Commit Graph

97 Commits

Author SHA1 Message Date
Krysonism 26527f85e7 Da blobmob update! Indepedent strains, new sprites, egglike spores, fixes, sounds and buffs! #Cytology2025 (#91368)
This PR makes a number of changes focusing on improving the blob
minions, spores, nauts, zombies and their associated component.

The blob spore, blob zombie and blobbernaut has been resprited.

The spore and zombie have been lightly touched to preserve the most of
the original characteristics while given a cleaner look.

The spore and zombie have a partially desaturated version used to let
more of the strain colour through instead of them all ending up dark
brown.

The blobbernaut has been reshaded and the side sprite has been made
coherent with the front state, I made decided how the front state was
shaded should be the "canon" one (this might be a bit controversial but
the wild inconsistency was bugging me.)

The blobbernaut is a bit less veiny, but the veins look more natural and
use the strain complementary colour. Many combinations are cool, some
are a bit lacking due to the weird choices of complementary colour.

![image](https://github.com/user-attachments/assets/aee01fb1-5d3a-47ad-abd6-85096f8b8751)

![image](https://github.com/user-attachments/assets/732a4157-c7f6-4a43-ad46-62a505a97088)

Blob mobs can now have strains independently of an overmind.

The 15% mutation chance of vat grown creatures causes a spore or
blobbernaut to get a random strain.

When I first added the blob spore cell line, ghosts could click on cyto
blob spores to posses them, they would then presumably(?) but not
explicitly be free antags. This ability was lost when the blob spore
code was modernised.

Very few people knew about this, and no one grew blob spores anyway.

This feature is coming back in a big way, vat grown blob spores present
a new unique job hazard, they are automatically offered to ghost as an
extremely shitty, but free antag.

I have tested spawning like 15 antag pre-buff blob spores in a live
round and they failed completely to antagonise the crew effectively,
hopefully these buffed spores won't present too much of an issue to our
great administration team, if that ends up being the case, there are
many levers to pull to tone them down.

Blob spores prior to this PR were almost completely useless.

The main cause of this was the extremely dilute reagent smoke reaction;
10u divided over 20 seconds.

This resulted the smoke clouds dealing 0.15 - 0.6 DPS, a completely
negligible and useless amount.

The smoke reagent concentration has been massively increased(10u -> 40u)
and the smoke duration has been reduced(20s -> 8s).
The result of this is that blob spore clouds are something you want to
avoid standing in, but they provide less smoke cover for the blob and
nauts.

Blob spores have also gained the ability to vent crawl. Simple mobs that
can't either open doors or vent crawl feel super bad to play.

They also deal a little more melee damage, but this is still
pathetically low on account of their low attack speed.

I have adjusted their supplementary reagents and reduced the amounts of
spores produced per cycle(2 -> 1) to make them a bit harder to mass
produce.

I have not made this PR with the goal of buffing any particular strain,
but some changes have affected blob strain balance:

This was the only strain that was strongly mechanically tied to the
core.
In order to allow for independent debris devourer mobs, they can now eat
trash(or any item really), they are independent, they store these items
inside their mob, and use these for the debris devourer reactions.

If they have an overmind, the item gets sent to the core.

This should result in a nice buff to the strain, which I've been told is
one of the bad ones.

5 years back another contributor removed the ability of blobs and
blobbernauts to transfer reagents with their attacks(as their expose
method is vapour).

This was a completely undocumented change and possibly unintentional, so
I am reverting it by giving blob reagents penetrates_skin = VAPOR again.

This only really affects these two strains. It makes regenerative
materia much stronger, while barely having any effect on cryogenic
poison, because temperature normalisation changes has made it completely
ineffective even with much more reagent applied.

The spore reagent cloud buff might also give a boost to some strains
with good expose effects, like electromagnetic web.

Blob spores now drop spore sacks, they can be ground for spore toxin, or
cracked on a griddle to create an egg-like treat!

I also added a detoxification reaction to reduce the amount of toxin
when cooked, might not work yet because I think griddles may not
actually heat the food?

Blob spores bursting and blobbernauts dying have sound effects.

level 5 biohazard

🆑
image: blob mobs have been respectfully resprited.
add: vat grown blob mobs can sometimes get born with a blob strain.
add: blob spores drop spore sacks, crack them on the griddle.
add: debris devourer mobs can now eat trash, sending it to the core, if
there is one.
add: vat grown blob spores are now sentient and evil.
balance: blob spores now have much more concentrated smoke.
balance: blob spores can ventcrawl.
fix: regenerative materia and cryogenic poison strain blob tiles & nauts
now inject chems again.
sound: blob spores & blobbernaut now have death sound effects.
/🆑
2025-07-04 16:42:02 -04:00
Jeremiah 70d356506f Fixes a bitrunning runtime & adds a component initialize result (#90099)
## About The Pull Request
Noticed that bitrunning virtual spawners were runtiming if the server
was already emagged. Basically, the guardrail component is added
(virtual_entity), then immediately deleted because it's emagged, leading
to a race condition in `JoinParent()` where parent is null. I still want
to keep this "valid, but delete me" state for components, so I made
`COMPONENT_REDUNDANT` (thx @LemonInTheDark).

I can't say for certain because I couldn't repro, but this /probably/
fixes #89992
## Why It's Good For The Game
Fixes a runtime
Allows devs to add components that execute an arbitrary amount of logic
while still qdeling themselves due to some in-game incompatibility issue
## Changelog
N/A
2025-03-20 13:51:47 +01:00
Ghom da31ea158c The edible component now uses DUPE_SOURCE mode (#89687)
## About The Pull Request
The edible component now uses DUPE_SOURCE mode, which is needed to avoid
conflicts between sources. This includes some other tidbits from my
refactor like renaming dcs/flags.dm to ds/declarations.dm (in virtue of
the fact it doesn't only contain flags anymore even before this PR),
meat materials giving protein and fat reagents to affected atoms instead
of generic nutriment and oil, and the pizza material no longer
containing meat, because margherita pizza, which the material is
extracted from, doesn't contain meat either. The pepperonis were
magically conjured space bs.

## Why It's Good For The Game
There are multiple sources of the edible component and we don't want
issues with that. Also atomizing stuff from my refactor.

## Changelog

🆑
balance: objects made out of meat are no longer classified as gross food
on top of being raw and meaty, and actually contain protein and fat
instead of standard nutriment and oil.
balance: the pizza material stacks, crafted with margherita pizza and
rollig pin mind you, no longer magically contain pepperoni.
/🆑
2025-03-02 13:15:08 +01:00
Ghom 421861aab1 DUPE_SOURCES is no longer just a fancier DUPE_ALLOWED (#89503)
## About The Pull Request
Small logical mistake where dupe sources would spawn a new component
everytime a source is being added. The code containing the correct logic
with the source being added to the old component is indented under a
check that it can never pass.

## Why It's Good For The Game
Fixing a backend issue with the component mode.

## Changelog
N/A
2025-02-17 12:44:55 -08:00
tonty b3085c973a Fixes some instances of PostTransfer not using new_parent argument (#88398)
## About The Pull Request

Since #87866 PostTransfer now has it's parent set to nil, and instead
has a `datum/new_parent` argument supplied to it.
Why does the ***post*** transfer proc not have it's parent set yet? Not
sure, but some procs (and the documentation) haven't been adjusted yet
and this PR fixes that

also:
fixes #88156 
fixes #88325 

## Why It's Good For The Game

Fix man good...

## Changelog

🆑
fix: /datum/component/PostTransfer() procs that didn't have their
new_parent arguments have now been fixed
fix: This means that turning into a Domain gondola shouldn't RR people
anymore
/🆑
2024-12-08 15:49:49 +01:00
Ghom 1dff5f6de3 Aquariums are now potential fishing spots. (#88243)
## About The Pull Request
You can now fish from aquariums if you wish to. This includes some
backend changes to make it possible for the fish table from
get_fish_table() to contain instances, and all that it entails up to
spawn_reward(), which is a requirement for the gimmick to respect the
various traits and other variables of the already instantiated fish
rather than read from cached properties.

## Why It's Good For The Game
The fish progress score/index had only little nasty flaw that has been
nagging me since day one: Not all fish species can be caught. Skipping
McGill, which is a peculiar case that for cheevo purposes should be
considered a standard goldfish, there is the one, unsignificant yet rare
purple sludgefish which can only be gotten as a rare evolution of the
generic sludgefish. Talk about petty, but this may be a long-term nit I
prefer to handle right now.

Also why not? The 'unmarine mastodon' is near impossible to get unless
you somehow find a oil well which is locked behind a specific ruin.

## Changelog

🆑
fix: Aquariums are now potential fishing spots.
/🆑
2024-11-29 03:33:18 +00:00
Ghom 7663b39cc8 Refactoring aquariums into components (feat: portable fish tanks) (#87866)
## About The Pull Request
I've been meaning to do this for some time. I need this for
portable/handheld aquariums/fishtanks to be possible. I'll sprite and
code them before I call this PR ready, however suggestions and code
reviews are welcome in the meantime.

Being a pretty heavy refactor, some things might break (we have more
than a few unit tests so perhaps not) while others, coincidentally,
might be fixed without me knowing. Anyway I'm sure this PR fixes
aquarium beauty, which wasn't really working to begin with because the
code was so fucking bad. Nothing really worth of a CL entry tho.


TODO:
- [x] handheld aquariums, craftable with a kit and little plastic or
buyable from the fun vendor ig.
- [x] an aquarium upgrade for handheld aquariums to bypass possible
restrictions.
- [x] update the beauty element to consider items, which shouldn't
contribute to the area beauty when held or otherwise not on a turf.

## Why It's Good For The Game
This should make handheld aquariums possible.

## Changelog

🆑
refactor: refactored aquariums heavily. Please report any fishy bug.
add: Added portable/handheld fish tanks to the game. They can be crafted
with an aquarium kit and 5 sheets of plastic. While portable, they
cannot store fish that are too big or if there're too many already. This
restriction can be removed by using the new "bluespace fish tank kit"
techweb item.
map: Replaced the lawyer's stationary pet aquarium with a fish tank, so
you can carry McGill around.
balance: Reduced the iron cost of stationary aquariums a little.
/🆑
2024-11-21 09:45:49 +13:00
norsvenska 5f80128fa9 Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request

it's - conjunction of "it" and "is"
its - possessive form of "it"

grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good

## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
2024-07-21 13:41:37 -06:00
DGamerL e321587c9d Rewrites GetExactComponent to be more readable (#84656)
## About The Pull Request
Rewrites `GetExactComponent` to be 1641 compliant, and more readable
## Why It's Good For The Game
This proc was quite unreadable, and less work to make the server run on
1641
## Changelog
🆑
refactor: refactored `GetExactComponent` to be 1641 compatible
/🆑
2024-07-07 21:21:55 -06:00
LemonInTheDark 78fc87315c Removes stupid listlike var access code (#84648)
## About The Pull Request

[Removes all other listlike var
accesses](https://github.com/tgstation/tgstation/pull/84648/commits/4c5996b5c8b1da63740e8b4bf998b6cb6eadac33)

Also fucking dumpsters an unused proc that allowed for arbitrary
variable modifcation. Bad juju

This is undefined behavior and errors in later 515 versions. also it's
stupid as hell
2024-07-06 01:49:17 +02:00
Mothblocks c1d68698fb Micro-optimize qdel by only permitting one parameter (#80628)
Productionizes #80615.

The core optimization is this:

```patch
-	var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+	var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```

We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.
2023-12-28 13:52:44 -08:00
SyncIt21 fa7e4c9e0b _GetInverseTypeList() correctly returns all parent types (#77784)
## About The Pull Request

Fixes #77774
Fixes #77795

There is a problem with `/datum/component/proc/_GetInverseTypeList()`


https://github.com/tgstation/tgstation/blob/e3a835b96043fad1269ee7b0c3a6cb340a466f3a/code/datums/components/_component.dm#L238-L245

Notice after we store the parent type here

https://github.com/tgstation/tgstation/blob/e3a835b96043fad1269ee7b0c3a6cb340a466f3a/code/datums/components/_component.dm#L241

The value is lost inside our while loop here, we go to `current_type`
parent value before even adding it to the return list

https://github.com/tgstation/tgstation/blob/e3a835b96043fad1269ee7b0c3a6cb340a466f3a/code/datums/components/_component.dm#L244

And by the time we do add it to the list the parent type is lost and we
have the grand parent value instead

https://github.com/tgstation/tgstation/blob/e3a835b96043fad1269ee7b0c3a6cb340a466f3a/code/datums/components/_component.dm#L245

To test this call this proc with the value
`datum/component/plumbing/simple_supply`

**Expected result.**
`datum/component/plumbing/simple_supply` <----- The type of param passed
`datum/component/plumbing` <--------------------- The parent type of
param passed

**Actual result**
![Screenshot
(292)](https://github.com/tgstation/tgstation/assets/110812394/06603de6-109f-49bc-b9f2-22cd68dba560)


This crashes everything plumbing related.

The solution is simple just flip the while loop i.e. first add the
current value to the list then move to its parent type
```
while (current_type != /datum/component)
  . += current_type  <-----add parent value
  current_type = type2parent(current_type) <----then move up
```

So you get the correct list here
![Screenshot
(293)](https://github.com/tgstation/tgstation/assets/110812394/b3286ea3-4eb6-454b-ae84-b0b16390de86)


Broken by #77615 

## Changelog
🆑
fix: plumbing ducts connects to other plumbing machinery again
/🆑
2023-08-21 17:48:13 +03:00
A miscellaneous Fern deaee5c561 Removes some duplicated and redundant components from _datum_components() (#77615)
## About The Pull Request

As it stands, `_GetInverseTypeList()` (as used in `_JoinParent()` and
`_RemoveFromParent()`) has two issues:
1. As described in #76678, it adds duplicated components because even if
`current_type` is `/datum/component` AND we've already added it in `. =
list(our_type, current_type)`, the final line is outside the while loop
and adds it again.
2. Currently every `_datum_components` list has all of it's components
listed under the `/datum/component` key. It's used as an all-encompasing
list for when all the components an atom has need to be looped through,
but I think that's a questionable implementation. Making an entire new
list doesn't make much sense, given that accessing elements of an
associative list is very cheap, and it nearly doubles the work we do
when adding components to `_datum_components`.
Doing it with other parents at least removes the need for type checks to
get components of a given type, so I think those are fine to stay.
## Why It's Good For The Game

Closes #76678.
Avoids the questionably useful list of components with
`/datum/component` as its key from `_datum_components`.

I don't think there's anything player-facing here.
2023-08-19 01:19:00 +02:00
Zephyr 763112fb61 Refactors bardrone area based godmode into an element (#76619)
Let's this be used for more than just bardrones and for more than just
the exit shuttle in the future
2023-07-13 03:35:12 +00:00
Jacquerel e7426f0919 Golems can dig up the floor with their bare hands (#76623)
## About The Pull Request

I'm atomising a different branch I'm working on so here comes a bunch of
goofy components.
This one lets mobs dig up floor by clicking on them. 


![image](https://github.com/tgstation/tgstation/assets/7483112/723b712b-1d3d-4154-a116-7a0379e4e522)
I have justified the existence both of this component and of this system
by attaching it to golem arms.

## Why It's Good For The Game

If you can mine solid rock with your fists you should probably be able
to get sand too

## Changelog

🆑
add: Golems can scoop sand (or snow) off the floor by clicking on it.
/🆑
2023-07-09 11:35:19 +02:00
Ghom b82567ebd3 AddComponent() now throws a crash message when the comp type arg is not a component. (#76221)
## About The Pull Request
HEY! Did you know that the AddComponent() proc can complete without
throwing errors when the component type argument is actually not a type
or instance of a component? Me neither (until now), but I've recently
discovered that while working on #76219 (Make sure to merge that one
first).

Also adds early return checks to the AddElement and RemoveElement procs.

## Why It's Good For The Game
Silent bugs are awful.

## Changelog
N/A
2023-07-01 19:21:07 +01:00
LemonInTheDark ae5a4f955d Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request

Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.

This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.

[Renames comp_lookup to listen_lookup, since that's what it
does](https://github.com/tgstation/tgstation/commit/102b79694fa8eb57ecf7b36032616a9e368ccced)

[Moves signal procs over to their own
file](https://github.com/tgstation/tgstation/commit/33d07d01fd336726b4f6f6f1b61bb0b3f11a00dc)

[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](https://github.com/tgstation/tgstation/commit/335ea4ad081ec63c42cfa05856e582cca833af6e)

[Does something similar to the attackby comsigs (PARENT ->
ATOM)](https://github.com/tgstation/tgstation/commit/210e57051df63f88dac3dd83321236da825aae5e)

[And finally passes over the examine
signals](https://github.com/tgstation/tgstation/commit/65917658fb8a1e7d28ae23c9437a583d646f0302)

## Why It's Good For The Game

Code makes more sense, things are better teased apart, s just good imo

## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
2023-06-09 06:14:31 +00:00
Kyle Spier-Swenson 8d608d51a6 fix comment in ECS/DCS (#75912) 2023-06-08 22:59:44 -06:00
LemonInTheDark daf55e611c Cleans up/renames as private some internal var definitions, removes some fucked uses of internal list vars (#75769)
## About The Pull Request

[Improves the documentation of DCS lists, removes old list of callback
docs that no longer
apply](https://github.com/tgstation/tgstation/commit/c3821d9f5ffaeaa4772f927c819da0c1de0ca27c)

[Adds a second signal register to decal rotating, adds a trait to
objects under a tile. STOP DIRECTLY READING HIDDEN LISTS I SWEAR TO
GOD](https://github.com/tgstation/tgstation/commit/6b3f97a76a6f7d24ab952739a1561633922994e1)

[Removes direct reads of the timer list, they were redundant
mostly](https://github.com/tgstation/tgstation/commit/14fcd9f8a6d1b2d42ec6df3493ebc76fe7c12032)

[Please stop directly reading/modifying the traits list to ensure your
dna rot follows the
brain](https://github.com/tgstation/tgstation/commit/ec0e5237ec2b7c3b7806cb993670acc8ce388bdc)

[Marks internal datum lists as well internal with
_](https://github.com/tgstation/tgstation/pull/75769/commits/57c6577ff61629b8ea792ee37ec4f2490a8e2865)

[57c6577](https://github.com/tgstation/tgstation/pull/75769/commits/57c6577ff61629b8ea792ee37ec4f2490a8e2865)

Does the same to _clear_signal_refs() in hopes of keeping people from
touching it

## Why It's Good For The Game

They pissed me off.

Users should not be touching these lists, especially in ways that make
assumptions about their structure and are thus prone to breaking if that
ever changes.
Most of these are close to zero cost changes, using a wrapper to solve
the problem, or just yeeting it

Two aren't, Decals with a direction have gained a second signal register
on init, and things that sit underfloor (cables/pipes) now get a trait
when inserted there.

This should have a minimal impact on memory/init time, bugging
@Mothblocks about it just in case
2023-06-05 22:25:09 -06:00
Zephyr 6163d06604 Sourced Component Backend (#73571)
## About The Pull Request
Adds a backend for sourced components. which was requested by @Fikou 
Also cleans up a little bit of the AddComponent logic

## Why It's Good For The Game

Backend for fancy stuff and having a component from multiple sources

---------

Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-03-04 17:10:57 -08:00
Mothblocks c26bc8d275 Add signal override back as a runtime (#72561)
We're not seeing this on CI and I'm not seeing it on my local DD logs
unless I go out of my way to check. Keeping separate file means it's
easy to go through, but this indicates a bug that needs to be fixed and
so it should still be in runtime.

Doesn't revert #70034, as it still keeps log_signal.
2023-01-21 16:02:25 -08:00
Mothblocks fa7688d043 Save 0.6-0.7s of init time by splitting registering lists of signals into its own proc, and optimizing QDELETED (#71056)
- Makes QDELETED use isnull(x) instead of !x, giving about 0.2 to 0.25s
of speed.
- Make disposal constructs only update icon state rather than go through
expensive overlay code. Unfortunately did not have much effect, but is
something they should've been doing nonetheless.
- Makes RegisterSignal only take signals directly as opposed to
allocating a fresh list of signals. Very few consumers actually used
this and it costs about 0.4s. Also I think this is just a bad API anyway
and that separate procs are important

`\bRegisterSignal\((.*)list\(` replaced with `RegisterSignals($1list(`
2022-11-22 07:40:05 +00:00
AnturK 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>
2022-11-15 03:50:11 +00:00
ShizCalev feadabf1a4 Moves signal overrride warnings to it's own log file (#70034)
I'm tired of seeing it in the runtime log. If the signals_log file exists, that means something needs to be fixed. Enjoy.

admin: Moved signal overriden stack_trace warnings to it's own log file.
2022-09-20 22:46:07 -07:00
Mothblocks 85b4c78f8b Micro-optimize RegisterSignal, saving 0.3s of init time (#69638)
About The Pull Request

Caches some vars, merges some statements by abusing x = y returning y. Goes from .53ms per call to .45ms per call, saving over .3s of init time due to its call count.
2022-09-04 09:35:09 +12:00
Kylerace cd515971a1 makes vent scrubbers only activate if a gas they filter is on their tile, again! alive edition (#65591)
Alsonce scrubbers only wake up if something they can filter is on the tile an existing bug where scrubbers dont filter very small but non garbage collectable amounts of a gas becomes a big issue, as in without changing scrubbing rates you can breathe once on a tile with a scrubber set to scrub co2 and that co2 wont go away barring any other factors and the scrubber wont go to sleep. so now with the idea of rohesie and permission of lemon i changed how scrubbers removed small molar amounts of gas from their turf. now scrubbers will look through 100% of the turfs air mix for filtering, but will only remove up to
gas moles * (scrubber volume / turf volume) * (gas moles / total filterable moles) moles from each filterable gas in the turfs mix unless that amount is less than either MOLAR_ACCURACY * 100 or the number of moles of that filterable gas, in which case all of the moles of that gas are subtracted from the mix. this is to make it easier for the scrubber to remove very small amounts of gas with filters without changing how fast they scrub large amounts of gas, thus making scrubbers able to go to sleep faster only after a gas has been reduced to near zero

scrubbers are the biggest proportion of SSair's machine processing cost which is a non trivial amount of SSair's total cost. now they will only do most of their work if they can actually scrub anything on the tile which is a minority of the time.
2022-03-29 22:47:15 -07:00
Ghom 1e2eab9f2e Fixes GetComponents() returning a list with a null entry when there's no component of a given type (#61267)
Fixes GetComponents() returning a list with a null entry when there's no component of a given type

This can cause runtimes. The lists should only contains instances of a specific component type.
2021-09-10 22:13:37 +01:00
Watermelon914 ffe2750744 Refactors connect_loc_behalf into a component (#60678)
See title. Also refactors caltrops into a component because they use connect_loc_behalf which requires them to hold the state.

This also fixes COMPONENT_DUPE_SELECTIVE from just outright not working.

connect_loc_behalf doesn't make sense as an element because it tries to hold states. There is also no way to maintain current behaviour and not have the states that it needs.
Due to the fact that it tries to hold states, it means the code itself is a lot more buggy because it's a lot harder to successfully manage these states without runtimes or bugs. 

On metastation, there is only 2519 connect_loc_behalf components at roundstart. MrStonedOne has told me that datums take up this much space:
image

If we do the (oversimplified) math, there are only ever 5 variables that'll likely be changed on most connect_loc_behalf components at runtime:
connections,
tracked,
signal_atom,
parent,
signal_procs

This means that on metastation at roundstart, we take up this amount: (24 + 16 * 5) * 2519 = 261.97600 kilobytes
This is not really significant and the benefits of moving this to a component greatly outweighs the memory cost.

(Basically the memory cost is outweighed by the maint cost of tracking down issues with the thing. It's too buggy to be viable longterm basically)
2021-08-17 12:16:12 -07:00
LemonInTheDark 64afba725d Renames RemoveComponent, fixes a dumb runtime in Destroy (#60653)
* Renames RemoveComponent, as its purpose was unclear. Fixes up some dumb uses, and properly docs its status as a helper proc for transfering components
2021-08-02 22:23:00 -07:00
LemonInTheDark b3d1af2866 Unregistering with a list of lists will fail, but not loudly, which causes some really painful errors. Let's make a stack trace for it, and fix the one case I know of (#59434) 2021-06-02 17:28:55 -07:00
Emmett Gaines eb6aad9997 Protects against signal race condition (#59432) 2021-06-02 17:27:22 -07:00
Kylerace 237a8a6585 optimizes some internals of signal and component code (#59154)
* optimizes some internals of signal and component code

* comment and a better var name

* gets rid of DF_SIGNAL_ENABLED and all referencing code because its dumb

* gets rid of NONE | CallAsync(stuff)

* fixes conflicts

* puts NONE back in
2021-05-22 23:50:46 -04:00
Kylerace 999fa5508d Removes SIGNAL_HANDLER_DOES_SLEEP and makes signals synchronous (#59176) 2021-05-20 23:11:34 -07:00
LemonInTheDark 60d58d2d35 Fixes a bug in signal unregistration code that was causing unrelated objects to lose their registration in a (#59116)
This was causing unrelated objects to lose their registration in a hyper rare case.

The process went something like:
when object foo is registered to something and object bar is registered to the same object with a different
signal it will remove foo's signal only when foo is the only one registered to the object with that signal
Why it's good for the game

This was breaking #58918 when blood wasn't qdel'd post test. I'm so happy I found this.
It's a rare case, so I doubt it'll effect a lot of things, but I can trust UnregisterSignal again, which is very nice.
2021-05-20 22:55:47 +12:00
Kylerace b76a29675c makes LoadComponent() a macro like AddComponent() is so it supports named arguments (#59185) 2021-05-20 02:53:12 -07:00
Emmett Gaines 2043cdf0cd Makes it so you cant apply component to qdeleted targets (#57773)
This shouldn't be happening but it seems it does in at least one case with forensics component being applied to some qdeleted gibs.
2021-03-18 15:32:43 +00:00
Mothblocks 0f435d5dff Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm

We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.

There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.

Hi codeowners!

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-14 16:53:29 -08:00
coiax 6370ee6522 Moves /datum/var/signal_enabled to datum flags (#56372)
* Moves /datum/var/signal_enabled to datum flags

`signal_enabled` is a variable on /datum, so present almost every object
in the game. Folding it into the existing `datum_flags` variable will
save allocating a variable on every datum in the game.

- Clown weaponry was using the `signal_enabled` variable to turn their
  attached slippery component on and off when the shield/sword was
  toggled. They now just remove/add the component, rather than touching
  deep datum internals.
2021-02-07 03:15:00 -08:00
TiviPlus 0eaab0bc54 Grep for space indentation (#54850)
#54604 atomizing
Since a lot of the space indents are in lists ill atomize those later
2020-11-30 12:48:40 -05:00
jdawg1290 62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
ShizCalev 1059a64a98 I before E, except after C. (#51543) 2020-06-10 23:23:50 +02:00
spessman-007 5ae305ec9f Resolve issues with incorrect usage of a/an (#51095)
Co-authored-by: NewSta <spessman-007@users.noreply.github.com>
2020-05-25 01:34:34 +08:00
Ryll Ryll 5c174800fb Grenades and projectiles can have shrapnel and embed, all carbons can suffer embeds, some bullets can ricochet, sizable refactor of embedding (#49634)
About The Pull Request

It annoyed me that we have a perfectly good frag grenade item, and a perfectly good shrapnel component, but no crossover episode between the two. This remedies that, and does a lot, lot more.

dreamseeker_2020-03-30_05-01-13.png

dreamseeker_2020-03-30_05-01-26.png

Big points:

    Adds new component: pellet_cloud, which can be used by ammo casings, guns, and landmines to spray shrapnel and display aggregate hit messages ("You're hit by 6 buckshot pellets!" vs "You're hit by the buckshot pellet in the X" x6). All gun ammo that shoot multiple pellets now use this component on firing.
    Adds stingbangs, premium less-lethal grenades that shoot off lots of stinger pellets, to cargo. Frag grenades are also reworked to have smaller booms, but shoot off lots of shrapnel shards. You can jump on top of these grenades to absorb a portion of the shrapnel to save those around you! There's an achievement for dying this way, called "Look Out, Sir!"
    Projectiles can now embed items/shrapnel. Adds .38 DumDum ammo to cargo that does less damage and has negative armor pen, but can embed in people. This is the only ammo that currently embeds.
    Bullets can now ricochet off walls, structures, and machinery (harder surfaces are more likely to ricochet). Only standard .38 and Match Grade .38/.357/L6 ammo can ricochet, with Match Grade being much better at ricocheting. You can buy Match Grade .38 from cargo and Match Grade L6 ammo from the nuke uplink, while Match .357 is admin only.
    Armor now protects you from harmful embeds, taking the better of the bullet/bomb armor on the affected limb. Armor penetration can modify this of course, and many blunt embeds like stingbangs and DumDum bullets are significantly worse if you have even 1 armor.

Other misc fixes/changes

    Refactored the embed element a bunch and fixed it creating new elements for every instance rather than expected bespoke behavior. There are new /obj/item helpers for modifying and adding embedding.
    Fixes #49989: Spears can no longer embed in turfs cause their sprite is annoying to me, it's generally harder for most things to embed in turfs
    Fixes #49741: New carbon helpers for removing embedded objects
    Fixes #46416: Handles embedded objects getting qdel'd or moved while embedded
    Renamed the old shrapnel component for RPG loot to MIRV to avoid confusion
    Repathed frag grenades from under minibombs to under base grenades, and added explosion vars to base grenades

Why It's Good For The Game

Fixes a bunch of janky design with embeds, adds lots of new avenues for projectile and grenade variety, ricochets and collateral damage are fun!
Changelog

🆑 Ryll/Shaps
add: Adds stingbangs to cargo (and one in the sec vendor premium), premium less-lethal grenades that shoot off a giant swarm of stingball pellets to help incapacitate swarms of people in tight quarters. You can jump on top of a live one to be a hero and absorb a bunch of shrapnel, same with frag grenades. There's even an achievement for dying to a grenade you jumped on!
add: Projectiles can now embed in people! Or at least grenade shrapnel and the new .38 DumDum ammo, now available in cargo, can. DumDum rounds excel against unarmored targets, but are pricey and do poorly against armored targets.
add: Bullets can now ricochet! Or at least, standard .38 and the new .38/L6 Match Grade ammo can. Match Grade ammo is finely tuned to ricochet easier and seek targets off bounces better, and can be purchased from cargo (for the .38) or nuke ops uplink (for the L6), but standard .38 ammo has a chance to ricochet as well.
tweak: Frag grenades now have smaller explosions but shoot off a bunch of devastating shrapnel, excellent for soft targets!
tweak: Shotguns and other multi-pellet guns now print aggregate messages, so you'll get one "You've been hit by 6 buckshot pellets!" rather than 6 "You've been hit by the buckshot pellet in the X!" messages. Bye bye lag!
balance: Armor can now protect against embedding weapons, taking the best of either the bullet or bomb armor for the limb in question away from the embed chance. Some weapons are better at piercing armor than others!
/🆑
2020-04-03 16:58:38 +13:00
spookydonut cea5360e4b Updates codedocs with links (#49497)
About The Pull Request

Updating the best written documentation with the new linking feature.
2020-02-25 08:17:45 +13:00
Emmett Gaines 9e34b3d6a1 Supports named arguments in AddComponent and AddElement (#49098)
AddComponent/AddElement now support named arguments. This requires passing around an argument list instead of using actual proc args which a bit gross but we can blame byond for forcing this.

InheritComponent uses mirrored init arguments instead of an argument list which means no more accessing it via index to get to the same arguments as in init.

As a small bonus I restructured dcs defines to be a bit more manageable. Mainly just splits them into separate files and gives them their own folder.
2020-02-17 17:57:52 +13:00
Emmett Gaines ece3c04ca3 Fixes an issue where you could unregister someone else's signal (#49224) 2020-02-07 19:46:41 +01:00
spookydonut 9ce2bdae8c COMPONENT_DUPE_SELECTIVE (#48021)
* COMPONENT_DUPE_SELECTIVE

* a

* changes per review

* webedit
2019-12-25 22:02:27 -08:00
Emmett Gaines 22564a3eaf Moves documentation from the component readme to doc comments (#46544)
Also improves some wording and structure
We never remembered to update the readme anyway
2019-09-25 18:43:43 -07:00
oranges b48ce19e54 Initial pass of documentation on components (#46493) 2019-09-16 16:44:25 +12:00
oranges 3316f0dcbe Merge pull request #44895 from ninjanomnom/signal-async
Makes signal calls async again
2019-07-05 09:34:04 +12:00