* Adds helpers for apc. (#74651)
## About The Pull Request
I asked someone in discord if it was worth it, they said it was, from
what i remember at least.
## Why It's Good For The Game
More comfort with apc's for mappers.
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Co-authored-by: san7890 <the@ san7890.com>
* Adds helpers for apc.
* wew
* wew
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Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Add a mapping helper for welding airlocks (#74206)
## About The Pull Request
What it says on the tin. Warning: copy-pasted mapper sprites.
## Why It's Good For The Game
Fewer varedits, better maintainability, more obvious in the map editor
what's been applied to a given airlock.
## Changelog
No player facing changes.
* Add a mapping helper for welding airlocks
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Co-authored-by: Vire <66576896+Maurukas@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Replaces internal_organs with organs
* Makes all of the necessary internal_organs -> organs in our files to compile
And it seems to work too!
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Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Don't create abandoned airlocks with walls underneath them. (#73656)
## About The Pull Request
Fixes#71504#70237 attempted to remove this and did in some cases, however the case
where the abandoned airlock is able to find an adjacent wall turf to
copy the type of still fails to delete the airlock.
This fixes that.
Also in my testing, the times where it _failed_ to find a nearby wall
turf to copy and spawned a default wall would leave the mapping helper
visible in the round. Oops!
## Why It's Good For The Game
Mapping helpers should always delete themselves when finished.
The airlocks with walls under them are funny once and annoying the rest
of the time. As of that older PR, this continuing to happen is regarded
as a bug.
Also apparently it might be required anyway for Wallening.
## Changelog
🆑
fix: Maintenance tunnels should no longer sometimes contain airlocks
with walls underneath them.
/🆑
* Don't create abandoned airlocks with walls underneath them.
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Co-authored-by: Jacquerel <hnevard@gmail.com>
* Optimize cardboard cutouts saving 1.5s+ on init times (#73404)
New regression in init times. Closes
https://github.com/tgstation/dev-cycles-initiative/issues/32. CC @ Fikou
- Instead of creating a human and icon for *every* cardboard cutout when
initialized, only creates the one we're actually using. When you're
about to use a crayon, creates all of them.
- Instead of using getFlatIcon, uses appearances directly.
* Optimize cardboard cutouts saving 1.5s+ on init times
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Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* [NO GBP] Reinforced plating mapping helper actually function correctly. (#73464)
## About The Pull Request
Reinforced plating mapping helpers worked for only a feew specific
use-case which ended up being the only usecases I tested, I've modified
the code so it should work as expected in all usecases. In short this
fixes reinforced plating appearing in places where there is not actually
plating for it to replace, and stacking multiple layers of plating where
there should not be multiple layers.
## Why It's Good For The Game
Fixes a bug I introduced myself.
## Changelog
🆑
fix: Reinforced Plating baseturf helpers work and should now be bug free
enough to be used in maps.
/🆑
* [NO GBP] Reinforced plating mapping helper actually function correctly.
---------
Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
Abstract away stuff that acts on baseturfs directly into their own procs, and kills some dead code related to baseturfs + tests (#72117)
Adds some new procs relating to baseturfs that replaces some code that
reads and sets them directly. Moves them to their own file. **To
reviewers: Any proc in baseturfs.dm that is snake_case is mine, anything
else is just moved**.
Adds tests for the existing procs of baseturfs.
I'm going to be doing some optimizations to baseturfs that change the
actual representation of baseturfs, and so I'm prepping these to be
implementation agnostic.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Reinforced plating for all your Multi-Z mapping needs (#71576)
## About The Pull Request
This PR adds reinforced plating and a corresponding baseturf_helper,
plating that cannot be deconstructed with the RCD and requires a few
steps to degrade to regular plating.
The plating is designed to serve the same purpose as R-Walls but for
verticality. It shares its heat resistance with reinforced floor and
hull, and in texting it can endure a single C4 blast but not X4 assuming
the floor placed on it is already removed.
It is currently is unused on the existing maps due to it being poor
practice to place secure locations that would justify reinforced floors
on the lower Z levels, however I have spoken to people working on maps
actively at the moment and they have express interest in being able to
use these floors.
The plating can be constructed by using 2 sheets of plasteel on standard
plating and is disassembled using wrench > welding tool > crowbar. The
first stage of deconstruction causes the bolts holding the
reinforcements in place to fall to the Z level below playing a sound and
leaving a cleanable decal, adding a audio-visual alert that someone is
about to come through your ceiling.
UPDATE: I've added a ceiling variant of the baseturf editor, this can be
placed on a lower Z level where it will modify the baseturfs of the Z
level above within the original area. This will make it significantly
easier to ensure that you only cover tiles you want reinforced when
protecting lower Z levels.
If anyone has any recommendations for sounds please tell me and I might
swap them out but I think the two I've chosen work well. Additionally if
anyone is able to make a better sprite for the screws or plates then
that'd be a great help but I think the current ones work well enough.
## Why It's Good For The Game
Currently Multi-Z maps have a very tight restriction on where secure
areas can be put, only allowing for them to be placed on the top Z
level, under more secure Z levels or in exterior satellites and coated
with hulls. This is due to standard plating and/or reinforced floors are
very easy to get through without warning if you bring the right tools.
This PR effectively adds R-Walls but for floors allowing mappers to
properly protect lower Z levels from vertical infiltration methods. This
also adds a visual and audible indictor to the deconstruction of
reinforced floor tiles to bring them more in line with the visuals of
deconstructing a wall.
## Changelog
🆑
add: You can now reinforce plating to protect your department from the
troublemakers upstairs. Station builders might find these useful to put
the stations most secure locations on the lower floors.
imageadd: added sprites for reinforced plating
code: RCD proofing has been variablized and can now be applied to any
floor type instead of just reinforced floors.
/🆑
* Reinforced plating for all your Multi-Z mapping needs
Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
* Fixes abandoned airlock helper behaviour (#70237)
remove the door instead of making a wall under it
Co-authored-by: tattle <article.disaster@ gmail.com>
* Fixes abandoned airlock helper behaviour
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@ gmail.com>
* Cadaver spawner fixes (#69544)
fix: Fixed a runtime preventing nonhuman cadavers from spawning properly.
config: Cadaver spawners will no longer yell at you when morgue_cadaver_other_species_probability is blank.
config: morgue_cadaver_disable_nonhumans will now properly disable nonhuman races! (It was reversed, woops.)
* Cadaver spawner fixes
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Allows non-human bodies to spawn in the morgue at roundstart (#68867)
Adds a configurable probability for the cadavers in the morgue to spawn as nonhuman species.
* Allows non-human bodies to spawn in the morgue at roundstart
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition>
* Fixes merge conflicts and compilation errors, alongside fixing the joker card to make it fully functional again
* Fixed a bunch of info variables in map files
* Alright this is why I wanted this merged yesterday
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Abusing Generosity - Unrestricted Airlock Access Flip (#68096)
* Abusing Generosity - Unrestricted Airlock Access Flip
Hey there,
We now have a lot of unrestricted access helpers on airlocks, which are neato. However, while spitballing ideas in regards to this a few months ago, someone suggested to make it such that you can use the airlock wires to "flip" the directional way. I decided to sit down and code it in today.
The high details are this: You can only do it if the airlock has a directional Request-to-Exit sensor (which is just a thing I made up, you can't get this in-game outside of mapping it in via a directional helper). You can tell if a door has it the same way you can tell if any door is a directional door, or you can simply just check to see if the Unrestricted Access Display is "on" in any capcity (the airlock will not have the sensor if the display is off).
It's effectively a dud without the "sensor". However, if it does have it, you can either pulse it (to switch the direction by 180 degrees) or cut the wire (to disable the direction entirely). When you mend the wire though, it'll activate to a random direction (could even be inside a wall). You can keep cutting and mending until you get what you want, though. If it gets stuck in a wall though... shouldn't have cut it.
While in the area, I alphabetized a bunch of lists, added a new color of airlock wire, and probably some other stuff.
* Adds this behavior to building new airlocks
I also renamed it to "sensor" so it's a bit clearer across all the potential contexts.
It does seem to handle setting multiple directions on creating a new mapload, cutting/pulsing will condense the nice multi-directional stuff into one direction (i am okay with this).
Co-authored-by: spookydonut <github@ spooksoftware.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Abusing Generosity - Unrestricted Airlock Access Flip
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Merge Conflict Markers - The Explicit Pathing, Layering, Iconing, Warning. (#68039)
* Merge Conflict Markers - The Explicit Pathing
Hey there,
This PR corrects an issue I've been having with mapmerge2 these last few months. Basically, what it does is create a base `/obj` that is given the name `---Merge Conflict Marker---`. This is fine and all, but the problem is that the base `/obj` is set to a certain plane. This does mean that sometimes, this VERY IMPORTANT marker is covered up by rocks or other objects. So, this seeks to get rid of that potential flaw, as well as do some other things.
Sometimes, when objects are rendered via GAGS or other code-means, they tend to have the same default Purple/White Sprite that any object without a valid icon_state has. This has caused me some confusion, so I have decided to create a new icon for conflict markers. This icon was designed to be as ugly as possible, while creating as much contrast as possible with the background by incorporating several colors into its design. I hope you find merge conflicts as unpleasant as I do.
I also updated mapmerge2 to have it so you can set the specified path of the object, as well as a small comment on the warnings if you do not heed it. I'm keeping the fact that mapmerge2 adds a name to the object just in case someone else really needs that. I also updated the linters to check for this path as well (even though the name and description should suffice for linting), and it should all be gravy from here.
* Adds further contrast to the DMI.
* Splits the merge conflict marker into a generic /obj
I also added a thing where if it didn't get caught by linters and it showed up on Initalize, it would error to mapping logs, spit out an error in world, and do all sorts of stuff to remind you.
* python new line
* forgot to add a tab
* Merge Conflict Markers - The Explicit Pathing, Layering, Iconing, Warning.
Co-authored-by: san7890 <the@san7890.com>
* Adjusts Door Mapping Helper Layers (#68032)
Hey there,
Access helper layers are great and all, but they tended to have this sort of effect on maps where since they were on the same layer as all of the other mapping helpers for doors, they would just tend to cover up the smaller sprites the others used, like this:
So, this just switches up the layers a bit by having a new layer called `DOOR_ACCESS_HELPER_LAYER` (that is still above `OPEN_DOOR_LAYER`) just for Access Helpers, while every other airlock helper takes the `DOOR_HELPER_LAYER` (like before), which has been increased by 0.01 more funny number.
Ok?
* Adjusts Door Mapping Helper Layers
Co-authored-by: san7890 <the@san7890.com>
* Adjusts Layering of Broken/Burnt Floor Helpers (#67958)
Small QoL thing for mappers. Mapping Helpers automatically go on the highest plane possible, POINT_LAYER. This would result in broken/burnt flooring having the following appearance in map editors:
This is just weird clutter that doesn't particularly look good. So, I just switched both of those subtypes to the same layer that we use for cleanable decal effects, just for nice visual clarify. Here's what that looks like:
* Adjusts Layering of Broken/Burnt Floor Helpers
Co-authored-by: san7890 <the@san7890.com>
* Spellchecks the Name for Unrestricted Side Helpers (#67269)
What the fuck is a "unresctricted"?
* Spellchecks the Name for Unrestricted Side Helpers
Co-authored-by: san7890 <the@san7890.com>
* fix CI hopefully
* more CI
* fffff test this fix
* ok try this
* ok maybe
* more runtime??
* Revert "more runtime??"
This reverts commit c14124de3e18b2963ed78207ed6c64df97524a3c.
* fix this runtime?
* Revert "fix this runtime?"
This reverts commit 4b690e17666b906c47ea1ba86da6744be15c1132.
* working??
Co-authored-by: nevimer <foxmail@protonmail.com>
* Fixes a bunch map log runtimes, adds CI to catch some more potential map issues (#64599)
* Fixes APC offsets in template maps, airlock note placer helper
* also hellfactory
* remove doubled lavaland mining cable
* Updates CI grep checks for cable check to work, and also check lattices and identical pipes
* Add APC pixel offset checking
* mass apc offset fixes
* Fixes a bunch map log runtimes, adds CI to catch some more potential map issues
Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* adds the sound injector mapping helper (#63807)
lets us control both icons and sounds, basically free will over assets on custom maps
* adds the sound injector mapping helper
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* secret gateway update (#62003)
admins are now notified about a secret gateway load failing, also logs this
secret z levels are protected from incorporeal movement
fixes unpowered ruin areas being powered
adds a bunch of new areas for secret gateways, since var edited areas probably arent a good idea its good to have a few presets
adds cordon turfs and areas, ingame they just look like the z level border, they are completely indestructible, you cant pass them, and if you somehow do, the cordon area kills you (idea from goon but the code and sprites are mine)
adds a z level injector mapping trait, injects a z level trait into the z level its placed on, if you want to add something like ash storms or whatever to your map
adds an anti xray z level trait, you can optionally add this with the z level injector to protect your map against any xray or whatever
* secret gateway update
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
currently cycle helpers only work in straight lines, this limits mapping design for airlocks, i now present to you a new mapping helper where all you do is set a var for the helper, and paste it over airlocks, and those airlocks will now all sync up so only one of them can be open at a time (as of now clicking an airlock to open them wont cycle, but the current cycle helpers dont do it either so its consistent)
Co-authored-by: 小月猫 <alina.r.starkova@gmail.com>
* Del The World: Unit testing for hard deletes (#59612)
Co-authored-by: SteelSlayer <42044220+SteelSlayer@ users.noreply.github.com>
* Del The World: Unit testing for hard deletes
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@ users.noreply.github.com>
* Smart Pipes(reborn) (#58038)
How these new pipes work.
-Smart pipes autoconnect to nearby smart pipes
-They are now color coded, so they only connect to the same colored pipe, the GREY pipe is the wildcard and can connect to every other color, so be aware of this
-ALL components spawned by the RPD can be colored (from pumps to connectors, from pipes to manifolds), if you leave them GREY they can connect to every other color. Color adapters can be colored, but they'll still connect two pipes with different colors. BUILDABLE machines are GREY (thermomachines, cryo, HFR) so be aware of this
-Trying to go across another smart pipe will now build a bridge pipe automatically already colored of the color you choose, so you don't have to place it yourself anymore (is still available in the RPD tho)
-ALL binary components, layer manifolds, color adapters and bridge pipe can be put ONTOP of a smart pipe, but not on another of these. Smart pipes can't be placed on top of these pipes, so you have to build them first.
-Lcrossings can't be made anymore (sorry y'all i tryed, if someone have a way of doing them ping me on discord)
-REMEMBER you still have 5 layers to go, these rules apply to the same layer pipes, so if you do a crossing on different layers you won't see a bridge pipe appear.
* Smart Pipes(reborn)
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>