* Locker Shoving Re-Reloaded (#62618)
* Locker Shoving Re-Reloaded
The signals here were weird, converted them to connect loc. I did my best to make sure behavior matched what
existed pre arcane pr
Unshat shove code considerably, believe it or not it used to be worse.
* Locker Shoving Re-Reloaded
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Locker based combat, evolved. (#60000)
* Locker bullying, reloaded.
* Start work on refactoring the whole gosh damn thing
* I'm stuck.
* Checkpoint
* Restart work: Lets get this scrap to compile
* Workin on it, having to swtich back to walls project
* Revert "Restart work: Lets get this scrap to compile"
This reverts commit baa1814fd1ed2c86f2009a54a90d9306264762fc.
* Compiles (Check), Signals are backwards (Fix)
* 90% complete yet again I have grown powerful
* I HAVE GOT IT WORKING PERFECTLY
* Removes a small part of commented code
* Perfection*
* Locker based combat, evolved.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@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>
* Makes turfs persist their signals, uses this to optimize connect_loc (#59608)
* 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
* Makes turfs persist their signals, uses this to optimize connect_loc
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Adds set_density()
Fixes one instance of a duplicate density assignment on an object.
Comments two hacky usages of density which will have to forgo using the setter for now.
Lets us append code to the event of density changing.
Pretty sure this is leading up to some multitile object thing -Lemon
Co-authored-by: Rohesie <rohesie@gmail.com>
* Adds Neon Carpet (#59140)
Adds a couple varieties of neon carpet.
Makes decals care about their plane in addition to their layer.
* 0
* A
* a
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Some associated move fixes (#59299)
* Moves the loc assignment for null doMove target locations to before exited() is called, making it consistent with other uses of the proc, and fixing a harddel caused by deleting something inside of an open storage component. The component assumes that the removed object has already exited its contents, and so readds it to the screen, causing PAIN
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* Some associated move fixes
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* (code bounty) refactors all uses of Crossed() and Uncrossed() into signals sent to loc, tracked by connect_loc
* WHEW THAT WAS EASY
* Update ammo.dm
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Fixes bitwise flag negation errors. (#58870)
These have been in the codebase for many years. Love, ZeWaka
* Fixes bitwise flag negation errors
Co-authored-by: ZeWaka <zewakagamer@gmail.com>
* fixes stuff made with bronze sheets deconstructing into tiles or not being able to make bronze golems (#58708)
* fixes poopy bronze tiles sstuff
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Placing a fireman carried person onto a table no longer harms them (#58147)
Previously, clicking on a table with a fireman carried person while not in combat mode would start a do_after(), then harmfully smash the person you fireman carrying into the table. This harmful smash has been replaced by your character merely placing the fireman carried person onto the table, like what happens when you click on a table while not in combat mode while you have someone in a grab. You can still click on a table with a fireman carried person while in combat mode to perform a limb smash, if you wish.
* Placing a fireman carried person onto a table no longer harms them
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Implements JPS (Jump Point Search) Pathfinding (#56780)
So a month or so ago I wanted to make it so dogs in my dog AI PR could path through doors if they had access, and was told I'd need to improve our pathfinding efficiency if I wanted to use full pathfinding for them. Thus, enter JPS, a pathfinding algorithm that allows for massive timesavings in systems with uniform cost grids like ours. This code is still fairly rough and needs polishing, but it's fully functional and already shows massive savings over traditional A*! I plan for this to replace A* as our default pathing method, but I'll leave the A* code in place in case someone ever needs it for whatever reason, like if a specific case needs variable cost pathing.
Note that this allows for diagonal pathing instead of the cardinal pathing our A* uses right now, and the current version of the code costs the same to move diagonally as it does to move laterally, which may change later. There's also a lot of dummy/test code in right now in general, but you should still be able to test it out for yourself by spawning a bot like a medibot and using your PDA to summon it.
Preliminary Profile Results
A preliminary profile is available here. Using one medibot by itself on Metastation, I generated a list of 500 random blob spawn points around the station, gave the medibot all access, then let each algorithm tackle the list. The old A* algorithm took a total of 86 seconds to complete the list and processed 978065 nodes, while JPS took a total of 46 seconds and processed only 100062 nodes, for a 47% decrease in total time and an almost 90% decrease in nodes processed!
Why It's Good For The Game
Significantly cheaper pathing, which will very much come in handy for the AI datums I'm looking to dig into, what's not to like?
* Implements JPS (Jump Point Search) Pathfinding
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* renames metal sheets to iron sheets
* Merge branch 'master' into upstream-merge-56643
* yay metal
* Update DeltaStation2_skyrat.dmm
* a
* Update CentCom_skyrat_z2.dmm
* a
* a
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* You can no longer kidnap ghosts with a moving table (#56614)
* You can no longer kidnap ghosts with a moving table
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Monkey Martial Arts (#55583)
Moves martial arts to mob/living and lets monkeys use them.
Monkeys have got arms so they should be able to do cool martial arts.
* MMA
Co-authored-by: Jack LeCroy <3073035+jacklecroy@users.noreply.github.com>
* Wooden tables now obey The Law of Conservation of Mass (#56156)
## About The Pull Request
Fixes Issue https://github.com/tgstation/tgstation/issues/56152 making wood tables deconstruct at they should be.
Bug vivisection:
Okay, see here? This is the proc for creating a table, we can introduce three arguments. One of them is _buildstack. _buildstack overrides Buildstack on initialize, a variable used for storing the type of raw "ore" that the table is supposed to drop in deconstruction. Here is supposed to be null unless we want to override the buildstack with another ore.
```DM
/obj/structure/table_frame/proc/make_new_table(table_type, custom_materials, _buildstack)
var/obj/structure/table/T = new table_type(loc, _buildstack)
T.frame = type
T.framestack = framestack
T.framestackamount = framestackamount
if(custom_materials)
T.set_custom_materials(custom_materials)
qdel(src)
```
What happened? The proc for building a wood table from a wooden frame, shown below, passed the "type" variable, used for storing the type of table_frame, as a _buildstack argument to the make_new_table proc. This overrides the buildstack variable of the final wooden table, causing it to drop a wooden frame as it was an ore on deconstruction.
```DM
/obj/structure/table_frame/wood/attackby(obj/item/I, mob/user, params)
[...]
if (toConstruct)
if(material.get_amount() < 1)
to_chat(user, "<span class='warning'>You need one [material.name] sheet to do this!</span>")
return
to_chat(user, "<span class='notice'>You start adding [material] to [src]...</span>")
if(do_after(user, 20, target = src) && material.use(1))
make_new_table(toConstruct, null, type)
```
This is funnier (not very much, to be honest) when we consider that deconstructing with a screwdriver would drop a frame normally, causing it to drop two frames. We could repeat this ad nauseam, essentially cloning wood frames in place as we pleased.
So TL;DR: this is another of those simple but hard to hunt bugs that would be prevented with testing and a null on its right place.
* Wooden tables now obey The Law of Conservation of Mass
Co-authored-by: Manybones <miguelbasket1@gmail.com>
* pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)
Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big.
If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self.
Pass flags:
Pass flags handling now uses an atom variable named pass_flags_self.
If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default.
This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why.
LETPASSTHROW is now on pass_flags_self
Projectiles:
Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake
Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future).
I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP.
Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful.
scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it.
scan_moved_turf() (WIP) will be used for handling moving onto a turf.
permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around.
A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things.
Movement types
UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping.
Why It's Good For The Game
Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general.
Fixes penetrating projectiles like sniper penetrators
This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)
* pass_flags handling refactor + rewrites a part of projectiles for the n-th time
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
* Standardizes attack chain signal returns and fixes a tk bug (#54475)
The attack chain is a bit of a mess, and the introduction of signals hasn't helped in simplifying it.
In order to take a step into untangling this, I re-ordered the attack signals to no longer be by source type and instead to be grouped more modularly, as they are all members of the attack chain and function similarly. They all share the trait of potentially ending the attack chain via a return, but had several different names for it. I joined it into one.
Additionally, fixed a tk bug reported by @ Timberpoes by adding a signal return check at the base of /mob/proc/RangedAttack
Lastly, removed the async call of /datum/mutation/human/telekinesis/proc/on_ranged_attack, which was added as a lazy patch to appease the linter complaining about a sleep on a signal handler (namely in /obj/singularity/attack_tk). Fixed the problem using timers.
Also cleaned some code here and there.
* Standardizes attack chain signal returns and fixes a tk bug
Co-authored-by: Rohesie <rohesie@gmail.com>
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>
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)
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
cl
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
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Icon smooth refactor (#52864)
bitflag list construct added: an associative list of bitflags for cheap and quick element comparison between two lists using the same system.
canSmoothWith list turned into a bitflag list.
smoothing_groups list added to substitute the type path list.
smoothing procs turned into atom procs, refactored and optimized a bit.
smooth directions redefined in order to fit in 8 bits for a future smoothing system
some variable names changed, foreseeing a second smoothing system
SMOOTH_OBJ flag added, for things that need to scan turfs for smoothing. The old locate() optimization has the risk of returning false negatives by finding a child and returning null while there might be one of the wanted type as well, as it doesn't match the type exactly.
SMOOTH_TRUE and SMOOTH_MORE condensed into SMOOTH_CORNERS. The old behavior can be replicated using smoothing groups without loss.
Does very minor code cleanup.
Processing-wise didn't find a noticeable difference. The system loses on init a bit by setting the bitflag_lists, and by scanning whole turf contents for object smoothing (increasing accuracy), and gains by making less checks per target to smooth, through the same bitflag_lists.
Memory-wise there should be a small improvement, given that on the old system we had 63512 canSmoothWith lists (a few typelists, most unique), and on this new system canSmoothWith + smoothing_groups are both bitflag_lists from the same pool, totaling 46 in number.
Could be tested a bit to see if I missed any icons not properly smoothing.
* Icon smooth refactor
Co-authored-by: Rohesie <rohesie@gmail.com>
* RCD Additions + Cyborg RCD Upgrades (#52018)
* adds directional window setting for normal grille window mode
adds furnishing upgrading to the rcd for chairs, stools, tables, and glass tables
both of these new introductions have their direction based on where you are facing when the timer for the build finishes
* adds the luxary rcd cargo pack with a loaded rcd, all 4 upgrade disks, and 3 extra compressed matter cartridges
* adds the furnishing upgrade to the techwebs
allows cyborgs to install rcd upgrades except silos
allows loading of metal and matter into the rcd by simply clicking on the thing you want to insert
lowers price of the cargo pack and removes the silo upgrade
adds banned upgrades var to the rcd
* you can now create windoors and deconstruct them as well
you can now deconstruct tables
doubles the price of the cargo pack for rcds
* removed cargo pack
* changes define to bitshift flags
moves matter addition to rcds to a proc on sheets
* matter amount is now a stack variable
* RCD Additions + Cyborg RCD Upgrades
Co-authored-by: Whoneedspacee <yougotreallyowned@gmail.com>