Repaths obj/machinery to obj/structure/machinery. **Note for
reviewers:** the only meaningful changed code exists within
**code/game/objects/structures.dm** and
**code/game/objects/structures/_machinery.dm**, largely concerning
damage procs. With the exception of moving airlock defines to their own
file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES.
Objects, _categorically_, are largely divided between those you can hold
in your hand/inventory and those you can't. Machinery objects are
already subtypes of Structures behaviorally, this PR just makes their
pathing reflect that, and allows for future work (tool actions, more
health/destruction functionality) to be developed without unnecessary
code duplication.
I have tested this PR by loading up the Horizon and dismantling various
machines and structures with tools, shooting guns of various types
throughout the ship, and detonating a bunch of explosions throughout the
ship.
Replace /datum/gas_mixture/proc/return_pressure with XGM_PRESSURE(xgm)
macro. Having such a relatively simple statement contributing proc
overhead to procs called millions of times is ridiculous
Rename /datum/gas_mixture/proc/zburn to react, deleting the old react
which was just an alias for it. Free proc overhead
Turn check_combustibility into a macro CHECK_COMBUSTIBLE(is_cmb, xgm).
also rewrite it slightly so that it only needs to do one pass. Its a bit
nasty so I apologize for that, but speeeeed.
Delete most powernet and obj/machinery/power procs for handling power,
replacing them with macros. The fact that we were unironically calling a
draw_power() on APCs to call draw_power() on their terminals to call
draw_power() on their powernet every single process tick was insane.
Turn `between` into a macro alias for clamp() since the param order is
different
turn `Percent` into a macro AS_PCT
Rewrite significant chunks of update_canmove so its not quite as
horrifying of a proc and hopefully doesn't eat the entire mob subsystem
every movement now
For a robust crafting system, I need a new materials framework.
For a new materials framework, I need to clean up reagents.
To clean up reagents, I need to pare down foods from reagent holders.
To pare down foods from reagent holders, I need to port edibility
components.
To port edibility components, I need to port processing components.
To port processing components, I need to port tool behaviors.
This is all back-end code, no new features or functionality from this.
This PR includes several changes to bring our wound code up to date with
baystation, nebula, and modern standards. Highlights include:
- The usage of integers between 0 and 100 for ratios (expressed as a
percentage), instead of 0.0 to 1.0. Small decimal values are prone to
floating point precision errors, but by moving to a percentage instead,
we can reduce the impact of this.
- The untangling of damage flags and injury flags, which were used
interchangably in the code. This could have caused issues should we
expand any of these.
- Larger embedded objects now halt bleeding in wounds, until they are
pulled out. In exchange however, embedded objects will halt healing in
wounds (it is difficult to close an open wound that currently has a rod
stuck in it)
- A lot of data, such as implanted objects and organs, are now stored in
amputated limbs.
Part one of our nefarious plans to destroy lag forever, and also
accomplish some cool shit.
This replaces our renderer system with plane masters, this will also be
used to turn skyboxes into backdrops and thus totally remove skybox
updating lag. Additionally, this will let us manipulate entire planes
very easily to do all sorts of zany shit. All credit goes to the
original coders, this is some seriously cool stuff.
Also fixes some bizarre smoothing behaviour, reduces updateoverlays
calls since now not every single structure in the game tries smoothing
with nothing.
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/9b7cecd7-3c47-448b-9dd8-9b904640bf82"
/>
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/647d75a2-1bff-45ca-ab92-0aea10631afd"
/>
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
This PR was requested by the loremaster @Triogenics. According to the
loremaster, all modern electronics in the setting should require a small
amount of elemental phoron for its capacity as a room temperature
superconductor. This is also needed to play into the "Phoron Scarcity"
lore arc.
So this PR does exactly that, making all electronics cost a very small
amount of Phoron to create. Existing machine shop and science stockpiles
of phoron crystals are sufficient to manufacture these for the time
being, though that may not be the case in the future. :)
To keep things logically consistent, I've also made it so that circuit
boards both actually contain the matter used to print them, and can be
recycled to at least partially recover that matter. Have fun breaking
down thousands and thousands of old circuit boards to get a few flakes
of phoron once things start getting bad.
Extends and reworks how various extended information text (desc_info,
desc_build, desc_upgrades) are handled to make object interactions and
mechanics A.) much more clearly documented in-game and B.) much easier
to support from the back-end.
Almost certainly a candidate for test merge.
Assembly/Disassembly instructions are noticeably sporadic, largely due
to our current lack of a unified framework. That's a future thing I'd
like to attack so that it can be handled programmatically, but for now I
only targeted the biggest culprits as I came across them.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Refactored the attack proc signature.
Added signals and components for the attack proc.
Added signals and components for the attackby proc.
Adjusted some leftover attackby procs signatures.
Added grep test to ensure people don't keep adding attack/attackby procs
with the wrong signature.
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.
Our SSOverlays system is outdated, and is likely the cause of many of
the issues seen in #18895. It has also been linked to a massive server
performance decrease.
This brings an updated system from Baystation, hopefully with speed
increases.
Should be testmerged, ideally with #18895.
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
Part 2 of the PR series to bring /tg/'s and bay's plane masters to
Aurora, the lack of which is blocking several features we want.
This ports over the easier to understand Bay version of plane masters,
which is detailed in the relevant readme file in the code. Example
effect code for a warp effect is also in, which has been implemented for
gravity catapults.
Relies on #18741
---------
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Cody Brittain <cbrittain10@live.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
This is part 1 of a project to, eventually, bring the render planes
system from /tg/ and bay into Aurora. This is a prerequisite and blocker
for many things the development team and community want to have, and
this was long overdue.
Many objects have been re-assigned layers, which are now thoroughly
defined. Maps have had their custom layer defines purged, as we should
be moving away from this in favor of saner definitions in the base
items.
This should be a test-merge due to the sheer amount of layers changed,
which will very likely create issues that I cannot possibly discover and
debug in a reasonable amount of time myself.
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
* SDQL2 update
* fix that verb
* cl
* fix that
* toworld
* this is pointless
* update info
* siiiiick..
* vv edit update
* fix that
* fix editing vars
* fix VV
* Port the /TG/ globals controller.
* part 1
* part 2
* oops
* part 3
* Hollow Purple
* sadas
* bsbsdb
* muda na agaki ta
* ids 1-15
* 16-31
* 41-75
* bring me back to how things used to be before i lost it all
* the strength of mayhem
* final touches
* cl
* protect some vars
* update sdql2 to use glob
* stuff?
* forgot that is not defined there
* whoops
* observ
* but it never gets better
* a
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* i alone am the honoured one
* THROUGHOUT HEAVEN AND EARTH I ALONE AM THE HONOURED ONE
* hollow point
* nanana
* ssss
* tgsay final touches
* stuff
* tgui inputs
* help
* carpal tunnel syndrome
* ffff
* again and again and again and again
* hehehehe
* dsada
* readd sanitize
* whoops
* dsad
* nah fuck that
* sd
* fix
* ow
* remove prefs for testmerging
* oops
* oops 2
* fix that
* f
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* My heart is dragging me down into...
...oblivion!
* drifting closer to the edge but she won't have me
* ever round me we are dead before we meet her
* for the last time
* wake up in sweat
* n
* fff
* uff
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* I wanna set the universe on fire
* dfsaaf
* setup
* dir issue?
* dsf
* Perhaps the script
* saf
* cry
* pain
* sdfas
* Try reintroduction of tag-matcher
* Failed
* Tries to suppress dotnet compile warnings
* Like this maybe?
* woopsie
* Damn pathings
* Hate
* Pragmas
* unlint?
* Maybe?
* GDI
* Redundant ifdef removed and changelog
* Did I forgot the tag matcher, or it was still broken?
* Yea no that script is still broken
* Removed tag-matcher as requested
* *sigh*
* test
* bro what?
* hope
* just fixing the input
* Let's see if we catch it...
* Ports SStyping from Nebula.
* the spook
* a
* fix
* bring the fanfare to its knees
* add a speech bubble type pref
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* Update the codebase to 515.
* edit that
* WHOOPS
* maor
* maybe works
* libcall and shit
* do that too
* remove that
* auxtools isnt updated so get rid of it
* actually remove auxtools lol
Co-authored-by: Matt Atlas <liermattia@gmail.com>