Commit Graph

29 Commits

Author SHA1 Message Date
Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Tsar-Salat <62388554+Tsar-Salat@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: Maxipat <108554989+Maxipat112@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
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Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
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Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
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Co-authored-by: Isratosh <Isratosh@hotmail.com>
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Co-authored-by: Neocloudy <88008002+Neocloudy@users.noreply.github.com>
Co-authored-by: Alexander V. <volas@ya.ru>
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Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com>
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Co-authored-by: Cameron Lennox <killer65311@gmail.com>
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Layzu666 <121319428+Layzu666@users.noreply.github.com>
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Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: John F. Kennedy <54908920+MacaroniCritter@users.noreply.github.com>
Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com>
Co-authored-by: Josh <josh.adam.powell@gmail.com>
Co-authored-by: Josh Powell <josh.powell@softwire.com>
Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com>
Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com>
Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2026-05-16 00:56:00 +02:00
MrMelbert b38a641e83 Demolition mod is inverted vs "soft" structures like spider webs (#90464) 2025-04-29 17:51:09 -06:00
Waterpig d3d3a12540 The big fix for pixel_x and pixel_y use cases. (#90124)
## About The Pull Request

516 requires float layered overlays to be using pixel_w and pixel_z
instead of pixel_x and pixel_y respectively, unless we want
visual/layering errors. This makes sense, as w,z are for visual effects
only. Sadly seems we were not entirely consistent in this, and many
things seem to have been using x,y incorrectly.

This hopefully fixes that, and thus also fixes layering issues. Complete
1:1 compatibility not guaranteed.

I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming
inside apply_overlays), and this is still included in the PR to flash
out possible issues in a TM (Plus I will need someone to grep the
runtimes for me after the TM period to make sure nothing was missed).
After this is done I'll remove all these extra checks.

Lints will probably be failing for a bit, got to wait for [this
update](https://github.com/SpaceManiac/SpacemanDMM/commit/4b77cd487d0a7b6a069df20356b701af5b20489d)
to them to make it into release. Or just unlint the lines, though that's
probably gonna produce code debt

## Why It's Good For The Game

Fixes this massive 516 mess, hopefully.

closes #90281

## Changelog
🆑
refactor: Changed many of our use cases for pixel_x and pixel_y
correctly into pixel_w and pixel_z, fixing layering issues in the
process.
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
2025-03-28 14:18:45 +00:00
DATA e4682c04a4 Adds a new smite: Retcon, also refactors the temporary_atom component into an atom level proc (#90016)
## About The Pull Request

Adds a new Retcon smite, it makes the person fade out into nothingness
with a configurable timer, deletes their records and reopens their job
slot, as if they were never there at all.

I was also annoyed that to play around with temporary_atom I had to
slowy add a component, and it doesn't really have much of a reason to BE
a component, so I refactored it into an atom level proc called
fade_into_nothing

## Why It's Good For The Game

The smite is useful for when you wanna get rid of someone who had to
leave roundstart and whatnot, on top of just being funny. the refactor
is also good because i can now put that proc on build mode and go to
town.

## Changelog

🆑
add: Added new mechanics or gameplay changes
add: Added more things
del: Removed old things
qol: made something easier to use
balance: rebalanced something
fix: fixed a few things
sound: added/modified/removed audio or sound effects
image: added/modified/removed some icons or images
map: added/modified/removed map content
spellcheck: fixed a few typos
code: changed some code
refactor: refactored some code
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2025-03-12 22:26:06 -04:00
SmArtKar 0ac282f03f Fixes spiderwebs, alien weeds, kudzu, and other stuff layering below catwalks and glass floors (#89893)
## About The Pull Request

Vents/scrubbers look a bit weird as their pipes still go above
catwalks/glass floors but I need my stuff from #89702 and it should be
atomized from this PR.

Closes #87022
Closes #88823

## Changelog
🆑
fix: Fixed spiderwebs, alien weeds, kudzu, and other stuff layering
below catwalks and glass floors
/🆑
2025-03-12 01:55:47 -07:00
grungussuss 58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
tgstation-ci[bot] 9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
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After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
YesterdaysPromise fec946e9c0 /Icon/ Folder cleansing crusade part, I think 4; post-wallening clean-up. (#85823)
Hello everybuddy, your number three rated coder-failure here to clean up
some mess. This PR accomplishes some of the more major structural clean
up changes I wanted to do with /obj/ folder, but decided to wait on
until wallening gets merged, and so, time has come. Several things to
still be done, although I know these cleaning PR's are quite a load, so
will wait for this one to get done with first.

## Why It's Good For The Game
Saner spriters, better sprites, less annoyance. Also deleted a whole
load of redundancy this time around, a lot of sprites which existed
simultaniously in two places now got exit their quantum superposition.
2024-08-15 20:22:02 -07:00
Jacquerel 9d9da3a790 Spider web graphics (#81839)
## About The Pull Request

Here is what webs look like.
It looks like pure ass and I hate seeing it.

![image](https://github.com/tgstation/tgstation/assets/7483112/fe3279e6-4d69-48d3-abb7-fb4b1c61396e)

Here's my attempt at making them look nicer.

![image](https://github.com/tgstation/tgstation/assets/7483112/0a5b1034-f021-4a5b-bc93-c590334c7d42)

Notes: Genetics Power webs now have a slight purple tint to
differentiate them from regular spider webs, so spiders aren't confused
about why they can't cross these ones.

On the backend I condensed a lot of these typepaths to inherit from each
other instead of not doing that. In the future I am going to use this to
cut down on the excessive amount of action buttons we have for these
too.

Here's (most of) what the action buttons look like. this screenshot also
demonstrating that we have a serious problem with how many buttons we
give to spiders.

![image](https://github.com/tgstation/tgstation/assets/7483112/c78ce4f3-dbfd-4434-b318-dfe2a88ce838)

After this is merged I will embark on two further projects:
- Wallening version
- Reworking spider web placement to not be a function of having 15
action buttons, it's _so bad_.

While I was working on this I noticed that AI spiders would not
automatically place webs on certain crossable tiles, because we forgot
to pass an argument to a proc. I fixed that too.


Oh also final change I almost forgot to document:

![dreamseeker_MiooTij0sG](https://github.com/tgstation/tgstation/assets/7483112/7ae262d9-7b89-45b9-beb3-f6921963e04e)

I made you jiggle if you get stuck in a web.

## Why It's Good For The Game

The previous sprites looked bad and these look less bad.

## Changelog

🆑
fix: AI-controlled spiders can correctly recognise where they can place
webs.
image: New sprites for most kinds of spider web
/🆑
2024-03-06 16:05:49 -07:00
LemonInTheDark f03084c1ca FOV is Dead (Long Live FOV) (#80062)
## About The Pull Request

FOV as it is currently implemented is incompatible* with wallening.
I'm doin wallening, so we gotta redo things here.

The issue is the masking of mobs. Wallening relies on sidemap (layering
based off physical position), which only works on things on the same
plane (because planes are basically sheets we render down onto)
So rather then masking mobs, let's reuse the masking idea from old fov,
and use it to cut out a bit of the game render plane, and
blur/over-saturate the bit that's masked out.

My hope is this makes things visible in light, but not as much in
darkness, alongside making more vivid shit more easily seen (just like
real life)

Here's some videos, what follows after is the commits I care about
(since I had to rip a bunch of planes to nothing, so the files changed
tab might be a bit of a mess)

Oh also I had to remove the darkness pref since the darkness is doing a
lot of the heavy lifting now. I'm sorry.

Edit:
NEW FOV SPRITES! Thanks dongle your aviator glasses will guide us to a
better future.


https://github.com/tgstation/tgstation/assets/58055496/afa9eeb8-8b7b-4364-b0c0-7ac8070b5609


https://github.com/tgstation/tgstation/assets/58055496/0eff040c-8bf1-47e4-a4f3-dac56fb2ccc8

## Commits I Care About

[Implements something like fov, but without the planes as layers
hell](https://github.com/tgstation/tgstation/commit/a604c7b1c8d74cd27af4d806d85892c1f7e35ba8)

Rather then masking out mobs standing behind us, we use a combo color
matrix and blur filter to make the stuff covered by fov harder to see.

We achive this by splitting the game plane into two, masking both by fov
(one normally and one inversely), and then applying effects to one of
the two.

I want to make the fov fullscreens more gradient, but as an effect this
is a good start

[Removes WALL_PLANE_UPPER by adding a WALL_PLANE overlay to material
walls (init cost comes
here)](https://github.com/tgstation/tgstation/commit/25489337392f708cb337fbf05a2329eacdfc5346)

@Mothblocks see this. comment in commit explains further but uh, we need
to draw material walls to the light mask plane so things actually can be
seen on them, but we can't do that and also have them be big, so they
get an overlay. Sorry, slight init time bump, about 0.5 seconds. I can
kill it with wallening.

[Moves SEETHROUGH_PLANE above
ABOVE_GAME_PLANE](https://github.com/tgstation/tgstation/commit/beec4c00e01d34a04fba7c2bb98a9b70d27ead82)

I don't think it actually wants to draw here
@Time-Green I think this was you so pinging for opinion

[Resprites FOV masks to be clean (and more
consistent)](https://github.com/tgstation/tgstation/pull/80062/commits/f02ad13696b3b17658af612c62848b48609d785d)

[f02ad13](https://github.com/tgstation/tgstation/pull/80062/commits/f02ad13696b3b17658af612c62848b48609d785d)

This is 100% donglesplonge's work, he's spent a week or so going back
and forth with me sharpening these to a mirror shine, real chill

## Why It's Good For The Game

Walls are closing in

## Changelog
🆑 LemonInTheDark, Donglesplonge
image: Redoes fov "mask" sprites. They're clean, have a very pleasant
dithering effect, and look real fuckin good!
del: Changed FOV, it no longer hides mobs, instead it blurs the hidden
area, and makes it a bit darker/oversaturated
/🆑

###### * It's technically possible if we start using render targets to
create 2 sets of sources but that's insane and we aren't doing it
2023-12-13 15:52:24 +01:00
Hoolny 34e488acf5 Spider Infestation Balance Rebalance Expansion Part 2 (#78705)
## About The Pull Request
Balances
1. Spiders now slow down equivalent to their health
2. Tarantulas can no longer put web passages or solid webs and destroy
walls outside of charge attack
3. Young spiders now cant pull objects do to being too weak and become
slower outside of webs as they should be
4. Makes pneumatic airlock seal unable to be destroyed by spiders
5. All Broodmother eggs now have a cooldown timer
Normal Eggs: 20 seconds
Abnormal Eggs: 180 Seconds
Enriched Eggs: 60 seconds

Expansions

1. Added a new abnormal egg category
2. Broodmothers can now lay abnormal eggs
3. 2 new spiders added
6. A new web type: Reflective silk screen
# Breacher

![dreamseeker_HmjGZdlh5l](https://github.com/tgstation/tgstation/assets/84478872/de957cd4-74d1-4df1-b8d7-69d7b07cdc88)

![dreamseeker_xvfmLDa8tX](https://github.com/tgstation/tgstation/assets/84478872/b8b9238b-b31d-4c3b-9483-00cbdc827cc6)

![image](https://github.com/tgstation/tgstation/assets/84478872/df46b478-a1e1-4743-bc56-9c5821e0aac0)





- Low damaging with High wound bonuses meant to debilitate enemies to
take ground for the nest

- Has the ability to breach areas by destroying walls with menson vision
to map out strategic breachings

- Immune to harsh environments with the ability to lay solid webs to
protect the nest environment

- Can send in warnings for the entire nest to hear 


Will Help the nest get out of being closed off by small construction
attempts and fix some space breaches plus some back up by making enemies
slower and scarring them off with some bloodloss

# Tank

![image](https://github.com/tgstation/tgstation/assets/84478872/f4abe473-3593-40af-afd4-99c74cf83d46)

![image](https://github.com/tgstation/tgstation/assets/84478872/203a3b6a-9b8d-4d1f-ade8-cd67b50383ba)

- Extremely low damaging build to absorb damage to hold ground for the
nest
- With the ability to lay down silk screen reflectors to protect the
nest from missile attacks
- Can heal itself at a slow rate

Will provide great support to keep the nest at bay from range attacks at
some extent and act as a damage absorber in dier situations
# Abnormal Eggs

![YsCgX09](https://github.com/tgstation/tgstation/assets/84478872/b5da467c-9fc0-4581-bb18-47f9bf5bc9ee)

![EuKT8zN](https://github.com/tgstation/tgstation/assets/84478872/f8b0d652-14c8-4e11-92ee-d43d9eedfd77)

- They can only be made once every 180 Seconds
- Hold the two new spider types

## Why It's Good For The Game
New spiders to contribute to the general spider antag team dynamic,
balances for spiders are always good making them funner to play against
and bringing up challenges on their gameplay making them act less like
murdering simple mobs and more like an actual nest trying to survive in
the station.


How?

1. **Cooldown egg laying:** broodmothers now have to be more strategic
on where they place their eggs with an average of 3 eggs per minute per
broodmother
2. **Spider slowdown on damage:** Spiders now will become slower the
longer they stay out of the nest in battle making them have to retreat
back to the nest shortening their time out murdering giving incentives
to expand the nest
3. **Spider More Brute Damage:** Gives a reason to use melee against
spiders although more dangerous it gives more reward due to the higher
damage outputs since spiders are pretty much big bugs with delicate
bodies no bones no good structural consistency equal more damage to
blunt attacks
4. **Tarantula Nerfs:** Tarantulas shouldnt be able to destroy this many
walls at this rate and be able to lay so many defensive webs I don't
know why they had this abilities but their strong enough as is

## Changelog
🆑
add: Added Abnormal Eggs
add: Added Two new spiders
del: Some Tarantula abilities
balance: Spiders speed are now connected to health
balance: Spiders now take more brute damage
balance: All egg laying now has a cooldown
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-10-31 13:36:15 +00:00
Jacquerel 3e554bdab3 Flesh Spiders Regenerate + QoL (#78704)
## About The Pull Request

Replaces the Healing Touch component on Changeling-spawned Flesh Spiders
with the Regenerator component, as the comment helpfully suggests.
Flesh Spiders can no longer touch themselves to heal, instead they
automatically begin regenerating their health if they go four seconds
without taking damage. It takes 6 seconds to fully regenerate, so 10
seconds to fully heal from the edge of death (less if you're not that
injured).


![image](https://github.com/tgstation/tgstation/assets/7483112/37faca55-35fe-48dc-a3ed-03f4b79860bd)

Also I changed the sprite for flesh spider eggs to a different one we
already had rather than regular spider eggs tinted red, just because I
felt like it.
Would be cool to give the spiders their own sprite some time, but that's
for another PR.


![image](https://github.com/tgstation/tgstation/assets/7483112/8ec286c4-46dc-4aec-aa98-cb4e4e432690)
_Additionally_ the flavour text for flesh spiders was kind of messed up
by being shoved into the objectives box and claiming that it was a
directive from a spider queen you don't have, so I gave them their own
slightly different antag datum to compensate.
It also actually mentions how you heal yourself, which previously was
down to trial and error or codediving.

In the course of doing this I decided to just... move flesh spiders to
their own type path. It _sort of_ made sense for them to be part of the
giant spider typepath, but they keep being modified by changes targetted
at "balancing the Giant Spiders antagonist" which this mob isn't related
to and doesn't have any reason to follow. The fact that a mob has
similar stats to another one isn't automatically a reason to share a
typepath, and now that I have looked a little at this mob I'm sort of
interested in branching it further away from "it's a spider mob but
spawned a different way" in the future.

Finally, this spider egg cluster and the midwife one would prompt ghosts
with a radial menu with a single option on it... that's a bit pointless,
so we'll bypass that menu if there is only one possible outcome.

## Why It's Good For The Game

Currently Flesh Spiders heal by clicking on themselves and standing
still for two seconds, restoring 50% of their HP. This means they can
fully regenerate over 4 seconds unless you stun them, and with 90 HP
you're not _that_ likely to kill one during the channel time.
This just feels like an odd way for the creature to operate,
regenerating instead gives it a hit-and-run strategy and adds more use
to their webs (maybe we should give them meatier or bloody webs at some
point? Might be cool).
Also clicking yourself to heal is just unintuitive and I suspect several
players just didn't realise they could do it in the first place.

## Changelog

🆑
balance: Flesh Spiders heal automatically over time if they go a short
time without taking damage, instead of healing large chunks by clicking
themselves and waiting two seconds.
qol: Spider egg clusters which only hatch into one kind of spider don't
ask you to select that one type from a radial menu with one option on
it.
qol: As a Flesh Spider, the game now tells you how you can heal
yourself.
/🆑
2023-10-11 16:37:11 +02:00
Comxy 924ceedeaf Spider Type Check Fix (#78817)
## About The Pull Request
Fixes bug, I am running out of gbp plz merge
## Why It's Good For The Game
Fixes #78802
## Changelog
🆑
fix: Spider types get properly checked again.
/🆑
2023-10-08 00:57:04 +01:00
Jacquerel 48cc57010d Various spider fixes (#76528)
## About The Pull Request

Fixes #76484
Then I noticed some weird stuff which slipped through the PR and poked
at that too.

- Spiderlings and Spiders once more have names ending in (###)
- Removed an unused property on Spiderlings.
- Rewrote the descriptions for a bunch of web-abilities and web-objects
to be clearer and have better capitalisation.
- Refactored the "Web Carcass" ability to not extend from "lay web" as
it didn't need to perform most of that behaviour.
- Also I renamed it and made the description give you a hint about why
you would want to instantly spawn a statue.
- The web effigy now despawns at the same rate as the ability cools down
so you're not dumping spider statues all over the place.
- I made spiderlings move at about the same speed as humans except if
they're on webs in which case they're still pretty fast.

To be honest I am not certain an instant statue spawning button is great
to begin with and I didn't even know it was added to the game but I am
not interested in messing much with the balance for now.

This made me look at spiderlings enough that I'm going to try and make a
new sprite for them that isn't awful.

## Why It's Good For The Game

Lets you differentiate individual spiders a little bit.
Makes usage of abilities clearer.

## Changelog

🆑
balance: Guard spider web statues despawn as the ability comes back off
cooldown.
balance: Spiderlings now only move at light speed if they're on webs,
stay safe little guys.
fix: Spiders once again have random numbers after their names.
/🆑
2023-07-05 19:26:45 -06:00
SyncIt21 995b172a32 Fix balloon alert runtime(timer added on deleted object) when spider webs are destroyed by hand (#76255)
## About The Pull Request
**Reproduction**
- Spawn a spider web
- Try destroying it with a wire cutter or any other object, but it must
be by hand
- If you are lucky (50% probability as the web uses the prob() proc) at
the moment the web is destroyed a balloon alert at the same time "stuck
in web" gets called causing the runtime because it added a timer on the
deleted spider web

**Solution**
Use loc for balloon alerts as that does not get deleted.

## Changelog
🆑
fix: fixes balloon alert runtime when spider webs are destroyed.
/🆑
2023-06-24 11:42:38 +02:00
Hoolny 419dd2b754 Spider Infestation Balance Rebalance Expansion Part 1 (#75204)
## About The Pull Request
https://hackmd.io/dxhPOOdRRKW7siqPbpfmYQ?view The HackMD goes in-depth
into what this PR is about

## Content
### Ambush Spider

![image](https://user-images.githubusercontent.com/84478872/236697303-16fb5fee-7862-457f-a053-9e634873f205.png)

![image](https://user-images.githubusercontent.com/84478872/236697338-7908e9ba-07d2-4af6-9e0a-583e74d96634.png)
### Scout Spider

![image](https://user-images.githubusercontent.com/84478872/236697485-91560e01-365d-4a9e-8401-a52b412d865f.png)

![image](https://user-images.githubusercontent.com/84478872/236697489-a9f1d46d-1e65-4e9d-995e-335e4cf40f8c.png)

![dreamseeker_JtR1iVptrV](https://user-images.githubusercontent.com/84478872/236697538-4e9ac1a4-b2b7-463a-b4ff-75f8ae2d266a.png)
## Tangle

![image](https://github.com/tgstation/tgstation/assets/84478872/756de834-5470-4a2a-9e8e-55d6a3ca770d)

![TkK4NHc](https://github.com/tgstation/tgstation/assets/84478872/4fa15fa6-db11-46a5-9b56-8e5fce4bc1c0)

![XxcLU0z](https://github.com/tgstation/tgstation/assets/84478872/7a007a94-e9a4-4700-9a0e-f5e2a178c924)

### Spiderlings

![ruCweIc](https://user-images.githubusercontent.com/84478872/236697721-b96469df-e68b-47b7-9316-ec152629e9aa.png)

![SWE0bgo](https://user-images.githubusercontent.com/84478872/236697726-7753f363-99db-46b1-8181-0dc755c1804e.png)

![BYNLUQa](https://user-images.githubusercontent.com/84478872/236697753-48c1c5b0-064a-45e9-bf19-ad2e29cdb426.png)


## Why It's Good For The Game
Currently, spiders have plenty of issues that make them a very 2d
mentional antag they kill,die, and respawn which is boring and leads to
a bunch of balance issues for their current design this PR both fixes
the current issues spiders have and adds more depth into the antag.
## Changelog
🆑
add: Added 3 new spider types
add: Added more spider abilities
balance: Rebalanced spiders
fix: Fixes spiderlings having density
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-05-28 16:45:42 -07:00
Hoolny 12fdd1f0bc Fixed sealed webs not stopping any atmos gas from passing through them (#75293)
## About The Pull Request

![image](https://user-images.githubusercontent.com/84478872/236974451-e764f1c2-f5ca-4c74-90ad-54c1fc929903.png)
Three lines of coder later

![image](https://user-images.githubusercontent.com/84478872/236974479-94961e2d-c0e6-4c6b-bc83-67a03f6874f4.png)
works good
## Why It's Good For The Game
## Changelog
🆑
fix: fixed sealed webs not stopping active atmos
/🆑
2023-05-14 15:41:17 -04:00
Jacquerel adc010275f Spiderlings can cross webs (#75404)
## About The Pull Request

Reliable web traversal is now governed by a trait instead of a type
check.
Spiderlings have that trait.

## Why It's Good For The Game

Spiderlings are spiders and shouldn't get stuck in webs.
Turning this into a trait means that we can make more things apply the
trait in future if we want, without having to expand a list of allowed
mobs.

## Changelog

🆑
fix: Spiderlings no longer get stuck in webs
/🆑
2023-05-14 15:31:23 -04:00
san7890 fa0225b05c Converts Spiderlings from Structures to Basic Mobs (#75001)
If I could've made this more atomic, I would have in a heartbeat, trust
me.

## About The Pull Request

Hey there. People were mocking us for having spiderlings still be a
subtype of `/obj/structure`. I decided to take a lot of time to fix
that. A lot of behavior it was implementing was just pseudo-mob stuff,
so it was actually easier than it looked for the raw conversion. A lot
of the footwork on spider stuff in the basic framework was already done
previously by Jacquerel, so that was pretty nice.

However, there are two new things that weren't introduced in the code
that had to be put in.

A) A component to handle growth and differentiation into a mob. This may
have already existed, no clue. If it does (and it's NOT
evolutionary_leap), let me know.
B) AI Behavior to handle seeking out a vent, entering a vent, and then
exiting out of a different vent. I may have gone a bit wacky on the
code, but it certainly works as expected (spiderling goes in one vent,
exits the other). Let me know if you can think of a way it can be better
optimized, but it was deliberately written to be very failsafey in case
shit goes yonkers.

One fundamental difference between structure spiderlings and basic mob
spiderlings (beyond the AI and not just a random prob() check for
movement) is the fact that they had vent movement coded in... but we
_really_ don't need stuff like that for our intents and purposes. If the
range turns out to be too OP in the current framework, we can always
change it up a bit, but also there's a _lot_ of vents we can end up in
the station (my testing had one spiderling end up in the AI sat to get
obliterated).
## Why It's Good For The Game

Spiderlings aren't structures! They behave like a mob should! Players
can possess spiderlings! They work seamlessly with differentiating into
a giant spider! Better AI! More room for people to add into this very
under-utilized buggers!
## Changelog
🆑
refactor: Spiderlings are now basic mobs, report any complete
weirdness/deviation from known behavior. They should be a lot more
intelligent now though.
add: AI Spiderlings are super fragile, but they're also super fast,
especially when they get into a vent. Once they're in circulation, they
could end up everywhere! Maybe in the armory, maybe in a locked closet
in maintenance. Be sure to be vigilant and splat them whenever you can
to save the station from a whole lotta heartache!
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-04-30 14:17:02 +01:00
Profakos 50b37c8c7f Faction defines (#73681)
## About The Pull Request

Quite a lot of mobs had faction defines as a string, which always has a
chance for error. For example, the clown mob spawner had their faction
written as "clown", when the official faction name was "clowns", and a
define existed for it anyways! This PR moves every single string based
factions over here. No references or special role factions. Hopefully I
didn't miss anything.

I also moved a global define used for picking your uplink provider's
flavour to the only file that used it, datum_traitor.dm, and renamed
them a bit to avoid confusion.

I have also noticed that the mimic faction was assigned to the petrified
player with += instead of |=. |= would ensure no duplicate factions, so
I have changed it.

Future improvement:
I have noticed that there is a lot of bloat with factions that contain
only one or two entries (examples: gnomes, floating eyeballs, penguins,
the pet lizards), and some always appear in pairs (vines and plants, the
rare exceptions being killer tomatoes and strange reagent spawned pine
trees), but trimming consolidating them is a matter for a different
time.

## Why It's Good For The Game

Makes assigning factions a bit less error prone.

I can finally remove the ```/// Later all mob factions will be moved
here and their current factions replaced with faction defines.```
comment. Later is NOW.

## Changelog
Nothing player facing
2023-02-28 16:44:08 -07:00
Jacquerel cbbf7b3613 Basic Mob Spiders III: Sgt. Araneus is no longer a bat (#73350)
## About The Pull Request

This PR converts giant spiders into basic mobs and resultingly fixes
#37793
They _should_ have the same behaviour as their simple mob versions
although I can't verify that their movement speeds are _exactly_ the
same. It should at least be pretty close.
A quirk of spiders is that they had a pretty large `move_to_delay` which
made them slow in the hands of AI (because it would just pause for ages
between taking steps) and faster in the hands of players, and they often
appear in both forms so I had to implement this as a speed modifier
based on player control.

Additionally this is the first basic mob which can be set on fire.
This is currently implemented as a var on `mob/living/basic` but I know
there was some annoyance at adding the environment tolerances as vars on
there so if desired I can try and extract it out, I'm just not sure how
easy it will be.

Something else I noticed is that spiders seem to take stamina damage
from bug spray... but stamina damage does nothing to either simple _or_
basic mobs. I have left it in for now in case I am missing something,
and rebalancing it to do something else would be more like a balance
change.

Oh also I killed the `mob/basic/retaliate` folder because that isn't a
classification that needs to exist or makes sense.

## Why It's Good For The Game

We don't want to use simple mobs any more.
Sergeant Araneus can finally actually be a spider, instead of being a
bat.

## Changelog

🆑
refactor: Spider code has been refactored and AI-controlled spiders may
have slightly different movement or reaction times.
fix: Basic mobs can now be slowed when they take stamina damage, however
currently only spiders actually _can_ take stamina damage.
fix: Spiders should now more reliably disable their AI when controlled
by a player.
fix: Araneus is no longer considered to be a bat and so cannot fly.
fix: Araneus is no longer considered to be a bat and so is no longer
frightening to people who are scared of the supernatural.
/🆑
2023-02-13 05:22:26 +00:00
Jacquerel 8ee01d27b3 Basic Mob Spiders I: Ability refactor (#73201)
## About The Pull Request

This morning a man presented me with a mission

![image](https://user-images.githubusercontent.com/7483112/216712023-788f2f35-feaa-4152-acee-a2a58e1e6d2c.png)
I realised that I can achieve this in merely _three_ pull requests.
...because I'm leaving one that adds new AI until after feature freeze
february.

This one pulls all of the ability code out of the giant spider mob file
and spruces it up a bit in preparation for making them into basic mobs.
It removes an ancient "todo" about merging the spider and genetics web
abilities by, doing that.
Spider abilities no longer extend from a shared and reasonably pointless
"innate" root ability and also don't require their owners to be spiders
to work properly any more.

Also while I was in there I fixed a bug where the "set directive"
ability did not actually pass that into the antag datum of a new spider
unless they logged out and back in.

## Why It's Good For The Game

Code should smell nicer now.
Removes an essentially duplicated ability.
Clears up some chat log spam which didn't need to be in there.
You can actually set an objective for spiders you create as a spider
brood mother.
I guess you can make spiders-man as an admin by giving spider abilities
to other mobs.

## Changelog

🆑
refactor: Tidied up spider ability code, they should all work the same,
but please report if they do not.
refactor: Spiders and Geneticists now use the same ability to make webs
rather than two virtually-identical ones, which should also perform just
as it did before this change.
fix: Setting a directive as a Spider Midwife should properly pass and
announce itself to new spiders.
/🆑
2023-02-06 20:15:09 -07:00
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
IndieanaJones a2e0ab3ff0 Spider Rebalance PR: Burn Baby Burn Edition (#68971)
This is a remake of #66106, with more thought put into the underlying balance. The main goal of this PR is to make fighting spiders more accessible and interesting for the majority of the crew while nerfing the extremely strong and boring option of simply using freezing temps to kill spiders. Also fixes #67765. The changes are as follows:

NEW SPIDER COUNTERS

    Fly swatters now deal 25 damage to spiders on hit, increased from 1
    Pesticide now deals massive stamina damage to spiders and a little bit of physical damage as well (the damage portion not added by this PR)
    Spiders can now be caught on fire through any traditional mean of catching something on fire. Spiders will automatically put themselves out after a time. This was done instead of an active action because AI spiders are also subject to this change as well, and I don't feel like bloating the simple mob AI with putting themselves out

SPIDER CHANGES

NERFS

    Toxin injection has been removed from all spiders except for the hunter, flesh spiders and the viper
    Hunter toxin (used by hunters and flesh spiders) now only brings the afflicted down to 40 health, and will stop taking effect once the afflicted reaches that threshold. Should the afflicted still have the toxin in their system and get healed, the toxin will begin dealing damage again until the afflicted is at 40 health or below again
    Viper toxin now only brings the afflicted down to 10 health, but also has the hallucination effects of Mindbreaker toxin. This hallucination effect is applied regardless of target health. It also no longer generates other harmful chemicals into the afflicted's system, but is much more potent at base
    Flesh spiders cannot regenerate while on fire

BUFFS

    Time it takes for spiders to normalize their temperature cut by half. While they will react faster when in cold or hot environments, when they leave said environments it will take less time to return to normal temperature
    Unsuitable temperature damage reduced to 4 from 8
    You can no longer push spiders by running into them
    Webbing heat damage threshold increased from 300 to 350 (same temp where spiders also take damage)
    Broodmother egg laying time reduced to 12 seconds from 15
    Broodmother web laying time multiplier reduced to 0.5 from 1
    Broodmother health increased to 60 from 40
    Broodmother damage increased to 10 - 15 from 5 -10

BEHIND THE SCENES CHANGES

    You can now make any simple mob able to be caught on fire by setting flammable to true
    How fast a simplemob stops burning is controlled by fire_stack_removal_speed
    Can now now control how fast simplemobs regulate their temperature using temperature_normalization_speed. Before this PR, this value was hard-coded at 10, I have set the default to 5 as 10 was too long in almost any case. This will notably affect slimes, who could easily die to being cold long after being removed from the cold area. I see this as purely beneficial
    Toxins now have a health_required value. The afflicted has to be above this health value in order to take damage from the toxin. Only used in the spider toxins currently
    When I was setting up simplemobs to be flammable, I noticed basic mobs can be glitchily set on fire, so I fixed it to where they can't be set on fire.

Why It's Good For The Game

    Spacing something is very easy, but not very fun or interesting compared to starting and controlling a fire. Swapping spiders' temperature weakness from spacing to fire is beneficial to the fun of fighting them and playing as them, allowing more creativity and resourcefulness on both sides. Ideally, this should allow for atmosians and chemists to use their skills in a fun way.
    Currently, ignoring spacing them, the only people who can reasonably take on spiders is security, since they have lasers which do burn and stuns to slow the spiders down. However, this small subset of players cannot normally destroy a spider infestation without spacing them, so letting fly swatters and pesticide be used to combat spiders allows other crewmembers to fight back, letting them actually enjoy facing spiders as a threat and allowing the crew to defend themselves.
    Being killed by spider toxin after fighting off a horde isn't fun. The changes still make it a threat you have to be aware of, but not one which detracts as much from the combat loop. This also forces spiders to secure the kill themselves, which is more fun than having the toxin do it for you.
    Broodmothers in their current state are incredibly weak by themselves, which is intentional by design. However, the new changes hope to make playing as a broodmother easier and hopefully allow more broodmothers to get the spider infestation started properly. After all, Dynamic is their common source now, and they should be consistently worth the threat cost to spawn them.
    Previously, spider structures would seemingly vanish for no reason if the room was heated to be greater than 300 but less than 350, as the spiders would not be able to tell that it was too hot. Now, if the structures are taking damage, spiders will also be taking damage, so understanding what's going on should be easier now.
    Pushing spiders into a corner by running into them was not a fun tactic to deal with as a spider and didn't make much sense seeing how big the spiders are.

Changelog

cl
add: Spiders can now be caught on fire
add: Spiders take significant damage from fly swatters and stamina damage from pesticide
balance: Spiders have been re-balanced. Their toxins can no longer kill but they are not as susceptible to freezing
balance: General stats of spider broodmothers have been buffed with more health, damage, and faster web and egg placement
balance: Flesh spiders cannot regenerate whilst on fire
balance: Simplemobs change their internal temperature twice as fast
fix: Basic mobs no longer glitchily catch on fire.
/cl
2022-09-02 09:56:54 +12:00
Seth Scherer f1a363c825 Converts a shitload of istypes to their more concise macros (#69260)
* Converts a lot of istypes() to use their istype macro helpers.
2022-08-18 22:08:44 -04:00
LemonInTheDark 934a5ea498 Actually fixes strange mob delays: BEEPSKY IS TOO FAST edition (#64351)
* Revert " Properly speeds up a lot of things, mostly mobs (#64270)"

This reverts commit a836574388.
THE BYOND REF WAS A LIE, THE PLAYERS ARE FOOLS, HELP, HELPPPPPPP

It turns out that despite what the byond ref says, the walk proc's delays were not in fact in ticks, but in deciseconds.
This means when I "fixed" mob movement by doubling all walk delays, what I actually did was double the speed of anything that used walk()

I have a feeling that the actual issue players were seeing was just move_to having fucked up distance logic, and the movement of slow mobs being smoothed out. I've changed that, so hopefully this puts a seal on the whole problem

I've had a request put in to make beepsky faster, but I think that's best done in a seperate pr

* Adds a flag to disable smooth moveloop movement
Applies it to hostile mob's Goto()
Backports the fixes to move_to and move_away from the previous pr
2022-01-27 19:50:08 -06:00
LemonInTheDark a836574388 Properly speeds up a lot of things, mostly mobs (#64270)
When I made my move loop changes (815bb8a) 62567, I converted a few walk() procs to
the new system
What I didn't know when I did that conversion is that walk() operates on ticks, when move loops operate on
deciseconds

So when I converted say, mob movement over, I accidentially halved the attack movespeed of all of our mobs

This resolves that, alongside a few other misteps

Of note: There are old comments implying that walk()'s delay is not actually linear, or simply as the reference says "in ticks"
I don't have a good idea of how fast things actually should be though, which makes this tricky

In light of this, I've decreased the move speed of legion slightly, in hopes that it will feel more "normal"

I've also fixed a bug with move_to and move_away, they were treating their distance parameters as move to this and one more, rather then move to this. This lead to mobs attempting to overlap with your sprite. s cringe, and also fixed
2022-01-21 23:57:36 -08:00
LemonInTheDark 815bb8ae40 Adds a movement looping system, replaces inbuild procs and spacedrift with it (#62567)
* Adds a subsystem to handle automated directional movement, replaces all instances of walk_towards with it. Makes meteors and immovable rods not drift in space, and makes immovable rods more destructive. Note, I've opted not to use byond's method of moving towards something, which is effectively Move(src, get_step(src, get_dir(src, target))) as it's cringe and doesn't make a smooth line. I've replaced it with a autoupdating rise over run setup, read the code for more details

* woop forgot the subsystem

* Documentation, contributing.md entry, and some cleanup

* Makes the moveloop datum more oop friendly, sets us up for a lot of conversions

* Converts the curseblob and walk_away() to the subsystem

* Changes the default for override from FALSE to TRUE

* converts walk() over, still need to add a replacement proc for it, but we didn't actually have anything that used the raw proc

* converts the rest of walk_to() over, nearing the end now

* cleans up some errors

* Fully documents everything, fills in some missing movement types, uses the power of oop to make things cleaner, and typepaths longer

* Finishes the contributing.md stuff

* Done

* Fefaults -> Defaults, can you tell I wrote this at 1AM?

* resolves bubblegum issues

* Roh's suggestions

Co-authored-by: Rohesie <rohesie@gmail.com>

* Cleanup

* Hey lemon, did you know that Destroy() lives on datums? ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

* Converts over the discrepencies created in my absense

* HAHA FUCK YOU I PAY MY DUES

* Whoops lost some stuff in the merge

* Converts the system from seconds to deciseconds to make dealing with the api more sane

* Some stuff I missed

* Makes movement an inheritable subsystem type, splits the moveloop file into two, one for the subsystem, and one for the datums

* Makes a subsystem that handles directing movers out to other subsystems. It's a bit bad right now, but it's a
good first step. I think I'll move the move loop datum to a lazy var on mobs instead of an assoc list, don't
like lists.

Also makes the movement procs global, I'll move em to the /movement subsystem at some point or something like
that

* Converts the existing uses of the procs over to the new format

* Adds support for subsystem precedence, so a type of A can override type B.
General cleanup, still kinda in debug mode but it's getting better

* I'll admit I'm not too familiar with this, but I think it will work

* Adds starting logic so movement types "pausing" makes any sense
Redoes how waiting is handled to make it based on world.time directly. I don't remember why. I think it's better
this way.

Adds a drifting movement type, moves space drift over to it.
Needs severe work before it's ready, too much info stored and modified on the moving object, see comment
Starts work on making drifting smooth

* Moves almost all space drifting vars over to signals on the movement datum
Properly implements glide size stuff for both the subsystem and the loops. Space drift will be smoother now.
It's not perfect, but it'll work just fine for now

Adds a way to override a client'd mob's glide size mid move, uses it to make entering a spacedrift look right
Adds a way to delay a client move outside of just move_delay, meant to be used for long periods, and setup such
that it doesn't make inputs persist

Adds flags to movement loops, alongside MOVELOOP_OVERRIDE_CLIENT_CONTROL, which blocks client movements while
the loop is firing, and for it's visual delay after

This means you can't exit a space drift until you hit the actual wall. This feels a lot better

Some general logic stuff, move() will return true/false if it succeeded or failed
Adds a stop_loop() proc that's called when a move loop is no longer active

Suck my nuts

* Moves precedence to the loop instead of the subsystem

* Moves drifting into a component, this lets me explictly block input after the move loop ends, so people can't
move the moment they functionally move onto a new tile
This is a bit underdeveloped currently, but that's a problem for another day

Cleans up some uses of move procs, fixes runtimes in metoer and curseblob code
Adds signals for stopping/starting a move loop, sending one for destroy is redundant.
Moves existing event signals from the movable being acted on to the loop itself, makes more sense this way
Makes the move handler return the created loop up the chain so we can register to it
Fixes a logic error in loop contesting code that lead to loops never actually being removed from subsystems
because they didn't know they should be.
Properly changes lifetime from a time to stop, to functionally an amount of moves to complete before stopping
Adds some new signals for pre/post loop process. This is to better tie into components.

I decided I didn't like the idea of tying all functionality to the loops themselves
The loop decides functionally how to move, components or just tied in signals can decide when/when not to move
and can modify properties of the loop

Making a new loop for things like atmos drift, something I'm interested in tackling in the future, seemed silly

* Moves movement procs directly to the subsystem for better namespacing or whatever

* Moves movement packets onto /atom/movable, no longer need the debugging
I've decided to not just put their contents fully onto atom movable, since it makes debugging on live much
harder, can't sdql for them anymore.

Fixes a runtime in meteor code, properly this time
Fixes a logic error in stop_looping
Makes move manager NO_INIT, because well, it doesn't init

* Commits human sin, makes Recover() work properly for movement subsystems

* Fixes immovable rod orbits not always working, they were returning too early in moved and fucking up the var we use to track move count, and thus not sending a signal properly

* Reworks the curseblob to use signals more, and to not use override

* Missed this in the movement ss commit

* Removes override, makes having a higher or equal precedence take its place

* Updates documentation

* Cleans up some unused defines

* Nukes the unused flags option

* Whoops forgot to qdel check

* Removes an unused var I had for client move prevention before I started using a component

* Let's do this properly

* Modernizes meteor code to better match how explosions actually work currently

* Some more cleanup

* Cleans up effect code a little bit
Nukes the effect system's sleep loop, we use movement loops instead
As a part of that, instead of 1 timer per effect spawned, we react to loop failure and make it 1 timer per
effect system
This should reduce the amoumt of slowdown we see after mass lighting break

It's not everything, we're still making a timer per spark effect, but it cuts things down significantly

* Updates explosions to not sleep

* Adds support for modifying a loops delay post process, makes extinguisher code suck less then it does currently, nukes some more sleeps and timer loops

* Converts water tank resin over to move loops rather then sleeps, minor behavior change mind, the cooldown starts on fire rather then on land, but I think that makes more sense anyway

* compile and runtime fix

* Fixes some runtimes, cleans up some code, ensures feature parity when it comes to logging

* Prevents resin foam from space drifting

* Adds support for flags back into the system, I need it for reasons

* Updates move_towards to fix some bugs and resolve some inconsistent behavior, implements a flag that makes a loop's first move start instantly

* Fixes extinguishers not actually transfering any reagents

* Converts sprays to the new system. This does actually minorly change behavior, in that I've changed the order of spray actions from step -> sleep -> wash to step -> wash -> sleep, but I'm not terribly torn up about it because frankly I think it feels better

* Converts grav catapults over to the new system

* Converts trays over to moveloops

* Converts robot streaking to move loops, the other two coming soon

* Compile you won't. Also fixes a behavior issue with oil streaks

* Does directional step_to properly, cleans up the other two streaking types

* Converts step_trigger over, not that it's actually used anywhere. Changes how stoping a move works, you need to explicitly qdel, other the step is just considered to be ignored. This will make life easier later

* Adds a jps movement loop. It's a bit bloaty, id is stupid, but it'll work just fine

* Makes the system support passing in a datum that's just used as extra context for the move. The hope is this makes signalizing things less of an absolute headache

* Begins the conversion of ai movement datums to movement loops

* These two are reasonably simple, only weird thing I'm doing is A: Not allowing target hotswapping, which I hope none is doing, and B: passing the controller into the move loop as extra context so things work properly

* JPS is a bit more complex, partially because the old implementation was a bit weird. 2 major things. 1: I'm dropping what I think was a redundant behavior minimum distance check from the premove bit of logic, since I'm pretty sure it didn't do anything. 2, instead of just stoping the step in an error state like being pulled, we count it against our max move total

* Audit

* Moves most forced movement to the framework, adds some components to make things nicer

* Implements a flag that makes the loop always operate, regardless of precedence and without impacting any other loops

* Moves movement subsystems into the right folder

* Hey potato what if you had two procs that did the same thing and one called the other? Wow it's useless

* Merges slipping and force movement

* Converys conveyors over to the system. It's a bit fragile, but I think it's totally worth it to save the sleep loop

* Precedence -> Priority, cleans up some logic errors, makes priority highest to lowest instead of lowest to highest, straight cleans some code up

* Makes poly and bubbles ignore spacedrift, now that precedence actually functions properly. I'm likely missing cases of this, will deal with it later

* Depression, thy name is linter

* Fixes linter, and hopefully fixes the runtimes in ci too

* Wew

* Sets sprays and extinguishers back to legacy, since people do actually seem to have noticed

* Spelling errors my beloved

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

* More detail, moves return descriptions

* Converts transit tubes to the system?

* Adds the glide size modifier. Not honestly sure that this should be default, considering how crummy it makes things look for normal walking, but it's useful as hell here

* Adds a force move in dir template, actual support for fast initial steps (wtf old me) and a helper proc for setting delay

* Cleans up displosal code a bit, I thought about adding it to the system but it would functionally be just 'disposal loops'. Maybe I'll make a template subtype? not sure how I want to handle stuff like this

* Cleans up mob movement a bit

* Let's use the controller's visual delay

* Makes the resin thrower nicer, cries

* Cleans up some comments, replaces an implicit world.icon_size with an explicit one, fixes up a typecheck

* typecache instead of double istype. Can't do much about the !atom/movable, list would be too big I feel

* hhh

* bro wtf

* Documents the why of SS_TICKER

* Puts SSmovement on SS_TICKER. Lets us support tick steps

* Cleans up the charge action. Makes it use moveloops

* Fixes CI? kinda worried that this just got dropped

* Converts disposal pipes to move loops. They stutter a bit more then usual as of now, hoping that's a me thing, if it's not I'ma look at uping the priority of the base subsystem

* Moves the move subsystems off background, puts some on ssticker

* Prevents some things that shouldn't move in space from moving in space

* Documents the general form and usage of the system

* Virgin one vs chad once

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

* Removes unneeded check

* Moves appropriate movement subsystems into SS_BACKGROUND. Removes redundant SS_KEEP_TIMINGs

I do want the behavior of SS_TICKER, which at this point is tick based waits, and ignoring overtime when
calculating next fire.
Since honestly, these subsystems should ignore overtime in regards to next fire, the cost of moving A may be
nothing compared to the cost of moving B.

* Makes the MODULUS macro use floor. I knew our coders would never let me down, glad this exists, thanks ninja
Fixes teleporting caused by shitty round() behavior, adds a "you hit your target" case to homing loops

* Converts blood splatters to move loops, that'll do it

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-01-16 14:58:41 -08:00
tralezab 82615e7462 Super Mega Mob Spawn Refactor (#63279)
About The Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor

The Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor is my attempt to clean up the file structure, the code, and the type tree for mob spawns.

    Splits mob spawn types into corpses (dead spawns) and ghost roles (living spawns you can possess). The vars that didn't make sense for corpses and vice versa for ghost roles are now appropriately there
    Because of above, there are no longer the fucking "death, roundstart, and instant" vars. thank god
    Removes a lot of single or very few used vars, whose properties can be applied on special().
    All Mob Spawns are given fitting folders instead of just being stuck in a single ghost roles file. Corpses are in the corpse folder, Ghost Roles are in the ghost role folder. Only exception are drones which should stay near their respective homes
    Just generally cleaner all around you know
    spider structures file renamed to spiderwebs now that spider eggs are gone

Why Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor Is Good For The Game

The Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor cleans up so many terrible cases and uses
Changelog For The Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor

cl armhulen
refactor: Mob spawns are refactored, no more assortment of "random, instant, and roundstart" vars on every mob spawn type
refactor: if there are some minimal differences in how mob spawners feel, that's why!
/cl
2021-12-15 11:13:21 +13:00