292 Commits

Author SHA1 Message Date
ArcaneMusic ddc51bd5d8 Adds screentips to grilles, moves deconstruction to RMB. (#95903) 2026-05-14 14:54:25 +02:00
MrMelbert 4fe16acd0b Minor shock() refactor (#95204)
## About The Pull Request

`shock` was copy pasted across a bunch of base types
I needed the behavior unified and it was fairly trivial to do 
So now we have `/obj/proc/shock` which all the old implementations call 

## Changelog

🆑 Melbert
refactor: Made some minor changes to how things like airlocks, vendors,
and autolathes shock you. Report any wierdness with that
/🆑
2026-02-24 21:12:59 -05:00
SmArtKar f58b8511f0 Refactors effect_system (#94999)
## About The Pull Request

This PR refactors ``effect_system``s to be a bit easier to use by
getting rid of ``set_up``, allowing ``attach()`` to be chained into
``start()`` and refactoring most direct system usages in our code to use
helper procs.

``set_up`` was unnecessary and only existed to allow ``New``'s behavior
to be fully overriden, which is not required if we split
sparks/lightning/steam into a new ``/datum/effect_system/basic`` subtype
which houses the effect spreading behavior. This allows us to roll all
logic from ``set_up`` into ``New`` and cut down on code complexity.
Chaining setup as ``system.attach(src).start()`` also helps a bit in
case no helper method exists

I've added ``do_chem_smoke`` and ``do_foam`` helpers, which respectively
allow chemical smoke or foam to be spawned easily without having to
manually create effect datums and reagent holders.

Also turns out we've had some nonfunctional effect systems which either
never set themselves up, or never started, so I fixed those while I was
at it (mostly by moving them to aforementioned helper procs)

## Why It's Good For The Game

Cleaner code, makes it significantly easier for users to work with. Also
most of our effect system usage was copypasta which was passing booleans
as numbers, while perfectly fine helper procs existed in our code.

## Changelog
🆑
refactor: Refactored sparks, foam, smoke, and other miscellaneous effect
systems.
refactor: Vapes now have consistent rigging with cigs using the new
system.
fix: Fixed some effects never working.
/🆑
2026-02-03 22:23:09 -05:00
Ghom 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.
/🆑
2025-12-02 18:29:01 -05:00
Bloop 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
2025-11-30 13:25:45 -06:00
MrMelbert 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)
/🆑
2025-05-19 13:32:12 +10:00
Ghom 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.
/🆑
2025-04-23 20:18:26 +00:00
SmArtKar 7b286d7e5b Fixes grilles not updating their overlays properly (#90520)
Caused by grilles weirdly hijacking their rendering code and preventing
any overlay updates which is baaad.
2025-04-13 01:01:50 -04:00
Penelope Haze 4c2a76ede3 Fix a large number of typos (#89254)
Fixes a very large number of typos. A few of these fixes also extend to
variable names, but only the really egregious ones like "concious".
2025-01-28 22:16:16 +01:00
jimmyl 25c616e353 fixes the museum cafeteria puzzle and some other things related to the museum (#88287)
## About The Pull Request

the dotted color board was missing a color for the 10th digit, and
orange and brown were not valid byond colors (damn you ghommie)
fake scrubbers and vents use the correct layer and plane
you may no longer deconstruct indestructible windows
you can no longer push indestructible grilles and robust windows if you
have a strong move force

step teleporters may not teleport abstract objects or mirage holders
(due to init shenanigans this sometimes teleported a mirage holder
messing the visuals up)

## Why It's Good For The Game

bug bad also i didnt make these bugs ok

## Changelog
🆑
fix: fixed the museum password puzzle (to the cafeteria), and the
scrubbers and vents there now look correctly (also fixed a rare visual
bug)
fix: it is now harder to bypass indestructible windows and grilles
(those are placed there for a reason, you know!)
/🆑
2024-12-01 13:39:29 +01:00
grungussuss 58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

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

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

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

-- instrumental --

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

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

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

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

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

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

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

- [ ] attributions

## Why It's Good For The Game

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

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
tgstation-ci[bot] 9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

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After that some startup commits on this branch need to be reverted then
it can be merged.

---------

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

## Why It's Good For The Game
Saner spriters, better sprites, less annoyance. Also deleted a whole
load of redundancy this time around, a lot of sprites which existed
simultaniously in two places now got exit their quantum superposition.
2024-08-15 20:22:02 -07:00
Ben10Omintrix 4d43710d44 fixes rcds accounting for player dir only before construction (#85824)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! --> rcds now build based off of player's dirs right
before the object gets built

## Why It's Good For The Game

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. --> closes #85810

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
fix: fixes rcds accounting for player dir only before construction
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-08-15 23:14:44 +02:00
LemonInTheDark 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?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## 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>
2024-08-14 09:07:45 +00:00
Time-Green 89cf4c7787 The Voidwalker | New Midround Antagonist (#84674)
## The Voidwalker

Adds a new antagonist, the Voidwalker! 
It's a rare antag that spawns in space when there's at least 40 people
Design doc is here: https://hackmd.io/jE4YScP8RPykXo37rTBV2Q (there's
some deviations)
No biddle

## Summary
Spooky space antag that moves around space, ambushing people either in
space or near space. They can move through glass, have an ability to
stamina drain you if they remain in your vision for 8 seconds, can
temporarily remove glass windows to drag you through them and deal
~~stamina damage~~ incredibly violence. Upon being taken, they can be
kidnapped and cursed, muting and pacifying the person and sending them
to the void.

## Passive

![image](https://github.com/tgstation/tgstation/assets/7501474/e2bbac33-bac8-4eb9-9042-994904ebec18)

![image](https://github.com/tgstation/tgstation/assets/7501474/b76df700-84d4-4722-bf6f-2e2049c345b3)

Passive abilities:

- Permanent space flight and indoor flight
- Space regen
- Slowdown when in gravity
- Space camo (very low alpha when in space
- Can freely move through unshocked glass
- Mute, but can hear all station frequencies (excluding binary)
- Will quickly die when on planets or moons (obviously can't roll on
icebox)
- 10 brute armor and 20 burn armor. They can't wear any form of armor
and don't have any get out of jail free cards, so I think it'll help
with their survivability a slight bit

## Abilities
**Void eater:** Literally just a light-eater but instead of eating light
it instantly shatters windows, but restores them after a few seconds

**Space Dive:** New ability that lets you move under the station with a
2 second do_after, so they can still get to closed of space spots
without being as annoying as heretic space shift

**Unsettle:** Remain in view of the target for 8 seconds to give them a
short stun, slurring and 80 stamina damage, but announce your presence
and location to them. Both you and your target can move, as long as you
remain in their view.

**Space Kidnap:** When your target is incapacitated and in space, you
can drag them into the cosmic void. They'll be returned cursed after
undergoing a sort of reverse heretic sacrifice (more on that in the next
section).

[Showcase of all the above abilities!](https://youtu.be/NJ01H28PV9w)

## Voided Crew
A brain trauma received when you get kidnapped. While under it's
influence, you are muted and pacified. You will die in planetary gravity
and cannot enter space.


![image](https://github.com/tgstation/tgstation/assets/7501474/ea90bf9b-b8d1-4d46-8c69-7b0900e8e50c)

It can be cured with a lobotomy or by dying in planetary gravity. 
You get warned to avoid the Voidwalker. The voidwalker now does extra
damage and gets the option to glass gib you if you die, leaving just a
brain

## Loot
On death, the Voidwalker shatters into glass and drops a cosmic skull.
Looking into the skull gives you a stable version of the Voided brain
trauma. It doesn't give you pacifism and doesn't ban you from space. It
also makes you space immune and gives you the ability to walk through
unshocked glass after 2 seconds do_after.

Sprites for the cosmic skull by Justice12354 and Rex9001! I'll throw up
a video showcasing death and their sprites on Sunday

## Why It's Good For The Game
We don't have any space centered antagonists. The closest we have are
Space Dragons, but they have to go deep into the station anyway. I'm
also quite fond of simpler antagonists, like revenant and nightmare.
Give people the tools, and they'll make the fun themselves.

I've been comparing the Voidwalker with the Nightmare. Both are goalles,
simple antagonists, but where the Nightmare's gimmick is darkness, the
Voidwalker's gimmick is space.

They also get a dark tentacle arm so they can murderize people, but it
only gets them to crit. After that they can drag people into the "void"
to kidnap them. This is mostly to encourage the Voidwalker not to just
space them cause that's kinda lame. They still can though, just in-case
it would be very funny

## Changelog
🆑 Time-Green, Justice12354, Rex9001
add: Adds the Voidwalker, a new rare space based midround antagonist!
code: Adds the ability to texture limbs and bodypart_overlays
Sprite: Cosmic skull sprites by Justice12354 and Rex9001
/🆑

- [x] Add a better kidnapping mechanic, instead of just teleporting
someone to a station turf
- [x] Add an armblade or weapon or something, unarmed combat is kinda
ass for this
- [x] Fix the antag preview not rendering textures
- [x] Prevent them from space phasing when in combat so they can
actually be killed in space combat, even if really fucking hard
- [x] Nerf visibility for people with space parallax disabled, probably
also something to improve camo with colored parallax
- [x] Replace the stamina damage stuff
- [x] Cool rework of space phase idea I have
- [x] Update/implement vidual effects
- [x] Implement names

## Considerations
There's a few things that I might change or implement later, depending
on how it actually plays.

It's a space focused antag, but there might not be enough people near
space in a given round. An ability to let them "capture" area's or let
them turn into a meteor or something might be needed later if they turn
out to be too passive.

They might also be _too_ oppressive in space. I designed them for
near-space combat, but may've made them insanely overpowered in in raw
space combat.

Probably wont do biddle, but might add more powers that you can reroll
every few minutes or something (like blob). Either wat it wont be this
PR

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-07-14 18:57:44 +00:00
LemonInTheDark 7d1e9e1c0a Implements Cardinal Smoothing Support, Misc Smoothing Cleanup (#84402)
## About The Pull Request

[Implements a new cardinal only bitmask smoothing
mode](https://github.com/tgstation/tgstation/commit/d56556491813657e5ba794ec856649f01291c39a)

The icon cutter supports generating cardinal only dmis, we should
support using them.

This is fairly trivial, just involves skipping a step to handle
diagonals.

While I'm here, makes adding new smoothing modes easier by creating a
"using smoothing" group define

[Removes undef for smoothing
junctions](https://github.com/tgstation/tgstation/pull/84402/commits/4c0a4d6e34f79769ab20c989620f396f4b4a3fe0)

It is useful to be able to reference these in the general codebase, they
should not be considered scoped to just icon smoothing

[Fixes a copypasta issue breaking burn states for asteroid
snow](https://github.com/tgstation/tgstation/commit/a41b31dbe21676aa95cb6a625d8f4deb3233faba)

[Removes SMOOTH_BROKEN_TURF and
SMOOTH_BURNT_TURF](https://github.com/tgstation/tgstation/commit/8a9a340728680b2988abd19631495e955de9ebf1)

Bitflags should not be this specific, this should be a var on
/turf/open, so that's what I'm making it.

## Why It's Good For The Game

Upstreams a bit of wallening work, cleans up the codebase some

## Changelog
🆑
fix: Some varieties of snow now visually melt properly again when burned
/🆑
2024-06-30 22:08:39 -06:00
RengaN02 125d63727c Fixes some atoms conduct electricity flag (#83230)
## About The Pull Request
Fixes: https://github.com/tgstation/tgstation/issues/83229
I think this code was done this way by a little mistake, and a metal
sword should conduct electricity anyway (right?).

![Gif](https://c.tenor.com/4quSMOaGcKkAAAAd/tenor.gif)
## Why It's Good For The Game
its a fix
## Changelog
🆑 Rengan
fix: Officers sabre and grilles now conducts electricity as it should.
/🆑
2024-05-16 08:31:03 -06:00
SyncIt21 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>
2024-04-04 18:55:51 -06:00
jimmyl 2eca334bb2 Grilles dont break by just walking into them under any circumstances (#81594)
## About The Pull Request

you can no longer just walk into a grille to destroy it rather fast
also single letter variable cleanup from that proc

## Why It's Good For The Game

this is a bug and bugs are bad

## Changelog
🆑
fix: Grilles dont break by just walking into them under any
circumstances
/🆑
2024-02-28 07:38:03 +00:00
lessthanthree 909a1a692a Adds tram throwing mobs through glass windows (#81284)
## About The Pull Request

- Adds a PASSWINDOW flag so that you can throw mobs through window
panes, smashing them
- Being thrown into the tram window by event only (not player thrown)
has a chance to break through the window
- Reduced throw range of tram emergency stop

## Why It's Good For The Game

Sometimes you don't want them to bounce off the window when they hit,
rather comically fly through it.

## Changelog

🆑 LT3
add: The tram has been equipped with enhanced safety glass to reduce the
severity of crew injuries
/🆑
2024-02-18 02:52:36 +00:00
MrMelbert 1e76fd70b4 Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom (#79968)
## About The Pull Request

Implements half of this (with some minor changes): 


![image](https://github.com/tgstation/tgstation/assets/51863163/bf5cc4bb-5a1f-42e3-921d-9a57bc6096cc)

The ultimate goal of this is to split our attack chain in two: 
- One for non-combat item interactions
  - Health analyzer scanning
  - using tools on stuff
  - surgery
  - Niche other interactions
- One for combat attacking
  - Item hit thing, item deal damage. 
  - Special effects on attack would go here.  

This PR begins this by broadining tool act into item interact. 

Item interact is a catch-all proc ran at the beginning of attack chain,
before `pre_attack` and such, that handles the first part of the chain.

This allows us to easily catch item interaction and cancel the attack
part of the chain by using deliberate bitflag return values, rather than
`TRUE` / `FALSE`*.

*Because right now, `TRUE` = `cancel attack`, no matter what, which is
unclear to people.

Instead of moving as much as possible to the new proc in this PR, I
started by doing some easy, obvious things. More things can be moved in
the future, or technically they don't even need to move in a lot of
cases.

## Changelog

🆑 Melbert
refactor: Refactored some methods of items interacting with other
objects or mobs, such as surgery and health analzyers. Report if
anything seems wrong
/🆑
2023-12-08 23:50:19 -07:00
san7890 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.
2023-12-08 08:49:14 +00:00
san7890 7f7688b60a Demotes the "electrical conductivity" flag from flags_1 to obj_flags (#80033)
## About The Pull Request

Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game

Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.

I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️
2023-12-01 21:43:46 -05:00
SyncIt21 8d23f9249b [NO GBP]RCD can build directional windows on top of existing grills (#79864)
## About The Pull Request
- Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/23788

So after #77858 was merged an unintentional side effect was rcd could no
longer build directional windows on grills if they already existed on
the turf. Sure rcd won't build a grill and then build a directional
window on top of that but if a grill already exists on the turf the rcd
should still be able to build directional windows on that grill as it
helps in repairing mapped in directional windows and such.

If you want to build a grill first set the mode to full tile window,
build the grill and then switch to directional window to build a window
on top of that grill. Or just select directional window mode and build
the windows directly without a grill, choice is yours

## Changelog
🆑
fix: RCD can build directional windows on top of existing grills &
without them.
/🆑
2023-11-23 17:46:41 +01:00
Pickle-Coding 15e2aa056d [NO GBP]Fixes tesla zaps. (#79398)
## About The Pull Request
Closes #79297 
Closes #79312 

Due to the new cutoff parameter being added to tesla_zap() (from
#78310), and most callers used positional arguments instead of keywords,
the zap flags was getting fed the shocked_targets list and maybe other
junk. This caused a bunch of unusual phenomena. This is fixed by using
keyword arguments.

Tesla zaps that use the grid were significantly weaker in terms of
damage than they're supposed to be. This was a byproduct of trying to
convert everything to joules and removing unnecessary power multipliers.
This is fixed by reverting the damage scaling and zap power of zap
sources that aren't based on grid. Technically this will cause the zaps
from other sources to have less power, but these tend to not be able to
put power on grid, so this wouldn't have any change other than what a
grounding rod displays. Doesn't really matter.

Logs machine explosions from zap_act. Not the most helpful log (would
take a lot of effort to add an extra parameter to pass the source), but
better than nothing.

Probably other stuff I did, lol.
## Why It's Good For The Game
Stops zap fuckery. Admins can now find the explosions when a 9GeV engine
decides to go haywire or whatever.
## Changelog
🆑
fix: Fixes tesla zaps being weird.
admin: Logs explosions from explosive zaps.
/🆑
2023-10-31 17:10:15 +00:00
jimmyl d31c21ff1b new space ruin, the biological research outpost (#79149)
## About The Pull Request

![2023-10-21 18 02
39](https://github.com/tgstation/tgstation/assets/70376633/5829e939-3b04-465f-a186-095ceb360bba)

adds this ruin to space ruin pool
this is a shady (as NT always is) bioresearch outpost that got fucked up
by an experiment
this has like some puzzle aspect to it since you gotta find keycards and
shit and press buttons to unlock shield gates
this ends with you fighting a heart which if you defeat, destroys the
blockade that prevents you from entering the outpost vault

also you can no longer literally just cut indestructible grilles or
unanchor indestructible windows

### new puzzle elements or something idk
variant of pressure plate that you cannot remove and it sends a puzzle
signal
cooler red puzzle doors that look very foreboding or something idk
theyre for this ruin
also puzzle blockades, which are indestructible dense objects that are
destroyed if they receive a puzzle signal
and also buttons and keycard pads for puzzles


https://github.com/tgstation/tgstation/assets/70376633/c98807ec-1e7b-49c4-a757-cdbb76a1b566



https://github.com/tgstation/tgstation/assets/70376633/9d5d9dd1-5868-44e6-a978-5ea57b30c298

stuff that throws electric shocks in a pattern, ignores insuls and only
knocks down, and no you cannot just run past


https://github.com/tgstation/tgstation/assets/70376633/5772917c-a963-48a4-a743-b0f610801d25

### enemies
living floor, it can only attack stuff on top of it and it attacks until
the victim is dead
it is invincible to all but a crowbar, and it cannot move, and it
remains hidden until a victim is in range


https://github.com/tgstation/tgstation/assets/70376633/aa1d54f6-b259-4e58-9d44-e393d2131acf

living flesh, it can replace your limbs with itself
the conditions for that are; the limb must have 20 or more brute, victim
must be alive and dismemberable, the limb may not be torso or head, or
the limb may not be living flesh
alternatively it can replace a missing limb
these are all checked with every attack
they have 20 hp
the limbs in question will sometimes act up, while passively draining
nutrition, arms will randomly start pulling nearby stuff, legs may step
randomly
limbs when detached, turn into mobs and reactivate AI 2 seconds later.
if the host is shocked, all living flesh limbs will detach, or if the
host dies they will also do that


https://github.com/tgstation/tgstation/assets/70376633/765cc99e-c800-4efb-aabe-d68817bbd7ae



## Why It's Good For The Game

ruin variety is cool i think
also the other things i added should be useful for other mappers for
bitrunning or whatever

also bug bad for that one fix
## Changelog
🆑
add: living floor, living flesh, and other stuff for the bioresearch
outpost ruin
add: bioresearch outpost ruin
fix: you may not defeat indestructible grilles and windows with mere
tools
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-10-31 08:15:42 +13:00
LemonInTheDark 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
/🆑
2023-10-17 23:52:54 -06:00
SyncIt21 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>
2023-10-12 19:46:41 +02:00
carlarctg 95c9828587 Fixed walking into grilles to destroy them (#78086) 2023-09-05 15:51:46 -04:00
SyncIt21 f7c661dd62 RCD directional window qol & wall mount patch. Code improvements (#77858)
## About The Pull Request
Fixes #77852
RCD can build wall mounts on reinforced walls

Closes #77848
Not a fix so labelling this as a qol cause it was always intentional but
now RCD can build directional windows without building a grill first.
Saving some matter units from building a grill is a plus

Added auto doc for some procs & made the extra delay when building
multiple structures into a define

## Changelog
🆑
fix: rcd can build wallmounts on reinforced walls
qol: rcd can build directional windows without requiring/building a
grill
/🆑
2023-08-29 12:02:07 -04:00
Vekter 0dd3e66aef Grilles take 0-1 damage when shocking something, power sinks are available at lower reputation (#77860)
## About The Pull Request
Ports BeeStation/BeeStation-Hornet#3590. As it is right now, it's
trivial to set up a contraption using a conveyor belt and a shocked
grille to continuously shock monkey bodies. While this is very funny, it
also serves as a ghetto powersink that's hard to locate, easy to
replicate, and lasts effectively forever, since you can just keep
shocking the same bodies over and over again.

This doesn't completely remove the ability to make these, but it makes
them require at least a little maintenance and provides a way for them
to stop working even if the crew isn't able to locate them.

In an attempt to finally get people using the _actual_ powersink,
they'll show up a bit earlier in progression now. I'm not convinced 20
minutes is enough, but I don't want to put them in early enough that it
fucks with Engineering's ability to set things up at round start. We can
turn this down further if need be.

I'm also up for turning the TC requirement down, but 11 feels about
right for what they're supposed to do, so I'd prefer we try this first
and see how that works.

## Why It's Good For The Game
I'm all for goofy weird shit players have found, but there's an issue
with being able to do what an antag item is supposed to do but just
plain better. This shouldn't make creating these impossible or make them
unusable, but it'll require players to actively monitor them if they
want it to run for an extended period.

Additionally, we don't really see powersinks much anymore, and while
that might be more because powernets are kind of buggy and unreliable, I
think making them easier to get will make them show up a little more.

## Changelog
🆑 Vekter
balance: Grilles will now take 0-1 damage every time they shock
something.
balance: Powersinks are now available earlier in traitor progression.
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-08-23 14:06:53 -04:00
iwishforducks 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.
/🆑
2023-08-19 15:57:54 +02:00
zeckle/licks-the-crystal 3a89e85f97 Fixes grilles electrocuting or tesla-ing when there's a floor between the grille and the cable (#75703)
## About The Pull Request

Stops grilles from electrocuting or tesla-ing when there's a floor
between the grille and the cable.

## Why It's Good For The Game

Fixes #60541

## Changelog
🆑 Licks-the-Crystal
fix: Stops grilles from electrocuting or tesla-ing when there's a floor
between the grille and the cable.
/🆑
2023-05-29 22:49:07 -04:00
Bloop ac5236a251 Refactors sheet crafting to better support directional construction (#74572)
## About The Pull Request


https://github.com/tgstation/tgstation/blob/0426f7ddbaa91439c7278189101f5db9c7f2ed95/code/game/objects/items/stacks/stack.dm#L449

Ok, but can we not?

This PR refactors sheet crafting to generalize all the cases that were
previously locked behind grille/window type checks and such. In their
stead there are bitflags that can be set to achieve certain behaviors.

All the behavior from before should be preserved, but now it can be
extended to other items. E.g. if you want a railing that can be crafted
underneath directional windows, or an item that behaves like a grille
does--it's just a matter of setting the right obj_flags for it now.

This makes it very simple and painless to add new recipes that use
directional crafting! It's all modular now.

<details><summary>Details</summary>

---

### What I've done:

-Eliminated all the type checks, instead it will now be handled by
object flags and recipe vars, making for a much more configurable
system.

-Added two new obj_flags: `BLOCKS_CONSTRUCTION_DIR` and
`IGNORE_DENSITY`.
-Additionally, I renamed the existing flag `NO_BUILD` to
`BLOCKS_CONSTRUCTION`.

-Changes the proc `valid_window_location` to `valid_build_direction`,
and makes it work for things other than windows.

-Removed a deprecated `window_checks` var from the stack_recipe datum.
-Added three more vars to the stack_recipe datum: `check_direction` and
`check_density`, `is_fulltile`

-Decoupled `on_solid_ground` from the object density check. Now you can
set those separately, allowing you to make recipes that forbid/allow
building things over other things while in space.

---

### What the new flags do:

`BLOCKS_CONSTRUCTION` works as before---prevents objects from being
built on the object. I felt that the previous name was not descriptive
enough, you should know exactly what it does just from looking at the
name.
_example: dna scanner_

`BLOCKS_CONSTRUCTION_DIR` -- setting this on an object will prevent
objects from being built on it when their directions are the same.
_example: directional windows, windoors, railings_

`IGNORE_DENSITY` -- setting this on an object will cause its density to
be ignored when performing the construction density check. This could
have other potential uses as well in the future.
_example: grilles, directional windows, tables_

These three flags cover all the bases for the types of items that are
currently craftable, so there is no more need for any type checking or
weird snowflake window checks. Simply set the appropriate flag and it'll
work as you would expect.

---


### What the recipe vars do:
`check_direction` tells the recipe to check if there's something in that
direction with the `BLOCKS_CONSTRUCTION_DIR` flag set.

`check_density` tells the recipe to run the density check when set. This
is true by default. There are very few items in the game that currently
have this set to false--namely grilles. Setting this to false will make
it so that the object can be constructed regardless of what is in that
tile (unless `one_per_turf` is also set, which will make it so that you
can't craft the same thing twice in the same turf).

`is_fulltile` is used for fulltile windows, but it doesn't necessarily
have to be--you can give this to any recipe and it will adopt the same
properties as that of the fulltile window. Basically they have a special
case where they shouldn't be able to be built over directional
constructions, where normally things would be able to be. Setting this
makes check_direction true as well.

---

### In summary: 

Sheet crafting still works just as it did before. But the backend of it
has gotten a glow up and will be able to more easily support new
behaviors.

</details>

## Why It's Good For The Game

This makes the crafting system much more flexible to add recipes to, and
will prevent bad code practices of stacking more conditionals down the
line whenever someone wants to add an item that behaves like grilles or
directional windows in how they are constructed.

It had to be done. Those window checks were a mess.

## Changelog

🆑
qol: added fifty stack versions of remaining glass sheet stacks for ease
of debugging
refactor: refactored sheet crafting to better support directional
constructions that aren't windows
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-15 21:48:34 -06:00
SyncIt21 add6d49951 Code clean-up & refactor for all RCD related & like devices. (#74527)
## About The Pull Request

1. Debloats the RCD.dm file i.e. renames it to RHD[Rapid handheld device
the base for all rcd like devices] and moves its subtypes into their
respective files
`/obj/item/construction/rcd` moved to RCD.dm
`/obj/item/construction/rld` moved to RLD.dm
`/obj/item/construction/plumbing` moved to RPLD.dm
`/obj/item/construction/rtd` stays in RTD.dm
Other rcd like device i.e. RPD, RFC, RWD, along with the above mentioned
files are now all moved into 1 folder called "rcd"
majority of the `to_chat()` are now replaced with `balloon_alert()` to
reduce spam

2. Adds early returns, optimizes & adds extra resource sanity checks
before and after the `do_after()` proc for the RLD. RLD silo links now
works again.
- RLD now uses an ammo bar just like the RCD for updating only its
overlays & not its entire icon state, it also has a blinking yellow icon
state when low on ammo
- Remove unused empty blinking yellow icon state for plumbing RCD.
nobody designed the ammo bars for them so having`has_ammobar = TRUE`
caused the unit tests to fail

4. Adds extra structure placement & resource sanity checks for RCD, RTD
& Plumbing RCD before & after the `do_after()` proc
  RCD Patches
- removes unused vars window_type & window_glass, these can be infered
from window_type directly
- removes furnish type & cost and let the rcd_vals() proc decide those
for consistency
- copies the rcd stuff from turf/floor to turf/open/misc with some
exceptions, It wasen't updated in a long time
- rcd vals i.e. cost & delay for window types are set for each
directional, full-tile, reinforced types. These all used constant values
& now they are adjusted accordingly

   RTD patches
      - Fixes #74526 RTD can lay floor tiles on all types of plating's
- The cost of deconstructing tiles was not calculated correctly i.e. it
always used the cost of the selected design & not the cost of the actual
floor type we are trying to deconstruct
- The construction & deconstruction time was constant & very fast for
all tile types, now the delay is adjusted based on the cost of the type
of tile in question
- RTD now has a blinking yellow empty icon state just like the RCD when
low on ammo

6. Fixes #73479 RCL now updates its pipe cleaning coil appearance when
changing colours & selecting white colour no longer yields a random coil
colour

7. makes sure `useResource() ` actually succeeds before doing any
action. The return value of this proc was not previously checked for
some devices

## Why It's Good For The Game
1. rcd like devices all moved into 1 folder for better organization
2. splits the original RCD.dm file into more logical & manageable files
for better maintainability
3. removes unused code & adds some extra sanity checks for everything
4. adds missing sprites for RLD & RTD

## Changelog
🆑
code: RCD & all its subtypes and other devices like it[RTD, RLD,
Plumbing RCD, RWD, RFC, RPD] now moved into 1 folder, removes unused
vars
refactor: RCD window type cost & delay are set based on the window type
selected.
refactor: RLD, RCD & plumbing RCD now has extra resource & target
placement sanity checks, optimizes RLD and code readability.
refactor: RTD now sets the correct delay with the cost of the tile type
currently being constructed/deconstructed taken into account
refactor: large majority of to_chat() replaced with balloon alerts
fix: RLD silo link now works again
fix: RTD can place tiles on any subtype of plating
fix: RCL now lays the correct colour of pipe cleaner when its colour is
changed
imageadd: empty blinking yellow icon states for RTD & RLD & an ammo bar
for RLD
/🆑
2023-04-07 11:06:31 -07:00
san7890 ccef887efe Lints Against Unmanaged Local Defines (#74333)
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.

## About The Pull Request

Hey there,

This took a while to do, but here's the gist:

Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.

Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.

Scenarios this PR corrects:

* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*

(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game

If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).

Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.

I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.

(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
2023-03-29 10:17:03 -07:00
SyncIt21 ca5c654556 RCD build patches (#73270)
## About The Pull Request
Fixes #73256
Fixes #37162

- RCD's can now create plating
- underneath machine frames or any other dense objects if you can click
into its turf
- underneath mobs and the turf you are standing on without moving aside
- RCD's now finish wall girders like they are supposed to
- RCD's can create windoors on the turf you are standing on without
moving aside in all 4 directions. They can co-exist with directional
windows on the same turf and the other way around as well

Same benefit's apply to borgs too.

You however cannot create walls on the turf you are standing on or on
any other turf having mobs/dense structures on them because
- Its dumb (Building a wall on top of yourself or on top of
someone/something else should be physically impossible)
- Its a power creep(It would be very easy to corner someone into a
small, enclosed space and put a wall on them and trap them in concrete)
should not be allowed and so its not

If you want a wall there move out the way & make space

Also added a ballon alert which will tell you if something/someone dense
is blocking the turf

## Changelog
🆑
fix: rcd's not building plating underneath mobs & structures
fix: wall girders not being completed by the rcd
fix: unable to build windoors on the turf you are standing on
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-02-16 19:42:50 -07:00
Iamgoofball c21c0e4fc0 Fixes being able to instantly create dense grilles (#72449)
🆑 
fix: Fixes being able to instantly create dense grilles
/🆑

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2023-01-07 05:13:14 -08:00
Zephyr 72add64520 Refactors armor into dedicated subtypes (#71986)
## About The Pull Request

See title.
## Why It's Good For The Game

Code is cleaner, and more readable/intuitive
Technically closes
https://github.com/tgstation/dev-cycles-initiative/issues/8
## Changelog
🆑
refactor: armor, from the ground up basically
/🆑

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-12-23 16:21:22 -08:00
supergrog2 b07f0e9435 Fixes grilles dropping a stack of 0 iron rods (#71501)
## About The Pull Request
Fixes a bug where grilles drop a stack of 0 iron rods on partial
destruction. They now drop one iron rod. Also removes a variable called
rods_broken which is useless.
## Why It's Good For The Game
The stack of 0 rods acts the same as a normal iron rod except its icon
is invisible, meaning it can be snuck past security, this is bad and
could be used for cheese. It also meant grilles dropped less iron rods
than it takes to build a grille, which makes no sense.
Fixes #71203
## Changelog
🆑
fix: fixes grilles dropping stack of 0 iron rods
/🆑

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-11-27 07:43:03 +00:00
MrMelbert cca032ac0d Makes some use of CONDUCT_1 in grille and door attackby. (#71286)
## About The Pull Request

- Airlock attackby now uses `CONDUCT_1` to check if the mob should be
shocked on attack
- Grille attackby now uses `CONDUCT_1` to check if the mob should be
shocked on attack
- You don't leave a fingerprint on grilles you attack (?)
- Fire axe is now conductive (it's made of steel?)

## Why It's Good For The Game

- Consistency is nice.
- If you have an item you don't expect to shock you, it shouldn't
randomly zap you anyways.
- Grilles are especially bad for this: It hard checked _glass shards_
when attacking, and _glass shards_ only. That's lame and nonsensical.
All non-conductive weapons should resist a spark.

## Changelog

🆑 Melbert
balance: Attacking a shocked door with an item that isn't conductive
will not shock you.
balance: Attacking a shocked grille with any item that isn't conductive
(not just glass shards) will not shock you.
balance: Attacking grilles with items no longer leaves behind a
fingerprint on the grille (?).
balance: Fire axe is now conductive.
/🆑
2022-11-16 14:26:05 -08:00
Seth Scherer f1a363c825 Converts a shitload of istypes to their more concise macros (#69260)
* Converts a lot of istypes() to use their istype macro helpers.
2022-08-18 22:08:44 -04:00
ShizCalev 94f16f1c9e Fixes grilles being unanchorable (#68919)
* screwdrivers can now unanchor grilles again.
2022-08-06 12:40:54 -04:00
SmArtKar ffcc271f00 Fixes foam spreading through public airlocks and windoors (#67101)
* Fixes foam spreading through public airlocks and windoors

* nova
2022-05-26 23:41:58 -07:00
Fikou a6ae1fb78a removes permeability, rolling it into bio armor (#66742)
refactors our disease code a tiny bit
removes permeability_coefficient variable from clothing, it decided how much stuff like chems or disease passed through your clothes, while BIO armor only decided how much you could spread diseases yourself, making it pretty much laughable
permeability_coefficient is now fully rolled into bio armor, so your bio protecting stuff will now protect you from other biological hazards like blobs
2022-05-08 10:10:54 -07:00
SmArtKar 6bd18dae48 Removes an unneded istype in A* pathfinding (#66450)
* Removes an unneded istype in pathfinding procs
2022-04-24 18:46:46 +02:00
Luc afc1e44ee2 Tool act superpack 2 (#64428)
About The Pull Request

Continuation of #64375, extracting tool behavior from attackby() and moving it into discrete _act procs. This is about as many files as I had in the last version, as I still want this to be reviewable.

As before, I've tested everything in game and it works as it previously did.
Why It's Good For The Game

The more code moved out of attackby, the more modular things become.
Changelog

cl
refactor: Moves more tool behavior out of attackby().
/cl
2022-03-08 11:43:22 +13:00
Fikou 7b38dd4ff7 MODsuits (#59109) 2021-12-24 12:00:24 -08:00
Jeremiah 415e9dd7c1 Fixes typos in span, other html elements (#63510)
Atomizes a much larger PR for another time...
There are typos in span and other html messages that causes them to not render correctly or at all.
Bug fixes
Converts those instances of span to use the macro
2021-12-23 17:06:01 +00:00