Commit Graph

10 Commits

Author SHA1 Message Date
_0Steven 36cdf384ba Fixes bugs related to transferring items to turfs, splits doing that off from dropItemToGround(...) (#91326)
## About The Pull Request

Closes #91131.
The author currently has other priorities, and as I need it for
something else I am finishing it myself with the author's blessing.

Recently, we turned `transferItemToLoc(...)` into a proc intended to be
for transfers to non-turfs, with it now playing an animation to reflect
that.
However, this had the effect of leaving us with `dropItemToGround(...)`
for mob>turf transfers, which isn't _ideal_. It sends an 'item dropped'
signal, it randomizes offsets, and using it to transfer to a
non-`drop_location()` loc was implemented as an afterthought.

So in this pr we create a new proc, `transfer_item_to_turf(...)`, that
separates off the actual transferring, setting offsets, and animating
into its own proc.
Then `dropItemToGround(...)`, tables, racks, easels, closets, hoops,
beds, conveyor belts, pin the tail corgi posters, some other stuff, and
the `floor_placeable` element call such each with their own preferred
arguments.
While we could leave setting offsets out of it, because setting the
offsets after calling the animation works just fine, having them be set
before the animation felt like a more intuitive flow.

...While I would love to refactor the easel's incredibly questionable
`attackby(...)`, that is outside of the scope of this pr.

## Why It's Good For The Game

Fixes #91082.
Less jank 👍

## Changelog
🆑
fix: Placing an item on a table/turf via the alt-click menu actually
centers it, again.
fix: Certain items, like canvases or syringe guns, are no longer weirdly
offset when placed on tables.
fix: Placing items on racks, closets, crates, hoops, beds, conveyor
belts, and pin the tail corgi posters is animated again, instead of
instantly teleporting followed by the pickup animation.
fix: Placing a canvas on an easels no longer applies a random offset as
if dropped.
fix: Tucking in someone else actually animates the bedsheet from you to
them, instead of from them to them.
qol: Placing a canvas on an easel is animated.
/🆑
2025-06-05 19:47:40 -04:00
_0Steven 74936ad639 Allow beds to define what side their headrest is on, fixing medical/roller bed buckling and bed_tuckable directions (#86556)
## About The Pull Request

So previously I put out a pr that made beds alternate their
`buckle_lying` angle based on their current direction, such that you
would always use the headrest as a headrest.
However, the medical/roller beds have their sprites flipped, and so
these would instead always use the headrest as a footrest.
This wasn't obvious before as both regular and medical/roller beds would
use the headrest on half their directions, just different halves.

While we could have fixed this by flipping the sprites on the
medical/roller beds, I think it's better to flip their buckling angles
instead so that the medical/roller beds maintain how they look while
being pulled, so my first thought was to override the
`update_buckle_vars(...)` proc with the other directions.

However, during testing I realized that these flipped sprites would also
affect the `bed_tuckable` element interactions with the code, used to
work out how to place certain items onto beds.
So instead of just overriding the proc, we add a new var
`left_headrest_dirs` that defines the directions for which the headrest
faces left, change its value for medical/roller beds, and use this for
the `update_buckle_vars(...)` proc and `bed_tuckle` element.

This fixes our issues.
As a side-effect, this also fixes an issue where `bed_tuckable` would
consider north-facing regular beds as if their headrest was on the right
rather than on the left.

<details>
  <summary>Images</summary>
  

![image](https://github.com/user-attachments/assets/450a3cd5-eed9-4fd1-9d19-ab155d47efaa)

![image](https://github.com/user-attachments/assets/864b28a7-b073-4291-8c21-fcf49c012894)


![image](https://github.com/user-attachments/assets/27016b04-2daa-4cb6-b9c9-5b0557a50a45)

![image](https://github.com/user-attachments/assets/e8af12ce-ad89-4844-b331-478dc0f4ba0d)
</details>

## Why It's Good For The Game

Fixes part of #86521.
Good to not use the headrest as a footrest all the time.
## Changelog
🆑
fix: Fixed being buckled to medical/roller beds making you always use
the headrest as a footrest.
fix: Fixed bedsheets/diskies/plushies/etc put on medical/roller beds
facing the wrong direction.
fix: Fixed bedsheets/diskies/plushies/etc put on any bed facing the
wrong direction on some beds.
/🆑
2024-09-10 17:06:09 +02:00
LemonInTheDark 1f249fbf0f Autotucking On Map Load (#81782)
## About The Pull Request

Doesn't really do much currently but without it wallening beds look
fuckin DUMB
Plus I think this better matches what is intended

## Why It's Good For The Game


![image](https://github.com/tgstation/tgstation/assets/58055496/d5e4c372-3e84-435a-88b9-b5be442049b2)

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2024-03-03 19:55:23 +00:00
ChungusGamer666 ce2a1185ad Renames COMSIG_ITEM_ATTACK_OBJ to COMSIG_ITEM_ATTACK_ATOM (#76112)
## About The Pull Request
 
For some reason this was missed when moving attack_obj() to /atom level.

## Why It's Good For The Game

It peeves me that this signal is misnamed
2023-06-18 18:48:01 +08:00
oranges 74e43bc556 Improve the naming of the element argument hash index selector (#71319)
So confusing name
2022-11-19 17:04:28 -08:00
Tim 4f47f87165 Bedsheet Improvements (#70576)
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## About The Pull Request

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documented or this can delay review and even discourage maintainers from
merging your PR! -->

This is a remake of #68602 that does:

- Adds context screentips for bedsheets
- Lets you attack other mobs that are lying down to cover them in a
bedsheet
- Removes deprecated bedsheet code
- Fixes tucked in items (plushies, nuke disk, bedsheets) to use proper
direction and rotation for beds
- Fixes bedsheets covering mobs in the wrong direction
- Changes bedsheets to only cover mobs that are lying down
- Bedsheets can now be rotated with AltClick

## Why It's Good For The Game

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especially if they are controversial and/or far reaching. If you can't
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Easier to use and looks nice.

## Changelog

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🆑
qol: Bedsheets now have context screentips and will cover up mobs if
they are attacked and lying down. Bedsheet can also be rotated with
AltClick.
fix: Fix rotation and offsets to work properly on mobs, nuke disk,
plushies, and bedsheets when placing something on a bed.
/🆑

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Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 21:55:28 -08:00
AnturK 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>
2022-11-15 03:50:11 +00:00
Mothblocks 60ee087b16 Remove ELEMENT_DETACH on everything that doesn't need it, rename to ELEMENT_DETACH_ON_HOST_DESTROY + a PSA (about 0.2s init time savings) (#70972)
ELEMENT_DETACH is **not** a requirement to having `Detach` called.
Detach is always called when the element itself is destroyed.

ELEMENT_DETACH is a flag that when set, makes sure Detach is called when
the atom destroys.

Sometimes you want this, for instance:

```dm
/datum/element/point_of_interest/Detach(datum/target)
	SSpoints_of_interest.on_poi_element_removed(target)
	return ..()
```

This Detach cleans up a reference that would have hung if target was
destroyed without this being called.

However, most uses of Detach are cleaning up signals. Signals are
automatically cleaned up when something is destroyed. You do not need
ELEMENT_DETACH in this case, and it slows down init. This also includes
somewhat more complex stuff, like removing overlays on the source
object. It's getting deleted anyway, you don't care!

I have removed all uses of ELEMENT_DETACH that seemed superfluous. I
have also renamed it to `ELEMENT_DETACH_ON_HOST_DESTROY` to make its
purpose more clear, as me and a lot of other maintainers misunderstood
what it did,

---

An update to this, ELEMENT_DETACH *is* needed for anything that can
register to a turf, as turfs do not clear their signals on destroy.
2022-11-05 15:00:59 +01:00
Watermelon914 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00
MrMelbert 4b9869b97d Allows you to tuck the nuclear authentication disk (and plushes) into bed. (#55940)
Adds an element, the tuckable element. Objects with this element can be tucked into bed by hitting a bed with it.

You can now make beds by hitting them with a blanket.
You can now tuck plushes into bed.
You can now tuck the disk into bed, too.
2021-01-05 17:57:11 -05:00