* Bazinga
* moved to global var
* moved to subsystem
* susbsys fixes
* invoke async
* stable but fighting optimization
* missed delay
* makes this a subsystem
* Makes a base announce_atc proc.
* mob_announce_cooldown
* defs
* rocks
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Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com>
* Refactor hardcoded lateloaded map define zs to use a GLOB list instead
* Refactor groundbase wilds loading
* new to init docking codes
* fix space whales excessive deleting
* update comment
* Forgot some aliases
* How is this now a missing turf
Remove duplicate turf
initial(name) works fine for round-start shuttles with compile-time names. Unfortunately, lateloading and vvaring is not compile-time, but runtime. Thus, they do not work.
This makes sure they do work. I will add an admin handbook note on using real_name when making lateload or vvar stuff and planning on emergency beacons.
refactor(overmap): Makes get_scan_data more readable
Using ternary operators, makes the scan data proc more readable.
* Previous implementation relied on icon and icon_state at compile time.
* This prevented GMs from editing icon_state, as it always reverted to defaults when scanned
* GMs can now edit real_icon using var edit->E "Icon" to use non-standard icon_states
* GMs can now edit real_icon_state to choose specific state as a simple text var type edit
* GMs can call a proc called gmtools_update_omobject_vars(setToHidden) with an argument that forces known locations to become unknown again with an arg of "1"
* If GM uses arg of 0, proc simply changes how pilots inside the sector see their own ship by updating real_appearance with real_icon_state
- Replace changes from 8c7371c5d4b900308cecdba5335989e8c9f191fe
- Removed debugging prints in skybox generation
- Reverted change to GetConnnectedZLevels to avoid the chicken-or-egg initialization issue of find_z_levels() requiring knowledge of a sector's z-levels during the attempt to determine a sector's z-levels.
- Make find_z_levels() always called again so that lazy open space initialization works on landable ships again.
- Instead, allow static configuration of sector map_z to override the default behavior of calling GetConnectedZLevels()
- Ports the overmap, ships, sectors, and "landable" ships from baystation.
- Ports necessary computers to control ships and overmap shuttles.
- Shims missing machine and computer functionality pending future enhancements.
- Includes required new sprites and sounds.
Largely ported from the work done at Baystation in https://github.com/Baystation12/Baystation12/pull/17460 and later commits.
- Shuttles no longer require a separate area for each location they jump to.
Instead destinations are indicated by landmark objects, which are not necessarily exclusive to that shuttle.
This means that more than one shuttle could use the same docking port (not at the same time of course).
- Enhanced shuttle control computers to use nanoui if they didn't.
- Organizes shuttle datum code a bit better so there is less re-inventing the wheel in subtypes.
- Allows the possibility of shuttles (or destinations) that start on late-loaded maps.
- Deprecate the "extra" shuttle areas that are no longer needed and update shuttle areas in unit tests
This all required a bit of infrastructure improvements.
- ChangeArea proc, for changing the area of a turf.
- Fixed lighting overlays actually being able to be destroyed.
- Added a few utility macros and procs.
- Added "turf translation" procs which are like move_contents_to but more flexible.