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## About The Pull Request I've been meaning to do this for some time. I need this for portable/handheld aquariums/fishtanks to be possible. I'll sprite and code them before I call this PR ready, however suggestions and code reviews are welcome in the meantime. Being a pretty heavy refactor, some things might break (we have more than a few unit tests so perhaps not) while others, coincidentally, might be fixed without me knowing. Anyway I'm sure this PR fixes aquarium beauty, which wasn't really working to begin with because the code was so fucking bad. Nothing really worth of a CL entry tho. TODO: - [x] handheld aquariums, craftable with a kit and little plastic or buyable from the fun vendor ig. - [x] an aquarium upgrade for handheld aquariums to bypass possible restrictions. - [x] update the beauty element to consider items, which shouldn't contribute to the area beauty when held or otherwise not on a turf. ## Why It's Good For The Game This should make handheld aquariums possible. ## Changelog 🆑 refactor: refactored aquariums heavily. Please report any fishy bug. add: Added portable/handheld fish tanks to the game. They can be crafted with an aquarium kit and 5 sheets of plastic. While portable, they cannot store fish that are too big or if there're too many already. This restriction can be removed by using the new "bluespace fish tank kit" techweb item. map: Replaced the lawyer's stationary pet aquarium with a fish tank, so you can carry McGill around. balance: Reduced the iron cost of stationary aquariums a little. /🆑
184 lines
6.9 KiB
Plaintext
184 lines
6.9 KiB
Plaintext
//#define TESTING //By using the testing("message") proc you can create debug-feedback for people with this
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//uncommented, but not visible in the release version)
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//#define DATUMVAR_DEBUGGING_MODE //Enables the ability to cache datum vars and retrieve later for debugging which vars changed.
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// Comment this out if you are debugging problems that might be obscured by custom error handling in world/Error
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#ifdef DEBUG
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#define USE_CUSTOM_ERROR_HANDLER
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#endif
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#ifdef TESTING
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#define DATUMVAR_DEBUGGING_MODE
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/// Enables update_appearance "relevence" tracking
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/// This allows us to check which update_appearance procs are actually doing anything. Good thing to look in on once a year or so
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/// You'll need to run a two regexes/search and replaces to make it work
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/// First, one to convert type refs (PROC_REF.*)(update_appearance\)) -> $1_$2
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/// Second, one to convert definitions /update_appearance\( -> /_update_appearance(
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/// We'll use another define to convert uses of the proc over. That'll be all
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// #define APPEARANCE_SUCCESS_TRACKING
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///Used to find the sources of harddels, quite laggy, don't be surprised if it freezes your client for a good while
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//#define REFERENCE_TRACKING
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#ifdef REFERENCE_TRACKING
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///Used for doing dry runs of the reference finder, to test for feature completeness
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///Slightly slower, higher in memory. Just not optimal
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//#define REFERENCE_TRACKING_DEBUG
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///Run a lookup on things hard deleting by default.
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//#define GC_FAILURE_HARD_LOOKUP
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#ifdef GC_FAILURE_HARD_LOOKUP
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///Don't stop when searching, go till you're totally done
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#define FIND_REF_NO_CHECK_TICK
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#endif //ifdef GC_FAILURE_HARD_LOOKUP
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// Log references in their own file, rather then in runtimes.log
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//#define REFERENCE_TRACKING_LOG_APART
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#endif //ifdef REFERENCE_TRACKING
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/*
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* Enables debug messages for every single reaction step. This is 1 message per 0.5s for a SINGLE reaction. Useful for tracking down bugs/asking me for help in the main reaction handiler (equilibrium.dm).
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*
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* * Requires TESTING to be defined to work.
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*/
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//#define REAGENTS_TESTING
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// Displays static object lighting updates
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// Also enables some debug vars on sslighting that can be used to modify
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// How extensively we prune lighting corners to update
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#define VISUALIZE_LIGHT_UPDATES
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#define VISUALIZE_ACTIVE_TURFS //Highlights atmos active turfs in green
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#define TRACK_MAX_SHARE //Allows max share tracking, for use in the atmos debugging ui
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#endif //ifdef TESTING
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/// If this is uncommented, we set up the ref tracker to be used in a live environment
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/// And to log events to [log_dir]/harddels.log
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//#define REFERENCE_DOING_IT_LIVE
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#ifdef REFERENCE_DOING_IT_LIVE
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// compile the backend
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#define REFERENCE_TRACKING
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// actually look for refs
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#define GC_FAILURE_HARD_LOOKUP
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// Log references in their own file
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#define REFERENCE_TRACKING_LOG_APART
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#endif // REFERENCE_DOING_IT_LIVE
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/// Sets up the reftracker to be used locally, to hunt for hard deletions
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/// Errors are logged to [log_dir]/harddels.log
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//#define REFERENCE_TRACKING_STANDARD
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#ifdef REFERENCE_TRACKING_STANDARD
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// compile the backend
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#define REFERENCE_TRACKING
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// actually look for refs
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#define GC_FAILURE_HARD_LOOKUP
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// spend ALL our time searching, not just part of it
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#define FIND_REF_NO_CHECK_TICK
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// Log references in their own file
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#define REFERENCE_TRACKING_LOG_APART
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#endif // REFERENCE_TRACKING_STANDARD
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// If this is uncommented, we do a single run though of the game setup and tear down process with unit tests in between
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//#define UNIT_TESTS
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// If this is uncommented, will attempt to load and initialize prof.dll/libprof.so by default.
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// Even if it's not defined, you can pass "tracy" via -params in order to try to load it.
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// We do not ship byond-tracy. Build it yourself here: https://github.com/mafemergency/byond-tracy,
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// or the fork which writes profiling data to a file: https://github.com/ParadiseSS13/byond-tracy
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// #define USE_BYOND_TRACY
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// If uncommented, will display info about byond-tracy's status in the MC tab.
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// #define MC_TAB_TRACY_INFO
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// If defined, we will compile with FULL timer debug info, rather then a limited scope
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// Be warned, this increases timer creation cost by 5x
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// #define TIMER_DEBUG
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// If defined, we will NOT defer asset generation till later in the game, and will instead do it all at once, during initiialize
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//#define DO_NOT_DEFER_ASSETS
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/// If this is uncommented, Autowiki will generate edits and shut down the server.
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/// Prefer the autowiki build target instead.
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// #define AUTOWIKI
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/// If this is uncommented, will profile mapload atom initializations
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// #define PROFILE_MAPLOAD_INIT_ATOM
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/// If this is uncommented, force our verb processing into just the 2% of a tick
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/// We normally reserve for it
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/// NEVER run this on live, it's for simulating highpop only
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// #define VERB_STRESS_TEST
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#ifdef VERB_STRESS_TEST
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/// Uncomment this to force all verbs to run into overtime all of the time
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/// Essentially negating the reserve 2%
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// #define FORCE_VERB_OVERTIME
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#warn Hey brother, you're running in LAG MODE.
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#warn IF YOU PUT THIS ON LIVE I WILL FIND YOU AND MAKE YOU WISH YOU WERE NEVE-
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#endif
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#ifndef PRELOAD_RSC //set to:
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#define PRELOAD_RSC 1 // 0 to allow using external resources or on-demand behaviour;
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#endif // 1 to use the default behaviour;
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// 2 for preloading absolutely everything;
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#ifdef LOWMEMORYMODE
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#define FORCE_MAP "runtimestation"
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#define FORCE_MAP_DIRECTORY "_maps"
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#endif
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//Additional code for the above flags.
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#ifdef TESTING
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#warn compiling in TESTING mode. testing() debug messages will be visible.
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#endif
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#if defined(CIBUILDING) && !defined(OPENDREAM)
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#define UNIT_TESTS
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#endif
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#ifdef CITESTING
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#define TESTING
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#endif
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#if defined(UNIT_TESTS)
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//Hard del testing defines
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#define REFERENCE_TRACKING
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#define REFERENCE_TRACKING_DEBUG
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#define FIND_REF_NO_CHECK_TICK
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#define GC_FAILURE_HARD_LOOKUP
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//Ensures all early assets can actually load early
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#define DO_NOT_DEFER_ASSETS
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//Test at full capacity, the extra cost doesn't matter
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#define TIMER_DEBUG
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#endif
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#ifdef TGS
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// TGS performs its own build of dm.exe, but includes a prepended TGS define.
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#define CBT
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#endif
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#if defined(OPENDREAM)
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#if !defined(CIBUILDING)
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#warn You are building with OpenDream. Remember to build TGUI manually.
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#warn You can do this by running tgui-build.cmd from the bin directory.
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#endif
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#else
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#if !defined(CBT) && !defined(SPACEMAN_DMM)
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#warn Building with Dream Maker is no longer supported and will result in errors.
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#warn In order to build, run BUILD.cmd in the root directory.
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#warn Consider switching to VSCode editor instead, where you can press Ctrl+Shift+B to build.
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#endif
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#endif
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/// Runs the game in "map test mode"
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/// Map test mode prevents common annoyances, such as rats from spawning and random light fixture breakage,
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/// so mappers can test important facets of their map (working powernet, atmos, good light coverage) without these interfering.
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// #define MAP_TEST
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#ifdef MAP_TEST
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#warn Compiling in MAP_TEST mode. Certain game mechanics will be disabled.
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#endif
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