This PR adds the crystal invasion event, a new event involving the Supermatter and the monsters from within.
When the event starts there will be a message from centcomm announcing it, then the supermatter explode leaving a destabilized crystal that emits radiations and harmful gases; after a bit portals will spawn around the station, that will produce a number of monsters each. there are 4 types of waves and 4 types of portals
The waves are: Small, Medium, Big, Huge (each have different kind of portals that can spawn and different amounts too)
The portals are the same types of the waves, they differ from each other for the number of monsters that can spawn and the kind of monsters that can spawn (bigger portals spawn stronger monsters)
To end the event the players should stabilize the crystal by destroying the portals (for now are indestructible and they are disabled by using an anomaly neutralizer, might change that) and collecting otherworld crystals; then those crystals are to be put in the crystal stabilizer, an item unlockable in the tech tree. After this just inject the destabilized crystal with it and the remaining portals will close on their own (the spawned monsters will still remain tho so you have to slay them)
All the numbers are mostly eyeballed and could change if requested/with feedbacks
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is
Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
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.
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.
Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.
This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.
To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.
Requested by @optimumtact.
Changelog
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admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
Moves all opacity var manipulation to a proc which sends a signal.
light_blocker element for movable opaque atoms made, which tracks its movement and updates the affected turfs for proper lighting updates.
has_opaque_atom boolean replaced by the opacity_sources lazylist to keep track of the sources, and a directional_opacity which serves a similar function but also allows for future expansion with on-border opaque objects (not yet implemented).
Some opacity-related sight procs optimized as a result of this.
Some variables moved to the object's definition.
A define or two added into the mix for clarity.
Some code cleaning, like turning booleans into their defines.
One file renamed for clarity.
Changelog
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balance: Mechs no longer block sight. It's a non-trivial cost for the lighting system with little to no gain.
/cl
About The Pull Request
This PR removes the tesla and Mrs. Pacman from the game. The title is actually misleading, the TEG and singularity are still in the game but inaccessible and the singularity no longer has its generator.
Field generators and tesla coils have been kept because shocking your fellow man is the greatest sensation of power in the world.
The overcharging delamination for the supermatter has been replaced by the release of 2500 mols of tritium at 500,000 kelvin. An engineer who's really hateful of the station can use this for fusion, if they desire. Otherwise, its a tritium fire in engineering alongside the explosion. This will probably be changed in the future to be more potent since the explosion will pretty much just space all the tritium away.
Singularities no longer produce radiation. Now, keeping one is less about making power and more about making a statement, especially since you need to delaminate an SM shard for it.
Why It's Good For The Game
Having power optimized for one generator (SM+Turbine) will allow balancing to be feasible, also oranges wanted this. The other generators may later return but with tweaked values and different roles.
Changelog
🆑
del: Nanotrasen has removed their outdated teslas, singularities, TEGs and Mrs. Pacman generators from their servers and warehouse.
/🆑
Removes the ability for tesla coils to generate power with more then 85% efficiency.
Cleans up the remainder of my zap_act refactor, making the proc better fit its usecase and removing some unneeded code.
Adds a check in the tesla coil zap() proc that makes sure we're not trying to use power that's not there.
Removes some seemingly complex math from said proc, replaces it with a static 20% draw * the efficiency.
Rewrites the asset_cache system to handle sending assets to a CDN via a webroot.
see https://github.com/MrStonedOne/tgstation/blob/asset-cdn/code/modules/asset_cache/readme.md
Fixed a lot of bugs with assets, removed some dead code.
Changes:
Moved asset cache code to transport datums, the currently loaded one is located at SSassets.transport, asset cache calls made before the config is loaded use the simple browse_rsc transport.
Added subsystem call for when the config loads or reloads.
Added a webroot CDN asset transport. assets are saved to a file in a format based on the file's hash (currently md5).
Assets that don't use get_asset_url or get_url_mappings (such as browser assets referred to by static html files like changelog.html or static css files) can be saved to browse_rsc even when in cdn asset mode by setting legacy to TRUE on the datum returned by register_assets
Added a system for saving assets on a cdn in a hash based namespace (folder), assets within the same namespace will always be able to refer to each other by relative names. (used to allow cdn'ing font awesome without having to make something that regenerates it's css files.).
The simple/namespaced asset cache datum helper will handle generating a namespace composed of the combined md5 of everything in the same datum, as well as registering them properly.
Moved external resource from a snowflake loaded file to a config entry, added it to resources.txt
To ensure the system breaks in local testing in any situation that wouldn't work in cdn mode, the simple transport will mutate the filenames of non-legacy and non-namespaced assets and return this with get_asset_url.
Simple transport's passive send of all roundstart assets to all clients is now a config that defaults to off. this is to break race conditions during local testings from devs accidentally relying on this instead of using send() properly.
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refactor: Interface assets (js/css/images) can now be managed using an external webserver instead of byond's one at a time file transfer queue.
admin: Adds admin verb toggle-cdn that allows admins to disable the external webserver asset transport and revert to the old system. Useful if the webserver backing this goes down (thanks cloudflare).
config: New config file, resources.txt, (must be loaded by an $include statement from the main config)
server: The external_rsc_urls.txt config has been moved to the main config system.
/cl
Porting notes:
Interface webpages must refer to their assets (css/js/image/etc) by a generated url, or the asset must register itself as a legacy asset. The system is designed to break in localtest (on simple/legacy mode) in most situations that would break in cdn mode.
Requires latest tgui.
The webserver must set the proper CORS headers for font files or font awesome (and other fonts) won't load.
/tg/'s webserver config: https://gist.github.com/MrStonedOne/523388b2f161af832292d98a8aad0eae
This PR fixes a bug where service cyborgs were unable to set a color of the pipe cleaner cable they possess due to not setting an actual color code for a cable colorization and a duplicit name variable.
Also adds an option for cancelling color choosing input as per maintainer suggestion.
Defined all the existing light_color values.
Moved their definitions to colors.dm
Made white the default color. It was so already, but that was very obscured.
Moved the atom light-related variables to the atom definition.
Wrapped changes to variables such as light_color into procs that report the event through signals.
Moved the light_on variable to the atom level, also adding a signal for its changing, to represent toggling lights.
Cleaned up a little bit of code in where new variables were defined before redefinitions.
This is all atomization to reduce changes in #52413
None of this affect gameplay at all, it's all code cleaning and refactoring.
There's more colors to standardize, a search for color = will find lots of targets, and I see little need to have both the LIGHT_COLOR and COLOR patterns, but I don't want to make this PR bigger than it already is.
* Fixes#52538
* Allow those with insulated gloves to mess with airlocks still
* Fix not being able to interact with insulos
* Fix style qualms
* Add shock immune to should_electrocute
* Try to replace light overlay to vis_contents
* move glowybit creation in Initialize
* ups
* change mutable_appearance to SSvis_overlays
* set right settings
* Converts everything to use setAnchored() + other fixes
* Fixed singulo debug
* singulo again
* forgot to move the vv_edit proc
* caught that this time :)
* changes
* Update code/game/atoms_movable.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
About The Pull Request
Removes the research point gen modes from tesla coils and rad collectors.
Someone is gonna take some flak for removing these at some point, may as well be me.
Why It's Good For The Game
THE DESIGN DOC DICTACT-
Nah powergen should be valid on it's own, it shouldn't need to rely on other econs to make it worth the work. We can try that later, but not now.
Changelog
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del: Removed the research modes from tesla coils and radiation collectors.
/cl
* Makes the supermatter file smaller.
AHAHAHAHHAHA YOU FOOL YOU HAVE FALLEN FOR MY TRAP CARD
* stable build maybe? sm cleanup begins
* The old ones knew
* lemme atomize actually
* I know how to spell ok? OK?
* braindamage
* That'll do it
* That do it?
* There we go
* Wow I should test things
* test?
* I hope that clears it
* Should fix the formatting trouble
* isolates the opening proc
* Lowercase and fixes messed up proccall
* Case of lower
* More changes
* Ruins the nice 420 diff, brainfart when doing the second batch of conversions
* More changes
* Next batch. I think
* Converts even more paths
* Restarts bots
* Capital Free Zone
* Come on travis, do something
* Renames areas
* Bots, please stop dying
* Updates CONTRIBUTING.md and updates a few paths I missed.
* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger