBER, trigger = null)
id_card = add_input_port("ID Card", PORT_TYPE_ATOM, trigger = null)
output = add_output_port("Next step", PORT_TYPE_ATOM)
finished = add_output_port("Arrived to destination", PORT_TYPE_SIGNAL)
failed = add_output_port("Failed", PORT_TYPE_SIGNAL)
reason_failed = add_output_port("Fail reason", PORT_TYPE_STRING)
/obj/item/circuit_component/pathfind/input_received(datum/port/input/port)
INVOKE_ASYNC(src, PROC_REF(perform_pathfinding), port)
/obj/item/circuit_component/pathfind/proc/perform_pathfinding(datum/port/input/port)
var/target_X = input_X.value
if(isnull(target_X))
return
var/target_Y = input_Y.value
if(isnull(target_Y))
return
var/atom/path_id = id_card.value
if(path_id && !isidcard(path_id))
path_id = null
failed.set_output(COMPONENT_SIGNAL)
reason_failed.set_output("Object marked is not an ID! Using no ID instead.")
// Get both the current turf and the destination's turf
var/turf/current_turf = get_location()
var/turf/destination = locate(target_X, target_Y, current_turf?.z)
// We're already here! No need to do anything.
if(current_turf == destination)
finished.set_output(COMPONENT_SIGNAL)
old_dest = null
TIMER_COOLDOWN_END(parent, COOLDOWN_CIRCUIT_PATHFIND_SAME)
next_turf = null
return
// If we're going to the same place and the cooldown hasn't subsided, we're probably on the same path as before
if (destination == old_dest && TIMER_COOLDOWN_CHECK(parent, COOLDOWN_CIRCUIT_PATHFIND_SAME))
// Check if the current turf is the same as the current turf we're supposed to be in. If so, then we set the next step as the next turf on the list
if(current_turf == next_turf)
popleft(path)
next_turf = get_turf(path[1])
output.set_output(next_turf)
// Restart the cooldown since we don't need a new path ( TIMER_COOLDOWN_START might restart the timer by itself and i dont need to call TIMER_COOLDOWN_END, but better safe than sorry )
TIMER_COOLDOWN_END(parent, COOLDOWN_CIRCUIT_PATHFIND_SAME)
TIMER_COOLDOWN_START(parent, COOLDOWN_CIRCUIT_PATHFIND_SAME, same_path_cooldown)
else // Either we're not going to the same place or the cooldown is over. Either way, we need a new path
if(destination != old_dest && TIMER_COOLDOWN_CHECK(parent, COOLDOWN_CIRCUIT_PATHFIND_DIF))
failed.set_output(COMPONENT_SIGNAL)
reason_failed.set_output("Cooldown still active!")
return
TIMER_COOLDOWN_END(parent, COOLDOWN_CIRCUIT_PATHFIND_SAME)
old_dest = destination
path = get_path_to(src, destination, max_range, id=path_id)
if(length(path) == 0 || !path)// Check if we can even path there
next_turf = null
failed.set_output(COMPONENT_SIGNAL)
reason_failed.set_output("Can't go there!")
return
else
TIMER_COOLDOWN_START(parent, COOLDOWN_CIRCUIT_PATHFIND_DIF, different_path_cooldown)
next_turf = get_turf(path[1])
output.set_output(next_turf)
TIMER_COOLDOWN_START(parent, COOLDOWN_CIRCUIT_PATHFIND_SAME, same_path_cooldown)