Fixed motion alarms instantly triggering and de/un/re/triggering
The relevant changes are in motion.dm and ai_monitored.dm.
Everything else is a replacement of /area/turret_protected -> /area/ai_monitored/turret_protected which is why this PR is a bitch
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.
This PR does three things:
It makes all children of /obj/ use the same damage system.
Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
The armor categories are:
-melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
-bullet
-laser
-energy (used by projectiles like ionrifle, taser, and also by EMPs)
-bio (unused for this, only here because clothes use them when worn)
-rad (same)
-bomb (self-explanatory)
-fire (for fire damage, not for heat damage though)
-acid
For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.
It refactors acid. See #20537.
Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.
It changes some aspect of damage from fires.
All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.
It also does many minor things:
Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
I tweaked a bit how clothes shredding from bombs work.
I made a machine or structure un/anchorable with the wrench, I don't remember which object...
Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
Probably a million things I forgot.
If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
* a very calming act
when the world is too much, too fast
* i'm tired
but i have to be efficient, infinite
* lick your lips at the sight of me
a fantasy made reality
This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review.
Introduces the resistance_flags bitflag that replaces unacidable and burn_state.
Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
* Sleepless perfect orbits #MOGA
We bind to Moved() and use datums and lists to track the orbits, no more sleeps, no more delay.
* Adds some null checks to orbit checks
* Forget to set orbiting.
Also sets orbiters before orbiting, to avoid edge cases of deleting a list then recreating it.
* Improves orbit, adds subsystem for orbits.
Most orbit loc changes will happen on move, subsystem runs every 2 ticks to make up for when that isn't the case.
Fixed some issues with space movement, namely that it didn't trigger when something moved of its own accord after it was already scheduled to get space moved.
If minimap generation is disabled, the system will now first try to load the map from its cache, and failing that, try to load it from backup minimap files
Also adds a config for space ruin budgets
By looking at world.cpu and mc's sleep_delta, we can get a rough prediction of how long we will need to sleep, rather then wake up, see the tick is already overran, sleep, rinse, repeat, cutting down on the amount of sleep()'s used in stoplag (and cutting down the overhead from those sleeps)
This sadly makes stoplag much more aggressive, and things under it much more slow, but the goal is to move most of the things on this to subsystems. Current targets are spacedrift (done), orbits, and throwing.
* goals initial
* Revamps Meteor Shield
Minor UI touchups.
Fixes DNA Vault completion check.
* Allows admins to varedit goal completion.
Does not clear dna probe on upload.
* Missed icons and template.
* Spelling, proper attackby returns
* Meteor shield emag effect only works when it's active.
* Admin panel for station goals.
* Some visual feedback and spans.
* Announcement now shows the goal name.
* Fixes
* Fixes and adminlog
* Tgui build
* Moves the information to intercept report except for admin spawned ones.
* Quality of life pull for my recent commits:
RPGloot will no longer try to place scrolls in secret satchels, as this would slowly turn the drop table into these fairly useless joke items.
Goes through and genders most(all) the pets in the game so the gender change potion can work on them. Many previously hard defined generic animals can now be either male or female.
* Secret satchel is now a bit more aggressive with making sure a satchel is placed
D E F I N E S
* "quality"
* Not Canon
* Adds framework for status effects
* Completes the Renew define
* Lots of work, refactoring
* Further work on status effects
* Gives status effects autism
* Fixes and stuff
* migrates the secret satchel system as far away from lists as possible
* Fixes a redundancy
* the web edit memes begin here
* I don't do this on purpose I swear
When a user's cid doesn't match their last cid, we just close the connection, faking a read error. If it's still mismatched when they reconnect, we reject the connection and let them know we are on to them.
* Hidden Smuggler Satchels hidden beneath the station now persist between rounds, though there's no assurances of WHEN they'll appear next and only one will ever appear in the round.
NOTE THAT THIS PULL INTRODUCES A CRITICAL BUG, DO NOT MERGE *JUST* THIS PR, AWAIT THE FOLLOWUP
* Finishes up satchel persistence.
Satchels require at least 20 saved bags before any will start spawning.
the var persistence_replacement can be set to a path to replace a very high risk item with a lower risk look alike. This is currently done with the nuke disk, the wizards spellbook, and the uplink implant
* DESIGNATED.
REMIE.
PULL.
* Clockcult fixes and tweaks
* die but don't stay dead
* stay dead but never die
* instinct
* unreadable dark magic
* idiocy knows no bounds
* danger close
* like four fucking times faster
* superdynamics