Commit Graph

135 Commits

Author SHA1 Message Date
SmArtKar
b4061f1800 [MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
## About The Pull Request

Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.

- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.

- Closes #91039 

#### Examples

A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.


![dreamseeker_BSP7FE9pRB](https://github.com/user-attachments/assets/45711fa0-ae65-4ec2-9e89-753fa7dd876f)

![dreamseeker_zyv9ssh5VN](https://github.com/user-attachments/assets/7b112854-b7e3-4bfe-b78b-199a55b5b051)
2025-05-31 19:38:07 -05:00
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
Capsandi
179cc3afbb BSA impact animation (#91085) 2025-05-12 21:52:38 -04:00
Jacquerel
96976c0b9a Regal Rat cleanup & minor changes (#91012)
## About The Pull Request

Since #90505 added another entry to it the Regal Rat Riot ability, which
turns maintenance creatures into versions loyal to the rat, has become
sort of unmanageable (and to be honest it was a bit gross to start
with).
Instead of having a big if/else list (which was making the same range
check multiple times...) that sets stats on a bunch of mobs, I delegated
it to the mobs themselves and instead of changing some stats of the
existing mobs we just turn them into a new mob which can be spawned or
placed separately by mappers or admins if they want.

Other stuff I changed:

Riot (the ability which transforms mobs into minions) no longer spawns a
mouse if it fails to find anything. Instead you have a chance to fish
mice out of disposals bins while digging out trash and items.

Domain is now a toggle which activates itself every 6 seconds rather
than a button you manually click every 6 seconds.

Riot makes a visual effect when used.

Rare Pepe randomisation is done via a random spawner instead of the mob
modifying a bunch of its own properties in Initialise.

A bunch of mobs now automatically follow you after being tamed. I wrote
this assuming I was going to add it to the rioted mobs but then didn't
end up doing that because you might want them to immediately attack
someone.
My rule of thumb is that if I think you'd want the mob to attack someone
the moment it is befriended I didn't add this and if you wouldn't I did.

I changed some of the regal rat minion names, and some of them can now
spawn from gold slime which couldn't before.

## Why It's Good For The Game

This proc sucked and now it's nicer.

As for the other changes;
- A tamed mob immediately following you is nice feedback and saves you a
click as it's likely to be your first action. Also removes some admin
panel shitcode I added.
- I changed Domain to a toggle because you generally want to use it on
cooldown and someone suggested it on this PR and it sounded like a good
idea.
- I saw someone in Discord complaining that the previous flow of
recruiting rats by hitting Riot with nothing around to summon one,
waiting, hitting it again to convert one rat, and waiting again was
tedious and annoying which I agree with.
This method improves the quality of life by separating these two actions
but _also_ as a side effect reduces a regal rat's ability to secretly
stockpile 50 rats in a hidden maintenance room because most disposal
bins are in slightly more visible areas, they'll actually need to go and
make a mess somewhere someone can see them.


## Changelog

🆑
balance: Regal Rats can now grab mice out of disposal bins, and no
longer spawn them with the Riot ability.
balance: The Riot ability no longer needs to be used once for each
slightly different kind of mob in your radius.
balance: The Regal Rat Domain ability is now toggled on and off.
balance: Several kinds of mob will immediately start following you once
tamed.
balance: Rats, hostile frogs, and evil snails can be created via gold
slime reaction.
/🆑
2025-05-11 04:52:20 +03:00
necromanceranne
9740ea8910 Makes it so that there is an actual tracer on the tesla cannon hitscan beam. (#90979) 2025-05-08 16:59:08 +02:00
Bloop
c9f4c68447 Fixes a couple of directional xenogib sprites that I missed [NO GBP] (#90897) 2025-04-30 09:01:47 +02:00
Bloop
3d01e86e29 There will be (colorful) blood: datumizes bloodtypes, greyscales blood sprites, and fixes a lot of inconsistencies with gibs and forensic data (#90593)
## About The Pull Request


This PR:

- Converts all of the blood types into their own datums, which can be
set up to have their own colors, descriptions, and other fun unique
properties. For example, the clown blood that is constantly randomizing
itself.

- Converts all the blood decals into greyscale, which in turn eliminates
the need for separate xeno sprites. They both use the same ones now.

- Audit of blood splatters/gibs/bodyparts/organs to make sure that they
are getting the correct forensic data applied to them.

- For the admins: Adds a clown blood smite.

My primary goal with was to make the appearance of the new sprites look
almost indistinguishable to the original ones.

I consider this a "first pass", as in there are still some further
refactors I would like to do on the backend side, but am satisfied with
it enough to push it forward as a first step towards a better blood
system! I didn't want to do too much at once because of A) fatigue and
B) easier to test things to make sure I'm not breaking something
important this way.

This has been test-merged on Nova for over a week now and has been going
great, so I finally got around to upstreaming the bones to TG. Although
I did test it a bit you may want to TM it just in case I missed some
things when copying it over.
2025-04-28 00:57:59 -05:00
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
Wallem
d98f9ed2c7 Sonar Module Adjustments (#90447)
## About The Pull Request
Changes the sonar module to use signals instead of processing, meaning
it will move much smoother.
As a small buff/QOL to the sonar, humans are now colored red compared to
non-human mobs.


![5234523451234](https://github.com/user-attachments/assets/1437cadf-4b9b-49cc-b6d6-e75f561c9731)


![6453](https://github.com/user-attachments/assets/1094c395-17eb-4191-9dbf-ff249d35340c)
## Why It's Good For The Game
Makes the sonar a little less tedious & more useful
## Changelog
🆑 Wallem
qol: The active sonar module has been slightly tweaked, resulting in
smoother updates & a red tinge on highlighted humans.
/🆑
2025-04-06 16:14:03 -06:00
Waterpig
d3d3a12540 The big fix for pixel_x and pixel_y use cases. (#90124)
## About The Pull Request

516 requires float layered overlays to be using pixel_w and pixel_z
instead of pixel_x and pixel_y respectively, unless we want
visual/layering errors. This makes sense, as w,z are for visual effects
only. Sadly seems we were not entirely consistent in this, and many
things seem to have been using x,y incorrectly.

This hopefully fixes that, and thus also fixes layering issues. Complete
1:1 compatibility not guaranteed.

I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming
inside apply_overlays), and this is still included in the PR to flash
out possible issues in a TM (Plus I will need someone to grep the
runtimes for me after the TM period to make sure nothing was missed).
After this is done I'll remove all these extra checks.

Lints will probably be failing for a bit, got to wait for [this
update](4b77cd487d)
to them to make it into release. Or just unlint the lines, though that's
probably gonna produce code debt

## Why It's Good For The Game

Fixes this massive 516 mess, hopefully.

closes #90281

## Changelog
🆑
refactor: Changed many of our use cases for pixel_x and pixel_y
correctly into pixel_w and pixel_z, fixing layering issues in the
process.
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
2025-03-28 14:18:45 +00:00
ArcaneMusic
b8671462a9 The Galactic Mineral Market Presents: The Spotlight Station Trait (#89136)
## About The Pull Request
### _**HEY HUSTLERS**_
Do you want to know all about the station's real GDP **_BREADWINNERS_**
this shift? Well, look no further than the all new GMM SPOTLIGHT. On
select shifts (Where the trait is rolled), the GMM SPOTLIGHT will shine
on who's HUSTLING and GRINDING the hardest so YOU CAN ~~know who has
enough money to try and mug them~~ LEARN THE SECRETS OF THE CREDIT
WHISPERS **AMONG US**.

Don't know where these legendary GRIND-O-HOLICS are this very SECOND?
Well, the GMM will UPDATE the SPOTLIGHT every 5 minutes, with their
IDENTITY MADE KNOWN to all crewmates via the station updates and
economic summary newcaster channels.

WHAT ARE YOU WAITING FOR? ALIEN JIM KRAMER??? UNLEASH THE SECRETS OF THE
HUSTLERS **TODAY**!!!

(The original idea for this station trait was given to me by
xhorian/@YesterdaysPromise a few months back, so big thanks to him for
the inspiration.)

Video of it in action:

https://discord.com/channels/326822144233439242/326831214667235328/1330408517248614432

## Why It's Good For The Game

This is, obviously, a negative station trait. On shifts where players
are working to make lots of personal profit, it can either serve as a
badge of honor, or as a target being painted on your back about who has
the most money. Still, it's somewhat flavorful, and I think it could be
interesting to have happen to a player, where suddenly a beam of light
from above ™️ suddenly appears and starts following you.

I wouldn't be against giving command some kind of control to let them
cancel the effect early by un-subscribing from their newsletter, but it
depends on how people feel about this.

## Changelog

🆑
add: Stations in your sector may start with the GMM spotlight, a massive
economic broadcast spotlight that will follow the wealthiest crewmate on
board until the next paycheck
/🆑
2025-01-30 13:15:26 +01:00
SmArtKar
8d48f8d4d2 Fixes an 8 year old bug which colored your HUDs with you (#88667)
## About The Pull Request

Partially a port of
https://github.com/DaedalusDock/daedalusdock/pull/1163 which is a port
of my own code from bitbus
Closes #88579

Instead of manually setting hud images and positioning we now can use
set_hud_image_state which also updates their position to ensure that
they scale with the owner atom. HUDs had RESET_COLOR and RESET_TRANSFORM
but no KEEP_APART, so they were stuck with mobs all this time. I
replaced RESET_TRANSFORM with PIXEL_SCALE (shouldn't be reserved to mob
huds only to be honest) and added KEEP_APART, so that HUDs still
scale/rotate with their owner but don't inherit their color. Also fixed
the dragon issue, that's where this PR actually started.

Closes https://github.com/tgstation/tgstation/issues/45411

## Why It's Good For The Game

I don't want my HUDs to be pretty pink when I make a barbie Clarke.

## Changelog
🆑
refactor: Rewrote some of HUD code so they're no longer colored in their
owner's color
fix: Space dragons no longer turn invisible when toggling seethrough
mode
/🆑
2024-12-26 15:06:04 +01:00
SmArtKar
ab7f1c12d6 Implements icon size caching to avoid unnecessary load in updatehealth (#88266)
## About The Pull Request

Technically an improved port of
https://github.com/DaedalusDock/daedalusdock/pull/651, instead of only
storing height over 32 pixels for HUDs we store both pure height and
width for the sake of cutting down on icon operation spam (which is
pretty costly). Should save us a significant amount of time, cuts down
update_health_hud times by 45% and total update_health by 30% which is
pretty good for a somewhat hot proc.

## Why It's Good For The Game

Our health HUDs constantly fetch icons ***twice*** every update_health,
jesus.

## Changelog
🆑 SmArtKar, Kapu
code: Implemented caching for icon sizes which should significantly
improve mob health performance due to HUDs constantly fetching icons
/🆑
2024-12-06 23:59:30 +01:00
GoblinBackwards
6585612413 Fixes invisible atmos fires (#88155) 2024-11-24 20:44:31 +01:00
SmArtKar
f34bd3f5c0 Guncode Agony 4.2: Firing Effect Intervallo (#88072)
## About The Pull Request

Firing effects now attach themselves to the firer, meaning you don't run
over or back from your own muzzle flash if you fire while running.

## Why It's Good For The Game

Look better, both when moving into and away from the effect.

## Changelog
🆑
image: Muzzle flash now is attached to your sprite, meaning you won't
run over it if you fire while moving
/🆑
2024-11-24 04:35:31 -08:00
SmArtKar
bbb7a41743 Guncode Agony 4: The Great Projectile Purge (#87740)
## About The Pull Request
~~Kept you waitin huh!~~
The projectile refactor is finally here, 4 years later. This PR (almost)
completely rewrites projectile logic to be more maintainable and
performant.

### Key changes:
* Instead of moving by a fixed amount of pixels, potentially skipping
tile corners and being performance-heavy, projectiles now use
raymarching in order to teleport through tiles and only visually animate
themselves. This allows us to do custom per-projectile animations and
makes the code much more reliable, sane and maintainable. You (did not)
serve us well, pixel_move.
* Speed variable now measures how many tiles (if SSprojectiles has
default values) a projectile passes in a tick instead of being a magical
Kevinz Unit™️ coefficient. pixel_speed_multiplier has been retired
because it never had a right to exist in the first place. __This means
that downstreams will need to set all of their custom projectiles' speed
values to ``pixel_speed_multiplier / speed``__ in order to prevent
projectiles from inverting their speed.
* Hitscans no longer operate with spartial vectors and instead only
store key points in which the projectile impacted something or changed
its angle. This should similarly make the code much easier to work with,
as well as fixing some visual jank due to incorrect calculations.
* Projectiles only delete themselves the ***next*** tick after impacting
something or reaching their maximum range. Doing so allows them to
finish their impact animation and hide themselves between ticks via
animation chains. This means that projectiles no longer disappear ~a
tile before hitting their target, and that we can finally make impact
markers be consistent with where the projectile actually landed instead
of being entirely random.

<details>

<summary>Here is an example of how this affects our slowest-moving
projectile: Magic Missiles.</summary>


Before:


https://github.com/user-attachments/assets/06b3a980-4701-4aeb-aa3e-e21cd056020e

After:


https://github.com/user-attachments/assets/abe8ed5c-4b81-4120-8d2f-cf16ff5be915

</details>


<details>

<summary>And here is a much faster, and currently jankier, disabler
SMG.</summary>


Before:


https://github.com/user-attachments/assets/2d84aef1-0c83-44ef-a698-8ec716587348

After:


https://github.com/user-attachments/assets/2e7c1336-f611-404f-b3ff-87433398d238

</details>

### But how will this affect the ~~trout population~~ gameplay?

Beyond improved visuals, smoother movement and a few minor bugfixes,
this should not have a major gameplay impact. If something changed its
behavior in an unexpected way or started looking odd, please make an
issue report.
Projectile impacts should now be consistent with their visual position,
so hitting and dodging shots should be slightly easier and more
intuitive.

This PR should be testmerged extensively due to the amount of changes it
brings and considerable difficulty in reviewing them. Please contact me
to ensure its good to merge.

Closes #71822
Closes #78547
Closes #78871
Closes #83901
Closes #87802
Closes #88073

## Why It's Good For The Game

Our core projectile code is an ungodly abomination that nobody except
me, Kapu and Potato dared to poke in the past months (potentially
longer). It is laggy, overcomplicated and absolutely unmaintaineable -
while a lot of decisions made sense 4 years ago when we were attempting
to introduce pixel movement, nowadays they are only acting as major
roadblocks for any contributor who is attempting to make projectile
behavior that differs from normal in any way.

Huge thanks to Kapu and Potato (Lemon) on the discord for providing
insights, ideas and advice throughout the past months regarding
potential improvements to projectile code, almost all of which made it
in.

## Changelog
🆑
qol: Projectiles now visually impact their targets instead of
disappearing about a tile short of it.
fix: Fixed multiple minor issues with projectile behavior
refactor: Completely rewrote almost all of our projectile code - if
anything broke or started looking/behaving oddly, make an issue report!
/🆑
2024-11-23 04:02:35 -08:00
MrMelbert
9b40e13f8b Makes dust animation look less 2006 (#87435)
## About The Pull Request

This was inspired by an effect I saw on Paradise but I sprited my own


https://github.com/user-attachments/assets/2130053c-a6ea-48e6-8b62-4c08563fd154

(Todo, make the skeleton appearing less jank)

## Why It's Good For The Game

1. Looks less 2006. 
2. The dust sprite will reflect the mob being dusted, since it's
literally just Your Sprite. Your clothes, species, etc.
3. All species and all mob types now animate being dusted - from corgi
to xenos, from borgs to lizards -, and we can even reuse this effect for
items being dusted if we so desire

## Changelog

🆑 Melbert
image: The animation for being dusted now takes into account your
sprite, rather than being a normal nude spaceman
/🆑
2024-11-12 10:31:03 +13:00
tonty
d5daa9c9b8 [NO GBP] Renames mob/camera to mob/eye and makes everything follow suit (#87684)
## Why It's Good For The Game

Clarity and consistency regarding DM's systems. 
Internally, `eye` is used for anything that controls the client's view.

![image](https://github.com/user-attachments/assets/7d1291e1-7a6a-4736-a14b-97834e89846f)
How `eye` is used in DM is consistent with how we use the term, so I
figured this would add clarity.

Being named mob/camera also makes it unclear exactly what it's doing.
The name implies that it would function similar to how mob/camera/ai_eye
does, but most of the time it's only used as... an eye.

My ulterior reason for this PR is that I want to clean up
mob/camera/ai_eye and it's subtypes after this.
## Changelog

🆑
server: mob/camera has been renamed to mob/eye, which may break
downstreams
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-11-09 10:57:45 +00:00
larentoun
692540a7b9 Singularity_pull() standartize (#87304)
## About The Pull Request
Previous attempt - https://github.com/tgstation/tgstation/pull/87227

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

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

## Why It's Good For The Game
Standartization

## Changelog
No changelog needed
2024-10-25 02:08:26 +02:00
Ghom
96c0c0b12c Fish infusion (#87030)
## About The Pull Request
I'm adding a new infusion ~~(actually four, but two of them are just
holders for specific organs tied to a couple fish traits)~~ to the game.
As the title says, it's about fish.

The infusion is composed of three primary organs, plus another few that
can be gotten from fish with specific traits.

The primary organs are:
- Gills (lungs): Instead of breathing oxygen, you now need to stay wet
or breathe water vapor.
- fish-DNA infused stomach: Can safely eat raw fish.
- fish tail: On its own, it only speeds you up on water turfs, but it
has another effect once past the organ set threshold. It also makes you
waddle and flop like a fish while crawling (I still gotta finish sprites
on this one)

Other organs are:
- semi-aquatic lungs: A subtype of gills from fish with the 'amphibious'
trait, falls back on oxygen if there's no water. Can also be gotten from
frogs, axolotl and crabs.
- fish-DNA infused liver: From fish with the 'toxic' trait. Uses
tetrodotoxin as a healing chem instead of a toxin. Also better tolerance
to alcohol if you want to drink like a fish (ba dum tsh).
- inky tongue: From fish with the 'ink production' trait. Gives mobs the
ability to spit ink on a cooldown, blinding and confusion foes
temporarily.

The main gimmick of this infusion revolves around being drenched in
water to benefit from it, In the case you get the gills organ, this also
becomes a necessity, to not suffocate to death (alternatively, you can
breathe water vapor, without any benefit). To enable the bonus of the
organs set, three organs need to be infused. They can be gills, stomach,
tail and/or liver, while the inky tongue doesn't count towards it.

Once the threshold is reached, the following bonus are enabled:
- Wetness decays a lot slower and resists fire a bit more.
- Ink spit becomes stronger, allowing it to very briefly knock down
foes.
- Fishing bonuses and experience
- Resistance to high pressures
- Slightly expanded FOV
- drinking water and showers mildly heal you over time.
- for felinids: You won't hate getting sprayed by water or taking a
shower.
- While wet:
- - If the fish tail is implanted, crawling speed is boosted.
- - You no longer slip on wet tiles.
- - You also become slippery when lying on the floor.
- - You get a very mild damage resistance and passive stamina
regeneration, and cool down faster.
- - You resist grabs better.
- - get a very weak positive moodlet.
- However, being dry will make you quite squisher, especially against
fire damage, slower and give you a modest negative moodlet.

While working on it, I've also noticed a few things that explained why
tetrodotoxin (TTX) did jackshit at low doses, because livers have a set
toxin tolerance value, below which, any amount of toxin does nothing.
Also I've felt like reagents like multiver & co were a bit too strong
against a reagent that's supposed to work at very low doses, with slow
metabolization, so I've added a couple variables to buff TTX a bit,
making it harder to purge and resistant to liver toxin tolerance (also
added a bit of lungs damage).



## Why It's Good For The Game
I wanted to take a shot at coding a DNA infusion and see how chock-full
I could make it. DNA infusions are like a middle point between "aha,
small visual trinket" and organs with generally ok effects. I seek to
make something a bit more complex ~~(also tied to fishing ofc because
that's more or less the recurrent gag of my recent features)~~ primaly
focused around the unique theme of being strong when wet and weaker when
dry.

EDIT: The PR is now ready, have a set of screenshots of the (fairly mid)
fish tails (and gills, barely visible) on randomly generated spessman
and one consistent joe:

![immagine](https://github.com/user-attachments/assets/a4965508-22e2-4d3a-8523-29fec6bce91e)


## Changelog

🆑
add: Added a new infusion to the game: Fish. Its main gimmick revolves
around being stronger and slippery when wet while weaker when dry.
balance: Buffed tetrodotoxin a little against liver tolerance and
purging reagents.
/🆑
2024-10-09 02:03:50 +02:00
tonty
3f0b4abb8d Replaces world.icon_size (and some magic numbers) with defines (#86819)
## About The Pull Request

All usages of world.icon_size in code have been replaced with new
`ICONSIZE_X`, `ICONSIZE_Y` and `ICONSIZE_ALL` defines depending on
context

Replaces some "32" magic numbers with the defines

A few bits of code have been modified to split up x/y math as well

## Why It's Good For The Game

Magic number bad, code more readable, code more flexible and I'm told
there's an access cost to doing world.icon_size so minor performance
gains

## Changelog

🆑 tonty
code: made some code relating to the world's icon size more readable
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-29 13:28:32 +00:00
grungussuss
58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

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

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

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

-- instrumental --

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

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

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

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

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

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

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

- [ ] attributions

## Why It's Good For The Game

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

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

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

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
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
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
Xackii
82f92cb983 New Traitor mech: Justice. (#84097)
## About The Pull Request

Adds new mech that can be created from emaged fabricator. To craft this
mech you need:
1. Emag Fabricator to recive Justice disgine(done this, fabricator will
emit a text and sound signal that can reveal you).
2. You need to craft it like any other mech but you also need 8
telecrystals to finish constraction.
3. To board a mech you need syndicate access (traitor can get it by
purchasing an agent card).
About Mech:
Video:
https://youtu.be/QwJfO_lbLK0
Text:
Health 200
Damage 60
Only melee attacks(can't attach range weapons(can't attach anything in
his arms at all))
Block chanse 60
Speed - in safty mode 2.5 in combat mode 4.5
Attack effects:
In addition to damage, it has a 50 percent chance of cutting off an arm
or leg (does not put you to sleep or give a knockdown
effect when hit like regular combat mechs do).
If a target in crit or stun makes a finishing attack instead of a
regular attack, the mech says an epic phrase and after a second cuts off
the target's head by dashing through the target.

Special actions(can't be used if mech in safty mode):

Invisability - Makes the mech invisible for 20 seconds. If the mech is
pushed or collides with someone or if the pilot presses the invisibility
button again, the mech will no longer be invisible and will go into a 5
second cooldown (the same will happen after 20 seconds). If you attack
in invisibility, then instead of a normal attack the mech will make an
AoE 3x3 attack 1 second after pressing (the attack will be accompanied
by a sound and visual effect and for a second the mech will not be able
to move, which gives enemies time to run away from the attack). Upon
completion AoE attack, everyone( except peoples in crit and in stunned
condition) in a 3x3 radius will receive 35 damage and a 25 chance of
having one of their limbs cut off.

Charge Attack - Mech makes a dash towards the cursor at a distance of up
to 7 cells, breaking all obstacles in its path. If the obstacle is a
living person (and he is not in crit and is not stunned) then he will
receive 35 damage and a 25 chance of cutting off a limb. Cooldown 5
Seconds.
P.S.
Also added emag_act on fabricator so you can put any new secret traitor
mechs on it.
Also made the sounds of mech melee attacks to vars so that it would be
more convenient to change them.

Also fix a runtime error where if you set something in the mech's
max_equip_by_category to 0, the mech UI panel doesn't load.

## Why It's Good For The Game

Adds a traitor mech with fun and interesting mechanics. This is a new
mech with new unique abilities that turns the battle with you into a
boss fight.

## Changelog

🆑
add: New traitor mech: Justice. Emag fabricator to get it.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-07-04 12:01:42 -07:00
YesterdaysPromise
8eb3b51ad9 /icons/ folder cleansing crusade part 3 (#83420)
## About The Pull Request

In my effort to make the /icons/ folder cleaner and more intuitive
instead of having to rely on recalling names of stuff and looking them
up in code to find them for poor sods such as myself, plus in spurt of
complusion to organize stuff, here goes. I've tracked all changes in
commit descriptions. A lot still to be done, but I know these waves go
over dozens of files making things slow, so went lighter on it.
Destroyed useless impostor files taking up space and cleaned a stray
pixel on my way.

## Why It's Good For The Game

Cleaner /icons/ file means saner spriters, less time spent. Stray pixels
and impostor files (ones which are copies of actually used ones
elsewhere) are not good.

## Changelog

🆑
image: Cleaned a single stray pixel in a single frame of a bite
telegraphing accidentaly found while re-organizing the files.
/🆑
2024-05-25 21:08:08 -07:00
Mothblocks
bc4e7d3b4e Remove data systems in favor of global datums (#82943) 2024-04-29 22:47:36 -07:00
Jeremiah
c1a775efe1 Implements data systems (#82816)
## About The Pull Request
Subsystems currently come in two different flavors:
1. Systems that process at intervals with the master controller
2. Global data containers that do not fire

And I think they should be split up...


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

## Why It's Good For The Game
Clarity in code
2024-04-22 21:27:15 -06:00
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
Jacquerel
f2ceb77a41 Temporary bees animate on death and no longer produce corpses (#81714)
## About The Pull Request

I requested this as a change on the Hive Head PR but Ghommie didn't
notice and merged it anyway so I had to do it myself instead of forcing
the underclass to do it for me 😔


![dreamseeker_d8pI4uCCqt](https://github.com/tgstation/tgstation/assets/7483112/bff1a2d7-98c7-49d2-854b-a16f709520ab)

Anyway now bees created by the "beesplosion" reaction and by the Hive
Head changeling power no longer produce corpses, and have a death
animation.

## Why It's Good For The Game

It looks better.
It was weird that the bees would create corpses if killed but not if
they expired.

## Changelog

🆑
image: adds a visual effect for hive head bees despawning
/🆑
2024-02-28 19:22:09 +01:00
LemonInTheDark
f03084c1ca FOV is Dead (Long Live FOV) (#80062)
## About The Pull Request

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

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

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

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

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

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


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


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

## Commits I Care About

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

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

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

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

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

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

[Moves SEETHROUGH_PLANE above
ABOVE_GAME_PLANE](beec4c00e0)

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

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

[f02ad13](f02ad13696)

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

## Why It's Good For The Game

Walls are closing in

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

###### * It's technically possible if we start using render targets to
create 2 sets of sources but that's insane and we aren't doing it
2023-12-13 15:52:24 +01:00
MrMelbert
73d108025f Adds wibbles to certain anomalous entities (#79549)
## About The Pull Request

Adds wibble animation to portals, some anomalies, and bluespace rifts.


https://github.com/tgstation/tgstation/assets/51863163/9355dc53-590e-4558-82a3-15145829ce16

## Why It's Good For The Game

It looks kinda cool.
Helps cement these as anomalous, wacky things that don't necessarily fit
in our plane of existence.

## Changelog

🆑 Melbert
add: Anomalies, portals, and bluespace rifts will now wibble a bit. 
/🆑
2023-11-07 17:41:42 -07:00
DrTuxedo
28559aa7fc New Muzzle Flash + Temperature gun Baking beam change (#79212)
## About The Pull Request
Now there are new muzzle flash sprites for the guns. There are 3 types:

**BALLISTICS**


https://github.com/tgstation/tgstation/assets/42353186/82d7b285-fcf0-4780-8479-143691641e0a

**BLUE**


https://github.com/tgstation/tgstation/assets/42353186/331c926d-8556-4715-ab61-9a4998dd93d2

**RED**


https://github.com/tgstation/tgstation/assets/42353186/c814646d-6d56-4426-bde7-b7a7a06caa39

Also, now temperature gun "BAKE" mode beams have different sprites from
the "FREEZE" beams:


https://github.com/tgstation/tgstation/assets/42353186/c78363ac-ad04-4534-9323-dc13ba017823
## Why It's Good For The Game

Muzzle flashes were one of the most oldest effect sprites in the base,
and are rather bad and bland looking.
This makes them more good-looking. Also gives variety, previously there
only been Ballistic and Energy one, and they weren't even different.

Temperature gun "BAKE" mode beam having a different colour will help
distinguish what the hell you're being shot with.
## Changelog
🆑
image: Muzzle flashes got a new sprite, each direction included!
image: Temperature Gun "BAKE" beams are now lava colored
/🆑
2023-10-24 13:05:34 -04:00
Wallem
f62015cf5c Adds a passive scan to the Active Sonar module (#78734)
## About The Pull Request
Adds a passive, radial scan to the Active Sonar module.
This will scan a 1/8th slice around the player for any creatures, and
place a much smaller marker over them for the player to see.
These small markers do not update their location when the scanned
creature moves, unlike the normal markers.
Activating the module initiates the normal full scan, which scans the
entire radius at once rather than just a slice. Doing so will put _both_
scans in cooldown.


https://github.com/tgstation/tgstation/assets/66052067/96226090-fa32-42d5-99f4-a8dbdc36cf98
## Why It's Good For The Game
Honestly I still felt the Active Sonar was a little weak even after I
tried to buff it a little.
I wanted to initially find a way to make the large scan effects smoothly
move with whoever you're following, but since I couldn't manage to
figure that out instead I went with a recommendation from ninjanomnom to
make a radial scan.
I think this is far more interesting either way
## Changelog
🆑 Wallem
add: Buffs the Active Sonar module with a radial scan, and makes the
power costs more in-line with other modules.
/🆑
2023-10-05 00:30:19 +00:00
Jacquerel
172f65989e Nuclear Operative Jump Jets (#78088)
## About The Pull Request

This PR gives operative MODsuits access to "jump jets".
This is an activated module (starts pinned) with a 30 second cooldown
which removes your personal gravity for 5 seconds and (if possible)
pushes you upwards by one z level. In combination with your regular
jetpack this allows you to fly over gaps, and (most importantly) out of
pits such as you may inadvertently find yourself wandering into on
Icebox.
I have a few other changes I want to make specifically targetted at the
experience of Icebox station destruction causing people to fall several
z levels and get trapped, but this is the first one.

You have to stand still for 1 second to activate the jump jet. This is
because jetpack movement without gravity is actually usually faster than
an operative will walk, and I don't want them to just toggle it as a
sprint button while running around. If people find other tactical uses
for this though I think that's cool.

This module currently isn't available to crew on the tech web, although
maybe someone could add it later if they wanted to. It's not quite so
useful if you don't _also_ have a jetpack though.
I bumped the available complexity of the suits I attached it to up by
the complexity cost of this module so it's not taking up previously
available space.

## Why It's Good For The Game

It's funny when the whole ops team falls in a hole after an explosion
they caused and gets stuck in there fighting Snow Legions but they
should probably have some method for dealing with that.
It also lets them pop back up from the tram hole, a risky proposition
because any flying mob hit by the tram dies almost instantly.

## Changelog

🆑
add: Operative MODsuits now have an attached "jump jet" which sends you
upwards and allows you to use your jetpack under gravity for a few
seconds, perfect for navigating the pits and valleys of Icebox Station.
/🆑
2023-09-12 18:54:58 +02:00
Jacquerel
ed10226825 Desouls Hivelord (#78213)
## About The Pull Request


![dreammaker_RJz4brjobM](https://github.com/tgstation/tgstation/assets/7483112/e5e4a3e9-ea6b-47f9-887c-3339d24d3fa8)

Replaces the sprite of the hivelord with a new one, in my continuing
quest to annihilate the old asteroid mob sprites.
A (never completed) asteroid mob resprite was actually my first PR, this
one is my 200th.
I am also planning on fucking with basic mob versions of these mobs some
time but the sprites can be atomised out.

In addition to replacing the old-ass MSPaint sprites, this PR also adds
a short death animation effect to the hivelord brood (from hivelords or
legions) which looks nicer than them just vanishing instantly upon
death.

Look at this video for an example of the animation:
https://www.youtube.com/watch?v=cKaskN5-y2A

## Why It's Good For The Game

Looks nicer.

## Changelog

🆑
image: Hivelords have a new sprite.
image: Hivelord and Legion brood have a death animation.
/🆑
2023-09-10 00:42:07 -04:00
iwishforducks
bff941ded8 Fixes hitting RCD effects when they're done (#77896)
## About The Pull Request

https://github.com/tgstation/tgstation/pull/77641 made it so that RCD
effects can be hit while they're constructing to stop their
construction. however, the construction effect itself lingers a bit
after things are done constructing, allowing it to eat up clicks. this
fixes it by removing the flag when it's done constructing.

## Why It's Good For The Game

fix good 👯 👯‍♂️ 👯‍♀️ 🎉 🏖️ 🐝 

## Changelog

🆑
fix: You should no longer attack RCD effects when they're done
constructing.
/🆑
2023-08-24 19:05:32 -06:00
Mothblocks
766144a443 Gives engineers the RCD round start and nerfs its base abilities to compensate (#77641)
## About The Pull Request
- Gives engineers an RCD as part of their round start equipment
- RCD by default will build/deconstruct slower if you already have
another one in progress. This can be upgraded with the new cooling
upgrade disk. Reconstructing (anything that was there roundstart as per
the destructive scan) doesn't have this downside, only
construction/deconstruction.
- RCD construction effects can now be attacked in order to cancel them.
This can be deterred with the anti-disruption upgrade disk.
- RCDs for nukies and whatever don't have these downsides
- The CE's roundstart RCD also doesn't have these downsides

## Why It's Good For The Game
Construction and reconstruction are currently one of the worst aspects
of SS13--they are so slow and tedious that any sort of mass destruction
goes unfixed for 10-30+ minutes, if fixed at all. This limits us because
it means people don't want traitors to create large explosions, for
instance--I do and so I think it's crucial that we fix construction.

Reconstruction has already been improved on the RCD with the destructive
scans, but I see no reason to limit this to something so out of the way.

Ideally the RCD even gets more functionalities, like the ability to
print stock parts (or having stock parts removed), etc, in order to
lessen this burden.

## Changelog
🆑
add: Engineers now have an RCD round start.
balance: RCD construction/deconstruction effects can now be attacked in
order to cancel them. You can get the anti-disruption upgrade disk to
prevent this.
balance: RCD construction/deconstruction is now slower if you already
have another effect up. This does not effect reconstruction.
balance: Both of the above effects do not effect the CE's roundstart
RCD, nor any other RCDs such as combat RCDs.
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-08-17 20:20:31 +02:00
Jacquerel
16cecf864d Goliath basic mob (#76754)
## About The Pull Request

Converts Goliaths to the basic mob framework and gives them some new
moves because I can't leave things well enough alone.
I am planning on touching all the lavaland fauna and then maybe even the
icebox ones if I haven't got bored. The Golaith is the first because it
is iconic.

https://www.youtube.com/watch?v=JNcKvMwT4-Q
Here's me getting killed by one as a demonstration. Despite my poor
performance I would contend that they aren't a _lot_ more dangerous, but
they are a little more dangerous.

The chief difference here is that they have two new attacks which they
will only use in response to being attacked.
If fired at from range, they will target the attacker with a line of
tentacles (it doesn't track you, so is easily sidestepped).
If attacked in melee, they will surround _themselves_ with tentacles, on
a longer cooldown.

Something else you may notice in this video: I discovered that basic
mobs are actually _too smart_ to be Lavaland fauna.
Typically (unlike their old form) a mob on our new AI system is smart
enough to attack someone _the moment they come into range_ rather than
only checking on predictable ticks, which would make using the Crusher
an essentially unviable prospect.
To counteract this, Goliaths now have a delayed attack component which
gives you a visual warning and short duration to get out of range before
they swing at you. I will probably put this on all mining fauna that get
reworked, it wouldn't be a terrible thing to put on other mobs to be
honest.

Other changes: The goliath stun is now a status effect with _buckles_
you to the tentacle as if grabbed, as well as its previous effects.
While this seems purely worse, any nearby helpers can now help-click on
you to instantly remove the debuff.
Experiencing the effect of a Lobstrosity Rush Gland makes you immune to
being grabbed by tentacles and an implanted one will automatically
trigger and free you if you are hit, and the explosive effect of
Brimdust also causes the tentacle to retract (although you'd need to
take damage for this to happen). Using the tools of the land, you can
make these creatures less threatening.

The ability for a Goliath to chain-apply the ability has now also been
reduced, it won't refresh its duration if you are hit when already
buckled.

When not occupied hounding miners, Goliaths will intermittently dig up
the asteroid sand and eat any worms that this produces.
I also made some new sprites for riding a Goliath because they've been
broken since the Lavaland mob update and also kind of were ugly before
then anyway:

![image](https://github.com/tgstation/tgstation/assets/7483112/90580403-d82f-4c29-b3e1-6c462e01edda)

Other code changes:
- I made an element which only lets an attached object move every x
seconds. This is because Goliaths are far too slow to use the speed
system (the glide just looks bugged as hell) but one thing I am invested
in when converting these is to make sure that they share the same
behaviour when player or AI controlled. This is disabled while you're
riding them because it was interminably slow.
- The Goliath tentacle trail uses a supertype object now shared with the
Meteor Heart which did something kind of similar.

## Why It's Good For The Game

It begins the process of moving one of our larger subsets of NPCs onto
the newer framework for NPC behaviour.
It adds a little bit more life to an iconic but slightly uninteresting
foe which mostly just walked at you slowly.
This PR contains a few components I expect to apply more widely to other
mobs in the future.

## Changelog

🆑
refactor: Goliaths now use the Basic Mob framework, please report any
unusual behaviour.
add: Goliaths learned a couple of new attacks which they will use in
self-defence.
balance: Help-clicking a miner grabbed by Goliath tentacles will
immediately free them, as will the effect of several items you can
scavenge from around Lavaland.
image: New sprites for the Goliath saddle.
/🆑
2023-07-12 18:52:02 -06:00
necromanceranne
8af20d1577 Fixes some inconsistencies with the chaplain revolver and gets rid of a weird ammo define (#76237)
## About The Pull Request

Firstly, I gave the revolver a new sprite. I mean, this isn't so much of
an improvement as it is a reference I wanted to go with, so if people go
'no not a new sprite' I don't mind reverting.

What's the reference? Check the new name I added as a potential name
roll.

![lucky
38](https://github.com/tgstation/tgstation/assets/40847847/e11874be-1416-4e21-bda9-4881d49cad1b)

Secondly; I applied to the gun itself revenant bane, the ability to
clear runes, and proper magic immunity as a full null rod would enable.
This last bit was a deliberate design choice, but the divine bow has
full magic protection, so I think this is now more of a consistency
consideration compared to the divine bow.

Thirdly, the revolver is a .38 revolver, HOWEVER, it uses a damage
multiplier to bring it back to the damage it did originally. It also
cannot be reloaded without the prayer action. No cheating. Effectively,
this is the same mechanically as it was before.

It rarely does a funny crit fanfare. This does nothing mechanically, I
just thought it was a funny nod to the sprite's reference (and I guess
another game that the crit fanfare is based on). Borrowed parts of the
code and sprite from this April Fool's pr by Wallemations >
https://github.com/tgstation/tgstation/pull/74425

## Why It's Good For The Game

I think this might have been a little forgotten since implementation now
that we have another projectile weapon for the chaplain. So I'm brushing
it up a bit.

## Changelog
🆑
fix: Makes the chaplain's revolver consistent with its immediate
sibling, the Divine Bow, by giving it similar statistics.
code: Makes the chaplain revolver a .38 but prevents it from being
loaded without using the special prayer action. Also applies a damage
multiplier to keep it at the original 18 force. Mechanically, no
different.
sprite: Gives the chaplain revolver a new sprite.
code: Removes an unnecessary admin log when removing runes.
/🆑
2023-06-27 20:57:02 -06:00
LemonInTheDark
a8e16030f8 Optimizes timer insertion by 80% (W QDEL_IN micro) (#76214)
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## About The Pull Request

[Reduces timer insertion cost by
80%](c9e5b285ed)

Timer name generation involved a LOT of string shit, some in ways where
the string only existed for a moment.
This costs a good bit of time, and can be reduced with only minimal
impacts on the end product, so let's do that. Includes a compile flag to
flip it back if we ever have trouble in future.

This is about 0.1s off init, since we do a lot of timer stuff then too

[Removes STOPPABLE flag from QDEL_IN, moves it to a bespoke
macro](e7a5d7f2a7)

Its a waste most of the time, tho I would LOVE to analyze at compile
time to work out if we care
## Why It's Good For The Game

I like it when we don't spend all of our cpu time just setting the name
var on timers. that's good and not bad.
This saves time fucking everywhere. 15% off explosions, 0.1 seconds off
init, bunch of time off foam. it's just good.

Cherry picked out of #76104 since that was too cluttered (sannnnnn)

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probably isn't good for the game in the first place. -->

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2023-06-21 23:54:20 -06:00
DrTuxedo
a4822c165b Now blocking is more noticeable! New blocking and parrying sounds (#74998)
## About The Pull Request
Now whenever an attack is blocked, the sound will play and deflection
with the item now plays sound too:


https://github.com/tgstation/tgstation/assets/42353186/1a0cc5b7-f2af-4d72-88d7-57cc11f5baa3

The parry.ogg was updated to a better-sounding one


https://github.com/tgstation/tgstation/assets/42353186/5ffc53d8-0b3c-4e6b-9256-b7b9735918bc

Every item now has a "block_sound" that can be set, it determines what
sound is played when you block an attack with it.
Cult items no longer have their own way of fuckery to play parry sounds,
now they use this system as well.

Now shield bash sound is 80% smaller after cutting out all of its noise
and silence.
## Why It's Good For The Game
Adds feedback on whether the attack was blocked or not, signalling both
to the attacker and defender that it didn't go through even if the
animation played, which is a great QoL. Same with the deflection sound
(although deflection is still pretty visible, the sound would not hurt)

New sounds add more flavour to the weapons, especially the energy sword,
giving it even more badassery.

Cutting down the noise from the shield bash sound has made it better to
listen and saved some kilobytes of information. And making every item
use the universal system for blocking sounds, removing cultist items'
own code for playing parrying sounds.
## Changelog
🆑 DrDiasyl aka DrTuxedo#0931
qol: Now blocking an attack will play a sound and display a spark
effect, giving back feedback
sound: parry.ogg was updated to a better-sounding version
sound: shieldbash.ogg no longer has noise and unnecessary silence
sound: New block_shield.ogg and block_blade.ogg for shields and energy
swords
code: Cultists items no longer have their own code for playing parrying
sounds
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-05-11 17:53:46 +00:00
Wallem
ceff62c6a9 Mildly buffs Active Sonar module (#75174)
Lowers the cooldown from 25 seconds to 15 seconds
Lowers the power drain from 25 to 20
Sonar visuals now move for the duration of their existence (see below)
2023-05-08 13:46:53 -05:00
LemonInTheDark
51f02b5acc Fixes critical plane masters improperly not being readded in show_to (#72604)
## About The Pull Request

[Adds support for pulling z offset context from an atom's
plane](9f215c5316)

This is needed to fix paper bins, since the object we plane set there
isn't actually on a z level.
Useful elsewhere too!

[Fixes compiler errors that came from asserting that plane spokesmen had
a plane
var](b830002443)

[Ensures lighting backdrops ALWAYS exist for each lighting
plane.](0e931169f7)

They can't float becuase we can see more then one plane at once yaknow?

[Fixes parallax going to shit if a mob moved zs without having a
client](244b2b25ba)

Issue lies with how is_outside_bounds just blocked any plane readding
It's possible for a client to not be connected during z moves, so we
need to account for them rejoining in show_to, instead of just blocking
any of our edge cases.

Fixing this involved having parallax override blocks for show_plane and
anything with the right critical flags ensuring mobs have JUST the right
PMs and relays.
It's duped logic but I'm unsure of how else to handle it and frankly
this stuff is just kinda depressing.
Might refactor later

[show_to can be called twice successfully with no hide_from
call.](092581a5c0)

Ensures no runtimes off the registers from this

## Why It's Good For The Game

Fixes #72543
Fixes lighting looking batshit on multiz. None reported this I cry into
the night.

## Changelog
🆑
fix: Fixes parallax showing up ABOVE the game if you moved z levels
while disconnected
/🆑

---------

Co-authored-by: Time-Green <timkoster1@hotmail.com>
2023-01-31 10:25:38 +00:00
ShizCalev
ae8ed395e1 Changes the missing food icon test to cover ALL /obj's (#71908)
Might as well cover everyyyyyyyyything. :)

Fixes https://github.com/tgstation/tgstation/issues/71953
Fixes https://github.com/tgstation/tgstation/issues/71983

🆑 ShizCalev
code: We now unit test all /obj's for missing icons. :)
/🆑


todo: Fix the fucked up icons.

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-12-13 17:51:40 -08:00
Ryll Ryll
f55aafcc68 Adds the Marksman Revolver from Ultrakill, with coinflipping and splitshotting! (#70612)
## About The Pull Request
Ultrakill is a neat game that I like, and I like to add fun things from
things I like. This PR adds the marksman revolver as an admin-only
weapon, complete with coin flipping and splitshotting mechanics! [Have a
video demonstration!](https://streamable.com/5x4mnj)

Basically, right clicking on a visible tile flips a coin towards a
random adjacent tile to the one you targeted. Shooting the coin
projectile with the hitscan primary fire while it's within one tile of
the target will trigger a splitshot. Those two child splitshots will
roughly follow the priority order of Ultrakill (prioritizing coins [for
even more splits!], then nearby mobs, then less nearby mobs, then other
random stuff nearby). I plan to add other stuff for the shots to
prioritize like fuel tanks, windows, and others.

I'm still working out some of the finer details of balance and more
closely matching how it works to UK (while still working in the realm of
SS13), and of course I hope to get unique sprites/sounds/whatever.

<img src='https://imgur.com/XUTqksD.png'>

## Why It's Good For The Game
Adds more funny/unique things for admins to spawn in.

## Changelog

🆑 Ryll/Shaps
add: Added the Marksman Revolver, for admins to spawn.
/🆑
2022-11-21 23:21:18 -08:00
AnturK
4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

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

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

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

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00
LemonInTheDark
23bfdec8f4 Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) (#69115)
About The Pull Request

I've reworked multiz. This was done because our current implementation of multiz flattens planes down into just the openspace plane. This breaks any effects we attach to plane masters (including lighting), but it also totally kills the SIDE_MAP map format, which we NEED for wallening (A major 3/4ths resprite of all wall and wall adjacent things, making them more then one tile high. Without sidemap we would be unable to display things both in from of and behind objects on map. Stupid.)

This required MASSIVE changes. Both to all uses of the plane var for reasons I'll discuss later, and to a ton of different systems that interact with rendering.

I'll do my best to keep this compact, but there's only so much I can do. Sorry brother.
Core idea

OK: first thing.
vis_contents as it works now squishes the planes of everything inside it down into the plane of the vis_loc.
This is bad. But how to do better?

It's trivially easy to make copies of our existing plane masters but offset, and relay them to the bottom of the plane above. Not a problem. The issue is how to get the actual atoms on the map to "land" on them properly.

We could use FLOAT_PLANE to offset planes based off how they're being seen, in theory this would allow us to create lens for how objects are viewed.
But that's not a stable thing to do, because properly "landing" a plane on a desired plane master would require taking into account every bit of how it's being seen, would inherently break this effect.

Ok so we need to manually edit planes based off "z layer" (IE: what layer of a z stack are you on).

That's the key conceit of this pr. Implementing the plane cube, and ensuring planes are always offset properly.
Everything else is just gravy.
About the Plane Cube

Each plane master (except ones that opt out) is copied down by some constant value equal to the max absolute change between the first and the last plane.
We do this based off the max z stack size detected by SSmapping. This is also where updates come from, and where all our updating logic will live.

As mentioned, plane masters can choose to opt out of being mirrored down. In this case, anything that interacts with them assuming that they'll be offset will instead just get back the valid plane value. This works for render targets too, since I had to work them into the system as well.

Plane masters can also be temporarily hidden from the client's screen. This is done as an attempt at optimization, and applies to anything used in niche cases, or planes only used if there's a z layer below you.
About Plane Master Groups

BYOND supports having different "maps" on screen at once (IE: groups of items/turfs/etc)
Plane masters cannot cover 2 maps at once, since their location is determined by their screen_loc.
So we need to maintain a mirror of each plane for every map we have open.

This was quite messy, so I've refactored it (and maps too) to be a bit more modular.

Rather then storing a list of plane masters, we store a list of plane master group datums.
Each datum is in charge of the plane masters for its particular map, both creating them, and managing them.

Like I mentioned, I also refactored map views. Adding a new mapview is now as simple as newing a /atom/movable/screen/map_view, calling generate_view with the appropriate map id, setting things you want to display in its vis_contents, and then calling display_to on it, passing in the mob to show ourselves to.

Much better then the hardcoded pattern we used to use. So much duplicated code man.

Oh and plane master controllers, that system we have that allows for applying filters to sets of plane masters? I've made it use lookups on plane master groups now, rather then hanging references to all impacted planes. This makes logic easier, and prevents the need to manage references and update the controllers.

image

In addition, I've added a debug ui for plane masters.
It allows you to view all of your own plane masters and short descriptions of what they do, alongside tools for editing them and their relays.

It ALSO supports editing someone elses plane masters, AND it supports (in a very fragile and incomplete manner) viewing literally through someone else's eyes, including their plane masters. This is very useful, because it means you can debug "hey my X is yorked" issues yourself, on live.

In order to accomplish this I have needed to add setters for an ungodly amount of visual impacting vars. Sight flags, eye, see_invis, see_in_dark, etc.

It also comes with an info dump about the ui, and plane masters/relays in general.

Sort of on that note. I've documented everything I know that's niche/useful about our visual effects and rendering system. My hope is this will serve to bring people up to speed on what can be done more quickly, alongside making my sin here less horrible.
See https://github.com/LemonInTheDark/tgstation/blob/multiz-hell/.github/guides/VISUALS.md.
"Landing" planes

Ok so I've explained the backend, but how do we actually land planes properly?
Most of the time this is really simple. When a plane var is set, we need to provide some spokesperson for the appearance's z level. We can use this to derive their z layer, and thus what offset to use.

This is just a lot of gruntwork, but it's occasionally more complex.
Sometimes we need to cache a list of z layer -> effect, and then use that.
Also a LOT of updating on z move. So much z move shit.

Oh. and in order to make byond darkness work properly, I needed to add SEE_BLACKNESS to all sight flags.
This draws darkness to plane 0, which means I'm able to relay it around and draw it on different z layers as is possible. fun darkness ripple effects incoming someday

I also need to update mob overlays on move.
I do this by realiizing their appearances, mutating their plane, and then readding the overlay in the correct order.

The cost of this is currently 3N. I'm convinced this could be improved, but I've not got to it yet.
It can also occasionally cause overlays to corrupt. This is fixed by laying a protective ward of overlays.Copy in the sand, but that spell makes the compiler confused, so I'll have to bully lummy about fixing it at some point.
Behavior changes

We've had to give up on the already broken gateway "see through" effect. Won't work without managing gateway plane masters or something stupid. Not worth it.
So instead we display the other side as a ui element. It's worse, but not that bad.

Because vis_contents no longer flattens planes (most of the time), some uses of it now have interesting behavior.
The main thing that comes to mind is alert popups that display mobs. They can impact the lighting plane.
I don't really care, but it should be fixable, I think, given elbow grease.

Ah and I've cleaned up layers and plane defines to make them a bit easier to read/reason about, at least I think.
Why It's Good For The Game
<visual candy>

Fixes #65800
Fixes #68461
Changelog

cl
refactor: Refactored... well a lot really. Map views, anything to do with planes, multiz, a shit ton of rendering stuff. Basically if you see anything off visually report it
admin: VV a mob, and hit View/Edit Planes in the dropdown to steal their view, and modify it as you like. You can do the same to yourself using the Edit/Debug Planes verb
/cl
2022-09-27 20:11:04 +13:00
skylord-a52
be0e6efdf6 [IDB IGNORE] [MDB IGNORE] Makes the icons/mob folder sane (#69302)
About The Pull Request

Reorganizes the entire icons/mob folder.

Added the following new subfolders:

    nonhuman-player (this was initially just called "antag", but then I realized guardians aren't technically antags)
    simplemob
    silicon
    effects (for bloodstains, fire, etc)
    simplemob/held-pets (for exactly that -- I wasn't sure if this should go in inhands instead)
    species/monkey

Moves the following stuff:

    All human parts moved into species, with moth, lizard, monkey, etc parts moved to corresponding subfolders. Previously, there were some moth parts in mob/species/moth, and others just loose in mob. Other species were similar.
    icemoon, lavaland, and jungle folders made into subfolders of simplemob
    All AI and silicon stuff, as well as Beepsky et al. into the silicon folder, simplemobs into the simplemob folder, aliens into the nonhuman-player folder, etc.
    Split up animal_parts.dmi into two bodyparts.dmi which were put in their respective folders (species/alien and species/monkey)

Code changes:

    Filepath changes to account for all of this
    Adds a check when performing surgery on monkeys and xenos, because we can no longer assume their limbs are in the same file
    Turns some hardcoded statues and showcases that were built into maps into objects instead

Things I'd like to do in the future but cant be assed right now:

    Remove primarily-antag sprites from simplemob/mob.dmi (Revenant, Morph, etc.) and put them in the nonhuman-player folder
    Split up mutant_bodyparts.dmi into different files for Tizirans, Felinids, monkeys, etc and put them in their own folders. Those may have once been meant primarily for mutated humans but that's now how they're being used right now.
2022-09-03 11:52:54 -07:00