7 Commits

Author SHA1 Message Date
SmArtKar 9e8dd8b991 Fixes swimming not draining stamina or wetting/extinguishing players (#94013)
## About The Pull Request
Closes #93973

## Changelog
🆑
fix: Fixed swimming not draining stamina or wetting/extinguishing
players
/🆑
2025-11-20 01:22:15 +01:00
Bloop 91b3b59023 Fixes annoying flaky runtimes with water elements (#93879)
## About The Pull Request

Like the immerse element, these register the entered() procs to both
`COMSIG_ATOM_ENTERED` and `COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON`.

This is fine, but when you are creating an atom on a turf with this
element, both signals will be sent and it will double up on the proc
call. Additionally there is a possibility for qdeleted items to end up
in these tiles and create hard dels. This should fix all that.

<img width="1700" height="405" alt="firefox_rxIsE9ZKN9"
src="https://github.com/user-attachments/assets/c8fb11df-9d17-4d81-9eee-920a03bb40e8"
/>

## Why It's Good For The Game

Bugfix

## Changelog

Nothing players will notice
2025-11-11 22:03:26 +01:00
Jacquerel 5c08ae27ed Adds "deep water" that you can drown in (#90587) 2025-04-21 08:06:06 -07:00
Ghom ea86a6646b [NO GBP] Fixes watery turfs not keeping you wet over time (#88086) 2024-11-23 15:25:35 +01:00
MrMelbert 239797a4ee Deletes misleading infinite define, adds defines for clearer status effect durations (#87842)
## About The Pull Request

1. Deletes `INFINTIE`, it is misleading and not at all a big number and
causes bugs
2. Adds `STATUS_EFFECT_PERMANENT` and `STATUS_EFFECT_NO_TICK` to make it
clearer what infinite status effects are
2024-11-12 17:24:27 +01:00
Ghom 9beaac6be2 water turf improvements. (#87636)
## About The Pull Request
Atomized from an upcoming PR.
The water turfs are now simulated better. It now doesn't wet you if
you're floating or flying above it or otherwise not immersed (via
immerse element). It also applies a status effect to living mobs that
keeps them wet over time even if they don't move around.

## Why It's Good For The Game
The watery_tile element is nice but it's quite myopic in the way it's
simulated.

## Changelog

🆑
fix: You won't get wet while floating or flying on water. Otherwise,
water will keep you wet even if you stay still.
/🆑
2024-11-02 22:01:53 -07:00
Rhials 3af37616c9 Water tiles now put out burning atoms (#82735)
## About The Pull Request

This adds a new "watery tile" element, currently used for (you guessed
it) water turfs.

This makes a tile extinguish any atom that passes through it. It also
makes mobs wet!

![fire
test](https://github.com/tgstation/tgstation/assets/28870487/4a19c921-37f3-428d-bb94-0baef7589e1b)

This required a minor amount of under-the-hood work regarding
firestacks. Essentially, they now get put out when the atom-level
`extinguish()` proc is called, as they are now receptive to the
`COMSIG_ATOM_EXTINGUISH` signal.

## Why It's Good For The Game

It makes sense to me! If I was playing another simulation game and dived
into a pool of water on fire, only to remain on fire, I would be very
confused and disturbed.

Also, it's good for immersion. Get it? Like, because water tiles also
have the immerse element?
## Changelog
🆑 Rhials
qol: Water tiles now extinguish fires on items and people.
/🆑
2024-04-18 19:53:57 -04:00