* Micro-optimize qdel by only permitting one parameter (#80628)
Productionizes #80615.
The core optimization is this:
```patch
- var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+ var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```
We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.
* Micro-optimize qdel by only permitting one parameter
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Attack chain refactoring: Broadening `tool_act` into `item_interact`, moving some item interactions to... `atom/item_interact` / `item/interact_with_atom`
* Patches up merge skew (#80197)
## About The Pull Request
Yeah #79968 (1e76fd70b4) was not
compatible with master but no one said anything on the PR so i got
jebaited into merging it. The code should be up to the same standards
per the documentation I read (preventing thwacking the target in certain
situations while not returning anything in other situations)
master will definitely compile now though
* Patches up merge skew
* Merge conflicts
* Modular adjustments
* Removes this entirely duplicated proc...
* Update tool_override.dm
* Update weldingtool.dm
* Update tool_override.dm
* Update tool_override.dm
* Nope. Copy paste begone.
A skyrat edit is so much easier to deal with here
* Update brand_intelligence.dm
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Fixes a bunch of callbacks that were being qdeleted, and code cleanup (#77904)
## About The Pull Request

Continuing the work of
https://github.com/tgstation/tgstation/pull/77850.
it started with finding one that was being missed and causing a
runtime...then I noticed a whole lot more. While I was doing this I
found callbacks that weren't being nulled in `Destroy()`, so I added
that wherever I found these spots as well as some general code cleanup.
There were a lot more of these than I initially hoped to encounter so
I'm labeling it as a refactor.
## Why It's Good For The Game
Fixes lots of runtimes, improves code resiliency.
## Changelog
🆑
refactor: fixed a bunch of instances of callbacks being qdeleted and
cleaned up related code
/🆑
* Fixes a bunch of callbacks that were being qdeleted, and code cleanup
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Reworks sabotage progression traitor objective (#73750)
## About The Pull Request
This one is a little bit of a more abstract change than my last traitor
objective rebalancing PR.
The idea here is that I think that the objectives which have you
sabotage a frequently used machine (lathes or the ORM, but we can maybe
expand it to others following this?) are potentially pretty good but
limitations in how the objective are tracked mean that people go about
them in a boring way which rarely inconveniences anyone.
I have reworked these objectives so that you can choose to apply a
provided item to the machine over 10 seconds. The next interaction
following this (clicking on it, or in the case of the ORM loading any
ore into it) will cause the machine to explode, destroying itself and
lightly damaging people nearby (explosion damage is... variable, but
it's a light explosion so it won't instantly kill anyone).
There is a 0.5 second grace period between the bomb triggering and the
explosion actually happening, which players can use to perform some kind
of tactical reaction or simply to feel regret.
Here's a video:
https://www.youtube.com/watch?v=xNIaHsA9YFE
Trapped machines will intermittently beep, though at a volume which is
hard to detect from more than two tiles away, and can be defused by
using a screwdriver on the machine.
If you choose to do this then you will get a little bonus to TC and
reputation, but only if the trap is successfully sprung. This means that
sabotaging a machine in an empty department is unlikely to lead to quick
success.
You can also still do it with screwdriver and crowbar way if you are
boring but this means you will only get reputation and not any
telecrystals.
The two objectives to destroy a radio server or the research machine
remain as they were.
Also I refactored how we set which machines are targets for these
objectives so it doesn't iterate over every machine in the world every
time.
## Why It's Good For The Game
Traitor objectives (and antagonist objectives in general) should:
- Present you with a somewhat engaging task
- Encourage you to interact with at least one other player (at least by
"attempting to sneak past them")
- Move the state of the round forward in some way, usually by creating
inconvenience for at least one other person
Prior to this change you could, and people often did, complete this
objective by accessing a machine that you already _have_ access to,
using a screwdriver and crowbar on it, and then reassembling it.
This prompts interaction with nobody, and inconveniences nobody.
Following this change people will be encouraged to:
- Actually destroy the machine.
- Probably harm somebody.
- Potentially cause some collateral damage.
- Make loud sounds and flashing lights to delight people of all ages.
Even if you opt to set the device in a little-used department and then
blow yourself up, that will prompt you to go and interact with someone
in medbay and will also look pretty suspicious in a way that's much
harder to track with the previous objective.
Also I might reuse this component again in the future, you never know.
## Changelog
🆑 Jacquerel, sprite by J(Clearly Lying)
balance: Traitor objectives which ask you to destroy lathes or the ORM
provide an optional bonus if you _booby trap_ the machine using a
provided tool. This causes the machine to explode the next time it is
interacted with.
balance: Performing the objective without rigging the machine to explode
awards no TC, using it awards more TC than it did previously.
/🆑
* Reworks sabotage progression traitor objective
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Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>