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20 Commits
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d4cdd6b63e |
Replaces lava and chasm's "safeties" and ignoring turf slowdown on catwalks with traits and a new element. (#76376)
## About The Pull Request This adds a new element for movables that grants turfs they're in traits, changes lava and the chasm component to check for traits instead, ditto for turf slowdown. It also implements another trait that prevents wet floor from slipping people, as well as some other changes (feel free to opine on them really): - Tables and conveyor belts now stop turf slowdown, much like catwalks, as I imagine people walking on them are not really touching the floor. (I'd include protection against lava too... until they melt, but that'd mean finding a way to have these objects burn in the first place, and lava code is still stupid despite a years old refactor I did) - Tables also stop slippery turfs from slipping (bananas, soaps etc. still apply). I wish there were a way to make some objects slippery by coating them in water vapor or splashing water/lube, but that's outside the scope of this PR. - Fixed an edge case in which a mob standing on a lava turf would be left permanently visually on fire if the lava is changed to another kind of turf. - Removed unused code from stone tiles. I'm going to include these traits in that global list for admin-added traits... tomorrow perhaps. 💤 ## Why It's Good For The Game Replacing some hard-coded mechanics with easier to use traits and an element, which I also need for the submerge element PR. ## Changelog 🆑 refactor: Replaced hardcoded "safeties" for lava, chasms and ignoring turf slowdowns on catwalks with traits. balance: much like catwalks, tables and conveyors also disable turf slowdowns. balance: slippery turfs won't slip you when walking on a table. fix: Fixed an edge case in which a mob standing on a lava turf would be left visually but permanently on fire if the lava is changed to another kind of turf. /🆑 |
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ae5a4f955d |
Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request Signals were initially only usable with component listeners, which while no longer the case has lead to outdated documentation, names, and a similar location in code. This pr pulls the two apart. Partially because mso thinks we should, but also because they really aren't directly linked anymore, and having them in this midstate just confuses people. [Renames comp_lookup to listen_lookup, since that's what it does](https://github.com/tgstation/tgstation/commit/102b79694fa8eb57ecf7b36032616a9e368ccced) [Moves signal procs over to their own file](https://github.com/tgstation/tgstation/commit/33d07d01fd336726b4f6f6f1b61bb0b3f11a00dc) [Renames the PREQDELETING and QDELETING comsigs to drop the parent bit since they can hook to more then just comps now](https://github.com/tgstation/tgstation/commit/335ea4ad081ec63c42cfa05856e582cca833af6e) [Does something similar to the attackby comsigs (PARENT -> ATOM)](https://github.com/tgstation/tgstation/commit/210e57051df63f88dac3dd83321236da825aae5e) [And finally passes over the examine signals](https://github.com/tgstation/tgstation/commit/65917658fb8a1e7d28ae23c9437a583d646f0302) ## Why It's Good For The Game Code makes more sense, things are better teased apart, s just good imo ## Changelog 🆑 refactor: Pulled apart the last vestiges of names/docs directly linking signals to components /🆑 |
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e563148710 |
Re-pr of #70522 "Space Dragon Update: Up Close and Personal" (#75607)
## About The Pull Request
This PR is a re-pr of ##70522 , with some tweaks:
Notably:
- Wavespeak is not a say override, but instead uses a mindlink. Meaning
carp and space dragons can still talk verbally, but they can also use
telepathy to talk to all carp and the dragon.
- I would refactor Mind Linker a bit further to be a full datum rather
than a component but that's for another time.
- Removed the gravity aura component in favor of using the existing
forced gravity proximity monitor.
- Also fixed a bug involving that. Lol.
- Minor refactoring around the place.
- Reduced the volume on a lot of space dragon sounds.
- Edited the roundend report for Space Dragons to collate all entries
into one per player.

## Why It's Good For The Game
Space dragon still plays pretty "play lame win game" right now, the
optimal strategy for them is to find the cheesiest spot for a portal and
spam their stun / fire breath to make it unreachable.
I was a fan of the original PR so I updated it and brought it back.
## Changelog
🆑 IndieanaJones, Melbert
balance: Space Dragon can no longer choose its rift locations freely,
and instead is given 5 pre-determined locations to pick from instead
balance: Space Dragon itself has been buffed in order to support a more
confrontational playstyle, however its wing gust now requires a line of
sight to targets in order to affect them.
balance: Player Space Carp from rifts now have buffed health, but
reduced object damage values. They also gain a temporary speed boost
when hit by Space Dragon's fire breath instead of taking damage.
balance: Carp rift spawn times have been reduced, the healing AOE is now
a 3x3 instead of a 1x1, and apply normal gravity in a large radius
around them
balance: Space Dragon and rift carps now communicate on a private mind
link channel via action button similar to Raw Prophets and Slimepeople.
fix: Fixed Gravity Generator forced gravity not applying.
fix: Intern Announcer will no longer replace Space Dragon announcements.
qol: The roundend report for space dragons now collates all players who
played a carp into one entry, rather than one per carp spawned.
qol: Space Dragon sounds are much less ear piercingly loud.
/🆑
---------
Co-authored-by: IndieanaJones <mariosuperstar384@gmail.com>
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
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4c48966ff8 |
Renames delta time to be a more obvious name (#74654)
This tracks the seconds per tick of a subsystem, however note that it is not completely accurate, as subsystems can be delayed, however it's useful to have this number as a multiplier or ratio, so that if in future someone changes the subsystem wait time code correctly adjusts how fast it applies effects regexes used git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i 's/DT_PROB/SPT_PROB/g' git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i 's/delta_time/seconds_per_tick/g' |
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31465af615 |
timestop the SM (#74302)
## About The Pull Request Allows the timestop effects to freeze the Supermatter processing so that engineers might be able to save it this time ## Why It's Good For The Game Both wizards and science nerds are able to stop the SM seconds from meltdown so that engies can figure out what's the right pipe to place to prevent a destruction of property. ## Changelog 🆑 add: Timestop blocks the SM from processing (can't be healed, doesn't output gases but can still take damage) /🆑 |
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73a083ca1e |
Minigame DLC - Intergalactic Basketball League (#72459)
## About The Pull Request New DLC bout to drop.  Lots of new things included: - New basketball minigame that can be played between 2-7 players - Crafting recipe for basketballs using leather sheets - Crafting recipe for basketball hoops using metal, rods, and durathread - New basketball sounds for the ball and hoops - New scorecard that can be reset using CtrlClick - Basketball hoops can be rotated using a wrench and AltClick - Dunking and shooting animations. ### New basketball mechanics that now utilize stamina: - Dunking costs large stamina and you must be directly adjacent to the hoop and click on it. - Shooting costs medium stamina and uses RMB. Shooting lets you aim the ball over peoples heads, meaning anyone obstructing your path will be bypassed. There is a half second delay during shooting where someone can bump or push to prevent the shot from succeeding. - Shooting from further away results in less accuracy. If you do not click directly on the hoop, there is also an accuracy penalty! - Passing costs no stamina and uses LMB. Trying to score into the hoop via passing results in a reduced chance. - Spinning costs medium stamina while holding the ball. It gives a reduced chance for the ball to be stolen but decreases accuracy for shooting. - Pushing a player using RMB will attempt to steal the ball and drain their stamina. - The chance to steal the ball is based on the stamina of both players and the direction they are facing. If the person with the ball is at low stamina, and the person stealing is at full stamina, they will have a higher chance. Likewise, if the person with the ball is face to face with the stealer, then there is a higher chance for the ball to be stolen. If the person has their back to the stealer, then it's a lower chance. - Shooting from more than 2 tiles away, results in 3 points. See below picture to know the distance.  ### Now to introduce the teams: <details> <summary>Nanotrasen Basketball Department</summary>  </details> <details> <summary>Greytide Worldwide</summary>  </details> <details> <summary>Lusty Xenomorphs</summary>  </details> <details> <summary>Space Surfers</summary>  </details> --- Big shoutout to the nukie round a few weeks ago where the nuke ops challenged the crew (and clown) to a basketball match on their rebuilt basketball shuttle. The nukies won, but it made me realize that the basketball mechanics were very raw and needed some polishing. #### TODO LIST - [x] Fix bug where ball only goes over peoples heads if they are 1 tile away - [x] Remove leftover code comments and procs - [x] Rebalance stamina values (maybe move this to different ball types) - [x] Fix basketball stadium template runtiming from wall smoothing during load - [x] Fix space surfer stadium having an air breach somewhere - [x] Add more sounds for when ball is passed, shot, or dunked - [x] Make it so that holding a ball while on the floor isn't possible (to avoid those meta cheese strats) - [x] Drop basketball lets mobs make sounds when spinning (need to detach signal?) - [x] Finish adding a simple lobby menu for minigame ## Why It's Good For The Game _If you can't slam with the best, then jam with the rest._ ## Changelog 🆑 add: Add crafting recipe for basketballs (leather sheets) and basketball hoops (metal, rods, and durathread) add: Add new basketball minigame for 2-7 players. There are 4 different courts and teams by default with more planned to be added later. add: New basketball mechanics that uses stamina. Shoot with RMB, pass with LMB, and dunk by clicking the hoop while adjacent. Spinning while holding the ball decreases the chance for someone to steal the ball, but it decreases your shooting accuracy. Shooting from 2 tiles away lets you score 3 points. qol: Basketballs now play a buzzer sound when someone scores. CtrlClick will reset the scorecard and AltClick with a wrench will rotate the hoop. qol: Dunking and shooting animations for basketball. soundadd: Added basketball bounce sound with credits attribution imageadd: Added basketball icon to minigames. Move baseball and dodgeball icons to toy/balls.dmi /🆑 |
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bf6f81a9b5 |
Implements AddTraits and RemoveTraits procs for adding/removing multiple traits + swag unit test (#74037)
On the tin, doing it like this means we can reduce our overall line fingerprint whenever we have to add two or more traits from the same source on the same target. Especially helps when we get to the 4+ range of traits, a breath of fresh air even. Doesn't mean we have to do for loops, as that's already handled within the define as well. I replaced some of the checks with `length()` checks, let me know if I should switch it over to something else (maybe `islist()`)? We stack_trace whenever we're not passed a list reference on purpose, and sometimes var/lists are null by default (or just empty, making this redundant). ## Why It's Good For The Game I commonly feel the urge to write "use `AddTraits()`" or something in reviews, then am sad when I remember it doesn't exist. I will no longer be sad. Can ensure a lot more trait safety as well by using static lists- when both ADD_TRAIT_LIST and REMOVE_TRAIT_LIST re-use the same list, you are confident (from a static point of view) that everything that you want to be adding/removing works. I may have missed a few things where this could be used, but both macros implemented in this PR still use the same framework that was being used in the last four years- so stuff won't break if left untouched. Just a nifty new tool for developers. also fixed up some code in the area, numerous bugs were found and exploded |
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0fe4dea03f |
Audits usage of isanimal() vs isanimal_or_basic_mob() (#74029)
## About The Pull Request There's a couple of open issues which fix places where only simple animals were considered, but they are doing it piecemeal. I decided to just go through every instance of `isanimal` or `subtypesof(mob/living/simple_animal)` I could find, identify which should also affect basic mobs, and fix them. I left out the two others which are already in PR, I'm not stealing your GBP. Fixes https://github.com/tgstation/tgstation/issues/68881 ## Why It's Good For The Game Consistency, mostly. As far as I can tell all of these things _should_ have effected basic mobs, but didn't. This fixes a fair number of bugs but also they're bugs that nobody noticed or reported. There are a couple of places I did not update which will need updating in future. These are: - Dextrousness checks, because basic mobs don't have that yet. - The Charge cooldown action, because frankly I couldn't tell what it was trying to do. alright here goes ## Changelog 🆑 fix: Carp will once again be healed from being near carp rifts fix: Sepia slime cores and the rewind camera now work on Ian fix: Sapient ridden carp (or cows) can throw off their riders by shoving them, or by performing the spin emote. fix: Giant Spider AI will be disabled by the timestop spell fix: Ian can eat envirochow fix: Mice, Frogs, and Cockroaches will no longer set off bear traps fix: You can put a macrobomb implant into Cayenne (or Ian) fix: Ian will now recognise that being squeezed by a cyborg is a nice hug fix: The player panel will tell admins if you're currently a corgi fix: The staff of storms deals massive damage to Bileworms and Giant Spiders fix: Ian will whimper if forced to scream fix: Slimes can consume space carp fix: Mice can be captured in xenoballs fix: You can use pacifying potions on Giant Spiders fix: Sgt Araneus can be fitted with a xenobiological radio implant fix: Sapient corgis no longer count as living players for the purpose of highlander escape objectives fix: The random sentience event can now target corgis and sergeant araneus add: The random sentience event can target a wider array of farm animals fix: Petsplosion wizard event can target corgis add: Petsplosion wizard event will now target farm animals and mothroaches fix: The colossus possession crystal can now actually possess the cockroach it spawns, does not kill you instantly upon ending possession /🆑 |
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74900c7e85 |
FIxes Time Stop being a 3x3 instead of a 5x5 (no seriously) (#73339)
## About The Pull Request Keen eyes will notice time stop is intended to have a radius of 2 https://github.com/tgstation/tgstation/blob/3c0013dfa5198db867426ea27df14534cf95949f/code/modules/spells/spell_types/self/stop_time.dm#L14-L17 This implies it's supposed to be a 5x5 - radius of 2 Back when it was originally coded, it was a 5x5 https://github.com/tgstation/tgstation/commit/f2abe13f513afb9f2a18e4e3eb4756494d84e4cf (scroll down a bit, and you will see `orange(2)`. This is a 5x5.) So where did it become a 3x3? I can't find a single PR nerfing it, and the radius is still 2 as it always has been The answer: Here, in 2017 it was refactored to use fields #30858 Fields track their inner fields and edge fields separately, but it used the same radius as before, so it quietly shrunk by 1 tile as the outer edge was no longer counted as frozen, and I guess no one noticed? or cared? I don't know?? So I updated advanced fields to have a "mode" that tracks edge fields as field turfs. While I was here, I fixed some other issues with timestop. A runtime when movelooping mobs were time stopped, sign languagers (emote mute). And while I was "while I was here", Gravity aura had a similar issue, causing the grav gen's aura to never work. That was fixed as well ## Why It's Good For The Game This caused an hour long search over a 5 year old bug ## Changelog 🆑 Melbert fix: Fixed a FIVE YEAR OLD issue causing Time Stop to be a 3x3 instead of a 5x5. Really. fix: The gravity generator correctly gives "forced gravity" to all adjacent mobs fix: Fixed some runtimes with Time Stop, and other miscellaneous issues /🆑 |
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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>
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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 |
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f1a363c825 |
Converts a shitload of istypes to their more concise macros (#69260)
* Converts a lot of istypes() to use their istype macro helpers. |
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f8f3dbed98 |
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. (#67083)
* destroy proc holder pt1 - change proc_holder/spell to action/cooldown/spell - docs all the spell vars, renames some of them - removes some useless vars - start with pointed spells, as they're easy * kill proc_holder pt2 - kill a buncha vars and replace it with flags - convert a ton over - general code improvements * kill proc_holders pt3 - convert a good few more spells - rename some signals - handle statpanel - better docs * kiill proc_holder pt4: - restructure the file system of action.dm, separating a good amount of item actions and miscellaneous garbage into files where they belong slightly better. Also splits off item actions, cooldown actions, innate actions, etc. into their own files, overlal making it much better to work with - converts touch attacks to actions - converts blood crawl, jaunt subtype * kills proc_holder pt5 - clears up some icon issues so all the currently converted pages don't have errors - shapeshift - some more action cleanup * kills proc_holder pt5.5: - some documentation - reworks feedback to prevent oversight with teleports and stuff * kills proc_holder pt6: - converted cult spells - converted magic missile - converted mime spells - chipped away at the errors - removed some vars which were too general, replaced them with more locally applicable vars. for example "range" which could mean "projectile range" or "aoe radius" or whatever - instead of having a broad net which everyone applies to in a confusing matter, instead lets each spell delegate on their own. - merged magic/spell and magic/aoe, as the comment intended - more unified behavior for spell levelling * kill proc_holders pt 6.5: - replacing a buncha old proc_holders that have been updated to reduce some errors. sub 900 baby * kills proc_holder pt 6.75: - minor fixes * kills proc_holder pt7: - cuts down on some errors - refactors some wiz events * kills proc_holder pt 7.5: - malf ranged modules - some minor errors * kills proc_holder pt 7.75: - mor eminor error handling, cleaning up changes * kill proc_holder pt8: - refactors spell book - refactors spell implant - some more minor error fixing * kill proc_holder pt 8.5: - scan ability * Adds some robust documentation * kill proc_holder pt9: - converts some / most mutations over * kill proc_holder pt10: - sort out all the granters - refactor them slightly - fix some compile errors * Some set-unset sanity - going to need to test removing Share() * Removes transfer actions. It doesn't seem to do anything. - Transfer_actions was called when current = new_character so locially speaking the early return in Grant() should cause it to NOOP. Test this in the future though * Removes sharing from actions, docs actions better * Some better documentation for spell and spell components * Kills proc_holder pt11: - Finally finishes ALL THE SPELLS IN THE SPELL FOLDER - Fixes some more errors * kills proc_holder pt11.5: - minor error fixing and sanity * Method of sharing actions. Can be improved in the future, needs testing * Implements a way to update the stat panel entry for a spell. Also gets rid of VV stuff, as you can update the bigflags directly in VV now. * Curse of madness bug I put in. * kills proc_holder pt12: - sub 500 errors! - converts cytology mobs - converts and refactors spiders slightly - some minor fixing around the place as usual * kill proc_holder pt13 - Finishes heretic spells - Sub 300 errors! - some touch refactoring to account for mansus grasp * kills proc_holder pt14: - revenant - minor bugfixing for heretic stuff * kills proc_holder pt14.5: - some missed stuff for revenant + heretic * kills proc_holder pt15: - alien abilities - more minor fixing - sub 100 errors. The end is nigh * kill proc_holder pt16? 17: - Finishes cult spells - sub 50 errors! - refactors the way charge works - renames / moves some signals * kills proc_holder pt final: - sdql spells - no more errors! * Bugfixes round 1 * Various bugfixing - documentation done - give spell works - can cast spell gives feedback conditionally - is available takes into account casting ability * Some accidental reversions + fixes * Unit tests * Completely refactors jaunting - All bloodcrawling is now handled on the action itself instead of across various living procs - slaughter demons have their own blood crawls - jaunting dummies don't have side effects on destroy() anymore * Wizard spell logging and even more refactoring |
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ccbd002c61 | Security modsuit update (#67131) | ||
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3042676e8d | Proximity monitors now work on stuff that was created inside it (#67136) | ||
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b1a793f840 |
Refactor and improve antimagic to be more robust (#64124)
This refactors the antimagic component to use and have bitflags, documentation, defines, code comments, named arguments, and renames variable names for clarity. - /obj/effect/proc_holder/spell/aoe_turf/conjure/creature/cult is not used anywhere and has been removed - /obj/effect/proc_holder/spell/targeted/turf_teleport/blink/cult is not used anywhere and has been removed - New sound effects are played when magic is blocked. Depending on the type of magic being used it will be either: - Equipping antimagic now properly updates the magic buttons - Any magic being blocked or restricting casting now displays a message - MAGIC_RESISTANCE_MIND now properly blocks telepathy effects - Removes blood splatter when fireball is blocked - Magic projectiles for staff of locker no longer spawn lockers when blocked by antimagic - Fire breath is no longer blocked by antimagic - Spellcards are now blocked by antimagic Any antimagic on a mob blocks that magic type from being casted. (certain spells such as mime abilities completely ignore antimagic) - Foilhats prevent someone from casting mind magic (telepathy, mindswap, etc.) - Bibles, ritual Totems, nullrods, holymelons, and TRAIT_HOLY prevent someone from casting unholy magic (cult spells, etc.) - Nullrods, ritual totem, and holymelons prevent someone from casting wizard magic (fireball, magic missile, etc.) - Immorality talismans, berserker suits, and TRAIT_ANTIMAGIC prevents all types of magic (except stuff like mime abilities) - Touch of Madness and Mindswap is now blocked with MAGIC_RESISTANCE and MAGIC_RESISTANCE_MIND - Voice of god is now blocked with MAGIC_RESISTANCE_HOLY and MAGIC_RESISTANCE_MIND |
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c5d2b2e51e |
Fixes layering issues brought by the FoV PR. (#63903)
* Fixed most (not all) incorrect planes and layers detected by the unit test. |
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815bb8ae40 |
Adds a movement looping system, replaces inbuild procs and spacedrift with it (#62567)
* Adds a subsystem to handle automated directional movement, replaces all instances of walk_towards with it. Makes meteors and immovable rods not drift in space, and makes immovable rods more destructive. Note, I've opted not to use byond's method of moving towards something, which is effectively Move(src, get_step(src, get_dir(src, target))) as it's cringe and doesn't make a smooth line. I've replaced it with a autoupdating rise over run setup, read the code for more details * woop forgot the subsystem * Documentation, contributing.md entry, and some cleanup * Makes the moveloop datum more oop friendly, sets us up for a lot of conversions * Converts the curseblob and walk_away() to the subsystem * Changes the default for override from FALSE to TRUE * converts walk() over, still need to add a replacement proc for it, but we didn't actually have anything that used the raw proc * converts the rest of walk_to() over, nearing the end now * cleans up some errors * Fully documents everything, fills in some missing movement types, uses the power of oop to make things cleaner, and typepaths longer * Finishes the contributing.md stuff * Done * Fefaults -> Defaults, can you tell I wrote this at 1AM? * resolves bubblegum issues * Roh's suggestions Co-authored-by: Rohesie <rohesie@gmail.com> * Cleanup * Hey lemon, did you know that Destroy() lives on datums? ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh * Converts over the discrepencies created in my absense * HAHA FUCK YOU I PAY MY DUES * Whoops lost some stuff in the merge * Converts the system from seconds to deciseconds to make dealing with the api more sane * Some stuff I missed * Makes movement an inheritable subsystem type, splits the moveloop file into two, one for the subsystem, and one for the datums * Makes a subsystem that handles directing movers out to other subsystems. It's a bit bad right now, but it's a good first step. I think I'll move the move loop datum to a lazy var on mobs instead of an assoc list, don't like lists. Also makes the movement procs global, I'll move em to the /movement subsystem at some point or something like that * Converts the existing uses of the procs over to the new format * Adds support for subsystem precedence, so a type of A can override type B. General cleanup, still kinda in debug mode but it's getting better * I'll admit I'm not too familiar with this, but I think it will work * Adds starting logic so movement types "pausing" makes any sense Redoes how waiting is handled to make it based on world.time directly. I don't remember why. I think it's better this way. Adds a drifting movement type, moves space drift over to it. Needs severe work before it's ready, too much info stored and modified on the moving object, see comment Starts work on making drifting smooth * Moves almost all space drifting vars over to signals on the movement datum Properly implements glide size stuff for both the subsystem and the loops. Space drift will be smoother now. It's not perfect, but it'll work just fine for now Adds a way to override a client'd mob's glide size mid move, uses it to make entering a spacedrift look right Adds a way to delay a client move outside of just move_delay, meant to be used for long periods, and setup such that it doesn't make inputs persist Adds flags to movement loops, alongside MOVELOOP_OVERRIDE_CLIENT_CONTROL, which blocks client movements while the loop is firing, and for it's visual delay after This means you can't exit a space drift until you hit the actual wall. This feels a lot better Some general logic stuff, move() will return true/false if it succeeded or failed Adds a stop_loop() proc that's called when a move loop is no longer active Suck my nuts * Moves precedence to the loop instead of the subsystem * Moves drifting into a component, this lets me explictly block input after the move loop ends, so people can't move the moment they functionally move onto a new tile This is a bit underdeveloped currently, but that's a problem for another day Cleans up some uses of move procs, fixes runtimes in metoer and curseblob code Adds signals for stopping/starting a move loop, sending one for destroy is redundant. Moves existing event signals from the movable being acted on to the loop itself, makes more sense this way Makes the move handler return the created loop up the chain so we can register to it Fixes a logic error in loop contesting code that lead to loops never actually being removed from subsystems because they didn't know they should be. Properly changes lifetime from a time to stop, to functionally an amount of moves to complete before stopping Adds some new signals for pre/post loop process. This is to better tie into components. I decided I didn't like the idea of tying all functionality to the loops themselves The loop decides functionally how to move, components or just tied in signals can decide when/when not to move and can modify properties of the loop Making a new loop for things like atmos drift, something I'm interested in tackling in the future, seemed silly * Moves movement procs directly to the subsystem for better namespacing or whatever * Moves movement packets onto /atom/movable, no longer need the debugging I've decided to not just put their contents fully onto atom movable, since it makes debugging on live much harder, can't sdql for them anymore. Fixes a runtime in meteor code, properly this time Fixes a logic error in stop_looping Makes move manager NO_INIT, because well, it doesn't init * Commits human sin, makes Recover() work properly for movement subsystems * Fixes immovable rod orbits not always working, they were returning too early in moved and fucking up the var we use to track move count, and thus not sending a signal properly * Reworks the curseblob to use signals more, and to not use override * Missed this in the movement ss commit * Removes override, makes having a higher or equal precedence take its place * Updates documentation * Cleans up some unused defines * Nukes the unused flags option * Whoops forgot to qdel check * Removes an unused var I had for client move prevention before I started using a component * Let's do this properly * Modernizes meteor code to better match how explosions actually work currently * Some more cleanup * Cleans up effect code a little bit Nukes the effect system's sleep loop, we use movement loops instead As a part of that, instead of 1 timer per effect spawned, we react to loop failure and make it 1 timer per effect system This should reduce the amoumt of slowdown we see after mass lighting break It's not everything, we're still making a timer per spark effect, but it cuts things down significantly * Updates explosions to not sleep * Adds support for modifying a loops delay post process, makes extinguisher code suck less then it does currently, nukes some more sleeps and timer loops * Converts water tank resin over to move loops rather then sleeps, minor behavior change mind, the cooldown starts on fire rather then on land, but I think that makes more sense anyway * compile and runtime fix * Fixes some runtimes, cleans up some code, ensures feature parity when it comes to logging * Prevents resin foam from space drifting * Adds support for flags back into the system, I need it for reasons * Updates move_towards to fix some bugs and resolve some inconsistent behavior, implements a flag that makes a loop's first move start instantly * Fixes extinguishers not actually transfering any reagents * Converts sprays to the new system. This does actually minorly change behavior, in that I've changed the order of spray actions from step -> sleep -> wash to step -> wash -> sleep, but I'm not terribly torn up about it because frankly I think it feels better * Converts grav catapults over to the new system * Converts trays over to moveloops * Converts robot streaking to move loops, the other two coming soon * Compile you won't. Also fixes a behavior issue with oil streaks * Does directional step_to properly, cleans up the other two streaking types * Converts step_trigger over, not that it's actually used anywhere. Changes how stoping a move works, you need to explicitly qdel, other the step is just considered to be ignored. This will make life easier later * Adds a jps movement loop. It's a bit bloaty, id is stupid, but it'll work just fine * Makes the system support passing in a datum that's just used as extra context for the move. The hope is this makes signalizing things less of an absolute headache * Begins the conversion of ai movement datums to movement loops * These two are reasonably simple, only weird thing I'm doing is A: Not allowing target hotswapping, which I hope none is doing, and B: passing the controller into the move loop as extra context so things work properly * JPS is a bit more complex, partially because the old implementation was a bit weird. 2 major things. 1: I'm dropping what I think was a redundant behavior minimum distance check from the premove bit of logic, since I'm pretty sure it didn't do anything. 2, instead of just stoping the step in an error state like being pulled, we count it against our max move total * Audit * Moves most forced movement to the framework, adds some components to make things nicer * Implements a flag that makes the loop always operate, regardless of precedence and without impacting any other loops * Moves movement subsystems into the right folder * Hey potato what if you had two procs that did the same thing and one called the other? Wow it's useless * Merges slipping and force movement * Converys conveyors over to the system. It's a bit fragile, but I think it's totally worth it to save the sleep loop * Precedence -> Priority, cleans up some logic errors, makes priority highest to lowest instead of lowest to highest, straight cleans some code up * Makes poly and bubbles ignore spacedrift, now that precedence actually functions properly. I'm likely missing cases of this, will deal with it later * Depression, thy name is linter * Fixes linter, and hopefully fixes the runtimes in ci too * Wew * Sets sprays and extinguishers back to legacy, since people do actually seem to have noticed * Spelling errors my beloved Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> * More detail, moves return descriptions * Converts transit tubes to the system? * Adds the glide size modifier. Not honestly sure that this should be default, considering how crummy it makes things look for normal walking, but it's useful as hell here * Adds a force move in dir template, actual support for fast initial steps (wtf old me) and a helper proc for setting delay * Cleans up displosal code a bit, I thought about adding it to the system but it would functionally be just 'disposal loops'. Maybe I'll make a template subtype? not sure how I want to handle stuff like this * Cleans up mob movement a bit * Let's use the controller's visual delay * Makes the resin thrower nicer, cries * Cleans up some comments, replaces an implicit world.icon_size with an explicit one, fixes up a typecheck * typecache instead of double istype. Can't do much about the !atom/movable, list would be too big I feel * hhh * bro wtf * Documents the why of SS_TICKER * Puts SSmovement on SS_TICKER. Lets us support tick steps * Cleans up the charge action. Makes it use moveloops * Fixes CI? kinda worried that this just got dropped * Converts disposal pipes to move loops. They stutter a bit more then usual as of now, hoping that's a me thing, if it's not I'ma look at uping the priority of the base subsystem * Moves the move subsystems off background, puts some on ssticker * Prevents some things that shouldn't move in space from moving in space * Documents the general form and usage of the system * Virgin one vs chad once Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> * Removes unneeded check * Moves appropriate movement subsystems into SS_BACKGROUND. Removes redundant SS_KEEP_TIMINGs I do want the behavior of SS_TICKER, which at this point is tick based waits, and ignoring overtime when calculating next fire. Since honestly, these subsystems should ignore overtime in regards to next fire, the cost of moving A may be nothing compared to the cost of moving B. * Makes the MODULUS macro use floor. I knew our coders would never let me down, glad this exists, thanks ninja Fixes teleporting caused by shitty round() behavior, adds a "you hit your target" case to homing loops * Converts blood splatters to move loops, that'll do it Co-authored-by: Rohesie <rohesie@gmail.com> Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> |
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a61b884f30 |
Time Eradication Modsuits (#63999)
* reworks chrono legionnaire into a MODsuit + modules * organizes MODsuit files |
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12bf03aa08 |
proximity monitors cleanup (plus connect_range and connect_containers components) (#62755)
I'm refactoring proximity monitors and fields, removing lots of bloat from both that's hardly even used. Proximity monitors no longer generate effect objects to track the surrounding area, should be less cpu expensive and easier to maintain (or phase out), read and use. This PR also adds a couple components which may be needed for future stuff (for starters, the mirror reflection PR #62638 could use the connect_range comp) Improving old old, ugly old code and adding some useful backend components. Tested and working. |