## About The Pull Request
This PR adds a simple holiday spawner type that can be used for objects
that are only spawned if the holiday they're associated with is being
celebrated. Right now it has three subtypes, all related to the kitchen
(liquid ingredient, powdered ingredient, meat ingredient).
The involved holidays are the fictional tiziran and mothic festivities
Atrakor's Might and Fleet Day. Extra stuff is also spawned on Bee Day
and Beer Day. On Vegan Day, the monkey meat slabs in the meat fridges
are replaced with plant-based meat slabs (killer tomato slices and pod
people meat, plus veggies) and the fridge is renamed from "meat fridge"
to "vegan fridge".
This PR also adds a few more holiday-specific mail objects such as
Speak-Like-a-Pirate Day, Fleet Day, Atrakor's Might, Chernobyl's
Disaster Anniversary (it's just a geiger counter), Monkey Day and
Draconic Language Day.
EDIT: I've decided to make the bar backroom beer keg into a spawner that
will spawn special kegs on specific days (otherwise it's a 1 in 25
chance). These kegs can contain drinks a little more refined than the
average beer keg. Also it comes with a resprite of kegs because the old
one was starting to look a little ass compared to other reagent
dispensers.
## Why It's Good For The Game
For being fictional festivities revolving around food and culture, and
despite the lot of recipes for moths and lizard people, we aren't
offering anything to chef players to let them cook said recipes beside
what's given on any bog-generic round. This is a step toward a slightly
less lackluster implementation of those festivities and recipes into the
game. Also chance for cooler kegs for the bartender.
## Changelog
🆑
add: The kitchen fridges may have additional ingredients on certain
holidays, in particular Atrakor's Might (lizardpeople) and Fleet Day
(mothpeople), and Vegan Day.
add: Added a few more holyday-specific mail items.
add: Replaces the beer keg in the bar backroom with special kegs on St.
Patrick's Day, Beer Day and Speak-Like-a-Pirate day. On any other day,
there's a chance that the beer keg will be replaced with one containing
whiskey or rum, or in rare cases, one of those special kegs.
imageadd: resprited the keg as well.
/🆑
## About The Pull Request
Somehow, we can teleport on away missions when we used not to be able to
a long time ago.
I'm not against it, however it can end quite badly with people getting
stuck in indestructible walls or stuff like that, or end up somewhere
with cordon turfs decoupled from the cordon area (museum cough cough),
which doto your spaceman what Dr. Manhattan did to Rorschach btw.
I'm totally fine with spacemen getting stuck on destructible turfs,
rocks that can be mined, machinery and other destructible or movable
structures, areas that are hard to access in and out, behind shutters
and puzzle doors or even at the rims of indestructible walls if they're
connected to any of the aforementioned things. It isn't a rigid
standard, using random teleportation to cheese away levels should be a
risky endeavor, but I also don't believe that you should end up
teleported somewhere that you cannot otherwise escape on your own or be
hypothetically freed from by another spaceman without more teleportation
having to be involved 100% of the times (or admins if they feel
merciful). That's where I draw the line.
Beside, more than a few maps didn't use cordon turfs and/or turfs or had
these massive portions of indestructible walls.
Oh, by the by, a little unrelated but I'm bringing the visuals of
indestructible "rock" walls up to date with the visuals for rock turfs
that can be mined. Included are also icon-states so that the two can be
easily distinguished during mapping.
Feedback welcome.
## Why It's Good For The Game
I'm not against using teleportation for away missions. Right now there
are a couple easter egg areas that can only be accessed that way.
However the risks of getting GBJ'd are immense if done randomly.
Also for some reason, despite having the secret z-trait injector for the
museum stops phasing/jaunting, the museum areas are not of the secret
type, so they don't block teleportation. WHATEVER, IT ISN'T LIKE IT HAS
SOME OMEGA LOOT WORTH THE TROUBLE
## Changelog
🆑
map: Made it a bit harder to get stuck on away missions if you willingly
or unwillingly use teleportation techniques. You still definitely can,
but usually only on sections of the map that can be reached one way or
another, including rock walls that can be mined, just not those that
cannot.
image: Updated the visuals for indestructible rock walls to match the
destructible ones.
balance: RNG teleportation should work marginally better around areas
and turfs where teleportation is restricted by skipping them instead of
having a chance to fumble because of that.
/🆑
## About The Pull Request
Nerfs a few things about it, anchors some thigns that I meant to be
anchored
## Why It's Good For The Game
Apparently inert means, less charges and not intert as in no charges.
## Changelog
Removes some stuff and does some nerfs
🆑
fix: Removes inert wands of fireball and healing from the academy,
apparently inert doesnt mean not working but just fewer charges.
/🆑
About The Pull Request
Alternative to #65354
Ok so like, there was a lot of not floor types on /floor. They didn't actually want any of their parent type's functionality, except maybe reacting to breaking (which was easy to move down) and some other minor stuff.
Part of what we don't want them to have is "plateable" logic.
I should not be able to put floor tiles on the snow and be fine. It's dumb.
Instead, I've moved all non floor types down to a new type, called /misc.
It holds very little logic. Mostly allowing pipes and wires and preventing blob stuff.
It also supports lattice based construction, which is one of the major changes here. I think it makes more sense, and it fixes an assumption in shuttle code that assumed you couldn't place "a new tile" by just hitting some snow with a floor tile.
Oh and lattices don't smooth with asteroid tiles anymore, this looks nicer I think.
Moving on to commits, and minor changes
Changes clf3 to try and burn any turfs it's exposed to, instead of just floors
Moves break_tile down to the turf definition, alongside burn_tile
If you're in basic buildmode and click on anything that's not handled in a targeted way, you just build plating
FUNCTION CHANGE: you can't use cult pylons to convert misc tiles over anymore
Generalizes building floors on top of something into two helper procs on /turf/open, reducing copypasta
Adds a new turf flag, IS_SOLID, that describes if a turf is tangible or not.
Uses this alongside a carpet and open check to replace plating and floor checks in carpet code. This does mean that non iron tiles can be carpeted, but I think that's fine
Moves the /floor update_icon -> update_visuals call to /open
This change is horrificly old, dating back to 8e112f6 but that commit describes nothing about why it was done. Choosing to believe it was a newfriend mistake. Uncomfortable nuking it though, because of just how old it is. Moving down instead
Create a buildable "misc" type off open, moves /dirt onto it
Basically, we want a type we can use to make something support
construction, since that can be a messy bit of logic. Also enough
structure to set things up sanely.
I'm planning on moving most misc turfs onto it, if only because
constructing on a dirt tile with rods should be possible, and the same
applies to most things
Murders captain planet, disentangles /turf/open/floor/grass/snow/basalt
Adds a diggable component that applies the behavior of "digging"
something out from a turf.
Uses it to free the above pain typepath into something a bit more
sensible
The typepaths that aren't actually used by floor tiles are moved onto
/misc
The others are given names that better describe them, and kept in
fancy_floor
Oh and snowshoes don't work on basalt anymore, sorry
Snowed over platings now actually have broken/burned icon states, fixing black holes to nowhere
Misc turfs no longer smooth as floors, so lattices will ignore them
Placing a lattice will no longer scrape the tile it's on
Ok this is a really old one.
I believe this logic is a holdover from kor's baseturf pr
(97990c9)
It used to be that turfs didn't have a concept of "beneath" and instead
just decided what should be under them by induction. This logic of "if
it's being latticed scapeaway to space" made sense then, but has since
been somewhat distorted
We do want to scape away on lattice spawn sometimes, mostly when we're
being destroyed, but not always. We especially don't want to scape away
if someone is just placing a rod, that's dumb.
Adds a path updating script for this change
I've done my best to find all the errors this repathing will pull out, but I may have missed some. I'm sorry.
Why It's Good For The Game
Very old code made better, more consistent turfs for lavaland and icebox, better visuals, minor fix to snowed plating, demon banishment in lattice placement, fixes the icebox mining shuttle not being repairable
Changelog
cl
add: Rather then being tileable with just floor tiles, lavaland turfs, asteroid and snow (among other things) now support lattice -> floor tile construction
fix: Because of the above, you can now properly fix the icebox mining shuttle
refactor: Non floor turfs are no longer typed as floor. This may break things, please yell at me if it does
/cl
* Four Corners, Red Rover: An Exploration in Decaled Trends
You there! What exactly is wrong with this photograph?!
You don't need to tell me, I've boxed it out. There's four individual corners for the decalling. This is weird. You may be asking: Why don't they use the "full tile" turf decals? Let me demonstrate.
Look at the difference between the one at left and the one in the middle. The turf decal totally smothers the nice contrast lines afforded to use by the base turf, causing it to have smooth, clammy exterior. This is probably why no mapper ever uses the full turf decal, much to the chagrin of people who stare at how big the size of this repo is.
Now, what's that on the right? Why, it's the new sprite (and pathing I made) to help counter-act this issue! This perfectly lines up with the contrast lines of the base turf, allowing us to have a non-flattened visualization, while not having four fucking turf decals a turf load upon initialization. How epic!
I've also added "contrasted" variants of the "half" and "anticorner" turf decals for future use. I probably won't go through and update this in this PR, but the opportunity remains available.
I may or not map this change across all the maps. We shall see.
* neutral corners
we love vsc
* no wait
i forgot a bunch of potential edgecases so we'll have to go back. yellow should be fine but neutral, dark, blue, and green should get a second look over
* recheck
found some stuff, probably missed out on others. let us commence forth
* MISTAKE
nearly a fucko bwoingo
* final pass
it compiles and i've had enough, someone else can probably figure it out from this point onwards
* #65230 goated my timbs
now we wait for linters to fail
* YOU DIDN'T SAY THAT THE FIRST TIME
LINTERS AAFAFAFF
* The Purge Of Non-Auto APCs
This PR removes all non-autonaming/varedited APCs found across our miscellaneous maps.
It's a lot better to use these than the varedited ones. We've also been seeing some weird CI stuff crop up lately, so this is a good step to make to rule out some potential causes of that.
* Building changes
* map changes
* constructs + missed subtypes
* clarify these var names
* fix path
* pls run
* generalized it a bit
* can't run that on initialize
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
Basically makes the code less dumb, took a long time. I worked hard to make sure there were no unintended effects (minus the fact you can no longer get spoons from the experimentor). No player-facing effects
I thought it looked weird that all cultist and combat knives were subtypes of the kitchen knives
Adds a variant of shield wall generators (the kind in xenobio and the teleporter) without access restrictions, for use in ruins.
Consistency with most things in space not having access requirements. Given its use is limited to the RD, captain, or silicons, having a bunch of them in space and unusable is not really sensible. Unlocks the few in away missions as well (and in one case turns a varedited one into just the unlocked one)
Repaths everything referring to "toxins" while actually meaning either the room in science or plasma gas. While this PR might be disrespectful to our forefathers, given this is (I believe) a holdover from as far back as the Exadv1 days, this has constantly irked me since I started working with the code. None of the player-facing stuff has referred to plasma as toxin since before 4407 hit, besides the Toxins Lab, and yet all of the type-paths are still pointing at toxins, making it a nightmare to search for in a map editor, and making the code needlessly easy to confuse with that of toxin damage. So this just fires it into the sun.
Anything relating to Toxins, the science subdepartment, now makes reference to Ordnance instead. This felt fitting enough given the focus of the subdepartment is around the creation of and testing of explosives.
Anything relating to plasma gas has, fittingly, been made to refer to plasma gas.
Edit: Ah yes, I feel I should probably apologise off the bat for the size of this PR- the code touched is mostly atmos machinery and simplemobs, a few sprites here and there, and of course the station maps + a few offstation maps.
Makes the code more legible and makes mapping less painful.
(The payment has been made)
extends the tile reskinning functionality to iron, bronze, plastitanium, carpet and pod floors
makes a bit of tile code better
moves some paths around, like elevator shafts being plating instead of floor
adds rotating as a tile reskinning function available on chapel or side floors for example
lets players customize any rooms they would want much more than it is possible now, allowing for more creativity
* Gateway refactor core stuff
* Updates gateways on aways.
* Boxstation gateway & control
* Deltastation gateway & control.
* Kilo gateway & control
* Meta gateway & control.
* Pubby gateway & control.
* makes away gateways easier to use.
* Makes gateway names bit better.
* No need for two dmis
* Autolinkup & description
* Docs formatting.
* Donutstation gateway & control
* Icon and init fixups
* ui fixups
* Better var name
* Use roundstart time instead of server time.
* sets dir properly, and locks bumper to south entry only.
* Cleans up gateway sprite a bit ?
* tgui build
About The Pull Request
repaths clothing/under to be more sane
Also fixed a couple of bugs relating to pathing being incorrect, and modified a couple of bad descriptions and names
Also adds a map path updating script, which also helps show the full repath.
Why It's Good For The Game
improves maintainability, makes mapping easier, stages for a clothing dmi split
Changelog
cl
refactor: repathed all under clothing, keep an eye out for errors
/cl
* migrates the shield generator to the powered typepath
* map update
* fixes wire unsecuring weirdness
* this should go here actually
* minor reformatting + documentation
Cables now autoconnect on cardinal directions. All cable placement has been completely stripped out and replaced with simple single cable per tile logic.
Low effort demo: https://www.youtube.com/watch?v=fXp8s6ORWbA
Yes I am aware that cutting it is not dropping wire, that version was bugged.
Cables no longer need a knot specifically placed to link to power objects. The sprite is automatically changed to represent this.
The only exception to this logic is that on smes units, due to the terminal being next to the output, they will not link there.
On a technical powernet side, this is the same as old cables once actually placed. They still use the existing powernet system, just the placement and connection works differently.
Old cables have been turned into "pipe cleaners" for wire art purposes. they work just like the old ones, just missing all the powernet functionality, and also you can put them on top of the floor.
Why It's Good For The Game
How obnoxious cables were to both map and work with in game has been something that has annoyed me for a really long time now.
This is both easier for new players to learn, and easier for experienced players to work with.
Along with making in game much more intuitive and easier, it makes mapping much easier as well. Mad lad wjohn was able to rip out all the mapping conversion in one day because of how much faster it is to work with.
cl actioninja and wjohn
add: Cables have been completely reworked. Simple per tile connection logic, automatically connects to things above it. Think minecraft redstone.
add: Old cables have been kept as pipe cleaner. They are non-functional in terms of power, but otherwise have the same connection logic. Also can go on top of tiles.
remove: mech cable layer has been removed because it was terrible shitcode nobody used
tweak: (sort of balance) cable stack sized has been reduced to 15.
/cl
Removes access restriction on fridges and meat fridges in areas where you
shouldn't be expected to have kitchen access. Notably, everywhere that is not
the main station kitchen. I didn't think to check this in #41923.
* Converts all colored plasteel tiles to turf decals.
* Removes now deprecated floor icons and paths.
* Hotfixes on three maps.
* Moves script to its own folder.
* Fixes wild west.
* Fixes holodeck
* Fixes eye rape bug.
* Fixes meta and lavaland biodome ruin having some missing textures.
Fixes a major mapping error introduced in #39816 and adds handling to the map merger to prevent it from happening again.
Keys need to be ordered movables, then turf(s), then area, otherwise our map reader acts weird. In-game this manifests as floor being placed in the dirt's underlays, such that after floor is crowbarred to plating the floor is still visually present (this is how I noticed the problem).
Fixes#39888.
Some map files still have stacked turfs. Our map reader supports this but it tends to cause other problems (e.g. atmos) so I'll try to look at those in the future.
X=$(find _maps -name '*.dmm'); tools/hooks/python.sh -m convert $X
(THE CODEX ASTARTES CALLS THIS MANEUVER: STEEL RAIN) [New sprite!]
* file
the boy
asdh
beacon overlays
first pass complete bring out the drinks boys
fixes!
fixes!
whups fix name
speed
makes coffin a crate to prevent runtimes
sprite fuckup:the musical
whups more fixes
why tf was screengen modified???
TO THE FILE
devices
changes things
p[omf pomf
uhg
alright fuk it
issue fix pt 1
in which i make merge conflicts my bitch
by fixing devices.dmi and tgui.js
oh shit
forgot about the items repath
hm
nah
merge conflict a
then all ya gotta do is whip
* shiv review me code reeeeeeeeeeeeeeee
* rebase conflict
* anturk
* asdf
* wooooeeeeeeh makin bacon
* dont forget about lil old me
* id like to give a shoutout, to my man spacemaniac. on the soul plane. rip in peice, my bugs. rip in peice
* spacy man what is ur spacy plan
* 1st
* 2nd
* organization also a thing
* so i figured out why defines didnt work sometimes across files. this fixes the last issue rn
* forgot to cop the commit
* fuck how am i so stupid
* adds comments and agrees with spacemaniac
* asdfghjk