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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>
110 lines
3.9 KiB
Plaintext
110 lines
3.9 KiB
Plaintext
PROCESSING_SUBSYSTEM_DEF(dcs)
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name = "Datum Component System"
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flags = SS_NO_INIT
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wait = 1 SECONDS
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var/list/elements_by_type = list()
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/**
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* A nested assoc list of bespoke element types (keys) and superlists containing all lists used as arguments (values).
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* Inside the superlists, lists that've been sorted alphabetically are keys, while the original unsorted lists are values.
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*
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* e.g. list(
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* /datum/element/first = list(list(A, B, C) = list(B, A, C), list(A, B) = list(A, B)),
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* /datum/element/second = list(list(B, C) = list(C, B), list(D) = list(D)),
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* )
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*
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* Used by the dcs_check_list_arguments unit test.
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*/
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var/list/arguments_that_are_lists_by_element = list()
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/**
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* An assoc list of list instances and their sorted counterparts.
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*
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* e.g. list(
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* list(B, A, C) = list(A, B, C),
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* list(C, B) = list(B, C),
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* )
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*
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* Used to make sure each list instance is sorted no more than once, or the unit test won't work.
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*/
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var/list/sorted_arguments_that_are_lists = list()
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/datum/controller/subsystem/processing/dcs/Recover()
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_listen_lookup = SSdcs._listen_lookup
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/datum/controller/subsystem/processing/dcs/proc/GetElement(list/arguments, init_element = TRUE)
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var/datum/element/eletype = arguments[1]
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var/element_id = eletype
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if(!ispath(eletype, /datum/element))
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CRASH("Attempted to instantiate [eletype] as a /datum/element")
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if(initial(eletype.element_flags) & ELEMENT_BESPOKE)
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element_id = length(arguments) == 1 ? "[arguments[1]]" : GetIdFromArguments(arguments)
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. = elements_by_type[element_id]
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if(. || !init_element)
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return
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. = elements_by_type[element_id] = new eletype
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/****
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* Generates an id for bespoke elements when given the argument list
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* Generating the id here is a bit complex because we need to support named arguments
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* Named arguments can appear in any order and we need them to appear after ordered arguments
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* We assume that no one will pass in a named argument with a value of null
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**/
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/datum/controller/subsystem/processing/dcs/proc/GetIdFromArguments(list/arguments)
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var/datum/element/eletype = arguments[1]
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var/list/fullid = list(eletype)
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var/list/named_arguments
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for(var/i in initial(eletype.argument_hash_start_idx) to length(arguments))
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var/key = arguments[i]
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if(istext(key))
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var/value = arguments[key]
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if (isnull(value))
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fullid += key
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else
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if (!istext(value) && !isnum(value))
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if(PERFORM_ALL_TESTS(dcs_check_list_arguments) && islist(value))
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add_to_arguments_that_are_lists(value, eletype)
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value = REF(value)
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if (!named_arguments)
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named_arguments = list()
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named_arguments[key] = value
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continue
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if (isnum(key))
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fullid += key
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else
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if(PERFORM_ALL_TESTS(dcs_check_list_arguments) && islist(key))
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add_to_arguments_that_are_lists(key, eletype)
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fullid += REF(key)
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if(named_arguments)
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named_arguments = sortTim(named_arguments, GLOBAL_PROC_REF(cmp_text_asc))
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fullid += named_arguments
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return list2params(fullid)
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/**
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* Offloading the first half of the dcs_check_list_arguments here, which is populating the superlist
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* with sublists that will be later compared with each other by the dcs_check_list_arguments unit test.
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*/
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/datum/controller/subsystem/processing/dcs/proc/add_to_arguments_that_are_lists(list/argument, datum/element/element_type)
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if(initial(element_type.element_flags) & ELEMENT_NO_LIST_UNIT_TEST)
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return
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var/list/element_type_superlist = arguments_that_are_lists_by_element[element_type]
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if(!element_type_superlist)
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arguments_that_are_lists_by_element[element_type] = element_type_superlist = list()
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var/list/sorted_argument = argument
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if(!(initial(element_type.element_flags) & ELEMENT_DONT_SORT_LIST_ARGS))
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sorted_argument = sorted_arguments_that_are_lists[argument]
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if(!sorted_argument)
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sorted_arguments_that_are_lists[argument] = sorted_argument = sortTim(argument.Copy(), GLOBAL_PROC_REF(cmp_embed_text_asc))
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element_type_superlist[sorted_argument] = argument
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