* 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>
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
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#65800Fixes#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
* 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
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
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.
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.
* 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>
We create 2,383 circuit components (on whatever map I was looking at on Sybil at the time, don't know) from USB ports every round, quite pricey. This makes them initialize once when a USB is first plugged in.
About The Pull Request
Caches some vars, merges some statements by abusing x = y returning y. Goes from .53ms per call to .45ms per call, saving over .3s of init time due to its call count.
About The Pull Request
Reorganizes the entire icons/mob folder.
Added the following new subfolders:
nonhuman-player (this was initially just called "antag", but then I realized guardians aren't technically antags)
simplemob
silicon
effects (for bloodstains, fire, etc)
simplemob/held-pets (for exactly that -- I wasn't sure if this should go in inhands instead)
species/monkey
Moves the following stuff:
All human parts moved into species, with moth, lizard, monkey, etc parts moved to corresponding subfolders. Previously, there were some moth parts in mob/species/moth, and others just loose in mob. Other species were similar.
icemoon, lavaland, and jungle folders made into subfolders of simplemob
All AI and silicon stuff, as well as Beepsky et al. into the silicon folder, simplemobs into the simplemob folder, aliens into the nonhuman-player folder, etc.
Split up animal_parts.dmi into two bodyparts.dmi which were put in their respective folders (species/alien and species/monkey)
Code changes:
Filepath changes to account for all of this
Adds a check when performing surgery on monkeys and xenos, because we can no longer assume their limbs are in the same file
Turns some hardcoded statues and showcases that were built into maps into objects instead
Things I'd like to do in the future but cant be assed right now:
Remove primarily-antag sprites from simplemob/mob.dmi (Revenant, Morph, etc.) and put them in the nonhuman-player folder
Split up mutant_bodyparts.dmi into different files for Tizirans, Felinids, monkeys, etc and put them in their own folders. Those may have once been meant primarily for mutated humans but that's now how they're being used right now.
About The Pull Request
Late and atomized version of #67791 with some extra changes.
Changes are:
1 - Anyone with wings will have a +2 tackle offense (same as riot armor or gigantism mutation)
2 - Moths without or burnt wings will have -2 tackle offense (same as dwarfism or clumsy)
3 - Anyone with a lizard tail that is wagging it, will have 1+ tackle defense (same as being fat)
4 - Lizards without a tail will have -1 tackle defense (same as being slightly drunk)
5 - Fly people have a higher chance of breaking their spine after splatting themselves into a window/wall (+6 same as clumsy)
Made 3 new traits and gave them to Lizards, Moths and Flypeople, swapped the old islizard to check for one of these traits instead.
This way it is easier for anyone that reads these species' code to know that they have an unique interaction with our tackling system without having to dig into component code.
And thanks for the suggestion Kapu.
Why It's Good For The Game
This makes Moths have an interesting round start niche as security and push them to behave differently than humans if they decide to opt into tackling.
It is fun to steal flashbangs and exploit the weakness that Moth officers have right now, if moths are better at tackling and more likely to use it, it opens another thing you can exploit when engaging against security.
The breakpoints for tackling are on windows of 2 so while it might look like a lot (Riot suit value), if I gave only 1 for moths they would have a 50% chance of being better than other species while tackling.
Inconsistencies are not interesting on species. It would be quite annoying if plasmamen had a coin toss on being cold resistant or self igniting every time they engage with the system.
The flypeople change is there just because the idea of a Fly officer smacking themselves into a window and breaking their spine is funny.
And as was requested by maintainers, it now checks for anyone with wings and lizard tails for the tackle buff, go have your fun Frankstein builders and Officers that can get Xeno to give you a wing potion.
Changelog
cl Guillaume Prata
balance: Anyone with wings or a wagging lizard tail will have a small bonus to their tacklling offense/defense.
balance: Moths and lizards that lose their wings/tail will have worse tackling values instead.
balance: Fly people don't take splatting themselves on windows/walls easily and have a higher chance to get a bad result from that.
/cl
tweaks the colors on the security modsuit to be lighter, i think i did that on the original pr but it got reverted due to merge conflicts
makes the standard quick carry module have nitrile level carrying instead of latex level
environmental bodybags are now always pressurized
adds medical and security hardlight bags, which are environmental bags you can use to move people through space, security ones can be sinched to prevent escape
adds a medical version of the prisoner capture module, for patient transport, prisoner capture and patient transport now use the medical/security holobags, medical one deploying them faster. when you move too far out of range the holobag dissipates
adds a defibrillator module, extends shock paddles
adds a thread ripper module, this module temporarily rips away the matter of clothing, to allow stuff like injections, surgery, defibrillation etc through it
adds a surgery processor module, essentially a portable surgery computer like borgs have
fixes a bug where you can unwield defibrillator paddles just after starting the do_after to defib onehanded
fixes a bug where the modsuit gps would have a broken name when renamed
This was an oversight that occurred when intents were replaced with combat mode
if(user.a_intent != INTENT_HARM)
return
was never replaced by its combat mode equivalent.
This is relevant today because it makes it impossible to preform surgeries on dead monkeys (you will just butcher them)
Adds the capability of fishing in chasms.
Chasms contain Chasm Chrabs, which are cute little crustaceans you can eat or put in an aquarium.
More importantly, chasms contain everything which has ever fallen into a chasm.
Falling into a chasm is no longer instant permanent round removal... as long as someone is willing to do some fishing, which means your chances of return haven't necessarily increased that much.
Potential rescuers (or people lamenting about how they dropped their necropolis chest into a hole) should also beware, chasm crabs are actually young Lobstrosities and there's a rare but not insubstantial chance that you'll fish one of them up instead, which won't make it very happy.
If you somehow come back to life inside a chasm (generally only likely by being a changeling or some admin interference, but perhaps you have some kind of implant which does it) you'll climb back out again, so holes are no longer a way of disposing of a changeling for good. You think The Thing would be defeated if you threw it down a hole?
Ethereals can't manage this because falling into a chasm causes too much damage and they simply smash on the way down.
add: You can now fish in chasms, and might manage to catch things that careless miners have dropped in there.
add: If your pole is long enough to reach into a deep hole, you might catch crabs.
balance: Changelings can climb out of chasms if you throw them into one.
imageadd: An icon of a nice little crab, who will grow up into something less nice.
add: You can craft fishing equipment from various lavaland materials, so that Ashwalkers can fish up dead miners before you.
add: You can sometimes find worms while digging up tiles, if appropriate for that material.
* Fixes a spurious runtime off the drift component
If a loop is made non active, then we end up allowing for double
applications of the component, which throws errors because the old
component (and it's loop) still exist by that point.
This resolves that
Moves singulo and supermatter dmis into obj/engine, renamed from obj/tesla_engine
Moves Halloween, Christmas, and misc holiday items to obj/holiday
Moves lollipops to obj/food
Moves crates, closets, and storage to obj/storage
Moves assemblies to obj/assemblies
Renames decals.dmi to signs.dmi ...because they're signs and not decals
Moves statues, cutouts, instruments, art supplies, and crayons to obj/art
Moves balloons, plushes, toys, cards, dice, the hourglass, and TCG to obj/toys
Moves guns, swords, shields to obj/weapons
refactor: A bunch of things that used to not do anything (or just fall back on the chest) when targeting a limb that someone was missing will now be far more likely to attack another limb!
* Adds Name to Combustible Flooder Logging
Hey there,
Basically, these logging messsages operated off the name of the parent, which appeared to be a datum of some kind, which caused some null bullshit caused here:
Basically, instead of doing that, let's use the var we create earlier in this proc to actually give us a name. Great!
* actually let's add a period there
* Revert "actually let's add a period there"
This reverts commit 2a5f9e1b990e8105ae6a49ed979977153f6903e9.
* Cow AI improvevments and fixes for tamability and riding, no longer allowing you to grab the cow you're riding, and stopping AI cows from moving while being ridden.
Makes trapdoors player-craftable.
Player-crafted trapdoors have a tiny outline as well as being visible on examine. (Mapped in trapdoors have conspicuous = FALSE by default)
Trapdoors can be made by using a trapdoor kit (crafted via player crafting menu) on openspace.
Trapdoor electronics / assembly can be made via autolathe or engineering lathe.
A preloaded trapdoor remote (optional) can be made by crafting the electronics with a compact remote (from science lathe / circuit lab) and some cable coil.
Also allows unlinking trapdoors via a multitool, decreased trapdoor link range, and made some changes to trapdoor code.
Added change: Trapdoors now don't break with just a crowbar
Why It's Good For The Game
Trapdoors currently can only be added in by mappers and this would allow for a lot of interesting contraptions, while having player-crafted trapdoors be detectable provides some counterplay
Picture
trapdoorlookdemo
Changelog
cl
add: You can now make trapdoors. Craft a trapdoor kit and use it on an openspace tile to make one, then link and activate it with some trapdoor electronics (printable at an autolathe or the engineering lathe) and optionally a trapdoor remote (crafted in personal crafting menu).
qol: You can now unlink trapdoors by using a multitool on them.
balance: Trapdoors now won't break if you just crowbar them. You need to block them from closing, such as with a lattice, cover it up with a wall, or fully destroy the floor tile its on to get rid of them.
/cl
* Makes condiments their own subtype, fixes geese, prepares for merging
* Fixes geese checking drink type instead of edible foodtype to eat gross food.
* Renames foodtype var on drinks to drink_types to prevent above from happening again because it KEEPS HAPPENING. DRINKS AREN'T FOOD!
* Makes Condiments their own subtype of reagent_containers because they don't make any use of being a subtype of food, at all.
* Starts moving things from food to /food/drink subtype in preparation for merging /food/drink with /drink
* fully removes Food subtype
* /reagent_containers/drinks are now /reagent_containers/cup - This is so it's no longer confused with eachother.
* /food/drinks is now /reagent_containers/cup/drinks, so we can keep their special abilities.
* Fixes a LOT of errors with food, which are STILL checking the reagent_containers, despite ACTUAL food being refactored away from it a long time ago.
This doesn't compile yet, but I do want to make sure my progress is well tracked.
* remove copypaste code, changes soda cans
* Removes most copy paste code between the two drinks, moving most stuff to parent whenever needed.
* Made soda cans their own subtype since they didn't share anything with glass bottles anyways.
* Fixes more problems with food/drinks, especially with geese. Geese really were just broken this whole time and no one said a word...
* Removes a snowflake signal, now that both drink types share a common one.
* Adds everything to the .dme
Currently my goal is to get this all compiling, then remove isGlass var by making glass be all glass ones only.
* Moves all icons into a single drinks dmi
I'm not that great at icon stuff, hopefully I didn't forget/break anything.
* Turns juices into their own subtype
This allows us to let them check for type in molotov, to both get rid of a use of isGlass, and so non-glass non-cartons don't show up as 'carton'.
* fixes compile issues, adds updatepaths
* a better updatepaths
* updates the damn maps now
* properly names the updatepath
* how did that get there
* i suck at handling merge conflicts
* how am i this bad
* code improvement and soda fix
* more fixes
* Don't be a timer
Ports from old food bottles to trans the reagents, rather than add a timer to.
* Merge conflicts and fixes bottle smashing
* Bottle smashing is now consistently functional regardless of how much liquid they have in them, when before it would spill first, then smash on the second hit.
* runs updatepaths again
About The Pull Request
span_userdanger -> span_danger
Why It's Good For The Game
I think it's hilarious that it's that big, but it's not necessary. It only makes sense for blind hit alerts which use span_userdanger for nonblind alerts too.
About The Pull Request
Mood was abusing signals and get component pretty badly, so I redid it as a datum to stop this.
Why It's Good For The CODEBASE
Better code pratices, also gives admins easier tools to manage mood
Changelog
cl
admin: Added two new procs into the VV dropdown menu to add and remove mood events from living mobs.
/cl
* Elevators are a bit more friendly part 1
- Emaggable elevator buttons / support for emaggable device assemblies
- Delayed travel between floors
- Elevators can now show a warning sign to areas below while travelling
- Elevators can now optionally wound heavily instead of gibbing
* Adds supoprt for "lift doors"
* Comment tweak
* Splitting these variables
* Functional prototype
* multiz debug
* Elevator button framework
* Unifies these behaviors
* Emergency doors
* Lift button framework
* UI closes on floor change
* Testing changes
* Fix
* UI Tweaks
* Panel works pretty swell
* Minor tweaks
* Move to static
* Bonus tram change
* User experience
* Slight tweak to mapload stuff
* This is silly
* Some UI tweaks, need to update css
* CSS and ui overhaul
* Documentation updates.
* Multi-z lift support
* Multitile lift fix
I added a check for ghost AIs to bypass the payment component. So j*nnies (cringe) can print items from lathes again. Useful in case I forgor the typepath of something and need to print it to remember, or to more forcefully show someone that you can print something at a lathe.