Commit Graph

7410 Commits

Author SHA1 Message Date
tralezab
4e041ce765 The Link to the Changeling Hivemind has been Reestablished (#70193)
Readds the changeling hivemind, but in a simplified form.

    There is no linglinking. It was rarely used and imma be real with you, stupid.
    Hivemind isn't an unlocked ability, it is just a default.
    Bz still mutes lings
    Fallen changelings now get an agonizing message about being locked out. We love fallen changeling flavor
    Changelings have their Honorific names back! Hello, Mr. Omnicron!
    This does NOT readd changeling team objectives, or really anything encouraging teaming beyond the hivemind itself.

    I think antagonists have generally lost a lot of power versus the station, and this is one big way to pump up the heat for this antag in particular. Changelings, given an ability to possibly team up, are much MUCH scarier.
    One reason it was removed years ago was because teaming was too often, but back then there were entire gamemodes about changelings having team objectives and many other things to encourage it. I'm bringing us back to a point BEFORE all those design ideas were explored, because I don't think they worked out.

Add information about the changeling hivemind, and the dangers of being turned into a fallen changeling if you get betrayed to the Changeling Antag Info UI

Changelog

add: Changelings once again have reestablished their changeling hivemind, and can secretly communicate between each other.
fix: Fixed up the Changeling UI a bit, like for example some dimmers would never render.
2022-09-29 18:00:23 -07:00
SuperSayu
94cbfb30c3 Various assembly fixes. (#69772)
About The Pull Request

Fixes #69043 assemblies not providing a UI when part of a one-tank bomb. (This doesn't count voice analyzers, which don't have UI)
Fixes #68139 assemblies triggering themselves (and often turning themselves off).
Fixes timers ceasing to loop if the timer is set to less than the 3-second anti-spam threshold.
#69335, #68733 signalers occasionally runtiming due to qdel'd weak reference datums. Already addressed by another PR
Proximity sensors and mousetraps work on more wire datums, but proximity sensors are still buggy.
Igniter-sensor pairs can detonate fuel tanks properly, including plumbed fuel tanks. Fuel tank explosions scale with how much fuel is in them; this is slightly nerfed from existing values.

The fuel tank detonation code has been made generic, but other reagent dispensers have rigging turned off. If turned on with a varedit, you can rig and detonate water and other reagent tanks. Reagent tanks can theoretically both explode and spread reagents if it should happen to contain both welding fuel and other stuff. I have not actually tested this part of it, but I have detonated both water tanks and fuel tanks and each works correctly.

In making mousetraps work on wire datums, I had the opportunity to make it so that you could place a mousetrap in a door's wire and it would activate when someone passed through the door (useful to bolt a door open when someone authorized goes through, for example). This is a fun mechanic but does not make sense for a simple mousetrap to be so powerful, so it is disabled. Ideally, you could put the laser tripwire in a door's wires to do the same thing, but that would be a massive rework. Mousetraps still work in on-found mode for all wire datums, and will work on items with wiring datums (like C4 and chem bombs) when stepped on.

The signaler runtimes were a result of weak_ref datums being deleted, and the communications system not handling that. It's probably not ideal to run null checks in the post_signal loop, but I am not going to worry about it.

Many of the assemblies were not properly registering when the assembly holder was attached to an item. This was most important for proximity sensors, but that also has other problems that I haven't been able to track down.

The problem with UI not appearing was a result of the transition to TGUI however long ago that was; the proc that assures TGUI that you have the right item needed to be aware of one-tank bombs and similar, or else when you pass along an interact request it says "but you can't see it" and ignores you.
Why It's Good For The Game

Bugfixen.

The thing with the reagent dispensers only got this complicated when I realized that the plumbed fuel tank variant wasn't a subtype and therefore couldn't be rigged. And then... I basically just scaled it because the flat scale no matter the contents of the tank offended me. You could wrench open tanks, drain them entirely of fuel, rig them, and they would still go off like a pile of dynamite.

I used to have code in my branch that turned chem bombs into variants depending on the trigger, with mousetraps being mines for example. That's honestly the main reason I went out of my way to make mousetraps work better as assemblies. I could wish it were better supported, but mousetraps on grenade wiring will have to do for now.
Changelog

cl
balance: Welding fuel tank explosions have been scaled slightly down and require the fuel tanks to actually be full of welding fuel
fix: You can detonate welding fuel tanks with an igniter-sensor assembly
fix: You can reach your one-tank bomb's assembly controls by activating the item in your hand.
fix: Certain assemblies should no longer turn themselves off.
fix: Clumsy fools handling a mousetrap-based multi-part assembly may set it off by accident
/cl
2022-09-30 13:07:02 +13:00
Y0SH1M4S73R
9317472c29 Fixes a runtime when the MC invokes a varedited callback synchronously (#70172) 2022-09-29 14:23:30 -07:00
Tim
893604fda7 Fix psicodine to suppress all phobias (including claustrophobia and nyctophobia) (#70183)
Add TRAIT_FEARLESS to claustrophobia and nyctophobia
2022-09-29 10:45:33 -07:00
John Willard
dafbcf29bd Prosthetic surgery now checks if you can attach the bodypart (#70157)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-09-27 22:30:24 -07:00
GoldenAlpharex
4cf6151ee7 Fixes the skill cape drop pod's murderous tendancies (#70154)
Fixes the skill cape drop pod yeeting people's organs on impact
2022-09-27 16:56:39 -07:00
John Willard
243231eb48 Properly checks flags with & instead of == (#70130)
* Makes flags properly check themselves

Byond ref: https://www.byond.com/docs/ref/#/operator/&
Basically, flags should use & instead of ==
We can have more than 1 slot on any item, so it's preferred that we do this instead. Even if it doesn't immediately fix any problems, it's something that should be the standard anyways to prevent it from ever being a problem.

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-09-27 21:51:45 +00:00
tralezab
1810b85553 Heretics cannot be converted, and are immune to cult stun hands. Instead, the cult is rewarded for sacrificing them with the bloody bastard sword, an oversized SPIN2WIN funblade. + Soul Stealing Fantasy Affix (#69725)
About The Pull Request

Heretics can no longer be converted to a cult, as they follow their own Forgotten Gods.
Instead, Nar'Sie will reward the cult for managing to sacrifice one, with the bastard sword.
The bloody bastard sword has been cleaned up codewise and all that. Because it is a free reward instead of a (removed) progression mechanic of cult, it swings just a bit slower during the spin and doesn't have a jaunt. It's still a !fun! swinging sword of hilarity and death.
BLOODY BASTARD https://www.youtube.com/watch?v=ukznXQ3MgN0
Fantasy weapons can now roll "soul-stealing" weapons. They, on killing something, capture its soul inside the item.

    Add fail conditions that instantly end a spin2win, ala how 

    Mimes can now hold a baguette like a sword by right clicking it #69592 works

Why It's Good For The Game

Bloody bastard sword was fun, it made no sense that heretics were valid converts when they're already worshipping a DIFFERENT evil god granting them powers. Should be in a good spot as a nice little antag to antag special interaction. I fucking love antag to antag special interactions, we should have more of 'em

Fantasy affixes are always a neat thing to throw a new component into
Changelog

cl
add: Heretics can no longer be converted to cult. But sacrificing them is very valuable to Nar'Sie, and she will grant special weapons if you manage to do so.
add: Fantasy affixes can also include soul-stealing items!
/cl
2022-09-28 10:24:04 +13:00
LemonInTheDark
23bfdec8f4 Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) (#69115)
About The Pull Request

I've reworked multiz. This was done because our current implementation of multiz flattens planes down into just the openspace plane. This breaks any effects we attach to plane masters (including lighting), but it also totally kills the SIDE_MAP map format, which we NEED for wallening (A major 3/4ths resprite of all wall and wall adjacent things, making them more then one tile high. Without sidemap we would be unable to display things both in from of and behind objects on map. Stupid.)

This required MASSIVE changes. Both to all uses of the plane var for reasons I'll discuss later, and to a ton of different systems that interact with rendering.

I'll do my best to keep this compact, but there's only so much I can do. Sorry brother.
Core idea

OK: first thing.
vis_contents as it works now squishes the planes of everything inside it down into the plane of the vis_loc.
This is bad. But how to do better?

It's trivially easy to make copies of our existing plane masters but offset, and relay them to the bottom of the plane above. Not a problem. The issue is how to get the actual atoms on the map to "land" on them properly.

We could use FLOAT_PLANE to offset planes based off how they're being seen, in theory this would allow us to create lens for how objects are viewed.
But that's not a stable thing to do, because properly "landing" a plane on a desired plane master would require taking into account every bit of how it's being seen, would inherently break this effect.

Ok so we need to manually edit planes based off "z layer" (IE: what layer of a z stack are you on).

That's the key conceit of this pr. Implementing the plane cube, and ensuring planes are always offset properly.
Everything else is just gravy.
About the Plane Cube

Each plane master (except ones that opt out) is copied down by some constant value equal to the max absolute change between the first and the last plane.
We do this based off the max z stack size detected by SSmapping. This is also where updates come from, and where all our updating logic will live.

As mentioned, plane masters can choose to opt out of being mirrored down. In this case, anything that interacts with them assuming that they'll be offset will instead just get back the valid plane value. This works for render targets too, since I had to work them into the system as well.

Plane masters can also be temporarily hidden from the client's screen. This is done as an attempt at optimization, and applies to anything used in niche cases, or planes only used if there's a z layer below you.
About Plane Master Groups

BYOND supports having different "maps" on screen at once (IE: groups of items/turfs/etc)
Plane masters cannot cover 2 maps at once, since their location is determined by their screen_loc.
So we need to maintain a mirror of each plane for every map we have open.

This was quite messy, so I've refactored it (and maps too) to be a bit more modular.

Rather then storing a list of plane masters, we store a list of plane master group datums.
Each datum is in charge of the plane masters for its particular map, both creating them, and managing them.

Like I mentioned, I also refactored map views. Adding a new mapview is now as simple as newing a /atom/movable/screen/map_view, calling generate_view with the appropriate map id, setting things you want to display in its vis_contents, and then calling display_to on it, passing in the mob to show ourselves to.

Much better then the hardcoded pattern we used to use. So much duplicated code man.

Oh and plane master controllers, that system we have that allows for applying filters to sets of plane masters? I've made it use lookups on plane master groups now, rather then hanging references to all impacted planes. This makes logic easier, and prevents the need to manage references and update the controllers.

image

In addition, I've added a debug ui for plane masters.
It allows you to view all of your own plane masters and short descriptions of what they do, alongside tools for editing them and their relays.

It ALSO supports editing someone elses plane masters, AND it supports (in a very fragile and incomplete manner) viewing literally through someone else's eyes, including their plane masters. This is very useful, because it means you can debug "hey my X is yorked" issues yourself, on live.

In order to accomplish this I have needed to add setters for an ungodly amount of visual impacting vars. Sight flags, eye, see_invis, see_in_dark, etc.

It also comes with an info dump about the ui, and plane masters/relays in general.

Sort of on that note. I've documented everything I know that's niche/useful about our visual effects and rendering system. My hope is this will serve to bring people up to speed on what can be done more quickly, alongside making my sin here less horrible.
See https://github.com/LemonInTheDark/tgstation/blob/multiz-hell/.github/guides/VISUALS.md.
"Landing" planes

Ok so I've explained the backend, but how do we actually land planes properly?
Most of the time this is really simple. When a plane var is set, we need to provide some spokesperson for the appearance's z level. We can use this to derive their z layer, and thus what offset to use.

This is just a lot of gruntwork, but it's occasionally more complex.
Sometimes we need to cache a list of z layer -> effect, and then use that.
Also a LOT of updating on z move. So much z move shit.

Oh. and in order to make byond darkness work properly, I needed to add SEE_BLACKNESS to all sight flags.
This draws darkness to plane 0, which means I'm able to relay it around and draw it on different z layers as is possible. fun darkness ripple effects incoming someday

I also need to update mob overlays on move.
I do this by realiizing their appearances, mutating their plane, and then readding the overlay in the correct order.

The cost of this is currently 3N. I'm convinced this could be improved, but I've not got to it yet.
It can also occasionally cause overlays to corrupt. This is fixed by laying a protective ward of overlays.Copy in the sand, but that spell makes the compiler confused, so I'll have to bully lummy about fixing it at some point.
Behavior changes

We've had to give up on the already broken gateway "see through" effect. Won't work without managing gateway plane masters or something stupid. Not worth it.
So instead we display the other side as a ui element. It's worse, but not that bad.

Because vis_contents no longer flattens planes (most of the time), some uses of it now have interesting behavior.
The main thing that comes to mind is alert popups that display mobs. They can impact the lighting plane.
I don't really care, but it should be fixable, I think, given elbow grease.

Ah and I've cleaned up layers and plane defines to make them a bit easier to read/reason about, at least I think.
Why It's Good For The Game
<visual candy>

Fixes #65800
Fixes #68461
Changelog

cl
refactor: Refactored... well a lot really. Map views, anything to do with planes, multiz, a shit ton of rendering stuff. Basically if you see anything off visually report it
admin: VV a mob, and hit View/Edit Planes in the dropdown to steal their view, and modify it as you like. You can do the same to yourself using the Edit/Debug Planes verb
/cl
2022-09-27 20:11:04 +13:00
LemonInTheDark
2d89c7d4d3 Fixes weather sounds (#69944)
* Fixes weather sounds

Timber changed the args to this signal in cbc6f35f54, and didn't update my code.
Damn you timber.

Thanks to that bro in coderbus who told me about this
2022-09-26 20:37:35 -04:00
LemonInTheDark
e5a2b0f16e Micros the lighting subsystem (Saves a second of init) (#69838)
About The Pull Request

Micros lighting objects, and their creation

We save a good bit of time by not walking space turfs adjacent to new objects.
We also save some time with micros in the actual underlay update logic.

I swear dude we spend like 0.8 seconds of init applying the underlay. I want threaded maptick already

Micros lighting sources, and corner creation

A: Corners were being passed just A turf, and then expected to generatecorners based on that. This is pointless.
It is better to instead pass in the coords of the bottom left turf, and then build in a circle. This saves like 0.3 seconds

B: We use so many damn datum vars in corner application that we just do not need to.
This resolves that, since it pissed me off. It's pointless. Lets cache em instead

There's some misc datum var caching going on here too. Lemme see...
Oh and a bit of shortcutting for a for loop, since it was a tad expensive on its own.

Also I removed the turfs list, because it does fucking nothing. Why is this still here.

All my little optimizations save about 1 second of init I think
Not great, but not bad, and plus actual lighting work is faster now too
Why It's Good For The Game

Speed
2022-09-27 09:56:35 +13:00
LemonInTheDark
72a5b79555 Removes overlay queuing, saves 6/7 seconds of initialize. Lightly modifies stat tracking macros (#69696)
* Removes overlay queuing, saves 6/7 seconds of initialize. Lightly modifies stat tracking macros

So we have this overlay queuing system right? It's build with the assumption
that the "add to overlay list" operation is real expensive, and is
thus useful to queue removals or additions.

It turns out that it just isn't, at least during init. In my testing the
operation of queuing took LONGER then the actual overlay add/remove did.

That's ignoring the cost of the subsystem's work.

I've also modified part of the stat tracking macro, since it took a good
bit of cpu time, and didn't seem to well, do anything. So far as I can
tell it always evaluates to 1
2022-09-26 08:46:46 -07:00
Rhials
ee697f25af Refactors the Heart Attack event. Adds a new related achievement and admin setup. (#70048)
* So, this moves the "candidate" selection into round_event_control and integrates it into part of canspawnevent. The actual selection is part of a new proc, generate_candidates, which was created so that canspawnevent() and admin_setup() (WHICH OVERRIDES CANSPAWNEVENT AND THEREFORE CANDIDATE GENERATION) don't have to share any code.

The heart attack candidates list is passed down from the event control to the round event. This is used for running a second series of checks via attack_heart(), a new proc on the round event.

The heart attack now fires on every tick, until "attacks_left" reaches zero, which is a value inhereted from the round event control (default 1, modifiable in admin setup).

In attack_heart, the victim pick_weight-ed from the victims (formerly candidates) and is checked to see if they'll be spared from their fate for some special reason. This is so that feedback can be given and smugness can be felt over surviving a heart attack. This check was literally the only thing I wanted to implement in this PR and I ended up rewriting most of the entire thing. Wowee.
2022-09-25 15:32:43 -04:00
Tim
c300c5e90d Fix tongue tied restricting infectious zombie communication (#69840)
* Fix tongue tied communication being restricted with hand objects and adds support for people with more than 2 hands.
* Makes zombie claws 'hand objects'.
2022-09-25 07:30:34 -04:00
Time-Green
ad9090bf59 Adds seethrough component (#69642)
Adds a seethrough component!
Standing behind a big object with this component will make the object transparent:

https://youtu.be/nnyWMJakVtE

And no one else can see it:

And yes you can click through it thanks to the power of plane masters!

Standing behind a tree is a pretty big meme and people will have to either shift right click or bump into you to ever find you. This makes it so much better to implement big objects, since they no longer obscure the tiles behind them
It's also useful for existing big objects, like billboards and the likes

🆑
qol: You can now see through big trees when you stand behind them!
refactor: Adds a seethrough component to make it easier to add big stationairy objects without reducing visibility
/🆑

Info

This is done by sending an override overlay to the user that obscures the normal object and plays an animation.

It registers an ENTERED signal on specific turfs. Those tiles in which it hides stuff is defined as a list of list coordinates, for which I made a global list with some defines. It's really crappy and I'd appreciate some feedback on that
2022-09-24 22:51:57 -07:00
ShizCalev
b3903662a9 Fixes prosthetic limbs quirk not working (#70113) 2022-09-24 23:23:39 +02:00
MrMelbert
45516f4741 Adds macros to help with common set_- and adjust_timed_status_effect uses (#69951)
* Adds helpers for status effect application
2022-09-24 11:04:26 -04:00
Marina
d5b3bcc299 Oops! All prosthetics! Adds -6 quirk with all prosthetic limbs + Icon Tutorial (#69743)
Co-authored-by: BordListian <bordlistian@hotmail.de>
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-09-23 23:39:26 -07:00
san7890
532037aa13 Adds the installed message phrase for voice analyzers to logging (bonus runtime fix) (#70066)
* Adds the installed message phrase for voice analyzers to logging

Hey there,

Sometimes, it's CBT to figure out what exactly made a bomb go off, especially when a voice analyzer is involved. Now, when a voice analyzer is involved in TTV Bomb/Grenade explosions (already logged), it will also output the recorded phrase when present.

To do this, I just span up a quick `isvoice()` macro define to ensure that we would get the variable, and it would just append the message that we were already spitting out into logs. I rewrote how grenade logs currently operate a bit, let me know if I accidentally omitted something critical.
2022-09-22 20:57:05 -07:00
LemonInTheDark
d34fa4c642 Macro optimizes SSmapping saving 50% (#69632)
* 'optimizes' space transitions by like 0.06 seconds, makes them easier to read tho, so that's an upside

* ''''optimizes'''' parsed map loading

I'm honestly not sure how big a difference this makes, looked like small
percentage points if anything
It's a bit more internally concistent at least, which is nice. Also I
understand the system now.

I'd like to think it helped but I think this is kinda a "do you think
it's easier to read" sort of situation. if it did help it was by the
skin of its teeth

* Saves 0.6 seconds off loading meta and lavaland's map files

This is just a lot of micro stuff.
1: Bound checks don't need to be inside for loops, we can instead bound the iteration counts
2: TGM and DMM are parsed differently. in dmm a grid_set is one z level,
   in tgm it's one collumn. Realizing this allows you to skip copytexts and
   other such silly in the tgm implemenentation, saving a good bit of time
3: Min/max bounds do not need to be checked inside for loops, and can
   instead be handled outside of them, because we know the order of x
   and y iteration. This saves 0.2 seconds

I may or may not have made the code harder to read, if so let me know
and I'll check it over.

* Micro ops key caching significantly. Fixes macros bug

inserting \ into a dmm with no valid target would just less then loop
the string. Dumb

Anyway, optimizations. I save a LOT of time by not needing to call
find_next_delimiter_position for every entry and var set. (like maybe 0.5
seconds, not totally sure)
I save this by using splittext, which is significantly faster. this
would cause parsing issues if you could embed \n into dmms, but you
can't, so I'm safe.

Lemme see uh, lots of little things, stuff that's suboptimal or could be
done cheaper. Some "hey you and I both know a \" is 2 chars long sort of
stuff

I removed trim_text because the quote trimming was never actually used,
and the space trimming was slower then using the code in trim. I also
micro'd trim to save a bit of time. this saves another maybe 0.5.

Few other things, I think that's the main of it. Gives me the fuzzy
feelings

* Saves 50% of build_coordinate's time

Micro optimizing go brrrrr
I made turf_blacklist an assoc list rather then just a normal one, so
lookups are O(log n) instead of O(n). Also it's faster for the base case
of loading mostly space.

Instead of toggling the map loader right before and right after New()
calls, we toggle at the start of mapload, and disable then reenable if
we check tick. This saves like 0.3 seconds

Rather then tracking an area cache ourselves, and needing to pass it
around, we use a locally static list to reference the global list of
area -> type. This is much faster, if slightly fragile.

Rather then checking for a null turf at every line, we do it at the
start of the proc and not after. Faster this way, tho it can in theory
drop area vvs.

Avoids calling world.preloader_setup unless we actually have a unique
set of attributes. We use another static list to make this comparison
cheap. This saves another 0.3

Rather then checking for area paths in the turf logic, or vis versa, we
assume we are creating the type implied by the index we're reading off.
So only the last type entry will be loaded like a turf, etc.
This is slightly unsafe but saves a good bit of time, and will properly
error on fucked maps.

Also, rather then using a datum to hold preloader vars, we use 2 global
variables. This is faster.

This marks the end of my optimizations for direct maploading. I've
reduced the cost of loading a map by more then 50% now. Get owned.

* Adds a define for maploading tick check

* makes shuttles load again, removes some of the hard limits I had on the reader for profiling

* Macro ops cave generation

Cave generation was insanely more expensive then it had any right to be.
Maybe 0.5 seconds was saved off not doing a range(12) for EVERY SPAWNED
MOB.
0.14 was saved off using expanded weighted lists (A new idea of mine)
This is useful because I can take a weighted list, and condense it into
weight * path count. This is more memory heavy, and costs more to
create, but is so much faster then the proc.

I also added a naive implementation of gcd to make this a bit less bad.
It's not great, but it'll do for this usecase.

Oh and I changed some ChangeTurfs into New()s. I'm still not entirely
sure what the core difference between the two is, but it seems to work
fine.
I believe it's safe because the turf below us hasn't init'd yet, there's
nothing to take from them. It's like 3 seconds faster too so I'll be sad
when it turns out I'm being dumb

* Micros river spawning

This uses the same sort of concepts as the last change, mostly New being
preferable to ChangeTurf at this level of code.
This bit isn't nearly as detailed as the last few, I honestly got a bit
tired. It's still like 0.4 seconds saved tho

* Micros ruin loading

Turns out it saves time if you don't check area type for every tile on a
ruin. Not a whole ton faster, like 0.03, but faster.

Saves even more time (0.1) to not iterate all your ruin's turfs 3 times
to clear away lavaland mobs, when you're IN SPACE who wrote this.

Oh it also saves time to only pull your turf list once, rather then 3
times
2022-09-22 15:34:10 -07:00
Kapu1178
ab6dcbf4ca Virtual Limbsanity (#69841)
* virtual limbsanity

* remove old file

* indent fail

* dumbassery cleanup

* unlint + tweak

* stop coding while high

* internal screaming

* kill another species dependancy

* make sure it has a default

* makes the unit test actually work

* fix monkeys
2022-09-21 20:07:10 -07:00
Zonespace
7394fd5512 Fixes charging destroying things they shouldn't (#70044) 2022-09-21 10:49:46 -07:00
John Willard
a0442ee002 Removes persistence of items through changing species when not allowed to (#70008)
* Removes persistence of species-restricted items through changing

Makes use of item's mob_can_equip instead of mob's can_equip, making it take the item's restrictions into account.

Also, fixes the inventory's color, so it's properly red when you can't equip such an item, by making it also use mob_can_equip.

Finally, expands the species clothing unit test to take that into account, to prevent it breaking in the future.
2022-09-21 10:32:33 -07:00
ShizCalev
db9a24e0f9 Fixes a bunch of cult abilities not working (#70036) 2022-09-21 10:16:30 -07:00
ShizCalev
feadabf1a4 Moves signal overrride warnings to it's own log file (#70034)
I'm tired of seeing it in the runtime log. If the signals_log file exists, that means something needs to be fixed. Enjoy.

admin: Moved signal overriden stack_trace warnings to it's own log file.
2022-09-20 22:46:07 -07:00
MrMelbert
6baebf47a1 Completely refactors hallucinations, and also adds a few (#69706)
* Refactors hallucinations slightly, organizes them

* Refactors hallucination into a status effect

* Further hallucination proper refactoring

* Refactors battle hallucinations

* Refactors "fake item other" hallucination

* Gets it a bit closer to working state

* Refactors screwydoll and fake alerts

* Refactors fake inhand items

* Refactors a few more.
- Fake death
- Fake messages
- Fake sounds
- Projectiles

* Refactoring delusions, hallucination effects

* Furthering the hallucination status effect
- removes copypaste of hallucination pulses

* Almost finalizes the changeover to status effect

* Last staus effect stuff

* Delusion business

* Airlocks, fire, and more delusion stuff

* Finishes screwyhud. It compiles now!

* Swaps screwyhud over to a grouped status effect

* Removes hal_screwyhud

* Comment

* Bugfixing

* image cleaning

* Get rid of this it came back

* What if I finished this branch?

* Oops

* Messing with the randomness

* Mass hallucination tweaks

* +

* Some more mass tweaks

* Review

* Updates

* Unit tests hallucination icons

* More tweaks

* Move folder

* Another re-name

* Minor tweaks

* Anomaly unity

* Mass hallucination buffs

* t

* Sig

* Merge

* Lints

* Unit test already coming in clutch

* Another failure

* Use named args for cause_hallucination via some define trickery

* Some cleanup

* This is better

* adds some hallucinations

* Oops

* More sounds

* Tweaks

* Some additional documentation

* Flash

* Fixes mass hallucination

* Json changes

* Updates documentation

* Json conflicts

* Makes it work

* Missed that one too

* Helpers

* More signalization (WIP)

* Fixes bump

* Missed a helper use

* Dumb
2022-09-21 01:30:04 -04:00
Watermelon914
452970b35f Fixes FOV exploit with gasmasks (#70017)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2022-09-20 14:29:20 -07:00
MrMelbert
07496cf652 Fixes two status effect related hard deletes (#70026) 2022-09-20 12:23:34 -07:00
John Willard
48bf156206 Removes canuserrotate from simple rotation's screentip (#70002)
Removes canuserrotate from rotation context

Removes the check on whether the user can rotate a chair or not, in the screentip context message.
We shouldn't check to see if a person can or can't rotate a chair or not, they will instead get the feedback when they try to rotate it if they fail, but it's better if the screentip let them know it's a mechanic that exists.
2022-09-19 23:10:09 -07:00
Sealed101
e901881080 Fixes async_fire_ranged_attack failing to get target_mob for targeting body zone (#70001)
* fix var missing passed value in fire_ranged_attack, allowing glockroaches to fire again.
2022-09-19 20:02:38 -04:00
ShizCalev
310d880ceb Makes medibeams more resilient to lag (#69919) 2022-09-17 20:32:23 -07:00
Watermelon914
8606dd6ff0 Fixed USB ports not working (#69920)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2022-09-16 08:01:44 -07:00
ShizCalev
af26d38749 Fixes voice of god runtime when a target resists the command (#69921)
* Fixes voice of god runtime when a target resisted your command and adds a grep to avoid it being a problem again in the future.
2022-09-15 22:19:09 -04:00
san7890
b6900a6d27 Fixes Bread Smite Causing Some Fucked Up Shit (#69853)
* Fixes Bread Smite Causing Some Fucked Up Shit

Hey there,

So basically, when you had the bread smite done on you, you were _just_ added to the contents of the bread. Nothing more. That means that you could pick it up. You couldn't add it to your bag (it would always return back into your hand(?)), but it would create some weird oddities that was just cursed in general. Let's make it so you can't hold the container that you are contained within by giving you HANDS_BLOCKED.

* actually we don't need the named arg

lets get rid of the cursed thing entirely

* removes sanity check

* we do a bit of component trolling

THIS TOOK ME TWO HOURS FUCK YOU

* removes cruft comment

* cleans up code a teeny bit, upgrades to incapacitated

* wait that named arg is still there wtf

* Review Time

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>

* wrong operator and wrong order of operations

* null out the container

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* checks to see if container is qdeld

* weakref time

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-09-15 08:12:31 -04:00
Tim
c8b45b3e99 Add Alt RMB and Ctrl RMB screentips (used for Simple Rotation) (#69726)
* Add Alt RMB and Ctrl RMB to screentips

* Add Ctrl and Alt RMB screentips to defines
2022-09-15 00:45:24 -04:00
Tim
8f59a6dbac Fix plasma cutter or guns that burn not being able to ignite plasma (#69584)
* Plasmacutter projectiles now deal BURN instead of BRUTE
* BURN projectiles now properly detonate plasma and explodables.
2022-09-14 23:43:58 -04:00
Tim
4a61f37418 Planks create barricades on doors/windows and can be crowbarred (#69676)
* Wooden planks can be used on doors/windows to barricade it, using a can_barricade Element.

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2022-09-14 23:39:50 -04:00
ShizCalev
8108c009a4 Slightly rewords customizable reagent holder examine message (#69880) 2022-09-14 10:47:24 -04:00
san7890
0be81785dd Verbose Vote Initiation Feedback Tooltippery (#69763)
* Verbose Vote Initiation Feedback Tooltippery

Hey there,

So basically, the old implementation had it such that when a vote was disabled and you tried to trigger it, you could get a very nice message in your chat explaining why you could not trigger that vote in that moment. HOWEVER, there's a current fatal flaw in this logic:

You can't ever get that to_chat reason as to _why_ this vote is disabled since you can't click the button. I don't know if this ever worked, which is sad, because we had a lot of these nice messages that one would never see. So, let's leverage the power of TGUI and add messages.

The messages are applied per-datum singleton, and are a generic explanation of what the vote does when there is no specific reason assigned to it when the can_be_initiated() proc runs. If it can not be initiated, we change the message to reflect exactly why the player can not initiate the vote. It ends up looking something like this:

In order for this to work well for the restart vote and to lessen the amount of copy-pasting I might have to do, I created a new proc that checks to see if a valid admin is online, and uses that for both updating the message and restarting the server if the vote clears.

* fixes messages not resetting

* removes misleading section

the admin can always restart the server if they wish
2022-09-13 20:40:01 -07:00
GoblinBackwards
974a56b720 Fixes bileworms being unable to act (#69874)
* Makes bileworm AI use weakrefs for targets

* Apply suggestions from code review

* Update code/datums/ai/basic_mobs/basic_ai_behaviors/try_mob_ability.dm

* question mark

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2022-09-13 09:12:34 -04:00
ShizCalev
b5aea612b9 tackle runtime fix (#69849) 2022-09-13 13:02:51 +12:00
Rhials
f7652ad2af Sleeping Carp deflect works once more (#69821)
* Actually passes user in can_deflect in sleeping carp, making it work again.
2022-09-11 20:54:25 -04:00
Marina
fcaa0b24db Alphabetized, fixed spelling error, clarifying event descriptions. Polish (#69707)
About The Pull Request

Alphabetized several long lists of strings so its easier for us to look through them, just code polish, nothing the players would see.

Fixed some minor spelling errors as well.

Clarified door bolt state to be less ambiguous in the door wiring gui.
Originally it would say the door bolts have fallen, and the door bolts "Look up". i dont know about you but that was very not clear for me to read. Like where are the bolts? In the door or the frame? Arnt there bolts on top and bottom? Just didn't make sense to me.

Now it says "Have engaged!" & "Have disengaged"
hopefully that makes the state clearer at a glance.

I also added a small handful of funny texts to some string files. See changelog
Why It's Good For The Game

Well, who doesn't like a bit of polish? Just makes the game a little easier for people.
Also funny text funny text.
Changelog

spelling: improves spelling and adds more flavortext
2022-09-11 21:51:01 +12:00
Rhials
389a8e70d5 Fixes some internal spelling of "auxillary" (#69789)
Today I tried searching for the code related to the auxillary base location remote.

Today I learned that I didn't know how to spell "auxiliary".

Fortunately, I learned that two other people made this same mistake, so I don't feel stupid.

Searching for other common mispellings of the word didn't show anything, and there are only so many ways to spell it wrong.
2022-09-10 17:44:53 -07:00
lizardqueenlexi
be635bd6c0 Fixed a bug that causes sliced food to have significantly fewer reagents than intended. (#69733) 2022-09-08 08:22:04 -04:00
John Willard
253613c1c3 [MDB IGNORE] Shuttle engine code improvement and fixes (#69516)
* A lot of shuttle code improvements

* Makes use of ``as anything`` in many places
* Adds mapload to connect_to_shuttle()
* Renames many vars, including shuttle 'id' var to 'shuttle_id' and engine 'state' to 'engine_state'.
* Engines now weakref their attached ship, and disconnect when unwrenched from it.
* Removes check for force when deleting a mobile docking port, being deleted should still clear your stuff, regardless of being forced.

Because of all the above, I was able to remove a few pointless checks scattered around, like engine's alter_engine_power()

* better comment for port_id

* Fixes Cargo, Arrivals, and Pirate ships.

* Merge branch 'master' into shuttlecode-oh-no

* last few

* fixes the CI

* fixes

* Fixes infinite engines

* Revert "Merge branch 'master' into shuttlecode-oh-no"

This reverts commit 94eba37de9fe3f4a01dc40bb064771b764f379e3.

* trammies

* whiteship tram

* Makes use of ?. instead

apparently this is what weakrefs use, so 🤷

* i hate supernovaa41

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>

* removes lateinit that I never implemented

* adds _ref to weakref var name

* small change to weld time define

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
2022-09-07 11:43:54 -04:00
Pepsilawn
25d60180e3 Logs antagonist datum removal (#69709)
* Logs antagonist datum loss

Logs antag datum loss

* thank you nova

* Moves log_game to log_message

Changes log_game into log_message for individual logging

* Code review

Removes key_name(src)

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>

* Second code review

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
2022-09-06 13:41:07 -04:00
Yaroslav Nurkov
f593efa3de fix xenbio bag (#69518)
A little earlier, it was gone to use bags of xenobiology on reproductive extracts, but now, after this change, the possibility is completely returned.
2022-09-06 10:23:39 -07:00
LemonInTheDark
930c5e635e Moves "catch this var/flag" code from obj/init and datum/new into the types that use it (#69634)
* Optimizes away /obj/Initialize

We were spending like 0.15 seconds just checking for blueprints, obj
flags and network ids
All these things can just be applied where they're wanted, saves time

Oh and I replaced object flags with an emag injector. I'll give it a
sprite and name later I promise

* Requires a GenerateTag() call to set DF_USE_TAG, rather then doing a check in atom New

This is technically harder to use, but I don't really want people using
tags, and it saves 0.15 seconds

* Moves generatetag to /datum

* I am dumb

* Saves 0.5 seconds, makes init emissive blockers actually work

Ok so background. If an overlay is added with add_overlay, and not
"managed" somehow, it will effectively never be removed, because
nothing's tracking it.

Update_overlays uses the managed_overlays list/var (one of those) to do
this.
I'm gonna piggyback off this to make emissive overlays actually like,
respect overlay updates.

Oh and uh, I've saved maybe 0.5 seconds by caching the new emissive, and
not using add_overlay. There's a chance this will lead to overlay
corruption, but since we never readd the flattened, I think we'll be
safe

* Fixes plane not being set right, changes color logic too, since alpha will override past color sets

* Makes it actually work. also makes rand posters update appearance to clear away the overlay, since it shows on right click and looks bad

* Fixes blockers showing as emissives. It turns out alpha sets override the color list we use. Not sure why we pretend to support them

* Makes the injector support traits, adds an amazing sprite
2022-09-06 03:17:17 -07:00
san7890
3b2cf65d59 Rocking The Boat, er, Map Vote (#69561)
* Rocking The Boat, er, Map Vote

Hey there,

A while ago, I spooke (typo intentional) to some other people. One frustration I heard was the fact that people would sometimes sneak through map votes during the very start of a shift, during a high-paced portion, or just as a meme. People in OOC would then flood the vote, putting in any given station. However, if a vote happens 10 minutes in- and the round goes for 70 minutes and not many of the original players are around, then it's not particularly fair to those who have to play next shift on a map they bemoan.

So, we can rock the vote! If a player isn't particularly chuffed with the hand they are given, they can poll the players to see if they want to change the map as well. If rocking the vote goes through, huzzah, you get the ability to vote for the map again. If it doesn't go through: tough luck. You can rock the vote one time per shift by default, and server operators can change the amount of times you can call to rock the map vote at their discretion. Calling to rock the vote either successfully or non-successfully counts as a "call", and when that limit is exceeded: no more calls.

Does this mean that we will only rotate between two maps because pissants will keep rocking the vote until they get what they like? Maybe? I still see people bemoan getting Tram or shit the bed over IceBox, but I think enough people get sick of bread-on-butter to take the server where it need to go. If operators don't really like seeing only two maps play, they can always adjust the config to ensure it doesn't happen.

* makes the grammar grammar

it would be "Rock the Vote vote" otherwise
2022-09-06 11:06:01 +12:00