adds some documentation to resonators
adds spreading to resonators, where the field has a chance (that lowers each spread) to spawn more fields.
the spreading idea did come from yogstation, but I changed how it decides to spread
* Refactors phylactery to be a component
- Overall improves lich code
- Changed the SOUL_IMBUE signal to return a bitflag
- Minor style improvements (indentation and such)
* Tweak initialize + fixes a bug with being gibbed
* adds a clarification comment
* And fixes a compile error oops
* reorganizing
* clear the revive timer, just in case
* oops this should drop stuff
* missing no soul trait
* type in a variable name
* god damn devil removal
- this check was removed when devil was and i think it's kinda important to prevent stacking lichdom
* rework this a bit
* plurals
* also, wrong source
* updates the description
* Some review + undoes some changes
- Corrects some comments
- Uses defines
- Rewords the lichdom entry and spell desc
- Sets default time per res to 0 secs to avoid changing behaviors
About The Pull Request
Alternative to #65354
Ok so like, there was a lot of not floor types on /floor. They didn't actually want any of their parent type's functionality, except maybe reacting to breaking (which was easy to move down) and some other minor stuff.
Part of what we don't want them to have is "plateable" logic.
I should not be able to put floor tiles on the snow and be fine. It's dumb.
Instead, I've moved all non floor types down to a new type, called /misc.
It holds very little logic. Mostly allowing pipes and wires and preventing blob stuff.
It also supports lattice based construction, which is one of the major changes here. I think it makes more sense, and it fixes an assumption in shuttle code that assumed you couldn't place "a new tile" by just hitting some snow with a floor tile.
Oh and lattices don't smooth with asteroid tiles anymore, this looks nicer I think.
Moving on to commits, and minor changes
Changes clf3 to try and burn any turfs it's exposed to, instead of just floors
Moves break_tile down to the turf definition, alongside burn_tile
If you're in basic buildmode and click on anything that's not handled in a targeted way, you just build plating
FUNCTION CHANGE: you can't use cult pylons to convert misc tiles over anymore
Generalizes building floors on top of something into two helper procs on /turf/open, reducing copypasta
Adds a new turf flag, IS_SOLID, that describes if a turf is tangible or not.
Uses this alongside a carpet and open check to replace plating and floor checks in carpet code. This does mean that non iron tiles can be carpeted, but I think that's fine
Moves the /floor update_icon -> update_visuals call to /open
This change is horrificly old, dating back to 8e112f6 but that commit describes nothing about why it was done. Choosing to believe it was a newfriend mistake. Uncomfortable nuking it though, because of just how old it is. Moving down instead
Create a buildable "misc" type off open, moves /dirt onto it
Basically, we want a type we can use to make something support
construction, since that can be a messy bit of logic. Also enough
structure to set things up sanely.
I'm planning on moving most misc turfs onto it, if only because
constructing on a dirt tile with rods should be possible, and the same
applies to most things
Murders captain planet, disentangles /turf/open/floor/grass/snow/basalt
Adds a diggable component that applies the behavior of "digging"
something out from a turf.
Uses it to free the above pain typepath into something a bit more
sensible
The typepaths that aren't actually used by floor tiles are moved onto
/misc
The others are given names that better describe them, and kept in
fancy_floor
Oh and snowshoes don't work on basalt anymore, sorry
Snowed over platings now actually have broken/burned icon states, fixing black holes to nowhere
Misc turfs no longer smooth as floors, so lattices will ignore them
Placing a lattice will no longer scrape the tile it's on
Ok this is a really old one.
I believe this logic is a holdover from kor's baseturf pr
(97990c9)
It used to be that turfs didn't have a concept of "beneath" and instead
just decided what should be under them by induction. This logic of "if
it's being latticed scapeaway to space" made sense then, but has since
been somewhat distorted
We do want to scape away on lattice spawn sometimes, mostly when we're
being destroyed, but not always. We especially don't want to scape away
if someone is just placing a rod, that's dumb.
Adds a path updating script for this change
I've done my best to find all the errors this repathing will pull out, but I may have missed some. I'm sorry.
Why It's Good For The Game
Very old code made better, more consistent turfs for lavaland and icebox, better visuals, minor fix to snowed plating, demon banishment in lattice placement, fixes the icebox mining shuttle not being repairable
Changelog
cl
add: Rather then being tileable with just floor tiles, lavaland turfs, asteroid and snow (among other things) now support lattice -> floor tile construction
fix: Because of the above, you can now properly fix the icebox mining shuttle
refactor: Non floor turfs are no longer typed as floor. This may break things, please yell at me if it does
/cl
They can be bought from the mining vendor for 2750 points.
The Kheiral cuffs act as a suit sensor booster off-station, and don't do anything on-station.
This was originally #65210, but after realizing the potential I scrapped that and jumped on this.
If you die as a miner, your only potential and realistic way of being revived is if someone makes the random decision to ask if you're alright over the comms, decides to do something when you don't respond, and then makes the trip all the way to and from your location of death.
This provides a way to reward miners who worked hard to get their points with a way to possibly get revived in the event of their death, without outright reviving them or something like that.
People will still need to retrieve your body, but at least they'll know you're even dead in the first place.
* Adds a new mapping icon for light emitter effects
Hey there,
So, I was working on some other PRs and noticed this:
Ugly, stupid, dumb. The "L" is even capitalized! It's non-descript, and you might think it's an error looking at it. I decided to take a peek and see if I could come up with a more creative icon.
So, I used the icon found at icons/effects/light_overlays/light_32.dmi and made it yellow. Now, it looks something like this:
* Update code/modules/mining/mine_items.dm
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* this was uncommited
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
fixes#65001 (Surgical Toolset Implants (possibly integrated toolset implants too?) cause the drop hotkey to stop working properly)
The dropkey signal always gets called, even when the item isnt extended.
Comsig_kb_activated cancels the key from being sent
We were doing our check inside retract, but we always assumed the dropped item was us. bad
About The Pull Request
Adds an argument to typecache generation that allows specifying the whether to include/exclude types in the input list.
Also adds another argument to specify whether to remove falsey values after the typecache is generated.
Why It's Good For The Game
Might make zaps slightly faster???
Honestly I just thought it would be a good way to condense some whitelist/blacklist typecache sets.
makes dropkey deactivate device modules
fixes speed potion being fucky
fixes doubled up balloon alerts
makes some cell code better i think
makes the gps module open the gps tgui for you, instead of putting a gps in your hand
the loader suit can now hold mailbags
Reworks the mining modsuit.
The suit is no longer cold-proof (this can be mitigated by using module space for thermal regulators)
The suit fits less modules than standard suits, but cant burn in lava.
In suit storage it can carry ore bags, resonators and kinetic crushers.
It features a storage, gps, ore bag, drill, clamp and by default comes with a plasma core, being recharged with plasma ore rather than by power cell.
Features two new modules:
Ash Accretion, it gathers dust from basalt (or snow) you walk on to create a layer of ash around the suit, acting as armor and a speed up that quickly drains when you walk on other terrain.
Sphere Transform, turns you into a fast moving ball that can travel past lava, you cannot use your hands when in this form, but you can launch aoe mining bombs to attack or mine
Ok, I'm fixing a few issues with certain crates, namely the abandoned one and the burial mound:
An oversight with the skittish trait letting players dive into burial mounds, which are technically a subtype of crates.
A runtime that made abandoned crates not update their lock lights when unlocked (the togglelock call was missing the user arg). This one was my fault.
An oversight with abandoned crates not resetting the number of attempts left and not nulling the last attempted code when re-locked. Idem.
Burial mounds somehow getting lock lights overlays.
Also i'm taking this opportunity to make the closets unit test not early return at the first encountered failure (at the time I made it I didn't know TEST_ASSERT & co would early return on failure) since we want this unit test to finish looping through all non-blacklisted closets.
* Atoms (mostly new players caused by logout) can get deleted before spatial grid initializes.
* Fixes images when viewing your notes before SSassets initializes.
* Fixes abandoned crate runtime.
* Fixes armor runtimes on eating clothes (this really needs alternative solution)
* Revert " Properly speeds up a lot of things, mostly mobs (#64270)"
This reverts commit a836574388.
THE BYOND REF WAS A LIE, THE PLAYERS ARE FOOLS, HELP, HELPPPPPPP
It turns out that despite what the byond ref says, the walk proc's delays were not in fact in ticks, but in deciseconds.
This means when I "fixed" mob movement by doubling all walk delays, what I actually did was double the speed of anything that used walk()
I have a feeling that the actual issue players were seeing was just move_to having fucked up distance logic, and the movement of slow mobs being smoothed out. I've changed that, so hopefully this puts a seal on the whole problem
I've had a request put in to make beepsky faster, but I think that's best done in a seperate pr
* Adds a flag to disable smooth moveloop movement
Applies it to hostile mob's Goto()
Backports the fixes to move_to and move_away from the previous pr
When I made my move loop changes (815bb8a) 62567, I converted a few walk() procs to
the new system
What I didn't know when I did that conversion is that walk() operates on ticks, when move loops operate on
deciseconds
So when I converted say, mob movement over, I accidentially halved the attack movespeed of all of our mobs
This resolves that, alongside a few other misteps
Of note: There are old comments implying that walk()'s delay is not actually linear, or simply as the reference says "in ticks"
I don't have a good idea of how fast things actually should be though, which makes this tricky
In light of this, I've decreased the move speed of legion slightly, in hopes that it will feel more "normal"
I've also fixed a bug with move_to and move_away, they were treating their distance parameters as move to this and one more, rather then move to this. This lead to mobs attempting to overlap with your sprite. s cringe, and also fixed
About The Pull Request
Converts more inputs to TGUI. Possibly all user-facing input lists in the game.
Did any surrounding text/number inputs as well
Added null choice support so users can press cancel.
Added some misc TGUI input fixes
Fixed custom vendors while I was there
I refactored a lot of code while just poking around.
Primarily, usage of .len in files where I was already working on lists.
Some code was just awful - look at guardian.dm and its non use of early returns
If there are any disputes, I can revert it just fine, those changes are not integral to the PR.
Why It's Good For The Game
Fixes#63629Fixes#63307
Fixes custom vendors /again/
Text input is more performant.
Part of a long series of TGUI conversion to make the game more visually appealing
Changelog
cl
refactor: The majority of user facing input lists have been converted to TGUI.
refactor: Tgui text inputs now scale with entered input.
fix: Many inputs now properly accept cancelling out of the menu.
fix: Fixes an edge case where users could not press enter on number inputs.
fix: Custom vendor bluescreen.
fix: You can now press ENTER on text inputs without an entry to cancel.
/cl
I'm refactoring proximity monitors and fields, removing lots of bloat from both that's hardly even used. Proximity monitors no longer generate effect objects to track the surrounding area, should be less cpu expensive and easier to maintain (or phase out), read and use.
This PR also adds a couple components which may be needed for future stuff (for starters, the mirror reflection PR #62638 could use the connect_range comp)
Improving old old, ugly old code and adding some useful backend components. Tested and working.
Fixes#62643
Fixes aux-base turrets from hard-deleting by handling their deleting on the aux base itself.
Converts the turrets list to a proper lazylist and cleans up some surrounding code involving the turrets list.
Also fixes a copy+paste error with tiny fans being placed.
a month or two ago i realized that on master the reason why get_hearers_in_view() overtimes so much (ie one of our highest overtiming procs at highpop) is because when you transmit a radio signal over the common channel, it can take ~20 MILLISECONDS, which isnt good when 1. player verbs and commands usually execute after SendMaps processes for that tick, meaning they can execute AFTER the tick was supposed to start if master is overloaded and theres a lot of maptick 2. each of our server ticks are only 50 ms, so i started on optimizing this.
the main optimization was SSspatial_grid which allows searching through 15x15 spatial_grid_cell datums (one set for each z level) far faster than iterating over movables in view() to look for what you want. now all hearing sensitive movables in the 5x5 areas associated with each spatial_grid_cell datum are stored in the datum (so are client mobs). when you search for one of the stored "types" (hearable or client mob) in a radius around a center, it just needs to
iterate over the cell datums in range
add the content type you want from the datums to a list
subtract contents that arent in range, then contents not in line of sight
return the list
from benchmarks, this makes short range searches like what is used with radio code (it goes over every radio connected to a radio channel that can hear the signal then calls get_hearers_in_view() to search in the radios canhear_range which is at most 3) about 3-10 times faster depending on workload. the line of sight algorithm scales well with range but not very well if it has to check LOS to > 100 objects, which seems incredibly rare for this workload, the largest range any radio in the game searches through is only 3 tiles
the second optimization is to enforce complex setter vars for radios that removes them from the global radio list if they couldnt actually receive any radio transmissions from a given frequency in the first place.
the third optimization i did was massively reduce the number of hearables on the station by making hologram projectors not hear if dont have an active call/anything that would make them need hearing. so one of hte most common non player hearables that require view iteration to find is crossed out.
also implements a variation of an idea oranges had on how to speed up get_hearers_in_view() now that ive realized that view() cant be replicated by a raycasting algorithm. it distributes pregenerated abstract /mob/oranges_ear instances to all hearables in range such that theres at max one per turf and then iterates through only those mobs to take advantage of type-specific view() optimizations and just adds up the references in each one to create the list of hearing atoms, then puts the oranges_ear mobs back into nullspace. this is about 2x as fast as the get_hearers_in_view() on master
holy FUCK its fast. like really fucking fast. the only costly part of the radio transmission pipeline i dont touch is mob/living/Hear() which takes ~100 microseconds on live but searching through every radio in the world with get_hearers_in_radio_ranges() -> get_hearers_in_view() is much faster, as well as the filtering radios step
the spatial grid searching proc is about 36 microseconds/call at 10 range and 16 microseconds at 3 range in the captains office (relatively many hearables in view), the new get_hearers_in_view() was 4.16 times faster than get_hearers_in_view_old() at 10 range and 4.59 times faster at 3 range
SSspatial_grid could be used for a lot more things other than just radio and say code, i just didnt implement it. for example since the cells are datums you could get all cells in a radius then register for new objects entering them then activate when a player enters your radius. this is something that would require either very expensive view() calls or iterating over every player in the global list and calling get_dist() on them which isnt that expensive but is still worse than it needs to be
on normal get_hearers_in_view cost the new version that uses /mob/oranges_ear instances is about 2x faster than the old version, especially since the number of hearing sensitive movables has been brought down dramatically.
with get_hearers_in_view_oranges_ear() being the benchmark proc that implements this system and get_hearers_in_view() being a slightly optimized version of the version we have on master, get_hearers_in_view_as() being a more optimized version of the one we have on master, and get_hearers_in_LOS() being the raycasting version currently only used for radios because it cant replicate view()'s behavior perfectly.
About The Pull Request
I have received exemption from the freeze by Oranges.
This PR was originally done for Skyrat-tg, as a bounty. Oranges took interest and Skyrat people approved taking it upstream so I did. (original PR Skyrat-SS13/Skyrat-tg#9912 )
Features:
This PR adds "field of view" mechanics, which by default don't do anything.
Once you pick up and wear a gas mask you'll notice a cone behind you.
That cone will hide all mobs, projectiles and projectile effects.
HOWEVER... hidden things in the cone (or for people who are blind or nearsighted) will play a visual effect.
The fov cone shadow density can be adjusted
Technicalities:
Originally a component, but by Watermelon's advice I have made this a datumized behaviour instead. (semi-component) This way it is faster, less memory use etc. Once again a component
People have native fov, which can be enabled by a config, by default it's off. (or by an admin verb)
People have fov traits, which add the fov impairings to you, gas masks do that now. All clothes have a support for possibly applying them.
Moves all things that should be hidden onto a new plane which is just above GAME_PLANE, that was we can efficiently filter them out of clients views.
Being dead or extending your eye view (xenobio console) will disable the FOV mask.
This PR was brought to you by Skyrat paying me aswell as rotational mathematics
Why It's Good For The Game
Oranges approves so it's good.
Changelog
cl
add: Gas Masks now limit your field of view
add: Added field of view mechanics. It's darkness can be tweaked by a pref
add: Blind, nearsighted and fov-limited people will now see sounds as visual effects.
/cl
* Removes like 50% of the cost of using the ui, it turns out that the storage component is fucking moronic. Likely significantly reduces the overtime of typecacheof
* Reduces the cost of reloading the dummy by ~50%
Turns out just initializing and deleting organs was like half the cost of reloading a default dummy.
It occured to me (Mothblocks) that we don't actually care about any organs we can't see or that don't effect visuals. So almost all of our organ loading can just be skipped.
This saves a significant chunk of cpu time, items next!
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Bags onto coats
* Bags fit onto wintercoats suit slot
* Bags fit onto suits suit storage slot
* Bags fit onto suits suit storage slot
* Adding mirror tray sprite to belt_mirror.dmi
* Bags fit onto suits suit storage slot
* Construction bag fits into hazard vest suit storage slot
* Fixes and hazard vest/explorer suit expansion
* Explorer suit ore bag
* Once again fix
* Even once more fix
* More and more fixes
* We love fixes. I hope its the last one
* Im back here once again. Fix
About The Pull Request
Gasmaks apply a darkening overlay similar to the welding one but much lighter and open.
Without mask
nomask
With mask
covid
With mask and sunglasses
image
Note that other items that apply tint haven't been changed if worn on their own (sunglasses don't darken the vision) but will increase the darkening effect if staked (mask + sunglasses will give an even darker overlay).
Oranges' approval
dad2
Why It's Good For The Game
All upside and no downside are no fun.
Changelog
cl
balance: gasmasks give a slightly darkening overlay, effect will stack with other items that have tint.
code: tint code has been updated to properly work.
/cl
About The Pull Request
Wall items mostly use the direction from the floor to the wall in the named mapping helper. Wall items mostly use the direction from the wall to the floor for the internal dir variable.
This leads to a headache when it comes to working out what conflicts with what, and what needs placing where.
Wall frames provided a member, inverse, which specified whether or not to invert the direction of the item when looking for conflicts. It was also used to specify whether to look for conflicts outside of the wall (cameras and lights appear external to the wall) or inside the wall (most wall items). This flag was set for Intercoms, APCs, and Lights. Since APCs and Lights expect a floor-to-wall direction, and Intercoms expect a wall-to-floor direction, this means that APCs and Lights were getting the correct direction, and Intercoms were getting the wrong direction.
Some implications of this setup were:
You could build an APC on top of another wall item, provided there was nothing external attached to the wall and the area didn't have an APC.
You could stack Intercoms indefinitely on top of the same wall, provided you weren't in a one-tile wide corridor with something on the opposite wall.
Or both! Here's twenty Intercoms placed on the wall, and a freshly placed APC frame after placing all Intercoms and deconstructing the old APC:
endless-stack-of-intercoms
Not everything used this inverse variable to adjust to the correct direction. For example, /obj/machinery/defibrillator_mount just used a negative pixel_offset to be visually placed in the correct direction, even though the internal direction was wrong, and never set! This also let you stack an indefinite number of defib mounts on the same wall, provided it wasn't a northern wall... except you could do this to northern walls too, since defibs weren't considered a wall item for the purposes of checking collisions at all!
Ultimately, every constructable interior wall item either used this inverse variable to adjust to the correct placement, set a negative pixel_offset variable to have its offset adjusted to the correct placement, or overrode New or Initialize to run its own checks and assignment to pixel_x and pixel_y!
Inventory: Table of various paths, related paths, and the adjustments they used
Unfortunately, untangling /obj/structure/sign is going to be another major headache, and this has already exploded in scope enough already, so we can't get rid of the get_turf_pixel call just yet. This also doesn't fix problems with the special 2x1 /obj/structure/sign/barsign.
Some non-wall items have been made to use the new MAPPING_DIRECTIONAL_HELPERS as part of the directional cleanup.
tl;dr: All wall mounted items and some directional objects now use the same direction that they were labelled as. More consistent directional types everywhere.
Why It's Good For The Game
fml
Changelog
cl
refactor: Wall mounted and directional objects have undergone major internal simplification. Please report anything unusual!
fix: You can no longer stack an indefinite amount of Intercoms on the same wall.
fix: Defibrillator Mounts, Bluespace Gas Vendors, Turret Controlers, and Ticket Machines are now considered wall items.
fix: Wall mounted items on top of the wall now consistently check against other items on top of the wall, and items coming out of the wall now consistently check against other items coming out of the wall.
fix: The various directional pixel offsets within an APC, Fire Extinguisher Cabinet, Intercom, or Newscaster have been made consistent with each other.
fix: The pixel offsets of Intercoms, Fire Alarms, Fire Extinguisher Cabinets, Flashers, and Newscasters have been made consistent between roundstart and constructed instances.
fix: Constructed Turret Controls will no longer oddly overhang the wall they were placed on.
qol: Defibrillator mounts now better indicate which side of the wall they are on.
fix: Some instances where there were multiple identical lights on the same tile have been fixed to only have one.
/cl
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!
About The Pull Request
Ever since I saw @EOBGames PR this, I've wanted it. I've needed it. I've been delaying some mapwork FOR this. This is an identical PR to #61689, just updated so that it's not conflicting with anything. I've done everything @Krysonism asked for from last time too. That's right spacemen, double beds are back, and more cursed then ever. Cursed to succeed that is!
Why It's Good For The Game
We. Don't. Have. Benches.
Benches are a hallmark of any public space! You can sit on them, sleep on them, stand on them, even sleep on them! Our stations have a ton of chairs, but chairs don't really communicate public that well. Benches do. As for the beds? Well Inept wants them, and you know what? I respect that.
cl
expansion: Sofas now include the Bench Type. These are buildable with 2 metal plates from the crafting menu.
expansion: Beds can now be rotated (flipped), and include the Double Bed Type. Miners can also make Double Pod Beds to really feel like an Alaskan King.
expansion: Bedsheets to match! Try to share those big blankets with a lizard if you see that they're shivering!
code: Stuff that lets you interact with the benches and beds in-game, so that you too can enjoy being a king.
sprites: Ports the Benches and Double Bed sprites from Skyrat
sprites: Flipped Beds