Commit Graph

762 Commits

Author SHA1 Message Date
Ghilker
b95c0366a4 _HELPERS/unsorted.dm has been sorted (#61882)
bring code up to latest standards, move many procs to named files inside _HELPERS
no idea where to put some of these procs, help is appreciated
made more files to contain some unique code, deleted unsorted.dm, we can rest now
2021-10-05 20:22:57 +01:00
Timberpoes
8593c55c3a Fix disky teleporting itself off the emergency shuttle on transit. (#61786)
Fixes #61782

Did a minor cleanup in the stationloving component to better represent what the proc the destination_in_bounds proc actually did. It is now atom_in_bounds since it's called after the atom has moved and works on the atom's turf. This doesn't fix the problem, but it obfuscated things a bit since it was deceptively named.

The issue is that when the e-shuttle leaves the station, for every turf on the shuttle it first moves the turf's contents to hyperspace, then moves the turf to hyperspace, then changes the area. Since the player holding disky enters Hyperspace first then has the shuttle turf constructed around them, disky teleports back to the station because it enters a non-whitelisted location.

Instead of whitelisting Hyperspace, I changed the order of operations to turf transfer, area transfer and finally atom transfer. This fixes the issue (as now disky moves from z=2 to z=12 /area/shuttle/escape, where escape shuttle is whitelisted instead of z=12 /area/transit, where /area/transit is not whitelisted).
2021-10-04 22:13:33 +01:00
Ghilker
7cbbe27feb fix pod storage (#61855)
fix pod emergency storage exploit
2021-10-03 22:26:14 +01:00
Ghilker
682e7132b5 cleanup of _HELPERS/game.dm (#61859)
some more cleanup, game.dm this time
2021-10-03 16:51:52 -04:00
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
Tim
e26a859016 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.
2021-09-23 03:30:28 +01:00
Timberpoes
16d541e975 [TM Candidate] Overhauls orbit and POI code to fix part of issue #61508 where players could observe /mob/living/new_player on the lobby. (#61509) 2021-09-22 15:54:15 -07:00
Timberpoes
cbc6f35f54 Things that love the station may no longer leave the station, even when Dr. Anomaly says they should. (#61335)
Bluespace anomalies detonating Move() things. When something is Move()d, none of the logic in forceMove() or doMove() is called, and thus stationloving things can't tell when they've left the z-level (since that's where the logic for it is).

There are a number of approaches I could have taken: Refactoring anomalies to use different movement code. Refactoring Movement code to send more signals in various scenarios. Refactoring the stationloving component.

I settled on two steps. First, refactoring the component to bring it up to modern code standards. Second, moving the logic for COMSIG_MOVABLE_Z_CHANGED to Moved() so the signal always fires regardless of if Move() or forceMove() or doMove() is used, with an optional var for whether the z-change is communicated to contents. This means the ore box was changed to actually send the signal instead of just returning with no parent call or signal sent. Stationloving ore boxes when?

stationloving procs no longer call SIGNAL_HANDLERs directly. Var names are now more descriptive. Things are renamed and documented. At least for the parts of the code I know.

Probably some other code cleanups.
2021-09-18 17:29:55 +01:00
LemonInTheDark
1f5e76a39f [s] Audits object say() uses to make handling text more safe (#61147)
Made all say()s deal with encoding, audited all uses of say() to prevent double encoding or like, manually inserting span(). 
I left some stuff without sanitize that only draws from the code, since it's hell to clean up otherwise. That
and I let admins do whatever the fuck they want
2021-09-02 08:36:36 +01:00
Kylerace
740a471dbb large refactor of machine/power code to cut down on processing time and wasted lists (#60317)
original pr here: #59789 (Closed because he didn't think it was good enough)
came back to this because i realized that

    all machines were area sensitive, meaning they had a list with at least a reference to themselves (assuming they arent in the contents of another movable which most arent) for the purposes of handling power differences when their area changes
    pipes are machines
    there are ~14k machines and ~6k pipes
    i made this problem worse with a recent pr by making it a nested list

so i needed to track what machines needed power, and this pr had work already done that could be used for that purpose. now machines that have use_power == NO_POWER_USE do not have this extra memory overhead for no reason

currently every machine that uses power draws that amount from its area from a dynamic channel via auto_use_power() which is called every SSmachines fire(), then in apc/process() the area's dynamic power draw is reset and the power is used. with static power its not calculated then reset every loop, its just taken from the grid. so now machines handle updating their static power usage from their current area (this doesnt touch power machines that require a wire connection). in order to allow this, use_power, idle_power_usage, and active_power_usage have setters to track state correctly and update the static power usage on the machines current area and handle area sensitivity.

also goes through a lot of heavy abusers of SSmachine processing time and tries to make it faster. makes airalarm/process() into a signal handler for COMSIG_TURF_EXPOSE since air alarms only need to process for changes.
Why It's Good For The Game

SSmachines isnt the heaviest hitter in terms of total cpu and certainly not in terms of overtime, but its not a lightweight. it frequently takes > 50ms to complete a run and seems to be in the top 5 or so of subsystem costs looking at some round profilers

also gets rid of a few thousand lists since every pipe no longer has two useless lists each (and any other machines that dont use power)

Love ya kyler

Co-authored-by: Rohesie <rohesie@gmail.com>
2021-09-01 18:10:47 -07:00
LemonInTheDark
cd576ab519 Del The World: Unit testing for hard deletes (#59612)
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
2021-08-15 21:09:26 -07:00
小月猫
918f2473f7 repaths wood/bar table to wood/shuttle_bar, and small shuttle fix (#60730)
we recently had an issue where the table/wood/bar table was used all over icebox service, because a mapper thought that was just a wood table meant for the bar, but in reality its a special indestructable, non-deconstructable table that you cant even climb on, its meant for centcom and shuttles so people cant harrass the barstaff. it was fixed already, however in order to remove future confusion it will now be pathed as shuttle_bar so you cannot mistake this as something to use outside of a shuttle (and if you do, then you should learn to read a little more critically)

also fixed an apparent error in the bar shuttle that existed somehow, namely that a chair put a ";" followed by a tab.... for no reason
2021-08-11 22:59:25 -03:00
sqnztb
32e3942e9a Adds openspace to nav computers whitelist. (#60786) 2021-08-11 01:57:26 -07:00
Ghom
67a324f06d Fixes cargo manifest exports. (#60538) 2021-07-30 17:44:47 -03:00
Thunder12345
39da0b0407 Capture The Flag: Class Warfare (#59629)
Co-authored-by: Thunder12345 <stewart@critar.demon.co.uk>
2021-07-23 15:49:22 -07:00
Rohesie
4c21166e4f Job refactor: strings to references and typepaths (#59841)
* Job refactor: strings to references and typepaths
2021-07-18 20:48:47 +02:00
Kylerace
44779b794c makes get_hearers_in_view() faster AGAIN, fixes issue with previous optimization (#60219)
fixes #60197
woke up today with a ridiculous idea of semi-automatic compile time loop unrolling, wasnt worth the complexity in the least but it made the basis of this PR which i then continued work on. makes area_sensitive_contents into a more general system of important_recursive_contents where we can define reasonable uses to replace recursive contents iteration of the type found in get_hearers_in_view() as long as everything that uses it isnt something incredibly common to the point that it noticeably increases memory usage.
2021-07-17 00:49:55 -03:00
dragomagol
96042daacb Add tram whiteship to the list of potential whiteships (#60165)
The Tramstation was added to our collection of shuttles but there's no chance for it to spawn on its own like the other ships. This fixes that.
2021-07-11 23:06:39 +01:00
Greniza
b2ecb787e1 Environment Protection Bags + Minor Weather Changes (#59752)
Co-authored-by: Matthew J. <12817816+ZephyrTFA@users.noreply.github.com>
2021-07-03 22:05:58 -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
coiax
e8d221dc6d Refactors mail and delivery code (#59730)
- Mail now uses weakreferences to minds, which means the presence of
  mail will not cause harddels, and persist between mindswaps or cloning
  or whatever horrible mob transfer things you've got going on.
- The code for creating a crate of mail has been refactored into a
  single proc, rather than having the same code twice.
- Instead of special casing reagents being delivered, instead
  reagent mail goodies are just regular bottle items like any other.
2021-06-21 19:26:57 +01:00
Emmett Gaines
5adb8df64a During unit tests, does extra verification on text based overlays (#59553)
This makes it so during unit tests, adding a text based overlay to something will runtime if the icon does not have an icon state matching that text. I would do this during normal compiles as well but getting the icon states from an icon is surprisingly expensive.

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-06-20 14:02:01 -07:00
Y0SH1M4S73R
63e33bd709 Makes mutant bodyparts and mutcolors into editable genetic traits (plus a whole shitload of otherwise out of scope code improvements because I just HAD to touch old code) (#59636)
I noticed that various nonhuman body features can't be changed using genetics. I corrected this by adding a block to character genomes allowing you to edit features in the DNA console.
2021-06-20 16:20:09 -03:00
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
Kylerace
d3a1bea859 Turns lighting objects into a datum, makes all lighting be performed with an underlay. big maptick fix very good! (#58991)
credit to zewaka for the idea of using underlays

turns the lighting object movables that were unnecessary and increased maptick into a datum which then applies and removes an underlay in update(). also applies a lot of general lighting clean ups (mostly using as anything in loops and fixing single letter var names).

multiz is a little different by necessity, now only the bottom turf's lighting matters in the brightness of the top turf unlike master where the bottom turf's lighting object is hidden from the vis_contents of the top turf. there are still some kinks to iron out here though, since currently objects suspended in openspace (like tram platforms) look bad and glass floors look bad too

only thing i have left to do is make multiz work (well)

UPDATE: multiz now appears the same as far as i can tell, its possible there are other situations in which its different but datum mats work and it automatically updates if the turf below changes. now i just need to make the system less finnicky if at all possible (and possibly merge managed_turf_vis_content with managed_overlays maybe?)

new update: its basically equivalent to normal multiz as far as i can tell (visually at least, in the circumstances ive tested so far)

NEW NEW UPDATE: turfs no longer have the VIS_HIDE vis_flag and multiz works without stacking the lighting from the floor below! so this shouldnt have any overt drawbacks to master anymore

1 needless movable per tile is terrible for maptick. this is probably a larger improvement than my emissive blocker change in terms of maptick. im guessing we'd get around 0.6 average maptick per player after this where currently we get 0.85 or so

Edit: according to lemon, sybil reached 0.71 maptick per person when tm'd with this

if this is a big enough improvement i might finally be able to get rid of the Gone discord avatar
2021-06-12 21:37:29 -07:00
LemonInTheDark
f90e8cf7a3 Fixes a bunch of harddels that are sourced from player action (#59371)
Sourced from #59118 and a cursed project I'll pr later, This pr contains a lot of harddel fixes for stuff that pops up after a player interacts with something. I'm not gonna list them all here because there's something like 60 130, check the commit log if you're curious

Oh and I moved ref tracking screaming to a separate define, and made some optimizations to the thing in general. I think that's it, this pr is a bit of a frankenstine
2021-06-10 21:44:23 -03:00
Kylerace
b9485fbe31 all camera eyes use abstract_move() instead of forceMove() now (#59200) 2021-05-23 03:25:55 -07:00
Kylerace
f556296645 Touches up cameranet code (#59165)
makes it add only one vis_contents to all turfs for static (adding and removing when ai moves in/out of chunk gone)

original pr: #58522
basically the same but ai's moving in/out of the chunk doesnt affect vis_contents anymore because that was really racking up tidi for some reason.
Why It's Good For The Game

less maptick because theres only 1 vis_contents added instead of 2 and general optimizations to cameranet code
2021-05-19 19:44:04 +12:00
Kylerace
b95a6af896 big connect_loc fix. teleporters dont cause runtimes and movables registered to things entering their turf no longer have themselves entering their turf sent to them (#59065) 2021-05-13 23:42:33 -07:00
ArcaneMusic
18370285da Mail holidays. (#58728) 2021-05-08 04:29:14 -07:00
Kylerace
08df8798ce (code bounty) refactors all uses of Crossed() and Uncrossed() into signals sent to loc, tracked by connect_loc (#58340)
Co-authored-by: Jared-Fogle <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
2021-05-07 03:54:03 -07:00
Fikou
c0f9d2e7e8 [READY] Tile Reskinning 2: Epic Winaloo (#58801)
extends the tile reskinning functionality to iron, bronze, plastitanium, carpet and pod floors
makes a bit of tile code better
moves some paths around, like elevator shafts being plating instead of floor
adds rotating as a tile reskinning function available on chapel or side floors for example

lets players customize any rooms they would want much more than it is possible now, allowing for more creativity
2021-05-01 02:20:45 -07:00
tralezab
bdd4e70673 mail fixes 😎 (#58716)
now mail doesn't get sent to... BAD recipients. (Antags arm, just say antags)
fixes incorrect unwrapping message (bad usage of a visible message)
mail recipients wasn't shuffling either. I'm fairly certain this was leading to some people always getting mail and some never getting it.
2021-04-26 15:50:35 -07:00
tralezab
154b4ec401 Fixes mail multiplying in a hellish race to Avogadro's number (#58699)
Mail waiting ticks up when it successfully sends mail instead of ticking down, essentially doubling the waiting mail every time it tries. whoops!
2021-04-25 02:46:03 -07:00
ArcaneMusic
3475446f74 Ports Mail From Kiwi Take 2: Arconomy Class Mail (#58146)
Co-authored-by: tralezab <spamqetuo2@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-04-24 22:49:27 -07:00
Yenwodyah
78a4f3daf9 Bardrone can bardrone again (#58505) 2021-04-21 20:38:04 +02:00
Arkatos1
c19b7c0787 Security Level subsystem (#58248)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-04-10 15:10:40 -07:00
Thunder12345
e8cb89f8d9 [s] Restores Cargo Shuttle Blacklist Enforcement (#58201)
Removed an inappropriate as anything inside the cargo shuttle's blacklist check that was breaking it.
2021-04-07 21:36:56 +01:00
Thalpy
b174623c2b Fixes a minor oversight with eigenstasium (#58069) 2021-04-01 17:09:31 -07:00
Rob Bailey
292b217911 Layer overhaul (#57915)
## About The Pull Request
Changes up some layer and plane defines for no particular reason lol

## Why It's Good For The Game
Planes actually override layers, and layers control ordering within planes. A lot of the usage of plane and layer was wholly unnecessary. This refactor helps future maintainability while also being needed staging for _future features._
2021-03-29 09:51:44 -04:00
bloons3
72028dae12 Syndicate Shuttle Console cannot be deconstructed via tools (#57962) 2021-03-27 00:07:44 -07:00
TemporalOroboros
fb488fdfff Some explosions code cleanup (#57493)
Clears out two deprecated explosions systems (explosion ids and explosion levels)
Refactors a bunch of contents_explosions procs to be maybe slightly faster.
Cleans up a bunch of ex_act code.
Slightly cleaner code
A few less unused vars on /atom and /turf
2021-03-20 16:03:59 -07:00
Fikou
70249fdbd4 Adds Armhulen's PR of Dennok's shuttle decal PR with Mothblocks' reviews (#57456)
Co-authored-by: Dennok <Deneles@yandex.ru>
Co-authored-by: Couls <coul422@gmail.com>
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-03-06 14:54:13 -08:00
Timberpoes
7d6b2cd0a7 Minor typo and comment fixes follow-up for ID card rework (#57318) 2021-03-03 16:30:19 -08:00
tralezab
c63f696f30 Chef Produce Console, for cases where there are no botanists (#57298) 2021-03-02 19:16:27 -08:00
Fikou
60424d0e0e adds a bitflag for no random pixel shift on dropping, adds turf_flags var to replace usage of flags_1 on turfs (#57263)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-03-01 01:23:38 -08:00
Timberpoes
890615856e Fully implements the ID Card design document (#56910)
Co-authored-by: Rohesie <rohesie@gmail.com>
2021-02-28 19:26:45 -08:00
Arkatos1
cf47017639 Escape pod console emag fix (#57229) 2021-02-27 23:01:05 -08:00
Ghom
69711bde15 Beauty is now an element. Fixing an issue with enter/exit area comsigs. (#57147)
Co-authored-by: Ghommie <425422238+Ghommie@users.noreply.github.com>
2021-02-24 21:17:03 -08:00