Commit Graph

107 Commits

Author SHA1 Message Date
Tim
4f47f87165 Bedsheet Improvements (#70576)
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## About The Pull Request

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This is a remake of #68602 that does:

- Adds context screentips for bedsheets
- Lets you attack other mobs that are lying down to cover them in a
bedsheet
- Removes deprecated bedsheet code
- Fixes tucked in items (plushies, nuke disk, bedsheets) to use proper
direction and rotation for beds
- Fixes bedsheets covering mobs in the wrong direction
- Changes bedsheets to only cover mobs that are lying down
- Bedsheets can now be rotated with AltClick

## Why It's Good For The Game

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Easier to use and looks nice.

## Changelog

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🆑
qol: Bedsheets now have context screentips and will cover up mobs if
they are attacked and lying down. Bedsheet can also be rotated with
AltClick.
fix: Fix rotation and offsets to work properly on mobs, nuke disk,
plushies, and bedsheets when placing something on a bed.
/🆑

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Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 21:55:28 -08:00
Rhials
dd39890985 Autodocs dreams and bedsheets, triples the number of dream strings (#70824)
Autodocs dreaming.dm and bedsheet_bin.dm.

Also adds a bunch of new subjects for your dreams to choose from. This list was way more sparse than I expected, so I felt obligated to add to it.
2022-10-29 13:57:04 -05:00
GoldenAlpharex
b28e46218d Fixes random bedsheets not getting their dir applied to the bedsheet they spawn (#70797)
Fixes random bedsheets not getting their dir applied to the spawned bedsheet
2022-10-29 13:55:18 -05:00
LemonInTheDark
23bfdec8f4 Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) (#69115)
About The Pull Request

I've reworked multiz. This was done because our current implementation of multiz flattens planes down into just the openspace plane. This breaks any effects we attach to plane masters (including lighting), but it also totally kills the SIDE_MAP map format, which we NEED for wallening (A major 3/4ths resprite of all wall and wall adjacent things, making them more then one tile high. Without sidemap we would be unable to display things both in from of and behind objects on map. Stupid.)

This required MASSIVE changes. Both to all uses of the plane var for reasons I'll discuss later, and to a ton of different systems that interact with rendering.

I'll do my best to keep this compact, but there's only so much I can do. Sorry brother.
Core idea

OK: first thing.
vis_contents as it works now squishes the planes of everything inside it down into the plane of the vis_loc.
This is bad. But how to do better?

It's trivially easy to make copies of our existing plane masters but offset, and relay them to the bottom of the plane above. Not a problem. The issue is how to get the actual atoms on the map to "land" on them properly.

We could use FLOAT_PLANE to offset planes based off how they're being seen, in theory this would allow us to create lens for how objects are viewed.
But that's not a stable thing to do, because properly "landing" a plane on a desired plane master would require taking into account every bit of how it's being seen, would inherently break this effect.

Ok so we need to manually edit planes based off "z layer" (IE: what layer of a z stack are you on).

That's the key conceit of this pr. Implementing the plane cube, and ensuring planes are always offset properly.
Everything else is just gravy.
About the Plane Cube

Each plane master (except ones that opt out) is copied down by some constant value equal to the max absolute change between the first and the last plane.
We do this based off the max z stack size detected by SSmapping. This is also where updates come from, and where all our updating logic will live.

As mentioned, plane masters can choose to opt out of being mirrored down. In this case, anything that interacts with them assuming that they'll be offset will instead just get back the valid plane value. This works for render targets too, since I had to work them into the system as well.

Plane masters can also be temporarily hidden from the client's screen. This is done as an attempt at optimization, and applies to anything used in niche cases, or planes only used if there's a z layer below you.
About Plane Master Groups

BYOND supports having different "maps" on screen at once (IE: groups of items/turfs/etc)
Plane masters cannot cover 2 maps at once, since their location is determined by their screen_loc.
So we need to maintain a mirror of each plane for every map we have open.

This was quite messy, so I've refactored it (and maps too) to be a bit more modular.

Rather then storing a list of plane masters, we store a list of plane master group datums.
Each datum is in charge of the plane masters for its particular map, both creating them, and managing them.

Like I mentioned, I also refactored map views. Adding a new mapview is now as simple as newing a /atom/movable/screen/map_view, calling generate_view with the appropriate map id, setting things you want to display in its vis_contents, and then calling display_to on it, passing in the mob to show ourselves to.

Much better then the hardcoded pattern we used to use. So much duplicated code man.

Oh and plane master controllers, that system we have that allows for applying filters to sets of plane masters? I've made it use lookups on plane master groups now, rather then hanging references to all impacted planes. This makes logic easier, and prevents the need to manage references and update the controllers.

image

In addition, I've added a debug ui for plane masters.
It allows you to view all of your own plane masters and short descriptions of what they do, alongside tools for editing them and their relays.

It ALSO supports editing someone elses plane masters, AND it supports (in a very fragile and incomplete manner) viewing literally through someone else's eyes, including their plane masters. This is very useful, because it means you can debug "hey my X is yorked" issues yourself, on live.

In order to accomplish this I have needed to add setters for an ungodly amount of visual impacting vars. Sight flags, eye, see_invis, see_in_dark, etc.

It also comes with an info dump about the ui, and plane masters/relays in general.

Sort of on that note. I've documented everything I know that's niche/useful about our visual effects and rendering system. My hope is this will serve to bring people up to speed on what can be done more quickly, alongside making my sin here less horrible.
See https://github.com/LemonInTheDark/tgstation/blob/multiz-hell/.github/guides/VISUALS.md.
"Landing" planes

Ok so I've explained the backend, but how do we actually land planes properly?
Most of the time this is really simple. When a plane var is set, we need to provide some spokesperson for the appearance's z level. We can use this to derive their z layer, and thus what offset to use.

This is just a lot of gruntwork, but it's occasionally more complex.
Sometimes we need to cache a list of z layer -> effect, and then use that.
Also a LOT of updating on z move. So much z move shit.

Oh. and in order to make byond darkness work properly, I needed to add SEE_BLACKNESS to all sight flags.
This draws darkness to plane 0, which means I'm able to relay it around and draw it on different z layers as is possible. fun darkness ripple effects incoming someday

I also need to update mob overlays on move.
I do this by realiizing their appearances, mutating their plane, and then readding the overlay in the correct order.

The cost of this is currently 3N. I'm convinced this could be improved, but I've not got to it yet.
It can also occasionally cause overlays to corrupt. This is fixed by laying a protective ward of overlays.Copy in the sand, but that spell makes the compiler confused, so I'll have to bully lummy about fixing it at some point.
Behavior changes

We've had to give up on the already broken gateway "see through" effect. Won't work without managing gateway plane masters or something stupid. Not worth it.
So instead we display the other side as a ui element. It's worse, but not that bad.

Because vis_contents no longer flattens planes (most of the time), some uses of it now have interesting behavior.
The main thing that comes to mind is alert popups that display mobs. They can impact the lighting plane.
I don't really care, but it should be fixable, I think, given elbow grease.

Ah and I've cleaned up layers and plane defines to make them a bit easier to read/reason about, at least I think.
Why It's Good For The Game
<visual candy>

Fixes #65800
Fixes #68461
Changelog

cl
refactor: Refactored... well a lot really. Map views, anything to do with planes, multiz, a shit ton of rendering stuff. Basically if you see anything off visually report it
admin: VV a mob, and hit View/Edit Planes in the dropdown to steal their view, and modify it as you like. You can do the same to yourself using the Edit/Debug Planes verb
/cl
2022-09-27 20:11:04 +13:00
tattle
fd9f50c552 [IDB IGNORE] Renames the inhand/misc folder to inhand/items (#69573)
Also adds balloons to inhand/items
2022-09-01 03:29:10 +02:00
MrMelbert
92dc954ab5 Fixes 118(give or take) cases of mapload not being passed to initilaize (#69107)
fixes 114 cases of mapload not being passed to initilaize
2022-08-11 10:22:33 -04:00
ShizCalev
adeb9d95a0 Adds QM to authority & conspiracy phobias, QM's bedsheets will now make you dream of authority and SILVERY IDs (#69037)
Adds QM to authority & conspiracy phobias
2022-08-09 22:38:34 -04:00
san7890
84cdd6de96 Removes Single-Bedsheets Spawning In For Double Bedsheets (#68777)
Hey there,

Apparently, one line of this was lying around in the randomizer for the double sheet spawner, which shouldn't be the case. I replaced it with what I believed was the original intent (a normal white double bedsheet), as well as some formatting.
2022-07-30 04:51:09 -04:00
san7890
38166f7d37 Bedsheet Directional Rotational Bigly Large Fix (#66144) 2022-04-16 08:22:21 -07:00
John Willard
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>
2022-04-04 12:44:14 -07:00
Luc
afc1e44ee2 Tool act superpack 2 (#64428)
About The Pull Request

Continuation of #64375, extracting tool behavior from attackby() and moving it into discrete _act procs. This is about as many files as I had in the last version, as I still want this to be reviewable.

As before, I've tested everything in game and it works as it previously did.
Why It's Good For The Game

The more code moved out of attackby, the more modular things become.
Changelog

cl
refactor: Moves more tool behavior out of attackby().
/cl
2022-03-08 11:43:22 +13:00
Ghom
c5d2b2e51e Fixes layering issues brought by the FoV PR. (#63903)
* Fixed most (not all) incorrect planes and layers detected by the unit test.
2022-02-09 19:40:00 +01:00
Mothblocks
068f5df349 Add new surgery tgui (#64579)
* Move element to component, start UI, move assets into their own directory

* Complete UI

* Stop when another surgery is started

* Set your real zone since I forgot you actually need to start the surgery too

* Bring this back since I was just removing it as part of a cleanup for asset cache, but I can't prove it's not used anymore

* Remove unnecessary constructor I was using for something else

* Fix signal override
2022-02-06 22:04:06 +02:00
san7890
7af02f04f5 FIXED BEDSHEETS (#64024)
they're fixed now!!!
2022-01-13 17:18:38 -05:00
Jeremiah
415e9dd7c1 Fixes typos in span, other html elements (#63510)
Atomizes a much larger PR for another time...
There are typos in span and other html messages that causes them to not render correctly or at all.
Bug fixes
Converts those instances of span to use the macro
2021-12-23 17:06:01 +00:00
Ghom
257742b276 Double beds can now have two people buckled to them at a time. Also doubles the material costs to make them and their sheets. (#62813) 2021-11-15 09:39:57 -08:00
Ghom
d7e0c782c9 Fixes a few issues with double bedsheets. (#62590)
Fixes the random and dorms spawners for double bed sheets. Fixes the dying_key for double bed sheets.
2021-11-06 23:09:37 +00:00
ArcaneMusic
92ea8fe31f double bedsheets have the correct worn sprites. (#62372)
Double Bedsheets have a new icon_state, but in doing so, break their worn_icon_states, as their worn_icon_state was set by the icon_state.

This manually sets their worn icons in order to avoid funny broken sprites.
2021-10-28 10:27:48 +01:00
Zytolg
0a9404e69b Beds and Benches: The Aesthetic Revolution [re-PR'd With EOB's Blessing] (#62169)
About The Pull Request

Ever since I saw @EOBGames PR this, I've wanted it. I've needed it. I've been delaying some mapwork FOR this. This is an identical PR to #61689, just updated so that it's not conflicting with anything. I've done everything @Krysonism asked for from last time too. That's right spacemen, double beds are back, and more cursed then ever. Cursed to succeed that is!
Why It's Good For The Game

We. Don't. Have. Benches.
Benches are a hallmark of any public space! You can sit on them, sleep on them, stand on them, even sleep on them! Our stations have a ton of chairs, but chairs don't really communicate public that well. Benches do. As for the beds? Well Inept wants them, and you know what? I respect that.


cl
expansion: Sofas now include the Bench Type. These are buildable with 2 metal plates from the crafting menu.
expansion: Beds can now be rotated (flipped), and include the Double Bed Type. Miners can also make Double Pod Beds to really feel like an Alaskan King.
expansion: Bedsheets to match! Try to share those big blankets with a lizard if you see that they're shivering!
code: Stuff that lets you interact with the benches and beds in-game, so that you too can enjoy being a king.
sprites: Ports the Benches and Double Bed sprites from Skyrat
sprites: Flipped Beds
2021-10-25 21:55:13 +13:00
Ghilker
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)
2021-10-12 14:48:51 +01:00
tralezab
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

![](https://media.discordapp.net/attachments/823293417186000909/875122648605147146/image0.gif)

## 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`
2021-09-24 17:56:50 -04:00
Ghom
e13af3ab93 surgery_initiator component to element. (#60634) 2021-08-02 18:12:18 -07:00
Watermelon914
375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

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

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00
AnturK
8112be6939 Fixes runtimes related to forensic components on deleted things. (#59315) 2021-05-27 04:33:51 -07:00
TemporalOroboros
e4079c87b8 update_appearance (#55468)
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
2021-02-19 12:06:18 -03:00
LemonInTheDark
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.
2021-02-16 09:18:46 -05:00
Mothblocks
0f435d5dff Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm

We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.

There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.

Hi codeowners!

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-14 16:53:29 -08:00
MrMelbert
4b9869b97d Allows you to tuck the nuclear authentication disk (and plushes) into bed. (#55940)
Adds an element, the tuckable element. Objects with this element can be tucked into bed by hitting a bed with it.

You can now make beds by hitting them with a blanket.
You can now tuck plushes into bed.
You can now tuck the disk into bed, too.
2021-01-05 17:57:11 -05:00
Kylerace
6e6084f537 Holodeck bedsheets no longer drop cloth when cut (#54548)
they now check if they have HOLOFLAG_1 and if they do they dont drop cloth
2020-10-27 03:53:12 -03:00
Rohesie
c07df08690 Standardizes attack chain signal returns and fixes a tk bug (#54475)
The attack chain is a bit of a mess, and the introduction of signals hasn't helped in simplifying it.

In order to take a step into untangling this, I re-ordered the attack signals to no longer be by source type and instead to be grouped more modularly, as they are all members of the attack chain and function similarly. They all share the trait of potentially ending the attack chain via a return, but had several different names for it. I joined it into one.

Additionally, fixed a tk bug reported by @Timberpoes by adding a signal return check at the base of /mob/proc/RangedAttack

Lastly, removed the async call of /datum/mutation/human/telekinesis/proc/on_ranged_attack, which was added as a lazy patch to appease the linter complaining about a sleep on a signal handler (namely in /obj/singularity/attack_tk). Fixed the problem using timers.

Also cleaned some code here and there.
2020-10-21 05:42:38 +01:00
ArcaneMusic
d836946e8e Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#53305) 2020-09-16 16:11:23 -03:00
girl
40bff016e8 Componentizes Surgery-Initiation Devices (#52295)
* meow

* doc moment

* meow
2020-08-03 01:38:32 -03:00
jdawg1290
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
nemvar
6ef421be42 Renames a few variables. Also reorders icon fallback order again. (#51060)
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.

* Fixes some comments

* Fixes map issue

* Restart lints

* Properly resolves conflicts
2020-05-25 06:47:19 +02:00
Fikou
0ec86b44b1 adds new stamps, resprites old ones, various cool stuff (#50573)
* adds new stamps, resprites old ones, various cool stuff

* FUCK

* fix

* today i will forget a comma

* ok i guess
2020-04-24 00:43:12 +08:00
ShizCalev
4316f79d32 Fixes some inconsistencies with CentCom & Nanotrasen capitalization, and a couple typos (#49469)
typo fixes, inconsistencies with Nanotrasen capitalization, ect
2020-02-22 22:35:53 +13:00
MrPerson
26093e5ac2 Further update_icon splitup (#48784)
* Further update_icon splitup

After this there'll be just under 100 old update_icon() calls that need fixing.

* Thanks Travis
2020-01-22 10:18:05 -05:00
nemvar
dc783795db Renames is_hot and is_sharp to get_temperature and get_sharpness (#46680) 2019-09-23 14:02:59 -07:00
Rob Bailey
26b04ede42 Obliterates item_color: new washing machine functionality edition (#45961)
About The Pull Request

Completely removes item_color and the clusterfuck of bad programming it caused.

In places where item_color was used for entirely unique purposes it was split off and renamed to a new var on that typepath only, or refactored so it wasn't needed

In places where item_color was used as a dye color, it was converted to the new dye_color var

In places where item_color was used as the worn overlay it was removed and instead now icon_state is always used as the clothing overlay.

A new mob_overlay_icon var was added for manually setting where the mob overlay icon path is for specific items.

Moved some mob overlay files relating to clothing to their own directory as well for organization purposes.

Totally refactors washing machines, instead of the horrible abortion that was iterating through the typepath it now uses a registry of dye results.

Some bonus functionality to come out of this:
the washing machine now supports arbitrary dye colors.
Why It's Good For The Game

It's been 4 years since the "this should be deprecated soonish" comment was added, and this var is a shitpile of confusion if you just trace the usage of it.
Changelog

cl
add: Washing machines now support arbitrary dye color
add: Washing machines now dye nearly every item.
refactor: lots of backend changes to clothing overlays, report any issues
/cl
2019-08-26 20:38:11 +12:00
TWATICUS
7025d515b7 h
h
2019-07-29 06:11:07 -04:00
Mickyan
e26abb7047 Random pixel shift for dropped/thrown objects (#45155)
* pixels

* offset for any throw, critical bedsheet bugfix

* nyeh

* might as well (autodoc)

* renamed proc

* removed redundant src

* moved call from dropped() to dropItemToGround()

* handles storage dumping, customizable max offset

* adjusted values

* inline
2019-07-16 00:51:17 -07:00
vuonojenmustaturska
8ddc9677c7 examine-code refactor (#44636)
* 1/4 done? maybe?

* more

* stuff

* incremental stuff

* stuff

* stuff & things

* mostly done but not yet

* stuffing

* stuffing 2: electric boogaloo

* Git Commit and the Kingdom of the Crystal Skull

* make it actually compile

* found more stuff

* fixes

* fix AI laws appearing out of order

* fix windows

* should be the remaining stuff

* this time for real

* i guess it should compile too

* fix sechuds
2019-06-19 22:07:57 +02:00
zxaber
130e066372 Allows unanchoring and deconstructing of linen bins (#44171)
* linen bins, your time has come

* update

* update
2019-05-31 13:10:27 +02:00
kevinz000
3e7184c975 Combat/Stun (slip) overhaul staging, mobility flags, adds crawling (#39967)
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.

Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove

cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
2018-10-11 11:22:21 +13:00
81Denton
3ad959a0fa More variety for dorms bedsheets (#40687) 2018-10-05 04:34:35 -04:00
ShizCalev
2fa1ac1349 Replaces istypes with the proper tool_behaviour checks. (#40414) 2018-10-01 03:10:31 +03:00
kevinz000
70d007300f Fix telekenetic grabbing bedsheets through time and space (#39721)
You could use the grab in hand to teleport it to you.
2018-08-15 22:10:12 -07:00
AnturK
4c5a43eeb8 Prefix for item flag slot defines. 2018-04-27 10:30:48 +02:00
kevinz000
f300a5c155 Interaction/Attack Hand Refactor (#36405) 2018-03-23 11:20:54 +01:00
uraniummeltdown
1e2ec247f0 adds cosmic space bedsheet 2018-01-28 22:04:09 -06:00