* Fixes bubbles not doing the stage 1 version of the hallucination charge (#73119)
Bubblegum is once again capable of performing his 5 hallucination,
one real Bubblegum attack.
* Fixes bubbles not doing the stage 1 version of the hallucination charge
---------
Co-authored-by: 1393F <59183821+1393F@users.noreply.github.com>
* Changes our map_format to SIDE_MAP (#70162)
## About The Pull Request
This does nothing currently, but will allow me to test for layering
issues on LIVE, rather then in just wallening.
Oh also I'm packaging in a fix to one of my macros that I wrote wrong,
as a joke
[removes SEE_BLACKNESS usage, because we actually cannot use it
effectively](c9a19dd7cc)
[c9a19dd](c9a19dd7cc)
Sidemap removes the ability to control it on a plane, so it basically
just means there's an uncontrollable black slate even if you have other
toggles set.
This just like, removes that, since it's silly
[fixes weird layering on solars and ai portraits. Pixel y was casuing
things to render below who
shouldn't](3885b9d9ed)
[3885b9d](3885b9d9ed)
[Fixes flicker
issues](2defc0ad20)
[2defc0a](2defc0ad20)
Offsetting the vis_contents'd objects down physically, and then up
visually resolves the confliciting that was going on between the text
and its display.
This resolves the existing reported flickering issues
[fixes plated food not appearing in
world](28a34c64f8)
[28a34c6](28a34c64f8)
pixel_y'd vis_contents strikes again. It's a tad hacky but we'll just
use pixel_z for this
[Adds wall and upper wall plane
masters](89fe2b4eb4)
[89fe2b4](89fe2b4eb4)
We use these + the floor and space planes to build a mask of all the
visible turfs.
Then we take that, stick it in a plane master, and mask the emissive
plane with it.
This solves the lighting fulldark screen object getting cut by emissives
Shifts some planes around to match this new layering. Also ensures we
only shift fullscreen objects if they don't object to it.
[compresses plane master
controllers](bd64cc196a)
[bd64cc1](bd64cc196a)
we don't use them for much rn, but we might in future so I'm keeping it
as a convienince thing
🆑
refactor: The logic of how we well, render things has changed. Make an
issue report if anything looks funky, particularly layers. PLEASE USE
YOUR EYES
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Changes our map_format to SIDE_MAP
* Modular!
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
* Ash Drake attacks work again. (#71003)
Ash drakes check if Trigger worked before doing the meteors after a fire breath, or the fire breath and meteors after a swoop. Turns out, Trigger leads to PreActivate, which leads to Activate, which never returns TRUE. So we make it return TRUE for the stuff in the folder.
* Ash Drake attacks work again.
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Fixes cult dagger grant runtime. (#70703)
Fixes cult dagger grant runtime. Owner is not guaranteed to be non-null.
* Fixes cult dagger grant runtime.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fix item icons for action buttons to be center aligned (#70477)
* Fix item icons for action buttons to be center aligned
Co-authored-by: Tim <timothymtorres@gmail.com>
* Fixes a bunch of cult abilities not working (#70036)
* Fixes a bunch of cult abilities not working
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* [MIRROR] Mob Ability Sequences Again Again (I swear this time)
* [MIRROR] Fix: Cult construct can attack while their spells are on cooldown (All spells no longer have a Melee CD by default) [MDB IGNORE]
* Update code/datums/actions/cooldown_action.dm
* Fixes some cases which references are used in trait sources, potentially causing hard deletes (#67974)
About The Pull Request
Fixes some cases in which actual references were used in trait sources instead of keys (or ref() keys).
This can cause some rare and difficult to find hard deletes.
Trait sources should be a string key relating to the source of it, not an actual reference to what added it. References within trait sources are never handled in Destroy(), because it's not expected behavior, meaning it can cause hanging references.
So, I went through with a regex to find some cases and replaced them.
I used the following and just picked through the few by hand to find erroneous ones.
ADD_TRAIT\(.+, .+, [a-z]+\)
REMOVE_TRAIT_TRAIT\(.+, .+, [a-z]+\)
Why It's Good For The Game
Less hard deletes, probably.
Changelog
cl Melbert
code: Some traits which mistakenly were sourced from a hard reference are no longer.
/cl
* Fixes some cases which references are used in trait sources, potentially causing hard deletes
* wew
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Completely removes `proc_holders` from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code.
* our changes
* yes
* 0
* Update blackmesa.dmm
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Titan's Final Lament - Colossus and hierophant crusher trophy rework (#66793)
This is somewhat a port of BeeStation/BeeStation-Hornet#6805 with slight changes, credits to Rukofamicom for the original PR.
Kinetic crusher is supposed to be a high risk high reward weapon, but with current hiero wall trophy it just ends up with the player cheesing mob and boss AIs. To fix this, here we change hiero trophy to spawn a hierophant chaser instead of a wall, which will increase player's DPS without offering them any protection.
However, this creates another issue: right now colossus is unbeatable with crusher without cheesing it with the wall due to it's shotgun attack which kills and dusts you point blank or 1 tile away, which is extremely unfair and unfun. To fix this, I add what should've been done from the start - make colossus telegraph it's attacks before starting them. Player has 1.5 seconds to react(unlike 3 seconds in the original PR which made the fight much easier) and dodge the attack or at least get away from the colossus to have a chance to survive.
Since this does make the fight significantly easier, colossus gets a special final attack during which it shouts "Perish" and uses different attacks. Unlike in the original PR, he can only use it once, so it's not as deadly and bullshit. This should make the fight more epic and similar to other bossfights which get cool attacks near the end of the battle.
Goodbye 4 GBP, you served me well.
* Titan's Final Lament - Colossus and hierophant crusher trophy rework
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* Fixes possible charge issues in the future (#65309)
Replaced if(!parameter) checks with if(!isnull(parameter)). Right now you can't set destroy_objects to FALSE using the destroy argument in New() because the game will think value wasn't changed.
Fixed actively_moving being TRUE after first charge.
This PR will prevent tarantulas and other mobs that can charge from moving and destroying stuff during charge delay.
Also this PR will let us avoid problems in the future if someone decides to override destroy_objects in New()
* Fixes possible charge issues in the future
Co-authored-by: DTraitor <74188902+DTraitor@users.noreply.github.com>
* lobstrosities charge now (#65201)
lobstrosities didnt have ranged = TRUE, so they never ran OpenFire, never charging at people
also fixes their charges having less delay than they should, being pretty much instant, now brings it up to what it originally was
* lobstrosities charge now
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Adds a movement looping system, replaces inbuild procs and spacedrift with it (#62567)
* Adds a subsystem to handle automated directional movement, replaces all instances of walk_towards with it. Makes meteors and immovable rods not drift in space, and makes immovable rods more destructive. Note, I've opted not to use byond's method of moving towards something, which is effectively Move(src, get_step(src, get_dir(src, target))) as it's cringe and doesn't make a smooth line. I've replaced it with a autoupdating rise over run setup, read the code for more details
* woop forgot the subsystem
* Documentation, contributing.md entry, and some cleanup
* Makes the moveloop datum more oop friendly, sets us up for a lot of conversions
* Converts the curseblob and walk_away() to the subsystem
* Changes the default for override from FALSE to TRUE
* converts walk() over, still need to add a replacement proc for it, but we didn't actually have anything that used the raw proc
* converts the rest of walk_to() over, nearing the end now
* cleans up some errors
* Fully documents everything, fills in some missing movement types, uses the power of oop to make things cleaner, and typepaths longer
* Finishes the contributing.md stuff
* Done
* Fefaults -> Defaults, can you tell I wrote this at 1AM?
* resolves bubblegum issues
* Roh's suggestions
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Cleanup
* Hey lemon, did you know that Destroy() lives on datums? ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
* Converts over the discrepencies created in my absense
* HAHA FUCK YOU I PAY MY DUES
* Whoops lost some stuff in the merge
* Converts the system from seconds to deciseconds to make dealing with the api more sane
* Some stuff I missed
* Makes movement an inheritable subsystem type, splits the moveloop file into two, one for the subsystem, and one for the datums
* Makes a subsystem that handles directing movers out to other subsystems. It's a bit bad right now, but it's a
good first step. I think I'll move the move loop datum to a lazy var on mobs instead of an assoc list, don't
like lists.
Also makes the movement procs global, I'll move em to the /movement subsystem at some point or something like
that
* Converts the existing uses of the procs over to the new format
* Adds support for subsystem precedence, so a type of A can override type B.
General cleanup, still kinda in debug mode but it's getting better
* I'll admit I'm not too familiar with this, but I think it will work
* Adds starting logic so movement types "pausing" makes any sense
Redoes how waiting is handled to make it based on world.time directly. I don't remember why. I think it's better
this way.
Adds a drifting movement type, moves space drift over to it.
Needs severe work before it's ready, too much info stored and modified on the moving object, see comment
Starts work on making drifting smooth
* Moves almost all space drifting vars over to signals on the movement datum
Properly implements glide size stuff for both the subsystem and the loops. Space drift will be smoother now.
It's not perfect, but it'll work just fine for now
Adds a way to override a client'd mob's glide size mid move, uses it to make entering a spacedrift look right
Adds a way to delay a client move outside of just move_delay, meant to be used for long periods, and setup such
that it doesn't make inputs persist
Adds flags to movement loops, alongside MOVELOOP_OVERRIDE_CLIENT_CONTROL, which blocks client movements while
the loop is firing, and for it's visual delay after
This means you can't exit a space drift until you hit the actual wall. This feels a lot better
Some general logic stuff, move() will return true/false if it succeeded or failed
Adds a stop_loop() proc that's called when a move loop is no longer active
Suck my nuts
* Moves precedence to the loop instead of the subsystem
* Moves drifting into a component, this lets me explictly block input after the move loop ends, so people can't
move the moment they functionally move onto a new tile
This is a bit underdeveloped currently, but that's a problem for another day
Cleans up some uses of move procs, fixes runtimes in metoer and curseblob code
Adds signals for stopping/starting a move loop, sending one for destroy is redundant.
Moves existing event signals from the movable being acted on to the loop itself, makes more sense this way
Makes the move handler return the created loop up the chain so we can register to it
Fixes a logic error in loop contesting code that lead to loops never actually being removed from subsystems
because they didn't know they should be.
Properly changes lifetime from a time to stop, to functionally an amount of moves to complete before stopping
Adds some new signals for pre/post loop process. This is to better tie into components.
I decided I didn't like the idea of tying all functionality to the loops themselves
The loop decides functionally how to move, components or just tied in signals can decide when/when not to move
and can modify properties of the loop
Making a new loop for things like atmos drift, something I'm interested in tackling in the future, seemed silly
* Moves movement procs directly to the subsystem for better namespacing or whatever
* Moves movement packets onto /atom/movable, no longer need the debugging
I've decided to not just put their contents fully onto atom movable, since it makes debugging on live much
harder, can't sdql for them anymore.
Fixes a runtime in meteor code, properly this time
Fixes a logic error in stop_looping
Makes move manager NO_INIT, because well, it doesn't init
* Commits human sin, makes Recover() work properly for movement subsystems
* Fixes immovable rod orbits not always working, they were returning too early in moved and fucking up the var we use to track move count, and thus not sending a signal properly
* Reworks the curseblob to use signals more, and to not use override
* Missed this in the movement ss commit
* Removes override, makes having a higher or equal precedence take its place
* Updates documentation
* Cleans up some unused defines
* Nukes the unused flags option
* Whoops forgot to qdel check
* Removes an unused var I had for client move prevention before I started using a component
* Let's do this properly
* Modernizes meteor code to better match how explosions actually work currently
* Some more cleanup
* Cleans up effect code a little bit
Nukes the effect system's sleep loop, we use movement loops instead
As a part of that, instead of 1 timer per effect spawned, we react to loop failure and make it 1 timer per
effect system
This should reduce the amoumt of slowdown we see after mass lighting break
It's not everything, we're still making a timer per spark effect, but it cuts things down significantly
* Updates explosions to not sleep
* Adds support for modifying a loops delay post process, makes extinguisher code suck less then it does currently, nukes some more sleeps and timer loops
* Converts water tank resin over to move loops rather then sleeps, minor behavior change mind, the cooldown starts on fire rather then on land, but I think that makes more sense anyway
* compile and runtime fix
* Fixes some runtimes, cleans up some code, ensures feature parity when it comes to logging
* Prevents resin foam from space drifting
* Adds support for flags back into the system, I need it for reasons
* Updates move_towards to fix some bugs and resolve some inconsistent behavior, implements a flag that makes a loop's first move start instantly
* Fixes extinguishers not actually transfering any reagents
* Converts sprays to the new system. This does actually minorly change behavior, in that I've changed the order of spray actions from step -> sleep -> wash to step -> wash -> sleep, but I'm not terribly torn up about it because frankly I think it feels better
* Converts grav catapults over to the new system
* Converts trays over to moveloops
* Converts robot streaking to move loops, the other two coming soon
* Compile you won't. Also fixes a behavior issue with oil streaks
* Does directional step_to properly, cleans up the other two streaking types
* Converts step_trigger over, not that it's actually used anywhere. Changes how stoping a move works, you need to explicitly qdel, other the step is just considered to be ignored. This will make life easier later
* Adds a jps movement loop. It's a bit bloaty, id is stupid, but it'll work just fine
* Makes the system support passing in a datum that's just used as extra context for the move. The hope is this makes signalizing things less of an absolute headache
* Begins the conversion of ai movement datums to movement loops
* These two are reasonably simple, only weird thing I'm doing is A: Not allowing target hotswapping, which I hope none is doing, and B: passing the controller into the move loop as extra context so things work properly
* JPS is a bit more complex, partially because the old implementation was a bit weird. 2 major things. 1: I'm dropping what I think was a redundant behavior minimum distance check from the premove bit of logic, since I'm pretty sure it didn't do anything. 2, instead of just stoping the step in an error state like being pulled, we count it against our max move total
* Audit
* Moves most forced movement to the framework, adds some components to make things nicer
* Implements a flag that makes the loop always operate, regardless of precedence and without impacting any other loops
* Moves movement subsystems into the right folder
* Hey potato what if you had two procs that did the same thing and one called the other? Wow it's useless
* Merges slipping and force movement
* Converys conveyors over to the system. It's a bit fragile, but I think it's totally worth it to save the sleep loop
* Precedence -> Priority, cleans up some logic errors, makes priority highest to lowest instead of lowest to highest, straight cleans some code up
* Makes poly and bubbles ignore spacedrift, now that precedence actually functions properly. I'm likely missing cases of this, will deal with it later
* Depression, thy name is linter
* Fixes linter, and hopefully fixes the runtimes in ci too
* Wew
* Sets sprays and extinguishers back to legacy, since people do actually seem to have noticed
* Spelling errors my beloved
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* More detail, moves return descriptions
* Converts transit tubes to the system?
* Adds the glide size modifier. Not honestly sure that this should be default, considering how crummy it makes things look for normal walking, but it's useful as hell here
* Adds a force move in dir template, actual support for fast initial steps (wtf old me) and a helper proc for setting delay
* Cleans up displosal code a bit, I thought about adding it to the system but it would functionally be just 'disposal loops'. Maybe I'll make a template subtype? not sure how I want to handle stuff like this
* Cleans up mob movement a bit
* Let's use the controller's visual delay
* Makes the resin thrower nicer, cries
* Cleans up some comments, replaces an implicit world.icon_size with an explicit one, fixes up a typecheck
* typecache instead of double istype. Can't do much about the !atom/movable, list would be too big I feel
* hhh
* bro wtf
* Documents the why of SS_TICKER
* Puts SSmovement on SS_TICKER. Lets us support tick steps
* Cleans up the charge action. Makes it use moveloops
* Fixes CI? kinda worried that this just got dropped
* Converts disposal pipes to move loops. They stutter a bit more then usual as of now, hoping that's a me thing, if it's not I'ma look at uping the priority of the base subsystem
* Moves the move subsystems off background, puts some on ssticker
* Prevents some things that shouldn't move in space from moving in space
* Documents the general form and usage of the system
* Virgin one vs chad once
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* Removes unneeded check
* Moves appropriate movement subsystems into SS_BACKGROUND. Removes redundant SS_KEEP_TIMINGs
I do want the behavior of SS_TICKER, which at this point is tick based waits, and ignoring overtime when
calculating next fire.
Since honestly, these subsystems should ignore overtime in regards to next fire, the cost of moving A may be
nothing compared to the cost of moving B.
* Makes the MODULUS macro use floor. I knew our coders would never let me down, glad this exists, thanks ninja
Fixes teleporting caused by shitty round() behavior, adds a "you hit your target" case to homing loops
* Converts blood splatters to move loops, that'll do it
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* Adds a movement looping system, replaces inbuild procs and spacedrift with it
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* [READY] Space Ninja Rework (#53492)
* Automatic changelog compile [ci skip]
* Automatic changelog compile [ci skip]
* Revert "Automatic changelog compile [ci skip]"
This reverts commit 48a63defa644ec9826ee5eb1736e5158d2a636d4.
* Revert "Automatic changelog compile [ci skip]"
This reverts commit cb68f4988edd9d841c4203eecee2067a49ce75c5.
* Revert "Revert "Automatic changelog compile [ci skip]""
This reverts commit e6e1f1ef53ee6611c334efcae6ca7c102edaf351.
* Revert "Revert "Automatic changelog compile [ci skip]""
This reverts commit 1782210527b9819772c0781122bec35b7979bf7d.
* Update changelog.html
* Automatic changelog compile [ci skip]
* Automatic changelog compile [ci skip]
* Move suit_initialization into better location
* Clean up cost check
* Clean up net using
* Clean up Ninja Star
* Clean Up Ninja Stealth
* Clean Up Sword Recall
* Move the event file
* Re-Merge the Changes
* Get your ninja code out of my human.dm
* Move the event into events folder and clean it up
* Can the old space ninja antagonist file
* Roll in the shiny new bad boy
* Get rid of actions/ninja.dm and move its info into respective ability files
* Update one_click_antag with new ninja
* Move proc out of ninja code into proper location
* Update the dme properly this time
* Update code/modules/ninja/suit/ninja_equipment_actions/ninja_suit_initialisation.dm
Co-authored-by: Fikou <piotrbryla@ onet.pl>
* Update code/modules/ninja/suit/gloves.dm
Co-authored-by: Fikou <piotrbryla@ onet.pl>
* Update the antagonist file
* Update ninjaDrainAct
* Re-Add MGS Voice Lines
* Up the Katana Damage Back Up to 30
* Attempting a Risky Manuever
* Adjusting some numbers to fit the delta time PR
* Fix Var Names and do a return ..()
* Remove Unused Defines, Update qdels to QDEL_NULLs
* Update code/modules/antagonists/space_ninja/space_ninja.dm
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Update code/modules/antagonists/space_ninja/space_ninja.dm
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Update code/modules/events/space_ninja.dm
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Update code/modules/ninja/energy_katana.dm
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Update code/modules/ninja/ninja_explosive.dm
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Update code/modules/ninja/suit/ninja_equipment_actions/energy_net_nets.dm
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Remove Unnecessary Condition Checks
* I'll show you what A stands for!
* Turn some things into defines
* Remove is_ninja()
* Gives the SN roles on Antag Gain, not on event spawn
* Clean up mind/key code to be efficient and modern
* Have Deactivated Suit Gloves use default black sprite
* Add the new clothing sprites
* Add new inventory sprites for alternate sprites
* Get Rid of These Again
* Re-add suit changes
* Implement all the suggestions for the antag file
* And then everything else
* Updating the Weight for purpose of testmerge
* Balance Updates
* Update the Objective Definitions
* Remove Now Unreachable Cyborg Interaction Code
* Get That Shit Out of My Forest
* Re-Add Cowl Wearing Sprite
* Re-Add Cowl Inventory Sprite
* Adapt to the new thing?.thing changes
* Re-add New Katana Inhand Sprites
* Re-Add glove's shock but have it do knockdown instead
* Get rid of the these stupid changelog changes
* Update sounds
* Re-add New Mask Sprite
* Re-update katana inventory sprite
* Revert Event Weight
* Update code/modules/ninja/suit/ninja_equipment_actions/energy_net_nets.dm
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* Re-Add Dynamic Ninja
* Revert Changelog thing
* Update Mob Sprites
* Add files via upload
Co-authored-by: Changelogs <action@ github.com>
Co-authored-by: Fikou <piotrbryla@ onet.pl>
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* [READY] Space Ninja Rework
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
Co-authored-by: Changelogs <action@ github.com>
Co-authored-by: Fikou <piotrbryla@ onet.pl>
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* this will end horribly
* s
* kek
* wew
* i dont know what an atomized pr is
* lets hope this doesnt blow up
* ok
* Update living.dm
* Update flightsuit.dm
* Update living.dm
* Update living.dm