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57cc38c789aa8b664f69de6ccc19ec19cdccafde
392 Commits
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692540a7b9 |
Singularity_pull() standartize (#87304)
## About The Pull Request Previous attempt - https://github.com/tgstation/tgstation/pull/87227 `/atom/proc/singularity_pull(obj/singularity/singularity, current_size)` has first arg typed, but other procs were just referencing it as a un-typed variable. Since args are not standartized AND `atom/proc/singularity_pull(obj/singularity/singularity, current_size)` is out-dated, since it can be called by things that has `/datum/component/singularity` - not just by `obj/singularity/singularity` - This PR just adds args to every `proc/singularity_pull()` as follows: `proc/singularity_pull(atom/singularity, current_size)` ## Why It's Good For The Game Standartization ## Changelog No changelog needed |
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b8091a2e5d |
Changes wall leaning into a component, makes windows leanable #2 (#87390)
## About The Pull Request Recovery of #85771, minus directional window leaning (because it looks goofy) ## Changelog 🆑 add: You can now lean on windows the same way you can lean on walls fix: You no longer stop leaning on walls after clicking on anything /🆑 |
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28f775a145 |
New Icebox Ruin - Syndicate Biodome (#86957)
## About The Pull Request **A Dangerous Ruin Approaches!** A new high-risk, high reward ruin for icebox! Featuring some very dangerous enemies for some goodies. Small puzzle element included find the keycard to open the research directors office to lift the lockdown on the security post, from there you can lift the lockdown on the surgical rooms, all the while encountering feral gorillas. ## Why It's Good For The Game Icebox lacks some dangerous ruins with decent loot. The loot here is a WIP and I'm hoping can be discussed. I know icebox still is in need of some ruins and I had some ideas and threw this together. The map size is 45x45. I made it so you also can't just bee-line and cheese it by adding indestructable shutters, windows, and walls, along with a noteleport area flag to prevent cheesing of the area. In-game rendered screenshots:   ![Uploading image.png…]() Editor Screenshots:   Notable loot Spawns:       ## Changelog 🆑 map: New Icebox Ruin "Syndicate Biodome" added. /🆑 |
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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a4e7929a3b |
Lighters use welding fuel and can be used as welders in some cases (#85941)
## About The Pull Request Lighters now have welding fuel which can be filled/extracted by hand, giving a small but consistent source of welding fuel for non-chemists. Welding fuel is now required for these lighters to work, they'll close automatically once they're out of fuel. They last for a minute, zippo lasts 2 minutes, before they need to be refuelled. It can have other reagents put into it but it only checks for welding fuel, so it won't work at all unless its got some. They can be used as welding tools in minor cases, mostly fixing things and welding doors shut, but can't do big things like deconstruction, except the xenobio one because it's a lot hotter than the normal lighter. Also added a baseline support to check for heat to perform certain welds, before heat is just this binary "has or doesnt have heat", which made its value useless. ## Why It's Good For The Game Adds a ghetto way of getting welding fuel, hiding reagents, and a ghetto welding tool without being something that prisoners could break out of prison with. They could weld the doors shut which is a little funny, security still has proper welding tools to counter it. It also currently is kinda lame that lighters could just be open 24/7, unlike matches which has a lifespan of 10 seconds each or something. ## Changelog 🆑 add: Lighters now use and require welding fuel to work, but can be used as a welding tool for tasks that don't require much heat. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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89cf4c7787 |
The Voidwalker | New Midround Antagonist (#84674)
## The Voidwalker Adds a new antagonist, the Voidwalker! It's a rare antag that spawns in space when there's at least 40 people Design doc is here: https://hackmd.io/jE4YScP8RPykXo37rTBV2Q (there's some deviations) No biddle ## Summary Spooky space antag that moves around space, ambushing people either in space or near space. They can move through glass, have an ability to stamina drain you if they remain in your vision for 8 seconds, can temporarily remove glass windows to drag you through them and deal ~~stamina damage~~ incredibly violence. Upon being taken, they can be kidnapped and cursed, muting and pacifying the person and sending them to the void. ## Passive   Passive abilities: - Permanent space flight and indoor flight - Space regen - Slowdown when in gravity - Space camo (very low alpha when in space - Can freely move through unshocked glass - Mute, but can hear all station frequencies (excluding binary) - Will quickly die when on planets or moons (obviously can't roll on icebox) - 10 brute armor and 20 burn armor. They can't wear any form of armor and don't have any get out of jail free cards, so I think it'll help with their survivability a slight bit ## Abilities **Void eater:** Literally just a light-eater but instead of eating light it instantly shatters windows, but restores them after a few seconds **Space Dive:** New ability that lets you move under the station with a 2 second do_after, so they can still get to closed of space spots without being as annoying as heretic space shift **Unsettle:** Remain in view of the target for 8 seconds to give them a short stun, slurring and 80 stamina damage, but announce your presence and location to them. Both you and your target can move, as long as you remain in their view. **Space Kidnap:** When your target is incapacitated and in space, you can drag them into the cosmic void. They'll be returned cursed after undergoing a sort of reverse heretic sacrifice (more on that in the next section). [Showcase of all the above abilities!](https://youtu.be/NJ01H28PV9w) ## Voided Crew A brain trauma received when you get kidnapped. While under it's influence, you are muted and pacified. You will die in planetary gravity and cannot enter space.  It can be cured with a lobotomy or by dying in planetary gravity. You get warned to avoid the Voidwalker. The voidwalker now does extra damage and gets the option to glass gib you if you die, leaving just a brain ## Loot On death, the Voidwalker shatters into glass and drops a cosmic skull. Looking into the skull gives you a stable version of the Voided brain trauma. It doesn't give you pacifism and doesn't ban you from space. It also makes you space immune and gives you the ability to walk through unshocked glass after 2 seconds do_after. Sprites for the cosmic skull by Justice12354 and Rex9001! I'll throw up a video showcasing death and their sprites on Sunday ## Why It's Good For The Game We don't have any space centered antagonists. The closest we have are Space Dragons, but they have to go deep into the station anyway. I'm also quite fond of simpler antagonists, like revenant and nightmare. Give people the tools, and they'll make the fun themselves. I've been comparing the Voidwalker with the Nightmare. Both are goalles, simple antagonists, but where the Nightmare's gimmick is darkness, the Voidwalker's gimmick is space. They also get a dark tentacle arm so they can murderize people, but it only gets them to crit. After that they can drag people into the "void" to kidnap them. This is mostly to encourage the Voidwalker not to just space them cause that's kinda lame. They still can though, just in-case it would be very funny ## Changelog 🆑 Time-Green, Justice12354, Rex9001 add: Adds the Voidwalker, a new rare space based midround antagonist! code: Adds the ability to texture limbs and bodypart_overlays Sprite: Cosmic skull sprites by Justice12354 and Rex9001 /🆑 - [x] Add a better kidnapping mechanic, instead of just teleporting someone to a station turf - [x] Add an armblade or weapon or something, unarmed combat is kinda ass for this - [x] Fix the antag preview not rendering textures - [x] Prevent them from space phasing when in combat so they can actually be killed in space combat, even if really fucking hard - [x] Nerf visibility for people with space parallax disabled, probably also something to improve camo with colored parallax - [x] Replace the stamina damage stuff - [x] Cool rework of space phase idea I have - [x] Update/implement vidual effects - [x] Implement names ## Considerations There's a few things that I might change or implement later, depending on how it actually plays. It's a space focused antag, but there might not be enough people near space in a given round. An ability to let them "capture" area's or let them turn into a meteor or something might be needed later if they turn out to be too passive. They might also be _too_ oppressive in space. I designed them for near-space combat, but may've made them insanely overpowered in in raw space combat. Probably wont do biddle, but might add more powers that you can reroll every few minutes or something (like blob). Either wat it wont be this PR --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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7d1e9e1c0a |
Implements Cardinal Smoothing Support, Misc Smoothing Cleanup (#84402)
## About The Pull Request [Implements a new cardinal only bitmask smoothing mode]( |
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4eaa299c0b |
Cult Vs. Heretic: 7 Months Later Edition (#82877)
## About The Pull Request This PR was originally meant as a replacement for the Bloody Bastard blade, but then I stopped existing for 7 months. Now that I'm here again, I'm finishing the job once and for all. ### **HERETICS VERSUS CULTISTS** ### Heretics Heretics can now sacrifice cultists, which will give them one of three gifts: The Cursed Blade, the Crimson Focus, and the Rusted Harvester. The gifts given are weighted to be spread out equally with each type. They will also gain one knowledge point. - The Cursed Blade is a free heretic blade that is more powerful than the normal heretic blade, including a small block chance. It can also be used to draw heretic runes off combat mode. - The Crimson Focus is a necklace that grants focusing and a minor regeneration effect which also affects nearby heretics, at the cost of gaining the BLOODY_MESS trait while wearing it. Additionally, it can be squeezed to heal 50 points of brute/burn damage, injecting yourself with three to six (separately) units of Eldritch ~~Water~~ Essence and Unholy Water. Yes, this isn't good. - The Rusted Harvester is a heretic 'monster' summon. It's a normal Harvester, but instead of Area Conversion and Forcewall, it has Aggressive Spread and Rust Construction (Raise Wall). It can delimb, but only cultists, with a delay. It has an aura of decay, corroding the environment and withering enemies near it, but it's VERY fragile. Rusting cultist item dispensers will now cause them to turn into a Heretic object. Altars turn into small heretic runes, Archives turn into Codex Cicatrixi, Forges turn into Mawed Crucibles. Ideally, Heretics would be able to gain an amount of these new powers and use them to turn the tide against the cultists, amassing their power and almost forming a sect of their own in turn which sweeps over and converts the cult. ### Cultists When a Cultist sacrifices a heretic, two things will happen: - A new item will be available for creation at one of the dispensers. - The Heretic will be trapped inside a powerful Haunted Blade. `/obj/item/melee/cultblade/haunted` ` name = "haunted longsword"` ` desc = "An eerie sword with a blade that is less 'black' than it is 'absolute nothingness'. It glows with furious, restrained green energy."` This blade will be stronger across-the-board than a normal cult sword, and will even allow those who wield it to cast one heretic spell from their previous path. The only downside? The heretic can also cast one spell. It's up to the trapped spirit if it wants to help you, or be a nuisance. The unlocked items are: - The Cursed Blade, again. For cultists, it can be used to draw runes twice as fast as usual, and they can even right-click it to teleport to safety, just like a heretic! - The Crimson Focus, again. Cultists are twice as fast at carving spells into their body, and they gain a 5th spellslot as long as they wear the amulet. It still causes hemophilia and grants weak regeneration. - The Proteon Orb. This orb will create a gateway to Nar'sie's own realm, spawning one Proteon every 15 seconds, which ghosts can possess. The gateways cannot be placed close to one another. Originally, they were going to be able to create a Harvester Shell, but there were some concerns of it being too OP. The true Bastard sword has been fully deleted. The null rod conversion has been changed to a Bloody Halberd instead. I'm considering re-enabling Stun Hand on Heretics, with Mansus Grasp stats. ### Other All the items above can be used by both Heretics and Cultists, no matter how they were first created. Hell, even normal crew can use them! This is probably not the best idea a lot of the time, though. There are a lot of other changes in this PR. A loooooot. I will likely miss some in the changelog, but I'll try to be as thorough as possible. There's probably also some leftover garbo that I didn't find and clear out yet. ## Why It's Good For The Game Cult and Heretics, despite being mortally opposed, have very few interactions with eachother, especially now that the Blade's gone. The only thing of note is just the Heretic's unfair complete resistance to stun hand, which is only marginally better than the alternative. This PR will reintroduce their animosity, and give both sides a very, very good reason to fight eachother. The Cult will gain a sick sword that keeps the heretic in the game, and unlike with the original implementation, will recieve a cult-wide bonus in the form of a powerful, well deserved, and fun new item to summon. The Heretic will gain powerful trinkets and knowledge from the sacrifices, incentivizing them to become a terrifying cult-hunter. And if they do succeed in wiping out the cult, they will have quite the rewards to help with their ascension. The crew, while mostly unaffected, will have a damn good reason to not just Side with the heretic, out of fear of what they may become after the cult is stomped down. They can also use a few of the items here in an attempt to get one up on either side, as long as they manage to stay clear of the side-effects. Let the heretics eradicate the apostates. Let the cultists root out the heathens.  The haunted longsword creates an aura of darkness (disabled for the cultist for the image) Sprites... are not great. Hopefully someone comes by and improves them. code: Added get_inactive_hand() as an easy shortcut for carbons code: Wall walker element can now accept a trait for wall-checking fix: Fixed soulsword component being unable to invoke the post summon callback refactor: Turned Heretic rust turf healing into an element, given to Rust Walkers and Rusted Harvesters refactor: Converted Limb Amputation from an element to a component Blade and Sword sprites by meyhaza!!! I did the inhands though. Cuz im cool |
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4aa7bae77a |
Moves tool use back higher in the chain, but makes it so tool acts are only called on non-combat-mode (#84083)
## About The Pull Request ### Dilemma So we've been running into a dilemma recently as we move more and more items over (#84070, #83910) Some things like modsuits, tables, washing machines, storage items want to do their tool acts before their item interactions In the past this was perfectly fine, because it was `tool_act` -> `attack`, but now it's a problem, because it's `item_interaction` -> `tool_act` -> `attack`. Rather than resort to snowflaking, my idea is that we can move tools back up the chain so deconstruction and other similar effects are handled first, before anything else like putting the tool onto the table. ### So why does it require non-combat-mode? A large amount of tool acts early return if the user's on combat mode to allow the user to smack the thing instead of using the tool on it. So I've decided to walk back on what I said like a week ago and make this standardized behavior. ### Misc Reintroducing `tool_act` as a proc that exist means that atoms can easily hook certain interactions that must happen very high in the click chain, such as doing something that block storage insertion. Moves some of the behaviors I put on the (admittedly rather hacky) new proc to that. (Also cleaned up a bit of lockbox and medbot code) ## Changelog 🆑 Melbert fix: Fixed modsuit interactions slightly. No longer requires combat mode to use tools on it, plasma core works as intended as well. (Using combat mode, however, will make you insert the item) refactor: Refactored lockboxes refactor: Refactored medbot skin application /🆑 |
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d280c9ccce | Makes it EVEN EASIER to work with atom item interactions ft. "Leaf and Branch" & "Death to Chains" (#82625) | ||
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8e3f635b98 |
Alt click refactor (#82656)
## About The Pull Request Rewrites how alt click works. Based heavily on #82625. What a cool concept, it flows nicely with #82533. Fixes #81242 (tm bugs fixed) Fixes #82668 <details><summary>More info for devs</summary> Handy regex used for alt click s&r: `AltClick\((.*).*\)(\n\t.*\.\.\(\))?` `click_alt($1)` (yes I am aware this only copies the first arg. there are no other args!) ### Obj reskins No reason for obj reskin to check on every single alt click for every object. It applies to only a few items. - Moved to obj/item - Made into signal - Added screentips ### Ventcrawling Every single atmospherics machine checked for ventcrawling capability on alt click despite only 3 objects needing that functionality. This has been moved down to those individual items. </details> ## Why It's Good For The Game For players: - Alt clicking should work more logically, not causing double actions like eject disk and open item window - Added context menus for reskinnable items - Removed adjacency restriction on loot panel For devs: - Makes alt click interactions easier to work with, no more click chain nonsense and redundant guard clauses. - OOP hell reduced - Pascal Case reduced - Glorious snake case ## Changelog 🆑 add: The lootpanel now works at range. add: Screentips for reskinnable items. fix: Alt click interactions have been refactored, which may lead to unintentional changes to gameplay. Report any issues, please. /🆑 |
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227cdd2c7c |
[NO GBP] Patches & renaming for NO_DECONSTRUCTION flag (#82547)
## About The Pull Request 1. Renames `NO_DECONSTRUCTION` -> `NO_DEBRIS_AFTER_DECONSTRUCTION`. As the name suggests when the object is deconstructed it won't drop any items/debris. After my last refactor for this flag it now serves a new purpose so its name has been changed to match that 2. Fixes objects that are now using `NO_DECONSTRUCTION` incorrectly. Some of these changes include - Removing the flag in objects where there are no means to deconstruct them (e.g. jukebox, hydroponics soil, flora etc) - Replacing the flags old purpose by overriding its tool procs so that it regains its old behaviour(e.g. You once again cannot deconstruct ctf reinforced tables, survival pods, indestructible windows etc) ## Changelog 🆑 code: renamed `NO_DECONSTRUCTION` to `NO_DEBRIS_AFTER_DECONSTRUCTION` so its name matches its intended purpose fix: fixes some items that incorrectly used `NO_DECONSTRUCTION` prior to its refactor, meaning makes some objects non deconstructable again /🆑 |
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6a1519471d |
Very small atom examine tweaks (#82501)
## About The Pull Request - Gloves and Shoes are now referred to in "pairs" rather than as "some". - Meaning you now see "That's a pair of gloves" rather than "That's some gloves" - Makes it a tad easier to edit portions of an atom's examine text. - Gives reinforced windows a more proper description. - (I was examining random things to test and noticed its current description was INCREDIBLY out of place) - Fixes an extra space in bloody hand examination.  ## Why It's Good For The Game It's the little things that you tend to notice. When referring to shoes, you _generally_ will say "a pair of shoes" rather than "some shoes". It's just a tad more proper. ## Changelog 🆑 Melbert spellcheck: Shoes and Gloves are now referred to as "a pair of" rather than "some". spellcheck: Reinforced Window's description is less out of place. spellcheck: Fixed an empty space in examining a human's bloody hands. code: It's a tad easier to exit an atom's examine text now. /🆑 |
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1443ef79d3 |
Replaces a number of deciseconds into SECONDS (#82436)
## About The Pull Request Using these search regexes: Number ending in 0: `do_after\((\w+), (\d+)0,` Replace: `do_after($1, $2 SECONDS,` Single digit number: `do_after\((\w+), [1-9],` replace: `do_after($1, 0.$2 SECONDS,` Double: `do_after\((\w+), (\d)([1-9]),` Replace: `do_after($1, $2.$3 SECONDS,` ## Why It's Good For The Game Code readability |
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6dc40ca522 |
Standardizes object deconstruction throughout the codebase. (#82280)
## About The Pull Request When it comes to deconstructing an object we have `proc/deconstruct()` & `NO_DECONSTRUCT` Lets talk about the flag first. **Problems with `NO_DECONSTRUCTION`** I know what the comment says on what it should do |
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909a1a692a |
Adds tram throwing mobs through glass windows (#81284)
## About The Pull Request - Adds a PASSWINDOW flag so that you can throw mobs through window panes, smashing them - Being thrown into the tram window by event only (not player thrown) has a chance to break through the window - Reduced throw range of tram emergency stop ## Why It's Good For The Game Sometimes you don't want them to bounce off the window when they hit, rather comically fly through it. ## Changelog 🆑 LT3 add: The tram has been equipped with enhanced safety glass to reduce the severity of crew injuries /🆑 |
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fbe6e2ebba |
museum away mission (#81208)
## About The Pull Request adds a new gateway map, the Nanotrasen Museum it is filled with """"Mannequins"""" and Common Core lore im not putting the preview here because you really should explore it yourself but if youre that curious i think the Checks tab in mapdiffbot would have it this gateway map contains no combat unless you count falling into chasms because you did not carry a light or going into the boarded room with no loot or any incentive with obvious signs that there is the sole enemy on the map in there the loot is the lore ok thanks also makes mines detonate if theyre detonated by a non-mob im pretty sure this couldnt have been intentional trams stop chasms and also the relevant items <details> <summary>on second thought if you want spoilers check this</summary>  </details> ## Why It's Good For The Game more gateway maps = good ## Changelog 🆑 add: nanotrasen museum gateway map /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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1389351ef9 |
You can now move and talk through statues and mannequins (#81188)
## About The Pull Request I recently played a game where I rotated my skeleton model while rotating my own character at the same time and it being in sync gave me the realization on how cool it would be if the Coroner was able to simply control the skeleton body. I find skeleton displays very funny and I want to see more funny things happen with them, so I thought this would be a good place to start, with the benefits that it also works on mannequins and statues too so they aren't left out. Basically, while it is unanchored, if you have a statue/mannequin grabbed, it will change its direction as you do, and speak the same words you do. Your own messages can only be heard if the person is directly next to you, revealing that it was you talking through it all along. I was originally gonna add this to the simple rotation component but moved off when I decided to add talking through it, I left in the code improvements I made to the component though since it is one of the oldest components and hasn't been touched in a while. Video demonstration (before I added the person also talking, just ignore that missing) https://github.com/tgstation/tgstation/assets/53777086/27242fc3-9649-418d-95cb-b31619319e97 While fixing the Toilet bong's rotation stuff I noticed a lot of it wasn't up to proper code standards so I went over it and fixed issues I had with it. It now doesn't give text saying you found something nasty to species that still likes mice (like flypeople), and fixed its update appearance to match the codebase standard set by the introduction of ``update_appearance`` many years ago. ## Why It's Good For The Game It's a funny small idea I had and got inspired to add, it's a niche mechanic that I think fits the aesthetic I am going for with Coroner and also give a funny interaction with the human-like inanimate objects. ## Changelog 🆑 fix: Species that can eat mice don't get disgusted from seeing one in the toilet bong. add: Grabbing an unwrenched statue/mannequin/skeleton model will now move its direction as you move yours, and you can talk through it. /🆑 |
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f1a3fc839f |
Replaces /obj:: -> parent_type:: (#81146)
## About The Pull Request This just seemed like a minor error with the new syntax that popped up: The intent of these seem to be "take our obj flags and add `NO_DECONSTRUCTION` to it", which was perfectly serviceable in a majority of places, as the parent type had the same obj flags as `/obj`. But in a small handfull of places (such as any table subtypes) this was not the case, and it caused some objects to have missing flags that they were otherwise intended(?) to inherit. So I replaced `/obj::` with `parent_type::` meaning rather than using the base obj flags and then adding `NO_DECONSTRUCTION`, they use their parent type's obj flags and then add `NO_DECONSTRUCTION`. ## Changelog 🆑 Melbert fix: You can build on some niche tables again, such as the Wabbajack Altar. /🆑 |
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45438b4f04 |
Removes the attack_slime proc, and other slime refactors (#80487)
## About The Pull Request - **Removed attack_slime**. Most of the attack_slime content has been moved to a proc that signs up for COMSIG_LIVING_UNARMED_ATTACK. Its ugly, but will make converting slimes to a basic mob easier. They now use attack_animal for now, which might cause some unexpected interactions. Hopefully when they are converted to basic mobs, these can be cleared up properly. - This caused some issues with cyborgs, who used to get only half damage dealt to them. As refactoring this would have been too much of a difficult task without much real gain, after much pondering, I have decided that since slimes can always flash cyborgs with each of their strikes, maybe cyborgs should only fear slimes that have electric charges in them. In addition, slimes electric charges decrease now after they successfully zap an cyborg, making them more consistent with the zaps that affect carbons. AIs are still fully immune to slimes. - The slime.dm and slime.life files were extremely bloated, and unorganized. I have created two new files, defense.dm and ai.dm. I have moved the various attack_by/attack_hand/etc procs to defense.dm. Ai.dm now contains every single proc the slime's "AI" uses; this should help getting a clearer picture of the current functionality, which should aid with basic mob conversion and decision tree creation. The remaining files have been slightly organized, with overrides in front, and new procs at the back. - Created a proc for swapping out Adult and Baby states of a slime. Previously, attack_slime was in many cases ignoring fields like melee_damage_lower and melee_damage_upper, replacing it with magic numbers based on the slime's lifestate. Now these values are hard set by these procs. This has caused slimes to be more consistent, though baby slimes might do a bit less damage on the low end. I am tempted to turn these in datums in the future, or as part of this PR. - Removed baby slime's chance to accidentally attack a window/grille by bumping into it, they had 0 object damage anyways, unlike adult slimes, so there was no reason not to early return. - The proc of `handle_feeding` assumed adjustBruteLoss and adjustToxLoss return positive values when damage has been done, when in reality, it returns the total health change along with its direction. This meant slimes would fell off simple or basic mobs after a single bite. This has been fixed. - Also updated the warning before the slime type defines, as they were out of date. - I have removed the bespoke spacewalk override for slimes, which should allow them to drift, should gravity go out. - The nutrition stats are assigned only once, when the slime grows up, instead of compared to being an adult every life tick ## Why It's Good For The Game Less duplicated code. This refactor should help in the basic mob conversion process. Cyborgs have an easier time wrangling slimes, who could previously kill them in three hits, if charged. They are mostly encased in metal, they should feel fine when not hit with electric attacks. Lets slimes feast on delicious corgis. |
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260b98c277 |
Alien nests and some other stuf can be hit again. (#80418)
## About The Pull Request Another small issue fixed. Thanks Melbert for telling us what's wrong with it. EDIT: other objects were rendered unhittable by that flags refactor PR. ## Why It's Good For The Game Fixes #80311. I made the xmas tree indestructible because the comment to the `NO_DECONSTRUCTION` flag didn't make a load of sense since that doesn't stop it from getting destroyed anyway. ## Changelog 🆑 MrMelbert, Ghommie fix: Alien nests, and some other stuff, can be physically attacked again. balance: x-mas trees (the ones with presents), are indestructibles. Truly protected by a yuletide spirit. /🆑 |
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1e76fd70b4 |
Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom (#79968)
## About The Pull Request Implements half of this (with some minor changes):  The ultimate goal of this is to split our attack chain in two: - One for non-combat item interactions - Health analyzer scanning - using tools on stuff - surgery - Niche other interactions - One for combat attacking - Item hit thing, item deal damage. - Special effects on attack would go here. This PR begins this by broadining tool act into item interact. Item interact is a catch-all proc ran at the beginning of attack chain, before `pre_attack` and such, that handles the first part of the chain. This allows us to easily catch item interaction and cancel the attack part of the chain by using deliberate bitflag return values, rather than `TRUE` / `FALSE`*. *Because right now, `TRUE` = `cancel attack`, no matter what, which is unclear to people. Instead of moving as much as possible to the new proc in this PR, I started by doing some easy, obvious things. More things can be moved in the future, or technically they don't even need to move in a lot of cases. ## Changelog 🆑 Melbert refactor: Refactored some methods of items interacting with other objects or mobs, such as surgery and health analzyers. Report if anything seems wrong /🆑 |
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5ce9d5806d |
Scopes NODECONSTRUCT_1 from flags_1 to obj_flags (#80104)
This flag only worked on the `/obj/structure` and `/obj/machinery` level, so let's rescope it from `flags_1` and put it where it belongs - `obj_flags`. Bitflag operators should be scoped to their subtype specific bitfield, not really useful to have this take up a spot on the `/atom` level if absolutely nothing other than `/obj`s use it. |
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b8fc9b367e |
Icon Autoslicing (#79659)
## About The Pull Request Ok so you know all the dmis we have that are made to work with the smoothing system? carpets, walls, etc. The proper way to edit those is to convert them into a png with 5 "states' it in (one for 0 connections, one for horizontal, one for vertical, one for all cardinals and one for all directions) and then modify THAT, then run it through [the cutter tool.](https://github.com/tgstation/icon-cutter) But none ever does that, because we explain it fucking nowhere. So instead, let's keep all those "base" files in the repo, alongside the configs they work with, and "cut" the pngs into dmis as a part of the build process. I wrote a guide for how to interact with this system as a spriter, you can find it [HERE](https://github.com/LemonInTheDark/tgstation/blob/slice-the-sky/icons/Cutter.md). [Adds a icon cutter build task]( |
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2fa63146b2 |
Fixes Window Damage Overlays (#79876)
## About The Pull Request Since https://github.com/tgstation/tgstation/pull/78719, Windows lacked their damage overlays. This PR removes the **_one_** line responsible that broke the overlays. ## Why It's Good For The Game Fixes: https://github.com/tgstation/tgstation/issues/79082 ## Changelog 🆑 TwistedSilicon fix: Window damage overlays have been fixed. /🆑 <details> <summary>Before</summary> https://github.com/tgstation/tgstation/assets/106436013/694d2e46-0c76-4695-ad52-72c3cc292646 </details> <details> <summary>After</summary> https://github.com/tgstation/tgstation/assets/106436013/d843fe5c-aaab-4784-827e-5132e7acdd5e </details>  (I swear one day I will make a PR longer than 2 lines... but today is not that day.) --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
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d31c21ff1b |
new space ruin, the biological research outpost (#79149)
## About The Pull Request  adds this ruin to space ruin pool this is a shady (as NT always is) bioresearch outpost that got fucked up by an experiment this has like some puzzle aspect to it since you gotta find keycards and shit and press buttons to unlock shield gates this ends with you fighting a heart which if you defeat, destroys the blockade that prevents you from entering the outpost vault also you can no longer literally just cut indestructible grilles or unanchor indestructible windows ### new puzzle elements or something idk variant of pressure plate that you cannot remove and it sends a puzzle signal cooler red puzzle doors that look very foreboding or something idk theyre for this ruin also puzzle blockades, which are indestructible dense objects that are destroyed if they receive a puzzle signal and also buttons and keycard pads for puzzles https://github.com/tgstation/tgstation/assets/70376633/c98807ec-1e7b-49c4-a757-cdbb76a1b566 https://github.com/tgstation/tgstation/assets/70376633/9d5d9dd1-5868-44e6-a978-5ea57b30c298 stuff that throws electric shocks in a pattern, ignores insuls and only knocks down, and no you cannot just run past https://github.com/tgstation/tgstation/assets/70376633/5772917c-a963-48a4-a743-b0f610801d25 ### enemies living floor, it can only attack stuff on top of it and it attacks until the victim is dead it is invincible to all but a crowbar, and it cannot move, and it remains hidden until a victim is in range https://github.com/tgstation/tgstation/assets/70376633/aa1d54f6-b259-4e58-9d44-e393d2131acf living flesh, it can replace your limbs with itself the conditions for that are; the limb must have 20 or more brute, victim must be alive and dismemberable, the limb may not be torso or head, or the limb may not be living flesh alternatively it can replace a missing limb these are all checked with every attack they have 20 hp the limbs in question will sometimes act up, while passively draining nutrition, arms will randomly start pulling nearby stuff, legs may step randomly limbs when detached, turn into mobs and reactivate AI 2 seconds later. if the host is shocked, all living flesh limbs will detach, or if the host dies they will also do that https://github.com/tgstation/tgstation/assets/70376633/765cc99e-c800-4efb-aabe-d68817bbd7ae ## Why It's Good For The Game ruin variety is cool i think also the other things i added should be useful for other mappers for bitrunning or whatever also bug bad for that one fix ## Changelog 🆑 add: living floor, living flesh, and other stuff for the bioresearch outpost ruin add: bioresearch outpost ruin fix: you may not defeat indestructible grilles and windows with mere tools /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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2532911353 |
Adds pathmaps, refactors pathfinding a bit (#78684)
## About The Pull Request Implements /datum/pathfind/sssp, which generates /datum/path_map /datum/path_maps allow us to very efficently generate paths to any turf they contain from their central point. We're effectively running the single source shortest paths algorithm. We expand from the center turf, adding turfs as they're found, and then processing them in order of addition. As we go, we remember what turf "found" us first. Reversing this chain gives us the shortest possible path from the center turf to any turf in its range (or the inverse). This isn't all that useful on its own, outside of a few niche cases (Like if we wanted to get the farthest reachable turf from the center) but if we could reuse the map more then once, we'd be able to swarm to/from a point very easily. Reuse is a bit troublesome, reqiures a timeout system and a way to compare different movables trying to get paths. I've implemented it tho. I've refactored CanAStarPass to take a datum, /datum/can_pass_info. This is built from a movable and a list of access, and copies all the properties that would impact pathfinding over onto itself. There is one case where we don't do this, pathing over openspace requires checking if we'd fall through the openspace, and the proc for that takes an atom. So instead we use the weakref to the owner that we hold onto, and hold copies of all the values that would impact the check on the datum. When someone requests a swarmed path their pass info is compared with the pass info of all other path_maps centered on their target turf. If it matches and their requested timeout isn't too short, we just reuse the map. Timeout is a tricky thing because the longer a map exists the more out of date it gets. I've added a few age defines that let you modulate your level of risk here. We default to only allowing maps that are currently being generated, or finished generating in our tick. Hopefully this prevents falling into trouble, but consumers will need to allow "failed" movements. As a part of this datumized pass info, I've refactored pathfinding to use access lists, rather then id cards directly. This also avoids some dumbass harddel oppertunities, and prevents an idcard from changing mid path. Did a few things to the zPass procs, they took args that they did NOT need, and I thought it'd be better to yeet em. If you'd all like I could undo the caching/can_pass_info stuff if you'd all like. I think it's useful generally because it avoids stuff changing mid pathfind attempt, but if it's too clunky I could nuke it. Oh also I added optional args to jps that constricts how it handles diagonals. I've used this to fix bot paths. ## Why It's Good For The Game Much of this is redundant currently. I'm adding it because it could have saved hugglebippers, and because I get the feeling it'll be useful for "grouping" mobs like bees and such. We're doing more basic mob work currently and I want to provide extra tools for that work. https://github.com/tgstation/tgstation/assets/58055496/66aca1f9-c6e7-4173-9c38-c40516d6d853 ## Changelog 🆑 add: Adds swarmed pathfinding, trading accuracy for potential optimization of used correctly fix: Bots will no longer take diagonal paths, preventing weirdo looking path visuals refactor: Refactored bits of pathfinding code, hopefully easier to add new pathfinding strategies now /🆑 |
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66f726dfe3 |
General code maintenance for rcd devices and their DEFINE file (#78443)
## About The Pull Request The changes made can be best summarized into points **1. Cleans up `code/_DEFINES/construction.dm`** Looking at the top comment of this file |
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74a9b317aa |
Fixes cost values of RCDs (#77650)
## About The Pull Request fixes cost values to be 1:1 of what the construction would have costed in manual construction for the RCD. also changes all decaseconds to seconds in code for clarity. the biggest change is windows, they used to cost more than they needed for manual construction: grille - 4mu - 1 iron sheet - 100% efficiency directional normal window - 6mu - 1 glass sheet - 66% efficiency directional reinforced window - 9mu - 1 reinforced glass sheet - 66% efficiency fulltile normal window - 12mu - 2 glass sheets - 66% efficiency fulltile reinforced window - 15mu - 2 reinforced glass sheets - 80% efficiency this PR fixes all of these to be 100% efficient by lowering their matter costs, among some other items like racks or reflector frames. ## Why It's Good For The Game consistency for material costs is good. most of these incorrect material values are also for things that don't matter, like racks or reflector frames. also decaseconds are gross looking in code ## Changelog 🆑 fix: Some RCD constructs took more material than manual construction. The RCD cost should be consistent in comparison to manual construction now. /🆑 |
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f44adfde1e |
Refactors vendor tipping and adds 2 new malf modules: Remote vendor tipping, and the ability to roll around and crush anything in your path. (#76635)
## About The Pull Request Title. Vendor tipping code is now on /atom/movable, and any movable can fall over like a vendor does. Things like crits have been moved to type-specific availability tables, their effects are now held in their own proc, are now random per crushed item, have probability weights, etc. In the process of making this PR I also had to fix another issue, where a bunch of take_damage() overrides had incorrect args, so that explains the take_damage changes I made. Tipping now also attacks any atoms on the target, given they use integrity. Adds 2 new malf modules. 1. REMOTE VENDOR TIPPING: A mid-cost and mid-supply module allows malf AIs to remotely tip a vendor in any of the 8 directions. After 0.5 seconds of delay and a visual indicator (along with other warnings), the vendor falls over. 1.1. In the process of making this I had to expand a arrow sprite to have orthogonal directions, which is why you may see the testing dmi being changed. 2. CORE ROLLING: A mid-cost but low-supply ability that allows the AI to roll around and crush anything it falls on, including mobs. This has a 5% chance to have a critical hit so it isnt THAT terrible - plus it's guaranteed to never stunlock. It's real utility lies in the fact the AI now has limited movement without borgs. Also, the psychological factor. As a bonus, vendor tipping now uses animate and transforms instead of replacing matrices. ## Why It's Good For The Game 1. Generifying vendor tipping code is just good, period. It's a very wacky and silly little piece of code that really doesn't need to be isolated to vendors exclusively. ANY big and heavy object can fall over and do a ton of damage. 1.1. Also, adding weights to critical hits is really good, because it lets things like the headgib finally be a lot less terrifying, as they're a lot less likely to happen. 2. Remote vendor tipping is a bit of a goofy ability that isn't really THAT practical but has a chance of catching someone unaware and doing some serious damage to that person alone. 2.1. Atop of this, vendor tipping isn't that loud of an action as say, blowing things up, or doing a plasma flood. Even overrides aren't this silent or a non-giveaway. A vendor falling on someone, though, is a mundane thing that happens a lot. This is a decent way to assassinate people before going loud (or at least, damage people) that isn't offered yet. 4. 3.1. For real though, AIs rolling around is just fucking hilarious. The ability to move isn't offered right now (which isn't that much of a bad things), but with sufficiently limited charges (or limits to how many times you can buy the ability), this can be a funny little t hing that lets the AI potentially hide somewhere on the sat (or just relatively close to the sat, such as engineering [it can't go through the teleporter with this but it can go through transit tubes]) without the need for borgs. 3.2. Also, it lets the AI sacrifically execute people by blowing up their brains. |
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dc7fa929eb |
[MDB IGNORE] Adds a map lint against using dir-var edited window panes (#75610)
## About The Pull Request Title. ## Why It's Good For The Game #75528 but with a map lint. I also don't know what to call these, so for clarity sake I'm referring to them as "panes", which I think helps convey what they are. ## Changelog Not needed. |
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e1052fc62a |
Massive Spraycan and Crayon Powercreep: smaller graffiti cost less to draw. (#75588)
## About The Pull Request Currently, drawing a small circle on the floor consumes as much charge as any other drawable but the larger horizontal ones that cost five times as much, which is a bit dull for non-cyborg players, having to burn through a ton of spraycans just to cover the floor in several small dots if ever attempting to do some floor art. This PR aims to reduce the cost of some of the smaller drawables, like "shortline", "smallbrush", "pawprints" etc., in virtue of the smaller area they cover. The balances changes may seem bit of an arbitrary and not include ones that are a bit on the edge between "small" and not "small", but I'd rather keep it simple than have other values such like "semi-small" integrated and snowball this balance PR into a more finnicky, disputable or not agreeable with version of itself. This also covers re-coloring and existent graffiti. Currently it always costs 2 charges to change its color regardless if it costed 1 or 5 to spray in the first place. With this PR, the costs should match that of when they were drawn. To boot, It also takes into account the tagger quirk now. Code had to be cleaned up and improved a bit for a smoother implementation of these changes. A fairly unrelated but small change: Trying to suicide with an empty spraycan will now fail, because it's empty. It's that simple. ## Why It's Good For The Game Enables non-cyborg players to engage in jolly floor-vandalizing-art in a more consistent, slightly more enjoyable way. ## Changelog 🆑 balance: Drawing small graffiti like paw/foot/claw prints, small brush dots and short lines should cost half as many charges off your spraycan or crayon. balance: The cost of recoloring graffiti decals is now consistent with that of drawing them. balance: Trying to suicide with an empty spraycan will now fail, because it's empty. It's just that simple. /🆑 |
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ac5236a251 |
Refactors sheet crafting to better support directional construction (#74572)
## About The Pull Request
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9b401a87be |
[MDB IGNORE] UpdatePaths to convert directional pane windows to their proper subtypes, also creates the /south spawner for consistency (#74517)
## About The Pull Request Title. ## Why It's Good For The Game 1. This nukes a lot of silly var edits, and cleans up maps 2. The south spawner *isn't* really needed, but having it is nice for consistency and clarity 3. Sometime ago I forget which map but one of them had var edited directional subtypes and that made me cry ## Changelog 🆑 Jolly fix: Maps internally had the code for the "directional" windows altered a bit. If you see stacked window panes or things look incorrectly, please file a bug report as that isn't intentional!! /🆑 |
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add6d49951 |
Code clean-up & refactor for all RCD related & like devices. (#74527)
## About The Pull Request
1. Debloats the RCD.dm file i.e. renames it to RHD[Rapid handheld device
the base for all rcd like devices] and moves its subtypes into their
respective files
`/obj/item/construction/rcd` moved to RCD.dm
`/obj/item/construction/rld` moved to RLD.dm
`/obj/item/construction/plumbing` moved to RPLD.dm
`/obj/item/construction/rtd` stays in RTD.dm
Other rcd like device i.e. RPD, RFC, RWD, along with the above mentioned
files are now all moved into 1 folder called "rcd"
majority of the `to_chat()` are now replaced with `balloon_alert()` to
reduce spam
2. Adds early returns, optimizes & adds extra resource sanity checks
before and after the `do_after()` proc for the RLD. RLD silo links now
works again.
- RLD now uses an ammo bar just like the RCD for updating only its
overlays & not its entire icon state, it also has a blinking yellow icon
state when low on ammo
- Remove unused empty blinking yellow icon state for plumbing RCD.
nobody designed the ammo bars for them so having`has_ammobar = TRUE`
caused the unit tests to fail
4. Adds extra structure placement & resource sanity checks for RCD, RTD
& Plumbing RCD before & after the `do_after()` proc
RCD Patches
- removes unused vars window_type & window_glass, these can be infered
from window_type directly
- removes furnish type & cost and let the rcd_vals() proc decide those
for consistency
- copies the rcd stuff from turf/floor to turf/open/misc with some
exceptions, It wasen't updated in a long time
- rcd vals i.e. cost & delay for window types are set for each
directional, full-tile, reinforced types. These all used constant values
& now they are adjusted accordingly
RTD patches
- Fixes #74526 RTD can lay floor tiles on all types of plating's
- The cost of deconstructing tiles was not calculated correctly i.e. it
always used the cost of the selected design & not the cost of the actual
floor type we are trying to deconstruct
- The construction & deconstruction time was constant & very fast for
all tile types, now the delay is adjusted based on the cost of the type
of tile in question
- RTD now has a blinking yellow empty icon state just like the RCD when
low on ammo
6. Fixes #73479 RCL now updates its pipe cleaning coil appearance when
changing colours & selecting white colour no longer yields a random coil
colour
7. makes sure `useResource() ` actually succeeds before doing any
action. The return value of this proc was not previously checked for
some devices
## Why It's Good For The Game
1. rcd like devices all moved into 1 folder for better organization
2. splits the original RCD.dm file into more logical & manageable files
for better maintainability
3. removes unused code & adds some extra sanity checks for everything
4. adds missing sprites for RLD & RTD
## Changelog
🆑
code: RCD & all its subtypes and other devices like it[RTD, RLD,
Plumbing RCD, RWD, RFC, RPD] now moved into 1 folder, removes unused
vars
refactor: RCD window type cost & delay are set based on the window type
selected.
refactor: RLD, RCD & plumbing RCD now has extra resource & target
placement sanity checks, optimizes RLD and code readability.
refactor: RTD now sets the correct delay with the cost of the tile type
currently being constructed/deconstructed taken into account
refactor: large majority of to_chat() replaced with balloon alerts
fix: RLD silo link now works again
fix: RTD can place tiles on any subtype of plating
fix: RCL now lays the correct colour of pipe cleaner when its colour is
changed
imageadd: empty blinking yellow icon states for RTD & RLD & an ammo bar
for RLD
/🆑
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bfd3c04d6b |
Removes opacity from non fulltile tinted windows (#74452)
## About The Pull Request IT DOESN'T WORK, OPACITY IS NOT DIRECTIONAL, IT JUST LOOKS FUCKING STUPID WHY DO WE USE THIS 48 TIMES WHY ARE YOU PEOPLE LIKE THIS ## Why It's Good For The Game  ## Changelog 🆑 fix: Directional frosted/tinted windows will no longer fuck up vision /🆑 |
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9bb9e356b1 |
Makes all CTF windows actually indestructible (#74021)
## About The Pull Request Adds a spawner for indestructible shuttle windows Replaces all "hardened windows" (which were actually not unbreakable) with proper unbreakable windows ## Why It's Good For The Game Fixes #73297, people shouldn't be breaking into space in CTF ## Changelog 🆑 fix: All CTF windows are now indestructible, fixes breaking into space during CTF. /🆑 |
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f2df4075b9 |
Fixes the metallic hydrogen axe being silent when being used as a crowbar and crowbars can now hit windows. (#73974)
## About The Pull Request The metallic hydrogen axe had no usesound var set despite having a tool_behavior applied to it, this meant that when using it as a crowbar, for example to remove floor tiles no sound was played. I've given it the default crowbar sound for this. Bonus fix: Crowbars were incapable of hitting fully constructed default windows, this included the H2 axe, They are now able to be used on standard windows (they already worked on reinforced windows) ## Why It's Good For The Game Missing sound bad. Pretty sure the crowbar thing is a bug too. ## Changelog 🆑 fix: The metallic hydrogen axe is no longer silent when using it as a crowbar. fix: You are now capable of hitting standard windows with a crowbar when they're fully constructed. /🆑 |
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58a9fcff82 |
De-hardcodes spawnDebris in windows, fixes a bunch of issues with windows. (#73274)
## About The Pull Request spawnDebris was being overridden by almost every type of window, I've set up some new vars for it to pull shard and its debris decal from so spawnDebris only needed to be set up once (+ once more for paper windows which are unique). Fixes an issue with reinforced plasma glass windows dropping regular glass when broken. Fixes an oversight where tram windows were dropping only 1 rod instead of 2 and dropping glass sheets instead of shards. Cleans up tram window code a bunch. ## Why It's Good For The Game Fixes several issues, cleans up code and cuts down on a lot of repeat code. ## Changelog 🆑 fix: Reinforced plasma windows will now drop plasma glass instead of regular glass when broken. fix: Tram windows drop the correct number of rods and a shard when broken instead of a sheet. code: Removed a ton of duplicate vars in tram window code and re-organize the file slightly. refactor: spawnDebris has been un-hardcoded and all (but one) override of it has been removed. /🆑 |
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4894878ff6 |
Tram Mk. IV (#73057)
## About The Pull Request - After one too many tram malfunctions, Nanotrasen's insurance provider finally sprung the cash for a new tram. Made with the latest in lightweight materials, there's more capacity than ever before to shuttle your crew around the station. https://user-images.githubusercontent.com/83487515/215639768-3f7fcb84-cfd2-4efe-b578-998197651f13.mp4 - Consolidates all the tram turfs, objs, and structures into respective .dm files because they were haphazardly spread everywhere. - Fixes tram doors playing open/close animations when they're already in the correct state, corrects timing for when they change density. - Tram now correctly has an operating status and will stop functioning when power is lost. - Call buttons no longer dispatch a tram that doesn't have power. - Fix for emergency exit when tram has no power. - Running at closing tram doors is a gamble, you may be crushed - Fixes https://github.com/tgstation/tgstation/issues/73125 ## Why It's Good For The Game Looks nice, more space, tram doors demand a pound of flesh. ## Changelog 🆑 LT3 imageadd: Nanotrasen's insurance provider finally sprung the cash for a new tram. Made with the latest in lightweight and mostly* non-flammable materials, travel in comfort and style! code: All tram components are now organised based on type code: Tram is now aware if it has power or not del: Removed movement slowdown running on tram plates fix: Tram call buttons will not work calling an unpowered tram fix: Tram doors will no longer cycle open/closed when they're already in the correct position fix: Fixed an edge case where running onto the tram you bounce off the open door as if it was closed fix: Unpowered tram doors can only be forced into the open position fix: Westbound travel shows the correct controls animation add: Tram doors take a chunk of flesh if you run at them last minute qol: Reduced duration of amber stage on tram crossing signals /🆑 |
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858da9f19a |
Optimizes explosions (very slightly) (#71763)
## About The Pull Request We do two major things here. First, instead of having every turf need to ask all the turfs in "front" of it for its blast resistance, we have blast resistance carry back in a cache, so they only need to ask the one directly in front of them. Much faster, such wow The other thing we do is totally remove the idea of "building" a turf's explosion resistance. Instead, a turf's full resistance is stored on it at all times. We use an element to manage objects that want to block explosives, and that's it simple as. As an optimization, turfs handle block differently, using a system where we imply that a turf's own block is just the initial of their explosive_resistance, unless proven otherwise This also saves a significant amount of time To be honest with you, I did this mostly cause I wanted to well make explosions faster This doesn't really fufil that. They are faster, but not by much The bulk of explosion cost comes from actually exploding things, rather then figuring out what/how to delete. This code is much faster for larger blastwave sizes, because calculating protection is constant. We save maybe 60% of propogate_blastwave, but unfortunately propogate_blastwave for one maxcap on the top left of icebox's chapel is only 28ms, so while 11ms is good, it's not everything I could want when the cost of explosion/fire is 555ms. I'm happy about it still tho, because doing things like this means I can expand on how explosive blocking works without needing to make things seriously expensive in here. Also it's faster for meme admin explosions and mega burgers ## Why It's Good For The Game Speeds up explosives slightly, opens the door to better blast resistance projection |
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6a0c884410 |
[no gbp] removes all duplicate armor datums (#72354)
## About The Pull Request closes #72348 Title ## Why It's Good For The Game My bad ## Changelog Heres the script I used this time if you want to ```cs var baseDir = Environment.CurrentDirectory; var allFiles = Directory.EnumerateFiles($@"{baseDir}\code", "*.dm", SearchOption.AllDirectories).ToList(); var known = new Dictionary<string, List<KeyValuePair<string, int>>>(); foreach (var file in allFiles) { var fileLines = File.ReadAllLines(file); for (var i = 0; i < fileLines.Length; i++) { var line = fileLines[i]; if (line.StartsWith("/datum/armor/")) { var armorName = line.Replace("/datum/armor/", "").Trim(); if (!known.ContainsKey(armorName)) known[armorName] = new List<KeyValuePair<string, int>>(); var knownList = known[armorName]; knownList.Add(new KeyValuePair<string, int>(file, i)); } } } Console.WriteLine($"There are {known.Sum(d => d.Value.Count)} duplicate armor datums."); var duplicates = new Dictionary<string, List<int>>(); foreach (var (_, entries) in known) { var actuals = entries.Skip(1).ToList(); foreach (var actual in actuals) { if (!duplicates.ContainsKey(actual.Key)) duplicates[actual.Key] = new List<int>(); duplicates[actual.Key].Add(actual.Value); } } Console.WriteLine($"There are {duplicates.Count} files to update."); foreach (var (file, idxes) in duplicates) { var fileContents = File.ReadAllLines(file).ToList(); foreach (var idx in idxes.OrderByDescending(i => i)) { string line; do { line = fileContents[idx]; fileContents.RemoveAt(idx); } while (!String.IsNullOrWhiteSpace(line)); } File.WriteAllLines(file, fileContents); } ``` |
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72add64520 |
Refactors armor into dedicated subtypes (#71986)
## About The Pull Request See title. ## Why It's Good For The Game Code is cleaner, and more readable/intuitive Technically closes https://github.com/tgstation/dev-cycles-initiative/issues/8 ## Changelog 🆑 refactor: armor, from the ground up basically /🆑 Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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91f8abe1c3 |
fixes simple/basic mob damage sounds in some places (#72120)
windows didnt use return values for attack_generic, so they never made sounds objects that broke also didnt play sounds because it tried to play the sound in nullspace i think cuz its broken so its deleted might also have happened with durand using shield fixes those |
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75439c71f2 |
Smoothing groups optimization, save 265ms with configs, more on production & w/ space ruins (#71989)
This one is fun. On every /turf/Initialize and /atom/Initialize, we try to set `smoothing_groups` and `canSmoothWith` to a cached list of bitfields. At the type level, these are specified as lists of IDs, which are then `Join`ed in Initialize, and retrieved from the cache (or built from there). The problem is that the cache only misses about 60 times, but the cache hits more than a hundred thousand times. This means we eat the cost of `Join` (which is very very slow, because strings + BYOND), as well as the preliminary `length` checks, for every single atom. Furthermore, as you might remember, if you have any list variable set on a type, it'll create a hidden `(init)` proc to create the list. On turfs, that costs us about 60ms. This PR does a cool trick where we can completely eliminate the `Join` *and* the lists at the cost of a little more work when building the cache. The trick is that we replace the current type definitions with this: ```patch - smoothing_groups = list(SMOOTH_GROUP_TURF_OPEN, SMOOTH_GROUP_FLOOR_ASH) - canSmoothWith = list(SMOOTH_GROUP_FLOOR_ASH, SMOOTH_GROUP_CLOSED_TURFS) + smoothing_groups = SMOOTH_GROUP_TURF_OPEN + SMOOTH_GROUP_FLOOR_ASH + canSmoothWith = SMOOTH_GROUP_FLOOR_ASH + SMOOTH_GROUP_CLOSED_TURFS ``` These defines, instead of being numbers, are now segments of a string, delimited by commas. For instance, if ASH used to be 13, and CLOSED_TURFS used to be 37, this used to equal `list(13, 37)`. Now, it equals `"13,37,"`. Then, when the cache misses, we take that string, and treat it as part of a JSON list, and decode it from there. Meaning: ```java // Starting value "13,37," // We have a trailing comma, so add a dummy value "13,37,0" // Make it an array "[13,37,0]" // Decode list(13, 37, 0) // Chop off the dummy value list(13, 37) // Done! ``` This on its own eliminates 265ms *without space ruins*, with the combined savings of turf/Initialize, atom/Initialize, and the hidden (init) procs that no longer exist. Furthermore, there's some other fun stuff we gain from this approach emergently. We previously had a difference between `S_TURF` and `S_OBJ`. The idea is that if you have any smoothing groups with `S_OBJ`, then you will gain the `SMOOTH_OBJ` bitflag (though note to self, I need to check that the cost of adding this is actually worth it). This is achieved by the fact that `S_OBJ` simply takes the last turf, and adds onto that, meaning that if the biggest value in the sorting groups is greater than that, then we know we're going to be smoothing to objects. This new method provides a limitation here. BYOND has no way of converting a number to a string at compile time, meaning that we can't evaluate `MAX_S_TURF + offset` into a string. Instead, in order to preserve the nice UX, `S_OBJ` now instead opts to make the numbers negative. This means that what used to be something like: ```dm smoothing_groups = list(SMOOTH_GROUP_ALIEN_RESIN, SMOOTH_GROUP_ALIEN_WEEDS) ``` ...which may have been represented as ```dm smoothing_groups = list(15, MAX_S_TURF + 3) ``` ...will now become, at compile time: ```dm smoothing_groups = "15,-3," ``` Except! Because we guarantee smoothing groups are sorted through unit testing, this is actually going to look like: ```dm smoothing_groups = "-3,15," ``` Meaning that we can now check if we're smoothing with objects just by checking if `smoothing_groups[1] == "-"`, as that's the only way that is possible. Neat! Furthermore, though much simpler, what used to be `if (length(smoothing_groups))` (and canSmoothWith) on every single atom/Initialize and turf/Initialize can now be `if (smoothing_groups)`, since empty strings are falsy. `length` is about 15% slower than doing nothing, so in procs as hot as this, this gives some nice gains just on its own. For developers, very little changes. Instead of using `list`, you now use `+`. The order might change, as `S_OBJ` now needs to come first, but unit tests will catch you if you mess up. Also, you will notice that all `S_OBJ` have been increased by one. This is because we used to have `S_TURF(0)` and `S_OBJ(0)`, but with this new trick, -0 == 0, and so they conflicted and needed to be changed. |
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4d6a8bc537 |
515 Compatibility (#71161)
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
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9c416ed9f6 |
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. /🆑 |
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41ca4962db |
Moves cleaning to an atom proc to afterattack signal (#70239)
* Hopefully fixes Cleaning * Cleaning off window blood is now handled by the Window itself * Cleanbots now have an advanced mop built into them, I am hoping in the future we can make cleanbots have their mops taken off, but I'm not good at spriting so it isn't a thing yet. * Adds a pre_clean_callback to replace the should_clean arg (mostly) * Removes the atom cleaning proc, replaces it with a signal for afterattack on a cleaning tool. * Fixes and improvements * adds a new define that allows pre_clean_callback to cancel cleaning entirely, used for mops to check for being wet or attacking buckets and such. * Fixes cleanbots not properly working, removing their mop and just registering for a signal that bots send instead. * Changes cleaner component to take proximity into account, that way we don't have to check it on each item's individual afterattacks, that way we don't have to call parent at the end either. * Improves check_allowed_items a little bit because I hated how it was used for soap. * Update cleaner.dm * reviews |