Commit Graph

3877 Commits

Author SHA1 Message Date
Rob Bailey
cb01640043 Filterrific! (#55246)
Filter refactor + In Game Filter Editor
Accessed via VV in the dropdown of atoms. "Edit Filters.
Makes filters actually usable.

Co-authored-by: ghgh <hghgh>
2020-12-18 20:05:20 +02:00
interestingusernam3
580542accc Prevents bypassing the bluespace anomaly core limit by destroying demon portals (#55456)
This replaces the bluespace anomaly core that can be dropped by demon portals with a 3.6% chance with a soul stone.
2020-12-12 19:30:11 +00:00
wesoda25
d625978fd3 Ash lizards don't know galactic common (#55408) 2020-12-11 19:49:20 +00:00
Mickyan
f32784075b Changes painting frame description to explain how they work (#55414)
spellcheck: changed the description of painting frames to better explain how to remove paintings and whether the frame is persistent
2020-12-10 23:46:40 +00:00
LemonInTheDark
92f509ea80 Revert "Refactors how movetype flags are added and removed and the floating animation (#54963)" (#55432)
This reverts commit b8425c003a.
2020-12-09 19:30:28 -08:00
silicons
160175ee8b pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)
Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big.
If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self.
Pass flags:

Pass flags handling now uses an atom variable named pass_flags_self.
If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default.
This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why.
LETPASSTHROW is now on pass_flags_self
Projectiles:

Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake

Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future).

I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP.

Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful.

scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it.

scan_moved_turf() (WIP) will be used for handling moving onto a turf.

permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around.

A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things.
Movement types

UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping.
Why It's Good For The Game

Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general.

Fixes penetrating projectiles like sniper penetrators

This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)
2020-12-10 09:29:27 +13:00
Ghom
b8425c003a Refactors how movetype flags are added and removed and the floating animation (#54963)
I wanted to refactor how movetype flags are added and removed into traits to prevent multiple sources of specific movement types from conflicting one other. I ended up also having to refactor the floating animation loop (the one that bobs up and down) code in the process.
Why It's Good For The Game

A way to avoid conflict from multiple sources of movement types.
This also stops melee attacks, jitteriness and update_transform() from temporarily disabling the floating movetype bitflag altogether until the next life tick.

Tested, but i'm pretty sure improvements could be made.
Changelog

cl
fix: jitteriness, melee attack animations and resting/standing up should no longer momentarily remove the floating movement type.
/cl
2020-12-10 09:28:32 +13:00
Ghilker
aaea29ba6f Windows "lag" fix (#55372)
Change to Move() to make only anchored windows to update the air when they move through the turfs (should prevent abusable situations of lag machines too)
Makes singulo from stage 2 unanchor windows when pulling them (low performance increment for singulo(?))
Why It's Good For The Game

less abusable lag good
Changelog

cl
tweak: only anchored windows call move_update_turf()
tweak: singularities from stage 2 and over will unanchor windows
/cl
2020-12-09 14:21:56 +13:00
Qustinnus
8737e8cb80 Small do-after refactor (#55172)
This is an alternative to the PR Ryll made, it does some things similar e.g. the default limit of 1 interaction per target for a person, however, it refactors do_afters to support overrides for max interaction counts and unique sources.

For example, stripping uses the item being stripped as the source, allowing you to strip multiple items, but not the same item multiple times.

I've also fixed most other edge-cases this could cause where balance would be affected, but feel free to point out any I might've missed, this'll probably require some longer-term testmerging.
2020-12-07 13:04:51 -08:00
Qustinnus
f887155b27 Kills oldfood, Puts newfood on top. (#55160)
Slays the last of old-food, making new-food the new normal.

Co-authored-by: MrMelbert <kmelbert4@gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-04 00:11:47 -08:00
TiviPlus
0eaab0bc54 Grep for space indentation (#54850)
#54604 atomizing
Since a lot of the space indents are in lists ill atomize those later
2020-11-30 12:48:40 -05:00
LemonInTheDark
aef7adfc3b Removes a source of ian harddels, keeps mcgruffs bed discription from getting overwritten at roundstart, moves the bed claiming feature to just the dogbed typepath, none of the subtypes, this applies to buckling too (#55158)
Removes a source of ian harddels, keeps mcgruff's bed description from getting overwritten at roundstart, moves the bed claiming feature to just the dogbed typepath, blacklisting subtypes. This applies to buckling too.

This means that a dogbed can only ever belong to one dog. Fuck you.
Remake of #54892, github doesn't like force pushes, not sure why
2020-11-26 21:10:01 -05:00
Ghom
4c31b0e116 CanUseTopic() refactor. (#54747)
* CanUseTopic() refactor.

* Forgot about default_can_use_topic. Tested and working.

* Update bin.dm

* no-nonsense.
2020-11-25 13:12:12 +01:00
Arkatos1
1633a13609 tgui: Safe (#55109)
This PR refactors safes and brings their UI from html to tgui based on the PR above.

Paradise has more features for safes than us, and these features were not ported along to accommodate feature freeze. Only our current safe features settings were refactored, for example number of tumblers stays 2, no extra safe information on examine and safe codes are not generated on paper for command.

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-11-24 18:07:08 +02:00
ArcaneMusic
72aafb5f72 Makes it so living crate creatures can pass plastic flaps as god intended. (#55088) 2020-11-23 11:43:26 -08:00
ArcaneMusic
be611e4917 Salt the earth of these god damn gym lockers (#55081) 2020-11-22 20:06:09 -08:00
tralezab
3c1f235e9f AIs can now select portraits as their display (#53994)
A new option has been added to the AI display radial menu alongside random, "Portrait"

It opens a small menu that lets you peruse all of the portraits and select one as your display.

This can let avid artists draw exactly what they want their AI to be like, and not-so-avid artists to bring tears to my eyes.
2020-11-20 05:37:08 +02:00
wesoda25
23197a58ab Makes ladders craftable (#54485) 2020-11-19 15:11:15 -08:00
ArcaneMusic
d8f5fcd9fd Food processors and microwaves now respect food trays (#54927)
Really it's a bandaid as it would be better to wait until the refactor is done, but it turned out to be a rather easy fix.
Food trays may now once again mass insert both new and old food into the microwaves and food processors.

Prevents any manual handing when cooking large quantities of food at once.
Also, you get the switch gathering mode button when being given the serving tray again.
2020-11-18 00:33:27 -08:00
ArcaneMusic
816fe2e1e3 Arconomy: Amputating the Invisible Hand of Income. (#54161)
* Final Stage Capitalism.

* tweaks.

* Got overzelous in my fervor for blood

* well, this now has my full attention.

* Whoops missed a <<

* fixes issue because there were changes I missed

* Cobby: Departmental income is static.

* Whoops

* Various high cost premium prices and a few custom_prices have been adjusted to better suit the lack of income. Code cleanup on income so they're all in-line with cargo.

* First, this has been atomized out.

* UI is now fixed as god intended.

* Actually no, this is dynamic now. No more confusion.

* Conflicts fixed.

* Apply suggestions from code review

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>

* tgui recompile.

* Hopefully aquires that green checkmark.

* --fixes the spacing.

* var cleanup and departmental budget assignment cleanup.

* merge conflict fix

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-11-13 16:32:09 -05:00
ArcaneMusic
5338ad1696 Re-assesses 99% of vending prices through Arconomics to match player resources and round-length. (#54715)
* The Re-pricening

* Rewritten and adjusted for paycheck defines.

* I made the map changes finally.

* And the refills too.

* "OH YEAH REPLACING IT ALL WITH DEFINES AND SCALING IT THE EXCEL DOCUMENT WILL BE EASY, ARCANE!!!"

* And the premium ones too.

* Accidently spoiled a future pr due to dme bleedover
2020-11-13 16:17:22 -05:00
ATH1909
80882a53a8 fixes the flags of some shocks (#54906)
## About The Pull Request

The shocks from the shock touch mutation now ignore insulated gloves, because you're touching your victim's body, not giving them a handshake.

The shocks from punching charged energy fields (special holosigns from emagged cyborgs) now DON'T ignore insulated gloves, because you're literally punching them with your hand.

The shocks from running into charged energy fields now DON'T ignore insulated gloves, to be consistent with things like electrified doors.

The shocks from the on_mob_life() effect of liquid electricity now ignore insulated gloves, like the shocks from the on_mob_life() effect of teslium do (thanks for pointing this out, Angustmeta!).

## Why It's Good For The Game

Logical sense and consistency in what forms of protection shocks check for are good things, I think.
2020-11-13 13:23:23 -05:00
ArcaneMusic
b343e94113 Pies are now refactored for new foods. (#54751)
Moves over pies to the newfood typepaths, as well as the few select pie slices.

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-11-10 12:34:09 -08:00
Ghom
ede1358f78 Beauty component improvements. Two new fantasy component prefixes (#54622)
Title. Changed the component backend code slightly to allow a single component to hold the total score instead of spawning new components. This should fix cases, such as material stacks without the MATERIAL_NO_EFFECTS flag, where multiple set_costum_materials calls can be made and new beauty components spawned.
2020-11-10 15:08:32 -03:00
Ghom
76cd884ed5 Poker table dismantling now respects carpet subtypes (#54869) 2020-11-09 08:47:30 -03:00
TemporalOroboros
edd6500d78 /obj/screen --> /atom/movable/screen (#54403)
Repaths screen objects to /atom/movable
2020-11-08 23:07:15 -03:00
Yenwodyah
62311ee1a8 Fix royal alien pixel offset, change getter to variable (#54706)
Fixed a bug where royal aliens would have their base pixel offset applied twice, making them off-center (https://i.imgur.com/BtspaM0.png)

Changed the mob/living procs get_standard_pixel_x_offset() and get_standard_pixel_y_offset() to variables (body_position_pixel_x_offset and body_position_pixel_y_offset), to match the contribution guidelines.

Also corrected a few random things that weren't using base pixels but should have been.
2020-11-09 12:26:31 +13:00
ArcaneMusic
977c67edf9 Adds a few walls and airlocks to the big derelict space ruin to keep atmos diffs down when entered. (#54749)
* Oh right the commit

* Removes snowflake pathing for alien resin window.

* Missed one.

* Actually this whole map is just a var-edit hell
2020-11-07 21:27:16 +01:00
Rohesie
71455dcb1c Non-human mobs can now benefit from held id cards and economy. (#54647)
* Non-human mobs can now benefit from held id cards and economy.

* Moved these getters toward the upper end.

* oui?
...
dump eet.

* .tee pump
      ...
     ?iuo
2020-11-07 01:28:05 -03:00
ArcaneDefence
529757d68c Adds record of toilet combat (#54836)
Logs a direct method of dealing damage to a person that wasn't logged previously
2020-11-06 22:56:30 -05:00
LemonInTheDark
1ff673db0d Fixes catwalks smoothing with lattices (#54829) 2020-11-06 22:46:08 -05:00
LemonInTheDark
0bfc602499 Merge pull request #54798 from Ghommie/Ghommie-tg38
You can now unbuckle others from the toolbox training machine with altclick. (Lemon: Cleans up some issues with remote toolbox removal too)
2020-11-06 12:16:43 -08:00
Ghommie
a7d73e5d14 You can now unbuckle others from the training machine with altclick. 2020-11-04 18:55:00 +01:00
Qustinnus
6424b6136e Turns transparency for turfs into an element, and gives it to datum materials. (#54250) 2020-11-03 15:05:54 -08:00
Ghom
9597f2f97f Converting art component into element. (#54616)
* Only art is now an element. There have been some issues with beauty.

* Typo.

* Update art.dm

* Update art.dm

* Maintainer suggestions. Reversing order of switch(impress) for correct moodlets.

* Fixing some pre-existing oddities with art element.

* stating the right var.

* simplifying the component.

* Update art.dm

* lowercasing pronoun.
2020-11-03 19:00:50 +08:00
Ghommie
ec50fbd5f5 Merge branch 'master' of https://github.com/tgstation/tgstation into Ghommie-tg27 2020-11-01 14:38:30 +01:00
Rohesie
2a695064d4 Fixes table stacking exploit (#54650)
Tables could be placed on top of each other, leading to stacking of glass tables, and infinite sin. This doesn't cover anything close to all of it, but it's a good patch for now.
2020-10-31 22:42:20 -07:00
EOBGames
bbc9e40d22 Corrects the Chisel Description (#54711) 2020-10-31 21:35:27 -07:00
Krysonism
9ff7944101 [READY] decorations loot crate! +3 new fancy carpets! (#54612)
* base

* fixes

* crate

* Update code/game/turfs/open/floor/fancy_floor.dm

Co-authored-by: Fikou <piotrbryla@onet.pl>

* adds the crate to the pool.

* the crate is pretty rare, why not let it drop four items?

* Update lootdrop.dm

Newline phone edit

* ungoofed

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-10-30 22:12:34 +01:00
Ghommie
a74714c2ab Moved these getters toward the upper end. 2020-10-29 16:02:13 +01:00
Rohesie
c55bb1b6c8 Basepixels (#54652) 2020-10-28 20:31:13 -07:00
Kylerace
6e6084f537 Holodeck bedsheets no longer drop cloth when cut (#54548)
they now check if they have HOLOFLAG_1 and if they do they dont drop cloth
2020-10-27 03:53:12 -03:00
Timberpoes
840312474b Adds game logging to welding airlocks, firedoors and lockers (#54593) 2020-10-25 23:38:47 -04:00
81Denton
b76f4b33b9 no more floating resin (#54558)
Co-authored-by: Denton <d@ent.on>
2020-10-26 01:15:40 +08:00
Time-Green
e0fefcc07e [READY] Multilayer plumbing machinery (#54081)
* multilayer machinery!

* adds layer mode to plungers for changing plumbing layers

* minor fixes

* Adds more feedback to plunger layer mode and places proper checks for layer changing
2020-10-23 10:41:23 +02:00
Kylerace
86be8c0548 Makes dressers not drop wood when they have the NODECONSTRUCT flag (#54534) 2020-10-23 00:15:26 -03:00
Rohesie
c07df08690 Standardizes attack chain signal returns and fixes a tk bug (#54475)
The attack chain is a bit of a mess, and the introduction of signals hasn't helped in simplifying it.

In order to take a step into untangling this, I re-ordered the attack signals to no longer be by source type and instead to be grouped more modularly, as they are all members of the attack chain and function similarly. They all share the trait of potentially ending the attack chain via a return, but had several different names for it. I joined it into one.

Additionally, fixed a tk bug reported by @Timberpoes by adding a signal return check at the base of /mob/proc/RangedAttack

Lastly, removed the async call of /datum/mutation/human/telekinesis/proc/on_ranged_attack, which was added as a lazy patch to appease the linter complaining about a sleep on a signal handler (namely in /obj/singularity/attack_tk). Fixed the problem using timers.

Also cleaned some code here and there.
2020-10-21 05:42:38 +01:00
Qustinnus
74755a5a3a Audio falloff re-work, and increased audio range. (#54362)
imo; the ss13 audio-scape is quite barren, you can only hear most things if you can see them, which in my opinion doesn't make much sense. This changes that so you can hear further away, but falloff is much higher, so in reality you will only hear things relatively quietly when they're out of sight.

This PR increases the hearing distance of most sound by 9, excluding sounds such as antag items that are meant to be used stealthily

This PR also replaces Byond's inbuilt falloff system with something I made, (And thanks to potato for helping me throw together a formula for it). This fall-off system makes sound fall off more naturally, with sounds being full volume within a certain range, and then softly falling off until they are completely quiet. This makes for a smoother transition between "This sound is full volume" and "I dont hear this sound".

Co-authored-by: ff <ff>
2020-10-20 17:14:16 -07:00
Rohesie
29ec525147 Implements timed_action_flags for do_after-like procs (#54409)
Originally I wanted to fix an issue where the `get_up()` `do_after()` would ignore the callback checks, because it was `uninterruptible`, so that made me refactor these procs to allow for higher granularity on checks and standardize behavior a bit more.
There's more work to be done for them, but one thing at a time.

* Removes the `uninterruptible` check in favor of the more granular `timed_action_flags`
* Cleans code on the `do_atom`, `do_after_mob`, `do_mob` and `do_after` procs to standardize them a little better.
2020-10-19 17:06:49 -04:00
Emmanuel S
18bd7474b5 Adds the New-and-Improved Training Machine, Training Toolbox! (#54133)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-10-16 15:56:51 -07:00