Also changes New -> Initialize in most of them.
renamed: `code/game/machinery/computer/computer.dm` -> `code/game/machinery/computer/_computer.dm`
renamed: `code/game/machinery/machinery.dm` -> `code/game/machinery/_machinery.dm`
Moved all circuitboards to a new folder at `code/game/objects/items/weapons/circuitboards`
* Add the system for managed global variables
* Travis ban old globals
* So you CAN inline proccall, that's neat
* Fix that
* master.dm
* Remove the hack procs
* Move InitGlobals to the proper spot
* configuration.dm
* Fix the missing pre-slash
* clockcult.dm
* This is probably for the best
* Doy
* Fix shit
* Rest of the DEFINES tree
* Fix
* Use global. for access
* Update find_references_in_globals
Always hated that proc
Whoever made it must've bee a r e a l idiot...
* __HELPERS tree
* Move global initialization to master.
Fix the declaration
* database.dm
* Dat newline
* I said DECLARATIVE order!
* Here's something you can chew on @Iamgoofball
* game_modes.dm
* Fix this
* genetics.dm
* flavor_misc.dm
* More stuff
* Do it mso's way. Keep the controllers as global
* Make master actually see it
* Fix
* Finish _globalvars/lists
* Finish the rest of the _globalvars tree
* This is weird
* Migrate the controllers
* SLOTH -> GLOB
* Lighting globals
* round_start_time -> ticker
* PAI card list -> pai SS
* record_id_num -> static
* Diseases list -> SSdisease
* More disease globals to the SS
* More disease stuff
* Emote list
* Better and better
* Bluh
* So much stuff
* Ahh
* Wires
* dview
* station_areas
* Teleportlocs
* blood_splatter_icons
* Stuff and such
* More stuff
* RAD IO
* More stuff and such
* Blob shit
* Changeling stuff
* Add "Balance" to changelogs
* Balance for changelog compiler + Auto Tagging
* Update the PR template
* hivemind_bank
* Bip
* sacrificed
* Good shit
* Better define
* More cult shit
* Devil shit
* Gang shit
* > borers
Fix shit
* Rename the define
* Nuke
* Objectives
* Sandbox
* Multiverse sword
* Announce systems
* Stuff and such
* TC con
* Airlock
* doppllllerrrrrr
* holopads
* Shut up byond you inconsistent fuck
* Sneaky fuck
* Burp
* Bip
* Fixnshit
* Port without regard
* askdlfjs;
* asdfjasoidojfi
* Protected globals and more
* SO MANY
* ajsimkvahsaoisd
* akfdsiaopwimfeoiwafaw
* gsdfigjosidjfgiosdg
* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!
* facerolll
* ASDFASDFASDF
* Removes the unused parts of dmm_suite
* WIP
* Fix quote
* asdfjauwfnkjs
* afwlunhskjfda
* asfjlaiwuefhaf
* SO CLOSE
* wwwweeeeeewwwww
* agdgmoewranwg
* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?
* Fix syntax errors
* 100 errors
* Another 100
* So many...
* Ugh
* More shit
* kilme
* Stuuuuuufffff
* ajrgmrlshio;djfa;sdkl
* jkbhkhjbmjvjmh
* soi soi soi
* butt
* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING
* lllllllllllllllllllllllllllllllllllllllllll
* afsdijfiawhnflnjhnwsdfs
* yugykihlugk,kj
* time to go
* STUFFF!!!
* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!
* ngoaijdjlfkamsdlkf
* Break time
* aufjsdklfalsjfi
* CONTROL KAY AND PRAY
* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
* Goteem
* Fix testing mode
* This does not belong in this PR
* Convert it to a controller
* Eh, fuck this option
* Revert controllerization Ill do it some other time
* Fix
* Working controllerization
* FOR THE LOVE OF CHRIST PROTECT THE LOGS
* Protect admins and deadmins
* Use the inbuilt proc
* Part1
* IT COMPILES!!!!
* Fuck wait this was missing from that last
* Update handlabeler.dm
* Update handlabeler.dm
* Fixes n shit
* Fix this
* Fixes#23310
* Fucking @RemieRichards was right
* Fixes devil unEquip
* WTF ARE BITFLAGS?
* THERES THE FUCKING PROBLEM
* Fixes
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.
This PR does three things:
It makes all children of /obj/ use the same damage system.
Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
The armor categories are:
-melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
-bullet
-laser
-energy (used by projectiles like ionrifle, taser, and also by EMPs)
-bio (unused for this, only here because clothes use them when worn)
-rad (same)
-bomb (self-explanatory)
-fire (for fire damage, not for heat damage though)
-acid
For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.
It refactors acid. See #20537.
Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.
It changes some aspect of damage from fires.
All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.
It also does many minor things:
Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
I tweaked a bit how clothes shredding from bombs work.
I made a machine or structure un/anchorable with the wrench, I don't remember which object...
Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
Probably a million things I forgot.
If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside:
* X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment)
* damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging.
- some bugfixes with gibspawner effects.
- monkey's bodyparts can be dismembered and are used to create its icon.
- brains are no longer carbons.
- all carbon have bodyparts that can be dropped when the mob is gibbed.
- adminspawned bodyparts now have a default icon.
- robotic parts are now a child of bodyparts.
- health analyzer on alien/monkey shows damage on each limb
- added admin option to add/remove bodyparts for all carbon (instead of just remove on humans)
- Fixes keycheck message spam for janicart and all when trying to move.
- Fixes bug with buckling to a scooter while limbless.
- removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value)
- Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb.
- Fixes mini uzi icon when empty and no mag (typo).
- I renamed and changed a bit check_eye_prot and ear prot
- renamed flash_eyes to flash_act()
- I made a soundbang_act() similar to flash_act but for loud bangs.
- added a gib and dust animation to larva.
- husked monkeys
- no damage overlay for husk or skeleton.
- damage overlay for robotic limb now.
- no damage overlay when organic bodypart husked.
- one handed human with a bloody hand still get a bloody single hand overlay.
- fix admin heal being unable to heal robotic bodyparts.
- slightly touched robotic bodypart sprites (head one pixel too high)
- Fixes 18532 "beheaded husk has hair".
- Fixes 18584 "Ling stasis appearance bug"
- no more eyes or lipstick on husks.
- can remove flashes/wires/cells from robot chest and head with crowbar.
- Fixes not being able to surgically amputate robotic arm/leg.
* More merge conflict fixes and adding the new files I forgot to add.
* of course I forgot birdstation
* More typos and stuff I forgot to undo.
* Fixing a typo in examine.dm
Removing an unnecessary check.
Making admin heal regenerate limbs on all carbons.
Monkey-human transformation now transfer missing limbs info and presence of a cavity implant.
NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species.
Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code)
* Fixing more conflicts with remie's multihands PR.
* Fixes runtime with hud when calling build_hand_slots().
Fixes lightgeist healing not working.
Fixes null.handle_fall() runtimes with pirate mobs.
Fixes typo in has_left_hadn() and has_right_hand().
* Derp, forgot to remove debug message.
🆑 Joan
rscadd: Once the blob alert message is sent in the blob game mode, all mobs get to see how many tiles the blob has until it wins, via the Status tab.
rscdel: Removed/merged a bunch of blob chems, you probably don't care about the specifics.
tweak: The remaining blob chems should, overall, be more powerful.
tweak: Shield blobs soak brute damage less well.
tweak: Flashbangs do higher damage to blobs up close, but their damage falls off faster.
experiment: Shield blobs now cost 15 resources to make instead of 10. Node blobs now cost 50 resources to make instead of 60.
experiment: Expanding/attacking now costs 4 resources instead of 5, and blobs can now ATTACK DIAGONALLY. Diagonal attacks are weaker than normal attacks, especially against cyborgs(which may be entirely immune, depending), and they remain unable to expand diagonally.
rscadd: Shield blobs no longer block atmos while under half health. Shield blobs are still immune to fire, even if they can't block atmos.
tweak: Blobs should block explosions less well.
rscadd: Blob cores and nodes are no longer immune to fire and no longer block atmos.
rscadd: Blobs can only auto-expand one tile at a time per expanding thing, and should be easier to beat back in general.
tweak: Blobbernauts now attack faster.
tweak: Blob Overminds attack mobs slower but can attack non-mobs much faster.
rscadd: Blob Overminds start with some amount of resources; in the gamemode, it's 80 divided by the number of overminds, in the event, it's 20 plus the number of active players, and otherwise, it's 60.
bugfix: You can no longer move blob cores into space, onto the mining shuttle, white ship, gulag shuttle, or solars.
bugfix: Blob rounds might be less laggy, if they were laggy?
tweak: Blobs don't heal as fast, excluding the core.
experiment: Blobs are marginally less destructive to their environment.
/🆑
Objective:
maybe possibly make blob something you can fight instead of wishing the blob didn't exist?
but also make the blob lethal enough that it can still deal with the crew if it knows what it's doing(and still lose if the crew is good instead of snowballing forever)
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
This contains the changes to item_attack.dm
Obj/attackby() now follows a similar structure as mob/living/attackby. It calls attack_obj() (like attack() but for obj) which calls attacked_by (just like attack() does)
The use of the NOBLUDGEON flag changes a bit, it is now used to signify the item cannot be used as a melee weapon at all. No attack animation, no attack message. I've given this bitflag to many items that have an afterattack() so as to not both attack and do the special action (among those items: the rcd)
There's also the code changes to attacking machines: attacking any machine now give a proper message and a sound. And with this, I made more machines breakable (using a health var and the very little used BROKEN stat). Most notably, tables can now be attacked when on harm intent and be destroyed.
The newly destroyable machines have a take_damage() proc used by all sorts of attack (weapon, xeno, animal, hulk, mech melee, gun projectile, thrown items).
There's some more stuff in there, see the PR's description and comments.
Fixes many machines and a few structure not having a cooldown when attacked with an item.
Fixes not being able to eat or be facehugged when wearing riot helmet with visor up.
Fixes not being able to use child of the tool type for craft recipes requiring tools.
Tablecrafting failure message now tells you what caused the failure (missing tool, missing component)
Fixes fuego plasma burrito recipe.
Fixes being able to grab cups from water cooler with telekinesis, putting the cup directly in your hand.
Fixes golem appearing with their old human name for a split second.
Some changes to make code more OOP (take_damage() proc for barricade, shieldgen, etc)
Some tweaks to light tube building code.
Misc:
+Fixes unreported issue with initializing lighting on a specific zlevel
+Fixes two similar issues with moveElement and moveRange. Where fromIndex or toIndex could be adjusted incorrectly in certain conditions. Potentially causing bad-sorts, or out of bound errors.
+Rewrites listclearnulls(list/L) to no longer iterate through L.len elements for every null in the list (plus 1). i.e. went from L.len*(number_of_nulls+1) list-element reads (best-case), to L.len list-element reads (worst-case)
+New proc/getElementByVar(list/L, varname, value) which finds the first datum in a list, with a variable named varname, which equals value. You can also feed it atoms instead of lists due to the way the in operator functions.
+Fixes an unreported issue with Yota's list2text rewrite. Under certain conditions, the first element would not be converted into a string. Causing type-mismatch runtimes.
+New global map_ready variable. This is not fully implemented yet, but will be used to avoid duplicate calls to initialize() for map objects.
+All turfs now maintain references to all lights currently illuminating them. This will mean higher memory use unfortunately, due to the huge number of turfs. However, it will speed up updateAffectingLights significantly. I've used list husbandry to reduce baseline memory usage, so it shouldn't be any worse than some past atmos modifications memory-wise.
-Removed 'quadratic lighting', can add this back at some point. Sorry.
+modified the way lum() works slightly, to allow turfs to have overridden delta-lumen. i.e. space cannot be illuminated more than its default ambiance. This allowed removal of some iffy special-snowflake lighting areas implemented by somebody else.
+Lighting images in the dmi can now use arbitrary naming schemes. It is reliant on order now. This allows the dmi to be replaced by simply dropping in a new dmi.
-Removed all subtypes of /area/shuttle. Shuttles now create duplicate 'rooms' of /area/shuttle. (More on this later). This will conflict with most maps. Guide on how to fix to follow.
+All verbs/tools relating to world.tick_lag were refactored to use world.fps. However old config text for setting tick_lag will still work (it converts the value to fps for you)
+MC stats improved using smoothing. They now have their own tab so they dont get in the way when you're playing as an admin.
-removed the push_mob_back stuff due to conflicting changes. Sorry Giacom.
_OK, NOW THE ACTUAL INTERESTING STUFF_
Following systems moved over to subsystem datums:
air_master
garbage_manager
lighting_controller
process_mobs (aka Life())
nanomanager
power
sun
pipenets
AFK kick loops
shuttle_controller (aka emergency shuttle/pods), supply_shuttle and other shuttles
voting
bots
radio
diseases
events
jobs
objects
ticker
Subsystems hooks and variables should be commented fairly in-depth. If anything isn't particularly clear, please make an issue.
Many system-specific global variables have been refactored into
All tickers which previously used world.timeofday now use world.time
some subsystems can iterate before round start. this resolves the issue with votes not working pregame
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.
New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.
ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
*TABLEPASS was already totally obsolete.
FPRINT was used, but it was on virtually everything anyway.
Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense.
If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only where it was intentional (holodeck items could use this for example).