Commit Graph

310 Commits

Author SHA1 Message Date
grungussuss
613581897e /obj/item/clothing/head/mob_holder -> /obj/item/mob_holder (#91893)
## About The Pull Request
title
## Why It's Good For The Game
it inherits a lot of behavior from clothing which leads to lots of bugs
when it isn't actually clothes, for example: shredded overlays. this
should be better.
probably fixes a bunch of bugs
## Changelog
🆑
code: mob holders are no longer subtypes of clothes, report any issues
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2025-07-01 14:20:48 +01:00
MrMelbert
5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

## Changelog

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-19 13:32:12 +10:00
Ghom
339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.

## Changelog

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-23 20:18:26 +00:00
Penelope Haze
4c2a76ede3 Fix a large number of typos (#89254)
Fixes a very large number of typos. A few of these fixes also extend to
variable names, but only the really egregious ones like "concious".
2025-01-28 22:16:16 +01:00
jimmyl
a7eb32b7cc cleans up holodeck map templates + prevents the holodeck from overloading due to lag (#88792)
## About The Pull Request
removes unused holodeck template vars
prevents the holodeck from overloading if process is fired during
loading

## Why It's Good For The Game
unused var bad
holodeck shouldnt detonate if the server lags

## Changelog
🆑
fix: holodeck no longer explodes if the server lags while its loading a
new sim
/🆑
2024-12-30 22:48:49 -08:00
Tim
fcadec240a Fix holodeck computer using wrong power settings (#88568)
## About The Pull Request
The holodeck computer has a complex power formula since it calculates
the power requirements based on the choosen simulation and items inside.
One apparent problem that I discovered through testing is that when the
holodeck computer is idle or using the offline program it is drawing
power as if it was active...

This is not supposed to happen. Let's see what the code documentation
says for reference:

```
//Power use
/// dont use power
#define NO_POWER_USE 0
/// use idle_power_usage i.e. the power needed just to keep the machine on
#define IDLE_POWER_USE 1
/// use active_power_usage i.e. the power the machine consumes to perform a specific task
#define ACTIVE_POWER_USE 2

///Base global power consumption for idling machines
#define BASE_MACHINE_IDLE_CONSUMPTION (100 WATTS)
///Base global power consumption for active machines. The unit is ambiguous (joules or watts) depending on the use case for dynamic users.
#define BASE_MACHINE_ACTIVE_CONSUMPTION (BASE_MACHINE_IDLE_CONSUMPTION * 10)

///see code/__DEFINES/machines.dm
var/use_power = IDLE_POWER_USE
///the amount of static power load this machine adds to its area's power_usage list when use_power = IDLE_POWER_USE
var/idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION
///the amount of static power load this machine adds to its area's power_usage list when use_power = ACTIVE_POWER_USE
var/active_power_usage = BASE_MACHINE_ACTIVE_CONSUMPTION
///the current amount of static power usage this machine is taking from its area
var/static_power_usage = 0
```

If the machine isn't in use it should be using `IDLE_POWER_USE` when it
is not active. So in our case, we have it offline but it is still using
`ACTIVE_POWER_USE` draining more power than it should.

There was also some misc edge case where if you are near the computer
and you change the simulation, it wouldn't update the power correctly
since having the UI of a computer active did not allow the power to
properly reset to the simulation or offline mode.

Anyway here is how it looks fixed. If you are ever checking power vars,
the ones you need to pay attention to are here:


![dreamseeker_b7B7ErVRVH](https://github.com/user-attachments/assets/01e6e78d-b6af-4245-b73a-4b5212c74953)

CC @SmArtKar Hopefully this is a sufficient enough explanation. If you
really need me to I can record a video of the before and after effects.

## Why It's Good For The Game
Holodeck computer does not drain power when it is offline mode. Instead
it uses the correct idle amount which is significantly reduced. This is
how all machines behave. Due to holodeck having unique power
calculations it was bugged.

## Changelog
🆑
fix: Fix holodeck computer using wrong power settings and not updating
properly
/🆑
2024-12-25 04:11:50 +00:00
Tim
dd0893569c Holodeck grammar tweak (#88566)
## About The Pull Request
Apparently adding a tiny coffee machine worth of power to make this
accurate:

`to_chat(user, span_warning("You vastly increase projector power and
override the safety and security protocols."))`

was too much. So let's just do a grammar tweak to fix it.

Is 

## Why It's Good For The Game
Accurate descriptions.

## Changelog
🆑
spellcheck: Fix holodeck emag message claiming to increase power
/🆑
2024-12-21 22:21:02 +01:00
Tim
980d8e421b Add human organ crate to emergency medical holodeck simulation (#88195)
## About The Pull Request
This adds a crate to medical holodeck sim with a full set of human
organs inside a freezer containing:
- heart
- lungs
- eyes
- ears
- tongue
- liver
- stomach
- appendix

##### (And yes, a holodeck organ can fade away while it's still inside
someone causing them to suffer organ loss)

## Why It's Good For The Game

Immersion.

## Changelog
🆑
add: Add medical human organ crate emergency medical holodeck simulation
/🆑
2024-12-07 00:08:22 +01:00
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
John Willard
1880003270 Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request

Currently to check for Silicon access, we do:
``if is silicon or is admin ghost or has unlimited silicon privileges or
has machine remote in hand``
What has unlimited silicon privileges? Bots, Drones, and admin ghosts.
To check for AI access, it just checks for AI instead of silicon, and
doesnt check for unlimited silicon privileges.

This was kinda silly, so I thought I should make this a little easier to
understand.
Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or
``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost,
since now instead of being a var on the client, we moved it to using the
same trait but giving it to the client instead, but since we have to
keep parity with previous functionality (admins can spawn in and not
have this on, it only works while as a ghost), I kept previous checks as
well.

No more type checks, removes a silly var on the mob level and another on
the client.

Now while I was doing this, I found a lot of tgui's ``ui_act`` still
uses ``usr`` and the wrong args, so I fixed those wherever I saw them,
and used a mass replace for the args.

Other changes:

- machinery's ``ui_act`` from
https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced
with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin
ghosts no longer get kicked off things not on cameras. This was my
fault, I overlooked this when adding Human AI.
- Human AI's wand gives AI control as long as it's in your hand, you can
swap to your offhand. I hope this doesn't end up going horribly,
otherwise I'll revert this part. It should let human AIs not have their
UI closed on them when swapping to eat food or use their door wand or
whatnot.
- Bots previously had special checks to scan reagents and be
unobservant, I replaced this with giving them the trait. I also fixed an
instance of unobservant not being used, so now statues don't affect the
basic creature, whatever that is.

## Why It's Good For The Game

This is an easier to understand way of handling silicon access and makes
these mobs more consistent between eachother.
Other than what I've mentioned above, this should have no impact on
gameplay itself.

## Changelog

🆑
fix: Statues don't count as eyes to creatures.
fix: Human AIs and Admin ghosts no longer get kicked off of machines
that aren't on cameranets.
/🆑
2024-08-19 10:43:45 +00:00
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
Jackriip
0b8972917a Makes set_basalt_light local (#85134)
## About The Pull Request
- Converts set_basalt_light() from a global proc to an object proc
- Adds defines for basalt light levels to ensure consistency across real
and fake basalt turfs
- Replaces non local usage of set_basalt_light with switches that
utilize the light defines

## Why It's Good For The Game
Global namespace should be reserved for things that truly need it. This
isn't one of them. Helps reduces global namespace pollution.

Tested it and confirmed it works on all turfs that were modified

## Changelog
🆑
refactor: refactored global set_basalt_light proc into object proc
/🆑
2024-07-21 01:12:07 -04:00
SmArtKar
b6c84135c3 Refactors embedding to use datums instead of storing data in bespoke elements (#84599)
## About The Pull Request

This refactors embedding elements to make them use singleton datums
(similarly to armor) instead being bespoke and creating a new element
every time armor values are supposed to be adjusted.
Default values have been removed from defines due to now being declared
in base class itself.
Additionally fixes vending machines and tackling gloves setting
generated shards (which they instantly embed into their victim) embed
properties to null after running the embedding code, despite said shards
having non-null embedding values by default, making them not be able to
embed into anyone else, also potentially breaking the pain/jostling code
if they somehow get updated.

## Why It's Good For The Game

Current embedding system is an unnecessarily complicated mess as bespoke
elements are hard to work with, and creating a new element every time
you change values is hacky at best. This change should make it easier to
read and work with.

## Changelog
🆑
fix: Fixed glass shards generated from falling vending machines or
tackling windows not being able to embed into anyone.
refactor: Refactored embedding code to use datums instead of bespoke
elements and ugly associated lists.
/🆑
2024-07-07 23:20:07 +02:00
LemonInTheDark
e90a9b4b68 Flattens The Floor Plane (Camera Update Too) (#84350)
## About The Pull Request

Ok so like, side map right? It makes things higher up in the world
render above things lower down in the world.

Most of the time this is what we want, but it is NOT what we want for
floors.
Floors are allowed to be larger then 32x32, and if they are we want them
to render based off JUST their layer.
If we don't allow this grass turfs and others get cut off on their
bottom edge, which looks WEIRD.

In order to make this happen, we can add TOPDOWN_LAYER to every layer on
the floor plane and disable sidemap.

I've added documentation for this to VISUALS.md, and have also
implemented unit test errors to prevent mixing TOPDOWN layers with non
topdown planes (or vis versa).
This new test adds ~1 second to tests, which is I think a perfectly
scrumpulent number.

EDIT:

I nerd sniped myself and implemented sidemap layering and lighting for
cameras (also larger then 32x32 icon support for getflat)
The lighting isn't perfect, we don't handle things displaying in the
void all that well (I am convinced getflat blending is broken but I have
no debugger so I can't fix it properly), but it'll do.

This came up cause I had to fix another layering issue in cameras and
thought I might as well go all in.

![image](https://github.com/tgstation/tgstation/assets/58055496/601b422c-f6aa-42ba-bcd9-b1faebe236e3)


## Why It's Good For The Game

Old:

![image](https://github.com/tgstation/tgstation/assets/58055496/d4102386-420d-4346-b05c-b819e62d98d0)

New:

![image](https://github.com/tgstation/tgstation/assets/58055496/1f5e303e-adee-427d-8fe3-76c8f2dbe098)


## Changelog
🆑
fix: Grass turfs will render properly now. Reworked how floors render,
please report any bugs!
fix: Cameras now properly capture lighting
fix: The layering seen in photos should better match the actual game
/🆑
2024-07-04 12:10:41 -07:00
LemonInTheDark
7d1e9e1c0a Implements Cardinal Smoothing Support, Misc Smoothing Cleanup (#84402)
## About The Pull Request

[Implements a new cardinal only bitmask smoothing
mode](d565564918)

The icon cutter supports generating cardinal only dmis, we should
support using them.

This is fairly trivial, just involves skipping a step to handle
diagonals.

While I'm here, makes adding new smoothing modes easier by creating a
"using smoothing" group define

[Removes undef for smoothing
junctions](4c0a4d6e34)

It is useful to be able to reference these in the general codebase, they
should not be considered scoped to just icon smoothing

[Fixes a copypasta issue breaking burn states for asteroid
snow](a41b31dbe2)

[Removes SMOOTH_BROKEN_TURF and
SMOOTH_BURNT_TURF](8a9a340728)

Bitflags should not be this specific, this should be a var on
/turf/open, so that's what I'm making it.

## Why It's Good For The Game

Upstreams a bit of wallening work, cleans up the codebase some

## Changelog
🆑
fix: Some varieties of snow now visually melt properly again when burned
/🆑
2024-06-30 22:08:39 -06:00
MrMelbert
4aa7bae77a Moves tool use back higher in the chain, but makes it so tool acts are only called on non-combat-mode (#84083)
## About The Pull Request

### Dilemma 

So we've been running into a dilemma recently as we move more and more
items over (#84070, #83910)

Some things like modsuits, tables, washing machines, storage items want
to do their tool acts before their item interactions

In the past this was perfectly fine, because it was `tool_act` ->
`attack`, but now it's a problem, because it's `item_interaction` ->
`tool_act` -> `attack`.

Rather than resort to snowflaking, my idea is that we can move tools
back up the chain so deconstruction and other similar effects are
handled first, before anything else like putting the tool onto the
table.

### So why does it require non-combat-mode?

A large amount of tool acts early return if the user's on combat mode to
allow the user to smack the thing instead of using the tool on it. So
I've decided to walk back on what I said like a week ago and make this
standardized behavior.

### Misc

Reintroducing `tool_act` as a proc that exist means that atoms can
easily hook certain interactions that must happen very high in the click
chain, such as doing something that block storage insertion. Moves some
of the behaviors I put on the (admittedly rather hacky) new proc to
that.

(Also cleaned up a bit of lockbox and medbot code)

## Changelog

🆑 Melbert
fix: Fixed modsuit interactions slightly. No longer requires combat mode
to use tools on it, plasma core works as intended as well. (Using combat
mode, however, will make you insert the item)
refactor: Refactored lockboxes
refactor: Refactored medbot skin application
/🆑
2024-06-28 16:18:50 -06:00
SyncIt21
6d80956db1 Holodeck closet & crate items are marked as holograms (#84326)
## About The Pull Request
- Fixes #83834
- Fixes #74765

When a holographic closet/crate is opened for the 1st time all their
items are marked as holograms & get deleted when the simulation is
changed

## Changelog
🆑
fix: Holodeck closet & crate items are marked as holograms as well
fix: Holodeck closet & crate items delete themselves when the program is
changed
/🆑
2024-06-28 16:15:23 -06:00
FlufflesTheDog
f484c9ac87 Fix holodecks using infinitely increasing power (#83529)
## About The Pull Request
`update_mode_power_usage` updates the power usage variables for a
machine, so using that variable as the baseline in calculating new power
consumption, means that those calculations stack infinitely.
When this comes up elsewhere, the calculations are based off the
*initial* value, so this updates holodecks and holopads to use that
logic.
## Why It's Good For The Game
why are the chess players using 1.3 megawatts turn off the tv please
## Changelog
🆑 Fluffles
fix: holodecks no longer use increasing amounts of power the longer
they're on
/🆑
2024-05-29 21:42:35 +02:00
MrMelbert
d280c9ccce Makes it EVEN EASIER to work with atom item interactions ft. "Leaf and Branch" & "Death to Chains" (#82625) 2024-04-18 05:17:39 -07:00
SyncIt21
227cdd2c7c [NO GBP] Patches & renaming for NO_DECONSTRUCTION flag (#82547)
## About The Pull Request

1. Renames `NO_DECONSTRUCTION` -> `NO_DEBRIS_AFTER_DECONSTRUCTION`. As
the name suggests when the object is deconstructed it won't drop any
items/debris. After my last refactor for this flag it now serves a new
purpose so its name has been changed to match that

2. Fixes objects that are now using `NO_DECONSTRUCTION` incorrectly.
Some of these changes include
- Removing the flag in objects where there are no means to deconstruct
them (e.g. jukebox, hydroponics soil, flora etc)
- Replacing the flags old purpose by overriding its tool procs so that
it regains its old behaviour(e.g. You once again cannot deconstruct ctf
reinforced tables, survival pods, indestructible windows etc)

## Changelog
🆑
code: renamed `NO_DECONSTRUCTION` to `NO_DEBRIS_AFTER_DECONSTRUCTION` so
its name matches its intended purpose
fix: fixes some items that incorrectly used `NO_DECONSTRUCTION` prior to
its refactor, meaning makes some objects non deconstructable again
/🆑
2024-04-10 18:58:11 -07:00
John Willard
fa31403353 LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request

I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.

This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.

Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).

## Why It's Good For The Game

I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.

## Changelog

🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑
2024-04-08 22:15:07 -06:00
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
SyncIt21
6dc40ca522 Standardizes object deconstruction throughout the codebase. (#82280)
## About The Pull Request
When it comes to deconstructing an object we have `proc/deconstruct()` &
`NO_DECONSTRUCT`

Lets talk about the flag first. 

**Problems with `NO_DECONSTRUCTION`**
I know what the comment says on what it should do

b5593bc693/code/__DEFINES/obj_flags.dm (L18)

But everywhere people have decided to give their own meaning/definition
to this flag. Here are some examples on how this flag is used

**1. Make the object just disappear(not drop anything) when
deconstructed**
This is by far the largest use case everywhere. If an object is
deconstructed(either via tools or smashed apart) then if it has this
flag it should not drop any of its contents but just disappear. You have
seen this code pattern used everywhere

b5593bc693/code/game/machinery/constructable_frame.dm (L26-L31)

This behaviour is then leveraged by 2 important components.

When an object is frozen, if it is deconstructed it should just
disappear without leaving any traces behind

b5593bc693/code/datums/elements/frozen.dm (L66-L67)

By hologram objects. Obviously if you destroy an hologram nothing real
should drop out

b5593bc693/code/modules/holodeck/computer.dm (L301-L304)

And there are other use cases as well but we won't go into them as they
aren't as significant as these.

**2. To stop an object from being wrenched ??**
Yeah this one is weird. Like why? I understand in some instances (chair,
table, rack etc) a wrench can be used to deconstruct a object so using
the flag there to stop it from happening makes sense but why can't we
even anchor an object just because of this flag?

b5593bc693/code/game/objects/objs.dm (L368-L369)
This is one of those instances where somebody just decided this
behaviour for their own convenience just like the above example with no
explanation as to why

**3. To stop using tools to deconstruct the object** 
This was the original intent of the flag but it is enforced in few
places far & between. One example is when deconstructing the a machine
via crowbar.

b5593bc693/code/game/machinery/_machinery.dm (L811)

But machines are a special dual use case for this flag. Because if you
look at its deconstruct proc the flag also prevents the machine from
spawning a frame.

b5593bc693/code/game/machinery/_machinery.dm (L820-L822)

How can 1 flag serve 2 purposes within the same type?

**4. Simply forget to check for this flag altogether**
Yup if you find this flag not doing its job for some objects don't be
surprised. People & sometimes even maintainers just forget that it even
exists

b5593bc693/code/game/objects/items/piggy_bank.dm (L66-L67)

**Solution**
These are the main examples i found. As you can see the same flag can
perform 2 different functions within the same type and do something else
in a different object & in some instances don't even work cause people
just forget, etc.

In order to bring consistency to this flag we need to move it to the
atom level where it means the same thing everywhere. Where in the atom
you may ask? .Well, I'll just post what MrMelbert said in
https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862

> ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION
handling as it wants,

Yup that's the ideal case now. This flag is checked directly in
`deconstruct()`. Now like i said we want to give a universal definition
to this flag and as you have seen from my examples it is used in 3 cases
1) Make an object disappear(doesn't dropping anything) when
deconstructed
2) Stop it from being wrenched
3) Stop it from being deconstructed via tools

We can't enforce points 2 & 3 inside `deconstruct()` which leaves us
with only case 1) i.e. make the object disappear. And that's what i have
done. Therefore after more than a decade or since this flag got
introduced `NO_DECONSTRUCT` now has a new definition as of 2024

_"Make an object disappear(don't dropping anything) when deconstructed
either via tools or forcefully smashed apart"_

Now i very well understand this will open up bugs in places where cases
2 & 3 are required but its worth it. In fact they could even be qol
changes for all we know so who knows it might even benefit us but for
now we need to give a universal definition to this flag to bring some
consistency & that's what this PR does.

**Problem with deconstruct()**
This proc actually sends out a signal which is currently used by the
material container but could be used by other objects later on.

3e84c3e6da/code/game/objects/obj_defense.dm (L160)

So objects that override this proc should call its parent. Sadly that
isn't the case in many instances like such

3e84c3e6da/code/game/machinery/deployable.dm (L20-L23)

Instead of `return ..()` which would delete the object & send the signal
it deletes the object directly thus the signal never gets sent.

**Solution**
Make this proc non overridable. For objects to add their own custom
deconstruction behaviour a new proc has been introduced
`atom_deconstruct()` Subtypes should now override this proc to handle
object deconstruction.

If objects have certain important stuff inside them (like mobs in
machines for example) they want to drop by handling `NO_DECONSTRUCT`
flag in a more carefully customized way they can do this by overriding
`handle_deconstruct()` which by default delegates to
`atom_deconstruct()` if the `NO_DECONSTRUCT` flag is absent. This proc
will allow you to handle the flag in a more customized way if you ever
need to.

## Why It's Good For The Game
1) I'm goanna post the full comment from MrMelbert
https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862

> ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION
handling as it wants, but there's a shocking lack of consistency around
NO_DECONSTRUCTION, where some objects treat it as "allow deconstruction,
but make it drop no parts" and others simply "disallow deconstruction at
all"

This PR now makes `NO_DECONSTRUCTION` handled by `deconstruct()` & gives
this flag the consistency it deserves. Not to mention as shown in case 4
there are objects that simply forgot to check for this flag. Now it
applies for those missing instances as well.

2) No more copying pasting the most overused code pattern in this code
base history `if(obj_flags & NO_DECONSTRUCTION)`. Just makes code
cleaner everywhere

3) All objects now send the `COMSIG_OBJ_DECONSTRUCT` signal on object
deconstruction which is now available for use should you need it

## Changelog
🆑
refactor: refactors how objects are deconstructed in relation to the
`NO_DECONSTRUCTION` flag. Certain objects & machinery may display
different tool interactions & behaviours when destroyed/deconstructed.
Report these changes if you feel like they are bugs
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2024-04-04 18:55:51 -06:00
Pickle-Coding
c1f11f26ce Converts arbitrary energy units to the joule. Fixes conservation of energy issues relating to charging cells. (#81579)
## About The Pull Request
Removes all arbitrary energy and power units in the codebase. Everything
is replaced with the joule and watt, with 1 = 1 joule, or 1 watt if you
are going to multiply by time. This is a visible change, where all
arbitrary energy units you see in the game will get proper prefixed
units of energy.

With power cells being converted to the joule, charging one joule of a
power cell will require one joule of energy.

The grid will now store energy, instead of power. When an energy usage
is described as using the watt, a power to energy conversion based on
the relevant subsystem's timing (usually multiplying by seconds_per_tick
or applying power_to_energy()) is needed before adding or removing from
the grid. Power usages that are described as the watt is really anything
you would scale by time before applying the load. If it's described as a
joule, no time conversion is needed. Players will still read the grid as
power, having no visible change.

Machines that dynamically use power with the use_power() proc will
directly drain from the grid (and apc cell if there isn't enough)
instead of just tallying it up on the dynamic power usages for the area.
This should be more robust at conserving energy as the surplus is
updated on the go, preventing charging cells from nothing.

APCs no longer consume power for the dynamic power usage channels. APCs
will consume power for static power usages. Because static power usages
are added up without checking surplus, static power consumption will be
applied before any machine processes. This will give a more truthful
surplus for dynamic power consumers.

APCs will display how much power it is using for charging the cell. APC
cell charging applies power in its own channel, which gets added up to
the total. This will prevent invisible power usage you see when looking
at the power monitoring console.

After testing in MetaStation, I found roundstart power consumption to be
around 406kW after all APCs get fully charged. During the roundstart APC
charge rush, the power consumption can get as high as over 2MW (up to
25kW per roundstart APC charging) as long as there's that much
available.

Because of the absurd potential power consumption of charging APCs near
roundstart, I have changed how APCs decide to charge. APCs will now
charge only after all other machines have processed in the machines
processing subsystem. This will make sure APC charging won't disrupt
machines taking from the grid, and should stop APCs getting their power
drained due to others demanding too much power while charging. I have
removed the delays for APC charging too, so they start charging
immediately whenever there's excess power. It also stops them turning
red when a small amount of cell gets drained (airlocks opening and shit
during APC charge rush), as they immediately become fully charged
(unless too much energy got drained somehow) before changing icon.

Engineering SMES now start at 100% charge instead of 75%. I noticed
cells were draining earlier than usual after these changes, so I am
making them start maxed to try and combat that.

These changes will fix all conservation of energy issues relating to
charging powercells.
## Why It's Good For The Game
Closes #73438
Closes #75789
Closes #80634
Closes #82031

Makes it much easier to interface with the power system in the codebase.
It's more intuitive. Removes a bunch of conservation of energy issues,
making energy and power much more meaningful. It will help the
simulation remain immersive as players won't encounter energy
duplication so easily. Arbitrary energy units getting replaced with the
joule will also tell people more meaningful information when reading it.
APC charging will feel more snappy.
## Changelog
🆑
fix: Fixes conservation of energy issues relating to charging
powercells.
qol: APCs will display how much power they are using to charge their
cell. This is accounted for in the power monitoring console.
qol: All arbitrary power cell energy units you see are replaced with
prefixed joules.
balance: As a consequence of the conservation of energy issues getting
fixed, the power consumption for charging cells is now very significant.
balance: APCs only use surplus power from the grid after every machine
processes when charging, preventing APCs from causing others to
discharge while charging.
balance: Engineering SMES start at max charge to combat the increased
energy loss due to conservation of energy fixes.
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-03-23 16:58:56 +01:00
John Willard
3f44c2d816 Removes holographic monkey species (#81606)
## About The Pull Request

Split this off from https://github.com/tgstation/tgstation/pull/81598 in
hopes to keep it as atomic as I can.

Genericizes the things that holographic monkey species existed to
replace, so now we don't have to worry about having to copy paste this
to any future mob later down the line.

## Why It's Good For The Game

Removes a monkey species subtype, and a pretty bad one at that.
Preferably makes hologram mobs more consistent with eachother and
prevents copy paste happening everywhere in the future if any new mobs
ever gets added to the holodeck.

## Changelog

🆑
refactor: Holographic mobs now gives better feedback to players and
should more consistently not give any drops.
/🆑
2024-02-22 05:36:48 +00:00
Kyle Spier-Swenson
8703eac50d split area.contained_turfs up by zlevel, make init 10 seconds faster (#80941)
## About The Pull Request

Situation: areas have a list of all turfs in their area.

Problem: `/area/space` is an area and has a 6 to 7 digit count of turfs
that has to be traversed for every turf we need to remove from it. This
can take multiple byond ticks just to preform this action for a single
space rune

Solution: split the list by zlevel, and only search the right zlevel
list when removing turfs from areas.

replaces `area.get_contained_turfs()` with a few new procs:

* `get_highest_zlevel()` - returns the highest zlevel the area contains
turfs in. useful for use with `get_turfs_by_zlevel`
* `get_turfs_by_zlevel(zlevel)` - returns a list of turfs in the area in
a given zlevel. Useful for code that only cares about a specific zlevel
or changes behavior based on zlevel like lighting init.
* `get_turfs_from_all_zlevels()` - the replacement for
`get_contained_turfs()`, renamed as such so anybody copying/cargo
culting code gets a hint that a zlevel specific version might exist.
Still used in for loops that type checked so byond would do that all at
once
* `get_zlevel_turf_lists()` - returns the area's zlevel lists of lists
but only for non-empty zlevels. very useful for for loops.

The area contents unit test has been rewritten to ensure any improper
data triggers failures or runtimes by not having it use the helpers
above (some of which ensure a list is always returned) and access the
lists directly.
2024-01-18 12:16:12 -05:00
MrMelbert
279904e079 Saves some free lag by removing some in area (in world) loops (#80644)
## About The Pull Request

Goes through and changes some `in area` / `in a` loops to use
`get_contained_turfs` to cut down on `in_world` loops. Saves some free
lag.

## Changelog

🆑 Melbert
fix: Some things which affect everything in an area are less laggy, the
"all lights are broken" station trait especially
/🆑
2024-01-04 02:13:48 +01:00
Time-Green
1016f62661 Fixes holodeck monkeys gibbing (#80660)
Holodeck takes apart all hologram atoms, blindly. This breaks a lot, but
most notably people.
I've also went and given monkeys organs again, which were removed in
#79068. This broke incredibly hard, because monkeys can't live without
DNA or organs (who would've thought)

Fixes #80369, #79184

🆑
fix: Holodeck monkeys are properly cleaned up now
fix: Holodeck monkeys have organs now
/🆑

Look they're so happy and wont gib on deload

![image](https://github.com/tgstation/tgstation/assets/7501474/7e1f5a12-143c-4906-9d1e-79559dcb49dc)

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-12-30 21:59:38 +01:00
MrMelbert
1e76fd70b4 Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom (#79968)
## About The Pull Request

Implements half of this (with some minor changes): 


![image](https://github.com/tgstation/tgstation/assets/51863163/bf5cc4bb-5a1f-42e3-921d-9a57bc6096cc)

The ultimate goal of this is to split our attack chain in two: 
- One for non-combat item interactions
  - Health analyzer scanning
  - using tools on stuff
  - surgery
  - Niche other interactions
- One for combat attacking
  - Item hit thing, item deal damage. 
  - Special effects on attack would go here.  

This PR begins this by broadining tool act into item interact. 

Item interact is a catch-all proc ran at the beginning of attack chain,
before `pre_attack` and such, that handles the first part of the chain.

This allows us to easily catch item interaction and cancel the attack
part of the chain by using deliberate bitflag return values, rather than
`TRUE` / `FALSE`*.

*Because right now, `TRUE` = `cancel attack`, no matter what, which is
unclear to people.

Instead of moving as much as possible to the new proc in this PR, I
started by doing some easy, obvious things. More things can be moved in
the future, or technically they don't even need to move in a lot of
cases.

## Changelog

🆑 Melbert
refactor: Refactored some methods of items interacting with other
objects or mobs, such as surgery and health analzyers. Report if
anything seems wrong
/🆑
2023-12-08 23:50:19 -07:00
san7890
5ce9d5806d Scopes NODECONSTRUCT_1 from flags_1 to obj_flags (#80104)
This flag only worked on the `/obj/structure` and `/obj/machinery`
level, so let's rescope it from `flags_1` and put it where it belongs -
`obj_flags`.
Bitflag operators should be scoped to their subtype specific bitfield,
not really useful to have this take up a spot on the `/atom` level if
absolutely nothing other than `/obj`s use it.
2023-12-08 08:49:14 +00:00
Ben10Omintrix
ce6f2724cd basic cats and mini kitchen helpers (#79800)
## About The Pull Request
this pr transforms cats into basic pets! cats now have some new
behavior. they can carry fish and hunted mice in their mouths to deliver
it to kittens, and kittens will eat them.


![catmouse](https://github.com/tgstation/tgstation/assets/138636438/8f146be4-c7b2-41d3-8301-734be49b5efc)

![catfish](https://github.com/tgstation/tgstation/assets/138636438/f8df54f2-9183-406d-afbd-f90f415f7f3d)

if a kitten sees you holding food, it will point at you and meow loudly
until u give it the food.
becareful when putting male cats near each other, there is a small
chance they get into a heated argument and meow loudly at each other
until one of them flees.
also added a new small cat house for cats. cats will use these homes if
u build one near them (using 5 wood planks)


![cathouse](https://github.com/tgstation/tgstation/assets/138636438/9515a78c-fdfe-461b-bad2-6b497117c694)

Chefs can craft the cake cat and breadcat. these are useful cats because
they can help the chef around in the kitchen. they will turn stoves and
grills off when food is ready, so they dont burn. and the cake cat will
help the chef decorate his donuts

## Why It's Good For The Game
refactors cats into basic mobs and gives them a deeper ai

## Changelog
🆑
refactor: cats are now basic pets. please report any bugs.
add: the cake cat and bread cat can now help the chef around in the
kitchen
/🆑
2023-11-28 21:51:37 -07:00
san7890
a5f26ce473 Turns Holodeck Monkeys into actual Monkeys (#79068)
## About The Pull Request

Old holodeck monkeys weren't even a subtype of simple animal monkeys, so
this really just got swept under the floor in the sweeping monkey
species refactors. Anyways, let's just spin up a quick species datum+mob
subtype that will have all the traits we wanted from old holodeck
monkeys (no meat, no organs, etc.) but reaping all of the benefits of
modern monkeys (better AI, etc.)

## Why It's Good For The Game

One more refactor done, very simple too. l'm not the greatest at carbon
code so let me know if something is wack, but I'm fond of the way
everything turned out (especially since I don't have to spam seven
billion subtypes of every organ and bodypart). If you're concerned about
the cost keep in mind people can spam monkeys through cubes, having a
max of three more (that are virtually useless) via the holodeck will not
kill us.

Also the fact that slimes could eat holodeck monkeys irked me so I also
touched that up. I swore there was something for it in the code but I
was mistaken, it's codified now.

## Changelog

🆑
refactor: Holodeck monkeys have been moved to the same system as old
monkeys, and should retain the similar "ephermeal" behavior, while being
a whole lot smarter by leveraging new AI. Please report anything that is
completely wack about this.
balance: Slimes can't eat holodeck monkeys anymore, because apparently
they could and that is wack.
/🆑

again let me know if my carbon/bodyparts code sucks. it does the job
fwiw
2023-10-19 23:16:10 -04:00
Jacquerel
cf5c1fa08c Basic Space Dragon (#78979) 2023-10-14 15:53:28 -07:00
Jacquerel
15efbf64a5 Grand Ritual Finale: An end to death (#78497)
## About The Pull Request

Adds a new Wizard Ritual Finale effect which makes everything immortal.
By this I mean, 10 seconds after death a ghostly image of them will
appear somewhere near where the corpse was and then 50 seconds after
that the mob will return to life at that location.
This applies to every mob, everywhere.
This is likely to cause a little bit of disruption to the rest of the
round, so you can only do it after at least 30 minutes have passed.
After that the crew will have to figure out how to deal with their new
gift of immortality. It will involve throwing people into chasms and
lava, probably.


![dreamseeker_7SwMsSrnt1](https://github.com/tgstation/tgstation/assets/7483112/5b794bcc-fcba-46b5-b228-e95aa685942d)
Here's a gif sped up for example purposes.

You can escape from the cycle of death and rebirth via suicide, purely
because it's pointless to try and force people to play the video game if
they don't want to.

Also I split all of these effects into their own files, the only new
code for those is in `immortality.dm`

shout out to Vekter for distracting Oranges while I posted this
wizard-related PR so I didn't get disapprovingly reacted for posting
magic shit (yet)

## Why It's Good For The Game

This might be _too_ much but I want to see what would happen.
It will allow us to simulate whether polite society can survive when
violence has no consequences.

## Changelog

🆑
add: Wizards who complete the grand ritual can now gift everyone with
eternal life
/🆑
2023-09-30 23:34:02 -04:00
Fikou
fc4de530ce reorganizes the human sprite folder and replaces the human_basic sprite with an updated one (#77323)
instead of mob/species/human the icon folders are now mob/human/species,
this makes much more sense imo than having human stuff like hair or
bodyparts (which are a GENERAL thing, not human species only) be behind
a folder while you see shit like podperson hair and golem in the main
folder
the icon for human is replaced by the new sprites instead of the old
yellow guy with green eyes
2023-08-05 14:12:05 +00:00
Ghom
d9c8bd9bae [READY] Fishing and aquarium expansion. (#76531)
Listing the changes, off the top of my head:
- Resprited fishing rods, hooks, and the worm bait!
- Added a new, telescopic fishing rod, that can be bought as a goodie.
The master rod is also telescopic now.
- Added a couple hooks. One that lets you move the bait up and down,
otherwise keeping it in place, and another that stops the fish from
escaping, but slowly kills it. The former from the bepis fishing tech
node, the latter frm the black market.
- Added a fishing skill and relative legendary reward: A fishing hat,
like the one that recites "women fear me, fish fear me"
- You can now stop fishing by activating the fishing rod in your hand,
and stops it from stealing all clicks on other things if it isn't in
your active hand.
- Reworked fishing traits into fish traits, which can apply to fish
after it has been caught.
- Expanded the fish breeding system. Traits may be passed down to
offsprings, and offsprings may evolve (mutate?) into different kind of
fishes if conditions when conditions are met.
- Added half a dozen new fishes, each with its own traits: lubefish,
sludgefish (and its purple variant), slimefish, unmarine bonemass and
unmarine mastodon. Also, holodeck fish, as a joke.
- New traits: lubed skin, parthenogenesis, toxic (new reagent), toxin
immunity, predator, necrophage, no mating, crossbreeder, aggressive and
revival. Converted Emulsijack's ability and Donkfish's yuckiness into
traits as well.
- Added a fish analyzer that you can scan aquariums and fishes with.
- Fish can now be blended if you really want to. The number of reagents
from blending, w_class, and the number of fillets you get from cutting
fish now scale with size and weight.
- fish feed is no longer infinite (but it should still be plenty).
- Implemented temperature requirements for aquarium fish.
- You can now buy (dead) fish from the black market for dirt cheap.
- Last but now least, toilets are now valid fishing spots.
2023-07-27 22:50:36 +02:00
Ghom
d9677e39be Converting crabs to basic mobs (#77109)
## About The Pull Request
Exactly what it reads on the tin. As a bonus, they will flee from
attacking targets, hunt tiny critters (crabs are now small-sized) and
actually move sideways (it's an element that covers both client and
basic movement)


## Why It's Good For The Game
Another simple to basic mob refactor.

## Changelog

🆑
refactor: Crabs refactored into basic mobs. They now hunt tiny critters
and flee from attackers.
fix: Fixed crabs not crab-walking.
/🆑
2023-07-26 17:52:18 -06:00
Ben10Omintrix
43737e0b4b made the bee a basic insect (#76971)
## About The Pull Request
the bee now a baisc insect he will now go to find his home and he will
go and pollinated the plants and helped the queen make children by
polliniting the plants and he will. the queen will leve the hive more
rarely than the normal bees so she can stay in the hive to make kids

## Why It's Good For The Game
the bee now is a basic insect so it means he have a better ai

## Changelog
🆑
balance: the bee now can fly over the machines so its easy for him to go
to the hydroponics machine
fix: player bees now will not be stuck inside the hive if he entered it,
they can now leave it
fix: fixed a har deleted when the hive is deleted all the bees still
have a refence to the hive now its fixed
fix: now when a player interacted with the bee hive the bees will now
leave the hive to defend the hive (it was glitched)
refactor: the bees now are a basic insect.
/🆑
2023-07-23 22:22:14 -06:00
Ben10Omintrix
b06e940341 makes the pinguin a basic animal (#76790)
## About The Pull Request
the penguin now is a basic animal and also now he can go and layed
penguin eggs to make penguin babys also the baby have a new behavier he
will now go and looked for his mom and when he found his mom he will
went to her and be happy when he close to his mom or if he mom is died
he will went to her body and he will be sad and also i putted this
behavier in the baby chicken. also now the pinguen mom will go and
looked for her eggs and when she find a egg she will putted it in the
middile of her legs and walked with it
![penguin with a
eggs](https://github.com/tgstation/tgstation/assets/138636438/e5f3d741-edc0-438f-b1b3-9e4ed2280532)


## Why It's Good For The Game
the pinguen now is a advance ai
## Changelog
the pinguen now have a more advance    

🆑
refactor: the penguin is a basic animal
add: the penguin now layed eggs
add: the penguin and the chicken babys will go look for adult penguin or
chicken and be happy when he is near the adult
/🆑
2023-07-18 13:03:00 -06:00
nikothedude
ccf547c142 Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts (#76669)
## About The Pull Request

New malf AI upgrade

Remote safety overrides: Mid-cost, Mid-supply. Allows the AI to remotely
emag things it can see and can access.
1. Very useful for psychological warfare (Emagging APCs to throw the
crew off their trail)
2. Logically makes sense - why, of all things, can the AI not emag
anything when it's fundumentally integrated with the station's
electronics?
3. Generally speaking can only access things that make sense for it to
access - it cannot emag ethereals, sadly

In order for this to work, emag_act now returns a boolean, designating
if the emag had any effect.
While I was in there, I also added args to every single emag_act I could
find and added far more feedback/converted a lot of things to balloon
alerts to allow the AI to see if its emag had any effect.
## Why It's Good For The Game

It just makes sense that the AI, the most electronically-sensitive
entity in the game, would be able to emag things. Plus, more options
given to malf that aren't strictly MURDER KILL MURDER are always a plus,
especially if they allow for fancier plays.
## Changelog
🆑
add: New malf ability: Remote safety overrides. Allows the AI to
remotely emag things it has access to.
code: emag_act() now returns a boolean designating it's success in
emagging
code: All instances of emag_act() now have the proper arguments
qol: Most usecases of emagging now have some kind of feedback, and
existing feedback has been sanity checked and converted to balloon
alerts.
/🆑
2023-07-15 15:35:14 +01:00
YesterdaysPromise
fb10121022 Icons folder cleaning wave two (#76788)
## About The Pull Request

Further continous organizing and cleaning the Icons folder. There are
still some minior nitpicks left to do, but I reached my daily sanity
expenses limit again, and the faster these get in the less issues for
both me and others later. Also cleans some mess I caused by my blindness
last PR.

## Why It's Good For The Game

Saner spriters = better sprites
2023-07-14 18:36:41 +00:00
MrMelbert
bfe3f19d53 Allows uniforms to have multiple accessories attached, removes armor from accessories (#76629)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/51863163/b7808325-bd8d-4949-9611-985be5475064)

- Multiple accessories can now be pinned to one jumpsuit. 
- All accessories are shown on examine, but only the first is shown
on-mob.

- Under-clothing code cleanup.

- Removed armor from all accessories. 

- Halved the mood given from Hope to accommodate the fact that it can
now stack with others.

- Generalizes dogtags. Now dogtags will show their string on
examine_more if examining the mob wearing it, so you can see the
contents of someone's Allergy Dogtag without removing their clothes.

## Why It's Good For The Game

Accessories are a surprisingly contentious slot for something supposed
to be entirely cosmetic, so I've decided to address that.

This turns accessories into almost entirely cosmetic, with some minor
effects like mood boosts or pen storage.

People will no longer have to choose between showing off a pride pen or
getting a medal from the HoP, or between wearing sick lavaland drip
items, while also letting us stretch our legs a bit without worrying
about clothing balance.

## Changelog

🆑 Melbert
add: You can now wear multiple accessories on your uniform at once (up
to five by default)
balance: Removed armor from accessories, and nerfs the effects of some
accessories.
/🆑
2023-07-12 19:34:47 +01:00
lizardqueenlexi
a490fbe8dc Converts foxes to basic mobs. (#76662)
## About The Pull Request

As the title says, foxes are now basic mobs.

Foxes have a few new behaviors now, rather than the zero behaviors they
had before. Foxes, being very skittish animals, will flee from anything
that damages them. Additionally, they now have hunting behavior,
tracking down and killing anything of their size or smaller - regardless
of faction. They will not, however, hunt as long as someone is watching
them - which is to say, if any living humans are within 7 tiles of them.
Don't leave a fox and a chicken together while you're transporting your
grain to Lavaland! Also, make sure you don't leave Renault and Ian on
their play date unsupervised...


![image](https://github.com/tgstation/tgstation/assets/105025397/152f56f7-02ae-4b1f-8556-2571ed485683)
## Why It's Good For The Game

Gets rid of another simple animal. We grow ever closer to ascension.

Also, makes foxes a little more interesting rather than simply another
animal that does literally nothing. Renault will now flee from anyone
trying to kill her, for instance. Also opens up unique avenues of pet
murder if you want to make it look like an accident.
## Changelog
🆑
refactor: Foxes are more crafty now. They will run from danger, and hunt
small prey when no one is keeping an eye on them. Don't leave Renault
alone with Ian!
/🆑
2023-07-10 17:52:52 -06:00
zeckle/licks-the-crystal
7380769c9c Removes the infinite, super cold hypernoblium from the Winter Wonderland holodeck setting (#75941)
## About The Pull Request

Removes the infinite, super cold hypernoblium from the Winter Wonderland
holodeck setting. How did it get there?

## Why It's Good For The Game

This is absolutely a mistake. It allows infinite harvest of a rare gas
in insane quantities and can (extremely easily, mind) destroy the entire
station's air by making it the minimum possible temp. (Genuinely, how
did this get into the game?)

## Changelog
🆑 Licks-the-Crystal
fix: Removes the infinite hypernoblium from the holodeck's Winter
Wonderland setting.
/🆑
2023-06-10 11:14:20 -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
san7890
6676702008 Refactors chicks into basic mobs (#75663)
## About The Pull Request

On the tin. They have pretty much nothing in common with chickens, so no
subtyping. They are in the same folder to keep that whole thing tidy,
though.

Also includes fixes to `growth_and_differentiation` element that I made
for spiderlings, since some stuff was yorked without me realizing. It
pretty much worked flawlessly for these chicks otherwise though. It all
works fine now.
## Why It's Good For The Game

More verbose naming scheme (instead of "holo", we get "permanent"
chicks), smarter AI for chicks, knocks them off the list, etc. etc.

One thing that I wanted to do was to have chicks recognize their mother
(if they had one), but that would be way out of scope for this simple
port PR. I'll dwell on adding something cool for that in the future.
## Changelog
🆑
refactor: Chicks are now a bit smarter, be careful not to squish them!
/🆑

Let me know if the whole "COMPONENT_KILL" thing is cringe, I couldn't
figure out a better way to do it without abusing `GetComponent()` to
`qdel()` it that way.
2023-06-03 14:40:55 +12:00
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
Tom
e5ce1c09a7 Converts butterflies to basic mobs and adds them to cytology (#75582)
## About The Pull Request

Converts butterflies into basic mobs.
Also a little list organisation.

<details>
<summary>Yep, those are some butterflies alright</summary>


![image](https://github.com/Skyrat-SS13/Skyrat-tg/assets/8881105/d9e3a14e-e0a5-4275-b440-af0a56e7b8fe)

</details>

## Changelog
🆑
refactor: Converted butterflies to the basic mob system
add: Butterflies can now be grown in cytology
/🆑
2023-05-22 10:30:48 -06:00
tattle
eaf962dbf9 New sand and water sprites (ported from Bay) (#75254)
## About The Pull Request
Ports over new water sprites originally made by Flashkirby in
https://github.com/Baystation12/Baystation12/pull/3724

Also made some code adjustments because they don't have that weird
in-between sprite that the old water had.

## Why It's Good For The Game

![image](https://user-images.githubusercontent.com/66640614/236734326-fd492313-270e-4ba5-ae68-3e5adf8d3c89.png)
This could be us but you're still using those jank-ass old water sprites
:\

## Changelog
🆑 Tattle, Flashkirby
sound: increased the volume of the water step noises
image: ported over bay's water sprites
/🆑

---------

Co-authored-by: tattle <article.disaster@gmail.com>
2023-05-09 19:51:16 +01:00
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