Merge branch 'master' into Arokha/machinerybreak

This commit is contained in:
Aronai Sieyes
2021-06-21 11:11:31 -04:00
committed by GitHub
999 changed files with 250656 additions and 483402 deletions
@@ -44,10 +44,10 @@
// TODO - Make these in actual icon states so its not silly like this
var/image/I = image(icon = icon, icon_state = "algae-pipe-overlay", dir = dir)
I.color = PIPE_COLOR_BLUE
overlays += I
add_overlay(I)
I = image(icon = icon, icon_state = "algae-pipe-overlay", dir = reverse_dir[dir])
I.color = PIPE_COLOR_BLACK
overlays += I
add_overlay(I)
/obj/machinery/atmospherics/binary/algae_farm/Destroy()
. = ..()
@@ -64,7 +64,7 @@
if(!check_icon_cache())
return
overlays.Cut()
cut_overlays()
var/vent_icon = "vent"
@@ -80,7 +80,7 @@
else
vent_icon += "[use_power ? "[pump_direction ? "out" : "in"]" : "off"]"
overlays += icon_manager.get_atmos_icon("device", , , vent_icon)
add_overlay(icon_manager.get_atmos_icon("device", , , vent_icon))
/obj/machinery/atmospherics/binary/dp_vent_pump/update_underlays()
if(..())
@@ -73,15 +73,15 @@
network2.update = 1
/obj/machinery/atmospherics/pipeturbine/update_icon()
overlays.Cut()
cut_overlays()
if (dP > 10)
overlays += image('icons/obj/pipeturbine.dmi', "moto-turb")
add_overlay(image('icons/obj/pipeturbine.dmi', "moto-turb"))
if (kin_energy > 100000)
overlays += image('icons/obj/pipeturbine.dmi', "low-turb")
add_overlay(image('icons/obj/pipeturbine.dmi', "low-turb"))
if (kin_energy > 500000)
overlays += image('icons/obj/pipeturbine.dmi', "med-turb")
add_overlay(image('icons/obj/pipeturbine.dmi', "med-turb"))
if (kin_energy > 1000000)
overlays += image('icons/obj/pipeturbine.dmi', "hi-turb")
add_overlay(image('icons/obj/pipeturbine.dmi', "hi-turb"))
/obj/machinery/atmospherics/pipeturbine/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(W.is_wrench())
@@ -19,6 +19,7 @@
power_rating = 30000 //7500 W ~ 10 HP //VOREStation Edit - 30000 W
connect_types = CONNECT_TYPE_REGULAR|CONNECT_TYPE_SUPPLY //connects to regular and supply pipes
blocks_emissive = FALSE
var/area/initial_loc
level = 1
@@ -141,7 +142,7 @@
if(!check_icon_cache())
return
overlays.Cut()
cut_overlays()
var/vent_icon = "vent"
@@ -159,7 +160,7 @@
else
vent_icon += "[pump_direction ? "out" : "in"]"
overlays += icon_manager.get_atmos_icon("device", , , vent_icon)
add_overlay(icon_manager.get_atmos_icon("device", , , vent_icon))
/obj/machinery/atmospherics/unary/vent_pump/update_underlays()
if(..())
@@ -54,7 +54,7 @@
if(!check_icon_cache())
return
overlays.Cut()
cut_overlays()
var/scrubber_icon = "scrubber"
@@ -67,7 +67,7 @@
else
scrubber_icon += "[use_power ? "[scrubbing ? "on" : "in"]" : "off"]"
overlays += icon_manager.get_atmos_icon("device", , , scrubber_icon)
add_overlay(icon_manager.get_atmos_icon("device", , , scrubber_icon))
/obj/machinery/atmospherics/unary/vent_scrubber/update_underlays()
if(..())
+3 -3
View File
@@ -53,9 +53,9 @@
alpha = 255
overlays.Cut()
overlays += icon_manager.get_atmos_icon("pipe", , pipe_color, "cap[icon_connect_type]")
cut_overlays()
add_overlay(icon_manager.get_atmos_icon("pipe", , pipe_color, "cap[icon_connect_type]"))
/obj/machinery/atmospherics/pipe/cap/atmos_init()
for(var/obj/machinery/atmospherics/target in get_step(src, dir))
if (can_be_node(target, 1))
+3 -3
View File
@@ -102,9 +102,9 @@
alpha = 255
overlays.Cut()
overlays += icon_manager.get_atmos_icon("manifold", , pipe_color, "core" + icon_connect_type)
overlays += icon_manager.get_atmos_icon("manifold", , , "clamps" + icon_connect_type)
cut_overlays()
add_overlay(icon_manager.get_atmos_icon("manifold", , pipe_color, "core" + icon_connect_type))
add_overlay(icon_manager.get_atmos_icon("manifold", , , "clamps" + icon_connect_type))
underlays.Cut()
var/turf/T = get_turf(src)
+3 -3
View File
@@ -102,9 +102,9 @@
alpha = 255
overlays.Cut()
overlays += icon_manager.get_atmos_icon("manifold", , pipe_color, "4way" + icon_connect_type)
overlays += icon_manager.get_atmos_icon("manifold", , , "clamps_4way" + icon_connect_type)
cut_overlays()
add_overlay(icon_manager.get_atmos_icon("manifold", , pipe_color, "4way" + icon_connect_type))
add_overlay(icon_manager.get_atmos_icon("manifold", , , "clamps_4way" + icon_connect_type))
underlays.Cut()
var/turf/T = get_turf(src)
+3 -3
View File
@@ -117,12 +117,12 @@
alpha = 255
overlays.Cut()
cut_overlays()
if(node1 && node2)
overlays += icon_manager.get_atmos_icon("pipe", , pipe_color, "[pipe_icon]intact[icon_connect_type]")
add_overlay(icon_manager.get_atmos_icon("pipe", , pipe_color, "[pipe_icon]intact[icon_connect_type]"))
else
overlays += icon_manager.get_atmos_icon("pipe", , pipe_color, "[pipe_icon]exposed[node1?1:0][node2?1:0][icon_connect_type]")
add_overlay(icon_manager.get_atmos_icon("pipe", , pipe_color, "[pipe_icon]exposed[node1?1:0][node2?1:0][icon_connect_type]"))
/obj/machinery/atmospherics/pipe/simple/update_underlays()
return
+4 -4
View File
@@ -16,8 +16,8 @@
alpha = 255
overlays.Cut()
overlays += icon_manager.get_atmos_icon("pipe", , pipe_color, "universal")
cut_overlays()
add_overlay(icon_manager.get_atmos_icon("pipe", , pipe_color, "universal"))
underlays.Cut()
if (node1)
@@ -54,8 +54,8 @@
alpha = 255
overlays.Cut()
overlays += icon_manager.get_atmos_icon("pipe", , pipe_color, "universal")
cut_overlays()
add_overlay(icon_manager.get_atmos_icon("pipe", , pipe_color, "universal"))
underlays.Cut()
if (node1)
+13 -11
View File
@@ -57,14 +57,12 @@ Class Procs:
*/
/connection_edge/var/zone/A
/connection_edge/var/list/connecting_turfs = list()
/connection_edge/var/direct = 0
/connection_edge/var/sleeping = 1
/connection_edge/var/coefficient = 0
/connection_edge
var/zone/A
var/list/connecting_turfs = list()
var/direct = 0
var/sleeping = 1
var/coefficient = 0
/connection_edge/New()
CRASH("Cannot make connection edge without specifications.")
@@ -119,7 +117,8 @@ Class Procs:
/connection_edge/zone/var/zone/B
/connection_edge/zone
var/zone/B
/connection_edge/zone/New(zone/A, zone/B)
@@ -189,8 +188,11 @@ Class Procs:
if(A == from) return B
else return A
/connection_edge/unsimulated/var/turf/B
/connection_edge/unsimulated/var/datum/gas_mixture/air
/connection_edge/unsimulated
var/turf/B
/connection_edge/unsimulated
var/datum/gas_mixture/air
/connection_edge/unsimulated/New(zone/A, turf/B)
src.A = A
+1 -1
View File
@@ -170,7 +170,7 @@ Class Procs:
if(T.needs_air_update) return
tiles_to_update |= T
#ifdef ZASDBG
T.overlays += mark
T.add_overlay(mark)
#endif
T.needs_air_update = 1
+2 -2
View File
@@ -12,8 +12,8 @@ var/image/mark = image('icons/Testing/Zone.dmi', icon_state = "mark")
/turf/var/tmp/dbg_img
/turf/proc/dbg(image/img, d = 0)
if(d > 0) img.dir = d
overlays -= dbg_img
overlays += img
cut_overlay(dbg_img)
add_overlay(img)
dbg_img = img
proc/soft_assert(thing,fail)
+2 -2
View File
@@ -63,11 +63,11 @@ obj/var/contaminated = 0
else
if(!contaminated)
contaminated = 1
overlays += contamination_overlay
add_overlay(contamination_overlay)
/obj/item/proc/decontaminate()
contaminated = 0
overlays -= contamination_overlay
cut_overlay(contamination_overlay)
/mob/proc/contaminate()
+1 -1
View File
@@ -39,7 +39,7 @@
#define LAZYACCESSASSOC(L, I, K) L ? L[I] ? L[I][K] ? L[I][K] : null : null : null
// Null-safe L.Cut()
#define LAZYCLEARLIST(L) if(L) L.Cut()
#define LAZYCLEARLIST(L) if(L) { L.Cut(); L = null; }
// Reads L or an empty list if L is not a list. Note: Does NOT assign, L may be an expression.
#define SANITIZE_LIST(L) ( islist(L) ? L : list() )
+17 -5
View File
@@ -50,10 +50,10 @@ What is the naming convention for planes or layers?
#define PLANE_LOOKINGGLASS_IMG -77 // For the Looking Glass holodecks
// OPENSPACE_PLANE reserves all planes between OPENSPACE_PLANE_START and OPENSPACE_PLANE_END inclusive
#define OPENSPACE_PLANE -75 // /turf/simulated/open will use OPENSPACE_PLANE + z (Valid z's being 2 thru 17)
#define OPENSPACE_PLANE -75 // /turf/simulated/open will use OPENSPACE_PLANE + z (Valid z's being 2 thru 27) //VOREStation Edit
#define OPENSPACE_PLANE_START -73
#define OPENSPACE_PLANE_END -58
#define OVER_OPENSPACE_PLANE -57
#define OPENSPACE_PLANE_END -48 //VOREStation Edit
#define OVER_OPENSPACE_PLANE -47 //VOREStation Edit
// Turf Planes
#define PLATING_PLANE -44 // Plating
@@ -122,9 +122,21 @@ What is the naming convention for planes or layers?
#define PLANE_ADMIN1 3 //Purely for shenanigans (below lighting)
#define PLANE_PLANETLIGHTING 4 //Lighting on planets
#define PLANE_LIGHTING 5 //Where the lighting (and darkness) lives
#define PLANE_LIGHTING_ABOVE 6 //For glowy eyes etc. that shouldn't be affected by darkness
#define PLANE_RUNECHAT 7
#define LIGHTING_RENDER_TARGET "LIGHT_PLANE"
#define PLANE_O_LIGHTING_VISUAL 6 //For masking the lighting plane
#define O_LIGHTING_VISUAL_RENDER_TARGET "O_LIGHT_VISUAL_PLANE"
#define PLANE_LIGHTING_ABOVE 7 //For glowy eyes etc. that shouldn't be affected by darkness
#define LIGHTING_ABOVE_RENDER_TARGET "LIGHTING_ABOVE_PLANE"
#define PLANE_EMISSIVE 8 //Glowing lights in otherwise dark areas using overlays/sprites
#define EMISSIVE_RENDER_TARGET "*EMISSIVE_PLANE"
#define EMISSIVE_LAYER_UNBLOCKABLE 9999
#define PLANE_RUNECHAT 9
#define PLANE_GHOSTS 10 //Spooooooooky ghooooooosts
#define PLANE_AI_EYE 11 //The AI eye lives here
+38 -1
View File
@@ -92,6 +92,7 @@
#define COLOR_LIGHT_VIOLET "#e7bfff"
#define COLOR_SAN_MARINO_BLUE "#4b75ab"
#define COLOR_OLIVE "#52613b" //VOREStation Addition
#define COLOR_HALF_TRANSPARENT_BLACK "#0000007A"
#define PIPE_COLOR_GREY "#808080"
#define PIPE_COLOR_RED "#ff0000"
@@ -171,4 +172,40 @@
#define COLOR_WEBHOOK_DEFAULT 0x8bbbd5 // "#8bbbd5"
#define COLOR_WEBHOOK_GOOD 0x2ECC71 // "#2ECC71"
#define COLOR_WEBHOOK_POOR 0xE67E22 // "#E67E22"
#define COLOR_WEBHOOK_BAD 0xE74C3C // "#E74C3C"
#define COLOR_WEBHOOK_BAD 0xE74C3C // "#E74C3C"
//Some defines to generalise colours used in lighting.
//Important note on colors. Colors can end up significantly different from the basic html picture, especially when saturated
#define LIGHT_COLOR_RED "#FA8282" //Warm but extremely diluted red. rgb(250, 130, 130)
#define LIGHT_COLOR_GREEN "#64C864" //Bright but quickly dissipating neon green. rgb(100, 200, 100)
#define LIGHT_COLOR_BLUE "#6496FA" //Cold, diluted blue. rgb(100, 150, 250)
#define LIGHT_COLOR_BLUEGREEN "#7DE1AF" //Light blueish green. rgb(125, 225, 175)
#define LIGHT_COLOR_CYAN "#7DE1E1" //Diluted cyan. rgb(125, 225, 225)
#define LIGHT_COLOR_LIGHT_CYAN "#40CEFF" //More-saturated cyan. rgb(64, 206, 255)
#define LIGHT_COLOR_DARK_BLUE "#6496FA" //Saturated blue. rgb(51, 117, 248)
#define LIGHT_COLOR_PINK "#E17DE1" //Diluted, mid-warmth pink. rgb(225, 125, 225)
#define LIGHT_COLOR_YELLOW "#E1E17D" //Dimmed yellow, leaning kaki. rgb(225, 225, 125)
#define LIGHT_COLOR_BROWN "#966432" //Clear brown, mostly dim. rgb(150, 100, 50)
#define LIGHT_COLOR_ORANGE "#FA9632" //Mostly pure orange. rgb(250, 150, 50)
#define LIGHT_COLOR_PURPLE "#952CF4" //Light Purple. rgb(149, 44, 244)
#define LIGHT_COLOR_LAVENDER "#9B51FF" //Less-saturated light purple. rgb(155, 81, 255)
//These ones aren't a direct colour like the ones above, because nothing would fit
#define LIGHT_COLOR_FIRE "#FAA019" //Warm orange color, leaning strongly towards yellow. rgb(250, 160, 25)
#define LIGHT_COLOR_LAVA "#C48A18" //Very warm yellow, leaning slightly towards orange. rgb(196, 138, 24)
#define LIGHT_COLOR_FLARE "#FA644B" //Bright, non-saturated red. Leaning slightly towards pink for visibility. rgb(250, 100, 75)
#define LIGHT_COLOR_SLIME_LAMP "#AFC84B" //Weird color, between yellow and green, very slimy. rgb(175, 200, 75)
#define LIGHT_COLOR_TUNGSTEN "#FAE1AF" //Extremely diluted yellow, close to skin color (for some reason). rgb(250, 225, 175)
#define LIGHT_COLOR_HALOGEN "#F0FAFA" //Barely visible cyan-ish hue, as the doctor prescribed. rgb(240, 250, 250)
//Lighting values used by the station lights
#define LIGHT_COLOR_FLUORESCENT_TUBE "#E0EFFF"
#define LIGHT_COLOR_FLUORESCENT_FLASHLIGHT "#CDDDFF"
#define LIGHT_COLOR_INCANDESCENT_TUBE "#fffed9"
#define LIGHT_COLOR_INCANDESCENT_BULB "#ffe7ce"
#define LIGHT_COLOR_INCANDESCENT_FLASHLIGHT "#FFCC66"
#define LIGHT_COLOR_NIGHTSHIFT "#EFCC86"
//Fake ambient occlusion filter
#define AMBIENT_OCCLUSION filter(type="drop_shadow", x=0, y=-2, size=4, offset=3, color="#04080F80")
+4 -1
View File
@@ -15,7 +15,10 @@
* Only elements created with the same arguments given after `id_arg_index` share an element instance
* The arguments are the same when the text and number values are the same and all other values have the same ref
*/
#define ELEMENT_BESPOKE (1 << 1)
#define ELEMENT_BESPOKE (1 << 1)
/// Causes all detach arguments to be passed to detach instead of only being used to identify the element
/// When this is used your Detach proc should have the same signature as your Attach proc
#define ELEMENT_COMPLEX_DETACH (1 << 2)
// How multiple components of the exact same type are handled in the same datum
/// old component is deleted (default)
+42 -1
View File
@@ -42,6 +42,9 @@
#define COMSIG_PARENT_QDELETING "parent_qdeleting"
/// generic topic handler (usr, href_list)
#define COMSIG_TOPIC "handle_topic"
/// from datum ui_act (usr, action)
#define COMSIG_UI_ACT "COMSIG_UI_ACT"
/// fires on the target datum when an element is attached to it (/datum/element)
#define COMSIG_ELEMENT_ATTACH "element_attach"
@@ -162,6 +165,8 @@
#define COMSIG_ATOM_ORBIT_BEGIN "atom_orbit_begin"
///called when an atom stops orbiting another atom: (atom)
#define COMSIG_ATOM_ORBIT_STOP "atom_orbit_stop"
///from base of atom/set_opacity(): (new_opacity)
#define COMSIG_ATOM_SET_OPACITY "atom_set_opacity"
/////////////////
///from base of atom/attack_ghost(): (mob/dead/observer/ghost)
#define COMSIG_ATOM_ATTACK_GHOST "atom_attack_ghost"
@@ -737,4 +742,40 @@
#define COMSIG_TRIGGERED_ALARM "ssalarm_triggered"
#define COMSIG_CANCELLED_ALARM "ssalarm_cancelled"
#define COMSIG_REAGENTS_CRAFTING_PING "reagents_crafting_ping"
#define COMSIG_REAGENTS_CRAFTING_PING "reagents_crafting_ping"
// Lighting:
///from base of [atom/proc/set_light]: (l_range, l_power, l_color, l_on)
#define COMSIG_ATOM_SET_LIGHT "atom_set_light"
/// Blocks [/atom/proc/set_light], [/atom/proc/set_light_power], [/atom/proc/set_light_range], [/atom/proc/set_light_color], [/atom/proc/set_light_on], and [/atom/proc/set_light_flags].
#define COMPONENT_BLOCK_LIGHT_UPDATE (1<<0)
///Called right before the atom changes the value of light_power to a different one, from base [atom/proc/set_light_power]: (new_power)
#define COMSIG_ATOM_SET_LIGHT_POWER "atom_set_light_power"
///Called right after the atom changes the value of light_power to a different one, from base of [/atom/proc/set_light_power]: (old_power)
#define COMSIG_ATOM_UPDATE_LIGHT_POWER "atom_update_light_power"
///Called right before the atom changes the value of light_range to a different one, from base [atom/proc/set_light_range]: (new_range)
#define COMSIG_ATOM_SET_LIGHT_RANGE "atom_set_light_range"
///Called right after the atom changes the value of light_range to a different one, from base of [/atom/proc/set_light_range]: (old_range)
#define COMSIG_ATOM_UPDATE_LIGHT_RANGE "atom_update_light_range"
///Called right before the atom changes the value of light_color to a different one, from base [atom/proc/set_light_color]: (new_color)
#define COMSIG_ATOM_SET_LIGHT_COLOR "atom_set_light_color"
///Called right after the atom changes the value of light_color to a different one, from base of [/atom/proc/set_light_color]: (old_color)
#define COMSIG_ATOM_UPDATE_LIGHT_COLOR "atom_update_light_color"
///Called right before the atom changes the value of light_on to a different one, from base [atom/proc/set_light_on]: (new_value)
#define COMSIG_ATOM_SET_LIGHT_ON "atom_set_light_on"
///Called right after the atom changes the value of light_on to a different one, from base of [/atom/proc/set_light_on]: (old_value)
#define COMSIG_ATOM_UPDATE_LIGHT_ON "atom_update_light_on"
///Called right before the atom changes the value of light_flags to a different one, from base [atom/proc/set_light_flags]: (new_flags)
#define COMSIG_ATOM_SET_LIGHT_FLAGS "atom_set_light_flags"
///Called right after the atom changes the value of light_flags to a different one, from base of [/atom/proc/set_light_flags]: (old_flags)
#define COMSIG_ATOM_UPDATE_LIGHT_FLAGS "atom_update_light_flags"
// /datum/element/light_eater
///from base of [/datum/element/light_eater/proc/table_buffet]: (list/light_queue, datum/light_eater)
#define COMSIG_LIGHT_EATER_QUEUE "light_eater_queue"
///from base of [/datum/element/light_eater/proc/devour]: (datum/light_eater)
#define COMSIG_LIGHT_EATER_ACT "light_eater_act"
///Prevents the default light eater behavior from running in case of immunity or custom behavior
#define COMPONENT_BLOCK_LIGHT_EATER (1<<0)
///from base of [/datum/element/light_eater/proc/devour]: (atom/eaten_light)
#define COMSIG_LIGHT_EATER_DEVOUR "light_eater_devour"
+4
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@@ -13,6 +13,10 @@
GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768))
/* Directions */
///All the cardinal direction bitflags.
#define ALL_CARDINALS (NORTH|SOUTH|EAST|WEST)
// datum_flags
#define DF_VAR_EDITED (1<<0)
#define DF_ISPROCESSING (1<<1)
+101 -70
View File
@@ -1,88 +1,119 @@
#define FOR_DVIEW(type, range, center, invis_flags) \
dview_mob.loc = center; \
dview_mob.see_invisible = invis_flags; \
for(type in view(range, dview_mob))
///Object doesn't use any of the light systems. Should be changed to add a light source to the object.
#define NO_LIGHT_SUPPORT 0
///Light made with the lighting datums, applying a matrix.
#define STATIC_LIGHT 1
///Light made by masking the lighting darkness plane.
#define MOVABLE_LIGHT 2
///Light made by masking the lighting darkness plane, and is directional.
#define MOVABLE_LIGHT_DIRECTIONAL 3
#define END_FOR_DVIEW dview_mob.loc = null
///Is a movable light source attached to another movable (its loc), meaning that the lighting component should go one level deeper.
#define LIGHT_ATTACHED (1<<0)
#define LIGHTING_FALLOFF 1 // type of falloff to use for lighting; 1 for circular, 2 for square
#define LIGHTING_LAMBERTIAN 0 // use lambertian shading for light sources
#define LIGHTING_HEIGHT 1 // height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone
//Bay lighting engine shit, not in /code/modules/lighting because BYOND is being shit about it
/// frequency, in 1/10ths of a second, of the lighting process
#define LIGHTING_INTERVAL 5
#define LIGHTING_ICON 'icons/effects/lighting_overlay.dmi' // icon used for lighting shading effects
#define LIGHTING_ICON_STATE_DARK "soft_dark" // Change between "soft_dark" and "dark" to swap soft darkvision
#define MINIMUM_USEFUL_LIGHT_RANGE 1.4
#define LIGHTING_ROUND_VALUE (1 / 64) // Value used to round lumcounts, values smaller than 1/69 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY.
/// type of falloff to use for lighting; 1 for circular, 2 for square
#define LIGHTING_FALLOFF 1
/// use lambertian shading for light sources
#define LIGHTING_LAMBERTIAN 0
/// height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone
#define LIGHTING_HEIGHT 1
/// Value used to round lumcounts, values smaller than 1/129 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY.
#define LIGHTING_ROUND_VALUE (1 / 64)
#define LIGHTING_SOFT_THRESHOLD 0.05 // If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting overlays. This also should be the transparancy of the "soft_dark" icon state.
/// icon used for lighting shading effects
#define LIGHTING_ICON 'icons/effects/lighting_object.dmi'
#define LIGHTING_MULT_FACTOR 0.5
/// If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting objects.
/// Set to zero to disable soft lighting. Luminosity changes then work if it's lit at all.
#define LIGHTING_SOFT_THRESHOLD 0
// If I were you I'd leave this alone.
/// If I were you I'd leave this alone.
#define LIGHTING_BASE_MATRIX \
list \
( \
LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
1, 1, 1, 0, \
1, 1, 1, 0, \
1, 1, 1, 0, \
1, 1, 1, 0, \
0, 0, 0, 1 \
) \
// Helpers so we can (more easily) control the colour matrices.
#define CL_MATRIX_RR 1
#define CL_MATRIX_RG 2
#define CL_MATRIX_RB 3
#define CL_MATRIX_RA 4
#define CL_MATRIX_GR 5
#define CL_MATRIX_GG 6
#define CL_MATRIX_GB 7
#define CL_MATRIX_GA 8
#define CL_MATRIX_BR 9
#define CL_MATRIX_BG 10
#define CL_MATRIX_BB 11
#define CL_MATRIX_BA 12
#define CL_MATRIX_AR 13
#define CL_MATRIX_AG 14
#define CL_MATRIX_AB 15
#define CL_MATRIX_AA 16
#define CL_MATRIX_CR 17
#define CL_MATRIX_CG 18
#define CL_MATRIX_CB 19
#define CL_MATRIX_CA 20
///How many tiles standard fires glow.
#define LIGHT_RANGE_FIRE 3
//Some defines to generalise colours used in lighting.
//Important note on colors. Colors can end up significantly different from the basic html picture, especially when saturated
#define LIGHT_COLOR_RED "#FA8282" //Warm but extremely diluted red. rgb(250, 130, 130)
#define LIGHT_COLOR_GREEN "#64C864" //Bright but quickly dissipating neon green. rgb(100, 200, 100)
#define LIGHT_COLOR_BLUE "#6496FA" //Cold, diluted blue. rgb(100, 150, 250)
#define LIGHTING_PLANE_ALPHA_VISIBLE 255
#define LIGHTING_PLANE_ALPHA_NV_TRAIT 245
#define LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE 192
/// For lighting alpha, small amounts lead to big changes. even at 128 its hard to figure out what is dark and what is light, at 64 you almost can't even tell.
#define LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE 128
#define LIGHTING_PLANE_ALPHA_INVISIBLE 0
#define LIGHT_COLOR_BLUEGREEN "#7DE1AF" //Light blueish green. rgb(125, 225, 175)
#define LIGHT_COLOR_CYAN "#7DE1E1" //Diluted cyan. rgb(125, 225, 225)
#define LIGHT_COLOR_LIGHT_CYAN "#40CEFF" //More-saturated cyan. rgb(64, 206, 255)
#define LIGHT_COLOR_DARK_BLUE "#6496FA" //Saturated blue. rgb(51, 117, 248)
#define LIGHT_COLOR_PINK "#E17DE1" //Diluted, mid-warmth pink. rgb(225, 125, 225)
#define LIGHT_COLOR_YELLOW "#E1E17D" //Dimmed yellow, leaning kaki. rgb(225, 225, 125)
#define LIGHT_COLOR_BROWN "#966432" //Clear brown, mostly dim. rgb(150, 100, 50)
#define LIGHT_COLOR_ORANGE "#FA9632" //Mostly pure orange. rgb(250, 150, 50)
#define LIGHT_COLOR_PURPLE "#952CF4" //Light Purple. rgb(149, 44, 244)
#define LIGHT_COLOR_LAVENDER "#9B51FF" //Less-saturated light purple. rgb(155, 81, 255)
//lighting area defines
/// dynamic lighting disabled (area stays at full brightness)
#define DYNAMIC_LIGHTING_DISABLED 0
/// dynamic lighting enabled
#define DYNAMIC_LIGHTING_ENABLED 1
/// dynamic lighting enabled even if the area doesn't require power
#define DYNAMIC_LIGHTING_FORCED 2
/// dynamic lighting enabled only if starlight is.
#define DYNAMIC_LIGHTING_IFSTARLIGHT 3
#define IS_DYNAMIC_LIGHTING(A) A.dynamic_lighting
//These ones aren't a direct colour like the ones above, because nothing would fit
#define LIGHT_COLOR_FIRE "#FAA019" //Warm orange color, leaning strongly towards yellow. rgb(250, 160, 25)
#define LIGHT_COLOR_LAVA "#C48A18" //Very warm yellow, leaning slightly towards orange. rgb(196, 138, 24)
#define LIGHT_COLOR_FLARE "#FA644B" //Bright, non-saturated red. Leaning slightly towards pink for visibility. rgb(250, 100, 75)
#define LIGHT_COLOR_SLIME_LAMP "#AFC84B" //Weird color, between yellow and green, very slimy. rgb(175, 200, 75)
#define LIGHT_COLOR_TUNGSTEN "#FAE1AF" //Extremely diluted yellow, close to skin color (for some reason). rgb(250, 225, 175)
#define LIGHT_COLOR_HALOGEN "#F0FAFA" //Barely visible cyan-ish hue, as the doctor prescribed. rgb(240, 250, 250)
//Lighting values used by the station lights
#define LIGHT_COLOR_FLUORESCENT_TUBE "#E0EFFF"
#define LIGHT_COLOR_FLUORESCENT_FLASHLIGHT "#CDDDFF"
#define LIGHT_COLOR_INCANDESCENT_TUBE "#FFFEB8"
#define LIGHT_COLOR_INCANDESCENT_BULB "#FFDDBB"
#define LIGHT_COLOR_INCANDESCENT_FLASHLIGHT "#FFCC66"
#define LIGHT_COLOR_NIGHTSHIFT "#EFCC86"
//code assumes higher numbers override lower numbers.
#define LIGHTING_NO_UPDATE 0
#define LIGHTING_VIS_UPDATE 1
#define LIGHTING_CHECK_UPDATE 2
#define LIGHTING_FORCE_UPDATE 3
//Fake ambient occlusion filter
#define AMBIENT_OCCLUSION filter(type="drop_shadow", x=0, y=-1, size=2, offset=2, color="#04080F55") //VOREStation Edit for prettier visuals.
#define FLASH_LIGHT_DURATION 2
#define FLASH_LIGHT_POWER 3
#define FLASH_LIGHT_RANGE 3.8
// Emissive blocking.
/// Uses vis_overlays to leverage caching so that very few new items need to be made for the overlay. For anything that doesn't change outline or opaque area much or at all.
#define EMISSIVE_BLOCK_GENERIC 1
/// Uses a dedicated render_target object to copy the entire appearance in real time to the blocking layer. For things that can change in appearance a lot from the base state, like humans.
#define EMISSIVE_BLOCK_UNIQUE 2
/// The color matrix applied to all emissive overlays. Should be solely dependent on alpha and not have RGB overlap with [EM_BLOCK_COLOR].
#define EMISSIVE_COLOR list(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 1,1,1,0)
/// A globaly cached version of [EMISSIVE_COLOR] for quick access.
GLOBAL_LIST_INIT(emissive_color, EMISSIVE_COLOR)
/// The color matrix applied to all emissive blockers. Should be solely dependent on alpha and not have RGB overlap with [EMISSIVE_COLOR].
#define EM_BLOCK_COLOR list(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
/// A globaly cached version of [EM_BLOCK_COLOR] for quick access.
GLOBAL_LIST_INIT(em_block_color, EM_BLOCK_COLOR)
/// The color matrix used to mask out emissive blockers on the emissive plane. Alpha should default to zero, be solely dependent on the RGB value of [EMISSIVE_COLOR], and be independant of the RGB value of [EM_BLOCK_COLOR].
#define EM_MASK_MATRIX list(0,0,0,1/3, 0,0,0,1/3, 0,0,0,1/3, 0,0,0,0, 1,1,1,0)
/// A globaly cached version of [EM_MASK_MATRIX] for quick access.
GLOBAL_LIST_INIT(em_mask_matrix, EM_MASK_MATRIX)
/// Returns the red part of a #RRGGBB hex sequence as number
#define GETREDPART(hexa) hex2num(copytext(hexa, 2, 4))
/// Returns the green part of a #RRGGBB hex sequence as number
#define GETGREENPART(hexa) hex2num(copytext(hexa, 4, 6))
/// Returns the blue part of a #RRGGBB hex sequence as number
#define GETBLUEPART(hexa) hex2num(copytext(hexa, 6, 8))
/// Parse the hexadecimal color into lumcounts of each perspective.
#define PARSE_LIGHT_COLOR(source) \
do { \
if (source.light_color != COLOR_WHITE) { \
var/__light_color = source.light_color; \
source.lum_r = GETREDPART(__light_color) / 255; \
source.lum_g = GETGREENPART(__light_color) / 255; \
source.lum_b = GETBLUEPART(__light_color) / 255; \
} else { \
source.lum_r = 1; \
source.lum_g = 1; \
source.lum_b = 1; \
}; \
} while (FALSE)
+3 -1
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@@ -1,2 +1,4 @@
#define LIGHT_COLOR_INCANDESCENT_TUBE "#E0EFF0"
#define LIGHT_COLOR_INCANDESCENT_BULB "#FFFEB8"
#define LIGHT_COLOR_INCANDESCENT_BULB "#FFFEB8"
//Fake ambient occlusion filter
#define AMBIENT_OCCLUSION filter(type="drop_shadow", x=0, y=-1, size=2, offset=2, color="#04080F55") //VOREStation Edit for prettier visuals.
+2 -2
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@@ -8,7 +8,7 @@
#define MAP_LEVEL_CONSOLES 0x040 // Z-levels available to various consoles, such as the crew monitor (when that gets coded in). Defaults to station_levels if unset.
#define MAP_LEVEL_XENOARCH_EXEMPT 0x080 // Z-levels exempt from xenoarch digsite generation.
#define MAP_LEVEL_PERSIST 0x100 // Z-levels where SSpersistence should persist between rounds
#define MAP_LEVEL_MAPPABLE 0x200 // Z-levels where SSpersistence should persist between rounds
#define MAP_LEVEL_MAPPABLE 0x200 // Z-levels where mapping units will work fully
// Misc map defines.
#define SUBMAP_MAP_EDGE_PAD 8 // Automatically created submaps are forbidden from being this close to the main map's edge. //VOREStation Edit
#define SUBMAP_MAP_EDGE_PAD 8 // Automatically created submaps are forbidden from being this close to the main map's edge. //VOREStation Edit
+12
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@@ -61,3 +61,15 @@
#define DEFAULT_WALL_MATERIAL "steel"
#define TABLE_BRITTLE_MATERIAL_MULTIPLIER 4 // Amount table damage is multiplied by if it is made of a brittle material (e.g. glass)
//Material Container Flags.
///If the container shows the amount of contained materials on examine.
#define MATCONTAINER_EXAMINE (1<<0)
///If the container cannot have materials inserted through attackby().
#define MATCONTAINER_NO_INSERT (1<<1)
///if the user can insert mats into the container despite the intent.
#define MATCONTAINER_ANY_INTENT (1<<2)
///if the user won't receive a warning when attacking the container with an unallowed item.
#define MATCONTAINER_SILENT (1<<3)
#define GET_MATERIAL_REF(arguments...) _GetMaterialRef(list(##arguments))
+1
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@@ -20,6 +20,7 @@
#define SEE_INVISIBLE_MINIMUM 5
#define INVISIBILITY_MAXIMUM 100
#define INVISIBILITY_ABSTRACT 101 //only used for abstract objects, things that are not really there.
// Pseudo-Invis, like Ninja, Ling, Etc.
#define EFFECTIVE_INVIS 50 // Below this, can't be examined, may as well be invisible to the game
+26 -23
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@@ -377,37 +377,40 @@
//Vision flags, for dealing with plane visibility
#define VIS_FULLBRIGHT 1
#define VIS_LIGHTING 2
#define VIS_GHOSTS 3
#define VIS_AI_EYE 4
#define VIS_O_LIGHT 3
#define VIS_EMISSIVE 4
#define VIS_CH_STATUS 5
#define VIS_CH_HEALTH 6
#define VIS_CH_LIFE 7
#define VIS_CH_ID 8
#define VIS_CH_WANTED 9
#define VIS_CH_IMPLOYAL 10
#define VIS_CH_IMPTRACK 11
#define VIS_CH_IMPCHEM 12
#define VIS_CH_SPECIAL 13
#define VIS_CH_STATUS_OOC 14
#define VIS_GHOSTS 5
#define VIS_AI_EYE 6
#define VIS_ADMIN1 15
#define VIS_ADMIN2 16
#define VIS_ADMIN3 17
#define VIS_CH_STATUS 7
#define VIS_CH_HEALTH 8
#define VIS_CH_LIFE 9
#define VIS_CH_ID 10
#define VIS_CH_WANTED 11
#define VIS_CH_IMPLOYAL 12
#define VIS_CH_IMPTRACK 13
#define VIS_CH_IMPCHEM 14
#define VIS_CH_SPECIAL 15
#define VIS_CH_STATUS_OOC 16
#define VIS_MESONS 18
#define VIS_ADMIN1 17
#define VIS_ADMIN2 18
#define VIS_ADMIN3 19
#define VIS_TURFS 19
#define VIS_OBJS 20
#define VIS_MOBS 21
#define VIS_MESONS 20
#define VIS_BUILDMODE 22
#define VIS_TURFS 21
#define VIS_OBJS 22
#define VIS_MOBS 23
#define VIS_CLOAKED 23
#define VIS_BUILDMODE 24
#define VIS_STATUS 24
#define VIS_CLOAKED 25
#define VIS_COUNT 24 //Must be highest number from above.
#define VIS_STATUS 26
#define VIS_COUNT 26 //Must be highest number from above.
//Some mob icon layering defines
#define BODY_LAYER -100
+6 -6
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@@ -1,13 +1,13 @@
#undef VIS_COUNT
#define VIS_CH_STATUS_R 24
#define VIS_CH_HEALTH_VR 25
#define VIS_CH_BACKUP 26
#define VIS_CH_VANTAG 27
#define VIS_CH_STATUS_R 27
#define VIS_CH_HEALTH_VR 28
#define VIS_CH_BACKUP 29
#define VIS_CH_VANTAG 30
#define VIS_AUGMENTED 28
#define VIS_AUGMENTED 31
#define VIS_COUNT 28
#define VIS_COUNT 31
//Protean organs
#define O_ORCH "orchestrator"
+2
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@@ -56,6 +56,7 @@ var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_G
#define INIT_ORDER_SQLITE 40
#define INIT_ORDER_MEDIA_TRACKS 38 // Gotta get that lobby music up, yo
#define INIT_ORDER_CHEMISTRY 35
#define INIT_ORDER_VIS 32
#define INIT_ORDER_SKYBOX 30
#define INIT_ORDER_MAPPING 25
#define INIT_ORDER_SOUNDS 23
@@ -94,6 +95,7 @@ var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_G
#define FIRE_PRIORITY_SUPPLY 5
#define FIRE_PRIORITY_NIGHTSHIFT 5
#define FIRE_PRIORITY_PLANTS 5
#define FIRE_PRIORITY_VIS 5
#define FIRE_PRIORITY_ORBIT 7
#define FIRE_PRIORITY_VOTE 8
#define FIRE_PRIORITY_INSTRUMENTS 9
+8
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@@ -18,6 +18,14 @@
/// Get a pool index of the provided window id
#define TGUI_WINDOW_INDEX(window_id) text2num(copytext(window_id, 13))
/// Creates a message packet for sending via output()
// This is {"type":type,"payload":payload}, but pre-encoded. This is much faster
// than doing it the normal way.
// To ensure this is correct, this is unit tested in tgui_create_message.
#define TGUI_CREATE_MESSAGE(type, payload) ( \
"%7b%22type%22%3a%22[type]%22%2c%22payload%22%3a[url_encode(json_encode(payload))]%7d" \
)
/// Max length for Modal Input
#define TGUI_MODAL_INPUT_MAX_LENGTH 1024
/// Max length for Modal Input for names
+3 -1
View File
@@ -17,4 +17,6 @@
#define SMOOTH_GREYLIST 4 // Use a whitelist and a blacklist at the same time. atom smoothing only
#define isCardinal(x) (x == NORTH || x == SOUTH || x == EAST || x == WEST)
#define isDiagonal(x) (x == NORTHEAST || x == SOUTHEAST || x == NORTHWEST || x == SOUTHWEST)
#define isDiagonal(x) (x == NORTHEAST || x == SOUTHEAST || x == NORTHWEST || x == SOUTHWEST)
#define IS_OPAQUE_TURF(turf) (turf.directional_opacity == ALL_CARDINALS)
+34 -2
View File
@@ -2,6 +2,38 @@ GLOBAL_LIST_INIT(bitfields, list(
"datum_flags" = list(
"DF_VAR_EDITED" = DF_VAR_EDITED,
"DF_ISPROCESSING" = DF_ISPROCESSING
)
),
"appearance_flags" = list(
"KEEP_APART" = KEEP_APART,
"KEEP_TOGETHER" = KEEP_TOGETHER,
"LONG_GLIDE" = LONG_GLIDE,
"NO_CLIENT_COLOR" = NO_CLIENT_COLOR,
"PIXEL_SCALE" = PIXEL_SCALE,
"PLANE_MASTER" = PLANE_MASTER,
"RESET_ALPHA" = RESET_ALPHA,
"RESET_COLOR" = RESET_COLOR,
"RESET_TRANSFORM" = RESET_TRANSFORM,
"TILE_BOUND" = TILE_BOUND,
),
"vis_flags" = list(
"VIS_HIDE" = VIS_HIDE,
"VIS_INHERIT_DIR" = VIS_INHERIT_DIR,
"VIS_INHERIT_ICON" = VIS_INHERIT_ICON,
"VIS_INHERIT_ICON_STATE" = VIS_INHERIT_ICON_STATE,
"VIS_INHERIT_ID" = VIS_INHERIT_ID,
"VIS_INHERIT_LAYER" = VIS_INHERIT_LAYER,
"VIS_INHERIT_PLANE" = VIS_INHERIT_PLANE,
"VIS_UNDERLAY" = VIS_UNDERLAY,
),
"sight" = list(
"BLIND" = BLIND,
"SEE_BLACKNESS" = SEE_BLACKNESS,
"SEE_INFRA" = SEE_INFRA,
"SEE_MOBS" = SEE_MOBS,
"SEE_OBJS" = SEE_OBJS,
"SEE_PIXELS" = SEE_PIXELS,
"SEE_SELF" = SEE_SELF,
"SEE_THRU" = SEE_THRU,
"SEE_TURFS" = SEE_TURFS,
),
))
+6
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@@ -0,0 +1,6 @@
//please store common type caches here.
//type caches should only be stored here if used in mutiple places or likely to be used in mutiple places.
//Note: typecache can only replace istype if you know for sure the thing is at least a datum.
GLOBAL_LIST_INIT(typecache_stack, typecacheof(/obj/item/stack))
+2
View File
@@ -21,6 +21,8 @@
//Find coordinates
var/turf/T = get_turf(AM) //use AM's turfs, as it's coords are the same as AM's AND AM's coords are lost if it is inside another atom
if(!T)
return null
var/final_x = T.x + rough_x
var/final_y = T.y + rough_y
+1 -23
View File
@@ -26,13 +26,6 @@ var/list/mannequins_
// Times that players are allowed to respawn ("ckey" = world.time)
GLOBAL_LIST_EMPTY(respawn_timers)
// Closets have magic appearances
GLOBAL_LIST_EMPTY(closet_appearances)
// Posters
var/global/list/poster_designs = list()
var/global/list/NT_poster_designs = list()
// Holomaps
var/global/list/holomap_markers = list()
var/global/list/mapping_units = list()
@@ -213,18 +206,6 @@ GLOBAL_LIST_EMPTY(mannequins)
if(S.spawn_flags & SPECIES_IS_WHITELISTED)
GLOB.whitelisted_species += S.name
//Posters
paths = typesof(/datum/poster) - /datum/poster
paths -= typesof(/datum/poster/nanotrasen)
for(var/T in paths)
var/datum/poster/P = new T
poster_designs += P
paths = typesof(/datum/poster/nanotrasen)
for(var/T in paths)
var/datum/poster/P = new T
NT_poster_designs += P
//Ores
paths = typesof(/ore)-/ore
for(var/oretype in paths)
@@ -236,10 +217,7 @@ GLOBAL_LIST_EMPTY(mannequins)
GLOB.alloy_data += new alloytype()
//Closet appearances
paths = typesof(/decl/closet_appearance)
for(var/T in paths)
var/decl/closet_appearance/app = new T()
GLOB.closet_appearances[T] = app
GLOB.closet_appearances = decls_repository.get_decls_of_type(/decl/closet_appearance)
paths = typesof(/datum/sprite_accessory/ears) - /datum/sprite_accessory/ears
for(var/path in paths)
+20 -1
View File
@@ -13,6 +13,9 @@ var/global/list/active_ghost_pods = list()
var/global/list/sensorpreflist = list("Off", "Binary", "Vitals", "Tracking", "No Preference")
// Closets have magic appearances
GLOBAL_LIST_EMPTY(closet_appearances)
//stores numeric player size options indexed by name
var/global/list/player_sizes_list = list(
"Macro" = RESIZE_HUGE,
@@ -232,6 +235,7 @@ var/global/list/contamination_flavors = list(
"Dirty" = contamination_flavors_dirty,
"Musky" = contamination_flavors_musky,
"Smelly" = contamination_flavors_smelly,
"Slimy" = contamination_flavors_slimy,
"Wet" = contamination_flavors_wet)
var/global/list/contamination_flavors_generic = list("acrid",
@@ -435,6 +439,21 @@ var/global/list/contamination_flavors_musky = list("drenched",
"sticky",
"tainted")
var/global/list/contamination_flavors_slimy = list("slimy",
"sloppy",
"drippy",
"glistening",
"dripping",
"gunky",
"slimed",
"mucky",
"viscous",
"dank",
"glutinous",
"syrupy",
"slippery",
"gelatinous")
var/global/list/contamination_colors = list("green",
"white",
"black",
@@ -522,4 +541,4 @@ var/global/list/remainless_species = list(SPECIES_PROMETHEAN,
return 1 // Hooks must return 1
var/global/list/weavable_structures = list()
var/global/list/weavable_items = list()
var/global/list/weavable_items = list()
+10
View File
@@ -0,0 +1,10 @@
/// Produces a mutable appearance glued to the [EMISSIVE_PLANE] dyed to be the [EMISSIVE_COLOR].
/proc/emissive_appearance(icon, icon_state = "", layer = FLOAT_LAYER, alpha = 255, appearance_flags = NONE)
var/mutable_appearance/appearance = mutable_appearance(icon, icon_state, layer, PLANE_EMISSIVE, alpha, appearance_flags)
appearance.color = GLOB.emissive_color
return appearance
/proc/em_block_image_generic(var/image/I)
var/mutable_appearance/em_overlay = mutable_appearance(I.icon, I.icon_state, plane = PLANE_EMISSIVE, alpha = I.alpha, appearance_flags = KEEP_APART)
em_overlay.color = GLOB.em_block_color
return em_overlay
+3 -6
View File
@@ -57,12 +57,6 @@
if (!.)
. = B[STAT_ENTRY_COUNT] - A[STAT_ENTRY_COUNT]
// Compares complexity of recipes for use in cooking, etc. This is for telling which recipe to make, not for showing things to the player.
/proc/cmp_recipe_complexity_dsc(datum/recipe/A, datum/recipe/B)
var/a_score = LAZYLEN(A.items) + LAZYLEN(A.reagents) + LAZYLEN(A.fruit)
var/b_score = LAZYLEN(B.items) + LAZYLEN(B.reagents) + LAZYLEN(B.fruit)
return b_score - a_score
/proc/cmp_typepaths_asc(A, B)
return sorttext("[B]","[A]")
@@ -88,3 +82,6 @@
/proc/cmp_media_track_asc(datum/track/A, datum/track/B)
var/genre_sort = sorttext(B.genre || "Uncategorized", A.genre || "Uncategorized")
return genre_sort || sorttext(B.title, A.title)
/proc/cmp_filter_data_priority(list/A, list/B)
return A["priority"] - B["priority"]
+3
View File
@@ -1621,6 +1621,9 @@ GLOBAL_REAL_VAR(list/stack_trace_storage)
// 'Utility' planes
. += new /obj/screen/plane_master/fullbright //Lighting system (lighting_overlay objects)
. += new /obj/screen/plane_master/lighting //Lighting system (but different!)
. += new /obj/screen/plane_master/o_light_visual //Object lighting (using masks)
. += new /obj/screen/plane_master/emissive //Emissive overlays
. += new /obj/screen/plane_master/ghosts //Ghosts!
. += new /obj/screen/plane_master{plane = PLANE_AI_EYE} //AI Eye!
+367 -19
View File
@@ -1,20 +1,306 @@
// These involve BYOND's built in filters that do visual effects, and not stuff that distinguishes between things.
#define ICON_NOT_SET "Not Set"
//This is stored as a nested list instead of datums or whatever because it json encodes nicely for usage in tgui
GLOBAL_LIST_INIT(master_filter_info, list(
"alpha" = list(
"defaults" = list(
"x" = 0,
"y" = 0,
"icon" = ICON_NOT_SET,
"render_source" = "",
"flags" = 0
),
"flags" = list(
"MASK_INVERSE" = MASK_INVERSE,
"MASK_SWAP" = MASK_SWAP
)
),
"angular_blur" = list(
"defaults" = list(
"x" = 0,
"y" = 0,
"size" = 1
)
),
/* Not supported because making a proper matrix editor on the frontend would be a huge dick pain.
Uncomment if you ever implement it
"color" = list(
"defaults" = list(
"color" = matrix(),
"space" = FILTER_COLOR_RGB
)
),
*/
"displace" = list(
"defaults" = list(
"x" = 0,
"y" = 0,
"size" = null,
"icon" = ICON_NOT_SET,
"render_source" = ""
)
),
"drop_shadow" = list(
"defaults" = list(
"x" = 1,
"y" = -1,
"size" = 1,
"offset" = 0,
"color" = COLOR_HALF_TRANSPARENT_BLACK
)
),
"blur" = list(
"defaults" = list(
"size" = 1
)
),
"layer" = list(
"defaults" = list(
"x" = 0,
"y" = 0,
"icon" = ICON_NOT_SET,
"render_source" = "",
"flags" = FILTER_OVERLAY,
"color" = "",
"transform" = null,
"blend_mode" = BLEND_DEFAULT
)
),
"motion_blur" = list(
"defaults" = list(
"x" = 0,
"y" = 0
)
),
"outline" = list(
"defaults" = list(
"size" = 0,
"color" = COLOR_BLACK,
"flags" = NONE
),
"flags" = list(
"OUTLINE_SHARP" = OUTLINE_SHARP,
"OUTLINE_SQUARE" = OUTLINE_SQUARE
)
),
"radial_blur" = list(
"defaults" = list(
"x" = 0,
"y" = 0,
"size" = 0.01
)
),
"rays" = list(
"defaults" = list(
"x" = 0,
"y" = 0,
"size" = 16,
"color" = COLOR_WHITE,
"offset" = 0,
"density" = 10,
"threshold" = 0.5,
"factor" = 0,
"flags" = FILTER_OVERLAY | FILTER_UNDERLAY
),
"flags" = list(
"FILTER_OVERLAY" = FILTER_OVERLAY,
"FILTER_UNDERLAY" = FILTER_UNDERLAY
)
),
"ripple" = list(
"defaults" = list(
"x" = 0,
"y" = 0,
"size" = 1,
"repeat" = 2,
"radius" = 0,
"falloff" = 1,
"flags" = NONE
),
"flags" = list(
"WAVE_BOUNDED" = WAVE_BOUNDED
)
),
"wave" = list(
"defaults" = list(
"x" = 0,
"y" = 0,
"size" = 1,
"offset" = 0,
"flags" = NONE
),
"flags" = list(
"WAVE_SIDEWAYS" = WAVE_SIDEWAYS,
"WAVE_BOUNDED" = WAVE_BOUNDED
)
)
))
// All of this ported from TG.
/atom/movable
var/list/filter_data // For handling persistent filters
#undef ICON_NOT_SET
/proc/cmp_filter_data_priority(list/A, list/B)
return A["priority"] - B["priority"]
//Helpers to generate lists for filter helpers
//This is the only practical way of writing these that actually produces sane lists
/proc/alpha_mask_filter(x, y, icon/icon, render_source, flags)
. = list("type" = "alpha")
if(!isnull(x))
.["x"] = x
if(!isnull(y))
.["y"] = y
if(!isnull(icon))
.["icon"] = icon
if(!isnull(render_source))
.["render_source"] = render_source
if(!isnull(flags))
.["flags"] = flags
/atom/movable/proc/add_filter(filter_name, priority, list/params)
/proc/angular_blur_filter(x, y, size)
. = list("type" = "angular_blur")
if(!isnull(x))
.["x"] = x
if(!isnull(y))
.["y"] = y
if(!isnull(size))
.["size"] = size
/proc/color_matrix_filter(matrix/in_matrix, space)
. = list("type" = "color")
.["color"] = in_matrix
if(!isnull(space))
.["space"] = space
/proc/displacement_map_filter(icon, render_source, x, y, size = 32)
. = list("type" = "displace")
if(!isnull(icon))
.["icon"] = icon
if(!isnull(render_source))
.["render_source"] = render_source
if(!isnull(x))
.["x"] = x
if(!isnull(y))
.["y"] = y
if(!isnull(size))
.["size"] = size
/proc/drop_shadow_filter(x, y, size, offset, color)
. = list("type" = "drop_shadow")
if(!isnull(x))
.["x"] = x
if(!isnull(y))
.["y"] = y
if(!isnull(size))
.["size"] = size
if(!isnull(offset))
.["offset"] = offset
if(!isnull(color))
.["color"] = color
/proc/gauss_blur_filter(size)
. = list("type" = "blur")
if(!isnull(size))
.["size"] = size
/proc/layering_filter(icon, render_source, x, y, flags, color, transform, blend_mode)
. = list("type" = "layer")
if(!isnull(icon))
.["icon"] = icon
if(!isnull(render_source))
.["render_source"] = render_source
if(!isnull(x))
.["x"] = x
if(!isnull(y))
.["y"] = y
if(!isnull(color))
.["color"] = color
if(!isnull(flags))
.["flags"] = flags
if(!isnull(transform))
.["transform"] = transform
if(!isnull(blend_mode))
.["blend_mode"] = blend_mode
/proc/motion_blur_filter(x, y)
. = list("type" = "motion_blur")
if(!isnull(x))
.["x"] = x
if(!isnull(y))
.["y"] = y
/proc/outline_filter(size, color, flags)
. = list("type" = "outline")
if(!isnull(size))
.["size"] = size
if(!isnull(color))
.["color"] = color
if(!isnull(flags))
.["flags"] = flags
/proc/radial_blur_filter(size, x, y)
. = list("type" = "radial_blur")
if(!isnull(size))
.["size"] = size
if(!isnull(x))
.["x"] = x
if(!isnull(y))
.["y"] = y
/proc/rays_filter(size, color, offset, density, threshold, factor, x, y, flags)
. = list("type" = "rays")
if(!isnull(size))
.["size"] = size
if(!isnull(color))
.["color"] = color
if(!isnull(offset))
.["offset"] = offset
if(!isnull(density))
.["density"] = density
if(!isnull(threshold))
.["threshold"] = threshold
if(!isnull(factor))
.["factor"] = factor
if(!isnull(x))
.["x"] = x
if(!isnull(y))
.["y"] = y
if(!isnull(flags))
.["flags"] = flags
/proc/ripple_filter(radius, size, falloff, repeat, x, y, flags)
. = list("type" = "ripple")
if(!isnull(radius))
.["radius"] = radius
if(!isnull(size))
.["size"] = size
if(!isnull(falloff))
.["falloff"] = falloff
if(!isnull(repeat))
.["repeat"] = repeat
if(!isnull(flags))
.["flags"] = flags
if(!isnull(x))
.["x"] = x
if(!isnull(y))
.["y"] = y
/proc/wave_filter(x, y, size, offset, flags)
. = list("type" = "wave")
if(!isnull(size))
.["size"] = size
if(!isnull(x))
.["x"] = x
if(!isnull(y))
.["y"] = y
if(!isnull(offset))
.["offset"] = offset
if(!isnull(flags))
.["flags"] = flags
/atom/proc/add_filter(name,priority,list/params)
LAZYINITLIST(filter_data)
var/list/p = params.Copy()
p["priority"] = priority
filter_data[filter_name] = p
filter_data[name] = p
update_filters()
/atom/movable/proc/update_filters()
/atom/proc/update_filters()
filters = null
filter_data = sortTim(filter_data, /proc/cmp_filter_data_priority, TRUE)
for(var/f in filter_data)
@@ -22,15 +308,77 @@
var/list/arguments = data.Copy()
arguments -= "priority"
filters += filter(arglist(arguments))
UNSETEMPTY(filter_data)
/atom/movable/proc/get_filter(filter_name)
if(filter_data && filter_data[filter_name])
return filters[filter_data.Find(filter_name)]
/atom/proc/transition_filter(name, time, list/new_params, easing, loop)
var/filter = get_filter(name)
if(!filter)
return
// Polaris Extensions
/atom/movable/proc/remove_filter(filter_name)
var/thing = get_filter(filter_name)
if(thing)
LAZYREMOVE(filter_data, filter_name)
filters -= thing
update_filters()
var/list/old_filter_data = filter_data[name]
var/list/params = old_filter_data.Copy()
for(var/thing in new_params)
params[thing] = new_params[thing]
animate(filter, new_params, time = time, easing = easing, loop = loop)
for(var/param in params)
filter_data[name][param] = params[param]
/atom/proc/change_filter_priority(name, new_priority)
if(!filter_data || !filter_data[name])
return
filter_data[name]["priority"] = new_priority
update_filters()
/obj/item/update_filters()
. = ..()
/* Will port this from TG
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
*/
/atom/proc/get_filter(name)
if(filter_data && filter_data[name])
return filters[filter_data.Find(name)]
/atom/proc/remove_filter(name_or_names)
if(!filter_data)
return
var/list/names = islist(name_or_names) ? name_or_names : list(name_or_names)
for(var/name in names)
if(filter_data[name])
filter_data -= name
update_filters()
/atom/proc/clear_filters()
filter_data = null
filters = null
/proc/apply_wibbly_filters(atom/in_atom, length)
for(var/i in 1 to 7)
//This is a very baffling and strange way of doing this but I am just preserving old functionality
var/X
var/Y
var/rsq
do
X = 60*rand() - 30
Y = 60*rand() - 30
rsq = X*X + Y*Y
while(rsq<100 || rsq>900) // Yeah let's just loop infinitely due to bad luck what's the worst that could happen?
var/random_roll = rand()
in_atom.add_filter("wibbly-[i]", 5, wave_filter(x = X, y = Y, size = rand() * 2.5 + 0.5, offset = random_roll))
var/filter = in_atom.get_filter("wibbly-[i]")
animate(filter, offset = random_roll, time = 0, loop = -1, flags = ANIMATION_PARALLEL)
animate(offset = random_roll - 1, time = rand() * 20 + 10)
/proc/remove_wibbly_filters(atom/in_atom)
var/filter
for(var/i in 1 to 7)
filter = in_atom.get_filter("wibbly-[i]")
animate(filter)
in_atom.remove_filter("wibbly-[i]")
+1 -1
View File
@@ -355,7 +355,7 @@
facedir(direction)
/obj/screen/click_catcher
name = "Darkness"
name = "" // Empty string names don't show up in context menu clicks
icon = 'icons/mob/screen_gen.dmi'
icon_state = "click_catcher"
plane = CLICKCATCHER_PLANE
+7 -7
View File
@@ -218,7 +218,7 @@
// if((last_charge == spell.charge_counter || !handle_icon_updates) && !forced_update)
// return //nothing to see here
// overlays -= spell.hud_state
// cut_overlay(spell.hud_state)
// if(spell.charge_type == Sp_RECHARGE || spell.charge_type == Sp_CHARGES)
// if(spell.charge_counter < spell.charge_max)
@@ -228,27 +228,27 @@
// partial_charge.Crop(1, 1, partial_charge.Width(), round(partial_charge.Height() * spell.charge_counter / spell.charge_max))
// overlays += partial_charge
// if(last_charged_icon)
// overlays -= last_charged_icon
// cut_overlay(last_charged_icon)
// last_charged_icon = partial_charge
// else if(last_charged_icon)
// overlays -= last_charged_icon
// cut_overlay(last_charged_icon)
// last_charged_icon = null
// else
// icon_state = "[spell_base]_spell_ready"
// if(last_charged_icon)
// overlays -= last_charged_icon
// cut_overlay(last_charged_icon)
// else
// icon_state = "[spell_base]_spell_ready"
overlays.Cut()
cut_overlays()
icon_state = "[background_base_state]_spell_base"
overlays += ability_icon_state
// last_charge = spell.charge_counter
// overlays -= "silence"
// cut_overlay("silence")
// if(spell.silenced)
// overlays += "silence"
// add_overlay("silence")
/obj/screen/ability/Click()
if(!usr)
+4 -4
View File
@@ -134,7 +134,7 @@
icon = owner.button_icon
icon_state = owner.background_icon_state
overlays.Cut()
cut_overlays()
var/image/img
if(owner.action_type == AB_ITEM && owner.target)
var/obj/item/I = owner.target
@@ -143,7 +143,7 @@
img = image(owner.button_icon,src,owner.button_icon_state)
img.pixel_x = 0
img.pixel_y = 0
overlays += img
add_overlay(img)
if(!owner.IsAvailable())
color = rgb(128,0,0,128)
@@ -178,9 +178,9 @@
return
/obj/screen/movable/action_button/hide_toggle/UpdateIcon()
overlays.Cut()
cut_overlays()
var/image/img = image(icon,src,hidden?"show":"hide")
overlays += img
add_overlay(img)
return
//This is the proc used to update all the action buttons. Properly defined in /mob/living/
+46 -18
View File
@@ -5,25 +5,22 @@
condition ? overlay_fullscreen(screen_name, screen_type, arg) : clear_fullscreen(screen_name)
/mob/proc/overlay_fullscreen(category, type, severity)
var/obj/screen/fullscreen/screen = screens[category]
var/obj/screen/fullscreen/screen = screens[category]
if (!screen || screen.type != type)
// needs to be recreated
clear_fullscreen(category, FALSE)
screens[category] = screen = new type()
else if ((!severity || severity == screen.severity) && (!client || screen.screen_loc != "CENTER-7,CENTER-7" || screen.view == client.view))
// doesn't need to be updated
return screen
if(screen)
if(screen.type != type)
clear_fullscreen(category, FALSE)
screen = null
else if(!severity || severity == screen.severity)
return screen
screen.icon_state = "[initial(screen.icon_state)][severity]"
screen.severity = severity
if (client && screen.should_show_to(src))
screen.update_for_view(client.view)
client.screen += screen
if(!screen)
screen = new type()
screen.icon_state = "[initial(screen.icon_state)][severity]"
screen.severity = severity
screens[category] = screen
if(client && stat != DEAD)
client.screen += screen
return screen
return screen
/mob/proc/clear_fullscreen(category, animated = 10)
var/obj/screen/fullscreen/screen = screens[category]
@@ -64,13 +61,26 @@
screen_loc = "CENTER-7,CENTER-7"
layer = FULLSCREEN_LAYER
plane = PLANE_FULLSCREEN
mouse_opacity = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
var/view = 7
var/severity = 0
var/show_when_dead = FALSE
/obj/screen/fullscreen/Destroy()
severity = 0
return ..()
/obj/screen/fullscreen/proc/update_for_view(client_view)
if (screen_loc == "CENTER-7,CENTER-7" && view != client_view)
var/list/actualview = getviewsize(client_view)
view = client_view
transform = matrix(actualview[1]/15, 0, 0, 0, actualview[2]/15, 0)
/obj/screen/fullscreen/proc/should_show_to(mob/mymob)
if(!show_when_dead && mymob.stat == DEAD)
return FALSE
return TRUE
/obj/screen/fullscreen/brute
icon_state = "brutedamageoverlay"
layer = DAMAGE_LAYER
@@ -123,3 +133,21 @@
/obj/screen/fullscreen/fishbed
icon_state = "fishbed"
/obj/screen/fullscreen/lighting_backdrop
icon = 'icons/mob/screen_gen.dmi'
icon_state = "flash"
transform = matrix(200, 0, 0, 0, 200, 0)
plane = PLANE_LIGHTING
blend_mode = BLEND_OVERLAY
show_when_dead = TRUE
//Provides darkness to the back of the lighting plane
/obj/screen/fullscreen/lighting_backdrop/lit
invisibility = INVISIBILITY_LIGHTING
layer = BACKGROUND_LAYER+21
color = "#000"
//Provides whiteness in case you don't see lights so everything is still visible
/obj/screen/fullscreen/lighting_backdrop/unlit
layer = BACKGROUND_LAYER+20
+2 -2
View File
@@ -291,8 +291,8 @@
zone_sel.icon = HUD.ui_style
zone_sel.color = HUD.ui_color
zone_sel.alpha = HUD.ui_alpha
zone_sel.overlays.Cut()
zone_sel.overlays += image('icons/mob/zone_sel.dmi', "[zone_sel.selecting]")
zone_sel.cut_overlays()
zone_sel.add_overlay(image('icons/mob/zone_sel.dmi', "[zone_sel.selecting]"))
hud_elements |= zone_sel
//Handle the gun settings buttons
+1 -1
View File
@@ -139,7 +139,7 @@
y_off = -height * world.icon_size - 16
overlays.Cut()
cut_overlays()
add_background()
add_buttons()
if(do_refresh)
+2 -2
View File
@@ -141,8 +141,8 @@ var/obj/screen/robot_inventory
zone_sel = new /obj/screen/zone_sel()
zone_sel.icon = HUD.ui_style
zone_sel.alpha = HUD.ui_alpha
zone_sel.overlays.Cut()
zone_sel.overlays += image('icons/mob/zone_sel.dmi', "[zone_sel.selecting]")
zone_sel.cut_overlays()
zone_sel.add_overlay(image('icons/mob/zone_sel.dmi', "[zone_sel.selecting]"))
//Handle the gun settings buttons
gun_setting_icon = new /obj/screen/gun/mode(null)
+18 -11
View File
@@ -602,11 +602,11 @@
if(!handcuff_overlay)
var/state = (hud.l_hand_hud_object == src) ? "l_hand_hud_handcuffs" : "r_hand_hud_handcuffs"
handcuff_overlay = image("icon"='icons/mob/screen_gen.dmi', "icon_state"=state)
overlays.Cut()
cut_overlays()
if(hud.mymob && iscarbon(hud.mymob))
var/mob/living/carbon/C = hud.mymob
if(C.handcuffed)
overlays |= handcuff_overlay
add_overlay(handcuff_overlay)
// PIP stuff
/obj/screen/component_button
@@ -630,6 +630,13 @@
return ..()
// Background 'floor'
/obj/screen/setup_preview/pm_helper
icon = null
icon_state = null
appearance_flags = PLANE_MASTER
plane = PLANE_EMISSIVE
alpha = 0
/obj/screen/setup_preview/bg
mouse_over_pointer = MOUSE_HAND_POINTER
@@ -711,7 +718,7 @@
var/obj/item/device/mapping_unit/owner
var/obj/screen/mapper/extras_holder/extras_holder
/obj/screen/movable/mapper_holder/New(newloc, newowner)
/obj/screen/movable/mapper_holder/Initialize(mapload, newowner)
owner = newowner
mask_full = new(src) // Full white square mask
@@ -849,15 +856,15 @@
/obj/screen/mapper/powbutton/Click()
if(!usr.checkClickCooldown())
return 1
return TRUE
if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
return 1
return TRUE
if(istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
return TRUE
parent.powerClick()
flick("powClick",src)
usr << get_sfx("button")
return 1
return TRUE
/obj/screen/mapper/mapbutton
icon = 'icons/effects/gpshud.dmi'
@@ -867,15 +874,15 @@
/obj/screen/mapper/mapbutton/Click()
if(!usr.checkClickCooldown())
return 1
return TRUE
if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
return 1
return TRUE
if(istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
return TRUE
parent.mapClick()
flick("mapClick",src)
usr << get_sfx("button")
return 1
return TRUE
// Markers are 16x16, people have apparently settled on centering them on the 8,8 pixel
/obj/screen/mapper/marker
+6 -6
View File
@@ -181,7 +181,7 @@
if((last_charge == spell.charge_counter || !handle_icon_updates) && !forced_update)
return //nothing to see here
overlays -= spell.hud_state
cut_overlay(spell.hud_state)
if(spell.charge_type == Sp_RECHARGE || spell.charge_type == Sp_CHARGES)
if(spell.charge_counter < spell.charge_max)
@@ -191,23 +191,23 @@
partial_charge.Crop(1, 1, partial_charge.Width(), round(partial_charge.Height() * spell.charge_counter / spell.charge_max))
overlays += partial_charge
if(last_charged_icon)
overlays -= last_charged_icon
cut_overlay(last_charged_icon)
last_charged_icon = partial_charge
else if(last_charged_icon)
overlays -= last_charged_icon
cut_overlay(last_charged_icon)
last_charged_icon = null
else
icon_state = "[spell_base]_spell_ready"
if(last_charged_icon)
overlays -= last_charged_icon
cut_overlay(last_charged_icon)
else
icon_state = "[spell_base]_spell_ready"
overlays += spell.hud_state
add_overlay(spell.hud_state)
last_charge = spell.charge_counter
overlays -= "silence"
cut_overlay("silence")
if(spell.silenced)
overlays += "silence"
-5
View File
@@ -41,11 +41,6 @@ avoid code duplication. This includes items that may sometimes act as a standard
return TRUE
return FALSE
/atom/movable/attackby(obj/item/W, mob/user, var/attack_modifier, var/click_parameters)
. = ..()
if(!. && !(W.flags & NOBLUDGEON))
visible_message("<span class='danger'>[src] has been hit by [user] with [W].</span>")
/mob/living/attackby(obj/item/I, mob/user, var/attack_modifier, var/click_parameters)
if(!ismob(user))
return 0
+2 -2
View File
@@ -163,7 +163,7 @@ var/const/tk_maxrange = 15
return
/obj/item/tk_grab/update_icon()
overlays.Cut()
cut_overlays()
if(focus && focus.icon && focus.icon_state)
overlays += icon(focus.icon,focus.icon_state)
add_overlay(icon(focus.icon, focus.icon_state))
return
+7 -7
View File
@@ -57,23 +57,23 @@ var/datum/controller/failsafe/Failsafe
if(4,5)
--defcon
if(3)
to_chat(GLOB.admins, "<span class='adminnotice'>Notice: DEFCON [defcon_pretty()]. The Master Controller has not fired in the last [(5-defcon) * processing_interval] ticks.</span>")
log_and_message_admins("<span class='adminnotice'>SSfailsafe Notice: DEFCON [defcon_pretty()]. The Master Controller (\ref[Master]) has not fired in the last [(5-defcon) * processing_interval] ticks.</span>")
--defcon
if(2)
to_chat(GLOB.admins, "<span class='boldannounce'>Warning: DEFCON [defcon_pretty()]. The Master Controller has not fired in the last [(5-defcon) * processing_interval] ticks. Automatic restart in [processing_interval] ticks.</span>")
log_and_message_admins("<span class='boldannounce'>SSfailsafe Warning: DEFCON [defcon_pretty()]. The Master Controller (\ref[Master]) has not fired in the last [(5-defcon) * processing_interval] ticks. Automatic restart in [processing_interval] ticks.</span>")
--defcon
if(1)
to_chat(GLOB.admins, "<span class='boldannounce'>Warning: DEFCON [defcon_pretty()]. The Master Controller has still not fired within the last [(5-defcon) * processing_interval] ticks. Killing and restarting...</span>")
log_and_message_admins("<span class='boldannounce'>SSfailsafe Warning: DEFCON [defcon_pretty()]. The Master Controller (\ref[Master]) has still not fired within the last [(5-defcon) * processing_interval] ticks. Killing and restarting...</span>")
--defcon
var/rtn = Recreate_MC()
if(rtn > 0)
defcon = 4
master_iteration = 0
to_chat(GLOB.admins, "<span class='adminnotice'>MC restarted successfully</span>")
log_and_message_admins("<span class='adminnotice'>SSfailsafe Notice: MC (New:\ref[Master]) restarted successfully</span>")
else if(rtn < 0)
log_world("FailSafe: Could not restart MC, runtime encountered. Entering defcon 0")
to_chat(GLOB.admins, "<span class='boldannounce'>ERROR: DEFCON [defcon_pretty()]. Could not restart MC, runtime encountered. I will silently keep retrying.</span>")
log_game("SSfailsafe Notice: Could not restart MC (\ref[Master]), runtime encountered. Entering defcon 0")
log_and_message_admins("<span class='boldannounce'>SSFAILSAFE ERROR: DEFCON [defcon_pretty()]. Could not restart MC (\ref[Master]), runtime encountered. I will silently keep retrying.</span>")
//if the return number was 0, it just means the mc was restarted too recently, and it just needs some time before we try again
//no need to handle that specially when defcon 0 can handle it
if(0) //DEFCON 0! (mc failed to restart)
@@ -81,7 +81,7 @@ var/datum/controller/failsafe/Failsafe
if(rtn > 0)
defcon = 4
master_iteration = 0
to_chat(GLOB.admins, "<span class='adminnotice'>MC restarted successfully</span>")
log_and_message_admins("<span class='adminnotice'>SSfailsafe Notice: MC (New:\ref[Master]) restarted successfully</span>")
else
defcon = min(defcon + 1,5)
master_iteration = Master.iteration
+15 -13
View File
@@ -132,11 +132,11 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
LAZYINITLIST(BadBoy.failure_strikes)
switch(++BadBoy.failure_strikes[BadBoy.type])
if(2)
msg = "The [BadBoy.name] subsystem was the last to fire for 2 controller restarts. It will be recovered now and disabled if it happens again."
msg = "MC Notice: The [BadBoy.name] subsystem was the last to fire for 2 controller restarts. It will be recovered now and disabled if it happens again."
FireHim = TRUE
BadBoy.fail()
if(3)
msg = "The [BadBoy.name] subsystem seems to be destabilizing the MC and will be offlined."
msg = "MC Notice: The [BadBoy.name] subsystem seems to be destabilizing the MC and will be offlined."
BadBoy.flags |= SS_NO_FIRE
BadBoy.critfail()
if(msg)
@@ -152,7 +152,7 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
current_runlevel = Master.current_runlevel
StartProcessing(10)
else
to_chat(world, "<span class='boldannounce'>The Master Controller is having some issues, we will need to re-initialize EVERYTHING</span>")
to_world("<span class='boldannounce'>The Master Controller is having some issues, we will need to re-initialize EVERYTHING</span>")
Initialize(20, TRUE)
@@ -170,7 +170,7 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
if(init_sss)
init_subtypes(/datum/controller/subsystem, subsystems)
to_chat(world, "<span class='boldannounce'>Initializing subsystems...</span>")
to_chat(world, "<span class='boldannounce'>MC: Initializing subsystems...</span>")
// Sort subsystems by init_order, so they initialize in the correct order.
sortTim(subsystems, /proc/cmp_subsystem_init)
@@ -186,7 +186,7 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
current_ticklimit = TICK_LIMIT_RUNNING
var/time = (REALTIMEOFDAY - start_timeofday) / 10
var/msg = "Initializations complete within [time] second[time == 1 ? "" : "s"]!"
var/msg = "MC: Initializations complete within [time] second[time == 1 ? "" : "s"]!"
to_chat(world, "<span class='boldannounce'>[msg]</span>")
log_world(msg)
@@ -226,15 +226,17 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
if (rtn > 0 || processing < 0)
return //this was suppose to happen.
//loop ended, restart the mc
log_game("MC crashed or runtimed, restarting")
message_admins("MC crashed or runtimed, restarting")
log_world("MC crashed or runtimed, restarting")
log_and_message_admins("MC Notice: MC crashed or runtimed, self-restarting (\ref[src])")
var/rtn2 = Recreate_MC()
if (rtn2 <= 0)
log_game("Failed to recreate MC (Error code: [rtn2]), it's up to the failsafe now")
message_admins("Failed to recreate MC (Error code: [rtn2]), it's up to the failsafe now")
log_world("Failed to recreate MC (Error code: [rtn2]), it's up to the failsafe now")
Failsafe.defcon = 2
switch(rtn2)
if(-1)
log_and_message_admins("MC Warning: Failed to self-recreate MC (Return code: [rtn2]), it's up to the failsafe now (\ref[src])")
Failsafe.defcon = 2
if(0)
log_and_message_admins("MC Warning: Too soon for MC self-restart (Return code: [rtn2]), going to let failsafe handle it (\ref[src])")
Failsafe.defcon = 2
if(1)
log_and_message_admins("MC Notice: MC self-recreated, old MC departing (Return code: [rtn2]) (\ref[src])")
// Main loop.
/datum/controller/master/proc/Loop()
+50 -10
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@@ -57,9 +57,44 @@ Total Unsimulated Turfs: [world.maxx*world.maxy*world.maxz - simulated_turf_coun
if(active_edges.len)
var/list/edge_log = list()
for(var/connection_edge/E in active_edges)
var/a_temp = E.A.air.temperature
var/a_moles = E.A.air.total_moles
var/a_vol = E.A.air.volume
var/a_gas = ""
for(var/gas in E.A.air.gas)
a_gas += "[gas]=[E.A.air.gas[gas]]"
var/b_temp
var/b_moles
var/b_vol
var/b_gas = ""
// Two zones mixing
if(istype(E, /connection_edge/zone))
var/connection_edge/zone/Z = E
b_temp = Z.B.air.temperature
b_moles = Z.B.air.total_moles
b_vol = Z.B.air.volume
for(var/gas in Z.B.air.gas)
b_gas += "[gas]=[Z.B.air.gas[gas]]"
// Zone and unsimulated turfs mixing
if(istype(E, /connection_edge/unsimulated))
var/connection_edge/unsimulated/U = E
b_temp = U.B.temperature
b_moles = "Unsim"
b_vol = "Unsim"
for(var/gas in U.air.gas)
b_gas += "[gas]=[U.air.gas[gas]]"
edge_log += "Active Edge [E] ([E.type])"
edge_log += "Edge side A: T:[a_temp], Mol:[a_moles], Vol:[a_vol], Gas:[a_gas]"
edge_log += "Edge side B: T:[b_temp], Mol:[b_moles], Vol:[b_vol], Gas:[b_gas]"
for(var/turf/T in E.connecting_turfs)
edge_log += "+--- Connecting Turf [T] ([T.type]) @ [T.x], [T.y], [T.z] ([T.loc])"
log_debug("Active Edges on ZAS Startup\n" + edge_log.Join("\n"))
startup_active_edge_log = edge_log.Copy()
@@ -68,10 +103,14 @@ Total Unsimulated Turfs: [world.maxx*world.maxy*world.maxz - simulated_turf_coun
/datum/controller/subsystem/air/fire(resumed = 0)
var/timer
if(!resumed)
ASSERT(LAZYLEN(currentrun) == 0) // Santity checks to make sure we don't somehow have items left over from last cycle
ASSERT(current_step == null) // Or somehow didn't finish all the steps from last cycle
current_cycle++ // Begin a new air_master cycle!
current_step = SSAIR_TURFS // Start with Step 1 of course
// Santity checks to make sure we don't somehow have items left over from last cycle
// Or somehow didn't finish all the steps from last cycle
if(LAZYLEN(currentrun) || current_step)
log_and_message_admins("SSair: Was told to start a new run, but the previous run wasn't finished! currentrun.len=[currentrun.len], current_step=[current_step]")
resumed = TRUE
else
current_cycle++ // Begin a new air_master cycle!
current_step = SSAIR_TURFS // Start with Step 1 of course
INTERNAL_PROCESS_STEP(SSAIR_TURFS, TRUE, process_tiles_to_update, cost_turfs, SSAIR_EDGES)
INTERNAL_PROCESS_STEP(SSAIR_EDGES, FALSE, process_active_edges, cost_edges, SSAIR_FIREZONES)
@@ -80,10 +119,11 @@ Total Unsimulated Turfs: [world.maxx*world.maxy*world.maxz - simulated_turf_coun
INTERNAL_PROCESS_STEP(SSAIR_ZONES, FALSE, process_zones_to_update, cost_zones, SSAIR_DONE)
// Okay, we're done! Woo! Got thru a whole air_master cycle!
ASSERT(LAZYLEN(currentrun) == 0) // Sanity checks to make sure there are really none left
ASSERT(current_step == SSAIR_DONE) // And that we didn't somehow skip past the last step
currentrun = null
current_step = null
if(LAZYLEN(currentrun) || current_step != SSAIR_DONE)
log_and_message_admins("SSair: Was not able to complete a full air cycle despite reaching the end of fire(). This shouldn't happen.")
else
currentrun = null
current_step = null
/datum/controller/subsystem/air/proc/process_tiles_to_update(resumed = 0)
if (!resumed)
@@ -119,7 +159,7 @@ Total Unsimulated Turfs: [world.maxx*world.maxy*world.maxz - simulated_turf_coun
T.post_update_air_properties()
T.needs_air_update = 0
#ifdef ZASDBG
T.overlays -= mark
T.cut_overlay(mark)
#endif
if(MC_TICK_CHECK)
return
@@ -134,7 +174,7 @@ Total Unsimulated Turfs: [world.maxx*world.maxy*world.maxz - simulated_turf_coun
T.post_update_air_properties()
T.needs_air_update = 0
#ifdef ZASDBG
T.overlays -= mark
T.cut_overlay(mark)
#endif
if(MC_TICK_CHECK)
return
+65 -140
View File
@@ -1,166 +1,91 @@
/*
** Lighting Subsystem - Process the lighting! Do it!
*/
#define SSLIGHTING_STAGE_LIGHTS 1
#define SSLIGHTING_STAGE_CORNERS 2
#define SSLIGHTING_STAGE_OVERLAYS 3
#define SSLIGHTING_STAGE_DONE 4
// This subsystem's fire() method also gets called once during Master.Initialize().
// During this fire we need to use CHECK_TICK to sleep and continue, but in all other fires we need to use MC_CHECK_TICK to pause and return.
// This leads us to a rather annoying little tidbit of code that I have stuffed into this macro so I don't have to see it.
#define DUAL_TICK_CHECK if (init_tick_checks) { CHECK_TICK; } else if (MC_TICK_CHECK) { return; }
// Globals
/var/lighting_overlays_initialised = FALSE
/var/list/lighting_update_lights = list() // List of lighting sources queued for update.
/var/list/lighting_update_corners = list() // List of lighting corners queued for update.
/var/list/lighting_update_overlays = list() // List of lighting overlays queued for update.
SUBSYSTEM_DEF(lighting)
name = "Lighting"
wait = 2 // Ticks, not deciseconds
wait = 2
init_order = INIT_ORDER_LIGHTING
flags = SS_TICKER
var/static/list/sources_queue = list() // List of lighting sources queued for update.
var/static/list/corners_queue = list() // List of lighting corners queued for update.
var/static/list/objects_queue = list() // List of lighting objects queued for update.
var/list/currentrun = list()
var/stage = null
var/cost_lights = 0
var/cost_corners = 0
var/cost_overlays = 0
/datum/controller/subsystem/lighting/Initialize(timeofday)
if(!lighting_overlays_initialised)
// TODO - TG initializes starlight here.
create_all_lighting_overlays()
lighting_overlays_initialised = TRUE
// Pre-process lighting once before the round starts.
internal_process_lights(FALSE, TRUE)
internal_process_corners(FALSE, TRUE)
internal_process_overlays(FALSE, TRUE)
/datum/controller/subsystem/lighting/stat_entry(msg)
msg = "L:[length(sources_queue)]|C:[length(corners_queue)]|O:[length(objects_queue)]"
return ..()
/datum/controller/subsystem/lighting/fire(resumed = FALSE)
var/timer
if(!resumed)
ASSERT(LAZYLEN(currentrun) == 0) // Santity checks to make sure we don't somehow have items left over from last cycle
ASSERT(stage == null) // Or somehow didn't finish all the steps from last cycle
stage = SSLIGHTING_STAGE_LIGHTS // Start with Step 1 of course
if(stage == SSLIGHTING_STAGE_LIGHTS)
timer = TICK_USAGE
internal_process_lights(resumed)
cost_lights = MC_AVERAGE(cost_lights, TICK_DELTA_TO_MS(TICK_USAGE - timer))
if(state != SS_RUNNING)
return
resumed = 0
stage = SSLIGHTING_STAGE_CORNERS
/datum/controller/subsystem/lighting/Initialize(timeofday)
if(!subsystem_initialized)
if (config.starlight)
for(var/area/A in world)
if (A.dynamic_lighting == DYNAMIC_LIGHTING_IFSTARLIGHT)
A.luminosity = 0
if(stage == SSLIGHTING_STAGE_CORNERS)
timer = TICK_USAGE
internal_process_corners(resumed)
cost_corners = MC_AVERAGE(cost_corners, TICK_DELTA_TO_MS(TICK_USAGE - timer))
if(state != SS_RUNNING)
return
resumed = 0
stage = SSLIGHTING_STAGE_OVERLAYS
subsystem_initialized = TRUE
create_all_lighting_objects()
if(stage == SSLIGHTING_STAGE_OVERLAYS)
timer = TICK_USAGE
internal_process_overlays(resumed)
cost_overlays = MC_AVERAGE(cost_overlays, TICK_DELTA_TO_MS(TICK_USAGE - timer))
if(state != SS_RUNNING)
return
resumed = 0
stage = SSLIGHTING_STAGE_DONE
fire(FALSE, TRUE)
// Okay, we're done! Woo! Got thru a whole air_master cycle!
ASSERT(LAZYLEN(currentrun) == 0) // Sanity checks to make sure there are really none left
ASSERT(stage == SSLIGHTING_STAGE_DONE) // And that we didn't somehow skip past the last step
currentrun = null
stage = null
return ..()
/datum/controller/subsystem/lighting/proc/internal_process_lights(resumed = FALSE, init_tick_checks = FALSE)
if (!resumed)
// We swap out the lists so any additions to the global list during a pause don't make things wierd.
src.currentrun = global.lighting_update_lights
global.lighting_update_lights = list()
/datum/controller/subsystem/lighting/fire(resumed, init_tick_checks)
MC_SPLIT_TICK_INIT(3)
if(!init_tick_checks)
MC_SPLIT_TICK
var/list/queue = sources_queue
var/i = 0
for (i in 1 to length(queue))
var/datum/light_source/L = queue[i]
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/datum/light_source/L = currentrun[currentrun.len]
currentrun.len--
L.update_corners()
if(!L) continue
if(L.check() || L.destroyed || L.force_update)
L.remove_lum()
if(!L.destroyed)
L.apply_lum()
L.needs_update = LIGHTING_NO_UPDATE
else if(L.vis_update) //We smartly update only tiles that became (in) visible to use.
L.smart_vis_update()
if(init_tick_checks)
CHECK_TICK
else if (MC_TICK_CHECK)
break
if (i)
queue.Cut(1, i+1)
i = 0
L.vis_update = FALSE
L.force_update = FALSE
L.needs_update = FALSE
if(!init_tick_checks)
MC_SPLIT_TICK
DUAL_TICK_CHECK
queue = corners_queue
for (i in 1 to length(queue))
var/datum/lighting_corner/C = queue[i]
/datum/controller/subsystem/lighting/proc/internal_process_corners(resumed = FALSE, init_tick_checks = FALSE)
if (!resumed)
// We swap out the lists so any additions to the global list during a pause don't make things wierd.
src.currentrun = global.lighting_update_corners
global.lighting_update_corners = list()
C.needs_update = FALSE //update_objects() can call qdel if the corner is storing no data
C.update_objects()
if(init_tick_checks)
CHECK_TICK
else if (MC_TICK_CHECK)
break
if (i)
queue.Cut(1, i+1)
i = 0
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/datum/lighting_corner/C = currentrun[currentrun.len]
currentrun.len--
if(!C) continue
C.update_overlays()
C.needs_update = FALSE
if(!init_tick_checks)
MC_SPLIT_TICK
DUAL_TICK_CHECK
queue = objects_queue
for (i in 1 to length(queue))
var/datum/lighting_object/O = queue[i]
/datum/controller/subsystem/lighting/proc/internal_process_overlays(resumed = FALSE, init_tick_checks = FALSE)
if (!resumed)
// We swap out the lists so any additions to the global list during a pause don't make things wierd.
src.currentrun = global.lighting_update_overlays
global.lighting_update_overlays = list()
if (QDELETED(O))
continue
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/atom/movable/lighting_overlay/O = currentrun[currentrun.len]
currentrun.len--
if(!O) continue
O.update_overlay()
O.update()
O.needs_update = FALSE
if(init_tick_checks)
CHECK_TICK
else if (MC_TICK_CHECK)
break
if (i)
queue.Cut(1, i+1)
DUAL_TICK_CHECK
/datum/controller/subsystem/lighting/stat_entry(msg_prefix)
var/list/msg = list(msg_prefix)
msg += "T:{"
msg += "S [total_lighting_sources] | "
msg += "C [total_lighting_corners] | "
msg += "O [total_lighting_overlays]"
msg += "}"
msg += "C:{"
msg += "S [round(cost_lights, 1)] | "
msg += "C [round(cost_corners, 1)] | "
msg += "O [round(cost_overlays, 1)]"
msg += "}"
..(msg.Join())
#undef DUAL_TICK_CHECK
#undef SSLIGHTING_STAGE_LIGHTS
#undef SSLIGHTING_STAGE_CORNERS
#undef SSLIGHTING_STAGE_OVERLAYS
#undef SSLIGHTING_STAGE_STATS
/datum/controller/subsystem/lighting/Recover()
subsystem_initialized = SSlighting.subsystem_initialized
..()
+4
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@@ -102,6 +102,10 @@ SUBSYSTEM_DEF(mapping)
return
for(var/map in picklist)
if(islist(map))
// TRIPLE NEST. In this situation we pick one at random from the choices in the list.
//This allows a sort of a1,a2,a3,b1,b2,b3,c1,c2,c3 setup where it picks one 'a', one 'b', one 'c'
map = pick(map)
var/datum/map_template/MT = map_templates[map]
if(!istype(MT))
error("Randompick Z level \"[map]\" is not a valid map!")
+35 -1
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@@ -74,9 +74,43 @@ SUBSYSTEM_DEF(media_tracks)
return
// Required
var/url = input(C, "REQUIRED: Provide URL for track", "Track URL") as text|null
var/url = input(C, "REQUIRED: Provide URL for track, or paste JSON if you know what you're doing. See code comments.", "Track URL") as message|null
if(!url)
return
var/list/json
try
json = json_decode(url)
catch
/**
* Alternatively to using a series of inputs, you can use json and paste it in.
* The json base element needs to be an array, even if it's only one song, so wrap it in []
* The songs are json object literals inside the base array and use these keys:
* "url": the url for the song (REQUIRED) (text)
* "title": the title of the song (REQUIRED) (text)
* "duration": duration of song in 1/10ths of a second (seconds * 10) (REQUIRED) (number)
* "artist": artist of the song (text)
* "genre": artist of the song, REALLY try to match an existing one (text)
* "secret": only on hacked jukeboxes (true/false)
* "lobby": plays in the lobby (true/false)
*/
if(islist(json))
for(var/song in json)
if(!islist(song))
to_chat(C, "<span class='warning'>Song appears to be malformed.</span>")
continue
var/list/songdata = song
if(!songdata["url"] || !songdata["title"] || !songdata["duration"])
to_chat(C, "<span class='warning'>URL, Title, or Duration was missing from a song. Skipping.</span>")
continue
var/datum/track/T = new(songdata["url"], songdata["title"], songdata["duration"], songdata["artist"], songdata["genre"], songdata["secret"], songdata["lobby"])
all_tracks += T
report_progress("New media track added by [C]: [T.title]")
sort_tracks()
return
var/title = input(C, "REQUIRED: Provide title for track", "Track Title") as text|null
if(!title)
+26
View File
@@ -224,6 +224,32 @@ var/global/image/appearance_bro = new() // Temporarily super-global because of B
else if(cut_old)
cut_overlays()
/**
* Returns a list of overlays that the target atom has
*
* @param priority If true, returns priority overlays as well
* @param special If true, returns special overlays like emissives and em_blockers
*/
/proc/get_overlays(atom/other, priority, special)
var/list/including = list()
if(!other)
return including
for(var/image/I as anything in other.our_overlays)
if(!special && I.plane > 0)
continue
including += I
if(!priority)
return including
for(var/image/I as anything in other.priority_overlays)
if(!special && I.plane > 0)
continue
including += I
return including
#undef NOT_QUEUED_ALREADY
#undef QUEUE_FOR_COMPILE
+10 -37
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@@ -44,9 +44,8 @@ SUBSYSTEM_DEF(planets)
P.planet_walls += T
else if(istype(T, /turf/simulated) && T.outdoors)
P.planet_floors += T
T.vis_contents |= P.weather_holder.visuals
T.vis_contents |= P.weather_holder.special_visuals
P.weather_holder.apply_to_turf(T)
P.sun_holder.apply_to_turf(T)
/datum/controller/subsystem/planets/proc/removeTurf(var/turf/T,var/is_edge)
if(z_to_planet.len >= T.z)
@@ -57,8 +56,8 @@ SUBSYSTEM_DEF(planets)
P.planet_walls -= T
else
P.planet_floors -= T
T.vis_contents -= P.weather_holder.visuals
T.vis_contents -= P.weather_holder.special_visuals
P.weather_holder.remove_from_turf(T)
P.sun_holder.remove_from_turf(T)
/datum/controller/subsystem/planets/fire(resumed = 0)
@@ -72,7 +71,8 @@ SUBSYSTEM_DEF(planets)
updateSunlight(P)
if(MC_TICK_CHECK)
return
#ifndef UNIT_TEST // Don't be updating temperatures and such during unit tests
var/list/needs_temp_update = src.needs_temp_update
while(needs_temp_update.len)
var/datum/planet/P = needs_temp_update[needs_temp_update.len]
@@ -80,6 +80,7 @@ SUBSYSTEM_DEF(planets)
updateTemp(P)
if(MC_TICK_CHECK)
return
#endif
var/list/currentrun = src.currentrun
while(currentrun.len)
@@ -102,39 +103,11 @@ SUBSYSTEM_DEF(planets)
return
/datum/controller/subsystem/planets/proc/updateSunlight(var/datum/planet/P)
// Remove old value from corners
var/list/sunlit_corners = P.sunlit_corners
var/old_lum_r = -P.sun["lum_r"]
var/old_lum_g = -P.sun["lum_g"]
var/old_lum_b = -P.sun["lum_b"]
if(old_lum_r || old_lum_g || old_lum_b)
for(var/C in sunlit_corners)
var/datum/lighting_corner/LC = C
LC.update_lumcount(old_lum_r, old_lum_g, old_lum_b)
CHECK_TICK
sunlit_corners.Cut()
// Calculate new values to apply
var/new_brightness = P.sun["brightness"]
P.sun_holder.update_brightness(new_brightness)
var/new_color = P.sun["color"]
var/lum_r = new_brightness * GetRedPart (new_color) / 255
var/lum_g = new_brightness * GetGreenPart(new_color) / 255
var/lum_b = new_brightness * GetBluePart (new_color) / 255
var/static/update_gen = -1 // Used to prevent double-processing corners. Otherwise would happen when looping over adjacent turfs.
for(var/turf/simulated/T as anything in P.planet_floors)
if(!T.lighting_corners_initialised)
T.generate_missing_corners()
for(var/C in T.get_corners())
var/datum/lighting_corner/LC = C
if(LC.update_gen != update_gen && LC.active)
sunlit_corners += LC
LC.update_gen = update_gen
LC.update_lumcount(lum_r, lum_g, lum_b)
CHECK_TICK
update_gen--
P.sun["lum_r"] = lum_r
P.sun["lum_g"] = lum_g
P.sun["lum_b"] = lum_b
P.sun_holder.update_color(new_color)
/datum/controller/subsystem/planets/proc/updateTemp(var/datum/planet/P)
//Set new temperatures
+6 -3
View File
@@ -37,7 +37,8 @@ SUBSYSTEM_DEF(skybox)
im.alpha = 128 //80
im.blend_mode = BLEND_ADD
MA.overlays = list(im)
MA.cut_overlays()
MA.add_overlay(im)
dust_cache["[i]"] = MA
@@ -48,7 +49,8 @@ SUBSYSTEM_DEF(skybox)
var/image/im = image('icons/turf/space_dust_transit.dmi', "speedspace_ns_[i]")
im.plane = DUST_PLANE
im.blend_mode = BLEND_ADD
MA.overlays = list(im)
MA.cut_overlays()
MA.add_overlay(im)
speedspace_cache["NS_[i]"] = MA
// EAST/WEST
MA = new(normal_space)
@@ -56,7 +58,8 @@ SUBSYSTEM_DEF(skybox)
im.plane = DUST_PLANE
im.blend_mode = BLEND_ADD
MA.overlays = list(im)
MA.cut_overlays()
MA.add_overlay(im)
speedspace_cache["EW_[i]"] = MA
+2 -2
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@@ -205,11 +205,11 @@ SUBSYSTEM_DEF(supply)
else if(islist(SP.access) && SP.one_access)
var/list/L = SP.access // access var is a plain var, we need a list
A.req_one_access = L.Copy()
A.req_access = null
LAZYCLEARLIST(A.req_access)
else if(islist(SP.access) && !SP.one_access)
var/list/L = SP.access
A.req_access = L.Copy()
A.req_one_access = null
LAZYCLEARLIST(A.req_one_access)
else
log_debug("<span class='danger'>Supply pack with invalid access restriction [SP.access] encountered!</span>")
+1 -1
View File
@@ -22,7 +22,7 @@ SUBSYSTEM_DEF(tgui)
var/basehtml
/datum/controller/subsystem/tgui/PreInit()
basehtml = file2text('tgui/packages/tgui/public/tgui.html')
basehtml = file2text('tgui/public/tgui.html')
/datum/controller/subsystem/tgui/Shutdown()
close_all_uis()
@@ -0,0 +1,77 @@
SUBSYSTEM_DEF(vis_overlays)
name = "Vis contents overlays"
wait = 1 MINUTES
priority = FIRE_PRIORITY_VIS
init_order = INIT_ORDER_VIS
var/list/vis_overlay_cache
var/list/currentrun
/datum/controller/subsystem/vis_overlays/Initialize()
vis_overlay_cache = list()
return ..()
/datum/controller/subsystem/vis_overlays/fire(resumed = FALSE)
if(!resumed)
currentrun = vis_overlay_cache.Copy()
var/list/current_run = currentrun
while(current_run.len)
var/key = current_run[current_run.len]
var/obj/effect/overlay/vis/overlay = current_run[key]
current_run.len--
if(!overlay.unused && !length(overlay.vis_locs))
overlay.unused = world.time
else if(overlay.unused && overlay.unused + overlay.cache_expiration < world.time)
vis_overlay_cache -= key
qdel(overlay)
if(MC_TICK_CHECK)
return
//the "thing" var can be anything with vis_contents which includes images - in the future someone should totally allow vis overlays to be passed in as an arg instead of all this bullshit
/datum/controller/subsystem/vis_overlays/proc/add_vis_overlay(atom/movable/thing, icon, iconstate, layer, plane, dir, alpha = 255, add_appearance_flags = NONE, unique = FALSE)
var/obj/effect/overlay/vis/overlay
if(!unique)
. = "[icon]|[iconstate]|[layer]|[plane]|[dir]|[alpha]|[add_appearance_flags]"
overlay = vis_overlay_cache[.]
if(!overlay)
overlay = _create_new_vis_overlay(icon, iconstate, layer, plane, dir, alpha, add_appearance_flags)
vis_overlay_cache[.] = overlay
else
overlay.unused = 0
else
overlay = _create_new_vis_overlay(icon, iconstate, layer, plane, dir, alpha, add_appearance_flags)
overlay.cache_expiration = -1
var/cache_id = "\ref[overlay]@{[world.time]}"
vis_overlay_cache[cache_id] = overlay
. = overlay
thing.vis_contents += overlay
if(!isatom(thing))
return overlay
if(!thing.managed_vis_overlays)
thing.managed_vis_overlays = list(overlay)
else
thing.managed_vis_overlays += overlay
return overlay
/datum/controller/subsystem/vis_overlays/proc/_create_new_vis_overlay(icon, iconstate, layer, plane, dir, alpha, add_appearance_flags)
var/obj/effect/overlay/vis/overlay = new
overlay.icon = icon
overlay.icon_state = iconstate
overlay.layer = layer
overlay.plane = plane
overlay.dir = dir
overlay.alpha = alpha
overlay.appearance_flags |= add_appearance_flags
return overlay
/datum/controller/subsystem/vis_overlays/proc/remove_vis_overlay(atom/movable/thing, list/overlays)
thing.vis_contents -= overlays
if(!isatom(thing))
return
thing.managed_vis_overlays -= overlays
if(!length(thing.managed_vis_overlays))
thing.managed_vis_overlays = null
+1
View File
@@ -4,6 +4,7 @@
// Clickable stat() button.
/obj/effect/statclick
name = "Initializing..."
blocks_emissive = FALSE
var/target
/obj/effect/statclick/New(loc, text, target) //Don't port this to Initialize it's too critical
+22
View File
@@ -38,6 +38,28 @@
name = "All"
category_item_type = /datum/category_item/autolathe
// Copypasted from materials, they should show in All
/datum/category_group/autolathe/all/New()
..()
for(var/Name in name_to_material)
var/datum/material/M = name_to_material[Name]
if(!M.stack_type) // Shouldn't happen, but might. Never know.
continue
if(istype(M, /datum/material/alienalloy))
continue
var/obj/item/stack/material/S = M.stack_type
if(initial(S.name) in items_by_name)
continue
var/datum/category_item/autolathe/materials/WorkDat = new(src, M)
items |= WorkDat
items_by_name[WorkDat.name] = WorkDat
///datum/category_group/autolathe/all/New()
/datum/category_group/autolathe/arms
+1 -5
View File
@@ -306,13 +306,9 @@
var/output = {"<form><input type="hidden" name="src" value="\ref[src]"><ul class="sparse">"}
if (inputtype == "checkbox" || inputtype == "radio")
for (var/i in values)
var/div_slider = slidecolor
if(!i["allowed_edit"])
div_slider = "locked"
output += {"<li>
<label class="switch">
<input type="[inputtype]" value="1" name="[i["name"]]"[i["checked"] ? " checked" : ""][i["allowed_edit"] ? "" : " onclick='return false' onkeydown='return false'"]>
<div class="slider [div_slider ? "[div_slider]" : ""]"></div>
<input type="[inputtype]" value="1" name="[i["name"]]"[i["checked"] ? " checked" : ""][i["allowed_edit"] ? "" : " disabled onclick='return false' onkeydown='return false'"]>
<span>[i["name"]]</span>
</label>
</li>"}
+3
View File
@@ -196,6 +196,9 @@ var/list/runechat_image_cache = list()
message.maptext_y = message_loc.runechat_y_offset(msgwidth, mheight)
message.maptext = complete_text
if(!owner)
qdel(src)
return
if(owner.contains(target)) // Special case, holding an atom speaking (pAI, recorder...)
message.plane = PLANE_PLAYER_HUD_ABOVE
+5 -1
View File
@@ -188,7 +188,11 @@
var/list/sig_types = islist(sig_type_or_types) ? sig_type_or_types : list(sig_type_or_types)
for(var/sig_type in sig_types)
if(!override && procs[target][sig_type])
stack_trace("[sig_type] overridden. Use override = TRUE to suppress this warning")
var/trace_msg = "[sig_type] overridden. Use override = TRUE to suppress this warning."
if(isatom(target))
var/atom/A = target
trace_msg += " [A.x],[A.y],[A.z]"
stack_trace(trace_msg)
procs[target][sig_type] = proctype
@@ -0,0 +1,484 @@
/*!
This datum should be used for handling mineral contents of machines and whatever else is supposed to hold minerals and make use of them.
Variables:
amount - raw amount of the mineral this container is holding, calculated by the defined value SHEET_MATERIAL_AMOUNT=2000.
max_amount - max raw amount of mineral this container can hold.
stack_type - type of the mineral sheet the container handles, used for output.
parent - object that this container is being used by, used for output.
MAX_STACK_SIZE - size of a stack of mineral sheets. Constant.
*/
/datum/component/material_container
/// The total amount of materials this material container contains
var/total_amount = 0
/// The maximum amount of materials this material container can contain
var/max_amount
/// Map of material ref -> amount
var/list/materials //Map of key = material ref | Value = amount
/// The list of materials that this material container can accept
var/list/allowed_materials
/// The typecache of things that this material container can accept
var/list/allowed_item_typecache
/// The last main material that was inserted into this container
var/last_inserted_id
/// A callback for checking wheter we can insert a material into this container
var/datum/callback/insertion_check
/// A callback invoked before materials are inserted into this container
var/datum/callback/precondition
/// A callback invoked after materials are inserted into this container
var/datum/callback/after_insert
/// The material container flags. See __DEFINES/materials.dm.
var/mat_container_flags
/// Sets up the proper signals and fills the list of materials with the appropriate references.
/datum/component/material_container/Initialize(list/init_mats, max_amt = 0, _mat_container_flags=NONE, list/allowed_mats=init_mats, list/allowed_items, datum/callback/_insertion_check, datum/callback/_precondition, datum/callback/_after_insert)
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
materials = list()
max_amount = max(0, max_amt)
mat_container_flags = _mat_container_flags
allowed_materials = allowed_mats || list()
if(allowed_items)
if(ispath(allowed_items) && allowed_items == /obj/item/stack)
allowed_item_typecache = GLOB.typecache_stack
else
allowed_item_typecache = typecacheof(allowed_items)
insertion_check = _insertion_check
precondition = _precondition
after_insert = _after_insert
for(var/mat in init_mats) //Make the assoc list material reference -> amount
var/mat_ref = GET_MATERIAL_REF(mat)
if(isnull(mat_ref))
continue
var/mat_amt = init_mats[mat]
if(isnull(mat_amt))
mat_amt = 0
materials[mat_ref] += mat_amt
/datum/component/material_container/Destroy(force, silent)
materials = null
allowed_materials = null
if(insertion_check)
QDEL_NULL(insertion_check)
if(precondition)
QDEL_NULL(precondition)
if(after_insert)
QDEL_NULL(after_insert)
return ..()
/datum/component/material_container/RegisterWithParent()
. = ..()
if(!(mat_container_flags & MATCONTAINER_NO_INSERT))
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/on_attackby)
if(mat_container_flags & MATCONTAINER_EXAMINE)
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/on_examine)
/datum/component/material_container/vv_edit_var(var_name, var_value)
var/old_flags = mat_container_flags
. = ..()
if(var_name == NAMEOF(src, mat_container_flags) && parent)
if(!(old_flags & MATCONTAINER_EXAMINE) && mat_container_flags & MATCONTAINER_EXAMINE)
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/on_examine)
else if(old_flags & MATCONTAINER_EXAMINE && !(mat_container_flags & MATCONTAINER_EXAMINE))
UnregisterSignal(parent, COMSIG_PARENT_EXAMINE)
if(old_flags & MATCONTAINER_NO_INSERT && !(mat_container_flags & MATCONTAINER_NO_INSERT))
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/on_attackby)
else if(!(old_flags & MATCONTAINER_NO_INSERT) && mat_container_flags & MATCONTAINER_NO_INSERT)
UnregisterSignal(parent, COMSIG_PARENT_ATTACKBY)
/datum/component/material_container/proc/on_examine(datum/source, mob/user, list/examine_texts)
SIGNAL_HANDLER
for(var/I in materials)
var/datum/material/M = I
var/amt = materials[I]
if(amt)
examine_texts += "<span class='notice'>It has [amt] units of [lowertext(M.name)] stored.</span>"
/// Proc that allows players to fill the parent with mats
/datum/component/material_container/proc/on_attackby(datum/source, obj/item/I, mob/living/user)
SIGNAL_HANDLER
var/list/tc = allowed_item_typecache
if(!(mat_container_flags & MATCONTAINER_ANY_INTENT) && user.a_intent != I_HELP)
return
if(tc && !is_type_in_typecache(I, tc))
if(!(mat_container_flags & MATCONTAINER_SILENT))
to_chat(user, "<span class='warning'>[parent] won't accept [I]!</span>")
return
. = COMPONENT_NO_AFTERATTACK
var/datum/callback/pc = precondition
if(pc && !pc.Invoke(user))
return
if(istype(I, /obj/item/stack))
var/obj/item/stack/S = I
user_insert_stack(S, user, mat_container_flags)
return
var/material_amount = get_item_material_amount(I, mat_container_flags)
if(!material_amount)
to_chat(user, "<span class='warning'>[I] does not contain sufficient materials to be accepted by [parent].</span>")
return
if(!has_space(material_amount))
to_chat(user, "<span class='warning'>[parent] is full. Please remove materials from [parent] in order to insert more.</span>")
return
user_insert(I, user, mat_container_flags)
/// Proc used for when player inserts a stack
/datum/component/material_container/proc/user_insert_stack(obj/item/stack/S, mob/living/user, breakdown_flags = mat_container_flags)
var/sheets = S.get_amount()
if(sheets < 1)
to_chat(user, "<span class='warning'>[S] does not contain sufficient materials to be accepted by [parent].</span>")
return
// Cache this since S may go away after use()
var/list/sheet_matter = S.matter
// Calculate total amount of material for one sheet
var/matter_per_sheet = 0
for(var/material in sheet_matter)
matter_per_sheet += sheet_matter[material]
// If any part of a sheet can't go in us, the whole sheet is invalid
if(!can_hold_material(GET_MATERIAL_REF(material)))
to_chat(user, "<span class='warning'>[parent] cannot contain [material].</span>")
return
// If we can't fit the material for one sheet, we're full.
if(!has_space(matter_per_sheet))
to_chat(user, "<span class='warning'>[parent] is full. Please remove materials from [parent] in order to insert more.</span>")
return
// Calculate the maximum amount of sheets we could possibly accept.
var/max_sheets = round((max_amount - total_amount) / matter_per_sheet)
if(max_sheets <= 0)
to_chat(user, "<span class='warning'>[parent] is full. Please remove materials from [parent] in order to insert more.</span>")
return
// Calculate the amount of sheets we're actually going to use.
var/sheets_to_use = min(sheets, max_sheets)
// It shouldn't be possible to add more matter than our max
ASSERT((total_amount + (matter_per_sheet * sheets_to_use)) <= max_amount)
// Use the amount of sheets from the stack
if(!S.use(sheets_to_use))
to_chat(user, "<span class='warning'>Something went wrong with your stack. Split it manually and try again.</span>")
return
// We're going to blindly insert all of the materials, our assertion above says it shouldn't be possible to overflow
var/inserted = 0
for(var/matter in sheet_matter)
var/datum/material/MAT = GET_MATERIAL_REF(matter)
inserted += insert_amount_mat(sheet_matter[matter] * sheets_to_use, MAT)
last_inserted_id = matter
// Tell the user and wrap up.
to_chat(user, "<span class='notice'>You insert a material total of [inserted] into [parent].</span>")
if(after_insert)
after_insert.Invoke(S, last_inserted_id, inserted)
/// Proc used for when player inserts materials
/datum/component/material_container/proc/user_insert(obj/item/I, mob/living/user, breakdown_flags = mat_container_flags)
set waitfor = FALSE
var/active_held = user.get_active_hand() // differs from I when using TK
if(!user.unEquip(I))
to_chat(user, "<span class='warning'>[I] is stuck to you and cannot be placed into [parent].</span>")
return
var/inserted = insert_item(I, breakdown_flags = mat_container_flags)
if(inserted)
to_chat(user, "<span class='notice'>You insert a material total of [inserted] into [parent].</span>")
qdel(I)
if(after_insert)
after_insert.Invoke(I, last_inserted_id, inserted)
else if(I == active_held)
user.put_in_active_hand(I)
/// Proc specifically for inserting items, returns the amount of materials entered.
/datum/component/material_container/proc/insert_item(obj/item/I, multiplier = 1, breakdown_flags = mat_container_flags)
if(QDELETED(I))
return FALSE
multiplier = CEILING(multiplier, 0.01)
var/material_amount = get_item_material_amount(I, breakdown_flags)
if(!material_amount || !has_space(material_amount))
return FALSE
last_inserted_id = insert_item_materials(I, multiplier, breakdown_flags)
return material_amount
/**
* Inserts the relevant materials from an item into this material container.
*
* Arguments:
* - [source][/obj/item]: The source of the materials we are inserting.
* - multiplier: The multiplier for the materials being inserted.
* - breakdown_flags: The breakdown bitflags that will be used to retrieve the materials from the source
*/
/datum/component/material_container/proc/insert_item_materials(obj/item/source, multiplier = 1, breakdown_flags = mat_container_flags)
var/primary_mat
var/max_mat_value = 0
var/list/item_materials = source.get_material_composition(breakdown_flags)
for(var/MAT in item_materials)
if(!can_hold_material(MAT))
continue
materials[MAT] += item_materials[MAT] * multiplier
total_amount += item_materials[MAT] * multiplier
if(item_materials[MAT] > max_mat_value)
max_mat_value = item_materials[MAT]
primary_mat = MAT
return primary_mat
/**
* The default check for whether we can add materials to this material container.
*
* Arguments:
* - [mat][/atom/material]: The material we are checking for insertability.
*/
/datum/component/material_container/proc/can_hold_material(datum/material/mat)
if(mat in allowed_materials)
return TRUE
if(istype(mat) && ((mat.name in allowed_materials) || (mat.type in allowed_materials)))
allowed_materials += mat // This could get messy with passing lists by ref... but if you're doing that the list expansion is probably being taken care of elsewhere anyway...
return TRUE
if(insertion_check?.Invoke(mat))
allowed_materials += mat
return TRUE
return FALSE
/// For inserting an amount of material
/datum/component/material_container/proc/insert_amount_mat(amt, datum/material/mat)
if(amt <= 0 || !has_space(amt))
return 0
var/total_amount_saved = total_amount
if(mat)
if(!istype(mat))
mat = GET_MATERIAL_REF(mat)
materials[mat] += amt
total_amount += amt
else
var/num_materials = length(materials)
if(!num_materials)
return 0
amt /= num_materials
for(var/i in materials)
materials[i] += amt
total_amount += amt
return (total_amount - total_amount_saved)
/// Uses an amount of a specific material, effectively removing it.
/datum/component/material_container/proc/use_amount_mat(amt, datum/material/mat)
if(!istype(mat))
mat = GET_MATERIAL_REF(mat)
if(!mat)
return 0
var/amount = materials[mat]
if(amount < amt)
return 0
materials[mat] -= amt
total_amount -= amt
return amt
/// Proc for transfering materials to another container.
/datum/component/material_container/proc/transer_amt_to(datum/component/material_container/T, amt, datum/material/mat)
if(!istype(mat))
mat = GET_MATERIAL_REF(mat)
if((amt==0)||(!T)||(!mat))
return FALSE
if(amt<0)
return T.transer_amt_to(src, -amt, mat)
var/tr = min(amt, materials[mat], T.can_insert_amount_mat(amt, mat))
if(tr)
use_amount_mat(tr, mat)
T.insert_amount_mat(tr, mat)
return tr
return FALSE
/// Proc for checking if there is room in the component, returning the amount or else the amount lacking.
/datum/component/material_container/proc/can_insert_amount_mat(amt, datum/material/mat)
if(!amt || !mat)
return 0
if((total_amount + amt) <= max_amount)
return amt
else
return (max_amount - total_amount)
/// For consuming a dictionary of materials. mats is the map of materials to use and the corresponding amounts, example: list(M/datum/material/glass =100, datum/material/iron=200)
/datum/component/material_container/proc/use_materials(list/mats, multiplier=1)
if(!mats || !length(mats))
return FALSE
var/list/mats_to_remove = list() //Assoc list MAT | AMOUNT
for(var/x in mats) //Loop through all required materials
var/datum/material/req_mat = x
if(!istype(req_mat))
req_mat = GET_MATERIAL_REF(req_mat) //Get the ref if necesary
if(!materials[req_mat]) //Do we have the resource?
return FALSE //Can't afford it
var/amount_required = mats[x] * multiplier
if(!(materials[req_mat] >= amount_required)) // do we have enough of the resource?
return FALSE //Can't afford it
mats_to_remove[req_mat] += amount_required //Add it to the assoc list of things to remove
continue
var/total_amount_save = total_amount
for(var/i in mats_to_remove)
total_amount_save -= use_amount_mat(mats_to_remove[i], i)
return total_amount_save - total_amount
/// For spawning mineral sheets at a specific location. Used by machines to output sheets.
/datum/component/material_container/proc/retrieve_sheets(sheet_amt, datum/material/M, atom/target = null)
if(!M.stack_type)
return 0 //Add greyscale sheet handling here later
if(sheet_amt <= 0)
return 0
if(!target)
var/atom/parent_atom = parent
target = parent_atom.drop_location()
if(materials[M] < (sheet_amt * SHEET_MATERIAL_AMOUNT))
sheet_amt = round(materials[M] / SHEET_MATERIAL_AMOUNT)
var/obj/item/stack/S = M.stack_type
var/max_stack_size = initial(S.max_amount)
var/count = 0
while(sheet_amt > max_stack_size)
new M.stack_type(target, max_stack_size, null, list((M) = SHEET_MATERIAL_AMOUNT))
count += max_stack_size
use_amount_mat(sheet_amt * SHEET_MATERIAL_AMOUNT, M)
sheet_amt -= max_stack_size
if(sheet_amt >= 1)
new M.stack_type(target, sheet_amt, null, list((M) = SHEET_MATERIAL_AMOUNT))
count += sheet_amt
use_amount_mat(sheet_amt * SHEET_MATERIAL_AMOUNT, M)
return count
/// Proc to get all the materials and dump them as sheets
/datum/component/material_container/proc/retrieve_all(target = null)
var/result = 0
for(var/MAT in materials)
var/amount = materials[MAT]
result += retrieve_sheets(amount2sheet(amount), MAT, target)
return result
/// Proc that returns TRUE if the container has space
/datum/component/material_container/proc/has_space(amt = 0)
return (total_amount + amt) <= max_amount
/// Checks if its possible to afford a certain amount of materials. Takes a dictionary of materials.
/datum/component/material_container/proc/has_materials(list/mats, multiplier=1)
if(!mats || !mats.len)
return FALSE
for(var/x in mats) //Loop through all required materials
var/datum/material/req_mat = x
if(!istype(req_mat))
if(ispath(req_mat) || istext(req_mat)) //Is this an actual material, or is it a category?
req_mat = GET_MATERIAL_REF(req_mat) //Get the ref
// else // Its a category. (For example MAT_CATEGORY_RIGID)
// if(!has_enough_of_category(req_mat, mats[x], multiplier)) //Do we have enough of this category?
// return FALSE
// else
// continue
if(!has_enough_of_material(req_mat, mats[x], multiplier))//Not a category, so just check the normal way
return FALSE
return TRUE
/// Returns all the categories in a recipe.
/datum/component/material_container/proc/get_categories(list/mats)
var/list/categories = list()
for(var/x in mats) //Loop through all required materials
if(!istext(x)) //This means its not a category
continue
categories += x
return categories
/// Returns TRUE if you have enough of the specified material.
/datum/component/material_container/proc/has_enough_of_material(datum/material/req_mat, amount, multiplier=1)
if(!materials[req_mat]) //Do we have the resource?
return FALSE //Can't afford it
var/amount_required = amount * multiplier
if(materials[req_mat] >= amount_required) // do we have enough of the resource?
return TRUE
return FALSE //Can't afford it
/// Returns TRUE if you have enough of a specified material category (Which could be multiple materials)
// /datum/component/material_container/proc/has_enough_of_category(category, amount, multiplier=1)
// for(var/i in SSmaterials.materials_by_category[category])
// var/datum/material/mat = i
// if(materials[mat] >= amount) //we have enough
// return TRUE
// return FALSE
/// Turns a material amount into the amount of sheets it should output
/datum/component/material_container/proc/amount2sheet(amt)
if(amt >= SHEET_MATERIAL_AMOUNT)
return round(amt / SHEET_MATERIAL_AMOUNT)
return FALSE
/// Turns an amount of sheets into the amount of material amount it should output
/datum/component/material_container/proc/sheet2amount(sheet_amt)
if(sheet_amt > 0)
return sheet_amt * SHEET_MATERIAL_AMOUNT
return FALSE
///returns the amount of material relevant to this container; if this container does not support glass, any glass in 'I' will not be taken into account
/datum/component/material_container/proc/get_item_material_amount(obj/item/I, breakdown_flags = mat_container_flags)
if(!istype(I) || !I.matter)
return 0
var/material_amount = 0
var/list/item_materials = I.get_material_composition(breakdown_flags)
for(var/MAT in item_materials)
if(!can_hold_material(MAT))
continue
material_amount += item_materials[MAT]
return material_amount
/// Returns the amount of a specific material in this container.
/datum/component/material_container/proc/get_material_amount(datum/material/mat)
if(!istype(mat))
mat = GET_MATERIAL_REF(mat)
return materials[mat]
/// List format is list(list(name = ..., amount = ..., ref = ..., etc.), list(...))
/datum/component/material_container/tgui_data(mob/user)
var/list/data = list()
for(var/datum/material/material as anything in materials)
var/amount = materials[material]
data += list(list(
"name" = material.name,
"ref" = REF(material),
"amount" = amount,
"sheets" = round(amount / SHEET_MATERIAL_AMOUNT),
"removable" = amount >= SHEET_MATERIAL_AMOUNT,
))
return data
+518
View File
@@ -0,0 +1,518 @@
///For switchable lights, is it on and currently emitting light?
#define LIGHTING_ON (1<<0)
///Is the parent attached to something else, its loc? Then we need to keep an eye of this.
#define LIGHTING_ATTACHED (1<<1)
#define GET_PARENT (parent_attached_to || parent)
#define GET_LIGHT_SOURCE (directional_atom || current_holder)
#define SHORT_CAST 2
/**
* Movable atom overlay-based lighting component.
*
* * Component works by applying a visual object to the parent target.
*
* * The component tracks the parent's loc to determine the current_holder.
* * The current_holder is either the parent or its loc, whichever is on a turf. If none, then the current_holder is null and the light is not visible.
*
* * Lighting works at its base by applying a dark overlay and "cutting" said darkness with light, adding (possibly colored) transparency.
* * This component uses the visible_mask visual object to apply said light mask on the darkness.
*
* * The main limitation of this system is that it uses a limited number of pre-baked geometrical shapes, but for most uses it does the job.
*
* * Another limitation is for big lights: you only see the light if you see the object emiting it.
* * For small objects this is good (you can't see them behind a wall), but for big ones this quickly becomes prety clumsy.
*/
/datum/component/overlay_lighting
///How far the light reaches, float.
var/range = 1
///Ceiling of range, integer without decimal entries.
var/lumcount_range = 0
///How much this light affects the dynamic_lumcount of turfs.
var/lum_power = 0.5
///Transparency value.
var/set_alpha = 0
///For light sources that can be turned on and off.
var/overlay_lighting_flags = NONE
///Cache of the possible light overlays, according to size.
var/static/list/light_overlays = list(
"32" = 'icons/effects/light_overlays/light_32.dmi',
"64" = 'icons/effects/light_overlays/light_64.dmi',
"96" = 'icons/effects/light_overlays/light_96.dmi',
"128" = 'icons/effects/light_overlays/light_128.dmi',
"160" = 'icons/effects/light_overlays/light_160.dmi',
"192" = 'icons/effects/light_overlays/light_192.dmi',
"224" = 'icons/effects/light_overlays/light_224.dmi',
"256" = 'icons/effects/light_overlays/light_256.dmi',
"288" = 'icons/effects/light_overlays/light_288.dmi',
"320" = 'icons/effects/light_overlays/light_320.dmi',
"352" = 'icons/effects/light_overlays/light_352.dmi',
)
///Overlay effect to cut into the darkness and provide light.
var/obj/effect/overlay/light_visible/visible_mask
///Lazy list to track the turfs being affected by our light, to determine their visibility.
var/list/turf/affected_turfs
///Movable atom currently holding the light. Parent might be a flashlight, for example, but that might be held by a mob or something else.
var/atom/movable/current_holder
///Movable atom the parent is attached to. For example, a flashlight into a helmet or gun. We'll need to track the thing the parent is attached to as if it were the parent itself.
var/atom/movable/parent_attached_to
///Whether we're a directional light
var/directional
///Abstractional atom for directional light, we move this around to make the directional effect
var/obj/effect/abstract/directional_lighting/directional_atom
///A cone overlay for directional light, it's alpha and color are dependant on the light
var/obj/effect/overlay/light_cone/cone
///Current tracked direction for the directional cast behaviour
var/current_direction
///Cast range for the directional cast (how far away the atom is moved)
var/cast_range = 2
///Cone offset X hint from atom, used when facing south, inverted when facing north
var/cone_hint_x
///Cone offset Y hint from atom, when facing east/west, ignored for north/south (uses 16 in those cases)
var/cone_hint_y
/datum/component/overlay_lighting/Initialize(_range, _power, _color, starts_on, is_directional)
if(!ismovable(parent))
return COMPONENT_INCOMPATIBLE
var/atom/movable/movable_parent = parent
if(movable_parent.light_system != MOVABLE_LIGHT && movable_parent.light_system != MOVABLE_LIGHT_DIRECTIONAL)
stack_trace("[type] added to [parent], with [movable_parent.light_system] value for the light_system var. Use [MOVABLE_LIGHT] or [MOVABLE_LIGHT_DIRECTIONAL] instead.")
return COMPONENT_INCOMPATIBLE
. = ..()
visible_mask = new()
if(is_directional)
directional = TRUE
directional_atom = new()
cone = new()
cone_hint_x = movable_parent.light_cone_x_offset
cone_hint_y = movable_parent.light_cone_y_offset
cone.transform = cone.transform.Translate(-32, -32)
set_direction(movable_parent.dir)
if(!isnull(_range))
movable_parent.set_light_range(_range)
set_range(parent, movable_parent.light_range)
if(!isnull(_power))
movable_parent.set_light_power(_power)
set_power(parent, movable_parent.light_power)
if(!isnull(_color))
movable_parent.set_light_color(_color)
set_color(parent, movable_parent.light_color)
if(!isnull(starts_on))
movable_parent.set_light_on(starts_on)
/datum/component/overlay_lighting/RegisterWithParent()
. = ..()
if(directional)
RegisterSignal(parent, COMSIG_ATOM_DIR_CHANGE, .proc/on_parent_dir_change)
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/on_parent_moved)
RegisterSignal(parent, COMSIG_ATOM_UPDATE_LIGHT_RANGE, .proc/set_range)
RegisterSignal(parent, COMSIG_ATOM_UPDATE_LIGHT_POWER, .proc/set_power)
RegisterSignal(parent, COMSIG_ATOM_UPDATE_LIGHT_COLOR, .proc/set_color)
RegisterSignal(parent, COMSIG_ATOM_UPDATE_LIGHT_ON, .proc/on_toggle)
RegisterSignal(parent, COMSIG_ATOM_UPDATE_LIGHT_FLAGS, .proc/on_light_flags_change)
RegisterSignal(parent, COMSIG_ATOM_USED_IN_CRAFT, .proc/on_parent_crafted)
RegisterSignal(parent, COMSIG_LIGHT_EATER_QUEUE, .proc/on_light_eater)
var/atom/movable/movable_parent = parent
if(movable_parent.light_flags & LIGHT_ATTACHED)
overlay_lighting_flags |= LIGHTING_ATTACHED
set_parent_attached_to(ismovable(movable_parent.loc) ? movable_parent.loc : null)
check_holder()
if(movable_parent.light_on)
turn_on()
/datum/component/overlay_lighting/UnregisterFromParent()
overlay_lighting_flags &= ~LIGHTING_ATTACHED
set_parent_attached_to(null)
set_holder(null)
clean_old_turfs()
UnregisterSignal(parent, list(
COMSIG_MOVABLE_MOVED,
COMSIG_ATOM_UPDATE_LIGHT_RANGE,
COMSIG_ATOM_UPDATE_LIGHT_POWER,
COMSIG_ATOM_UPDATE_LIGHT_COLOR,
COMSIG_ATOM_UPDATE_LIGHT_ON,
COMSIG_ATOM_UPDATE_LIGHT_FLAGS,
COMSIG_ATOM_USED_IN_CRAFT,
COMSIG_LIGHT_EATER_QUEUE,
))
if(directional)
UnregisterSignal(parent, COMSIG_ATOM_DIR_CHANGE)
if(overlay_lighting_flags & LIGHTING_ON)
turn_off()
return ..()
/datum/component/overlay_lighting/Destroy()
set_parent_attached_to(null)
set_holder(null)
clean_old_turfs()
qdel(visible_mask, TRUE)
visible_mask = null
if(directional)
qdel(directional_atom, TRUE)
directional_atom = null
qdel(cone, TRUE)
cone = null
return ..()
///Clears the affected_turfs lazylist, removing from its contents the effects of being near the light.
/datum/component/overlay_lighting/proc/clean_old_turfs()
for(var/t in affected_turfs)
var/turf/lit_turf = t
lit_turf.dynamic_lumcount -= lum_power
affected_turfs = null
///Populates the affected_turfs lazylist, adding to its contents the effects of being near the light.
/datum/component/overlay_lighting/proc/get_new_turfs()
if(!current_holder)
return
var/atom/movable/light_source = GET_LIGHT_SOURCE
for(var/turf/lit_turf in view(lumcount_range, get_turf(light_source)))
lit_turf.dynamic_lumcount += lum_power
LAZYADD(affected_turfs, lit_turf)
///Clears the old affected turfs and populates the new ones.
/datum/component/overlay_lighting/proc/make_luminosity_update()
clean_old_turfs()
if(!isturf(current_holder?.loc))
return
if(directional)
cast_directional_light()
get_new_turfs()
///Adds the luminosity and source for the afected movable atoms to keep track of their visibility.
/datum/component/overlay_lighting/proc/add_dynamic_lumi()
var/atom/movable/light_source = GET_LIGHT_SOURCE
LAZYSET(light_source.affected_dynamic_lights, src, lumcount_range + 1)
light_source.vis_contents += visible_mask
light_source.update_dynamic_luminosity()
if(directional)
current_holder.vis_contents += cone
///Removes the luminosity and source for the afected movable atoms to keep track of their visibility.
/datum/component/overlay_lighting/proc/remove_dynamic_lumi()
var/atom/movable/light_source = GET_LIGHT_SOURCE
LAZYREMOVE(light_source.affected_dynamic_lights, src)
light_source.vis_contents -= visible_mask
light_source.update_dynamic_luminosity()
if(directional)
current_holder.vis_contents -= cone
directional_atom.moveToNullspace()
///Called to change the value of parent_attached_to.
/datum/component/overlay_lighting/proc/set_parent_attached_to(atom/movable/new_parent_attached_to)
if(new_parent_attached_to == parent_attached_to)
return
. = parent_attached_to
parent_attached_to = new_parent_attached_to
if(.)
var/atom/movable/old_parent_attached_to = .
UnregisterSignal(old_parent_attached_to, list(COMSIG_PARENT_QDELETING, COMSIG_MOVABLE_MOVED, COMSIG_LIGHT_EATER_QUEUE))
if(old_parent_attached_to == current_holder)
RegisterSignal(old_parent_attached_to, COMSIG_PARENT_QDELETING, .proc/on_holder_qdel)
RegisterSignal(old_parent_attached_to, COMSIG_MOVABLE_MOVED, .proc/on_holder_moved)
RegisterSignal(old_parent_attached_to, COMSIG_LIGHT_EATER_QUEUE, .proc/on_light_eater)
if(parent_attached_to)
if(parent_attached_to == current_holder)
UnregisterSignal(current_holder, list(COMSIG_PARENT_QDELETING, COMSIG_MOVABLE_MOVED, COMSIG_LIGHT_EATER_QUEUE))
RegisterSignal(parent_attached_to, COMSIG_PARENT_QDELETING, .proc/on_parent_attached_to_qdel)
RegisterSignal(parent_attached_to, COMSIG_MOVABLE_MOVED, .proc/on_parent_attached_to_moved)
RegisterSignal(parent_attached_to, COMSIG_LIGHT_EATER_QUEUE, .proc/on_light_eater)
check_holder()
///Called to change the value of current_holder.
/datum/component/overlay_lighting/proc/set_holder(atom/movable/new_holder)
if(new_holder == current_holder)
return
if(current_holder)
if(current_holder != parent && current_holder != parent_attached_to)
UnregisterSignal(current_holder, list(COMSIG_PARENT_QDELETING, COMSIG_MOVABLE_MOVED, COMSIG_LIGHT_EATER_QUEUE))
if(directional)
UnregisterSignal(current_holder, COMSIG_ATOM_DIR_CHANGE)
if(overlay_lighting_flags & LIGHTING_ON)
remove_dynamic_lumi()
current_holder = new_holder
if(new_holder == null)
clean_old_turfs()
return
if(new_holder != parent && new_holder != parent_attached_to)
RegisterSignal(new_holder, COMSIG_PARENT_QDELETING, .proc/on_holder_qdel)
RegisterSignal(new_holder, COMSIG_MOVABLE_MOVED, .proc/on_holder_moved)
RegisterSignal(new_holder, COMSIG_LIGHT_EATER_QUEUE, .proc/on_light_eater)
if(directional)
RegisterSignal(new_holder, COMSIG_ATOM_DIR_CHANGE, .proc/on_holder_dir_change)
if(overlay_lighting_flags & LIGHTING_ON)
make_luminosity_update()
add_dynamic_lumi()
///Used to determine the new valid current_holder from the parent's loc.
/datum/component/overlay_lighting/proc/check_holder()
var/atom/movable/movable_parent = GET_PARENT
if(isturf(movable_parent.loc))
set_holder(movable_parent)
return
var/atom/inside = movable_parent.loc //Parent's loc
if(isnull(inside))
set_holder(null)
return
if(isturf(inside.loc))
set_holder(inside)
return
set_holder(null)
///Called when the current_holder is qdeleted, to remove the light effect.
/datum/component/overlay_lighting/proc/on_holder_qdel(atom/movable/source, force)
SIGNAL_HANDLER
UnregisterSignal(current_holder, list(COMSIG_PARENT_QDELETING, COMSIG_MOVABLE_MOVED))
if(directional)
UnregisterSignal(current_holder, COMSIG_ATOM_DIR_CHANGE)
set_holder(null)
///Called when current_holder changes loc.
/datum/component/overlay_lighting/proc/on_holder_moved(atom/movable/source, OldLoc, Dir, Forced)
SIGNAL_HANDLER
if(!(overlay_lighting_flags & LIGHTING_ON))
return
make_luminosity_update()
///Called when parent changes loc.
/datum/component/overlay_lighting/proc/on_parent_moved(atom/movable/source, OldLoc, Dir, Forced)
SIGNAL_HANDLER
var/atom/movable/movable_parent = parent
if(overlay_lighting_flags & LIGHTING_ATTACHED)
set_parent_attached_to(ismovable(movable_parent.loc) ? movable_parent.loc : null)
check_holder()
if(!(overlay_lighting_flags & LIGHTING_ON) || !current_holder)
return
make_luminosity_update()
///Called when the current_holder is qdeleted, to remove the light effect.
/datum/component/overlay_lighting/proc/on_parent_attached_to_qdel(atom/movable/source, force)
SIGNAL_HANDLER
UnregisterSignal(parent_attached_to, list(COMSIG_PARENT_QDELETING, COMSIG_MOVABLE_MOVED))
if(directional)
UnregisterSignal(parent_attached_to, COMSIG_ATOM_DIR_CHANGE)
if(parent_attached_to == current_holder)
set_holder(null)
set_parent_attached_to(null)
///Called when parent_attached_to changes loc.
/datum/component/overlay_lighting/proc/on_parent_attached_to_moved(atom/movable/source, OldLoc, Dir, Forced)
SIGNAL_HANDLER
check_holder()
if(!(overlay_lighting_flags & LIGHTING_ON) || !current_holder)
return
make_luminosity_update()
///Changes the range which the light reaches. 0 means no light, 6 is the maximum value.
/datum/component/overlay_lighting/proc/set_range(atom/source, old_range)
SIGNAL_HANDLER
var/new_range = source.light_range
if(range == new_range)
return
if(range == 0)
turn_off()
range = clamp(CEILING(new_range, 0.5), 1, 6)
var/pixel_bounds = ((range - 1) * 64) + 32
lumcount_range = CEILING(range, 1)
visible_mask.icon = light_overlays["[pixel_bounds]"]
if(pixel_bounds == 32)
visible_mask.transform = null
return
var/offset = (pixel_bounds - 32) * 0.5
var/matrix/transform = new
transform.Translate(-offset, -offset)
visible_mask.transform = transform
if(directional)
cast_range = clamp(round(new_range * 0.5), 1, 3)
if(overlay_lighting_flags & LIGHTING_ON)
make_luminosity_update()
///Changes the intensity/brightness of the light by altering the visual object's alpha.
/datum/component/overlay_lighting/proc/set_power(atom/source, old_power)
SIGNAL_HANDLER
var/new_power = source.light_power
set_lum_power(new_power >= 0 ? 0.5 : -0.5)
set_alpha = min(230, (abs(new_power) * 120) + 30)
visible_mask.alpha = set_alpha
if(directional)
cone.alpha = min(200, (abs(new_power) * 90)+20)
///Changes the light's color, pretty straightforward.
/datum/component/overlay_lighting/proc/set_color(atom/source, old_color)
SIGNAL_HANDLER
var/new_color = source.light_color
visible_mask.color = new_color
if(directional)
cone.color = new_color
///Toggles the light on and off.
/datum/component/overlay_lighting/proc/on_toggle(atom/source, old_value)
SIGNAL_HANDLER
var/new_value = source.light_on
if(new_value) //Truthy value input, turn on.
turn_on()
return
turn_off() //Falsey value, turn off.
///Triggered right after the parent light flags change.
/datum/component/overlay_lighting/proc/on_light_flags_change(atom/source, old_flags)
SIGNAL_HANDLER
var/new_flags = source.light_flags
var/atom/movable/movable_parent = parent
if(!((new_flags ^ old_flags) & LIGHT_ATTACHED))
return
if(new_flags & LIGHT_ATTACHED) // Gained the [LIGHT_ATTACHED] property
overlay_lighting_flags |= LIGHTING_ATTACHED
if(ismovable(movable_parent.loc))
set_parent_attached_to(movable_parent.loc)
else // Lost the [LIGHT_ATTACHED] property
overlay_lighting_flags &= ~LIGHTING_ATTACHED
set_parent_attached_to(null)
///Toggles the light on.
/datum/component/overlay_lighting/proc/turn_on()
if(overlay_lighting_flags & LIGHTING_ON)
return
if(current_holder)
if(directional)
cast_directional_light()
add_dynamic_lumi()
overlay_lighting_flags |= LIGHTING_ON
get_new_turfs()
///Toggles the light off.
/datum/component/overlay_lighting/proc/turn_off()
if(!(overlay_lighting_flags & LIGHTING_ON))
return
if(current_holder)
remove_dynamic_lumi()
overlay_lighting_flags &= ~LIGHTING_ON
clean_old_turfs()
///Here we append the behavior associated to changing lum_power.
/datum/component/overlay_lighting/proc/set_lum_power(new_lum_power)
if(lum_power == new_lum_power)
return
. = lum_power
lum_power = new_lum_power
var/difference = . - lum_power
for(var/t in affected_turfs)
var/turf/lit_turf = t
lit_turf.dynamic_lumcount -= difference
///Here we append the behavior associated to changing lum_power.
/datum/component/overlay_lighting/proc/cast_directional_light()
var/final_distance = cast_range
//Lower the distance by 1 if we're not looking at a cardinal direction, and we're not a short cast
if(final_distance > SHORT_CAST && !(ALL_CARDINALS & current_direction))
final_distance -= 1
var/turf/scanning = get_turf(current_holder)
for(var/i in 1 to final_distance)
var/turf/next_turf = get_step(scanning, current_direction)
if(isnull(next_turf) || IS_OPAQUE_TURF(next_turf))
break
scanning = next_turf
directional_atom.forceMove(scanning)
///Called when current_holder changes loc.
/datum/component/overlay_lighting/proc/on_holder_dir_change(atom/movable/source, olddir, newdir)
SIGNAL_HANDLER
set_direction(newdir)
///Called when parent changes loc.
/datum/component/overlay_lighting/proc/on_parent_dir_change(atom/movable/source, olddir, newdir)
SIGNAL_HANDLER
set_direction(newdir)
///Sets a new direction for the directional cast, then updates luminosity
/datum/component/overlay_lighting/proc/set_direction(newdir)
if(!newdir)
return
if(current_direction == newdir)
return
current_direction = newdir
cone.set_dir(newdir)
if(newdir & NORTH)
cone.pixel_y = 16
else if(newdir & SOUTH)
cone.pixel_y = -16
else
if(!isnull(cone_hint_y))
cone.pixel_y = cone_hint_y
else
cone.pixel_y = 0
if(newdir & EAST)
cone.pixel_x = 16
else if(newdir & WEST)
cone.pixel_x = -16
else
if(!isnull(cone_hint_x))
if(newdir & NORTH)
cone.pixel_x = -1*cone_hint_x
else
cone.pixel_x = cone_hint_x
else
cone.pixel_x = 0
if(overlay_lighting_flags & LIGHTING_ON)
make_luminosity_update()
/datum/component/overlay_lighting/proc/on_parent_crafted(datum/source, atom/movable/new_craft)
SIGNAL_HANDLER
if(!istype(new_craft))
return
UnregisterSignal(parent, COMSIG_ATOM_USED_IN_CRAFT)
RegisterSignal(new_craft, COMSIG_ATOM_USED_IN_CRAFT, .proc/on_parent_crafted)
set_parent_attached_to(new_craft)
/// Handles putting the source for overlay lights into the light eater queue since we aren't tracked by [/atom/var/light_sources]
/datum/component/overlay_lighting/proc/on_light_eater(datum/source, list/light_queue, datum/light_eater)
SIGNAL_HANDLER
light_queue[parent] = TRUE
return NONE
#undef LIGHTING_ON
#undef LIGHTING_ATTACHED
#undef GET_PARENT
#undef GET_LIGHT_SOURCE
#undef SHORT_CAST
+25 -13
View File
@@ -1,9 +1,9 @@
/**
* A holder for simple behaviour that can be attached to many different types
*
* Only one element of each type is instanced during game init.
* Otherwise acts basically like a lightweight component.
*/
* A holder for simple behaviour that can be attached to many different types
*
* Only one element of each type is instanced during game init.
* Otherwise acts basically like a lightweight component.
*/
/datum/element
/// Option flags for element behaviour
var/element_flags = NONE
@@ -18,17 +18,23 @@
/// Activates the functionality defined by the element on the given target datum
/datum/element/proc/Attach(datum/target)
SHOULD_CALL_PARENT(1)
SHOULD_CALL_PARENT(TRUE)
if(type == /datum/element)
return ELEMENT_INCOMPATIBLE
SEND_SIGNAL(target, COMSIG_ELEMENT_ATTACH, src)
if(element_flags & ELEMENT_DETACH)
RegisterSignal(target, COMSIG_PARENT_QDELETING, .proc/Detach, override = TRUE)
RegisterSignal(target, COMSIG_PARENT_QDELETING, .proc/OnTargetDelete, override = TRUE)
/datum/element/proc/OnTargetDelete(datum/source, force)
SIGNAL_HANDLER
Detach(source)
/// Deactivates the functionality defines by the element on the given datum
/datum/element/proc/Detach(datum/source, force)
/datum/element/proc/Detach(datum/source, ...)
SIGNAL_HANDLER
SEND_SIGNAL(source, COMSIG_ELEMENT_DETACH, src)
SHOULD_CALL_PARENT(1)
SHOULD_CALL_PARENT(TRUE)
UnregisterSignal(source, COMSIG_PARENT_QDELETING)
/datum/element/Destroy(force)
@@ -41,15 +47,21 @@
/// Finds the singleton for the element type given and attaches it to src
/datum/proc/_AddElement(list/arguments)
if(QDELING(src))
CRASH("We just tried to add an element to a qdeleted datum, something is fucked")
var/datum/element/ele = SSdcs.GetElement(arguments)
arguments[1] = src
if(ele.Attach(arglist(arguments)) == ELEMENT_INCOMPATIBLE)
CRASH("Incompatible [arguments[1]] assigned to a [type]! args: [json_encode(args)]")
/**
* Finds the singleton for the element type given and detaches it from src
* You only need additional arguments beyond the type if you're using [ELEMENT_BESPOKE]
*/
* Finds the singleton for the element type given and detaches it from src
* You only need additional arguments beyond the type if you're using [ELEMENT_BESPOKE]
*/
/datum/proc/_RemoveElement(list/arguments)
var/datum/element/ele = SSdcs.GetElement(arguments)
ele.Detach(src)
if(ele.element_flags & ELEMENT_COMPLEX_DETACH)
arguments[1] = src
ele.Detach(arglist(arguments))
else
ele.Detach(src)
+36
View File
@@ -0,0 +1,36 @@
/**
* Attached to movable atoms with opacity. Listens to them move and updates their old and new turf loc's opacity accordingly.
*/
/datum/element/light_blocking
element_flags = ELEMENT_DETACH
/datum/element/light_blocking/Attach(datum/target)
. = ..()
if(!ismovable(target))
return ELEMENT_INCOMPATIBLE
RegisterSignal(target, COMSIG_MOVABLE_MOVED, .proc/on_target_move)
var/atom/movable/movable_target = target
if(isturf(movable_target.loc))
var/turf/turf_loc = movable_target.loc
turf_loc.add_opacity_source(target)
/datum/element/light_blocking/Detach(atom/movable/target)
. = ..()
UnregisterSignal(target, list(COMSIG_MOVABLE_MOVED))
var/atom/movable/movable_target = target
if(isturf(movable_target.loc))
var/turf/turf_loc = movable_target.loc
turf_loc.remove_opacity_source(target)
///Updates old and new turf loc opacities.
/datum/element/light_blocking/proc/on_target_move(atom/movable/source, atom/OldLoc, Dir, Forced = FALSE)
SIGNAL_HANDLER
if(isturf(OldLoc))
var/turf/old_turf = OldLoc
old_turf.remove_opacity_source(source)
if(isturf(source.loc))
var/turf/new_turf = source.loc
new_turf.add_opacity_source(source)
@@ -1,160 +0,0 @@
/*
DO NOT USE THIS. THIS IS BEING DEPRECATED BY PROCESSING SUBSYSTEMS (controllers/subsystems/processing) AND TIMERS.
*/
/*
README:
The global_iterator datum is supposed to provide a simple and robust way to
create some constantly "looping" processes with ability to stop and restart them at will.
Generally, the only thing you want to play with (meaning, redefine) is the process() proc.
It must contain all the things you want done.
Control functions:
new - used to create datum. First argument (optional) - var list(to use in process() proc) as list,
second (optional) - autostart control.
If autostart == TRUE, the loop will be started immediately after datum creation.
start(list/arguments) - starts the loop. Takes arguments(optional) as a list, which is then used
by process() proc. Returns null if datum already active, 1 if loop started succesfully and 0 if there's
an error in supplied arguments (not list or empty list).
stop() - stops the loop. Returns null if datum is already inactive and 1 on success.
set_delay(new_delay) - sets the delay between iterations. Pretty selfexplanatory.
Returns 0 on error(new_delay is not numerical), 1 otherwise.
set_process_args(list/arguments) - passes the supplied arguments to the process() proc.
active() - Returns 1 if datum is active, 0 otherwise.
toggle() - toggles datum state. Returns new datum state (see active()).
Misc functions:
get_last_exec_time() - Returns the time of last iteration.
get_last_exec_time_as_text() - Returns the time of last iteration as text
Control vars:
delay - delay between iterations
check_for_null - if equals TRUE, on each iteration the supplied arguments will be checked for nulls.
If some varible equals null (and null only), the loop is stopped.
Usefull, if some var unexpectedly becomes null - due to object deletion, for example.
Of course, you can also check the variables inside process() proc to prevent runtime errors.
Data storage vars:
result - stores the value returned by process() proc
*/
/datum/global_iterator
var/control_switch = 0
var/delay = 10
var/list/arg_list = new
var/last_exec = null
var/check_for_null = 1
var/forbid_garbage = 0
var/result
var/state = 0
New(list/arguments=null,autostart=1)
delay = delay>0?(delay):1
if(forbid_garbage) //prevents garbage collection with tag != null
tag = "\ref[src]"
set_process_args(arguments)
if(autostart)
start()
return
proc/main()
state = 1
while(src && control_switch)
last_exec = world.timeofday
if(check_for_null && has_null_args())
stop()
return 0
result = process(arglist(arg_list))
for(var/sleep_time=delay;sleep_time>0;sleep_time--) //uhh, this is ugly. But I see no other way to terminate sleeping proc. Such disgrace.
if(!control_switch)
return 0
sleep(1)
return 0
proc/start(list/arguments=null)
if(active())
return
if(arguments)
if(!set_process_args(arguments))
return 0
if(!state_check()) //the main loop is sleeping, wait for it to terminate.
return
control_switch = 1
spawn()
state = main()
return 1
proc/stop()
if(!active())
return
control_switch = 0
spawn(-1) //report termination error but don't wait for state_check().
state_check()
return 1
proc/state_check()
var/lag = 0
while(state)
sleep(1)
if(++lag>10)
CRASH("The global_iterator loop \ref[src] failed to terminate in designated timeframe. This may be caused by server lagging.")
return 1
proc/active()
return control_switch
proc/has_null_args()
if(null in arg_list)
return 1
return 0
proc/set_delay(new_delay)
if(isnum(new_delay))
delay = max(1, round(new_delay))
return 1
else
return 0
proc/get_last_exec_time()
return (last_exec||0)
proc/get_last_exec_time_as_text()
return (time2text(last_exec)||"Wasn't executed yet")
proc/set_process_args(list/arguments)
if(arguments && istype(arguments, /list) && arguments.len)
arg_list = arguments
return 1
else
// to_world("<span class='danger'>Invalid arguments supplied for [src.type], ref = \ref[src]</span>")
return 0
proc/toggle_null_checks()
check_for_null = !check_for_null
return check_for_null
proc/toggle()
if(!stop())
start()
return active()
/datum/global_iterator/Destroy()
tag = null
arg_list.Cut()
stop()
return QDEL_HINT_LETMELIVE
//Do not call ..()
+6 -3
View File
@@ -10,10 +10,13 @@
plane = FLOAT_PLANE // No clue why this is 0 by default yet images are on FLOAT_PLANE
// And yes this does have to be in the constructor, BYOND ignores it if you set it as a normal var
// Helper similar to image()
/proc/mutable_appearance(icon, icon_state = "", layer = FLOAT_LAYER)
/// Helper similar to image()
/proc/mutable_appearance(icon, icon_state = "", layer = FLOAT_LAYER, plane = FLOAT_PLANE, alpha = 255, appearance_flags = NONE)
var/mutable_appearance/MA = new()
MA.icon = icon
MA.icon_state = icon_state
MA.layer = layer
return MA
MA.plane = plane
MA.alpha = alpha
MA.appearance_flags |= appearance_flags
return MA
+1 -1
View File
@@ -14,7 +14,7 @@
// III. Thou shalt not write a decl that relies on arguments supplied to New().
// IV. Thou shalt not call Initialize() on a /decl.
var/repository/decls/decls_repository = new()
var/repository/decls/decls_repository // Initialiozed in /datum/global_init/New()
/repository/decls
var/list/fetched_decls
+2 -1
View File
@@ -66,7 +66,8 @@
/obj/item/weapon/surgical/bonegel,
/obj/item/weapon/surgical/retractor,
/obj/item/weapon/surgical/bonesetter,
/obj/item/weapon/surgical/circular_saw
/obj/item/weapon/surgical/circular_saw,
/obj/item/weapon/surgical/bioregen
)
cost = 25
containertype = /obj/structure/closet/crate/secure/veymed
+11 -1
View File
@@ -7,4 +7,14 @@
cost = 35
containertype = /obj/structure/closet/crate/secure
containername = "frontier phaser crate"
access = access_explorer
access = access_explorer
/datum/supply_pack/munitions/expeditionbows
name = "Frontier bows (station-locked) crate"
contains = list(
/obj/item/weapon/gun/energy/locked/frontier/handbow=2
)
cost = 20
containertype = /obj/structure/closet/crate/secure
containername = "phaser handbow crate"
access = access_explorer
+1 -1
View File
@@ -51,7 +51,7 @@
/obj/item/weapon/reagent_containers/glass/paint/purple,
/obj/item/weapon/reagent_containers/glass/paint/black,
/obj/item/weapon/reagent_containers/glass/paint/white,
/obj/item/weapon/contraband/poster/custom,
/obj/item/poster/custom,
/obj/item/weapon/wrapping_paper = 3
)
cost = 10
+4 -3
View File
@@ -421,7 +421,8 @@
/obj/item/clothing/accessory/holster,
/obj/item/clothing/accessory/holster/armpit,
/obj/item/clothing/accessory/holster/waist,
/obj/item/clothing/accessory/holster/hip
/obj/item/clothing/accessory/holster/hip,
/obj/item/clothing/accessory/holster/leg
)
cost = 15
containertype = /obj/structure/closet/crate/hedberg
@@ -667,9 +668,9 @@
/datum/supply_pack/security/posters
name = "Gear - Morale Posters"
contains = list(
/obj/item/weapon/contraband/poster/nanotrasen = 6
/obj/item/poster/nanotrasen = 6
)
cost = 20
cost = 10
containertype = /obj/structure/closet/crate/secure/nanotrasen
containername = "Morale Posters"
access = access_maint_tunnels
+1 -1
View File
@@ -80,7 +80,7 @@
A.contents.Add(T)
if(old_area)
// Handle dynamic lighting update if
if(T.dynamic_lighting && old_area.dynamic_lighting != A.dynamic_lighting)
if(SSlighting.subsystem_initialized && T.dynamic_lighting && old_area.dynamic_lighting != A.dynamic_lighting)
if(A.dynamic_lighting)
T.lighting_build_overlay()
else
+16 -2
View File
@@ -26,9 +26,16 @@
///Chemistry.
// Overlays
var/list/our_overlays //our local copy of (non-priority) overlays without byond magic. Use procs in SSoverlays to manipulate
var/list/priority_overlays //overlays that should remain on top and not normally removed when using cut_overlay functions, like c4.
///Our local copy of (non-priority) overlays without byond magic. Use procs in SSoverlays to manipulate
var/list/our_overlays
///Overlays that should remain on top and not normally removed when using cut_overlay functions, like c4.
var/list/priority_overlays
///vis overlays managed by SSvis_overlays to automaticaly turn them like other overlays
var/list/managed_vis_overlays
///Our local copy of filter data so we can add/remove it
var/list/filter_data
//Detective Work, used for the duplicate data points kept in the scanners
var/list/original_atom
// Track if we are already had initialize() called to prevent double-initialization.
@@ -82,6 +89,13 @@
initialized = TRUE
return INITIALIZE_HINT_NORMAL
/atom/Destroy()
if(reagents)
QDEL_NULL(reagents)
if(light)
QDEL_NULL(light)
return ..()
// Called after all object's normal initialize() if initialize() returns INITIALIZE_HINT_LATELOAD
/atom/proc/LateInitialize()
return
+35 -23
View File
@@ -30,37 +30,46 @@
var/cloaked = FALSE //If we're cloaked or not
var/image/cloaked_selfimage //The image we use for our client to let them see where we are
/atom/movable/Initialize(mapload)
. = ..()
switch(blocks_emissive)
if(EMISSIVE_BLOCK_GENERIC)
var/mutable_appearance/gen_emissive_blocker = mutable_appearance(icon, icon_state, plane = PLANE_EMISSIVE, alpha = src.alpha)
gen_emissive_blocker.color = GLOB.em_block_color
gen_emissive_blocker.dir = dir
gen_emissive_blocker.appearance_flags |= appearance_flags
add_overlay(list(gen_emissive_blocker), TRUE)
if(EMISSIVE_BLOCK_UNIQUE)
render_target = ref(src)
em_block = new(src, render_target)
add_overlay(list(em_block), TRUE)
if(opacity)
AddElement(/datum/element/light_blocking)
switch(light_system)
if(STATIC_LIGHT)
update_light()
if(MOVABLE_LIGHT)
AddComponent(/datum/component/overlay_lighting, starts_on = light_on)
if(MOVABLE_LIGHT_DIRECTIONAL)
AddComponent(/datum/component/overlay_lighting, is_directional = TRUE, starts_on = light_on)
/atom/movable/Destroy()
. = ..()
if(reagents)
qdel(reagents)
reagents = null
for(var/atom/movable/AM in contents)
qdel(AM)
var/turf/un_opaque
if(opacity && isturf(loc))
un_opaque = loc
if(opacity)
RemoveElement(/datum/element/light_blocking)
moveToNullspace()
if(un_opaque)
un_opaque.recalc_atom_opacity()
if (pulledby)
if (pulledby.pulling == src)
pulledby.pulling = null
pulledby = null
if(pulledby)
pulledby.stop_pulling()
if(orbiting)
stop_orbit()
QDEL_NULL(riding_datum) //VOREStation Add
/atom/movable/vv_get_dropdown()
. = ..()
VV_DROPDOWN_OPTION("move_atom", "Move To Coordinate")
/atom/vv_do_topic(list/href_list)
. = ..()
IF_VV_OPTION("move_atom")
usr.client.cmd_admin_move_atom(src)
href_list["datumrefresh"] = "\ref[src]"
/atom/movable/vv_edit_var(var_name, var_value)
if(var_name in GLOB.VVpixelmovement) //Pixel movement is not yet implemented, changing this will break everything irreversibly.
return FALSE
@@ -211,12 +220,15 @@
//Called after a successful Move(). By this point, we've already moved
/atom/movable/proc/Moved(atom/old_loc, direction, forced = FALSE, movetime)
SEND_SIGNAL(src, COMSIG_MOVABLE_MOVED, old_loc, direction, forced, movetime)
// Handle any buckled mobs on this movable
if(has_buckled_mobs())
handle_buckled_mob_movement(old_loc, direction, movetime)
if(riding_datum)
riding_datum.handle_vehicle_layer()
riding_datum.handle_vehicle_offsets()
for (var/datum/light_source/light as anything in light_sources) // Cycle through the light sources on this atom and tell them to update.
light.source_atom.update_light()
return TRUE
/atom/movable/set_dir(newdir)
+10
View File
@@ -1,2 +1,12 @@
/atom/movable/proc/Bump_vr(var/atom/A, yes)
return
/atom/movable/vv_get_dropdown()
. = ..()
VV_DROPDOWN_OPTION("move_atom", "Move To Coordinate")
/atom/vv_do_topic(list/href_list)
. = ..()
IF_VV_OPTION("move_atom")
usr.client.cmd_admin_move_atom(src)
href_list["datumrefresh"] = "\ref[src]"
@@ -67,7 +67,7 @@
C.transforming = 1
C.canmove = 0
C.icon = null
C.overlays.Cut()
C.cut_overlays()
C.invisibility = 101
var/atom/movable/overlay/animation = new /atom/movable/overlay( C.loc )
animation.icon_state = "blank"
@@ -629,6 +629,7 @@ proc/findNullRod(var/atom/target)
light_range = 4
light_power = 5
light_color = "#FF0000"
light_on = TRUE
pulses_remaining = 10
pulse_delay = 1 SECOND
@@ -650,6 +651,7 @@ proc/findNullRod(var/atom/target)
aspect = ASPECT_UNHOLY
light_color = "#FF5C5C"
light_power = -2
light_on = TRUE
/obj/item/weapon/spell/construct/mend_occult/on_melee_cast(atom/hit_atom, mob/living/user, def_zone)
if(isliving(hit_atom))
@@ -666,6 +668,7 @@ proc/findNullRod(var/atom/target)
aspect = ASPECT_UNHOLY
light_color = "#FF5C5C"
light_power = -2
light_on = TRUE
cooldown = 15
/obj/item/weapon/spell/construct/slam/on_melee_cast(atom/hit_atom, mob/living/user, def_zone)
@@ -91,6 +91,8 @@ The access requirements on the Asteroid Shuttles' consoles have now been revoked
A.updateicon()
/datum/universal_state/supermatter_cascade/OverlayAndAmbientSet()
return
/* TODO
spawn(0)
for(var/datum/lighting_corner/L in world)
if(L.z in using_map.admin_levels)
@@ -100,7 +102,7 @@ The access requirements on the Asteroid Shuttles' consoles have now been revoked
for(var/turf/space/T in world)
OnTurfChange(T)
*/
/datum/universal_state/supermatter_cascade/proc/MiscSet()
for (var/obj/machinery/firealarm/alm in machines)
if (!(alm.stat & BROKEN))
@@ -90,9 +90,9 @@
last_instability_event = world.time
spawn(1)
var/image/instability_flash = image('icons/obj/spells.dmi',"instability")
overlays |= instability_flash
add_overlay(instability_flash)
sleep(4)
overlays.Remove(instability_flash)
cut_overlay(instability_flash)
qdel(instability_flash)
/mob/living/silicon/instability_effects()
@@ -168,9 +168,9 @@
/obj/item/weapon/spell/update_icon()
if(toggled)
var/image/new_overlay = image('icons/obj/spells.dmi',"toggled")
overlays |= new_overlay
add_overlay(new_overlay)
else
overlays.Cut()
cut_overlays()
..()
// Proc: run_checks()
@@ -65,11 +65,11 @@
// Makes a tiny overlay of the thing the player has copied, so they can easily tell what they currently have.
/obj/item/weapon/spell/illusion/update_icon()
overlays.Cut()
cut_overlays()
if(copied)
var/image/temp_image = image(copied)
var/matrix/M = matrix()
M.Scale(0.5, 0.5)
temp_image.transform = M
// temp_image.pixel_y = 8
src.overlays.Add(temp_image)
add_overlay(temp_image)
@@ -27,4 +27,5 @@
time_to_die = 2 MINUTES
invisibility = 101
light_range = 6
light_power = -20
light_power = -20
light_on = TRUE
@@ -31,6 +31,7 @@
light_range = 6
light_power = 20
light_color = "#C26DDE"
light_on = TRUE
var/pulses_remaining = 40 // Lasts 20 seconds.
var/instability_power = 5
var/instability_range = 6
+9 -20
View File
@@ -28,32 +28,21 @@
return has_access(req_access, req_one_access, L)
/proc/has_access(var/list/req_access, var/list/req_one_access, var/list/accesses)
// Doesn't have access lists, always works
if(!LAZYLEN(req_access) && !LAZYLEN(req_one_access))
return TRUE
// Didn't pass anything to compare
if(!LAZYLEN(accesses))
return FALSE
// req_access list has priority if set
// Requires at least every access in list
if(LAZYLEN(req_access))
for(var/req in req_access)
if(!(req in accesses))
return FALSE
// Wasn't missing any accesses
return TRUE
for(var/req in req_access)
if(!(req in accesses))
return FALSE
// req_one_access is secondary if set
// Requires at least one access in list
for(var/req in req_one_access)
if(req in accesses)
// Found at least one
return TRUE
if(LAZYLEN(req_one_access))
for(var/req in req_one_access)
if(req in accesses)
return TRUE
return FALSE
// Didn't find anything that matched
return FALSE
return TRUE
/proc/get_centcom_access(job)
switch(job)
+1 -1
View File
@@ -80,7 +80,7 @@
/obj/machinery/sleep_console/tgui_act(action, params, datum/tgui/ui, datum/tgui_state/state)
if(sleeper)
return sleeper.tgui_act(action, params, ui, state)
return FALSE
return ..()
/obj/machinery/sleeper
name = "sleeper"
+12 -11
View File
@@ -568,21 +568,22 @@
var/list/info = alarm_area.air_scrub_info[id_tag]
if(!info)
continue
var/list/list/filters = list()
scrubbers.Add(list(list(
scrubbers += list(list(
"id_tag" = id_tag,
"long_name" = sanitize(long_name),
"power" = info["power"],
"scrubbing" = info["scrubbing"],
"panic" = info["panic"],
"filters" = filters
)))
filters.Add(list(list("name" = "Oxygen", "command" = "o2_scrub", "val" = info["filter_o2"])))
filters.Add(list(list("name" = "Nitrogen", "command" = "n2_scrub", "val" = info["filter_n2"])))
filters.Add(list(list("name" = "Carbon Dioxide", "command" = "co2_scrub","val" = info["filter_co2"])))
filters.Add(list(list("name" = "Toxin" , "command" = "tox_scrub","val" = info["filter_phoron"])))
filters.Add(list(list("name" = "Nitrous Oxide", "command" = "n2o_scrub","val" = info["filter_n2o"])))
filters.Add(list(list("name" = "Fuel", "command" = "fuel_scrub","val" = info["filter_fuel"])))
"filters" = list(
list("name" = "Oxygen", "command" = "o2_scrub", "val" = info["filter_o2"]),
list("name" = "Nitrogen", "command" = "n2_scrub", "val" = info["filter_n2"]),
list("name" = "Carbon Dioxide", "command" = "co2_scrub","val" = info["filter_co2"]),
list("name" = "Toxin" , "command" = "tox_scrub","val" = info["filter_phoron"]),
list("name" = "Nitrous Oxide", "command" = "n2o_scrub","val" = info["filter_n2o"]),
list("name" = "Fuel", "command" = "fuel_scrub","val" = info["filter_fuel"])
)
))
data["scrubbers"] = scrubbers
data["mode"] = mode
@@ -798,4 +799,4 @@
TLV["temperature"] = list(T0C - 40, T0C - 20, T0C + 40, T0C + 66) // K, Lower Temperature for Freezer Air Alarms (This is because TLV is hardcoded to be generated on first_run, and therefore the only way to modify this without changing TLV generation)
// VOREStation Edit End
// VOREStation Edit End
+4 -4
View File
@@ -109,14 +109,14 @@
env.merge(removed)
/obj/machinery/power/thermoregulator/update_icon()
overlays.Cut()
cut_overlays()
if(on)
overlays += "lasergen-on"
add_overlay("lasergen-on")
switch(mode)
if(MODE_HEATING)
overlays += "lasergen-heat"
add_overlay("lasergen-heat")
if(MODE_COOLING)
overlays += "lasergen-cool"
add_overlay("lasergen-cool")
/obj/machinery/power/thermoregulator/proc/turn_off()
on = 0
+7 -7
View File
@@ -141,20 +141,20 @@ update_flag
if(check_change()) //Returns 1 if no change needed to icons.
return
src.overlays = 0
cut_overlays()
if(update_flag & 1)
overlays += "can-open"
add_overlay("can-open")
if(update_flag & 2)
overlays += "can-connector"
add_overlay("can-connector")
if(update_flag & 4)
overlays += "can-o0"
add_overlay("can-o0")
if(update_flag & 8)
overlays += "can-o1"
add_overlay("can-o1")
else if(update_flag & 16)
overlays += "can-o2"
add_overlay("can-o2")
else if(update_flag & 32)
overlays += "can-o3"
add_overlay("can-o3")
return
/obj/machinery/portable_atmospherics/canister/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
+3 -3
View File
@@ -29,7 +29,7 @@
src.air_contents.adjust_multi("oxygen", air_mix["oxygen"], "nitrogen", air_mix["nitrogen"])
/obj/machinery/portable_atmospherics/powered/pump/update_icon()
src.overlays = 0
cut_overlays()
if(on && cell && cell.charge)
icon_state = "psiphon:1"
@@ -37,10 +37,10 @@
icon_state = "psiphon:0"
if(holding)
overlays += "siphon-open"
add_overlay("siphon-open")
if(connected_port)
overlays += "siphon-connector"
add_overlay("siphon-connector")
return
+1 -1
View File
@@ -26,7 +26,7 @@
to_chat(user, "<span class='notice'>You can't directly interact with this machine. Use the pump control console.</span>")
/obj/machinery/portable_atmospherics/powered/pump/huge/update_icon()
overlays.Cut()
cut_overlays()
if(on && !(stat & (NOPOWER|BROKEN)))
icon_state = "siphon:1"
+3 -3
View File
@@ -36,7 +36,7 @@
..(severity)
/obj/machinery/portable_atmospherics/powered/scrubber/update_icon()
src.overlays = 0
cut_overlays()
if(on && cell && cell.charge)
icon_state = "pscrubber:1"
@@ -44,10 +44,10 @@
icon_state = "pscrubber:0"
if(holding)
overlays += "scrubber-open"
add_overlay("scrubber-open")
if(connected_port)
overlays += "scrubber-connector"
add_overlay("scrubber-connector")
return
+42 -123
View File
@@ -13,8 +13,6 @@
circuit = /obj/item/weapon/circuitboard/autolathe
var/static/datum/category_collection/autolathe/autolathe_recipes
var/list/stored_material = list(DEFAULT_WALL_MATERIAL = 0, MAT_GLASS = 0, MAT_PLASTEEL = 0, MAT_PLASTIC = 0)
var/list/storage_capacity = list(DEFAULT_WALL_MATERIAL = 0, MAT_GLASS = 0, MAT_PLASTEEL = 0, MAT_PLASTIC = 0)
var/hacked = 0
var/disabled = 0
@@ -32,18 +30,12 @@
var/filtertext
/obj/machinery/autolathe/Initialize()
AddComponent(/datum/component/material_container, subtypesof(/datum/material), 0, MATCONTAINER_EXAMINE, _after_insert = CALLBACK(src, .proc/AfterMaterialInsert))
. = ..()
if(!autolathe_recipes)
autolathe_recipes = new()
wires = new(src)
for(var/Name in name_to_material)
if(Name in stored_material)
continue
stored_material[Name] = 0
storage_capacity[Name] = 0
default_apply_parts()
RefreshParts()
@@ -82,6 +74,7 @@
"requirements" = M.resources,
"hidden" = M.hidden,
"coeff_applies" = !M.no_scale,
"is_stack" = M.is_stack,
)))
data["recipes"] = recipes
data["categories"] = categories
@@ -95,19 +88,9 @@
/obj/machinery/autolathe/tgui_data(mob/user, datum/tgui/ui, datum/tgui_state/state)
var/list/data = ..()
var/list/material_data = list()
for(var/mat_id in stored_material)
var/amount = stored_material[mat_id]
var/list/material_info = list(
"name" = mat_id,
"amount" = amount,
"sheets" = round(amount / SHEET_MATERIAL_AMOUNT),
"removable" = amount >= SHEET_MATERIAL_AMOUNT
)
material_data += list(material_info)
data["busy"] = busy
data["materials"] = material_data
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
data["materials"] = materials.tgui_data()
data["mat_efficiency"] = mat_efficiency
return data
@@ -146,70 +129,14 @@
wires.Interact(user)
return
if(O.loc != user && !(istype(O,/obj/item/stack)))
return 0
if(is_robot_module(O))
return 0
if(istype(O,/obj/item/ammo_magazine/clip) || istype(O,/obj/item/ammo_magazine/s357) || istype(O,/obj/item/ammo_magazine/s38) || istype (O,/obj/item/ammo_magazine/s44)/* VOREstation Edit*/) // Prevents ammo recycling exploit with speedloaders.
to_chat(user, "\The [O] is too hazardous to recycle with the autolathe!")
return
//Resources are being loaded.
var/obj/item/eating = O
if(!eating.matter)
to_chat(user, "\The [eating] does not contain significant amounts of useful materials and cannot be accepted.")
return
var/filltype = 0 // Used to determine message.
var/total_used = 0 // Amount of material used.
var/mass_per_sheet = 0 // Amount of material constituting one sheet.
for(var/material in eating.matter)
if(isnull(stored_material[material]) || isnull(storage_capacity[material]))
continue
if(stored_material[material] >= storage_capacity[material])
continue
var/total_material = eating.matter[material]
//If it's a stack, we eat multiple sheets.
if(istype(eating,/obj/item/stack))
var/obj/item/stack/stack = eating
total_material *= stack.get_amount()
if(stored_material[material] + total_material > storage_capacity[material])
total_material = storage_capacity[material] - stored_material[material]
filltype = 1
else
filltype = 2
stored_material[material] += total_material
total_used += total_material
mass_per_sheet += eating.matter[material]
if(!filltype)
to_chat(user, "<span class='notice'>\The [src] is full. Please remove material from the autolathe in order to insert more.</span>")
return
else if(filltype == 1)
to_chat(user, "You fill \the [src] to capacity with \the [eating].")
else
to_chat(user, "You fill \the [src] with \the [eating].")
flick("autolathe_loading", src) // Plays metal insertion animation. Work out a good way to work out a fitting animation. ~Z
if(istype(eating,/obj/item/stack))
var/obj/item/stack/stack = eating
stack.use(max(1, round(total_used/mass_per_sheet))) // Always use at least 1 to prevent infinite materials.
else
user.remove_from_mob(O)
qdel(O)
updateUsrDialog()
return
return ..()
/obj/machinery/autolathe/attack_hand(mob/user as mob)
user.set_machine(src)
@@ -233,36 +160,42 @@
if(making.hidden && !hacked)
return
var/multiplier = 1
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
var/list/materials_used = list()
var/multiplier = (params["multiplier"] || 1)
if(making.is_stack)
var/max_sheets
for(var/material in making.resources)
var/coeff = (making.no_scale ? 1 : mat_efficiency) //stacks are unaffected by production coefficient
var/sheets = round(stored_material[material]/round(making.resources[material]*coeff))
var/sheets = round(materials.get_material_amount(material) / round(making.resources[material] * coeff))
if(isnull(max_sheets) || max_sheets > sheets)
max_sheets = sheets
if(!isnull(stored_material[material]) && stored_material[material] < round(making.resources[material]*coeff))
if(!isnull(materials.get_material_amount(material)) && materials.get_material_amount(material) < round(making.resources[material] * coeff))
max_sheets = 0
//Build list of multipliers for sheets.
multiplier = input(usr, "How many do you want to print? (0-[max_sheets])") as num|null
if(!multiplier || multiplier <= 0 || multiplier > max_sheets || tgui_status(usr, state) != STATUS_INTERACTIVE)
return FALSE
busy = making.name
update_use_power(USE_POWER_ACTIVE)
//Check if we still have the materials.
var/coeff = (making.no_scale ? 1 : mat_efficiency) //stacks are unaffected by production coefficient
for(var/material in making.resources)
if(!isnull(stored_material[material]))
if(stored_material[material] < round(making.resources[material] * coeff) * multiplier)
return
for(var/MAT in making.resources)
var/datum/material/used_material = MAT
var/amount_needed = making.resources[MAT] * coeff * multiplier
materials_used[used_material] = amount_needed
//Consume materials.
for(var/material in making.resources)
if(!isnull(stored_material[material]))
stored_material[material] = max(0, stored_material[material] - round(making.resources[material] * coeff) * multiplier)
if(LAZYLEN(materials_used))
if(!materials.has_materials(materials_used))
return
materials.use_materials(materials_used)
busy = making.name
update_use_power(USE_POWER_ACTIVE)
update_icon() // So lid closes
@@ -308,12 +241,12 @@
return FALSE
/obj/machinery/autolathe/update_icon()
overlays.Cut()
cut_overlays()
icon_state = initial(icon_state)
if(panel_open)
overlays.Add(image(icon, "[icon_state]_panel"))
add_overlay("[icon_state]_panel")
if(stat & NOPOWER)
return
if(busy)
@@ -329,39 +262,25 @@
for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
man_rating += M.rating
for(var/mat_name in storage_capacity)
storage_capacity[mat_name] = mb_rating * 25000
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
materials.max_amount = mb_rating * 75000
build_time = 50 / man_rating
mat_efficiency = 1.1 - man_rating * 0.1// Normally, price is 1.25 the amount of material, so this shouldn't go higher than 0.6. Maximum rating of parts is 5
update_tgui_static_data(usr)
/obj/machinery/autolathe/dismantle()
for(var/mat in stored_material)
var/datum/material/M = get_material_by_name(mat)
if(!istype(M))
continue
var/obj/item/stack/material/S = new M.stack_type(get_turf(src))
if(stored_material[mat] > S.perunit)
S.amount = round(stored_material[mat] / S.perunit)
else
qdel(S)
..()
return 1
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
materials.retrieve_all()
return ..()
/obj/machinery/autolathe/proc/eject_materials(var/material, var/amount) // 0 amount = 0 means ejecting a full stack; -1 means eject everything
var/recursive = amount == -1 ? 1 : 0
var/matstring = lowertext(material)
var/datum/material/M = get_material_by_name(matstring)
/obj/machinery/autolathe/proc/AfterMaterialInsert(obj/item/item_inserted, id_inserted, amount_inserted)
flick("autolathe_loading", src)//plays metal insertion animation
// use_power(min(1000, amount_inserted / 100))
SStgui.update_uis(src)
var/obj/item/stack/material/S = M.place_sheet(get_turf(src))
if(amount <= 0)
amount = S.max_amount
var/ejected = min(round(stored_material[matstring] / S.perunit), amount)
S.amount = min(ejected, amount)
if(S.amount <= 0)
qdel(S)
return
stored_material[matstring] -= ejected * S.perunit
if(recursive && stored_material[matstring] >= S.perunit)
eject_materials(matstring, -1)
/obj/machinery/autolathe/examine(mob/user)
. = ..()
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
if(in_range(user, src) || isobserver(user))
. += "<span class='notice'>The status display reads: Storing up to <b>[materials.max_amount]</b> material units.<br>Material consumption at <b>[mat_efficiency*100]%</b>.</span>"
+3 -3
View File
@@ -62,11 +62,11 @@
simulation_finish()
/obj/machinery/bomb_tester/update_icon()
overlays.Cut()
cut_overlays()
if(tank1)
overlays += image(icon, "[icon_name]-tank1")
add_overlay("[icon_name]-tank1")
if(tank2)
overlays += image(icon, "[icon_name]-tank2")
add_overlay("[icon_name]-tank2")
if(stat & NOPOWER)
icon_state = "[icon_name]-p"
else

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