* Raises the quantize threshold from 1E-7 to 1E-4.
This makes gas dissipate as expected, and should help with the amount of useless gas floating around the station
at highpop
Adds a garbage_collect() call to the portion of pipeline code where all gasmixes are in one place, this should
clean things up properly.
Changes BREATH_VOLUME from 2 to 1.99. This is imperative
Documents a FUCKING HELLBUG in quantize/breathcode that can lead to breaths just not working sometimes. I'm not
sure how to fix this totally, so I'll document it and pray.
See <https://www.desmos.com/calculator/5icdlnktus>
Adds a unit test to check for this sort of failure.
Addendum for people tweaking this value in the future.
Because o2 tank release values/human o2 requirements are very strictly set to the same pressure, small errors
can cause breakage
This comes from QUANTIZE being used in /datum/gas_mixture.remove(), forming a slight sawtooth pattern of the
added/removed gas, centered on the actual pressure
Changing BREATH_VOLUME can set us on the lower half of this sawtooth, making humans unable to breath at standard
pressure.
There's no good way I can come up with to hardcode a fix for this. So if you're going to change this variable
graph the functions that describe how it is used/how it interacts with breath code, and pick something on the
upper half of the sawtooth
NOTE: I've made this change with a focus on o2 requirements. Changing this will effect other settings, but most
all of them can be ignored, as none will notice.
* Thank you moth man
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Docs the purpose of the breath unit test, and better explains partial pressure
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Now that JPS and AI movement datums are fully merged, I'm here to take another (my third actually) crack at giving dogs fun AI. Here's a video demonstration (somewhat WIP), and a quick rundown of everything dogs will be able to do. Basically all of these behaviors are generic and can be extended to other simple mobs,
Commands and Friendship
Fetching
Attack/Harass
Heel
Play Dead
Creates update_name and update_desc
Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together
Less non-icon handling code in update_icon and friends
Signal hooks for things that want to change names and descriptions
99%+ of the changes in this are just from switching everything over to update_appearance from update_icon
Observers with auto-observe inherit the HUD of the person they're observing. This includes Alerts. Alerts can be clicked. Alerts have varying levels of snowflaked checks. Some called parent and didn't check the return value. Some perform actions direct on usr instead of owner.
All of this has been standardised. Every single screen alert now calls ..() on Click() and returns early if the parent proc call returns false.
/atom/movable/screen/alert/Click now returns some useful value to children that call it.
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.
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>
Counter to the original intent of the change seen here #50126, n2o will currently deal damage when used with both internal tanks and floods, as the threshold picked for it was about 0.15 moles at room temperature. Even outside this oversight, the original goal can't easily be achieved. Because breathing works off partial pressures, anything you can do with an anesthetic can you can do with an n2o flood.
Therefore I don't think it's behavior worth keeping, as even as a way to disincentivize non-antag n2o floods it would do little.
Makes right-click ranged attacks run afterattack, if afterattack_secondary returns SECONDARY_ATTACK_CALL_NORMAL, as it's supposed to.
Fixes#56795 and #56810
Fixes two runtimes, one caused by status effects always expecting a return from throw_alert, and another caused by holding yourself up (which you shouldn't even be able to do). Also fixes an issue caused by multiple people holding up the same person, when one of the perpetrators stopped holding up the victim, all of the victim's related alerts disappeared.
I had accidentally tested this with a medkit in my hand (I'm a CMO on my test server).
Now correctly uses an attack_hand adjacent proc, rather than attackby.
Health analyzer is now left click for health (or wounds, if you toggle
it) and right click for chemical scans.
Ever since the tgchat combine-previous-chats-in-one thing, knowing what
mode you're on has been a pain for me, as well as needing to cycle
through all of them. Furthermore, this is just a sane right-click
action to have.
Refactors hand tele code with better variable names, splitting procs, fixing C&P code, etc.
Adds pre_attack_secondary, the right click version of pre_attack.
Adds a new alternate function to hand teles, which will reopen the last location you opened. Works based off locations, not turfs. For example, right clicking after locking in "None (Dangerous)" will not teleport you to the same place.
The m90 is now 14tc instead of 18. Its grenades can be bought from the uplink in boxes for 6tc, instead of individual grenades for 2tc each. You can also fire the m90's grenade launcher with right click.
pAIs are now a useful space travelling companion, they can help you
navigate if lost (although only the pAI has the GPS view, so they'll
need to communicate the information). If you're holding a GPS, then the
pAI can find you even if you get separated.
Adds alternate attack procs for right-clicking. Updates the gunpoint code to use this new proc as an example (though I suspect this is being changed soon, so oops).
This makes it easier to add new behavior to right click, which we should be doing.
About The Pull Request
This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:
Disarm and Grab intents have been removed.
Harm/Help is now combat mode, toggled by F or 4 by default
The context/verb/popup menu now only works when you do shift+right-click
Right click is now disarm, both in and out of combat mode.
Grabbing is now on ctrl-click.
If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)
Minor interaction changes:
Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game
Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.
As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.
As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.
In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.
The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog
cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
Cleaned up, commented on, and (hopefully) improves a lot of blob code.
Put pretty much everything balance-related (except for the strains themselves) into a define file, for easier viewing, changing, and balancing.
Added a bunch of new functionality that new strains (some of which I plan to add in the future) could use: from increased expansion range to more spores per factory.
* Adds emissive carpet, adds plane support to decal element
- Adds a basic abstract/debugging emissive carpet
- Makes decals capable of supporting plane
- Adds auto-smoothing decals
* Adds simple neon carpet variations
* Adds neon carpet reagents and recipes
* Refactors emissive blockers to allow multiple layers of emissive / emissive blocking objects
- Splits the emissive and emissive blocker plane masters into several plane masters which handle different layers of emissiveness.
* Makes neon carpet tile stacks emissive
* Rearranges and docs some emissive plane masters
- Folds the overlay lighting plane master into the emissive planes since it is also used to mask the lighting plane
* Fixes null mats_per_unit stack recombining after splitting
- I think I broke this a while ago when I reworked how stacks handle materials. Whoops.
- This basically only effects carpet at the moment. Good thing I did this when I did!
* Adds neon carpets to cargo
- Adds a cargo supply crate containing a _lot_ of neon carpets for 3000 credits
* Fixes neon carpet highlights leaking through vending machines and such
- Turns out vending machines axed their own emissive blockers whenever they updated their icon because they cleared their managed_vis_overlays...
- Generic emissive blocking has been elementized and some update_overlays procs have been straightened out.
* Fixes id_arg_index for the emissive blocker element
* Commits @Rohsie's suggestions
Changes the references of borg module (type) to model, adds a file for robot declarations and one for model declarations. Basically trying to make the code layout a little more sane.
Initially changed them to 'configurations' but I prefer model; its meaning is closer to module than configuration and avoids confusion with actual config.
When observing someone without client (because they for example disconnected) a runtime happened:
This was because update_parallax didn't take a mob as parameter but instead always updated the parallax of the mob to which the HUD datum belonged (which was the HUD of the person who you tried to observe)
If that mob had no client this caused a runtime.
If you observe someone now the game updates parallax for your client and not the client of the person you tried to observe.