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2dfbf0b81a |
Adds a unit test that makes sure subsystem flags make sense (#96022)
## About The Pull Request There's a few of these that conflict, mostly relating to timing. This conflicting won't actually break anything but it does muddy "what is this doing" somewhat and it's good to be clear so here we go ## Why It's Good For The Game Makes the MC very slightly harder to confuse yourself with |
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43c59a17d2 |
Prevents people crashing into their own mounts if they're thrown together (#95647)
## About The Pull Request Throwing code checked for the obstacle being buckled to the thrown object, but not vise versa. In some cases (such as riding a mob) this could cause you to violently crash into your own mount while flying but still continue your flight. ## Changelog 🆑 fix: Fixed people crashing into their own mounts if they're thrown together /🆑 |
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f2360d64fd | Gives subsystem controllers a bitfield def to make vv easier, renames their flags var (#95439) | ||
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a2c7c8e57b |
Heretic Antagonist Full Overhaul. (#92119)
## About The Pull Request Heretic has received a complete overhaul. This PR touches nearly every aspect of the antagonist. For readability's sake, not every change is going to be listed in this pull request. For the full list of changes please refer to the design doc: https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g. Code by Me, @Xander3359 and @Arturlang TGUI by @Arturlang Sprites by OrcaCora and GregorDM Writing bits by @necromanceranne ### Core changes - Cross-pathing has been removed. Main knowledge spells are now exclusive to their path (for the most part). - For every main knowledge unlocked (save for the robes and the blade upgrade), Heretics can choose one option from a draft of 3 random side knowledges (this is a free point). - Heretics can now purchase side knowledges from a new tab, the "Knowledge Shop". Side-knowledges have been divided by tier (Stealth, Defense, Summons, Combat and Main). Tiers are unlocked as you progress toward your main path. - Heretics now gain the grasp and mark upgrade immediately, but their main knowledge choices cost twice as much (except for the first spell, the robes and the blade upgrade). - Path specific robes have been introduced! They come with their own set of quirks. - Each Path has received a passive ability. This passive is upgraded when you first create your robes, and again when you complete the Ritual of Knowledge. - Paths have been rebalanced as a result of the removal of cross-path progression. Cosmic and Moon paths have received soft reworks. - Upon unlocking the path 2nd level or reaching a total of 8 points worth of knowledge, Heretics will lose the ability to blade break (and the limit on blades all together). - Ascension now automatically calls the shuttle with no possibility of a recall. - Late join Heretic has been removed. ### New UI <img width="750" height="635" alt="moon path ui" src="https://github.com/user-attachments/assets/184ef783-5c9c-48a1-a2f7-4807ca93e990" /> ### Knowledge shop <img width="787" height="669" alt="Knowledge shop" src="https://github.com/user-attachments/assets/3dc89b84-8c70-4d47-b612-54396e3ea6e7" /> ### Quality of life //General balance changes - Heretics will now gain X-ray vision for a few seconds when nearby an eldritch essence (this effect has a cooldown). - Ritual of knowledge now requires 1 uncommon item instead of 2. You may now use a stunprod instead of a baton to complete the ritual. Beartraps have been removed from the list of possible reagents. - The maximum number of possible sacrifices required to ascend has been reduced from 6 to 5 while the minimum has been upped to 4. - Codex Cicatrix no longer requires a special pen to be made. ### Passive abilities - Heretics now start with a passive ability. You can find what it does on the path info tab after a path has been selected, and what they gain when upgraded. - Crafting your first set of Eldritch robes will bump your passive to level 2. - Unlocking the 2nd level will subsequently unlock your "Ritual Of Knowledge" - Completing the ritual of knowledge or ascending will net you the final level. ### Path Specific Robes - Armorer's Ritual is no longer a side knowledge. Each path will have their own unique version of the ritual. This is placed after the 2nd spell in the tree. - Robes can no longer be destroyed by fire and acid, grant t4 flash protection (Moth Heretics stay winning) and protection against basic syringes, to bring them on par with other antagonist's armor sets. - The recipe to craft the robes is now a set of armor/vest, a mask (any mask will do now, not just gas masks), plus the unique reagent required for the blades (Plasma for Cosmic, Trash For Rust, match for Ash and so on) - Wearing the robes as a non-heretic may yield some unfortunate side-effects. ### Moon Path Rework Moon path rework. Moon Heretics gain immunity to brain traumas and slowly regenerate brain health. Equipping the moon amulette channels its effects through the moon blade; making it unblockable and cause sanity damage instead of brute. Ring leader's Rise now summons an army of harmless clones that explode when attacked; the explosion briefly stuns non-heretics and cause sanity and brain damage to them. Moon blade can also now be used when pacified and Moon spells are no longer blocked by regular anti magic, only mind magic protection. **Cosmic Path Rework** Cosmic path has received the biggest batch of changes alongside Moon. The path has been dead last in ascension and pickrate (less than 5%) for almost 2 years. It did gain some popularity over the last few months, reaching the highest ascension rate in the game (12%) while mantaining a relatively low pickrate. Cosmic sits in a weird spot, where pretty much every knowledge surrounding the path is either mediocre or, in the case of the ascension, dysfunctional. Yet it has maintained a smidge of relevancy due to how quickly Cosmic heretics can capture and sacrifice targets thanks to Star Touch. As a result, the best course of action would be to rebalance the entirety of the kit; granting the heretic more tools to manipulate space and dictate the flow of a fight, while lessening their ability to end a confrontation by instantly sleeping their opponents. lastly The Star Gazer is now ghost controlled ; And they shoot lazers! <img width="636" height="451" alt="gazer gag 3" src="https://github.com/user-attachments/assets/601d6881-c042-4e42-8ce6-ac90cd27848b" /> ## Why It's Good For The Game ### Ok...but why do we want this? Again, if you want my full reasoning, please check my doc https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g. To keep it short and concise; Heretic is too complex and unintuitive for its own good. Too impenetrable for new players and too abusable for experienced players. This can be chalked up to a lot of poor design decisions. But ultimately, what I believe being the biggest contributor to the current status of Heretic is the ability to move into different paths, also known as "Cross-Pathing". ### Cross Pathing my beloathed. Cross-pathing, while cool in theory, overcomplicates the antagonist and overloads them with power. Players dealing with the heretic are incapable of working out what a given heretic can do. This also leads to late game heretics having 3 rows Worth of action buttons and virtually no weakness. Over the last year, I've often received the understandable but also kind of unfair accusations of making Heretic too powerful without a clear aim or purpose. My goal with the paths I've reworked over the last year (Rust,Void and Blade) wasn't necessarily to just make them stronger (although that was also part of the goal, as they were paths that were underperforming), but for them to have more interactions with the sandbox and to better live up to the fantasy presented to the player. If an harbringer of frost gets countered by a cup of coffee, we probably messed something up. Unfortunately, the current incarnation of Heretic doesn't really allow for surgical balance changes to specific paths. Every time a knowledge gets buffed, we make every path that can easily tap onto that knowledge stronger by default. It doesn't take a genius to understand why this system is ultimately unsustainable. ### Blade Breaking I feel that after a heretic has reached the near peak of their power, they no longer need the ability to instantly escape any encounter. Check my doc for my full reasoning. ## Less versatile, more specialized paths. By removing cross-pathing, we remove a huge maintainability burden from the antagonist. Paths can now be designed around clearer strengths and weaknesses. They become easier to balance and less of an headache to understand for everyone. It also means we can give paths some needed quality of life quirks without having to worry how such a change might have a knock-on effect for other paths. Ash heretics can finally let loose without dying by their own flames. Cosmic Heretic can go to space without having to carry a modsuit. Moon Heretic can use their abilities without fear of one random trauma ruining their day, and so on. ### What a horrible night to have a curse...., wait how do I curse people again? As of right now the heretic tree has quite a hefty amount of trinkets that pretty much never see use. Partly because the tree itself is a nightmare to navigate. And partly because why would anyone set up an elaborate plan or scheme when they can unleash 2 rows of spell in the span of bunch of seconds. Heretics mostly gravitate towards powers that push them towards greater, more potent combat strength. If it doesn't contribute to killing people quicker, it isn't worth doing for most. And given the opportunity cost associated for taking those powers, they will remain that way so long as there are better choices to be poached. The new draft system encourages Heretics to play more with the tools at their disposal. If you want to go for a specific combo from the side path options, you may now do so by tapping into the knowledge shop. Yes, the shop does include a few knowledges from the other paths. But these are limited to 1 per path, are very expensive and can only be unlocked very late into the shift. ## Drip Of the Mansus The iconic heretic robe is actually sequestered to a side path that is most easily access by only two paths at a time. Since heretic paths are being made to be much more specialized, the most obvious way in which this can be showcased is through an easily identifiable outfit. By using the robes, we can both telegraph WHAT heretic you are looking at, and just how much power they've accumulated and when it is reasonable to take the kid gloves off and treat them as a genuine threat. If a heretic is in their robes, that heretic is now a significantly more prominent danger to the station. It also serves as a useful means for gating some of the more powerful effects of a heretic's path behind the robes, AND enable options for disarming them of that power should they be captured without making it something endemic to their mob. A major problem with heretics is a lack of certainty as to how powerful they have become. A heretics robes is one of the milestones to help players dealing with heretics identify that. ### Will this be 100% fair and balanced? This is a massive overhaul to a pretty complex and bloated antagonist. I've done my best to show the changes to several maintainers and other members of the community for their feedback. But at some point we'll have to see how this behave in the environment to get a feel if something is over or undertuned. (that's my way of saying, yes this is likely gonna require a testmerge or two). What I will say is that I'm not trying to change the core identity of Heretic. Heretics should have the upperhand in single encounters early on, be able to joust a small group of players after they unlock their final spell, and end the round when they ascend. They're a progression antagonist. They should retain their payoff as well as pose a danger as they grow stronger. But if more players feel like they are more reliably able to play the antagonist in more varied and interesting ways, rather than the antagonist largely existing as a measuring stick for 'robustness' due to its elitist design philosophy, then the rework has been a success. There should be something for everyone in the antagonist, as is true for all of our antagonist roles. |
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8d3001a0eb |
Fixes runtimes caused by energy bolas (#90469)
## About The Pull Request Certain throw impact callbacks, like those on energy bolas, could cause the object to get deleted, which would make throwing datums runtime because they didn't account for it. ## Changelog 🆑 fix: Fixed runtimes caused by energy bolas /🆑 |
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7809f0f501 |
Introduces 6 New Heretic sideknowledges, 1 new spell to Blade Path. + changes to the Research Tree. (#89169)
## About The Pull Request Introduces 6 new Heretic Sideknowledges. **Warren King's Welcome:** Starting side-knowledge, Grants to the Heretic's id Maints and External Airlock access. **Phylactery Of Damnation:** T1 Knowledge, located between Imperfect Ritual and Keykeeper's Burden, creates a bottle that can Siphon a small quantity of blood from your victim, (they'll still feel a tiny prick).  **Ether Of The Newborn:** T2 knowledge, replaces Curse Of Paralysis slot in the tree (Inbetween Mark of Madness and Moonlight Amulette).  1 use potion, fully restores the inbiber to full health, removes any sort of affliction,trauma,disease or implant at the cost of knocking the user out for 1 minute. **Codex Morbus:** T3 knowledge, located between Caretaker's Refuge and Ringleader's RIse.   Upgrade of the Codex Cicatrix, draws and siphons runes and essences a bit faster, can be used on a rune to curse a crewmember, provided their blood is on the rune or on the Heretic. **Greaves Of The Prophet:** T3 knowledge, located between Entropic Plume and Wolves Among Sheep.  They work as magical magboots minus the slowdown; they confer full immunity to slips (yes, even space lube). **Rust Sower Grenade:** T2 knowledge, replaces curse of corrosion in the tree (between Aggressive Spread and Star Blast).  Eldritch grenade, Releases a smoke that rusts all affected turfs, blinds whoever doesn't have mask protection and utterly annihilates silicons, mechs, augs and bots. Video Showcase: https://www.youtube.com/watch?v=H1GeO7MYFek **New Blade Path Spell: Wolves Among Sheep** Video Showcase: https://www.youtube.com/watch?v=2LsmUiQzpzA - Briefly transforms the surrounding the heretic into an arena. - Both The Heretic and Crew members caught inside the spell cannot leave or change z level until the spell expires. - The arena is impassable to outsiders. - Everyone caught inside the spell receives a special buff that makes them immune to most enviromental hazards and all forms of Crowd Control while blocking teleportation. - Non Heretics are granted a temporary Heretic Blade and an antag datum. - Scoring a critical hit grants the winner the ability to leave the arena, Critting the heretic fully dissolves the spell. - Critting yourself doesn't remove the debuff. - The Heretic receives a heal upon critting someone. - Breaking a blade while inside the arena will rip off your arm regardless if you are crew or a Heretic. - 2 minutes cooldown. - Replaces Furious Steel as the last spell unlocked pre-ascension. Lastly as you may have guessed, curses have been completely refactored, they are now bound to the new item (Codex Morbus), are no longer empowered by blood but require it as a reagent. Curse of Corrosion and Paralysis have been rebalanced to be slightly stronger than they were at their base value now that they can no longer be empowered. 2 new curses have be introduced. **Curse Of Indulgence:** tanks the target hunger, makes them a carnivore and drastically increases their hunger decay rate, lasts 8 minutes. **Curse Of Transmogrification:** Allows the Heretic to change the target's Race(minus plasmamen for obvious reasons), lasts until the Codex Morbus is destroyed. Lastly the Blade Heretic tree has been shuffled a bit to introduce the new spell. Stance Of the Torn Champion has been **TEMPORARILY** Removed, it will come back in a later PR. Code by me and Xander Sprites by INFRARED_BARON and OrcaCora. Lore tibids by NecromancerAnne. ## Why It's Good For The Game The following is an atomisation of The Heretic Knowledge Rework I'm currently working on alongside Edge (Heretic's Grandaddy). Given the whole PR was probably going to be impossibly big to review; I asked Melbert If could introduce the new knowledges first, so here we are. Do not stress the locations of these knowledges in the tree; While they do fill what few empty slots we still have, it doesn't change the fact that the Heretic tree is an incomprehensible mess and will soon be reworked. **Warren King's Welcome:** Not having mantainence access as an antag sucks. Arguably it sucks even more for Heretics as they are required to find some place discrete in order to be able to cast their rituals. It's not unusual for the station to be so crowded, that setting up a base in space is the only option, the external access helps with that a little bit. **Phylactery Of Damnation and Codex Morbus** Explaining them in the same paragraph as they are intended to be used together. Curses might as well not exist in their current state. The process of cursing a crewmember is way too machineous, annoying, and nowhere near as affective as simply running to your victim and smacking it with your blade. All Curses have now been bundled to the new Codex, they no longer require X reagents, only a drip of the victim's blood. That's when the phylactery comes into play. Victims still feel "a tiny prick" upon being juiced, so beware. **Ether Of The Newborn:** The point of this knowledge is to serve as a backup plan to "random bullshittery". It's not really fun rolling one bad trauma or disease and have it completely invalidate your Heretic round. We already have potions that either heal or provide remedies against wounds/limb loss, the Ether is supposed to be an extreme solution, hence why it causes a 1 minute sleep upon consumption. **Greaves Of The Prophet:** Heretic to this day is fairly lacking when it comes to passive immunities or tools we grant to most of our core antagonists. Specifically, for a melee-focused antagonist, a total lack of antislip is kinda lame, being one of the most common defense tools employed by the crew against newbie antagonist players. Given these cannot be concealed unlike the traitor counterpart and how far down the tree they are, i felt like making them lube resistant was a unique twist and sensible for what's essentialy our core progression antagonist. **Rust Sower Grenade:** directly inspired by the 40k Blight Grenades. The Rust Sower nades serve a double purpose. 1) They introduce a new form of area Denial available to all heretic paths. 2) They confer to non Rust Heretics a way to deal with the so hated Silicon Menace. I'm of the not-so-unpopular school of thought of "Mechs and Silicons have had it too good for too long". A massive chunk of our threat roster gets to this day completely shut down by mechs. I feel like it was about time to make everything Inorganic feel afraid again. To make it a bit more fair, these grenades have a fairly long detonation timer and have been given a couple of unique SFX. **Wolves Among Sheep** Even after the last batch of Changes, Blade Heretic still felt a bit uninspired to me. The path is still essentialy just about running at people and stabbing them in the face. While that's part of the appreal, I'd reckon it's still lacking a bit on the eldritch side of things. Trapping opponents into an arena when they are forced to either engage you or betray their friends to escape can create some potentially interesting story-telling. It also warps the ,oh, so beloathed stun meta we live in by forcing participants to resort to lethal weaponry. Ultimately, this is supposed to be a high risk/high reward spell, if you trap 5 people arm them with heretic blades, and make them all fully stun immune, you are likely gonna get lynched. To free up a slot in the tree I **TEMPORARILY** Removed Stance of the Torn champion, it will come back in my nextish pr, so don't worry about it too much. ## Changelog 🆑 add: New Heretic starting Side-Knowdge Warren King's Welcome add: New Heretic T1 Side knowledge, Phylactery Of Damnation. add: New Heretic T2 Side knowledge, Ether Of The Newborn. add: New Heretic T3 Side knowledge, Codex Morbus. add: New Heretic T2 Side knowledge, Rust Sower grenade. add: New Heretic T3 Side knowledge, Greaves Of The Prophet. add: New Blade Path Spell, Wolves Among Sheep. balance: Heretic curses have been removed from the tree and bundled in the new Knowledge, Codex Morbus. balance: Blade Path tree has been shuffled a bit, all spells have been moved up by one tier to make space for the new spell. removal: Stance Of The Torn Champion has been removed. /🆑 --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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ad111f4950 |
Spacemove refactor - Newtonian physics (#84869)
## About The Pull Request This PR significantly enhances how zero-g movement works. Its no longer locked to one of 8 directions, everything now has inertia and is affected by weight. This means that throwing a piece of wire will no longer completely reverse your movement direction, and that being thrown out of mass driver no longer will slow you down to a halt at some point. This leads to following gameplay changes: * Guns now accelerate you. Ballistics have higher acceleration than lasers, and higher calibers have higher acceleration than smaller ones. This means that firing full-auto weapons in zero-g will make you drift and accelerate significantly. While this can be a hilarious way to travel in space, it makes using them trickier. * Impacting a wall or an object while moving at high speeds will cause you to violently crash into it as if you were thrown. Careful when exploring! * Jetpacks now have inertia. Changes introduced in #84712 have been mostly reverted, although speed buff has been reduced to 0.3 instead of 0.5 (although this is compensated by new movement mechanics, so overall speed should be roughly equal). All MODsuit jetpacks now possess the speed boost. Advanced MODsuit jets (which has also been added back) and captain's jetpack instead have higher acceleration and stabilization power, providing much more precise control over your movement. * Firing guns while moving on a jetpack will partially negate your pack's acceleration, slowing you down. Non-advanced jetpacks' stabilization is not enough to compensate for heavy caliber weaponry as sniper rifles, shotguns or rocket launchers. * You no longer instantly decelerate upon sliding along a wall. Instead, it may take a few tiles if you are moving at extreme speeds. Passing over lattices still allows you to grab onto them! As space movement is angle-based instead of dir-based now, its much more smooth than before due to using new movement logic. Example of jetpack stabilization in action: https://github.com/tgstation/tgstation/assets/44720187/6761a4fd-b7de-4523-97ea-38144b8aab41 And, of course, you can do this now.  **This pull request requires extensive gameplay testing before merging**, as a large amount of numbers have been picked arbitrarily in an attempt to keep consistency with previous behavior (guns and normal-sized items applying 1 drift force, which is equal to what everything applied before this PR). Jetpacks and impacts may also require adjustments as to not be frustrating to use. Closes #85165 ## Why It's Good For The Game Zero-G refactor - currently our zero-g movement is rather ugly and can be uncomfortable to work with. A piece of cable being able to accelerate you the same as a duffelbag full of items when thrown makes no sense, and so does instantly changing directions. Inertia-based version is smoother and more intuitive. This also makes being thrown into space more of a hazard (possibly opening the door for explosive decompressions?) Jetpack inertia and gun changes - this is mostly a consequence of inertia-based movement. However, zero-g combat being preferred during modes like warops was an issue due to it negatively affecting everyone without jetpacks which are in limited supply onboard. This reverts the mobility changes which severely impacted space exploration, while making zero-g combat more dangerous and having it require more skill to be a viable option. ## What's left - [x] Refactor moth wings to use jetpack code - [x] Refactor functional wings to use jetpack code - [x] Locate and fix a recursion runtime that sometimes occurs upon splattering against a wall - [x] Add craftable tethers and modify engineering MOD tethers to use the same system ## Changelog 🆑 add: You can now craft tether anchors, which can be secured with a wrench and attached to with right click. They won't let you drift into space and you can adjust tether length/cut it via lmb/rmb/ctrl click on the wire. add: MOD tethers now remotely place and connect to tether anchors instead of throwing you at where they landed. balance: MOD tethers can now be used in gravity balance: Jetpacks are now inertia-based. balance: Guns can accelerate you significantly in zero-g. balance: All jetpacks now give you equal speed buff, however advanced MOD ion jets and captain's jetpack have higher acceleration/deceleration values. refactor: Refactored zero-g movement to be inertia-based and utilize angles instead of directions. /🆑 |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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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> |
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5f80128fa9 |
Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request it's - conjunction of "it" and "is" its - possessive form of "it" grammar is hard, and there were a lot of places where "it's" was used where it shouldn't have been. i went and painstakingly searched the entire repository for these instances, spending a few hours on it. i completely ignored the changelog archive, and i may have missed some outliers. most player-facing ones should be corrected, though ## Why It's Good For The Game proper grammar is good ## Changelog 🆑 spellcheck: Numerous instances of "it's" have been properly replaced with "its" /🆑 |
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c264a92518 |
Fixes a runtime in throwthings (#80753)
## About The Pull Request  This is kinda not great because it causes them to not reach the part of the code where they're supposed to clean up after themselves. Added a safety for it.  ## Why It's Good For The Game ## Changelog 🆑 fix: fixed a runtime in datum/thrownthing /🆑 |
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fd82421286 |
Fixes throwing hard del (#80551)
## About The Pull Request Fixes https://github.com/tgstation/tgstation/issues/80472 ## Why It's Good For The Game Less CI failures ## Changelog 🆑 fix: fixes a hard del with thrown items /🆑 |
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18bd0f8c4d |
Makes explosions consistently throw debris (#77880)
## About The Pull Request It was possible for explosions to process throwing FIRST, then the actual explosion. That's dumb, let's not do that. Fixes a bug with SS explosions, it used SSair defines for its currentrun default, which because of misordered defines lead to it running throwing first for ONLY the first explosion. DUMB. Changed how objects pick where they land. instead of using get_dir we get the angle to the center, then invert it. Should lead to a nicer picture Unanchors broken disposal pipes so they'll get flung around Ups the throw range for explosions. This needs more tweaking someday, but this is ok for now ## Why It's Good For The Game Throwing will happen consistently now, less fuckin floating shit sitting in spac |
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ed0999e4ea |
Adds error on qdeling callback, fixes errors this causes (#77850)
## About The Pull Request You shouldn't ever qdel a callback. If you don't want to own it free your ref (remove it from a list/set it to null). When all refs are cleared it'll get cleaned up by byond itself |
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ec9434ea6b |
Adds cliffs to icebox (#77062)
## About The Pull Request Adds cliffs to the game! They're tiles usable for mapping to make mountainy area's and cliffs! I don't have any sprites for them yet, so just imagine it's a cliff really hard  THESE DO NOT REPLACE MULTI-Z AND NEVER WILL! They're just a neat way to add more depth to the game. You can’t really add 10 different z’s for one mountain, so this can be used to help map area’s with depth without overusing z-levels They've been mapped into the top part of the icebox outside. There's not a good way to do sides of cliffs yet (will need some thinking), so they're mapped in such a fashion where it doesn't matter much. Later, this area above icebox can be expanded with properly done side-cliffs, something like in stardew-valley would work for our grid-system:  Longer demonstration: https://www.youtube.com/watch?v=Eig4jXNZZRQ Eventually, I'll redo mapgen and add 3x3 icebox (definitely not coping) ## Why It's Good For The Game The incredible flatness of icebox drives me insane. While multi-z is great at giving it more depth, the actual terrain itself is still completely flat. Adding cliffs let's us add 'soft-mountains', which does wonders for making an area feel more alive (And I absolutely adore snowy mountains) ## Changelog 🆑 add: Adds cliffs to the north of icebox. Try not to fall of of them! /🆑 <details> <summary>Additional images (now outdated)</summary> https://github.com/tgstation/tgstation/assets/7501474/572dc749-596c-4cab-9693-43c2270aca96     </details> --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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ae5a4f955d |
Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request Signals were initially only usable with component listeners, which while no longer the case has lead to outdated documentation, names, and a similar location in code. This pr pulls the two apart. Partially because mso thinks we should, but also because they really aren't directly linked anymore, and having them in this midstate just confuses people. [Renames comp_lookup to listen_lookup, since that's what it does](https://github.com/tgstation/tgstation/commit/102b79694fa8eb57ecf7b36032616a9e368ccced) [Moves signal procs over to their own file](https://github.com/tgstation/tgstation/commit/33d07d01fd336726b4f6f6f1b61bb0b3f11a00dc) [Renames the PREQDELETING and QDELETING comsigs to drop the parent bit since they can hook to more then just comps now](https://github.com/tgstation/tgstation/commit/335ea4ad081ec63c42cfa05856e582cca833af6e) [Does something similar to the attackby comsigs (PARENT -> ATOM)](https://github.com/tgstation/tgstation/commit/210e57051df63f88dac3dd83321236da825aae5e) [And finally passes over the examine signals](https://github.com/tgstation/tgstation/commit/65917658fb8a1e7d28ae23c9437a583d646f0302) ## Why It's Good For The Game Code makes more sense, things are better teased apart, s just good imo ## Changelog 🆑 refactor: Pulled apart the last vestiges of names/docs directly linking signals to components /🆑 |
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ccef887efe |
Lints Against Unmanaged Local Defines (#74333)
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW RATHER THAN AFTER THE FACT. ## About The Pull Request Hey there, This took a while to do, but here's the gist: Python file now regexes every file in `/code` except for those that have some valid reason to be tacking on more global defines. Some of those reasons are simply just that I don't have the time right now (doing what you see in this PR took a few hours) to refactor and parse what should belong and what should be thrown out. For the time being though, this PR will at least _halt_ people making the mistake of not `#undef`ing any files they `#define` "locally", or within the scope of a file. Most people forget to do this and this leads to a lot of mess later on due to how many variables can be unmanaged on the global level. I've made this mistake, you've made this mistake, it's a common thing. Let's automatically check for it so it can be fixed no-stress. Scenarios this PR corrects: * Forgetting to undef a define but undeffing others. * Not undeffing any defines in your file. * Earmarking a define as a "file local" define, but not defining it. * Having a define be a "file local" define, but having it be used elsewhere. * Having a "local" define not even be in the file that it only shows up in. * Having a completely unused define* (* I kept some of these because they seemed important... Others were junked.) ## Why It's Good For The Game If you wanna use it across multiple files, no reason to not make it a global define (maybe there's a few reasons but let's assume that this is the 95% case). Let me know if you don't like how I re-arranged some of the defines and how you'd rather see it be implemented, and I'd be happy to do that. This was mostly just "eh does it need it or not" sorta stuff. I used a pretty cool way to detect if we should use the standardized GitHub "error" output, you can see the results of that here https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792 ## Changelog Nothing that really concerns players. (I fixed up all this stuff using vscode, no regexes beyond what you see in the python script. sorry downstreams) |
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73a083ca1e |
Minigame DLC - Intergalactic Basketball League (#72459)
## About The Pull Request New DLC bout to drop.  Lots of new things included: - New basketball minigame that can be played between 2-7 players - Crafting recipe for basketballs using leather sheets - Crafting recipe for basketball hoops using metal, rods, and durathread - New basketball sounds for the ball and hoops - New scorecard that can be reset using CtrlClick - Basketball hoops can be rotated using a wrench and AltClick - Dunking and shooting animations. ### New basketball mechanics that now utilize stamina: - Dunking costs large stamina and you must be directly adjacent to the hoop and click on it. - Shooting costs medium stamina and uses RMB. Shooting lets you aim the ball over peoples heads, meaning anyone obstructing your path will be bypassed. There is a half second delay during shooting where someone can bump or push to prevent the shot from succeeding. - Shooting from further away results in less accuracy. If you do not click directly on the hoop, there is also an accuracy penalty! - Passing costs no stamina and uses LMB. Trying to score into the hoop via passing results in a reduced chance. - Spinning costs medium stamina while holding the ball. It gives a reduced chance for the ball to be stolen but decreases accuracy for shooting. - Pushing a player using RMB will attempt to steal the ball and drain their stamina. - The chance to steal the ball is based on the stamina of both players and the direction they are facing. If the person with the ball is at low stamina, and the person stealing is at full stamina, they will have a higher chance. Likewise, if the person with the ball is face to face with the stealer, then there is a higher chance for the ball to be stolen. If the person has their back to the stealer, then it's a lower chance. - Shooting from more than 2 tiles away, results in 3 points. See below picture to know the distance.  ### Now to introduce the teams: <details> <summary>Nanotrasen Basketball Department</summary>  </details> <details> <summary>Greytide Worldwide</summary>  </details> <details> <summary>Lusty Xenomorphs</summary>  </details> <details> <summary>Space Surfers</summary>  </details> --- Big shoutout to the nukie round a few weeks ago where the nuke ops challenged the crew (and clown) to a basketball match on their rebuilt basketball shuttle. The nukies won, but it made me realize that the basketball mechanics were very raw and needed some polishing. #### TODO LIST - [x] Fix bug where ball only goes over peoples heads if they are 1 tile away - [x] Remove leftover code comments and procs - [x] Rebalance stamina values (maybe move this to different ball types) - [x] Fix basketball stadium template runtiming from wall smoothing during load - [x] Fix space surfer stadium having an air breach somewhere - [x] Add more sounds for when ball is passed, shot, or dunked - [x] Make it so that holding a ball while on the floor isn't possible (to avoid those meta cheese strats) - [x] Drop basketball lets mobs make sounds when spinning (need to detach signal?) - [x] Finish adding a simple lobby menu for minigame ## Why It's Good For The Game _If you can't slam with the best, then jam with the rest._ ## Changelog 🆑 add: Add crafting recipe for basketballs (leather sheets) and basketball hoops (metal, rods, and durathread) add: Add new basketball minigame for 2-7 players. There are 4 different courts and teams by default with more planned to be added later. add: New basketball mechanics that uses stamina. Shoot with RMB, pass with LMB, and dunk by clicking the hoop while adjacent. Spinning while holding the ball decreases the chance for someone to steal the ball, but it decreases your shooting accuracy. Shooting from 2 tiles away lets you score 3 points. qol: Basketballs now play a buzzer sound when someone scores. CtrlClick will reset the scorecard and AltClick with a wrench will rotate the hoop. qol: Dunking and shooting animations for basketball. soundadd: Added basketball bounce sound with credits attribution imageadd: Added basketball icon to minigames. Move baseball and dodgeball icons to toy/balls.dmi /🆑 |
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987de55275 |
Fixes a logic error in disposal bin hitby (thrown objects don't always have a throwing mob) (#73296)
A throwing datum does not always have a throwing mob, and code should respect that |
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02e5177e99 |
throwing no longer gets canceled if theres a mob buckled to the thrown thing (#72261)
## About The Pull Request throwing checks for dense obstacles on every tick of its path. a buckled mob is a dense obstacle, so it canceled throws! it no longer does that ## Why It's Good For The Game this will be useful in the future (and for admins throwing people buckled on the shuttle into space) ## Changelog 🆑 fix: throwing no longer gets canceled if theres a mob buckled to the thrown thing /🆑 |
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4d6a8bc537 |
515 Compatibility (#71161)
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
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739812d4e1 |
Adds Baseballs (#68249)
Adds baseballs to the game (There is a baseball field in the holodeck). You can now bat thrown objects with the baseball bat to launch them away at high speed. https://streamable.com/471jvv (baseball is a boomerang here because otherwise this would have been impossible to test singleplayer) Why It's Good For The Game it could be fun to have a game of baseball, and people trying to bat an item thrown at them sounds funny image Changelog cl Fikou, sprite by Mooster add: Baseballs are now available in the Baseball Field on the Holodeck. add: Baseball Bats can now hit thrown objects mid-air to send them back. /cl |
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82c65e23a2 | Documents the thrownthing datum. #63952 | ||
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21ac10d3d4 | multiz movement refactor redux (#62132) | ||
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371c30b8d6 | Thrownthing datum refactor: you can now throw stuff at mobs lying on the floor. (#60604) | ||
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96cc4a7260 |
EVEN MORE HARDDEL FIXES (#60228)
Fixes a ton of harddels, sourced from #59996 I think this brings us down to like, ~100 per round from ~200, with only like 20 of those being proper hell failures. I've seen harddel profiles below 1 second of total cost. Feeling good. See you on the other side Makes the cryopod control computer into a weakref, never trust bee code Converts brig door timer internal lists to weakrefs Fixes a harddel caused by qdeling a motion sensitive camera after it had left its source area, jesus christ why didn't we do this already holy shit Converts the radio implant ref held by the antenna mutation to weakrefs because it isn't reliably cleaned up, makes the radio implant actually qdel its fucking radio Removes the target var from the throwing datum, it does literally nothing and just exists to cause harddels, mostly for the singularity Fixes a cable harddel sourced from things that try to enter blueprints after smoothing, but before roundstart. IE, shuttles. Removes shuttles from the blueprints Fixes emmisive blockers being added post qdel Removes some manual ghosting from cryopods, I initially did this for harddel reasons, but I figured out a better fix for that. I'm now doing it because it's got this really strange logic for like "re-entering the game" that doesn't actually link to what the ghostize proc does. We should remove this at some point Fixes robot hud objects harddeling due to hanging refs Fixes buildmode related hanging refs, I'm coming for you admin team Fixes a few instances of trying to add the forensics component post qdel, hhhhhhhhhhh Fixes some split personality harddels/weirdness Replaces a use of disconnect_duct with an init qdel hint, I suspect there's more issues with duct harddels, I've seen some odd logs about ahhh the area_contents list, but we can worry about that later Makes teleporter targets into weakrefs, properly types them as /atom Makes frequency devices into weakrefs Makes cameras remove themselves from camera nets on Destroy Makes tgui ui datums implement destroy, this means if I ever see one hang a ref to user or whatever, I know there's an error with calling close() properly. I've seen this harddel once, but not after this change so I assume there was some error with close(). IDK maybe this is a papering over? Would have to ask @stylemistake I've seen logs of beartraps being in world post del, putting a return there just in case. The same is true of nerf darts, but I haven't really looked into that yet Makes a shoe's ref to untying alerts a weakref, yes this is needed. Moves clearing client_in_contents to the Login of the new mob. This prevents doing things like ghosting someone before a mob qdel causing harddels Fixes a harddel set sourced from adding a status effect to a qdeleted thing. Is this an error? I'm honestly not sure. Converts bsa code to weakrefs Converts the partner var of heat exchangers to weakrefs Converts camera assemblies to weakrefs Fixes some dumb behavior with ammo casings and assuming you'll be on a turf post Destroy parent call Fixes? merger related harddels, you were never cleared from your own members list, so origin objects would end up making a new list, creating harddels. Potential input from @ninjanomnom about the logic Chasms store a static list of "falling atoms", which only exists for chasms that go somewhere else. This list wasn't being cleared of qdeleted objects, which is what happens when you fall in most chasms. Fixes this, and converts the list to weakrefs. Fixes some runtimes in both sheet code, and the weather listener element. This is here because runtime spam made testing more of a pain, didn't think it needed its own pr Fixes colorful reagent harddels sourced from reagents that were qdel'd before roundstart. I'm only like 50% sure this actually got it, but the issue may have been solved by #60174, so eh Turns the nuke op antag datum's ref to the war button into a weakref Fixes some holopad code that was not nulling refs all the time Converts camera bugs to weakrefs, this was the result of the bug being "reworked" like 6 years back without taking the existing ref clearing into account. Whole item needs a redo, but this'll do for now. Ensures that the both pulling and pullee refs are cleared on Destroy The crew monitor held all users in a non clearing list, makes that list a weakref because I hate everything Oh and I removed all sources of gas_mixture qdeletion, I'm kinda unsure on this since it's not technically supported, but any harddels from it might? indicate something going wrong with like, gas passing logic. I'd like @MrStonedOne's thoughts, since I trust him to call me an idiot if I'm wrong. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Why it's not good for the game I crashed sybil like 10 times to get this data, I'm gonna put it to good use. Don't think you're safe sybilites, I'm coming for you. |
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7f444f510e |
Fixes a ton of harddels (#57736)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> |
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ced28d5cec |
Dog AI 2.0 (#57186)
Now that JPS and AI movement datums are fully merged, I'm here to take another (my third actually) crack at giving dogs fun AI. Here's a video demonstration (somewhat WIP), and a quick rundown of everything dogs will be able to do. Basically all of these behaviors are generic and can be extended to other simple mobs, Commands and Friendship Fetching Attack/Harass Heel Play Dead |
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92f509ea80 |
Revert "Refactors how movetype flags are added and removed and the floating animation (#54963)" (#55432)
This reverts commit
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160175ee8b |
pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)
Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big. If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self. Pass flags: Pass flags handling now uses an atom variable named pass_flags_self. If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default. This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why. LETPASSTHROW is now on pass_flags_self Projectiles: Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future). I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP. Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful. scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it. scan_moved_turf() (WIP) will be used for handling moving onto a turf. permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around. A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things. Movement types UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping. Why It's Good For The Game Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general. Fixes penetrating projectiles like sniper penetrators This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.) |
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b8425c003a |
Refactors how movetype flags are added and removed and the floating animation (#54963)
I wanted to refactor how movetype flags are added and removed into traits to prevent multiple sources of specific movement types from conflicting one other. I ended up also having to refactor the floating animation loop (the one that bobs up and down) code in the process. Why It's Good For The Game A way to avoid conflict from multiple sources of movement types. This also stops melee attacks, jitteriness and update_transform() from temporarily disabling the floating movetype bitflag altogether until the next life tick. Tested, but i'm pretty sure improvements could be made. Changelog cl fix: jitteriness, melee attack animations and resting/standing up should no longer momentarily remove the floating movement type. /cl |
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533201a9f1 |
Smooth Movement: Resurrection: Resurgence: Revengeance 4: The Return of Smooth Movement: Smooth Edition Director's Cut (#52515)
Automatic glide size adjustment based on move delay. Essentially a port of https://github.com/yogstation13/Yogstation/pull/8132 but that was mostly my code with some fixes. Why again? well it turns out the recent byond fixes to glide size actually worked and solved the issues that were unsolvable. https://file.house/0B3u.mp4 Glide size no longer incorrectly scales at fps, so it works as intended at any framerate with the only stuttering being normal byond suck stuttering. |
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e7f99e3b8b | Browser Status Panel (#53112) | ||
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45c14f6330 |
Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks. Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work. This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping. To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway. Requested by @optimumtact. Changelog cl admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again. /cl |
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1f149b7023 |
Fixes a throwing-related hard delete source (#52237)
* hard del * runtime * more throw_impact possible qdeleting * merge solving |
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54dc879f19 |
Cyborg spin throwing now depends on intent (#48891)
Trying this again. When *spin-ing as a cyborg, the way mobs are thrown off you depends on your intent. On help intent, they will be thrown a shorter distance from you and will never be damaged or stunned (they will still be knocked down). On harm intent, they will be thrown the current distance and will be damaged and stunned if they hit a wall or another person. WHAT THIS ACTUALLY CHANGES: Currently, whether or not *spin-ing will actually hurt/stun someone depends on whether or not the *spin-ing borg is emagged. This PR also reduces the range of the help intent throw, but since the knockdown happens whether or not the thrown mob hits something this is in most circumstances a cosmetic change. So, in summary, if you are a non-emagged borg in help intent the only thing this changes is you will chuck people a slightly shorter distance. Why It's Good For The Game This isn't exactly the most important change, but a borg should be able to control their behavior. Having damage/stun from throwing determined solely by emag-ness seems more like a hacky kludge than a legitimate design choice. Also, having the behavior of borg-throwing determined in the code for carbons is messy. Changelog 🆑 add: The behavior of cyborg's *spin emote now changes with intent; on harm intent, it will throw its passenger farther and damage and stun them if they hit a wall or another person. /🆑 |
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f193939b57 |
Multi-Z fixes (#47046)
* Fixed multi-z throwing and changed isliving in stairs. Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com> * Openspace can no longer be deepfried. Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com> |
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cded323274 |
Adds Hat Throwing (#45355)
* adds hat throwing on people and borgs * clothing flags, hats can knock off non-items, borg hat blacklist check * prevents hats with items in them from being able to land on heads * removes extra equip, hats can go on the hatless again, tinfoil fix * if * bit flag |
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44cd465de1 | Mobs don't pass through thrower | ||
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55a1621432 | Thrown objects phase through thrower | ||
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9eec1f8db2 |
Adds move force and move resist, movement/pushing/pulling tweaks (#39556)
* Removes anchroed from mobs, adds move force/resist * Move force and move resist * WIP, still has debug messages. * Fixes * Update living.dm * Anchored removal * Stuff * Unit tests * Removes anchored from dview * DME * Update anchored_mobs.dm * Fix * No ghost spacewind * Update mulebot.dm * Update temporary_visual.dm * Update forcefields.dm * Update step_triggers.dm * Update portals.dm * Update alien_acid.dm * Update bump_teleporter.dm * Update landmarks.dm * Update countdown.dm * Update blessing.dm * Update shieldgen.dm * Update containment_field.dm * Update field_generator.dm * Update singularity.dm * Update atmosmachinery.dm * Update door.dm * Update gravitygenerator.dm * Update door.dm * Update effects.dm * Update temporary_visual.dm * Update bump_teleporter.dm * Update forcefields.dm * Update landmarks.dm * Update portals.dm * Fixes * Throwforce annnd done, finally * Fixes * Haha I'm dumb sometimes |
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0d6f0d2462 | Re-adds throwing being nulled in finalize (#40006) | ||
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c46dda0e4e | Shuttle throwing applies to all objects as opposed to just mobs | ||
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7f7cdaf91e |
increases MAX_THROWING_DIST (#36702)
* initial commit * refactor * oh that went first |
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53ffc71655 | make fire priority values defines | ||
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fa136e71f4 |
Revert "Merge pull request #33537 from ninjanomnom/priority-defines" (#34528)
This reverts commit |
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25080ff2c4 | defines math (#33498) | ||
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a65248928b | defines all subsystem priority values | ||
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7c69cdcb8a |
Revert math (#33059)
* Revert "all this wrapping and it's not even christmas (#33035)" This reverts commit |
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2817a1737b | defines math |