Why It's Good For The Game
Further reducing reliance on reading the chat box. Previously it wasn't obvious someone pointing at themselves was pointing at something on them, and not just, them.
Changelog
cl
qol: Pointing at something on yourself now shows the item.
/cl
Replaced the old mining outpost with a new base consisting of separate buildings on islands in the middle of lava. Added a few new areas and decorations to fill out the outpost. Changed the underfloor accessibility of lava so cables and pipes don't mysteriously disappear as they cross catwalks over lava.
The current mining station is fairly boring and dated. In addition, the general layout of the outpost was bland and uninspired, about as exciting as any other hallway. This replacement offers a new and unique take with an interesting layout and new dangers to be aware of.
The bridges between buildings are exposed to the weather, meaning you could find yourself forced to choose between waiting out a storm in an isolated building with a potentially unfriendly roommate, or running through the storm to get back to a shuttle.
Power and communications are also more vulnerable in the new base, placed in a building on the mainland where ne'er-do-wells could gain access unnoticed and sabotage them, making the mining outpost less of a safe space with little risk of anything going seriously wrong. You don't get access to these just for having mining access, better call the relevant portion of engineering to help you.
Gulag prisoners also get a few new options to keep security on their toes, with a few different options for escape routes that encourage the warden to keep an eye on their charges instead of ignoring the gulag while waiting for the prisoners to do their sentences or kill themselves.
* destroy proc holder pt1
- change proc_holder/spell to action/cooldown/spell
- docs all the spell vars, renames some of them
- removes some useless vars
- start with pointed spells, as they're easy
* kill proc_holder pt2
- kill a buncha vars and replace it with flags
- convert a ton over
- general code improvements
* kill proc_holders pt3
- convert a good few more spells
- rename some signals
- handle statpanel
- better docs
* kiill proc_holder pt4:
- restructure the file system of action.dm, separating a good amount of item actions and miscellaneous garbage into files where they belong slightly better. Also splits off item actions, cooldown actions, innate actions, etc. into their own files, overlal making it much better to work with
- converts touch attacks to actions
- converts blood crawl, jaunt subtype
* kills proc_holder pt5
- clears up some icon issues so all the currently converted pages don't have errors
- shapeshift
- some more action cleanup
* kills proc_holder pt5.5:
- some documentation
- reworks feedback to prevent oversight with teleports and stuff
* kills proc_holder pt6:
- converted cult spells
- converted magic missile
- converted mime spells
- chipped away at the errors
- removed some vars which were too general, replaced them with more locally applicable vars. for example "range" which could mean "projectile range" or "aoe radius" or whatever - instead of having a broad net which everyone applies to in a confusing matter, instead lets each spell delegate on their own.
- merged magic/spell and magic/aoe, as the comment intended
- more unified behavior for spell levelling
* kill proc_holders pt 6.5:
- replacing a buncha old proc_holders that have been updated to reduce some errors. sub 900 baby
* kills proc_holder pt 6.75:
- minor fixes
* kills proc_holder pt7:
- cuts down on some errors
- refactors some wiz events
* kills proc_holder pt 7.5:
- malf ranged modules
- some minor errors
* kills proc_holder pt 7.75:
- mor eminor error handling, cleaning up changes
* kill proc_holder pt8:
- refactors spell book
- refactors spell implant
- some more minor error fixing
* kill proc_holder pt 8.5:
- scan ability
* Adds some robust documentation
* kill proc_holder pt9:
- converts some / most mutations over
* kill proc_holder pt10:
- sort out all the granters
- refactor them slightly
- fix some compile errors
* Some set-unset sanity - going to need to test removing Share()
* Removes transfer actions. It doesn't seem to do anything.
- Transfer_actions was called when current = new_character so locially speaking the early return in Grant() should cause it to NOOP. Test this in the future though
* Removes sharing from actions, docs actions better
* Some better documentation for spell and spell components
* Kills proc_holder pt11:
- Finally finishes ALL THE SPELLS IN THE SPELL FOLDER
- Fixes some more errors
* kills proc_holder pt11.5:
- minor error fixing and sanity
* Method of sharing actions. Can be improved in the future, needs testing
* Implements a way to update the stat panel entry for a spell. Also gets rid of VV stuff, as you can update the bigflags directly in VV now.
* Curse of madness bug I put in.
* kills proc_holder pt12:
- sub 500 errors!
- converts cytology mobs
- converts and refactors spiders slightly
- some minor fixing around the place as usual
* kill proc_holder pt13
- Finishes heretic spells
- Sub 300 errors!
- some touch refactoring to account for mansus grasp
* kills proc_holder pt14:
- revenant
- minor bugfixing for heretic stuff
* kills proc_holder pt14.5:
- some missed stuff for revenant + heretic
* kills proc_holder pt15:
- alien abilities
- more minor fixing
- sub 100 errors. The end is nigh
* kill proc_holder pt16? 17:
- Finishes cult spells
- sub 50 errors!
- refactors the way charge works
- renames / moves some signals
* kills proc_holder pt final:
- sdql spells
- no more errors!
* Bugfixes round 1
* Various bugfixing
- documentation done
- give spell works
- can cast spell gives feedback conditionally
- is available takes into account casting ability
* Some accidental reversions + fixes
* Unit tests
* Completely refactors jaunting
- All bloodcrawling is now handled on the action itself instead of across various living procs
- slaughter demons have their own blood crawls
- jaunting dummies don't have side effects on destroy() anymore
* Wizard spell logging and even more refactoring
You can now open taps on fuel and water tanks, making them leak fuel/water. Leaking fuel will leave fuel trails(credits to Baystation for sprites, sadly I wasn't able to find who made them or the original PR) which can be ignited.
Hey there,
Apparently, these have been broken for God-knows-how-long. I decided to fix it today. Apparently, the "snowfloor" icon isn't even in decals.dmi... nor in snow.dmi... it's in _overlays.dmi_. Whatever. Someone should clean that up one day. I don't particularly care enough, I just want it fixed.
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.
/🆑
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.
Hey there,
This PR is a continuation of #65290. I was not aware that there was an actual use case for these, so I decided to make them as soon as I became aware of it.
image
But what are "these"? Basically, these just add two new types of decals, opposing corners. On the left, you have the current functionality (which will still remain after this PR): adding two different "tile/purple" with different dirs on the same tile to give that effect. HOWEVER, on the right, this has been flattened into one singular turf decal: "tile/purple/opposingcorners". Very cool.
In summation, instead of having multiple corners on one tile to represent the "opposing effect" (as in having one corner in the top left and one in the bottom right) with it being the same color, you now only need one of these turf decals.
Unlike the other PR, this change is not mapped in.
Why It's Good For The Game
Less map key bloat, mappers only have to click a certain tile once if they want, more versatility, etc.
Also: please let me know if I need to change the dirs around for the current sprites. I just went off what made sense to me.
Changelog
cl
imageadd: Nanotrasen has upgraded "that machine that prints all of those decals on our station tiles" to now print two corners that face opposite each other at the same time. Very cool!
/cl
Someone made a suggestion to me that fixed a problem I've been trying to work around, and now that I've made it so people can set custom decompose times, that made this WAY EASIER.
When most foods decay, they will turn into the generic moldy food sprite you've become accustomed to, without the ants. After 30 seconds, that moldy food will get consumed by ants, leaving only the anthill.
Ants also no longer spawn on lavaland's basalt, by Fikou request.
* Four Corners, Red Rover: An Exploration in Decaled Trends
You there! What exactly is wrong with this photograph?!
You don't need to tell me, I've boxed it out. There's four individual corners for the decalling. This is weird. You may be asking: Why don't they use the "full tile" turf decals? Let me demonstrate.
Look at the difference between the one at left and the one in the middle. The turf decal totally smothers the nice contrast lines afforded to use by the base turf, causing it to have smooth, clammy exterior. This is probably why no mapper ever uses the full turf decal, much to the chagrin of people who stare at how big the size of this repo is.
Now, what's that on the right? Why, it's the new sprite (and pathing I made) to help counter-act this issue! This perfectly lines up with the contrast lines of the base turf, allowing us to have a non-flattened visualization, while not having four fucking turf decals a turf load upon initialization. How epic!
I've also added "contrasted" variants of the "half" and "anticorner" turf decals for future use. I probably won't go through and update this in this PR, but the opportunity remains available.
I may or not map this change across all the maps. We shall see.
* neutral corners
we love vsc
* no wait
i forgot a bunch of potential edgecases so we'll have to go back. yellow should be fine but neutral, dark, blue, and green should get a second look over
* recheck
found some stuff, probably missed out on others. let us commence forth
* MISTAKE
nearly a fucko bwoingo
* final pass
it compiles and i've had enough, someone else can probably figure it out from this point onwards
* #65230 goated my timbs
now we wait for linters to fail
* YOU DIDN'T SAY THAT THE FIRST TIME
LINTERS AAFAFAFF
I found out how emissives work and my first thought was "damn ants should glow that would look sick"
So now they do.
Also, having less than 5u ants in your body will make you not scream, so 0.0001u ants will no longer have that tiny chance of making someone scream for their life.
If an ant pile has a max damage value less than 1, then they won't be able to bite through your shoes. This is the same threshold as the second tier ant icon.
Makes the giant ant a hostile mob with the neutral faction, meaning they will attack anything not in the neutral faction.
Rather then sticking around till their 7 second delay, they dissipate
once they finish their movement. This dissipation comes with a fading
and such to make things look nicer.
I've applied the fading behavior to sprays too, since they could also
use the help.
I really hate how things look currently, makes me break out in hives
This removes code/__DEFINES/misc.dm and moves all the defines to either:
another existing define file
new define file
local .dm file if the define was only used in one file
I also deleted defines that were not being used and added documentation to all of the ones that were moved out of misc.dm
Why was this needed? People were basically using the misc.dm file as a dumpster to toss all their defines into that was creating one giant mess. The defines have been organized into their proper groups and files now.
* Adds a subsystem to handle automated directional movement, replaces all instances of walk_towards with it. Makes meteors and immovable rods not drift in space, and makes immovable rods more destructive. Note, I've opted not to use byond's method of moving towards something, which is effectively Move(src, get_step(src, get_dir(src, target))) as it's cringe and doesn't make a smooth line. I've replaced it with a autoupdating rise over run setup, read the code for more details
* woop forgot the subsystem
* Documentation, contributing.md entry, and some cleanup
* Makes the moveloop datum more oop friendly, sets us up for a lot of conversions
* Converts the curseblob and walk_away() to the subsystem
* Changes the default for override from FALSE to TRUE
* converts walk() over, still need to add a replacement proc for it, but we didn't actually have anything that used the raw proc
* converts the rest of walk_to() over, nearing the end now
* cleans up some errors
* Fully documents everything, fills in some missing movement types, uses the power of oop to make things cleaner, and typepaths longer
* Finishes the contributing.md stuff
* Done
* Fefaults -> Defaults, can you tell I wrote this at 1AM?
* resolves bubblegum issues
* Roh's suggestions
Co-authored-by: Rohesie <rohesie@gmail.com>
* Cleanup
* Hey lemon, did you know that Destroy() lives on datums? ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
* Converts over the discrepencies created in my absense
* HAHA FUCK YOU I PAY MY DUES
* Whoops lost some stuff in the merge
* Converts the system from seconds to deciseconds to make dealing with the api more sane
* Some stuff I missed
* Makes movement an inheritable subsystem type, splits the moveloop file into two, one for the subsystem, and one for the datums
* Makes a subsystem that handles directing movers out to other subsystems. It's a bit bad right now, but it's a
good first step. I think I'll move the move loop datum to a lazy var on mobs instead of an assoc list, don't
like lists.
Also makes the movement procs global, I'll move em to the /movement subsystem at some point or something like
that
* Converts the existing uses of the procs over to the new format
* Adds support for subsystem precedence, so a type of A can override type B.
General cleanup, still kinda in debug mode but it's getting better
* I'll admit I'm not too familiar with this, but I think it will work
* Adds starting logic so movement types "pausing" makes any sense
Redoes how waiting is handled to make it based on world.time directly. I don't remember why. I think it's better
this way.
Adds a drifting movement type, moves space drift over to it.
Needs severe work before it's ready, too much info stored and modified on the moving object, see comment
Starts work on making drifting smooth
* Moves almost all space drifting vars over to signals on the movement datum
Properly implements glide size stuff for both the subsystem and the loops. Space drift will be smoother now.
It's not perfect, but it'll work just fine for now
Adds a way to override a client'd mob's glide size mid move, uses it to make entering a spacedrift look right
Adds a way to delay a client move outside of just move_delay, meant to be used for long periods, and setup such
that it doesn't make inputs persist
Adds flags to movement loops, alongside MOVELOOP_OVERRIDE_CLIENT_CONTROL, which blocks client movements while
the loop is firing, and for it's visual delay after
This means you can't exit a space drift until you hit the actual wall. This feels a lot better
Some general logic stuff, move() will return true/false if it succeeded or failed
Adds a stop_loop() proc that's called when a move loop is no longer active
Suck my nuts
* Moves precedence to the loop instead of the subsystem
* Moves drifting into a component, this lets me explictly block input after the move loop ends, so people can't
move the moment they functionally move onto a new tile
This is a bit underdeveloped currently, but that's a problem for another day
Cleans up some uses of move procs, fixes runtimes in metoer and curseblob code
Adds signals for stopping/starting a move loop, sending one for destroy is redundant.
Moves existing event signals from the movable being acted on to the loop itself, makes more sense this way
Makes the move handler return the created loop up the chain so we can register to it
Fixes a logic error in loop contesting code that lead to loops never actually being removed from subsystems
because they didn't know they should be.
Properly changes lifetime from a time to stop, to functionally an amount of moves to complete before stopping
Adds some new signals for pre/post loop process. This is to better tie into components.
I decided I didn't like the idea of tying all functionality to the loops themselves
The loop decides functionally how to move, components or just tied in signals can decide when/when not to move
and can modify properties of the loop
Making a new loop for things like atmos drift, something I'm interested in tackling in the future, seemed silly
* Moves movement procs directly to the subsystem for better namespacing or whatever
* Moves movement packets onto /atom/movable, no longer need the debugging
I've decided to not just put their contents fully onto atom movable, since it makes debugging on live much
harder, can't sdql for them anymore.
Fixes a runtime in meteor code, properly this time
Fixes a logic error in stop_looping
Makes move manager NO_INIT, because well, it doesn't init
* Commits human sin, makes Recover() work properly for movement subsystems
* Fixes immovable rod orbits not always working, they were returning too early in moved and fucking up the var we use to track move count, and thus not sending a signal properly
* Reworks the curseblob to use signals more, and to not use override
* Missed this in the movement ss commit
* Removes override, makes having a higher or equal precedence take its place
* Updates documentation
* Cleans up some unused defines
* Nukes the unused flags option
* Whoops forgot to qdel check
* Removes an unused var I had for client move prevention before I started using a component
* Let's do this properly
* Modernizes meteor code to better match how explosions actually work currently
* Some more cleanup
* Cleans up effect code a little bit
Nukes the effect system's sleep loop, we use movement loops instead
As a part of that, instead of 1 timer per effect spawned, we react to loop failure and make it 1 timer per
effect system
This should reduce the amoumt of slowdown we see after mass lighting break
It's not everything, we're still making a timer per spark effect, but it cuts things down significantly
* Updates explosions to not sleep
* Adds support for modifying a loops delay post process, makes extinguisher code suck less then it does currently, nukes some more sleeps and timer loops
* Converts water tank resin over to move loops rather then sleeps, minor behavior change mind, the cooldown starts on fire rather then on land, but I think that makes more sense anyway
* compile and runtime fix
* Fixes some runtimes, cleans up some code, ensures feature parity when it comes to logging
* Prevents resin foam from space drifting
* Adds support for flags back into the system, I need it for reasons
* Updates move_towards to fix some bugs and resolve some inconsistent behavior, implements a flag that makes a loop's first move start instantly
* Fixes extinguishers not actually transfering any reagents
* Converts sprays to the new system. This does actually minorly change behavior, in that I've changed the order of spray actions from step -> sleep -> wash to step -> wash -> sleep, but I'm not terribly torn up about it because frankly I think it feels better
* Converts grav catapults over to the new system
* Converts trays over to moveloops
* Converts robot streaking to move loops, the other two coming soon
* Compile you won't. Also fixes a behavior issue with oil streaks
* Does directional step_to properly, cleans up the other two streaking types
* Converts step_trigger over, not that it's actually used anywhere. Changes how stoping a move works, you need to explicitly qdel, other the step is just considered to be ignored. This will make life easier later
* Adds a jps movement loop. It's a bit bloaty, id is stupid, but it'll work just fine
* Makes the system support passing in a datum that's just used as extra context for the move. The hope is this makes signalizing things less of an absolute headache
* Begins the conversion of ai movement datums to movement loops
* These two are reasonably simple, only weird thing I'm doing is A: Not allowing target hotswapping, which I hope none is doing, and B: passing the controller into the move loop as extra context so things work properly
* JPS is a bit more complex, partially because the old implementation was a bit weird. 2 major things. 1: I'm dropping what I think was a redundant behavior minimum distance check from the premove bit of logic, since I'm pretty sure it didn't do anything. 2, instead of just stoping the step in an error state like being pulled, we count it against our max move total
* Audit
* Moves most forced movement to the framework, adds some components to make things nicer
* Implements a flag that makes the loop always operate, regardless of precedence and without impacting any other loops
* Moves movement subsystems into the right folder
* Hey potato what if you had two procs that did the same thing and one called the other? Wow it's useless
* Merges slipping and force movement
* Converys conveyors over to the system. It's a bit fragile, but I think it's totally worth it to save the sleep loop
* Precedence -> Priority, cleans up some logic errors, makes priority highest to lowest instead of lowest to highest, straight cleans some code up
* Makes poly and bubbles ignore spacedrift, now that precedence actually functions properly. I'm likely missing cases of this, will deal with it later
* Depression, thy name is linter
* Fixes linter, and hopefully fixes the runtimes in ci too
* Wew
* Sets sprays and extinguishers back to legacy, since people do actually seem to have noticed
* Spelling errors my beloved
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* More detail, moves return descriptions
* Converts transit tubes to the system?
* Adds the glide size modifier. Not honestly sure that this should be default, considering how crummy it makes things look for normal walking, but it's useful as hell here
* Adds a force move in dir template, actual support for fast initial steps (wtf old me) and a helper proc for setting delay
* Cleans up displosal code a bit, I thought about adding it to the system but it would functionally be just 'disposal loops'. Maybe I'll make a template subtype? not sure how I want to handle stuff like this
* Cleans up mob movement a bit
* Let's use the controller's visual delay
* Makes the resin thrower nicer, cries
* Cleans up some comments, replaces an implicit world.icon_size with an explicit one, fixes up a typecheck
* typecache instead of double istype. Can't do much about the !atom/movable, list would be too big I feel
* hhh
* bro wtf
* Documents the why of SS_TICKER
* Puts SSmovement on SS_TICKER. Lets us support tick steps
* Cleans up the charge action. Makes it use moveloops
* Fixes CI? kinda worried that this just got dropped
* Converts disposal pipes to move loops. They stutter a bit more then usual as of now, hoping that's a me thing, if it's not I'ma look at uping the priority of the base subsystem
* Moves the move subsystems off background, puts some on ssticker
* Prevents some things that shouldn't move in space from moving in space
* Documents the general form and usage of the system
* Virgin one vs chad once
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Removes unneeded check
* Moves appropriate movement subsystems into SS_BACKGROUND. Removes redundant SS_KEEP_TIMINGs
I do want the behavior of SS_TICKER, which at this point is tick based waits, and ignoring overtime when
calculating next fire.
Since honestly, these subsystems should ignore overtime in regards to next fire, the cost of moving A may be
nothing compared to the cost of moving B.
* Makes the MODULUS macro use floor. I knew our coders would never let me down, glad this exists, thanks ninja
Fixes teleporting caused by shitty round() behavior, adds a "you hit your target" case to homing loops
* Converts blood splatters to move loops, that'll do it
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Creates a wrapper macro for ex_act() and moves the signal and contents explosion calls to there. This way we can ensure the signal is always fired. Also desnowflakes reagents responding to explosions.
Ensures that a signal is always called when the attendant proc is called.
* Protects ghosts, bypasses vents & pipes
* hard crit oops
* stops screaming unconcious people
* fixes a copy-paste error
* fixes planes
* *unconcious* people won't get messages.
* I am begging for this to be right
* I hate that it took me 30 seconds to realize
## About The Pull Request
stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it
for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

## Regex used:
procs without args, not even regex
`/Initialize()`
procs with args
`\/Initialize\((?!mapload)((.)*\w)?`
cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
One final change I wanted to make to ants was to rework their rather low damage values. While they by no means were ever intended to be a kill-chem, the fact that they only did 25 brute after being injected with 200u was just far too low.
To change this, I've reworked their damage formula, so now you do roughly 32 brute damage with 100u of ants. This scales significantly once you add more ants after that point.
This is still a rather low amount of damage for the amount of u it takes, so to balance that I made the chance for one to vomit out the ants also stun the user, however to balance that balance it will purge anywhere from 5-10u of ants upon doing so.
I have also changed how the debuff works somewhat. While it still does its normal damage over time, I have increased the damage done by the user scratching at themselves, which yielded an average of 100 brute when dumped with 200u ants during testing.
Finally, you can pour ants back onto the ground now, with the amount of ants being poured being directly proportional to the amount of damage they will do. You must pour more than 10 ants for it to appear, and the amount of ants will only change the maximum damage that the resulting caltrop will do, not the minimum damage. There is a hard-cap at a 10 damage maximum, with the minimum always being 0.5. The amount of damage this caltrop does is equal to `ant_volume * 0.2`
Finally to balance this a little more, breeding ants has gone from requiring 6u sugar to 8u sugar, making farming take a little longer.
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)
Simply puts species IDs into defines ("lizard" turns into #define SPECIES_LIZARD "lizard"). This does not affect any gameplay, and is purely for making sure future code doesn't go all fucked up because someone accidentally misspells something
I only changed code that was spelt correctly, so if there actually is a typo somewhere, it isn't changed
* Makes turfs persist signals
* Splits connect_loc up into two elements, one for stuff that wishes to connect on behalf of something, and one for stuff that just wants to connect normally. Connecting on behalf of someone has a significant amount of overhead, so let's do this to keep things clear
* Converts all uses of connect_loc over to the new patterns
* Adds some comments, actually makes turfs persist signals
* There's no need to detach connect loc anymore, since all it does is unregister signals. Unregisters a signal from formorly decal'd turfs, and makes the changeturf signal persistance stuff actually work
* bro fuck documentation
* Changes from a var to a proc, prevents admemems and idiots
* Extra detail on why we do the copy post qdel
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.
Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.
(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
* Fixes footprint stacking, replace_decal needed to return parent, and just, didn't. I'm not sure where the fuck
this came from, or even how to test for it, but here you are
* Adds a unit test to prevent regressions on this error in future
* Uses TEST_ASSERT_EQUAL instead of TEST_ASSERT
Thank you moth man
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Updates a comment to more accurately describe my pain
* maybe fixes it?
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Adds explosion SFX to the blastcannon and explosive compressor
- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.
* Miscellaneous changes
- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments
- Removes a whole bunch of argname = 0 in explosion calls.
* Removes named callback arguments.
* Changes the explosion signals to just use the arguments list
Adds a simple framework to let objects respond to explosions occurring inside of them.
Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.
Makes the explosive compressor and blastcannon actually use the TTVs they are given.
Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments
*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
gibup1 and gibdown1 don't exist
items_and_weapons.dmi doesn't have an icon state called his_grace_ascended, in fact nothing does
items_cyborg.dmi doesn't have an icon state called laser, it does however have an icon state called
laser_cyborg
no porta_turret has an icon state with the _unpowered suffix, in fact I'm convinced none of them ever have