Commit Graph

301 Commits

Author SHA1 Message Date
SkyratBot
18eca27569 [MIRROR] update_appearance (#3508)
* update_appearance

* a

* a

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-19 16:08:09 +00:00
SkyratBot
43febe3145 [MIRROR] Converts many proc overrides to properly use list/modifiers, lots of other smaller things (#3433)
* Converts many proc overrides to properly use list/modifiers, lots of other smaller things

* Update human_defense.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-17 14:18:21 +00:00
SkyratBot
b332b46b65 [MIRROR] Remove hideous inline tab indentation, and bans it in contributing guidelines (#3394)
* Remove hideous inline tab indentation, and bans it in contributing guidelines

* a

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-15 15:32:02 +00:00
SkyratBot
ff74a68ad9 [MIRROR] Windows are now less fussy and will let more things exit a shared turf. (#3281)
* Windows are now less fussy and will let more things exit a shared turf. (#56788)

I recently changed it so that windows don't use their direction to decide if they're fulltile or not. I missed a check in CheckExit and as a result, you couldn't exit a fulltile window you were stood on from the South, their default facing direction.

Fulltile windows no longer do this check to block movement off their turf. Directional windows now only block movement off the turf they're on if you're attempting to walk the direction they're facing (i.e. walking through them) and they're not dense.

Finally, windows also check pass_flags_self instead of hardcoded passflags.

* Windows are now less fussy and will let more things exit a shared turf.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2021-02-11 10:55:19 +00:00
SkyratBot
43c6850b31 [MIRROR] Makes reinforced plasma windows block heatspreading (#3101)
* Makes reinforced plasma windows block heatspreading, mostly so the sm delams properly, and partially so mappers have a tool for this sort of thing (#56545)

* Makes reinforced plasma windows block heatspreading

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-02-05 21:24:11 +00:00
SkyratBot
e890b1282b [MIRROR] Replaces intents with combat mode (#3063)
* Replaces intents with combat mode

* updates

* a

* Update living_defense.dm

* https://github.com/tgstation/tgstation/pull/56638/files

* gunsafety!

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-05 16:58:16 +01:00
SkyratBot
6bab35951b [MIRROR] Frame stacking fix and unit test addition. (#2833)
* Frame stacking fix and unit test addition. (#56287)

* Reverts #56205

* Allow things without density to bypass checks

* The rest of the owl

* The rest of the owl

* Doc and tweak

* More feex

* RCD machine frame unit test

* I suck

* AAAAA

* Bad at unit tests

* Revert unit tests (for including in another PR)

* Fix windoor_assembly return logic

* Comment /mob/living/proc/PushAM logic

* Windoor assembley logic tweak

* Fix frame stacking

* Unit test

* Better wording from macros?

* Frame stacking fix and unit test addition.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2021-01-22 15:31:26 +00:00
SkyratBot
f79e91462c [MIRROR] LINDA Reforged (#2573)
* LINDA Reforged

* Update airlock.dm

* Update biohazard_blob_controller.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2021-01-08 18:52:35 +01:00
SkyratBot
afce3e2a94 [MIRROR] pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#2097)
* pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)

Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big.
If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self.
Pass flags:

Pass flags handling now uses an atom variable named pass_flags_self.
If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default.
This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why.
LETPASSTHROW is now on pass_flags_self
Projectiles:

Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake

Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future).

I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP.

Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful.

scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it.

scan_moved_turf() (WIP) will be used for handling moving onto a turf.

permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around.

A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things.
Movement types

UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping.
Why It's Good For The Game

Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general.

Fixes penetrating projectiles like sniper penetrators

This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)

* pass_flags handling refactor + rewrites a part of projectiles for the n-th time

Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2020-12-09 23:44:54 +01:00
SkyratBot
81dc49d0bc [MIRROR] Windows "lag" fix (#2093)
* Windows "lag" fix (#55372)

Change to Move() to make only anchored windows to update the air when they move through the turfs (should prevent abusable situations of lag machines too)
Makes singulo from stage 2 unanchor windows when pulling them (low performance increment for singulo(?))
Why It's Good For The Game

less abusable lag good
Changelog

cl
tweak: only anchored windows call move_update_turf()
tweak: singularities from stage 2 and over will unanchor windows
/cl

* Windows "lag" fix

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
2020-12-09 09:53:32 +01:00
Azarak
424d15ca58 Update window.dm (#2033) 2020-12-04 01:38:17 +00:00
Gandalf
f9e3b58ecd Aesthetic Overhaul V3.0[SEMI-MODULAR][READY] (#1245)
* Begin

* few fixes

* WINDOWS

* Update airlock.dm

* Update status_display.dm

* Fixes plus rusty walls.

* Update walls.dm

* air alarm, intercom, apc updates, plasma windows, tinted, firealarm(todo)

* Update airlock.dm

* FINALLY FIXES THE DOORS

* Update airlock.dm

* firealarm and fixes.

* fixes

* mining vendor and washing machine

* firedoor

* blastdoor

* firealarm sound, shutters sound, blast door sounds.

* Delete window.dm

* Revert "Delete window.dm"

This reverts commit 4737c539eb9b49a526c784f45161c3189505ac57.

* fixes

* Update 2.0

newscaster DONE
bookshelf DONE
disposals chute DONE
chairs DONE
stools DONE
beds - Will upgrade later.
requests console DONE
light switch DONE
roller bed DONE
nanomed DONE
extinguisher cabnets DONE
extinguishers DONE
buttons
shield generators DONE
space heater DONE
emitter DONE
field generator DONE
rad collector DONE
cameras DONE
morgue units DONE
watercooler
bench Will upgrade later
E-N (corgi) port? Will do later.
plastic flaps Done
Guns - later

* fiox

* l o g i c

* Update extinguisher.dm

* V2.5

* racks and fixws

* computer typing noise

* gun sprite updates

* Update guns.dmi

* air alarm light mask

* better light overlays

* floors!

* gaygun, bench

* lasergun sounds - remove gun balance.

* no decals.

* Update intercom.dmi

* better directionals

* lasercannon, nucgun,

* Update laser.dm

* aaa

* aaa

* some sprite updates

* aaa

* shotgun suppressor+sound

* Update airlock.dm

* Update shieldgen.dmi

* chair fix, tools too.

* Update chairs.dmi
2020-11-01 16:35:39 +01:00
SkyratBot
6ecaa9a994 [MIRROR] Standardizes attack chain signal returns and fixes a tk bug (#1409)
* 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.

* Standardizes attack chain signal returns and fixes a tk bug

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-10-21 07:39:32 +02:00
SkyratBot
b96909fb02 [MIRROR] [READY] Refactor icon smoothing to use 8-bit bitmasking (#1053)
* Merge pull request #53906 from Rohesie/smoothing

[READY] Refactor icon smoothing to use 8-bit bitmasking

* [READY] Refactor icon smoothing to use 8-bit bitmasking

Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
2020-09-29 22:55:58 +01:00
SkyratBot
b13c375e0b [MIRROR] Balances plastanium window integrity (#980)
* Balances plastanium window integrity (#53918)

Changes plastanium windows integrity to 1200 instead of 200, which leaves it with 200 more integrity than reinforced plasma windows. Also increases damage_deflection to 21 to match reinforced plasma windows

* Balances plastanium window integrity

Co-authored-by: TheBonded <58570888+TheBonded@users.noreply.github.com>
2020-09-25 14:29:08 +02:00
SkyratBot
11a93fbbcd [MIRROR] Paper walls have no duplicate knock sounds anymore, paper doors don't appear rotated, adds glass bashing (#971)
* Merge pull request #53847 from Iatots/paperdoor-fixes-redux

Paper walls have no duplicate knock sounds anymore, paper doors don't appear rotated, adds glass bashing

* Paper walls have no duplicate knock sounds anymore, paper doors don't appear rotated, adds glass bashing

Co-authored-by: skoglol <33292112+kriskog@users.noreply.github.com>
2020-09-25 13:37:05 +02:00
SkyratBot
cd0d700a85 [MIRROR] Mecha refactor 2020 (#579)
* Mecha refactor 2020

* Update effects.dm

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-02 02:16:51 +02:00
SkyratBot
8177144397 [MIRROR] Bring back painting arbitrary objects with spray cans (#570)
* Bring back painting arbitrary objects with spray cans (#52936)

Brings back the behavior removed from #52186 with cleaner code.

Differences in the code:

    No more explicit type checks in the spray paint code, other than a broad isobj.
    Checking for dark colors is now based on luminosity, rather than unscientifically summing all the RGB components and checking an arbitrary number.
    Removes the paintable component. This was used on one item, and its behavior is replicated in the spray can.
    Instead of checking for windows specifically and changing opacity through there, atoms can now specify through init flags whether or not they allow dark colors. Windows set this flag.
    Adds a COMSIG_OBJ_PAINTED signal. Windows use this signal to dynamically update opacity, just like how they did before.

This was a fun cosmetic feature that I'm not sure anyone had a problem with. The original reason for removal seemed to be because of code quality, and not because of negatives about the feature.

Makes canvasses unpaintable

* Bring back painting arbitrary objects with spray cans

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-08-30 05:25:02 +02:00
SkyratBot
ec09510459 Bools and returns super-pr (#53221) (#565)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
2020-08-30 05:12:59 +02:00
SkyratBot
d355e433d7 [MIRROR] Execution/gunpoint shots work properly with pellet clouds, buffs piercing wounds a bit (#541)
* Execution/gunpoint shots work properly with pellet clouds, buffs piercing wounds a bit (#52995)

Made a few changes to gunpoints and some related mechanics while tidying up and adding docs. Here's a quick list

-Execution (point blank help intent shot aimed at the mouth) and gunpoint shots now apply their bonuses to every pellet fired rather than only the first, generally making them gushier. They also buff wound power as well as damage
-You can no longer punch yourself while holding someone up to trigger the charged shot
-You can no longer purposely fail executions and gunpoints with pax or whatever to endlessly spike the damage in a loaded round
-Attacks with extremely high wounding power can now outright dismember limbs regardless of mangled status. The threshold is high enough that it mostly applies for admin edited weapons or execution shots with shotguns (or people with the frail quirk!)
-Piercing wounds make further wounds a bit easier to apply to give them a bit more power
-Hellguns now cost 2250 credits instead of 2000 to make them a bit harder for random crew to get
-Adds special bouncy L6 rounds for admins to use to bounce off anything and everything en-masse

Also as a minor note

Projectiles with no trajectory (meaning they were likely spawned in manually) now qdel themselves on bumping something, rather than runtiming helplessly

* Execution/gunpoint shots work properly with pellet clouds, buffs piercing wounds a bit

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-08-27 03:14:47 +02:00
SkyratBot
3bd294f26f [MIRROR] Defines damage flags. (Hopefully without 50+ commits) (#491)
* Defines damage flags. (#53158)

* Defines damage flags. (Hopefully without 50+ commits)

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2020-08-24 22:52:31 +02:00
SkyratBot
d03c1f28be [MIRROR] fixes to shuttle smoothing (#434)
* fixes to shuttle smoothing (#53060)


    plastitanium walls now smooth with windows
    fixes airlocks not having a smoothing group, now plastitanium/titanium walls will smooth with the
    fixes plastitanium walls not smoothing with syndie walls

* fixes to shuttle smoothing

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-08-20 17:06:43 +01:00
SkyratBot
72c69368b6 [MIRROR] Opacity refactor (#405)
* Opacity refactor (#52881)

    Moves all opacity var manipulation to a proc which sends a signal.
    light_blocker element for movable opaque atoms made, which tracks its movement and updates the affected turfs for proper lighting updates.
    has_opaque_atom boolean replaced by the opacity_sources lazylist to keep track of the sources, and a directional_opacity which serves a similar function but also allows for future expansion with on-border opaque objects (not yet implemented).
    Some opacity-related sight procs optimized as a result of this.
    Some variables moved to the object's definition.
    A define or two added into the mix for clarity.
    Some code cleaning, like turning booleans into their defines.
    One file renamed for clarity.

Changelog

cl
balance: Mechs no longer block sight. It's a non-trivial cost for the lighting system with little to no gain.
/cl

* Opacity refactor

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-19 04:48:14 +02:00
SkyratBot
289930f2a1 [MIRROR] Icon smooth refactor (#327)
* Icon smooth refactor (#52864)



    bitflag list construct added: an associative list of bitflags for cheap and quick element comparison between two lists using the same system.

    canSmoothWith list turned into a bitflag list.

    smoothing_groups list added to substitute the type path list.

    smoothing procs turned into atom procs, refactored and optimized a bit.

    smooth directions redefined in order to fit in 8 bits for a future smoothing system

    some variable names changed, foreseeing a second smoothing system

    SMOOTH_OBJ flag added, for things that need to scan turfs for smoothing. The old locate() optimization has the risk of returning false negatives by finding a child and returning null while there might be one of the wanted type as well, as it doesn't match the type exactly.

    SMOOTH_TRUE and SMOOTH_MORE condensed into SMOOTH_CORNERS. The old behavior can be replicated using smoothing groups without loss.

    Does very minor code cleanup.

    Processing-wise didn't find a noticeable difference. The system loses on init a bit by setting the bitflag_lists, and by scanning whole turf contents for object smoothing (increasing accuracy), and gains by making less checks per target to smooth, through the same bitflag_lists.

    Memory-wise there should be a small improvement, given that on the old system we had 63512 canSmoothWith lists (a few typelists, most unique), and on this new system canSmoothWith + smoothing_groups are both bitflag_lists from the same pool, totaling 46 in number.

Could be tested a bit to see if I missed any icons not properly smoothing.

* Icon smooth refactor

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-13 05:23:53 +02:00
Rohesie
e7941a25ce Renames smooth var to smoothing_flags (#52427)
* smooth_flags

* SMOOTH_FALSE

* smooth_flags
2020-07-29 04:20:34 -04:00
AnturK
4e1f0c9664 Smoothing cleanup, variables moved, atom movable three Destroy() merged into one (#51878)
* smooth

* derp

* parent call order

* defined

* merge stuff

* tab

* merge conflicts

* call parent first
2020-07-21 19:28:06 +02:00
ShizCalev
4b6500fb67 Makes all anchored changes use setAnchored(), COMSIG_MOVABLE_SETANCHORED now only sent if an AM's anchored var has changed for more reliable usage. (#52254)
* Converts everything to use setAnchored() + other fixes

* Fixed singulo debug

* singulo again

* forgot to move the vv_edit proc

* caught that this time :)

* changes

* Update code/game/atoms_movable.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-21 02:20:26 -03:00
L
84c44bc03c defined 2020-07-16 11:14:46 -03:00
LemonInTheDark
f59207ec83 Converts rad_flags to flags_1, holy shit why 2020-07-09 00:20:46 -07:00
Ryll Ryll
5c174800fb Grenades and projectiles can have shrapnel and embed, all carbons can suffer embeds, some bullets can ricochet, sizable refactor of embedding (#49634)
About The Pull Request

It annoyed me that we have a perfectly good frag grenade item, and a perfectly good shrapnel component, but no crossover episode between the two. This remedies that, and does a lot, lot more.

dreamseeker_2020-03-30_05-01-13.png

dreamseeker_2020-03-30_05-01-26.png

Big points:

    Adds new component: pellet_cloud, which can be used by ammo casings, guns, and landmines to spray shrapnel and display aggregate hit messages ("You're hit by 6 buckshot pellets!" vs "You're hit by the buckshot pellet in the X" x6). All gun ammo that shoot multiple pellets now use this component on firing.
    Adds stingbangs, premium less-lethal grenades that shoot off lots of stinger pellets, to cargo. Frag grenades are also reworked to have smaller booms, but shoot off lots of shrapnel shards. You can jump on top of these grenades to absorb a portion of the shrapnel to save those around you! There's an achievement for dying this way, called "Look Out, Sir!"
    Projectiles can now embed items/shrapnel. Adds .38 DumDum ammo to cargo that does less damage and has negative armor pen, but can embed in people. This is the only ammo that currently embeds.
    Bullets can now ricochet off walls, structures, and machinery (harder surfaces are more likely to ricochet). Only standard .38 and Match Grade .38/.357/L6 ammo can ricochet, with Match Grade being much better at ricocheting. You can buy Match Grade .38 from cargo and Match Grade L6 ammo from the nuke uplink, while Match .357 is admin only.
    Armor now protects you from harmful embeds, taking the better of the bullet/bomb armor on the affected limb. Armor penetration can modify this of course, and many blunt embeds like stingbangs and DumDum bullets are significantly worse if you have even 1 armor.

Other misc fixes/changes

    Refactored the embed element a bunch and fixed it creating new elements for every instance rather than expected bespoke behavior. There are new /obj/item helpers for modifying and adding embedding.
    Fixes #49989: Spears can no longer embed in turfs cause their sprite is annoying to me, it's generally harder for most things to embed in turfs
    Fixes #49741: New carbon helpers for removing embedded objects
    Fixes #46416: Handles embedded objects getting qdel'd or moved while embedded
    Renamed the old shrapnel component for RPG loot to MIRV to avoid confusion
    Repathed frag grenades from under minibombs to under base grenades, and added explosion vars to base grenades

Why It's Good For The Game

Fixes a bunch of janky design with embeds, adds lots of new avenues for projectile and grenade variety, ricochets and collateral damage are fun!
Changelog

🆑 Ryll/Shaps
add: Adds stingbangs to cargo (and one in the sec vendor premium), premium less-lethal grenades that shoot off a giant swarm of stingball pellets to help incapacitate swarms of people in tight quarters. You can jump on top of a live one to be a hero and absorb a bunch of shrapnel, same with frag grenades. There's even an achievement for dying to a grenade you jumped on!
add: Projectiles can now embed in people! Or at least grenade shrapnel and the new .38 DumDum ammo, now available in cargo, can. DumDum rounds excel against unarmored targets, but are pricey and do poorly against armored targets.
add: Bullets can now ricochet! Or at least, standard .38 and the new .38/L6 Match Grade ammo can. Match Grade ammo is finely tuned to ricochet easier and seek targets off bounces better, and can be purchased from cargo (for the .38) or nuke ops uplink (for the L6), but standard .38 ammo has a chance to ricochet as well.
tweak: Frag grenades now have smaller explosions but shoot off a bunch of devastating shrapnel, excellent for soft targets!
tweak: Shotguns and other multi-pellet guns now print aggregate messages, so you'll get one "You've been hit by 6 buckshot pellets!" rather than 6 "You've been hit by the buckshot pellet in the X!" messages. Bye bye lag!
balance: Armor can now protect against embedding weapons, taking the best of either the bullet or bomb armor for the limb in question away from the embed chance. Some weapons are better at piercing armor than others!
/🆑
2020-04-03 16:58:38 +13:00
Time-Green
c04abab2bf [READY] Makes plumbing mappable and reworks hiding (#49644)
🆑
tweak: Ducts can now be hidden under tiles
code: tile hiding is now an element and way cooler and sexier
/🆑

Ducts can now be hidden under tiles
Plumbing machinery connects can now be hidden aswell
Plumbing can now also be properly mapped in without breaking anything
Plumbing component now uses the normal overlay systeem instead of being a weird exception

You can now add the /datum/element/undertile element to instantly make something hidable under tiles when appropriate.
2020-03-16 20:37:59 +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
Emmett Gaines
53024590de Can pass refactor (#48659)
* Makes all CanPass procs call parent

* Makes CanPass more extendable and gives the mover a say in the matter

* Replace CanPass with CanAllowThrough to use the new system

Regex replace `(?<!proc)/CanPass\(` => `/CanAllowThrough(`

* Simple optimization pass
2020-01-08 21:31:49 +01:00
Fikou
d61384ce84 adds bronze windows and airlocks (#46921)
* bronze windows

* awoo

* badoom

* bronze airlock

* awoo

* nice

* oof
2019-10-18 20:11:27 -04:00
KomradeSpectre
9ff071af60 Clockcult Removal 2019 (#47057)
* Nanotrasen fires the Wave Motion Gun at the Clock Cult

* Fixes a random changelog appearing from the reebe void.

* Fixes a wrong type reference regarding the bronze sheets in the Lavaland Ruin for it.

* Fixes redundant cells after CC removal in ruin by populating them with varied ore chunks, or destruction clutter.

* why is it /obj/item/stack/sheet/metal but not /obj/item/stack/sheet/iron

* Fixes the lavaland ratvar ruin to have fluff variant structures of deleted shit it referenced instead what I thought was reasonable.
2019-10-15 10:13:41 +02:00
nemvar
c38a7a3bb5 Removes a bunch of var/ in procs (#46946)
* Removes a bunch of /var in procs

* reset this

* Why wasn't this already?
2019-10-10 04:20:27 -07:00
Firecage
b18e8ba52b Makes Plastitanium Windows deconstructable and children of Reinforced Windows. (#46679)
* Makes plastitanium windows children of reinforced windows.

* Unanchored variety isn't fully tooled in now.

* Path moved to plasma/reinforced/plastitanium

* Fixes a blunder about neglecting a mapping path change.
2019-09-25 18:25:48 -07:00
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
776d89e2af Reinforced windows are a little easier to get through. (#46335)
* decon nerf

* armor nerfs
2019-09-10 16:24:52 -04:00
Rob Bailey
2029163d33 playsound vary boolean define conversion (#46254)
About The Pull Request

Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls

This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE

I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game

Code usability
2019-08-30 18:45:20 +12:00
kingofkosmos
df1fecc58c Adds notice-span to visible_messages with no spans (#46044)
About The Pull Request

Adds 'notice' span class to all visible_messages which had no span class, making all those black messages blue.
Why It's Good For The Game

This should help differentiate action-messages from talking-messages in the chat. More actions will be blue, thus black talking-messages should pop out more.
2019-08-26 20:50:00 +12:00
nemvar
a40ee7d303 Changes hulk code. (#45866) 2019-08-17 00:55:27 -07:00
Rob Bailey
4b17e5297f Reinforced window construction fixes (#45890)
About The Pull Request

Fixes a couple of issues related to window construction introduced by the tougher windows PR.
Also gives plastitanium and shuttle windows matching values to reinforced and plasmawindows like I intended to on the last PR.
Why It's Good For The Game

fix
Changelog

cl
fix: newly constructed reinforced windows start in the correct state, meaning they can be disassembled
fix: crowbar can no longer be used out of order on construction
fix: screwed down but not levered in windows can be unscrewed again
tweak: shuttle and plastitanium windows now have the proper values to match reinforced windows.
/cl
2019-08-13 17:19:26 +12:00
James
be3000d8ca All windows now have consistant spans (#45809)
* R-Windows now have consistant examine messages

* I forgot plasma windows too
2019-08-10 02:25:07 -07:00
Rob Bailey
a5de1c1b5e [READY] Reinforced windows are harder to get through (#45609)
About The Pull Request

full tile Reinforced windows now require a melee item over 11 damage to damage, have 150 health, and 90 melee armor. This is approximately 2 minutes of sustained beating with a toolbox.
full tile reinforced Plasmaglass windows now require a melee item over 21 damage to damage, have 200 health, and 95 melee resistance. This is approximately 3 minutes of sustained beating with a toolbox.
dir windows have been given the appropriate halved health values.

Current deconstruction steps:

    heat one way screws (welder, 18 seconds, harm intent required)
    unscrew one way screws (screwdriver, 8 seconds)
    pop out panel (crowbar, 5 seconds)
    cut connecting bars (wirecutter, 3 seconds)
    unbolt frame (wrench, 5 seconds)
    theoretical fastest time: 39 seconds
    more practical time: 45 seconds

if the bolts are heated and then not unscrewed within 30 seconds they cool off again, and must be heated again

Construction is the same as before except the crowbar levering step takes 10 seconds instead of 3.
Why It's Good For The Game

Getting into places you shouldn't be is currently way too easy.
This change forces you to hack in, disassemble the window, or target a weak point like a windoor.
At the moment, it is possible to smash down what is intended to be a secure window with an item you get in your bag at roundstart for free. This is stupid. It should require some planning or at least thinking to be able to make your way in places you should not be.

Oranges has talked in the past about departments being designed like impenetrable fortresses with shutters everywhere, and this happens because reinforced windows are far too weak and unreliable to be able to have as effective defense of any department against even underequipped and underprepared people. This leads to the introduction of shutters which are too strong and difficult to deal with in most cases.

This is part of some plans to make departments more secure overall while still providing ample avenues for determined or properly prepared individuals able to get in if they want to. Despite having more plans along with this, this is a standalone change as is. This is not a "this will only work with later changes I'm totally going to do" situation
Changelog

cl
balance: Reinforced windows now require a melee item over 11 damage to damage, have 150 health, and 90 melee armor. This is approximately 2 minutes of sustained beating with a toolbox.
balance: Plasmaglass windows now require a melee item over 21 damage to damage, have 200 health, and 90 melee resistance. This is approximately 3 minutes of sustained beating with a toolbox.
/cl
2019-08-09 11:03:59 +12:00
kingofkosmos
c3ea51908d Adds "you" to local visible_messages (#45631)
* adds "you" to some combat visible_messages.

* more you-messages and attack verbs to present tense.

* small fixes

* more additions and small fixes

* few message tweaks

* Fixes a typo and few other wordings.
2019-08-06 02:15:34 -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
subject217
8e887f12a4 Plastitanium walls are no longer evil (#42217)
This description doesn't really make much sense when people use them for flavor
on stations and sometimes to make entire NT shuttles out of. So it's no longer
evil.
2019-01-06 14:12:50 -08:00
ShizCalev
fe32324628 Updates mineral doors a bit (#40980)
* Updates mineral doors a bit

* obj oriented
2018-10-17 22:34:44 -04:00
vuonojenmustaturska
a287380797 Stops using the rad insulation component to provide default rad insulation features in order to save a bit of memory (#40662)
* henk

* oh yeah this

* undo this meme

* stuff
2018-10-06 14:28:28 +02:00