- Basically just refactor doWork() into fire() with the capablity to return in the middle with MC_TICK_CHECK.
- Move some vars around to be more organized.
- Only functional change is that when a turf is queued twice in one cycle, the second queue moves it to the end of the list instead of it being in the queue twice
Largely ported from the work done at Baystation in https://github.com/Baystation12/Baystation12/pull/17460 and later commits.
- Shuttles no longer require a separate area for each location they jump to.
Instead destinations are indicated by landmark objects, which are not necessarily exclusive to that shuttle.
This means that more than one shuttle could use the same docking port (not at the same time of course).
- Enhanced shuttle control computers to use nanoui if they didn't.
- Organizes shuttle datum code a bit better so there is less re-inventing the wheel in subtypes.
- Allows the possibility of shuttles (or destinations) that start on late-loaded maps.
- Deprecate the "extra" shuttle areas that are no longer needed and update shuttle areas in unit tests
This all required a bit of infrastructure improvements.
- ChangeArea proc, for changing the area of a turf.
- Fixed lighting overlays actually being able to be destroyed.
- Added a few utility macros and procs.
- Added "turf translation" procs which are like move_contents_to but more flexible.
- Converted as much as I could find about turf overlays to use add_overlay().
- This should be enough to stop BYOND from crashing, so we can eliminate the turf_overlay_holder hack.
- This also lets us remove the anti-corruption hacks from walls and open space.
- ZAS gas overlays can use priority overlays, so this also fixes the gas-goes-away-when-crowbarring-plating issue.
- Stuff like that
* Yes, all of them.
* Also did a few corrections to redundant New() and broken Destroy() along the way
* Renamed the turf_initializer.initialize() proc to InitializeTurf to avoid confusion.
* Subsumed /area/proc/initialize into /atom/proc/initialize() - Made /area's LateInitialize to get same behavior as before.
On Multi-Z compatible maps, if a tile is missing a ceiling (IE there is an open space above it), it will display an overlay to show this. This makes it easier to know where the hole in the ceiling is without having to go to the ceiling. Overlay sprite by Mechoid.
Also fixes space tiles appearing when meteors/explosions/other fun things occur on the Southern Cross map instead of open space.
Ported 'see-down' open spaces from Vore, who ported it from Eris
Ported talking and visible messages traveling upwards through open spaces
Tested, seems to work? Does not seem to break anything, maybe.
Maybe made a changelog.
* Don't infinately accumulate underlays!
* Ease up on the New() and Destroy(), make sure they are a top level object (loc is a turf)
* The open space darkness overlay is always the same, make it a global.
* New atom to hold a turf's decal overlays instead of the turf itself.
* Change floor_decal initialization to use it instead, and change other decal/overlay interaction procs to use it instead.
* Add floor decal initialization to master controller to do them in one fel swoop instead of nickel and diming.
* Stop area init from updating open space turfs; let the open space controller do it.
* Instead of open spaces simply showing a static image of the turf below, it shows the turf, all objects, and even moving mobs.
* Controller updates the view to floor below fairly quickly; mobs update in real time.
* Open space can be examined to see how deep it is.
* Mobs are examinable even when on floor below, using a special "zshadow" mob.
* Changes from Eris: Heavily re-written to handle layering, special cases, rewrote controller etc. Shadow mobs don't break entering turfs, etc.
* Update to properly layer the objects from multiple "below" floors in the case of tripple-stacked or more z levels.
* Added constant defines for the planes in use.
* Added open_space.dmi with blank_open icon state for open space's darkening overlay.
* Port of https://github.com/Baystation12/Baystation12/pull/16942
* Actually tell turfs when a thrown object hits them, and let them decide what to do about it!
* We do this by calling hitby(), which is how it already works for obj and mob, so this makes behavior consistent.
* This allows us to cleanly solve the problem of a thrown object landing on open space without falling.
* Global procs should start with /proc
* Use to_chat() macro
* Added utility to find all z-levels are connected (transitively adjacent) and utility to test if two levels are connected.
More tweaks to IPC fixes.
Merge resolution/compile fixes.
Further work on properly integrating, updating and fixing prosthetic options.
Repathed internal organs to organ/internal.
More work on full synthetics, changelings, overheating.
Working on getting organs to qdel properly and spawn properly when robotized.
Finalized some overheating values, added remaining prosthetic icons.
Finalizing the testing version of the full prosthetic bodies branch.
Added suit cyclers to the autolathe and map.
Fixing runtime errors.
Fixing errors.
Changelog.
Replacing limb and organ strings with constants.
Prevented brainless species from becoming full cyborgs.
Fixed issues with brain/MMIs renaming themselves inappropriately.
Various fixes and oversights.