mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-14 17:45:02 +01:00
docker-container
9 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
8c45d4466c |
[MDB IGNORE] Cleans up AI core structure, un-spaghettis some AI code (#93873)
## About The Pull Request The AI core structure now fully integrates item/tool interactions and no longer uses attackby/take_damage overrides. Construction behaviour has been isolated into its own file. All handling relating to the AI core's status when shunted has been turned into signals. For this reason, helper procs for managing core link state have been made and integrated into the relevant users (APC shunting, mech takeover). The AI core no longer references the remote AI mob. /obj/structure/ai_core/deactivated has been removed from code since it had no function after refactoring. There was only a single instance of it being used in a map, which has been replaced with a var edit. There may be more things I changed, but I'm h |
||
|
|
9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
|
||
|
|
4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
||
|
|
b34f833df9 |
Makes pod doors re-constructible (#82939)
## About The Pull Request Adds the ability to reconstruct pod doors once deconstruction has been started, and adds a pre-deconstructed pod door to the list of plasteel crafting recipes. Also adds context tips and some minor extra feedback during deconstruction steps. ## Why It's Good For The Game Closes https://github.com/tgstation/tgstation/issues/68800 Door construction like airlocks are all possible this slap-crafting rather than stuffing all of it in the crafting menu, I thought it would be nice to have pod doors available there as well. ## Changelog 🆑 fix: You can now re-construct pod doors that had deconstruction started. qol: You can now make pod door assemblies using plasteel in-hand. /🆑 |
||
|
|
0417e090cc |
Removes camera assembly structures (#81656)
## About The Pull Request Removes the camera assembly structure middleman between the camera wallframe and camera machine. All its behavior has been instead moved to the camera, and I've tried to keep as much of the behavior the same as before. This also fixes the issue that camera assemblies had where, upon the construction being finished, it would move itself into the newly finished camera machine, therefore taking itself off a wall, therefore deconstructing itself. This resulted in 2 piece of iron being in each camera machine (except roundstart ones), and because camera machines rely on the assembly inside of them for upgrades and such, upgrading didn't work at all. I've also made camera nets use defines (not in map) so it's easier to find a list of them all, and tried to add autodoc comments to nearly every var in camera code. ## Why It's Good For The Game Removes copy paste and spaghetti code between structure and machine camera, thus making it easier to work around with. Closes https://github.com/tgstation/tgstation/issues/79019 ## Changelog 🆑 fix: Cameras built in-round can be upgraded again. fix: Deconstructing cameras now more consistently return to you the upgrades inside of the camera. fix: RD's telescreen can now properly see Ordnance cameras again. fix: [Deltastation] Library art gallery no longer has an invisible camera. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
||
|
|
9bea7cbb8b |
General maintenance for frames (#81473)
## About The Pull Request Builds upon the changes in https://github.com/tgstation/tgstation/pull/81477 **1. Qol** - Adds detailed examines & screentips for building & deconstructing both machine & computer frames - Adding a circuitboard from a rped to a computer frame will automatically screw it in place like before **2. Code Improvements** - Merged procs like `update_path_names()` , `get_requested_amt()` etc into their required places to reduce proc calls - Autodocs procs like `add_cable()`, `add_glass()` etc. makes them private - Moved code for machine frame into its own file |
||
|
|
0a03741a35 | Comprehensive frame refactor to fix being unable to thwack frames with brute force to break them (#81477) | ||
|
|
7626c3bd6c |
Tram v6/Transport Subsystem (#78230)
Co-authored-by: Unit0016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> |
||
|
|
66f726dfe3 |
General code maintenance for rcd devices and their DEFINE file (#78443)
## About The Pull Request The changes made can be best summarized into points **1. Cleans up `code/_DEFINES/construction.dm`** Looking at the top comment of this file https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/__DEFINES/construction.dm#L1 One would expect stuff related to materials, rcd, and other construction related stuff. Well this file is anything but Why is there stuff related to food & crafting over here then? https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/__DEFINES/construction.dm#L91-L94 It gets worse why are global lists declared here? https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/__DEFINES/construction.dm#L115 There is a dedicated folder to store global lists i.e. `code/_globalvars/lists` for lists like these. These clearly don't belong here On top of that a lot of construction related defines has been just dumped here making it too large for it's purposes. which is why this file has been scraped and it's 1. crafting related stuff have been moved to its `code/_DEFINES/crafting.dm` 2. global lists for crafting moved to `code/_globalvars/lists/crafting.dm` 3. Finally remaining construction related defines split apart into 4 file types under the new `code/_DEFINES/construction` folder - `code/_DEFINES/construction/actions.dm` -> for wrench act or other construction related actions - `code/_DEFINES/construction/material.dm` -> contains your sheet defines and cable & stack related values. Also merged `code/_DEFINES/material.dm` with this file so it belongs in one place - `code/_DEFINES/construction/rcd.dm` -> dedicated file for everything rcd related - `code/_DEFINES/construction/structures.dm` -> contains the construction states for various stuff like walls, girders, floodlight etc By splitting this file into multiple meaningful define file names will help in reducing merge conflicts and will aid in faster navigation so this is the 1st part of this PR **2. Debloats the `RCD.dm` file(Part 1)** This uses the same concepts as above. i.e. moving defines into their appropriate files for e.g. https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/game/objects/items/rcd/RCD.dm#L170 1. Global vars belong in the `code/_globalvars` folder so these vars and their related functions to initialize them are moved into the `code/_globalvars/rcd.dm` file 2. See this proc https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/game/objects/items/rcd/RCD.dm#L200 This proc does not belong to the `obj/item/construction/rcd` type it's a global "helper function" this is an effect proc as it creates rcd holograms so it has been moved to the `code/game/objects/effects/rcd.dm` file which is a global effect that can be used by anyone And with that we have moved these vars & procs into their correct places & reduced the size of this file . We can go even further **3. Debloats the `RCD.dm` file(Part 2)** This deals with the large list which contains all the designs supported by the RCD https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/game/objects/items/rcd/RCD.dm#L42 This list contains a lot of local defines. We can scrape some of them and reduce the overall bulkiness & memory requirements of this list and so the following defines ``` #define WINDOW_TYPE "window_type" #define COMPUTER_DIR "computer_dir" #define WALLFRAME_TYPE "wallframe_type" #define FURNISH_TYPE "furnish_type" #define AIRLOCK_TYPE "airlock_type" #define TITLE "title" #define ICON "icon" #define CATEGORY_ICON_STATE "category_icon_state" #define CATEGORY_ICON_SUFFIX "category_icon_suffix" #define TITLE_ICON "ICON=TITLE" ``` Have all been removed making this list a lot more cleaner. Why? because a lot of these are just semantic sugar, we can infer the value of a lot of these defines if we just know the type path of the structure the rcd is trying to build for e.g. take these 2 defines https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/game/objects/items/rcd/RCD.dm#L13-L15 These defines tell the rcd UI the name and the icon it should display. Rather than specifying these manually in the design we can infer them like this ``` var/obj/design = /obj/structure/window //let's say the rcd is trying to build an window var/name = initial(design.name) //we have inferred the name of the design without requiring TITLE define var/icon = initial(design.icon_state) //we have inferred the icon of the design without requiring ICON define ``` And so by using similar logic to the remaining defines we can eliminate a lot of these local defines and reduce the overall size of this list. The same logic applies to the different modes of construction, the following defines https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/__DEFINES/construction.dm#L186-L192 Have all been removed and replaced with a single value `RCD_STRUCTURE` All these modes follow the same principle when building them 1. First check the turf if the structure exists. If it does early return 2. If not create a new structure there and that's it So rather than creating a new construction mode every time you want to add a new design we can use this mode to apply this general approach every time The design list has also now been made into a global list rather than a private static list. The big advantage to this is that the rcd asset cache can now access this list and load the correct icons from the list directly. This means you no longer have to manually specify what icons you want to load which is the case currently. https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/modules/asset_cache/assets/rcd.dm#L8-L9 This has lead to the UI icons breaking twice now in the past - #74194 - #77217 Hopefully this should never repeat itself again **4. Other RCD like device changes** - Fixed the broken silo link icon when the radial menu of the RLD was opened - replaced a lot of vars inside RLD with defines to save memory - Small changes to `ui_act` across RCD, Plumbing RCD and RTD - Removed unused vars in RCD and snowflaked code - Moved a large majority of `ui_data()` to `ui_static_data()` making the experience much faster Just some general clean up going on here **5. The Large majority of other code changes** These are actually small code changes spread across multiple files. These effect the `rcd_act()` & the `rcd_vals()` procs across all items. Basically it - Removes a large majority of `to_chat()` & `visible_message()` calls. This was done because we already have enough visual feedback of what's going on. When we construct a wall we don't need a `to_chat()` to tell us you have a built a wall, we can clearly see that - replaces the static string `"mode"` with a predefined constant `RCD_DESIGN_MODE` to bring some standard to use across all cases Should reduce chat spam and improve readability of code. **6. Airlock & Window names** The rcd asset cache relies on the design name to be unique. So i filled in the missing names for some airlocks & windows which are subjective and open to change but must have some value **7 Removes Microwave PDA upgrade** The RCD should not be allowed to build this microwave considering how quickly it can spawn multiple structures and more importantly as it's a special multipurpose machine so you should spend some effort in printing it's parts and acquiring tools to complete it. This upgrade makes obsolete the need to carry an - A RPED to install the parts - A screwdriver to complete the frame - The circuit board for the microwave The most important point to note here is that whenever an RPED/circuit board is printed at an lathe it charges you "Lathe Tax". The RCD with this upgrade would essentially bypass the need to "Pay Taxes" at these lathes as you are just creating a circuit board from thin air. This causes economy imbalance(10 cr per print) which scales up the more of these machines you make so to avoid this let's end the problem here Not to mention people would not find the need to print the circuit board for a regular microwave now if they have an RCD because they can just make this microwave type making the need for a regular microwave completely pointless. Just build a machine frame with the RCD and complete the microwave from there ## Changelog 🆑 code: moved global vars, lists and helper procs for construction related stuff to their appropriate files code: reduced overall code size & memory of rcd design list and removed unused defines refactor: removed a ton of chat alerts for rcd related actions to help reduce chat spam refactor: some airlock & window default names have changed fix: broken icon in radial menu of rld silo link remove: removes microwave pda upgrade from RCD. It's a special machine so spend some time in building it rather than shitting them out for free with the RCD. Use the RCD upgrade to spawn a machine frame instead & go from there /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |