Commit Graph

214 Commits

Author SHA1 Message Date
SkyratBot
e768cef297 [MIRROR] /obj/screen --> /atom/movable/screen (#1646)
* /obj/screen --> /atom/movable/screen

* Update storage.dm

* Update radial.dm

* a

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-11 04:12:50 +01:00
SkyratBot
b8d9874c27 [MIRROR] Converts all A && A.B into A?.B (#1292)
* Converts A && A.B into A?.B (#54342)

Implements the ?. operator, replacing code like A && A.B with A?.B

BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.

* Converts all A && A.B into A?.B

Co-authored-by: ZeWaka <zewakagamer@gmail.com>
2020-10-13 23:19:25 +02:00
SkyratBot
22457255ea [MIRROR] Fixes broken mobility interactions (#1282)
* Fixes broken mobility interactions (#54320)

* Fixes being able to escape pulls while in softcrit

* Fixes broken mobility interactions

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-10-13 08:04:25 +02:00
SkyratBot
9be3a7b8f6 [MIRROR] Moblity refactor: hands blocked and restrained edition. (#1051)
* Moblity refactor: hands blocked and restrained edition.

* Update carbon_defense.dm

* Update emotes.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-29 13:57:02 +02:00
Azarak
7818dac725 [SEMI-MODULAR] PIXEL-SHIFTING module (#870)
* sif

* Update pixel_shift.dm

* Refactor

* Update code/modules/mob/mob_movement.dm

Co-authored-by: Azarak <azarak10@gmail.com>

* Update modular_skyrat/modules/pixel_shift/code/pixel_shift.dm

Co-authored-by: Azarak <azarak10@gmail.com>

* Update modular_skyrat/modules/pixel_shift/code/pixel_shift.dm

Co-authored-by: Azarak <azarak10@gmail.com>

* oops

* Update modular_skyrat/modules/pixel_shift/code/pixel_shift.dm

Co-authored-by: Azarak <azarak10@gmail.com>

* Update modular_skyrat/modules/pixel_shift/code/pixel_shift.dm

Co-authored-by: Azarak <azarak10@gmail.com>

* Update modular_skyrat/modules/pixel_shift/code/pixel_shift.dm

Co-authored-by: Azarak <azarak10@gmail.com>

* Update mob_movement.dm

* fuckywucky

* omg

* aaaaaaaaaa

* Update mob_movement.dm

* Update modular_skyrat/modules/pixel_shift/code/pixel_shift.dm

Co-authored-by: Azarak <azarak10@gmail.com>

* Update modular_skyrat/modules/pixel_shift/code/pixel_shift.dm

Co-authored-by: Azarak <azarak10@gmail.com>

* Update modular_skyrat/modules/pixel_shift/code/pixel_shift.dm

Co-authored-by: Azarak <azarak10@gmail.com>

* Update pixel_shift.dm

Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-09-27 23:37:37 +02:00
SkyratBot
b52dcb5801 [MIRROR] Mecha medical and other_equipment refactor (#926)
* Mecha medical and other_equipment refactor (#53637)

* Mecha medical and other_equipment refactor

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
2020-09-23 14:42:20 +02:00
Azarak
786faaaf39 [SEMI-MODULAR] Gunpointing! Similar to bay-aiming (#800)
* Gunpoint!

* Spans

* linter moment

* wah

* weh
2020-09-17 02:18:01 +01:00
SkyratBot
496811ef6c [MIRROR] Optimize stat panel and fix guardian verbs (#804)
* Optimize stat panel and fix guardian verbs (#53463)

Optimizes stat panel code for better performance, including icon caching and removing some unnecessary processing
Also fixes #53432
fix #53381
fix #53724
Changelog

add: icons are back on alt clicks
fix: horrible performance from alt clicking turfs with multiple objects
tweak:browser should notify the SS when it's ready to receive data

* Update statbrowser.html

* Apply suggestions from code review

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>

* hidden = TRUE

* almost ready

* Browser should notify when ready to receive data

* Apply MSO's suggestions

* reset cache if something in it gets deleted

* Fix runtime

* fix my stupid code

* send href_token when adding admin tabs

* fix an issue with cyborg suit topic

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>

* Optimize stat panel and fix guardian verbs

Co-authored-by: Couls <coul422@gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
2020-09-15 09:17:31 +02:00
SkyratBot
0a2d016002 [MIRROR] Smooth Movement: Resurrection: Resurgence: Revengeance 4: The Return of Smooth Movement: Smooth Edition Director's Cut (#550)
* Smooth Movement: Resurrection: Resurgence: Revengeance 4: The Return of Smooth Movement: Smooth Edition Director's Cut (#52515)

Automatic glide size adjustment based on move delay.
Essentially a port of https://github.com/yogstation13/Yogstation/pull/8132 but that was mostly my code with some fixes.

Why again? well it turns out the recent byond fixes to glide size actually worked and solved the issues that were unsolvable.
https://file.house/0B3u.mp4
Glide size no longer incorrectly scales at fps, so it works as intended at any framerate with the only stuttering being normal byond suck stuttering.

* Smooth Movement: Resurrection: Resurgence: Revengeance 4: The Return of Smooth Movement: Smooth Edition Director's Cut

Co-authored-by: Rob Bailey <actioninja@gmail.com>
2020-08-29 20:27:18 +01:00
SkyratBot
c5c00fc6ff [MIRROR] Confusion will no longer continue to confuse after being cured (#213)
* Confusion will no longer continue to confuse after being cured (#52286)

* Confusion will no longer continue to confuse after being cured

* Grammar comment fix

* Move to status effect

* Remove test per request

* Make confusion a status effect, confusion curing now completely neuters the confusion

* set_confusion changes, get_confusion

* Fix confusion going down twice per tick

* Change strength = to proc

* Move procs to status_procs

* Confusion will no longer continue to confuse after being cured

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-08-06 01:02:19 +01:00
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
Qustinnus
30872ad996 You can no longer turn into a spinning flail by spamming the move up verb (#51155)
* fuck em

* ok
2020-05-25 02:07:31 +08:00
kevinz000
d5cd073887 Merge remote-tracking branch 'tgstation/master' into movespeed_modifiers_take_two 2020-03-17 09:48:02 -07:00
spookydonut
eaf8d2496e Makes spacewalk a trait (#49590)
About The Pull Request

less vars, lets you make stuff spacewalk via a trait
2020-03-16 20:34:55 +13:00
kevinz000
2c25b2cdfd Merge branch 'master' into movespeed_modifiers_take_two 2020-03-10 00:59:01 -07:00
PKPenguin321
cb09d42585 go up/down message change (#49472)
"There's nothing in that direction!" -> "There's nowhere to go in that direction!"
because there IS something in that direction, you just can't go through the ceiling/floor.
2020-03-02 21:23:20 +13:00
kevinz000
c91e19c442 Merge remote-tracking branch 'tgstation/master' into movespeed_modifiers_take_two 2020-01-11 22:17:04 -08:00
kevinz000
ce02e45ecb get rid of refactor tags 2020-01-11 22:12:07 -08:00
kevinz000
63d54e3e4f PAIN 2020-01-11 22:11:29 -08:00
kevinz000
9725ba6b57 variable modifiers 2020-01-10 14:49:59 -08:00
Emmett Gaines
53024590de Can pass refactor (#48659)
* Makes all CanPass procs call parent

* Makes CanPass more extendable and gives the mover a say in the matter

* Replace CanPass with CanAllowThrough to use the new system

Regex replace `(?<!proc)/CanPass\(` => `/CanAllowThrough(`

* Simple optimization pass
2020-01-08 21:31:49 +01:00
Emmett Gaines
6ffc35a83b Converts gravity slowdown into a movespeed mod and removes movement_delay() (#47808)
Gravity still needs a rewrite but at least it's a speed modification now.

EDIT: And now it's the last one, goodbye movement_delay()!

cl ninjanomnom
fix: Gravity slowdown applies to all mobs instead of just humanoids
tweak: If you're floating in high gravity somehow you're no longer slowed down
/cl
2019-11-17 13:21:31 +13:00
Emmett Gaines
8982f509b5 Refactors screen object update_icon to call parent (#47094)
* Refactors screen object update_icon to call parent

And makes update_icon an /atom proc

* Cleans up some missed null checks

The student teaches the master
2019-10-17 18:21:50 -07:00
oranges
800f24393d Convert some code docs into the auto doc format (#45101)
* Document datum, area,atom and some of the mob code

* Update

* Documented mob_helpers poorly

* Brief treatise on mob movement iself

* sdfasdf

* Add title to treaties

* Move readme file for say

* more say stuff for mobs

* Document login and status procs

* Add some goddan links like a boss

* Document some atom vars
2019-07-11 11:39:56 -04:00
nemvar
d67f0b3e71 Honk staff now lube slips. (#44575)
About The Pull Request

The honk staff no longer stuns. It now slips people on hit.
Why It's Good For The Game

It's one of the best lavaland items and there is absolutely no challenge in getting it. And it has the same unfun components as tasers.
Changelog

cl
balance: The staff of the honkmother now slips people. Honk.
/cl
2019-06-22 10:43:30 +12:00
kevinz000
7370de6961 Fixes projectiles not hitting people resting, a bit of refactoring of how projectile target collision is done (#42241)
* Fixes projectiles not hitting mobs, some refactoring too

* some stuff for projectile can hit target to work with not being ontop of an object

* Yeah let's just refactor bullet_act while we're at it.

* Yeah let's just refactor bullet_act while we're at it.

* Yeah let's just refactor bullet_act while we're at it.

* CanPass returns true to projectiles regardless of hit

* snakecase?
2019-01-19 11:17:42 +13:00
kevinz000
1b24b13d80 [READY]IMMERSIVE ROLEPLAY - Mobs now turn towards and are shifted based on grab state towards something pulling them (#41768)
In other words, you can now dance.
@subject217
cl
experimental: Mobs now turn towards anything grabbing them when they move.
experimental: Mobs are shifted towards anything grabbing them based on move state too. You can now dance by grabbing each other!
/cl
2018-12-16 12:51:42 +13:00
kevinz000
10d846022a [READY]MultiZ stuff - tile atmos, movement backend, falling backend, etc etc - Electric boogaloo (#40428)
Basic multiZ mob movement procs (Observers can always move)
Open space, showing what things are below it, and everything that entails. No complex support for dynamic generation just yet.
Decide how openspace should look :/

    Atoms falling through open space (NO MOB SUPPORT/DAMAGE/ANYTHING YET.)

//CANCELLED FOR ANOTHER PR - [ ] Being able to see upwards? Downwards is going to be handled by open space.

MultiZ tile atmospherics - EDIT: Working demo! https://puu.sh/B7mUs/3f6274740f.mp4
Bugtest the heck out of this trainwreck.
2018-12-11 22:09:59 +13:00
ShizCalev
e7cc2074c6 Fixes missing decal icons, repaths food cleanables to cleanable/food (#41573) 2018-11-28 23:12:35 -05:00
kevinz000
2d0cac9d37 Removes stun and item drop from all slips. They will instead knock people down (force crawling) for their duration. (#41068)
image
I originally was going to cut stun/paralyze duration instead but since none of them will now hard stun I think it's fair for them to keep their original duration/power as knockdown.
2018-11-07 21:51:57 +13:00
kevinz000
3e7184c975 Combat/Stun (slip) overhaul staging, mobility flags, adds crawling (#39967)
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.

Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove

cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
2018-10-11 11:22:21 +13:00
Emmett Gaines
940cd92824 More orbit fixes (#40557)
Attempt 2 at fixing the remaining bugs with orbits

Incorpmove had to be converted to forceMove() to make orbits able to tell when they move. They used loc setting before. This likely breaks some things but I couldn't find any particular issues. We should be overriding forceMove anyway for things that need to handle loc changes like that differently.

fixes #40544
fixes #40522
2018-10-03 10:05:09 +13:00
Emmett Gaines
e6182966cb Removes an unused movement var and proc (#40416) 2018-09-24 13:18:14 +03:00
kevinz000
9eec1f8db2 Adds move force and move resist, movement/pushing/pulling tweaks (#39556)
* Removes anchroed from mobs, adds move force/resist

* Move force and move resist

* WIP, still has debug messages.

* Fixes

* Update living.dm

* Anchored removal

* Stuff

* Unit tests

* Removes anchored from dview

* DME

* Update anchored_mobs.dm

* Fix

* No ghost spacewind

* Update mulebot.dm

* Update temporary_visual.dm

* Update forcefields.dm

* Update step_triggers.dm

* Update portals.dm

* Update alien_acid.dm

* Update bump_teleporter.dm

* Update landmarks.dm

* Update countdown.dm

* Update blessing.dm

* Update shieldgen.dm

* Update containment_field.dm

* Update field_generator.dm

* Update singularity.dm

* Update atmosmachinery.dm

* Update door.dm

* Update gravitygenerator.dm

* Update door.dm

* Update effects.dm

* Update temporary_visual.dm

* Update bump_teleporter.dm

* Update forcefields.dm

* Update landmarks.dm

* Update portals.dm

* Fixes

* Throwforce annnd done, finally

* Fixes

* Haha I'm dumb sometimes
2018-09-15 05:08:30 -04:00
Emmett Gaines
451d35c9c9 Converts more dir assignments to setDir (#40023) 2018-08-31 22:54:37 +03:00
kevinz000
5f4b418eaa Movespeed Modification System (#39181)
In preparation of pixel movement, I want to refactor our slowdown system to something more modular, and something that doesn't require /quite/ as many proccalls/calculations a tick. The way this works is intended to only have things recalculate when it's necessary, rather than calling it every move.
However, I've left movement_delay() in, as without completely redoing a lot of code it's not /quite/ ready at this point to tear it out completely, but I'm hoping everything can be transitioned over to this system later.
2018-08-09 16:55:15 -04:00
Ian Turk
fbe5f4a062 Replaced body zone magic strings with defines 2018-03-19 15:44:51 -05:00
vuonojenmustaturska
180ddba385 revert 2018-02-19 22:08:33 +02:00
vuonojenmustaturska
ee370ada3f Removes on_mob_turn, on_mob_move and intercept_user_move, speeding up movement (#35679)
* honk

* qdel memes
2018-02-16 01:39:59 -05:00
ShizCalev
3f10f29d5b Shifts vars off /mob and to the correct subtype (#34773) 2018-01-24 15:58:42 -02:00
Dax Dupont
64f9a9011c Adds holy vision (Some mobs can now see blessed tiles) (#34497)
* Blessed turfs are visible to people who care about blessed turfs

* A better way

* Adds holy vision

* Compacts special types

* space space space

* Glowing

* Final Solution

* wraith

* bawhoppen has autism and we must hugbox

* Implements feedback
2018-01-21 02:04:07 -06:00
arsserpentarium
c86fc91b55 [READY]Pulling claw 2 (#33817)
Pulling claw is integrated circuit,which allows drones to pull things.
2018-01-12 09:02:56 +13:00
vuonojenmustaturska
5233ec1f6a Finishes the forceMove port (#33519)
* a thing

* thingy 2: electric boogaloo

* Obligatory webeditor commit
2017-12-15 10:39:34 +13:00
ninjanomnom
7b7b67edd8 In-code key handling system 2017-11-30 07:40:27 -05:00
MoreRobustThanYou
456fe0645f Makes reverse pulling only apply to dense objects (#33024)
* Makes reverse pulling only apply to dense objects

* CACHE CACHE CACHE!
2017-11-24 05:50:20 -05:00
nicbn
e551941b4d Makes you turn when pulling and adds sound to rolling bed and chair (#32778)
* Makes you turn at what you are pulling and adds sound to rolling bed and chair

* ShizCalev's sound
2017-11-16 19:43:37 -05:00
vuonojenmustaturska
3f582454a8 Minor speedups to movement: First Blood Part 2 (#32702) 2017-11-14 18:59:45 -02:00
Blute1
3a36c13cd5 Process_Spacemove proc improvement (#32515)
* changed the ability to spacewalk to a variable

This is much cleaner.

* quick fix
2017-11-08 19:02:45 -05:00
kevinz000
8d647ff524 Flying mobs now clip past non flying mobs, various flightsuit/iontrail/movement tweaks/code improvements/bugfixes (#30570)
* this will end horribly

* s

* kek

* wew

* i dont know what an atomized pr is

* lets hope this doesnt blow up

* ok

* Update living.dm

* Update flightsuit.dm

* Update living.dm

* Update living.dm
2017-10-13 18:09:20 -06:00
Jordan Brown
b6d349e1d4 Remove drop_item, drop_item_v, put_in_hands_or_del (#31386) 2017-10-07 13:36:33 -04:00