Commit Graph

290 Commits

Author SHA1 Message Date
necromanceranne
f5099185c8 Adds a new INHALE reagent transfer method and applies it to smoking and smoke inhalation. Nitrous oxide (the reagent version) inhalation causes brain damage. (#87306)
## About The Pull Request

Adds the ``INHALE`` transfer method. Smoking and smoke exposure now uses
this method.

Makes a few sensible inhalation effects for current behaviours.

Adds a unit test amongst the rest of the exposure method tests.

Nitrous oxide does brain damage on inhalation based on volume inhaled.

## Why It's Good For The Game

Smoke and smoking being based on ingestion rather than inhaling was
always weird to me. It'd be nice to have a specific method for smoking
instead of a method shared by drinking. Many of our smokables make sense
as indigestibles, obviously, but maybe we'd like a chem you can ONLY
smoke.

~~Also, I walked out of a job interview and up the street to see a guy
throwing his empty nitrous canisters around and yelling at passerbys, so
shout out to that fucking guy with this PR.~~

## Changelog
🆑
code: Introduces a INHALE method for reagent transfer. Cigarettes and
smoke reactions use this new method.
balance: Nitrous oxide now brain damage if you inhale it. So don't do
that.
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-10-30 12:24:43 +00:00
larentoun
692540a7b9 Singularity_pull() standartize (#87304)
## About The Pull Request
Previous attempt - https://github.com/tgstation/tgstation/pull/87227

`/atom/proc/singularity_pull(obj/singularity/singularity, current_size)`
has first arg typed, but other procs were just referencing it as a
un-typed variable.

Since args are not standartized AND
`atom/proc/singularity_pull(obj/singularity/singularity, current_size)`
is out-dated, since it can be called by things that has
`/datum/component/singularity` - not just by
`obj/singularity/singularity` - This PR just adds args to every
`proc/singularity_pull()` as follows:
`proc/singularity_pull(atom/singularity, current_size)`

## Why It's Good For The Game
Standartization

## Changelog
No changelog needed
2024-10-25 02:08:26 +02:00
SmArtKar
ad111f4950 Spacemove refactor - Newtonian physics (#84869)
## About The Pull Request

This PR significantly enhances how zero-g movement works. Its no longer
locked to one of 8 directions, everything now has inertia and is
affected by weight. This means that throwing a piece of wire will no
longer completely reverse your movement direction, and that being thrown
out of mass driver no longer will slow you down to a halt at some point.

This leads to following gameplay changes:
* Guns now accelerate you. Ballistics have higher acceleration than
lasers, and higher calibers have higher acceleration than smaller ones.
This means that firing full-auto weapons in zero-g will make you drift
and accelerate significantly. While this can be a hilarious way to
travel in space, it makes using them trickier.
* Impacting a wall or an object while moving at high speeds will cause
you to violently crash into it as if you were thrown. Careful when
exploring!
* Jetpacks now have inertia. Changes introduced in #84712 have been
mostly reverted, although speed buff has been reduced to 0.3 instead of
0.5 (although this is compensated by new movement mechanics, so overall
speed should be roughly equal). All MODsuit jetpacks now possess the
speed boost. Advanced MODsuit jets (which has also been added back) and
captain's jetpack instead have higher acceleration and stabilization
power, providing much more precise control over your movement.
* Firing guns while moving on a jetpack will partially negate your
pack's acceleration, slowing you down. Non-advanced jetpacks'
stabilization is not enough to compensate for heavy caliber weaponry as
sniper rifles, shotguns or rocket launchers.
* You no longer instantly decelerate upon sliding along a wall. Instead,
it may take a few tiles if you are moving at extreme speeds. Passing
over lattices still allows you to grab onto them!

As space movement is angle-based instead of dir-based now, its much more
smooth than before due to using new movement logic.

Example of jetpack stabilization in action:

https://github.com/tgstation/tgstation/assets/44720187/6761a4fd-b7de-4523-97ea-38144b8aab41

And, of course, you can do this now.

![jetpack_500](https://github.com/tgstation/tgstation/assets/44720187/37b11cd8-2bd1-4640-ae0c-5e0cc505bf52)

**This pull request requires extensive gameplay testing before
merging**, as a large amount of numbers have been picked arbitrarily in
an attempt to keep consistency with previous behavior (guns and
normal-sized items applying 1 drift force, which is equal to what
everything applied before this PR). Jetpacks and impacts may also
require adjustments as to not be frustrating to use.

Closes #85165

## Why It's Good For The Game

Zero-G refactor - currently our zero-g movement is rather ugly and can
be uncomfortable to work with. A piece of cable being able to accelerate
you the same as a duffelbag full of items when thrown makes no sense,
and so does instantly changing directions. Inertia-based version is
smoother and more intuitive. This also makes being thrown into space
more of a hazard (possibly opening the door for explosive
decompressions?)
Jetpack inertia and gun changes - this is mostly a consequence of
inertia-based movement. However, zero-g combat being preferred during
modes like warops was an issue due to it negatively affecting everyone
without jetpacks which are in limited supply onboard. This reverts the
mobility changes which severely impacted space exploration, while making
zero-g combat more dangerous and having it require more skill to be a
viable option.

## What's left

- [x] Refactor moth wings to use jetpack code
- [x] Refactor functional wings to use jetpack code
- [x] Locate and fix a recursion runtime that sometimes occurs upon
splattering against a wall
- [x] Add craftable tethers and modify engineering MOD tethers to use
the same system

## Changelog
🆑
add: You can now craft tether anchors, which can be secured with a
wrench and attached to with right click. They won't let you drift into
space and you can adjust tether length/cut it via lmb/rmb/ctrl click on
the wire.
add: MOD tethers now remotely place and connect to tether anchors
instead of throwing you at where they landed.
balance: MOD tethers can now be used in gravity
balance: Jetpacks are now inertia-based. 
balance: Guns can accelerate you significantly in zero-g.
balance: All jetpacks now give you equal speed buff, however advanced
MOD ion jets and captain's jetpack have higher acceleration/deceleration
values.
refactor: Refactored zero-g movement to be inertia-based and utilize
angles instead of directions.
/🆑
2024-09-26 02:49:54 -07:00
grungussuss
58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
tgstation-ci[bot]
9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

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After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
YesterdaysPromise
fec946e9c0 /Icon/ Folder cleansing crusade part, I think 4; post-wallening clean-up. (#85823)
Hello everybuddy, your number three rated coder-failure here to clean up
some mess. This PR accomplishes some of the more major structural clean
up changes I wanted to do with /obj/ folder, but decided to wait on
until wallening gets merged, and so, time has come. Several things to
still be done, although I know these cleaning PR's are quite a load, so
will wait for this one to get done with first.

## Why It's Good For The Game
Saner spriters, better sprites, less annoyance. Also deleted a whole
load of redundancy this time around, a lot of sprites which existed
simultaniously in two places now got exit their quantum superposition.
2024-08-15 20:22:02 -07:00
LemonInTheDark
4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).

If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.

Most of the rest of it is pipelining done to accommodate how icons are
cut.

## Path To Merge

Almost* all sprites and code is done at this point. 
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily

This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.

Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.

Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.

## What does it look like?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## Credits

<details>
<summary>Historical Mumbojumbo</summary>

I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.

This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.

Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.

This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.

The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.

Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.

Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.

The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.

</details>

<details>
<summary>Detailed Credits</summary>

Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.

Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother

And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>

## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00
Joshua Kidder
fa3f591138 [no gbp] Reworked sparks to not be so immensely destructive in benign circumstances (#84193)
## About The Pull Request

So sparks were laying waste to every department that had sparks as a
little pizzazz particle effect, which turned out to be seemingly every
single department, and also just a bunch of random shit we had laying
around. That wasn't really the goal so I've reworked them, for now,
until I'm able to more comprehensively address how we handle things that
are combustible vs things that are actually dangerously flammable, which
we don't differentiate for now.

Sparks now send a signal to whatever thing is touching those sparks.
Right now I've specifically made pools of welding fuel, things made of
plasma, people covered in flammables, and cigarettes respond to this
signal. Sparks that touch objects with reagents in them will heat those
reagents marginally (approximately 40kelvin increase from 300 kelvin
underneath a popped lightbulb). There is also another signal
'HAZARDOUS_SPARKS' but as of this PR it is not used.

If you walk into sparks or get showered by them, the sparks will also
interact with any of your visible equipment (outerwear and held items),
but to reiterate, nothing besides the above stated items have
interactions with sparks... for now...
## Why It's Good For The Game

I won't apologize for being hilarious but turning departments into
fields of burnt boxes, tables, vegetables, and crates wasn't really the
intent.
Addresses #84169 and similar
## Changelog
🆑 Bisar
balance: Sparks have been heavily adjusted; they only affect items made
of plasma, pools of welding fuel, flammable people, cigarettes, and
items that contain reagents... for now. Their long-standing behavior of
igniting flammable gas has been untouched.
/🆑
2024-06-23 16:40:14 +01:00
Joshua Kidder
daa34b9f19 [no gbp] Sparks don't ignite furniture (unless you made it out of plasma you fucking lunatic), sparks have a decreasing chance to ignite bigger items, small fix to obj/fire_act() signal (#84111)
## About The Pull Request

Even though it's hilarious, sparks currently ignite any flammable thing
they touch whatsoever; including gigantic wooden/cloth items, or tables
and chairs. Turning areas with wooden furnitures into fields of ash
wasn't the intent, so I adjusted sparks to not ignite furniture (you can
put welding fuel under them if that's your intent) and items bigger than
small items have a steadily decreasing chance to get ignited by sparks
(normal is 50%, bulky is 20%, bigger than bulky won't ignite only from
sparks)
## Why It's Good For The Game

Even in a death trap space station of the future, sparks aren't THAT
much of a fire hazard.
## Changelog
🆑
fix: Sparks will no longer turn areas with wooden furniture or similar
into naught but a field of ashes; they no longer ignite furniture,
(unless it's made of plasma(?!)) and have a decreasing chance to ignite
items bigger than small size.
/🆑
2024-06-19 23:25:34 +01:00
Joshua Kidder
d10d790f67 Sparks ignite flammable things (including people), welding fuel pools now ignite in response to more things logically (#83673)
## About The Pull Request

Currently, sparks only ignite the air in rooms with
plasma/tritium/hydrogen in them. This PR changes sparks to ignite
flammable things they touch, including mobs covered in flammable
liquids. They also marginally heat containers (40K temp increase from a
broken light bulb).

The initial purpose was to make welding fuel pools more responsive to
flaming things being thrown into them. I have also done that. They now
respond to hot objects (including flaming mobs) entering their space or
being thrown onto them. They are also ignited by sparks.

This PR makes sparks a fire hazard. Keep a fire extinguisher handy.

## Why It's Good For The Game

Safety hazards are fun. Sparks should, logically, set flammable things
on fire, including YOU. Welding fuel pools should be more hazardous.

## Changelog

🆑 Bisar
add: Sparks now ignite flammable things. Including you. Keep a fire
extinguisher handy or stop dousing yourself in welding fuel!
fix: Fixed a few oversights with welding fuel pools not igniting when
you throw lit/hot things into them or when you walk into them while on
fire.
/🆑
2024-06-18 14:34:28 +01:00
Mothblocks
bc4e7d3b4e Remove data systems in favor of global datums (#82943) 2024-04-29 22:47:36 -07:00
Jeremiah
c1a775efe1 Implements data systems (#82816)
## About The Pull Request
Subsystems currently come in two different flavors:
1. Systems that process at intervals with the master controller
2. Global data containers that do not fire

And I think they should be split up...


This moves 4 non firing, non init subsytems -> datasystem

## Why It's Good For The Game
Clarity in code
2024-04-22 21:27:15 -06:00
Penelope Haze
d39815a452 Fix invalid List.Join() in chemsmoke logging (#82573) 2024-04-11 11:40:14 -06:00
Pickle-Coding
8eef5a5913 Atmos resin can cool the floor down directly. (#82553)
## About The Pull Request
Makes atmos resin set the floor's temperature to 293.15 Kelvin.
## Why It's Good For The Game
The floor can heat the air up. If someone were to extinguish a tritium
fire or something ridiculous with halon, then an awkward situation will
arise where the halon cools the air down, but when someone breaks the
resin open, the floor heats the air back up, triggering the resin to
spawn again and again, which can cause quite awkward problems.
## Changelog
🆑
balance: Atmos resin can directly cool the floor.
/🆑
2024-04-10 17:25:30 -07:00
Jeremiah
9723b4b317 Replaces even more deciseconds with SECONDS (#82438)
## About The Pull Request
Using these search regexes:

Ending in 0:
`addtimer\((.*),\s?(\d{1,3})0\b\)`
replacement:
`addtimer($1, $2 SECONDS)`

Two digit ending in odd:
`addtimer\((.*), (\d)([1-9])\)$`
replacement:
`addtimer($1, $2.$3 SECONDS)`

Single digit ending odd:
`addtimer\((.*), ([1-9])\)$`
replacement:
`addtimer($1, 0.$2 SECONDS)`

## Why It's Good For The Game
Code readability

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-04-06 15:18:49 -06:00
Pickle-Coding
d54fa170b3 Halon combustion releases resin foam and pluoxium. Halon is formed by electrolysing BZ, and the reaction is much quicker. (#81887)
## About The Pull Request
Original PRs: #69196 and #74472

Applies both of those PRs to this PR.
Doesn't apply the firefighter backpack halon requirement changes since
absolutely no one liked that.

Halon combustion will combust into 2.5 moles of pluoxium per mole of
halon consumed, and release atmos resin. The resin will not only help
choke out fires, but it will also help seal rooms from fires, or seal
fires from other rooms. Halon formation now requires electrolysing BZ
instead of CO2 and N2O. The electrolysis is much faster. 2 moles of
halon and 0.2 moles of oxygen is released with 91.2321kJ of thermal
energy per mole of BZ electrolysed. Halon combustion starts at 343.15K
instead of 373.15K.

Resin foam no longer consumes halon and pluoxium. The resin foam
released from halon combustion is a special type that lasts longer to
ensure the halon can spread and not block itself when combusting.
## Why It's Good For The Game
I have only seen one, maybe two rounds ever where someone created halon,
and 0 rounds where it was actually used. The main reason why it (at
least I think) isn't used is because it takes a rather large amount of
effort and time for something that is only going to be used in a
fraction of rounds. Preemptively spending that much effort every round,
where most of the time it doesn't get used, will get boring and
repetitive for pretty much anyone very quickly. Creating it as a
response to a fire is going to take too long because you need to build a
special cooling chamber and a contraption to ensure low pressure, and
then wait for it to react slowly.

This PR tries to resolve this by changing the requirement to BZ, making
the electrolysis much quicker and scales with temperature instead of
inversely with pressure, and making it combust into pluoxium. BZ is a
gas that takes a little effort to make, but is probably the most
frequently made gas and is likely already available when there is an
emergency. With the BZ requirement combined with electrolysis speed
change, creating halon is just a matter of dumping BZ into an
electrolyser, turning the electrolyser on then extracting the halon,
which can be reasonably done as a response to a plasmaflood or whatever.

Halon combusting into pluoxium also makes halon not a dead end on the
tree of gases. By letting halon combust into pluoxium, atmospheric
technicians may persue halon to create pluoxium, which should let it
feel less of a waste of time if someone decides to make it and there's
no emergency that calls for the use of it. Halon combustion releasing
resin foam conveys a visual effect that it is strong at choking fires.
Reducing the temperature allows it to react earlier to a spreading fire,
so it can block it before it spreads.
## Changelog
🆑
balance: Halon combustion releases 2.5 moles of pluoxium per mole of
halon consumed.
balance: Halon combustion no longer releases carbon dioxide.
balance: Halon combustion releases resin foam.
balance: Halon formation requirements changed to require electrolysing
BZ instead of N2O and CO2.
balance: Halon formation changed to no longer slow down at higher
pressures. It instead accelerates at higher temperatures. It is much
faster overall.
balance: Halon formation releases 91.2321kJ of thermal energy per mole
of halon consumed.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-04-02 18:21:38 +00:00
Bilbo367
466b3df048 Refactor removing unused defines. (#82115)
## About The Pull Request

Refactors a lot of the unused defines.

## Why It's Good For The Game

Refactors a lot of the unused defines.

## Changelog
Nothing player facing

---------

Co-authored-by: san7890 <the@san7890.com>
2024-03-22 21:29:35 -06:00
SomeRandomOwl
0617369924 Suppresses excessive logging that results from fights in the deathmatch (#82096)
## About The Pull Request

So this is a PR i have had testmerged downstream for like a month now
because deathmatch SPAMS the hell out of admin logs. This makes doing
admin work kinda annoying when all the useful logs are drowned out by
people trying to smoke each other to death endlessly. I don't know how
bad the problem is upstream, but I'd imagine TG admins would likely
express the same gratitude to have less active logging in game, in the
case something important happens that they need to see.

This should still keep logging things to the actual log files so the
logs will still exist, but this merely suppresses the massive spam of
logs that admins actively see.

## Why It's Good For The Game

Lets admins do their job a little bit better being able to see when
things happen in the logs. Deathmatch logs can be rather disruptive
towards admins.

## Changelog

🆑 SomeRandomOwl
admin: Deathmatch Bombs, Smoke, and Liquid floods are now suppressed in
the logs and will not actively spam admin logs.
code: adds a area flag to suppress logging for floods and bombs
/🆑
2024-03-19 19:38:29 -06:00
LemonInTheDark
ef714c1c34 Overlay Lighting Color/Intensity Pass (#81425)
## About The Pull Request

I was looking at screenshots of the game and realized we had a lot of
light sources that were really... flat.

Medium intensity, not colored at all, cringe.

So I went over all the uses of overlay styled lighting (since I've done
matrix lighting already) and gave them more unique features. Colors that
match the sprite they're used with, intensity to produce vibes, that
sort of thing.

It's kinda impossible to go one by one cause there's a LOT.

I may have gone a bit overboard with a few, I'm messing around with some
things like giving bots colors based off their department, etc. We'll
see how this all turns out.

Oh also I tweaked how the cone of overlay lighting is drawn. It seemed a
bit too present to me so I dropped the alpha down from like 200 to 120
at max (so it's roughly half of the mask's alpha so it's less
overwhelming

## Why It's Good For The Game

Lighting should be impactful, subtle and colorful

<details>
<summary>
Old Lights
</summary>


![dreamseeker_QJ5bFZxd63](https://github.com/tgstation/tgstation/assets/58055496/8ae74a95-32cb-473f-830a-ab4e1073a581)

![dreamseeker_DPVgI8wOoN](https://github.com/tgstation/tgstation/assets/58055496/149095af-a08a-4038-bf18-9e3401327452)

![dreamseeker_pyEmTAb37x](https://github.com/tgstation/tgstation/assets/58055496/6dbb6cf8-2ed7-4bc0-9d19-c64849088a33)

![dreamseeker_aDfvnea6YD](https://github.com/tgstation/tgstation/assets/58055496/4ed983e1-6be3-4513-ba3b-cecde08ccd38)

![dreamseeker_RnkQSwmxmc](https://github.com/tgstation/tgstation/assets/58055496/63e0210e-e1b1-42f0-be64-53d67c43f689)

![dreamseeker_G8NSC3lzAk](https://github.com/tgstation/tgstation/assets/58055496/93001925-904d-4061-8874-1d17bb225a90)

![dreamseeker_yASfxtbHDR](https://github.com/tgstation/tgstation/assets/58055496/ce0ae9ad-9067-44e0-9491-3ef331bbbb84)

![dreamseeker_4ecBbG5urI](https://github.com/tgstation/tgstation/assets/58055496/ce82f471-15c7-40ce-bc08-be4f5dc8a3b7)

![dreamseeker_udYlv8uAce](https://github.com/tgstation/tgstation/assets/58055496/c516a278-852b-44b8-ba7c-1203cea3f845)

![dreamseeker_bc2120Fnmr](https://github.com/tgstation/tgstation/assets/58055496/87a1429a-2329-4dd5-8c7b-ff44f54a08bb)

</details>

<details>
<summary>
New Lights
</summary>


![dreamseeker_0H11TyhGgx](https://github.com/tgstation/tgstation/assets/58055496/75b68a25-055e-488c-af82-b062dbe7413e)

![dreamseeker_2B9AENHsfl](https://github.com/tgstation/tgstation/assets/58055496/b52d441c-6ed3-495b-9ebd-9b0c9f924f30)

![dreamseeker_3vOVRRMTSP](https://github.com/tgstation/tgstation/assets/58055496/b265578f-34cc-4a0a-80ea-3237fb83df33)

![dreamseeker_5bTLup65rx](https://github.com/tgstation/tgstation/assets/58055496/6fcd3dc0-5927-458a-9f77-5582ad57a954)

![dreamseeker_iZzxZv4nfW](https://github.com/tgstation/tgstation/assets/58055496/67c3af13-2305-4130-936b-19ded08ccc4e)

![dreamseeker_Lhe9TSA0Av](https://github.com/tgstation/tgstation/assets/58055496/a5310e58-0ff1-45ac-bb81-b4a0212eb0ce)

![dreamseeker_ngQJUv0tV4](https://github.com/tgstation/tgstation/assets/58055496/c3d7423a-ab32-4401-9ffa-c4c3b7811334)

![dreamseeker_PL0z6sU7by](https://github.com/tgstation/tgstation/assets/58055496/2947d828-3aee-48c2-903f-2bf0db9077d2)

![dreamseeker_xineFZDzPA](https://github.com/tgstation/tgstation/assets/58055496/095ff8b0-51cf-4f7c-a2ee-752d9d7e87bd)

![dreamseeker_zpXxbZZakS](https://github.com/tgstation/tgstation/assets/58055496/c4200d35-a2fa-4c3f-8e88-1fd87f44cd46)

</details>

## Changelog
🆑
add: Tweaked the saturation, color and intensity of a bunch of lights
/🆑
2024-03-09 23:57:19 +00:00
LemonInTheDark
70651816c2 Fixes complex lights not handling moving well, renames lighting defines (#81423)
## About The Pull Request

[Fixes static lights not
moving](ffef43c05a)

Worked fine when the owner moved, but if the owner was inside something
else, it would try and trigger an update on the PARENT's lights, which
are obviously not us.

[Renames MOVABLE_LIGHT and STATIC_LIGHT to better describe what they
do](de73a63bd4)

People keep trying to change the lighting system of lamps and it makes
me mad.
I choose OVERLAY_LIGHT and COMPLEX_LIGHT here, I couldn't figure out a
better name for turf matrix lighting. Suggestions welcome

## Why It's Good For The Game

Closes #80005
Hopefully improves understanding of lighting at a glance
## Changelog
🆑
fix: Fixes fancy lights not updating their source location when picked
up and moved
/🆑
2024-02-12 20:50:20 +01:00
LemonInTheDark
f03084c1ca FOV is Dead (Long Live FOV) (#80062)
## About The Pull Request

FOV as it is currently implemented is incompatible* with wallening.
I'm doin wallening, so we gotta redo things here.

The issue is the masking of mobs. Wallening relies on sidemap (layering
based off physical position), which only works on things on the same
plane (because planes are basically sheets we render down onto)
So rather then masking mobs, let's reuse the masking idea from old fov,
and use it to cut out a bit of the game render plane, and
blur/over-saturate the bit that's masked out.

My hope is this makes things visible in light, but not as much in
darkness, alongside making more vivid shit more easily seen (just like
real life)

Here's some videos, what follows after is the commits I care about
(since I had to rip a bunch of planes to nothing, so the files changed
tab might be a bit of a mess)

Oh also I had to remove the darkness pref since the darkness is doing a
lot of the heavy lifting now. I'm sorry.

Edit:
NEW FOV SPRITES! Thanks dongle your aviator glasses will guide us to a
better future.


https://github.com/tgstation/tgstation/assets/58055496/afa9eeb8-8b7b-4364-b0c0-7ac8070b5609


https://github.com/tgstation/tgstation/assets/58055496/0eff040c-8bf1-47e4-a4f3-dac56fb2ccc8

## Commits I Care About

[Implements something like fov, but without the planes as layers
hell](a604c7b1c8)

Rather then masking out mobs standing behind us, we use a combo color
matrix and blur filter to make the stuff covered by fov harder to see.

We achive this by splitting the game plane into two, masking both by fov
(one normally and one inversely), and then applying effects to one of
the two.

I want to make the fov fullscreens more gradient, but as an effect this
is a good start

[Removes WALL_PLANE_UPPER by adding a WALL_PLANE overlay to material
walls (init cost comes
here)](2548933739)

@Mothblocks see this. comment in commit explains further but uh, we need
to draw material walls to the light mask plane so things actually can be
seen on them, but we can't do that and also have them be big, so they
get an overlay. Sorry, slight init time bump, about 0.5 seconds. I can
kill it with wallening.

[Moves SEETHROUGH_PLANE above
ABOVE_GAME_PLANE](beec4c00e0)

I don't think it actually wants to draw here
@Time-Green I think this was you so pinging for opinion

[Resprites FOV masks to be clean (and more
consistent)](f02ad13696)

[f02ad13](f02ad13696)

This is 100% donglesplonge's work, he's spent a week or so going back
and forth with me sharpening these to a mirror shine, real chill

## Why It's Good For The Game

Walls are closing in

## Changelog
🆑 LemonInTheDark, Donglesplonge
image: Redoes fov "mask" sprites. They're clean, have a very pleasant
dithering effect, and look real fuckin good!
del: Changed FOV, it no longer hides mobs, instead it blurs the hidden
area, and makes it a bit darker/oversaturated
/🆑

###### * It's technically possible if we start using render targets to
create 2 sets of sources but that's insane and we aren't doing it
2023-12-13 15:52:24 +01:00
Jeremiah
7a1b1fa9ad Splits placeontop proc (#79702)
## About The Pull Request
I find the proc hard to read honestly. There's no reason we can't split
this into two functions - the secondary functionality is used only once,
in reader.dmm.
## Why It's Good For The Game
Code improvement
Glorious snake case
## Changelog
N/A nothing player facing

---------

Co-authored-by: san7890 <34697715+san7890@users.noreply.github.com>
2023-11-19 04:58:31 +01:00
LemonInTheDark
2532911353 Adds pathmaps, refactors pathfinding a bit (#78684)
## About The Pull Request

Implements /datum/pathfind/sssp, which generates /datum/path_map

/datum/path_maps allow us to very efficently generate paths to any turf
they contain from their central point.

We're effectively running the single source shortest paths algorithm.
We expand from the center turf, adding turfs as they're found, and then
processing them in order of addition.
As we go, we remember what turf "found" us first. Reversing this chain
gives us the shortest possible path from the center turf to any turf in
its range (or the inverse).

This isn't all that useful on its own, outside of a few niche cases
(Like if we wanted to get the farthest reachable turf from the center)
but if we could reuse the map more then once, we'd be able to swarm
to/from a point very easily.

Reuse is a bit troublesome, reqiures a timeout system and a way to
compare different movables trying to get paths.
I've implemented it tho. I've refactored CanAStarPass to take a datum,
/datum/can_pass_info. This is built from a movable and a list of access,
and copies all the properties that would impact pathfinding over onto
itself.

There is one case where we don't do this, pathing over openspace
requires checking if we'd fall through the openspace, and the proc for
that takes an atom.
So instead we use the weakref to the owner that we hold onto, and hold
copies of all the values that would impact the check on the datum.

When someone requests a swarmed path their pass info is compared with
the pass info of all other path_maps centered on their target turf. If
it matches and their requested timeout isn't too short, we just reuse
the map.

Timeout is a tricky thing because the longer a map exists the more out
of date it gets.
I've added a few age defines that let you modulate your level of risk
here. We default to only allowing maps that are currently
being generated, or finished generating in our tick. 
Hopefully this prevents falling into trouble, but consumers will need to
allow "failed" movements.

As a part of this datumized pass info, I've refactored pathfinding to
use access lists, rather then id cards directly. This also avoids some
dumbass harddel oppertunities, and prevents an idcard from changing mid
path.

Did a few things to the zPass procs, they took args that they did NOT
need, and I thought it'd be better to yeet em.

If you'd all like I could undo the caching/can_pass_info stuff if you'd
all like. I think it's useful generally because it avoids stuff changing
mid pathfind attempt, but if it's too clunky I could nuke it.

Oh also I added optional args to jps that constricts how it handles
diagonals. I've used this to fix bot paths.

## Why It's Good For The Game

Much of this is redundant currently. I'm adding it because it could have
saved hugglebippers, and because I get the feeling it'll be useful for
"grouping" mobs like bees and such.
We're doing more basic mob work currently and I want to provide extra
tools for that work.


https://github.com/tgstation/tgstation/assets/58055496/66aca1f9-c6e7-4173-9c38-c40516d6d853

## Changelog
🆑
add: Adds swarmed pathfinding, trading accuracy for potential
optimization of used correctly
fix: Bots will no longer take diagonal paths, preventing weirdo looking
path visuals
refactor: Refactored bits of pathfinding code, hopefully easier to add
new pathfinding strategies now
/🆑
2023-10-17 23:52:54 -06:00
Jacquerel
517d33e6f0 Basic blob mobs (#78520)
## About The Pull Request

I remembered today that blob code is ass, especially blob spores.
There's still a lot to improve but I cleaned up _some_ of it by
converting these mobs.
Now they use a newer framework and more signal handling as compared to
circular references.

I _expect_ the behaviour here to largely be the same as it was or
similar. I haven't added anything fancy or new.

This is a reasonably big PR but at least all of the files are small?
Everything here touched every other thing enough that it didnt make
sense to split up sorry.

Other things I did in code:
- Experimented with replacing the `mob/blob` subtype with a component.
Don't know if this is genius or stupid.
- AI subtree which just walks somewhere. We've used this behaviour a lot
but never given it its own subtree.
- Blob Spores and Zombies are two different mobs now instead of being
one mob which just changes every single one of its properties.
- Made a few living defence procs call super, because the only thing
super does was send a signal and we weren't doing that for no reason.
Also added a couple extra signals for intercepts we did not have.

## Changelog

🆑
fix: Blob spores will respond to rallies more reliably (it won't runtime
every time they try and pathfind).
fix: Blobbernaut pain animation overlays should align with the direction
the mob is facing instead of always facing South
refactor: Blob spores, zombies, and blobbernauts now all use the basic
mob framework. They should work the same, but please report any issues.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2023-09-26 15:28:26 -06:00
jimmyl
5db7992b09 basicmob clowns (#78448)
## About The Pull Request

this is a mostly 1 to 1 port of simpleanimal clowns to basicmob clowns
this means they have 1 more brain cell
and they waddle



https://github.com/tgstation/tgstation/assets/70376633/0c5f01c7-fea2-4d8c-9fc1-764c1557e1b8



## Why It's Good For The Game


![image](https://github.com/tgstation/tgstation/assets/70376633/f92c85ea-33f2-4cf3-858f-103c0958ff97)

## Changelog
🆑
refactor: clowns are basicmobs now
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-09-23 14:46:11 +00:00
LemonInTheDark
74892ae7ec Optimization pass focused on foam code (saves about 30% of cpu usage I think) (#76104)
## About The Pull Request

Foam is crummy at high load rn, both because it runs on a low priority
background subsystem, and because it wastes a bit of time.
Let's reduce usage (while speeding up a bunch of other stuff too), and
give it more cpu generally.

[Optimizes reagent processing
somewhat](d409bd4afc)

Turns out most of the cost of foam is the reagents it carries, and the
varying effects they have
I'm doing my best here to optimize them without touching "user space"
too much

That means doing things like prechecking if we're gonna spawn on top of
an existing decal (from glitter, flour, etc), and using that same proc
to also avoid spawning on unacceptable turfs (I had to convert
inheritance to a bitflag system to make this work, but I think that's ok
since we want it imparative anyhow)

It's actually nice for code quality too, since it lets me clean up code
that was using raw locates and weird var pong.
god I wish I had implied types man

[Optimizes foam spreading in its most accursed aspect, reagent
copying](5cc56a64ad)

Holy shit reagent code is a lot.

I'm doing a bunch of small things here. istype in init -> typecache,
removing procs that are called once and loop over a list we JUST looped
over (ph and the caching for reactions in particular)

I am mainly trying to optimize copy_to here, since that's what foam
spams
As a part of this, I removed a pair of update_total and handle_reactions
calls that were done on the reagents we are copying FROM

I have no god damn idea why you would want to do that, but if anything
is relying on the copy proc modifying the source, then that code
deserves to break

Speaking of, I cleaned up handle_reaction's main filter loop a lot,
removed a lot of redundant vars and changed it from a full loop w
tracker vars to an early exit pattern

This meant using a loop label, which is unfortunate, but this is the
fastest method, and it does end up cleaning up the code significantly,
Which is nice

Oh also I made the required_other var function even if there is no atom
attached to the reaction, since I don't see why it wouldn't

This last bit is gonna get a bit esoteric so bear with me

Failing calls (which are most of them) to handle_reactions are going to
be fastest if they need to check as few reactions as possible

One reagent in a reaction's required list is marked as the "primary",
and thus gets to trigger checking it.
We need all the reagents to react anyhow, so we might as well only check
if we have one particular one to avoid double checking

Anyhow, in order to make most calls the fastest, we want these reactions
distributed as evenly as possible across all our reagents.
The current way of doing this is just taking the first reagent in the
requirements list and using it, which is not ideal

Instead of that, lets figure out how many reactions each reagent is in,
then divy reactions up based off that and the currently divvied
reactions

This doubles the reagent index count, and takes the most common reagent,
water, from 67 reactions to I think like 22

Does some other general cleaning in reagent code too, etc etc etc

[Fixes runtimes from the forced gravity element being applied more then
once](941d067611)

I feel like this element should take a trait source or something to make
them potentially unique, it's too easy to accidentally override one with
another

[Removes connect_loc usage in atmos_sensitive, replaces it with direct
reg/unreg](de1c76029d)

I only really used it because I liked the componentization, but it costs
like 0.2 seconds off init alone which is really stupid, so let's just do
this the very slightly harder way

[Micros foam code slightly by inlining a LinkBlockedWithAccess
call](744da3694c)

This is in the space of like 0.05 seconds kinda save so I can put it
back if you'd like, the double loop just felt silly

[Changes how foam processes
slightly](ee5e633e32)

Rather then treating spreading and processing as separate actions, we do
both in sync.
This makes foam fade faster when spreading, which is good cause the
whole spread but unclearing foam thing looks silly.
It also avoids the potential bad ending of foam spreading into itself,
backwards and forwards. This is better I promise.

[Bumps fluid priority closer to heavy eaters, moves it off
background](811797f09d)

Also fixes a bug where foam would travel under public access airlocks.

## Why It's Good For The Game

Saves a lot of cpu just in general, from both init and live.
In theory makes foam faster, tho I'd have to test that on live at
highpop to see if I've actually succeeded or not. Guess we'll see.
2023-07-17 08:56:24 -07:00
LemonInTheDark
ae5a4f955d Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request

Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.

This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.

[Renames comp_lookup to listen_lookup, since that's what it
does](102b79694f)

[Moves signal procs over to their own
file](33d07d01fd)

[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](335ea4ad08)

[Does something similar to the attackby comsigs (PARENT ->
ATOM)](210e57051d)

[And finally passes over the examine
signals](65917658fb)

## Why It's Good For The Game

Code makes more sense, things are better teased apart, s just good imo

## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
2023-06-09 06:14:31 +00:00
John Willard
0c99bd28f4 Makes gasses use defines (#75542)
## About The Pull Request

Adds defines for gasses and replaces uses I've found to instead use the
defines.

Can you believe I made this PR while trying to work with Xenos? This
sucks!

## Why It's Good For The Game

There's a lot of different uses of things like "o2" and "plasma", and
they are pretty inconsistent. In some places, it's "hydrogen", in others
it's "h2". In some it's "plasma", others "plasm". This unifies it all
under defines so it has a less chance of breaking in the future.

## Changelog

Nothing player-facing.
2023-05-27 19:45:22 -04:00
MrMelbert
f209c7a604 Fixes a runtime from foam in a weird loc / improves the stack trace (somewhat) (#75281)
## About The Pull Request

- Fixes a runtime from foam being created inside plasmamen, instead of
at the plasmamen's loc, from the clown plasmaman suit


![image](https://user-images.githubusercontent.com/51863163/236899740-1d5ccca3-43c4-455b-9bb2-3206ce433df8.png)

- Adds a stack trace for mobs having foam created inside of them
- So, in the past foam would runtime if created in a non-turf at all,
mobs or otherwise. I changed it so it creates a more helpful stack
trace.
- While tackling this, however, I realized that we may want to support
foam in non-turf, non-mob locs? Like closets? That is to say, if you
release a foam reaction while stuck in a locker and it floods the
locker, it would stay in the locker until it is opened, and affect other
people in the locker itself? Unsure, so I left it as an option, albeit
it may not function entirely correctly.
- This may also false-positive in some places, such as a mob within mob.
I'm unsure if it should have its own case, or of it should act like
closets are implied to do above? But that may produce some silent
errors. So eh.

## Why It's Good For The Game

Less runtimes, more intended code. 

## Changelog

🆑 Melbert
fix: Fixes a runtime with plasmaman clown suit lube spray
/🆑
2023-05-09 14:07:58 -06:00
oranges
4c48966ff8 Renames delta time to be a more obvious name (#74654)
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects

regexes used

git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
2023-04-11 21:31:07 -07:00
MrMelbert
6085e3b5ee Reagent soup / Soup rework / Stoves - A kitchen expansion (#74205)
## About The Pull Request


![image](https://user-images.githubusercontent.com/51863163/227391708-8de28b68-149f-4e02-a2d3-22f6e3067784.png)

**This PR:** 

- Reworks most* existing soup into reagents. 

- Adds Stoves and Ranges. Ranges replace most* existing ovens. 

- Adds soup pots, to cook soup

**How does it work?** 

In the kitchen you will find a stove now.

Stoves act as a "reagent container heater", essentially a chem heater.
You can set a pot onto the stove.

To make soup, visit the cooking recipe book for a guide. Most recipes
are the same as before, just tweaked slightly - Add water to the pot (50
units for 1 batch generally), then add all the corresponding ingredients
to the pot. Set the pot out on the stove and right click it to turn it
on. If the recipe's correct, shortly it will start to mix and give you
soup!

One soup recipe will give you roughly 3 servings of soup. You can pour
our the soup into a bowl using a ladle or just by pouring it manually.

Of note: **All of the reagent contents of the ingredient are transferred
into the soup.** Better, more nutrient rich ingredients produces more
soup, and poisoned produce will pass it on.

If you place the soup into a chem master, you will notice it's roughly
half "soup reagent" and half a variety of reagents, including nutriments
/ proteins. This is your soup! It is recommended you serve your soup
with the reagents included, as they make up more nutrition for the
customer, however you can separate it out if you're picky.

**Todo:** 

- [x] Fill out the PR body a bit more 
- [x] Mapping (wait for big merge conflict pr to go past)
- [x] Soup colors
- [x] Balance pass over for soup recipes
- [x] TODOs
- [ ] Unit tests
- [x] Cullen Skink's recipe is invalid
- [x] Try to see if there's an easy way to prevent soup from fattening
you up too easy.

## Why it's good for the game

Adds some more depth to the kitchen and moves chef away from the
click-button-get-food style that exists.

Allows for inherently custom soups by the way of making it reagents, so
no need to support custom soup food items.

## Changelog

🆑 Melbert, stove and pot sprites by Kryson, ladle sprite by Kinneb
add: Kitchens are now stocked with Ranges. 
add: You can now print (and create) Stoves. 
add: The dinnerware vendor now dispenses ladles. 
add: Spoons can now actually spoon... things.
add: Soup has been reworked entirely. Soups are now reagents, cooked via
a soup pot on a Stove or Range. Simply add water and your required
items, then apply heat. Be careful not to boil over!
add: Stoves, Ranges, and Griddles will now heat up their surroundings -
don't turn them on around plasma!
fix: Fixes being able to cook in an Oven while the room is depowered
qol: Hitting a customer bot with an incorrect recipe no longer counts as
a hostile attack leading to your demise shortly after
refactor: Customer bots that request a reagent now use custom orders
code: Cut down a lot of code in the crafting menu code, and removes some
ugly ispaths
del: Soup is no longer food items, so can't appear in random food pools
(at least not yet).
balance: Virus Food recipe now requires you cool it to 200k.
/🆑
2023-04-07 19:42:49 -06:00
san7890
ccef887efe Lints Against Unmanaged Local Defines (#74333)
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.

## About The Pull Request

Hey there,

This took a while to do, but here's the gist:

Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.

Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.

Scenarios this PR corrects:

* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*

(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game

If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).

Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.

I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.

(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
2023-03-29 10:17:03 -07:00
tattle
42b5a0ed76 Creates short-lived foam (and applies it to the Scrubber Overflow) (#71850)
## About The Pull Request
Creates a short-lived foam with a lifetime of 1 SECOND instead of the
default 8 SECONDS to address some complaints about the scrubber overflow
event overstaying its welcome.

## Why It's Good For The Game
Fixes #69689 
Fixes #71830

## Changelog
🆑 Tattle
balance: the foam used in the scrubber overflow has a lifetime of 1s
instead of 8s
/🆑

Co-authored-by: tattle <article.disaster@gmail.com>
2022-12-11 12:53:16 +13:00
AnturK
4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00
jimmyl
fb6b5905b3 Fixes plenty instances of 1-tile foam (#71132)
## About The Pull Request
All of these from what i heard were supposed to make all foam with range
"4" but most of these ranges were stupidly big so

Fixes 1 tile foam that was apparently not fixed after the foam refactor
in:
AI Upload Foam Dispensers, with a range of "4"
Hygienebot death, with a range of "2"
Clown cars taking damage, with a range of "4" and 25u of space lube.
(henk)
Clown plasmaman envirosuits extinguishment, with a range of "4" and 15u
of space lube. (hunke)
Soap suicide, with a range of "1"
Emagged cleanbots wetting the floor and making foam, with a range of "2"
Firebots when exposed to an atmos fire, firefighting foam with a range
of "3"

![image](https://user-images.githubusercontent.com/70376633/200168492-640b2517-b747-43cd-b45f-c2168a915d63.png)

## Why It's Good For The Game

Fixes #68441
Makes firebots less ass
Also barely-functional code bad, functional code good

## Changelog
🆑
fix: Fixes 1 tile foam in Foam Dispensers,Clown Cars, Hygiene
Bots,Firebots, Soap Suicide, Emagged cleanbots, and the clown plasmaman
envirosuit
/🆑
2022-11-07 09:34:48 -08:00
John Willard
952c3ee0d3 Removes ComponentInitialize() (#69118)
* Removes ComponentInitialize()

Completely removes ComponentInitialize() as a proc, which was called on every single atom in the game, twice in some instances (like new players), over something that can already be done with Initialize().
This is the second attempt at doing this, after the first attempt fell apart for some reason. This time it was way easier though, since storages are no longer a Component.

* update icon blocker added before calling parent

* Update code/game/machinery/porta_turret/portable_turret.dm

Co-authored-by: san7890 <the@san7890.com>

* adds a mapload while I'm here

* moves human mood

* Does some UNRELATED thing to the PR

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-08-11 19:01:32 -04:00
LemonInTheDark
22d57da140 Readds Alien Vore (#68312)
* Readds Alien Vore

Aliens can now eat people again. Behavior was removed by #43991 (b6c41e3b32)
because nasku thought it was weird, and the code was really bad.

I think it's funny, and I've made the code not trashtier.

Basically, an alien can agressive grab any living mob. If they stay next
to the mob, facing them for 13 seconds, they will "eat" the mob,
IE:insert them into a list on their custom stomach.

The xeno can then hit an action button to spit out the mob, alongside
some acid.

If the mob is alive enough to pull out a weapon inside the xeno/has one
on it, they can attack the xeno from inside, dealing damage to the
creature and its stomach. If the stomach drops below a threshold, the
mob gibs the xeno and escapes.

I've done my best to steer things away from horny and into gross, though
I'm aware you fucks do your best to blur that line.

Anyway something something balance change something something lets xenos
abduct people more easily, I'm mostly doing this cause I think it has
soul.

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-07-17 01:55:12 -07:00
TemporalOroboros
2683ec04b0 Improves logging for smoke clouds. (#67206)
About The Pull Request

Makes smoke propagate the fingerprints of the last person to touch the source of the smoke.
This makes gunpowder smoke actually log the person responsible for the explosions.
Why It's Good For The Game

As of right now gunpowder smoke (and similar) doesn't actually have very good logging as as far as the smoke is concerned it's never been touched and so the resulting explosions are blameless. Obviously, scrolling up for a good minute looking for who has just obliterated the escape shuttle is slightly annoying for the admins. Ergo, making the explosions log who actually is responsible for making the smoke they originate from should reduce admin annoyance.
Changelog

cl
admin: Smoke now logs the last person to touch the source of the smoke as the last person to touch the smoke itself. Gunpowder smoke should be less annoying to log dive as a result as every explosion will log that person.
/cl
2022-06-07 15:45:20 +12:00
LemonInTheDark
245ec35dae Removes (in) smoke and foam reactions (#67270)
* Removes smoke and foam reactions

Turns out when you let reagents react in foam/smoke, people put bombs in
them.

This behavior was initially added to just smoke, accidentially in
(56f7ac0c0a) accidentialy (thalpy tried to
make both foam and smoke instant react, but instead made smoke's temporary
holder reagent instant instead. hhhhhhh)

Assuming this was intentional it was then extended to foam in
(1879e2d338)

Basically, we're idiots. Anyway lets just walk this all back to instant
reaction on smoke/foam formation. Hate you people

* Removes another source of gunpowder smoke

Temporal told me about this. Gunpowder uses an ex_act signal as a
starter, and that also counts for smoke objects.

Really don't want instant detonation smoke bombs, so let's just... not
shall we?
2022-05-27 22:32:21 -04:00
SmArtKar
ffcc271f00 Fixes foam spreading through public airlocks and windoors (#67101)
* Fixes foam spreading through public airlocks and windoors

* nova
2022-05-26 23:41:58 -07:00
TemporalOroboros
9d16d6643c Makes smoke react to opening airlocks. (#66963)
Makes smoke spread through newly opened airlocks if the cloud has spread past the airlock, but has not completely finished spreading.

More intuitive smoke behavior.
As funny as it is to open an airlock and see nothing but a wall of smoke it's even funnier to open an airlock and suddenly be inside a wall of smoke.
2022-05-22 00:30:44 -07:00
LemonInTheDark
7e9ff85f2a [NO GBP] Jetpack and spacedrift: Fixes and niceties (#66628)
* Jetpack and spacedrift: Fixes and niceties

Ok so when I ported spacemovement onto movement loop,
I neglected to port this behavior that existed to support jetpacks.

Basically, if something that lets you move while spacedrifing
completes a move while you're spacedrifting, the
drift should "disable" to let it complete, and then later restart.

I neglected to add support for that, so that's what this does.

There's some other stuff going on here, mostly things to let jetpacks
ignore some of drift's extra behavior, since when a jetpack is not on
stablized, we want both to coexist.

It's a bit of a mess, I'm sorry about that.

Oh and at temporal's suggestion I've moved the visual_delay set from
newtonian move to an istype on the drift component, that was a good
idea, thanks quiet

* Makes dropping a pull while drifting carry the momentum into the pulled thing\

* Adds some extra context to Process_Spacemove, fixes a bunch of stupid
space bugs

It used to be, if you called Process_Spacemove with a direction, it
assumed you were an "action", so a client or mob trying to move in a
direction.

Unfortuantely for it, I needed to be able to use direction to make mob
pull drifting work. So we now actually pass in a second variable
called continuous_move, which tracks if this Process_Spacemove is on
behalf of a continuous move or not

In addition to this, I've added logic to bumping "off" someone to
prevent backbumping if that makes sense, since the bump is in the form
of a newtonian move that's run before the thing that's bumping actually
moves, we need some way to exclude it from holding the other object in
place.

* Adds a jetpack component, uses it to unify all three versions of
jetpacking

I hate you fikou
There were three copies of the same behavior, which made it hard to fix
stuff. Let's just componentize it

* Fixes jetpacks stabalizing even without fuel

This is mildly hacky. The real fix is to do this with events, but I
really don't wanna bend my brain like that. This'll do

* Ensures turn_off always has a user)

* Shut pu

* Bulky drags no longer effect your movespeed in space, fixing a consistency issue between them and all other forms of drags

* Removes some redundant code, cleans up some messy stuff

* Removes redundant safety checking from jetpack code

* see above

* Removes redundant signals
2022-05-20 00:54:00 -07:00
TemporalOroboros
068a3be859 Makes smoke and foam attempt to fill the available space. (#65281)
Have you ever noticed that the chemical smoke and chemical foam reactions are a lot less effective in confined spaces? This is because they currently attempt to spread to all tiles within n steps of their origin. If they can't expand onto a tile they get blocked and the expanding cloud/flood misses out on all the tiles that would be in range, but that can't be reached.

Obviously smoke and foam getting blocked by walls and the like makes intuitive sense, but it seemed a bit nonsensical that walls would basically delete a significant chunk of an expanding, amoebic mass. The solution I came up with is making smoke and foam expand until they cover a certain area, with a shared tracker for the target size and total size of the flood. The flood will simply expand as normal until it covers the desired target area. Blocked expansions just don't count and will be made up for with expansion elsewhere.

Attendant to these changes are a whole bunch of minor code improvement to smoke, foam, and one for wizard spells because I was already in the area and :pain:.

There have been some minor balance changes to the chemical smoke and foam reactions:

I converted them over to passing the desired area of the resulting smoke cloud/foam flood. The old equation for the resulting area was along the lines of 2sqrt(x)(sqrt(x) + 1) + 1 given reaction volume x and given unobstructed expansion. I've made them just pass around 2x instead. This is actually less than they used to try for, but now they're guaranteed to reach that unless the flood is fully contained. Not entirely certain if buff or nerf. Probably buff on the station.
Also, foam dilution is now based on covered area instead of target expansion range. Since this scales faster than it used to foam has been effectively nerfed at high volumes. To compensate for this I removed the jank 6/7 effect multiplier and increased the base reagent scaling a bit. Again, not certain if buff or nerf.
2022-05-07 13:10:37 -07:00
SmArtKar
442ef897bc Refactors firestacks into status effects (#66573)
This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made.

Some fire related is moved away from species(what the fuck was it even doing there) into these as well.
Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient.

Also changed some related proc names to be snake_case like everything should be.

This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good.
Nothing to argue about since there's nothing player-facing
2022-05-04 23:52:07 -07:00
Fikou
c614507dc9 MODsuit module update: clamp nerf, replacement of holster and pepper spray modules, some tweaks to suit starting modules (#66170)
* part 1

* Merge branch 'master' of https://github.com/tgstation/tgstation into magnet-holster

* modsuit module update: replacement of holster and pepper spray, nerf to clamp

* fixes

* this for some reason renders shit badly

* h

* test

* handles deleting as an arg, hopefully fixing the runtimes

* dusk to dawn

* fucking idiot

* you too

* slight speedup

* stiupid

* less capsaicin

* Apply suggestions from code review

use the typecache

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

* Update code/modules/mod/modules/_module.dm

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

* w

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-04-15 13:16:54 -07:00
capsaicin
ecde2149ce i want to sleep (#66184) 2022-04-15 01:55:22 -07:00
TemporalOroboros
1879e2d338 "Actually on second thought and some testing these really aren't as significant as I thought they were" buffs to smoke and foam. (#65155)
This PR buffs smoke and foam in two ways.

    It increases the hardcap on carried reagent volume for smoke to 1000u. This is on par with foam, which also has a reagent multiplying effect that smoke does not have.
    It permits reactions within both smoke and foam. This could be more dangerous as it could allow for smoke/foam to make more smoke/foam, but these reactions would consume the contents of the smoke and foam so it shouldn't cause too much trouble.

What this means for you.

In all honesty these changes won't make chemical weapons significantly more powerful than their current state.

While you would think that doubling the carrying capacity of smoke would make a significant difference in reality it really doesn't. The vast majority of chemical delivery methods had payload capacities too low to run up against the old hardcap. Of the ones that could only chemical payloads really have the capacity to take full advantage of it and when was the last time you saw an antagonist actually use a chemical payload with smoke? I don't think I ever have. For those still concerned about balance: a smoke mix with a 500u blend of acids optimized for damage deals 52.35 total damage each tick on an unprotected target. The same mix at 1000u deals 53.1 total damage each tick. This is a difference of 1.5%, hardly enough to notice.

On the other hand, the change to make foam mixes allow reactions within the foam would be a massive change..... but reactions have already been allowed within smoke for months now. That's probably been the case since #56019 dropped actually. All this PR does it allow them within foam as well. On that note, after some testing foam is significantly less potent than smoke in this manner for a few reasons. Firstly, foam is blocked by a multitude of common objects that smoke simply isn't: tables, lockers, and crates for a start. Secondly, foam divides the reagents used to make the foam by the range* of the foam when it is initially created. As such it is necessary to cram about twice as much reactant into the foam to get the same effect as the same mix (but smoke) with a lower dispersal range.

First off, the fact that smoke and foam have carry volume hardcaps at all is not well communicated. To my knowledge it is not mentioned anywhere in game or on the wiki. Essentially the only way to figure out that they exists is either to code dive or to build high density smoke chemical payloads and notice that they are somewhat less effective than they should be. I cannot remove the hardcaps entirely so the next best thing is making sure that both hardcaps are in the same place.

Secondarily, I have been enjoying applying delayed-reaction smoke for about a month now and haven't really seen a reason for it to be blocked in foam as well. I would like for other chemists to try to also use delayed-reaction smoke as well because I find it interesting and I'm pretty certain I haven't fully explored what is possible using it. After doing some testing this should not notably effect game balance as foam is significantly less effective than smoke in this manner of application.
2022-03-28 18:10:57 -07:00
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
LemonInTheDark
4051ad647e Space drifting fixes and cleanup (#64915)
* Fixes infi pushing off something in space

Right now you can just push "into" a dense object forever, and depending
on your move rate, just kinda glide

We can fix that by checking if we're trying to push "off" something
we're moving towards

* Makes pushing off something shift it instantly

Currently if you kick off something in space it waits the delay of the
move to start drifting. Looks dumb, let's not

* Updates backup movement to properly account for directional windows. GOD I HATE DIRECTIONAL DENSITY SHOOOOOT MEEEEEEEEEEEEEEEEEEE

* Uses range instead of orange so standing on the same tile as a directional counts properly, rather then suddenly entering a drift state. I hate it here

* Ensures all args are named, updates implementations of the proc with the new arg
2022-02-28 19:17:17 -06:00
LemonInTheDark
214e99fb24 Makes extinguisher sprays look nicer (#64949)
Rather then sticking around till their 7 second delay, they dissipate
once they finish their movement. This dissipation comes with a fading
and such to make things look nicer.

I've applied the fading behavior to sprays too, since they could also
use the help.

I really hate how things look currently, makes me break out in hives
2022-02-18 00:49:06 -08:00