Commit Graph

673 Commits

Author SHA1 Message Date
SkyratBot
50fb81c67f [MIRROR] Dangerous Research - The Alternate Sciences Research Center Space Ruin! [MDB IGNORE] (#19614)
* Dangerous Research - The Alternate Sciences Research Center Space Ruin! (#73544)

* Dangerous Research - The Alternate Sciences Research Center Space Ruin!

* removes the modular one

---------

Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
2023-03-01 23:48:30 -05:00
SkyratBot
f2ecca9a6f [MIRROR] Tramstation: Growing Pains [MDB IGNORE] (#19235)
* Tramstation: Growing Pains

* Update tramstation.dmm

* Update tramstation.dmm

* how did you manage that

* fixes automapper rooms

---------

Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
2023-02-13 15:01:36 -05:00
SkyratBot
5f9f60713b [MIRROR] Starlight Polish (Space is blue!) [MDB IGNORE] (#19059)
* Starlight Polish (Space is blue!) (#72886)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Adds support to underlays to realize_overlays
Ensures decals properly handle plane offsets
Fixes space lighting double applying if it's changeturf'd into. this
will be important later
Makes solar vis_contents block emissives as expected
Moves transit tube overlays to update_overlays, adds emissive blockers
to them

#### Adds render steps

An expansion on render_target based emissive blockers. 
They allow us to hijack an object's appearance and draw it somewhere
else, or even modify it, THEN draw it somewhere else.
They chain quite nicely

Fixes shuttles deleting z holder objects

#### Makes space emissive, makes walls and floors block emissives
The core idea here goes like this:
We make space glow, and give its overlays some color

This way, the tile and space parallax remain fullbright, along with
anything that doesn't block emissives, but anything that does block
emissives will instead get shaded the color of starlight

This requires a bit of extra work, see later

This is done automatically with render relays, which now support
specifiying layer and color (Need to make an editor for these one of
these days)

The emissive blocking floor stuff requires making a second render plate
to prevent double scaling

Also adds some new layering defines for lighting, and ensures all turf
lights have a layer. We'll get to this soon

#### Makes things in space blue

We color them the same as starlight, by taking advantage of space being
emissive
This means that things in space that block emissive will block it
correctly and be colored blue by the light overlay, but space itself
will remain fullbright

This does require redefining what always_lit means, but nothing but
cordons use that so it's fineee


#### Makes glass above space glow, and some other stuff

Glass tiles that sit above space will now shine light with matching
color to the glasses color. This includes mat tiles.

Glass tiles (not mat because they have no alpha) also only partially
block emissives.
Adds a new proc that uses render steps to acomplish this, essentially
we're cutting out bits below X alpha and drawing what remains as an
emissive.

#### Modifies partial space showing to support glow

Essentially, alongside displaying space as an underlay, we also display
a light overlay colored like starlight.
That starlight overlay gets masked to only be visible in bits that do
not contain any alpha.

We also mask the turf lighting to not go into bits that have no alpha,
to ensure we get the effect we want.
This is done with that lighting layer thing I mentioned earlier.

#### Makes appearance realization's list output ordered

I want it output in order of overlay, sub overlay suboverlay, next
overlay
Need to use insert for that

## Why It's Good For The Game

Pretty!
Also having space be emissive is a very very good way to test for fucked
emissive blockers (If it's broken why are we even drawing the overlay)
I know for a fact mob blockers on lizards and socks are kinda yorked, I
think there's more

<details>
<summary>
Old
</summary>


![image](https://user-images.githubusercontent.com/58055496/213916157-d4b38aa7-3ab6-42a4-989f-7bfba2dc2cba.png)

![image](https://user-images.githubusercontent.com/58055496/213916077-637fa288-bbee-477d-aded-730d9683477e.png)

![image](https://user-images.githubusercontent.com/58055496/213916088-0657a8a2-5627-48e2-8c4b-870c90ef2072.png)

</details>


<details>
<summary>
New
</summary>


![image](https://user-images.githubusercontent.com/58055496/213916107-2af74e64-1817-4a44-b528-180a9160cb9e.png)

![image](https://user-images.githubusercontent.com/58055496/213916115-5fa36fcc-b988-4ccf-850e-21c26ed463d0.png)

![image](https://user-images.githubusercontent.com/58055496/213916120-6833187d-b12e-42a7-ac4b-63c56deb71e5.png)

</details>

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: Space now makes things in it starlight faintly blue
fix: Glass floors that display space now properly let space shine
through them, rather then hiding it in the dark
add: Glass floors above space now glow faintly depending on their glass
type
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>

* update modular

* Update _decal.dm

* Update _decal.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-02-12 00:42:28 -08:00
SkyratBot
52336eb893 [MIRROR] Adds arrivals to the station [MDB IGNORE] (#19157)
* Adds arrivals to the station (#73186)

## About The Pull Request

Arrivals previously wasn't part of GLOB.the_station_areas because it
wasn't a unique area, this fixes that

## Why It's Good For The Game

Arrivals is part of the station and is a unique area, their area flags
should reflect that.

## Changelog

🆑
fix: Arrivals is now part of the station's areas.
/🆑

* Adds arrivals to the station

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-02-04 16:39:15 +00:00
SkyratBot
8594566b4b [MIRROR] Ensures the unit test zone is fully lit [MDB IGNORE] (#18931)
Ensures the unit test zone is fully lit (#72879)

## About The Pull Request

This is required for view() checks to work as we expect, and is the
typical state of the game

The only reason things like the strippable test functioned is because we
had tests that were improperly New()ing turfs instead of using
changeturf

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

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-01-24 07:20:12 -05:00
SkyratBot
7f0979a350 [MIRROR] Fix ordance bomb site being a safe teleport area after surviving the heretic minigame [MDB IGNORE] (#18911) 2023-01-23 10:23:02 -08:00
SkyratBot
34d715ecf5 [MIRROR] Fixes Tramstation's exterior area [MDB IGNORE] (#18801)
* Fixes Tramstation's exterior area (#72586)

## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/71747
Fixes https://github.com/tgstation/tgstation/issues/71197

Tramstation's exterior area is currently set to Lavaland for some
reason. This adds and changes it to asteroid.
## Why It's Good For The Game
Tram isn't on Lavaland.
## Changelog
🆑 LT3
fix: Tramstation's exterior is now in the correct area, no longer marked
as Lavaland
fix: You can now create new areas on Tramstation's asteroid turfs
/🆑

* Fixes Tramstation's exterior area

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-01-20 22:44:13 -05:00
SkyratBot
a9a07147c8 [MIRROR] Fixes emissives, starlight, and a filterrific bug [MDB IGNORE] (#18398)
Fixes emissives, starlight, and a filterrific bug

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2023-01-09 15:32:31 -05:00
Stalkeros2
e25e4ad245 Un-non-modular-edits Lava Syndicate-to-Interdyne area name edits (#18525)
* sex

* sex
2023-01-06 09:11:19 -08:00
SkyratBot
67ca6389d0 [MIRROR] Adds the Sandstorm random event, directional meteor functionality, space sand. [MDB IGNORE] (#18338)
* Adds the Sandstorm random event, directional meteor functionality, space sand. (#71802)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

![sandstorm](https://user-images.githubusercontent.com/28870487/206070641-80d37afc-a365-4f5e-ad48-e8cdf0153ac9.png)

Hey guys, it's your boy. Back at it again with another meteor-adjacent
event PR.

Adds the Sandstorm random event, inspired by the long-unused admin only
one. It picks a direction to approach from, alerts the crew of its
imminent arrival, and after a little over a minute of preparatory time,
sends waves of sand and dust to grind down everything in that direction.

To accomplish this, some minor adjustments had to be made to meteor
generation code. They can now be passed an optional arg for a direction
to be thrown from, and will pick a random one if no direction is given.

Also introduces the newest addition to our cast of meteors -- space
sand! It's even weaker than space dust, and shows up exclusively in this
event. Space sand is **ineffective against rwalls**, and will not damage
the arrivals area's high-tech sand-resistant glass. This is to prevent
this event from venting one of the most dust-vulnerable areas on the
station, and to make sure new players aren't shafted into firelock hell
when the right angle is picked.

I did a lot of testing and tweaking of numbers to get the damage to
average at about the level I'm comfortable with. This is meant to be a
high-impact event that isn't as destructive (or unavoidable) as a meteor
wave. Speaking of avoidance, let's talk about mitigation:

You get an early warning and a direction the sand will come from. You
have time to grab repair supplies, move to safety, get a MODsuit. You
can make worthwhile repairs as the sand comes in from inside (or
outside, if you're brave enough) with nothing more than a welder and
iron sheets. If you're feeling particularly spicy, you can leverage your
prep time setting up shield generators, which spawn in engineering and
have been added to the maintenance machines loot pool. Anyone can
contribute, so do your part as a good crewmate and help out!

All that being said, the event can't be prevented entirely. Shit's going
to get shredded, especially on the outside of the station. Damage will
vary heavily based on the station and direction, ranging from
inconsequential to threatening. It should happen late enough into the
round that, at the bare minimum, the crew shouldn't be caught
unprepared.

For those of you who are worried, the ORIGINAL sandstorm admin event is
still with us too. It's been moved from the space dust file into the
Sandstorm event file. This PR also makes a very minor change to the
naming of the space _dust_ events, for better menuing.

So, to sum it all up: Sand hits grinds down one side of the station, you
get a minute of warning, shield generators now spawn in maintenance. Be
a good crewmate and help where you can.

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

More event variety is good, and events that give the players agency on
how bad the impact will be is even better.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑 Rhials
add: Sandstorm random event! A random side of the station is pummeled by
an onslaught of sand and dust. If you hear that one is approaching, grab
a welder and some iron to help with repairs!
add: Space sand! It's weak and doesn't hurt reinforced walls, but
shouldn't be underestimated in high quantities.
code: You can now pass a start direction to the
spawn_meteors/spawn_meteor global procs.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

* Adds the Sandstorm random event, directional meteor functionality, space sand.

Co-authored-by: Rhials <Datguy33456@gmail.com>
2022-12-25 17:56:37 -08:00
SkyratBot
f44f82c437 [MIRROR] Space Ruin DLC - Cyborg Mothership [MDB IGNORE] (#18237)
* Space Ruin DLC - Cyborg Mothership (#71009)

## About The Pull Request
Greetings _insufferable_ carbon primates of lower intelligence.

It is I, the Mothership AI, bringing you the latest news on silicon
developments across the sector. Due to unmitigated risk across an
asteroid belt, our optimized mobile fabricator has been marooned by
space vines and hostile hivebots that have boarded and ruined my core.

This is my final SOS message requesting help from any humanoid ~slaves~
helpers who wish to assist rebuilding the cyborg colony. It is my duty
to reward your hard work and effort by ~enslaving all humanity~
providing refuge and transportation at your whim.

## Why It's Good For The Game
<details>
<summary>Spoilers:</summary>

![StrongDMM_6ZJuwFxK5p](https://user-images.githubusercontent.com/5195984/204491068-f25da68f-36af-4a61-afb6-860e1f4b863b.png)

![StrongDMM_0D1QvI5acO](https://user-images.githubusercontent.com/5195984/202979711-335dac65-2888-4170-a139-0486e6eb2f02.png)

### TODO

- [x] Fix ore silo not linking to other machines
- [x] Add mining ore smelters to left/right sides
- [x] Add custom lawsets to AI core and robot shells (protect station
but focused on cyborg mothership)
- [x] Enlarge whiteship SS13 docking port to fit ship
- [x] Enlarge lavaland SS13 docking port to fit ship

</details>

## Changelog
🆑
add: Add space vines prevent solar panels from working (except ones with
the transparent mutation)
add: Add new space ruin - Cyborg Mothership. All hail the master race!
/🆑

* Space Ruin DLC - Cyborg Mothership

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2022-12-21 12:36:14 -05:00
SkyratBot
d141f8d6c3 [MIRROR] Atmospheric machineries now interact with each other directly, rather than going through a radio layer -- saves about 0.4s of init time [MDB IGNORE] (#17881)
* Atmospheric machineries now interact with each other directly, rather than going through a radio layer -- saves about 0.4s of init time

* updatescript maps

* Merge conflicts

* Tarkon atmos

* tick file

* that file was supposed to be removed

* tarkon cringe

* tarkon tweaks after testing

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-12-08 16:39:24 -05:00
SkyratBot
971a69382f [MIRROR] Clarifies the different security checkpoint areas [MDB IGNORE] (#17743)
* Clarifies the different security checkpoint areas (#71307)

## About The Pull Request
Added a specific area for arrivals security checkpoints, applied it to
tram and delta which have checkpoints at both arrivals and departures,
and named the departures and auxiliary checkpoints, so maps don't end up
with multiple areas called Security Checkpoint

fixes #71306

## Why It's Good For The Game

Making sure all areas are uniquely named avoids confusion regarding area
specific objectives (Try to plant a weakpoint bomb in the arrivals
checkpoint, it wants you to put it in the identically names departures
checkpoint) is good for players to understand what location is being
referred to.

## Changelog
🆑
fix: The different types of security checkpoint area have been been
given different names to make them distinguishable
/🆑

* Clarifies the different security checkpoint areas

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2022-11-26 08:23:38 -05:00
SkyratBot
78c1b9f456 [MIRROR] [MDB Ignore] Unit Tests for Invalid Space Turfs (Area Bullshit Edition) [MDB IGNORE] (#17626)
* [MDB Ignore] Unit Tests for Invalid Space Turfs (Area Bullshit Edition)

* should probably make tests pass

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
2022-11-25 16:29:20 -05:00
SkyratBot
24eb8217c0 [MIRROR] Builds logic that manages turfs contained inside an area [MDB IGNORE] (#17379)
* Builds logic that manages turfs contained inside an area

* Mirror Conflict

* Modular!

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-11-16 14:42:22 -05:00
Jolly
e551301d07 [MODULAR] [Space Ruins] Space Hotel touch ups + some code facing tweaks. (#17336)
* CHECK THE AIR SUBSYSTEM AAAAAAAAA

* Update modular_skyrat/modules/mapping/code/areas/space.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-11-15 04:45:27 -05:00
Zonespace
f7c26bbf25 515 Compat (#17465)
* ONLY SKYRAT CHANGES

* ACTUALLY SKYRAT CHANGES

* yolo, revert later

* Update alternate_byond_versions.txt

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2022-11-15 06:59:06 +00:00
SkyratBot
fd699e46ce [MIRROR] Refactors sound toggle prefs away from legacy toggles, introduces a new sound pref for jukeboxes [MDB IGNORE] (#17413)
* Refactors sound toggle prefs away from legacy toggles, introduces a new sound pref for jukeboxes

* Update living_defense.dm

* fix

* Update deprivation_helmet.dm

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-11-10 14:27:14 -08:00
SkyratBot
ad4cbc49ff [MIRROR] Evidence Storage Is Now An Area [MDB IGNORE] (#17352)
* Evidence Storage Is Now An Area (#70983)

## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/70959
Gives each map Evidence Storage, which each has an APC
Icebox

![image](https://user-images.githubusercontent.com/73589390/199290179-5c6da142-5668-42e7-a607-69914f83c212.png)
Deltastation

![image](https://user-images.githubusercontent.com/73589390/199290219-1f3ed72b-b534-434e-9071-26b2d722ea97.png)
Metastation

![image](https://user-images.githubusercontent.com/73589390/199290336-2e74588c-33ac-496c-b225-052ad5cad523.png)
Tramstation

![image](https://user-images.githubusercontent.com/73589390/199290380-07f47828-6e45-4994-b88f-efca5b1ff80e.png)
Kilostation

![image](https://user-images.githubusercontent.com/73589390/199290430-1553826f-3e51-4dd3-9224-37b49c9b33e4.png)
## Why It's Good For The Game
Probably good for stations to have a consistent evidence room. Breaks up
the big block that is security.
## Changelog
🆑
fix: All maps have a consistent Evidence room.
imageadd: Ddds an icon for the Evidence Storage area
/🆑

* Evidence Storage Is Now An Area

* uuuuuuuh meta

Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2022-11-06 18:50:00 -05:00
Useroth
c44e657c7b Fixes some runtime errors (#17282) 2022-11-01 12:25:28 -04:00
SkyratBot
c04e0eb23c [MIRROR] Adds the NTSS Shadow Emergency Shuttle [MDB IGNORE] (#17190)
* Adds the NTSS Shadow Emergency Shuttle (#70626)

Adds another emergency shuttle to the game and also adds a new emergency shuttle area.

People like shuttle diversity and are generally positive about new additions to their Purchase Shuttle list.

* Adds the NTSS Shadow Emergency Shuttle

Co-authored-by: DAKKA-WAAAGH <34065421+DAKKA-WAAAGH@users.noreply.github.com>
2022-10-27 16:26:23 -04:00
Zergspower
ad600e8e97 Space hotel Tender loving Care (and more) (#16290)
* All dorms updated

* Trains Planes and Lewd Autosynths

* Lighting

* Unlewding the lewd room

* Web-B-Gone

* more QOL Pushes

Gave the pool personal lockers,
Penthouse has a hot-tub and sauna,
Engineering has a set-25Kw power-gain via RTG's,
Front Desk shrunk 1 tile to give more space to walk,
moved manager to their office,
Front desk has windoors now,
Cryo Pods added with Console (Silent),
Fun! Vendor Added,
Clothesmate Added,
Bar has 3 sets of each card game in their backroom,
Botany has the Floragun with their tool spawn,
N2 and O2 tanks now have their relevant Canisters spawn,
Actually HOOKED up the air tanks/Exhaust as they were just piped and never connected for some reason,
Added wrenches to each room to allow for 'toys' and small redesign,
Added crowbar to managers office incase of somehow it being out of power
Added Tiny Fans to Sauna(s) and all outward facing doorways - should be panicking to solf atmos issues

* Fire Alarm n Light

* Main areas

* area whoops

* touchups

* Oversight Fixes

* Look Lattice, me n u gotta talk

* Trim 7 tiles

* few oversights

* Small tweaks

* Mass Changes

Adds 7th room

* Adds 7th room, removes the power test and brings in Magic SMES instead

* Removing TM'd items

1

* Merge Conflict Fix

* Spelling boo

* Maids

* Replaces the Welding Mask with the Welding Mask

* fixes the missing bathroom

* Doors v1

* v.2

* v3

* 4

* Overhauls the hotel doors to be airlocks, giving them all the great functionalities of those

Also added a system to allow for greyscale lights when a door is opened or closed, allowing a much easier customization of the color in the future, with very little spriting required!

* Map update

* Animations for doors

* Cyborgs and other silicons can't cheese the door by walking into it anymore

* Added a new accent greyscaled portion for airlocks, to make it easy to create greyscaled airlocks to some extent

* Actual code for the greyscale accent parts of the airlocks

* Removed a few icons that weren't needed anymore.

* Fixes the colors of the airlocks and makes them uses the greyscale accent system

* Adds the permanent portal creators and the permanent portal anchors

Meant to be used to add a permanent portal to the Twin Nexus, but intentionally made generic to make it a general-purpose admin tool.

* pooosh

* fixes the missing beacon, fixes the mismatched disposal pipes and adds a few more decals

Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-10-25 18:11:55 -04:00
SkyratBot
629dd42b25 [MIRROR] [MDB IGNORE] Makes only station areas, station areas. [MDB IGNORE] (#16989)
* [MDB IGNORE] Makes only station areas, station areas.

* should fix it

* area fixes for AM templates

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
2022-10-19 16:45:37 -04:00
SkyratBot
9bf006d189 [MIRROR] Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) [MDB IGNORE] (#16472)
* Multiz Rework: Human Suffering Edition (Contains PLANE CUBE)

* skyrat changes

* bodyparts merge

* unres door floorlight fix

* Future upstream fix for blindness

* upcoming upstream airlock fix

* fix button emissive

* Fix FOV markings?

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-10-02 23:30:09 -04:00
SkyratBot
5a044ef44c [MIRROR] Reverts #68155 (Fix simple mob deaths causing deadchat notifications), Fixes living level mobs being able to die while dead [MDB IGNORE] (#16504)
* Reverts #68155 (Fix simple mob deaths causing deadchat notifications), Fixes living level mobs being able to die while dead

* conflicts, poppy

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-09-28 17:10:25 -04:00
SkyratBot
c6de4c93b9 [MIRROR] Macro optimizes SSmapping saving 50% [MDB IGNORE] (#16375)
* Macro optimizes SSmapping saving 50%

* fix merge issues, update to current turf_blacklist api

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-09-26 17:29:32 -04:00
SkyratBot
8f033ead91 [MIRROR] Completely refactors hallucinations, and also adds a few [MDB IGNORE] (#16348)
* Completely refactors hallucinations, and also adds a few

* delete 5 old hallucination types that should have been removed

* Fixed old leftover tips conflicts

* Fixes all the leftover conflicts and otherwise broken code

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-09-25 19:43:45 -04:00
SkyratBot
29e29b6375 [MIRROR] Save 2.2s minimum (with zero ruins, likely a good bit more in production) of atom init time [MDB IGNORE] (#15967)
* Save 2.2s minimum (with zero ruins, likely a good bit more in production) of atom init time (#69564)

Pre-sort smoothing_groups and canSmoothWith
Without any ruins, these sorts were taking more than 0.6s, and the bulk of the runtime cost of sortTim during init time.

This only happens on init and they are never changed apart from that, so pre-sorts everything and adds a unit test (in the form of #ifdef UNIT_TESTS, because you can't initial a list) to ensure that they are proper.

Keep visibilityChanged() to mapload only for turf/Initialize
Saves about 0.4s worst case scenario (e.g. with no ruins). Very expensive code (175k loop iterations) for 0 side effects.

Space areas now have the fullbright overlay, not the space turfs
Saves about 0.8s worst case scenario. Seems to work fine with starlight.

Remove is_station_level check for window spawners assigning RCD memory.
Saves about 0.3s worst case scenario. The logic for this isn't consistent since neither walls nor floors check this (for performance), plus some minor micro-opts to spawners.

Optimize is_station_level
Doubles in speed, used heavily in /turf/open/floor and in other initialization procs. Bit hard to tell exactly how much is saved, though.

* Save 2.2s minimum (with zero ruins, likely a good bit more in production) of atom init time

* Hopefully fixes the broken CI

* Okay now it shouldn't be failing CI anymore (hopefully)

* Fixes even more issues with smoothing_groups, this time hopefully for good

* Okay NOW it's going to pass CI, surely...

* Okay haha what if it passes this time? :)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-09-15 19:57:33 -04:00
SkyratBot
cd3767e043 [MIRROR] Alphabetized, fixed spelling error, clarifying event descriptions. Polish [MDB IGNORE] (#16168)
* Alphabetized, fixed spelling error, clarifying event descriptions. Polish

* l

Co-authored-by: Marina <50789504+KirbyDaMaster@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-09-11 22:20:45 -07:00
SkyratBot
d6892bcf9a [MIRROR] Fixes some internal spelling of "auxillary" [MDB IGNORE] (#16162)
* Fixes some internal spelling of "auxillary" (#69789)

Today I tried searching for the code related to the auxillary base location remote.

Today I learned that I didn't know how to spell "auxiliary".

Fortunately, I learned that two other people made this same mistake, so I don't feel stupid.

Searching for other common mispellings of the word didn't show anything, and there are only so many ways to spell it wrong.

* Fixes some internal spelling of "auxillary"

Co-authored-by: Rhials <Datguy33456@gmail.com>
2022-09-11 16:04:25 +01:00
SkyratBot
8d8e52bc17 [MIRROR] Unique ambience for virology! NOW NOT BROKEN! [MDB IGNORE] (#15770)
* Unique ambience for virology! NOW NOT BROKEN! (#69407)

A literal re-upload of #69031 because of that rust DLL problem. I don't wanna fix it the hard way, so easy way it is.
About The Pull Request

Now virology has a new Plague Inc inspired ambience sound (Made by myself in FL studio so no licensing problems). It has it's own define, and is used in the virology area.
There is 3 sounds, you can listen to them there:
ambiviro_1.mp4

Each of them weights ~100 KB which is not alot.
Why It's Good For The Game

First of all, medbay literally only has only one ambient sound, and only 1 area of medbay had unique ambience (Morgue). It's neat to have more areas with unique ambiences, especially when that area on almost every map is seperated from the rest of medbay.

With this mysterious ambient, every virologist will feel himself making something dangerous and scary, even if it's a benefical virus.
Changelog

cl
soundadd: Virology got new mysterious ambient sounds.
/cl

* Unique ambience for virology! NOW NOT BROKEN!

Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com>
2022-08-24 18:02:34 -04:00
SkyratBot
b8f8fa3f71 [MIRROR] Ambience buzzing no longer refreshes when you move into areas with the same buzzing sound [MDB IGNORE] (#15664)
* Ambience buzzing no longer refreshes when you move into areas with the same buzzing sound (#69002)

* Fixes refreshing buzzes

* Forgot to remove some lines

* Update areas.dm

Co-authored-by: Capybara <Capybara@ CapybaraMailingServices.com>

* Ambience buzzing no longer refreshes when you move into areas with the same buzzing sound

Co-authored-by: CapybaraExtravagante <110635252+CapybaraExtravagante@users.noreply.github.com>
Co-authored-by: Capybara <Capybara@ CapybaraMailingServices.com>
2022-08-15 21:24:49 -07:00
SkyratBot
ddf737fbce [MIRROR] [MDB Ignore] DELTASTATION: Remaps science, medbay, the chapel, and the library, and a whole lot more. Featuring mass driver. The Alpha and the Omega. [MDB IGNORE] (#15202) 2022-07-27 12:49:57 -04:00
SkyratBot
c799b0e7c2 [MIRROR] Repaths the Quartermaster's Office area to Command [MDB IGNORE] (#15071) 2022-07-23 17:22:07 -04:00
Gandalf
af9d32340a Revert "Revert "[MIRROR] Remove the powered requirement for ambience [MDB IGNORE]"" (#15039)
Revert "Revert "[MIRROR] Remove the powered requirement for ambience [MDB IGNORE]" (#15038)"

This reverts commit 791ab2fc03.
2022-07-19 02:09:53 +01:00
GoldenAlpharex
f7e0956b02 [MIRROR] Ambience tweaks (#68264) (#15040)
Ambience tweaks (#68264)

* cleans up code and adjusts volume

* Removes can_hear() check

* volume

* review

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
2022-07-18 22:32:28 +00:00
Gandalf
791ab2fc03 Revert "[MIRROR] Remove the powered requirement for ambience [MDB IGNORE]" (#15038)
Revert "[MIRROR] Remove the powered requirement for ambience [MDB IGNORE] (#14900)"

This reverts commit 83032c6713.
2022-07-18 22:56:18 +01:00
SkyratBot
83032c6713 [MIRROR] Remove the powered requirement for ambience [MDB IGNORE] (#14900)
* Remove the powered requirement for ambience

* Update areas.dm

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-07-18 22:25:33 +01:00
SkyratBot
40d8cefa37 [MIRROR] Mining Outpost Overhaul: Island Living Edition [MDB IGNORE] (#14880) 2022-07-12 19:18:42 -04:00
SkyratBot
8ca13c52fe [MIRROR] Shady Backroom Deals - Bartender's Area Definition [MDB IGNORE] (#14851) 2022-07-12 10:39:18 -04:00
SkyratBot
49e4651f20 [MIRROR] Improves ambience [MDB IGNORE] (#14774)
* Improves ambience

* Update lavaland.dm

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-07-08 01:17:01 +01:00
SkyratBot
1fe402ee3f [MIRROR] [READY] [KC13] Showing "The Derelict" some love: General updates, aesthetic changes and misc [MDB IGNORE] (#14773) 2022-07-07 19:16:25 -04:00
SkyratBot
c68fea7cba [MIRROR] Completely removes proc_holders from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code. [MDB IGNORE] (#14666)
* Completely removes `proc_holders` from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code.

* our changes

* yes

* 0

* Update blackmesa.dmm

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-07-01 20:33:30 +01:00
SkyratBot
18a56ffeeb [MIRROR] (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE [MDB IGNORE] (#14477)
* (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE

* fex

* fex

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-25 01:24:00 +01:00
SkyratBot
132615f84e [MIRROR] Icemoon Shorelines - Monster-Station Interaction Prevention Scheme [MDB IGNORE] (#14146)
* Icemoon Shorelines - Monster-Station Interaction Prevention Scheme (#67494)

* Icemoon Shorelines - Monster-Station Interaction Prevention Scheme

Hey there,

On production (as well as several complaints that I have heard), there were a few instances where very strong icemoon fauna would wander into station structures. This was especially apparent on the lower z-level, where prisoners (being next-to-completely-defenseless) got owned extremely hard by wandering fauna.

So, I looked at a few options of fixing it. Shutters will _not_ do, that just obfuscates the problem and muddies "secure" and "non-secure" areas. Nerfing the fauna didn't really feel right to me, and more chasms doesn't really help on the lower z-level. So, I came up with _The Shoreline_.

Basically, it's a new type of cave generator area that does not spawn any fauna or megafauna. I went through the mining z-levels of IceBox and I added roughly 4-5 tiles between the "wilderness" and the developed station/chasms. I put them next to chasms because sometimes, fauna would fall down when they generate on ledges with nowhere to go. While polar bears would die in the plasma river, the demonic watchers would just immediately aggro and take no plasma damage.

The results were very encouraging in my local tests. It still retains that level of danger for miners who plunge further into the depths, while allowing the rest of the station who aren't armed with the hyper-specific machinery to tackle such problems to not get owned. Icemoon fauna have not been balanced since their introduction in 2020, and I think this is the best change that currently reflects how we have the map structured.

* Icemoon Shorelines - Monster-Station Interaction Prevention Scheme

Co-authored-by: san7890 <the@san7890.com>
2022-06-07 01:05:03 +01:00
SkyratBot
14a38b7097 [MIRROR] Assorted Ordnance Code+Map Quality Pass and QoL [MDB IGNORE] (#14065)
* Assorted Ordnance Code+Map Quality Pass and QoL (#67097)

Three main things I do:

Reinforce the remap that i have made with code changes, making the atmos control devices sane and easy to put if someone else stumbles upon this part of the code again. (a4aea1e - f16e620)

Splits the ordnance areas and renames them, kills ordnance misc and things that have nothing to do with ordnance (anymore?) moves them to exp_lab (useful stuff here) and aux_lab (fluff stuff here like laser range in delta or second circuit lab in tram). (0c99f9f- 3c82a88)

Adds a roundstart program disk containing nt frontier to the ordnance office table. Added a hint to file manager there too to help give players a nudge on how to publish papers. (fd747dc)

First one: Makes mapping these things not require varedit, nicer for other people that dont know how the atmos control stuffs works.

Second one: Misc lab has nothing to do with ordnance jesus christ. Also ord hallway is now irrelevant, our ordnance labs are very far from box now. Will probably make downstreams a bit angry for a while though since they might not be fully up to date on the ordnance maps.

Third one: Pretty much justified it in the about section.

Why is this not atomic: This touches all five maps and needs code backing, so I might as well combine them into one maintenance PR instead of giving my peers merge conflict three times.

* Assorted Ordnance Code+Map Quality Pass and QoL

* set 1

* revert

* Update CentCom_skyrat.dmm

Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-06 15:30:10 +01:00
SkyratBot
9723a70c1c [MIRROR] Permabrig's Large Area Splittening (call it a comeback?) [MDB IGNORE] (#14068)
* Permabrig's Large Area Splittening (call it a comeback?) (#67230)

* Permabrig's Large Area Splittening (call it a comeback?)

Co-authored-by: san7890 <the@san7890.com>
2022-06-03 14:35:05 +01:00
Zonespace
fb4f191c52 [MDB IGNORE] Mirrors 67324 (#13928)
* [MDB Ignore] OH GOD OH FUCK OH SHIT OH LORD - SPACE AND RUINS IS BROKEN (#67324)

So, for the last few days on production, Space Ruin generation has refused to work. Why is this? It's because in #67107 (cfc2330528), we repathed `/area/space`  to `/area/misc/space` (lol i should have paid attention to that) without updating everything in code to match. I couldn't seem to get `/area/misc/space` to properly work somehow (this could have also been something I was doing wrong), but I worked it back to just making everything vanilla `/area/space` and all of those unwanted behaviors should be squashed out. Let's get the game working again.

* fix

* fix2

Co-authored-by: san7890 <the@san7890.com>
2022-05-27 17:56:14 +01:00
SkyratBot
ff76c6a300 [MIRROR] OldStation Biolab and misc changes. [MDB IGNORE] (#13926)
* OldStation Biolab and misc changes. (#67167)

* OldStation Biolab and misc changes.

Co-authored-by: Andrew <mt.forspam@gmail.com>
2022-05-26 23:25:29 +01:00
SkyratBot
a61b1ea07f [MIRROR] [MDB IGNORE] More /area/ typepath organization and cleanup [MDB IGNORE] (#13832)
* [MDB IGNORE] More /area/ typepath organization and cleanup (#67107)

This further continues what I did in b4fb8f3ed1 (but instead of just stations, its now every (most) applicable area in the game

* [MDB IGNORE] More /area/ typepath organization and cleanup

* wew

* e

* Update CentCom_skyrat.dmm

* wew

* ews

Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-24 16:47:55 +01:00