mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-16 17:43:35 +01:00
76a845d380
* biting off more than I can chew, but I feel like hurting myself * more shit * progress continues, moral stays sameish * bite of 2587 * mod_theme down, but probably broken * 385 errors, 16 warnings, zero tgui interactions * 292 19 * final strech to buggy mess, break time * it compiles. It almost fucking certainly doesnt work, but it compiles * fudhsciffubgsbgpgb actions not working as should for modules * fuck it we'll just open the pr as we work on it * icons work now * tgui stuff * more progress * JUDGEMENT * IT LIVES. TGUI LIVES. Special thanks to Sirryan and my brother. * jetpacks, gps, and go do what exo-suits yourself * almost ready * sorry to whoever has to review this * should work™️ * should be good now * pushing changes so I can do reviews next * Apply suggestions from code review Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * lore™️ Adds illegals level to modsuit parts from syndicate. * early returns * and these illegals * no uplink reference idiot * mod inhands are a good idea * this is needed for inhands nerd * Bomb detector working, modsutis cover ears. skin things * overslotting removal, cyborg charging, ert loadout for gamma * duplicated signal * modsuit themes, removes broken mister / bad base type module, 2 cores in robotics. * tether module, orb module, holster stuff * built in no slip, cheaper 87 * removes modules already installed, engineer ert get jetpack, equip into modsuit storage * comments spaces and duplicate flags * Some adjustments and thoughts on armor, heads get guns because they are cool like that / looting command members armor * Apply suggestions from code review Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Compile TGUI, slowdown adjustment, Modsuit to MODsuit * sonar, do after, more equipment, acid handling * overlay bugs / ERT / DS suits autodeploy * middle click action buttons * traders, sec modsuit energy nerf * surplus weighting * Kinesis module. * Pathfinder module, kinesis balance, blueprint for pathfinder and kinesis * more power / unused module removed * name, ds fix, pre equipped to cc suit * depot / grammer * ok should be good™️ * overslot, dupe gun, missing suit storage * stealth nerf, new kit * gun stuff / ds theme * bio armor is gone * let me push changes please thank you * makes shocks work right * copies over some changes TG made to module prices after porting * Merge remote-tracking branch 'upstream/master' into Because-I-hate-myself-and-someone-has-to-try-it- * sirryans changes Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Update code/modules/telesci/gps.dm Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Update code/modules/telesci/gps.dm Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Control define, ERT / DS have gloves / boots again. * Apply suggestions from code review Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * More changes * god I hate tgui. Why do all the bundles live underground, instead of in my basement? * she updates my master till I testmerge * modsuits can recharge again * fixes a lot of shit * Ready for TM probably * sure fuck it whatever that makes sense I guess * the pinpointer works better™️ * Another storage module bug fix * hair and medical stuff * fuck fuck fuck * fixes sonar * Bag exploit fixes / plasma runtimes / ear nerf * dna lock improvement / cryostorage * whoops * Ball form second cooldown wasn't helping, no more infinite cores * she springs my lock till I ***SNAP*** * plasmaman no longer die * fixes modsuit emp issues * atmos no longer fucking dies * Fixes, module printing, and a restriction on newly constructed modsuits * Inventory code my hated * WOOO PREFERENCE CODE WOOOOO * icons my hated * fix for mods / spaceproof shit * holy shit whhhyyyyy * backpack first * Update mod_theme.dm * prevent infinite gun arms / infinite modsuit cores / syndicate modules * fixes tm error * scream loudly if species sprites break. They shouldn't, but, you know. * deconflicted with luck * converts to refit for species * fix pathfinder * fixes modsuits being funky power wise * lockboxes :gatto: , as well as DN-MP shield lock, and slight nerf to atmos modsuit * nerfs the atmos modsuit * magboots for ds / CC modsuit * downside of autosave: typing in wrong window saves bad stuff * Gamma ERT have internal cameras again. * spellcheck when * ah fuck * yes delete the null that works * whoops * fixes error / description * un vulps your cannon * fixes tails disapeering on base modsuits * space to underscore * tgui fix / tajaran * springlock buff, cryopod fix * u helps * WHO PUTS A GUN IN ITEMS * tgui moment * mining modsuit nerf / hidden holster module * PAIN * UNATHI TIDE STATION WIDE * I love special code * slightly dense * shark jumpscare * fixes ghost item, fixes springlock being bad * YIPPEEEE IT WORKED * she decons my flict * pain * ebbas days are numbered :^) * hidden * r-r-r-ebuild * fixes more bugs * qwerty, you are dense * fixes gps * fix mulebot crate * level fix * adds back icon * moving storage, fix bug, modules activate / deactivate message * yeah * yeah * yeah™️ * steels requests * windoors no longer make pathfinder module explode * chat spam * oil slicks + modsuits * whoops * bag check * ofc * Update code/modules/mod/mod_control.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/datums/uplink_items/uplink_nuclear.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/mod/mod_control.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/mod/modules/module_pathfinder.dm Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> --------- Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com> Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
77 lines
3.2 KiB
Plaintext
77 lines
3.2 KiB
Plaintext
|
|
//// COOLDOWN SYSTEMS
|
|
/*
|
|
* We have 2 cooldown systems: timer cooldowns (divided between stoppable and regular) and world.time cooldowns.
|
|
*
|
|
* When to use each?
|
|
*
|
|
* * Adding a commonly-checked cooldown, like on a subsystem to check for processing
|
|
* * * Use the world.time ones, as they are cheaper.
|
|
*
|
|
* * Adding a rarely-used one for special situations, such as giving an uncommon item a cooldown on a target.
|
|
* * * Timer cooldown, as adding a new variable on each mob to track the cooldown of said uncommon item is going too far.
|
|
*
|
|
* * Triggering events at the end of a cooldown.
|
|
* * * Timer cooldown, registering to its signal.
|
|
*
|
|
* * Being able to check how long left for the cooldown to end.
|
|
* * * Either world.time or stoppable timer cooldowns, depending on the other factors. Regular timer cooldowns do not support this.
|
|
*
|
|
* * Being able to stop the timer before it ends.
|
|
* * * Either world.time or stoppable timer cooldowns, depending on the other factors. Regular timer cooldowns do not support this.
|
|
*/
|
|
|
|
|
|
/*
|
|
* Cooldown system based on an datum-level associative lazylist using timers.
|
|
*/
|
|
|
|
|
|
//Shared cooldowns for actions
|
|
#define MOB_SHARED_COOLDOWN_1 (1<<0)
|
|
#define MOB_SHARED_COOLDOWN_2 (1<<1)
|
|
#define MOB_SHARED_COOLDOWN_3 (1<<2)
|
|
|
|
//TIMER COOLDOWN MACROS
|
|
|
|
#define COMSIG_CD_STOP(cd_index) "cooldown_[cd_index]"
|
|
#define COMSIG_CD_RESET(cd_index) "cd_reset_[cd_index]"
|
|
|
|
#define TIMER_COOLDOWN_START(cd_source, cd_index, cd_time) LAZYSET(cd_source.cooldowns, cd_index, addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(end_cooldown), cd_source, cd_index), cd_time))
|
|
|
|
#define TIMER_COOLDOWN_CHECK(cd_source, cd_index) LAZYACCESS(cd_source.cooldowns, cd_index)
|
|
|
|
#define TIMER_COOLDOWN_END(cd_source, cd_index) LAZYREMOVE(cd_source.cooldowns, cd_index)
|
|
|
|
/*
|
|
* Stoppable timer cooldowns.
|
|
* Use indexes the same as the regular tiemr cooldowns.
|
|
* They make use of the TIMER_COOLDOWN_CHECK() and TIMER_COOLDOWN_END() macros the same, just not the TIMER_COOLDOWN_START() one.
|
|
* A bit more expensive than the regular timers, but can be reset before they end and the time left can be checked.
|
|
*/
|
|
|
|
#define S_TIMER_COOLDOWN_START(cd_source, cd_index, cd_time) LAZYSET(cd_source.cooldowns, cd_index, addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(end_cooldown), cd_source, cd_index), cd_time, TIMER_STOPPABLE))
|
|
|
|
#define S_TIMER_COOLDOWN_RESET(cd_source, cd_index) reset_cooldown(cd_source, cd_index)
|
|
|
|
#define S_TIMER_COOLDOWN_TIMELEFT(cd_source, cd_index) (timeleft(TIMER_COOLDOWN_CHECK(cd_source, cd_index)))
|
|
|
|
|
|
/*
|
|
* Cooldown system based on storing world.time on a variable, plus the cooldown time.
|
|
* Better performance over timer cooldowns, lower control. Same functionality.
|
|
*/
|
|
|
|
#define COOLDOWN_DECLARE(cd_index) var/##cd_index = 0
|
|
|
|
#define STATIC_COOLDOWN_DECLARE(cd_index) var/static/##cd_index = 0
|
|
|
|
#define COOLDOWN_START(cd_source, cd_index, cd_time) (cd_source.cd_index = world.time + (cd_time))
|
|
|
|
//Returns true if the cooldown has run its course, false otherwise
|
|
#define COOLDOWN_FINISHED(cd_source, cd_index) (cd_source.cd_index < world.time)
|
|
|
|
#define COOLDOWN_RESET(cd_source, cd_index) cd_source.cd_index = 0
|
|
|
|
#define COOLDOWN_TIMELEFT(cd_source, cd_index) (max(0, cd_source.cd_index - world.time))
|