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* why no work angy * weird errors shit sucks * fixved it I can spell good * fix? POSSIBLY * nope wasnt this * no more immutable thhanks koffee * ok ok * removes all the pref stuff ""removes"" * remove this idiot * this goes bye bye * these go too genius * bye bye * better night vision * tries to fix camera maybe * ok fuck it we ball we ball * ok lets go back go back go back go back * WORK DAMNIT * ha fuc kyou * this maybe * this doesnt work :( * maybe fix maybe * fucks everything why do i do this * test update test * Revert "tries to fix camera" This reverts commit2d14fbae66. * reverts everything I just did peko pain * bye bitch * oh yeah add this I guess * Fucks up the camera net + chunk why * test maybe revert * Revert "test maybe revert" This reverts commit98c5ef1b93. * Revert "Fucks up the camera net + chunk" This reverts commit0e421ebf5f. * this isnt going well uh oh * Attempts to rework out security camera and probably more * Revert "this isnt going well" This reverts commit1d8ceac867. * Revert "Revert "this isnt going well"" This reverts commite26fb61415. * ok ok * Revert "ok" This reverts commit7e7a7f8372. * Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit" This reverts commit01094731c1, reversing changes made toc0cf69ebf1. * this doesn't need to be redefined I guess * no we need this totally * a familiar pain * 515 is L * yeah yeah * ok god fine * bye bye basemap :( doesnt work on runtime station * Fixes AI statis not working god im good * remove this oh god * Revert "Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit"" This reverts commitb3fb3ba0db. * proves to god I exist and im pissed * yog exclusive feature (tm) plane master * bring this back from previous push * updates vendor emissives as well as firealarms * Updates barsign and fucks everything up * Fixes barsigns breaks all lights and updates barsigns to be machines and not structures We will address this in a later patch * not sure who changed that oh well * yeah this got moved * this needs updating yeah * turns off the carbon monoxide alarm duh * FIXES IT YES thank you biome * turns this off too yeah * Can't compile yet but ports a ton of shit * L * the game opens ig * extra shit * fixes * signals and smooth queue * look ma im going horribly out of scope * fixes chasms * this fixed nothing * ??? * more barsigns for later * forgive me cowboy. also fuck diagonals * oops we need this apparently * fuck it we ball * Update _lists.dm * Update icon_smoothing.dm * it now works kinda * Update atom_initializing_EXPENSIVE.dm * lighting don't work * we have light * sort turfs better * big fucking reorganize * like everything except templates * boy i sure hope nothing bad happens to these bar templates * we're back * no runtimes baby * no errors * shuttles are almost fixed i think * Revert "shuttles are almost fixed i think" This reverts commit046058827c. * Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing" This reverts commit863e1b776d, reversing changes made to884623e600. * Revert "no errors" This reverts commit884623e600. * too far back i think * midround smoothing runtimes fixed i think * comment cleanup * should fix the component runtimes * Revert "Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing"" This reverts commita8ff8d63aa. * NO RUNTIMES AND ICEMETA WORKS LET'S GOOOOOO * please stay fixed icemeta * organizing render dms * woops this too in the reorganizing * cryo fixed * nah, i'd win * parallax isn't my problem * pls don't break icemeta * runtime station gets a cam console * well it compiles * maybe fix the map * woops * man i hate maps * was that it? * PLEASE * missing focus tests * maybe that was it * maybe * let's take the batteries out of the carbon monoxide detector * fuck osha * i hate vending machines * that's not a computer * slot machine fix * PLEASE * that wasn't supposed to be there * fuck it i can't fix everything at once * BLUESPACE LOCKER? * literally why * hhh * does this fix chasms? * that should fix bad index * please? * turf_flags for reservations * haha oops * yolo (kill me) * fix wood walls and other walls * fix stairs * that might have fixed shittles * baseturfs are good now i think * should fix plasma windows * decals fixed * please fix changelog * shuttle lighting still fucky * lighting is stinky slow and doesn't finish updating by the time the server starts guh * lighting seemingly works * slipping works * shuttle sounds, slips, and windoors fixed * why am i here * fuck the changelog * of course someone touched smoothing as i'm almost done * we good? * updating ai_eye and rename * z updates and more ai cam updates * ice fixed * weather and ice fix * clockies can see and other clean up catches * windows fixed * cowbot forgive me i'm trying to update flashlights to tg because there's no light on lower multi-z z's like ice meta bottom floor * movable lighting works on multi-z * gps fix * item stacking from drag works * falsewall fix * job panel fixed * AI HANDLED * woops that comment should be gone * i hate ai i hate ai * brass glass visible again * vents on top of tiles now * sigdrobe sprite back * centcomm portals work * portals and see openspace mapping icons fixed * icemeta my behated * kill * is that it * lighting cutoff is old hat * angery overlay * not super necessary * also extra but whatever * ticker but thicker * job fix i hope * this isn't needed anymore * latejoin fix? * laserpointer, pipecrawl, and some consoles fixed * i hate fixing bugs as they're made * we're not ready for that * redef cleanup * gps arrows, gun flashlights, shuttle console placement, multi-z pulling fixed * goofy ah gun code * this was a good idea and necessary * should fix caltrop component * does this please the linter * linter please accept this async function * THERE * take the batteries out * make it stop * cowbot stopped me from letting ghosts dab * recycler loc fix * fix border firedoors not blocking movement * should fix screen fade out and fade in on round start and end * darker command tile trim and fixed bronze wall sprites * fuck you linter * railings actually stop you from leaving * probably fixes gibtonite overlay when struck * armaments dispenser and clockwork catwalk * turbine fix probably * pointing at inhand items should be fixed * fix overwatch app * should hopefully fix cable rotation on shuttle move * flashlights have better directionality logic * hopefully fixes shuttle atmos on move * grilles fixed * hopefully this fixes shuttle buttons, airolocks, and other machinery not working after moving * ice meta mining area finally not freezing * fix lightbulb icons not updating * lava mask and lighting dots * we actually have this * fuck glowshrooms GC * fix light fixture interactions and icon updates * hopefully catches all the updates * lava lighting good to go * seclite was missing inhands * smoothing in replays * light updates accurate in replays * biome's multi-z requests --------- Co-authored-by: cowbot92 <75333826+cowbot92@users.noreply.github.com> Co-authored-by: Molti <gamingjoelouis@gmail.com> Co-authored-by: Ringalong <53777086+JohnFulpWillard@users.noreply.github.com>
127 lines
4.4 KiB
Plaintext
127 lines
4.4 KiB
Plaintext
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/**
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* Datum used to designate certain areas that do not need to exist nor be loaded at world start
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* but do want to be loaded under certain circumstances. Use this for stuff like the nukie base or wizden, aka stuff that only matters when their antag is rolled.
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*/
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/datum/lazy_template
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/// If this is true each load will increment an index keyed to the type and it will load [map_name]_[index]
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var/list/datum/turf_reservation/reservations = list()
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var/uses_multiple_allocations = FALSE
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/// Key to identify this template - used in caching
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var/key
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/// Directory of maps to prefix to the filename
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var/map_dir = "_maps/templates/lazy_templates"
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/// The filename (without extension) of the map to load
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var/map_name
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/datum/lazy_template/New()
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reservations = list()
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..()
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/datum/lazy_template/Destroy(force, ...)
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if(!force)
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stack_trace("Something is trying to delete [type]")
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return QDEL_HINT_LETMELIVE
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QDEL_LIST(reservations)
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GLOB.lazy_templates -= key
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return ..()
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/**
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* Does the grunt work of loading the template.
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*/
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/datum/lazy_template/proc/lazy_load()
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RETURN_TYPE(/turf)
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// This is a static assosciative list that is used to ensure maps that have variations are correctly varied when spawned
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// I want to make it to where you can make a range and it'll randomly pick'n'take from the available versions at random
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// But that can be done later when I have the time
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var/static/list/multiple_allocation_hash = list()
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var/load_path = "[map_dir]/[map_name].dmm"
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if(uses_multiple_allocations)
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var/times = multiple_allocation_hash[key] || 0
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times += 1
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multiple_allocation_hash[key] = times
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load_path = "[map_dir]/[map_name]_[times].dmm"
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if(!load_path || !fexists(load_path))
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CRASH("lazy template [type] has an invalid load_path: '[load_path]', check directory and map name!")
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var/datum/parsed_map/parsed_template = load_map(
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file(load_path),
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measure_only = TRUE,
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)
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if(isnull(parsed_template.parsed_bounds))
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CRASH("Failed to cache lazy template for loading: '[key]'")
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var/width = parsed_template.parsed_bounds[MAP_MAXX] - parsed_template.parsed_bounds[MAP_MINX] + 1
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var/height = parsed_template.parsed_bounds[MAP_MAXY] - parsed_template.parsed_bounds[MAP_MINY] + 1
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var/datum/turf_reservation/reservation = SSmapping.request_turf_block_reservation(
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width,
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height,
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parsed_template.parsed_bounds[MAP_MAXZ],
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)
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if(!reservation)
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CRASH("Failed to reserve a block for lazy template: '[key]'")
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// lists kept for overall loading
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var/list/loaded_atom_movables = list()
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var/list/loaded_turfs = list()
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var/list/loaded_areas = list()
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var/list/obj/structure/cable/loaded_cables = list()
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var/list/obj/machinery/atmospherics/loaded_atmospherics = list()
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for(var/z_idx in parsed_template.parsed_bounds[MAP_MAXZ] to 1 step -1)
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var/turf/bottom_left = reservation.bottom_left_turfs[z_idx]
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var/turf/top_right = reservation.top_right_turfs[z_idx]
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load_map(
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file(load_path),
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bottom_left.x,
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bottom_left.y,
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bottom_left.z,
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z_upper = z_idx,
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z_lower = z_idx,
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)
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for(var/turf/turf as anything in block(bottom_left, top_right))
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loaded_turfs += turf
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loaded_areas |= get_area(turf)
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// atoms can actually be in the contents of two or more turfs based on its icon/bound size
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// see https://www.byond.com/docs/ref/index.html#/atom/var/contents
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for(var/thing in (turf.get_all_contents() - turf))
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if(istype(thing, /obj/structure/cable))
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loaded_cables += thing
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else if(istype(thing, /obj/machinery/atmospherics))
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loaded_atmospherics += thing
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loaded_atom_movables |= thing
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SSatoms.InitializeAtoms(loaded_areas + loaded_atom_movables + loaded_turfs)
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SSmachines.setup_template_powernets(loaded_cables)
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SSair.setup_template_machinery(loaded_atmospherics)
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SEND_SIGNAL(src, COMSIG_LAZY_TEMPLATE_LOADED, loaded_atom_movables, loaded_turfs, loaded_areas)
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reservations += reservation
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return reservation
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// /datum/lazy_template/nukie_base
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// key = LAZY_TEMPLATE_KEY_NUKIEBASE
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// map_name = "nukie_base"
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// /datum/lazy_template/wizard_dem
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// key = LAZY_TEMPLATE_KEY_WIZARDDEN
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// map_name = "wizard_den"
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// /datum/lazy_template/ninja_holding_facility
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// key = LAZY_TEMPLATE_KEY_NINJA_HOLDING_FACILITY
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// map_name = "ninja_den"
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// /datum/lazy_template/abductor_ship
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// key = LAZY_TEMPLATE_KEY_ABDUCTOR_SHIPS
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// map_name = "abductor_ships"
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// /datum/lazy_template/heretic_sacrifice_room
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// key = LAZY_TEMPLATE_KEY_HERETIC_SACRIFICE
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// map_name = "heretic_sacrifice"
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