mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-29 08:53:20 +01:00
088409bbe376a7adcd4d1fb747cf4a5e4f257c5b
51 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
234eb80c94 |
Adds Biomes to the Cave Generator, for all of your procedurally-placed cave biome needs! (#83138)
## About The Pull Request Implements biomes into the Cave Generator, using some adapted code from the biomes feature of the Jungle Generator. It's there as a tool for whomever would want to implement it on /tg/, I simply don't have the sprites, mobs and motivation to add biomes to anything at this current point in time, even though I'm fully open to helping anyone that would be interested in doing so. Here's how it works: You supply a 2D list of biomes based on the two arbitrary criteria 'heat' and 'humidity', you can treat these as simply two independent variables that would affect your biome distribution. There's three levels of each, `LOW`, `MEDIUM` and `HIGH`, take a look at `possible_biomes` for a good example of it. Here's what it looks like by default (yes, that's the default on the jungle generator as well, except here we use 3x3 instead of 4x4):  On the `/datum/biome`, you have three important stats, split into two each: flora, features and fauna. They are evaluated in this order, so if a flora spawns, no feature nor fauna will spawn. If a feature spawns, no fauna will spawn, and if fauna spawns, then that's cool. Each of these stats have a corresponding `density` (i.e. `flora_density`), which is simply the probability for that thing to be spawned if it's eligible, and a `types` list (i.e. `flora_types`), which is a weighted list that then gets expanded at runtime in order to make the `pick()` operation faster. The areas you want to have the biomes in also need to have their `area_flags` set up to include `FLORA_ALLOWED` for both flora and features, and `MOB_SPAWN_ALLOWED` for fauna to spawn. The fauna currently does just about every check that is done in `cave_generator`'s `populate_terrain()`, except for handling megafauna differently, or taking megafauna into account. If that's desired, it can be added easily, I simply chose not to add it because it felt like wasted processor time over something that would probably not be pertinent in the majority of cases. I've run a few tests, and keeping in mind that I've got a high-specs computer, generating the caves with biomes takes about 1 second for an entire z-level covered in biomes. For comparison, I compile the repo in about 36 seconds. ~~It may increase the amount of time spent initializing the atoms subsystem, however, I'll need to compare that, I'd really appreciate some help optimizing that if anyone knows how to.~~ It didn't seem to have an effect, I just had seen things a bit weird. I optimized things by moving rust-g calls outside of the for loop, and we gained about 0.3-0.4 seconds, which is pretty nice. ## Why It's Good For The Game Biomes are cool, and since we use mainly cave generators for z-level generation, I decided to add biomes to that, so that the biome code added by floyd lives on. Here's an example of ice box with jungle caves, just as a proof of concept, to prove that it works:  ## Changelog 🆑 GoldenAlpharex add: Added Biomes capabilities to the Cave Generator, to allow for procedurally-placed biomes to be introduced in cave generation. This feature is not currently used on any map, but the tools are all there for anyone with the motivation to add biomes to any cave-generating area, like Lavaland and Ice Box. code: Biomes can now affect features (which are usually structures), on top of flora and fauna. /🆑 |
||
|
|
b3fbfb6d53 |
Fixes railings being invisible (#83584)
Fixes #83575 Kinda my fault, I looked at https://github.com/tgstation/tgstation/pull/83450, thought the railing code was weird and then forgot or something. I've reverted the changes and instead changed the map to not spawn walls on railings, which I probably should've done when I made the area 🆑 fix: Fixes railings being invisible fix: Snow walls dont spawn on railings anymore in icebox /🆑 |
||
|
|
54f9ea034c |
Iceblock flora generation fixes (#83450)
Fixes #83438 🆑 ShizCalev fix: Trees will no longer be growing through railings on forest planets fix: Trees/plants will no longer grow through wood pathways on Icebox fix: Railings will no longer appear ontop of rock walls on icebox /🆑 Old:  Fixed:  |
||
|
|
761b14ef7c |
lavaland raptors (#82537)
## About The Pull Request adds raptors to lavaland. these are creatures that have been created through countless xenobiological experiments by nanotrasen to breed an animal that can withstand the harsh conditions of lavaland and aid miners. theres now a new ranch miners can access bottom right to the mining base  this ranch starts somewhat empty as most raptors have escaped containment and are now scattered all across lavaland, u can find them and return them to ur ranch. in order to tame a raptor, u first need to prove to it that ur a capable master. when u try to ride it, a little minigame prompt will pop up  in this game, the bird's icon rapidly changes direction and u have to quickly click the arrow thats OPPOSITE to the direction its facing several times before the direction changes. if you fail 3 times itll knock you off and run away, however if u win it will deem u a suitable master and listen to your orders. There's many different breeds of raptors you can find across lavaland, all with different capabilities: red raptors: these excel at combat and can be very useful for dealing with lavaland mobs or defending the node drone yellow raptors: are very speedy mounts, theyll get u from point A to point B in record time green raptors: they are the tankiest type of raptor and are very good miners. while mounted, they will clear any rock walls in their path purple raptors: can store items in them. they have a decent storage size allowing players to carry more items across trips white raptors: are able to heal other injured raptors. having one in ur party would be very useful as they can nurse the combat raptors back to full health when they need it blue raptors: produce very nutritious milk with healing capabilities. having 1 or 2 of these back at ur ranch would be very useful black raptors: by far the rarest breed, its very unlikely that ull be able to get one of these, but in the case u do, they have the combat capabilities of the red raptor, speed of the yellow raptor, and tankiness of the green raptor. Breeding different colored raptors together can net u an entirely new colored raptor. each breed has atleast 1 guaranteed combination of parents that it will result out of. you will also need to maintain a good friendship bond with ur raptors, this is done by feeding them, grooming them, and petting them. u can see the strength of ur bond by SHIFT clicking them. more hearts indicate a stronger bond  having higher friendship bonds means ur raptors will perform better in combat, and in the case of blue raptors, they will produce more milk. Maintaining friendship bonds with baby raptors and keeping them happy will also encourage them to grow faster U can also analyze raptors using the new raptor-dex device available at ur ranch  the inherit modifiers indicate how strong this raptor's offspring will be. raptors inherit attack and health stats from both their parents, breeding raptors with higher inherit modifiers means the offspring will be stronger. raptors will also inherit some traits from their parents that will change how they will act around u and around other raptors, some of them being: Playful: raptors will play with their masters and tease them motherly: raptors will care for baby raptors, this will encourage baby raptors to grow quicker depressed: means its hard to keep this raptor happy and friendship bonds will deteriorate faster if not given enough care. coward: makes them flee combat if severly injured, ditching u to the wolves trouble maker: makes them attack other raptors at the ranch. however, trouble maker raptors will not attack other trouble maker raptors, instead they will form posses and bully raptors together. it might be a good idea to isolate them from the other raptors raptors primarily consume ores. to feed raptors, you need to place ore into the food troughs at the ranch. they are too civilized to eat ores off the ground or directly from ur hand, they will only eat it if its in their trough  beautiful raptor sprites by spessmenart! (rest are codersprites) ## Why It's Good For The Game adds a new layer to lavaland mobs, and gives miners new interesting tools and ways to tackle the challenges of lavaland. ## Changelog 🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie add: adds lavaland raptors and the raptor ranch /🆑 --------- Co-authored-by: Iamgoofball <iamgoofball@gmail.com> |
||
|
|
0305747692 |
Fixes icebox ore generation (#81336)
## About The Pull Request Simple as the title, the last PR https://github.com/tgstation/tgstation/pull/81103 i think missed the ores that go around the vents as seen below  It's calling wall turfs that have no ore generation inbedded in them, this corrects that  ## Why It's Good For The Game ## Changelog 🆑 fix: icebox ore generation underground is normal again /🆑 |
||
|
|
ed31397cc4 |
Fixes ore vents spawning without ores on icebox, sets up map specific ore configurations (#81103)
## About The Pull Request In short, we used a static list previously within the ore_generation subsystem that held the amount of each ore that we expected a single map to uniformly need. We held this number constant, since we were spawning 15 vents per map. **Pros:** This worked flawlessly for Lavaland since 15 vents on a single Z level makes it pretty densely packed map with a good amount of map-based ore spawns, and it worked consistently. **Cons:** 15 vents did not work well on Icebox however, even when split so that the majority of the ores were spawning on the lower levels, players did not feel like icebox spawned nearly enough ores and reported the map spawning empty. **Result:** As a result, we adjusted the ratio, so that we spawned vastly more ores on the lower levels, now up to 4 vents on the upper level, and 21 vents on the lower level. However, as we were still using the ore distribution list based on lavaland, icebox vents were quickly running out of ores to distribute between them, resulting in empty vents -> which produced empty boulders -> which not only don't really let you process them properly, but also just result in a metric ton of runtimes. Icebox now has it's own list of ore distributions. These distributions are now moved to a set of global lists as opposed to being saved on the subsystem as a static list, which will make going and setting up new ore distribution lists very very easy. Additionally, we've moved the setting and getting of those ore_distributions over to the seedRuins proc, so that we're actually setting the list of ores right before we actually place them to make sure that the order that it's set is roughly as it's needed, while still setting the list at the same time the map-appropriate ruin placements are dropped in. **Plus some misc cleanup fixes:** `var/list/ore_vent_sizes` in SSore_generation wasn't being treated as a similar budget list as `ore_vent_minerals`, since it `pick()`s off it's own static size list. Which is honestly fine for this five seconds, I can handle that later while we make sure the rest of the code code is stable. In the meantime, I've just tweak it so that it's easy to see at a glance how many of each random vent has spawned into the map. Tweaked the description to not include anything about chemical processing, as I'm planning on hitting on that in a part 2 PR that I'll be picking back up after the freeze. ## Why It's Good For The Game Cleans up the code a bit, but primarily fixes ores not spawning on icebox as they should. Should fix #81058. Improves description to not mention mechanics that aren't in game. Also, cleans up a piece of code that currently isn't serving much of a purpose. ## Changelog 🆑 fix: Icebox should have it's ore distribution and it's ore vents fixed, so that vents should now produce ore. spellcheck: Boulder processing machines now don't mention things they don't do. /🆑 |
||
|
|
0705183abb |
Removes infinite sources of plasma from icebox (#81091)
## About The Pull Request The gibotonite that arcane had setup to spawn on icebox was uh, the wrong kind, it was the cursed SNOWDIN gibonite, which is made to live in a plasma environment. Rookie error really should have remembered that ice/icemoon exists this is a GREAT codebase Speaking of, I've noticed that gibonite is the only ore that spawns in an actual mineral wall here (IE the blue rock walls) so you can really trivially avoid it. that feels wrong ## Changelog 🆑 fix: Icebox will no longer spawn a fuck ton of plasma after gibonite blows. YW besties /🆑 |
||
|
|
002051a3d5 |
ArcMining Pr Beta: Version 1.2 (#78524)
This one's not like the last one, so much so that I'm not even going to outsource the PR description to a robot this time! Basically, **You should read the PR body before assuming that everything is the same as last time. It's not.** ## Video Summary Click the link below to see a video summary of the main features of this pull request. https://youtu.be/Aho2omR0mjY?feature=shared ## About The Pull Request This pull request serves as a large rework of minerals produced by mining, and by extension mining itself. I'll try and list each change and it's associated nuance here. ### Ore Vents The biggest addition to the game with ArcMining is **Ore Vents**. Ore vents spawn as a ruin on the map, placing a randomized ore vent onto map generation. Ore vents spawn in 3 different sizes, **Small, Medium, and Large**. These vents will pick from a pool of materials they can generate, and will hang out across the map. A player can use a mining scanner to discover an ore vent, granting a small quantity of **mining points** to begin with. Once scanned, ore vents will show what minerals that ore vent will generate after they're fully tapped. Scanning the vent again will trigger the extraction process. A small drone will fly down, called the NODE drone, and buckle onto the vent. Your job during wave defense is to protect the drone and to defeat waves of randomly spawning mobs (dependent on if you're on lavaland or on icebox). The quantity, duration, and time between waves is scaled to the size of the vent you're protecting. Starting by scanning and protecting lower tier vents earlier in the shift is a safer bet than doing a large vent in the first few minutes. The drone has 500 health, and can take a good few hits, but leaving it alone will cause it to meet an unfortunate end quite quickly. Cooperation can be your best asset, as mining with allies can greatly help with wave defense, and mineral points are granted to anyone who helps with defending the ore vent equally (So 500 * size tier, regardless of how much help you receive). Once complete, the ore vent will have a mining machine constructed on top of it, and will start to dredge up **Boulders** from the earth automatically. More on boulders later. Ore vents can be located based on your mining scanner, and will provide an appropriate audio cue based on if the ore vent has been discovered or not, and once processed will no longer alert you to it's presence. **Each station comes with a free vent that produces exclusively iron and glass, free of charge.** This is to help with shifts where the station may not have shaft miners to produce minerals, and to provide the station with a baseline amount of minerals where none may exist otherwise. ### Mineral Generation Mineral generation has been completely reworked. Previously, Mineral Generation had a flat 13% spawn rate in-game. Once minerals spawned, they would also have a chance to propagate their minerals to nearby tiles, resulting in a rather massive pool of minerals that could spawn throughout lavaland on the whole. This tweaks that, by making minerals in walls spawn based on their proximity to ore vents on maps that use cave generation. Both the probability, and quantity of ores spawning in walls is scaled based on distance, with ore vents looking like large caches of ores found in walls. This makes following ores found in walls and checking their quantity of minerals spawned a good indicator of how close you are to a nearby vent in-round. This means you can collect some points form both discovering ore vents first, as well as collecting their surrounding ores, turn those in for mining points, and then trading them in for gear upgrades to more effectively take on ore vents. As a result of tweaking the balance of this, the total amount of ores spawned in walls overall has been decreased. However, by making more of the process time based, we still result in a mostly balanced finished product. ### Boulder Processing On station, there are now three new machines. These are the BRM, the Refinery, and the Smelter. - The BRM acts as a teleporter. Instead of needing to carry boulders back to the station, you can activate the BRM, and it will automatically pick boulders to teleport back to itself. You can use this to teleport boulders dredged up from lavaland onto the station for processing. **The BRM will only lock on to boulders that are resting on an ore vent.** Moving boulders back by hand will mean you'll have to haul it back by hand. - The refinery processes the non-metallic materials out of boulders. This process sends the materials straight to the ORM, and collects mining points from the ores smelted in the machine. Swiping with an ID card lets you withdraw those points for your own personal account, but remember that these points are for your whole team to share from. The **Mining points obtained from this process is only 75% of the amount an equivalent amount of ores would provide.** - The smelter works nearly identically, however the smelter produces metallic materials out of boulders instead. - Once a boulder has had all of it's materials extracted, it's broken down and deleted from the line. Otherwise, the boulder is spat out for the next machine to process it (either the refinery or smelter). - Once there's no minerals left in a boulder of any type, the refinery or smelter will break the boulder down. - Boulders **do not stack onto tiles with each other**, so they'll block each other when pulled or when moving on a conveyor belt. Boulders can also be processed by hand. Using a mining tool on a boulder with right click will allow you to break down a boulder into it's composite ores, but limits you to a maximum of 10 ore per boulder, where the full amount can be extracted using the proper processing machines. Also, processing by hand does deal small amounts of stamina damage over time, do breaking a full large boulder can be particularly taxing. Additional Boulder Processing Machines can be built, with the BRM board being obtained from the Protolathe, while the Smelter and Refinery boards being obtainable from the Autolathe instead. A _boulder processing beacon_ can also be obtained from the mining points vendor as a reward to assist with boulder processing. Boulder processing beacons can be used to spawn in a new BRM, refinery, and smelter on the tile the user is standing on, however **you'll still need to link them to the ORM**! All three machines can be upgraded with Stock Parts, allowing for **more boulders to be processed at a time**. It does not, however, increase the amount of minerals received from boulders, or points earned. ### Mining Borg Tweaks Mining borgs have been given some minor adjustments to compensate for the changes to mining. Their mineral scanner, which now has an active component to gameplay, is now a module as opposed to built into the mob. This module allows for the same ability to discover and start waves of monsters to fight. Mining modules will find that their PKA now has a total of 90% mod capacity as compared to the 80% they had before, to allow for more robust defense of ore vents. In addition, all borgs and AIs can interact with the BRM for boulder collection. ### Mining Mech Tweaks Mining Mechs have had their utility tweaked as a result of these changes as well. Mineral scanners to be used on mining mechs now have a larger radius by comparison to their handheld cousins. Similarly, it now has an active scanning button, which will actively discovery nearby ore vents. To begin wave defense, you will need to hop out and scan a second time however, so that you can properly accept the risks of drawing a horde of bloodthirsty wildlife towards you and your companions. Mechs can also manually process boulders, similar to mining tools using their drill. ### Golem Tweaks Golems, being more gentle and less aggressive than humans, while being made out of LITERAL ROCKS, have a greater need to secure access to ores and minerals to eat. As such, they have adapted to be able to do two new things: - Golems may now right click ore vents to be able to manually haul a boulder out of the vent. This costs a hefty amount of stamina, but it allows for golems to avoid combat during regular gameplay. - Golems may now left click a boulder with an open hand in order to manually process a boulder like a pickaxe. While not faster, it is consistent and prevents golems from starving if they have access to a vent, but no ores, somehow. ### Gulag Tweaks The labor camp, being a camp for rehabilitation and ~~excessive manual labor~~ has been tweaked. Boulders now replace the random minerals located on their island, and to acquire their prizes inside, much be excavated and then broken out of the rock. Now YOU TOO can excavate minerals and become a true mineral hero by working your way to freedom. ### Mining Point Changes As a result of fewer mining points being available across the map due to the new ore spawning mechanics, and the shift in how and when ores will be coming in, almost every progress based mining point cost has been reduced by around 10-20%. Many numbers are still subject to change at present, but the idea is that core progress unlocks should be made a bit more available earlier in the round before players can start to solo or duo larger or more difficult ore vents, after which they'll be rolling in ores. ### Rarities Every once in awhile, an unusual boulder will get hauled up from the mineral rich depths of lavaland. These **Artifact boulders** can occasionally produce rare items, but for now they've mostly just been pulling up **Strange objects** for science. Nanotrasen Natural Sciences department will reward you extra points to be collected by boulder processing machines for successfully extracting one. In the future, this opens up a passive reward space that mining can reward to the station, like providing cytology DNA samples, ancient seeds, or other artifacts. ### Misc notes - Boulders can be stored in all varieties of ore boxes (ground, mech) should you choose, however as mentioned it's best to leave them where they spawn and teleport them to the station for convenience. - Maps that are not subject to cave generation will find that they are largely untouched in terms of mineral balance. - Future or existing ruins can now be tweaked to have a mineral balance cost, as the ore vent ruin does. This will allow us to spawn in more interesting ruins for pre-made combat challenges. - There are unique ore vents that spawn across the map, that will summon a boss mob relevant to that map. If the boss mob is defeated, that vent will spawn large boulders pulling from every possible ore type that can spawn. Not for the faint of heart! - Similarly, the number of ore vents and mineral budget is now adjustable in the cave generation procs, so maps may spawn with more or less ore vents as desired for balance. - Artifact boulders opens up a LOT of room for possible future content like archaeology, xenoarch, artisci, and other design spaces! - Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in addition to boss ore vents. - **I'll add more to this as I get asked questions and remember things, this is a huge PR and I'm confident I've missed at least something** ## Why It's Good For The Game I outlined a lot of this in #78040, so I'll try and keep this relatively snappy this time, while noting that I've made some concessions to make the whole system a lot more playable while not trying to break out design decisions that are at the end of the day, better for the game and the overall resource balance in round. Minerals are a very poorly balanced system, and have been since their inception many years ago. We heavily rely on mineral balance in round, and yet we've really only balanced it by introducing so much supply that there's no equivalent exchange for materials that doesn't just heavily flood the exchanged material. For example, items printed from materials that are otherwise considered "rare" on master exist in such quantities and they'll never practically run out in our allotted 90 minute time slot design. This PR adjusts how ores spawn to a point where we can minimize the amount of ores that need to exist on the map for mining to be able to progress, while still providing enough resources for the station that it covers the needs of the station adequately. Miners will need to be more strategic about what resources they've collected, and be able to make decisions about which vents are worth the risk of attempting to fight, how to prepare for a wave defense, and when to head back up for upgrades, while finally giving them at least some kind of incentive to work together and use different equipment. Resonators make cleaning up the caves around vent easy, sandbags set up easy defenses for your vent, mechs can serve as a wider range radar while mining, all while still providing a new gameplay loop to mining. By limiting the amount of ores that can enter the round from the massive, massive amounts that were coming into the round beforehand (see #78346 ), we can make ore processing more meaningful by adding more gameplay to the processing of minerals. I have some plans for that, however this PR already got bloated really REALLY badly due to scope creep and the number of intersecting systems that rammed into each other to make this PR possible. So that'll be next. Plus, as I've mentioned, we open up places for ore processing to find fossils, relics, and other things that can implemented down the line. Overall, I don't expect this PR to save or kill ore balance, but we gain a LOT more control over it through the use of our mining defines attached to this PR, and at the end of the day, that's a great place to start off of. ## Changelog 🆑 add: Added ore vents. Scanning them with mining scanners shows what minerals they contain. Scan again to fight off a horde of beasts as your drone assistant excavates the vent, so the ore vent will produce mineral boulders! bal: Ores that spawn in walls now spawn based on their proximity to ore vents, with their chance to spawn and their minerals contained scaling from low to high. add: Added the BRM, Refinery, and Smelter. These pieces of equipment are used to process ore boulders into minerals for the station. Stock Part upgrades allow more boulders to be processed at one time. They collect mining points as well, to be redeemed with an ID card swipe. add: Boulders are teleported to the station via the BRM if left untouched. Boulders can also be cracked open for a reduced amount of ore using pickaxes or golems hands. add: All stations come equipt with a pre-excavated ore vent, which produces a basic supply of iron and glass only. Scan other vents for your critical resources! add: Look there's a shit ton of changes on mining, for more detail check out the Pull Request: https://github.com/tgstation/tgstation/pull/78524. sound: New sounds and noises for your high octane factorio-like gameplay! image: All new boulder sprites for the new minerals and rocks added to the mining gameplay loop, as well as mining machines! image: Overlays appear over vents when scanned to let you know their contents at a glance when actively scanned with any mining scanners. /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
0141f96a13 |
Refactor icemoon wolves into basic mobs and add taming + pack behavior (#79736)
## About The Pull Request Ports icemoon wolves over to the basic mob framework with a bit of extra stuff: - Wolves call for help when attacked within a decently large radius. Because you know, pack animals. - Wolves can now be tamed with a slab of meat - When tamed, wolves can be ridden like goliath mounts. Ride wolf, life good. Pretend you're playing ARK and start shivering to death in thatch huts for that High Roleplay experience. - Tamed wolves have access to a bunch of pet commands (following, point fetching, point attacking, play dead, etc) and will also defend their owners vehemently if they're attacked. You can probably tame multiple if you wanted to. ## Why It's Good For The Game What part about riding wolves isn't entertaining? I don't really play /tg/ that much so I can't argue too much about the balance implications this might pose, but it's undoubtedly a stupid little gimmick and is likely to be used by bored assistants and miners with too much time on their hands. Especially robust individuals will probably find a million things to do with a basic mob capable of fetching, attacking on command and generally being able to defend themselves decently well. ## Changelog 🆑 yooriss refactor: Icemoon wolves now use the basic mob framework and should act more intelligently, defending their pack. add: Icemoon wolves can be tamed with slabs of meat and can be ridden as mounts once friendly. Being rather large dogs, they also have access to most of the pet commands you'd expect, such as fetching things, and violently mauling people their owners point at. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
||
|
|
88bb3afcce |
Mafia now starts without admin intervention (#79348)
## About The Pull Request Mafia should now start without the need of admin intervention. I made a unit test that should always have a PDA and a ghost spawning in a game of Mafia and having it run through basic setup to confirm they both successfully sign up and the game starts. I had to change a lot of things in order to get this working, such as giving unique ckeys to mock clients, fixing harddels in Mafia, and plenty of minor fixes. This is the first time any of this code is put in CI, so a lot of uncaught errors are now showing their faces. Because loading maps mid-round runtimes due to smoothing, I have mafia their own unit test-only map that doesn't use smoothing. I also split the mafia ui code into its own file, and moved a single helper that was sitting around in mafia's file into a helpers file. I also added some comments to explain why certain things are the way they are, because I wrote some undocumented code previously and forgot a few things, leading to self-inflicted wasted time. ## Why It's Good For The Game ^ ## Changelog 🆑 fix: Mafia games can now start properly. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
032419f30f |
ice demon basic mobs (#78539)
## About The Pull Request ice demons are now basic mobs. they still have their behavior where they can teleport around the player, run away from him and shoot him. they now also have a new ability they will only use when they are on their last legs, they will spawn weak and slow afterimage clones of theirselves to attack the player. damaging these clones will also damage the original ice demons. ice demons can also now be very easily countered as they are very afraid of fires. they will run away from you if they see u holding a lit torch/flare/welding tool and while running away they will freeze the floors around them to try to slip u to stop u from chasing them. ice demons now also get a new unique trophy! this trophy will summon 2 friendly spirits that will help you kill ur target, but these spirits will dissappear after a very short while. https://github.com/tgstation/tgstation/assets/138636438/6a48fb15-f447-441a-91c6-48ca120dc22c ## Why It's Good For The Game ## Changelog 🆑 refactor: ice demons have been refactored into basic mbos. please report any bugs add: ice demons now have a unique trophy /🆑 |
||
|
|
f861532d24 | Basic Legion & Hivelord (#78624) | ||
|
|
bc6ba40852 |
Prevent things from the feature list generating on turfs with flora (#78558)
## About The Pull Request which basically means no geysers on the same turf as a plant turf. they're both structures but the for loop before this one checks for same-type structures in a radius. and bush geysers look stupid! and weird! and stupid! ## Changelog 🆑 fix: fixed geysers spawning on turfs with plants /🆑 |
||
|
|
b2ecd81be4 |
Basic Mob Brimdemon (#78424)
## About The Pull Request Fixes #71330 The brimdemon was basically already perfect (well, it has a novel means of attacking) so I didn't get too fancy with this one, it's _largely_ just a straightforward conversion. Following this change it's a little slower to back off, but better at lining up with people in order to blast them. Additionally, its beam is now a mob ability so you can give it to other mobs if you so desire. Because I can't help doing a _little_ tinkering, Brimdemons now explode 2.5 seconds after they die, after a brief warning animation. ## Why It's Good For The Game Simple mobs must die ## Changelog 🆑 add: Brimdemon corpses release an explosion shortly after death, just to keep you on your toes. refactor: Brimdemons now use the basic mob framework which (should) improve their pathfinding somewhat. Please bug report any unusual behaviour. admin: The brimdemon's beam ability can be given to any mob, for your Binding of Isaac event /🆑 |
||
|
|
ec9c95d391 |
fixes lavaland megafauna spawn rates (#77977)
## About The Pull Request fixes megafauna spawn rates by making them ignore the presence of other mobs when deciding their ability to spawn closes tgstation/tgstation#77835 ## Why It's Good For The Game megafauna jumpscare ## Changelog 🆑 fix: Ash drakes, colossi, and Bubblegum spawn on Lavaland more often; a sharp increase from the previous bugged amount of "basically never". /🆑 Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> |
||
|
|
81e59f7ff2 |
Goldgrub basic (#77733)
## About The Pull Request the goldgrub is now a basic monster. the goldgrub will now look for walls to mine and look for ores to eat. if he finds any nearby humans he will escape and dig away. also if he sense a storm is coming he will dig away and only come back out when the storm is gone. the goldgrub will escape from u but u can now befriend the goldgrub. if u feed him ores he will love u and become ur pet u can ride him or make him follow u. he will also help u mine, if u leave him to mine for a bit and come back to him later u can ask him to spit out all the materials he mined and he will give them to u. also if u feed him a bluespace ore, he will lay an egg and have a baby. the goldgrub is very protective over this egg he will drag it around with him. the goldgrub baby will follow his mom or dad until he grows up to be like his mom or dad ## Why It's Good For The Game give the goldgrub more character and now he can help miners to mine if they befriend him ## Changelog 🆑 refactor: the goldgrub has been refactored please report any bugs add: the goldgrub can now be tamed and he can have babys /🆑 |
||
|
|
fca0a11904 |
[no gbp] Lavaland should no longer spawn one million goliaths and watchers (#77716)
## About The Pull Request Fixes #77709 I made a very smart and sensible and handsome change in a recent PR to replace `mob/goliath/random` and `mob/watcher/random` subtypes with spawner effects rather than mobs which qdel themselves on init sometimes however I neglected to account for how the lavaland map generation was reliant on those typepaths to space mobs apart resultingly the map generator would attempt to place lavaland mobs about 12 spaces apart _unless_ they were goliaths or watchers which it would spawn basically as much as it wanted wherever it wanted ## Why It's Good For The Game  ## Changelog 🆑 fix: the goliath and watcher mating season has ended and population has returned to normal levels /🆑 |
||
|
|
72174845f5 |
Basic Watchers & Basilisks (#77630)
## About The Pull Request This one is a double feature because Watchers and Basilisks share the same typepath. You might see a couple more of those. As is tradition I decided to fuck with them rather than just port them. Here's what's up. **Basilisks**   - Have a new soulless sprite which looks less like a living blue hedge. - Walk at you and shoot you while you are not in range (just like before). - Become supercharged if they become "heated" by lava, lasers, or temperature weapons. This was a feature they also previously had but they would never encounter lava, so now it also works if you use the wrong gun on them. - Lose their supercharge if you cool them down. - Otherwise pretty normal mobs. **Watchers** https://www.youtube.com/watch?v=kOq_Bf78k5A Here's a traditional video of me intentionally getting hit by mechanics (trust me its definitely on purpose) - They glow emmissively a little bit so you can see them from further away. - Their eyes light up about 0.5 seconds before they are able to shoot at you. - No longer melee attack, instead try to stay out of melee. - Will occasionally put you into "Overwatch", meaning they will shoot you rapidly if you move or act while they're staring at you for a brief time period (after which you become immune for 12 seconds, and during which other watchers will play fair and stop shooting at you). - If they start taking damage they will also start using their "Gaze" attack, look away or suffer some kind of negative effect! - - Normal watcher gaze flashes and confuses you. - - Magmawing watcher gaze obviously burns (and briefly stuns) you. - - Icewing watcher gaze freezes you and throws you backwards. - Magnetically attract and eat diamonds. They also used to do this, but just if they happened to coincidentally walk past some. **Other accompanying changes** All basic mobs will now adopt the "stop gliding" trait if they get slowed down too much. I moved behaviour for "fire a projectile from this atom" into a helper proc because I was using it in three places and I will probably use it in more places. There are probably other places in the existing code which could be using this. I think I made the basic mob melee attack forecast default a little more forgiving, they were fucking me up too much and I am the playtester. ## Why It's Good For The Game Another one off the list. New tricks for old dogs. Framework for making mobs with ranged attacks "fairer" (you can see when they are ready to shoot you). More (hopefully) versatile AI behaviours which we will reuse later (I hope I'm not duplicating one someone already made). If our players "enjoy" them enough we can give more mobs "don't look at me" mechanics. Removes some soul sprites. ## Changelog 🆑 refactor: Basilisks and Watchers now use the basic mob framework. Please bug report any unusual behaviour. sprite: Basilisks have new sprites. add: Basilisks will go into a frenzy if heated by energy weapons or temperature beams as well as by lava. add: Watcher eyes will be illuminated briefly when they are ready to fire at you. add: Watchers can now briefly put you into "Overwatch" and penalise you for moving while they can see you. add: Wounded watchers will occasionally punish players who look at them. balance: Unusual watcher variants are more likely to appear. /🆑 |
||
|
|
15c3cd2c97 |
basic ice whelps (#77493)
## About The Pull Request i have refactored ice whelps into basic mobs. They are now the artistic sort as theyll mark their territory by seeking out icy rocks and carve out statues of theirselves using their claws to serve as a warning to players/animals that this is dragon turf and theyll also go out of their way to burn any trees in vicinity just for the hell of it. they are now gruesome cannibals if they find a corpse of one of their kin near them theyll go eat it for nurishment. AS for combat, they have a new ability which allows them to release fire in all directions however theyll only use this ability once their enraged meter is full. to make it fair ive given them a new component which allows them to telegraph abilities and only do them after a delay so players can react in time for it. ## Why It's Good For The Game basic mob refactor ## Changelog 🆑 refactor: ice whelps have been refactored to basic mobs add: ice whelps have a new dangerous ability which theyll use once their enraged meter is full /🆑 |
||
|
|
ddfdc70d73 |
Basic Lobstrosity (#77253)
## About The Pull Request I'm slowly chipping away at mining mobs. These ones also got some new sprites because the old ones were a bit weird except when facing South.  Arctic Lobstrosities are now hairy to give them a little more visual distinction from Lavaland ones. In terms of behaviour, they're now a little faster and can charge you from further away. They will _only_ attack players who are incapacitated in some way (primarily from being hit by their charge, but could be from a Goliath or something too) and will otherwise keep their distance until they can charge again. They move slower for a short duration after charging though, so you have time to slap them a bit. If a Lobstrosity downs you then it will try to snip off one of your arms, then retreat in order to eat it. Obviously nobody likes losing an arm, but this does give you an opportunity to get away while it is distracted? Funnily enough the way our health system works means that sometimes losing that arm actually takes you out of soft crit so you can stumble back to the station for a replacement (or try to wrestle yours back?) All of these things are achievable also by a player if you make one sapient, they will pull arms off mobs they attack which are in crit and can eat arms if they see them lying around if they want. I added an element to let you dismember people with your bare hands, maybe someone evil can use it to add a beheading attack some day. Here's a video of their new behaviours: https://www.youtube.com/watch?v=9eKxsH7hD7Q ## Why It's Good For The Game Gives mobs more character. Reduces our list of frozen simple mobs. Replaces some ugly side sprites. Medbay enrichment? ## Changelog 🆑 refactor: Lobstrosities are now basic mobs and have different AI behaviour. Please report anything which seems like it shouldn't be happening. add: Lobstrosities will now only opportunistically attack things they have knocked over with their charge, and are otherwise timid. add: Lobstrosities are hungry for fingers and will steal one of your arms if they defeat you in combat, although this gives you time to crawl away. sprite: New sprites for Lobstrosities. /🆑 |
||
|
|
61abab479b |
Planetary station traits: Forever Storm and Forested (#76957)
Adds two new station traits for Icebox: **Forever Storm** The storm on icebox never stops and is more intense. You can wear a coat and drink coffee and be fine **Forested** Icebox top exterior has a different terrain generator, including way more grass and trees. AND DEER. Natural chasms are replaced with plasma rivers <details> <summary>Outside</summary>    (the emissives on the trees have been fixed) </details> ## Why It's Good For The Game There are no icebox specific station traits, so I added them! The exterior is very static, samey and could honestly be a lot more interesting. Having the outside area be varied is something that freshens up icebox a little! (3x3 icebox is inevitable...) Forever Storm: I think storms are pretty spooky and cool, and having a permanent storm can change the ambience a bit and make everyone feel more isolated. Exploration is not recommended, but you can totally still go outside at increased risk. Pretty rare and can only happen on icebox Forested: Forests are dope. It's pretty common for a station trait, but factoring in that this only happens on icebox, I think it's fair I've also had to split apart turf and object generation so stuff doesn't spawn above rivers/chasms anymore. I tested it and I didn't seem to have broken anything, so that's pretty cool closes #75154 🆑 add: Adds a Forested planetary station trait! Icebox exterior is now a forest! add: Adds a Forever Storm planetary station trait! Sometimes, the storm never stops. Stay inside or get some coffee and warm clothes fix: fixes stuff spawning in rivers and above chasms fix: emissive blockers on random flora not updating code: Splits terrain generation and terrain population in SSmapping /🆑 |
||
|
|
16cecf864d |
Goliath basic mob (#76754)
## About The Pull Request Converts Goliaths to the basic mob framework and gives them some new moves because I can't leave things well enough alone. I am planning on touching all the lavaland fauna and then maybe even the icebox ones if I haven't got bored. The Golaith is the first because it is iconic. https://www.youtube.com/watch?v=JNcKvMwT4-Q Here's me getting killed by one as a demonstration. Despite my poor performance I would contend that they aren't a _lot_ more dangerous, but they are a little more dangerous. The chief difference here is that they have two new attacks which they will only use in response to being attacked. If fired at from range, they will target the attacker with a line of tentacles (it doesn't track you, so is easily sidestepped). If attacked in melee, they will surround _themselves_ with tentacles, on a longer cooldown. Something else you may notice in this video: I discovered that basic mobs are actually _too smart_ to be Lavaland fauna. Typically (unlike their old form) a mob on our new AI system is smart enough to attack someone _the moment they come into range_ rather than only checking on predictable ticks, which would make using the Crusher an essentially unviable prospect. To counteract this, Goliaths now have a delayed attack component which gives you a visual warning and short duration to get out of range before they swing at you. I will probably put this on all mining fauna that get reworked, it wouldn't be a terrible thing to put on other mobs to be honest. Other changes: The goliath stun is now a status effect with _buckles_ you to the tentacle as if grabbed, as well as its previous effects. While this seems purely worse, any nearby helpers can now help-click on you to instantly remove the debuff. Experiencing the effect of a Lobstrosity Rush Gland makes you immune to being grabbed by tentacles and an implanted one will automatically trigger and free you if you are hit, and the explosive effect of Brimdust also causes the tentacle to retract (although you'd need to take damage for this to happen). Using the tools of the land, you can make these creatures less threatening. The ability for a Goliath to chain-apply the ability has now also been reduced, it won't refresh its duration if you are hit when already buckled. When not occupied hounding miners, Goliaths will intermittently dig up the asteroid sand and eat any worms that this produces. I also made some new sprites for riding a Goliath because they've been broken since the Lavaland mob update and also kind of were ugly before then anyway:  Other code changes: - I made an element which only lets an attached object move every x seconds. This is because Goliaths are far too slow to use the speed system (the glide just looks bugged as hell) but one thing I am invested in when converting these is to make sure that they share the same behaviour when player or AI controlled. This is disabled while you're riding them because it was interminably slow. - The Goliath tentacle trail uses a supertype object now shared with the Meteor Heart which did something kind of similar. ## Why It's Good For The Game It begins the process of moving one of our larger subsets of NPCs onto the newer framework for NPC behaviour. It adds a little bit more life to an iconic but slightly uninteresting foe which mostly just walked at you slowly. This PR contains a few components I expect to apply more widely to other mobs in the future. ## Changelog 🆑 refactor: Goliaths now use the Basic Mob framework, please report any unusual behaviour. add: Goliaths learned a couple of new attacks which they will use in self-defence. balance: Help-clicking a miner grabbed by Goliath tentacles will immediately free them, as will the effect of several items you can scavenge from around Lavaland. image: New sprites for the Goliath saddle. /🆑 |
||
|
|
b5975bd915 |
Unit tests now catch decals in walls/space (#75189)
## About The Pull Request Unit tests will now fail if there's a decal in a wall or open space turf. Open space turf could be limiting to mappers but I don't think it makes sense for decals (like dirt, glass shards, etc) to be floating around in space in the exact same spot. If there's a decal you want to put in space, decals have a ``turf_loc_check`` var that will bypass this. **Important note: This is not changing existing behavior. Decals already delete themselves when they spawn in these incorrect locations, we're just avoiding them from spawning in the first place.** ### Changes I made - Ash flora are now lava immune, rivers spawn after flora does, so I decided that it would be easiest (and more flavorful) to have them be lava-immune rather than to not have them spawn at all. - Decals can now be spawned in non-turf locations. This is currently done by mail, which can give you bones as part of the mail. Currently it will just delete itself instead. - Trading Card button is now on the same tile as their display, which now uses an offset. Before it would spawn it on the tile next to it, which could be a wall in some instances. - Mirrors now have floating movement type. They ARE floating since they're attached to the wall, and it prevents them from burning up due to lava in the Pride ruin. - I also added a broken mirror subtype because I thought the icon_state check was terrible. - Bubblegum called ``DestroySurroundings`` several times on the same thing, I hopefully fixed some of that. Their charge ability also registered ``COMSIG_MOB_STATCHANGE`` despite ``/datum/action`` doing it by default, so I fixed that too. ## Why It's Good For The Game Decals in walls is already a bad idea, but currently all it does is delete it on Initialize. It would be better if we ensured they wouldn't spawn in the first place. ## Changelog 🆑 fix: Lava will no longer burn 6 of the mirrors in pride ruin fix: Lava will no longer burn plants that spawn in them. /🆑 |
||
|
|
2d182eb093 |
Fixes Ceiling Generation for Lavaland Icemoon Ruin - Whoops (#74567)
## About The Pull Request Forgot to do this in #74410. It's **not** the reason why we see active turfs on icebox station though, because this is just closed turfs. The active turfs never spawned as a result of this, they only spawn as a result of the open turfs of the ruin mixing with chasm air. The ceiling looks a lot better now though. ## Why It's Good For The Game Should have always been like this. ## Changelog doesn't really matter. |
||
|
|
e1221c986f |
Chasm Hell On Icebox - 300 Active Turfs on Prod Moment (#74410)
## About The Pull Request
Spontaneous regressions introduced by #74359
(
|
||
|
|
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) |
||
|
|
5da871e271 |
Made geysers easier to find (#71608)
## About The Pull Request This PR raises the geyser spawn rate from 0.1 to 0.15 and increases the weight of wittel geysers to 10 which is the same as every other special geyser. (previously 6) Wittel shouldn't be any less difficult to find than other geysers as all of the special geysers are equally powerful. Hyper-plasmium oxide can be used to make extremely powerful explosives that can go beyond maxcaps and hollow water + protozine can create an infinite amount of strange reagent. I've subjected myself to going out of my way to visit lavaland/icemoon several times to get wittel and each time finding a single geyser takes about 5 minutes of my time. This, coupled with the fact you really don't have a lot of time to be wasting on looking for the geysers results in an unfun experience. I understand geysers are sort of a necessary evil, however, they shouldn't be THIS difficult to find. Out of the 10 or so geysers I've found, only 1 has had wittel in it and it was next to a whelp portal which ended both me and my miner escort. I've also hunted the entirety of lavaland with no luck. (Horrendous experience.) I've dedicated entire rounds to this, by the way. ## Why It's Good For The Game If you go out of your way to waste ages hunting for geysers, there should at least be a reward. That is, in the same round, not after 3 or more rounds as even megafauna gear isn't gatekept THAT hard. You shouldn't have to waste this much of a miner's time (who is also going for megafauna gear) to get something that is arguably less powerful than what they get for less effort. Megafauna gear is also available every round and is attained via predictable methods. This PR will also likely make geyser scanning a more comparable method of point gain to just mining. Oh and not to mention that penthrite is available almost roundstart via luxpens. (It's a wittel chem.) ## Changelog 🆑 balance: Geysers now spawn more often, especially wittel geysers. /🆑 |
||
|
|
5ad52146cd |
Ports fire blossoms (#71242)
Adds fire blossoms from White Sands/Shiptest, a glowing lavaland plant by Tiramisu and TetraZeta. |
||
|
|
6d37fc495b |
lowers megafauna chance, forces a bdm spawn on lavaland (#70945)
## About The Pull Request quarters the chance of megafauna spawns on icebox (this only applies to the colossi) halves the chance of megafauna spawns on lavaland forces a bdm spawn on lavaland closes #69677 ## Why It's Good For The Game 26 colossi is not fun  fighting megafauna is fun and ruin rng screwing you out of one is not fun ## Changelog 🆑 balance: less megafauna should spawn on icebox and lavaland qol: blood drunk miner ruin on lavaland will spawn every round /🆑 |
||
|
|
1ac2779ef8 |
Bileworm Health Patch: Evolutionary Leap, Vileworms, Proximity Spawning Rules, Better Loot (#70321)
* bileworm health patch - bileworms start off easier - vileworms are how they are now + a little tougher - fixes bileworms breaking proximity spawn rules - adds gold to bileworm loot * ssticker * diagonals readded to attacks\, map fix * d-delete this * Update evolutionary_leap.dm * DONE |
||
|
|
d34fa4c642 |
Macro optimizes SSmapping saving 50% (#69632)
* 'optimizes' space transitions by like 0.06 seconds, makes them easier to read tho, so that's an upside * ''''optimizes'''' parsed map loading I'm honestly not sure how big a difference this makes, looked like small percentage points if anything It's a bit more internally concistent at least, which is nice. Also I understand the system now. I'd like to think it helped but I think this is kinda a "do you think it's easier to read" sort of situation. if it did help it was by the skin of its teeth * Saves 0.6 seconds off loading meta and lavaland's map files This is just a lot of micro stuff. 1: Bound checks don't need to be inside for loops, we can instead bound the iteration counts 2: TGM and DMM are parsed differently. in dmm a grid_set is one z level, in tgm it's one collumn. Realizing this allows you to skip copytexts and other such silly in the tgm implemenentation, saving a good bit of time 3: Min/max bounds do not need to be checked inside for loops, and can instead be handled outside of them, because we know the order of x and y iteration. This saves 0.2 seconds I may or may not have made the code harder to read, if so let me know and I'll check it over. * Micro ops key caching significantly. Fixes macros bug inserting \ into a dmm with no valid target would just less then loop the string. Dumb Anyway, optimizations. I save a LOT of time by not needing to call find_next_delimiter_position for every entry and var set. (like maybe 0.5 seconds, not totally sure) I save this by using splittext, which is significantly faster. this would cause parsing issues if you could embed \n into dmms, but you can't, so I'm safe. Lemme see uh, lots of little things, stuff that's suboptimal or could be done cheaper. Some "hey you and I both know a \" is 2 chars long sort of stuff I removed trim_text because the quote trimming was never actually used, and the space trimming was slower then using the code in trim. I also micro'd trim to save a bit of time. this saves another maybe 0.5. Few other things, I think that's the main of it. Gives me the fuzzy feelings * Saves 50% of build_coordinate's time Micro optimizing go brrrrr I made turf_blacklist an assoc list rather then just a normal one, so lookups are O(log n) instead of O(n). Also it's faster for the base case of loading mostly space. Instead of toggling the map loader right before and right after New() calls, we toggle at the start of mapload, and disable then reenable if we check tick. This saves like 0.3 seconds Rather then tracking an area cache ourselves, and needing to pass it around, we use a locally static list to reference the global list of area -> type. This is much faster, if slightly fragile. Rather then checking for a null turf at every line, we do it at the start of the proc and not after. Faster this way, tho it can in theory drop area vvs. Avoids calling world.preloader_setup unless we actually have a unique set of attributes. We use another static list to make this comparison cheap. This saves another 0.3 Rather then checking for area paths in the turf logic, or vis versa, we assume we are creating the type implied by the index we're reading off. So only the last type entry will be loaded like a turf, etc. This is slightly unsafe but saves a good bit of time, and will properly error on fucked maps. Also, rather then using a datum to hold preloader vars, we use 2 global variables. This is faster. This marks the end of my optimizations for direct maploading. I've reduced the cost of loading a map by more then 50% now. Get owned. * Adds a define for maploading tick check * makes shuttles load again, removes some of the hard limits I had on the reader for profiling * Macro ops cave generation Cave generation was insanely more expensive then it had any right to be. Maybe 0.5 seconds was saved off not doing a range(12) for EVERY SPAWNED MOB. 0.14 was saved off using expanded weighted lists (A new idea of mine) This is useful because I can take a weighted list, and condense it into weight * path count. This is more memory heavy, and costs more to create, but is so much faster then the proc. I also added a naive implementation of gcd to make this a bit less bad. It's not great, but it'll do for this usecase. Oh and I changed some ChangeTurfs into New()s. I'm still not entirely sure what the core difference between the two is, but it seems to work fine. I believe it's safe because the turf below us hasn't init'd yet, there's nothing to take from them. It's like 3 seconds faster too so I'll be sad when it turns out I'm being dumb * Micros river spawning This uses the same sort of concepts as the last change, mostly New being preferable to ChangeTurf at this level of code. This bit isn't nearly as detailed as the last few, I honestly got a bit tired. It's still like 0.4 seconds saved tho * Micros ruin loading Turns out it saves time if you don't check area type for every tile on a ruin. Not a whole ton faster, like 0.03, but faster. Saves even more time (0.1) to not iterate all your ruin's turfs 3 times to clear away lavaland mobs, when you're IN SPACE who wrote this. Oh it also saves time to only pull your turf list once, rather then 3 times |
||
|
|
0728fb3840 |
New Lavaland Monster: Bileworms (#68967)
Bileworms are a new lavaland monster, that has unique AI that should prove them. Instead of moving normally, it periodically burrows underground and resurfaces nearby. Its attack is an AOE acid spit. |
||
|
|
89650214fd |
[MDB Ignore] Refactoring Flora code (#66978)
* organizing flora file and icon states, & flags Changes the typepath for a lot of flora, and adds new paths depending on the amount of icon states the flora had, for better modularization on mappers. Also adds flags to the flora depending on what type it was, instead of 3 bools * Getting ready to attempt to modularize flora Moving most vars and procs from ash flora into the normal flora type path, as a general preparation to add more here * Weighted products & Region Messages Rewrites flora code so a flora's produced items can be initialized with a weighted list. Also has some improvements, relating to item stacks. Adds an option via variables to separate 3 messages into 3 possible regions, or the old method where the message changes when the value is exactly the same as the low or high harvest value * organizing + documentation on procs * Documentation, Organization & Modularization (DOMing) yeah, I dom Gives variables for tools that can harvest flora, a blacklist of them, and modularizes variables a bit. Retypes the stump to be a subtype of a tree, which just deletes after being harvested * Adds the ability to uproot flora with a shovel * added eswords to the list of things that can cut * ausbush junk * code review appreciation + changing drag_slowdown * more code review appreciation * kirbyplants ComponentInitialize() -> Initialize() * forgot glob. |
||
|
|
0e904f7032 |
[MDB IGNORE] Moves non floor turfs off /floor. You can put lattices on lavaland edition (#65504)
About The Pull Request Alternative to #65354 Ok so like, there was a lot of not floor types on /floor. They didn't actually want any of their parent type's functionality, except maybe reacting to breaking (which was easy to move down) and some other minor stuff. Part of what we don't want them to have is "plateable" logic. I should not be able to put floor tiles on the snow and be fine. It's dumb. Instead, I've moved all non floor types down to a new type, called /misc. It holds very little logic. Mostly allowing pipes and wires and preventing blob stuff. It also supports lattice based construction, which is one of the major changes here. I think it makes more sense, and it fixes an assumption in shuttle code that assumed you couldn't place "a new tile" by just hitting some snow with a floor tile. Oh and lattices don't smooth with asteroid tiles anymore, this looks nicer I think. Moving on to commits, and minor changes Changes clf3 to try and burn any turfs it's exposed to, instead of just floors Moves break_tile down to the turf definition, alongside burn_tile If you're in basic buildmode and click on anything that's not handled in a targeted way, you just build plating FUNCTION CHANGE: you can't use cult pylons to convert misc tiles over anymore Generalizes building floors on top of something into two helper procs on /turf/open, reducing copypasta Adds a new turf flag, IS_SOLID, that describes if a turf is tangible or not. Uses this alongside a carpet and open check to replace plating and floor checks in carpet code. This does mean that non iron tiles can be carpeted, but I think that's fine Moves the /floor update_icon -> update_visuals call to /open This change is horrificly old, dating back to |
||
|
|
e74d0990e2 |
Adds Ruinless Cave Generation to IceBoxStation (#64671)
* Adds Ruinless Cave Generation to Lavaland This PR adds a new type of cave generation to lavaland, where you can specify different areas to spawn without ruins. This is especially important for the parts indicated in the image below, because they're bald and ugly in order to help accomodate for the structures below. I add a new datum for cave generation that doesn't spawn ruins (simply because the generation subsystem can't spend budget in those areas), as well as a nice new area and genturf sprite to help improve contrast for the mappers who succeed me. |
||
|
|
4f90d3af7c |
Brimdemons (#64592)
Adds brimdemons, these are lavaland creatures firing blood lasers at their enemies. Brimdemons drop brimdust, which can be used as a botany reagent (it heals the plant, removes weeds and pests and increases potency), and also to craft ore sensors, which are basically primitive ore scanners, on your ears. Adds tropical lobstrosities to lavaland and removes them from xenobiology, also gives them a crusher trophy that staggers enemies for 3 seconds. |
||
|
|
6c0aba5da4 |
removes double spaces AFTER symbols (#62515)
* removes double spaces AFTER symbols * found more |
||
|
|
95c8e00af7 |
cleanup _HELPERS/_lists.dm and all the necessary files (#61827)
Bring _HELPERS/_lists.dm to latest standards by: -Adding proper documentation and fixing existing one -Giving vars proper names -Procs now use snake case as per standard (many files that use those procs will be affected) |
||
|
|
519a15032e | Default Baselighting to white (#61544) | ||
|
|
e629c36feb | Refactor area and turf lighting (#60954) | ||
|
|
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) |
||
|
|
b05af8b31d |
Add Lizard Food: a Taste of the Homeworld (#59412)
The aims of this commit are threefold: - To introduce lizard culture (based upon Common Core) in a tangible way. - Give some more variety of techniques and recipes to the chef and bartender. - To give some flavour (metaphorically and literally). 🆑 Inept, Coiax, AdipemDragon, YakumoChen add: The release of the new cookbook, "Tiziran Cooking: a Taste of the Homeworld" has brought Lizard food to the masses! Try out some new treats, like Moonfish, Nectar Larvae, and perhaps even Headcheese at the kitchen today! add: To coincide with the new popularity of Lizard cuisine, Nanotrasen now stocks seeds for Korta Nuts, a common ingredient in lizard cooking, in the Megaseed vendors. Botanists, you know what to do. add: A few Tiziran fish are also available for you aquaculture lovers out there. They all like saltwater! add: A few new snacks are also now available at the station's snack vendors, for those of you too lazy to visit the kitchen. /🆑 Co-authored-by: coiax <yellowbounder@gmail.com> |
||
|
|
448d9bd841 |
Geyser rebalancing, gives miners points for discovering geysers (#58859)
Co-authored-by: Matthew J. <GoldenKeyboard@users.noreply.github.com> |
||
|
|
60424d0e0e |
adds a bitflag for no random pixel shift on dropping, adds turf_flags var to replace usage of flags_1 on turfs (#57263)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
||
|
|
9ee4703133 | Icebox QoL minus features (#56472) | ||
|
|
c7f09a672b |
Fixes up icebox cave gen (#55788)
Icebox cavegen generates the correct mobs and ore on the bottom z-level again |
||
|
|
3984f85202 |
Fixes icebox gen (#55506)
Adds some more rock formations on the surface of icebox. |
||
|
|
ff9d794e84 | fix (#55462) | ||
|
|
15c7de802a |
Refactor the procedural generation of lavaland and turf/closed/mineral (#54915)
This replaces lavaland's old diagonal tunnel gen which was really horrendously jammed into asteroid floor code (?????) with Cellular Automata which runs in rust (PR for that here: https://github.com/tgstation/rust-g/pull/57 ). The new code is a bit cleaner, but also looks better. VID: https://streamable.com/a45ke2 Things to do: - Make an icemoon version - Fix the roundstart atmos adjacency issues I asked AnturK if this was an acceptable PR for this month; he said it was okay as long as I didn't add new areas, which I don't plan to do. But if anyone thinks this PR breaks the spirit of the month I'll open it again in december. |
||
|
|
9fb0c73f63 | Grep for proc(var/bad) (#54848) |