* Changes painting frame description to explain how they work (#55414)
spellcheck: changed the description of painting frames to better explain how to remove paintings and whether the frame is persistent
* Changes painting frame description to explain how they work
Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com>
* 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.)
* pass_flags handling refactor + rewrites a part of projectiles for the n-th time
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
* Refactors how movetype flags are added and removed and the floating animation (#54963)
I wanted to refactor how movetype flags are added and removed into traits to prevent multiple sources of specific movement types from conflicting one other. I ended up also having to refactor the floating animation loop (the one that bobs up and down) code in the process.
Why It's Good For The Game
A way to avoid conflict from multiple sources of movement types.
This also stops melee attacks, jitteriness and update_transform() from temporarily disabling the floating movetype bitflag altogether until the next life tick.
Tested, but i'm pretty sure improvements could be made.
Changelog
cl
fix: jitteriness, melee attack animations and resting/standing up should no longer momentarily remove the floating movement type.
/cl
* Refactors how movetype flags are added and removed and the floating animation
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* 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
* Windows "lag" fix
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Small do-after refactor (#55172)
This is an alternative to the PR Ryll made, it does some things similar e.g. the default limit of 1 interaction per target for a person, however, it refactors do_afters to support overrides for max interaction counts and unique sources.
For example, stripping uses the item being stripped as the source, allowing you to strip multiple items, but not the same item multiple times.
I've also fixed most other edge-cases this could cause where balance would be affected, but feel free to point out any I might've missed, this'll probably require some longer-term testmerging.
* Small do-after refactor
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Removes a source of ian harddels, keeps mcgruffs bed discription from getting overwritten at roundstart, moves the bed claiming feature to just the dogbed typepath, none of the subtypes, this applies to buckling too (#55158)
Removes a source of ian harddels, keeps mcgruff's bed description from getting overwritten at roundstart, moves the bed claiming feature to just the dogbed typepath, blacklisting subtypes. This applies to buckling too.
This means that a dogbed can only ever belong to one dog. Fuck you.
Remake of #54892, github doesn't like force pushes, not sure why
* Removes a source of ian harddels, restores soul
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Makes it so living crate creatures can pass plastic flaps as god intended. (#55088)
* Makes it so living crate creatures can pass plastic flaps as god intended.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Salt the earth of these god damn gym lockers (#55081)
* Lockers, Bluespace Bodybags, and all their subtypes, now properly prevent you from access internal, sub-level boxes storages.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Food processors and microwaves now respect food trays (#54927)
Really it's a bandaid as it would be better to wait until the refactor is done, but it turned out to be a rather easy fix.
Food trays may now once again mass insert both new and old food into the microwaves and food processors.
Prevents any manual handing when cooking large quantities of food at once.
Also, you get the switch gathering mode button when being given the serving tray again.
* Food processors and microwaves now respect food trays
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Re-assesses 99% of vending prices through Arconomics to match player resources and round-length. (#54715)
* The Re-pricening
* Rewritten and adjusted for paycheck defines.
* I made the map changes finally.
* And the refills too.
* "OH YEAH REPLACING IT ALL WITH DEFINES AND SCALING IT THE EXCEL DOCUMENT WILL BE EASY, ARCANE!!!"
* And the premium ones too.
* Accidently spoiled a future pr due to dme bleedover
* Re-assesses 99% of vending prices through Arconomics to match player resources and round-length.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* fixes the flags of some shocks (#54906)
## About The Pull Request
The shocks from the shock touch mutation now ignore insulated gloves, because you're touching your victim's body, not giving them a handshake.
The shocks from punching charged energy fields (special holosigns from emagged cyborgs) now DON'T ignore insulated gloves, because you're literally punching them with your hand.
The shocks from running into charged energy fields now DON'T ignore insulated gloves, to be consistent with things like electrified doors.
The shocks from the on_mob_life() effect of liquid electricity now ignore insulated gloves, like the shocks from the on_mob_life() effect of teslium do (thanks for pointing this out, Angustmeta!).
## Why It's Good For The Game
Logical sense and consistency in what forms of protection shocks check for are good things, I think.
* fixes the flags of some shocks
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Pies are now refactored for new foods. (#54751)
Moves over pies to the newfood typepaths, as well as the few select pie slices.
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
* Pies are now refactored for new foods.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
* Beauty component improvements. Two new fantasy component prefixes (#54622)
Title. Changed the component backend code slightly to allow a single component to hold the total score instead of spawning new components. This should fix cases, such as material stacks without the MATERIAL_NO_EFFECTS flag, where multiple set_costum_materials calls can be made and new beauty components spawned.
* Beauty component improvements. Two new fantasy component prefixes
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Fix royal alien pixel offset, change getter to variable (#54706)
Fixed a bug where royal aliens would have their base pixel offset applied twice, making them off-center (https://i.imgur.com/BtspaM0.png)
Changed the mob/living procs get_standard_pixel_x_offset() and get_standard_pixel_y_offset() to variables (body_position_pixel_x_offset and body_position_pixel_y_offset), to match the contribution guidelines.
Also corrected a few random things that weren't using base pixels but should have been.
* Fix royal alien pixel offset, change getter to variable
* Update pixel_shift.dm
Co-authored-by: Yenwodyah <yenwodyah@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Adds a few walls and airlocks to the big derelict space ruin to keep atmos diffs down when entered. (#54749)
* Oh right the commit
* Removes snowflake pathing for alien resin window.
* Missed one.
* Actually this whole map is just a var-edit hell
* Adds a few walls and airlocks to the big derelict space ruin to keep atmos diffs down when entered.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Non-human mobs can now benefit from held id cards and economy. (#54647)
* Non-human mobs can now benefit from held id cards and economy.
* Moved these getters toward the upper end.
* oui?
...
dump eet.
* .tee pump
...
?iuo
* Non-human mobs can now benefit from held id cards and economy.
Co-authored-by: Rohesie <rohesie@gmail.com>
* Adds record of toilet combat (#54836)
Logs a direct method of dealing damage to a person that wasn't logged previously
* Adds record of toilet combat
Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
* Merge pull request #54798 from Ghommie/Ghommie-tg38
You can now unbuckle others from the toolbox training machine with altclick. (Lemon: Cleans up some issues with remote toolbox removal too)
* You can now unbuckle others from the toolbox training machine with altclick.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Converting art component into element. (#54616)
* Only art is now an element. There have been some issues with beauty.
* Typo.
* Update art.dm
* Update art.dm
* Maintainer suggestions. Reversing order of switch(impress) for correct moodlets.
* Fixing some pre-existing oddities with art element.
* stating the right var.
* simplifying the component.
* Update art.dm
* lowercasing pronoun.
* Converting art component into element.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Turns transparency for turfs into an element, and gives it to datum materials. (#54250)
* Turns transparency for turfs into an element, and gives it to datum materials.
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Fixes table stacking exploit (#54650)
Tables could be placed on top of each other, leading to stacking of glass tables, and infinite sin. This doesn't cover anything close to all of it, but it's a good patch for now.
* Fixes table stacking exploit
Co-authored-by: Rohesie <rohesie@gmail.com>
* Holodeck bedsheets no longer drop cloth when cut (#54548)
they now check if they have HOLOFLAG_1 and if they do they dont drop cloth
* Holodeck bedsheets no longer drop cloth when cut
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Adds game logging to welding airlocks, firedoors and lockers (#54593)
* Adds game logging to welding airlocks, firedoors and lockers.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Makes dressers not drop wood when they have the NODECONSTRUCT flag (#54534)
* Makes dressers not drop wood when they have the NODECONSTRUCT flag
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* 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.
* Standardizes attack chain signal returns and fixes a tk bug
Co-authored-by: Rohesie <rohesie@gmail.com>
* Implements timed_action_flags for do_after-like procs (#54409)
Originally I wanted to fix an issue where the `get_up()` `do_after()` would ignore the callback checks, because it was `uninterruptible`, so that made me refactor these procs to allow for higher granularity on checks and standardize behavior a bit more.
There's more work to be done for them, but one thing at a time.
* Removes the `uninterruptible` check in favor of the more granular `timed_action_flags`
* Cleans code on the `do_atom`, `do_after_mob`, `do_mob` and `do_after` procs to standardize them a little better.
* Implements timed_action_flags for do_after-like procs
* Update horror_form.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Shuttle tweak and fix (#54395)
Fix lavaland podding
Make lavaland pod destinations hidden
Removed unused variables from connect_to_shuttle() proc
Shuttle consoles remove old custom port id from possible destinations when connects to new shuttle
Custom ports keeps clear from unwanted numbers.
Now shuttle machinery property connects to additional loaded shuttles.
Add some docking_port register logging and safety.
* Shuttle tweak and fix
Co-authored-by: Dennok <Deneles@yandex.ru>