Commit Graph

274 Commits

Author SHA1 Message Date
SkyratBot
41392561a7 [MIRROR] Suppresses excessive logging that results from fights in the deathmatch (#26955)
* Suppresses excessive logging that results from fights in the deathmatch (#82096)

## About The Pull Request

So this is a PR i have had testmerged downstream for like a month now
because deathmatch SPAMS the hell out of admin logs. This makes doing
admin work kinda annoying when all the useful logs are drowned out by
people trying to smoke each other to death endlessly. I don't know how
bad the problem is upstream, but I'd imagine TG admins would likely
express the same gratitude to have less active logging in game, in the
case something important happens that they need to see.

This should still keep logging things to the actual log files so the
logs will still exist, but this merely suppresses the massive spam of
logs that admins actively see.

## Why It's Good For The Game

Lets admins do their job a little bit better being able to see when
things happen in the logs. Deathmatch logs can be rather disruptive
towards admins.

## Changelog

🆑 SomeRandomOwl
admin: Deathmatch Bombs, Smoke, and Liquid floods are now suppressed in
the logs and will not actively spam admin logs.
code: adds a area flag to suppress logging for floods and bombs
/🆑

* Suppresses excessive logging that results from fights in the deathmatch

---------

Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
2024-03-20 06:35:55 -04:00
SkyratBot
f8b87b994b [MIRROR] Overlay Lighting Color/Intensity Pass (#26825)
Overlay Lighting Color/Intensity Pass

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-03-11 22:26:46 -04:00
SkyratBot
4f53ec2660 [MIRROR] Fixes complex lights not handling moving well, renames lighting defines (#26484)
* Fixes complex lights not handling moving well, renames lighting defines (#81423)

## About The Pull Request

[Fixes static lights not
moving](ffef43c05a)

Worked fine when the owner moved, but if the owner was inside something
else, it would try and trigger an update on the PARENT's lights, which
are obviously not us.

[Renames MOVABLE_LIGHT and STATIC_LIGHT to better describe what they
do](de73a63bd4)

People keep trying to change the lighting system of lamps and it makes
me mad.
I choose OVERLAY_LIGHT and COMPLEX_LIGHT here, I couldn't figure out a
better name for turf matrix lighting. Suggestions welcome

## Why It's Good For The Game

Closes #80005
Hopefully improves understanding of lighting at a glance
## Changelog
🆑
fix: Fixes fancy lights not updating their source location when picked
up and moved
/🆑

* Oh well

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-02-12 22:25:22 +00:00
SkyratBot
9a3fb5c5c1 [MIRROR] FOV is Dead (Long Live FOV) [MDB IGNORE] (#25600)
* FOV is Dead (Long Live FOV)

* Update _megafauna.dm

* Update _vehicle.dm

* FOV Hotfix: Actually offsets gameplane render relays

* removes redundant visual_shadow

* removes GAME_PLANE_UPPER references

* Update mob_movement.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-12-23 17:47:07 +00:00
SkyratBot
558c466b81 [MIRROR] Splits placeontop proc [MDB IGNORE] (#25103)
* Splits placeontop proc (#79702)

## About The Pull Request
I find the proc hard to read honestly. There's no reason we can't split
this into two functions - the secondary functionality is used only once,
in reader.dmm.
## Why It's Good For The Game
Code improvement
Glorious snake case
## Changelog
N/A nothing player facing

---------

Co-authored-by: san7890 <34697715+san7890@ users.noreply.github.com>

* Splits placeontop proc

* Update brass_spreader.dm

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: san7890 <34697715+san7890@ users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-19 10:28:18 -05:00
SkyratBot
1dd5011776 [MIRROR] Adds pathmaps, refactors pathfinding a bit [MDB IGNORE] (#24414)
* Adds pathmaps, refactors pathfinding a bit (#78684)

## About The Pull Request

Implements /datum/pathfind/sssp, which generates /datum/path_map

/datum/path_maps allow us to very efficently generate paths to any turf
they contain from their central point.

We're effectively running the single source shortest paths algorithm.
We expand from the center turf, adding turfs as they're found, and then
processing them in order of addition.
As we go, we remember what turf "found" us first. Reversing this chain
gives us the shortest possible path from the center turf to any turf in
its range (or the inverse).

This isn't all that useful on its own, outside of a few niche cases
(Like if we wanted to get the farthest reachable turf from the center)
but if we could reuse the map more then once, we'd be able to swarm
to/from a point very easily.

Reuse is a bit troublesome, reqiures a timeout system and a way to
compare different movables trying to get paths.
I've implemented it tho. I've refactored CanAStarPass to take a datum,
/datum/can_pass_info. This is built from a movable and a list of access,
and copies all the properties that would impact pathfinding over onto
itself.

There is one case where we don't do this, pathing over openspace
requires checking if we'd fall through the openspace, and the proc for
that takes an atom.
So instead we use the weakref to the owner that we hold onto, and hold
copies of all the values that would impact the check on the datum.

When someone requests a swarmed path their pass info is compared with
the pass info of all other path_maps centered on their target turf. If
it matches and their requested timeout isn't too short, we just reuse
the map.

Timeout is a tricky thing because the longer a map exists the more out
of date it gets.
I've added a few age defines that let you modulate your level of risk
here. We default to only allowing maps that are currently
being generated, or finished generating in our tick.
Hopefully this prevents falling into trouble, but consumers will need to
allow "failed" movements.

As a part of this datumized pass info, I've refactored pathfinding to
use access lists, rather then id cards directly. This also avoids some
dumbass harddel oppertunities, and prevents an idcard from changing mid
path.

Did a few things to the zPass procs, they took args that they did NOT
need, and I thought it'd be better to yeet em.

If you'd all like I could undo the caching/can_pass_info stuff if you'd
all like. I think it's useful generally because it avoids stuff changing
mid pathfind attempt, but if it's too clunky I could nuke it.

Oh also I added optional args to jps that constricts how it handles
diagonals. I've used this to fix bot paths.

## Why It's Good For The Game

Much of this is redundant currently. I'm adding it because it could have
saved hugglebippers, and because I get the feeling it'll be useful for
"grouping" mobs like bees and such.
We're doing more basic mob work currently and I want to provide extra
tools for that work.

https://github.com/tgstation/tgstation/assets/58055496/66aca1f9-c6e7-4173-9c38-c40516d6d853

## Changelog
🆑
add: Adds swarmed pathfinding, trading accuracy for potential
optimization of used correctly
fix: Bots will no longer take diagonal paths, preventing weirdo looking
path visuals
refactor: Refactored bits of pathfinding code, hopefully easier to add
new pathfinding strategies now
/🆑

* Adds pathmaps, refactors pathfinding a bit

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-10-18 03:31:21 -04:00
SkyratBot
58c20a99fb [MIRROR] Basic blob mobs [MDB IGNORE] (#23938)
* Basic blob mobs

* Update blackmesa.dmm

* Modular update

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-09-30 00:15:55 -04:00
SkyratBot
3836aaad45 [MIRROR] basicmob clowns [MDB IGNORE] (#23867)
* basicmob clowns (#78448)

## About The Pull Request

this is a mostly 1 to 1 port of simpleanimal clowns to basicmob clowns
this means they have 1 more brain cell
and they waddle

https://github.com/tgstation/tgstation/assets/70376633/0c5f01c7-fea2-4d8c-9fc1-764c1557e1b8

## Why It's Good For The Game

![image](https://github.com/tgstation/tgstation/assets/70376633/f92c85ea-33f2-4cf3-858f-103c0958ff97)

## Changelog
🆑
refactor: clowns are basicmobs now
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>

* basicmob clowns

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
2023-09-23 14:37:18 -04:00
SkyratBot
3fd2f8134b [MIRROR] Optimization pass focused on foam code (saves about 30% of cpu usage I think) [MDB IGNORE] (#22530)
* Optimization pass focused on foam code (saves about 30% of cpu usage I think) (#76104)

## About The Pull Request

Foam is crummy at high load rn, both because it runs on a low priority
background subsystem, and because it wastes a bit of time.
Let's reduce usage (while speeding up a bunch of other stuff too), and
give it more cpu generally.

[Optimizes reagent processing
somewhat](d409bd4afc)

Turns out most of the cost of foam is the reagents it carries, and the
varying effects they have
I'm doing my best here to optimize them without touching "user space"
too much

That means doing things like prechecking if we're gonna spawn on top of
an existing decal (from glitter, flour, etc), and using that same proc
to also avoid spawning on unacceptable turfs (I had to convert
inheritance to a bitflag system to make this work, but I think that's ok
since we want it imparative anyhow)

It's actually nice for code quality too, since it lets me clean up code
that was using raw locates and weird var pong.
god I wish I had implied types man

[Optimizes foam spreading in its most accursed aspect, reagent
copying](5cc56a64ad)

Holy shit reagent code is a lot.

I'm doing a bunch of small things here. istype in init -> typecache,
removing procs that are called once and loop over a list we JUST looped
over (ph and the caching for reactions in particular)

I am mainly trying to optimize copy_to here, since that's what foam
spams
As a part of this, I removed a pair of update_total and handle_reactions
calls that were done on the reagents we are copying FROM

I have no god damn idea why you would want to do that, but if anything
is relying on the copy proc modifying the source, then that code
deserves to break

Speaking of, I cleaned up handle_reaction's main filter loop a lot,
removed a lot of redundant vars and changed it from a full loop w
tracker vars to an early exit pattern

This meant using a loop label, which is unfortunate, but this is the
fastest method, and it does end up cleaning up the code significantly,
Which is nice

Oh also I made the required_other var function even if there is no atom
attached to the reaction, since I don't see why it wouldn't

This last bit is gonna get a bit esoteric so bear with me

Failing calls (which are most of them) to handle_reactions are going to
be fastest if they need to check as few reactions as possible

One reagent in a reaction's required list is marked as the "primary",
and thus gets to trigger checking it.
We need all the reagents to react anyhow, so we might as well only check
if we have one particular one to avoid double checking

Anyhow, in order to make most calls the fastest, we want these reactions
distributed as evenly as possible across all our reagents.
The current way of doing this is just taking the first reagent in the
requirements list and using it, which is not ideal

Instead of that, lets figure out how many reactions each reagent is in,
then divy reactions up based off that and the currently divvied
reactions

This doubles the reagent index count, and takes the most common reagent,
water, from 67 reactions to I think like 22

Does some other general cleaning in reagent code too, etc etc etc

[Fixes runtimes from the forced gravity element being applied more then
once](941d067611)

I feel like this element should take a trait source or something to make
them potentially unique, it's too easy to accidentally override one with
another

[Removes connect_loc usage in atmos_sensitive, replaces it with direct
reg/unreg](de1c76029d)

I only really used it because I liked the componentization, but it costs
like 0.2 seconds off init alone which is really stupid, so let's just do
this the very slightly harder way

[Micros foam code slightly by inlining a LinkBlockedWithAccess
call](744da3694c)

This is in the space of like 0.05 seconds kinda save so I can put it
back if you'd like, the double loop just felt silly

[Changes how foam processes
slightly](ee5e633e32)

Rather then treating spreading and processing as separate actions, we do
both in sync.
This makes foam fade faster when spreading, which is good cause the
whole spread but unclearing foam thing looks silly.
It also avoids the potential bad ending of foam spreading into itself,
backwards and forwards. This is better I promise.

[Bumps fluid priority closer to heavy eaters, moves it off
background](811797f09d)

Also fixes a bug where foam would travel under public access airlocks.

## Why It's Good For The Game

Saves a lot of cpu just in general, from both init and live.
In theory makes foam faster, tho I'd have to test that on live at
highpop to see if I've actually succeeded or not. Guess we'll see.

* Optimization pass focused on foam code (saves about 30% of cpu usage I think)

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-07-18 16:49:51 -04:00
SkyratBot
6dfe17306c [MIRROR] Pulls apart the vestiges of components still hanging onto signals [MDB IGNORE] (#21738)
* Pulls apart the vestiges of components still hanging onto signals

* update modular

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-06-18 13:18:23 +00:00
SkyratBot
02e3251f84 [MIRROR] Makes gasses use defines [MDB IGNORE] (#21492)
* Makes gasses use defines

* Mirror!

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2023-06-01 15:24:31 +12:00
SkyratBot
b675b52364 [MIRROR] Fixes a runtime from foam in a weird loc / improves the stack trace (somewhat) [MDB IGNORE] (#21046)
* Fixes a runtime from foam in a weird loc / improves the stack trace (somewhat) (#75281)

## About The Pull Request

- Fixes a runtime from foam being created inside plasmamen, instead of
at the plasmamen's loc, from the clown plasmaman suit

![image](https://user-images.githubusercontent.com/51863163/236899740-1d5ccca3-43c4-455b-9bb2-3206ce433df8.png)

- Adds a stack trace for mobs having foam created inside of them
- So, in the past foam would runtime if created in a non-turf at all,
mobs or otherwise. I changed it so it creates a more helpful stack
trace.
- While tackling this, however, I realized that we may want to support
foam in non-turf, non-mob locs? Like closets? That is to say, if you
release a foam reaction while stuck in a locker and it floods the
locker, it would stay in the locker until it is opened, and affect other
people in the locker itself? Unsure, so I left it as an option, albeit
it may not function entirely correctly.
- This may also false-positive in some places, such as a mob within mob.
I'm unsure if it should have its own case, or of it should act like
closets are implied to do above? But that may produce some silent
errors. So eh.

## Why It's Good For The Game

Less runtimes, more intended code.

## Changelog

🆑 Melbert
fix: Fixes a runtime with plasmaman clown suit lube spray
/🆑

* Fixes a runtime from foam in a weird loc / improves the stack trace (somewhat)

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-05-10 00:46:12 +01:00
SkyratBot
9a594755f3 [MIRROR] Renames delta time to be a more obvious name [MDB IGNORE] (#20507)
* Renames delta time to be a more obvious name

* updates to our code

---------

Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:45:43 +01:00
SkyratBot
6f3befe233 [MIRROR] Reagent soup / Soup rework / Stoves - A kitchen expansion [MDB IGNORE] (#20410)
* Reagent soup / Soup rework / Stoves - A kitchen expansion

* fixes that stuff

* puts the range stove on maps that sohuld have it

* fixes some paths that don't exist anymore

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
2023-04-08 13:30:41 -04:00
Gandalf
e4b4d4d3c0 MISSED MIRROR [Lints Against Unmanaged Local Defines] (#20204)
* https://github.com/tgstation/tgstation/pull/74333

https: //github.com/tgstation/tgstation/pull/74333
Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* var stuff

Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* vars

* Update sol_fed.dm

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2023-04-01 01:15:22 +01:00
SkyratBot
308e211295 [MIRROR] Creates short-lived foam (and applies it to the Scrubber Overflow) [MDB IGNORE] (#18065)
* Creates short-lived foam (and applies it to the Scrubber Overflow) (#71850)

## About The Pull Request
Creates a short-lived foam with a lifetime of 1 SECOND instead of the
default 8 SECONDS to address some complaints about the scrubber overflow
event overstaying its welcome.

## Why It's Good For The Game
Fixes #69689
Fixes #71830

## Changelog
🆑 Tattle
balance: the foam used in the scrubber overflow has a lifetime of 1s
instead of 8s
/🆑

Co-authored-by: tattle <article.disaster@ gmail.com>

* Creates short-lived foam (and applies it to the Scrubber Overflow)

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@ gmail.com>
2022-12-15 16:15:18 -05:00
Zonespace
f7c26bbf25 515 Compat (#17465)
* ONLY SKYRAT CHANGES

* ACTUALLY SKYRAT CHANGES

* yolo, revert later

* Update alternate_byond_versions.txt

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2022-11-15 06:59:06 +00:00
SkyratBot
bebe814ebb [MIRROR] Fixes plenty instances of 1-tile foam [MDB IGNORE] (#17414)
* Fixes plenty instances of 1-tile foam (#71132)

## About The Pull Request
All of these from what i heard were supposed to make all foam with range
"4" but most of these ranges were stupidly big so

Fixes 1 tile foam that was apparently not fixed after the foam refactor
in:
AI Upload Foam Dispensers, with a range of "4"
Hygienebot death, with a range of "2"
Clown cars taking damage, with a range of "4" and 25u of space lube.
(henk)
Clown plasmaman envirosuits extinguishment, with a range of "4" and 15u
of space lube. (hunke)
Soap suicide, with a range of "1"
Emagged cleanbots wetting the floor and making foam, with a range of "2"
Firebots when exposed to an atmos fire, firefighting foam with a range
of "3"

![image](https://user-images.githubusercontent.com/70376633/200168492-640b2517-b747-43cd-b45f-c2168a915d63.png)

## Why It's Good For The Game

Fixes #68441
Makes firebots less ass
Also barely-functional code bad, functional code good

## Changelog
🆑
fix: Fixes 1 tile foam in Foam Dispensers,Clown Cars, Hygiene
Bots,Firebots, Soap Suicide, Emagged cleanbots, and the clown plasmaman
envirosuit
/🆑

* Fixes plenty instances of 1-tile foam

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
2022-11-09 02:07:02 +00:00
SkyratBot
ae708cd7b5 [MIRROR] Removes ComponentInitialize() [MDB IGNORE] (#15552)
* Removes ComponentInitialize()

* Fixes a leftover merge conflict marker

* Fixes the oversight that came from the upstream merge skew

* Fixes all of the instances where we used ComponentInitialize() when we shouldn't've been

* Fixes CI being broken because of the HEV suits

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-08-12 19:05:09 -04:00
SkyratBot
24267f7768 [MIRROR] Readds Alien Vore [MDB IGNORE] (#14967)
* Readds Alien Vore

* Update parts.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-07-17 03:54:40 -07:00
Gandalf
de8807eee2 TGUI reset and removal of unticked files and ci suite update (#14677)
* Adds easy to extend custom svg font. (#57717)

Just throw in svgs into tgui/packages/tgfont/icons directory and you can use them in tgui with tg- prefix.

Co-authored-by: Style Mistake <stylemistake@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Update build.js

* Update build.js

* Update build.js

* ew

* more??

* Update validate_dme.py

* Update validate_dme.py

* Delete explorer_gear.dm

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: Style Mistake <stylemistake@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-07-02 01:16:15 +01:00
SkyratBot
35286f5993 [MIRROR] Improves logging for smoke clouds. [MDB IGNORE] (#14156)
* Improves logging for smoke clouds.

* Update robot_upgrades.dm

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-08 02:15:29 +01:00
SkyratBot
a3c0819e80 [MIRROR] Removes (in) smoke and foam reactions [MDB IGNORE] (#13963)
* Removes (in) smoke and foam reactions (#67270)

* Removes smoke and foam reactions

Turns out when you let reagents react in foam/smoke, people put bombs in
them.

This behavior was initially added to just smoke, accidentially in
(56f7ac0c0a) accidentialy (thalpy tried to
make both foam and smoke instant react, but instead made smoke's temporary
holder reagent instant instead. hhhhhhh)

Assuming this was intentional it was then extended to foam in
(1879e2d338)

Basically, we're idiots. Anyway lets just walk this all back to instant
reaction on smoke/foam formation. Hate you people

* Removes another source of gunpowder smoke

Temporal told me about this. Gunpowder uses an ex_act signal as a
starter, and that also counts for smoke objects.

Really don't want instant detonation smoke bombs, so let's just... not
shall we?

* Removes (in) smoke and foam reactions

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2022-05-28 13:54:31 +01:00
SkyratBot
26271d8f69 [MIRROR] Fixes foam spreading through public airlocks and windoors [MDB IGNORE] (#13935)
* Fixes foam spreading through public airlocks and windoors (#67101)

* Fixes foam spreading through public airlocks and windoors

* nova

* Fixes foam spreading through public airlocks and windoors

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2022-05-27 12:45:26 +01:00
SkyratBot
92f9be0898 [MIRROR] Makes smoke react to opening airlocks. [MDB IGNORE] (#13804)
* Makes smoke react to opening airlocks. (#66963)

Makes smoke spread through newly opened airlocks if the cloud has spread past the airlock, but has not completely finished spreading.

More intuitive smoke behavior.
As funny as it is to open an airlock and see nothing but a wall of smoke it's even funnier to open an airlock and suddenly be inside a wall of smoke.

* Makes smoke react to opening airlocks.

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2022-05-22 12:14:23 +01:00
SkyratBot
e416c5b573 [MIRROR] [NO GBP] Jetpack and spacedrift: Fixes and niceties [MDB IGNORE] (#13754)
* [NO GBP] Jetpack and spacedrift: Fixes and niceties (#66628)

* Jetpack and spacedrift: Fixes and niceties

Ok so when I ported spacemovement onto movement loop,
I neglected to port this behavior that existed to support jetpacks.

Basically, if something that lets you move while spacedrifing
completes a move while you're spacedrifting, the
drift should "disable" to let it complete, and then later restart.

I neglected to add support for that, so that's what this does.

There's some other stuff going on here, mostly things to let jetpacks
ignore some of drift's extra behavior, since when a jetpack is not on
stablized, we want both to coexist.

It's a bit of a mess, I'm sorry about that.

Oh and at temporal's suggestion I've moved the visual_delay set from
newtonian move to an istype on the drift component, that was a good
idea, thanks quiet

* Makes dropping a pull while drifting carry the momentum into the pulled thing\

* Adds some extra context to Process_Spacemove, fixes a bunch of stupid
space bugs

It used to be, if you called Process_Spacemove with a direction, it
assumed you were an "action", so a client or mob trying to move in a
direction.

Unfortuantely for it, I needed to be able to use direction to make mob
pull drifting work. So we now actually pass in a second variable
called continuous_move, which tracks if this Process_Spacemove is on
behalf of a continuous move or not

In addition to this, I've added logic to bumping "off" someone to
prevent backbumping if that makes sense, since the bump is in the form
of a newtonian move that's run before the thing that's bumping actually
moves, we need some way to exclude it from holding the other object in
place.

* Adds a jetpack component, uses it to unify all three versions of
jetpacking

I hate you fikou
There were three copies of the same behavior, which made it hard to fix
stuff. Let's just componentize it

* Fixes jetpacks stabalizing even without fuel

This is mildly hacky. The real fix is to do this with events, but I
really don't wanna bend my brain like that. This'll do

* Ensures turn_off always has a user)

* Shut pu

* Bulky drags no longer effect your movespeed in space, fixing a consistency issue between them and all other forms of drags

* Removes some redundant code, cleans up some messy stuff

* Removes redundant safety checking from jetpack code

* see above

* Removes redundant signals

* [NO GBP] Jetpack and spacedrift: Fixes and niceties

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2022-05-20 14:41:47 +01:00
SkyratBot
ef2016732d [MIRROR] Makes smoke and foam attempt to fill the available space. [MDB IGNORE] (#13407)
* Makes smoke and foam attempt to fill the available space.

* wew

* reset

* Revert "reset"

This reverts commit 75be4f934504793ceb5c9bf2f3774dc24517df5a.

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-08 04:01:32 +01:00
Useroth
cca7f8ee4c Some missed mirrors (#13415)
* Refactors firestacks into status effects (#66573)

This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made.

Some fire related is moved away from species(what the fuck was it even doing there) into these as well.
Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient.

Also changed some related proc names to be snake_case like everything should be.

This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good.
Nothing to argue about since there's nothing player-facing

* Hud Image Culling By Z Level: Theft edition (#65189)

* makes hud images only apply by z level

* makes some of the atom_hud procs have better names

* fixes warning with the hud_user list and adds better documentation

* better docs for hud_images

* removes TODOs

* docs for hud_list

* adds support for linked z levels so mobs can see lower ones

* fixes merge conflict and shittily makes only shocked airlocks get added

* adds support for setting images in the hud as active and inactive

* gets rid of unatomic spatial grid change

* maybe i should actually try COMPILING my changes

* fixes merge skew and makes it compile again

* fixes huds refusing to remove from users who changed z level

* improves z level and registration logic

* fixes antag huds not appearing

* Fixes antag huds not properly setting. We now use hud_list in init, so it needs to be set before the new call, not after. Not sure why the use of appearance key was split like this, but none else knows either so none can stop me

* Ensures that hiding a basic appearance also hides the atom's active list too

* Fixes antag huds going poof

Ensures that remove_atom_from_hud will return false if the passed atom
isn't managed by it

This fixes antag huds disappearing randomly, since they assumed that if
the parent call of remove_atom_from_hud returned true, we should delete
ourselves. This is a safe assumption for them to make, since they should
only ever have one atom.

Does kinda bork if we call remove_atom_from_hud in a way that is unsure
if the passed atom is actually in that list. We were forced into doing
this by how atom huds use the qdeleting signal.

* makes basic alternate_appearance's only update themselves when setting their hud image to active and makes them not add themselves to the global huds_by_category list

* fixes mistake with hud_users list being set non associatively (bad)

* as anything in bot path loops

* Fixes merge skew problems

* Makes bot paths non global

This way they can show themselves to only the bot that "owns" them, ya
feel me?

* Fixes huds not showing up sometimes, cleans up some code

Post Kapu's limb refactor, we were calling prepare_huds twice in a human
init call chain. What was happening was this:

call prepare_huds() // Human
I gained a new hud image
I set active hud icons to mirror it
call prepare_huds() // Living
I overwrote the new hud image
I attempted to set active hud icons, which failed because it assumes
this can never happen

*cries*

* Renames add_hud_to_atom to show_to

My hope is this will make understanding hud code a bit easier, by tying
the behavior to a "verb" more closely. Also renamed a few vars

* remove_hud_from_mob -> hide_from

* Nitpicks a few comments

* Whoops/fuck/shit/damn it all/hhhhhhhhhhhh

* Moves check down, improves stack trace a bit

Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>

* small touch-up

* this should do it

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
2022-05-08 03:59:40 +01:00
SkyratBot
6aebab2146 [MIRROR] MODsuit module update: clamp nerf, replacement of holster and pepper spray modules, some tweaks to suit starting modules [MDB IGNORE] (#12783)
* MODsuit module update: clamp nerf, replacement of holster and pepper spray modules, some tweaks to suit starting modules

* Update mod_control.dm

* fixes

* fix2

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-04-18 20:34:32 -07:00
SkyratBot
3a9842d237 [MIRROR] you can now stand on top of metal foam below you [MDB IGNORE] (#12771)
* i want to sleep (#66184)

* you can now stand on top of metal foam below you

Co-authored-by: capsaicin <84609863+capsaicinz@users.noreply.github.com>
2022-04-16 10:11:00 -04:00
SkyratBot
8bc57acde9 [MIRROR] "Actually on second thought and some testing these really aren't as significant as I thought they were" buffs to smoke and foam. [MDB IGNORE] (#12356)
* "Actually on second thought and some testing these really aren't as significant as I thought they were" buffs to smoke and foam. (#65155)

This PR buffs smoke and foam in two ways.

    It increases the hardcap on carried reagent volume for smoke to 1000u. This is on par with foam, which also has a reagent multiplying effect that smoke does not have.
    It permits reactions within both smoke and foam. This could be more dangerous as it could allow for smoke/foam to make more smoke/foam, but these reactions would consume the contents of the smoke and foam so it shouldn't cause too much trouble.

What this means for you.

In all honesty these changes won't make chemical weapons significantly more powerful than their current state.

While you would think that doubling the carrying capacity of smoke would make a significant difference in reality it really doesn't. The vast majority of chemical delivery methods had payload capacities too low to run up against the old hardcap. Of the ones that could only chemical payloads really have the capacity to take full advantage of it and when was the last time you saw an antagonist actually use a chemical payload with smoke? I don't think I ever have. For those still concerned about balance: a smoke mix with a 500u blend of acids optimized for damage deals 52.35 total damage each tick on an unprotected target. The same mix at 1000u deals 53.1 total damage each tick. This is a difference of 1.5%, hardly enough to notice.

On the other hand, the change to make foam mixes allow reactions within the foam would be a massive change..... but reactions have already been allowed within smoke for months now. That's probably been the case since #56019 dropped actually. All this PR does it allow them within foam as well. On that note, after some testing foam is significantly less potent than smoke in this manner for a few reasons. Firstly, foam is blocked by a multitude of common objects that smoke simply isn't: tables, lockers, and crates for a start. Secondly, foam divides the reagents used to make the foam by the range* of the foam when it is initially created. As such it is necessary to cram about twice as much reactant into the foam to get the same effect as the same mix (but smoke) with a lower dispersal range.

First off, the fact that smoke and foam have carry volume hardcaps at all is not well communicated. To my knowledge it is not mentioned anywhere in game or on the wiki. Essentially the only way to figure out that they exists is either to code dive or to build high density smoke chemical payloads and notice that they are somewhat less effective than they should be. I cannot remove the hardcaps entirely so the next best thing is making sure that both hardcaps are in the same place.

Secondarily, I have been enjoying applying delayed-reaction smoke for about a month now and haven't really seen a reason for it to be blocked in foam as well. I would like for other chemists to try to also use delayed-reaction smoke as well because I find it interesting and I'm pretty certain I haven't fully explored what is possible using it. After doing some testing this should not notably effect game balance as foam is significantly less effective than smoke in this manner of application.

* "Actually on second thought and some testing these really aren't as significant as I thought they were" buffs to smoke and foam.

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2022-03-29 01:25:55 +00:00
SkyratBot
17e4f6ad76 [MIRROR] Converts SFX keys into DEFINES [MDB IGNORE] (#11990)
* Converts SFX keys into DEFINES

* fixes and updates

Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-03-11 16:43:39 -07:00
SkyratBot
a74758af0e [MIRROR] Space drifting fixes and cleanup [MDB IGNORE] (#11801)
* Space drifting fixes and cleanup (#64915)

* Fixes infi pushing off something in space

Right now you can just push "into" a dense object forever, and depending
on your move rate, just kinda glide

We can fix that by checking if we're trying to push "off" something
we're moving towards

* Makes pushing off something shift it instantly

Currently if you kick off something in space it waits the delay of the
move to start drifting. Looks dumb, let's not

* Updates backup movement to properly account for directional windows. GOD I HATE DIRECTIONAL DENSITY SHOOOOOT MEEEEEEEEEEEEEEEEEEE

* Uses range instead of orange so standing on the same tile as a directional counts properly, rather then suddenly entering a drift state. I hate it here

* Ensures all args are named, updates implementations of the proc with the new arg

* Space drifting fixes and cleanup

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2022-03-01 06:48:45 -05:00
SkyratBot
f793ec16b9 [MIRROR] Makes extinguisher sprays look nicer [MDB IGNORE] (#11580)
* Makes extinguisher sprays look nicer (#64949)

Rather then sticking around till their 7 second delay, they dissipate
once they finish their movement. This dissipation comes with a fading
and such to make things look nicer.

I've applied the fading behavior to sprays too, since they could also
use the help.

I really hate how things look currently, makes me break out in hives

* Makes extinguisher sprays look nicer

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2022-02-18 23:17:14 +00:00
SkyratBot
b2cc74a77e [MIRROR] Fixes layering issues brought by the FoV PR. [MDB IGNORE] (#11411)
* Fixes layering issues brought by the FoV PR.

* Update code/__DEFINES/layers.dm

* Update code/modules/mob/living/living_defines.dm

* Update code/modules/mob/living/simple_animal/hostile/venus_human_trap.dm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-02-10 02:51:52 +00:00
SkyratBot
c75f5aa8b1 [MIRROR] Adds locked icons, fixes several other icons, and a few other QoL tweaks to Suit Storage Units [MDB IGNORE] (#11331)
* Adds locked icons, fixes several other icons, and a few other QoL tweaks to Suit Storage Units (#64639)

Broken Super_UV icon (big flashing red overlay), no icon to indicate its locked, and unscrewing it straight up broke the whole icon!
That's all fixed, along with some quality of life, including warnings explaining WHY stuff failed...
I even made the super_uv ACTUALLY output black smoke, as the description says it does, because its cool.

Tidies up something that sees more use now that we have MODsuits (and potentially will get them buildable if that other PR goes thru)
The Suit Storage Units now have a Locked indicator on their lights! In exchange, decontamination above safe levels has a slightly different indicator (flashing red/yellow)
SSU gives chat warnings as to why it blocks decontamination (no items/safeties on)
SSU panel/super-decontamination icons work properly now
The SSU super-decontamination also creates a plume of black smoke at the end, as the flavor description said it did.

* Adds locked icons, fixes several other icons, and a few other QoL tweaks to Suit Storage Units

Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
2022-02-08 01:54:14 +00:00
SkyratBot
cd814c127f [MIRROR] Adds an option to generate typecaches as zebras. [MDB IGNORE] (#11330)
* Adds an option to generate typecaches as zebras.

* Update energy_ball.dm

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-02-08 01:54:04 +00:00
SkyratBot
f401290917 [MIRROR] Fixes foam wall error message [MDB IGNORE] (#11234)
* Update effects_foam.dm (#64604)

* Fixes foam wall error message

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-02-02 17:53:09 +00:00
SkyratBot
c9bdba8ae1 [MIRROR] Walls built on metal foam instead of girders revert to metal foam when decon'd [MDB IGNORE] (#11180)
* Walls built on metal foam instead of girders revert to metal foam when decon'd (#64553)

* raises cost of metal from foam

* goes with fikou's idea for metal foam girder_type

* Walls built on metal foam instead of girders revert to metal foam when decon'd

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2022-01-31 23:03:27 +00:00
SkyratBot
5cd52f5028 [MIRROR] Metalfoam structures can now be used as girders to finish building walls. [MDB IGNORE] (#11134)
* Metalfoam structures can now be used as girders to finish building walls. (#64386)

* Foam structures can be used as girders for walls.

* Cleaner ifs

* RIP non iron walls

* Metalfoam structures can now be used as girders to finish building walls.

Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
2022-01-29 23:13:36 -05:00
SkyratBot
af819aab4f [MIRROR] Kinesis Module [MDB IGNORE] (#10815)
* Kinesis Module

* Update security_officer.dm

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-01-20 03:45:22 +00:00
SkyratBot
0acc853c91 [MIRROR] Adds a movement looping system, replaces inbuild procs and spacedrift with it [MDB IGNORE] (#10749)
* Adds a movement looping system, replaces inbuild procs and spacedrift with it (#62567)

* Adds a subsystem to handle automated directional movement, replaces all instances of walk_towards with it. Makes meteors and immovable rods not drift in space, and makes immovable rods more destructive. Note, I've opted not to use byond's method of moving towards something, which is effectively Move(src, get_step(src, get_dir(src, target))) as it's cringe and doesn't make a smooth line. I've replaced it with a autoupdating rise over run setup, read the code for more details

* woop forgot the subsystem

* Documentation, contributing.md entry, and some cleanup

* Makes the moveloop datum more oop friendly, sets us up for a lot of conversions

* Converts the curseblob and walk_away() to the subsystem

* Changes the default for override from FALSE to TRUE

* converts walk() over, still need to add a replacement proc for it, but we didn't actually have anything that used the raw proc

* converts the rest of walk_to() over, nearing the end now

* cleans up some errors

* Fully documents everything, fills in some missing movement types, uses the power of oop to make things cleaner, and typepaths longer

* Finishes the contributing.md stuff

* Done

* Fefaults -> Defaults, can you tell I wrote this at 1AM?

* resolves bubblegum issues

* Roh's suggestions

Co-authored-by: Rohesie <rohesie@ gmail.com>

* Cleanup

* Hey lemon, did you know that Destroy() lives on datums? ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

* Converts over the discrepencies created in my absense

* HAHA FUCK YOU I PAY MY DUES

* Whoops lost some stuff in the merge

* Converts the system from seconds to deciseconds to make dealing with the api more sane

* Some stuff I missed

* Makes movement an inheritable subsystem type, splits the moveloop file into two, one for the subsystem, and one for the datums

* Makes a subsystem that handles directing movers out to other subsystems. It's a bit bad right now, but it's a
good first step. I think I'll move the move loop datum to a lazy var on mobs instead of an assoc list, don't
like lists.

Also makes the movement procs global, I'll move em to the /movement subsystem at some point or something like
that

* Converts the existing uses of the procs over to the new format

* Adds support for subsystem precedence, so a type of A can override type B.
General cleanup, still kinda in debug mode but it's getting better

* I'll admit I'm not too familiar with this, but I think it will work

* Adds starting logic so movement types "pausing" makes any sense
Redoes how waiting is handled to make it based on world.time directly. I don't remember why. I think it's better
this way.

Adds a drifting movement type, moves space drift over to it.
Needs severe work before it's ready, too much info stored and modified on the moving object, see comment
Starts work on making drifting smooth

* Moves almost all space drifting vars over to signals on the movement datum
Properly implements glide size stuff for both the subsystem and the loops. Space drift will be smoother now.
It's not perfect, but it'll work just fine for now

Adds a way to override a client'd mob's glide size mid move, uses it to make entering a spacedrift look right
Adds a way to delay a client move outside of just move_delay, meant to be used for long periods, and setup such
that it doesn't make inputs persist

Adds flags to movement loops, alongside MOVELOOP_OVERRIDE_CLIENT_CONTROL, which blocks client movements while
the loop is firing, and for it's visual delay after

This means you can't exit a space drift until you hit the actual wall. This feels a lot better

Some general logic stuff, move() will return true/false if it succeeded or failed
Adds a stop_loop() proc that's called when a move loop is no longer active

Suck my nuts

* Moves precedence to the loop instead of the subsystem

* Moves drifting into a component, this lets me explictly block input after the move loop ends, so people can't
move the moment they functionally move onto a new tile
This is a bit underdeveloped currently, but that's a problem for another day

Cleans up some uses of move procs, fixes runtimes in metoer and curseblob code
Adds signals for stopping/starting a move loop, sending one for destroy is redundant.
Moves existing event signals from the movable being acted on to the loop itself, makes more sense this way
Makes the move handler return the created loop up the chain so we can register to it
Fixes a logic error in loop contesting code that lead to loops never actually being removed from subsystems
because they didn't know they should be.
Properly changes lifetime from a time to stop, to functionally an amount of moves to complete before stopping
Adds some new signals for pre/post loop process. This is to better tie into components.

I decided I didn't like the idea of tying all functionality to the loops themselves
The loop decides functionally how to move, components or just tied in signals can decide when/when not to move
and can modify properties of the loop

Making a new loop for things like atmos drift, something I'm interested in tackling in the future, seemed silly

* Moves movement procs directly to the subsystem for better namespacing or whatever

* Moves movement packets onto /atom/movable, no longer need the debugging
I've decided to not just put their contents fully onto atom movable, since it makes debugging on live much
harder, can't sdql for them anymore.

Fixes a runtime in meteor code, properly this time
Fixes a logic error in stop_looping
Makes move manager NO_INIT, because well, it doesn't init

* Commits human sin, makes Recover() work properly for movement subsystems

* Fixes immovable rod orbits not always working, they were returning too early in moved and fucking up the var we use to track move count, and thus not sending a signal properly

* Reworks the curseblob to use signals more, and to not use override

* Missed this in the movement ss commit

* Removes override, makes having a higher or equal precedence take its place

* Updates documentation

* Cleans up some unused defines

* Nukes the unused flags option

* Whoops forgot to qdel check

* Removes an unused var I had for client move prevention before I started using a component

* Let's do this properly

* Modernizes meteor code to better match how explosions actually work currently

* Some more cleanup

* Cleans up effect code a little bit
Nukes the effect system's sleep loop, we use movement loops instead
As a part of that, instead of 1 timer per effect spawned, we react to loop failure and make it 1 timer per
effect system
This should reduce the amoumt of slowdown we see after mass lighting break

It's not everything, we're still making a timer per spark effect, but it cuts things down significantly

* Updates explosions to not sleep

* Adds support for modifying a loops delay post process, makes extinguisher code suck less then it does currently, nukes some more sleeps and timer loops

* Converts water tank resin over to move loops rather then sleeps, minor behavior change mind, the cooldown starts on fire rather then on land, but I think that makes more sense anyway

* compile and runtime fix

* Fixes some runtimes, cleans up some code, ensures feature parity when it comes to logging

* Prevents resin foam from space drifting

* Adds support for flags back into the system, I need it for reasons

* Updates move_towards to fix some bugs and resolve some inconsistent behavior, implements a flag that makes a loop's first move start instantly

* Fixes extinguishers not actually transfering any reagents

* Converts sprays to the new system. This does actually minorly change behavior, in that I've changed the order of spray actions from step -> sleep -> wash to step -> wash -> sleep, but I'm not terribly torn up about it because frankly I think it feels better

* Converts grav catapults over to the new system

* Converts trays over to moveloops

* Converts robot streaking to move loops, the other two coming soon

* Compile you won't. Also fixes a behavior issue with oil streaks

* Does directional step_to properly, cleans up the other two streaking types

* Converts step_trigger over, not that it's actually used anywhere. Changes how stoping a move works, you need to explicitly qdel, other the step is just considered to be ignored. This will make life easier later

* Adds a jps movement loop. It's a bit bloaty, id is stupid, but it'll work just fine

* Makes the system support passing in a datum that's just used as extra context for the move. The hope is this makes signalizing things less of an absolute headache

* Begins the conversion of ai movement datums to movement loops

* These two are reasonably simple, only weird thing I'm doing is A: Not allowing target hotswapping, which I hope none is doing, and B: passing the controller into the move loop as extra context so things work properly

* JPS is a bit more complex, partially because the old implementation was a bit weird. 2 major things. 1: I'm dropping what I think was a redundant behavior minimum distance check from the premove bit of logic, since I'm pretty sure it didn't do anything. 2, instead of just stoping the step in an error state like being pulled, we count it against our max move total

* Audit

* Moves most forced movement to the framework, adds some components to make things nicer

* Implements a flag that makes the loop always operate, regardless of precedence and without impacting any other loops

* Moves movement subsystems into the right folder

* Hey potato what if you had two procs that did the same thing and one called the other? Wow it's useless

* Merges slipping and force movement

* Converys conveyors over to the system. It's a bit fragile, but I think it's totally worth it to save the sleep loop

* Precedence -> Priority, cleans up some logic errors, makes priority highest to lowest instead of lowest to highest, straight cleans some code up

* Makes poly and bubbles ignore spacedrift, now that precedence actually functions properly. I'm likely missing cases of this, will deal with it later

* Depression, thy name is linter

* Fixes linter, and hopefully fixes the runtimes in ci too

* Wew

* Sets sprays and extinguishers back to legacy, since people do actually seem to have noticed

* Spelling errors my beloved

Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>

* More detail, moves return descriptions

* Converts transit tubes to the system?

* Adds the glide size modifier. Not honestly sure that this should be default, considering how crummy it makes things look for normal walking, but it's useful as hell here

* Adds a force move in dir template, actual support for fast initial steps (wtf old me) and a helper proc for setting delay

* Cleans up displosal code a bit, I thought about adding it to the system but it would functionally be just 'disposal loops'. Maybe I'll make a template subtype? not sure how I want to handle stuff like this

* Cleans up mob movement a bit

* Let's use the controller's visual delay

* Makes the resin thrower nicer, cries

* Cleans up some comments, replaces an implicit world.icon_size with an explicit one, fixes up a typecheck

* typecache instead of double istype. Can't do much about the !atom/movable, list would be too big I feel

* hhh

* bro wtf

* Documents the why of SS_TICKER

* Puts SSmovement on SS_TICKER. Lets us support tick steps

* Cleans up the charge action. Makes it use moveloops

* Fixes CI? kinda worried that this just got dropped

* Converts disposal pipes to move loops. They stutter a bit more then usual as of now, hoping that's a me thing, if it's not I'ma look at uping the priority of the base subsystem

* Moves the move subsystems off background, puts some on ssticker

* Prevents some things that shouldn't move in space from moving in space

* Documents the general form and usage of the system

* Virgin one vs chad once

Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>

* Removes unneeded check

* Moves appropriate movement subsystems into SS_BACKGROUND. Removes redundant SS_KEEP_TIMINGs

I do want the behavior of SS_TICKER, which at this point is tick based waits, and ignoring overtime when
calculating next fire.
Since honestly, these subsystems should ignore overtime in regards to next fire, the cost of moving A may be
nothing compared to the cost of moving B.

* Makes the MODULUS macro use floor. I knew our coders would never let me down, glad this exists, thanks ninja
Fixes teleporting caused by shitty round() behavior, adds a "you hit your target" case to homing loops

* Converts blood splatters to move loops, that'll do it

Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>

* Adds a movement looping system, replaces inbuild procs and spacedrift with it

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
2022-01-18 00:54:06 +00:00
SkyratBot
65b8082678 [MIRROR] Harddel Fix Pack #42 + Better Live Reftracking Support [MDB IGNORE] (#10639)
* Harddel Fix Pack #42 + Better Live Reftracking Support

* awooga

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-01-12 21:57:49 +00:00
SkyratBot
7554a084ae [MIRROR] Fixes foam and fire plane issues [MDB IGNORE] (#10196)
* Fixes foam and fire plane issues (#63516)

* Fixes foam and fire plane issues

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2021-12-22 15:09:25 +00:00
SkyratBot
c0706f4a41 [MIRROR] Field of View and Blindness improvements [bounty + upstream push] [MDB IGNORE] (#10060)
* Field of View and Blindness improvements [bounty + upstream push]

* Update death.dm

* almost done

* Update fov_handler.dm

* Face mouse when in combat mode, fix

* Fixes the category for the fov admin verb. #63401

* Fixes objects with bad planes and FoV bugs #63412

* pain

* there we go

* face pref

Co-authored-by: Azarak <azarak10@gmail.com>
2021-12-22 14:56:01 +00:00
SkyratBot
a94325afe4 [MIRROR] Replacing more C-style for loops with the faster, traditional ones. [MDB IGNORE] (#9560)
* Replacing more C-style for loops with the faster, traditional ones. (#62908)

* Replacing more C-style for loops with the faster, traditional ones.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-11-19 20:37:13 +00:00
SkyratBot
b6ffb1e31b [MIRROR] Refactor /turf/var/intact [MDB IGNORE] (#9114)
* Refactor /turf/var/intact (#62331)

Turfs have a variable, intact, which conflates three meanings:

    Determining whether there's something that can be pried out, such as directly with a crowbar or indirectly with a tile stack and a crowbar off-hand.
    Determining whether underfloor pieces are visible.
    Determining whether underfloor pieces can be interacted with - by players with tools, through interaction with effects like chemical acid, or foam.

When plating is hit with a stack of tiles, /turf/open/floor/attackby checks whether the turf is intact, and if so, ends the attack chain regardless of whether or not the attempt to hotswap a turf (with a crowbar) is successful or not. However, turfs which want the underfloor to be visible - such as catwalks and glass - set the intact variable to FALSE, and so can be repeatedly placed over one another, as if they were the first tile to be placed over the plating.

This refactors /turf/var/intact into two distinct variables:

    /turf/var/overfloor_placed, for whether or not there is something over plating.
    /turf/var/underfloor_visible, for whether or not the various underfloor pieces should be invisible, visible, or both visible and interactable.

All references to /turf/var/intact have been replaced with an equivalent overfloor_placed or underfloor_visible reference, depending on which check is appropriate. underfloor_accessibility can take one of UNDERFLOOR_HIDDEN, UNDERFLOOR_VISIBLE, or UNDERFLOOR_INTERACTABLE. This prevents cases such as acid foam or tools phasing through glass floors to affect the underfloor pieces underneath, and covers all kinds of unusual, not-wiring-visiblity usage such as Holodeck completeness, Revenant interaction, or station integrity checking.

* Refactor /turf/var/intact

* Thank

Co-authored-by: esainane <esainane+github@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
2021-10-30 00:19:21 +13:00
SkyratBot
230a34588f [MIRROR] modules/atmospherics major cleanup [MDB IGNORE] (#8818)
* modules/atmospherics major cleanup

* E

* E

* 0

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-14 22:44:30 +01:00
SkyratBot
f193b48051 [MIRROR] fixes penetrator rounds phasing through vehicles [MDB IGNORE] (#8657)
* fixes penetrator rounds phasing through vehicles (#61907)

When I gave vehicles the PASSMACHINE flag in #61793 I forgot that penetrator rounds existed leading to them completely ignoring mechs. This time I created a new flag for vehicles, added it to water particle effects, and excluded it from the penetrator rounds.

Additionally this flag has been added to the heretic's phasing ability.

* fixes penetrator rounds phasing through vehicles

Co-authored-by: Invalid <51190031+InvalidArgument3@users.noreply.github.com>
2021-10-07 13:26:48 +01:00
SkyratBot
c23bd1cb8c [MIRROR] every case of initialize that should have mapload, does (#8374)
* every case of initialize that should have mapload, does

* E

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 23:07:53 +01:00