* Add randomized tracking beacons to all maps (#61673)
This takes the new random tracking beacon spawner and adds them to all maps. The only guaranteed tracking beacon that spawns is the one at arrivals. The rest have a 35% chance to spawn and are located in the following areas:
teleporter
AI Sat teleporter
escape
showcase
bridge
courtroom
bomb testing range
atmos
xenobio secure chamber
medbay
engineering
bar/cafe
EVA
virology
dorms
mech bay
lavaland
cargo
shooting range/security
chapel
disposals
hydro
garden
library
gateway
incinerator room
vacant office
More roguelike randomization for every round is good for the soul.
* Add randomized tracking beacons to all maps
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Refactor cult dagger rune drawing and null rod rune clearing into components + minor rune / blood magic tweaks (#62918)
The act of inscribing runes, anchoring / unanchoring cult structures, deconstructing cult girders, and purging cultists of holy water have all been moved off of the cult dagger itself and onto a component, cult_ritual_item.
The act of destroying a cult rune or heretic rune with the null rod have been moved off of their respective items and onto the nullrod itself.
Added a signal, COMSIG_ITEM_ATTACK_EFFECT, for the above purposes.
Various cult spells and dagger interactions have had their code improved slightly.
* Refactor cult dagger rune drawing and null rod rune clearing into components + minor rune / blood magic tweaks
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Move current pick_weight consumers to not pass in zeros (#62940)
About The Pull Request
pick_weight_allow_zero was a backwards compatible hack, so it exists alongside pick_weight.
I would really like to just remove the old proc and just rename it, so I want to log what, if anything, is relying on this behavior, to see if it's a bug or if it needs to be handled especially in that case.
* Move current pick_weight consumers to not pass in zeros
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Replacing more C-style for loops with the faster, traditional ones. (#62908)
* Replacing more C-style for loops with the faster, traditional ones.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Adds a new poster to commemorate the end of an era (#62885)
* Added a new poster
* Adds an extra layer of grime.
Co-authored-by: Farquaar <(tgGithubPW0)>
* Adds a new poster to commemorate the end of an era
Co-authored-by: Farquaar <44147031+Farquaar@users.noreply.github.com>
* Ants can't traumatize ghosts, ants show up on top of pipes + Ant QOL (#62496)
* Protects ghosts, bypasses vents & pipes
* hard crit oops
* stops screaming unconcious people
* fixes a copy-paste error
* fixes planes
* *unconcious* people won't get messages.
* I am begging for this to be right
* I hate that it took me 30 seconds to realize
* Ants can't traumatize ghosts, ants show up on top of pipes + Ant QOL
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Refactor /turf/var/intact (#62331)
Turfs have a variable, intact, which conflates three meanings:
Determining whether there's something that can be pried out, such as directly with a crowbar or indirectly with a tile stack and a crowbar off-hand.
Determining whether underfloor pieces are visible.
Determining whether underfloor pieces can be interacted with - by players with tools, through interaction with effects like chemical acid, or foam.
When plating is hit with a stack of tiles, /turf/open/floor/attackby checks whether the turf is intact, and if so, ends the attack chain regardless of whether or not the attempt to hotswap a turf (with a crowbar) is successful or not. However, turfs which want the underfloor to be visible - such as catwalks and glass - set the intact variable to FALSE, and so can be repeatedly placed over one another, as if they were the first tile to be placed over the plating.
This refactors /turf/var/intact into two distinct variables:
/turf/var/overfloor_placed, for whether or not there is something over plating.
/turf/var/underfloor_visible, for whether or not the various underfloor pieces should be invisible, visible, or both visible and interactable.
All references to /turf/var/intact have been replaced with an equivalent overfloor_placed or underfloor_visible reference, depending on which check is appropriate. underfloor_accessibility can take one of UNDERFLOOR_HIDDEN, UNDERFLOOR_VISIBLE, or UNDERFLOOR_INTERACTABLE. This prevents cases such as acid foam or tools phasing through glass floors to affect the underfloor pieces underneath, and covers all kinds of unusual, not-wiring-visiblity usage such as Holodeck completeness, Revenant interaction, or station integrity checking.
* Refactor /turf/var/intact
* Thank
Co-authored-by: esainane <esainane+github@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
* runtime fix for borgs cryoing with upgrade modules + no more mmi laying around after they cryo, and various other runtime fixes
* Fixing conflicts
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Tracers: Migrate to use new rendering system (#61963)
This fixes Emitters, beam_rifle, and more.
The great rendering refactor (#61286) changed how rendering worked.
Entities need to have a usable plane to render to. This isn't normally
a problem, as sensible defaults are set very low in the type path.
However, tracer effects use an appearance override, which was missing
the plane definition.
This adds the plane to the appearance used when apply_vars is called,
by copying it from the holding entity.
* Fix Emitters, and everything that uses hitscan beams.
Co-authored-by: esainane <esainane+github@gmail.com>
* Bluespace anomalies: Don't teleport camera entities (#61966)
* Bluespace anomalies: Don't teleport camera entities
This means that AI eye, Blob overmind eye, advanced camera consoles and the
Xeniobiology console will no longer be teleported by the bluespace anomaly
event. This is particularly relevant for the Xenobiology console, as the
camera is not supposed to be able to see outside of their area, or be able
to move back from outside of their area.
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Bluespace anomalies: Don't teleport camera entities
Co-authored-by: esainane <esainane+github@gmail.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Delete seeds whenever a plant is deletes, delete plant genes when a seed is deleted, + refactor various gene adding / deleting (#61747)
* Delete seeds whenever a plant is deletes, delete plant genes when a seed is deleted, + refactor various gene adding / deleting
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fix maint loot spawners not deleting after roundstart/spawning their loot. (#61707)
Maint loot spawners hang around and never get qdeleted after spawning their loot.
This does a little bit of simple code logic to limit copypasta and ensure that loot spawners never qdel late and that they qdel precisely when they intend to. Or when SSmapping intends for them to.
* Fix maint loot spawners not deleting after roundstart/spawning their loot.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* fixes penetrator rounds phasing through vehicles (#61907)
When I gave vehicles the PASSMACHINE flag in #61793 I forgot that penetrator rounds existed leading to them completely ignoring mechs. This time I created a new flag for vehicles, added it to water particle effects, and excluded it from the penetrator rounds.
Additionally this flag has been added to the heretic's phasing ability.
* fixes penetrator rounds phasing through vehicles
Co-authored-by: Invalid <51190031+InvalidArgument3@users.noreply.github.com>
* Corrects mapload args that sprug up in the past few days (#61759)
See #61623 . These were either merged after the prior PR, coded before the prior PR, or were made in between and not updated.
* Corrects mapload args that sprug up in the past few days
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Changes a bunch of New()s to Initialize()s (#61626)
* Changes a bunch of New()s to Initialize()s
Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
* Fixes neglected fern cell ine amounts + reverts undocumented crate spawner change that removed my brand new fern from the game. (#61671)
* Fixes neglected fern cell ine amounts + reverts undocumented crate spawner change that removed my brand new fern from the game.
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
* Mapping DLC - Random Spawner Pack [MDB IGNORE] (#60522)
First off, I am aware of the Feature Freeze for this month. This PR was initially started in #60401 about a month ago to break the changes into smaller PRs. The end result for this PR is a poor man's attempt at roguelike procedural generation. Enjoy!
Link to the README for how the new spawner system works.
Added the following new random mapping spawners:
pen, crayon, stamp, paper, pamphlet, briefcase, folder, wardrobe closet, wardrobe closet colored, backpack, narcotics, permabrig_weapon, permabrig_gear, prison, material, carpet, ornament, generic decoration, statue, showcase, paint, tool, tool_advanced, tool_rare, material_cheap, material, material_rare, toolbox, flashlight, canister, tank, vending_restock, atmospherics_portable, tracking_beacon, musical_instrument, gambling, coin, money_small, money, money_large, drugs, dice, cigarette_pack, cigarette, cigar, wallet_lighter, lighter, wallet_storage, deck, toy, toy_figure, booze, snack, condiment, cups, minor_healing, injector, surgery_tool, surgery_tool_advanced, surgery_tool_rare, firstaid_rare, firstaid, patient_stretcher, medical supplies, crate, crate_abandoned, girder, grille, lattice, spare_parts, table_or_rack, table, table_fancy, tank_holder, crate_empty, crate_loot, closet_private, closet_hallway, closet_empty, closet_maintencne, chair, chair_maintence, chair_flipped, chair_comfy, barricade, data_disk, graffiti, mopbucket, caution_sign, bucket, soap, box, bin, janitor_supplies, soup, salad, dinner
Removed deprecated wizard trap, vault, and armory spawners.
* Mapping DLC - Random Spawner Pack [MDB IGNORE]
* HNNGH
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* [TM Candidate] Overhauls orbit and POI code to fix part of issue #61508 where players could observe /mob/living/new_player on the lobby.
* E
* Missed merge
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Fixes being able to spam ghost role notifications. (#61085)
There are methods that let players spam the everloving shit out of ghosts with BONG BONG BONG BONG BONG BONG BONG etc. through being able to constantly poll ghosts for roles with no restriction or cooldown.
Examples are laughter and slaughter demon antag_spawners.
It makes no sense to be able to concurrently poll for the same mob. As a result, I've now added a guard against this. The proc has been given a static list of mobs it's polling for ghost roles for. If it's already polling for ghost roles for a given mob, then it just early returns with an empty list, otherwise it adds the mob to the static list when the poll starts and removes it when the poll ends.
I've also done a little cleanup in var names and the proc name, with a find-and-replace done. There weren't many things calling it and none used named keywords in the args so should be fine.
There is also poll_candidates_for_mobs (also included in my cleanup) - This proc is basically only called by admins via sentience balloons and they have their own guards against spamming (the balloon pops and thus can only be used once)
Also fixes an issue in /mob/living/silicon/robot/proc/replace_banned_cyborg() where incorrect args were used in the proc call to poll for candidates.
* Fixes being able to spam ghost role notifications.
* a
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Small Spider Balance Changes and Tarantula QoL (#60505)
* Add Sealed Webs
* Add Sealed Web Icon
* Spider Changes
* Update this dumb var
* Make Broodmothers spawn in the same place
* Remove unused var
* Re-Add Sealed Web Sprite
* Small Spider Balance Changes and Tarantula QoL
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
* Refactors connect_loc_behalf into a component (#60678)
See title. Also refactors caltrops into a component because they use connect_loc_behalf which requires them to hold the state.
This also fixes COMPONENT_DUPE_SELECTIVE from just outright not working.
connect_loc_behalf doesn't make sense as an element because it tries to hold states. There is also no way to maintain current behaviour and not have the states that it needs.
Due to the fact that it tries to hold states, it means the code itself is a lot more buggy because it's a lot harder to successfully manage these states without runtimes or bugs.
On metastation, there is only 2519 connect_loc_behalf components at roundstart. MrStonedOne has told me that datums take up this much space:
image
If we do the (oversimplified) math, there are only ever 5 variables that'll likely be changed on most connect_loc_behalf components at runtime:
connections,
tracked,
signal_atom,
parent,
signal_procs
This means that on metastation at roundstart, we take up this amount: (24 + 16 * 5) * 2519 = 261.97600 kilobytes
This is not really significant and the benefits of moving this to a component greatly outweighs the memory cost.
(Basically the memory cost is outweighed by the maint cost of tracking down issues with the thing. It's too buggy to be viable longterm basically)
* Update glass.dm
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Del The World: Unit testing for hard deletes (#59612)
Co-authored-by: SteelSlayer <42044220+SteelSlayer@ users.noreply.github.com>
* Del The World: Unit testing for hard deletes
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@ users.noreply.github.com>
* Drugs of the 26th century. Three new hella rad drugs, one less lame drug and more!
* Update traits.dm
* Update maint_loot_trash.dm
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>