Commit Graph

32 Commits

Author SHA1 Message Date
SkyratBot
8b79f07ce8 [MIRROR] Makes explosions consistently throw debris [MDB IGNORE] (#23308)
* Makes explosions consistently throw debris (#77880)

## About The Pull Request

It was possible for explosions to process throwing FIRST, then the
actual explosion. That's dumb, let's not do that.
Fixes a bug with SS explosions, it used SSair defines for its currentrun
default, which because of misordered defines lead to it running throwing
first for ONLY the first explosion. DUMB.
Changed how objects pick where they land. instead of using get_dir we
get the angle to the center, then invert it. Should lead to a nicer
picture

Unanchors broken disposal pipes so they'll get flung around Ups the
throw range for explosions. This needs more tweaking someday, but this
is ok for now

## Why It's Good For The Game

Throwing will happen consistently now, less fuckin floating shit sitting
in spac

* Makes explosions consistently throw debris

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-08-24 18:50:41 -07:00
SkyratBot
455cdf0236 [MIRROR] flame_range and flash_range autoset fix [MDB IGNORE] (#22723)
* flame_range and flash_range autoset fix (#77118)

## About The Pull Request
From #27184 flame_range and flash_range should automatically default to
light_impact_range and devastation_range

4abf35e4a7/code/controllers/subsystem/explosions.dm (L285-L288)

But it was broken, probably after moving to subsystem, because now
functions set arguments to 0.

Please note I don't play tg and haven't tested this change. Fix changes
default behavior and may cause unwanted effects.

* flame_range and flash_range autoset fix

---------

Co-authored-by: Alexander V <volas@ya.ru>
2023-07-27 16:25:29 -04:00
Halcyon
4763cdf493 Reverts 'Better explosion effects' PR from a year ago cause they're basically unseen and cause a big chunk of RSC bloat. (#21481)
Go away
2023-06-07 10:46:13 -07:00
Gandalf
e4b4d4d3c0 MISSED MIRROR [Lints Against Unmanaged Local Defines] (#20204)
* https://github.com/tgstation/tgstation/pull/74333

https: //github.com/tgstation/tgstation/pull/74333
Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* var stuff

Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* vars

* Update sol_fed.dm

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2023-04-01 01:15:22 +01:00
SkyratBot
0586d4c294 [MIRROR] [NO GBP] Lazy Template Cordoning | Double Runtime Fix [MDB IGNORE] (#19042)
[NO GBP] Lazy Template Cordoning | Double Runtime Fix (#72709)

## About The Pull Request

Adds automatic cordoning to block reservations.
Also fixes an issue where ChangeTurf would cause SSicon_smoothing to
throw runtimes by calling QUEUE_SMOOTH regardless of initialization
completion

## Why It's Good For The Game

## Changelog

---------

Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-02-02 16:11:52 +00:00
SkyratBot
b44967501c [MIRROR] Optimizes explosions (very slightly) [MDB IGNORE] (#18624)
* Optimizes explosions (very slightly)

* Update explosions.dm

* Update atoms_movable.dm

* Update dungeon.dm

* Update stone.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-01-10 12:34:26 -08:00
SkyratBot
257feb1be7 [MIRROR] More horrible 515 proc compatibility. [MDB IGNORE] (#17671)
* More horrible 515 proc compatibility.

* Feex

* Hopefully we're done now

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-11-27 14:46:36 -08:00
Zonespace
f7c26bbf25 515 Compat (#17465)
* ONLY SKYRAT CHANGES

* ACTUALLY SKYRAT CHANGES

* yolo, revert later

* Update alternate_byond_versions.txt

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2022-11-15 06:59:06 +00:00
SkyratBot
d9ba002500 [MIRROR] fixes qdeling atoms being thrown by explosions [MDB IGNORE] (#15979)
* fixes qdeling atoms being thrown by explosions (#69604)

fixes the Qdeleted thing being thrown around. runtimes spamming the shit out of the logs

* fixes qdeling atoms being thrown by explosions

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2022-09-01 18:03:08 -04:00
SkyratBot
4c07e13f42 [MIRROR] Makes epicenters not explode mobs twice [MDB IGNORE] (#15412)
* Makes epicenters not explode mobs twice (#68860)

About The Pull Request

Ports yogstation13/Yogstation#13983

This pr effectively halves the damage of explosion epicenters by making them only affect mobs once. Specifically, it removes them from the list of things to explode created by the get_all_contents proc, originally meant to ensure stuff in bags and boxes will set off other bombs in the same bag or box. This had the un(?)intended side-effect of making any objects in the epicenter of the blast take damage a second time, resulting in heavy blasts instakilling and very small explosions doing way too much damage. This is half a balance change and half a bug fix.
Why It's Good For The Game

This allows for more explosion-based weaponry as they now won't all be complete one-shot-win weapons. It also stops things like X4 bolas or explosive holoparasite bolas (you guys have those right?) instantly killing people with no counterplay. Also fireball is now probably a little less meta as a spell since it ONLY PROBABLY immediately wins fights and won't two-shot-crit people, usually. If yall want stuff to still do the same amount of damage just add an extra single-tile explosion to things you want to be more powerful.
Changelog

cl Mqiib, ToasterBiome
balance: Explosion epicenters no longer explode mobs twice; Fireballs and other explosive projectiles are significantly less-damaging

/cl

* Makes epicenters not explode mobs twice

Co-authored-by: Mqiib <43766432+Mqiib@users.noreply.github.com>
2022-08-05 10:03:48 -07:00
SkyratBot
18a56ffeeb [MIRROR] (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE [MDB IGNORE] (#14477)
* (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE

* fex

* fex

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-25 01:24:00 +01:00
SkyratBot
3ddd23691f [MIRROR] fixes SFX_SHATTER being used in place of explosions [MDB IGNORE] (#12115)
* fixes SFX_SHATTER being used in place of explosions (#65460)

* fixes SFX_SHATTER being used in place of explosions

Co-authored-by: capsaicinz <84609863+capsaicinz@users.noreply.github.com>
2022-03-16 03:33:44 +00:00
SkyratBot
17e4f6ad76 [MIRROR] Converts SFX keys into DEFINES [MDB IGNORE] (#11990)
* Converts SFX keys into DEFINES

* fixes and updates

Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-03-11 16:43:39 -07:00
SkyratBot
6f1ab2f231 [MIRROR] Ordnance Content Update: Scientific Papers [MDB IGNORE] (#11862)
* Ordnance Content Update: Scientific Papers

* Feex

* Updated our modular maps to not be missing equipment

* I also forgot to fix that in another PR, I'm too lazy to open a new one to fix it

* Yikes

* I forgot Journey

Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-03-07 17:59:39 -05:00
Gandalf
adc63907a2 Better explosion effects (#11097)
* EEEE

* E
2022-02-08 02:20:10 +00:00
SkyratBot
01080dfe0a [MIRROR] Makes sure COMSIG_ATOM_EX_ACT is always called. [MDB IGNORE] (#10498)
* Makes sure COMSIG_ATOM_EX_ACT is always called. (#63685)

Creates a wrapper macro for ex_act() and moves the signal and contents explosion calls to there. This way we can ensure the signal is always fired. Also desnowflakes reagents responding to explosions.

Ensures that a signal is always called when the attendant proc is called.

* Makes sure COMSIG_ATOM_EX_ACT is always called.

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2022-01-07 15:23:12 -05:00
SkyratBot
cc93b11d23 [MIRROR] _HELPERS/unsorted.dm has been sorted [MDB IGNORE] (#8627)
* _HELPERS/unsorted.dm has been sorted

* Feexing conflicts

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-10-06 22:07:01 +01:00
SkyratBot
39ecb0a174 [MIRROR] Radically improves explosion logging. (#8255)
* Radically improves explosion logging.

* Update eldritch_effects.dm

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-19 22:25:20 +01:00
SkyratBot
491d740685 [MIRROR] Makes shaking smoother, makes close range explosions more shakey (#7227)
* Makes shaking smoother, makes close range explosions more shakey  (#60314)

* Makes camera shaking more smooth

Makes shake_camera use more then instant steps for its animates. The concept is to not respect duration quite so
strictly. So instead of instantly moving, we get the distance to travel, pick the lower of the two numbers to
preserve some jerk, and multiply it by tile size * 0.7. So effectively 0.7 ticks per tile. I've found this works
reasonably well for making shaking events look less shit, though there is room to make it a preference option in
future, since this number could go between 0 for the old behavior, and say 5 for slow but not say, visually
hasurdus speeds.

* Makes large close range explosions shake more then far out ones

The old system for calculating explosion shake was sqrt(delta/10) when the delta could really only ever go up to
like 20. So it maxed out at 1.3 or so, which doesn't really fit being hit directly by a bomb. I hate old coders.

I'm changing the fomula to sqrt(range/(dist + 1)), which works out to roughly 4.5 at 20 near_distance, which is
a maxcap. Scales reasonably fast, 4 tiles or so, so this primarially effects getting hit full on with a big
bomb

* Makes shaking smoother, makes close range explosions more shakey

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-07-29 11:15:32 +01:00
SkyratBot
9dd2f82046 [MIRROR] Reduces explosion shake to a reasonable level (#6976)
* Tones down explosions (#60233)

* Reduces explosion shake to a reasonable level

Co-authored-by: Helianthus00 <64755361+Helianthus00@users.noreply.github.com>
2021-07-19 20:03:55 +12:00
Gandalf
98e46a709c SSdecay - Making the station dirty(and creepy) (#6480)
* SSDECAY

* Update decaySS.dm

* Update decaySS.dm

* Update decaySS.dm

* Update lighting.dm

* Update decaySS.dm

* Update decaySS.dm

* a

* a

* Update decaySS.dm

* Update decaySS.dm

* Update lighting.dm

* Update decaySS.dm

* Update decaySS.dm

* oof

* Update decaySS.dm

* Update decaySS.dm

* OOPS

* Update nests.dm

* Update nests.dm

* Update nests.dm

* a

* Update nests.dm

* dry blood

* no more light noise

* Update nests.dm

* Update nests.dm

* a

* Update vatbeast.dm

* Update decaySS.dm

* Update nests.dm

* Update decaySS.dm

* Update nests.dm

* bad

* Update nests.dm

* a

* Update nests.dm
2021-06-28 15:41:32 +02:00
SkyratBot
4acf0f5dd8 [MIRROR] Fixes bombproof containers not protecting their content in some cases (#5844)
* added get content recursive flag check (#59191)

* Fixes bombproof containers not protecting their content in some cases

Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com>
2021-05-21 14:24:33 +01:00
SkyratBot
ea9aed5554 [MIRROR] Replace alert usage with tgui_alert (#5815)
* Replace alert usage with tgui_alert

* a

* Update observer.dm

Co-authored-by: Celotajs <81999976+celotajstg@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-05-21 00:06:09 +01:00
SkyratBot
5b8a38af3a [MIRROR] Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#5244)
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)

* Adds explosion SFX to the blastcannon and explosive compressor

- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.

* Miscellaneous changes

- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments

- Removes a whole bunch of argname = 0 in explosion calls.

* Removes named callback arguments.

* Changes the explosion signals to just use the arguments list

Adds a simple framework to let objects respond to explosions occurring inside of them.

Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.

Makes the explosive compressor and blastcannon actually use the TTVs they are given.

Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments

*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.

* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that.

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2021-04-27 01:53:17 +01:00
SkyratBot
9ffdf58259 [MIRROR] Some explosions code cleanup (#4276)
* Some explosions code cleanup (#57493)

Clears out two deprecated explosions systems (explosion ids and explosion levels)
Refactors a bunch of contents_explosions procs to be maybe slightly faster.
Cleans up a bunch of ex_act code.
Slightly cleaner code
A few less unused vars on /atom and /turf

* Some explosions code cleanup

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2021-03-21 01:03:36 +00:00
SkyratBot
9dfb7a1189 [MIRROR] Everything that uses maptext now uses the class that makes it actually readable (#2116)
* Everything that uses maptext now uses the class that makes it actually readable

* Update chatmessage.dm

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-12-11 00:40:04 +00:00
SkyratBot
d1315d9474 [MIRROR] Audio falloff re-work, and increased audio range. (#1406)
* Audio falloff re-work, and increased audio range.

* a

* a

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-21 07:36:31 +02:00
SkyratBot
b381765dfd [MIRROR] Advanced Explosions (#970)
* Merge pull request #53911 from Gandalf2k15/explosions

Advanced Explosions

* Advanced Explosions

Co-authored-by: skoglol <33292112+kriskog@users.noreply.github.com>
2020-09-25 13:36:50 +02:00
SkyratBot
1c1ce7b055 [MIRROR] Browser Status Panel (#548)
* Browser Status Panel (#53112)

* Browser Status Panel

Co-authored-by: Couls <coul422@gmail.com>
2020-08-29 20:26:27 +01:00
SkyratBot
d3f6e8d49f [MIRROR] Explosions SS runtime fix + code cleanup (#461)
* Explosions SS runtime fix + code cleanup (#52894)

* runtime fix

* turf references are immortal

* Explosions SS runtime fix + code cleanup

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-21 21:30:43 +01:00
spookydonut
3bcb6602b6 Should fix a rare edgecase with explosions and shuttles (#51017) 2020-05-28 19:36:24 +02:00
Iamgoofball
a3aa69701a [READY] Basically, Instant Explosions 2: The Search For More Money: Eternal: A Tail Of Two Kitties: 33 1/3 (#50594)
About The Pull Request

Extools maptick stuff is in the game. Stolen from BeeStation/BeeStation-Hornet#1119, improves performance. Requires ex-tools on the server, though.

Explosions have been refactored to do the actual exploding in a subsystem.

Credit to goon.

Here's some videos!

Why It's Good For The Game
Basically instant max-caps now.
We can now give more of a tick over to the sending of map updates

Changelog

cl Goonstation Coders, Beestation, Extools devs
refactor: Explosions have been heavily optimized.
/cl
2020-04-30 10:27:53 +12:00