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mayfools
285 Commits
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5146cfd403 |
Moves camera update handling to background subsystem, (maybe) fixing lag (#92208)
## About The Pull Request When a camera update is triggered, it is instead added to a queue on a background subsystem An AI entering a camera chunk which is queued to update will force the update immediately (bypassing the queue) While the root problem of this is, ultimately, not addressed... <img width="554" height="58" alt="467828777-eff3f0e5-49d6-4997-b4d7-05eff6432155" src="https://github.com/user-attachments/assets/c2d6a5f5-d958-463e-959f-116bd0dab475" /> ...the change will ultimately prevent update spam from consuming all of the server's resources - instead allocating updates to the backburner in times of high server stress (or on multi-z maps) ## Changelog 🆑 Melbert refactor: Refactored the way camera updates are handled to hopefully reduce some lag. Report any oddities /🆑 |
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348789fa8d |
The Renamening- upgrades UNIQUE_RENAME and moves a lot of renaming implementations under it (#93115)
## About The Pull Request Moves a lot of the unique renaming implementations described in #82664 to the functions given by the `obj_flag` `UNIQUE_RENAME`. `UNIQUE_RENAME` has been given new properties to account for non-standard renaming, these being the `RENAME_NO_DESC` flag that prevents changing the description, the `nameformat()` and `descformat()` procs that, when modified, allow for applying naming formats(i.e. "Body Bag - [input]"), as well as other post-renaming handling such as changing the name of the output plant of a renamed seed, the `rename_checks()` proc that allows for unique naming prevention(such as a locked personal closet), and the `rename_reset()` proc to clean up other possible renamed variables potentially changed in `nameformat()` and `descformat()`. This also adds `/datum/element/tool_renaming` to crayons, which will let them rename anything that has `UNIQUE_RENAME`. I looked through everything with that flag, and I didn't see anything that I don't think should be renameable by a crayon(except things that shouldn't be renamable with pens), so it shouldn't fuck anything up. ## Why It's Good For The Game moves all of the non-honorable mentions in #82664 to the same renaming system, and also moves all of the honorable mentions save for: - plaques, as they only get renamed once and wouldn't benefit from `UNIQUE_RENAME` imo - books, because they're far more than just renaming, and are persistent - paintings, because they're persistent - photos, because they're not normal renaming and they're persistent - endoskeletons, because they're done with a multitool in UI - cardboard IDs, because they're far more than just renaming Additionally, this fixes: - Implanter renaming didn't work because a ! was missing - Clown borg picket sign renaming didn't work because they didn't use the correct arguments This'll make it easier to make renameable objects in the future, as well. ## Changelog 🆑 fix: fixes implanter renaming not working fix: fixes clownborg picket sign renaming not working code: brought most unique renaming implementations under UNIQUE_RENAME /🆑 |
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751fcb5f16 |
Add more examine tags and fix ones not appearing (#93110)
## About The Pull Request This fixes custom materials not appearing for things like structures. It also adds a bunch of new tags: - bomb-proof - flammable - holograhic - ~~unpaintable~~ - ~~supermatter proof~~ - ~~recolorable~~ - crush-proof - conductive Also use hyphens for multi-word examine tags. ## Why It's Good For The Game Better UX ## Changelog 🆑 qol: Add several new examine categories for objects descs that include: bomb-proof, flammable, holograhic, crush-proof, and conductive. Also use hyphens for multi-word examine tags. fix: Fixes custom materials not appearing for things like structures when examined. /🆑 |
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d2f34e33be |
moves abstract_type up to datum, spawners wont spawn them (#92909)
## About The Pull Request moves all implementations (im aware of) for "Im a parent type dont spawn me please" to the datum layer to standardized behavior adds a standerized proc for filtering out "bad" items that we dont want spawning. applies to it the subtype vendor, gifts, and a new spawner and mystery box for a random gun (neither playerfacing) "port" of https://github.com/shiptest-ss13/Shiptest/pull/4621 https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa small warning: I dont have EVERY abstract type defined right now but, ive done a good enough job for now. Im tired of data entry rn ## Why It's Good For The Game standardizing behavior. Might be a micro hit to performance however having this lets us not rely on icon state to determine whether something is a parent type and makes it much easier to tell something is a parent type (could be applied further to things like admin spawning menus and things like that). need feedback on if this is actually good for the game. ## Changelog 🆑 add: Soda cans show up in the silver slime drink table. add: Examine tag for items that are not mean to show up ingame. refactor: Standardizes how gifts rule out abstract types. fix: gifts no longer check if something has an inhand, massively expanding the list of potential items. /🆑 |
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57624ca1e2 |
Rebalances wound determination values, wounding escalation and wound armor to hopefully be less explosive (#91099)
## About The Pull Request This is a big one so please bear with me, wounds are complicated ### Max Potential Wound Rolls We've decreased the max contributed damage to wound rolls from 35 to 25. This results, after the exponent, a max possible wound roll of 1 to 91 before any modifiers (assuming the attack, after armor, is 25 or above). The minimum value to wound is still 5. ### Wound Escalation Penalties Most wounds were contributing significant numbers per wound type to the potential for a new wound to occur. Getting wounded once meant you were getting wound a lot, but actually getting past that first wounding may be the tricky part. We have significantly reigned in the wound penalty that having a wound contributes, and instead utilize the series wound penalty to allow same type wounds to escalate themselves faster as a priority. Having wounds still makes you more wound vulnerable, just not to such an extreme degree. The priority here for what wounds matter most for contributing to overall wounding vulnerability is ``Infected BURNS > BURNS > SLASH|PIERCE > BLUNT.`` ### Wound Armor Wound armor, unlike all other kinds of armor, was used as a additive value to the wound roll modifiers rather than a multiplicative value. We have reworked how wound armor is determined by changing how wound modifiers are calculated. Firstly, we're passing our entire injury roll into the ``check_woundings_mod()`` proc, as we're not treating this as a proc that just adds values anymore. Secondly, bare wound bonus only applies if there is no potential wound protection from any source, as expected. But it comes last in the calculations. Thirdly, wound protection is applied to the injury roll last, after wound bonuses from the attack, wound bonuses from other wounds and wound bonuses from a disabled limb are applied. This does not include serial wound bonuses, which are determined outside of this proc. Wound protection comes from two sources. Clothing and limb wound resistance. Your chest and head have an amount of wound resistance so long as they are not mangled in any fashion. Being mangled means having either a hairline fracture or a weeping avulsion wound. Wound protection reduces the final injury roll by a percentage. Say our roll is 50, and we have effectively 50% wound protection. The final roll would be 25. ### ~~Wound Armor on Clothing~~ Reverted ~~Most clothing have had their wound armor values changed. As a loose rule, I used the highest of melee or bomb armor, except where that value was 100, in which case I used the lowest instead. I'm basing this decision on how embeds are calculated, which is attack type agnostic.~~ ~~Some armor have inconsistent values because they are alternative armors to an existing armor type or are hyperspecialized armor. Ablative, bulletproof and security vests all share a value of 35, despite the former two not having decent melee or bomb armor.~~ ~~Some clothing missing wound armor that should have had them now have wound armor.~~ ~~This may need a bit of scrutiny in case one or two seem weirdly high. Some have maybe become too low. Its a bit hard to say.~~ ### The ``bare_wound_bonus`` variable I changed it to ``exposed_wound_bonus`` to better represent when it applies. You can be naked and still not be affected by this bonus if the limb has wound resistance. ## Why It's Good For The Game I'm not promising anything with this PR, but this is an attempt to sanity check the values on wounds so that we're not seeing what the data that determined the removal of beheading presented. An extreme over-representation of tier 3 wounds. ~~And, from that, maybe I can argue for beheadings coming back. That's my goal. I think beheadings happened so much because the numbers were in need of work.~~ Well okay I just wanna make wounds a bit more workable actually more than I want beheadings. Why is it that tier 3 wounds were so over-represented? Because wounds will often force more severe wounds of other types by merit of any wounds existing at all on a limb. Having **_a_** wound makes you more wound prone for any kind of wound, and not just making you more likely to suffer a more severe type of the same wound. The threshold mechanic was intended to simulate making a wound worse, but oddly just made a limb broadly more prone to getting worse from any kind of attack to such a degree that future wound rolls of different types were often going to start at the threshold necessary to be a tier 3 wound. Dismemberment, mind you, requires you to suffer a flesh wound while you have a bone wound of tier 2 or higher (with tier 3 giving a bonus to this). You can do this readily via just a sharp weapon, because having a mangled limb causes the wound to turn into a bone wound. Technically, this is meant to be less likely as the effective damage for this wound is halved. But the wound bonus from having a flesh wound was almost always significant enough to kick your new bone wound up to a tier 3. In other words; its not surprising that you saw so many beheadings, because the system wanted to behead you as fast as it possibly can thanks to all these escalating values. Wound armor was only applied as a flat reduction on the roll. The average for wound armor was 10. After receiving a single wound, you can expect wound rolls to reach upwards of 100, even if the actual damage roll was not particularly high, due to wound stacking bonuses form being wounded. This meant that wounds, if they happened, came thick and fast after the first, regardless of what your protection might be to wounds. It was just a matter of getting past the initial bump. This is why effects that forced wounds were so powerful. They basically made a given limb more prone to taking a wound without having to deal with the protection problem first. Finally, this is just a broad flaw with the system that is not its fault. It is actually a problem that isn't a problem. Most people in the game are not wearing helmets that protect their head. So most people are going to suffer from a higher proclivity of being wounded if people are aiming for the head. There is this...kind of cargo cult belief that aiming for the head means you do more damage, or can stun someone if you're lucky or what have you. It's entirely nonsense, but it has a grain of truth in that people rarely wear, or even have access too, headwear that provides wound protection or any protection at all. People have jumpsuits, which are universally wound protected, but that isn't true of the head. Look, the point is, they're not aiming at the head because it is usually less armored, its for other reasons but it just so happens to become true due to wounds and how wounds roll their type. To soften this issue, I've decided to treat wound resistance as armor until the limb suffers a tier 3 wound. This way, hits to the head MAY not necessarily escalate to tier 3 instantly as they would on live even from relatively low power weapons. Some weapons have very low force, but have extreme bare wound bonuses. This should be less likely after this change. I doubt this will necessarily make high damage high wound weapons like energy swords any less prone to cutting you clean open, but it might thanks to the reduction to contributed damage to the injury roll. The system is now _a bit more random_. ## Changelog 🆑 balance: Wounds do not make you as vulnerable to suffering wounds of all types as before. Instead, wounds make you more vulnerable to suffering worse versions of themselves as a priority. balance: Wound armor is now more impactful when protecting you from wounds when you have already been wounded. balance: Your head and chest are more difficult to wound until they have been mangled; either from suffering from a weeping avulsion or a hairline fracture. code: Changed the variable for bare_wound_bonus to exposed_wound_bonus to better explain what that variable is doing. /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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4f6727024d |
Crafting refactor, implementing materials (#89465)
## About The Pull Request My original plan was to just implement materials into crafting so that items would inherit the materials of their components, allowing for some interesting stuff if the material flags of the item allow it. However to my dismay crafting is a pile of old tech debt, starting from the old `del_reqs` and `CheckParts` which still contain lines about old janky bandaids that are no longer in use nor reachable, up to the `customizable_reagent_holder` component which has some harddel issues when your custom food is sliced, and items used in food recipes not being deleted and instead stored inside the result with no purpose as well as other inconsistencies like stack recipes that transfer materials having counterparts in the UI that don't do that. EDIT: Several things have come up while working on this, so I apologise that it ended up changing over 100+ files. I managed to atomize some of the changes, but it's a bit tedious. EDIT: TLDR because I was told this section is too vague and there's too much going on. This PR: - Improves the dated crafting code (not the UI). - replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion` with `atom/on_craft_completion`. - Reqs used in food recipes are now deleted by default and not stored inside the result (they did nothing). - Renames the customizable_reagent_holder comp and improves it (No harddels/ref issues). - Adds a unit test that tries to craft all recipes to see what's wrong (it skips some of the much more specific reqs for now). - In the unit test is also the code to make sure materials of the crafted item and a non-crafted item of the same type are roughly the same, so far only applied to food. - Some mild material/food refactoring around the fact that food item code has been changed to support materials. ## Why It's Good For The Game Improving the backbone of the crafting system. Also materials and food code. ## Changelog 🆑 refactor: Refactored crafting backend. Report possible pesky bugs. balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge different because of code standardization. /🆑 |
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5261efb67f |
Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). ## Changelog 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑 |
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af0d361465 | Demolition mod is inverted vs "soft" structures like spider webs (#90464) | ||
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f00caffd90 |
Better metalgen logging and some behavior fixes (#90546)
## About The Pull Request Metalgen imprinting is now logged, foam and smoke have better logging and so do plasma metalgenned things, metalgen no longer causes a ton of runtimes on almost everything and foam and smoke no longer affect abstract objects. Also ***hopefully*** solves the issue with infinite hotspot loops, but I don't think anyone knows what exactly occured there. ## Why It's Good For The Game If servers explode, admins need to know who did it and coders need to know how they did it. ## Changelog 🆑 fix: Metalgen foam/smoke no longer cause an absurd amount of runtimes fix: Foam and smoke no longer affect abstract objects like landmarks admin: Metalgen imprinting is now logged admin: Improved logging for foam and smoke, and plasma metalgenned objects /🆑 |
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44c968f75e |
Adds a unit test for techweb design presence, puts some missing designs into protolathes (#90219)
## About The Pull Request Adds a unit test that checks that all designs are accessible through some source, be it techweb, disks, or innate designs. Certain designs, like pocket extinguishers, entertainment screens, etc, that have been present in autolathes but not in the techweb despite having PROTOLATHE flag assigned have been put into protolathes (where it made sense, otherwise the flag was removed). An important change is that restaurant portals are now printable, and thus can be constructed and deconstructed. Indestructible portals have been a major gripe of mine for a while, and I don't see a solid reason for keeping them indestructible if they can easily be printed from the service protolathe. Closes #90212 ## Why It's Good For The Game Initial argument for keeping portals unbreakable was to prevent people from griefing the chef/bartender, but by that logic we can make most machinery unbreakable too. I don't think that having an unbreakable portal is good if its locking us out from allowing chefs/bartenders to reorder or even outright reposition their lunchroom/bar. ## Changelog 🆑 balance: Restaurant portals can now be printed, constructed and deconstructed. They're also no longer completely invulnerable. /🆑 |
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431bf75d53 |
Color Code Audition: Human rendering hates me (#89702)
## About The Pull Request This trainwreck of a PR is (hopefully) a final solution to all rendering jank stemming from the new filter-based coloring system. I went over every single instance of RESET_COLOR, either adding KEEP_APART or rewriting them entirely so they render properly. I've also fixed blood rendering issues by utilizing alpha filters and adding an abstract "holder" appearance for worn items, which holds blood overlays on worn clothing as to avoid coloring it. I've also fixed horrible inconsistencies with atmos pipe coloring as a result (of getting sucked down that rabbit hole) and converted all uses of COLOR_VERY_LIGHT_GRAY in atmos code to ATMOS_COLOR_OMNI to avoid confusion. MODsuit modules still get colored into MOD unit's color, need to refactor their rendering for this. Closes #88989 Closes #87526 Closes #89837 ## Changelog 🆑 refactor: Audited all remaining coloring code - among noticeable changes, blood should no longer get colored or "leak out" of item bounds, atmos pipes no longer color weirdly and repairbots are white again. /🆑 |
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1e78f0d3c5 |
Buckling sound for chairs and medical beds (#88871)
## About The Pull Request completes https://github.com/orgs/tgstation/projects/19/views/1?pane=issue&itemId=90852039 ### Adds a buckle and unbuckle sound for: - shuttle seats - medical beds - emergency medical beds All sounds are normalised to -23 LUFS ## Preview <details> <summary> Click me! </summary> https://github.com/user-attachments/assets/04f172d5-38a1-4af1-8972-8667cc97654d https://github.com/user-attachments/assets/e38f4122-9fc0-4c45-97de-633d7aa0c5e2 </details> ## Why It's Good For The Game immershun ## Changelog 🆑 grungussuss sound: added sounds for buckling to shuttle seats and medical beds /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> |
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7ddc30783a |
Adds better attack animations and alternate attack modes (#88418)
## About The Pull Request This is the first PR in a series attempting to modernize our damage and armor, both from a code and a gameplay perspective. This part implements unique attack animations, adds alternate attack modes for items and fixes some minor oversights. Items now have unique attack animation based on their sharpness - sharp items are now swung in an arc, while pointy items are thrust forward. This change is ***purely visual***, this is not swing combat. (However, this does assign icon rotation data to many items, which should help swing combat later down the line). Certain items like knives and swords now have secondary attacks - right clicks will perform stabbing attacks instead of slashing for a chance to leave piercing wounds, albeit with slightly lower damage - trying to stick a katana through someone won't get you very far! https://github.com/user-attachments/assets/1f92bbcd-9aa1-482f-bc26-5e84fe2a07e1 Turns out that spears acted as oversized knives this entire time, being SHARP_EDGED instead of SHARP_POINTY - in order for their animations to make sense, they're now once again pointy (according to comment, originally they were made sharp because piercing wounds weren't very threatening, which is no longer the case) Another major change is that structure damage is now influenced by armor penetration - I am not sure if this is intentional or not, but attacking item's AP never applied to non-mob damage. Additionally, also fixes an issue where attack verbs for you and everyone else may differ. |
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69c01b27ee |
Improved shower/blood effects (#87747)
## About The Pull Request Last night I was experimenting with hooking up different chemicals to a shower and discovered that blood didn't really do anything other than have red mist and particles. Your characters clothes were still cleaned. The mood boost was still happy. So I reworked it a bit. Blood now: - Gives a negative mood, disgust, and status effect when showering with it (unless you are morbid, evil, or undead, then it's considered positive) - Has an icon alert for bloody showers - Covers a mob's clothing with blood when showering (or any objects on the tile) - Tossing or spraying a container full of blood now covers objects/mobs in blood - The revenant defile spell now affects showers by removing all water recyclers and reagents that gets replaced with blood Showers now: - Require 70% of water to clean and get mood/status effects - Require 70% of blood to get mood/status effects - Require 20% of radioactive reagents to stop radiation removal effects So it's possible to have a clean water shower that is secretly radioactive. Since radioactive reagents do nothing on `TOUCH`, all this achieves is preventing the water from washing off the radiation. I did have to refactor some of the reagent code to support method types for objects since I was experiencing hazmat issues when I was testing. Whenever I would inject blood from a syringe into a beaker, it would cover the beaker in blood on the outside. This would have been extremely hazardous for viruses. So I needed to make sure we are only applying it to the methods for `VAPOR|TOUCH` Also improved the mood typecasting for owner to allow checking of mob biotypes. (so we can check `UNDEAD` for mood) ## Why It's Good For The Game Blood effects and interactions are now more consistent. The code for objects is refactored to support method interactions with reagents. Evil/Morbid people now get some unique interactions that fit their theme. Last we get a cool new ability to let revenant's make their defiled areas something out of a horror movie. ## Changelog 🆑 add: The revenant defile spell now affects showers by removing all water recyclers and reagents that gets replaced with blood. add: Showering in clean water (+70%) results in positive mood/regen/stamina effects. It will wash off the mob. add: Showering in dirty water results in negative mood effects and disgust. It will NOT wash off the mob. add: Showering with radioactive reagents (+20%) results in the preventing the shower from washing off the radiation. add: Showering in blood (+70%) results in severe negative mood effects and disgust. (unless you are morbid, evil, or undead then it's considered positive) It will cover the mob in blood. add: Water effects that interact with a mob from touch or vapor (showering/spray bottles/etc.) will now heal sleep, unconsciousness, confusion, drowsiness, jitters, dizziness, and drunkenness. fix: Fix bloody showers not covering objects in blood. fix: Tossing or spraying a container full of blood now covers objects/mobs in blood fix: Fix wrong status effect for watery tile image: Add new alert icons for bloody/dirty showers code: Refactored some expose_obj reagent code to support method types. code: Improved mood typecasting for owner to allow checking of mob biotypes. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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bbb7a41743 |
Guncode Agony 4: The Great Projectile Purge (#87740)
## About The Pull Request ~~Kept you waitin huh!~~ The projectile refactor is finally here, 4 years later. This PR (almost) completely rewrites projectile logic to be more maintainable and performant. ### Key changes: * Instead of moving by a fixed amount of pixels, potentially skipping tile corners and being performance-heavy, projectiles now use raymarching in order to teleport through tiles and only visually animate themselves. This allows us to do custom per-projectile animations and makes the code much more reliable, sane and maintainable. You (did not) serve us well, pixel_move. * Speed variable now measures how many tiles (if SSprojectiles has default values) a projectile passes in a tick instead of being a magical Kevinz Unit™️ coefficient. pixel_speed_multiplier has been retired because it never had a right to exist in the first place. __This means that downstreams will need to set all of their custom projectiles' speed values to ``pixel_speed_multiplier / speed``__ in order to prevent projectiles from inverting their speed. * Hitscans no longer operate with spartial vectors and instead only store key points in which the projectile impacted something or changed its angle. This should similarly make the code much easier to work with, as well as fixing some visual jank due to incorrect calculations. * Projectiles only delete themselves the ***next*** tick after impacting something or reaching their maximum range. Doing so allows them to finish their impact animation and hide themselves between ticks via animation chains. This means that projectiles no longer disappear ~a tile before hitting their target, and that we can finally make impact markers be consistent with where the projectile actually landed instead of being entirely random. <details> <summary>Here is an example of how this affects our slowest-moving projectile: Magic Missiles.</summary> Before: https://github.com/user-attachments/assets/06b3a980-4701-4aeb-aa3e-e21cd056020e After: https://github.com/user-attachments/assets/abe8ed5c-4b81-4120-8d2f-cf16ff5be915 </details> <details> <summary>And here is a much faster, and currently jankier, disabler SMG.</summary> Before: https://github.com/user-attachments/assets/2d84aef1-0c83-44ef-a698-8ec716587348 After: https://github.com/user-attachments/assets/2e7c1336-f611-404f-b3ff-87433398d238 </details> ### But how will this affect the ~~trout population~~ gameplay? Beyond improved visuals, smoother movement and a few minor bugfixes, this should not have a major gameplay impact. If something changed its behavior in an unexpected way or started looking odd, please make an issue report. Projectile impacts should now be consistent with their visual position, so hitting and dodging shots should be slightly easier and more intuitive. This PR should be testmerged extensively due to the amount of changes it brings and considerable difficulty in reviewing them. Please contact me to ensure its good to merge. Closes #71822 Closes #78547 Closes #78871 Closes #83901 Closes #87802 Closes #88073 ## Why It's Good For The Game Our core projectile code is an ungodly abomination that nobody except me, Kapu and Potato dared to poke in the past months (potentially longer). It is laggy, overcomplicated and absolutely unmaintaineable - while a lot of decisions made sense 4 years ago when we were attempting to introduce pixel movement, nowadays they are only acting as major roadblocks for any contributor who is attempting to make projectile behavior that differs from normal in any way. Huge thanks to Kapu and Potato (Lemon) on the discord for providing insights, ideas and advice throughout the past months regarding potential improvements to projectile code, almost all of which made it in. ## Changelog 🆑 qol: Projectiles now visually impact their targets instead of disappearing about a tile short of it. fix: Fixed multiple minor issues with projectile behavior refactor: Completely rewrote almost all of our projectile code - if anything broke or started looking/behaving oddly, make an issue report! /🆑 |
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692540a7b9 |
Singularity_pull() standartize (#87304)
## 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 |
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cdebe98a17 |
refactoring how materials effects are added to atoms (#86901)
## About The Pull Request I'm "cooking" the materials system a bit, specifically the code responsible for applying and removing effects. My goal is to move most of the code to the objects-side, split it in smaller procs that can be more easily overriden or called for object-specific modifiers and effects, while also revamping things all around to better support items made from multiple materials (the cleric mace will most likely be one in this PR, with the handle and tip made of different materials). PR NO LONGER WIP, TESTED AND ALL, CLERIC MACES CAN NOW BE MADE OF TWO MATERIALS. ## Why It's Good For The Game One of the nastiest flaws with the materials system is that it's just unfeasable to have items made of multiple mats (with effects enabled) right now, as they easily tend to override each other, where some of the modifiers and effects should only be applied the main material. Beside, the system's starting to show signs of its time, from the several type checks used to apply different effects, the one letter variables to the the material flags that are still being passed down as arguments when you can access them from the atom/source arg anyway. It would be disonhest of me if I went ahead and coded material fishing rods or whatever fish fuckery with materials without ensuring it won't further the technical debt the feature currently has. ## Changelog 🆑 refactor: Refactored materials code. report any issue. add: Cleric maces (The autolathe-printable weapon design from outer space) can now be made of two different materials. balance: Buffed cleric maces a little. fix: toolboxes' stats are now affected by materials again. /🆑 --------- Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> |
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45d520f4df |
Another examine refactor: Tag edition (#86678)
## About The Pull Request Another batch of changes to examine, ideas being courtesy of Melbert and Swanni. When examining an item you will now see tags with tooltips elaborating on their meaning instead of having each property displayed in a separate line. Additionally, examines now use fieldsets, saving a line previously spent on displaying an item's name and instead putting it directly into the top outline. Embedding and slapcrafting also display their properties as tags, and combat info now displays item's sharpness. Here are some examples, each tag previously taking up its own line.    Additionally, protection classes now better elaborate on items' temperature protection properties and tell you the exact temperatures that an item can withstand  ## Why It's Good For The Game Tags are a very intuitive system used in many games and we could benefit from it too. Compressing seven lines of text into one while retaining readability and all information within by using tooltips will majorly cut down on chat space used by examines. ## Changelog 🆑 refactor: Refactored how examines display item properties. A lot of them are now displayed as tags that you can hover over to receive details about, like item size, resistances and materials an object is made of. qol: Protection classes now better elaborate on thermal resistances of items, displaying the exact temperatures they can protect you from. /🆑 |
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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> |
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d2c7806047 |
Spelling and Grammar Fixes (#85992)
## About The Pull Request Fixes several errors to spelling, grammar, and punctuation. ## Why It's Good For The Game ## Changelog 🆑 spellcheck: fixed a few typos /🆑 |
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310be26041 |
Adds attack_dir to multiple common damage sources, fixes mechs' directional armor (#85726)
## About The Pull Request Closes #81260 Closes #74022 Currently mechs are the only atoms utilizing attack_dir but I added it in multiple other places that were missing it to ensure that if something else uses it it won't break in those scenarios ## Changelog 🆑 fix: Mechs' directional armor now actually works /🆑 |
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b5d13ca390 |
Fix some wonky anchored_tabletop_offset rendering (#85372)
## About The Pull Request While working out railing layering rank, I noticed this issue:  This seems to be because we allow objects to have their `pixel_y` be offset when anchored on top of a table, which causes it to peek into the next tile up, thus layering us on top of it. Making it use `pixel_z` instead such that it's only visually offset fixes this:  Additionally, while we're touching the `check_on_table()` proc, we make it remove the `pixel_z` offset whenever it gets unanchored instead of only whenever it gets unanchored _on a table_. Ideally we would also make such vertically offset objects remove their offset when the table they're on gets destroyed, but that's not the point of this pr. ## Why It's Good For The Game Tends to be better to not look like you're standing on something you're not. It's a bit annoying when you destroy the table under a vertically offset object and now can't remove that offset until you put it on a table again. ## Changelog 🆑 fix: You no longer render on top of tall enough objects that get vertically offset when anchored to a table when standing on the tile directly to the north of them. Examples are soda and booze dispensers. fix: Removing the vertical offset some objects get when anchored to a table can be done by unanchoring it at any point, rather than only on a table. /🆑 |
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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" /🆑 |
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8e3f635b98 |
Alt click refactor (#82656)
## About The Pull Request Rewrites how alt click works. Based heavily on #82625. What a cool concept, it flows nicely with #82533. Fixes #81242 (tm bugs fixed) Fixes #82668 <details><summary>More info for devs</summary> Handy regex used for alt click s&r: `AltClick\((.*).*\)(\n\t.*\.\.\(\))?` `click_alt($1)` (yes I am aware this only copies the first arg. there are no other args!) ### Obj reskins No reason for obj reskin to check on every single alt click for every object. It applies to only a few items. - Moved to obj/item - Made into signal - Added screentips ### Ventcrawling Every single atmospherics machine checked for ventcrawling capability on alt click despite only 3 objects needing that functionality. This has been moved down to those individual items. </details> ## Why It's Good For The Game For players: - Alt clicking should work more logically, not causing double actions like eject disk and open item window - Added context menus for reskinnable items - Removed adjacency restriction on loot panel For devs: - Makes alt click interactions easier to work with, no more click chain nonsense and redundant guard clauses. - OOP hell reduced - Pascal Case reduced - Glorious snake case ## Changelog 🆑 add: The lootpanel now works at range. add: Screentips for reskinnable items. fix: Alt click interactions have been refactored, which may lead to unintentional changes to gameplay. Report any issues, please. /🆑 |
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7f8752be14 | Admin Verb Datums MkIII | Now with functional command bar (#82511) | ||
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1530f361c0 |
Removes unused code for HTML UIs (#82589)
## About The Pull Request This is the final PR for https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA that I've been slowly inching towards the past few months. This removes ``updateDialog``, ``updateUsrDialog``, ``IN_USE``, ``INTERACT_MACHINE_SET_MACHINE``, and everything surrounding it. Also fixes advanced camera consoles not booting you off when you're moved out of reach. We called ``check_eye`` on mob life whenever they had their machine var set, but their machine var would never be set to anything that actually used it, which I found to be a little funny but was also probably my fault. ## Why It's Good For The Game This is poor and unmaintained code used for HTML UIs that we no longer need thanks to TGUI, we should get rid of it to encourage the use of TGUI in the future instead. ## Changelog 🆑 fix: Advanced camera consoles now boots you off when you're moved out of reach. /🆑 |
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3f0dff1a14 |
Fixes a very minor punctuation error (#82567)
## About The Pull Request Fixes https://github.com/tgstation/tgstation/issues/82543 `"You pulverise the table with the pickaxe.!"` => `"You pulverise the table with the pickaxe."` ## Changelog 🆑 spellcheck: Effectively hitting furniture and machines with objects will no longer be double punctuated. /🆑 |
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6dc40ca522 |
Standardizes object deconstruction throughout the codebase. (#82280)
## About The Pull Request When it comes to deconstructing an object we have `proc/deconstruct()` & `NO_DECONSTRUCT` Lets talk about the flag first. **Problems with `NO_DECONSTRUCTION`** I know what the comment says on what it should do https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/__DEFINES/obj_flags.dm#L18 But everywhere people have decided to give their own meaning/definition to this flag. Here are some examples on how this flag is used **1. Make the object just disappear(not drop anything) when deconstructed** This is by far the largest use case everywhere. If an object is deconstructed(either via tools or smashed apart) then if it has this flag it should not drop any of its contents but just disappear. You have seen this code pattern used everywhere https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/constructable_frame.dm#L26-L31 This behaviour is then leveraged by 2 important components. When an object is frozen, if it is deconstructed it should just disappear without leaving any traces behind https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/datums/elements/frozen.dm#L66-L67 By hologram objects. Obviously if you destroy an hologram nothing real should drop out https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/modules/holodeck/computer.dm#L301-L304 And there are other use cases as well but we won't go into them as they aren't as significant as these. **2. To stop an object from being wrenched ??** Yeah this one is weird. Like why? I understand in some instances (chair, table, rack etc) a wrench can be used to deconstruct a object so using the flag there to stop it from happening makes sense but why can't we even anchor an object just because of this flag? https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/objs.dm#L368-L369 This is one of those instances where somebody just decided this behaviour for their own convenience just like the above example with no explanation as to why **3. To stop using tools to deconstruct the object** This was the original intent of the flag but it is enforced in few places far & between. One example is when deconstructing the a machine via crowbar. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L811 But machines are a special dual use case for this flag. Because if you look at its deconstruct proc the flag also prevents the machine from spawning a frame. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L820-L822 How can 1 flag serve 2 purposes within the same type? **4. Simply forget to check for this flag altogether** Yup if you find this flag not doing its job for some objects don't be surprised. People & sometimes even maintainers just forget that it even exists https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/items/piggy_bank.dm#L66-L67 **Solution** These are the main examples i found. As you can see the same flag can perform 2 different functions within the same type and do something else in a different object & in some instances don't even work cause people just forget, etc. In order to bring consistency to this flag we need to move it to the atom level where it means the same thing everywhere. Where in the atom you may ask? .Well, I'll just post what MrMelbert said in https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, Yup that's the ideal case now. This flag is checked directly in `deconstruct()`. Now like i said we want to give a universal definition to this flag and as you have seen from my examples it is used in 3 cases 1) Make an object disappear(doesn't dropping anything) when deconstructed 2) Stop it from being wrenched 3) Stop it from being deconstructed via tools We can't enforce points 2 & 3 inside `deconstruct()` which leaves us with only case 1) i.e. make the object disappear. And that's what i have done. Therefore after more than a decade or since this flag got introduced `NO_DECONSTRUCT` now has a new definition as of 2024 _"Make an object disappear(don't dropping anything) when deconstructed either via tools or forcefully smashed apart"_ Now i very well understand this will open up bugs in places where cases 2 & 3 are required but its worth it. In fact they could even be qol changes for all we know so who knows it might even benefit us but for now we need to give a universal definition to this flag to bring some consistency & that's what this PR does. **Problem with deconstruct()** This proc actually sends out a signal which is currently used by the material container but could be used by other objects later on. https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/objects/obj_defense.dm#L160 So objects that override this proc should call its parent. Sadly that isn't the case in many instances like such https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/machinery/deployable.dm#L20-L23 Instead of `return ..()` which would delete the object & send the signal it deletes the object directly thus the signal never gets sent. **Solution** Make this proc non overridable. For objects to add their own custom deconstruction behaviour a new proc has been introduced `atom_deconstruct()` Subtypes should now override this proc to handle object deconstruction. If objects have certain important stuff inside them (like mobs in machines for example) they want to drop by handling `NO_DECONSTRUCT` flag in a more carefully customized way they can do this by overriding `handle_deconstruct()` which by default delegates to `atom_deconstruct()` if the `NO_DECONSTRUCT` flag is absent. This proc will allow you to handle the flag in a more customized way if you ever need to. ## Why It's Good For The Game 1) I'm goanna post the full comment from MrMelbert https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, but there's a shocking lack of consistency around NO_DECONSTRUCTION, where some objects treat it as "allow deconstruction, but make it drop no parts" and others simply "disallow deconstruction at all" This PR now makes `NO_DECONSTRUCTION` handled by `deconstruct()` & gives this flag the consistency it deserves. Not to mention as shown in case 4 there are objects that simply forgot to check for this flag. Now it applies for those missing instances as well. 2) No more copying pasting the most overused code pattern in this code base history `if(obj_flags & NO_DECONSTRUCTION)`. Just makes code cleaner everywhere 3) All objects now send the `COMSIG_OBJ_DECONSTRUCT` signal on object deconstruction which is now available for use should you need it ## Changelog 🆑 refactor: refactors how objects are deconstructed in relation to the `NO_DECONSTRUCTION` flag. Certain objects & machinery may display different tool interactions & behaviours when destroyed/deconstructed. Report these changes if you feel like they are bugs /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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1583cf0cc9 |
Adds new obj var for damage feedback, modular shields now tell you youre actually doing something when damaging them. Uncapitalizes Modular Shield Objects (#82263)
## About The Pull Request Basically when a shield gets hit it calls upon its (ouchy) code from its parent (obj) and instead of overriding like 4 different procs that are used to attack objects (projectile/attack paw/hulksmash/normal melee) I added a no_damage_feedback variable to the obj parent that hulk/projectile/attackpaw/nonhulk melee now use when the object being hit isnt actually taking damage. Then I made it so when a shield gets hit it refers to the fact that you are indeed doing something, just that your damage is working differently than normal. https://github.com/tgstation/tgstation/assets/62126254/b9c294b9-416a-4d1f-bf1b-54b9339a66ae After I recorded this video I uncapitalized all modular shield generator assets since they are generic objects and dont have unique names, so they wont be capitalized mid attack text. ## Why It's Good For The Game For starters, now people know they can actually break forcefields instead of smacking it twice then getting dissuaded because the obj code told them they are stupid for trying. And I believe that the way I went about doing this opens up opportunities for more stagnant structures that are damaged in different ways (Like say IndieanaJones could make space dragon's portals take x amount of hits to go down so a hulk/durand cant just 2 shot without having to buff its health/armor values to such an extent that you can only break it with a hulk/durand) As it currently stands, obj damage is not balanced, the crew are largely locked away from decent obj damage because being able to break structures = aa, simple mobs are given very large obj damage modifiers because they dont have access id cards. This pr should lower the bar for designing objects that operate a little bit differently in terms of receiving damage in order to accommodate for this, but are still objects and need to use it as a parent. ## Changelog 🆑 fix: Modular shields now give correct feedback and no longer dissuade individuals from breaking them. /🆑 |
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9ac81e1a64 |
New station trait job: Human AI (#81681)
## About The Pull Request This PR does many things, I'll try to explain the basic/background stuff to the main thing first: 1. Adds a new remote that allows a human to function like an AI. It controls a fly that will fly around the station slowly, and when it reaches a machine then the person can interact with it as if they were an AI. This required changing a lot of silicon/AI checks with one that also checks for this remote, and some messing with shared ui state. 2. Moves req_access from the obj and bot to ``/atom/movable`` which lets it be shared between the two, no more copy-paste and one side lacking features/checks/signals the other has. 3. Adds a check for AI config for AI-related station traits, which was lacking prior Now for the good part... Adds a new station trait that replaces the AI with a Human. This person is equipped with an AI headset (including Binary), an advanced camera console, an omni door wand, the machine controller, and their laws. They are immune to the SAT's turrets (even if set to target borgs) and are slow outside of the SAT, mimicing the actions of the AI. They interact with the world through their advanced camera console, which allows them to do most AI stuff needed, and the holopad they can connect to without having to ring first (like Command can). They are given a paper with the laws they must follow, but since they are human they are able to bend it. Cyborgs that run the default lawset are "slaved" to them via an unremovable law 0, so the Human AI can bend the laws if they really need to (for their own survival n such), and make the cyborgs obey their commands above laws, but in general this shouldn't be a frequent occurrence. This does take into account the unique AI trait, so it's not guaranteed Asimov. When this station trait rolls, all Intellicards, AI uploads, and AI core boards are destroyed and are unresearchable. They can be spawned by admins in-game if necessary. Maybe in the future we can also exclude Oldstation from this but I haven't really decided. Extra perks: Human AI spawns with a Robotic voicebox (unless they are a body purist) and teleport blocking implant, so they can't use teleporters to bypass their on-station slowdown. They also have an infinite laser pointer that can be used to blind through their camera console. This is unfortunately nerfed from the recent borg balance PR that removed its stun. This was meant to be the alternative to no longer being able to permanently lock borgs down like AIs can (or more than one, for that matter). They aren't affected by Roburgers, Acid, and Fuel's toxicity. Bots salute them like they do Beepsky (which is now a trait) They spawn with SyndEye to replace the AI's tracking ability They do not have a bank account ### The machine remote The machine remote has a little fly in it that flies to the machines it is pointed to, working as the arms and legs of the Human AI. It scans the machine and punches in the action the AI does, and is how the AI accesses basically anything. This fly slowly moves from one machine to the next, and can be recalled with Alt Click. It works on machines and bots. ### Video (Low quality to fit Github) https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8 ## Why It's Good For The Game I've seen a funny screenshot one day of a person replacing the AI by using a bunch of door remotes, camera console, crew monitoring console, and a few other things. I've been thinking about that for a few years and really wanted to make it official if not easier to make possible, because it is an incredibly funny interaction. This makes it a reality, and while they aren't as powerful as regular AIs, I think it makes for better and funnier in-game moments. With the same weight as Cargorilla (1), I hope this wouldn't be rolling too often and ruin rounds, but instead show off the different capabilities that Humans and AIs can do, to do the job of an AI. You win some you lose some. ## Changelog 🆑 JohnFulpWillard, Tattax add: Adds a new station trait job: The Human AI. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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9825f0e392 |
[FIX] Makes Deathtrap Recycler Movable (#81282)
## About The Pull Request Fixes #81205 ~~Adds a new flag for letting you move otherwise un-deconstructable objects and making deconstructable objects immovable with a wrench.~~ ~~Adds that flag onto the ORM.~~ makes ~~ORM un-unwrenchable,~~ deathtrap recycler unwrenchable. ## Why It's Good For The Game seems like an oversight on the recycler that unnecessarily limited gimmicks, ~~and one of the long-running peeves with something like the ORM has been how damn easy it is to walk up to it, unwrench it, and walk into cargo through the windoor mapped for mineral storage access (which basically everyone has.) This makes it so if you'd otherwise do that, now you at least need to either deconstruct or destroy the ORM first (or just take another less obvious way in.) Always seemed like an oversight but can atomize it if wanted.~~ atomized out, will ask around before putting back up ## Changelog 🆑 fix: deathtrap recycler can now be moved. refactor: moved check for NO_DECONSTRUCTION flag to be inside can_be_unfasten_wrench, allowing us to set specific machines to be movable but not deconstructable. /🆑 |
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5ce9d5806d |
Scopes NODECONSTRUCT_1 from flags_1 to obj_flags (#80104)
This flag only worked on the `/obj/structure` and `/obj/machinery` level, so let's rescope it from `flags_1` and put it where it belongs - `obj_flags`. Bitflag operators should be scoped to their subtype specific bitfield, not really useful to have this take up a spot on the `/atom` level if absolutely nothing other than `/obj`s use it. |
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9ec97d594c |
Retools renamedByPlayer into TRAIT_WAS_RENAMED (#80013)
## About The Pull Request On the tin, this lived on the `/obj` level and polluted a lot of stuff even though only a very small fraction of stuff actually leveraged it. Let's make it a trait for that boolean-like behavior so I can be happier scrolling through view-variables with less non-necessary things. I wish we could tie it to unique sources but that whole drinking glass thing makes me suspicious of weirder things so I think the way we do it (source being a `REF()` to the thing itself) is probably fine enough for the time being. ## Why It's Good For The Game Same behavior one can expect but just a bit cleaner on the backend. ## Changelog Nothing that particularly concerns players. |
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2dfda5ae5f |
Removes the infinite_reskin variable from /obj and converts it into a flag (#80014)
This variable is only used once so I figured it would work better as a flag since it will take up less needless memory |
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d17e0754cb |
Standardizes formatting in vv_do_topic() (#79914)
## About The Pull Request Standardizes vv_do_topic() procs on subtypes Mostly formatting changes - Add a !. check for every subtype - Add a space in between each href_list - Standardize !check_rights(), default is !check_rights(NONE) in the event that something isnt specified |
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1d6533c525 |
Bumps compile to 515 (#79134)
## About The Pull Request LSP supports it, let's GOOOOOO I've removed the 515 tests since they're stable, alongside the libcall wrapper. left the rustgcall wrapper cause yaknow memes Just removed all the 515 and 514 particular define wrappers. gaming ## Changelog 🆑 server: Minimum compile version has been bumped to 515. clients still support 514 but we're gonna start using 515 restricted features for serverside now. /🆑 --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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376781879c |
Different pen types have unique behavior when used in foam darts. (#79587)
## About The Pull Request This PR makes the following changes: - Refactors inserting items into foam darts into a component on items that can be inserted into darts - Adds the aforementioned component to pens - Provides an inspection tip for how to modify a foam dart - Gives different pen types specific behavior when used in a foam dart Pens typically give a foam dart 5 brute and 50% embed chance (affected by falloff). The following types of pens give the specified properties (usually directly derived from the pen's stats and additional functions): - Red pen (and four-color pen set to red): Slightly faster dart - Captain's fountain pen: Slightly faster dart, and 75% base embed chance - Sleepypen: Tries to inject its reagents into the hit mob, but doesn't penetrate thick clothing like syringe guns do - Energy Dagger: 35 brute, 100% base embed chance, and slightly faster dart - Survival Pen: Mines rocks on impact - Fine Tip Pen (if someone somehow manages to get one): 100 bare wound bonus and 9000 demolition modifier ## Why It's Good For The Game Expands the emergent gameplay possibilities of using pens in foam darts. While there are balance risks involved with traitors being able to buy the equivalent of reusable 45u syringe shots and 35 brute bullets, you are not likely to get your pen back once it hits its target, unless you somehow have the recall spell and have bound the pen to it. There are probably more TC-efficient ways to achieve comparable projectile weaponry, but foam dart guns have an air of subtlety to them... at least until your skin is pierced by a pointy writing implement that may also be something more deadly. If maintainers still have balance concerns, please let me know. ## Changelog 🆑 add: Certain types of pens now function like you expect they would when inserted into a foam dart qol: Examining a foam dart closely will show you how to modify it, or what it is modified with /🆑 |
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5d5492e111 |
Implements usage of the REVERSE_DIR macro throughout the code. (#77122)
## About The Pull Request Replaces a ton of `turn(dir, 180)` calls with the aforementioned macro. ## Why It's Good For The Game Afaik, `REVERSE_DIR` was coded to be faster than the classic `turn(dir, 180)` call, being a simple set of binary operations. To sum it up, micro optimization. ## Changelog N/A |
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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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aac36e4edb |
Scrubber Clog Revisit: It Uses Vents Now And Is Way Dirtier And Nastier (#75726)
A long long time ago, when I was but a wee coder, I made the Scrubber Clog event. I wasn't great at coding then, but about a year later I have returned to finish what I started. This PR contains a full code/balance/feature update for the event, bringing it up to what fledgeling coder Rhials had envisioned but wasn't experienced enough to do. This contains no fundamental or conceptual changes, just some TLC. Since everything's in a new file and there isn't a diff to compare things with, I'll try to give a quick summary of everything: FEATURES: - _The clog event now uses the ventilation pumps instead of scrubbers. It is now the ventilation clog event. Rejoice._ - Clogs now make a filthy mess when they occur, and make noise when spawning mobs. - As more mobs spawn, even more of a mess is made. Different clog event intensities will produce different messes. - The mob roster has been updated to include the Mobroach, Mothroach, and Viscerator for the Strange clog event, and the Hauberroach for the Major clog event. CODE: - The event is now fully self-contained, without requiring any code on the vent itself to work. - plunger_act() now has its own signal. BALANCE (This is just a bunch of tiny insignificant number tweaking don't worry): - More mobs can be spawned at once by the event. This shouldn't have any real impact on how dangerous the minor/major clog events are, but might make the critical/strange events a smidge more dangerous. - Max occurrences have been increased. The minor/major clog events are no longer limited to only three per round. - There is now a slight chance that a clog event will not announce itself. |
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3773d20c96 |
Adjust objects to tabletop when wrenched (#75671)
 ## About The Pull Request Added a variable to `/obj/` that can be set to adjust the object sprite when it mapspawns or being wrenched on top of a table. Set this variable for some popular tabletop machines, removing the default `pixel_y` offsets for some of them. Also moved the wrenching logic to /obj/. It was under machinery for some reason. ## Why It's Good For The Game Did you ever unwrench something from the table by accident and then was annoyed that you can't revet it back? ## Changelog 🆑 qol: Objects have a variable to adjust them visually when they're wrenched or spawned on a table refactor: Removed redundant code that had similar purpose, moved `obj` wrenching logic into the `objs.dm` qol: food/slime processor can be moved on table and adjusts to it when wrenched /🆑 |
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ae97676647 |
Removes obsolete obj_flags flag (#75356)
This flag is literally only used in two objects in the game and seemingly does nothing |
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b093b12e03 |
Burning and acid components fixes and improvements (#74803)
## About The Pull Request Generally cleans up code on both components. Moves burn proc back to /obj level, I'm not sure why I moved it to /atom level, it was unnecessary. Acid component generalized so it can be used on any atom that uses atom_integrity. Fixes a bug where objects that stopped burning didn't update their burn overlay properly due to bad removal logic and leftover code. Standardizes examine messages on burning items by just slapping an examine signal registration on the component. Adds fire particles to items thanks to Lemon's PR: https://github.com/tgstation/tgstation/pull/74524 ## Why It's Good For The Game Particles look cool   Bugfixes are good Code improvements are good ## Changelog 🆑 add: Burning items now get (small) smoke particles. Sick. fix: Burning objects now clear their burning overlay properly. qol: Examining burning objects will always tell you that they are burning. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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9ced062af8 |
Removes network ID and some minor other things (#74789)
## About The Pull Request Removes network_id as it was completely unused now. Also reworks the maints access secret buttons to work with how accesses work now, taking into account req_one_access. This is theoretically a problem when we moved to req_one_access more often in maints so departments can access their own maint areas. ## Why It's Good For The Game This is just minor changes I found while trying to edit other things, and thought I should PR it. ## Changelog 🆑 admin: Secret buttons for Engineering/Brig maint accesses should now work more consistently. /🆑 |
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a0e368930f |
Reworks burning objects to be a component (#74688)
## About The Pull Request Title. ## Why It's Good For The Game Simply put, allows for atoms which are not /obj but use atom_integrity to burn up too, which is nice and good. But also, it allows for neat behavior like burning particle effects (only structures use that right now to spawn smoke)  ## Changelog 🆑 add: Burning structures spawn smoke particles. Sick. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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3e41388e20 |
Removes networks from the game (#74142)
## About The Pull Request This is a continuation of https://github.com/tgstation/tgstation/pull/74085 - I announced in the comments there that this would be my next PR, and this is it. Removes SSnetwork, ``/datum/ntnet``, ``/datum/component/ntnet_interface``, ``var/network_root_id``, the network unit test, and a lot of other things related to networks. - NTNet circuits now check for an Ntnet relay, and uses signals to operate. - Logs in Wirecarp is now only for PDA and Ntnet Relay things, so you can no longer see what ruins exist using it (why should Wirecarp know that Oldstation spawned? The flavor is that they dont know its there). - Removed it from MULEbots entirely, I don't think it even did anything for them? Botkeeper seems to work without it, so it's possibly there from pre-tgui PDAs. - Moves assigning random names to a base proc instead of being tied to network, this is things like random-naming scrubbers/vents. The behavior hasn't changed at all. - Makes Ntos work for consoles when relays are down, as the comments said they're supposed to (because they're wired). I think this was an accidental change on my part, so this is a revert of that. ## Why It's Good For The Game Ntnet is ancient code that hasn't given us much that we can't do with already existing alternatives, we've been slowly moving away from it for init times, and though a large portion of that was limited to airlocks, I still don't think this is a system worth keeping around. It's way too complex to expect feature coders to do anything with it, and too old with better alternatives for anyone to want to improve any of it. ## Changelog 🆑 fix: Computers are now properly connected to Ethernet, and can use Ntos when Relays are down. refactor: Removes Ntnet and Ntnet interfaces, which was only used by Ntnet circuits (which now directly checks for a Relay to work) and MULEbots, which did nothing with it. balance: Wirecarp no longer tells you what ruins spawned in a round, instead it's limited to PDA logs, and tells you the source too. This means the RD can catch someone running illegal programs if they don't make any attempt at hiding it. qol: Wirecarp logs is now set to save 300 at once, instead of 100 and being increased to 300 by the RD during the round. This is pretty insignificant, since there's no reason to NOT want as many logs as possible. /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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5d19cb4569 |
Fix inconsistency in FREEZE_PROOF flag (#74102)
Although all objects that _have_ the flag attach it to `resistance_flags` (which is what the define location implies it's supposed to be set on), all the code that checked it for the purposes of applying the freezing element used `obj_flags`. As far as I can tell, that meant the only things immune to freezing were things that "blocked z falling from above". Also, freezing only happens with some obscure weapons and low temperature water vapour, but hey 🤷. 🆑 coiax fix: Coffee cups are now correctly immune to becoming frozen by low temperature water vapour. /🆑 --- Shout out to RaveRadbury who helped me with debugging this. |
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a1ada2c9ef |
Refactor, improve, and rename canUseTopic to be can_perform_action (#73434)
This builds on what #69790 did and improved the code even further. Notable things: - `Topic()` is a deprecated proc in our codebase (replaced with Javascript tgui) so it makes sense to rename `canUseTopic` to `can_perform_action` which is more straightforward in what it does. - Positional and named arguments have been converted into a easier to use `action_bitflag` - The bitflags adds some new checks you can use like: `NEED_GRAVITY | NEED_LITERACY | NEED_LIGHT` when you want to perform an action. - Redundant, duplicate, or dead code has been removed. - Fixes several runtimes where `canUseTopic` was being called without a proper target (IV drips, gibber, food processor) - Better documentation for the proc and bitflags with examples |
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d67555a0b5 |
the inevitable Revert "Refactors admin verbs from giant ass lists into datums" in case stuff breaks (#73206)
Reverts tgstation/tgstation#72407 |
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7f25d7f17b |
Refactors admin verbs from giant ass lists into datums (#72407)
## About The Pull Request See title. ## Why It's Good For The Game Makes it easier for people to add new admin buttons, and also removes the giant ass ugly lists that are an affront to my eyes. Yes you are still able to call them manually via the verb bar   ## Changelog 🆑 refactor: Admin verbs are now datums with a dedicated panel handler admin: Admin verbs now come with a handy description when you hover over them! /🆑 --------- Signed-off-by: GitHub <noreply@github.com> |