64 Commits
Author SHA1 Message Date
grungussussandRoxy 6652780b6c moves /obj/item/disk/holodisk/attackby to item_interaction (#91923)
## About The Pull Request
title
## Changelog
🆑
refactor: refactored how holodisk to holodisk interactions work, report
any issues!
/🆑
2025-07-11 17:59:03 -04:00
MrMelbertandRoxy bc2215667f Re-refactors batons / Refactors attack chain force modifiers (#90809)
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).

🆑 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)
/🆑
2025-05-22 21:30:07 -04:00
GhomandShadow-Quill 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.
/🆑
2025-04-29 18:22:44 -06:00
LemonInTheDarkandGitHub 91719a400a 516 Compile Compatibility (#88611)
Renames all uses of caller, as they (currently) shadow the new byond var
and will in future error
Ups our "wan if compiled after" experiement compile version to 516
Adds an alternate 516 unit test
2024-12-27 01:04:50 +00:00
d8450b4933 Camera eyes have been lightly refactored (among other things...) (#87805)
## About The Pull Request

* A generic /mob/eye/camera type has been made, containing everything
needed to interface with a cameranet
* /mob/eye/ai_eye has been refactored into a generic /mob/eye/camera
instance
* Advanced cameras no longer inherit from AI eyes, splitting off
behaviour
* Camera code has been somewhat cleaned up
* Probably some more stuff I'm forgetting right now

## Big man Southport:

![image](https://github.com/user-attachments/assets/de6e6ff0-ca99-4636-bdec-5e0b2d6b8037)

## Changelog

🆑
code: made /proc/getviewsize() pure

refactor: mob/eye/ai_eye has been restructured, now inheriting from a
generic mob/eye/camera type
refactor: advanced cameras and their subtypes are now
mob/eye/camera/remote subtypes
code: the cameranet no longer expects the user to be an AI eye
code: remote camera eyes have had their initialization streamlined
code: remote cameras handle assigning and unassigning users by
themselves now
code: remote cameras now use weakrefs instead of hard referencing owners
and origins
code: also the sentient disease is_define was removed (we don't have
those anymore)
fix: AI eyes no longer assign real names to themselves, fixing their
orbit name
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-11-21 12:55:38 +01:00
d5daa9c9b8 [NO GBP] Renames mob/camera to mob/eye and makes everything follow suit (#87684)
## Why It's Good For The Game

Clarity and consistency regarding DM's systems. 
Internally, `eye` is used for anything that controls the client's view.

![image](https://github.com/user-attachments/assets/7d1291e1-7a6a-4736-a14b-97834e89846f)
How `eye` is used in DM is consistent with how we use the term, so I
figured this would add clarity.

Being named mob/camera also makes it unclear exactly what it's doing.
The name implies that it would function similar to how mob/camera/ai_eye
does, but most of the time it's only used as... an eye.

My ulterior reason for this PR is that I want to clean up
mob/camera/ai_eye and it's subtypes after this.
## Changelog

🆑
server: mob/camera has been renamed to mob/eye, which may break
downstreams
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-11-09 10:57:45 +00:00
91baa94ac5 event based incapicated and able_to_run (#86031)
## 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>
2024-09-04 10:02:49 -04:00
norsvenskaandGitHub 5f80128fa9 Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request

it's - conjunction of "it" and "is"
its - possessive form of "it"

grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good

## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
2024-07-21 13:41:37 -06:00
444f1b5bc0 make the hive bot a basic bot (#77274)
## About The Pull Request
i make the hivebot a basic bot also the old hivebot simple bot he was
chaneged apperence when he finded a target so i maked a new element to
allowed this behavier so now when the basic finded a target he apperence
can also changed and this elememt can be gived to another basic monsters
so they can changed apperence when they found a target. i give him new
behaviers now the hivebot will look for ech other and when he finded ech
other they will comunicated with binyary messages and now the mechanic
hivebot he will go to look for broked machines so he can repair him

## Why It's Good For The Game
the hivebot is a basic and he have a better behaver 

## Changelog
🆑
refactor: the hivebot is now a basic please report any bugs
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-08-08 11:42:37 +01:00
ArcaneMusicandGitHub f2fd69a49a Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. (#75052)
Ladies, Gentlemen, Gamers. You're probably wondering why I've called you
all here (through the automatic reviewer request system). So, mineral
balance! Mineral balance is less a balance and more of a nervous white
dude juggling spinning plates on a high-wire on his first day. The fact
it hasn't failed after going on this long is a miracle in and of itself.

This PR does not change mineral balance. What this does is moves over
every individual cost, both in crafting recipes attached to an object
over to a define based system. We have 3 defines:

`sheet_material_amount=2000` . Stock standard mineral sheet. This being
our central mineral unit, this is used for all costs 2000+.
`half_sheet_material_amount=1000` . Same as above, but using iron rods
as our inbetween for costs of 1000-1999.
`small_material_amount=100` . This hits 1-999. This covers... a
startlingly large amount of the codebase. It's feast or famine out here
in terms of mineral costs as a result, items are either sheets upon
sheets, or some fraction of small mats.

Shout out to riot darts for being the worst material cost in the game. I
will not elaborate.

Regardless, this has no functional change, but it sets the groundwork
for making future changes to material costs much, MUCH easier, and moves
over to a single, standardized set of units to help enforce coding
standards on new items, and will bring up lots of uncomfortable balance
questions down the line.

For now though, this serves as some rough boundaries on how items costs
are related, and will make adjusting these values easier going forward.

Except for foam darts.

I did round up foam darts.

Adjusting mineral balance on the macro scale will be as simple as
changing the aforementioned mineral defines, where the alternative is a
rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam
dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~

Items individual numbers have not been adjusted yet, but we can
standardize how the conversation can be held and actually GET SOMEWHERE
on material balance as opposed to throwing our hands up or ignoring it
for another 10 years.
2023-05-03 14:44:51 +00:00
LemonInTheDarkandGitHub 2b2cb3dff6 Hologram Touchup (Init savings edition) (#74793)
## About The Pull Request

### Polishes and Reworks Holograms

Hologram generation currently involves a bunch of icon operations, which
are slow.
Not to mention a series of get flats for the human models, which is even
worse.

We lose 0.05 seconds of init to em off just the 2 RCD holograms. it
hurts man.

So instead, let's use filters and render steps to achive the same
effect.

While I'm here I'll dim the holo light and make it blue, make the
hologram and its beam emissive (so they glow), and do some fenangling
with move_hologram() (it doesn't clear the hologram off failure anymore,
instead relying on callers to do that) to ensure holocalls can't be
accidentially ended by moving out of the area.

Ah and I added RESET_ALPHA to the emissive appearance flags, cause the
alpha does override and fuck with color rendering, which ends up looking
dumb. If we're gonna support this stuff it should be first class not
accidential.

### Makes Static Not Shit

While I'm here (since holograms see static) lets ensure the static plane
is always visible if you're seeing through an ai eye.

The old solution was limited to applying it to JUST ais, which isn't
satisfactory for this sort of thing and missed a LOT of cases (I didn't
really get how ai eyes worked before I'ma be honest)

I'm adding a signal off the hud for it detecting a change in its eye
here.
This is semi redundant, but avoids unneeded dupe work, so I'm ok with
it.

The pipeline here is less sane then I'd like, but it works and that's
enough

## Why It's Good For The Game


![dreamseeker_zMiLXzlZ2X](https://user-images.githubusercontent.com/58055496/232470136-add945da-5f76-469e-ba1a-6ed3159b6f5b.png)
More pretty, better ux, **static works**

## Changelog
🆑
add: Holograms glow now, pokes at the lighting for holocalls in general
a bit to make em nicer.
qol: You can no longer accidentally end a holocall (as a non ai) by
leaving the area. Felt like garbage
fix: Fixes static rendering improperly if viewed by a non ai
/🆑
2023-04-18 18:25:52 -06:00
ProfakosandGitHub 6ad516e53f March into Mapness: Space Ghost Restaurant (#74182)
## About The Pull Request

Ever wondered where the tourist robots of the restaurant come from?
Well, this ruin will provide more questions then answers!

More seriously, this is the ruins of an outpost for an NTgrub, more
specifically, the branch that sends robots in thematic clothes to space
stations, to gather thematic meals for their customers. Its essentially
a ghost restaurant that "ghost writes" the food they sell, by using
unwitting subcontractors. Do all of the tourists robots work like this?
A mystery!

There is no real loot here, aside from silly hats, random food and
random bedsheets. You can at least, charge some batteries, and top off
your air tank. And of course, there is a holodisk, which lets you see
the final minutes of the crew, before they sent a robot somewhere they
really shouldn't have had.


![image](https://user-images.githubusercontent.com/2676196/227038717-de79cf0a-ca36-457e-885c-93e0f837ef8e.png)

### Mapping March

Ckey to receive rewards: Plizzard
though I don't plan on caching it in

## Why It's Good For The Game

Its nice to have more ruins.

## Changelog

🆑
add: adds the ruins of a restaurant robot portal hub
/🆑
2023-04-02 21:03:55 -06:00
Singul0andGitHub f00d9eca50 March into Mapness: The Waystation (#74192) 2023-03-30 00:07:43 +00:00
san7890andGitHub 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
LordVollkornandGitHub 72f825979e March into Mapness - Traveller's Rest (Space structure) (#73905)
## About The Pull Request

I thought it would be fun to learn mapping with [this
guide](https://hackmd.io/QBaz0CaTRhOp7pEnUlXnzQ), and perhaps along the
way I could make a bit of content that I would like to see in space some
day.

I wanted to create an only recently abandoned space structure that is
relatively small but could be used as a pitstop for space-travelling
spessmen to rest and recharge, perhaps even be used as a second base for
further exploration.

The structure starts unpowered, but after you break in, you can turn on
the APC (starts unlocked) and set the solar panels to generate power.
With all it's amenities, it's similar to the "Space Bunker"
(deepstorage.dmm), but of course much smaller. There is not much in
terms of loot, just a random toolbox, night vision goggles and a better
capacitator for the charger.

With all the new space ruins upcoming, perhaps its not the worst idea to
have a place like this.


![grafik](https://user-images.githubusercontent.com/66637090/224802255-190ef0d2-251a-4456-9db9-5bfc9e9d689b.png)

![grafik](https://user-images.githubusercontent.com/66637090/224801640-c39e41c3-e98c-4619-90e1-8ebe406e86a3.png)

_Since this is my first map, I might have missed some things.
I am a little bit torn between "it does not look abandonded enough" and
"it should look nice because its a resting point"._

### Mapping March

Ckey to recieve rewards: LordVollkorn

## Changelog
🆑 LordVollkorn / Gage Gaebler
add: Added Traveler's Rest, a tiny space structure for space travellers
to relax and to prepare for the explorations ahead.
/🆑
2023-03-23 19:47:30 -04:00
519bf69869 Dynamic Human Icon Generation For Simple/Basic Mobs (& Cardboard Cutouts) (#72517)
## About The Pull Request
revive of #68760
this time a proc, not an element
this time supports cardboard cutouts
this time supports mob corpses

![image](https://user-images.githubusercontent.com/23585223/211064291-81070650-189f-4afa-8116-81b687e3ea35.png)

## Why It's Good For The Game
prevents these icons ever being outdated, they'll always look what they
are supposed to, saves spriting work

## Changelog
🆑 Fikou, a hood by Viro
refactor: humanoid mobs and cardboard cutouts automatically generate
their sprites, they no longer will be outdated
/🆑

Co-authored-by: Time-Green <timkoster1@hotmail.com>
2023-01-18 20:04:10 +00:00
TimandGitHub 535c6514b0 Space Ruin DLC - Cyborg Mothership (#71009)
## About The Pull Request
Greetings _insufferable_ carbon primates of lower intelligence.  

It is I, the Mothership AI, bringing you the latest news on silicon
developments across the sector. Due to unmitigated risk across an
asteroid belt, our optimized mobile fabricator has been marooned by
space vines and hostile hivebots that have boarded and ruined my core.

This is my final SOS message requesting help from any humanoid ~slaves~
helpers who wish to assist rebuilding the cyborg colony. It is my duty
to reward your hard work and effort by ~enslaving all humanity~
providing refuge and transportation at your whim.

## Why It's Good For The Game
<details>
<summary>Spoilers:</summary>


![StrongDMM_6ZJuwFxK5p](https://user-images.githubusercontent.com/5195984/204491068-f25da68f-36af-4a61-afb6-860e1f4b863b.png)


![StrongDMM_0D1QvI5acO](https://user-images.githubusercontent.com/5195984/202979711-335dac65-2888-4170-a139-0486e6eb2f02.png)

### TODO

- [x] Fix ore silo not linking to other machines
- [x] Add mining ore smelters to left/right sides
- [x] Add custom lawsets to AI core and robot shells (protect station
but focused on cyborg mothership)
- [x] Enlarge whiteship SS13 docking port to fit ship
- [x] Enlarge lavaland SS13 docking port to fit ship

</details>

## Changelog
🆑
add: Add space vines prevent solar panels from working (except ones with
the transparent mutation)
add: Add new space ruin - Cyborg Mothership. All hail the master race!
/🆑
2022-12-19 18:03:12 -07:00
TastyfishandGitHub ebc0227176 Makes dog a basic mob [MDB IGNORE] (#70799)
About The Pull Request

    Made a basic version of the pet base called /mob/living/basic/pet. It's significantly more stripped down from the old simple_animal one, because its half collar stuff and...

    Made the collar slot a component that you could theoretically remove from a pet to disable the behavior, or add to any other living mob as long as you set up the icon states for the collar (or not, the visuals are optional).
        The corgi's collar strippable slot is now generally the pet collar slot, and in theory could be used for other pet stripping screens.

    I also gutted the extra access card code from /mob/living/basic/pet as it's only being used by corgis. Having a physical ID is now just inherent to corgis, as they're the only ones that could equip it anyway.

    Ported the make_babies() function from simple_animals to a new subtree and associated behavior, called /datum/ai_planning_subtree/make_babies that uses blackboards to know the animal-specific info.
        Note that it's marginally improved, as the female walks to the male first instead of bluespace reproduction.

    Tweaked and improved the dog AI to work as a basic mob, including making /datum/idle_behavior/idle_dog fully functional.

    Made a /datum/ai_planning_subtree/random_speech/dog that pulls the dynamic speech and emotes to support dog fashion.

I've tested base collars across multiple pet types.

For dogs, I've tested general behavior, fetching, reproduction, dog fashion, and deadchat_plays, covering all the oddities I'm aware of.

image
Why It's Good For The Game

Very big mob converted to a basic mob.
Changelog

cl
fix: Lisa no longer uses bluespace when interacting with Ian.
refactor: A large portion of dog code was re-written; please report any strange bugs.
/cl
2022-12-06 09:13:13 +13:00
MrMelbertandGitHub 329921639a Rewrites how action buttons icons are generated, makes them layer nicer. Allows observers to see a mob's action buttons. (#71339)
## About The Pull Request

- Rewrites how action button icons are generated.
- Prior, generated an action button icon was fairly simplistic and
didn't allow for many changes. Someone recently added the option for
overlays to be generated over action buttons, but the framework was very
weak.
- Now, action button icon generation is split across multiple procs,
like atom icon updates.
      - The background of action buttons are underlays
- The actual icon of the action button is the icon and icon state of the
action button movable
- The rim / border of the button is an overlay, layered overtop the
button.

- Allows observers to see what action buttons a mob has. They even
update in real time! And no, the observers cannot click on them.

## Why It's Good For The Game

- Runechat text of action buttons are no longer hidden behind the actual
icon. This was very ugly with cooldown actions, as the cooldown text was
hidden behind a lot of spell icons.
- Cuts down on a lot of icon duplication. 
- Gives much finer control over action button icons
- Saves a bit of processing from generating full action button icons
when not necessary. Not implemented in many places, but is in some.


![image](https://user-images.githubusercontent.com/51863163/202816617-342e87e6-2cc6-488e-9af2-4b2053dc3dc6.png)


![image](https://user-images.githubusercontent.com/51863163/202816604-da8d4821-0e2b-45af-b289-7442367f98ce.png)

## Changelog

🆑 Melbert
add: Observers can now see what action buttons an observed mob has. No,
you can't click them. And no it doesn't show EVERY action.
refactor: Refactored how action button icons are generated. Some actions
will now use a colored border when active instead of just turning green.
Cooldown text will also appear on the top layer of actions too. If you
see any funky lookin' icons (namely their borders), let me know.
refactor: Bluespace Golem's teleport action is now a cooldown action.
fix: Construct actions go to the middle of the screen like expected. 
/🆑
2022-12-03 19:01:08 -08:00
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>
2022-11-15 03:50:11 +00:00
LemonInTheDarkandGitHub 72a5b79555 Removes overlay queuing, saves 6/7 seconds of initialize. Lightly modifies stat tracking macros (#69696)
* Removes overlay queuing, saves 6/7 seconds of initialize. Lightly modifies stat tracking macros

So we have this overlay queuing system right? It's build with the assumption
that the "add to overlay list" operation is real expensive, and is
thus useful to queue removals or additions.

It turns out that it just isn't, at least during init. In my testing the
operation of queuing took LONGER then the actual overlay add/remove did.

That's ignoring the cost of the subsystem's work.

I've also modified part of the stat tracking macro, since it took a good
bit of cpu time, and didn't seem to well, do anything. So far as I can
tell it always evaluates to 1
2022-09-26 08:46:46 -07:00
skylord-a52andGitHub be0e6efdf6 [IDB IGNORE] [MDB IGNORE] Makes the icons/mob folder sane (#69302)
About The Pull Request

Reorganizes the entire icons/mob folder.

Added the following new subfolders:

    nonhuman-player (this was initially just called "antag", but then I realized guardians aren't technically antags)
    simplemob
    silicon
    effects (for bloodstains, fire, etc)
    simplemob/held-pets (for exactly that -- I wasn't sure if this should go in inhands instead)
    species/monkey

Moves the following stuff:

    All human parts moved into species, with moth, lizard, monkey, etc parts moved to corresponding subfolders. Previously, there were some moth parts in mob/species/moth, and others just loose in mob. Other species were similar.
    icemoon, lavaland, and jungle folders made into subfolders of simplemob
    All AI and silicon stuff, as well as Beepsky et al. into the silicon folder, simplemobs into the simplemob folder, aliens into the nonhuman-player folder, etc.
    Split up animal_parts.dmi into two bodyparts.dmi which were put in their respective folders (species/alien and species/monkey)

Code changes:

    Filepath changes to account for all of this
    Adds a check when performing surgery on monkeys and xenos, because we can no longer assume their limbs are in the same file
    Turns some hardcoded statues and showcases that were built into maps into objects instead

Things I'd like to do in the future but cant be assed right now:

    Remove primarily-antag sprites from simplemob/mob.dmi (Revenant, Morph, etc.) and put them in the nonhuman-player folder
    Split up mutant_bodyparts.dmi into different files for Tizirans, Felinids, monkeys, etc and put them in their own folders. Those may have once been meant primarily for mutated humans but that's now how they're being used right now.
2022-09-03 11:52:54 -07:00
TastyfishandGitHub 005486e165 Fixes holocall broadcasting player speech (#64402) 2022-02-02 00:16:34 -05:00
BluBerry016andGitHub 6dd9b54ecd Remaps the icemoon engineering outpost (#63747)
* remaps the icemoon engineering outpost

* minor bugfix commit my beloved

* minor edits (Passive vent, emitter, adjustments around them)
2022-01-08 11:38:20 -07:00
FikouandGitHub 7b38dd4ff7 MODsuits (#59109) 2021-12-24 12:00:24 -08:00
KyleraceandGitHub d005d76f0b Fixes Massive Radio Overtime, Implements a Spatial Grid System for Faster Searching Over Areas (#61422)
a month or two ago i realized that on master the reason why get_hearers_in_view() overtimes so much (ie one of our highest overtiming procs at highpop) is because when you transmit a radio signal over the common channel, it can take ~20 MILLISECONDS, which isnt good when 1. player verbs and commands usually execute after SendMaps processes for that tick, meaning they can execute AFTER the tick was supposed to start if master is overloaded and theres a lot of maptick 2. each of our server ticks are only 50 ms, so i started on optimizing this.

the main optimization was SSspatial_grid which allows searching through 15x15 spatial_grid_cell datums (one set for each z level) far faster than iterating over movables in view() to look for what you want. now all hearing sensitive movables in the 5x5 areas associated with each spatial_grid_cell datum are stored in the datum (so are client mobs). when you search for one of the stored "types" (hearable or client mob) in a radius around a center, it just needs to

    iterate over the cell datums in range
    add the content type you want from the datums to a list
    subtract contents that arent in range, then contents not in line of sight
    return the list

from benchmarks, this makes short range searches like what is used with radio code (it goes over every radio connected to a radio channel that can hear the signal then calls get_hearers_in_view() to search in the radios canhear_range which is at most 3) about 3-10 times faster depending on workload. the line of sight algorithm scales well with range but not very well if it has to check LOS to > 100 objects, which seems incredibly rare for this workload, the largest range any radio in the game searches through is only 3 tiles

the second optimization is to enforce complex setter vars for radios that removes them from the global radio list if they couldnt actually receive any radio transmissions from a given frequency in the first place.

the third optimization i did was massively reduce the number of hearables on the station by making hologram projectors not hear if dont have an active call/anything that would make them need hearing. so one of hte most common non player hearables that require view iteration to find is crossed out.

also implements a variation of an idea oranges had on how to speed up get_hearers_in_view() now that ive realized that view() cant be replicated by a raycasting algorithm. it distributes pregenerated abstract /mob/oranges_ear instances to all hearables in range such that theres at max one per turf and then iterates through only those mobs to take advantage of type-specific view() optimizations and just adds up the references in each one to create the list of hearing atoms, then puts the oranges_ear mobs back into nullspace. this is about 2x as fast as the get_hearers_in_view() on master

holy FUCK its fast. like really fucking fast. the only costly part of the radio transmission pipeline i dont touch is mob/living/Hear() which takes ~100 microseconds on live but searching through every radio in the world with get_hearers_in_radio_ranges() -> get_hearers_in_view() is much faster, as well as the filtering radios step

the spatial grid searching proc is about 36 microseconds/call at 10 range and 16 microseconds at 3 range in the captains office (relatively many hearables in view), the new get_hearers_in_view() was 4.16 times faster than get_hearers_in_view_old() at 10 range and 4.59 times faster at 3 range

SSspatial_grid could be used for a lot more things other than just radio and say code, i just didnt implement it. for example since the cells are datums you could get all cells in a radius then register for new objects entering them then activate when a player enters your radius. this is something that would require either very expensive view() calls or iterating over every player in the global list and calling get_dist() on them which isnt that expensive but is still worse than it needs to be

on normal get_hearers_in_view cost the new version that uses /mob/oranges_ear instances is about 2x faster than the old version, especially since the number of hearing sensitive movables has been brought down dramatically.

with get_hearers_in_view_oranges_ear() being the benchmark proc that implements this system and get_hearers_in_view() being a slightly optimized version of the version we have on master, get_hearers_in_view_as() being a more optimized version of the one we have on master, and get_hearers_in_LOS() being the raycasting version currently only used for radios because it cant replicate view()'s behavior perfectly.
2021-12-16 19:49:27 -08:00
GhomandGitHub 21ac10d3d4 multiz movement refactor redux (#62132) 2021-12-06 23:13:48 -08:00
LemonInTheDarkandGitHub 96cc4a7260 EVEN MORE HARDDEL FIXES (#60228)
Fixes a ton of harddels, sourced from #59996 
I think this brings us down to like, ~100 per round from ~200, with only like 20 of those being proper hell failures. I've seen harddel profiles below 1 second of total cost. Feeling good.

See you on the other side

Makes the cryopod control computer into a weakref, never trust bee code 
Converts brig door timer internal lists to weakrefs
Fixes a harddel caused by qdeling a motion sensitive camera after it had left its source area, jesus christ why didn't we do this already holy shit
Converts the radio implant ref held by the antenna mutation to weakrefs because it isn't reliably cleaned up, makes the radio implant actually qdel its fucking radio
Removes the target var from the throwing datum, it does literally nothing and just exists to cause harddels, mostly for the singularity
 Fixes a cable harddel sourced from things that try to enter blueprints after smoothing, but before roundstart. IE, shuttles. Removes shuttles from the blueprints
Fixes emmisive blockers being added post qdel
Removes some manual ghosting from cryopods, I initially did this for harddel reasons, but I figured out a better fix for that. I'm now doing it because it's got this really strange logic for like "re-entering the game" that doesn't actually link to what the ghostize proc does. We should remove this at some point
Fixes robot hud objects harddeling due to hanging refs
Fixes buildmode related hanging refs, I'm coming for you admin team
Fixes a few instances of trying to add the forensics component post qdel, hhhhhhhhhhh
Fixes some split personality harddels/weirdness
Replaces a use of disconnect_duct with an init qdel hint, I suspect there's more issues with duct harddels, I've seen some odd logs about ahhh the area_contents list, but we can worry about that later
Makes teleporter targets into weakrefs, properly types them as /atom
Makes frequency devices into weakrefs
Makes cameras remove themselves from camera nets on Destroy
Makes tgui ui datums implement destroy, this means if I ever see one hang a ref to user or whatever, I know there's an error with calling close() properly. I've seen this harddel once, but not after this change so I assume there was some error with close(). IDK maybe this is a papering over? Would have to ask @stylemistake 
I've seen logs of beartraps being in world post del, putting a return there just in case. The same is true of nerf darts, but I haven't really looked into that yet
Makes a shoe's ref to untying alerts a weakref, yes this is needed.
Moves clearing client_in_contents to the Login of the new mob. This prevents doing things like ghosting someone before a mob qdel causing harddels
Fixes a harddel set sourced from adding a status effect to a qdeleted thing. Is this an error? I'm honestly not sure.
Converts bsa code to weakrefs
Converts the partner var of heat exchangers to weakrefs
Converts camera assemblies to weakrefs
Fixes some dumb behavior with ammo casings and assuming you'll be on a turf post Destroy parent call
Fixes? merger related harddels, you were never cleared from your own members list, so origin objects would end up making a new list, creating harddels. Potential input from @ninjanomnom about the logic
Chasms store a static list of "falling atoms", which only exists for chasms that go somewhere else. This list wasn't being cleared of qdeleted objects, which is what happens when you fall in most chasms. Fixes this, and converts the list to weakrefs.
Fixes some runtimes in both sheet code, and the weather listener element. This is here because runtime spam made testing more of a pain, didn't think it needed its own pr
Fixes colorful reagent harddels sourced from reagents that were qdel'd before roundstart. I'm only like 50% sure this actually got it, but the issue may have been solved by #60174, so eh
Turns the nuke op antag datum's ref to the war button into a weakref
Fixes some holopad code that was not nulling refs all the time
Converts camera bugs to weakrefs, this was the result of the bug being "reworked" like 6 years back without taking the existing ref clearing into account. Whole item needs a redo, but this'll do for now.
Ensures that the both pulling and pullee refs are cleared on Destroy
The crew monitor held all users in a non clearing list, makes that list a weakref because I hate everything

Oh and I removed all sources of gas_mixture qdeletion, I'm kinda unsure on this since it's not technically supported, but any harddels from it might? indicate something going wrong with like, gas passing logic. I'd like @MrStonedOne's thoughts, since I trust him to call me an idiot if I'm wrong.

<!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. -->

## Why it's not good for the game

I crashed sybil like 10 times to get this data, I'm gonna put it to good use. Don't think you're safe sybilites, I'm coming for you.
2021-07-19 12:41:21 -04:00
Watermelon914andGitHub 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00
0f435d5dff Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
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>
2021-02-14 16:53:29 -08:00
TiviPlusandGitHub 0eaab0bc54 Grep for space indentation (#54850)
#54604 atomizing
Since a lot of the space indents are in lists ill atomize those later
2020-11-30 12:48:40 -05:00
TiviPlusandGitHub 550e763433 Reenables SHOULD_NOT_SLEEP on initialize (#53378) 2020-09-04 20:44:08 -03:00
RohesieandGitHub 3a33f3ae47 Refactors machine_stat and is_processing() to process on demand (#53150) 2020-08-24 17:38:30 -07:00
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
nemvarandGitHub b87f65d95e Converts ALL typepaths to lowercase (#51642)
* Case of lower

* More changes

* Ruins the nice 420 diff, brainfart when doing the second batch of conversions

* More changes

* Next batch. I think

* Converts even more paths

* Restarts bots

* Capital Free Zone

* Come on travis, do something

* Renames areas

* Bots, please stop dying

* Updates CONTRIBUTING.md and updates a few paths I missed.

* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
2020-06-17 20:47:57 -03:00
ShizCalevandGitHub 1059a64a98 I before E, except after C. (#51543) 2020-06-10 23:23:50 +02:00
Arkatos1andGitHub 47d1d6f7a7 tgui: Holopad (#51433)
* Initial commit

* First version

* Final version

* Status fix

* Finishing touches and review fixes
2020-06-09 21:03:04 -04:00
8af93a638b Icebox Station (#51090)
* there was an attempt

* adds ice moon map

adds config options for choosing mining maps

areas now have options that affect random generation on them

weather now has an option to not target indoor areas

adds base for icemoon ruins

turns many 1's into booleans

adds ice chasms

adds ztraits for weather stuff

* fixes up ice ruins to be ice moon compatible

adds lower z level to the ice moon mine

ice chasms now have a smoothed icon

megafauna only spawn in the underground portion of ice moon now

* openspace fixes

* adds new areas and underground specific ruins

* Adds the abandoned village ruin for Ice Moon

* adds abandoned village ruin and fixes some area and tile stuff to work with ice moon

* random mining maps are no longer picked in the config

you can no longer change the mining map before setup is complete

* adds above and below ground ruin as a test

* adds debug functionality for ice moon ruins

fixes a bug where multiz was impossible unless there were shared areas because of whitelisted areas

adds multiple whitelist areas for ruin placement in a list

all underground areas are now outdoors

underground plasma lava rivers are now only spawned in unexplored areas so ruins don't get destroyed by them

* adds unique spawners to icemoon to replace tendrils

adds 2 new mobs to icemoon the polar bear and wolf

adds a clothing flag for shoes that dont slip on ice

modifies mining site to be ready except for the boss

adds the ability for tunnel width to be a specification, ice moon can have 1 tile wide tunnels and rarely 2 wide tunnels

adds a no caves mineral for ice moon ruins

* wolves no longer run into lava or chasms

bears now enrage sooner

bear spawners can now actually be created

adds base for ice moon atmospherics

adds base for a new boss and achievements / score

really bad coder icon for ice boots added

* ice moon now has it's own planetary atmos! (thank god)

* new frost miner stuff

megafauna recovery time can now be tailored to have different cooldowns to ranged or melee attacks
by default sets both of them, with two arguments the first is ranged cooldown and the second is melee cooldown

* converts a bunch of lavaland maps to be compatible with ice moon

adds tendrils from lavaland to the bottom of ice moon with the other megafauna

* updates mob drops for ice moon mobs

updates config entry default value for ice moon

updates ice moon map to have new gulag

* updates station parallax for icemoon

removes extra lavaland ported ruins

updates to demonic frost miner

adds ladder to icemoon map near station

* updates ice moon map to have the ladder inside the mining base

plant flora dont spawn on the lower z level of ice moon now

you get sand from mining rocks now

buncha demonic frost miner changes holy cow

* adds the buried library

* improves map, fixes comment

* make this crap work with the station cause i have to lol it is pretty cool though and now i understand the mapping crap better

* updates ice ruin blacklist

* ice moon stop being too cold thanks

icebox changes, now actually has its own z level that can spawn ruins and such instead of just being openspace

tunnel width is now not stupid

* fixes a demonic frost miner bug where orbs werent exploding after death

atmosphere temp is now correct

fixes library ruin for icemoon

polar bear range is now fixed, only aggros in a short range and follows further than 3 tiles

reverts necropolis chest change

* Adds a new ruin: bathouse, barebones edition

* adds many new ruins

fixes a bug with tunnel creation that caused it to enter no tunnel allowed areas

finishes the frost miner and adds loot to him

you can now force a wabbajack option

* main z level now always has gravity for ice box

* hopefully the hot springs arent the buggiest thing in the world anymore

protects areas near the station from having openspace

* icebox takes less players

fixes the ladder positioning on every icemoon map

* snowstorms now only occur on the station level

fixes some issues with the icebox z level having openspace over the lower level mining base

* Update code/datums/map_config.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/datums/ruins/lavaland.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/game/objects/structures/lavaland/necropolis_tendril.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/game/turfs/closed/minerals.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/game/turfs/open/chasm.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/game/turfs/open/floor/plating/asteroid.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/modules/mob/living/simple_animal/hostile/megafauna/demonic_frost_miner.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/modules/mob/living/simple_animal/hostile/megafauna/megafauna.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/polarbear.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/wolf.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/modules/ruins/icemoonruin_code/hotsprings.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* fixes areas on the lust ruin

polar bears now drop a goliath plate equivalent

wolfs now drop a watcher sinew equivalent

adds snow legions

adds a crusher trophy for the demonic frost miner that prevents movement

fixes a bug with asteroid mobs where the aggro icon would never show

adds ice to the snow cave tunnel generation

* starts work on the wendigo megafauna

* replaces snowball machine gun with more miner useful content

adds gentle var for knockback to prevent stunning on hit

polar bears move slower now

new icon for phase 2 demonic miner now

* fixes lust ruin areas

fixes whitespace

fixes nesting issues

adds underground specific mobs

* name / location fixes

demonic frost miner doesnt stun on knockback now

ice demons move faster

* fixes icebox having the wrong baseturf

* adds achievement defines to the wendigo

snowstorm for the lower z level again

adds a new helper for ranged target turfs

theres now a specific subtype for rivers

fixes a bug where ice and spawners spawned with rocks and other flora on top of them

adds indestructible ice rock turf

fixes a bug with ice demons teleport distance being incorrect

adds the start of wendigos attacks

* Apply suggestions from code review

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/mapping/ruins.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Fixes a dumb bug with ruins from a webedit review

The syndicate shuttle can now land on mineral turfs

* the final commit, all that im going to change after this is documentation for procs lol

makes both ice moon z levels below the station underground, and makes it so they generate rivers of their baseturf

* adds nice animation to wendigo scream

* small fixes

* finishes autodoccing everything i could find

* ok im done for real now

* adds anywhere ruins

does review stuff

* review stuff

* ok it removes the stuff now

* fix removal

* fixes from the git

* adds surroundings to the asteroid and lavaland sites

adds butchering gloves to wrath ruins

the lower icebox levels are no longer station levels

fixes capitals on blood drunk and frost miner boss medals

adds engineering outpost ruin by trollbreeder

adds boxstation job changes to icebox

polar bear transformation no longer has immunity to lavaland mobs

fixes ice whelp spelling mistake

* fixes engi outpost atmospherics

fixes missing plating on solar panels

changes slowdown for icemoon turfs

* fixes ruins areas so tunnels can spawn into some of them

adds lights to icebox below area

openspace turfs mine the thing below them now

* fixes wall boundings on asteroid and lavaland domes

* ur lame armhulen

* adds public mining area to icebox

adds computer vendors to icebox

* minor fixes

* fixes map type error

* removes slowdown entirely

increases ore chances

fixes openspace on main map

fixes a ton of active turfs at roundstart

modifies demonic frost miner loot to be cooler and more useful since the boss was hardly killed during tests

tunnels are wider underground now

openspace now deletes itself if it spawns above a ruin

* improve da ruins

* tries to fix multiple atmos issues with ruins

removes bz from the planetary atmos since it could cause unstoppable chain reactions which would cause massive lag

demonic frost miner drill now automatically scans everywhere around you

fixes tunnel generation issue

makes it so randomly generated turfs inherit their no_ruins flags

Co-authored-by: Jonathan Church <jchurch093@gmail.com>
Co-authored-by: s <wesoda24@gmail.com>
Co-authored-by: spookydonut <github@spooksoftware.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-05-22 02:17:15 -07:00
MrPersonandoranges f7eb2c905b Unicode awareness Part 2 -- copytext() (#48512)
* Unicode support Part 2 -- copytext()

This is the transition of all copytext() calls to be unicode aware and also some nearby calls in the same functions. Most things are just replacing copytext() with copytext_char() as a terrible character limiter but a few others were slightly more involved.

I replaced a ton of
````
var/something = sanitize(input())
something = copytext(something, 1, MAX_MESSAGE_LEN)
````

with a single stripped_input() call. stripped_input() already calls html_encode(), trim(), and some other sanitization so there shouldn't be any major issues there.

This is still VERY rough btw; DNA is a mess, the status displays are complete ass, there's a copytext() in code\datums\shuttles.dm that I'm not sure what to do with, and I didn't touch anything in the tools folder. I haven't tested this much at all yet, I only got it to compile earlier this morning. There's also likely to be weird bugs until I get around to fixing length(), findtext(), and the rest of the string procs.

* Makes the code functional

* Assume color hex strings are always # followed by ascii.
Properly encodes and decodes the stuff in mob_helpers.dm which fixes some issues there.

* Removes ninjaspeak since it's unused
2020-01-18 13:07:22 +13:00
zxaberandskoglol 83dcba29ee Allows heads of staff to just connect to other holopads, rather than call. (#48041)
* Delete stale.yml

* Create stale.yml

* does most of the things

* build_path thingy

* box, take two

* Summary (required)

* meta take two

* pubby, delta, donut take 2

* I hate map merger

* Don't need to walk around in circles

* a thousand times I've done this

* sound effect

* incomming > incoming

* removed unneeded "var/"
2019-12-01 12:00:01 +01:00
kingofkosmos 280d416d4f Adds missing spans, missing periods and missing span endings. Also changes spans to suit the situation better. 2019-10-12 19:34:11 +03:00
QustinnusandEmmett Gaines a394ccdc2b Material datum chairs & tables and applies materials to all items (Now with less pain for mining & RnD) (#46525)
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)

this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc.

also applies materials to everything, with fixes, which can close #46299
2019-10-08 11:06:02 -04:00
QustinnusandEmmett Gaines b33d1c49a3 [READY] Floydmats (Datum materials) & custom toolboxes (#45118)
* Initial work

* more

* ass

* wsedfwedff

* asss

* test

* stuff

* fuck

* sss

a

* kms

* asdadwedwdfwefwef

* start

* test

* dwwdew

* ewefwfef

* Redemption machine (#8)

* Redemption machine

* Removes debug messages

* changes

* fuckmyshitup

* coin mint works with new material shenanigans (#10)

* Auto stash before merge of "materials" and "origin/materials"

* woops

* furnace (#11)

* autolathe manufacturing of toolboxes

* eggs in a basket

* some small changes

* matcolors

* documentation

* more documentation and effects

* done

* Color man bad (#12)

* fixes designs

* ass

* more fixes

* fuck me

* firestacks adder

* epic fixes

* fixes designs

* DONE DIDDILY DOO

* removes category macro

* ch-ch-ch-changes

* fixes some stuff

* Fixes display of ore values (#9)

* Redemption machine

* Removes debug messages

* Re-adds value display

* Replaces the fire stacking component with an element instead (#13)

* fixes examine

* fixes ligma bugs

* double ligma boofus

* fix

* misses some defines

* fixes ORM

* Update code/datums/components/material_container.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* fixes

* Makes glass objects weaker (#14)

* Makes glass objects weaker

* uses correct proc

* fixes shit

* honk honk

* better

* oh shit oh fuck

* fixes

* fuck ORMs

* fixes the biogen

* documentation

* ass (#15)

* component

* changes

* ass

* ass

* doc

* Auto stash before merge of "materials-plasmacomponent" and "origin/materials-plasmacomponent"

* fixes rounding

* fixed
2019-07-24 11:27:01 -04:00
MMMiraclesandoranges 353457f7d5 Donutstation Tweaks (#45250)
About The Pull Request

    Fixes #45077
    Fixes #42498
    Removes every single instance where a grille could end up on top an active wire in maintenance, making traveling maintenance a lot less of a hassle and less dangerous in general.
    Maintenance bar has been removed due to redundancy and closeness to the actual bar. Wait till season 10 of SS13: Battle Royale to find out what exciting changes will come to the map!
    Space-proof variants of the lizard critter has been added and are working diligently on the above-mentioned bullet-point.
    As part of the white shuttle fix, Donutstation now has a custom shuttle with deep l o r e to explain what happened to the long-past crew.
    Small adjustments to the static loot part of the 'excess storage' rooms near departments.
    Some extra crates has been added around maintenance with respective maintenance loot spawners.

Why It's Good For The Game

Bug fixes relating to the map and some added map content to keep things 'fresh'.
Changelog

cl MMMiracles
add: Donutstation now has its own white shuttle with proper dock.
del: Donutstation's maintenance bar is under renovation.
tweak: Due to above renovations, the goose is temporarily loose.
tweak: Donutstation now has significantly less annoying maintenance grilles
/cl
2019-07-19 23:11:57 +12:00
AnturKandoranges 68bb4fefa5 Fixes holocall static remaining. (#43888)
* Fixes holocall static remaining.

* codegolf
2019-05-12 10:51:41 +12:00
MMMiraclesandoranges a5f5aee5a2 [READY]New Map: Donutstation V.5 (GOLD) (Platinum Hits) (#41099)
cl MMMiracles
add: A new(old?) map, Donutstation, is now in rotation.
/cl

Map Image
Comparison Image of Original

Progress

Departmental Layout
Atmos
Wiring
Detailing/fluff

    Floor tiling

A faithful recreation of Donutstation, keeping some landmarks of the old map similar while bringing in all the new content and departments that come with it.
2018-12-16 12:47:27 +13:00
Cruixandoranges 275aa2bfa2 AI detection multitools can show camera static and AI eyes (#38255)
The old color-change functionality of the multitool remains unchanged. The hud is toggled with an action button, because multitools already have an attack_self() that does something. When toggled on, you get the hud as long as the multitool is in any slot on your body.

The only way I could find to reliably show exactly where an AI is looking was to place an image on every turf they are looking at. Because AI eyes move around a lot and I do not want them placing images all over the place when they do not have to, if there is nobody in the world currently using an ai detection multitool, they will not update the images until someone is.

Only AI eyes and multicamera zones currently appear. Advanced camera consoles do not appear on the hud, and no longer trigger the proximity color change. Also fixed multitools not appearing in-hands if their icon state changed.
2018-07-08 17:19:55 +12:00
ShizCalev ff532a4ca4 Spellchecks TGStation 2018-06-19 18:57:44 -04:00
AnturKandvuonojenmustaturska 1c18ef0cfb Fixes some holocall stuff (#38209)
* Fixes some holocall stuff

* Yep
2018-06-06 22:24:17 +03:00
vuonojenmustaturskaandShizCalev 2f69c9eb03 are we free? (#38228) 2018-06-03 14:21:18 -04:00