* [MDB IGNORE] dir sanity, primarily on WALLITEMs (#62601)
About The Pull Request
Wall items mostly use the direction from the floor to the wall in the named mapping helper. Wall items mostly use the direction from the wall to the floor for the internal dir variable.
This leads to a headache when it comes to working out what conflicts with what, and what needs placing where.
Wall frames provided a member, inverse, which specified whether or not to invert the direction of the item when looking for conflicts. It was also used to specify whether to look for conflicts outside of the wall (cameras and lights appear external to the wall) or inside the wall (most wall items). This flag was set for Intercoms, APCs, and Lights. Since APCs and Lights expect a floor-to-wall direction, and Intercoms expect a wall-to-floor direction, this means that APCs and Lights were getting the correct direction, and Intercoms were getting the wrong direction.
Some implications of this setup were:
You could build an APC on top of another wall item, provided there was nothing external attached to the wall and the area didn't have an APC.
You could stack Intercoms indefinitely on top of the same wall, provided you weren't in a one-tile wide corridor with something on the opposite wall.
Or both! Here's twenty Intercoms placed on the wall, and a freshly placed APC frame after placing all Intercoms and deconstructing the old APC:
endless-stack-of-intercoms
Not everything used this inverse variable to adjust to the correct direction. For example, /obj/machinery/defibrillator_mount just used a negative pixel_offset to be visually placed in the correct direction, even though the internal direction was wrong, and never set! This also let you stack an indefinite number of defib mounts on the same wall, provided it wasn't a northern wall... except you could do this to northern walls too, since defibs weren't considered a wall item for the purposes of checking collisions at all!
Ultimately, every constructable interior wall item either used this inverse variable to adjust to the correct placement, set a negative pixel_offset variable to have its offset adjusted to the correct placement, or overrode New or Initialize to run its own checks and assignment to pixel_x and pixel_y!
Inventory: Table of various paths, related paths, and the adjustments they used
Unfortunately, untangling /obj/structure/sign is going to be another major headache, and this has already exploded in scope enough already, so we can't get rid of the get_turf_pixel call just yet. This also doesn't fix problems with the special 2x1 /obj/structure/sign/barsign.
Some non-wall items have been made to use the new MAPPING_DIRECTIONAL_HELPERS as part of the directional cleanup.
tl;dr: All wall mounted items and some directional objects now use the same direction that they were labelled as. More consistent directional types everywhere.
Why It's Good For The Game
fml
Changelog
cl
refactor: Wall mounted and directional objects have undergone major internal simplification. Please report anything unusual!
fix: You can no longer stack an indefinite amount of Intercoms on the same wall.
fix: Defibrillator Mounts, Bluespace Gas Vendors, Turret Controlers, and Ticket Machines are now considered wall items.
fix: Wall mounted items on top of the wall now consistently check against other items on top of the wall, and items coming out of the wall now consistently check against other items coming out of the wall.
fix: The various directional pixel offsets within an APC, Fire Extinguisher Cabinet, Intercom, or Newscaster have been made consistent with each other.
fix: The pixel offsets of Intercoms, Fire Alarms, Fire Extinguisher Cabinets, Flashers, and Newscasters have been made consistent between roundstart and constructed instances.
fix: Constructed Turret Controls will no longer oddly overhang the wall they were placed on.
qol: Defibrillator mounts now better indicate which side of the wall they are on.
fix: Some instances where there were multiple identical lights on the same tile have been fixed to only have one.
/cl
* [MDB IGNORE] dir sanity, primarily on WALLITEMs
* apc directionals
* bluespace vendor fix
* defib fix
Co-authored-by: esainane <esainane+github@gmail.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
* You can unpack bibles into new altars of the gods (#62234)
* You can unpack bibles into new altars of the gods
* fix to a thing i caused before i screw things up
* balloon alert
* Update book.dm
* Revert "Update book.dm"
This reverts commit 4c6483a7a4efc1eb940cbd120838eade7d7ec784.
* You can unpack bibles into new altars of the gods
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed
* Fixing conflicts
* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)
* Removing more lingering rad armor (woo)
* Damnit powerarmors
* Bye bye rad collectors!
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* The start
* More work
* firing modes
* Now displays ammo type when swapping and examining
* code refactoring
* replaces a bunch of code
* custom medicell text
* Update emitter.dm
* removes some testing stuff that isn't needed anymore
* repaths medicells
* This bothered me
* now uses conversion kit framework from https://github.com/Skyrat-SS13/Skyrat-tg/pull/8506/files instead of crafting
* Mapping DLC - Random Spawner Pack [MDB IGNORE] (#60522)
First off, I am aware of the Feature Freeze for this month. This PR was initially started in #60401 about a month ago to break the changes into smaller PRs. The end result for this PR is a poor man's attempt at roguelike procedural generation. Enjoy!
Link to the README for how the new spawner system works.
Added the following new random mapping spawners:
pen, crayon, stamp, paper, pamphlet, briefcase, folder, wardrobe closet, wardrobe closet colored, backpack, narcotics, permabrig_weapon, permabrig_gear, prison, material, carpet, ornament, generic decoration, statue, showcase, paint, tool, tool_advanced, tool_rare, material_cheap, material, material_rare, toolbox, flashlight, canister, tank, vending_restock, atmospherics_portable, tracking_beacon, musical_instrument, gambling, coin, money_small, money, money_large, drugs, dice, cigarette_pack, cigarette, cigar, wallet_lighter, lighter, wallet_storage, deck, toy, toy_figure, booze, snack, condiment, cups, minor_healing, injector, surgery_tool, surgery_tool_advanced, surgery_tool_rare, firstaid_rare, firstaid, patient_stretcher, medical supplies, crate, crate_abandoned, girder, grille, lattice, spare_parts, table_or_rack, table, table_fancy, tank_holder, crate_empty, crate_loot, closet_private, closet_hallway, closet_empty, closet_maintencne, chair, chair_maintence, chair_flipped, chair_comfy, barricade, data_disk, graffiti, mopbucket, caution_sign, bucket, soap, box, bin, janitor_supplies, soup, salad, dinner
Removed deprecated wizard trap, vault, and armory spawners.
* Mapping DLC - Random Spawner Pack [MDB IGNORE]
* HNNGH
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton)
* EEEE
* E
* follow the fucking guidelines
* E
* Update CentCom_skyrat.dmm
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Repaths everything referring to "toxins" while actually meaning either the room in science or plasma gas. While this PR might be disrespectful to our forefathers, given this is (I believe) a holdover from as far back as the Exadv1 days, this has constantly irked me since I started working with the code. None of the player-facing stuff has referred to plasma as toxin since before 4407 hit, besides the Toxins Lab, and yet all of the type-paths are still pointing at toxins, making it a nightmare to search for in a map editor, and making the code needlessly easy to confuse with that of toxin damage. So this just fires it into the sun.
Anything relating to Toxins, the science subdepartment, now makes reference to Ordnance instead. This felt fitting enough given the focus of the subdepartment is around the creation of and testing of explosives.
Anything relating to plasma gas has, fittingly, been made to refer to plasma gas.
Edit: Ah yes, I feel I should probably apologise off the bat for the size of this PR- the code touched is mostly atmos machinery and simplemobs, a few sprites here and there, and of course the station maps + a few offstation maps.
Makes the code more legible and makes mapping less painful.
(The payment has been made)
Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Lets construction bags be put in pockets like they were intended to (#60460)
* Lets construction bags be put in pockets like they were intended to
Co-authored-by: jughu <melvin2626@live.nl>
* Fix wallet ID access (#60449)
* Fix wallets ID access
* Refactor id_card code to be simple
* Refactor id_card even further
* Fix wallet ID access
Co-authored-by: Tim <timothymtorres@gmail.com>
* Adds missing space in medical ERT plushie box description (#60238)
* Adds missing space in medical ERT plushie box description
Co-authored-by: aaaa1023 <74441292+aaaa1023@users.noreply.github.com>
* adds a suicide for space helmets, fixes some other suicides (#60173)
* adds a suicide for space helmets, fixes some other suicides
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Pain!
* pain2
* Multitude of fixes
* Update expeditionary_trooper.dm
* Update expeditionary_trooper.dm
* Update expeditionary_trooper.dm
* Auto stash before merge of "vanguard-classes" and "origin/vanguard-classes"
* aaaa
* Update advanced_choice_beacon.dm
* Update advanced_choice_beacon.dm
* Won't pass CI or shit
* ok, close to halfway done
* Shield stuff + proper kits
* code standards? met
* Maps + So much shit
* a single exclamation mark
* better marksmen pouches + cool stuff :)
* Black Mesa + Medic Bone Saw
* Astrum + Mesa (Again)
* Wild West IS DONE
* Clown fix
* Remove
* Sigh
* fucking BONER SAW
* I'm stuff
* chem dispenser
* Minor map edits
* wildwest better + mesa remove nade
* ye this
* Less gamer gear
removed a brhs from astrum and medics don't get two times the night vision
* Final map tweaks
BlackMesa has another barricade to convince HECU not to gamer it up / Astrum has clearer boobytraps / Wildwest has more non-gamer loot, and some additional ammo for the CFA replacement.
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Fixing Energy Gun Weapon Description Runtimes + Miscellaneous Weapon Description Fixes, Take 2 (#59778)
Fixes a runtime issue cause by the possibility of loaded_projectile being null by changing how projectile stats are obtained on energy weapons, and adds a separate line for energy ammo types that deal stamina damage and regular damage to incorporate both damage types
* Fixing Energy Gun Weapon Description Runtimes + Miscellaneous Weapon Description Fixes, Take 2
Co-authored-by: Beatrice <83368538+SpaceDragon00@users.noreply.github.com>
* Allows the detective's and nuke op's holsters to be placed in the suit storage slot of armor vests (#59976)
* single line change that will break everything
* now they work even better
* Trailing comma
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Allows the detective's and nuke op's holsters to be placed in the suit storage slot of armor vests
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Allows Bananas to be holstered (#59917)
Clowntectives can now comically whip out their trusty potassium pistol to brutally feed mimes to death. Or sneak into the detective's office and replace their actual gun with a banana.
Get it, because I call you guys the banana bros all the time?
* Allows Bananas to be holstered
Co-authored-by: death and coding <58394696+thestubborn@users.noreply.github.com>