## About The Pull Request

Seeing this pattern repeated over various sections of code was starting
to piss me off
## Why It's Good For The Game
Lessens chance to cause errors with mind traits, ensures consistent
behavior, makes it easier to change how mind traits work if necessary.
## Changelog
hopefully not player facing
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
A bundle of stormy weather-related fixes:
- ash storm visually replenishes dug basalt again; also updates refilled
basalt's light, if it rolled an eligible icon variant
- new proc refill_dug() for asteroid turfs, currently made use of in
weather but be my guest
- I THINK the lowest-light variants are so low they don't show up at all
but I didn't look into the lighting subsystem so /shrug
- `set_basalt_light()` is a global proc. the reason is because we have,
like, an unnecessary amount of basalt turfs that don't call back to each
other. `misc/basalt`, `floor/fakebasalt`, `holofloor/basalt`. bro come
on. should merge them where possible but that's for a separate PR; ALSO
MAKE IT USE THE `diggable` ELEMENT BRO COME ON!!!
- ash storm no longer loops `end()` sounds
- it was calling parent THEN removing the playlist's sounds, which
caused the playlist's ash storm weak sound to be picked again and play
with a hugelarge timer
- snow storm no longer affects mecha pilots
- I find it weird that ash storm immunity is just innate whether the
mech is "sealed" or not (Ripley mk I) but for now, I've made snow storm
immunity behave the same
- _jaunt spells provide weather immunity while the jaunt is active_
- _the caster is supposed to be untouchable by any practical means, it
don't make a lick'a sense to have weather affect them. I gave it a
general weather immunity however, and that also makes jaunts protect
from radiation. methinks it's fair, lmk if that's excessive_
## Why It's Good For The Game
- Fixes#76304
- Fixes#76400
- Refilled basalt tiles that should have light are consistent with
mapped in basalt tiles
- Consistency for mechs; the adjustment might be a balance thing, lmk
## Changelog
🆑
fix: fixed basalt turfs remaining visually dug up when refilled by an
ash storm
fix: fixed ash storm ending sounds looping after the storm is over
fix: mechs are now snow storm immune
fix: jaunt spells protect from weather when jaunting
/🆑
## About The Pull Request
Unit tests will now fail if there's a decal in a wall or open space
turf. Open space turf could be limiting to mappers but I don't think it
makes sense for decals (like dirt, glass shards, etc) to be floating
around in space in the exact same spot.
If there's a decal you want to put in space, decals have a
``turf_loc_check`` var that will bypass this.
**Important note: This is not changing existing behavior. Decals already
delete themselves when they spawn in these incorrect locations, we're
just avoiding them from spawning in the first place.**
### Changes I made
- Ash flora are now lava immune, rivers spawn after flora does, so I
decided that it would be easiest (and more flavorful) to have them be
lava-immune rather than to not have them spawn at all.
- Decals can now be spawned in non-turf locations. This is currently
done by mail, which can give you bones as part of the mail. Currently it
will just delete itself instead.
- Trading Card button is now on the same tile as their display, which
now uses an offset. Before it would spawn it on the tile next to it,
which could be a wall in some instances.
- Mirrors now have floating movement type. They ARE floating since
they're attached to the wall, and it prevents them from burning up due
to lava in the Pride ruin.
- I also added a broken mirror subtype because I thought the icon_state
check was terrible.
- Bubblegum called ``DestroySurroundings`` several times on the same
thing, I hopefully fixed some of that. Their charge ability also
registered ``COMSIG_MOB_STATCHANGE`` despite ``/datum/action`` doing it
by default, so I fixed that too.
## Why It's Good For The Game
Decals in walls is already a bad idea, but currently all it does is
delete it on Initialize. It would be better if we ensured they wouldn't
spawn in the first place.
## Changelog
🆑
fix: Lava will no longer burn 6 of the mirrors in pride ruin
fix: Lava will no longer burn plants that spawn in them.
/🆑
## About The Pull Request
Tower of Babel (Curator), Naive (Clown), and Storm detector (Shaft
Miner), are all traits that are given to your mind upon taking these
jobs.
However, we have been checking the body for these traits, not the mind.
This meant that Shaft miners werent alerted of ice storms, Clowns didnt
have their unique examine text, and Curators were affected by Tower of
Babel.
This fixes all those issues.
Naive and Tower of Babel realistically should only be on the mind, so I
changed all instances to check the mind. Storm detection is something
you can get through analyzers, so I left it as a check for both your
body and mind traits.
Clown's Naive:

Tower of Babel:

## Why It's Good For The Game
Fixes several bugs for 3 jobs all at once. I don't see any issue reports
on any of these, but they existed.
## Changelog
🆑
fix: Shaft Miners are now alerted of Icemoon storms, Clowns are naive,
and Curators are immune to the Tower of Babel again.
/🆑
## About The Pull Request
>_"I don't remember buying tickets to Mutants on Ice."_
>-Duke Nukem
This PR is (hopefully the final) part of a series of my continuing
refactors of the DNA Infuser. This PR represents a "quality pass" which
should also iron-out the rest of the most impactful bugs.
Granular list of changes:
- This PR adds unit tests for the DNA Infuser organs and
`/datum/status_effect/organ_set_bonus` as recommended by @AnturK
- I noticed that the base `/datum/infuser_entry` was being used in the
machine for the Fly and "rejected" infusions, whereas usually we would
expect it to be a base type used only as a development template. I
corrected this issue and created `/datum/infuser_entry/fly` to be used
for that use-case instead.
- Added `/mob/proc/can_mutate()` and `/mob/living/carbon/can_mutate()`
to replace a few copied lines across several files. The proc is normally
used in the context of mutating a Human via their DNA.
- I fixed a ton of typos in organ-related code, specifically where
"receiver" was typo'd as "reciever". There are far more of those typos,
but I limited the scope of my changes to organs.
- I noticed a bug in `/datum/species/proc/regenerate_organs` wherein a
race condition caused an organ to remove itself before it's done
inserting itself. This happens because the Fly organ set bonus runs
`regenerate_organs` which calls `Remove` on the organ while `Insert` is
still in the call-stack. I added `INVOKE_ASYNC` as a workaround, and
also changed the order the signals are emitted to prevent future bugs.
This bug primarily only impacted the flyperson species transformation,
which was part of the DNA Infuser's flyperson infusion organ set bonus.
- In my last refactor PR #72745 I also introduced a bug in
`/obj/machinery/dna_infuser/proc/infuse_organ` wherein I forgot to add
the usage of `new` when attempting to implant new organs, and this PR
fixes the erroneous code.
- Fxed a bug which causes the organ set bonus to activate when mixing
organs from different sources, which is caused by a developer oversight
wherein all `/datum/status_effect/organ_set_bonus` had identical IDs.
- Added a cleaner `replacetext`-based way of handling pronouns in
`/datum/element/noticable_organ/proc/on_receiver_examine`, using custom
macros `%PRONOUN_S` and `%PRONOUN_ES` as advised by @MrMelbert
- This PR also fixes#72767
## Why It's Good For The Game
With the changes in this PR the machine will finally work as we expect
it to. By adding unit tests we will also be able to ensure that it works
as expected from now on. I feel confident saying that the completeness,
algorithmic correctness, and code health of the DNA Infuser is much
better than it was before.
## Changelog
🆑 A.C.M.O.
fix: Fully fixed the DNA Infuser, which will now infuse organs as
expected.
fix: Fixed flyperson species transformation and organ set bonus, which
was throwing a runtime.
fix: Fixed many typos in organ-related source code.
/🆑
---------
Co-authored-by: Time-Green <timkoster1@hotmail.com>
## About The Pull Request
I was improperly having END_STAGE only block ONE overlay from being
added This fixes that
I've refactored this to use a proc to gen the current overlays, which is
a lot cleaner
## Why It's Good For The Game
This was causing overlay stacking on lavaland, which was leading to
helllag on campbell
Not of critical priority because it's not doubling, but it would be good
to handle quickly so campbell can have fun after 10 hours.
## Changelog
🆑
fix: Fixes clientside lavaland lag on long rounds
/🆑
## About The Pull Request
You know the deal by now.
- Drowsiness is now tracked via status effect.
- Eye blue is now tracked via status effect.
In converting these over, cleaned up a bit of code relating to some
other effects. Attempts to unify behavior between some of them, namely
certain biotypes or mob types shouldn't be experiencing certain effects.
## Why It's Good For The Game
More stuff moved to status effects, slightly more cleaner and better to
work with code. Allows for all mobs that can sleep to be able to get
drowsy, too.
## Changelog
🆑 Melbert
refactor: Drowsiness and Blurred Eyes are now tracked via status effect.
/🆑
## About The Pull Request
Limits when you get alerted to icebox, to when you would need to know it
When youre in a mining area
If you're a miner
and If you can see the snow outside
then it will alert you, otherwise it hides the alert
and ghosts always get alerted
## Why It's Good For The Game
Getting alerted about incoming storms is annoying when you're indoors
for 80-100% of the shift, and just serves to clutter chat. Also, the way
its set up is modular and can be applied to any other weather condition
you'd want
## Changelog
🆑
fix: limits how much you get alerted by icebox storms
/🆑
Co-authored-by: Candycaneannihalator <candycane@thisisnotarealaddr.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: etherware-novice <candy@notarealaddr.com>
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>
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#65800Fixes#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
* Buffs the chilling effects of void heretic powers
- The void Mansus Grasp and Mark of Void heretic abilities now inflict a status condition called void chill, which steadily lowers the victim's body temperature and also inflicts a mild slowdown.
- The void storm summoned by ascended void heretics no longer directly inflicts burn damage, but now lowers body temperature much more strongly.
- The void storm visual overlays now properly update when the heretic exits an area, making them a more accurate indicator of which area the heretic is in.
* Split heretic status effects into their own files, code improvements
* split the buffs as well
* Adds a bit of burn damage back to void storm
* Lemon does weather effects
Ok so I don't like how weather effects look when they run up against
some sort of border, particularly walls and darkness.
They just sorta snap out of existence. This is cause they were recently
moved from the AREA_PLANE to the ABOVE_LIGHTING_PLANE. This fixed things
like snow or ash storms looking dim, but had some annoying side effects.
I'm gonna do my best to mesh the two, at least somewhat.
I've done two things. The first is letting weather choose to apply a
second icon state to its area, one that draws above lighting, and moving
the current overlay down to AREA_PLANE again.
Oh and the above lighting stuff gets made a bit see through, so it's not
too intense.
This way darkness doesn't totally mask effects, it just makes them
harder to see.
I've gone through the existing effects for this process. I basically
just removed the "background" from any effects that had it. This way you
see the particles at a reduced intensity, but not the "shadow" that the
effect applies.
Oh also can't use glow with lava, cause it draws onto the floor, or
under walls.
In the process of this I realized that snow looks really bad right now.
It's really jerky, has a very clear wrap point, and doesn't even
complete a full animation. So I redid it, added some more flakes and
made it "faster"
I also tweaked non smoothed lava (IE: floor is lava and the wizard ship)
It was scrolling a pixel a tick, but in steps of 3 ticks. Looked bad, I
think the smoothing is better.
I'm not really a spriter or anything, this stuff just cheesed me off a
bit
* whoops
Areas.dmi right now houses all of our mapped turfs icons (which is roughly 400 icons). Not an issue, but it's incredibly large and clunky to navigate right now. This isn't an issue for the average coder and/or player code diving, but it is for mappers wanting to add new turfs. Currently, the file has some organization, but its still an overall mess. This PR aims to slice the behemoth with multiple .dmi files corresponding to specific areas.
I also plan to repath /area/* -> /area/station/* for station turf only. This is to clean it up, as most other turfs follow this format (that being /area/turf_zone/*).
I'm also writing an update paths file as I go along.
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
About The Pull Request
This PR seeks to revamp heretic in it's almost entirety.
Closes#58435Closes#62114Closes#63605
image
Gameplay changes:
The heretic no longer starts with a Codex Cicatrix or a Living Heart.
Heretics now draw transmutation runes by using any writing tool while having Mansus Grasp active.
The Mansus Grasp can be used to remove heretic runes.
Draining influences can be done with "right click".
While draining, people who examine you may get a message hinting that you're interacting with an influence.
Drained influences can also be dispersed with anomaly neutralizers!
The Codex Cicatrix is now a researchable item that lets you gain additional knowledge from influences.
The Codex can still draw and remove runes, and does it faster.
The Living Heart is now the heretic's heart. Literally. It's the heart in their chest. Their heart takes on the appearance of a living heart, and they can pulse it on demand to track their targets. This makes an audible noise.
If your heart is lost (you're disemboweled or whatever), you need to do a ritual to regain it!
Casting any heretic spell (besides Grasp) requires a Focus.
A Heretic Focus is a neck item they can transmute.
Heretic robes also function as a focus when toggled up.
Ascending also disables the need for a focus, because of course.
Heretics now gain 1 knowledge point passively every 20 minutes.
Sacrificing has been revamped entirely.
A heretic now gains four sacrifice targets on spawn.
One random crewmember
One member of their department
One member of security
One member of command (a "high value" sacrifice)
You can sacrifice people who are in in soft-crit, hard-crit, or dead.
Sacrificing someone will cuff them (if they are not), HEAL them, revive them, and set them unconscious. After a short time. they will be sent to a shadow realm. This shadow realm is themed to your heretic type.
The shadow realm is a 2 minute long survival challenge where the sacrificee is subject to a constant barrage of shadowy hands.
If they survive, they are teleported back to a random turf with no memory of how they got there. They'll also slur a TON to get the point across.
If they die, their corpse is teleported back to a random turf on the station.
No more multi-hearting! Your targets are your own.
BUT adds a knowledge that allows heretics to reroll their sacrifice targets with a ritual.
Each path now has a "Rituals of Knowledge". These are randomly generated rituals that may be difficult to complete but awards knowledge points in return.
Ascending now has some requirements.
To learn the ascension ritual, you need to complete all of the objective you are assigned.
The ascension ritual now each have a varied requirement, instead of "needing 3 bodies" only.
Other minor gameplay changes:
Lots of balance tweaking.
Buffed some summons.
Buffed the Lord of the Night very slightly.
Nerfed the Madness Mask.
Put a limit on the amount of blade transmutations possible at once. 3 for flesh, 2 for other paths.
Logs of BUG fixing.
Rust Grasp is now based on right click for surfaces instead of combat mode.
General grammar and flavor tweaks a ll around.
Admin / code changes:
Revamped the way heretics appear within the traitor panel.
You can now easily see who they're targeting for sacrifice and what they have researched
Also adds some helpful buttons to heretics, like giving them points!
Refactored much, much of heretic code
LIKE ALL OF HERETIC CODE WAS IN 4 FILES.
Split up all the knowledge, spells, and items that belong to the heretic into their own files and folders.
Not only that, but everything internally was still named "Eldritch Cultist" and similar.
Almost every mention of "Eldritch Cultist" has been properly replaced by "Heretic".
Much better reference handling all around.
General code improvements over heretic stuff.
Unit tests, because of course.
Todo
Sprites for the focus
Look at adding 1-2 other objectives prior to ascension. Theft? Special rituals? ("Rust [x] tiles to be able to ascend")
Why It's Good For The Game
Okay but why?
Heretics are not in a good place at the moment, this much is clear. They've been completely disabled on MRP for this reason.
The reasoning is simple: A lot of murder.
There's nothing inherently wrong with an antagonist heavy with murder, but the Heretic really missed the mark.
Gib, gib, gib, then ascend so you can keep killing.
In the background, the Heretic was FULL of flavorful spells, rituals, and "lore" stolen from Cultist Simulator that was unfortunate enough to be shackled to the heretic's gameplay loop.
So, this revamp aims to amend that:
Dial back the heretic's focus on mass murder and put more focus on the heretic's interesting flavor.
Spooky maintenance rituals, knowledge seeking maniac.
Sacrifice no longer outright kills / requires murder, meaning a heretic can progress without racking up a bodycount.
Influence is gained passively over time, so they can spend influence on more interesting side paths.
Side paths are required to progress to ascension, so they're encouraged to explore new things.
Ultimately, while there still may be a little way to go, this PR seeks to take a good leap in starting it.
Changelog
cl Melbert
add: Large scale heretic revamp!
expansion: The Codex Cicatrix is no longer a roundstart heretic item. Research is handled through their antag info UI. Rune drawing is done by using a writing tool with Mansus Grasp active in your offhand. The actual Codex is an unlockable ritual item now.
expansion: The Living Heart is no longer a roundstart heretic item - their actual heart now becomes their Living Heart, and it makes a sound when triggered. Losing your heart (being disemboweled) will require you to do a ritual to regain it.
expansion: The Hereic Antag UI has been overhauled, and now hosts much of their mechanics as well as providing some helpful tips for newer players.
expansion: Most heretic spells now require a focus to cast. All heretics can make a basic focus necklace, and some heretic equipment also functions as a focus. (Credit to Imaginos for the focus sprite!)
expansion: Heretics now passively gain +1 influence every 20 minutes.
expansion: Heretic sacrificing has been reworked. You can now sacrifice people who are in soft crit or weaker. Sacrificing someone heals them, cuffs them, and teleports them to the SHADOW REALM, where they must dodge a barrage of hands to survive. Survive long enough and you return without memory - die, and your body will be thrown back.
expansion: Heretics now have a few new rituals, including the Ritual of Knowledge, a randomly generated ritual that awards knowledge points.
expansion: Heretic ascension now has a few requirements - you must complete your objectives assigned to you prior to learning the final ritual, and all the final rituals have been changed a bit!
qol: Using the Heretic's Mansus Grasp on surfaces (EX: Rust Grasp) now works on right-click, instead of combat mode.
qol: Used heretic influences can now be removed with a Anomaly Neutralizers.
balance: Some heretic rituals are now limited in the amount they can make. You can only have up to 2 heretic blades crafted at once (3 if you are Path of Flesh).
balance: The Lord of the Night has been buffed to be a little scarier. Did you know the Lord of the Night can eat arms to regain body parts and heal?
balance: Buffed some heretic summons - mostly their health pools.
balance: Nerfed the heretic's Mask of Madness. It can no longer infinite stam-crit you.
balance: Nerfed the heretic's ash mark.
balance: Nerfed a bunch of on-hit-heretic-blade effects. Many effects only apply on mark detonation now: Void blade silence, flesh blade wounds, ash blade gasp cooldown refund.
fix: Fixed quite a few bugs and unintended behaviors with heretic code.
refactor: Refactored and improved much of Heretic code. Improved the file structure dramatically.
admin: The heretic's traitor panel has been beefed up a bit.
/cl
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else.
Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter.
Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
What does the PR do
This reworks how our rendering is handled, specifically moves away from plane masters as the end solution:
Instead we replace plane masters rendering directly to client with planes that render multiple planes onto them as objects in order to be able to affect multiple planes while treating them as a single object. This is done by relaying the plane using a "render relay" onto a "render plate" which acts as a plane master of plane masters of sorts, and since planes are rendered onto it as single objects any filters we apply to them will render over the planes, treating them as a single unit
image
Also cleaned up unused plane masters and render targets to reduce clutter, as well as removing a useless filter that was resulting from confusion due to said clutter.
Clientside performance testing showed no significant change, no effect on serverside performance as this is clientside.
Also added the blackness plane master so it can be relayed, side effect is that it can now be used to adjust how blackness is rendered
P2 should introduce rendering one plane to multiple render_plates, but i want to get this done before I finish that, though testing shows its feasible
Why It's Good For The Game
Allows more advanced effects.
As an example i made a grav anomaly effect in like 30 seconds for this video i will improve it once im awake properly:
https://streamable.com/lu98dz
Documentation images should be merged here after this pr is done
tgstation/documentation-assets#2
Changelog
cl
qol: grav anomalies now have a pretty effect
refactor: Rendering has been refactored, remember to report bugs
/cl
In remembrance of all those people who used jump boots to cross lava unaware of an issue c*ders wouldn't fix....
EDIT: This is now a lava and weather immunities refactor:
Weather immunities are now status traits since they have a multitude of sources (especially for lava) which might conflict with one another otherwise.
The lava burn_stuff proc has also been been refactored in different procs, mostly because of that snowdin subtype with inconsistent, old checks.
Weather datums should now use can_weather_act instead of weather_act to check if something can be affected by weather or not, as they should.
All movables can protect contained mobs if they have the relative weather immunity traits. This works at any contents depth.
No more snowflake weather_protection variable for closets.
Removed the weather_immunities list from living mobs (simple animals still have it but it's only for traits assignment on init because way too many child types lack the immunities of their parents).
Removed some unused defines.
Renamed some variables as per guidelines.
It has been tested.
And yea, jump boots fixed because that's the original scope of this PR.
(Initially just made throwing make you fire immune, that was blocked because it breaks perma stuff, instead it ended up be a refactor to make jumpboots usable with weather immumnity stuff
Per title, also makes voidstorm use weather_color because it was just black snow, and deletes acid rain with potatos permission since the sprite was garbage and the rain unused.
* Converts looping sounds from a list of play locations to just the one
* Updates all uses of looping sounds to match the new arg
* Adds an area based sound manager that hooks into looping sounds to drive the actual audio. I'll be using this to redo how weather effects handle sound
* Some structrual stuff to make everything else smoother
Timers now properly return the time left for client based timers
Weather sends global signals when it starts/stops
Looping sounds now use their timerid var for all their sound related timers, not just the main loop
* This is the painful part
Adds an area sound manager component, it handles the logic of moving into new areas potentially creating new
sound loops. We do some extra work to prevent stacking sound loops.
Adds an ash storm listener element that adds a tailored area sound manager to clients on the lavaland z level.
It's removed on logout.
Adds the ash_storm_sounds assoc list, a reference to this is passed into area sound managers, and it's modified
in a manner that doesn't break the reference in ash_storm (This is what I hate)
* Hooks ash storm listener into cliented mobs and possessed objects
* Documents the odd ref stuff, adds an ignore start var to looping sounds, fixes some errors and lint issues
* Applies kyler's review
banging
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Cleans up some var names, reduces the amount of looping we do in some areas
* Makes the code compile, redoes the movement listener to be more general
* fuck
* We don't need to detach on del if we're just removing signals on detach
* Should? work
* if(direct) memes
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
I noticed that various nonhuman body features can't be changed using genetics. I corrected this by adding a block to character genomes allowing you to edit features in the DNA console.
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm
We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.
There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.
Hi codeowners!
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
This PR repaths areas to follow a department - purpose - room formula (just department - room if purpose is unnecessary), reorganizes the area file to properly sort by department, removes some unused areas, and better utilizes child subtypes for areas. It fixes several problems with areas which were previously improperly subtyped causing problems like the lack of AI monitoring on vault areas and the inability to use the civilian door remote on most service areas.
Properly organizing our areas will make mistakes in adding areas or duplicates harder to do. By organizing each department in this way, it also provides better infrastructure for autoname devices and any future code that has to reference areas by department.
* there was an attempt
* adds ice moon map
adds config options for choosing mining maps
areas now have options that affect random generation on them
weather now has an option to not target indoor areas
adds base for icemoon ruins
turns many 1's into booleans
adds ice chasms
adds ztraits for weather stuff
* fixes up ice ruins to be ice moon compatible
adds lower z level to the ice moon mine
ice chasms now have a smoothed icon
megafauna only spawn in the underground portion of ice moon now
* openspace fixes
* adds new areas and underground specific ruins
* Adds the abandoned village ruin for Ice Moon
* adds abandoned village ruin and fixes some area and tile stuff to work with ice moon
* random mining maps are no longer picked in the config
you can no longer change the mining map before setup is complete
* adds above and below ground ruin as a test
* adds debug functionality for ice moon ruins
fixes a bug where multiz was impossible unless there were shared areas because of whitelisted areas
adds multiple whitelist areas for ruin placement in a list
all underground areas are now outdoors
underground plasma lava rivers are now only spawned in unexplored areas so ruins don't get destroyed by them
* adds unique spawners to icemoon to replace tendrils
adds 2 new mobs to icemoon the polar bear and wolf
adds a clothing flag for shoes that dont slip on ice
modifies mining site to be ready except for the boss
adds the ability for tunnel width to be a specification, ice moon can have 1 tile wide tunnels and rarely 2 wide tunnels
adds a no caves mineral for ice moon ruins
* wolves no longer run into lava or chasms
bears now enrage sooner
bear spawners can now actually be created
adds base for ice moon atmospherics
adds base for a new boss and achievements / score
really bad coder icon for ice boots added
* ice moon now has it's own planetary atmos! (thank god)
* new frost miner stuff
megafauna recovery time can now be tailored to have different cooldowns to ranged or melee attacks
by default sets both of them, with two arguments the first is ranged cooldown and the second is melee cooldown
* converts a bunch of lavaland maps to be compatible with ice moon
adds tendrils from lavaland to the bottom of ice moon with the other megafauna
* updates mob drops for ice moon mobs
updates config entry default value for ice moon
updates ice moon map to have new gulag
* updates station parallax for icemoon
removes extra lavaland ported ruins
updates to demonic frost miner
adds ladder to icemoon map near station
* updates ice moon map to have the ladder inside the mining base
plant flora dont spawn on the lower z level of ice moon now
you get sand from mining rocks now
buncha demonic frost miner changes holy cow
* adds the buried library
* improves map, fixes comment
* make this crap work with the station cause i have to lol it is pretty cool though and now i understand the mapping crap better
* updates ice ruin blacklist
* ice moon stop being too cold thanks
icebox changes, now actually has its own z level that can spawn ruins and such instead of just being openspace
tunnel width is now not stupid
* fixes a demonic frost miner bug where orbs werent exploding after death
atmosphere temp is now correct
fixes library ruin for icemoon
polar bear range is now fixed, only aggros in a short range and follows further than 3 tiles
reverts necropolis chest change
* Adds a new ruin: bathouse, barebones edition
* adds many new ruins
fixes a bug with tunnel creation that caused it to enter no tunnel allowed areas
finishes the frost miner and adds loot to him
you can now force a wabbajack option
* main z level now always has gravity for ice box
* hopefully the hot springs arent the buggiest thing in the world anymore
protects areas near the station from having openspace
* icebox takes less players
fixes the ladder positioning on every icemoon map
* snowstorms now only occur on the station level
fixes some issues with the icebox z level having openspace over the lower level mining base
* Update code/datums/map_config.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/datums/ruins/lavaland.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/game/objects/structures/lavaland/necropolis_tendril.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/game/turfs/closed/minerals.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/game/turfs/open/chasm.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/game/turfs/open/floor/plating/asteroid.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/modules/mob/living/simple_animal/hostile/megafauna/demonic_frost_miner.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/modules/mob/living/simple_animal/hostile/megafauna/megafauna.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/polarbear.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/wolf.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/modules/ruins/icemoonruin_code/hotsprings.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* fixes areas on the lust ruin
polar bears now drop a goliath plate equivalent
wolfs now drop a watcher sinew equivalent
adds snow legions
adds a crusher trophy for the demonic frost miner that prevents movement
fixes a bug with asteroid mobs where the aggro icon would never show
adds ice to the snow cave tunnel generation
* starts work on the wendigo megafauna
* replaces snowball machine gun with more miner useful content
adds gentle var for knockback to prevent stunning on hit
polar bears move slower now
new icon for phase 2 demonic miner now
* fixes lust ruin areas
fixes whitespace
fixes nesting issues
adds underground specific mobs
* name / location fixes
demonic frost miner doesnt stun on knockback now
ice demons move faster
* fixes icebox having the wrong baseturf
* adds achievement defines to the wendigo
snowstorm for the lower z level again
adds a new helper for ranged target turfs
theres now a specific subtype for rivers
fixes a bug where ice and spawners spawned with rocks and other flora on top of them
adds indestructible ice rock turf
fixes a bug with ice demons teleport distance being incorrect
adds the start of wendigos attacks
* Apply suggestions from code review
Co-Authored-By: Rohesie <rohesie@gmail.com>
* Update code/modules/mapping/ruins.dm
Co-Authored-By: Rohesie <rohesie@gmail.com>
* Fixes a dumb bug with ruins from a webedit review
The syndicate shuttle can now land on mineral turfs
* the final commit, all that im going to change after this is documentation for procs lol
makes both ice moon z levels below the station underground, and makes it so they generate rivers of their baseturf
* adds nice animation to wendigo scream
* small fixes
* finishes autodoccing everything i could find
* ok im done for real now
* adds anywhere ruins
does review stuff
* review stuff
* ok it removes the stuff now
* fix removal
* fixes from the git
* adds surroundings to the asteroid and lavaland sites
adds butchering gloves to wrath ruins
the lower icebox levels are no longer station levels
fixes capitals on blood drunk and frost miner boss medals
adds engineering outpost ruin by trollbreeder
adds boxstation job changes to icebox
polar bear transformation no longer has immunity to lavaland mobs
fixes ice whelp spelling mistake
* fixes engi outpost atmospherics
fixes missing plating on solar panels
changes slowdown for icemoon turfs
* fixes ruins areas so tunnels can spawn into some of them
adds lights to icebox below area
openspace turfs mine the thing below them now
* fixes wall boundings on asteroid and lavaland domes
* ur lame armhulen
* adds public mining area to icebox
adds computer vendors to icebox
* minor fixes
* fixes map type error
* removes slowdown entirely
increases ore chances
fixes openspace on main map
fixes a ton of active turfs at roundstart
modifies demonic frost miner loot to be cooler and more useful since the boss was hardly killed during tests
tunnels are wider underground now
openspace now deletes itself if it spawns above a ruin
* improve da ruins
* tries to fix multiple atmos issues with ruins
removes bz from the planetary atmos since it could cause unstoppable chain reactions which would cause massive lag
demonic frost miner drill now automatically scans everywhere around you
fixes tunnel generation issue
makes it so randomly generated turfs inherit their no_ruins flags
Co-authored-by: Jonathan Church <jchurch093@gmail.com>
Co-authored-by: s <wesoda24@gmail.com>
Co-authored-by: spookydonut <github@spooksoftware.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
GENETICS
The random hexadecimal rng game has been replaced with gene sequencing from goon.
Adds mutation activators and mutators
You can now store mutations
Everyone now has their own set of unique mutations
Limited mutations per person to 8 (including one always being monkey)
Adds race specific mutations (See fire breathing for lizads)
You can inspect discovered mutations, undiscovered mutations use an alias to recognize them by
Adds a sequence analyzer. Can be used to scan someones genes sequence. Useful for determing what mutations they can safely have and or collecting data for very difficult sequences
Adds mutation combining. It's currently only RADIOACTIVE + STRONG = HULK (So yes you will now need 2 mutations for to get hulk)
Adds several other mutations. Telepathy, firebreath, glowy, radioactive and strength
cl Time-Green
add: Goon genetics!
add: More mutations! Fire breath for lizards! Radioactive! Telepathy! Glowy! Strength, though its cosmetic and should be combined with radioactivity instead! Fiery sweat!
add: Adds void magnet mutation by @tralezab !
/cl
* Fixes brain MMIs from being killed by ash storms.
Adds an istype brain check alongside the mech check for ash-storm proofyness. Brains don't really gain anything from being ash-proof outside of a bug fix,
* Update ash_storm.dm
Made it slightly better-good
* Update ash_storm.dm
* Update weather.dm
* Reverting to Orange's change
* Reverting to no change.