- Moved pipe construction defines into __defines/construction.dm
- Unified pipe *unwrenching* by creating a standard proc along with the `construction_type` var.
- Eliminated the pipe fitting name & icon_state lookup tables by adding `pipe_state` var on atmos machinery and referencing that.
- Each pipe which can be made from a fitting object should override `pipe_state` with the icon state to be used on the pipe fitting object.
- Eliminated the giant switch statement of doom in pipe construction by delegating that work to `on_construction` proc.
- To make this work, every pipe must implement `get_neighbor_nodes_for_init` which returns a list of nodes which should be re-initialized on that pipe's construction.
- Combined the SCRUBBERS, SUPPLY and REGULAR pipe fitting classes together by storing the `piping_layer` variable and using the `setPipingLayer` procs
- Standardized the code for searching for node neighbors into the `can_be_node` proc.
- This proc is also improved in that is a mutual check, `check_connectable` is called on BOTH objects, so they have to mutually agree to connect as nodes. Eliminates lots of special edge case logic.
- Updated all the `amos_init` procs to use `can_be_node`. In the most common cases, even that boilerplate code is consolidated into the `STANDARD_ATMOS_CHOOSE_NODE` macro.
- Implemented `pipe_flags` which lets pipes declare (or override) certain requirements.
- Adds a "pipe_recipe" datum to help out things that construct pipes. By taking it out of the dispenser, we open the road for multiple dispenser types. No, no RPD yet. Soon.
- Enhances the pipe dispenser to operate on pipe recipe datums instead of hard coded lists of pipes it can construct. These datums are also (partially) initialized from the pipe machine types themselves, reducing having to define stuff in multiple places.
- Switched pipe dispenser UI to use browse(). Not a NanoUI, but makes it a bit prettier with low effort.
- Changed pipe dispenser to use a button selector to switch between Regular/Scrubbers/Supply instead of having separate list items.
- Added icon states to HE pipes to support the "connected on neither side" state.
* to_chat() replacement.
* Revert calling target.init_dir() before connecting.
* This change was added in https://github.com/PolarisSS13/Polaris/pull/3775 to counteract `dir` not being set prior to New() for dynamically loaded maps. The root cause was /atom/New() not calling _preloader.load(). Undoing the change now that /atom/New() is fixed.
* The addition of the init_dir() proc itself however, is useful, because there ARE other times some atmos machinery will want to re-initialize its dir, specifically whenever it is rotated.
* init_dir() must be called in the constructor of all atmospherics machines capable of connecting to another. Since it has to happen for ALL machines, lets move that call to /obj/machinery/atmospherics/New()
* Rename /obj/machinery/atmospherics initialize() to atmos_init()
* These days `initialize()` is used to handle general object initialization that is moved outside of New(). The node connection discovery of atmos machinery needs to happen after all that, and so needs to be in a separate proc.
* Make sure to actually call atmos_init during system startup.
* Removes text2path, adds constructability to a few things, adds a locker_painter.dm, and several fixes.
* Fixes Maps due to working on ancient versions.
* Path error.
* Adds a missing ..()
Takes a pass at updating ATMOSPHERICS to take advantage of the new powernet changes.
Also removes var/on definitions from many atmos machines. Machines generally shouldn't
be doing "on" things if they aren't using power, and most players don't expect a machine
to use power if it isn't "on," so I guess this is fair game.
Also, further refactoring.
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.
r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds
[VGTG]
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed several runtime errors.
Monkeys and aliens won't stack dozens of blood stains.
Fixed crash in FEA code related to melting floors.
When screwdrived destructive analyzer unlink from RD console protolate instead of itself.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1443 316c924e-a436-60f5-8080-3fe189b3f50e