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masterfixes
17 Commits
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11d82b7995 |
You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
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. Improving old code. And I want to be able to pet mobroaches while holding them too. 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑 |
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6cee9e1254 |
Blade Heretic/Side knowledges improvements/fixes. (#87167)
<!-- 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 Blade Heretic has received a few changes. The cost of crafting a Dark blade has been reduced in exchange for a lower blade capacity, The Dark blade itself has received a new sprite.  Realignment pulls you out stuns a bit faster and grants baton resistance while active. You may now infuse your blades with a (weaker) mansus grasp upon unlocking the ability to dual wield, they also gain increased demolition modifier. Mawed Crucible now slowly refills and requires fewer organs to brew a potion; you may now use a charge to refill your eldritch flask. The potion themselves have also received changes more on that below. The cooldown on the cursed curio shield has been reduced. Lionhunter's rifle no longer does increased damage on scoped targets, instead it marks them with Mansus grasp and teleports the heretic to them. Lastly Blade ascension has been fixed, you once again get the Ring of Blades. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Oh boy, here we go. # **Blade Heretic changes** Blade Heretic sits in a pretty decent spot, I wouldn't call the path weak by any stretch of imagination, but there are few aspects that could be reasonably improved without changing the overall strength of the path significantly. **Sundered Blade** I think these are too expensive to craft, especially compared to the other blades which require very basic materials. It's not uncommon to run into situations where you just cannot afford to make more than a set of blades, and i'd argue it's not fun for the crew to have their titanium or silver deposit drained every time a blade heretic rolls around. As a solution, i'm halving the cost in exchange of lowering the cap from 5 to 4 blades. **Realingment** This spell is lowkey awful; 25 stamina regen per second really doesn't make much of a difference when you are getting chain batoned, I have footage of blade heretics dying to a single shove stun while this abilty was active. The stamina regen and reduce immobility timer has been buffed on top of granting baton resist so long as it stays active, so you can properly get in fighting position without getting constantly knocked down. Mind you, It's still no CNS rebooter, so stuns will still yield a few seconds of vulnerability. **Swift Blades reworked into Empowered Blades** You may now use your Mansus grasp to infuse your Dark blades. It comes with the tradeoff of losing the knockdown and the stamina damage, you still retain the backstab. Video Demonstration: https://www.youtube.com/watch?v=9cO9BOD8Zz4 Dark Blades also gain increased demolition modifier. Dual wielding puts the heretic in the annoying position of having to switch between the second Blade and an empty hand to use Mansus grasp. Blade is supposed to be a master of melee combat, but they are still a dark mage, so why shouldn't they be able to infuse their blades? It still comes with a tradeoff, I'd reckon super sweaty players will still want to hotswap, but hey, the option is there. The added demolition modifier is to provide Blade with some way of breaking in and out of places, given the path has no jaunts or utility whatsoever, this seems reasonable to me. Lastly Malestrom of Silver finally works now; you once again get the blade aura upon ascending. # **Side Knowledge changes** **Mawed Crucible** The crucible now passively refills, and has a special interaction to refill the Eldritch Flask, the potion themselves have received changes. - Xray Potion: duration bumped from 60 to 90 seconds. - Wall phasing potion: Duration bumped from 15 to 40 seconds, you may now recall to your original location at will. - Potion of the Wounded soldier: Upon expiring, it heals your wounds and regrows missing limbs. **Reasoning**: Let's be honest here, noone ever makes this thing, the cost of making 1 potion is exorbitant and the potion themselves are not even that good to begin with. I'm not gonna explain every change in detail, but considering the crucible is one of the OG side knoweldges and you hardly hear anyone talk about it, we can safely give it a few buffs. **Unfathomable Curio** Cooldown on the shield has been halved. **Reasoning**: discussed it with Rex (the guy who created it), 60 seconds for 1 block is a bit excessive , 30 seconds seems reasonable enough. **Lionhunter's Rifle** Made a bit easier to craft and maintain, it can now be stored in the vest slot of the Eldritch Robes. The homing projectile now fully penetrates armor instead of having bonus damage; it also marks the victim with Mansus grasp and teleports the Heretic directly to them, the homing on the projectile itself has been improved. **Reasoning**: another side knowledge that sadly barely sees any play. Frankly this gun just doesn't have a purpose to exist, long range weaponry don't really mix with Heretic toolkit all that well, as you want to get close to your target to drag em to the spook dimension, not snipe 'em from a distance Lionhunter now works as an initiation tool, upon marking the target, the Heretic transforms into the fired bullet until it connects, applying mansus grasp on the victim. Keep in mind you still need xray or thermals to use the rifle to its full potential, either from the Crucible or the ashen medallion. Video Demonstration: https://www.youtube.com/watch?v=AXmidKrx-Fg As a trade off, the damage has been halved from 60 to 30. <!-- 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. --> ## 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. --> 🆑 balance: Sundered Blades now require 1 Titanium or Silver bar to craft and their capacity has been reduced to 4. balance: Realignment pulls you out of stuns a bit faster and grants baton resist while active. balance: Blade Heretic dual wielding now let's you infuse Your Dark Blades with a weaker mansus grasp and grants an increase in demolition modifier. fix: Malestrom of Silver grants the ring of protective blades once again. balance: Mawed Crucible requires 3 organs to brew one potion, passively refills overtime and can be used to refill the Eldritch Flask balance: Brew of Crucible soul effect bumped to 40 seconds and can be ended early. balance: Brew Of Dusk and Dawn effect bumped to 3 minutes. balance: Brew of the wounded soldier now offers a very minor passive heal and fully heals your wounds and limbs upon expiring. balance: Cursed Curio shield now recharges faster. balance: Lionhunter's rifle has been reworked, it now fits on the eldritch robes vest slots, it's cheaper to craft it and its ammunition and works as an initiation tool. /🆑 <!-- 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, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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3f0b4abb8d |
Replaces world.icon_size (and some magic numbers) with defines (#86819)
## About The Pull Request All usages of world.icon_size in code have been replaced with new `ICONSIZE_X`, `ICONSIZE_Y` and `ICONSIZE_ALL` defines depending on context Replaces some "32" magic numbers with the defines A few bits of code have been modified to split up x/y math as well ## Why It's Good For The Game Magic number bad, code more readable, code more flexible and I'm told there's an access cost to doing world.icon_size so minor performance gains ## Changelog 🆑 tonty code: made some code relating to the world's icon size more readable /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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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 /🆑 |
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2bb7e05c16 |
You no longer need to reach the very edge of the game screen to reach the maximum zoom range when scoped (#84544)
## About The Pull Request This PR multiplies, by 1.1, and caps the x and y offset coords of the zoom cursor catcher to make it humanly beareable to reach the maximum zoom range without slipping the cursor out of the game screen. ## Why It's Good For The Game The scope component is nice but it can be annoying at times. ## Changelog 🆑 qol: You no longer need to reach the very edge of the game screen to reach the maximum zoom range when scoped. /🆑 |
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ff6b41aa07 |
Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑 |
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89073444db |
Micro-Optimize keyLoop's self time (#81464)
<!-- 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 This is a REALLY hot proc, takes up to like 2% of total cpu at highpop Let's micro it then First, clients do not go null at random. It's not predictable per say but it is consistent. We can use this understanding to remove a bunch of null checks here For loops are expensive. So rather then doing one each keyLoop, let's cache the client's intended move direction on the client. Simplifies some other code too There is no sense running a turn call if it would have no effect, let's be more intelligent about this ## 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 it's 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. --> 🆑 refactor: Fucks with how movement keys are handled. Please report any bugs /🆑 <!-- 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, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
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81a668a727 |
Changes the scope component to be appliable to other items and not just guns. Binocs and the Curator's mothic cap use it. (#80445)
I've done some changes to the scope component so that it can be applied to items other than guns. Binoculars now use it instead of changing the player view size, and lets them move around while the zoom is on at the cost of a moderate slowdown. This is both more comfortable, cooler and less laggier than the previous method. Take in mind it still takes both hands to use binoculars, so there's no much room for exploitation anyway. This PR also makes the mothic softcap from the curator kit special: it too has the scope component, albeit of a much shorter range, because it's probably the least interesting kit of them all right now and has nothing that the curator cannot get by walking in the aux base construction room, except for a pair of pockets in the mothic coat, though that's superseeded by the Trailwarden kit's saddlepack. It's pretty fitting if you ask since the softcap has some goofy-looking googles drawn on it. Oh, items that aren't guns also have a different mouse tracker icon of two circles joined together, instead of a reticle. |
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c1d68698fb |
Micro-optimize qdel by only permitting one parameter (#80628)
Productionizes #80615. The core optimization is this: ```patch - var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up. + var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up. ``` We avoid a heap allocation in the form of copying the args over to a new list. A/B testing shows this results in 33% better overtime, and in a real round shaving off a full second of self time and 0.4 seconds of overtime--both of these would be doubled in the event this is merged as the new proc was only being run 50% of the time. |
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737b20199e |
Fixes a bug with the scope getting stuck on mobs that get dusted or ghost (#78941)
## About The Pull Request If you ghost while mid-scope (or similarly, if you get dusted/your mob gets deleted) the mob's cursor would get all messed up due to some oversights. This just clears up some of these logic errors and ensures everything gets cleaned up properly. Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/24189 Fixes https://github.com/tgstation/tgstation/issues/78756 ## Why It's Good For The Game Fixes a bug. I don't think scopes are even in use here but they are downstream. <details> <summary>Deleted and being dusted resets perspective and cursor properly</summary>   </details> <details> <summary>So does ghosting</summary>  </details> ## Changelog 🆑 fix: being killed or ghosting while being scoped will no longer cause the cursor offset to persist in a bugged state /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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d15eb83839 |
fixes cursor catchers not working without widescreen (#77372)
## About The Pull Request apparently vis x and vis y dont exist unless the object is transformed ## Changelog 🆑 fix: sniper scope and kinesis should work without widescreen /🆑 |
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ae5a4f955d |
Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request Signals were initially only usable with component listeners, which while no longer the case has lead to outdated documentation, names, and a similar location in code. This pr pulls the two apart. Partially because mso thinks we should, but also because they really aren't directly linked anymore, and having them in this midstate just confuses people. [Renames comp_lookup to listen_lookup, since that's what it does](https://github.com/tgstation/tgstation/commit/102b79694fa8eb57ecf7b36032616a9e368ccced) [Moves signal procs over to their own file](https://github.com/tgstation/tgstation/commit/33d07d01fd336726b4f6f6f1b61bb0b3f11a00dc) [Renames the PREQDELETING and QDELETING comsigs to drop the parent bit since they can hook to more then just comps now](https://github.com/tgstation/tgstation/commit/335ea4ad081ec63c42cfa05856e582cca833af6e) [Does something similar to the attackby comsigs (PARENT -> ATOM)](https://github.com/tgstation/tgstation/commit/210e57051df63f88dac3dd83321236da825aae5e) [And finally passes over the examine signals](https://github.com/tgstation/tgstation/commit/65917658fb8a1e7d28ae23c9437a583d646f0302) ## Why It's Good For The Game Code makes more sense, things are better teased apart, s just good imo ## Changelog 🆑 refactor: Pulled apart the last vestiges of names/docs directly linking signals to components /🆑 |
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4c48966ff8 |
Renames delta time to be a more obvious name (#74654)
This tracks the seconds per tick of a subsystem, however note that it is not completely accurate, as subsystems can be delayed, however it's useful to have this number as a multiplier or ratio, so that if in future someone changes the subsystem wait time code correctly adjusts how fast it applies effects regexes used git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i 's/DT_PROB/SPT_PROB/g' git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i 's/delta_time/seconds_per_tick/g' |
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44c0099536 |
Restores Spell Card targetting behaviour (#73706)
## About The Pull Request Fixes #52946 This has been broken ever since #44112 which apparently removed the proc in this component which selected a target for performance reasons and just... didn't replace it with anything else? So it's been bricked ever since. In order to restore the removed mouse tracking behaviour I implemented the pattern used in scoped weapons and the kinesis module. As this was the third thing I could find to use this code, I abstracted it out into an object where most of the shared behaviour lives. I tested those things too and they still seem to do what they used to. Here it is in action: https://user-images.githubusercontent.com/7483112/221954852-22244bb1-7c87-452d-a9b0-ebed81c4c1ef.mp4 Because this spell now applies a full screen overlay in order to function, it's really begging for someone to make some touhou-style art with cards and patterns around the edge of the screen while you are in aiming mode, but I'm not going to be the one to make it. I tidied this component up and refactored it as best I could while I was reworking it to use a full screen overlay but I am... not totally confident that it should be a component at all given that it keeps being created and destroyed. But also it has worked that way for like four years now, so who am I to say. Oh yeah also the icon for this spell broke, so I fixed it. ## Why It's Good For The Game Makes a reasonably terrible wizard spell marginally less bad. Maybe now that this component works, some other things can use it? If we make a fourth thing which follows your cursor it won't need to copy/paste code around. ## Changelog 🆑 fix: Spell Cards from the Wizard spell will now home in somewhat on the target nearest to your cursor. fix: The Spell Cards spell now displays the correct icon instead of a big red "error" text. /🆑 |
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4d6a8bc537 |
515 Compatibility (#71161)
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>
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5bb972c94a |
(hopefully) improvements to use of scope and kinesis module (#70934)
## About The Pull Request so, scope and kinesis are the only things in the game (other than the body zone selector) which use the function MouseMove. this tracks every mouse movement, which meant we had to stuff a cooldown on it to not calculate a ton of useless stuff. this time can misalign if you move your mouse fast, not registering at all, as well as not working out with the 0.2 second processing time of the things handling it (the scope component and kinesis module) instead of doing that, we are now keeping the mouse parameters as a variable, which we update with every mousemove to the current parameters. then we handle the calculations right as we need them (in the kinesis/scope) module, rather than relying on mousemove cooldowns, this should hopefully feel way better ## Why It's Good For The Game 😁 ## Changelog 🆑 qol: sniper scopes and kinesis module should feel better to use /🆑 |
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742b272f52 |
Adds a scope component, removes old zooming and adds sniper marksman ammo. (#66218)
Removes the old sniper rifle zoom, replaces it with a scope component. the scope activates on right click and lets your camera follow your mouse. https://streamable.com/2c63u4 (due to byond rounding some shots were weirdly missed in that video, its fixed now) Also adds sniper marksman ammo to the nukie uplink. It does slightly less damage, but it is hitscan and has one guaranteed ricochet shot, so you can shoot a wall and it could still hit someone. |