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.
-bitfielded a bunch of bools on /area, I left some untouched cus they get called a lot
-Unused vars
-Fixed a var pretending to be a fake bool
-Probably more
Defined all the existing light_color values.
Moved their definitions to colors.dm
Made white the default color. It was so already, but that was very obscured.
Moved the atom light-related variables to the atom definition.
Wrapped changes to variables such as light_color into procs that report the event through signals.
Moved the light_on variable to the atom level, also adding a signal for its changing, to represent toggling lights.
Cleaned up a little bit of code in where new variables were defined before redefinitions.
This is all atomization to reduce changes in #52413
None of this affect gameplay at all, it's all code cleaning and refactoring.
There's more colors to standardize, a search for color = will find lots of targets, and I see little need to have both the LIGHT_COLOR and COLOR patterns, but I don't want to make this PR bigger than it already is.
* Case of lower
* More changes
* Ruins the nice 420 diff, brainfart when doing the second batch of conversions
* More changes
* Next batch. I think
* Converts even more paths
* Restarts bots
* Capital Free Zone
* Come on travis, do something
* Renames areas
* Bots, please stop dying
* Updates CONTRIBUTING.md and updates a few paths I missed.
* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.
* Fixes some comments
* Fixes map issue
* Restart lints
* Properly resolves conflicts
* Datumizes all uses of change_view
* Cleanup and helper procs
* tweaks values to match the format, hint hint, (value - 0.5) works just fine
* And there's the rest
* woop, braindamage
* and one more
* fuck you menu file
* woops
* we should apply that
* fixes tooltip drift, thank you goon coders
* you can shake but you can't zoom
* Add files via upload
* Add files via upload
* Add files via upload
* Add files via upload
* Update code/modules/ruins/spaceruin_code/forgottenship.dm
Co-Authored-By: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
* Lowered Cybersun hardsuit armour values.
* Upgrading energy armour value.
* Now captain isn't male-only.
* Turrets
shot_delay changed from 0.8 seconds to 1.0 second.
* Adds 3 encryption keys for cyborgs and AIs to use
* Syndi-captain gets loud-voice headset.
* Policy config
* Define space syndies
* Added Robotics access for syndies
It's really useful for when they create cyborgs.
* Adds special version of medivend instead of normal one
* Replaces basic syndi-vend with special one
* Update forgottenship.dm
* Cybersun hardsuit doesn't slow you down as said in uplink desc.
* NPC + Area sounds.
Elite Assault Officer projectile sound changed from pulse.ogg to laser.ogg.
Added ambient sounds for all areas.
* Good day sir
Lowered the amount of ores you get.
* assignedrole
Let admins know that this particular shitter is the cybersun captain!
* Weight'n'Cost of ruins fixed in another PR
* Update code/modules/uplink/uplink_items.dm
Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>
* Cost/Weight of ALL space ruins changed
* Thanks to fikou
* Only cap's spawner leaves empty-sleeper now
* if(policy)
* Revert "Cost/Weight of ALL space ruins changed"
This reverts commit fa343547f0dcf225710895f50ac2bbf32dc07b5d.
* Fixup
* Minor fix in attempt to fix some stuff
* Update code/modules/ruins/spaceruin_code/forgottenship.dm
Thanks trollbreeder.
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
* Update code/modules/ruins/spaceruin_code/forgottenship.dm
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
* [Grammar] THE captain!
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
* grammar review man
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
* "A" vs "The"
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
* [Grammar] "an"
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
* Update uplink_items.dm
* Update code/modules/ruins/spaceruin_code/forgottenship.dm
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: trollbreeder <trollbreeder@users.noreply.github.com>
* Balance+Bug fix.
* Update forgottenship.dmm
* Update forgottenship.dmm
* Removes rogue table
* Give uranium to plebs.
* Beakers+Few chameleon stuff
* Fluff text rebalance. Allow people to leave the ship as long as it is protected.
* Grammar fix, I guess
* Le grammar
* Replaced interrogation room with medbay. Added tactical medkit(1) to med-vendor and 5 basic medkits to the same vendor. Additional ores, loot.
* Surgery disk update
* O2 canisters to maints area
* GPS signal
* Update code/game/objects/structures/ghost_role_spawners.dm
Co-Authored-By: Rohesie <rohesie@gmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
* king goat memes
* I cant grammar
* newline
* the arena is no longer pressurised
* How into grammar
* I am embarrassed I did not notice this
* no hotel vacations in the arena
* better goat hoof sprite curticy of stephen
* new goat gun sprite
* might as well
* grammar
* no more king goat plushies in toy crates
* Update code/modules/mob/living/simple_animal/hostile/megafauna/king_of_goats.dm
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* done
* based and redpilled
Co-authored-by: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* The hell factory is born. Initial Commit.
* Alright just makes sure to re-add the dmi files, so at least SOMEWHERE they exist
* I somehow lost my pressure plate fix and didn't actually fix the conflict.
* No, really, how did I break this so badly. Jesus christ.
* Quick anti-cheese measures.
* Made the map a bit more comfortable, APCs/ Keycard
* mapmerge hook :(
* Removed from code
* Removes cloners from maps
* Some more references, now compiles.
* Reduces availability of replica pods
* DNA scanner and tech disk rebranding
* pubby door name, cargo pack description
* Beta/Charlie/Delta station QoL improvements
Atmospherics is now actually a considerable part of Beta station with basic scrubber setup.
Missing atmos pipes added, air alarms are all now unlocked rather than just some, a slight increase in available metal and glass, removed access requirements on engineering external access airlocks, one extra fuel canister, and added light switches and trash cans due to the lack of disposals.
Delta: Added an autolathe to RnD, removed most instances of multiple resin floors on one turf/resin floors in walls, reduced resin spread to be just in the AI chamber, and one extra scrubber in the AI chamber to deal with the miasma buildup after long rounds.
* Minor changes to atmos and added a camera assembly crate in AI chamber
Moved the external filling station port pipes so they are not inside walls, fixed a missing floor decal. Added a camera assembly crate in the AI chamber for making a basic camera network in the event one would like to repair the AI.
* Fixes atmos turf differences, creates a few airless carpet subtypes.
* Moves all the airless turfs back to their home, makes sure they smooth with each other organically.
* REWROTE EVERYTHING
* And these too
* Mapmerger as usual
* Qust changed some datum mat stuff, fixed
* Updated the rune sprite to be in-line with blood cult style runes.
* Uses a less degenerate sprite for the rune
About The Pull Request
Having observed a bit of how people play the derelict drones after #45965, I got a few additions and changes to the derelict to make it more enjoyable.
Power cable into the AI core/vault area was hard to find under an rwall, have run an additional one into the room to give easier access to pre-smes power.
Added a derelict drone printer, so more friends can be printed. Starts without materials
Added mother drone core lawset to secure storage. This was intended in the last PR, but forgotten.
Added a dronespeak manual that drones can use to teach other drones or silicons the drone language. Works like the codespeak manual.
Why It's Good For The Game
KS13 is frequently made great again.
Changelog
cl Skoglol
tweak: Slight mapping improvement to KS13
add: KS13 now has mother drone board, a dronespeak granter and a drone printer.
/cl
About The Pull Request
Drone shells have been refactored to use mob spawners, and now show up in the ghost spawner menu. Seasonal hats were sacrificed in the process. The spawners are also anchored to prevent players moving them off the derelict.
The derelict drone flavor text and laws have been relaxed slightly, and made more clear as to whats allowed for derelict drones in particular. Effectively: drones are not allowed to leave KS13, the no interaction restriction has been limited to sentient beings, and interaction is now allowed while on KS13. Going to the main station for any reason is explicitly disallowed.
image
The derelict itself has gotten a slight overhaul to make fixing it slightly more feasible. There is a vault you can get into after setting up power which contains materials to help fix KS13. The amount of air mix has been greatly increased.
Why It's Good For The Game
The derelict has great potential for allowing players to learn about construction, as well as taking up the challenge of properly fixing the station. These changes makes that more realistically achievable without relying on random asteroid spawns close by that you werent really supposed to go harvest from.
Fixes#30379
Changelog
cl Skoglol & Naloac
tweak: Make Kosmicheskaya Stantsiya 13 great again! No I mean it, go do it. The derelict has gotten a slight overhaul, and it is now more feasible.
tweak: Derelict drones has had their laws laxed slightly while on the derelict. It should now be harder to be forced into breaking them.
refactor: Drone shells are now mob spawners and show up in the ghost spawner window.
/cl
* Charlie Rework
* Charlie Rework Extra Fluff
* .slap MapDiffBot
* Stop being stupid MapDiff Bot
* you too travis
* Adds a extra set of o2 tanks, adds some more rust, and fixes 2 solar panels already being prebuilt
* Adds a few more meteors and general fixes
* Mining Area for Charlie/Beta Added
* Charlie Station Mining Area
* General fixes
* Beta Hallway is longer also puts stuff into more proper places
* Fixes a 1 tile fuckup
* Fixes bad wall placement and also hallway doors
* Removes out-of-place plants oops
* Adds extra areas for charlie
* Changes the threat
* Removes gas miner and general fixes
About The Pull Request
repaths clothing/under to be more sane
Also fixed a couple of bugs relating to pathing being incorrect, and modified a couple of bad descriptions and names
Also adds a map path updating script, which also helps show the full repath.
Why It's Good For The Game
improves maintainability, makes mapping easier, stages for a clothing dmi split
Changelog
cl
refactor: repathed all under clothing, keep an eye out for errors
/cl