mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-17 19:14:15 +01:00
master
193 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
21b4095dfd |
[MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026 fixes https://github.com/Bubberstation/Bubberstation/issues/5549 --------- Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Tsar-Salat <62388554+Tsar-Salat@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Maxipat <108554989+Maxipat112@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: loganuk <fakeemail123@aol.com> Co-authored-by: Leland Kemble <70413276+lelandkemble@users.noreply.github.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com> Co-authored-by: Isratosh <Isratosh@hotmail.com> Co-authored-by: TheRyeGuyWhoWillNowDie <70169560+TheRyeGuyWhoWillNowDie@users.noreply.github.com> Co-authored-by: Neocloudy <88008002+Neocloudy@users.noreply.github.com> Co-authored-by: Alexander V. <volas@ya.ru> Co-authored-by: ElGitificador <168473461+ElGitificador@users.noreply.github.com> Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: Layzu666 <121319428+Layzu666@users.noreply.github.com> Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: John F. Kennedy <54908920+MacaroniCritter@users.noreply.github.com> Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com> Co-authored-by: Josh <josh.adam.powell@gmail.com> Co-authored-by: Josh Powell <josh.powell@softwire.com> Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com> Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com> Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> |
||
|
|
3e504a77ae |
Refactor girders and wall construction (#94364)
## About The Pull Request This PR refactors wall construction on girders, wooden barricades and metal foam to use a centralized element, which listens to item interaction signals and attempts to make any available wall recipe. This change is an atomized prerequisite to my blueprinting system, since that system requires a sane way to dynamically change the speed at which walls are built. This PR will later be expanded to refactor girder construction steps in general. I also added `proc/valid_typesof(base_type)` as a side effect of my previous attempts at refactoring this stuff. There's now what amounts to a code comment easter egg in the same file, because DM is wacko and you're going to get cursed now too. :) ## Why It's Good For The Game The old system had ~20 bespoke yet highly similar wall construction steps. Some of the wall recipes were also concatenated from a string on the used stack type. To put it bluntly, the code was fucking horrible. Same thing goes for the rest of the girder construction steps, they were all bespoke. ## Changelog 🆑 refactor: Refactored girders and wall construction. Report any bugs. tweak: Some niche wall types might have their wall delay changed by like 2 seconds. This doesn't affect normal walls, reinforced walls, falsewalls or any other important wall types. /🆑 |
||
|
|
0b0c5ea91e |
Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## About The Pull Request Extends the part of the crafting unit test that ensures consistency between the total mats of the components of a recipe (or rather, the result of said recipe) and a generic instance of the same type as its result, previously only implemented on food recipes. ## Why It's Good For The Game This ensures a degree of consistency with the material composition of various objects in the game. I couldn't do it in the original PR as that one was too big already and it took months to get it merged, and have the relative bugs fixed. Currently a WIP as I slowly deal with the unit test reports. ## Changelog 🆑 refactor: Follow-up to the crafting/material refactor from months ago. All objects crafted with stacks now inherit their mat composition (not necessarily the effects and color) by default, while previously only a few things like chair, sinks and toilets did. Report any object looking or behaving weirdly as a result. fix: The material composition of ammo boxes is no longer a 1/10 of what it's supposed to be. It was a shitty hack to make it harder to recycle empty ammo boxes. Instead, they lose materials as they're emptied now. /🆑 |
||
|
|
9c8a60a0b8 |
Removes some cargo cult string interpolations (#94210)
## About The Pull Request Macros that are strings do not need to be doing this. ## Why It's Good For The Game Less improper things to copy paste existing in the codebase |
||
|
|
e0bb662db7 |
Prevents double-dipping when making fake walls (#93781)
## About The Pull Request Makes each "if stack is this material type" an "else if" in the fake wall making code, preventing trying a second time after failing a `do_after()` ## Why It's Good For The Game You can currently do this: https://github.com/user-attachments/assets/b4fa2ecc-84e8-48fb-9bf9-7ba8388de9a7 You should not be able to do that, for two reasons. ## Changelog 🆑 fix: prevents retrying making a fake wall from range /🆑 |
||
|
|
a28575aa82 |
[NO GBP] Fixing more issues with sand (you can make sand walls again, also ghost glass sheets?) (#93215)
## About The Pull Request Apparently wall construction code is snowflaked and indented as fuck (and the same goes for door assemblies). I'm not bothering refactoring everything with them, only to reduce the indentation, changing a couple vars and overall making it easier to work with them later. This includes wall construction not being hardcoded to sheets but include the possibility to use other kind of stacks as well (if you don't count the snowflake interaction with iron rods). In layman's terms, this means you can make walls made out of sand (distinct from sandstone) again. Also I've done some small changes to the materials storage, so that it can eject ores too if the material doesn't have a sheet type. Also, I've been told there may be issues with broken, uninteractable (probably not properly initialized) glass sheets beside the ORM. I'm not 100% sure about the deets, but it may have something to do with spawning the glass on the same turf the ORM is listening to, when smelting sand, causing some race conditions, so let's spawn it in nullspace ## Why It's Good For The Game While I'm sure there may be more elegant solutions (just take a look at the wall and door construction code, they both use text2path oh god!), I'm just here to make things a lil' cleaner and be done with issues with the fact that sand is made of sand. ## Changelog 🆑 fix: You can once again make sand walls. fix: Deconstructing an autolathe with sand in it should now drop sand. /🆑 |
||
|
|
3e2c118921 |
Adds constructible plastitanium reinforced walls (#92115)
## About The Pull Request You can now construct reinforced plastitanium walls by using a single plastitanium sheet on a reinforced girder. These are mostly identical to syndicate walls, but only have 2 explosion resistance like normal reinforced walls, as opposed to the 20 of syndicate walls. ## Why It's Good For The Game Have you ever wanted a construction project to have that cool syndicate aesthetic, but doing so would compromise its security due to the walls being able to be simply welded down? Now you can make a syndicate shuttle or satellite that will at least require thermite or the aid of an engiborg to rapidly break into. ## Changelog 🆑 add: You can construct reinforced plastitanium walls by using plastitanium on reinforced girders. /🆑 |
||
|
|
ba827b53ae | Removes completing re-enforced girders with iron rods (#92163) | ||
|
|
ff13dcadab |
Stacks check for invalid amounts (#91656)
## About The Pull Request Alleviates #91603 As in it does not fix it because i have not been able to reproduce it. It now checks for invalid values and defaults to `amount`(which is 1) during `Initialize()` and not null so we don't have to pass the number `1` when creating a single sheet. A stack trace is thrown for <= 0 sheet amounts so we can debug & fix stuff ## Changelog 🆑 code: stacks error on invalid amounts, removed manual passing of number `1` when creating a single stack in many cases /🆑 |
||
|
|
412115c9b9 |
Fixes bugs related to transferring items to turfs, splits doing that off from dropItemToGround(...) (#91326)
## About The Pull Request Closes #91131. The author currently has other priorities, and as I need it for something else I am finishing it myself with the author's blessing. Recently, we turned `transferItemToLoc(...)` into a proc intended to be for transfers to non-turfs, with it now playing an animation to reflect that. However, this had the effect of leaving us with `dropItemToGround(...)` for mob>turf transfers, which isn't _ideal_. It sends an 'item dropped' signal, it randomizes offsets, and using it to transfer to a non-`drop_location()` loc was implemented as an afterthought. So in this pr we create a new proc, `transfer_item_to_turf(...)`, that separates off the actual transferring, setting offsets, and animating into its own proc. Then `dropItemToGround(...)`, tables, racks, easels, closets, hoops, beds, conveyor belts, pin the tail corgi posters, some other stuff, and the `floor_placeable` element call such each with their own preferred arguments. While we could leave setting offsets out of it, because setting the offsets after calling the animation works just fine, having them be set before the animation felt like a more intuitive flow. ...While I would love to refactor the easel's incredibly questionable `attackby(...)`, that is outside of the scope of this pr. ## Why It's Good For The Game Fixes #91082. Less jank 👍 ## Changelog 🆑 fix: Placing an item on a table/turf via the alt-click menu actually centers it, again. fix: Certain items, like canvases or syringe guns, are no longer weirdly offset when placed on tables. fix: Placing items on racks, closets, crates, hoops, beds, conveyor belts, and pin the tail corgi posters is animated again, instead of instantly teleporting followed by the pickup animation. fix: Placing a canvas on an easels no longer applies a random offset as if dropped. fix: Tucking in someone else actually animates the bedsheet from you to them, instead of from them to them. qol: Placing a canvas on an easel is animated. /🆑 |
||
|
|
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) /🆑 |
||
|
|
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. /🆑 |
||
|
|
e6d440b830 | makes girders smooth (#88631) | ||
|
|
a4e7929a3b |
Lighters use welding fuel and can be used as welders in some cases (#85941)
## About The Pull Request Lighters now have welding fuel which can be filled/extracted by hand, giving a small but consistent source of welding fuel for non-chemists. Welding fuel is now required for these lighters to work, they'll close automatically once they're out of fuel. They last for a minute, zippo lasts 2 minutes, before they need to be refuelled. It can have other reagents put into it but it only checks for welding fuel, so it won't work at all unless its got some. They can be used as welding tools in minor cases, mostly fixing things and welding doors shut, but can't do big things like deconstruction, except the xenobio one because it's a lot hotter than the normal lighter. Also added a baseline support to check for heat to perform certain welds, before heat is just this binary "has or doesnt have heat", which made its value useless. ## Why It's Good For The Game Adds a ghetto way of getting welding fuel, hiding reagents, and a ghetto welding tool without being something that prisoners could break out of prison with. They could weld the doors shut which is a little funny, security still has proper welding tools to counter it. It also currently is kinda lame that lighters could just be open 24/7, unlike matches which has a lifespan of 10 seconds each or something. ## Changelog 🆑 add: Lighters now use and require welding fuel to work, but can be used as a welding tool for tasks that don't require much heat. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
|
||
|
|
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. |
||
|
|
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> |
||
|
|
1443ef79d3 |
Replaces a number of deciseconds into SECONDS (#82436)
## About The Pull Request Using these search regexes: Number ending in 0: `do_after\((\w+), (\d+)0,` Replace: `do_after($1, $2 SECONDS,` Single digit number: `do_after\((\w+), [1-9],` replace: `do_after($1, 0.$2 SECONDS,` Double: `do_after\((\w+), (\d)([1-9]),` Replace: `do_after($1, $2.$3 SECONDS,` ## Why It's Good For The Game Code readability |
||
|
|
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> |
||
|
|
9ec0cfc36a |
Tram icon cleanup (#81797)
## About The Pull Request - Deletes an unused tram_wall.dmi - Renames tram frame to tram girder - Tram girder looks like girder, not lattice  ## Why It's Good For The Game More straightforward for players. Since it acts like a girder, it should look like a girder not a lattice. ## Changelog 🆑 LT3 image: Tram frame is now tram girder, because it acts like one /🆑 |
||
|
|
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. |
||
|
|
7a1b1fa9ad |
Splits placeontop proc (#79702)
## About The Pull Request I find the proc hard to read honestly. There's no reason we can't split this into two functions - the secondary functionality is used only once, in reader.dmm. ## Why It's Good For The Game Code improvement Glorious snake case ## Changelog N/A nothing player facing --------- Co-authored-by: san7890 <34697715+san7890@users.noreply.github.com> |
||
|
|
2532911353 |
Adds pathmaps, refactors pathfinding a bit (#78684)
## About The Pull Request Implements /datum/pathfind/sssp, which generates /datum/path_map /datum/path_maps allow us to very efficently generate paths to any turf they contain from their central point. We're effectively running the single source shortest paths algorithm. We expand from the center turf, adding turfs as they're found, and then processing them in order of addition. As we go, we remember what turf "found" us first. Reversing this chain gives us the shortest possible path from the center turf to any turf in its range (or the inverse). This isn't all that useful on its own, outside of a few niche cases (Like if we wanted to get the farthest reachable turf from the center) but if we could reuse the map more then once, we'd be able to swarm to/from a point very easily. Reuse is a bit troublesome, reqiures a timeout system and a way to compare different movables trying to get paths. I've implemented it tho. I've refactored CanAStarPass to take a datum, /datum/can_pass_info. This is built from a movable and a list of access, and copies all the properties that would impact pathfinding over onto itself. There is one case where we don't do this, pathing over openspace requires checking if we'd fall through the openspace, and the proc for that takes an atom. So instead we use the weakref to the owner that we hold onto, and hold copies of all the values that would impact the check on the datum. When someone requests a swarmed path their pass info is compared with the pass info of all other path_maps centered on their target turf. If it matches and their requested timeout isn't too short, we just reuse the map. Timeout is a tricky thing because the longer a map exists the more out of date it gets. I've added a few age defines that let you modulate your level of risk here. We default to only allowing maps that are currently being generated, or finished generating in our tick. Hopefully this prevents falling into trouble, but consumers will need to allow "failed" movements. As a part of this datumized pass info, I've refactored pathfinding to use access lists, rather then id cards directly. This also avoids some dumbass harddel oppertunities, and prevents an idcard from changing mid path. Did a few things to the zPass procs, they took args that they did NOT need, and I thought it'd be better to yeet em. If you'd all like I could undo the caching/can_pass_info stuff if you'd all like. I think it's useful generally because it avoids stuff changing mid pathfind attempt, but if it's too clunky I could nuke it. Oh also I added optional args to jps that constricts how it handles diagonals. I've used this to fix bot paths. ## Why It's Good For The Game Much of this is redundant currently. I'm adding it because it could have saved hugglebippers, and because I get the feeling it'll be useful for "grouping" mobs like bees and such. We're doing more basic mob work currently and I want to provide extra tools for that work. https://github.com/tgstation/tgstation/assets/58055496/66aca1f9-c6e7-4173-9c38-c40516d6d853 ## Changelog 🆑 add: Adds swarmed pathfinding, trading accuracy for potential optimization of used correctly fix: Bots will no longer take diagonal paths, preventing weirdo looking path visuals refactor: Refactored bits of pathfinding code, hopefully easier to add new pathfinding strategies now /🆑 |
||
|
|
7626c3bd6c |
Tram v6/Transport Subsystem (#78230)
Co-authored-by: Unit0016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> |
||
|
|
66f726dfe3 |
General code maintenance for rcd devices and their DEFINE file (#78443)
## About The Pull Request The changes made can be best summarized into points **1. Cleans up `code/_DEFINES/construction.dm`** Looking at the top comment of this file https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/__DEFINES/construction.dm#L1 One would expect stuff related to materials, rcd, and other construction related stuff. Well this file is anything but Why is there stuff related to food & crafting over here then? https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/__DEFINES/construction.dm#L91-L94 It gets worse why are global lists declared here? https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/__DEFINES/construction.dm#L115 There is a dedicated folder to store global lists i.e. `code/_globalvars/lists` for lists like these. These clearly don't belong here On top of that a lot of construction related defines has been just dumped here making it too large for it's purposes. which is why this file has been scraped and it's 1. crafting related stuff have been moved to its `code/_DEFINES/crafting.dm` 2. global lists for crafting moved to `code/_globalvars/lists/crafting.dm` 3. Finally remaining construction related defines split apart into 4 file types under the new `code/_DEFINES/construction` folder - `code/_DEFINES/construction/actions.dm` -> for wrench act or other construction related actions - `code/_DEFINES/construction/material.dm` -> contains your sheet defines and cable & stack related values. Also merged `code/_DEFINES/material.dm` with this file so it belongs in one place - `code/_DEFINES/construction/rcd.dm` -> dedicated file for everything rcd related - `code/_DEFINES/construction/structures.dm` -> contains the construction states for various stuff like walls, girders, floodlight etc By splitting this file into multiple meaningful define file names will help in reducing merge conflicts and will aid in faster navigation so this is the 1st part of this PR **2. Debloats the `RCD.dm` file(Part 1)** This uses the same concepts as above. i.e. moving defines into their appropriate files for e.g. https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/game/objects/items/rcd/RCD.dm#L170 1. Global vars belong in the `code/_globalvars` folder so these vars and their related functions to initialize them are moved into the `code/_globalvars/rcd.dm` file 2. See this proc https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/game/objects/items/rcd/RCD.dm#L200 This proc does not belong to the `obj/item/construction/rcd` type it's a global "helper function" this is an effect proc as it creates rcd holograms so it has been moved to the `code/game/objects/effects/rcd.dm` file which is a global effect that can be used by anyone And with that we have moved these vars & procs into their correct places & reduced the size of this file . We can go even further **3. Debloats the `RCD.dm` file(Part 2)** This deals with the large list which contains all the designs supported by the RCD https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/game/objects/items/rcd/RCD.dm#L42 This list contains a lot of local defines. We can scrape some of them and reduce the overall bulkiness & memory requirements of this list and so the following defines ``` #define WINDOW_TYPE "window_type" #define COMPUTER_DIR "computer_dir" #define WALLFRAME_TYPE "wallframe_type" #define FURNISH_TYPE "furnish_type" #define AIRLOCK_TYPE "airlock_type" #define TITLE "title" #define ICON "icon" #define CATEGORY_ICON_STATE "category_icon_state" #define CATEGORY_ICON_SUFFIX "category_icon_suffix" #define TITLE_ICON "ICON=TITLE" ``` Have all been removed making this list a lot more cleaner. Why? because a lot of these are just semantic sugar, we can infer the value of a lot of these defines if we just know the type path of the structure the rcd is trying to build for e.g. take these 2 defines https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/game/objects/items/rcd/RCD.dm#L13-L15 These defines tell the rcd UI the name and the icon it should display. Rather than specifying these manually in the design we can infer them like this ``` var/obj/design = /obj/structure/window //let's say the rcd is trying to build an window var/name = initial(design.name) //we have inferred the name of the design without requiring TITLE define var/icon = initial(design.icon_state) //we have inferred the icon of the design without requiring ICON define ``` And so by using similar logic to the remaining defines we can eliminate a lot of these local defines and reduce the overall size of this list. The same logic applies to the different modes of construction, the following defines https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/__DEFINES/construction.dm#L186-L192 Have all been removed and replaced with a single value `RCD_STRUCTURE` All these modes follow the same principle when building them 1. First check the turf if the structure exists. If it does early return 2. If not create a new structure there and that's it So rather than creating a new construction mode every time you want to add a new design we can use this mode to apply this general approach every time The design list has also now been made into a global list rather than a private static list. The big advantage to this is that the rcd asset cache can now access this list and load the correct icons from the list directly. This means you no longer have to manually specify what icons you want to load which is the case currently. https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/modules/asset_cache/assets/rcd.dm#L8-L9 This has lead to the UI icons breaking twice now in the past - #74194 - #77217 Hopefully this should never repeat itself again **4. Other RCD like device changes** - Fixed the broken silo link icon when the radial menu of the RLD was opened - replaced a lot of vars inside RLD with defines to save memory - Small changes to `ui_act` across RCD, Plumbing RCD and RTD - Removed unused vars in RCD and snowflaked code - Moved a large majority of `ui_data()` to `ui_static_data()` making the experience much faster Just some general clean up going on here **5. The Large majority of other code changes** These are actually small code changes spread across multiple files. These effect the `rcd_act()` & the `rcd_vals()` procs across all items. Basically it - Removes a large majority of `to_chat()` & `visible_message()` calls. This was done because we already have enough visual feedback of what's going on. When we construct a wall we don't need a `to_chat()` to tell us you have a built a wall, we can clearly see that - replaces the static string `"mode"` with a predefined constant `RCD_DESIGN_MODE` to bring some standard to use across all cases Should reduce chat spam and improve readability of code. **6. Airlock & Window names** The rcd asset cache relies on the design name to be unique. So i filled in the missing names for some airlocks & windows which are subjective and open to change but must have some value **7 Removes Microwave PDA upgrade** The RCD should not be allowed to build this microwave considering how quickly it can spawn multiple structures and more importantly as it's a special multipurpose machine so you should spend some effort in printing it's parts and acquiring tools to complete it. This upgrade makes obsolete the need to carry an - A RPED to install the parts - A screwdriver to complete the frame - The circuit board for the microwave The most important point to note here is that whenever an RPED/circuit board is printed at an lathe it charges you "Lathe Tax". The RCD with this upgrade would essentially bypass the need to "Pay Taxes" at these lathes as you are just creating a circuit board from thin air. This causes economy imbalance(10 cr per print) which scales up the more of these machines you make so to avoid this let's end the problem here Not to mention people would not find the need to print the circuit board for a regular microwave now if they have an RCD because they can just make this microwave type making the need for a regular microwave completely pointless. Just build a machine frame with the RCD and complete the microwave from there ## Changelog 🆑 code: moved global vars, lists and helper procs for construction related stuff to their appropriate files code: reduced overall code size & memory of rcd design list and removed unused defines refactor: removed a ton of chat alerts for rcd related actions to help reduce chat spam refactor: some airlock & window default names have changed fix: broken icon in radial menu of rld silo link remove: removes microwave pda upgrade from RCD. It's a special machine so spend some time in building it rather than shitting them out for free with the RCD. Use the RCD upgrade to spawn a machine frame instead & go from there /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
74a9b317aa |
Fixes cost values of RCDs (#77650)
## About The Pull Request fixes cost values to be 1:1 of what the construction would have costed in manual construction for the RCD. also changes all decaseconds to seconds in code for clarity. the biggest change is windows, they used to cost more than they needed for manual construction: grille - 4mu - 1 iron sheet - 100% efficiency directional normal window - 6mu - 1 glass sheet - 66% efficiency directional reinforced window - 9mu - 1 reinforced glass sheet - 66% efficiency fulltile normal window - 12mu - 2 glass sheets - 66% efficiency fulltile reinforced window - 15mu - 2 reinforced glass sheets - 80% efficiency this PR fixes all of these to be 100% efficient by lowering their matter costs, among some other items like racks or reflector frames. ## Why It's Good For The Game consistency for material costs is good. most of these incorrect material values are also for things that don't matter, like racks or reflector frames. also decaseconds are gross looking in code ## Changelog 🆑 fix: Some RCD constructs took more material than manual construction. The RCD cost should be consistent in comparison to manual construction now. /🆑 |
||
|
|
fb10121022 |
Icons folder cleaning wave two (#76788)
## About The Pull Request Further continous organizing and cleaning the Icons folder. There are still some minior nitpicks left to do, but I reached my daily sanity expenses limit again, and the faster these get in the less issues for both me and others later. Also cleans some mess I caused by my blindness last PR. ## Why It's Good For The Game Saner spriters = better sprites |
||
|
|
c0e46fabf7 |
Standardize Welder Fuel Usage (#76021)
Remove welder fuel usage from all actions except attacking and leaving it on most welder tasks require a minimum of 1u of fuel, some longer tasks require a minimum of 2 or 3u welders now drain 1u every 5 seconds they're active ## About The Pull Request Prior to this PR welder fuel usage was random, a lot of tasks didn't use any welder fuel and welders were basically near infinite so long as you didn't use them for combat, it took 26 seconds of activity to drain 1u of fuel, that means an emergency welder alone could run for 5 minutes straight before needing a refuel After this PR all welders will drain 1u every 5 seconds instead of every 26 seconds, but welding objects won't require extra fuel anymore, making the fuel usage much more consistent. resolves #55018 ## Why It's Good For The Game Actually makes fuel tanks useful and relevant without making it obnoxious to do repetitive quick tasks like turn rods into plates, there's actually a reason to upgrade off the emergency welder now since it lasts 50 seconds rather than 5 minutes ## Changelog 🆑 qol: Welders now have a more consistent fuel usage /🆑 |
||
|
|
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. |
||
|
|
f1a363c825 |
Converts a shitload of istypes to their more concise macros (#69260)
* Converts a lot of istypes() to use their istype macro helpers. |
||
|
|
ffcc271f00 |
Fixes foam spreading through public airlocks and windoors (#67101)
* Fixes foam spreading through public airlocks and windoors * nova |
||
|
|
e657e6c4f7 |
Most materials can be used to build most things (#66181)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
||
|
|
6bd18dae48 |
Removes an unneded istype in A* pathfinding (#66450)
* Removes an unneded istype in pathfinding procs |
||
|
|
eab009467a |
[NO GBP] Fix girder construction balloon_alert runtimes (#66079)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
||
|
|
49601be605 | Replace girder to_chat messages with balloon alerts (#65873) | ||
|
|
1f255063d0 | Fix reinforced girders to only use plasteel for construction (#65766) | ||
|
|
b757fce02a |
New in-wall engine sprites (#64839)
adds new variants for each sized engine to look like they are in walls (basically cut down sprites with their density set to false (because they dont take up the full tiles, especially the huge engines are 3x3 but only take up 1x3, they must have no density or they block way more than they should)) before: dumb looking gap image after: nice clean engine (and box trams are soul filled, also, trams kinda too small to really get any sort of diagnal design working) image showcase of each sized thruster: image added new structures that act like walls but arent turfs, and can only be used (and can be used!) on trams! comes with 3 types, iron, plastitanium, and titanium. supports more types being added if you want but these are basically all that a tram needs to use: Untitled.1.mp4 also removed a duplicated APC in a maint on tram, and removed cycle helpers from random maint airlocks that arent actually meant to cycle (they are solo) Why It's Good For The Game engines are kinda too bulky and organically shaped so they dont really fit some designs such as tram as a good example, in wall designs allow you to add thrusters onto any shaped ship easily without worrying about ensuring the walls around them being shaped right, as it appears to have the bulk of the engine merged inside the wall Changelog cl Nari Harimoto imageadd: New thruster sprites to allow for in-wall designs fix: removed cycle helpers from 2 random tram maint airlocks that arent meant to cycle (solo airlocks) and a duplicated APC in tram maint expansion: the tram now has new walls! they are structures that function like walls so as to be built on the tram, create and deconstruct via the new tram girder (screwdriver on the girder to deconstruct, there is no displaced version ie wrench) /cl |
||
|
|
52b9dc2e66 | Fixes being able to create walls out of sheets that arent linked to a material (#65063) | ||
|
|
8abb195458 |
Removes unused clockwork cult icons (#64006)
and also moves them over to the sprite repo there were still some used, so the fluff pieces got added to obj/fluff.dmi, and also there was one sprite for the wall girder, the toy wrist watch and the null rod, so those got moved into their respective files. moved the clothing to their respective files aswell. Why It's Good For The Game almost all of these sprites are completely unused, aswell as the gamemode being removed from the code anyways, so they can rest in sprite purgatory |
||
|
|
1153404903 |
Separates cult object and cult effect sprites into their own folders (#64017)
* obj * effects |
||
|
|
d69dd1f1dd | Fixed rough iron false wall alert text and rough iron wall deconstruction amount. (#63389) | ||
|
|
3bb8424d78 |
Makes welding plasma bars/statues/floors use flooder component (#63154)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
||
|
|
c979a23b6c |
Refactor cult dagger rune drawing and null rod rune clearing into components + minor rune / blood magic tweaks (#62918)
The act of inscribing runes, anchoring / unanchoring cult structures, deconstructing cult girders, and purging cultists of holy water have all been moved off of the cult dagger itself and onto a component, cult_ritual_item. The act of destroying a cult rune or heretic rune with the null rod have been moved off of their respective items and onto the nullrod itself. Added a signal, COMSIG_ITEM_ATTACK_EFFECT, for the above purposes. Various cult spells and dagger interactions have had their code improved slightly. |
||
|
|
0f3c4e51f7 |
Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed (#62265)
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else. Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter. Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away! |
||
|
|
fc36aea489 |
runtime fix for borgs cryoing with upgrade modules + no more mmi laying around after they cryo, and various other runtime fixes (#62091)
human huds will no longer runtime and die when prefs aren't initalised SSEconomy will no longer have to deal with pathed jobs inside accounts Some of the negative/neutral quirks that use the mind have been relegated to last_mind instead for runtime purposes Mafia saymode will no longer runtime when someone uses it with no current mafia game Autolathe secondary_attack will no longer runtime/work only because of runtimes MULTIPLE CHECKS FOR QDELETED STACKS BEFORE ADDING FINGERPRINTS More player_list client checks A lazyinitlist for proximity monitors, as they used lazyremove which nulls the list when it hits zero things in it A check for cigarettes in case temperature exposure causes a reaction that removes all reagents Catwalks no longer runtime every time someone walks on them /obj/machinery/atmospherics/components/binary/crystallizer will no longer runtime on secondary_attack if someone can't interact cyborg models will no longer assume the thing they're inside is a cyborg and runtime when it isn't (cryopods) When a simplemob falls into nullspace, it will no longer runtime (goliaths falling into chasms and etc) runtime fix in techweb.dm when using a card without a sanity check runtime fix with folders when they have nothing in them runtime fix with glowing eyes when the LAZYADD doesn't get called in regenerate_light_effets() and so doesn't initalise the list |
||
|
|
96cc4a7260 |
EVEN MORE HARDDEL FIXES (#60228)
Fixes a ton of harddels, sourced from #59996 I think this brings us down to like, ~100 per round from ~200, with only like 20 of those being proper hell failures. I've seen harddel profiles below 1 second of total cost. Feeling good. See you on the other side Makes the cryopod control computer into a weakref, never trust bee code Converts brig door timer internal lists to weakrefs Fixes a harddel caused by qdeling a motion sensitive camera after it had left its source area, jesus christ why didn't we do this already holy shit Converts the radio implant ref held by the antenna mutation to weakrefs because it isn't reliably cleaned up, makes the radio implant actually qdel its fucking radio Removes the target var from the throwing datum, it does literally nothing and just exists to cause harddels, mostly for the singularity Fixes a cable harddel sourced from things that try to enter blueprints after smoothing, but before roundstart. IE, shuttles. Removes shuttles from the blueprints Fixes emmisive blockers being added post qdel Removes some manual ghosting from cryopods, I initially did this for harddel reasons, but I figured out a better fix for that. I'm now doing it because it's got this really strange logic for like "re-entering the game" that doesn't actually link to what the ghostize proc does. We should remove this at some point Fixes robot hud objects harddeling due to hanging refs Fixes buildmode related hanging refs, I'm coming for you admin team Fixes a few instances of trying to add the forensics component post qdel, hhhhhhhhhhh Fixes some split personality harddels/weirdness Replaces a use of disconnect_duct with an init qdel hint, I suspect there's more issues with duct harddels, I've seen some odd logs about ahhh the area_contents list, but we can worry about that later Makes teleporter targets into weakrefs, properly types them as /atom Makes frequency devices into weakrefs Makes cameras remove themselves from camera nets on Destroy Makes tgui ui datums implement destroy, this means if I ever see one hang a ref to user or whatever, I know there's an error with calling close() properly. I've seen this harddel once, but not after this change so I assume there was some error with close(). IDK maybe this is a papering over? Would have to ask @stylemistake I've seen logs of beartraps being in world post del, putting a return there just in case. The same is true of nerf darts, but I haven't really looked into that yet Makes a shoe's ref to untying alerts a weakref, yes this is needed. Moves clearing client_in_contents to the Login of the new mob. This prevents doing things like ghosting someone before a mob qdel causing harddels Fixes a harddel set sourced from adding a status effect to a qdeleted thing. Is this an error? I'm honestly not sure. Converts bsa code to weakrefs Converts the partner var of heat exchangers to weakrefs Converts camera assemblies to weakrefs Fixes some dumb behavior with ammo casings and assuming you'll be on a turf post Destroy parent call Fixes? merger related harddels, you were never cleared from your own members list, so origin objects would end up making a new list, creating harddels. Potential input from @ninjanomnom about the logic Chasms store a static list of "falling atoms", which only exists for chasms that go somewhere else. This list wasn't being cleared of qdeleted objects, which is what happens when you fall in most chasms. Fixes this, and converts the list to weakrefs. Fixes some runtimes in both sheet code, and the weather listener element. This is here because runtime spam made testing more of a pain, didn't think it needed its own pr Fixes colorful reagent harddels sourced from reagents that were qdel'd before roundstart. I'm only like 50% sure this actually got it, but the issue may have been solved by #60174, so eh Turns the nuke op antag datum's ref to the war button into a weakref Fixes some holopad code that was not nulling refs all the time Converts camera bugs to weakrefs, this was the result of the bug being "reworked" like 6 years back without taking the existing ref clearing into account. Whole item needs a redo, but this'll do for now. Ensures that the both pulling and pullee refs are cleared on Destroy The crew monitor held all users in a non clearing list, makes that list a weakref because I hate everything Oh and I removed all sources of gas_mixture qdeletion, I'm kinda unsure on this since it's not technically supported, but any harddels from it might? indicate something going wrong with like, gas passing logic. I'd like @MrStonedOne's thoughts, since I trust him to call me an idiot if I'm wrong. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Why it's not good for the game I crashed sybil like 10 times to get this data, I'm gonna put it to good use. Don't think you're safe sybilites, I'm coming for you. |
||
|
|
82dc71c3ae | CanPass refactor (#59804) | ||
|
|
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) |
||
|
|
7e3a4f2442 | fixes stuff made with bronze sheets deconstructing into tiles or not being able to make bronze golems (#58708) | ||
|
|
7e4de07506 |
Remove all gamemodes except Dynamic (#58470)
Removes all /datum/game_mode except dynamic. Eventually, all of mode and game_mode will be removed, and Dynamic will become an ingrained system. Every single other gamemode was unmaintained at best and poisoned other code at worst. Currently all tg servers run 24/7 Dynamic, so the time to act is now. * Remove gamemode references from age checks * Monkey * Remove heretics * Remove BBs * Refactor uplinks and remove clown ops * Remove nuke ops * Removes and refactors cult * Remove extended * Remove and move out meteors * Removes wizard * Remove sandbox * Remove changelings * Remove traitors * Remove revs * Remove gangs * Remove changing mode and voting for new gamemodes * get_candidates signature fix * Summon ERT and NERD in their own panel * Remove some old unneeded age_check stuff * Fix old signatures of get_uplink_items * Use Extended like config for dynamic.json * Fix discounted gear |