* Lets get this show on the road
* Now were talking
* These matter
* Oh the joys of CI testing
* And this
* Wrong version
* Tweaks
* More tweaks
* Lets document this
* This too
* Upgrades this
* Fixed some sanity issues
* This too
* Screw it, this too
* More sanity
* And these
* This too
* Documentation
* This too
* Fixes **awful** scoreboard logic
* Why do we care about only half-absorbing someone
* Revert "Why do we care about only half-absorbing someone"
This reverts commit 8de1cfdf05.
* Refactors these
* Hashing
* Moxian tweaks
* Handlers converted, now to fix 3532 compile errors
* 3532 compile fixes later, got runtimes on startup
* Well the server loads now atleast
* Take 2
* Oops
This converts the machine and mob processes to the SMC. Additionally, it
adds the Atom subsystem, which handles all Initialize() calls in place
of the old gameticker. Due to incompatibility with our atmospherics
(FUCK OUR ATMOSPHERICS FOR FUCKING EVER JESUS CHRIST WHO THE FUCK MADE
THIS PIECE OF GODDAMN SHIT) atmospherics machines do not use
Initialize() as they should, instead opting for a custom atmos_init
proc that the air controller handles.
This commit ports the StonedMC from /tg/station, intended to replace the
Process Scheduler from goon. Currently, they exist simultaneously, as
it's very difficult to port our 22 processes to the SMC all at once.
Instead, we can make them work together until everything is converted
over at a later point, and then take the old PS out back and put a
couple of rounds into it's deformed skull.
Primary benefits of this new process controller include: Other people
that can actually maintain it, unlike the PS, pre-world-init
initialization for subsystems, ease of ports from /tg/station13, and
potential performance improvement (to be seen).
Ports Goon Lighting from /vg/station.
Summary -
This adds smooth edges to all lighting in order to increase the
aesthetic appeal of the lighting system.
It works by using a matrix to change the appearance of the lighting
overlay sprite, which has been changed to be a base for the matrix to
modify.
Ported from /vg/station with the help of @PJB3005. This lighting
system is a hybrid between Mloc's lighting rewrite and Tobba's
Goonlights.
Notable changes:
- Darksight now matters on mobs. The lighting overlays are not
alpha=255 when they are completely dark, meaning you can still see the
floor- assuming you can view the turf at all, because it retains the
luminousity setting.
- This means Tajaran have 100% night vision again as they are
intended to. Humans can see in a 3x3 square centered around
themselves.
- No, I'm not changing this, if it's even possible. This is how
BYOND's lighting is meant to work. If you have any complaints about
game balance, please feel free to make a pull request to change
see_in_dark values, which will be seperately evaluated.
- The lighting controller now runs at world.tick_lag, to emulate the
realtime function of StonedMC. So far with my testing, this hasn't
caused any noticable performance decreases- the lighting system is
obviously more expensive than our previous iteration, however, it's not
the next ZAS ;)
Technical Details:
- /atom/movable/lighting_overlay/proc/get_clamped_lum has been removed,
succeeded by /turf/proc/get_lumcount. They behave identically.
- Turf lighting is actually controlled by four "corner" datums, which
feed information into the overlay.
- The way opacity is factored into the system has changed. Anything
that doesn't use set_opacity is not going to work to block light.
- /area/lighting_use_dynamic has been renamed to
/area/dynamic_lighting, for consistency with /turf/dynamic_lighting.
- Lighting is no longer seperately initialized for away missions. It is
handled in ChangeTurf() as it should be.
Known & Unfixable issues:
- There is a 5-10 second delay from starting the round to the lights
turning on. Attribute it to "the powernet being spun up" if you would
like to- but it's actually just how long it takes the lighting system
to update every single turf on the map.
- When you walk with a light on you, the light will actually jump ahead
of you before you visually get to the tile. This is because of the
movement gliding on mobs, realtime lighting actually goes faster than
the glide takes to complete, so it appears that your lights are moving
faster than you.
Thank you krausy~
Animated Goonlights
This adds an animate() call to the update_overlays() proc. This makes it
so that any light changes will smoothly transition between the changes
instead of instantly changing their appearance.
Also fixes a few issues pointed out on Github.
Change lighting animation (turns out the old one totally breaks if you toggle a light quickly, whoopsies)
Kill LIGHTING_INSTANT_UPDATES
isturf
Adds catch modifier support, track wild captures
Adds support for capture modifiers:
- These modifiers adjust the "effective run chance" of the mob,
potentially making it easier or harder to capture a mob based on the
total modifier
- Attempting to capture a mob in melee (running up and smacking it with
pda in hand) now grants a 20% capture bonus (reduces mob's effective run
chance by 20)
- Attempting to capture a mob at range (throwing the pda) does not grant
a bonus
- Support is in place for a client-based catch modifiers, to allow for
possible things such as bonuses or penalties from things like "item
cards" or achieving X number of captures. This is not currently planned
for this PR
Adds tracking of how many wild mobs you have captured to the game UI.
Mobs from trading cards will not increase this value, only mob you
captured from the wild will.
- Bragging rights for now, but could be used for a future "milestone"
system to earn bonuses
More cleanup and fixes
Thrown PDAs now properly trigger capture attempts
Mobs now properly consider their type preferences for spawning (may need
to up whitelist bonus weight)
Mobs no longer will spawn in holodeck areas, since this results in them
sometimes spawning on z2 in the holodeck source "templates"
show_message replaced with audible_message
Spawn area selection cleanup
Mobs will no longer attempt to spawn in the derelict solars,
constructionsite solars, or the unused /area/construction subtypes (the
base type is used, just not the subtypes as far as I can tell)
- Mobs will also avoid spawning on turfs that are not on the station
z-level, in the event an area is mistakenly mapped onto additional
z-levels or something
- Adds admin logging to creating and canceling votes
- Adds exception handling
- Adds deletion handling (should, theoretically, never be necessary)
- Adds tick-checking, just in case there's a lot of clients watching a
vote
- Adds the vote controller to the "debug controller" list
- Fixes that one "if" Tiger whined about