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99ca6be8919668db901b18bf1799a87f33c09701
149 Commits
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5961aa3b53 |
Fixes improper static list declarations + adds grep for it (#87207)
## About The Pull Request I randomly came across a `var/list/static` in the code, which does not actually do what was intended, and thought it was silly. A ctrl+f revealed that this was a fairly common mistake, so I went and fixed all the instances of it I could find. ~~Including one in lighting code, which it looked like they were trying to create a global list to cache generated lighting sheet values for speed, but it was just a normal list that got created each time pointlessly. Now those values are actually being cached (using a global var, because a `static` list was not the right thing to use there in the first place).~~ Nevermind, it seems that this was in fact being cached even if it shouldn't have been, because byond. Just rearranged it there seeing as it works either way. ## Why It's Good For The Game Code that does what it's supposed to ## Changelog 🆑 fix: fixes a bunch of improper static list declarations /🆑 # Conflicts: # code/game/objects/items/kirby_plants/kirbyplants.dm |
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e59d8ba64b | Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b | ||
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bb70889f6e |
TG Upstream Part 1
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff |
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d4ac95a0e1 |
Nobody expects the span inquisition: replaces most <span>s with macros (#86798)
## About The Pull Request 123 changed files and multiple crashes after writing broken regex, I replaced most remains of direct spans with macros. This cleans up the code and makes it easier to work with in general, see justification for the original PR. I also fixed a bunch of broken and/or unclosed spans here too. I intentionally avoided replacing spans with multiple classes (in most cases) and spans in the middle of strings as it would impact readability (in my opinion at least) and could be done later if required. ## Why It's Good For The Game Cleaner code, actually using our macros, fixes borked HTML in some places. See original PR. ## Changelog Nothing player-facing |
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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ef52709343 |
fixes leaper polymorph outbreak (#86559)
## About The Pull Request fixes a bug where if people ride animals that share abilities with their rider, and this animal happens to be polymorphed, players would be able to turn into it by clicking that ability. this pr makes it so riders are unable to use the ridden mob's polymorph ability, or if they are, it will only transform the ridden. ## Why It's Good For The Game closes #85114 , closes #85122 ## Changelog 🆑 fix: fixes being able to transform into polymorphed mobs by riding them /🆑 |
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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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91baa94ac5 |
event based incapicated and able_to_run (#86031)
## About The Pull Request this is a revival of #82635 . i got permission from potato to reopen this, he did almost all the work. i only just solved the conflicts and fixed all the bugs that were preventing the original from being merged (but it should be TMed first) ## Why It's Good For The Game slightly improves the performance of basic mob AI ## Changelog 🆑 LemonInTheDark refactor: able_to_run and incapacitated have been refactored to be event based /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: ZephyrTFA <matthew@tfaluc.com> |
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d2ab513332 |
Reintroducing my PRs that were lost in the wallening revert. (#86439)
## About The Pull Request This PR reintroduces #85759, #85892 and #85894. #85892 has post-wallening arrows, but it isn't a big deal because they fit the top-down or 3/4 style we've for a lot of things. ## Why It's Good For The Game Reintroducing lost features and improvements. Remember to remove the 'Lost in the wallening revert' label from those PRs when this is merged. ## Changelog N/A |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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0f1fced38f |
Icon unit test fixes (#29530)
* Fish
* Revert "[MIRROR] Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). (#29461)"
This reverts commit
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9b5501647c |
[MIRROR] wheelchair + ridden mobs buff (#29462)
* wheelchair + ridden mobs buff (#85222) ## About The Pull Request wheelchairs + mobs that are ridden no longer double their movement cooldown if you moved diagonally ## Why It's Good For The Game this times two multiplier i have no clue why it exists and it apparently seems to only be there to fuck you over if you move diagonally this makes moving in wheelchairs and on ridden mobs slightly easier ## Changelog 🆑 balance: wheelchairs no longer double your movement cooldown if you moved diagonally /🆑 * wheelchair + ridden mobs buff --------- Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> |
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e6e2af8b4c |
[MIRROR] Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). (#29461)
Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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09fae31ecb |
wheelchair + ridden mobs buff (#85222)
## About The Pull Request wheelchairs + mobs that are ridden no longer double their movement cooldown if you moved diagonally ## Why It's Good For The Game this times two multiplier i have no clue why it exists and it apparently seems to only be there to fuck you over if you move diagonally this makes moving in wheelchairs and on ridden mobs slightly easier ## Changelog 🆑 balance: wheelchairs no longer double your movement cooldown if you moved diagonally /🆑 |
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ce0a9c932e | Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). (#85892) | ||
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490ea588e4 |
[MIRROR] Holy skateboard improvement + actually fixing space movement with hoverboards. (#28858)
* Holy skateboard improvement + actually fixing space movement with hoverboards. (#84790) ## About The Pull Request Added anti-magic support for things that mob can buckle to, so that we don't have to add the anti-magic component to the mob riding the holy skateboard but the skateboard itself. Also, made it possible for the holy skateboard to soar space and open space with no support without falling, at the cost of a moderate slowdown. ## Why It's Good For The Game It's a first-time contributor that added this skateboard to the game, and it looked like he couldn't find a solution to some of the issues I brought on in my review. Plus the holy skateboard being usable in spess has some real Space Jesus vibes to it. ## Changelog 🆑 fix: ACTUALLY fixed hoverboards being able to be used in space. balance: However, you can soar space with the holy skateboard. at a slower speed. /🆑 * Holy skateboard improvement + actually fixing space movement with hoverboards. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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7eb93ed00b |
Holy skateboard improvement + actually fixing space movement with hoverboards. (#84790)
## About The Pull Request Added anti-magic support for things that mob can buckle to, so that we don't have to add the anti-magic component to the mob riding the holy skateboard but the skateboard itself. Also, made it possible for the holy skateboard to soar space and open space with no support without falling, at the cost of a moderate slowdown. ## Why It's Good For The Game It's a first-time contributor that added this skateboard to the game, and it looked like he couldn't find a solution to some of the issues I brought on in my review. Plus the holy skateboard being usable in spess has some real Space Jesus vibes to it. ## Changelog 🆑 fix: ACTUALLY fixed hoverboards being able to be used in space. balance: However, you can soar space with the holy skateboard. at a slower speed. /🆑 |
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ba6867eb78 |
[MIRROR] [no gbp] fixes watchers making raptors freak out (#28689)
* [no gbp] fixes watchers making raptors freak out (#84719) ## About The Pull Request i meant for these changes to be station-side only ## Why It's Good For The Game closes #84655 ## Changelog 🆑 fix: raptors don't easily stress out in lavaland environments /🆑 * [no gbp] fixes watchers making raptors freak out --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |
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eb9f43d7ba |
[MIRROR] [NO GBP] Fixes hoverboard being able to be used in space. (#28697)
* [NO GBP] Fixes hoverboard being able to be used in space. (#84533) ## About The Pull Request Apparently I've left out that `isopenspaceturf(A)` returns false on normal (not multi-z) space turfs because they're of a different path. This should fix the fact you can use hoverboards as a substitute jetpacks, which wasn't intended. You can still use them in space if there's lattice/catwalk underneath, or another kind of turf on the z-level below however. ## Why It's Good For The Game Unintended bit from the skateboard buff PR I had made months ago. ## Changelog 🆑 fix: Hoverboards properly dysfunction in space without any kind of support underneath them. /🆑 * [NO GBP] Fixes hoverboard being able to be used in space. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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32aa798d36 |
[NO GBP] Fixes hoverboard being able to be used in space. (#84533)
## About The Pull Request Apparently I've left out that `isopenspaceturf(A)` returns false on normal (not multi-z) space turfs because they're of a different path. This should fix the fact you can use hoverboards as a substitute jetpacks, which wasn't intended. You can still use them in space if there's lattice/catwalk underneath, or another kind of turf on the z-level below however. ## Why It's Good For The Game Unintended bit from the skateboard buff PR I had made months ago. ## Changelog 🆑 fix: Hoverboards properly dysfunction in space without any kind of support underneath them. /🆑 |
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f1f89e5ecc |
[no gbp] fixes watchers making raptors freak out (#84719)
## About The Pull Request i meant for these changes to be station-side only ## Why It's Good For The Game closes #84655 ## Changelog 🆑 fix: raptors don't easily stress out in lavaland environments /🆑 |
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68cb34a2b4 |
[MIRROR] Tones down the settler speeds by a considerable margin (both slowdown and speedup) (#28642)
* Tones down the settler speeds by a considerable margin (both slowdown and speedup) (#84639) ## About The Pull Request Reduces the upper and lower speed adjustments of the Settler's Roughrider trait. ## Why It's Good For The Game I added this to settler as a suggestion from goof, but I promised myself that should this get overused to the point that it is abused on a regular basis, I was putting a bullet straight into the back of its head. Unfortunately, because of this quirk, raptors had to get super nerfed just to account for the extra speed because people wouldn't stop bringing them up to the station to outspeed everyone on foot. People have since moved onto different mounts. This is going to keep continuing, so unfortunately for everyone this can no longer persist. I brought it into this world, and now I'm...limiting it because I would like people to not worry about a quirk ruining the balance of their cool mount additions. ## Changelog 🆑 balance: Settlers are a bit slower on their steeds. /🆑 * Tones down the settler speeds by a considerable margin (both slowdown and speedup) --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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f58287646e |
Tones down the settler speeds by a considerable margin (both slowdown and speedup) (#84639)
## About The Pull Request Reduces the upper and lower speed adjustments of the Settler's Roughrider trait. ## Why It's Good For The Game I added this to settler as a suggestion from goof, but I promised myself that should this get overused to the point that it is abused on a regular basis, I was putting a bullet straight into the back of its head. Unfortunately, because of this quirk, raptors had to get super nerfed just to account for the extra speed because people wouldn't stop bringing them up to the station to outspeed everyone on foot. People have since moved onto different mounts. This is going to keep continuing, so unfortunately for everyone this can no longer persist. I brought it into this world, and now I'm...limiting it because I would like people to not worry about a quirk ruining the balance of their cool mount additions. ## Changelog 🆑 balance: Settlers are a bit slower on their steeds. /🆑 |
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3cc5a0d77c |
station side raptor tweaks (#84306)
## About The Pull Request nerfs on station raptors. now raptors will freak out if hit by an energy gun of any kind, or if they recieve any form of stamina damage (for example from a baton) and will knock their rider off rendering them disabled for a few seconds. im open to other suggestions and feedback ## Why It's Good For The Game i was a bit saddened to learn these are still being brought up station and some being abused for on-station combat as meatshields. they were primarily balanced around the lavaland tower defense minigames which might make them too tanky of a vehicle on station and unfair for whoever has to deal with them. this pr hopefully restores them to only serve their original purpose, which was to be super nieche mining tools ## Changelog 🆑 balance: raptors will now knock off their rider and disable them if hit by any energy projectiles or if they recieve any stamina damage /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> |
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c1d9f688e3 |
station side raptor tweaks (#84306)
## About The Pull Request nerfs on station raptors. now raptors will freak out if hit by an energy gun of any kind, or if they recieve any form of stamina damage (for example from a baton) and will knock their rider off rendering them disabled for a few seconds. im open to other suggestions and feedback ## Why It's Good For The Game i was a bit saddened to learn these are still being brought up station and some being abused for on-station combat as meatshields. they were primarily balanced around the lavaland tower defense minigames which might make them too tanky of a vehicle on station and unfair for whoever has to deal with them. this pr hopefully restores them to only serve their original purpose, which was to be super nieche mining tools ## Changelog 🆑 balance: raptors will now knock off their rider and disable them if hit by any energy projectiles or if they recieve any stamina damage /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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cb7943b601 |
[MIRROR] Settler partially atomized into traits, ashwalkers given some settler traits (#28298)
* Settler partially atomized into traits, ashwalkers given some settler traits * Update declarations.dm --------- Co-authored-by: Joshua Kidder <49173900+Metekillot@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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94cf89f2d7 |
Settler partially atomized into traits, ashwalkers given some settler traits (#84090)
## About The Pull Request So my previous PR was to give ashwalker the settler trait so they'd get some of the benefits of settler (better riding, fishing, and taming) but it was suggested that Settler be atomized into different traits instead. I've done that here. Ashwalkers now get TRAIT_ROUGHRIDER TRAIT_BEAST_EMPATHY TRAIT_EXPERT_FISHER which will, respectively, make them better riders, better tamers, and better at fishing. I also made a small change to the riding code that references riding speed boosts for people with the ROUGHRIDER trait (would, at the moment, only be ashwalkers and settlers) that gives ashwalkers the maximum bonus, to represent their primal connection with the beasts in the area. ## Why It's Good For The Game Ashwalkers are described in the lore as being denizens of lavaland, the same as all the other messed up shit down there. This change brings them in line with that. The improvements to the handling of the settler trait will also open up avenues for expanding or improving on related systems ## Changelog 🆑 Bisar add: Ashwalkers are now better at riding, taming animals, and fishing. code: Behavior for the settler trait has been partially atomized into several traits instead. /🆑 --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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fb286deaed |
fixes riding mobs through space (#83345)
## About The Pull Request this fixes being able to ride all mobs through space, apart from things which actually can like carps ## Why It's Good For The Game fixes being able to ride all mobs through space ## Changelog 🆑 fix: fixes being able to ride all mobs through space /🆑 |
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9076dc9205 |
fixes riding mobs through space (#83345)
## About The Pull Request this fixes being able to ride all mobs through space, apart from things which actually can like carps ## Why It's Good For The Game fixes being able to ride all mobs through space ## Changelog 🆑 fix: fixes being able to ride all mobs through space /🆑 |
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61c379045c |
[MIRROR] lavaland raptors (#27746)
lavaland raptors (#82537) adds raptors to lavaland. these are creatures that have been created through countless xenobiological experiments by nanotrasen to breed an animal that can withstand the harsh conditions of lavaland and aid miners. theres now a new ranch miners can access bottom right to the mining base  this ranch starts somewhat empty as most raptors have escaped containment and are now scattered all across lavaland, u can find them and return them to ur ranch. in order to tame a raptor, u first need to prove to it that ur a capable master. when u try to ride it, a little minigame prompt will pop up  in this game, the bird's icon rapidly changes direction and u have to quickly click the arrow thats OPPOSITE to the direction its facing several times before the direction changes. if you fail 3 times itll knock you off and run away, however if u win it will deem u a suitable master and listen to your orders. There's many different breeds of raptors you can find across lavaland, all with different capabilities: red raptors: these excel at combat and can be very useful for dealing with lavaland mobs or defending the node drone yellow raptors: are very speedy mounts, theyll get u from point A to point B in record time green raptors: they are the tankiest type of raptor and are very good miners. while mounted, they will clear any rock walls in their path purple raptors: can store items in them. they have a decent storage size allowing players to carry more items across trips white raptors: are able to heal other injured raptors. having one in ur party would be very useful as they can nurse the combat raptors back to full health when they need it blue raptors: produce very nutritious milk with healing capabilities. having 1 or 2 of these back at ur ranch would be very useful black raptors: by far the rarest breed, its very unlikely that ull be able to get one of these, but in the case u do, they have the combat capabilities of the red raptor, speed of the yellow raptor, and tankiness of the green raptor. Breeding different colored raptors together can net u an entirely new colored raptor. each breed has atleast 1 guaranteed combination of parents that it will result out of. you will also need to maintain a good friendship bond with ur raptors, this is done by feeding them, grooming them, and petting them. u can see the strength of ur bond by SHIFT clicking them. more hearts indicate a stronger bond  having higher friendship bonds means ur raptors will perform better in combat, and in the case of blue raptors, they will produce more milk. Maintaining friendship bonds with baby raptors and keeping them happy will also encourage them to grow faster U can also analyze raptors using the new raptor-dex device available at ur ranch  the inherit modifiers indicate how strong this raptor's offspring will be. raptors inherit attack and health stats from both their parents, breeding raptors with higher inherit modifiers means the offspring will be stronger. raptors will also inherit some traits from their parents that will change how they will act around u and around other raptors, some of them being: Playful: raptors will play with their masters and tease them motherly: raptors will care for baby raptors, this will encourage baby raptors to grow quicker depressed: means its hard to keep this raptor happy and friendship bonds will deteriorate faster if not given enough care. coward: makes them flee combat if severly injured, ditching u to the wolves trouble maker: makes them attack other raptors at the ranch. however, trouble maker raptors will not attack other trouble maker raptors, instead they will form posses and bully raptors together. it might be a good idea to isolate them from the other raptors raptors primarily consume ores. to feed raptors, you need to place ore into the food troughs at the ranch. they are too civilized to eat ores off the ground or directly from ur hand, they will only eat it if its in their trough  beautiful raptor sprites by spessmenart! (rest are codersprites) adds a new layer to lavaland mobs, and gives miners new interesting tools and ways to tackle the challenges of lavaland. 🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie add: adds lavaland raptors and the raptor ranch /🆑 --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> |
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761b14ef7c |
lavaland raptors (#82537)
## About The Pull Request adds raptors to lavaland. these are creatures that have been created through countless xenobiological experiments by nanotrasen to breed an animal that can withstand the harsh conditions of lavaland and aid miners. theres now a new ranch miners can access bottom right to the mining base  this ranch starts somewhat empty as most raptors have escaped containment and are now scattered all across lavaland, u can find them and return them to ur ranch. in order to tame a raptor, u first need to prove to it that ur a capable master. when u try to ride it, a little minigame prompt will pop up  in this game, the bird's icon rapidly changes direction and u have to quickly click the arrow thats OPPOSITE to the direction its facing several times before the direction changes. if you fail 3 times itll knock you off and run away, however if u win it will deem u a suitable master and listen to your orders. There's many different breeds of raptors you can find across lavaland, all with different capabilities: red raptors: these excel at combat and can be very useful for dealing with lavaland mobs or defending the node drone yellow raptors: are very speedy mounts, theyll get u from point A to point B in record time green raptors: they are the tankiest type of raptor and are very good miners. while mounted, they will clear any rock walls in their path purple raptors: can store items in them. they have a decent storage size allowing players to carry more items across trips white raptors: are able to heal other injured raptors. having one in ur party would be very useful as they can nurse the combat raptors back to full health when they need it blue raptors: produce very nutritious milk with healing capabilities. having 1 or 2 of these back at ur ranch would be very useful black raptors: by far the rarest breed, its very unlikely that ull be able to get one of these, but in the case u do, they have the combat capabilities of the red raptor, speed of the yellow raptor, and tankiness of the green raptor. Breeding different colored raptors together can net u an entirely new colored raptor. each breed has atleast 1 guaranteed combination of parents that it will result out of. you will also need to maintain a good friendship bond with ur raptors, this is done by feeding them, grooming them, and petting them. u can see the strength of ur bond by SHIFT clicking them. more hearts indicate a stronger bond  having higher friendship bonds means ur raptors will perform better in combat, and in the case of blue raptors, they will produce more milk. Maintaining friendship bonds with baby raptors and keeping them happy will also encourage them to grow faster U can also analyze raptors using the new raptor-dex device available at ur ranch  the inherit modifiers indicate how strong this raptor's offspring will be. raptors inherit attack and health stats from both their parents, breeding raptors with higher inherit modifiers means the offspring will be stronger. raptors will also inherit some traits from their parents that will change how they will act around u and around other raptors, some of them being: Playful: raptors will play with their masters and tease them motherly: raptors will care for baby raptors, this will encourage baby raptors to grow quicker depressed: means its hard to keep this raptor happy and friendship bonds will deteriorate faster if not given enough care. coward: makes them flee combat if severly injured, ditching u to the wolves trouble maker: makes them attack other raptors at the ranch. however, trouble maker raptors will not attack other trouble maker raptors, instead they will form posses and bully raptors together. it might be a good idea to isolate them from the other raptors raptors primarily consume ores. to feed raptors, you need to place ore into the food troughs at the ranch. they are too civilized to eat ores off the ground or directly from ur hand, they will only eat it if its in their trough  beautiful raptor sprites by spessmenart! (rest are codersprites) ## Why It's Good For The Game adds a new layer to lavaland mobs, and gives miners new interesting tools and ways to tackle the challenges of lavaland. ## Changelog 🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie add: adds lavaland raptors and the raptor ranch /🆑 --------- Co-authored-by: Iamgoofball <iamgoofball@gmail.com> |
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1224f1d6e6 |
[MIRROR] Removes goliath rider reacharound (#27264)
* Removes goliath rider reacharound (#82550) ## About The Pull Request Fixes https://github.com/tgstation/tgstation/issues/82544 Goliaths can't grab themselves with their tentacles and shouldn't grab their riders either. Now if you're riding a Goliath you simply can't be grabbed by tentacles, they'd grab your mount instead (who is immune). I didn't make this a carte blanche "your tame goliath will never friendly fire you" because I want them to be able to do that when you are not riding them. ## Changelog 🆑 fix: Goliaths can't grab their own riders with tentacles /🆑 * Removes goliath rider reacharound --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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59d74624b1 |
Upstream power stuff combined and shit (#27284)
* Converts arbitrary energy units to the joule. Fixes conservation of energy issues relating to charging cells. (#81579) Removes all arbitrary energy and power units in the codebase. Everything is replaced with the joule and watt, with 1 = 1 joule, or 1 watt if you are going to multiply by time. This is a visible change, where all arbitrary energy units you see in the game will get proper prefixed units of energy. With power cells being converted to the joule, charging one joule of a power cell will require one joule of energy. The grid will now store energy, instead of power. When an energy usage is described as using the watt, a power to energy conversion based on the relevant subsystem's timing (usually multiplying by seconds_per_tick or applying power_to_energy()) is needed before adding or removing from the grid. Power usages that are described as the watt is really anything you would scale by time before applying the load. If it's described as a joule, no time conversion is needed. Players will still read the grid as power, having no visible change. Machines that dynamically use power with the use_power() proc will directly drain from the grid (and apc cell if there isn't enough) instead of just tallying it up on the dynamic power usages for the area. This should be more robust at conserving energy as the surplus is updated on the go, preventing charging cells from nothing. APCs no longer consume power for the dynamic power usage channels. APCs will consume power for static power usages. Because static power usages are added up without checking surplus, static power consumption will be applied before any machine processes. This will give a more truthful surplus for dynamic power consumers. APCs will display how much power it is using for charging the cell. APC cell charging applies power in its own channel, which gets added up to the total. This will prevent invisible power usage you see when looking at the power monitoring console. After testing in MetaStation, I found roundstart power consumption to be around 406kW after all APCs get fully charged. During the roundstart APC charge rush, the power consumption can get as high as over 2MW (up to 25kW per roundstart APC charging) as long as there's that much available. Because of the absurd potential power consumption of charging APCs near roundstart, I have changed how APCs decide to charge. APCs will now charge only after all other machines have processed in the machines processing subsystem. This will make sure APC charging won't disrupt machines taking from the grid, and should stop APCs getting their power drained due to others demanding too much power while charging. I have removed the delays for APC charging too, so they start charging immediately whenever there's excess power. It also stops them turning red when a small amount of cell gets drained (airlocks opening and shit during APC charge rush), as they immediately become fully charged (unless too much energy got drained somehow) before changing icon. Engineering SMES now start at 100% charge instead of 75%. I noticed cells were draining earlier than usual after these changes, so I am making them start maxed to try and combat that. These changes will fix all conservation of energy issues relating to charging powercells. Closes #73438 Closes #75789 Closes #80634 Closes #82031 Makes it much easier to interface with the power system in the codebase. It's more intuitive. Removes a bunch of conservation of energy issues, making energy and power much more meaningful. It will help the simulation remain immersive as players won't encounter energy duplication so easily. Arbitrary energy units getting replaced with the joule will also tell people more meaningful information when reading it. APC charging will feel more snappy. 🆑 fix: Fixes conservation of energy issues relating to charging powercells. qol: APCs will display how much power they are using to charge their cell. This is accounted for in the power monitoring console. qol: All arbitrary power cell energy units you see are replaced with prefixed joules. balance: As a consequence of the conservation of energy issues getting fixed, the power consumption for charging cells is now very significant. balance: APCs only use surplus power from the grid after every machine processes when charging, preventing APCs from causing others to discharge while charging. balance: Engineering SMES start at max charge to combat the increased energy loss due to conservation of energy fixes. /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * Corrects Suit Storage Unit charge rate (#82192) ## About The Pull Request Adjusts SSU charge rate according to the new conversion ratio. Betcha didn't know SSUs recharge suit and MOD cells? This number is actually supposed to be equal to the rate a recharger station does it. I don't know if we have some macro for it. ## Changelog 🆑 Melbert fix: Fixed Suit Storage Unit cell charging rate /🆑 * Corrects EVA thermal regulator cell cost (#82195) ## About The Pull Request Another unit not converted to watts / joules ## Changelog 🆑 Melbert fix: Fixed space suit thermal regulators cell usage. /🆑 * Fixing cell power usage (Part 1) (#82197) ## About The Pull Request Yeah i am not about to create 30 different PR's to address 1 issue at a time. The changes are small enough to be grouped together in bulk. This fixes the following issues specified in #82196 - Borg & exosuit RCD (Fixes #82193) - Motorized wheelchair - Canister shielding - Electrolyser - Potato cell - Space heater - Microwave ## Changelog 🆑 fix: Fixed cell energy usage for a bunch of stuff(Part 1). See PR 82197 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Fixing cell power usage (Part 2) (#82198) ## About The Pull Request Continuation of #82197. Fixes these issues in #82196 - Cyborg self repair - Cyborg lollipop dispenser - Mauna mug - Plasma cutter (Initial charge not the number of laser shots so partial fix) ## Changelog 🆑 fix: Fixed more energy usages for cells(Part 2). See PR 82198 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Fixing cell power usage (Part 3) (#82204) ## About The Pull Request Continuation of #82198 Fixes these issues in #82196 - Borg hypo spray - Borg projectile dampen - Borg chameleon - Firelance - MODlink scryer - Emergency light usage ## Changelog 🆑 fix: Fixed more energy usages for cells(Part 3). See PR 82204 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * [NO GBP]Fixes static power usage not always drawing the remaining energy of an APC cell. (#82205) ## About The Pull Request Makes APC static power draw consume the remaining energy of the cell if there's not enough energy. ## Why It's Good For The Game Prevents a niche issue where an area composed entirely of static power users with no dynamic users from running forever with no power supply. ## Changelog 🆑 fix: Fixes static power usage from being able to not draw power. /🆑 * Fixes recharge stations charge rates (#82191) ## About The Pull Request - Fixes #82190 Have to now use the assigned constants and not magic number `10000`. Also stuff will take the exact charge needed without any wastage. ## Changelog 🆑 fix: recharge stations draw the same amount of power as before but directly from grid(without using apc cell power) and won't waste any excess power /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fixes space heater power usage (#82208) ## About The Pull Request Related to https://github.com/tgstation/tgstation/issues/82196 fixes the space heater power cell usage relating to power per tile heated. Space heater calculates the amount of power required to heat a tile, but only uses power at the end of the processing loop. Fixes so the power consumption matches the calculated usage per tile. Reverts changes to space heater power efficiency in https://github.com/tgstation/tgstation/pull/82197 that causes the heater to instantly drain the cell. Fixes https://github.com/tgstation/tgstation/issues/82228 ## Changelog 🆑 LT3 fix: Fixes Schrödinger's space heater, where a space heater both consumes a power cell instantly while also not consuming power when heating adjacent tiles /🆑 * General maintenance for reagent grinder (#82161) ## About The Pull Request **1. Qol** - Adds examines & screentips for screwdriver, crowbar & wrench acts. - Adds examines & screentips for inserting, replacing & removing beaker, Also for inserting items from bags or directly - Adds an off icon overlay for when the reagent grinder is either screwed open or loses power, **2. Code Improvements** - Replaced `attackby()` with `item_interaction()` so we can end the attack chain early for non combat operations like inserting beakers/ ingredients for grinding etc. - Removed custom shake animations & replaced it with the global `Shake()` proc cause it did the same thing - Removed constructed version of reagent grinder. We instead just check `mapload` to see if we need the beaker to be created or not for round start reagent grinders - Grinding & Juicing use the same `operate_for()` rather than having seperate procs for each operation - Removed trait `TRAIT_MAY_CONTAIN_BLENDED_DUST`. Why do we have this? Its just used to change the grinder description to warn it may contain dust. It's a waste. **3. Fixes** - You cannot insert hologram items into the grinder. Rather than destroying that item & making it vanish you simply won't be allowed to put it inside the grinder so you can save that item - You can hit the grinder with items like screwdriver, wrench, crowbar, beaker & even with stuff you would normally put in the grinder when in combat mode - Adds `can_interact()` checks for using the UI & other stuff - Fixes #46356. All items of type `obj/item/grown` can be put from any bag into the grinder - The item "and its contents" are now grinded/juiced recursively to get all the reagents it has to offer just like a real grinder would - An AI/Human with AI access examining the reagent grinder now actually works. **4. Refactors** - The grinder now measures its available capacity based on the "total weight" of all items present & not its number. This is more realistic because the grinder has limited space inside & so inserting huge items should have greater impact rather than deciding on an arbitrary number like 10(The grinder having the capacity for 10 items of any size inside its small compartment makes no sense). Examines are displayed to show how much capacity of the grinder has been filled. Upgrading the grinder with better matter bins will allow for higher storage capacities. - Total power consumed is measured based on the duration & weight of all items grinded cause you know its realistic. 🆑 qol: adds examines & screentips for tool acts & other operations for reagent grinder qol: adds an off icon for when the grinder panel is open/not powered code: auto docs vars & procs. Shared common proc for grinding or juicing code: removed trait for blended dust, changed some item interactions to end the attack chain early & save time fix: no inserting hologram items into the reagent grinder fix: you can hit the reagent grinder tools like screwdriver, wrench, crowbar & even beakers/ingredients etc when in combat mode fix; adds sanity checks for when & how mobs interact with the reagent grinder fix: examining a reagent grinder by an AI/Human with AI access now actually works. fix: you can insert Nova flowers & other food items from any bag type fix: reagent grinder now grinds all the contents of an item recursively to produce maximum reagents like a real grinder would refactor: reagent grinder now measures available capacity to store items as total weight of stored items & not number. Capacity can be increased with upgraded matter bin refactor: reagent grinder power usage is now a function of duration & total weight of items blended, meaining blending more number of items/larger items will consume more power refactor: reagent grinder code has been optimized overall. Report bugs on github /🆑 --------- Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk> * Suit Storage Units / Inducers can charge MODsuits without necessitating them be screwdrivered opened (#82194) ## About The Pull Request So MODsuits do this thing here with `get_cell` in that they don't return anything when they're closed  And I... can't tell why they do this. I looked through every use of `get_cell` and the only things affected by this are A. Suit Storage Units, which I believe have always been intended to charge MODsuits? and B. Inducers So I removed the `open` check. Allowing both Inducers and Suit Storage Units to charge mods without needing you screwdriver their panel open first. I also took the opportunity to allow SSUs to charge multiple items at once (divvying charge accross all items) ## Why It's Good For The Game I asked Fikou and they said it was "probably not" intended that you need to screwdriver them open so yeah. I think I remember charging my MODs during the original test merges years back but I can't remember if I opened the suit first when I did or not. Either way, it's not super intuitive. Though it's already not very intuitive that SSUs charge things. ## Changelog 🆑 Melbert qol: Suit Storage Units charge MODsuits while their cell panel is closed or open, rather than only when screwed open qol: Inducers can charge MODsuits while their cell panel is closed or open, rather than only when screwed open qol: Suit Storage Units will charge all items within simultaneously (if possible) /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fixes modular computer boot-up (#82254) ## About The Pull Request Fixes a bug where modular computers (specifically PDAs) will fail to start up if there is zero required application power draw. PDA will now consume base active power usage during startup. Related https://github.com/tgstation/tgstation/issues/82196 Fixes https://github.com/tgstation/tgstation/issues/82245 Fixes https://github.com/tgstation/tgstation/issues/82229 ## Changelog 🆑 LT3 fix: Fixed modular computers failing to boot up using cell power (eg: contractor tablet) /🆑 * Fixing cell power usage (Part 4) (#82227) ## About The Pull Request Continuation of #82204 Fixes these issues in #82196 - Cyborg Electroadaptive Pseudocircuit - Defib EMP - Cell EMP - `/datum/action/cooldown/mob_cooldown/charge_apc` stuff - Mecha movement, melee, light ,weapon & tool energy drains - Ninja drain ## Changelog 🆑 fix: Fixed more energy usages for cells(Part 4). See PR 82227 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Fixing cell power usage (Part 5) (#82296) ## About The Pull Request Continuation of #82227 Fixes these issues in https://github.com/tgstation/tgstation/issues/82196 and others that weren't noticed. - Batton emp protection - Cyborg stun arm - Cyborg energy sword - Cyborg hug attack - Mechanical god religious sect charge check - Mecha fixes - Phasing energy drain - Short circuit energy drain - Durand shield damage energy drain - Plasma engine recharge rate - Mechbay recharge power rate - Recharge station charge rate Stuff that was already working & didn't require fixing. - Plasma cutter energy shots - Botany cell charging ## Changelog 🆑 fix: Fixed cell energy usage for a bunch of stuff(Part 5). See PR 82296 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Ties power limit of anchored circuits to 20 * standard cell charge to make it consistent with power changes. (#82287) ## About The Pull Request It just makes the power requirement 20 * standard cell charge instead of 20000 ## Why It's Good For The Game This is too restrictive to make anything with. https://github.com/tgstation/tgstation/assets/62126254/e39dcf27-8793-42b0-84a0-7f747e95efcc ## Changelog 🆑 fix: anchored circuits no longer blow up after 2 components are used. /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Space heater power and heating tweaks (#82344) ## About The Pull Request - Fixes #82342 - Space heater computes total power for heating adjacent turfs and uses cell energy once rather multiple times per turf - Improvised space heater actually works & uses beaker heat capacity and not a constant of 200 for heating beaker contents ## Changelog 🆑 SyncIt21,Pickle-Coding fix: space heater(including improvised) turns off when cell is drained fix: optimized power usage for both improvised and main space heater. Improvised heater now works & uses beaker heat capacity /🆑 * Improved lathe error message (#82260) ## About The Pull Request Improves the auto/protolathe low charge error message. Instead of simply saying low power, it will tell you how long until it has enough charge to print.  ## Why It's Good For The Game Less mashing the lathe over and over with no idea how much APC charge it needs to start printing again ## Changelog 🆑 LT3 code: APCs can now calculate time-to-charge qol: Overloaded lathes will now tell you the wait time until they're ready to print again /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fixes issues with multitools on power objects (#82389) ## About The Pull Request So at some point the power object's `multitool_act(...)` proc was set to _always_ block, for what I could find to be no discernable reason. ### The Main Thing |
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51e7560f04 |
Removes goliath rider reacharound (#82550)
## About The Pull Request Fixes https://github.com/tgstation/tgstation/issues/82544 Goliaths can't grab themselves with their tentacles and shouldn't grab their riders either. Now if you're riding a Goliath you simply can't be grabbed by tentacles, they'd grab your mount instead (who is immune). I didn't make this a carte blanche "your tame goliath will never friendly fire you" because I want them to be able to do that when you are not riding them. ## Changelog 🆑 fix: Goliaths can't grab their own riders with tentacles /🆑 |
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5712dea346 |
[MIRROR] Driving any vehicle into the supermatter will dust all passengers (#26989)
* Driving any vehicle into the supermatter will dust all passengers (#82137) ## About The Pull Request Fixes #82135 All occupants of vehicles (including mobs you can ride) will now die if anyone drives that vehicle into the supermatter crystal. ## Why It's Good For The Game It may not be canonically true that driving the clown car into the supermatter dusts all occupants but by god, it should be. This is the result that you expect to occur upon doing such a thing. ## Changelog 🆑 fix: Driving a vehicle into the supermatter will kill everyone riding the vehicle /🆑 --------- Co-authored-by: san7890 <the@ san7890.com> * Driving any vehicle into the supermatter will dust all passengers --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@ san7890.com> |
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7862b168a1 |
Fixing cell power usage (Part 1) (#82197)
## About The Pull Request Yeah i am not about to create 30 different PR's to address 1 issue at a time. The changes are small enough to be grouped together in bulk. This fixes the following issues specified in #82196 - Borg & exosuit RCD (Fixes #82193) - Motorized wheelchair - Canister shielding - Electrolyser - Potato cell - Space heater - Microwave ## Changelog 🆑 fix: Fixed cell energy usage for a bunch of stuff(Part 1). See PR 82197 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> |
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c95890c473 |
Driving any vehicle into the supermatter will dust all passengers (#82137)
## About The Pull Request Fixes #82135 All occupants of vehicles (including mobs you can ride) will now die if anyone drives that vehicle into the supermatter crystal. ## Why It's Good For The Game It may not be canonically true that driving the clown car into the supermatter dusts all occupants but by god, it should be. This is the result that you expect to occur upon doing such a thing. ## Changelog 🆑 fix: Driving a vehicle into the supermatter will kill everyone riding the vehicle /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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e5ba1e5e99 |
[MIRROR] [NO GBP] The deathmatch modifiers modal menu can actually be opened now. (#26942)
* [NO GBP] The deathmatch modifiers modal menu can actually be opened now. (#82041) ## About The Pull Request I've fucked up the logic, so it requires the user to be both the host and an admin to open it, which was the case when I tested it locally. This PR fixes that and other issues (and **un**dumbs some of the code). The spinning screen modifier has also been scrapped for being downright awful and breaking my screen. ## Why It's Good For The Game Fixing stuff I've thankfully noticed early. ## Changelog 🆑 fix: The deathmatch modifiers modal menu can actually be opened now. Also fixed a bunch of issues it had. /🆑 * [NO GBP] The deathmatch modifiers modal menu can actually be opened now. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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9cc18fe1fe |
[NO GBP] The deathmatch modifiers modal menu can actually be opened now. (#82041)
## About The Pull Request I've fucked up the logic, so it requires the user to be both the host and an admin to open it, which was the case when I tested it locally. This PR fixes that and other issues (and **un**dumbs some of the code). The spinning screen modifier has also been scrapped for being downright awful and breaking my screen. ## Why It's Good For The Game Fixing stuff I've thankfully noticed early. ## Changelog 🆑 fix: The deathmatch modifiers modal menu can actually be opened now. Also fixed a bunch of issues it had. /🆑 |
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daadcb1677 |
[MIRROR] Skateboard tweaks and buffs. (#26908)
* Skateboard tweaks and buffs. * Update code/datums/components/riding/riding_vehicle.dm --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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bff8de4fe1 |
Skateboard tweaks and buffs. (#81928)
## About The Pull Request I have been dissatified with the situation of skateboards for a long while now, especially with the 'pro' and 'hoverboard' versions that provide negligeable bonuses for the high price they warrant. On top of all things, this PR makes the aforementioned two subtypes faster than the standard and improvised skateboards. Second, the hoverboard now hovers and can be used in zero g (more info in the CL). The thing costs about 2000, so this is pretty much deserved. Third, skateboards respect move intents. While in walk intent, you will ride it slowly, but you also won't crash against other things. Fourth, improvised skateboards are a nick more unstable and not mechanically on par with standard skateboards. ## Why It's Good For The Game Skateboard were cooler back when you would go fast and die young by crashing into an airlock/spessman/wall at stim speed imho, also see the first paragrath of the above section. ## Changelog 🆑 balance: The pro skateboard and hoverboard are now faster. balance: The improvised skateboard is a nick more unstable than the standard, so the two aren't exactly the same. add: Riding a skateboard on walk intent will prevent you from crashing into things, at the cost of speed. add: hoverboards now actually hovers and can be used even in zero g. There are a caveat to it: It cannot be ridden on open space gaps deeper than one level or actual space, unless there're objects that prevent falls, like lattice or catwalks. /🆑 |
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067188d366 |
[MIRROR] Micro-optimize qdel by only permitting one parameter [MDB IGNORE] (#25889)
* Micro-optimize qdel by only permitting one parameter (#80628) Productionizes #80615. The core optimization is this: ```patch - var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up. + var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up. ``` We avoid a heap allocation in the form of copying the args over to a new list. A/B testing shows this results in 33% better overtime, and in a real round shaving off a full second of self time and 0.4 seconds of overtime--both of these would be doubled in the event this is merged as the new proc was only being run 50% of the time. * Micro-optimize qdel by only permitting one parameter --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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c1d68698fb |
Micro-optimize qdel by only permitting one parameter (#80628)
Productionizes #80615. The core optimization is this: ```patch - var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up. + var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up. ``` We avoid a heap allocation in the form of copying the args over to a new list. A/B testing shows this results in 33% better overtime, and in a real round shaving off a full second of self time and 0.4 seconds of overtime--both of these would be doubled in the event this is merged as the new proc was only being run 50% of the time. |
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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> |
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4701a177b7 |
[MIRROR] Motorized Wheelchair improvements [MDB IGNORE] (#25655)
* Motorized Wheelchair improvements (#80045) ## About The Pull Request This PR improves motorized wheelchairs in the following ways: - On initialize, motorized wheelchairs will have the most basic possible stock parts inserted. This resolves a bug where motorized wheelchairs spawned by admins or other means (mail, mapping) were completely worthless, as they had no stock parts in them and you could not insert better ones. When crafted, these basic parts are deleted and replaced with the correct ones. - Power cells are now part of the motorized wheelchair recipe, instead of being inserted after. - When deconstructed or destroyed, motorized wheelchairs now drop their power cell on the floor with everything else instead of deleting it from existence. - Miscellaneous old code has been tidied up, removing one-letter var names, pointless code duplication, and the like. ## Why It's Good For The Game I've been talking to Dalm about this, and wheelchairs are in dire need of some improvements. Tidying up the mess that is the motorized wheelchair seemed like a good place to start. Firstly, it's good for motorized wheelchairs to function as expected when not specifically crafted by hand. This is helpful to admins, mappers, and anyone else who might have reason to make one of these appear. It's also good that all the parts in the wheelchair drop on the ground when destroyed, as there's no particular reason power cells should be lost. As for power cells being included in the recipe - it's not obvious at a glance that you _need_ to insert a power cell after crafting, until you try to drive your new wheelchair around. This extra step of annoyance is now avoided by making it required to stick one in when you build the thing. ## Changelog 🆑 fix: Motorized wheelchairs will no longer spawn in a bugged state where they have no parts and can't be upgraded. fix: Motorized wheelchairs will drop their power cell when destroyed or deconstructed. qol: Power cells are now inserted into motorized wheelchairs as part of the crafting recipe, instead of as an extra step afterwards. /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@ users.noreply.github.com> * Motorized Wheelchair improvements --------- Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@ users.noreply.github.com> |
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edd0b68a54 |
Motorized Wheelchair improvements (#80045)
## About The Pull Request This PR improves motorized wheelchairs in the following ways: - On initialize, motorized wheelchairs will have the most basic possible stock parts inserted. This resolves a bug where motorized wheelchairs spawned by admins or other means (mail, mapping) were completely worthless, as they had no stock parts in them and you could not insert better ones. When crafted, these basic parts are deleted and replaced with the correct ones. - Power cells are now part of the motorized wheelchair recipe, instead of being inserted after. - When deconstructed or destroyed, motorized wheelchairs now drop their power cell on the floor with everything else instead of deleting it from existence. - Miscellaneous old code has been tidied up, removing one-letter var names, pointless code duplication, and the like. ## Why It's Good For The Game I've been talking to Dalm about this, and wheelchairs are in dire need of some improvements. Tidying up the mess that is the motorized wheelchair seemed like a good place to start. Firstly, it's good for motorized wheelchairs to function as expected when not specifically crafted by hand. This is helpful to admins, mappers, and anyone else who might have reason to make one of these appear. It's also good that all the parts in the wheelchair drop on the ground when destroyed, as there's no particular reason power cells should be lost. As for power cells being included in the recipe - it's not obvious at a glance that you _need_ to insert a power cell after crafting, until you try to drive your new wheelchair around. This extra step of annoyance is now avoided by making it required to stick one in when you build the thing. ## Changelog 🆑 fix: Motorized wheelchairs will no longer spawn in a bugged state where they have no parts and can't be upgraded. fix: Motorized wheelchairs will drop their power cell when destroyed or deconstructed. qol: Power cells are now inserted into motorized wheelchairs as part of the crafting recipe, instead of as an extra step afterwards. /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> |
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f03084c1ca |
FOV is Dead (Long Live FOV) (#80062)
## About The Pull Request FOV as it is currently implemented is incompatible* with wallening. I'm doin wallening, so we gotta redo things here. The issue is the masking of mobs. Wallening relies on sidemap (layering based off physical position), which only works on things on the same plane (because planes are basically sheets we render down onto) So rather then masking mobs, let's reuse the masking idea from old fov, and use it to cut out a bit of the game render plane, and blur/over-saturate the bit that's masked out. My hope is this makes things visible in light, but not as much in darkness, alongside making more vivid shit more easily seen (just like real life) Here's some videos, what follows after is the commits I care about (since I had to rip a bunch of planes to nothing, so the files changed tab might be a bit of a mess) Oh also I had to remove the darkness pref since the darkness is doing a lot of the heavy lifting now. I'm sorry. Edit: NEW FOV SPRITES! Thanks dongle your aviator glasses will guide us to a better future. https://github.com/tgstation/tgstation/assets/58055496/afa9eeb8-8b7b-4364-b0c0-7ac8070b5609 https://github.com/tgstation/tgstation/assets/58055496/0eff040c-8bf1-47e4-a4f3-dac56fb2ccc8 ## Commits I Care About [Implements something like fov, but without the planes as layers hell]( |
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42d245a4be |
[MIRROR] Basic Guardians/Holoparasites [MDB IGNORE] (#24921)
* Basic Guardians/Holoparasites (#79473) ## About The Pull Request Fixes #79485 Fixes #77552 Converts Guardians (aka Holoparasites) into Basic Mobs. Changes a bunch of their behaviours into actions or components which we can reuse. Replaces some verbs it would give to you and hide in the status panel with action buttons that you may be able to find more quickly. They _**should**_ work basically like they did before but a bit smoother. It is not unlikely that I made some changes by accident or just by changing framework though. My one creative touch was adding random name suggestions. The Wizard federation have a convention of naming their arcane spirit guardians by combining a colour and a major arcana of the tarot. The Syndicate of course won't truck with any of that mystical claptrap and for their codenames use the much more sensible construction of a colour and a gamepiece. This lets you be randomly assigned such creative names as "Sparkling Hermit", "Bloody Queen", "Blue World", or "Purple Diamond". You can of course still ignore this entirely and type "The Brapmaster" into the box if so desired. I made _one_ other intentional change, which is to swap to Mothblocks' nice leash component instead of instantly teleporting guardians back to you when they are pulled out of the edge of their range. They should now be "dragged" along behind you until they can't path, at which point they will teleport. This should make the experience a bit less disorienting, you have the recall button if you _want_ to instantly catch up. This is unfortunately a bumper-sized PR because it did not seem plausible to not do all of it at once, but I can make a project branch for atomisation if people think this is too much of a pain in the ass to review. Other changes: - Some refactoring to how the charge action works so I could individually override "what you can hit" and "what happens when you hit" instead of those being the same proc - Lightning Guardian damage chain is now a component - Explosive Guardian explosive trap is now a component - Added even more arguments to the Healing Touch component to allow it to heal tox/oxy damage and require a specific click modifier - Life Link component which implements the Guardian behaviour of using another mob as your health bar - Moved some stuff about deciding what guardians look and are described like into a theming datum - Added a generic proc which can return whether your mob is meant to apply some kind of damage multiplier to a certain damage type. It's not perfect because I couldn't figure out how ot cram limb modifiers in there, which is where most of it is on carbons. Oh well. - Riders of vehicles now inherit all movement traits of those vehicles, so riding a charging holoparasite will let you cross chasms. Also works if you piggyback someone with wings, probably. ## Changelog 🆑 refactor: Guardians/Powerminers/Holoparasites now use the basic mob framework. Please report any unexpected changes or behaviour. qol: The verbs used to communicate with, recall, or banish your Guardian are now action buttons. balance: If (as a Guardian) your host moves slightly out of range you will now be dragged back into range if possible, rather than being instantly teleported to them. balance: Protectors now have a shorter leash range rather than a longer one, in order to more easily take advantage of their ability to drag their charge out of danger. balance: Ranged Guardians can now hold down the mouse button to fire automatically. balance: People riding vehicles or other mobs now inherit all of their movement traits, so riding a flying mob (or vehicle, if we have any of those) will allow you to cross chasms and lava safely. /🆑 --------- Co-authored-by: san7890 <the@ san7890.com> * Basic Guardians/Holoparasites * Modular --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@ san7890.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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a1e46c5d31 |
Basic Guardians/Holoparasites (#79473)
## About The Pull Request Fixes #79485 Fixes #77552 Converts Guardians (aka Holoparasites) into Basic Mobs. Changes a bunch of their behaviours into actions or components which we can reuse. Replaces some verbs it would give to you and hide in the status panel with action buttons that you may be able to find more quickly. They _**should**_ work basically like they did before but a bit smoother. It is not unlikely that I made some changes by accident or just by changing framework though. My one creative touch was adding random name suggestions. The Wizard federation have a convention of naming their arcane spirit guardians by combining a colour and a major arcana of the tarot. The Syndicate of course won't truck with any of that mystical claptrap and for their codenames use the much more sensible construction of a colour and a gamepiece. This lets you be randomly assigned such creative names as "Sparkling Hermit", "Bloody Queen", "Blue World", or "Purple Diamond". You can of course still ignore this entirely and type "The Brapmaster" into the box if so desired. I made _one_ other intentional change, which is to swap to Mothblocks' nice leash component instead of instantly teleporting guardians back to you when they are pulled out of the edge of their range. They should now be "dragged" along behind you until they can't path, at which point they will teleport. This should make the experience a bit less disorienting, you have the recall button if you _want_ to instantly catch up. This is unfortunately a bumper-sized PR because it did not seem plausible to not do all of it at once, but I can make a project branch for atomisation if people think this is too much of a pain in the ass to review. Other changes: - Some refactoring to how the charge action works so I could individually override "what you can hit" and "what happens when you hit" instead of those being the same proc - Lightning Guardian damage chain is now a component - Explosive Guardian explosive trap is now a component - Added even more arguments to the Healing Touch component to allow it to heal tox/oxy damage and require a specific click modifier - Life Link component which implements the Guardian behaviour of using another mob as your health bar - Moved some stuff about deciding what guardians look and are described like into a theming datum - Added a generic proc which can return whether your mob is meant to apply some kind of damage multiplier to a certain damage type. It's not perfect because I couldn't figure out how ot cram limb modifiers in there, which is where most of it is on carbons. Oh well. - Riders of vehicles now inherit all movement traits of those vehicles, so riding a charging holoparasite will let you cross chasms. Also works if you piggyback someone with wings, probably. ## Changelog 🆑 refactor: Guardians/Powerminers/Holoparasites now use the basic mob framework. Please report any unexpected changes or behaviour. qol: The verbs used to communicate with, recall, or banish your Guardian are now action buttons. balance: If (as a Guardian) your host moves slightly out of range you will now be dragged back into range if possible, rather than being instantly teleported to them. balance: Protectors now have a shorter leash range rather than a longer one, in order to more easily take advantage of their ability to drag their charge out of danger. balance: Ranged Guardians can now hold down the mouse button to fire automatically. balance: People riding vehicles or other mobs now inherit all of their movement traits, so riding a flying mob (or vehicle, if we have any of those) will allow you to cross chasms and lava safely. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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a4c123c212 |
[MIRROR] new wizard ability and basic leaper refactor [MDB IGNORE] (#24805)
* new wizard ability and basic leaper refactor * Update riding_mob.dm * Modular --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |