Commit Graph

332 Commits

Author SHA1 Message Date
Gandalf
684eab3d31 Converts SFX keys into DEFINES (#65146)
About The Pull Request

Simply converts all instances of soundkeys that use get_sfx from strings into defines.

E.g. "sparks" is now SFX_SPARKS
Why It's Good For The Game

It makes life a lot easier when you're looking for a sound effect. You just type SFX_ and you get suggestions in VSC. Plus, it looks better.

image
Changelog

Not player facing.
2022-03-11 10:09:18 +13:00
Luc
afc1e44ee2 Tool act superpack 2 (#64428)
About The Pull Request

Continuation of #64375, extracting tool behavior from attackby() and moving it into discrete _act procs. This is about as many files as I had in the last version, as I still want this to be reviewable.

As before, I've tested everything in game and it works as it previously did.
Why It's Good For The Game

The more code moved out of attackby, the more modular things become.
Changelog

cl
refactor: Moves more tool behavior out of attackby().
/cl
2022-03-08 11:43:22 +13:00
Tim
ea176dad32 Change hydroponics tray and chem dispenser AltClick behavior to be used by RMB (#64939) 2022-02-23 16:29:10 -08:00
Tim
612808cbd2 Rotation component refactor and improvements (#64441)
This adds some new defines and flags for the rotation component that lets us remove lots of c/p code chunks. I also added documentation to all the rotation defines that currently exist and in other spots that had weird behavior.

New rotation flags:

ROTATION_GHOSTS_ALLOWED - checks if ghosts are able to manipulate objects in config and lets them rotate the object
ROTATION_IGNORE_ANCHORED - this skips checking if an object is anchored (which normally prevents us from rotating) Used mainly for chairs.
ROTATION_NO_FLIPPING - this removes the flip verb from possible right click rotation options. Used for pipes that have custom flipping verbs instead
ROTATION_NEEDS_ROOM - this checks if an object needs to have an empty spot available in target direction. Used for windows and railings.

Objects can now be rotated in the direction based on which LMB or RMB you click with when you ALT click it. LMB is counter clockwise. RMB is clockwise. Before some objects could only be rotated clockwise. Now any object that inherits the rotation component can be rotated in either direction.

There was also a bug with wheelchairs that existed from when they were ported over from another codebase. The rotation logic was broken and never allowed anyone to rotate them. This has been fixed.

Rotation for IV_drips was enabled however Alt Click was being used for another proc and rotation was ignored because of this. I removed the rotation component due to this since I didn't want to change the hotkeys for IV drips since those have an actual effect on gameplay interactions while rotation does not.

Fingerprints are no longer added when something gets rotated. Only a few objects had this enabled but I believe this interaction was very spammy and unnecessary. I can readd this as a flag if needed but for now it's removed.

Alert balloons have replaced a lot of rotation to_chat() messages for the same reason as fingerprints. Rotating objects has almost no effect on gameplay and will only clutter a player's message log.

The hotkeys for pipe interactions had to be redone since Alt clicking was already being used in some situations. For regular pipes: Right clicking now changes the pipe layer. Alt clicking rotates the pipe. For Trinary pipes: Right clicking now flips the pipe device. Alt clicking rotates the device.

ComponentInitialize() is a deprecated function and the AddComponent proc was moved to Initialize for several objects.
2022-02-06 09:10:39 -03:00
Ryll Ryll
4f8e007b4d Ports flying bloodsplatters from Hippie for Wounds (#63140)
add: Suffering slashing or piercing wounds, as well as violent dismemberment
2022-01-15 10:34:51 -05:00
Fikou
7b38dd4ff7 MODsuits (#59109) 2021-12-24 12:00:24 -08:00
LemonInTheDark
4610f700eb Fixes up multiz atmos connection, cleans some things up in general (#63270)
About The Pull Request

ALLLRIGHT so
Multiz atmos was letting gas flow down into things that should be well, not flowable into
Like say doors, or windows.

This is weird.

Let's get into some context on why yeah?

First, how do things work currently?

atoms have a can_atmos_pass var defined on them. This points to a define that describes how they interact with
flow.
ATMOS_PASS_NO means well, if we're asked, block any attempts at flow. This is what walls use.
ATMOS_PASS_YES means the inverse
ATMOS_PASS_DENSITY means check our current density
ATMOS_PASS_PROC means call can_atmos_pass, we need some more details about this attempt

These are effectively optimizations.

That var, can_atmos_pass is accessed by CANATMOSPASS() the macro
It's used for 3 things.

1: Can this turf share at all?
2: Can this turf share with another turf
3: Does this atom block a share to another turf

All of this logic is bundled together to weed out the weak.

Anyway, so when we added multiz atmos, we effectively made a second version of this system, but for vertical
checks.

Issue here, we don't actually need to.
The only time we care if a check is vertical or not is if we're talking to another turf, it's not like you'll
have an object that only wants to block vertical atmos.
And even if you did, that's what ATMOS_PASS_PROC is for.

As it stands we need to either ignore any object behavior, or just duplicate can_atmos_pass but again.
Silly.

So I've merged the two, and added an arg to mark if this is a verical attempt.
This'll fix things that really should block up/down but don't, like windows and doors and such.

Past that, I've cleaned can_atmos_pass up a bit so it's easier for people to understand in future.
Oh and I removed the second CANATMOSPASS from immediate_calculate_adjacent_turfs.
It isn't a huge optimization, and it's just not functional.

It ties into zAirOut and zAirIn, both of which expect to be called with a valid direction.
So if say, you open a door that's currently blocking space from leaking in from above, you end up with the door
just not asking the space above if it wants to share, since the door can't zAirOut with itself.

Let's just wipe it out.

This makes the other code much cleaner too, heals the soul.

Anyway yadeyada old as ass bug, peace is restored to the kingdom, none noticed this somehow you'd think people
would notice window plasma, etc etc.
Why It's Good For The Game

MUH SIMULATION
Also fuck window gas
Changelog

cl
fix: Fixed gas flowing into windows from above, I am.... so tired
fix: Fixes gas sometimes not moving up from below after a structure change, see above
/cl
2021-12-14 15:57:59 +13:00
BlueMemesauce
2ee3d602fc Increases volume of the sound effect for knocking on firelocks (#63053)
Changed firelocks to have the same bash and knock sound effects as windows.
Which increases the volume of the knock sound effect and also adds the bash sound effect.

Also improves some of the code for firelock and window

Firelocks already had the knock sound effect, but it is so quiet that you can barely hear it. The volume should be increased so that people can hear it.
2021-12-09 16:45:47 -08:00
Mothblocks
0f3c4e51f7 Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed (#62265)
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else.

Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter.

Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
2021-11-01 04:20:39 -03:00
Seris02
fc36aea489 runtime fix for borgs cryoing with upgrade modules + no more mmi laying around after they cryo, and various other runtime fixes (#62091)
human huds will no longer runtime and die when prefs aren't initalised
SSEconomy will no longer have to deal with pathed jobs inside accounts
Some of the negative/neutral quirks that use the mind have been relegated to last_mind instead for runtime purposes
Mafia saymode will no longer runtime when someone uses it with no current mafia game
Autolathe secondary_attack will no longer runtime/work only because of runtimes
MULTIPLE CHECKS FOR QDELETED STACKS BEFORE ADDING FINGERPRINTS
More player_list client checks
A lazyinitlist for proximity monitors, as they used lazyremove which nulls the list when it hits zero things in it
A check for cigarettes in case temperature exposure causes a reaction that removes all reagents
Catwalks no longer runtime every time someone walks on them
/obj/machinery/atmospherics/components/binary/crystallizer will no longer runtime on secondary_attack if someone can't interact
cyborg models will no longer assume the thing they're inside is a cyborg and runtime when it isn't (cryopods)
When a simplemob falls into nullspace, it will no longer runtime (goliaths falling into chasms and etc)
runtime fix in techweb.dm when using a card without a sanity check
runtime fix with folders when they have nothing in them
runtime fix with glowing eyes when the LAZYADD doesn't get called in regenerate_light_effets() and so doesn't initalise the list
2021-10-22 10:31:07 +01:00
Ghilker
cb5fb1df2d modules/atmospherics major cleanup (#61904)
major cleanup of modules/atmospherics folder and all related files, still many missing
-cleanup of procs name
-cleanup of vars name
-documentation of some of the procs
-minor changes to some for() logic (no in game changes just early continue or as anything checks)

No in game changes, only code and docs
2021-10-14 01:13:57 -07:00
Mooshimi
496a7685dc [MDB Ignore] Make shuttle windows deconstructable (#61694)
* shuttle windows

* refactor reinf windows

plasma and shuttle only

* messed up one change

* i am actually blind

* made and did file
2021-09-28 20:45:38 +01:00
TiviPlus
6317b7b5b8 Fix connect loc not respecting phasing in some cases when it should (#61698) 2021-09-28 02:05:27 -07:00
tralezab
6c01cc2c01 every case of initialize that should have mapload, does (#61623)
## About The Pull Request

stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it

for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

![](https://media.discordapp.net/attachments/823293417186000909/875122648605147146/image0.gif)

## Regex used:

procs without args, not even regex

`/Initialize()`

procs with args
`\/Initialize\((?!mapload)((.)*\w)?`

cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
2021-09-24 17:56:50 -04:00
ArcaneDefence
85b555ac7e Fixes window opacity when repainting bug (#61268)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-09-09 21:32:57 -07:00
Kylerace
d9ee5e7297 moves obj_integrity and associated procs to the atom level (#61183) 2021-09-06 04:07:26 -07:00
GoblinBackwards
53765ac6fa Fixes some unnecessary attack chain cancels (#61038)
Replaced attack chain cancels on some objects with parent calls
2021-09-01 16:26:05 +01:00
Rohesie
80fb0d3e83 Fixes blockers blocking themselves + cleanup (#59808) 2021-06-25 13:37:46 -07:00
Rohesie
82dc71c3ae CanPass refactor (#59804) 2021-06-25 13:36:00 -07:00
LemonInTheDark
6fcbce39cd Makes turfs persist their signals, uses this to optimize connect_loc (#59608)
* Makes turfs persist signals

* Splits connect_loc up into two elements, one for stuff that wishes to connect on behalf of something, and one for stuff that just wants to connect normally. Connecting on behalf of someone has a significant amount of overhead, so let's do this to keep things clear

* Converts all uses of connect_loc over to the new patterns

* Adds some comments, actually makes turfs persist signals

* There's no need to detach connect loc anymore, since all it does is unregister signals. Unregisters a signal from formorly decal'd turfs, and makes the changeturf signal persistance stuff actually work

* bro fuck documentation

* Changes from a var to a proc, prevents admemems and idiots

* Extra detail on why we do the copy post qdel
2021-06-22 23:12:34 -04:00
Rohesie
e03cd1aada Refactors move procs to support multitle objects (#59658)
Enter(), Entered(), Exit() and Exited() all passed the old loc forward, but everything except a single a case cared about the direction of the movement more than about the specific source.
Since moving multi-tile objects will have multiple sources of movement but a single direction, this change makes it easier to track their movement.

Cleaned up a lot of code around and made proc inputs compatible.

I'll add opacity support for multi-tile objects in a different PR after this is merged, as this has grown large enough and I don't want to compromise the reviewability.

Tested this locally and as expected it didn't impair movement nor produced any runtimes.
2021-06-20 14:55:37 -07:00
Rohesie
0ec599786a Adds a setter for density (#59529)
Adds set_density()
Fixes one instance of a duplicate density assignment on an object.
Comments two hacky usages of density which will have to forgo using the setter for now.

Lets us append code to the event of density changing.
Pretty sure this is leading up to some multitile object thing -Lemon
2021-06-16 15:06:10 -07:00
Watermelon914
375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00
TemporalOroboros
daec5002fc Adds Neon Carpet (#59140)
Adds a couple varieties of neon carpet.
Makes decals care about their plane in addition to their layer.
2021-06-13 15:40:53 -03:00
LemonInTheDark
27385e9d70 Converts the atmos senstive component over to connect_loc (#58266)
* Makes all uses of atmos_senstive pass in mapload as context

* Converts atmos senstive to connect_loc, does some general cleanup to the element, and makes it check the state of the tile the thing is on assuming creation didn't happen as a part of map loading

* Updates connect loc to match the new arg list
2021-04-30 18:35:47 -07:00
Fikou
7e3a4f2442 fixes stuff made with bronze sheets deconstructing into tiles or not being able to make bronze golems (#58708) 2021-04-26 16:15:18 -07:00
dragomagol
4b531c9d3e Changes reinforced window deconstruction to right click (#58523) 2021-04-22 22:22:30 -07:00
ArcaneDefence
234edc571e Prevents jank directional window opacity bugs (#58577) 2021-04-21 20:10:54 -07:00
Emmett Gaines
1c81adac8d Allows the connect_loc element to have a listener different from the tracked object (#58276) 2021-04-10 18:19:57 -07:00
Mothblocks
0d24cdea3c Remove Uncross() and CheckExit(), add connect_loc element to cover the cases we used it for (#58188)
* Remove Uncross(), add create_loc element

* Update on ChangeTurf

* Explicit return

* Hold onto elements and remove TEST_FOCUS

* Remove UNIT_TESTS compile flag

* Follow my own advice.

* Comment about Uncross + CRASH

* Remove /atom/Exit ..()

* Apply suggestions from code review

Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>

* Use keyed locs

* Re-add Bump()

* Superfluous check

* Correct change turf signal, remove old continue check

* Fix compile failure

* Fix tests

* Don't create element for fulltile windows

* Correctly unregister old location

Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
2021-04-08 15:52:00 -04:00
Ryll Ryll
9d45916ee8 Implements JPS (Jump Point Search) Pathfinding (#56780)
So a month or so ago I wanted to make it so dogs in my dog AI PR could path through doors if they had access, and was told I'd need to improve our pathfinding efficiency if I wanted to use full pathfinding for them. Thus, enter JPS, a pathfinding algorithm that allows for massive timesavings in systems with uniform cost grids like ours. This code is still fairly rough and needs polishing, but it's fully functional and already shows massive savings over traditional A*! I plan for this to replace A* as our default pathing method, but I'll leave the A* code in place in case someone ever needs it for whatever reason, like if a specific case needs variable cost pathing.

Note that this allows for diagonal pathing instead of the cardinal pathing our A* uses right now, and the current version of the code costs the same to move diagonally as it does to move laterally, which may change later. There's also a lot of dummy/test code in right now in general, but you should still be able to test it out for yourself by spawning a bot like a medibot and using your PDA to summon it.
Preliminary Profile Results

A preliminary profile is available here. Using one medibot by itself on Metastation, I generated a list of 500 random blob spawn points around the station, gave the medibot all access, then let each algorithm tackle the list. The old A* algorithm took a total of 86 seconds to complete the list and processed 978065 nodes, while JPS took a total of 46 seconds and processed only 100062 nodes, for a 47% decrease in total time and an almost 90% decrease in nodes processed!
Why It's Good For The Game

Significantly cheaper pathing, which will very much come in handy for the AI datums I'm looking to dig into, what's not to like?
2021-02-22 15:14:33 +13:00
TemporalOroboros
e4079c87b8 update_appearance (#55468)
Creates update_name and update_desc
Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together
Less non-icon handling code in update_icon and friends
Signal hooks for things that want to change names and descriptions
99%+ of the changes in this are just from switching everything over to update_appearance from update_icon
2021-02-19 12:06:18 -03:00
LemonInTheDark
5c22a0cfc1 Converts many proc overrides to properly use list/modifiers, lots of other smaller things (#56847)
Converts many proc overrides to properly use list/modifiers, fixes some spots where modifiers should have been passed, calls modifiers what it is, a lazy list, and cleans up some improper arg names like L, M, C, and N. Oh and I think there was a spot where someone was trying to pass M.name in as a string, but forgot to wrap it in []. I fixed that too.
2021-02-16 09:18:46 -05:00
Mothblocks
0f435d5dff Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm

We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.

There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.

Hi codeowners!

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-14 16:53:29 -08:00
Timberpoes
6d38b88e9e Windows are now less fussy and will let more things exit a shared turf. (#56788)
I recently changed it so that windows don't use their direction to decide if they're fulltile or not. I missed a check in CheckExit and as a result, you couldn't exit a fulltile window you were stood on from the South, their default facing direction.

Fulltile windows no longer do this check to block movement off their turf. Directional windows now only block movement off the turf they're on if you're attempting to walk the direction they're facing (i.e. walking through them) and they're not dense.

Finally, windows also check pass_flags_self instead of hardcoded passflags.
2021-02-10 22:53:10 -05:00
LemonInTheDark
2ce4b265c5 Makes reinforced plasma windows block heatspreading, mostly so the sm delams properly, and partially so mappers have a tool for this sort of thing (#56545) 2021-02-05 01:18:21 -08:00
Qustinnus
707fc287b4 Replaces intents with combat mode (#56601)
About The Pull Request

This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:

    Disarm and Grab intents have been removed.
    Harm/Help is now combat mode, toggled by F or 4 by default
    The context/verb/popup menu now only works when you do shift+right-click
    Right click is now disarm, both in and out of combat mode.
    Grabbing is now on ctrl-click.
    If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)

Minor interaction changes:

Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game

Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.

As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.

As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.

In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.

The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog

cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
2021-02-04 16:37:32 +13:00
Timberpoes
1989497576 Frame stacking fix and unit test addition. (#56287)
* Reverts #56205

* Allow things without density to bypass checks

* The rest of the owl

* The rest of the owl

* Doc and tweak

* More feex

* RCD machine frame unit test

* I suck

* AAAAA

* Bad at unit tests

* Revert unit tests (for including in another PR)

* Fix windoor_assembly return logic

* Comment /mob/living/proc/PushAM logic

* Windoor assembley logic tweak

* Fix frame stacking

* Unit test

* Better wording from macros?
2021-01-22 21:18:05 +08:00
LemonInTheDark
6d1cb94ffb LINDA Reforged (#55604)
Speeds up gas movement significantly
Documents the intent and finer details of the atmos system (Thanks dunc)
Fixes excited groups constantly rebuilding, this broke 4 years ago
Fixes superconductors just straight up not working
Allows turfs to sleep while inside an excited group
Adds a new subprocess to SSAir to support rebuilding in this state
Most heat based behavior no longer relies on being inside a fire
Adds a new element to support doing this cleanly
Adds a new subprocess to SSAir to support doing this while a turf is asleep
Refactors air_update_turf to allow for finer control
Makes apcs take damage in heat to prevent infinite plasma fire diffs
Cleans up immutable gas mixtures to make them work properly when the mix has gas in it
Planetary turfs no longer create a new copy of themselves each time they process. We instead use a global
immutable mix
Cleans up a typed for loop in reactions
Canisters will take damage from outside heat now
Speeds up excited group dismantle
Increases the superconductor threshold by 200k
Cleans up some roundstart ATs on some ruins
Uses /turf/open/var/excited to track if a turf is actively processing, preventing a |=
Prevents openspace from trying to melt
Tweaks a canister examine line
Makes planetary turfs reset to base when broken down as part of an excited group
Makes it impossible for planetary turfs to rebuild, just like space tiles
Fixes closed turfs not activating their replacement when destroyed by moving closed -> open turf activation to
the adjacent air subsystem. They were activating and then going back to sleep before adjacent air got a chance
to tick.
Fire alarms will trigger when the area gets too cold for humans
2021-01-08 08:14:08 +01:00
silicons
160175ee8b pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)
Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big.
If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self.
Pass flags:

Pass flags handling now uses an atom variable named pass_flags_self.
If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default.
This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why.
LETPASSTHROW is now on pass_flags_self
Projectiles:

Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake

Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future).

I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP.

Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful.

scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it.

scan_moved_turf() (WIP) will be used for handling moving onto a turf.

permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around.

A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things.
Movement types

UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping.
Why It's Good For The Game

Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general.

Fixes penetrating projectiles like sniper penetrators

This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)
2020-12-10 09:29:27 +13:00
Ghilker
aaea29ba6f Windows "lag" fix (#55372)
Change to Move() to make only anchored windows to update the air when they move through the turfs (should prevent abusable situations of lag machines too)
Makes singulo from stage 2 unanchor windows when pulling them (low performance increment for singulo(?))
Why It's Good For The Game

less abusable lag good
Changelog

cl
tweak: only anchored windows call move_update_turf()
tweak: singularities from stage 2 and over will unanchor windows
/cl
2020-12-09 14:21:56 +13:00
Rohesie
c07df08690 Standardizes attack chain signal returns and fixes a tk bug (#54475)
The attack chain is a bit of a mess, and the introduction of signals hasn't helped in simplifying it.

In order to take a step into untangling this, I re-ordered the attack signals to no longer be by source type and instead to be grouped more modularly, as they are all members of the attack chain and function similarly. They all share the trait of potentially ending the attack chain via a return, but had several different names for it. I joined it into one.

Additionally, fixed a tk bug reported by @Timberpoes by adding a signal return check at the base of /mob/proc/RangedAttack

Lastly, removed the async call of /datum/mutation/human/telekinesis/proc/on_ranged_attack, which was added as a lazy patch to appease the linter complaining about a sleep on a signal handler (namely in /obj/singularity/attack_tk). Fixed the problem using timers.

Also cleaned some code here and there.
2020-10-21 05:42:38 +01:00
L
fb38066f09 bitmask 2020-09-26 12:14:27 -03:00
L
5a21a0d92f objs 2020-09-26 12:14:26 -03:00
L
e461d7b777 icons 2020-09-26 12:14:25 -03:00
TheBonded
023e0e0ccb Balances plastanium window integrity (#53918)
Changes plastanium windows integrity to 1200 instead of 200, which leaves it with 200 more integrity than reinforced plasma windows. Also increases damage_deflection to 21 to match reinforced plasma windows
2020-09-25 08:50:07 -03:00
Iatots
24015744e4 fixes duplicate sounds, hitting windows on harm intent is now something different 2020-09-19 16:34:46 +02:00
TiviPlus
ce3d7e2f0d Mecha refactor 2020 (#52902)
-Mechs are a vehicle subtype
-Mech equipment half-rewritten
-Mech actions completely redone
-Cooldown macros
-New movement macros & replacing all var in GLOB.diagonals with ISDIAGONALDIR(var)
-New lazylist macro
-Support for lavaland only mechs
-Removed the tank because fuck off with that hacky shit
-Documentation
-Fuckton of fixes
2020-08-29 23:33:47 -03:00
Jared-Fogle
b617c16356 Bring back painting arbitrary objects with spray cans (#52936)
Brings back the behavior removed from #52186 with cleaner code.

Differences in the code:

    No more explicit type checks in the spray paint code, other than a broad isobj.
    Checking for dark colors is now based on luminosity, rather than unscientifically summing all the RGB components and checking an arbitrary number.
    Removes the paintable component. This was used on one item, and its behavior is replicated in the spray can.
    Instead of checking for windows specifically and changing opacity through there, atoms can now specify through init flags whether or not they allow dark colors. Windows set this flag.
    Adds a COMSIG_OBJ_PAINTED signal. Windows use this signal to dynamically update opacity, just like how they did before.

This was a fun cosmetic feature that I'm not sure anyone had a problem with. The original reason for removal seemed to be because of code quality, and not because of negatives about the feature.

Makes canvasses unpaintable
2020-08-29 03:15:28 -07:00
TiviPlus
ca366c3ea1 Bools and returns super-pr (#53221)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
2020-08-28 14:26:37 -07:00