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4 Commits
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2618cffef3 |
Replaces micro dosing with volumetric dosing (#94621)
## About The Pull Request To understand the PR we should first define what is micro dosing & volumetric dosing - **Micro dosing:** The reagent effects are **independent** of the volume of reagent metabolized and are constant every tick, so the effect you get from metabolizing 0.01u of a reagent is the same as metabolizing 1u of a reagent - **Volumetric dosing:** The reagent effects are **dependent** on the volume of reagent metabolized per tick, so the effect you get from metabolizing 0.01u is much lower compared to metabolizing 1u of a reagent which is much higher This PR replaces **micro dosing** with **volumetric dosing** so if you increase metabolization rates and absorb more reagents you get higher effects from that reagent & vice versa for lower metabolization rates. With that lets ask the core questions **How does this affect present reagent values?** _This PR scales all reagent effects such that even if it has a lower metabolization rate the value is the same as before but will still scale with reagent volumes & mob metabolization levels_ Under normal circumstances most reagents metabolize at 0.4u of reagent per tick so as long as this value isn't changed by cybernetic body parts or other reagents you will get the same values as before and won't notice anything different in normal gameplay. However, if you do get enhanced body parts like a cybernetic liver/stomach or use reagents with metabolization rates different from 0.4u you will now get more/less affects depending on how much reagent is consumed. Here is an example Consider Syriniver this is how the formulae look like. ```dm adjust_tox_loss(-1 * metabolization_ratio * seconds_per_tick, updating_health = FALSE, required_biotype = affected_biotype) ``` as long as 0.4u of it is metabolized every tick you get 2 tox loss healing which is the same as before. However, this time if you metabolize 0.01u of the reagent you get only 0.1 tox loss healing. If you metabolize 1u reagent per tick, then you get 5 tox loss healing **What about cigarettes?** Unaffected. The amount of reagents injected into a mob per tick **does not** affect the rate at which it is metabolized. Even if you have like 10u of cigarette reagents within you, if you are metabolizing just 0.4u of it every tick then nothing changes ## Why It's Good For The Game - Volumetric dosing is realistic. If you metabolize more reagent you should be getting more benefits and lesser volumes should yield lesser affects - Microdosing is an exploit that should have been patched a long of time ago because it encourages people to put in minimal effort to produce just 0.01u of reagent to get maximum affects. This coupled with slower metabolization rates leads to unbalanced higher reagent effects for longer periods of time. - This PR address the core issue in #93991 which is heal all patches. Plumbing was gutted in an unnatural way by making the plumbing iv drip/output gate/pill press behave essentially as mini reaction chambers by filtering just 5 reagents. With this heal all patches are nerfed based on the number & now volume of reagents you can put in a patch, so its concern is addressed. If this does get merged, we can hopefully revert it and make plumbing great and behave like large factories again <img width="914" height="230" alt="Screenshot (532)" src="https://github.com/user-attachments/assets/96467fad-b32f-409a-a1e8-2a92b8ff6565" /> ## Changelog 🆑 fix: probability reagent affects scale correctly balance: reagent affects now scale with the volume of reagent metabolized meaning lower metabolization rates (from like cybernetic organs) yield lower effects & higher rates yield higher effects /🆑 |
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7a3ad79506 |
All camelCase (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case. UNDERSCORES RULE! (#94111)
## About The Pull Request It's just a partial cleanup of anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md) code from /tg/'s ancient history. I compiled & tested with my helpful assistant and damage is still working. <img width="1920" height="1040" alt="image" src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3" /> I'll upload the .cs script I used to do it shortly. ## Why It's Good For The Game Just minor code cleanup. Script used is located at https://metek.tech/camelTo-Snake.7z EDIT 11/23/25: Updated the script to use multithreading and sequential scan so it works a hell of a lot faster ``` /* // Copyright 2025 Joshua 'Joan Metekillot' Kidder This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>. // */ using System.Text.RegularExpressions; class Program { static async Task Main(string[] args) { var readFile = new FileStreamOptions { Access = FileAccess.Read, Share = FileShare.ReadWrite, Options = FileOptions.Asynchronous | FileOptions.SequentialScan }; FileStreamOptions writeFile = new FileStreamOptions { Share = FileShare.ReadWrite, Access = FileAccess.ReadWrite, Mode = FileMode.Truncate, Options = FileOptions.Asynchronous }; RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled; Dictionary<string, int> changedProcs = new(); string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*"; Regex camelCaseProcRegex = new(regexPattern, regexOptions); string snakeify(Match matchingRegex) { var vals = matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray(); var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower(); string logString = $"{vals[0]} => {newVal}"; if (changedProcs.TryGetValue(logString, out int value)) { changedProcs[logString] = value + 1; } else { changedProcs.Add(logString, 1); } return newVal; } var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>(); // uses default ParallelOptions // https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) => { var reader = new StreamReader(filePath, readFile); string oldContent = await reader.ReadToEndAsync(); string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify)); if (oldContent != newContent) { var writer = new StreamWriter(filePath, writeFile); await writer.WriteAsync(newContent); await writer.DisposeAsync(); } reader.Dispose(); }); var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList(); foreach (var pair in logToList) { Console.WriteLine($"{pair.Key}: {pair.Value} locations"); } } } ``` ## Changelog 🆑 Bisar code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case, in-line with the STYLE guide. Underscores rule! /🆑 |
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778ed9f1ab |
The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request This PR kills the abstract internal and external typepaths for organs, now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds. This PR also fixes fox ears (from #87162, no tail is added) and mushpeople's caps (they should be red, the screenshot is a tad outdated). And yes, you can now use a hair dye spray to recolor body parts like most tails, podpeople hair, mushpeople caps and cat ears. The process can be reversed by using the spray again. ## Why It's Good For The Game Time-Green put some effort during the last few months to untie functions and mechanics from external/internal organ pathing. Now, all that this pathing is good for are a few typechecks, easily replaceable with bitflags. Also podpeople and mushpeople need a way to recolor their "hair". This kind of applies to fish tails from the fish infusion, which colors can't be selected right now. The rest is just there if you ever want to recolor your lizard tail for some reason. Proof of testing btw (screenshot taken before mushpeople cap fix, right side has dyed body parts, moth can't be dyed, they're already fabolous):  ## Changelog 🆑 code: Removed internal/external pathing from organs in favor of a bit flag. Hopefully this shouldn't break anything about organs. fix: Fixed invisible fox ears. fix: Fixed mushpeople caps not being colored red by default. add: You can now dye most tails, podpeople hair, mushpeople caps etc. with a hair dye spray. /🆑 |
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7d88cab6da |
Unit tests for bone livers (#76421)
## About The Pull Request For the unit test project; checks to make sure skeletons with bone livers heal from drinking milk and get damaged from bone hurting juice. Also adds unit tests for plasmamen (slowly) healing wounds from plasma and hot ice, as well as getting druggy and hallucinating from gunpowder. ## Why It's Good For The Game https://github.com/tgstation/tgstation/projects/17#card-88900874 --------- Co-authored-by: tattle <article.disaster@gmail.com> |