From 823e0c237b198b609b3b3ff67bddd23b2af17e9b Mon Sep 17 00:00:00 2001
From: DeltaFire <46569814+DeltaFire15@users.noreply.github.com>
Date: Sun, 26 May 2024 22:33:09 +0200
Subject: [PATCH 1/4] sigh
---
nsv13/code/controllers/subsystem/starsystem.dm | 9 +++++++--
.../overmap/fighters/fighters_launcher.dm | 17 ++++++++++++++---
.../code/modules/overmap/weapons/plasma_gun.dm | 4 +++-
3 files changed, 24 insertions(+), 6 deletions(-)
diff --git a/nsv13/code/controllers/subsystem/starsystem.dm b/nsv13/code/controllers/subsystem/starsystem.dm
index 0a4f35dde2e..44031c4455d 100644
--- a/nsv13/code/controllers/subsystem/starsystem.dm
+++ b/nsv13/code/controllers/subsystem/starsystem.dm
@@ -253,6 +253,7 @@ Returns a faction datum by its name (case insensitive!)
if(sys.name == id)
return sys
+///AVOID using this if possible, go by the objects current_system var if you can. Do not trust the weird ships[] list unless you HAVE to (e.g. you haven't set the system yet)
/datum/controller/subsystem/star_system/proc/find_system(obj/O) //Used to determine what system a ship is currently in. Famously used to determine the starter system that you've put the ship in.
var/datum/star_system/system
if(isovermap(O))
@@ -355,9 +356,13 @@ Returns a faction datum by its name (case insensitive!)
highestTickets = F.tickets
return winner
-/datum/controller/subsystem/star_system/proc/add_ship(obj/structure/overmap/OM, turf/target)
+/datum/controller/subsystem/star_system/proc/add_ship(obj/structure/overmap/OM, turf/target, datum/star_system/system_override)
ships[OM] = list("ship" = OM, "x" = 0, "y" = 0, "current_system" = system_by_id(OM.starting_system), "last_system" = system_by_id(OM.starting_system), "target_system" = null, "from_time" = 0, "to_time" = 0, "occupying_z" = OM.z)
- var/datum/star_system/curr = ships[OM]["current_system"]
+ var/datum/star_system/curr
+ if(!system_override)
+ curr = ships[OM]["current_system"]
+ else
+ curr = system_override
curr.add_ship(OM, target)
//Welcome to bracket hell.
diff --git a/nsv13/code/modules/overmap/fighters/fighters_launcher.dm b/nsv13/code/modules/overmap/fighters/fighters_launcher.dm
index cca65805662..61531e2f7d1 100644
--- a/nsv13/code/modules/overmap/fighters/fighters_launcher.dm
+++ b/nsv13/code/modules/overmap/fighters/fighters_launcher.dm
@@ -267,9 +267,20 @@
speed_limit = 20 //Let them accelerate to hyperspeed due to the launch, and temporarily break the speed limit.
addtimer(VARSET_CALLBACK(src, speed_limit, initial(speed_limit)), 5 SECONDS) //Give them 5 seconds of super speed mode before we take it back from them
-/obj/structure/overmap/small_craft/proc/handle_moved()
+/obj/structure/overmap/small_craft/proc/handle_moved() //Sooo we call this every single tile we move. Is there no better way? (There probably is)
+ //SIGNAL_HANDLER //This should be a signal handler but the proc it calls sleeps and I am not asyncing *this*.
check_overmap_elegibility()
+//FIXME:
+/*
+Working theories:
+a) something is being fucky with the reserved_z 0 of the fighter being used
+b) asteroid reserved areas for their zs are fucked.
+c) something is being fucked with the last overmap var.
+d) something weird is going on with e.g. the aetherwhisp ruin, asteroids that do not delete once left. - might be if it gets destroyed by damage after the ship leaves? what is get_turf(null)?
+//ATD: They DID dock to other rocks before, and the one before bricking was one that remained loaded.
+*/
+
/obj/structure/overmap/small_craft/proc/check_overmap_elegibility(ignore_position = FALSE, ignore_cooldown = FALSE) //What we're doing here is checking if the fighter's hitting the bounds of the Zlevel. If they are, we need to transfer them to overmap space.
if(!ignore_position && !is_near_boundary())
return FALSE
@@ -305,7 +316,7 @@
get_reserved_z()
if(current_system) // No I can't use ?, because if it's null we use the previous value instead
starting_system = current_system.name //Just fuck off it works alright?
- SSstar_system.add_ship(src, get_turf(OM))
+ SSstar_system.add_ship(src, get_turf(OM), current_system)
if(current_system && !LAZYFIND(current_system.system_contents, src))
LAZYADD(current_system.system_contents, src)
@@ -367,6 +378,6 @@
to_chat(pilot, "Docking complete. Gun safeties have been engaged automatically.")
SEND_SIGNAL(src, COMSIG_FTL_STATE_CHANGE)
if(reserved_z)
- free_treadmills += reserved_z
+ free_treadmills += reserved_z //THIS IS SUPER UNSAFE!! What if the fighter was holding a z with other player ships on it?? Should realloc it to another eligible overmap in system if that is the case!
reserved_z = null
return TRUE
diff --git a/nsv13/code/modules/overmap/weapons/plasma_gun.dm b/nsv13/code/modules/overmap/weapons/plasma_gun.dm
index 98e35f509e1..5fec3945d80 100644
--- a/nsv13/code/modules/overmap/weapons/plasma_gun.dm
+++ b/nsv13/code/modules/overmap/weapons/plasma_gun.dm
@@ -377,7 +377,9 @@
return
var/obj/structure/overmap/target_lock
var/target_distance
- var/datum/star_system/target_system = SSstar_system.find_system(overmap_firer)
+ var/datum/star_system/target_system = overmap_firer.current_system
+ if(!target_system)
+ return
var/list/targets = target_system.system_contents
for(var/obj/structure/overmap/ship in targets)
if(QDELETED(ship) && ship.mass != MASS_TINY) //It destroys itself when its target is destroyed, ignoring destroyed fighters
From cb5de9f4eff6f3b12bbf0c7036d965be737fa1da Mon Sep 17 00:00:00 2001
From: DeltaFire <46569814+DeltaFire15@users.noreply.github.com>
Date: Mon, 27 May 2024 18:29:40 +0200
Subject: [PATCH 2/4] ~
---
nsv13/code/modules/overmap/fighters/fighters_launcher.dm | 7 ++++---
1 file changed, 4 insertions(+), 3 deletions(-)
diff --git a/nsv13/code/modules/overmap/fighters/fighters_launcher.dm b/nsv13/code/modules/overmap/fighters/fighters_launcher.dm
index 61531e2f7d1..de8da6b66cf 100644
--- a/nsv13/code/modules/overmap/fighters/fighters_launcher.dm
+++ b/nsv13/code/modules/overmap/fighters/fighters_launcher.dm
@@ -274,10 +274,11 @@
//FIXME:
/*
Working theories:
-a) something is being fucky with the reserved_z 0 of the fighter being used
-b) asteroid reserved areas for their zs are fucked.
-c) something is being fucked with the last overmap var.
+a) something is being weird with the reserved_z 0 of the fighter being used
+b) asteroid reserved areas for their zs are not being handled properly.
+c) something is being odd with the last overmap var.
d) something weird is going on with e.g. the aetherwhisp ruin, asteroids that do not delete once left. - might be if it gets destroyed by damage after the ship leaves? what is get_turf(null)?
+e) the ships[] list of ssstarsystem is acting up again, aka the current working hypothesis.
//ATD: They DID dock to other rocks before, and the one before bricking was one that remained loaded.
*/
From 2c31e2992b07c70c2693eec1e94df9b9618245c0 Mon Sep 17 00:00:00 2001
From: DeltaFire <46569814+DeltaFire15@users.noreply.github.com>
Date: Sat, 13 Jul 2024 03:28:53 +0200
Subject: [PATCH 3/4] even more experimental stuff
---
.../code/controllers/subsystem/starsystem.dm | 2 +-
nsv13/code/modules/overmap/FTL/ftl_jump.dm | 23 +++++++++++++++----
.../overmap/fighters/fighters_launcher.dm | 15 ++++++------
nsv13/code/modules/overmap/overmap.dm | 17 ++++++++++++++
4 files changed, 43 insertions(+), 14 deletions(-)
diff --git a/nsv13/code/controllers/subsystem/starsystem.dm b/nsv13/code/controllers/subsystem/starsystem.dm
index 44031c4455d..366242bf860 100644
--- a/nsv13/code/controllers/subsystem/starsystem.dm
+++ b/nsv13/code/controllers/subsystem/starsystem.dm
@@ -680,7 +680,7 @@ Returns a faction datum by its name (case insensitive!)
for(var/mob/M in OM.mobs_in_ship)
M?.client?.color = null
if(dist <= 2)
- OM.current_system?.remove_ship(OM)
+ OM.current_system?.remove_ship(OM, is_ftl_jump = FALSE)
for(var/area/crushed as() in OM.linked_areas)
if(istype(crushed, /area/space))
continue
diff --git a/nsv13/code/modules/overmap/FTL/ftl_jump.dm b/nsv13/code/modules/overmap/FTL/ftl_jump.dm
index ce78db84359..f0efb31aad7 100644
--- a/nsv13/code/modules/overmap/FTL/ftl_jump.dm
+++ b/nsv13/code/modules/overmap/FTL/ftl_jump.dm
@@ -81,7 +81,7 @@
contents_positions = null
contents_positions = list()
-/datum/star_system/proc/remove_ship(obj/structure/overmap/OM, turf/new_location)
+/datum/star_system/proc/remove_ship(obj/structure/overmap/OM, turf/new_location, is_ftl_jump = TRUE)
var/list/other_player_ships = list()
for(var/atom/X in system_contents)
if(istype(X, /obj/structure/overmap))
@@ -95,7 +95,8 @@
OM.reserved_z = temp
OM.forceMove(new_location ? new_location : locate(OM.x, OM.y, OM.reserved_z)) //Annnd actually kick them out of the current system.
system_contents -= OM
- ftl_pull_small_craft(OM)
+ if(is_ftl_jump)
+ ftl_pull_small_craft(OM)
return //Early return here. This means that another player ship is already holding the system, and we really don't need to double-check for this.
OM.forceMove(new_location ? new_location : locate(OM.x, OM.y, OM.reserved_z)) //Annnd actually kick them out of the current system.
@@ -104,16 +105,28 @@
if(!OM.reserved_z) //If this isn't actually a big ship with its own interior, do not pull ships, as only those get their own reserved z.
return
if(other_player_ships.len) //There's still other ships here, only pull ships of our own faction.
- ftl_pull_small_craft(OM)
+ if(is_ftl_jump)
+ ftl_pull_small_craft(OM)
return
+
for(var/atom/movable/X in system_contents) //Do a last check for safety so we don't stasis a player ship that slid by our other checks somehow.
if(istype(X, /obj/structure/overmap))
var/obj/structure/overmap/ship = X
if(ship != OM && ship.reserved_z) //If there's somehow a player ship in the system that is somehow not in other_player_ships, emergency return.
message_admins("Somehow [ship] got by the initial checks for system exits. This probably shouldn't happen, yell at a coder and / or check ftl.dm")
- ftl_pull_small_craft(OM)
+ if(is_ftl_jump)
+ ftl_pull_small_craft(OM)
return
- ftl_pull_small_craft(OM, FALSE)
+ if(is_ftl_jump)
+ ftl_pull_small_craft(OM, FALSE)
+ else //We are leaving the overmap while holding system and with no other current holders, which risks nullspacing
+ for(var/obj/structure/overmap/last_chance in system_contents)
+ if(!last_chance.spec_pre_system_unload())
+ continue
+ last_chance.reserved_z = OM.reserved_z //We are about to nullspace something that should preserve z. Hand over your z instead.
+ OM.reserved_z = null
+ return
+
for(var/atom/movable/X in system_contents)
contents_positions[X] = list("x" = X.x, "y" = X.y) //Cache the ship's position so we can regenerate it later.
X.moveToNullspace() //Anything that's an NPC should be stored safely in nullspace until we return.
diff --git a/nsv13/code/modules/overmap/fighters/fighters_launcher.dm b/nsv13/code/modules/overmap/fighters/fighters_launcher.dm
index de8da6b66cf..2417666ffec 100644
--- a/nsv13/code/modules/overmap/fighters/fighters_launcher.dm
+++ b/nsv13/code/modules/overmap/fighters/fighters_launcher.dm
@@ -271,15 +271,14 @@
//SIGNAL_HANDLER //This should be a signal handler but the proc it calls sleeps and I am not asyncing *this*.
check_overmap_elegibility()
-//FIXME:
+
/*
-Working theories:
-a) something is being weird with the reserved_z 0 of the fighter being used
+Welcome to the "uh oh" zone because fighters travelling from and to overmaps is a bit volatile.
+Last time things broke it was caused by d), but if small ship docking starts being weird again, check these four possible weak points first:
+a) something is being weird with the reserved_z of the fighter being used.
b) asteroid reserved areas for their zs are not being handled properly.
c) something is being odd with the last overmap var.
-d) something weird is going on with e.g. the aetherwhisp ruin, asteroids that do not delete once left. - might be if it gets destroyed by damage after the ship leaves? what is get_turf(null)?
-e) the ships[] list of ssstarsystem is acting up again, aka the current working hypothesis.
-//ATD: They DID dock to other rocks before, and the one before bricking was one that remained loaded.
+d) the ships[] list of ssstarsystem is acting up again.
*/
/obj/structure/overmap/small_craft/proc/check_overmap_elegibility(ignore_position = FALSE, ignore_cooldown = FALSE) //What we're doing here is checking if the fighter's hitting the bounds of the Zlevel. If they are, we need to transfer them to overmap space.
@@ -369,7 +368,7 @@ e) the ships[] list of ssstarsystem is acting up again, aka the current working
var/turf/T = get_turf(pick(OM.docking_points))
forceMove(T)
if(current_system)
- current_system.remove_ship(src, T)
+ current_system.remove_ship(src, T, is_ftl_jump = FALSE)
OM.overmaps_in_ship += src
bound_width = initial(bound_width)
bound_height = initial(bound_height)
@@ -379,6 +378,6 @@ e) the ships[] list of ssstarsystem is acting up again, aka the current working
to_chat(pilot, "Docking complete. Gun safeties have been engaged automatically.")
SEND_SIGNAL(src, COMSIG_FTL_STATE_CHANGE)
if(reserved_z)
- free_treadmills += reserved_z //THIS IS SUPER UNSAFE!! What if the fighter was holding a z with other player ships on it?? Should realloc it to another eligible overmap in system if that is the case!
+ free_treadmills += reserved_z
reserved_z = null
return TRUE
diff --git a/nsv13/code/modules/overmap/overmap.dm b/nsv13/code/modules/overmap/overmap.dm
index 86da1c84a30..13601f2f92e 100644
--- a/nsv13/code/modules/overmap/overmap.dm
+++ b/nsv13/code/modules/overmap/overmap.dm
@@ -537,9 +537,12 @@ Proc to spool up a new Z-level for a player ship and assign it a treadmill.
M.forceMove(T)
M.apply_damage(200)
kill_boarding_level()
+ if(current_system)
+ current_system.remove_ship(src, is_ftl_jump = FALSE) //bit risky call since we already do the thing before but probably should still work.
if(reserved_z)
free_treadmills += reserved_z
reserved_z = null
+ current_system = null //I'm not sure why we never dropped this variable.
return ..()
/obj/structure/overmap/forceMove(atom/destination)
@@ -973,3 +976,17 @@ Proc to spool up a new Z-level for a player ship and assign it a treadmill.
var/_z = pick_n_take(free_treadmills)
reserved_z = _z
return reserved_z
+
+///Special proc called right before a system is nullspaced and a last chance to assume a z. Returns TRUE if the ship should not be unloaded.
+/obj/structure/overmap/proc/spec_pre_system_unload()
+ if(!ai_controlled && length(mobs_in_ship))
+ return TRUE
+ return FALSE
+
+/obj/structure/overmap/small_craft/spec_pre_system_unload()
+ . = ..()
+ if(.)
+ return
+ if(ftl_drive)
+ return TRUE
+ return FALSE
From 466d73f3c077ccf3ab1dff0ee8818344612a8163 Mon Sep 17 00:00:00 2001
From: DeltaFire <46569814+DeltaFire15@users.noreply.github.com>
Date: Sat, 13 Jul 2024 03:36:04 +0200
Subject: [PATCH 4/4] clarify
---
nsv13/code/modules/overmap/overmap.dm | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/nsv13/code/modules/overmap/overmap.dm b/nsv13/code/modules/overmap/overmap.dm
index cac46dbcdf7..6184028ce4e 100644
--- a/nsv13/code/modules/overmap/overmap.dm
+++ b/nsv13/code/modules/overmap/overmap.dm
@@ -538,7 +538,7 @@ Proc to spool up a new Z-level for a player ship and assign it a treadmill.
M.apply_damage(200)
kill_boarding_level()
if(current_system)
- current_system.remove_ship(src, is_ftl_jump = FALSE) //bit risky call since we already do the thing before but probably should still work.
+ current_system.remove_ship(src, is_ftl_jump = FALSE) //bit risky call since we already do some things before but probably should still work.
if(reserved_z)
free_treadmills += reserved_z
reserved_z = null