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44 Commits
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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) /🆑 |
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11d82b7995 |
You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. Improving old code. And I want to be able to pet mobroaches while holding them too. 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑 |
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235680a2bc |
Prevents anomaly cores from being shoved into autolathes (#90076)
## About The Pull Request I think you werent supposed to recycle a mysterious ass core for miniscule 0.52 worth of sheets, so this PR fixes that by removing materials from the anomaly cores!  ## Why It's Good For The Game Imagine this: you defuse an anomaly, expect to use the anomaly core for scientific stuff and then:   ## Changelog 🆑 fix: You can no longer stuff anomaly cores into an autolathe for glass and iron /🆑 |
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1b80a34506 |
You can now craft multi-dimensional payloads with dimensional anomalies (#89701)
## About The Pull Request Remember the overpriced, rare bomb core from the black market, the one you can use to convert an area to pizza or plasma? Looking back, I think I should've made it craftable with a dimensional anomaly rather than simply lock it to the back market, that was a real shame to its potential. Another thing, the power of the crafted dimensional bomb core varies with the strength of the gibtonite and if the grenade casings used are of large or advance release variants or not. Using low power gibtonite (deactivated too hastily) results in a radius of 11 (not counting the epicenter) tiles, roughly 70% of what you would get from the blackmarket core (17 tiles). Using a medium power gibtonite results in a radius of 13, or 82% of 17. Using two advanced/large grenades results in a radius of 15, 88% of 17. Using high power gibtonite results in a radius equal to the bm standard. Using both high power gibtonite and advanced/large grenades results in a radius of 19, for a 11.5% increase from 17. This is done so that using the anomaly to its fullest requires some steps beside the refined core itself, kinda in line with other anomaly tech but without filling the techweb with more clutter. ## Why It's Good For The Game This gives an use to the dimensional anomaly core beside the reactive armor and bounties. If it ever becomes problematic, it can be easily tuned later. ## Changelog 🆑 add: You can now craft multi-dimensional payloads with dimensional anomalies. /🆑 --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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fc46677819 |
Fixes anomaly suicides and a grammar mishap in the suicide message (#86272)
## About The Pull Request This fixes anomaly suicides (which is among my favorite suicides, right next to airtank and volumetric pump). The issue was a runtime occurring because the anomaly-level suicide act would expect a living mob to be passed, when `suicide_act()` passes a mind instead. This also includes a grammar fix. Now removing an extraneous "the" in the anomaly suicide message.  ## Why It's Good For The Game Closes #86062. The Curse of Thanos has been broken... ## Changelog 🆑 Rhials spellcheck: Anomaly suicides now use proper grammar. fix: Anomaly suicides work again. /🆑 |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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1880003270 |
Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request Currently to check for Silicon access, we do: ``if is silicon or is admin ghost or has unlimited silicon privileges or has machine remote in hand`` What has unlimited silicon privileges? Bots, Drones, and admin ghosts. To check for AI access, it just checks for AI instead of silicon, and doesnt check for unlimited silicon privileges. This was kinda silly, so I thought I should make this a little easier to understand. Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or ``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost, since now instead of being a var on the client, we moved it to using the same trait but giving it to the client instead, but since we have to keep parity with previous functionality (admins can spawn in and not have this on, it only works while as a ghost), I kept previous checks as well. No more type checks, removes a silly var on the mob level and another on the client. Now while I was doing this, I found a lot of tgui's ``ui_act`` still uses ``usr`` and the wrong args, so I fixed those wherever I saw them, and used a mass replace for the args. Other changes: - machinery's ``ui_act`` from https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin ghosts no longer get kicked off things not on cameras. This was my fault, I overlooked this when adding Human AI. - Human AI's wand gives AI control as long as it's in your hand, you can swap to your offhand. I hope this doesn't end up going horribly, otherwise I'll revert this part. It should let human AIs not have their UI closed on them when swapping to eat food or use their door wand or whatnot. - Bots previously had special checks to scan reagents and be unobservant, I replaced this with giving them the trait. I also fixed an instance of unobservant not being used, so now statues don't affect the basic creature, whatever that is. ## Why It's Good For The Game This is an easier to understand way of handling silicon access and makes these mobs more consistent between eachother. Other than what I've mentioned above, this should have no impact on gameplay itself. ## Changelog 🆑 fix: Statues don't count as eyes to creatures. fix: Human AIs and Admin ghosts no longer get kicked off of machines that aren't on cameranets. /🆑 |
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4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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920cd7459d |
Neutralised anomalies respect the core limit (#83964)
## About The Pull Request This PR changes it so that if you refine an anomaly by neutralising it, it respects the same limit on number of anomaly cores as refining one you bought from Cargo. If it would produce an illegal core, it will create a mostly useless inert core which you can sell at cargo for 80% of the price of buying a raw core. ## Why It's Good For The Game https://hackmd.io/@tgstation/r1tzxpwPL This was a requirement in the original design doc which just never made it into the game. We want to be able to control how many cores of each type can possibly exist in a round, as this is what allows them to have the "these items can be really busted" allowance. ## Changelog 🆑 fix: Neutralising an anomaly cannot produce more anomaly cores than are supposed to exist in a single round /🆑 |
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4495ea2e4d |
Refactors how machines are deconstructed (#81291)
## About The Pull Request This refactors how machines are deconstructed in the following ways - You can no longer override `obj/machinery/deconstruct()`. If you want customized behaviour then override `on_deconstruction()` instead. This comes with the added benifit of no longer needing to check for the `NO_DECONSTRUCTION` flag because the machine base proc does that for us & if it finds that flag it won't proceed to call `on_deconstruction()` meaning no machine will have a chance to spawn anything which is the current behaviour. This is required to make #81290 work for all machines at least so that machine can send the `COMSIG_OBJ_DECONSTRUCT` signal without subtypes overriding & forgetting to call the parent proc - `dump_contents()` only gets called when the machine is deconstructed not destroyed thus not leaving behind any of its contents inside. Fixes https://github.com/tgstation/tgstation/pull/81290#issuecomment-1925752583 ## Changelog 🆑 fix: machines that should not drop contents when deleted no longer do. refactor: refactors how machines are deconstructed. report bugs on github. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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71a1fee2f1 |
Explodes device.dmi (#80025)
## About The Pull Request I woke up today and thought 'what would be easy thing to do today so I can say I've done something?'. Then I remembered I saw several gangtool usages the time I split radio up, and I could remedy those. 7 hours later, device.dmi is split in a folder of its own, and I've also given unique sprites to door remotes and landing desginators. ## Why It's Good For The Game The device.dmi was kind of a mess. ## Changelog 🆑 /🆑 |
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1e76fd70b4 |
Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom (#79968)
## About The Pull Request Implements half of this (with some minor changes):  The ultimate goal of this is to split our attack chain in two: - One for non-combat item interactions - Health analyzer scanning - using tools on stuff - surgery - Niche other interactions - One for combat attacking - Item hit thing, item deal damage. - Special effects on attack would go here. This PR begins this by broadining tool act into item interact. Item interact is a catch-all proc ran at the beginning of attack chain, before `pre_attack` and such, that handles the first part of the chain. This allows us to easily catch item interaction and cancel the attack part of the chain by using deliberate bitflag return values, rather than `TRUE` / `FALSE`*. *Because right now, `TRUE` = `cancel attack`, no matter what, which is unclear to people. Instead of moving as much as possible to the new proc in this PR, I started by doing some easy, obvious things. More things can be moved in the future, or technically they don't even need to move in a lot of cases. ## Changelog 🆑 Melbert refactor: Refactored some methods of items interacting with other objects or mobs, such as surgery and health analzyers. Report if anything seems wrong /🆑 |
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d6f79f4427 |
Refactor gib code to use bitflags and have documentation (#78754)
## About The Pull Request This takes all the gib related procs: - `gib()` - `spawn_gibs()` - `spill_organs()` - `spread_bodyparts()` And adds heavy documentation that communicates what the procs are used for and how the different bitflags affect them. The difference is noticeable: `gib(TRUE, FALSE, FALSE, null)` vs `gib(DROP_ORGANS|DROP_BODYPARTS)` The code is now much more legible which is important considering it's used in a lot of places! Another robust change, is that we had several places in the code where there were double negatives like so: ``` /mob/living/carbon/spill_organs(no_brain, no_organs, no_bodyparts) if(!no_bodyparts) // DOUBLE NEGATIVES ARE BAD M'KAY?!? // do stuff here ``` This is a mindfuck to untangle. I inverted a lot of these parts so we don't lose our sanity. Last thing that was changed was a big `if()` loop in the `spill_organ()` proc. This was refactored to just be a simple `for` loop with `continue` statements where we needed to skip enabled bitflags. It's now shorter and cleaner than before. The only slight gameplay change this affects is that gibbing a mob now guarantees to drop all items unless the `DROP_ITEMS` bitflag is deliberately omitted. Some places like admin gib self, we don't want this to happen. ## Why It's Good For The Game Gib code is very old. (~15 years) People kept adding more arguments to the procs when it should have been a bitflag initially. By doing it this way, there is more flexibility and readability when it comes to adding new code in the future. ## Changelog 🆑 refactor: Refactor gib code to be more robust. qol: Gibbing a mob will result in all items being dropped instead of getting deleted. There are a few exceptions (like admin gib self) where this will not take place. /🆑 |
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59da3c5283 |
Ectoplasm Anomaly Name and Icon Bugfix (#75162)
Does as the name states. I found it weird that the ectoplasm anomaly core is not referred to as raw when you have to refine it and instead used both the normally refined core icon as well as the name not saying it was a raw anomaly core at all. |
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666c5c0b02 |
Anomaly refinery no longer lets you insert cores of insufficient quality (#75008)
## About The Pull Request Pretty self explanatory. Someone just forgot a return statement after the error message here. Closes https://github.com/Skyrat-SS13/Skyrat-tg/issues/20803 ## Why It's Good For The Game Bugfix/oversight ## Changelog 🆑 fix: the anomaly refinery will no longer let you insert cores of insufficient quality to refine /🆑 |
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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) |
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42d929a100 |
Adds the Ectoplasmic Outburst, a rare ghost-centric anomaly event (#73024)
## About The Pull Request This PR description might be a bit rushed because I accidentally submitted the PR and want to bang out a quick explanation of what this is before people start asking questions. Adds a new, rare, ghost-themed anomaly event -- The Ectoplasmic Outburst.  This event increases in power as more ghosts orbit it, with three important thresholds to meet. If 10% or more of all active observers are orbiting the anomaly, an effect will occur in the nearby area akin to the revenant's defile spell, damaging flooring, windows, and making a mess. If 35% or more are orbiting the anomaly, nearby objects in the effect radius have a chance to become haunted, and will fling themselves at anyone nearby for a bit. Spooky! Now, at 50% or more participation, things get serious. Ghosts orbiting the anomaly will be polled to be brought back into the world for a brief period as a vengeful spirit, anchored to a SUPER spooky ghost portal. The portal closes after two minutes (alternatively, smash it with a toolbox) and deletes all of the ghosts it spawned. Vengeful spirits are mostly just meant to smash stuff and be a nuisance while they can. It's a wonderful opportunity to let deadchat desalinate a little.  Oh, also, the anomaly is deadchat controlled. With enough ghosts, you could theoretically outrun anyone trying to neutralize it! The associated reactive armor has an effect similar to the anomaly, haunting nearby objects for a time when the wearer is struck. Not particularly outstanding, but it can introduce an element of chaos into a fight that your opponent might not expect. ## Why It's Good For The Game Anomaly events are great for ghosts. Why not make one tailored just for them! Gives admins something to spawn when a wizard has killed half of the crew but it's not quiiiite time for an ERT. It's a bit of a silly event with a novelty reward, but I think it's rare enough not to be a huge issue. ## Changelog 🆑 Rhials add: Ectoplasmic Outburst anomaly event add: Reactive Ectoplasm Armor /🆑 |
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e9351f6ae0 |
Add lints for idiomatic balloon alert usage (#72280)
Adds lints for `balloon_alert(span_xxx(...))` (which is always wrong), and balloon alert where the first letter is a capital (which is usually wrong). Fixes everything that failed them. As a reminder, abbreviations like "AI" and "GPS" shouldn't be capitalized in a balloon alert. In cases where this is intentional for flavor (there was one case), you can `UNLINT` like so: Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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9b1be9ef13 |
Investigate logs include ckey of source (if applicable) (#71833)
## About The Pull Request All investigate logs start with [src], which can be any atom. So sometimes names and items get printed twice. Adds ckeys to the investigate_logs of living mobs.  ## Why It's Good For The Game Better logging, includes the ckey for living mobs in investigate logs, and fixes some investigate_death logs that weren't properly attributed to mobs. ## Changelog 🆑 Tattle admin: investigate logs include ckey of source (if applicable) /🆑 Co-authored-by: tattle <article.disaster@gmail.com> |
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aa95daa4e8 |
Fixes an exploit with stacking igniters. Refactors some assembly flag oddities. Limits assembly holders at 12 assemblies. (#71264)
## About The Pull Request Soft revert of #71224 , Fixes #71222 Fixes an exploit involving attachment of multiple igniters to one assembly. - Multiple igniters or condensers can no longer be attached to the same assembly holder - Assembly holders have a limit of 12 assemblies maximum - I'm not sure if this is too low or limited, I picked it arbitrarily. Please inform me if it could be upped a smidge. - This lag exploit was born because of limitless assembly holders, which is a little silly even with the exploit aside. All that uncapped holders can bring are exploits or bugs, which I feel confident limited can prevent. What use is there even for having so many? - Cleans up / refactors some aspects of assemblies and assembly holders. - Assemblies had a weird wire type flag that was only ever used by signallers, but also used wrong by signallers. I did some scanning of the code and realized that ... a lot of this was just straight up unused, and not even assigned anywhere. - Now, there is a flag assembly flag var, which everything is read off of. Tested it and still seemed to all work fine. ## Why It's Good For The Game Lag exploits are bad. ## Changelog 🆑 Melbert fix: Fixed an exploit involving igniters attached to themselves. Assembly holders are now limited to 12 assemblies maximum, and you cannot attach multiple igniters to the same assembly. refactor: Refactored some assembly jank, namely in how they pulse and are pulsed. /🆑 |
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4d6a8bc537 |
515 Compatibility (#71161)
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
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ad5debaaa1 |
Add investigate_deaths (#71112)
## About The Pull Request Adds INVESTIGATE_DEATHS, an investigate category intended to better show causes of death.   Also makes suicide_act take a `mob/living` as an argument instead of a `mob`, and some minor style improvements since apparently I hate atomicity. ## Why It's Good For The Game Inspired by a mysterious death and dusting. More logging and leads for admins investigating deaths. Also fixes #59028 ## Changelog 🆑 Tattle admin: added investigate deaths to shed some more light on unusual demises, dustings, and gibbings /🆑 Co-authored-by: tattle <article.disaster@gmail.com> |
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9d772c4f13 |
Dimensional Anomaly (#69512)
About The Pull Request Everyone has been asking: "When will there be an anomaly like the bioscrambler, but for the space station? Please, we need more things which replace objects with different objects from the same typepath." Well I made it and it looked like ass because non-tiling floor and walls look terrible, so then I made this instead. Dimensional.mp4 The "dimensional anomaly" shifts matter into a parallel dimension where objects are made out of something else. Like the Bioscrambler anomaly, it does not expire on its own and only leaves when someone signals it or uses an anomaly remover. When it spawns it picks a "theme" and converts terrain around it until it covers a 7x7 square, then it teleports somewhere else and picks a new theme. A lot of these themes are relatively benign like "meat", "fancy carpet", or "gold". Some of them are kind of annoying like "icebox" because it creates floor which slows you down, or "clown" because bananium is intentionally annoying. Some of them are actively dangerous, mostly "uranium" and "plasma". The main problem this will usually cause for crewmembers is decreasing area security. When it replaces doors it replaces them with ones which don't have any access control, and it will also replace RWalls with normal and much more vulnerable walls which will make breaking and entering significantly easier until someone has taken the time to fix the damage. But also sometimes it will irradiate them, you never know. The fact that sometimes the changes are benign (or provide uncommon materials) and might be happening in places you don't care about access to might encourage people to push their luck and leave it alone until it starts turning the captain's office into a bamboo room or repainting medbay a fetching shade of flammable purple, which I would consider a success. Armour.mp4 If you successfully harvest the anomaly core you can place it into the reactive armour to get Reactive Barricade Armour, which shifts your dimension when you take damage and attempts to place some randomised (not terribly durable) objects between you and hopefully your attacker (it really just picks up to four random unoccupied tiles next to you). If you're EMPed then the changes it make to the environment will often be as unpleasant for you as they are for a pursuer, and significantly more likely to harm both of you rather than just provide obstacles. Other changes: I split anomalies out into their own dmi file, seems to be all the rage lately. I moved the anomaly placing code into a datum instead of the event because I wanted to reuse it but if you have a better idea about where I could have put it let me know. This also fixes a bug where the material spreader component wasn't working when I applied plasma materials to something, the extra whitespace was parsing as another argument for some reason and meant it would runtime. Supermatter delamination was still pointing to Delimber anomalies instead of Bioscrambler. |
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fd9f50c552 |
[IDB IGNORE] Renames the inhand/misc folder to inhand/items (#69573)
Also adds balloons to inhand/items |
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c371232e2d |
Rename "Delimber" anomaly to "Bioscrambler" anomaly. (#67886)
Renames all occurrences of "delimber", "delimber_anomaly", "delimbering", etc. to "bioscrambler", "bioscrambler_anomaly", and "bioscrambling", etc. |
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4323540b6b |
Anomaly expansion - part 2 - Delimber anomaly (#66420)
A new anomaly is here! the Delimber anomaly! contrary to its name, this anomaly doesn't do you dirty by removing all your limbs. It will instead improve your body by randomizing your limbs with every species known! Isn't that amazing?! Incredibly enough it can also change your organs, improving them and expanding them! (we think this is amazing!) Now you can also harness that power by constructing a reactive armor with its core, but be aware to not get hit by an EM pulse, our insurance doesn't cover that. A note on safety, this anomaly doesn't stop, will keep on pulsating until eliminated. |
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f3629f7d57 |
Emagging the anomaly compressor will eject the bomb the next time someone tries to use it. (#66647)
Fixes #66635 and moves the behavior behind emagging. It's funny, but probably shouldn't be something you can do by accident simply by spamming the start compression button. |
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abb095886d |
Anomaly expansion - part 1 - Hallucination anomaly (#66392)
New anomaly, the hallucination anomaly. It has small bursts of hallucinations while alive followed by a big one in the moment of the end. More anomalies are fun, i'm planning to add more of these added the hallucination anomaly, spawnrate similar to the flux one, can spawn from the SM if eer are over 5000, can spawn when the SM delams (higher rate than the grav one), you can make the hallucination reactive armor |
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2db00c7dc5 |
standardizes default unfasten wrench (#65425)
I'll do more in the future but I'll limit myself to this because I'm tired, bored, and don't want to make so many PRs touching the same things that I have to deal with conflicts each time one is merged. Just as an example, screwdriver's gotta be done as well, does the exact same thing wrenches do, I believe. Standardizes (and touches) each time default_unfasten_wrench is used. Fixes tool logs, since it relies on tool acts to exist, I'm trying to move as many tool acts to its proper proc. Like a spiritual successor to the tool superpack PRs. Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> |
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eeb5465931 |
Ordnance Content Update: Scientific Papers (#62284)
How do I play/test/operate this? Download NT Frontier on any modular computers. It should debrief you on what experiments are available and how to publish. If you want to do a bomb experiment, make sure it's captured by the doppler array (as usual) and then print the experiments into a disk and publish it. If you want to do a gas experiment, make the gas and either pump it into a tank and 1) overpressurize it with a "clear" gas like N2 or 2) overpressurize tanks with the gas itself. Make sure you do the overpressurizing in the compressor machine. When tanks are destroyed/ejected leaked gas will get recorded. Print it into a disk and publish it. For publication, the file needs to be directly present inside the computer's HDD. This means you need to copy it first with the file manager. Fill the data (if desired, it will autofill with boiler plate if you dont) and send away! Doing experiments unlock nodes, while doing them well unlocks boosts (which are discounts but slightly more restrictive) which are purchaseable with NT Frontier. If you are testing this and have access to admin tools, there are various premade bombs under obj/effect/spawner/newbomb A doc I wrote detailing the why and what part of this PR. https://hackmd.io/JOakSYVMSh2zU2YL5ju_-Q --- # Intro ## The Problem(s) Ordnance, (previously toxins) seems to lack a lot of content and things to do. The gameplay loop consists of making a bomb and then sending it off for credits or using it to refine cores. Ordnance at it's inception originally relies on players experimenting and finding the perfect mix over multiple rounds, but once the recipe for a "do-everything" mix got out, the original charm of individual discoveries becomes meaningless. Another issue with ordnance is the odd difficulty curve. As a new player, ordnance is almost impossible to decipher, but once you watch a tutorial or read a wiki and can mail a 50k into space, there pretty much isn't anything else to do. Most players will be satisfied at this point without the gameplay loop encouraging them to understand or play more. The only thing you can do afterwards is to sink your teeth in and understand why that particular mix explodes the way it does. This again has a significant difficulty curve, but if you do that, the department doesn't acknowledge or reward that in any way. There are pretty much two huge spikes, with the latter one not really existing inside the department. TLDR: * The content being same-y over rounds. * Odd difficulty curve: 1. A new player is oblivious to everything. 2. Those in the middle can repeat the final goal consistently without needing to understanding why 3. There is nothing to justify spending more time in the department after reaching the midgame. ## Abstract Scientific Papers aim to add a framework to run multiple experiments in ordnance. Adding more experiments scattered across various atmospheric aspects might allow players of various knowledge levels to still have something engaging to do. A new player should have an easier challange than to mail a 50K. While those that already can make bombs should have an easier time understanding why their bombs explode the way it does. Once they fully understand why, they can set their sights on taking advantage of another reaction to set their bomb off or hone one particular reaction down. ## Goals * Have some intro-level challanges for new players. * Have some semblance of late-game challanges for more experienced players. * Explain the mechanics better for those in the middle of the road. * Incentivize trying new things out in the department. * Better integrate Ordnance with Experisci ## Boundaries / Dont's * Do not incentivize people to learn ordnance by using PvP loots. * Do not shake or change the reaction system by a huge amount. * Disincentivize having a single god-mix that does everything. **** # Main design pillars ## A. Framework surrounding the experiments ### A.1. New experiments Add new experiments to the ExperiSci module. These will come in two flavours: New explosions to do, and various gas synthesis experiments. Both of these are actually supported by the map layout of ordnance right now, but there is no reason to do anything outside of making a 50k as fast as possible. ### A.2. Rewards for experiments: Cash and Techweb Boosts. Scientific papers will add a separate experiment handling system. A single experiment will be graded into various tiers, each tier corresponding to the explosion size or amount of gas made. Doing any tier of a specific experiment will unlock the discount for that specific reactions. A single explosion **WILL NOT** do multiple experiments (or even tiers) at once. On publication, a partner can be selected. A single partner only has a specific criteria of experiments they want. The experiments will then be graded on "how good they are done", with the criteria being more punishing as tier increases. Publication will then reward scientific cooperation with the partnered partner. Players can spend this cooperation on techweb boosts. Techweb boosts are meant to be subservient to discount from experiments and will not shave a node's price to be lower than 500 points. **Experiments will only unlock nodes, discounts are handled through this boost system.** This is more for maintainability than anything. ### A.3. On Tedium *This is a note on implementation more than anything, but I think this helps explains why several things are done.* Due to the nature of atmospheric reactions in the game (they're all linear), tedium is a very important thing to consider. An experiment should have a sweet spot to aim for, but there should not be a point where further mastery is stopped dead on it's track with a reward cap. Scientific Papers attempts to discourage this behaviour by having the "maximum score" scale off to infinity but with the rewards being smaller and smaller. The sweet spot is always there to aim for and should be well communicated with players, but on their last submission of an experiment topic players should be encouraged to do their best. There should always be a reward for pushing the system to it's limit as long as it doesn't completely nullify the other subdepartments. This is the reason why there is a hard limit on the number of publications and why the score calculation is a bit more complex than it needed to be. ## B. Gas Synthesis (Early-Mid Game) Scientific papers will add one new machine that requests a tank to release x amounts of y gas. This will be accomplished by adding a tank pumping machine which will either burst or explode a tank, releasing the gas inside. The gas currently requested are BZ, Nitryl, Halon and Nob. The overarching goal of this compressor machine is to present a gas synthesis challange for the players and to get them more accustomed to how a tank explodes. The gas synthesis part can always be changed in order to reflect the current state of atmospheric reactions. ## C. Explosion Changes (Mid-Late Game) ### C.1 Cause and effect. The main theme of the explosion changes is establishing cause and effect of explosions. Reactions that happens inside a tank that's going to explode will be recorded and forwarded to a doppler array. Some experiments will require only a single cause to be present (think of it as isolating a variable). This is currently implemented for nobliumformation and pressure based bombs. Having other reactions occuring besides noblium formation will fail the first one, while having any reactions at all will fail the second one. Adding more explosions here will be a slight challange because as of now the game has only two reactions that can reliably make an explosion. ### C.2 Tools upgrade. Doppler array has now been retrofitted to state the probable cause of an explosion, be it reactions or just overpressurization on gas merging. These should help intermediate players figure out what is causing an explosion. Added a new functionality to the implosion compressor: Basically performs the gas merging and reaction that TTV does in a machine and reports the results back as if someone uses an analyzer on them. Here to give players feedback so they can try and understand what is actually going on in a bomb. ## D. Player Interaction There should be more room for more than 1 player to play ordnance simultaneously. Previously players are also able to split tasks, but this rarely happens because tritium synthesis needs only the gas chamber to be reconfigured. Now, different players can pick different experiments and work on them. Players can also do joint tasks on one single experiment. Gases like noblium will need tritium production and also a cooling module online. Ordnance can also coordinate with their parent department on what they really need, be it money or research bonuses. # Potential Changes The best-case changes that can be implemented if the current roster of content isn't enough is more reactions that can be used in bombs. Eliminating bombs entirely goes against the spirit of the subdepartment, while adding new ones will need a lot of care and consideration. Another possible change is to implement a "gas payload" bomb. Bombs that has a set number of unreacting gas inside that will increase the heat capacity, reduce the payload, and neccesitates more bespoke mixes. Adding more gas synthesis experiments is discouraged. The main focus of ordnance should be bombs, with gas synthesis being a side project for ordnance. These are present to ease the introduction to bombs and provide some side content. There should be a somewhat well-justified goal in adding new synthesis experiments: e.g. BZ is there as a "tutorial" gas, Nitryl to introduce players to cooling/heating mixes, Halon to a more efficient tritium production, and Nob as a nudge to nobformation bombs and mastery over other aspects. # Conclusion / Summary Add more experiments to ordnance that players can take, accomplish this by: 1. Making the players perform gas synthesis or make bombs. 2. Have them collect the data, see if it fits the criteria. Explain why if it fits and why if it doesn't. 3. Have the player publish a paper. Reward them based on how well did they do, give players agency both on the experiment phase and also publication phase. --- TLDR: Added new experiment to toxins, added the framework for those experiments existing. Experiments comes in gas synthesis and also bombs but with more parameters. Experiments needs to be published through papers, various choices to be made there. Implementation notes: Because of how paper works, ordnance experiments are handled outside of experiment_handler components. My reasoning for this is twofold: The experiments will be completed manually on publication and if the experiment isn't unlocked yet it will still be completed. Experiment handler datums have several procs which require an atom-level parent, and I figured this is the most sensible and cleanest way to implement this without changing the experiment handler datum too much. Small change to /obj/machinery/proc/power_change() signal ordering to adjust the state first and then send the signal. Didn't found any other usage of this signal except mine but barge down my door if it broke something. Rewrote the ttv merge_gases() code to be slightly more readable. A small code improvement for thermomachine to use tofixed (my fault). Ordnance have been updated to enable the publication of papers Several new explosive and gas synthesis experiments have been added to ordnance Anomaly compressor has been TGUIzed and now supports simulating the reaction of the gases inside the ttv. New tank compressor machine for toxins. You can overpressurize tanks with exotic gases and complete experiments. Several techweb nodes are locked and require toxin experiments to complete. Toxins can purchase boosts for various techweb nodes. You no longer need to anchor doppler arrays for it to work. Doppler array and implosion compressor now supports deconstruction, implosion compressor construction added. Doppler now emits a red light to denote it's direction and it being on. Doppler not malf. Implosion compressor renamed to anomaly refinery. Created a new program tab "Science" for the downloader app. Removed Robotics. Reworked the code for bombspawner (used in the cuban pete arcade game) |
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6c01cc2c01 |
every case of initialize that should have mapload, does (#61623)
## About The Pull Request stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload  ## Regex used: procs without args, not even regex `/Initialize()` procs with args `\/Initialize\((?!mapload)((.)*\w)?` cleanup of things i didn't want to mapload: `\/datum\/(.)*\/Initialize\(mapload` |
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b08632353c |
[MDB IGNORE] Eliminates Toxins (#60619)
Repaths everything referring to "toxins" while actually meaning either the room in science or plasma gas. While this PR might be disrespectful to our forefathers, given this is (I believe) a holdover from as far back as the Exadv1 days, this has constantly irked me since I started working with the code. None of the player-facing stuff has referred to plasma as toxin since before 4407 hit, besides the Toxins Lab, and yet all of the type-paths are still pointing at toxins, making it a nightmare to search for in a map editor, and making the code needlessly easy to confuse with that of toxin damage. So this just fires it into the sun. Anything relating to Toxins, the science subdepartment, now makes reference to Ordnance instead. This felt fitting enough given the focus of the subdepartment is around the creation of and testing of explosives. Anything relating to plasma gas has, fittingly, been made to refer to plasma gas. Edit: Ah yes, I feel I should probably apologise off the bat for the size of this PR- the code touched is mostly atmos machinery and simplemobs, a few sprites here and there, and of course the station maps + a few offstation maps. Makes the code more legible and makes mapping less painful. (The payment has been made) |
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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) |
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e13fe75590 |
use SIGNAL_HANDLER REEEEEE (#59242)
makes as many procs as i can find use the SIGNAL_HANDLER define which i assumed they all already did |
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9f598a9662 |
Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)
* Adds explosion SFX to the blastcannon and explosive compressor - Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it. * Miscellaneous changes - Adds defines for the internal explosion arglist keys - Reverses the values of the explosion severity defines - Changes almost everything that uses `/proc/explosion` to use named arguments - Removes a whole bunch of argname = 0 in explosion calls. * Removes named callback arguments. * Changes the explosion signals to just use the arguments list Adds a simple framework to let objects respond to explosions occurring inside of them. Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on. Makes the explosive compressor and blastcannon actually use the TTVs they are given. Adds support for things responding to internal explosions. Less snowflake code for the explosive compressor and blastcannon calculating bomb range.* Less confusing explosion severity defines. Less opaque explosion arguments *does not guarantee that the solution to letting them actually use the TTV is any less snowflake. |
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687f91d8bd |
Desnowflakes tank integrity (#56443)
Makes tanks use obj_integrity instead of their own snowflaked version. Makes tanks check for exploding when they are destroyed, rather than once every process. Makes tanks always leak their gases when they are deconstructed. Removes the ability for tanks to seal themselves back up over time. Makes the bomb spawner actually produce functional bombs. Removes the extraneous syndicate bomb spawner subtype. Miscellaneous code improvements to tanks, bomb spawners, and the blastcannon. Fixes the explosives compressor doubling the power of any bomb you put in it. The changes to tank rupturing behavior shouldn't effect most tritium fueled TTVs including the 50K recipe. Toxins players don't need to worry about suddenly being incapable of getting points or refining anomaly cores. They should only really effect singlecaps, but I don't know enough about singlecaps to know what recipes I should test. I have confirmation that at least one mix is not effected by this. The self-sealing properties of tanks have been removed. I'm not sure what the purpose of it was, I have heard that it was used to enable hand-portable plasmaflooding, but I'm not familiar with the practice. As it turns out, the basic bomb spawners were broken on master! I have made the bombs they produce maxcap instead of just spring a leak. Since they maxcap by default now I have removed the syndicate subtype used to spawn the TTV produced by the cuban pete arcade game and replaced it with the normal timer subtype. Since none of the bomb spawner subtypes were used for anything else this shouldn't have any effect on the game. On a similar note, I have discovered that the maxcap recipe on the wiki stopped working at some point since it was written. I will replace it with a functioning set of instructions. Less snowflake code. Bomb spawners are actually functional now. Slightly better code. The explosives compressor accurately reflects the power of the bomb you put into it. |
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5c22a0cfc1 |
Converts many proc overrides to properly use list/modifiers, lots of other smaller things (#56847)
Converts many proc overrides to properly use list/modifiers, fixes some spots where modifiers should have been passed, calls modifiers what it is, a lazy list, and cleans up some improper arg names like L, M, C, and N. Oh and I think there was a spot where someone was trying to pass M.name in as a string, but forgot to wrap it in []. I fixed that too. |
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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> |
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0eaab0bc54 |
Grep for space indentation (#54850)
#54604 atomizing Since a lot of the space indents are in lists ill atomize those later |
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3c7e7f1f21 |
Fix the implosion compressor runtiming when the bomb is too weak (#55231)
Previously, the implosion compressor would runtime when the bomb was too weak due to a badly ordered QDEL_NULL. Now, it properly returns the message. |
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f80836d00d |
Fix broken dmdoc crosslinks (#53896)
- Backtick-escape code samples which contain `[]` syntax. - Fix all crosslinks to nonexistent symbols. - Somewhat improve docs for qdel defines, research defines, dynamic mode, and others. - Remove unused bloodcrawling defines. Some crosslinks to defined but undocumented symbols remain. For BYOND builtins, a future dmdoc version may link those symbols to their entries in the DM reference. Other symbols could be documented by a future PR. New "file" crosslinks as used in `research.dm` are slated for release in a future dmdoc version. |
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4cc0e98853 | Fixes failed implosion breaking implosion compressor (#52812) | ||
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5413ed0f7d |
Anomaly Core Production (but I actually finish it this time) (#51432)
Remake of #50528 About The Pull Request https://hackmd.io/@tgstation/r1tzxpwPL Basically that. Raw anomaly cores Cargo crates for them (currently 5k credits each, please tell me if this is good I balanced it relative to other crates I have no clue what the current cargo "meta"/power levels are) Finish the explosive/implosion compressor attackby and implosion procs Map in the implosion compressor Map in the roundstart 2 cores each type for science Current values are set to maxcap at the 8th core, and 4 light radius (1/2/4 explosion required) at the first core. I think this is a bit low but I'm just going off the document. The implosion compressor consumes the TTV + tanks on an attempted detonation, regardless of success. However, the "bare minimum" of checks are included (it won't let you insert incomplete TTVs. It will however, let you insert TTVs that have no explosive potential (test your bombs like you test your code ;) ), and will not waste the raw core if you fail to make a high enough radius. Props to @ArcaneMusic for the machine sprite! Why It's Good For The Game image Start of the anomaly core system I guess, gives toxins a use other than doing the quirky 50k maxcap tritium speedrun rush (or was that removed already?). Yadda yadda allows locking items behind it and another method of getting these other than supermatter overloads (I don't know if that is already gone either by the by). Changelog 🆑 add: An explosion compressor has been added to science. It makes raw anomaly cores into proper anomaly cores using prepared TTVs of a specific required blast radius. /🆑 |