* Jetpack and spacedrift: Fixes and niceties
Ok so when I ported spacemovement onto movement loop,
I neglected to port this behavior that existed to support jetpacks.
Basically, if something that lets you move while spacedrifing
completes a move while you're spacedrifting, the
drift should "disable" to let it complete, and then later restart.
I neglected to add support for that, so that's what this does.
There's some other stuff going on here, mostly things to let jetpacks
ignore some of drift's extra behavior, since when a jetpack is not on
stablized, we want both to coexist.
It's a bit of a mess, I'm sorry about that.
Oh and at temporal's suggestion I've moved the visual_delay set from
newtonian move to an istype on the drift component, that was a good
idea, thanks quiet
* Makes dropping a pull while drifting carry the momentum into the pulled thing\
* Adds some extra context to Process_Spacemove, fixes a bunch of stupid
space bugs
It used to be, if you called Process_Spacemove with a direction, it
assumed you were an "action", so a client or mob trying to move in a
direction.
Unfortuantely for it, I needed to be able to use direction to make mob
pull drifting work. So we now actually pass in a second variable
called continuous_move, which tracks if this Process_Spacemove is on
behalf of a continuous move or not
In addition to this, I've added logic to bumping "off" someone to
prevent backbumping if that makes sense, since the bump is in the form
of a newtonian move that's run before the thing that's bumping actually
moves, we need some way to exclude it from holding the other object in
place.
* Adds a jetpack component, uses it to unify all three versions of
jetpacking
I hate you fikou
There were three copies of the same behavior, which made it hard to fix
stuff. Let's just componentize it
* Fixes jetpacks stabalizing even without fuel
This is mildly hacky. The real fix is to do this with events, but I
really don't wanna bend my brain like that. This'll do
* Ensures turn_off always has a user)
* Shut pu
* Bulky drags no longer effect your movespeed in space, fixing a consistency issue between them and all other forms of drags
* Removes some redundant code, cleans up some messy stuff
* Removes redundant safety checking from jetpack code
* see above
* Removes redundant signals
* [DRAFT] Reformats Access IDs for accessibility and futureproofing
* replaced all the old defines and IDs everywhere
* replaced ID integers with strings, cleaned up a couple tram helpers
* replaces req_access_txt with req_access and fixes a few of my mistakes
Co-authored-by: san7890 <the@san7890.com>
Adds a space ruin called Spinward Smoothies. It's a nature-themed smoothie bar built into an asteroid. Also includes recipes for six smoothies to match the theme.
It's a cute little thing to find in space, enabling space explorers to grab a drink there and relax for a while. More things to explore.
They were subtypes of crayons and cigarettes which allowed them to be fit inside. To fix this, the tablet can only hold tiny items and spray cans and pipes have been changed from tiny items to small.
Fixes#58058 (Fried items have error sprites when attacking, fried and grilled items grill the error sprite)
Attacking humans or other things that have KEEP_TOGETHER (atmos omni tanks, supplypods, paintings) with a deep fried thing will now actually show that thing instead of both that thing and an error sprite.
Attack animations for attacks against those things are no longer black.
- Removes friedegg recipie
- Adds a new rawegg grillable into friedegg, obtained by breaking an egg onto a griddle (right-click).
- Changes the double-egg friedeggs sprite to a single-egg. No more eggmancy!
- While we're at it, replaces the raw egg in the fried-egg-and-sausage recipe with a fried egg.
* organizing flora file and icon states, & flags
Changes the typepath for a lot of flora, and adds new paths depending on the amount of icon states the flora had, for better modularization on mappers. Also adds flags to the flora depending on what type it was, instead of 3 bools
* Getting ready to attempt to modularize flora
Moving most vars and procs from ash flora into the normal flora type path, as a general preparation to add more here
* Weighted products & Region Messages
Rewrites flora code so a flora's produced items can be initialized with a weighted list. Also has some improvements, relating to item stacks.
Adds an option via variables to separate 3 messages into 3 possible regions, or the old method where the message changes when the value is exactly the same as the low or high harvest value
* organizing + documentation on procs
* Documentation, Organization & Modularization
(DOMing) yeah, I dom
Gives variables for tools that can harvest flora, a blacklist of them, and modularizes variables a bit.
Retypes the stump to be a subtype of a tree, which just deletes after being harvested
* Adds the ability to uproot flora with a shovel
* added eswords to the list of things that can cut
* ausbush junk
* code review appreciation + changing drag_slowdown
* more code review appreciation
* kirbyplants ComponentInitialize() -> Initialize()
* forgot glob.
About The Pull Request
This was doing things component really shouldn't be doing, and now all
of its behaviour is contained onto a datum, as it should've been the
whole time
Why It's Good For The CODEBASE
some things just really shouldn't be components, this was made back when DCS was first implemented and just thrown in because it was the new hot thing i guess, but datumized forensics makes far more sense, AND doesn't use GetComponent
TODO:
More thorough testing to make sure nothing broke
Changelog
🆑
refactor: Turned the forensics component into a datum.
/🆑
About The Pull Request
Rewrites the descriptions for Boritos flavours
Also makes them taste better too like the code comment implied
Why It's Good For The Game
All the descriptions were bland, like plain Boritos
Changelog
cl
spellcheck: Boritos flavours have more flavour!
/cl
* Advanced tools are medium sized now.
* Moves `w_class` 1 line down
* Moves `w_class` MORE DOWN
* Syndie Jaw pocket edition.
* Toolboxes can carry medium items, pocket syndie jaw in desc.
Due to mini-fridges being in the pool for spawning instead of crates/lockers, if there's too many things meant to spawn in said fridge, unit tests will fail because it cannot hold it.
To fix this, I simply added more storage capacity.
* Repaths `/obj/item/clothing/mask/animal/rat` to make more sense
It was used as the parent for a lot of other small animal masks simply
because of its flags and a single proc, so i repathed it to
`/obj/item/cltohing/mask/animal/small/...` to make more sense
* adds an updatepaths
* fixes the got damned maps
- All tablets who previously had apps in a cartridge now has them built-into their tablet instead. This means it costs space for it.
- Rebalances the sizes of several apps to help them fit on Command tablets (Cargo ordering costed 20!!)
- Removes tablet cartridges, they've been reworked into a regular old portable disk (the same you use for toxins/borgs)
- Removes Signaller (the module required to run the signaller app) from tablets (likely will remove more in the future)
- Refactors the health/chem scanning app to not be as bad
- Dehardcodes detomatix resistance
- Ability to send PDA's to all is now tied to your access rather than a cartridge
- Moves 'eject disk' button to the very top of the UI
The two handed component, while useful, has quite a bit of bloat that gets replicated whenever a new class of 2h items is added.
This PR cuts that bloat by replacing the use ofCOMSIG_TWOHANDED_WIELD and COMSIG_TWOHANDED_UNWIELD as ersatz callbacks with actual callbacks, the replacement of various var/wielded defs on items with a check for HAS_TRAIT(src, TRAIT_WIELDED), and the removal of any now-unnecessary on_wield()/on_unwield() procs that simply toggled those wielded vars
I wanted to add some nuance to the used gasmix in the powerfist but i want to do some cleanups first so here we are, i've also added some more text in examine and item use for a bit of quality of life
* Add mapping helpers for signs, make names snakecase
* Update maps
* Couple of lost signs in the elephant graveyard
Co-authored-by: tattle <article.disaster@gmail.com>
Refactors the confusion status effect. Removes "confusion strength" and replaces it with duration, which is measured in seconds.
This also allows them to use the adjust_timed_status_effect procs instead of their own.
Fun fact! 2 years ago when confusion was refactored into status effects, all confusion effects in the game were halved in duration. They were changed to status effects, which tick every 1 second by default, from life, which tick every 2 seconds by default, without any values changing.
Turned the cyborg drink refilling feature into a componebt to clean up
the code since it was pretty snowflakey. Also, organizes robot item code
and fixes some bugs that existed with said code (i.e. child drink
holding aparatuses were getting a beaker + their specific glass type
inside of contents)
A new anomaly is here! the Delimber anomaly!
contrary to its name, this anomaly doesn't do you dirty by removing all your limbs.
It will instead improve your body by randomizing your limbs with every species known! Isn't that amazing?!
Incredibly enough it can also change your organs, improving them and expanding them! (we think this is amazing!)
Now you can also harness that power by constructing a reactive armor with its core, but be aware to not get hit by an EM pulse, our insurance doesn't cover that.
A note on safety, this anomaly doesn't stop, will keep on pulsating until eliminated.
Ever been bothered by why titanium glass and plastitanium glass do not drop their own shard types? Well this is the perfect PR for you! Titanium and plastitanium glass shards never existed, and it is probably because the person who made glass way back in the day didn't have time to add these shards. Luckily I decided to add them after all this time. Every piece of code created has been carefully considered and copied form other code, so then you know it is good code. Also I added more tags, I looked at the guidelines and found that adding the fix and qol tags probably boosts my pr score so it will get merged.
This is part two of my previous food additions, this time with much more variety. This will add:
Chips and salsa: An item I have long wanted to see on the list of things you can make, and a staple of Mexican dining.
Fish tacos: Adds more variety to seafood menus, and of course, because fish tacos.
French toast: Another addition I have wanted to see for a long time. The raw version will be prepared and then be required to cook on a griddle.
Updated stuffed cabbage/pierogi sprites, because I wasn't too pleased with my previous ones.
Seaweed sheets: Made at a biogenerator and are used for making sushi.
Vegetarian sushi: Straightforward vegetarian option for sushi, can be sliced into four pieces.
Spicy filet sushi: An omnivore specific sushi with a bit of spice, can be sliced into four pieces.
French silk pie: A decadent desert that finally adds a form of chocolate pie. Sliceable.
This PR adds the resonance cascade to the SM (idea ported from vg but with total rewrite)
The resonance cascade will turn reality into crystals that devours and destroy everything.
It can be triggered by delaminating the SM when is in contact with hypernoblium and antinoblium, both at over 40% and with as many moles to trigger a singulo delamination. The cascade can't be triggered if the SM is already under 80% integrity and if at any point any of the gases gets under 40% or the total gets lower than the amount for singulo, it will stop the cascade and can't be retriggered unless you reset the SM to over 80% integrity.
A lot of bugs came to my attention with bandana dyeing after #65760 was merged. This should cover all of them.
fixes#65947, by making you unable to dye bandanas while they are adjusted. You also can't dye bandanas that have skulls or stripes on them since that causes all sorts of problems with GAGS and switching from multiple layer to only 1 and same thing reversed.
When you dyed a bandana and then adjusted it into a neckerchief and back it would reset its name to what it was originally before being dyed. This was because it used the initial proc. I fiddled around with trying to catch the dyed name in a var but it would get way too complex and unnecessary so I came up with the idea to just make a visual change instead of name change, by making the bandana slightly wider like a neckerchief would be when adjusted.
Lower the amount of anomalies spawned from the SM delamination
Lower the probability of getting a flux anomaly
Flux anomalies spawned by the SM in this way will have the explosion size reduced by 4
refactors our disease code a tiny bit
removes permeability_coefficient variable from clothing, it decided how much stuff like chems or disease passed through your clothes, while BIO armor only decided how much you could spread diseases yourself, making it pretty much laughable
permeability_coefficient is now fully rolled into bio armor, so your bio protecting stuff will now protect you from other biological hazards like blobs
This PR refactors the "charge" spell to be signal based instead of looping over held items + istype checks.
This was atomized out of my proc holder removal PR. Figured it was small enough to handle on its own.
* Alright, so I'm optimizing parallax code so I can justify making it do a
bit more work
To that end, lets make the checks it does each process event based.
There's two. One is for a difference in view, which is an easy fix since
I added a view setter like a year back now.
The second is something planets do when you change your z level.
This gets more complicated, because we're "owned" by a client.
So the only real pattern we can use to hook into the client's mob's
movement is something like connect_loc_behalf.
So, I've made connect_mob_behalf. Fuck you.
This saves a proc call and some redundant logic
* Fixes random parallax stuttering
Ok so this is kinda a weird one but hear me out.
Parallax has this concept of "direction" that some areas use, mostly
the shuttle transit ones. Set when you move into a new area.
So of course it has a setter. If you pass it a direction that it doesn't
already have, it'll start up the movement animation, and disable normal
parallax for a bit to give it some time to get going.
This var is typically set to 0.
The problem is we were setting /area/space's direction to null in
shuttle movement code, because of a forgotten proc arg.
Null is of course different then 0, so this would trigger a halt in
parallax processing.
This causes a lot of strange stutters in parallax, mostly when you're
moving between nearspace and space. It looks really bad, and I'm a bit
suprised none noticed.
I've fixed it, and added a default arg to the setter to prevent this
class of issue in future. Things look a good bit nicer this way
* Adds animation back to parallax
Ok so like, I know this was removed and "none could tell" and whatever,
and in fairness this animation method is a bit crummy.
What we really want to do is eliminate "halts" and "jumps" in the
parallax moveemnt. So it should be smooth.
As it is on live now, this just isn't what happens, you get jumping
between offsets. Looks frankly, horrible. Especially on the station.
Just what I've done won't be enough however, because what we need to do
is match our parallax scroll speed with our current glide speed. I need
to figure out how to do this well, and I have a feeling it will involve
some system of managing glide sources.
Anyway for now the animation looks really nice for ghosts with default
(high) settings, since they share the same delay.
I've done some refactoring to how old animation code worked pre (4b04f9012d). Two major
changes tho.
First, instead of doing all the animate checks each time we loop over a
layer, we only do the layer dependant ones. This saves a good bit of
time.
Second, we animate movement on absolute layers too. They're staying in
the same position, but they still move on the screen, so we do the same
gental leaning. This has a very nice visual effect.
Oh and I cleaned up some of the code slightly.
* Attempt to clean up genetics code and to add functionality that seems that should have been there:
* Fixed some variable names
* Genetic scanner now properly shows all mutations mob has
* Genetic scanner highlights (bolds) active mutations
* Made DNA Console description something less generic
* Made Genetic Scanner description more straightforward about syncing database
* Added option to recycle unused activators
Have you ever noticed that the chemical smoke and chemical foam reactions are a lot less effective in confined spaces? This is because they currently attempt to spread to all tiles within n steps of their origin. If they can't expand onto a tile they get blocked and the expanding cloud/flood misses out on all the tiles that would be in range, but that can't be reached.
Obviously smoke and foam getting blocked by walls and the like makes intuitive sense, but it seemed a bit nonsensical that walls would basically delete a significant chunk of an expanding, amoebic mass. The solution I came up with is making smoke and foam expand until they cover a certain area, with a shared tracker for the target size and total size of the flood. The flood will simply expand as normal until it covers the desired target area. Blocked expansions just don't count and will be made up for with expansion elsewhere.
Attendant to these changes are a whole bunch of minor code improvement to smoke, foam, and one for wizard spells because I was already in the area and :pain:.
There have been some minor balance changes to the chemical smoke and foam reactions:
I converted them over to passing the desired area of the resulting smoke cloud/foam flood. The old equation for the resulting area was along the lines of 2sqrt(x)(sqrt(x) + 1) + 1 given reaction volume x and given unobstructed expansion. I've made them just pass around 2x instead. This is actually less than they used to try for, but now they're guaranteed to reach that unless the flood is fully contained. Not entirely certain if buff or nerf. Probably buff on the station.
Also, foam dilution is now based on covered area instead of target expansion range. Since this scales faster than it used to foam has been effectively nerfed at high volumes. To compensate for this I removed the jank 6/7 effect multiplier and increased the base reagent scaling a bit. Again, not certain if buff or nerf.