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## About The Pull Request
Brought to you by Team Powercrèpe.(same group of people that delivered
the Heretic Overhaul)
This PR ports the TGMC Tacmaps and grants em to our NukeOps.
Code by Me, @Xander3359, @Arturlang, @Absolucy.
Mapping by @RipGrayson
Sprites by @KillerOrcaCora
Writing bits by @necromanceranne
Tacmaps are essentially dynamically generated minimaps,
<img width="1711" height="1335" alt="Tac map examples"
src="https://github.com/user-attachments/assets/f936fac0-fb7c-4b84-970d-7195b4995ca7"
/>
<img width="1274" height="714" alt="Tac-Maps Icons"
src="https://github.com/user-attachments/assets/0f04e388-af4b-4955-be7a-04650cfd746b"
/>
As you can see from the screenshots above, departments are classified by
color, hovering your cursor over an area or a team mate, will display
their name, the system does allow the user to switch between Multi-Z,
and lastly you can draw and add labels to the map, although the last
option is only available to the NukeOps Leader and OW agents.
The functionality is tied to the Syndicate implants nukies start with,
Cayenne, Syndie borgs and Mechs also have the ability to toggle the map.
Likewise, the tacmaps will display the positioning of the following in
real time!
- Nuke ops agents
- Syndie borgs and Mechs
- Cayenne
- Location of the nuclear fission device (and beer nuke)
- Location of the Nuclear Authentication Disk.
<img width="1274" height="714" alt="SkyBridge OFF"
src="https://github.com/user-attachments/assets/3915e7d7-644a-4e9a-b213-997834dde2ea"
/>
<img width="1274" height="714" alt="SkyBridge ON"
src="https://github.com/user-attachments/assets/13748290-fd16-42ba-a9c4-a6b4f7e69c79"
/>
<img width="566" height="459" alt="Holo table done"
src="https://github.com/user-attachments/assets/1a43c5b7-ee51-4794-9c09-16b4fb50e2ad"
/>
https://github.com/user-attachments/assets/caf38538-ef04-4330-992c-3137a67ea0d0
Lastly The tactiical map implant cannot be be used on the nuke ops
base,If the team wishes to interact with the map they'll have to
Interact with the "Reconnaisance Platform" (Sprite by Orcacora) in the
briefing room, which has seen some mapping changes (Brought to you by
TheLastGrayson).
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## Why It's Good For The Game
Originally this feature was planned for the Upcoming Contractor Rework
our team is currently working on, but given the massive size of it all,
we decided to atomize it.
But without that consideration in mind, I think it makes sense for
Nuclear operatives of all antagonists to have the means to Recon and
plot an assault plan onto the station and actually be able to know the
whereabouts of their teammates.
Obviously this feature has a lot of other potential applications, we
have wanted to have functional Maps for a very long time, if someone
wants to give it a go once the feature is merged, by all means.
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## Changelog
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🆑
add: Tactical Maps have been added to the game!
add: Nuclear Operatives implants now grant the ability to open a
Minimap, this map will display and show the names of various areas of
the station, and the positioning of the Nukeops team,borgs,mechs,Cayenne
and the nuke disk in real time!
add: Nukie leaders and OW agents can also draw and apply labels to the
map.
add: the "Recoinassance Platform" has been added to the Nukie Base, it
allows displaying of the Tactical maps while on the Syndicate Base Z
level.
map: The briefing room in the NukeOps base has been remapped to better
accomodate the new Holographic table.
map: Changed the front shutters on the Syndicate Infiltrator to the more
fitting Syndicate Shutters.
/🆑
<!-- 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. -->
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icon ingame) and delete the unneeded ones. Despite some of the tags,
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---------
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: Copilot <copilot@github.com>
Co-authored-by: RipGrayson <49290523+RipGrayson@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
## 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.
/🆑
## About The Pull Request
For instances of athletics gains that don't involve workout
machinery/granting the exercised status effect, those sources of
experience suffer from increasing diminishing returns as the person
gains athletics levels.
## Why It's Good For The Game
While I still like that this lets more people engage with athletics
across a round, it did unfortunately trivialize getting higher levels of
athletics by doing some relatively banal activities that took really no
preparation to accomplish. The intended method of getting experience
should be the workout equipment, and so at a certain point these sources
of experience should stop granting free levels.
If someone refuses to interact with the workout mechanics and only
chooses to use these alternative methods, then uh....I guess all the
more power to them but they'll be there for a while.
## Changelog
🆑
balance: Athletics experience gain from non-workout sources, such as
climbing ladders, hopping tables and rope climbing, experience
diminishing returns as you gain athletics levels. To reach legendary
fitness, you really should hit the gym.
/🆑
## 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)
/🆑
## 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.
/🆑
## About The Pull Request
Herculean/Atlas spinal implants allow you to break boulders to process
them manually. Doing so also grants athletics experience.
They also increase the speed at which you throw objects, and also
increase the range further. The Atlas version also allows you to reduce
equipment movespeed penalties. (Fikou wanted me to do this for
specifically modsuits, but I don't see any reason this can't apply to
more than that, modsuits are just generally the slowest equipment you
could wear)
Boulders have 30 throw force, are by default HUGE, but have no throw
range at all and really weak tk throw range. You need a throwing booster
to throw boulders around. (They do extra damage to SPECIAL mobs, like
lavaland bosses, because it's funny to kill a god-like being with a huge
rock while slow as shit)
You naturally get athletics experience by doing some actions. Fireman
carrying, climbing tables/crates, climbing rope and climbing ladders
give you a slow and steady stream of experience. Rope gives a larger
amount if only because the process for doing so is destructive in some
way (you have to get more climbing rope eventually, so there is an
associated cost). Spinal implants now improve climbing speed for
climbing over objects.
## Why It's Good For The Game
I just had this strange compulsion to make the spinal implant make you
good at throwing boulders at lethal speeds. It already has some cool
rock-based special effects around you. Having mastery over rock throwing
just kind of made sense. Additionally, I thought it would be a funny
method for someone to be able to kill a boss via way of thrown boulders.
Or some hapless nuclear operative unprepared for a bunch of assistants
lobbing boulders at them.
Additionally, I also think it letting you break boulders for ore is a
fairly minor but fun addition. Pull boulders out of the vents, smash
them. Good work out. Particularly for miners.
I talked a while ago with I think Jacq about adding some natural methods
for accumulating athletics experience over the course of a round that
doesn't involve the dedicated weight lifting machinery/boxing bag. I
thought any method for doing that should probably be relatively slow and
definitely nonviable for significant athletics gains beyond novice
level. Mooost people will hit novice on a multi-z map if they go up and
down ladders enough. Or climb a lot of tables/crates. The results aren't
going to have much noticeable impact, however, as you only gain
appreciable benefits above novice. Probably just greater visibility of
fitness in a round. (Rather nice for the RD, who gets to show off how
swole they are more regularly).
<details>
<summary>Spoiler warning</summary>

</details>
## Changelog
🆑
balance: Herculean/Atlas spinal implants make you better at climbing
tables, throw objects much faster and throw them much further. You can
also break boulders with your bare hands.
balance: Atlas implants let you offset the weight of worn/carried
equipment (like boulders).
balance: Boulders have no throw range, but if you can throw them via
throwing range boosters (such as the spinal implant), they deal fairly
large amounts of damage. Especially to powerful mobs like lavlaand
bosses.
balance: You naturally gain a small amount of athletics experience doing
some tasks, such as climbing rope, ladders and tables/crates, fireman
carrying, or smashing open boulders.
/🆑
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.
This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).
And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.
## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.
Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.
Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

## Changelog
🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
## About The Pull Request
Previous attempt - https://github.com/tgstation/tgstation/pull/87227
`/atom/proc/singularity_pull(obj/singularity/singularity, current_size)`
has first arg typed, but other procs were just referencing it as a
un-typed variable.
Since args are not standartized AND
`atom/proc/singularity_pull(obj/singularity/singularity, current_size)`
is out-dated, since it can be called by things that has
`/datum/component/singularity` - not just by
`obj/singularity/singularity` - This PR just adds args to every
`proc/singularity_pull()` as follows:
`proc/singularity_pull(atom/singularity, current_size)`
## Why It's Good For The Game
Standartization
## Changelog
No changelog needed
## About The Pull Request
this is a revival of #82635 . i got permission from potato to reopen
this, he did almost all the work. i only just solved the conflicts and
fixed all the bugs that were preventing the original from being merged
(but it should be TMed first)
## Why It's Good For The Game
slightly improves the performance of basic mob AI
## Changelog
🆑
LemonInTheDark
refactor: able_to_run and incapacitated have been refactored to be event
based
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
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.
## About The Pull Request
Adds the Herculean Gravitronic Spinal Implant. A personal gravity
dampener that affords the user improved physical performance without all
the effort of actually working out.
This implant improves the user's ability in a variety of minor but
useful ways Including;
1) Faster climbing speeds with climbing hooks and ladders. (Athletics
now also influences this time)
2) Slightly less damage from falling from a height.
3) Faster fireman lifting and placing onto tables.
4) An easier time working out and stronger in boxing.
5) Standing up just a bit faster.
6) Throwing things just a little further.
7) Tackle performance, including offense, defense and safety if you
miss.
You can improve the implant by using a gravity anomaly core on it,
transforming it into an Atlas implant. This implant has considerably
better bonuses compared to the baselines fairly minor even if numerous
benefits. It also forces personal gravity to normal values.
As a result, the total number of gravity anomaly cores is now 6.

Has some little floating rocks around your head while active.
## Why It's Good For The Game
I attempted to add something fairly similar in the past, but didn't
quite like simply making an entirely combat related implant. Instead,
I've changed the concept towards generally improving some minor physical
world interactions. Things that you may not really think about or
notice.
I really enjoy getting just slight tweaks to the small little gameplay
activities that come up every so often, and even if this won't appeal to
most players, I know someone will see this and think to find a way to
make the most of the implant in some way that I didn't even think about.
## Changelog
🆑
add: Adds the Herculean Gravitronic Spinal Implant; an implant that
makes you better at athletics. You can upgrade it into an Atlas implant
using a gravity anomaly core.
balance: Gravity anomaly cores have had their max number of cores
reduces from 8 to 6.
balance: Your athletic ability allows you to climb faster.
/🆑
## About The Pull Request
- **Removed attack_slime**. Most of the attack_slime content has been
moved to a proc that signs up for COMSIG_LIVING_UNARMED_ATTACK. Its
ugly, but will make converting slimes to a basic mob easier. They now
use attack_animal for now, which might cause some unexpected
interactions. Hopefully when they are converted to basic mobs, these can
be cleared up properly.
- This caused some issues with cyborgs, who used to get only half damage
dealt to them. As refactoring this would have been too much of a
difficult task without much real gain, after much pondering, I have
decided that since slimes can always flash cyborgs with each of their
strikes, maybe cyborgs should only fear slimes that have electric
charges in them. In addition, slimes electric charges decrease now after
they successfully zap an cyborg, making them more consistent with the
zaps that affect carbons. AIs are still fully immune to slimes.
- The slime.dm and slime.life files were extremely bloated, and
unorganized. I have created two new files, defense.dm and ai.dm. I have
moved the various attack_by/attack_hand/etc procs to defense.dm. Ai.dm
now contains every single proc the slime's "AI" uses; this should help
getting a clearer picture of the current functionality, which should aid
with basic mob conversion and decision tree creation. The remaining
files have been slightly organized, with overrides in front, and new
procs at the back.
- Created a proc for swapping out Adult and Baby states of a slime.
Previously, attack_slime was in many cases ignoring fields like
melee_damage_lower and melee_damage_upper, replacing it with magic
numbers based on the slime's lifestate. Now these values are hard set by
these procs. This has caused slimes to be more consistent, though baby
slimes might do a bit less damage on the low end. I am tempted to turn
these in datums in the future, or as part of this PR.
- Removed baby slime's chance to accidentally attack a window/grille by
bumping into it, they had 0 object damage anyways, unlike adult slimes,
so there was no reason not to early return.
- The proc of `handle_feeding` assumed adjustBruteLoss and adjustToxLoss
return positive values when damage has been done, when in reality, it
returns the total health change along with its direction. This meant
slimes would fell off simple or basic mobs after a single bite. This has
been fixed.
- Also updated the warning before the slime type defines, as they were
out of date.
- I have removed the bespoke spacewalk override for slimes, which should
allow them to drift, should gravity go out.
- The nutrition stats are assigned only once, when the slime grows up,
instead of compared to being an adult every life tick
## Why It's Good For The Game
Less duplicated code.
This refactor should help in the basic mob conversion process.
Cyborgs have an easier time wrangling slimes, who could previously kill
them in three hits, if charged. They are mostly encased in metal, they
should feel fine when not hit with electric attacks.
Lets slimes feast on delicious corgis.
## About The Pull Request
[Removes the pretense of relative multiz
levels](https://github.com/tgstation/tgstation/pull/76248/commits/0293fdc2bd8c8af7a0d18da33265e060789c71f7)
Our multiz system does not support having a z level that is only
connected one way, or which goes down backwards or anything like that.
That's a fiction of the trait system, the actual backend has never
really supported this.
This pr removes the assumptions we were making backend around this, and
uses that to save cpu time.
I am also converting multiz_levels from an assoc list to a pure one,
which saves significantly on access times and cleans up the code
somewhat.
Also I'm making the get_below/get_above procs into macros, for the sake
of cpu time.
[Converts the starlight disease to use BYOND's directional defines
instead of our
own](https://github.com/tgstation/tgstation/commit/7d698f02d991eb4e1bde56314c657cf6e48ceb5d)
To some extent spurred on by
https://github.com/DaedalusDock/daedalusdock/pull/298, tho it was known
before
## Why It's Good For The Game
Faster multiz code, faster init, etc etc etc
This PR prevents you from climbing ladders while buckled to something
that is anchored. You can still climb while buckled to non-anchored
things like wheelchairs or people.
## About The Pull Request
See the title and the relative issue reports.
The logic here is that, if they can move, chances are they can also use
ladders (with a few exceptions such as camera mobs). This ought to
include both pAIs and lightgeists, even if they cannot directly interact
with about every other object in the game.
I have also moved lightgeists onto a new file, from colossus.dm.
## Why It's Good For The Game
This will fix#57061 and fix#69228.
## Changelog
🆑
fix: pAIs and lightgeists can now correctly climb ladders.
fix: fixed a small issue with the radial menu for ladders that caused
the user to travel down when abruptly closed.
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
You now left click to climb up and right click to climb down a ladder. A delay of 1 second has also been added, since otherwise it'd take only one click to immediately move vertically and would be much more spammable.
Ghosts still use the old radials, because their right clicks are bound to the default byond popup menu.
* Removes all supurfolus uses of QDEL_HINT_LETMELIVE
This define exists to allow abstract, sturucturally important things to
opt out of being qdeleted.
It does not exist to be a "Immune to everything" get out of jail free
card.
We have systems for this, and it's not appropriate here.
This change is inherently breaking, because things might be improperly
qdeling these things. Those issues will need to be resolved in future,
as they pop up
* Changes all needless uses of COMSIG_PARENT_PREQDELETED
It exists for things that want to block the qdel. If that's not you,
don't use it
* Adds force and hard del verbs, for chip and break glass cases
respectively
The harddel verb comes with two options before it's run, to let you
tailor it to your level of fucked
* Damn you nova
Adds proper parent returns instead of . = ..()
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Ensures immortality talismans cannot delete their human if something goes fuckey. Thanks ath/oro for pointing this out
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
About The Pull Request
#65741 replaced wayfinding pinpointers with the navigate verb.
However, one of the features of wayfinding pinpointers was the ability to edit the codes of the navigation beacons they pointed to in order to change the names of the destinations in their list.
While it makes sense that an in-game object can be fallible, it doesn't make a lot of sense for a UI button that creates a path only the player can see. People will expect it to be objective and reliable.
So this removes that in favour of landmarks that add their location to a global list used by the verb on LateInitialize() and delete themselves afterwards.
StrongDMM_4KNvlSYNy5.png
This also adds "Nearest Way Up" and "Nearest Way Down" to the navigate destination list. This paths to the nearest staircase or ladder.
Why It's Good For The Game
Removes confusion for newer players on the off-chance somebody decides to modify destination names of wayfinding beacons
Makes mapping these easier, because instead of placing an underfloor navigation beacon, you're placing a map pin that is above most things on the map
Makes the existence of this feature more obvious to mappers by replacing underfloor wayfinding beacons that look identical to other navigation beacons with bright red pins (I noticed when looking at Ice Box for this PR that some wayfinding beacons have been removed in areas that have been remapped since I placed them)
Somewhat compensates for the inability to path between z levels by allowing players to find the nearest ladder or staircase instead (does nothing to indicate destinations on other z levels or the direction they're in though)
Changelog
cl
del: Navigate verb uses landmarks now, which means that underfloor wayfinding beacons (which could be used to change the names of destinations) are gone
qol: Adds Nearest Way Up and Nearest Way Down to the navigate list, which point to the nearest ladder or staircase up or down
fix: Fixes runtime with navigation verb paths where deleted paths were still attempting to animate
/cl
## About The Pull Request
stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it
for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

## Regex used:
procs without args, not even regex
`/Initialize()`
procs with args
`\/Initialize\((?!mapload)((.)*\w)?`
cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
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)
Creates update_name and update_desc
Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together
Less non-icon handling code in update_icon and friends
Signal hooks for things that want to change names and descriptions
99%+ of the changes in this are just from switching everything over to update_appearance from update_icon
Converts many proc overrides to properly use list/modifiers, fixes some spots where modifiers should have been passed, calls modifiers what it is, a lazy list, and cleans up some improper arg names like L, M, C, and N. Oh and I think there was a spot where someone was trying to pass M.name in as a string, but forgot to wrap it in []. I fixed that too.
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm
We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.
There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.
Hi codeowners!
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* BLOCK_Z_FALL separate
Separate BLOCK_Z_FALL flag to BLOCK_Z_OUT_DOWN, BLOCK_Z_OUT_UP, BLOCK_Z_IN_DOWN, BLOCK_Z_IN_UP
* Propertly Z blocking for catwalk
Catwalk block z falling and uplifting from below
* Walkable lattice
Now lattice can support spaceman
* Replace BLOCK_Z_FALL flag
* Update _open.dm
* Update openspace.dm
* Update ladders.dm
* Update away_props.dm
About The Pull Request
Adds 'notice' span class to all visible_messages which had no span class, making all those black messages blue.
Why It's Good For The Game
This should help differentiate action-messages from talking-messages in the chat. More actions will be blue, thus black talking-messages should pop out more.
Ever since the big BoH nerf, BoH bombing is kind of a joke. The damage it does is not really huge, and it's lame for traitors - it lacks emotion and their target may not even die, as they can use the ladders to get away.
So, what this does is add back some soul into BoH bombing, while not making it too round-ending and adding some degree of damage control for admins in case of griefing.
When BoH bombing, a stationary singulo with custom sprite will spawn. Its gravitational pull is REALLY strong, so people near it are probably going to get eaten, and there will be some real damage to the hull. The singulo will cease existing after 5 seconds.
For antags, I think this becomes much more interesting than the current BoH bombing. In the case of griefers, the damage to the station isn't too big because the singulo is stationary and fades away after some seconds. And then, admins can click a button in their chat to bring back everything the singulo ate into the game (the button expires in 10 minutes, however, but this can be changed if you think it is needed).
Settings like gravitational pull can be tweaked if yall find it to be too strong or something.
Changelog
cl
tweak: BoH bombing changed again. Now it's more violent.
/cl
* Remove ZLEVEL_STATION_PRIMARY
* Add Up and Down traits for use by ladders and chasms
* Give map_config creation its own proc
* Combine LoadConfig and ValidateJSON and remove transition_config
* Make space linkage a z-level trait
* Remove ZLEVEL_EMPTY_SPACE
* Update uses of GetFullMapPath
* Handle multi-Z stations and load Lavaland and Reebe at runtime
* Remove unused space maps
* Fix inappropriate z-expansion in map reader, improve logging
* Update comments relating to z-level configuration
* Add Lavaland and Reebe to ALL_MAPS
It'd be weird to have the top part of a ladder moved five tiles and then still lead to the ladder underneath its old location. Just destroys it instead.