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57 Commits
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f640a0e972 |
Enhances algorithm for finding an atom mount (#94076)
## About The Pull Request Depends on #94064 for the unit test but offers a better method for finding an atom to mount on - Finding a mount now takes into consideration the objects pixel x & y offsets meaning diagonal mounting is now supported. Gives great flexibility for mappers - If you don't want to use pixel offsets but default back to using the objects direction that behaviour is still preserved. Useful if your object uses directional icon states(lights & cameras for now) AND don't use offsets - If no direction could be specified then as the last resort it defaults back to the objects local turf for mounting ## Changelog 🆑 fix: all mounted objects on tables, fences, windows & walls should fall of correctly when the atom it is placed on is destroyed fix: security telescreen now falls off when their mounted wall is destroyed fix: defib wall mount falls off when their mounted wall is destroyed fix: floor lights are mounted to the ground/catwalk/tram floor they are sitting on meaning destroying it will destroy the light fix: wall mounted plaques now fall off when their mounted wall is destroyed /🆑 |
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81427cd5cf |
Unit tests, refactor & realignment for map loaded wall mounts (#93662)
## About The Pull Request This 1st has to be PR'd so the integration tests can point out all wallmounts that could not find a support structure to mount on. I then will do many map edits to align them onto the closest atom Yes we no longer use wall mount but atom mounted component. All objects that are mounted on windows/tables & fences now also fall off when destroyed It'll probably be a WHILE before I can fix all wall mounts. Long day. Expect me to misalign many stuff to fix failing CI so make sure to provide suggestions when possible Improved wallmount code overall - Fixes #93793 ## Changelog 🆑 fix: fixes all incorrectly maploded wall mounts that aren't actually hanging on any support structure fix: objects mounted on tables, windows & fences also fall off now when destoryed qol: lights can be mounted on windows qol: cameras can be mounted on windows qol: buttons can be mounted on tables refactor: improved how wall mounts interact with objects as a whole report bugs on github /🆑 |
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9740c687de |
General maintenance for wall mounts (#93534)
## About The Pull Request - Fixes #93392 - Replaces all custom callbacks with call to `deconstruct()`. The callbacks weren't necessary as it did the same thing as `deconstruct()` but in an round about way - Removed duplicate `Initialize()` procs and the params `building` & `ndir` from all wall mounts. Makes everything cleaner ## Changelog 🆑 fix: wall mounts placed by player now falls off when the wall they are mounted on is destroyed code: cleaned up wall mount code /🆑 |
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30d2f28c16 |
map_export now saves welded airlocks and paper on noticeboards (#91960)
When using `map-export`: - Exports the welded state of an airlock to the welded airlock mapping helper - Exports the paper inside of a noticeboard to pop out and be saved on the same turf Both `airlocks` and `noticeboards` handle the outside objects already in their `Initialization()` procs so I didn't have to change anything. Also I cleaned up the paper code and added some better code documentation to `on_object_saved()`. We convert this:  To this:  ## Why It's Good For The Game There weren't any good examples of using `on_object_saved()` and the documentation was lacking so I wanted to include some proof of concept for a few objects. Also airlocks already save their welded state, but I think it looks better to have it as a mapping helper since it shows up in StrongDMM instead of being a VV edit. |
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5261efb67f |
Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). ## Changelog 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑 |
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339616ae78 |
You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. ## Why It's Good For The Game Improving old code. And I want to be able to pet mobroaches while holding them too. ## Changelog 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑 |
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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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1880003270 |
Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request Currently to check for Silicon access, we do: ``if is silicon or is admin ghost or has unlimited silicon privileges or has machine remote in hand`` What has unlimited silicon privileges? Bots, Drones, and admin ghosts. To check for AI access, it just checks for AI instead of silicon, and doesnt check for unlimited silicon privileges. This was kinda silly, so I thought I should make this a little easier to understand. Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or ``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost, since now instead of being a var on the client, we moved it to using the same trait but giving it to the client instead, but since we have to keep parity with previous functionality (admins can spawn in and not have this on, it only works while as a ghost), I kept previous checks as well. No more type checks, removes a silly var on the mob level and another on the client. Now while I was doing this, I found a lot of tgui's ``ui_act`` still uses ``usr`` and the wrong args, so I fixed those wherever I saw them, and used a mass replace for the args. Other changes: - machinery's ``ui_act`` from https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin ghosts no longer get kicked off things not on cameras. This was my fault, I overlooked this when adding Human AI. - Human AI's wand gives AI control as long as it's in your hand, you can swap to your offhand. I hope this doesn't end up going horribly, otherwise I'll revert this part. It should let human AIs not have their UI closed on them when swapping to eat food or use their door wand or whatnot. - Bots previously had special checks to scan reagents and be unobservant, I replaced this with giving them the trait. I also fixed an instance of unobservant not being used, so now statues don't affect the basic creature, whatever that is. ## Why It's Good For The Game This is an easier to understand way of handling silicon access and makes these mobs more consistent between eachother. Other than what I've mentioned above, this should have no impact on gameplay itself. ## Changelog 🆑 fix: Statues don't count as eyes to creatures. fix: Human AIs and Admin ghosts no longer get kicked off of machines that aren't on cameranets. /🆑 |
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6f0dd84a3d |
Splits wall layer into three (#85901)
## About The Pull Request Turns `ON_WALL_LAYER` into `FLAT_ON_WALL_LAYER` `ON_WALL_LAYER` `HIGH_ON_WALL_LAYER` Where `FLAT_ON_WALL_LAYER` is meant for lower-priority wall mounts like signs and posters `ON_WALL_LAYER` is default and `HIGH_ON_WALL_LAYER` is for stuff that "hang over" the wall Also makes the incident display actually wall mounted ## Why It's Good For The Game I noticed this while doing mapping and I thought it was a really cool effect  Unfortunately this effect was a coinflip because all wall mounts were on the same layer. Sometimes it'd look like this  So this allows us to do this kinda stuff consistently. Also has the added effect of letting us "de-prioritize" stuff like posters, so we can hang stuff *over* posters and signs, which could be useful. ## Changelog 🆑 Melbert qol: Some wall mounts will now consistently layer over others (light switches and cameras, notably, should always layer above other mounts like signs and status displays) /🆑 |
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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. |
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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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6dc40ca522 |
Standardizes object deconstruction throughout the codebase. (#82280)
## About The Pull Request When it comes to deconstructing an object we have `proc/deconstruct()` & `NO_DECONSTRUCT` Lets talk about the flag first. **Problems with `NO_DECONSTRUCTION`** I know what the comment says on what it should do https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/__DEFINES/obj_flags.dm#L18 But everywhere people have decided to give their own meaning/definition to this flag. Here are some examples on how this flag is used **1. Make the object just disappear(not drop anything) when deconstructed** This is by far the largest use case everywhere. If an object is deconstructed(either via tools or smashed apart) then if it has this flag it should not drop any of its contents but just disappear. You have seen this code pattern used everywhere https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/constructable_frame.dm#L26-L31 This behaviour is then leveraged by 2 important components. When an object is frozen, if it is deconstructed it should just disappear without leaving any traces behind https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/datums/elements/frozen.dm#L66-L67 By hologram objects. Obviously if you destroy an hologram nothing real should drop out https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/modules/holodeck/computer.dm#L301-L304 And there are other use cases as well but we won't go into them as they aren't as significant as these. **2. To stop an object from being wrenched ??** Yeah this one is weird. Like why? I understand in some instances (chair, table, rack etc) a wrench can be used to deconstruct a object so using the flag there to stop it from happening makes sense but why can't we even anchor an object just because of this flag? https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/objs.dm#L368-L369 This is one of those instances where somebody just decided this behaviour for their own convenience just like the above example with no explanation as to why **3. To stop using tools to deconstruct the object** This was the original intent of the flag but it is enforced in few places far & between. One example is when deconstructing the a machine via crowbar. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L811 But machines are a special dual use case for this flag. Because if you look at its deconstruct proc the flag also prevents the machine from spawning a frame. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L820-L822 How can 1 flag serve 2 purposes within the same type? **4. Simply forget to check for this flag altogether** Yup if you find this flag not doing its job for some objects don't be surprised. People & sometimes even maintainers just forget that it even exists https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/items/piggy_bank.dm#L66-L67 **Solution** These are the main examples i found. As you can see the same flag can perform 2 different functions within the same type and do something else in a different object & in some instances don't even work cause people just forget, etc. In order to bring consistency to this flag we need to move it to the atom level where it means the same thing everywhere. Where in the atom you may ask? .Well, I'll just post what MrMelbert said in https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, Yup that's the ideal case now. This flag is checked directly in `deconstruct()`. Now like i said we want to give a universal definition to this flag and as you have seen from my examples it is used in 3 cases 1) Make an object disappear(doesn't dropping anything) when deconstructed 2) Stop it from being wrenched 3) Stop it from being deconstructed via tools We can't enforce points 2 & 3 inside `deconstruct()` which leaves us with only case 1) i.e. make the object disappear. And that's what i have done. Therefore after more than a decade or since this flag got introduced `NO_DECONSTRUCT` now has a new definition as of 2024 _"Make an object disappear(don't dropping anything) when deconstructed either via tools or forcefully smashed apart"_ Now i very well understand this will open up bugs in places where cases 2 & 3 are required but its worth it. In fact they could even be qol changes for all we know so who knows it might even benefit us but for now we need to give a universal definition to this flag to bring some consistency & that's what this PR does. **Problem with deconstruct()** This proc actually sends out a signal which is currently used by the material container but could be used by other objects later on. https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/objects/obj_defense.dm#L160 So objects that override this proc should call its parent. Sadly that isn't the case in many instances like such https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/machinery/deployable.dm#L20-L23 Instead of `return ..()` which would delete the object & send the signal it deletes the object directly thus the signal never gets sent. **Solution** Make this proc non overridable. For objects to add their own custom deconstruction behaviour a new proc has been introduced `atom_deconstruct()` Subtypes should now override this proc to handle object deconstruction. If objects have certain important stuff inside them (like mobs in machines for example) they want to drop by handling `NO_DECONSTRUCT` flag in a more carefully customized way they can do this by overriding `handle_deconstruct()` which by default delegates to `atom_deconstruct()` if the `NO_DECONSTRUCT` flag is absent. This proc will allow you to handle the flag in a more customized way if you ever need to. ## Why It's Good For The Game 1) I'm goanna post the full comment from MrMelbert https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, but there's a shocking lack of consistency around NO_DECONSTRUCTION, where some objects treat it as "allow deconstruction, but make it drop no parts" and others simply "disallow deconstruction at all" This PR now makes `NO_DECONSTRUCTION` handled by `deconstruct()` & gives this flag the consistency it deserves. Not to mention as shown in case 4 there are objects that simply forgot to check for this flag. Now it applies for those missing instances as well. 2) No more copying pasting the most overused code pattern in this code base history `if(obj_flags & NO_DECONSTRUCTION)`. Just makes code cleaner everywhere 3) All objects now send the `COMSIG_OBJ_DECONSTRUCT` signal on object deconstruction which is now available for use should you need it ## Changelog 🆑 refactor: refactors how objects are deconstructed in relation to the `NO_DECONSTRUCTION` flag. Certain objects & machinery may display different tool interactions & behaviours when destroyed/deconstructed. Report these changes if you feel like they are bugs /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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5ce9d5806d |
Scopes NODECONSTRUCT_1 from flags_1 to obj_flags (#80104)
This flag only worked on the `/obj/structure` and `/obj/machinery` level, so let's rescope it from `flags_1` and put it where it belongs - `obj_flags`. Bitflag operators should be scoped to their subtype specific bitfield, not really useful to have this take up a spot on the `/atom` level if absolutely nothing other than `/obj`s use it. |
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a77ac3e4f1 |
Adds a new component so that items that are "attached" to walls will now drop/deconstruct on turf destruction. (#77417)
## About The Pull Request Adds a new component, called wall_mounted, which applies on the wallframe objects on construction, as well as a number of wall frame objects and structures to cover mapped in, roundstart objects of the like. I might have forgotten a few, but this covers the vast majority that players will run into in a given round. This will cover wall destruction, turf explosion, the whole nine yards, and call that object/structure/machine's deconstruct proc. We have some special handling for intercoms as well since they're apparently items. So most basic case is this: You have a wall. that wall holds a sign. If you examine the wall, it tells you that the wall is currently supporting the **Example Sign**. It tells you that if the wall is damaged or destroyed, the sign will **fall off the wall.** So, if you were to welder, bomb, or hulk your way through that wall, it would call the deconstruct() proc on that sign, and fall off the wall, leaving an item sign at the foot of the wall. ## To-Do - [x] Stop breaking all wallmounts when operating shuttles (Signal conflict with COMSIG_TURF_CHANGED 😔) - [x] Confirm that the ~~deconstruct~~ designated proc of each wallmount falling is sane for the intended object - [x] Clean up the contents of the wall_mounted component to reduce copy-paste on object init. - [x] Add it to more stuff that may just not have a directional helper? - [x] ~~Change how APC construction is handled to make it easier!~~ - [x] ~~Don't accidently nerf malf AI into the ground I guess~~ ## Why It's Good For The Game Closes #22283. Helps close more of #47526. Closes #54983. Closes https://github.com/wall-nerds/wallening/issues/90. All of these objects are "wall mounts". It stands to reason that they're mounted to the walls they appear to be attached to. This attempts to rectify them by giving them a turf link to the turf they're mounted to, and then upon changes to that turf, dropping or breaking that object. It'll need a little more polish to get to 100%, since I can see a few more issues to iron out first, but I'm dropping this here for now to get some feedback and put some fire under me to get this completed. ## Changelog 🆑 add: Wall mounted objects (Things like APCs, Air Alarms, Light switches, Signs, Posters, Newscasters, you name it) will now fall to the ground and break or deconstruct when their attaching wall is changed or broken. /🆑 |
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e3c83341d1 |
ports noticeboards from the wallening (#78133)
## About The Pull Request got permission from @LemonInTheDark to add these here, changes virtually nothing from the wallening branch. tested and everything looks good. props to @Krysonism for the sprites, they are very very nice basically just a straightforward resprite. it holds 8 notices now instead of 5, and uses overlays rather than static sprites.  comparison here  ## Why It's Good For The Game noticeboard was kind of crufty and this either makes the wallening easier, or doesn't make it more difficult. which is nice! ## Changelog 🆑 Krysonism image: resprites the noticeboard /🆑 |
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a373b4cb08 |
Icon folder cleaning wave one (#76703)
## About The Pull Request Due to a mental breakdown caused by unfathomable abomination that is icons folder, I swore to myself to one day clean it. Today is kind of that day. Been at it for around 6, you gotta understand I need a rest. I tracked most changes in descriptions of commits if you are looking for details. ## Why It's Good For The Game Saner spriters make better sprites. And also, just helps keep track of things. ## Changelog 🆑 image: added sprites for different variants of scrolls. image: modified couple posters with ghost pixels. /🆑 --------- Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com> |
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f2fd69a49a |
Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. (#75052)
Ladies, Gentlemen, Gamers. You're probably wondering why I've called you all here (through the automatic reviewer request system). So, mineral balance! Mineral balance is less a balance and more of a nervous white dude juggling spinning plates on a high-wire on his first day. The fact it hasn't failed after going on this long is a miracle in and of itself. This PR does not change mineral balance. What this does is moves over every individual cost, both in crafting recipes attached to an object over to a define based system. We have 3 defines: `sheet_material_amount=2000` . Stock standard mineral sheet. This being our central mineral unit, this is used for all costs 2000+. `half_sheet_material_amount=1000` . Same as above, but using iron rods as our inbetween for costs of 1000-1999. `small_material_amount=100` . This hits 1-999. This covers... a startlingly large amount of the codebase. It's feast or famine out here in terms of mineral costs as a result, items are either sheets upon sheets, or some fraction of small mats. Shout out to riot darts for being the worst material cost in the game. I will not elaborate. Regardless, this has no functional change, but it sets the groundwork for making future changes to material costs much, MUCH easier, and moves over to a single, standardized set of units to help enforce coding standards on new items, and will bring up lots of uncomfortable balance questions down the line. For now though, this serves as some rough boundaries on how items costs are related, and will make adjusting these values easier going forward. Except for foam darts. I did round up foam darts. Adjusting mineral balance on the macro scale will be as simple as changing the aforementioned mineral defines, where the alternative is a rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~ Items individual numbers have not been adjusted yet, but we can standardize how the conversation can be held and actually GET SOMEWHERE on material balance as opposed to throwing our hands up or ignoring it for another 10 years. |
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821123b598 |
Makes a whole bunch of wooden objects flammable (#74827)
## About The Pull Request This whole PR started because I realized that baseball bats are not actually flammable which I found weird, then I looked at a whole bunch of other stuff that really should be flammable but also isn't. ## Why It's Good For The Game Makes wooden objects behave slightly more consistently? Honestly, most of these seem like oversights to me. ## Changelog 🆑 balance: The following structures are now flammable: Picture frame, fermenting barrel, drying rack, sandals, painting frames, paintings, spirit board, notice board, dresser, displaycase chassis, wooden barricade balance: The following items are now flammable: Baseball bat, rolling pin, mortar, coffee condiments display, sandals, wooden hatchet, gohei, popsicle stick, rifle stock /🆑 |
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fd48108219 |
Crafting urinals, noticeboards, and pod controllers (#72861)
## About The Pull Request Breaking down #72371 because it's... unreasonably large. So this PR adds recipes for urinals and noticeboards, and a circuit for pod computers. The pod computers don't work, but you can certainly remove them without smacking them like an animal until they fall to pieces. ## Why It's Good For The Game Wallening compliance. ## Changelog 🆑 Tattle qol: urinals and noticeboards can be handcrafted qol: pod computers can be deconstructed /🆑 Co-authored-by: tattle <article.disaster@gmail.com> |
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8440d20981 |
[MDB IGNORE] Reformats Access IDs for accessibility and futureproofing (#67002)
* [DRAFT] Reformats Access IDs for accessibility and futureproofing * replaced all the old defines and IDs everywhere * replaced ID integers with strings, cleaned up a couple tram helpers * replaces req_access_txt with req_access and fixes a few of my mistakes Co-authored-by: san7890 <the@san7890.com> |
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b6f761468e |
[MDB IGNORE] dir sanity, primarily on WALLITEMs (#62601)
About The Pull Request
Wall items mostly use the direction from the floor to the wall in the named mapping helper. Wall items mostly use the direction from the wall to the floor for the internal dir variable.
This leads to a headache when it comes to working out what conflicts with what, and what needs placing where.
Wall frames provided a member, inverse, which specified whether or not to invert the direction of the item when looking for conflicts. It was also used to specify whether to look for conflicts outside of the wall (cameras and lights appear external to the wall) or inside the wall (most wall items). This flag was set for Intercoms, APCs, and Lights. Since APCs and Lights expect a floor-to-wall direction, and Intercoms expect a wall-to-floor direction, this means that APCs and Lights were getting the correct direction, and Intercoms were getting the wrong direction.
Some implications of this setup were:
You could build an APC on top of another wall item, provided there was nothing external attached to the wall and the area didn't have an APC.
You could stack Intercoms indefinitely on top of the same wall, provided you weren't in a one-tile wide corridor with something on the opposite wall.
Or both! Here's twenty Intercoms placed on the wall, and a freshly placed APC frame after placing all Intercoms and deconstructing the old APC:
endless-stack-of-intercoms
Not everything used this inverse variable to adjust to the correct direction. For example, /obj/machinery/defibrillator_mount just used a negative pixel_offset to be visually placed in the correct direction, even though the internal direction was wrong, and never set! This also let you stack an indefinite number of defib mounts on the same wall, provided it wasn't a northern wall... except you could do this to northern walls too, since defibs weren't considered a wall item for the purposes of checking collisions at all!
Ultimately, every constructable interior wall item either used this inverse variable to adjust to the correct placement, set a negative pixel_offset variable to have its offset adjusted to the correct placement, or overrode New or Initialize to run its own checks and assignment to pixel_x and pixel_y!
Inventory: Table of various paths, related paths, and the adjustments they used
Unfortunately, untangling /obj/structure/sign is going to be another major headache, and this has already exploded in scope enough already, so we can't get rid of the get_turf_pixel call just yet. This also doesn't fix problems with the special 2x1 /obj/structure/sign/barsign.
Some non-wall items have been made to use the new MAPPING_DIRECTIONAL_HELPERS as part of the directional cleanup.
tl;dr: All wall mounted items and some directional objects now use the same direction that they were labelled as. More consistent directional types everywhere.
Why It's Good For The Game
fml
Changelog
cl
refactor: Wall mounted and directional objects have undergone major internal simplification. Please report anything unusual!
fix: You can no longer stack an indefinite amount of Intercoms on the same wall.
fix: Defibrillator Mounts, Bluespace Gas Vendors, Turret Controlers, and Ticket Machines are now considered wall items.
fix: Wall mounted items on top of the wall now consistently check against other items on top of the wall, and items coming out of the wall now consistently check against other items coming out of the wall.
fix: The various directional pixel offsets within an APC, Fire Extinguisher Cabinet, Intercom, or Newscaster have been made consistent with each other.
fix: The pixel offsets of Intercoms, Fire Alarms, Fire Extinguisher Cabinets, Flashers, and Newscasters have been made consistent between roundstart and constructed instances.
fix: Constructed Turret Controls will no longer oddly overhang the wall they were placed on.
qol: Defibrillator mounts now better indicate which side of the wall they are on.
fix: Some instances where there were multiple identical lights on the same tile have been fixed to only have one.
/cl
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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) |
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258fca6b3b |
tgui: Notice Board (#59389)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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c86aff9a82 | The Wallening Approacheth: Adds directional variants to most wall mounts (#58809) | ||
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0f435d5dff |
Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous. There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this. Hi codeowners! Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com> |
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8d586a7cb0 |
Rename metal sheets to iron sheets (#56643)
It's a specific type of metal, it shouldnt just be called generic "metal". The reagent, ore and material datum are already called iron. |
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3cc7733f34 |
Moblity refactor: hands blocked and restrained edition. (#53981)
Splits the restrained() proc into component traits: TRAIT_HANDS_BLOCKED for the general inability to use hands and TRAIT_RESTRAINED for the more specific condition that permits arrests.
Code moved away from the update_mobility() proc so it doesn't have to wait for an update, instead changing based on events. The idea is to eventually kill that proc.
Wrapper proc added for setting the handcuffed value so we can react to the event of it changing.
Kills the RestrainedClickOn() proc. That is now just an UnarmedAttack(), in where the ability to use hands can be checked. Monkeys keep their bite attack and humans their self-examine.
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62676e72a8 |
Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com> |
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280d416d4f | Adds missing spans, missing periods and missing span endings. Also changes spans to suit the situation better. | ||
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f300a5c155 | Interaction/Attack Hand Refactor (#36405) | ||
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5233ec1f6a |
Finishes the forceMove port (#33519)
* a thing * thingy 2: electric boogaloo * Obligatory webeditor commit |
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825ab4def4 |
[512] The great \ref purge (#31824)
* The great \ref purge * cleanup |
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2ae0380fef | Does some code standardization/consistency | ||
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6e468720ab |
Fixes to more Initialize procs (#30641)
* batch 1 /mob/living/silicon/robot/syndicate /obj/effect/decal/cleanable/blood/old /obj/effect/decal/cleanable/blood/gibs /obj/effect/decal/cleanable/blood/gibs/old /obj/effect/decal/cleanable/ash /obj/effect/decal/cleanable/ash/large /obj/effect/decal/cleanable/greenglow /obj/effect/decal/cleanable/vomit/old /obj/effect/decal/cleanable/shreds /obj/effect/decal/cleanable/oil /obj/effect/decal/cleanable/crayon /obj/effect/decal/cleanable /obj/effect/temp_visual/point * batch 2 /obj/effect/anomaly /mob/living/carbon/monkey/punpun /obj/item/queen_bee/bought /mob/living/simple_animal/hostile/poison/bees /mob/living/carbon/human /area/ai_monitored /area * batch 3 /mob/living/simple_animal/hostile/blob/blobspore /obj/item/spellbook /mob/living/simple_animal/hostile/blob/blobbernaut /mob/camera/blob /obj/structure/noticeboard /obj/structure/piano /obj/item/clothing/head/helmet /obj/item/gun/energy/laser/chameleon * batch 4 /obj/machinery/airalarm /obj/effect/decal/cleanable for reals /obj/item/stack/rods /obj/effect/decal/cleanable/crayon for reals /obj/screen/parallax_layer /obj/item/device/instrument /obj/item/ore /obj/item/coin * batch 5, getting tgstation ready for halloween /obj/machinery/meter/turf /obj/machinery/capture_the_flag /obj/effect/ctf/dead_barricade /obj/structure/firepit /obj/item/clothing/head/helmet/knight /obj/structure/spacevine /obj/effect/hallucination/simple/xeno /obj/effect/hallucination/simple /mob/living/simple_animal/shade/howling_ghost /mob/living/simple_animal/hostile/retaliate/clown/insane /obj/structure/bookcase /mob/camera/aiEye/remote/base_construction /obj/machinery/computer/camera_advanced/base_construction /obj/item/device/wisp_lantern * batch 6 /obj/item/device/warp_cube/red /obj/item/device/shared_storage/red /obj/item/melee/ghost_sword /mob/living/simple_animal/hostile/mining_drone /mob/living/brain /obj/item/device/mmi/posibrain /mob/living/carbon/human/interactive /mob/living/carbon/human/interactive/angry /mob/living/carbon/human/interactive/friendly /mob/living/carbon/human/interactive/greytide /mob/living/carbon/human/interactive/robust /mob/living/carbon/monkey/angry /mob/living/simple_animal/hostile/guardian/assassin /mob/living/simple_animal/hostile/syndicate/mecha_pilot/no_mech /mob/living/simple_animal/hostile/syndicate/mecha_pilot /mob/living/simple_animal/hostile/mimic/crate /mob/living/simple_animal/hostile/mimic/copy * batch 7 /mob/living/simple_animal/hostile/megafauna/colossus /mob/living/simple_animal/hostile/megafauna/bubblegum /mob/living/simple_animal/hostile/asteroid/goldgrub /mob/living/simple_animal/hostile/asteroid/gutlunch/gubbuck /mob/living/simple_animal/hostile/asteroid/hivelordbrood /mob/living/simple_animal/hostile/statue /mob/living/simple_animal/hostile/wizard /obj/machinery/power/smes |
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7460f2c5b8 | Replaced flags with flags_1 | ||
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af4d9a85c9 | Repaths /obj/item/weapon to /obj/item (#29929) | ||
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ca59ca6c23 | Changes all access const to be a define (#29260) | ||
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59ef81245b | Changes some 1s and 0s to TRUE and FALSE (#29144) | ||
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1feb0021a1 | Removes now-unnecessary obj_integrity definitions | ||
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9e1ef0ffe2 |
Global variable wrappers (#25325)
* Add the system for managed global variables * Travis ban old globals * So you CAN inline proccall, that's neat * Fix that * master.dm * Remove the hack procs * Move InitGlobals to the proper spot * configuration.dm * Fix the missing pre-slash * clockcult.dm * This is probably for the best * Doy * Fix shit * Rest of the DEFINES tree * Fix * Use global. for access * Update find_references_in_globals Always hated that proc Whoever made it must've bee a r e a l idiot... * __HELPERS tree * Move global initialization to master. Fix the declaration * database.dm * Dat newline * I said DECLARATIVE order! * Here's something you can chew on @Iamgoofball * game_modes.dm * Fix this * genetics.dm * flavor_misc.dm * More stuff * Do it mso's way. Keep the controllers as global * Make master actually see it * Fix * Finish _globalvars/lists * Finish the rest of the _globalvars tree * This is weird * Migrate the controllers * SLOTH -> GLOB * Lighting globals * round_start_time -> ticker * PAI card list -> pai SS * record_id_num -> static * Diseases list -> SSdisease * More disease globals to the SS * More disease stuff * Emote list * Better and better * Bluh * So much stuff * Ahh * Wires * dview * station_areas * Teleportlocs * blood_splatter_icons * Stuff and such * More stuff * RAD IO * More stuff and such * Blob shit * Changeling stuff * Add "Balance" to changelogs * Balance for changelog compiler + Auto Tagging * Update the PR template * hivemind_bank * Bip * sacrificed * Good shit * Better define * More cult shit * Devil shit * Gang shit * > borers Fix shit * Rename the define * Nuke * Objectives * Sandbox * Multiverse sword * Announce systems * Stuff and such * TC con * Airlock * doppllllerrrrrr * holopads * Shut up byond you inconsistent fuck * Sneaky fuck * Burp * Bip * Fixnshit * Port without regard * askdlfjs; * asdfjasoidojfi * Protected globals and more * SO MANY * ajsimkvahsaoisd * akfdsiaopwimfeoiwafaw * gsdfigjosidjfgiosdg * AHHHHHHHHHHHHHHHHHHHHHHH!!!!! * facerolll * ASDFASDFASDF * Removes the unused parts of dmm_suite * WIP * Fix quote * asdfjauwfnkjs * afwlunhskjfda * asfjlaiwuefhaf * SO CLOSE * wwwweeeeeewwwww * agdgmoewranwg * HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!? * Fix syntax errors * 100 errors * Another 100 * So many... * Ugh * More shit * kilme * Stuuuuuufffff * ajrgmrlshio;djfa;sdkl * jkbhkhjbmjvjmh * soi soi soi * butt * TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING * lllllllllllllllllllllllllllllllllllllllllll * afsdijfiawhnflnjhnwsdfs * yugykihlugk,kj * time to go * STUFFF!!! * AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!! * ngoaijdjlfkamsdlkf * Break time * aufjsdklfalsjfi * CONTROL KAY AND PRAY * IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! * Goteem * Fix testing mode * This does not belong in this PR * Convert it to a controller * Eh, fuck this option * Revert controllerization Ill do it some other time * Fix * Working controllerization * FOR THE LOVE OF CHRIST PROTECT THE LOGS * Protect admins and deadmins * Use the inbuilt proc |
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5a618297ce | Replaces the default output with the to_chat wrapper. | ||
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3f7f5d4000 |
Removes/Refactors /mob/unEquip (#22918)
* Part1 * IT COMPILES!!!! * Fuck wait this was missing from that last * Update handlabeler.dm * Update handlabeler.dm * Fixes n shit * Fix this * Fixes #23310 * Fucking @RemieRichards was right * Fixes devil unEquip * WTF ARE BITFLAGS? * THERES THE FUCKING PROBLEM * Fixes |
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5959ac32cc |
Refactors atom/Initialize. Fixes ruins being initialized twice (#22778)
* Refactors atom/Initialize Captialized for compiling correctness and to be more inline with Destroy Will now be called from atom/New if the world initialization loop in SSobj has already run. Should always call the base. Now comes with the `roundstart` parameter indicating whether or not it was called by SSobj or atom/New Other fixes/tweaks: - Renamed a proc called Initialize in abduction consoles to Setup - Removed /obj/item/device/radio/headset/headset_sec/department: Broken and referenced literally nowhere in the code - Removed a spawn from the Initialize of turbine_computer which made literally zero sense - Generalized the proc which fixes RND servers with no id set Reasoning: It's better to check roundstart per function than to have to duplicate code in New and Initialize. Think of it as a safer New for atoms. If we move enough stuff to it, initial map load performance will increase due to less New calls * Fixed a thing * Actually, fuck the police * >Expecting a merge without errors * >Not calling ..() in New * Sanic * Fix the headset bug * Makes sure the map loaders dew it right * Fixes ruins being initialized twice * Rename roundstart -> mapload * Revert "Rename roundstart -> mapload" This reverts commit 667c327fd2ccfa3ce4f4db52eac03f9e8b0f6812. * Remove unrelated change * A more direct solution to map loads * And now we shouldnt need this warning * Add the new var to SSobj recovery * Revert "Revert "Rename roundstart -> mapload"" This reverts commit dee07dbd5e4696554ac43aae5b91cce743b9b9e0. * Line endings |
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e9544b8bec |
Fixes spelling and misleading messages (#22512)
* Fixes spelling and shit * satiates the kor, fixes more typos/grammar issues * spelling madness * I'm mad with spelling power |
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ae61572d0b |
Notice boards can now have images pinned to them (#22152)
* Notice boards can use authorization * stock notice boards for the heads of staff * Title of the UI uses the notice board's name * Add notice boards for heads of staff to boxstation * formatting oversight * noticeboards use proper examinate behaviour for paper * You can now put images on the noticeboard * Made interacting with the noticeboard not annoying * Revert "Add notice boards for heads of staff to boxstation" This reverts commit 56a30da0957ac3679bcd84744d54c526543802c1. * code review * properly restrict locate() |
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5f835bfc26 |
Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed. This PR does three things: It makes all children of /obj/ use the same damage system. Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values. How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type. The armor categories are: -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons) -bullet -laser -energy (used by projectiles like ionrifle, taser, and also by EMPs) -bio (unused for this, only here because clothes use them when worn) -rad (same) -bomb (self-explanatory) -fire (for fire damage, not for heat damage though) -acid For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces). For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay. It refactors acid. See #20537. Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water. It changes some aspect of damage from fires. All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF). When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator. It also does many minor things: Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use). I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy. I tweaked a bit how clothes shredding from bombs work. I made a machine or structure un/anchorable with the wrench, I don't remember which object... Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof! animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal. Probably a million things I forgot. If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm |
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dff4db726a |
Replaces a bunch of istypes with their proper macros (#20739)
* Replaces a bunch of istypes with their proper macros * i'm not sure doing a 100+ file changed pr on a whim is something you do when bored especially if you do it by hand because you never actually learned the regex that would let you automate it * i'm just... gonna do this, because that check was true a lot and it shouldn't matter |
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00738bd2a3 | More than 2 hands!? WHAAAAAAT | ||
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0caa59b21a |
First commit of this big PR
These are the files with just tiny tweaks. Mostly modify an object's attackby so it does "return ..()" instead of "..()". If there are other things in this commit, the PR's description will explain them. |
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4688c2c969 | Fixes proc arguments |