Commit Graph

1874 Commits

Author SHA1 Message Date
Jakksergal
28aabb26be Adds dark variants of red, breen, blue and black turf decals. (#67578) 2022-06-07 21:32:33 -04:00
Tim
f06d735a52 All AI Lawsets are rebalanced, can be researched, appear in config, and random spawners for AI upload. (#66854)
This formally adds the new AI lawsets from #66636 into the game. Every lawset can
be researched, appears in config, and random spawners.
2022-06-06 22:54:29 -07:00
TemporalOroboros
2683ec04b0 Improves logging for smoke clouds. (#67206)
About The Pull Request

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

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

cl
admin: Smoke now logs the last person to touch the source of the smoke as the last person to touch the smoke itself. Gunpowder smoke should be less annoying to log dive as a result as every explosion will log that person.
/cl
2022-06-07 15:45:20 +12:00
ArcaneMusic
c24ff68629 Adds steam vents to maintenance, adds some flavor to maintenance. (#66915)
* Steam Vent Challenge (Do not meme)

* Fixes icebox, I think

* Changes to how smoke behaves appears to have removed the need for the opacity setting on the vent. Sounds.

* Mapmerge sama please

* Adds signal system, crafting recipe, and some basic crafting organization.

* Potential fix

* Apply suggestions from code review

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>

* makes changes thanks anturk

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
2022-06-01 23:07:50 +02:00
Wallem
12204f2943 GAGS-ifies ties, and removes inherent ties from some outfits. (#67053)
Removes the inherent ties from most civilian outfits with a single-color tie baked into them.
2022-05-30 22:02:25 -07:00
Kapu1178
6d470992cb This tail refactor turned into an organ refactor. Funny how that works. (#67017)
* Fuck you (refactors ur tails)

* Errors

* Wow. Pain.

* Fixes up probably everything

* finish up here

* Fixes hard del maybe

* original owner hard del

* garbage collection runtime

* suck my peen byond

* Mapped tails

* motherfucker.

* motherrfucker. again.

* Whooopppppsie

* yeah bad idea

* Turns out external organs literally just sat in nullspace forever if their parent was deleted, and didnt Remove() themselves, causing harddels.

* So anyways I repathed all organs

* Fixes

* really.

* unit test... test

* unit test-test but it passes linters this time because im a moh-ron

* I've lost track of what im doing at this point

* Hopefully fixes hard del?

* meh

* Update code/datums/dna.dm

* things n stuff

* repath from master pull
2022-05-30 21:18:34 -07:00
LemonInTheDark
245ec35dae Removes (in) smoke and foam reactions (#67270)
* Removes smoke and foam reactions

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

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

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

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

* Removes another source of gunpowder smoke

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

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

* nova
2022-05-26 23:41:58 -07:00
SmArtKar
9bf70b88d7 Allows to open taps on water and fuel tanks (#67153)
You can now open taps on fuel and water tanks, making them leak fuel/water. Leaking fuel will leave fuel trails(credits to Baystation for sprites, sadly I wasn't able to find who made them or the original PR) which can be ignited.
2022-05-25 00:27:13 -07:00
TemporalOroboros
9d16d6643c Makes smoke react to opening airlocks. (#66963)
Makes smoke spread through newly opened airlocks if the cloud has spread past the airlock, but has not completely finished spreading.

More intuitive smoke behavior.
As funny as it is to open an airlock and see nothing but a wall of smoke it's even funnier to open an airlock and suddenly be inside a wall of smoke.
2022-05-22 00:30:44 -07:00
san7890
ec05c153dd Fixes Wrong Area Pathing For Snowy Floors (#67117)
Hey there,

Apparently, these have been broken for God-knows-how-long. I decided to fix it today. Apparently, the "snowfloor" icon isn't even in decals.dmi... nor in snow.dmi... it's in _overlays.dmi_. Whatever. Someone should clean that up one day. I don't particularly care enough, I just want it fixed.
2022-05-20 14:48:20 -05:00
LemonInTheDark
7e9ff85f2a [NO GBP] Jetpack and spacedrift: Fixes and niceties (#66628)
* Jetpack and spacedrift: Fixes and niceties

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

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

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

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

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

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

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

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

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

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

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

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

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

* Fixes jetpacks stabalizing even without fuel

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

* Ensures turn_off always has a user)

* Shut pu

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

* Removes some redundant code, cleans up some messy stuff

* Removes redundant safety checking from jetpack code

* see above

* Removes redundant signals
2022-05-20 00:54:00 -07:00
Cheshify
9aeeb24838 Massively Nerfs Snowdin Gamer Loot (#66997) 2022-05-16 16:45:09 -07:00
Seth Scherer
a3add37618 Refactors the forensics component into a datum (#66809)
About The Pull Request

This was doing things component really shouldn't be doing, and now all
of its behaviour is contained onto a datum, as it should've been the
whole time
Why It's Good For The CODEBASE

some things just really shouldn't be components, this was made back when DCS was first implemented and just thrown in because it was the new hot thing i guess, but datumized forensics makes far more sense, AND doesn't use GetComponent

TODO:

    More thorough testing to make sure nothing broke

Changelog

🆑
refactor: Turned the forensics component into a datum.
/🆑
2022-05-16 16:33:59 +12:00
MrMelbert
3d5a36308e Reduces the chance of spawning a pants altar (#66904)
* reduces the chance of spawning a pants altar
2022-05-13 04:15:51 -04:00
Ghilker
f134d777ca Remove organs from delimber anomaly (#66888)
* Remove organs from delimber anomaly

* Remove organs from reactive armour
2022-05-12 11:09:15 -04:00
Ghilker
4323540b6b Anomaly expansion - part 2 - Delimber anomaly (#66420)
A new anomaly is here! the Delimber anomaly!
contrary to its name, this anomaly doesn't do you dirty by removing all your limbs.
It will instead improve your body by randomizing your limbs with every species known! Isn't that amazing?!
Incredibly enough it can also change your organs, improving them and expanding them! (we think this is amazing!)
Now you can also harness that power by constructing a reactive armor with its core, but be aware to not get hit by an EM pulse, our insurance doesn't cover that.
A note on safety, this anomaly doesn't stop, will keep on pulsating until eliminated.
2022-05-08 14:19:43 -07:00
Comxy
b525e9162a Titanium and plastitanium shards and weapons + missing textures. (#66544)
Ever been bothered by why titanium glass and plastitanium glass do not drop their own shard types? Well this is the perfect PR for you! Titanium and plastitanium glass shards never existed, and it is probably because the person who made glass way back in the day didn't have time to add these shards. Luckily I decided to add them after all this time. Every piece of code created has been carefully considered and copied form other code, so then you know it is good code. Also I added more tags, I looked at the guidelines and found that adding the fix and qol tags probably boosts my pr score so it will get merged.
2022-05-08 14:11:08 -07:00
Fikou
a5de76df72 Adds an ancient altar to maintenance. (#66666)
Adds an ancient cult altar to the depths of maintenance.
It can create products woven by the ancient cultists.
2022-05-08 10:36:22 -07:00
Ghilker
2006afe7c1 SM delamination flux nerf (#66752)
Lower the amount of anomalies spawned from the SM delamination
Lower the probability of getting a flux anomaly
Flux anomalies spawned by the SM in this way will have the explosion size reduced by 4
2022-05-08 10:15:00 -07:00
LemonInTheDark
98f32035d8 Parallax but better: Smooth movement cleanup (#66567)
* Alright, so I'm optimizing parallax code so I can justify making it do a
bit more work

To that end, lets make the checks it does each process event based.
There's two. One is for a difference in view, which is an easy fix since
I added a view setter like a year back now.

The second is something planets do when you change your z level.
This gets more complicated, because we're "owned" by a client.
So the only real pattern we can use to hook into the client's mob's
movement is something like connect_loc_behalf.

So, I've made connect_mob_behalf. Fuck you.

This saves a proc call and some redundant logic

* Fixes random parallax stuttering

Ok so this is kinda a weird one but hear me out.

Parallax has this concept of "direction" that some areas use, mostly
the shuttle transit ones. Set when you move into a new area.
So of course it has a setter. If you pass it a direction that it doesn't
already have, it'll start up the movement animation, and disable normal
parallax for a bit to give it some time to get going.

This var is typically set to 0.

The problem is we were setting /area/space's direction to null in
shuttle movement code, because of a forgotten proc arg.

Null is of course different then 0, so this would trigger a halt in
parallax processing.

This causes a lot of strange stutters in parallax, mostly when you're
moving between nearspace and space. It looks really bad, and I'm a bit
suprised none noticed.

I've fixed it, and added a default arg to the setter to prevent this
class of issue in future. Things look a good bit nicer this way

* Adds animation back to parallax

Ok so like, I know this was removed and "none could tell" and whatever,
and in fairness this animation method is a bit crummy.

What we really want to do is eliminate "halts" and "jumps" in the
parallax moveemnt. So it should be smooth.

As it is on live now, this just isn't what happens, you get jumping
between offsets. Looks frankly, horrible. Especially on the station.

Just what I've done won't be enough however, because what we need to do
is match our parallax scroll speed with our current glide speed. I need
to figure out how to do this well, and I have a feeling it will involve
some system of managing glide sources.

Anyway for now the animation looks really nice for ghosts with default
(high) settings, since they share the same delay.

I've done some refactoring to how old animation code worked pre (4b04f9012d). Two major
changes tho.

First, instead of doing all the animate checks each time we loop over a
layer, we only do the layer dependant ones. This saves a good bit of
time.

Second, we animate movement on absolute layers too. They're staying in
the same position, but they still move on the screen, so we do the same
gental leaning. This has a very nice visual effect.

Oh and I cleaned up some of the code slightly.
2022-05-07 14:59:41 -07:00
TemporalOroboros
068a3be859 Makes smoke and foam attempt to fill the available space. (#65281)
Have you ever noticed that the chemical smoke and chemical foam reactions are a lot less effective in confined spaces? This is because they currently attempt to spread to all tiles within n steps of their origin. If they can't expand onto a tile they get blocked and the expanding cloud/flood misses out on all the tiles that would be in range, but that can't be reached.

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

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

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

I converted them over to passing the desired area of the resulting smoke cloud/foam flood. The old equation for the resulting area was along the lines of 2sqrt(x)(sqrt(x) + 1) + 1 given reaction volume x and given unobstructed expansion. I've made them just pass around 2x instead. This is actually less than they used to try for, but now they're guaranteed to reach that unless the flood is fully contained. Not entirely certain if buff or nerf. Probably buff on the station.
Also, foam dilution is now based on covered area instead of target expansion range. Since this scales faster than it used to foam has been effectively nerfed at high volumes. To compensate for this I removed the jank 6/7 effect multiplier and increased the base reagent scaling a bit. Again, not certain if buff or nerf.
2022-05-07 13:10:37 -07:00
EOBGames
f39ce68b34 Floor Variety Pack (#66670)
Adds small, herringbone and diagonal tiles in black, white and grey! It also includes fancy new Terracotta tiles!
2022-05-05 22:46:31 -03:00
SmArtKar
442ef897bc Refactors firestacks into status effects (#66573)
This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made.

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

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

This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good.
Nothing to argue about since there's nothing player-facing
2022-05-04 23:52:07 -07:00
MrMelbert
074da65fc7 Converts drunkness and dizziness to status effects. Refactors status effect examine text (and, subsequently, stabilized black extracts). (#66340)
* Refactors dizziness into a status effect

* Refactors the dizziness setter to use the new kind

* Drunkness.
- Should drunk continue to work off of a magic value or be swapped to duration? I've not yet decided: For understandability it's preferabale for "drunk" to use a timer (they are drunk for 3 more minutes), but both adding drunk and decreasing drunk currently use weird calculations which would be difficult to carry over.
- Ballmer is a liver trait

* Dizzy was a setter, not an adjuster

* Does all the drunk effects over
- refactors examine text fully
- refactors stabilized blacks because of this

* Removed

* repaths, fixes some issues

* Minor fixes

* Some erroneous changes

* Fixes some dizziness errors

* Consistency thing

* Warning

* Undoes this change, I dont like its implementation

* max_duration

* Max amount

* Should be a negative

* max duration

* drunk doesn't tick on death

* Rework dizziness strength

* Erroneous dizzy change

* Fixes return type
2022-05-04 23:33:59 -04:00
Tim
22aa3566ab Card Shark DLC - GIMMIE MY MONEY OR I BREAK YOUR KNEECAPS (#64200)
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-05-02 16:56:30 -07:00
capsaicin
e0e32f134f adds the "how to charge your PDA" contraband poster (#66501)
cl
add: adds the "how to charge your PDA" poster
/cl
2022-05-03 09:38:01 +12:00
Ghilker
abb095886d Anomaly expansion - part 1 - Hallucination anomaly (#66392)
New anomaly, the hallucination anomaly. It has small bursts of hallucinations while alive followed by a big one in the moment of the end.

More anomalies are fun, i'm planning to add more of these

added the hallucination anomaly, spawnrate similar to the flux one, can spawn from the SM if eer are over 5000, can spawn when the SM delams (higher rate than the grav one), you can make the hallucination reactive armor
2022-04-30 00:56:33 -07:00
sergeirocks100
3f15c6359c Replaces the weed sprites, and removes the /goon folder. (#66136)
Replaces weed sprites, and removes the goon folder
2022-04-27 16:36:58 -03:00
Fikou
742b272f52 Adds a scope component, removes old zooming and adds sniper marksman ammo. (#66218)
Removes the old sniper rifle zoom, replaces it with a scope component. the scope activates on right click and lets your camera follow your mouse.
https://streamable.com/2c63u4 (due to byond rounding some shots were weirdly missed in that video, its fixed now)
Also adds sniper marksman ammo to the nukie uplink. It does slightly less damage, but it is hitscan and has one guaranteed ricochet shot, so you can shoot a wall and it could still hit someone.
2022-04-25 15:03:49 -07:00
Tim
7ae7322348 AI Lawset DLC - Ten Commandments (#66134)
* Add 10 commandments AI lawset

* Add silicon bible quote

* Remove backslash syntax bloat

* Change 10 commandment lawset to be explicit

* Add ten commandments lawset to config
2022-04-21 17:15:19 -07:00
san7890
2352e654df Fixes The Lizard's Gas Posters Showing Up On-Station (#66328)
Hey there,

There's been a bug the last four months where the posters made for The Lizard's Gas would show up in random poster spawners. I was aware of it within days of its first sighting, but I elected not to fix it because I thought it was cute with the implication that the crew was going to the gas station and looting the posters, bringing it back to station. Anyways, I've been told to change it, but that's fine. I just turn it into a "fluff" subtype, which shouldn't show up on station or in consoles any more. Very epic.
2022-04-21 18:48:05 -05:00
MrMelbert
163f7b6f42 Converts drugginess to status effect, striking another var processed on life() (#66331)
* Changes drugginess to an effect

* Missed some changes

* Removed
2022-04-21 16:39:23 -07:00
magatsuchi
cd1b891d79 Modular Tablets: Converting PDAs to the NtOS System (#65755)
Converts PDA functions and applications over to modular tablets and devices, namely the messaging function. HREF data code is quite honestly clunky and difficult to work with, as I've definitely experienced whilst working on this. By moving from this system over the easier to read (and frankly, easier to add to) TGUI system, you get cleaner looking and more user friendly UIs and a greater degree of standardization amongst other UIs.

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2022-04-20 03:08:41 +03:00
Tim
a5e86a3d94 Add randomized lawsets to AI upload (#66077)
This removes all the current boards and lawsets in the AI upload for all maps and replaces them with:

x1 reset board on the regular table
x1 asimov lawset on the regular table
x3 randomized harmless lawsets (marked green, no barriers, human-friendly lawset)
x3 randomized neutral lawsets (marked blue, windoor barrier, station-friendly lawset)
x3 randomized harmful lawsets (marked red, brigdoor barrier, antag-friendly lawset)

Additionally, I reorganized the AI lawset code and removed an old malfunction lawset code that existed since r4407 but wasn't used anywhere.
2022-04-17 20:12:12 -06:00
san7890
5dcb973956 Adds Descriptive Names to Sandy Turf Decals (#66110)
It's kinda annoying that they're both called "plating" even though one is the decal and one is the base turf. Let's fix that by adding names.
2022-04-15 15:33:51 -05:00
Fikou
c614507dc9 MODsuit module update: clamp nerf, replacement of holster and pepper spray modules, some tweaks to suit starting modules (#66170)
* part 1

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

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

* fixes

* this for some reason renders shit badly

* h

* test

* handles deleting as an arg, hopefully fixing the runtimes

* dusk to dawn

* fucking idiot

* you too

* slight speedup

* stiupid

* less capsaicin

* Apply suggestions from code review

use the typecache

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

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

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

* w

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-04-15 13:16:54 -07:00
capsaicin
ecde2149ce i want to sleep (#66184) 2022-04-15 01:55:22 -07:00
tralezab
b34f810f0c Festival Sect is back in 2022! (#64731)
Adds the "Festival Sect" to chaplains, focusing on healing and religious acts through music.
2022-04-10 16:35:28 -05:00
cacogen
07022a3ffb Makes navigate verb use landmarks instead of navigation beacons (#65906)
About The Pull Request

#65741 replaced wayfinding pinpointers with the navigate verb.

However, one of the features of wayfinding pinpointers was the ability to edit the codes of the navigation beacons they pointed to in order to change the names of the destinations in their list.

While it makes sense that an in-game object can be fallible, it doesn't make a lot of sense for a UI button that creates a path only the player can see. People will expect it to be objective and reliable.

So this removes that in favour of landmarks that add their location to a global list used by the verb on LateInitialize() and delete themselves afterwards.

StrongDMM_4KNvlSYNy5.png

This also adds "Nearest Way Up" and "Nearest Way Down" to the navigate destination list. This paths to the nearest staircase or ladder.
Why It's Good For The Game

    Removes confusion for newer players on the off-chance somebody decides to modify destination names of wayfinding beacons
    Makes mapping these easier, because instead of placing an underfloor navigation beacon, you're placing a map pin that is above most things on the map
    Makes the existence of this feature more obvious to mappers by replacing underfloor wayfinding beacons that look identical to other navigation beacons with bright red pins (I noticed when looking at Ice Box for this PR that some wayfinding beacons have been removed in areas that have been remapped since I placed them)
    Somewhat compensates for the inability to path between z levels by allowing players to find the nearest ladder or staircase instead (does nothing to indicate destinations on other z levels or the direction they're in though)

Changelog

cl
del: Navigate verb uses landmarks now, which means that underfloor wayfinding beacons (which could be used to change the names of destinations) are gone
qol: Adds Nearest Way Up and Nearest Way Down to the navigate list, which point to the nearest ladder or staircase up or down
fix: Fixes runtime with navigation verb paths where deleted paths were still attempting to animate
/cl
2022-04-11 09:32:01 +12:00
BluBerry016
b93671dffb Tunes Up The Syndicate Infiltrator (#65880) 2022-04-10 09:54:13 -07:00
Kapu1178
1d0eadcb12 Kapulimbs (#65523)
* i wanna go to bed so im pushing this

* It compiles but doesn't work yet

* It works!

* I WANT TO DIE

* Appease linters

* some CI fixes

* Address reviews + oversight

* Limb grower fix

* more icon fixes

* forgot to hit save

* I'm a dumbass

* Removes bodypart parent from unit test

* Fixes monkeys and CI

* Grammar pass

* I hate zombie code so much

* General code cleanup

* THE SHITCODERS ARE COMING FOR MY VARS

* THE UNIT TESTS ARE COMING FOR MY SHITCODE

* Reviews + skirts

* Removes an unused DMI

* Why didn't I do this in the first place?

* HAIR REFACTOR

* Haha whoops

* How did I miss this

* Admin spawned creatures now have their features

* Optimize me harder

* minor fix i need to push to merge master

* Fixes hair (maybe) and a runtime

* Maybe fixes mirrors

* Attempts to fix women

* Fixes hair on dismembered heads and a grammar change

* Caps lock did me dirty

* address reviews

* icon failures fix + missed reviews

* Fixes: Facehuggers and Regenerate_limb

* Fixes ethereal color pref appearance

* How the fuck did this not break everything else horribly?

* JESUS FUCKING CHRIST IM A MORON

* Fixes compile

* I'm not high I swear

* Im a dipshiiiit

* grumble grumble

* Fixes a visual bug with digitigrade legs. Adds \improper to roundstart species names. Added two new clothing-related helper procs. Renamed a couple procs to be more accurate. Adds SHOULD_CALL_PARENT(TRUE) to examine_more. Addresses reviews.

* Forgot this little readability thing.

* Updates CODEOWNERS

* Me when I forget how github works

* mapload me harder

* Last second fixes
2022-04-01 21:07:46 -04:00
Timberpoes
c4b5b53ee1 Feex (#65612)
Splits reagent log string creation to a standard proc and a bespoke stupid proc that takes an external list instead of using its own reagents_list.
2022-03-31 16:42:32 -05:00
LemonInTheDark
0c4af38f41 [MDB IGNORE] TGUI library, plus polish (#65326)
* Prevents potentially infinite length books from being written and stored. I'm not sure if this is an actual issue, but I have a funny feeling it may become one someday

* Moves the paper defines to their own file

* It's become clear to me that I am stupid

* git add --all

* Makes book info into a datum to allow for easy passing around

* Converts the library scanner to tgui, lays the groundwork for tgui visitor consoles

* Makes the db request for book info sort
Adds the frontend for the visitor's console
Adds a hash to prevent duplicate db requests
Adds a prams changed var to help facilitate a better search button
Makes the page number code accept text as input

* Makes the ui index at 1 even tho we index at 0 internally

* Begins the conversion process for the library console.

Changes the library console to override the visitor, to utalize for the archive access portion of the ui
Makes scanner into a weakref, I'm coming for you handheld scanner
Renames some vars to make things clearer

* Converts the remaining refs of the old console typepath over, adds a circuit board for consoles because pain

* Changes how bookshelves load in books
Instead of loading them in lazyally, we load them during init
This lets us track what books are stored in which areas

Somewhat jutting off of this, adds map config for designating something as "part of the library"
This will be useful later

* Renames the random poster, adds a spritesheet for bibles. Both will be useful in a moment

* Ok. This is a bit of a mess.
Converts the library console to tgui.
This comes with a few minor behavior changes:
You can now select what type of poster you want to print, instead of just printing a random one
It's now possible to heed the console's emag warning
The console's inventory page will fill at roundstart with the books in your area/if you're in a library, any
areas designated as "library like" in the map config
You can see what type of bible the chaplin has selected?

"Fixes":
You can no longer just dump books into the scanner forever

Implementation details:
Any input that makes a db request will now A: freeze up any other db inputs until it's finished, and B: Start a
1 second timer before any new db requests can be made
Of note, I'm handling html encoding in a very targeted way.
All book_data datums need to have html encoded values. get_title/author/content exist so a defaulting and tgui
appropriate version can be loaded in. This somewhat matches with the trusted var on set_title, it exists to
prevent double html encoding.

While we're here

Input/DB (Book data should be html encoded)
Inside book datum (Book data should be html encoded)
Sending to tgui (Book data should be decoded during extraction with the get_() procs)
Sending anywhere else (Book data should be html encoded, otherwise it's an xss vuln)

Uhhhh tgui stuff?
I'm using a custom theme for emag visuals, I'll get into that more later
The visitor and book management console share the same data/act pipeline, which is why they're parented/subtyped
They also share a page selection component, which is why the visitor's console imports it.

Uhhhhh
Oh right, fuck.
Ok so the page selection component is kinda cursed, the left and right controls are fine
But I'm trying to get a << < [page/max] > >> setup going, and that means resetting the center input past change
so the default value can be used
This ends up being slightly hacky. I'm sorry.

Oh also, I implemented a custom tab setup for this ui. I have no idea why it was literally like 5 months ago.
I think it looks pretty nice, but if you want me to nuke it I can. Sorry for any headache around this.

More tgui stuff next

* Scanner/visitor cleanup, some other odds and ends

* Adds in a dark red and black theme for library computers to be triggered by an emag.
Things of note: I'm overriding some lists that get passed into buttons and one other thing using set, since the
list is alreadt generated by that step in the process? I think?
I've added dimness control to the dimmer component, since well, it was dimming already dark uis.
I also made and added a rather large background svg. I've got no experience with this sort of thing, and all the
compression methods I found for this ended up being busts. I know this isn't acceptable as an end product, but I
don't know how to get it there.

Somewhat on that note, this ui might not be worth the size for the amount of use it gets. I'm fine with nuking
it if that's the case, I bring this up because I have a very poor understanding of the logistics of something
like this, so I have a feeling I've fucked up somewhere

* Forgot these, just a scss file for library computers, barely used but I think it's worthwhile

* Missed this eariler. As a part of the uploading tab, I'm displaying the contents of books. I'm loading in that
context as raw html so paper -> book books look close to right. Means I need more html tags then our current
sanitize provides. I don't think any of these will cause issues, and there's also a good chance I'm missing
some. Will come up with a list later

* Updates the rest of the maps to use the new management typepath

* Fixes the default bible name being Default Bible Name, I am sorry

* Turns out I had the scaling wrong for bible names, lead to weird stacking because the bible icon doesn't scale, so I lowered its sizing

* Yeets unneeded exports (Thank you jlsnow)

Haha wouldn't it be funny if I didn't know how components worked

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>

* Resets the maps to master

* Fixes oversights from merge commit, changes maps

* Removes needless Flex's from the scanner

* Gives the library console the ability to parse markdown. Expands the list of acceptable html elements a bit

* Adds audio cues for printing and inserting/removing from the scanner, makes the scanner nicer to use in general

* Uses a compressed version of the background. It's still huge, but smaller at least

* Adds the printing audio to the book binder

* Cleans up tram

* curse you tram

* AHHHHHHHH

* MY LIFE IS TRUE PAIN

* Adds a path conversion statement to make people's lives easier

* Apply's style's suggestions

thx style

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>

* Compresses the background svg

* Further js cleanup

* We no longer render markdown in the ui, since any source of markdown is converted to html anyway

* More ui changes

Makes the tab/main screen logic use Flex rather then manuel offsets
Makes modals better fit the size of their contents
Readjusts the width of some inputs
Properly uses the header prop for a table
Makes the buttons in the upload panel look nicer
Restructures the print tab a bit

* Increase a modal's size

* Fixes computers with no keyboard overlay showing their screen even when the power is out

* Moves some data and logic onto the library subsystem. Kyler's review

Fixes harddels held by the library scanner. Makes the scanner's buffer
actually do something

* Makes book icon randomization a proc rather then just copypasta'd code

* Removes the kilo library edit, the soul was removed

* Damn you san (Fixes mapconflicts)

* Pain

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2022-03-30 19:56:53 -07:00
TemporalOroboros
1879e2d338 "Actually on second thought and some testing these really aren't as significant as I thought they were" buffs to smoke and foam. (#65155)
This PR buffs smoke and foam in two ways.

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

What this means for you.

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

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

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

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

Secondarily, I have been enjoying applying delayed-reaction smoke for about a month now and haven't really seen a reason for it to be blocked in foam as well. I would like for other chemists to try to also use delayed-reaction smoke as well because I find it interesting and I'm pretty certain I haven't fully explored what is possible using it. After doing some testing this should not notably effect game balance as foam is significantly less effective than smoke in this manner of application.
2022-03-28 18:10:57 -07:00
san7890
a5045c1a07 Mapping Turf Decal: Opposing Corners (#65455)
Hey there,

This PR is a continuation of #65290. I was not aware that there was an actual use case for these, so I decided to make them as soon as I became aware of it.

image

But what are "these"? Basically, these just add two new types of decals, opposing corners. On the left, you have the current functionality (which will still remain after this PR): adding two different "tile/purple" with different dirs on the same tile to give that effect. HOWEVER, on the right, this has been flattened into one singular turf decal: "tile/purple/opposingcorners". Very cool.

In summation, instead of having multiple corners on one tile to represent the "opposing effect" (as in having one corner in the top left and one in the bottom right) with it being the same color, you now only need one of these turf decals.

Unlike the other PR, this change is not mapped in.
Why It's Good For The Game

Less map key bloat, mappers only have to click a certain tile once if they want, more versatility, etc.

Also: please let me know if I need to change the dirs around for the current sprites. I just went off what made sense to me.
Changelog

cl
imageadd: Nanotrasen has upgraded "that machine that prints all of those decals on our station tiles" to now print two corners that face opposite each other at the same time. Very cool!
/cl
2022-03-25 09:48:35 +13:00
BluBerry016
0a58630cc7 Kilo Chapel Fixes (And Tweaks) (#65511) 2022-03-20 09:22:41 -07:00
LemonInTheDark
0e904f7032 [MDB IGNORE] Moves non floor turfs off /floor. You can put lattices on lavaland edition (#65504)
About The Pull Request

Alternative to #65354

Ok so like, there was a lot of not floor types on /floor. They didn't actually want any of their parent type's functionality, except maybe reacting to breaking (which was easy to move down) and some other minor stuff.
Part of what we don't want them to have is "plateable" logic.
I should not be able to put floor tiles on the snow and be fine. It's dumb.

Instead, I've moved all non floor types down to a new type, called /misc.

It holds very little logic. Mostly allowing pipes and wires and preventing blob stuff.
It also supports lattice based construction, which is one of the major changes here. I think it makes more sense, and it fixes an assumption in shuttle code that assumed you couldn't place "a new tile" by just hitting some snow with a floor tile.
Oh and lattices don't smooth with asteroid tiles anymore, this looks nicer I think.

Moving on to commits, and minor changes

Changes clf3 to try and burn any turfs it's exposed to, instead of just floors
Moves break_tile down to the turf definition, alongside burn_tile
If you're in basic buildmode and click on anything that's not handled in a targeted way, you just build plating
FUNCTION CHANGE: you can't use cult pylons to convert misc tiles over anymore
Generalizes building floors on top of something into two helper procs on /turf/open, reducing copypasta
Adds a new turf flag, IS_SOLID, that describes if a turf is tangible or not.
Uses this alongside a carpet and open check to replace plating and floor checks in carpet code. This does mean that non iron tiles can be carpeted, but I think that's fine

Moves the /floor update_icon -> update_visuals call to /open
This change is horrificly old, dating back to 8e112f6 but that commit describes nothing about why it was done. Choosing to believe it was a newfriend mistake. Uncomfortable nuking it though, because of just how old it is. Moving down instead

Create a buildable "misc" type off open, moves /dirt onto it
Basically, we want a type we can use to make something support
construction, since that can be a messy bit of logic. Also enough
structure to set things up sanely.

I'm planning on moving most misc turfs onto it, if only because
constructing on a dirt tile with rods should be possible, and the same
applies to most things

Murders captain planet, disentangles /turf/open/floor/grass/snow/basalt

Adds a diggable component that applies the behavior of "digging"
something out from a turf.

Uses it to free the above pain typepath into something a bit more
sensible

The typepaths that aren't actually used by floor tiles are moved onto
/misc

The others are given names that better describe them, and kept in
fancy_floor

Oh and snowshoes don't work on basalt anymore, sorry

Snowed over platings now actually have broken/burned icon states, fixing black holes to nowhere

Misc turfs no longer smooth as floors, so lattices will ignore them

Placing a lattice will no longer scrape the tile it's on

Ok this is a really old one.
I believe this logic is a holdover from kor's baseturf pr
(97990c9)
It used to be that turfs didn't have a concept of "beneath" and instead
just decided what should be under them by induction. This logic of "if
it's being latticed scapeaway to space" made sense then, but has since
been somewhat distorted

We do want to scape away on lattice spawn sometimes, mostly when we're
being destroyed, but not always. We especially don't want to scape away
if someone is just placing a rod, that's dumb.

Adds a path updating script for this change

I've done my best to find all the errors this repathing will pull out, but I may have missed some. I'm sorry.
Why It's Good For The Game

Very old code made better, more consistent turfs for lavaland and icebox, better visuals, minor fix to snowed plating, demon banishment in lattice placement, fixes the icebox mining shuttle not being repairable
Changelog

cl
add: Rather then being tileable with just floor tiles, lavaland turfs, asteroid and snow (among other things) now support lattice -> floor tile construction
fix: Because of the above, you can now properly fix the icebox mining shuttle
refactor: Non floor turfs are no longer typed as floor. This may break things, please yell at me if it does
/cl
2022-03-16 15:55:56 +13:00
san7890
368548bdab A Mapper's Delight: Directional Poster Spawners (var edits are dead!) [MDB IGNORE] (#65267) 2022-03-15 17:15:33 -07:00
Wallem
8d7492cafa Decomposition now has mold first, then ants, instead of both. (#65409)
Someone made a suggestion to me that fixed a problem I've been trying to work around, and now that I've made it so people can set custom decompose times, that made this WAY EASIER.

When most foods decay, they will turn into the generic moldy food sprite you've become accustomed to, without the ants. After 30 seconds, that moldy food will get consumed by ants, leaving only the anthill.

Ants also no longer spawn on lavaland's basalt, by Fikou request.
2022-03-13 10:19:13 +00:00