* Glass inconsistency fixes (#70961)
## About The Pull Request
Some glass types strangely had no radiation blocking abilities like
normal plasma glass, which doesn't make any sense, though reinforced
glass was able to block almost all. This also fixes fulltile plasma
glass to have twice as much integrity as the normal amount, like with
all the other glass types.
## Why It's Good For The Game
Inconsistency fixes
## Changelog
🆑
fix: Fixes radiation blocking properties of glass types.
/🆑
* Glass inconsistency fixes
Co-authored-by: Comxy <tijntensen@gmail.com>
* fixes a typo during window construction (#70087)
replaces 'from the floor' to 'to the floor' since you're building the window, not deconstructing it.
* fixes a typo during window construction
Co-authored-by: coldud13 <coldud13@users.noreply.github.com>
* Planks create barricades on doors/windows and can be crowbarred (#69676)
* Wooden planks can be used on doors/windows to barricade it, using a can_barricade Element.
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Planks create barricades on doors/windows and can be crowbarred
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Save 2.2s minimum (with zero ruins, likely a good bit more in production) of atom init time (#69564)
Pre-sort smoothing_groups and canSmoothWith
Without any ruins, these sorts were taking more than 0.6s, and the bulk of the runtime cost of sortTim during init time.
This only happens on init and they are never changed apart from that, so pre-sorts everything and adds a unit test (in the form of #ifdef UNIT_TESTS, because you can't initial a list) to ensure that they are proper.
Keep visibilityChanged() to mapload only for turf/Initialize
Saves about 0.4s worst case scenario (e.g. with no ruins). Very expensive code (175k loop iterations) for 0 side effects.
Space areas now have the fullbright overlay, not the space turfs
Saves about 0.8s worst case scenario. Seems to work fine with starlight.
Remove is_station_level check for window spawners assigning RCD memory.
Saves about 0.3s worst case scenario. The logic for this isn't consistent since neither walls nor floors check this (for performance), plus some minor micro-opts to spawners.
Optimize is_station_level
Doubles in speed, used heavily in /turf/open/floor and in other initialization procs. Bit hard to tell exactly how much is saved, though.
* Save 2.2s minimum (with zero ruins, likely a good bit more in production) of atom init time
* Hopefully fixes the broken CI
* Okay now it shouldn't be failing CI anymore (hopefully)
* Fixes even more issues with smoothing_groups, this time hopefully for good
* Okay NOW it's going to pass CI, surely...
* Okay haha what if it passes this time? :)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Buff regular windows more and place them on Metastation (#69246)
The feedback on the previous version of this PR made me realize that the windows weren't buffed enough to be seen as actual companions to regular walls. This PR buffs the windows to the level that the old reinforced windows were. They have 50 melee armor, take 14 hits to destroy and deconstruction consists of screwdriver -> crowbar -> screwdriver
This pull request changes all reinforced windows in low security areas on Metasation with regular windows.
Areas with normal walls that still have reinforced windows:
Arrivals
Departures
Security stations
Because the regular windows are buffed so much in this PR they are arguably stronger than the regular walls (its easier to smash the windows, but the walls take less tool time) so I don't really see any reason to not place this on almost every place with regular walls
* Buff regular windows more and place them on Metastation
Co-authored-by: Vincent <CPTANT@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
* Buffs regular windows so they can start replacing reinfoced windows in low security areas (#68817)
Buffs windows to 100 health with 30 melee armor so toolbox takes 10 hits
* Buffs regular windows so they can start replacing reinfoced windows in low security areas
Co-authored-by: Vincent <CPTANT@users.noreply.github.com>
* reinforced windows no longer runtime when heated up by non welding tools that can weld (#67416)
About The Pull Request
if(tool.tool_behaviour == TOOL_WELDER)
var/obj/item/weldingtool/welder = tool
if(welder.isOn())
cmon bro
Changelog
cl
fix: reinforced windows can be heated up by things that can weld but arent welding tools
/cl
* reinforced windows no longer runtime when heated up by non welding tools that can weld
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Fixes foam spreading through public airlocks and windoors (#67101)
* Fixes foam spreading through public airlocks and windoors
* nova
* Fixes foam spreading through public airlocks and windoors
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* Tool act superpack 2 (#64428)
About The Pull Request
Continuation of #64375, extracting tool behavior from attackby() and moving it into discrete _act procs. This is about as many files as I had in the last version, as I still want this to be reviewable.
As before, I've tested everything in game and it works as it previously did.
Why It's Good For The Game
The more code moved out of attackby, the more modular things become.
Changelog
cl
refactor: Moves more tool behavior out of attackby().
/cl
* Tool act superpack 2
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* Change hydroponics tray and chem dispenser AltClick behavior to be used by RMB (#64939)
* Change hydroponics tray and chem dispenser AltClick behavior to be used by RMB
Co-authored-by: Tim <timothymtorres@gmail.com>
* [Ready] MODsuits
* we dont need to add these people as codeowners, goodness gracious
* have to remove this because upstream
* part 1 of these fixes
* EEEE
* Update peacekeeper_clothing.dm
* E
* E
* Auto stash before merge of "upstream-merge-59109" and "origin/upstream-merge-59109"
* E
* Update expeditionary_trooper.dm
* more removal
* nice
* modsuti modstui modusuti
* fixes
* E
* ITS MODsuit not HARDSUIT
* more hardsuit references
* MODSUIT NOT HARSUITEDSA
* Maps
* More ,map
* oop
* e
* oo aa
* 0
* ting tang
* Update modsuit_tailsprites.dm
* hi fikou
* bs tech update
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Fixes up multiz atmos connection, cleans some things up in general (#63270)
About The Pull Request
ALLLRIGHT so
Multiz atmos was letting gas flow down into things that should be well, not flowable into
Like say doors, or windows.
This is weird.
Let's get into some context on why yeah?
First, how do things work currently?
atoms have a can_atmos_pass var defined on them. This points to a define that describes how they interact with
flow.
ATMOS_PASS_NO means well, if we're asked, block any attempts at flow. This is what walls use.
ATMOS_PASS_YES means the inverse
ATMOS_PASS_DENSITY means check our current density
ATMOS_PASS_PROC means call can_atmos_pass, we need some more details about this attempt
These are effectively optimizations.
That var, can_atmos_pass is accessed by CANATMOSPASS() the macro
It's used for 3 things.
1: Can this turf share at all?
2: Can this turf share with another turf
3: Does this atom block a share to another turf
All of this logic is bundled together to weed out the weak.
Anyway, so when we added multiz atmos, we effectively made a second version of this system, but for vertical
checks.
Issue here, we don't actually need to.
The only time we care if a check is vertical or not is if we're talking to another turf, it's not like you'll
have an object that only wants to block vertical atmos.
And even if you did, that's what ATMOS_PASS_PROC is for.
As it stands we need to either ignore any object behavior, or just duplicate can_atmos_pass but again.
Silly.
So I've merged the two, and added an arg to mark if this is a verical attempt.
This'll fix things that really should block up/down but don't, like windows and doors and such.
Past that, I've cleaned can_atmos_pass up a bit so it's easier for people to understand in future.
Oh and I removed the second CANATMOSPASS from immediate_calculate_adjacent_turfs.
It isn't a huge optimization, and it's just not functional.
It ties into zAirOut and zAirIn, both of which expect to be called with a valid direction.
So if say, you open a door that's currently blocking space from leaking in from above, you end up with the door
just not asking the space above if it wants to share, since the door can't zAirOut with itself.
Let's just wipe it out.
This makes the other code much cleaner too, heals the soul.
Anyway yadeyada old as ass bug, peace is restored to the kingdom, none noticed this somehow you'd think people
would notice window plasma, etc etc.
Why It's Good For The Game
MUH SIMULATION
Also fuck window gas
Changelog
cl
fix: Fixed gas flowing into windows from above, I am.... so tired
fix: Fixes gas sometimes not moving up from below after a structure change, see above
/cl
* Fixes up multiz atmos connection, cleans some things up in general
* Update large_doors.dm
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed
* Fixing conflicts
* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)
* Removing more lingering rad armor (woo)
* Damnit powerarmors
* Bye bye rad collectors!
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* runtime fix for borgs cryoing with upgrade modules + no more mmi laying around after they cryo, and various other runtime fixes
* Fixing conflicts
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fix connect loc not respecting phasing in some cases when it should (#61698)
* Fix connect loc not respecting phasing in some cases when it should
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
* Makes turfs persist their signals, uses this to optimize connect_loc (#59608)
* Makes turfs persist signals
* Splits connect_loc up into two elements, one for stuff that wishes to connect on behalf of something, and one for stuff that just wants to connect normally. Connecting on behalf of someone has a significant amount of overhead, so let's do this to keep things clear
* Converts all uses of connect_loc over to the new patterns
* Adds some comments, actually makes turfs persist signals
* There's no need to detach connect loc anymore, since all it does is unregister signals. Unregisters a signal from formorly decal'd turfs, and makes the changeturf signal persistance stuff actually work
* bro fuck documentation
* Changes from a var to a proc, prevents admemems and idiots
* Extra detail on why we do the copy post qdel
* Makes turfs persist their signals, uses this to optimize connect_loc
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Adds set_density()
Fixes one instance of a duplicate density assignment on an object.
Comments two hacky usages of density which will have to forgo using the setter for now.
Lets us append code to the event of density changing.
Pretty sure this is leading up to some multitile object thing -Lemon
Co-authored-by: Rohesie <rohesie@gmail.com>
* Adds Neon Carpet (#59140)
Adds a couple varieties of neon carpet.
Makes decals care about their plane in addition to their layer.
* 0
* A
* a
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* fixes stuff made with bronze sheets deconstructing into tiles or not being able to make bronze golems (#58708)
* fixes poopy bronze tiles sstuff
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Converts the atmos senstive component over to connect_loc (#58266)
* Makes all uses of atmos_senstive pass in mapload as context
* Converts atmos senstive to connect_loc, does some general cleanup to the element, and makes it check the state of the tile the thing is on assuming creation didn't happen as a part of map loading
* Updates connect loc to match the new arg list
* Converts the atmos senstive component over to connect_loc
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Allows the connect_loc element to have a listener different from the tracked object (#58276)
* Allows the connect_loc element to have a listener different from the tracked object
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
* Implements JPS (Jump Point Search) Pathfinding (#56780)
So a month or so ago I wanted to make it so dogs in my dog AI PR could path through doors if they had access, and was told I'd need to improve our pathfinding efficiency if I wanted to use full pathfinding for them. Thus, enter JPS, a pathfinding algorithm that allows for massive timesavings in systems with uniform cost grids like ours. This code is still fairly rough and needs polishing, but it's fully functional and already shows massive savings over traditional A*! I plan for this to replace A* as our default pathing method, but I'll leave the A* code in place in case someone ever needs it for whatever reason, like if a specific case needs variable cost pathing.
Note that this allows for diagonal pathing instead of the cardinal pathing our A* uses right now, and the current version of the code costs the same to move diagonally as it does to move laterally, which may change later. There's also a lot of dummy/test code in right now in general, but you should still be able to test it out for yourself by spawning a bot like a medibot and using your PDA to summon it.
Preliminary Profile Results
A preliminary profile is available here. Using one medibot by itself on Metastation, I generated a list of 500 random blob spawn points around the station, gave the medibot all access, then let each algorithm tackle the list. The old A* algorithm took a total of 86 seconds to complete the list and processed 978065 nodes, while JPS took a total of 46 seconds and processed only 100062 nodes, for a 47% decrease in total time and an almost 90% decrease in nodes processed!
Why It's Good For The Game
Significantly cheaper pathing, which will very much come in handy for the AI datums I'm looking to dig into, what's not to like?
* Implements JPS (Jump Point Search) Pathfinding
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* 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>
* 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>