Commit Graph

2613 Commits

Author SHA1 Message Date
Nimowa 89b4e7e826 Fixes the APC full_charge mapping helper (#76650)
## About The Pull Request
Currently the full_charge APC helper just sets the cell's charge to 100
flat, instead of 100%. This PR fixes that by setting the cell's charge
to whatever the cell's max charge is.

This is also my first PR. I was hoping to add a whiteship or something
instead but a fix is good too.

## Why It's Good For The Game
A mapping helper for giving APCs a full charge should actually fully
charge the APCs, instead of giving them only ~5% charge.

## Changelog
🆑
fix: Fully charged APCs will now actually be fully charged, instead of
nearly empty.
/🆑
2023-07-09 00:08:28 -06:00
ChungusGamer666 4f2227baf3 Implements a macro for checking mind traits (#76548)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/82850673/f85d0556-1806-40bf-92b8-597e46ccb4af)
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>
2023-07-06 11:45:46 -06:00
LemonInTheDark 4d1e34322f Macros multi-z code, removes the false premise of manual offsets (#76248)
## About The Pull Request

[Removes the pretense of relative multiz
levels](https://github.com/tgstation/tgstation/pull/76248/commits/0293fdc2bd8c8af7a0d18da33265e060789c71f7)

Our multiz system does not support having a z level that is only
connected one way, or which goes down backwards or anything like that.

That's a fiction of the trait system, the actual backend has never
really supported this.

This pr removes the assumptions we were making backend around this, and
uses that to save cpu time.

I am also converting multiz_levels from an assoc list to a pure one,
which saves significantly on access times and cleans up the code
somewhat.

Also I'm making the get_below/get_above procs into macros, for the sake
of cpu time.

[Converts the starlight disease to use BYOND's directional defines
instead of our
own](https://github.com/tgstation/tgstation/commit/7d698f02d991eb4e1bde56314c657cf6e48ceb5d)

To some extent spurred on by
https://github.com/DaedalusDock/daedalusdock/pull/298, tho it was known
before

## Why It's Good For The Game

Faster multiz code, faster init, etc etc etc
2023-07-05 18:31:27 -06:00
Tim 10f5932c4c Add hotkeys to APC settings (#76358)
## About The Pull Request
This adds a few hotkeys to APCs for AIs and borgs.

- Toggle environmental (ctrl + shift)
- Toggle lighting (shift)
- Toggle equipment (alt) 
- Toggle breaker (ctrl)

These are included as contextual screentips. Also removed the UI popup
when using RMB to toggle the lock as well since it was annoying. Went
and cleaned up quite a bit of one letter var names and `usr` arguments.

## Why It's Good For The Game
Easier controls for equipment.

## Changelog
🆑
qol: Add hotkeys to APCs for AIs and borgs. Toggle environmental (ctrl +
shift), toggle lighting (shift), toggle equipment (alt), and toggle
breaker (ctrl).
qol: Remove APC UI popup when using RMB to toggle the lock.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-06-30 08:31:07 +02:00
ChungusGamer666 82cf9ea499 Removes shitty "status" variable on organs, makes them use organ_flags instead (#76350)
## About The Pull Request

Title.

## Why It's Good For The Game

Seriously this shit pisses me off, why are ORGAN_SYNTHETIC and
ORGAN_ROBOTIC two different things?

## Changelog

not applicable unless i fucked up

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-06-29 21:09:55 +00:00
SyncIt21 354e75026d Power machines can now operate on different cable layers (#76075)
## About The Pull Request

Machines that require a cable underneath it to operate like Tesla, SMES,
Emitter & Turbine now look for the `cable_layer` (red, yellow, blue
default being yellow) to operate on and not `machine_layer`(that var is
removed). `machine_layer` & `cable layer` served the same purpose so i
removed `machine_ layer` var and made it just look for the cable layer
to operate on to reduce redundancy.

The following machine's can have their cable layer changed with a
multitool when in the specified state
1. Emitter when it's not welded
2. Tesla Coil when it's not wrenched
3. SMES when it does not have a terminal attached
3.1 Terminal of the SMES cable layer can also be changed with Right
Click during installation
4. APC terminal cable layer can also be changed with Right Click during
installation
5. Turbine rotor when its panel is open


![POWER](https://github.com/tgstation/tgstation/assets/110812394/21827905-0a46-43de-8626-489e773c370a)
Here all 3 SMES were on 3 separate layers of cable but they were all
joined by a single multi z layer hub cable summing up all their
contribution's even though they were on different cable layers.


##  Why It's Good For The Game
It makes sense that a machine should only look for what cable layer it
should operate on and adding another layer called machine layer was just
redundant. Also cable layers blue & red which could not be used by
machines are now usable

## Changelog
🆑
fix: cable layers 1 & 3 can now be used by machine's like emitters,
smes, tesla coil & turbine.
fix: terminals(smes & apc) can operate on different cable layers by
installing them with right click
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-06-28 17:02:34 +00:00
lessthanthree b3d040fb2f Enhanced delam/tram counter (#75699)
## About The Pull Request

Gives a makeover to the delam and tram hit counters and adds some new
functionality.


![image](https://github.com/tgstation/tgstation/assets/83487515/cbbeb0df-d205-47ed-be6e-e49cea8c4f12)


![image](https://github.com/tgstation/tgstation/assets/83487515/e042d5e8-cb8b-4feb-b3f0-02365cd8fdbf)


![image](https://github.com/tgstation/tgstation/assets/83487515/c2831f7f-639d-40a8-a74f-d4894a4f67c6)


https://github.com/tgstation/tgstation/assets/83487515/871fb0fd-8b92-45c5-877b-c122a034608c

- The signs now remember your last 'best' score and show the crew if
they're trending in the right or wrong direction since the last
incident.
- Safety Moth PSA panel. In the future this will dynamically change
based on the current events, or function as a status display.
- Tram hit counters no longer waste processing every tram hit.
Previously each sign independently managed tracking, which meant that
deconstructing or constructing a sign would reset it to 0 and it would
become out of sync with the other signs.
- Can be repaired, EMP'd

## Why It's Good For The Game

Provide a little motivation to reach for that high score. The PSA
changing to for example, find a locker during a delam event.

## Changelog

🆑 LT3
image: Delam and tram flipsigns have been replaced with information
displays
fix: Tram hit count is centrally managed instead of independently on
each sign, so they won't get out of sync
/🆑
2023-06-23 19:29:34 +01:00
Couls c0e46fabf7 Standardize Welder Fuel Usage (#76021)
Remove welder fuel usage from all actions except attacking and leaving
it on
most welder tasks require a minimum of 1u of fuel, some longer tasks
require a minimum of 2 or 3u welders now drain 1u every 5 seconds
they're active
## About The Pull Request
Prior to this PR welder fuel usage was random, a lot of tasks didn't use
any welder fuel and welders were basically near infinite so long as you
didn't use them for combat, it took 26 seconds of activity to drain 1u
of fuel, that means an emergency welder alone could run for 5 minutes
straight before needing a refuel

After this PR all welders will drain 1u every 5 seconds instead of every
26 seconds, but welding objects won't require extra fuel anymore, making
the fuel usage much more consistent.

resolves #55018
## Why It's Good For The Game
Actually makes fuel tanks useful and relevant without making it
obnoxious to do repetitive quick tasks like turn rods into plates,
there's actually a reason to upgrade off the emergency welder now since
it lasts 50 seconds rather than 5 minutes
## Changelog
🆑
qol: Welders now have a more consistent fuel usage
/🆑
2023-06-19 23:01:10 -07:00
LemonInTheDark 830d2e50b4 Fixes some stupid airlock sleeps (#75961)
## About The Pull Request

[A common problem with explosions is an overabundance of
sleeping](https://github.com/tgstation/tgstation/commit/6499077a09469ff401c224c0510bc184c663b118)

In an attempt to solve this issue, let's not continue to sleep and do
work in door closing if the door is already deleted

(This is caused by firelocks activating due to other adjacent objects
deleting, triggering an atmos update, and closing the firelocks before
they get bombed. I don't have a elegant way of resolving that core
problem, so let's just minimize the impact)

[Nukes a stupid sleep loop in airlock
code](https://github.com/tgstation/tgstation/commit/5b16360520526d6f5aa3b511049456b74f33f430)

When an airlock was depowered, it would enter a sleep loop, decrementing
its delay by 1 second every well, one second, so long as it had the
right wires flipped
This is very stupid

Instead, let's use signals off wire changes and a combo of timer and
remaining time var to do this with JUST a timer

Most of the changes here are just swapping over wires to a setter to
make signal registration work\

## Why It's Good For The Game

Less sleeping around explosions means less dropped ticks after a bomb
goes off. Good just in general
Also this excises dumb boomer code and adds some hooks for other devs to
use (we should use wires more man)
2023-06-19 02:18:48 +00:00
SyncIt21 4d2ff43244 Ton of turbine patches (#75968)
## About The Pull Request
1. Fixes #66994
Round start turbines have their power net initialized but not player
constructed one's. Now the rotor will connect itself to the power net
once you close it with a screwdriver & disconnect itself when you open
it. Make sure there is a cable beneath the rotor for it to work
2. Fixes #72235
Turbine's can be built vertically if the rotor is parallel or in the
opposite direction with respect to its compressor & rotor. If any part
is missing or not aligned, you will get fully detailed balloon alert's
telling you exactly how you have wasted your life playing this game and
why it's too late to do anything about it
3. Fixes #36284
The total rpm is now rounded to an integer value cause it actually makes
sense and the gas moles during computation's are quantized(i.e. rounded
to zero if they become very small) so in near vacuum environment's you
won't get free power.
Also turbine now respects the value of `pump_gas_to()` proc which means
if this proc fails to move gas the work returned is 0 so hopefully this
should fix other gas related issues in the turbine as well
4. Turbine's don't start processing round start or during init as it
waste's a lot of processing power. They only begin processing when
turned on by computer & stop processing when turned off by the computer
5. The rotor component will now tightly monitor the state of its
compressor & turbine outlet during it's processing lifetime. This wasn't
the case previously because after you link all part's if the compressor
or rotor was destroyed/moved/whatever the rotor would still continue to
function as normal if it was already running.
Now if anything happens to these component's everything is reset & you
have to link them again so you don't get weird behaviour.
This was the old behaviour notice 3 wrong things
- the turbine is still rotating even after the compressor is deleted,
it's animation is still there
- the computer is showing the turbine is still working, only after i
turn it on & off does it show the error message
- the error message is all wrong it shows parts have their panel open
even though they are missing


https://github.com/tgstation/tgstation/assets/110812394/0a64e5a6-80ca-442b-bbac-2eabc5060777

This is the new behvaiour
- as soon as the compressor is deleted the turbine output also stops
working because the whole turbine was shutdown when it detected a
missing part(the turbine animation stops working)
- the computer immediately shows you an error message without switching
it on/off first. it also shows you the correct message telling you about
missing parts


https://github.com/tgstation/tgstation/assets/110812394/bf05224b-8fe4-41ca-a2e4-ca26b11fd3c7

6. Merged a lot of procs into big ones to improve readability & also
because it was unnecessary and early return's and a ton of sanity
check's to make sure everything fails gracefully if anything get's
deleted

**Imporant mathematical changes**
1. The not so important change `do_calculations()` is renamed to
`transfer_gases()` which does exactly what it says
2. The important changes `transfer_gases()` will now return the work
done(which can be +ve or -ve) ONLY IF `pump_gas_to()` succeds. i.e. only
if gas was successfully moved from one mixture to the other only then is
the work computed. This was done because logically makes sense.
All work is computed based on how much gas was moved i.e. the return
value of `pump_gas_to()`. So rather than computing the work done based
on how much gas is "Stored"[like how much gas is in the turbine] we
calculate work done based on How much gas was "Moved" from turbine to
the outside turf. i.e. all work calculated is relative


## Changelog
🆑
fix: finishing & closing the turbine core rotor part will now connect
itself to the cable beneath it allowing it to share its produced power
with everyone.
fix: turbine's now give detailed balloon alerts if you have a missing
component, or something is not aligned correctly during turbine
construction
fix: turbine's will not produce power in vaccume
fix: turbine's won't function if any of it's components are damaged or
misaligned after linking or during processing
/🆑
2023-06-17 17:46:56 +02:00
GPeckman 554c55b05b Fixes iron duplication bug (This is why you use defines, people) (#76030)
## About The Pull Request

In PR #75437, sheets were changed from being 2000 units of material to
being only 100. This caused an unintended bug, as the datum for iron
rods didn't properly use the define. As a result, you could duplicate a
sheet of iron into 20 sheets by turning it into rods and inserting it
into a protolathe. This makes rods properly use the define, fixing the
dupe.
## Why It's Good For The Game

Dupe bugs bad, I guess.
## Changelog
🆑
fix: You can no longer duplicate iron by turning sheets into rods and
putting the rods back into the protolathe
/🆑
2023-06-13 15:07:43 -07:00
SyncIt21 922645b5b3 Light replacer & item patches (#75960)
## About The Pull Request
Somehow this code break's every week, hopefully this should be the last

1. Fixes #75951
It wasn't just a problem with Jani Borg light replacer but the normal
one's too. Now they all accept glass sheet's & light tubes (including
broken one's) when you attack them with a light replacer and not just
when you pick them up with hand (which Borg's can't do obviously) and
then clicking them on the light replacer.
2. Glass sheet's & shard can be put inside backpack's or other storage
item's and now they will all be consumed from the storage and not just
light tubes & bulbs
3. Make's feedback message's more informative and display them for all
insert event. they weren't displayed when a broken light tube was put in
the light replacer
4. Only glass shards are accepted by the light replacer and not plasma,
titanium shards etc. we should not use `istype()` for this purpose
5. Removed redundant` Initialize()` proc from `obj/item/light`
6. VV editing var's works properly
7. Blue beam for bluespace light replacer last's just 0.5 seconds so it
doesn't look awkward

## Changelog
🆑
fix: light replacer accepts glass sheets & light tubes when you attack
them with a light replacer
fix: only glass shards can fill the light replacer not other shard types
qol: glass sheet's & shards inside storage items like backpacks are also
consumed when you attack the light replacer with it
qol: feedback messages when inserting lights, glass sheet's, shards into
the light replacer are more descriptive and displayed for all insert
event's
qol: blue beam for bluespace light replacer last's just 0.5 seconds so
it doesn't look awkward
refactor: renamed `add_shards()` to just `add_shard()` for adding 1
shard at a time
refactor: removed redundant` Initialize()` proc from `obj/item/light`
refactor: VV editing var's works properly
/🆑

---------

Co-authored-by: Time-Green <timkoster1@hotmail.com>
2023-06-11 17:36:50 +00:00
Pickle-Coding 820d743796 Allows field generators to contain explosions. (#75771)
## About The Pull Request
Allows field generators to contain explosions. The fields will not let
the explosion propagate past them.
## Why It's Good For The Game
Allows people to contain the tesla for fun, or on station bomb testing
if they so desire.
## Changelog
🆑
balance: Field generators can parry explosions.
/🆑
2023-06-10 18:35:19 -07:00
LemonInTheDark 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
/🆑
2023-06-09 06:14:31 +00:00
SyncIt21 abbb2d32e4 Light Replacer Patches (#75690)
## About The Pull Request
Fixes #75686. 

1. `/obj/machinery/light/attackby()` checks if it is attacked by a light
replacer and `/obj/item/lightreplacer/attackby()` checks if it is
attacking a light tube causing the same replace light action to be
performed twice and the error message to appear, so i removed the
attackby code from the light tube
2. `/obj/structure/floodlight_frame/attackby()` has the same problem as
well so i removed it's light replacer attackby code as well.
3. Now only the light replacer checks what target it's attacking in it's
`preattack()` & `after_attack()` code. also made sure to return `TRUE`
in it's `attackby()` code so it doesn't call `afterattack()`. It also
calls it's parent proc
4. did some other code clean such as replacing `can_use()` proc with
just `Use()` so it can perform both actions at once

## Changelog
🆑
fix: light replacer displaying error message after it finished replacing
the light
refactor: merged the `can_use()` proc with the `Use()` proc to perform
both actions at once
refactor: `/obj/item/lightreplacer/attackby()` returns TRUE to prevent
calling it's `after_attack()` code and calls it's parent proc
/🆑
2023-06-07 11:06:15 +12:00
Andrew ed5096dd30 Solar control panel UI tweaks (#75670)
![image](https://github.com/tgstation/tgstation/assets/3625094/03af9b5f-e346-483f-80a6-f4c84e7081b5)

## About The Pull Request

Added a chart that shows generated power and potential power.

## Why It's Good For The Game

You can now see how well the panels perform throughout the solar cycle.

## Changelog

🆑
qol: Solar control console now shows power generation history
/🆑
2023-05-28 13:04:23 -07:00
SyncIt21 0a2dc49e05 SM now processes only when there is more than 0.01 moles of gas present (#75300) 2023-05-26 05:53:00 -07:00
moocowswag aa6d82f37e Apc covers can now be repaired and replaced (#75129)
You can now weld an unbroken but damaged Apc cover in order to repair
its integrity.

If an Apc cover is broken you can crowbar it off and replace it with a
new one using an Apc frame (but you'll need to weld its integrity back
up to reinforce the haphazard connections you've made)

I also went ahead and added comments to some of the code because Apc
code is a little daunting.
2023-05-25 18:09:37 +00:00
Ghom e1052fc62a Massive Spraycan and Crayon Powercreep: smaller graffiti cost less to draw. (#75588)
## About The Pull Request
Currently, drawing a small circle on the floor consumes as much charge
as any other drawable but the larger horizontal ones that cost five
times as much, which is a bit dull for non-cyborg players, having to
burn through a ton of spraycans just to cover the floor in several small
dots if ever attempting to do some floor art.

This PR aims to reduce the cost of some of the smaller drawables, like
"shortline", "smallbrush", "pawprints" etc., in virtue of the smaller
area they cover. The balances changes may seem bit of an arbitrary and
not include ones that are a bit on the edge between "small" and not
"small", but I'd rather keep it simple than have other values such like
"semi-small" integrated and snowball this balance PR into a more
finnicky, disputable or not agreeable with version of itself.

This also covers re-coloring and existent graffiti. Currently it always
costs 2 charges to change its color regardless if it costed 1 or 5 to
spray in the first place. With this PR, the costs should match that of
when they were drawn. To boot, It also takes into account the tagger
quirk now.

Code had to be cleaned up and improved a bit for a smoother
implementation of these changes.
A fairly unrelated but small change: Trying to suicide with an empty
spraycan will now fail, because it's empty. It's that simple.

## Why It's Good For The Game
Enables non-cyborg players to engage in jolly floor-vandalizing-art in a
more consistent, slightly more enjoyable way.

## Changelog

🆑
balance: Drawing small graffiti like paw/foot/claw prints, small brush
dots and short lines should cost half as many charges off your spraycan
or crayon.
balance: The cost of recoloring graffiti decals is now consistent with
that of drawing them.
balance: Trying to suicide with an empty spraycan will now fail, because
it's empty. It's just that simple.
/🆑
2023-05-24 12:06:33 -06:00
ShizCalev d927f28951 Makes update_icon_updates_onmob more robust (#75324)
Safeguards against #74965 happening in the future.

Noticed a bunch of these were using ITEM_SLOT_HANDS. This is incorrect,
as the element already automatically updates held items. grep'd it to
catch future instances.

Likewise, a number of objects weren't passing slot_flags to the element,
meaning it wasn't actually updating those things properly when they were
being worn. I've simplified this so now the element will automatically
update all slot_flags, and passing an additional slot to the element
when being added is only needed for additional slots that might need to
be updated. This also means if slot_flags change, the element will now
update correctly as well.

🆑 ShizCalev
code: The update_icon_updates_onmob element will now automatically
update all slots in an item's slot_flags var. This does fix multiple
things that weren't updating properly. Passing a slot to the element is
now only necessary if you want to add additional slots to be updated.
/🆑
2023-05-10 18:36:01 -06:00
Andrew 69aab73e9c New Smart Fridge sprites (#75022)
## About The Pull Request

Resprites smart fridges. Inspired by the smart fridge by @Krysonism.


![dreamseeker_YHGPSCCEs3](https://user-images.githubusercontent.com/3625094/235185629-72b6fd2f-7e9d-4fc9-82ca-a45360c2ce6f.gif)


![dreamseeker_1HJFZwQbjR](https://user-images.githubusercontent.com/3625094/235277300-de4716c2-1435-49f2-9a06-bf4d215bb5ff.gif)

Versions:


![image](https://user-images.githubusercontent.com/3625094/235186007-64f85fd9-5068-4bef-85c6-23d209009037.png)

## Why It's Good For The Game

It looks nice.

## Changelog

🆑 @Krysonism, @Imaginos16, @MTandi, @san7890 
image: updated smart fridge sprites for all variants
fix: smart fridges no longer overlap with walls, but they can be welded
down to a floor and mapspawn welded
/🆑

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2023-05-08 10:23:37 -07:00
Thunder12345 154c9ebe82 Stock Part Resprite (#75149)
## About The Pull Request

Resprites stock parts to bring them up to date, changes manipulators to
servo motors as I couldn't make manipulators work well at this scale.


![image](https://user-images.githubusercontent.com/5479091/236561493-b34da588-dee1-405a-8557-d11741ae3f21.png)
(Power cells sold separately)

## Why It's Good For The Game

The old stock parts are dated, in some cased quite ugly, and in the case
of manipulators a ball of assorted pixels. Incidentally removed a couple
of single letter var names.

## Changelog
🆑
image: Stock parts have been resprited.
code: Manipulators have been renamed to servo motors, all related types
have been repathed to match.
/🆑
2023-05-07 23:52:03 -07:00
Jacquerel 1a918a2e14 Golem Rework (#74197)
This PR implements this design document:
https://hackmd.io/@Y6uzGFDGSXKRaWDNicSiEg/BkRr176st
Put briefly, this will remove every existing golem subtype and
consolidate golems into a single species with cool new sprites.
NOT implemented from that PR is the ability to eat Telecrystals, I
couldn't come up with an appropriate visual that can stack with the
existing ones, but that should be a reasonably trivial add for a future
artist & developer.

New Golems have a food-based mechanic where their hunger decays pretty
quickly and can only be replenished by eating minerals. They start
moving slower as they get hungrier, until eventually they become
completely immobilised and need to be rescued.
Eating different kinds of minerals will visually change your sprite and
give you a special effect in a similar way to old golems, but temporary.
While transformed, you can't eat any other kind of mineral which would
transform you (but can still consume glass).
To see the full list of effects, look at the hackmd above.

In service of these sprites working I have refactored the
`species/offset_features` feature by killing it and delegating that
responsibility to limbs instead. Rather than applying an offset to items
due to your species, it is due to your weird head or arms. This makes
overall more sense to me, but it inflates the code changes in this PR
somewhat.
It doesn't make a lot of sense to atomise unfortunately because that
code also seemed to be entirely unused until I tried to use it in this
PR, so you wouldn't be able to tell if my changes broke anything. I
might make a downstream sad by doing this.

All of the actual numbers in this PR are made up and only loosely
tested, it will need some testmerges to gather feedback about whether it
sucks or not.

Other relevant changes:
I reworked how bioscrambling works based off bodypart bodytypes, to
automatically exclude golem limbs in either direction. There's really no
way to have those work on humans or vice versa. Organs still fly though.
2023-05-07 22:45:20 +00:00
Rhials c5dce84be8 Deadchat Announcement Variety Pack 1 (#75140)
## About The Pull Request

Adds announce_to_ghosts()/notify_ghosts() calls to a bunch of different
things.

**THIS INCLUDES:**
- Powersink being activated/reaching critical (explosion) heat capacity.
- His Grace being awoken.
- Hot Potatoes being armed.
- Ascension Rituals being completed.
- Eyesnatcher victims.
- Ovens exploding as a result of the Aurora Caelus event.
- Wizard Imposter spawns.
- Rock-Paper-Scissors with death as the result of Helbital consumption.
- BSA impact sites.
- Spontaneous Appendicitis.
- The purchasing of a badass syndie balloon.
- The Supermatter beginning to delaminate.

This was everything that I could think of that would be worth announcing
to deadchat. These were all chosen with consideration to questions like
"how easy would it be to spam deadchat with this?" and "will observers
actually see the interesting thing happen, or just the aftermath?".

Not gonna lie, I've really become an observer main as of recently. Maybe
that's being reflected in my recent PRs. Who's to say? Deadchat
Announcement Variety Pack 2 will probably never come out. Sorry.
## Why It's Good For The Game

Gives deadchat a better indiciation of when/where something **REALLY
FUNNY** is about to happen. Draws attention to certain things that are
likely to gather an audience anyways, but sooner (for your viewing
pleasure). In simple terms, it helps the observers observe things
better.

Some cases, such as the aurora caelus or helbitaljanken, are occurrences
so rare that they deserve the audience.
## Changelog
🆑 Rhials
qol: Observers now recieve an alert when a powersink is activated/about
to explode.
qol: His Grace being awoken now alerts observers, to give you a
headstart on your murderbone ghost ring.
qol: Ascension Rituals being completed will also alert observers, for
basically the same reason.
qol: Arming a hot potato will now alert observers. Catch!
qol: Eyesnatcher victims will now notify observers, and invite them to
laugh at their state of misery and impotence.
qol: Observers will be notified of any acute references to The Simpsons
or other 20th Television America copyright properties.
qol: Wizard Imposter spawns alert observers, much like any other ghost
role event should.
qol: Playing Rock-Paper-Scissors with death will now alert the observers
and invite them to watch. Better not choke!
qol: Observers now get an orbit link for BSA impact sites. Why does it
keep teleporting me to the AI upload??
qol: Spontaneous Appendicitis now alerts deadchat. 
qol: The purchasing of a badass syndie balloon now alerts deadchat. You
might not be any more powerful, but at least you have an audience.
qol: When beginning to delaminate, the Supermatter will alert observers
and invite them to watch the fireworks.
/🆑
2023-05-05 17:34:46 +01:00
san7890 1b5c0489a4 ex_act() will work on basic mobs again (lol) + Unit Test (#74953)
basically ex_act's implementation on basic mobs would call parent and
then react to it's value, this is presumably to do the first check about
space vine mutations and whatever. the problem is that the `/mob/living`
implementation would itself also call parent, and that would always
return null because `/atom/proc/ex_act` doesn't have a set return value.
So, this simply would _always_ early return, with ex_act presumably
*never* working on basic mobs for at least four months now.

I decided to then change up the return values for pretty much all
implementations of `ex_act()` since there was no rhyme or reason to
returning null/FALSE/TRUE, and documenting why it's like that.

Just to make sure I wasn't breaking anything doing this (at least on
base implementations), I wrote a unit test for all of the three major
physical types in game (objs, mobs, turfs) because i am a paranoid
fuckar. we should be good to go now though.
## Why It's Good For The Game

i noticed this because placing c4's on sargeant araneus wouldn't
actually damage it whatsoever. now it actually does the stated 30
damage, but araneus has like 250 health so it doesn't actually matter in
the long run. whatever at least it does the damn 30 now.

also adds a unit test for this specific case as well as a range of other
cases to ensure this stuff doesn't silently break in this way anymore
2023-05-03 14:56:46 +00:00
ArcaneMusic f2fd69a49a Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. (#75052)
Ladies, Gentlemen, Gamers. You're probably wondering why I've called you
all here (through the automatic reviewer request system). So, mineral
balance! Mineral balance is less a balance and more of a nervous white
dude juggling spinning plates on a high-wire on his first day. The fact
it hasn't failed after going on this long is a miracle in and of itself.

This PR does not change mineral balance. What this does is moves over
every individual cost, both in crafting recipes attached to an object
over to a define based system. We have 3 defines:

`sheet_material_amount=2000` . Stock standard mineral sheet. This being
our central mineral unit, this is used for all costs 2000+.
`half_sheet_material_amount=1000` . Same as above, but using iron rods
as our inbetween for costs of 1000-1999.
`small_material_amount=100` . This hits 1-999. This covers... a
startlingly large amount of the codebase. It's feast or famine out here
in terms of mineral costs as a result, items are either sheets upon
sheets, or some fraction of small mats.

Shout out to riot darts for being the worst material cost in the game. I
will not elaborate.

Regardless, this has no functional change, but it sets the groundwork
for making future changes to material costs much, MUCH easier, and moves
over to a single, standardized set of units to help enforce coding
standards on new items, and will bring up lots of uncomfortable balance
questions down the line.

For now though, this serves as some rough boundaries on how items costs
are related, and will make adjusting these values easier going forward.

Except for foam darts.

I did round up foam darts.

Adjusting mineral balance on the macro scale will be as simple as
changing the aforementioned mineral defines, where the alternative is a
rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam
dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~

Items individual numbers have not been adjusted yet, but we can
standardize how the conversation can be held and actually GET SOMEWHERE
on material balance as opposed to throwing our hands up or ignoring it
for another 10 years.
2023-05-03 14:44:51 +00:00
Iamgoofball 74a7d16102 Removes player references (#75133)
🆑
fix: Removes player references.
/🆑
2023-05-03 12:01:58 +12:00
SyncIt21 c5a293264f Fire/Air alarms properly dismantle when they are destroyed & fixes balloon alert runtimes when cutting terminals (#74918)
Firealarms & Airalarms `deconstruct()` procs are wrong, they spew out
electronics & cable regardless of what build stage their on

Fire alarms providing free electronics & cable without even installing
them


https://user-images.githubusercontent.com/110812394/233784785-650fbd64-3c6c-44c8-b377-c3a8244d28ac.mp4

Air alarms providing free electronics & cable without even installing
them



https://user-images.githubusercontent.com/110812394/233784799-cdd38967-8a59-454d-8da4-1360d03ff12c.mp4

Bug exploits now come to an end

Also fixes balloon alerts run timing when cutting terminals connected to
apc's/smes etc. because the atom gets deleted, by the time the balloon
alert gets executed it adds a timer on the deleted object causing
runtimes.

## Changelog
🆑
fix: air alarms correctly spew out cable & electronics depending on
their build stage when their integrity reaches 0 i.e. destroyed
fix: fire alarms correctly spew out cable & electronics depending on
their build stage when their integrity reaches 0 i.e. destroyed
fix: balloon alerts runtiming when cutting terminals
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-30 23:37:11 -06:00
SyncIt21 42d8836d95 Flood lights update their color when spray painted (#74926)
## About The Pull Request
Fixes #74921

All colourful & stuff


https://user-images.githubusercontent.com/110812394/233796341-cbdd5be1-7483-4d8d-b4ef-2b5a02bed6fa.mp4


## Changelog
🆑
fix: flood light now shines with their object color
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-24 11:37:36 -06:00
tattle 77aebb4c29 Audio File Cleanup (#74863)
## About The Pull Request
Removes a bunch of sound files that we don't use and moves some sound
files into better locations. I'm hoping to get an archive repo for
sounds going, much like the
[map_depot](https://github.com/tgstation/map_depot) and
[SS13-sprites](https://github.com/tgstation/SS13-sprites).

EDIT: The old sound files are being moved here:
https://github.com/tgstation/SS13-sounds

Also increased the volume of the clownana rustle sound and clipped off
some dead air from shockwave_explosion

## Why It's Good For The Game
Removes a total of 1.95MB worth of unused sound files from the codebase.

## Changelog
🆑 Tattle
soundadd: increased the volume of the clownana rustle
/🆑

---------

Co-authored-by: tattle <article.disaster@gmail.com>
2023-04-20 17:22:08 -06:00
Helg2 190786c616 Adds helpers for apc. (#74651)
## About The Pull Request
I asked someone in discord if it was worth it, they said it was, from
what i remember at least.

## Why It's Good For The Game
More comfort with apc's for mappers.

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-15 21:35:22 -06:00
MrMelbert 560dc3b5e0 Expands conversion unit test coverage (#74563)
## About The Pull Request

Requires #74562 and #74556 be merged first. 

Unit tests cult conversion and throws in a case for rev AOE flashes

## Changelog

Not necessary

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-12 16:36:36 -06:00
oranges 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'
2023-04-11 21:31:07 -07:00
Bloop bd4392ab74 New inhand icons for light tubes, makes latex balloons craftable, and various other fixes/improvements (#74576)
## About The Pull Request

This ended up turning into a bit of a junk drawer of a PR I'll admit,
but there's really not a whole lot to it.

There are three parts:

### Part I - Inhand sprites for light tubes.

Adds inhand sprites for light tubes. No more cardboard tube placeholder.
This is self explanatory-they have unique sprites for all 3 states
(normal, broken, and burnt out). The broken version has sharpness now.

Also refactored light_items.dm a bit, it was using a bespoke proc called
`update` to do icon updates. Now it has been _updated_ to use
`update_appearance` instead.


![dreamseeker_6WC8vJMiBW](https://user-images.githubusercontent.com/13398309/230615134-31c51e94-cee5-4eef-ba63-c348a3b2debc.gif)

### Part II - Latex Balloons

Latex balloons, a very old piece of code that was full of typos, has had
some life breathed back into it. It is a fun little item, and I saw no
reason to let it rot. It can now be crafted using a latex glove and some
cable. Also, you can pop them using anything sharp... such as a broken
light tube! Aha!

We've come full circle.


![image](https://user-images.githubusercontent.com/13398309/230617764-3a304fd2-05d0-4b2f-b420-056a93c0dce3.png)

### Part III - update_inhand_icon proc

A new atom helper function, `/atom/proc/update_inhand_icon(mob/target =
loc)`

I was struggling to find an existing proc that could update inhand icons
of a mob that was holding any given atom, without necessarily having a
ref to the mob yet.

So I ended up writing one that did that, and finding the spots in the
code which were using a similar way of doing it (that is in fact how I
stumbled upon the latex balloon item).

...........But then Iearned of the
`/datum/element/update_icon_updates_onmob` component and ended up using
that instead. There are still some very niche cases where you might not
be able to use the component where the proc would come in handy however
e.g. in transforming.dm--and if anything, I think it could serve as a
good spot to leave a comment informing would be users of
`update_icon_updates_on_mob` as an alternative.

For that reason especially I thought it worth keeping. 

## Why It's Good For The Game

New inhand sprites, and a fun little craftable balloon. What's not to
like?

## Changelog

🆑
add: latex balloons can now be crafted using a latex glove and some
cable. You can fill them with air using a tank. They also have a new
sound effect.
imageadd: light tubes have a new inhand sprite
fix: broken light tubes now actually have sharpness to them as they are
basically spikes of glass.
refactor: refactored latex balloon code
/🆑
2023-04-09 19:51:35 -04:00
Mothblocks 6346df18bc Significantly speed up create & destroy by reducing the amount of time to wait for GC (#74604)
The check queue is 5 minutes long because that's the longest a client
can hold onto a reference. Without clients, we can drastically decrease
the time we have to wait. This lowers the time down to 10 seconds
(though everything right now deletes in 5).

This will represent a 5 minute decrease in CI across the board, freeing
up runners.

Makes a few changes to stuff that was being held for more than 10
seconds.
- `VARSET_CALLBACK` now works through weakrefs, to allow for pAIs to
have their holochassis init timers.
- Nar'Sie cleans herself up in GLOB.cult_narsie if she's deleted.
- "Spooky portals" no longer hold onto a reference for 2 minutes.
- `poll_candidates` short circuits to an empty list if there are no
candidates, to avoid several 30 second+ long timers

Originally this was going to be a more clever hack from @MrStonedOne
about short circuiting if everything deletes before the wait, but we
realized that basically nothing actually holds onto references for that
long without clients, and that nothing really should anyway
2023-04-09 19:46:08 -04:00
SyncIt21 add6d49951 Code clean-up & refactor for all RCD related & like devices. (#74527)
## About The Pull Request

1. Debloats the RCD.dm file i.e. renames it to RHD[Rapid handheld device
the base for all rcd like devices] and moves its subtypes into their
respective files
`/obj/item/construction/rcd` moved to RCD.dm
`/obj/item/construction/rld` moved to RLD.dm
`/obj/item/construction/plumbing` moved to RPLD.dm
`/obj/item/construction/rtd` stays in RTD.dm
Other rcd like device i.e. RPD, RFC, RWD, along with the above mentioned
files are now all moved into 1 folder called "rcd"
majority of the `to_chat()` are now replaced with `balloon_alert()` to
reduce spam

2. Adds early returns, optimizes & adds extra resource sanity checks
before and after the `do_after()` proc for the RLD. RLD silo links now
works again.
- RLD now uses an ammo bar just like the RCD for updating only its
overlays & not its entire icon state, it also has a blinking yellow icon
state when low on ammo
- Remove unused empty blinking yellow icon state for plumbing RCD.
nobody designed the ammo bars for them so having`has_ammobar = TRUE`
caused the unit tests to fail

4. Adds extra structure placement & resource sanity checks for RCD, RTD
& Plumbing RCD before & after the `do_after()` proc
  RCD Patches
- removes unused vars window_type & window_glass, these can be infered
from window_type directly
- removes furnish type & cost and let the rcd_vals() proc decide those
for consistency
- copies the rcd stuff from turf/floor to turf/open/misc with some
exceptions, It wasen't updated in a long time
- rcd vals i.e. cost & delay for window types are set for each
directional, full-tile, reinforced types. These all used constant values
& now they are adjusted accordingly

   RTD patches
      - Fixes #74526 RTD can lay floor tiles on all types of plating's
- The cost of deconstructing tiles was not calculated correctly i.e. it
always used the cost of the selected design & not the cost of the actual
floor type we are trying to deconstruct
- The construction & deconstruction time was constant & very fast for
all tile types, now the delay is adjusted based on the cost of the type
of tile in question
- RTD now has a blinking yellow empty icon state just like the RCD when
low on ammo

6. Fixes #73479 RCL now updates its pipe cleaning coil appearance when
changing colours & selecting white colour no longer yields a random coil
colour

7. makes sure `useResource() ` actually succeeds before doing any
action. The return value of this proc was not previously checked for
some devices

## Why It's Good For The Game
1. rcd like devices all moved into 1 folder for better organization
2. splits the original RCD.dm file into more logical & manageable files
for better maintainability
3. removes unused code & adds some extra sanity checks for everything
4. adds missing sprites for RLD & RTD

## Changelog
🆑
code: RCD & all its subtypes and other devices like it[RTD, RLD,
Plumbing RCD, RWD, RFC, RPD] now moved into 1 folder, removes unused
vars
refactor: RCD window type cost & delay are set based on the window type
selected.
refactor: RLD, RCD & plumbing RCD now has extra resource & target
placement sanity checks, optimizes RLD and code readability.
refactor: RTD now sets the correct delay with the cost of the tile type
currently being constructed/deconstructed taken into account
refactor: large majority of to_chat() replaced with balloon alerts
fix: RLD silo link now works again
fix: RTD can place tiles on any subtype of plating
fix: RCL now lays the correct colour of pipe cleaner when its colour is
changed
imageadd: empty blinking yellow icon states for RTD & RLD & an ammo bar
for RLD
/🆑
2023-04-07 11:06:31 -07:00
Tim 4397d63a55 Split weapons_and_items.dmi icons into their own categories (#74363)
## About The Pull Request
This sprite file had been a dumping ground for miscellaneous sprites for
the past decade. It's bloated and full of random kinds of icons and even
has a few unused ones. It's time to reorganize them into their own
separate dmi's based on theme.

## Why It's Good For The Game
Better organization and easier access when looking for stuff.

## Changelog
🆑
imageadd: Split all icons in weapons_and_items.dmi to their own
categories
imagedel: Removed some unused icons
/🆑
2023-04-06 08:30:57 +12:00
Ghilker 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)
/🆑
2023-04-05 17:37:59 +01:00
tralezab c0ef4ba907 Adds the Dark Matt-eor when you emag a stupid amount of meteor shields + lots of meteor file sorting + qol + dark matter singularity + dark matt-eor summoning final traitor objective (#74330)
## About The Pull Request

<details>
  <summary>Dark Matt-eor Image</summary>
  

![image](https://user-images.githubusercontent.com/40974010/228368755-34ae5f89-e1bb-498b-bbf8-a14ff4240dc0.png)

</details>

> A barely visible blur in the cosmic darkness, like a ghostly shadow on
a moonless night. A piercing howl in the vacuum of space, as if it were
tearing the fabric of reality. A twisted halo of light around it,
bending and breaking the rays of distant suns. A shower of quantum
sparks, flickering and fading in its wake. A dark matter meteor (dark
matt-eor) is a wonder to witness, and to dread.

> A sudden impact, like a hammer blow to the heart of the station. A
violent tremor, shaking and shattering the metal walls and windows. A
deafening roar, as the air rushes out of the breached hull. A blinding
flash, as the dark matter meteor unleashes its hidden energy. A tiny
black hole, forming and growing in the center of the station. A
relentless pull, dragging everything towards the abyss. A dark matter
meteor is incredibly deadly.

Emagging too many meteor shields will summon a dark matt-eor. This comes
with several warnings, and after awhile, warns the station that someone
is trying to summon a dark matteor.

The dark matt-eor itself is not that damaging in its impact, but drops a
singularity in its final resting place.

## Why It's Good For The Game

It's a new way to terrorize a round as an antagonist. Before, emagging a
lot of meteor shields would basically make meteor showers the only event
that can run, which is cool, but since constant meteor waves are going
to destroy the station, let's also throw in the mother of all meteors!

This also adds warnings to spamming emagging meteor shields, which imo
needs it. The round ends when someone spams emagged meteor shields, and
since they're meteor shields nobody is going to reasonably check on
them.

## Changelog
🆑
add: The dark matt-eor
add: Summon a dark matt-eor final traitor objective
add: Dark matter singularity variant, which can't grow as big as a
regular singularity but hungers for blood
code: cleaned up/sorted meteor shield code, satellite control, and more
qol: added a lot of feedback to interacting with meteor shields
balance: emagging a lot of meteor shields warns the station, but
emagging enough of them summons a Dark Matt-eor.
/🆑
2023-03-29 19:48:15 +00:00
san7890 ccef887efe Lints Against Unmanaged Local Defines (#74333)
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.

## About The Pull Request

Hey there,

This took a while to do, but here's the gist:

Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.

Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.

Scenarios this PR corrects:

* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*

(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game

If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).

Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.

I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.

(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
2023-03-29 10:17:03 -07:00
LemonInTheDark 6ee43f9fb1 Minor Gravity Fixes (#74285)
## About The Pull Request

Fixes forced gravity not updating a mob (trait was added too early,
before hook signals are registered)
Fixes spawning a mob in space not causing floats (default grav was 0, so
== null was wrong)
Runs shake_everyone() (Our gravity gen reaction hook) AFTER gravity
changes, ensuring mobs hook into it

## Why It's Good For The Game

Closes #74271 
Closes #74272 (Caused by being in nograv but not floating)
Closes #74274 
## Changelog
🆑
fix: Fixes a bunch of minor gravity bugs, report em if you see more
yeah?
/🆑
2023-03-27 16:06:40 -06:00
Zephyr ecbcef778d Refactors Regenerate Organs, and a few organ helpers (#74219)
## About The Pull Request

Refactors regenerate organs to be slightly more intelligent in handling
organ changes and replacements.
Noteably:
- We don't remove organs that were modified by the owner; such as
changing out your heart for a cybernetic
- We early break out of the for loop if they aren't supposed to have an
organ there and remove it
- We check for the organ already being correct, and just healing it and
continuing if it is

Also changes the names of some of the organ helpers into snake_case
### Mapping March
Ckey to receive rewards: N/A

## Why It's Good For The Game
## Changelog

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-03-26 17:54:36 +01:00
LemonInTheDark 5aab9dd88a Saves roughly 20% off living/Life(), makes gravity event based (#74084)
## About The Pull Request

Right now, each time life processes we need to run has_gravity, and
check its output against a bunch of thresholds.
We could save off that second bit by caching the previous value, but
we'd still be only updating this every 2 seconds.

This potentially delayed updating leads to really janky feeling behavior
around transition points too (like when moving on/off the sand on tram
station)

So instead of doing this updating off life(), let's make it event based.
We'll decompose has_gravity, and take all the values it relies on, and
check for them changing ourselves.
That way we get instant response, and can save all the wasted
has_gravity calls.

This constant checking on movement adds a few signal registrations, a
connect_loc, and some logic on living/Moved

The Moved logic increases Moved's self by 50%, roughly 1 second a round
at worst.
Don't have concrete numbers for the connect_loc

(new self / old self)

![image](https://user-images.githubusercontent.com/58055496/226091990-8cbeef82-6a37-488c-a0b6-cf570156c2dc.png)

In constrast, handle_gravity is currently on average maybe 15 seconds.


![image](https://user-images.githubusercontent.com/58055496/226092056-5fc7fc59-46e2-4e01-a6ee-6867de30c1f0.png)

I could JUST save maybe 13 seconds and not spend the 1 by storing the
previous gravity value, but I think this is worth the ux changes. It
does add some extra resistance to change, but s much nice.

Moved some functions around too, and removed now redundant
update_gravity calls

## Why It's Good For The Game

Snappier gravity, faster Life()

## Changelog
🆑
qol: Human gravity will react to changes instantly, instead of waiting
for the next process tick. Hopefully this feels better and not worse
/🆑
2023-03-25 22:44:27 -06:00
Rhials 35f915fdee Lightbulb removal code adjustments and message change (#74166)
## About The Pull Request

This makes two changes to the lightbulb removal process code that I
found while looking at a different issue:

'user' is passed as a carbon, which is then typecasted to 'electrician'
as a carbon (again). electrician/user were used interchangeably, and
were functionally identical, meaning the electrician var was
unnecessary. Now, 'electrician' has been removed and replaced with user.

The 'protection_amount' var is now 'protected' and uses TRUE/FALSE,
since it was only ever a value of 0 or 1 anyways. The order in which it
is determined has been shifted slightly.

This also changes the message you get partway through ripping out a
lightbulb with the lightbulb remover skillchip:

`to_chat(user, span_notice("You feel like you're burning, but you can
push through."))`

`to_chat(user, span_notice("You feel your [the limb being burned]
burning, and the light beginning to budge."))`
## Why It's Good For The Game

Makes the code a bit easier to read.

The "you feel like you're burning" message has ever so slightly bothered
me for too long. I feel like I'm burning? It's a fucking light tube
dude, I'm fine.
## Changelog
🆑
code: Lightbulb removal code is a little bit easier to read
spellcheck: The lightbulb remover skillchip implant (which I know you
guys LOVE to use) has a slightly different message now.
/🆑
2023-03-23 19:28:36 -06:00
SyncIt21 2bab78bcc6 Fixes atmos machinery breaking when the area is edited/renamed via station blueprints & Deletes empty areas, ARCD upgrades (#73850)
## About The Pull Request
1. Fixes #70430
- APC's
- Air Alarms
- Fire Alarms
- Vents
- Scrubbers

Now all re-assign themselves to their correct areas & properly rename
themselves after an area has been created, modified via the station
blueprints.

2. Now Area's can't be expanded if both the current area where the
player is standing and the selected area both have an apc because that
would make the final area have 2 apc's

3. When 2 areas are merged, If the old area has no more turfs left then
it is deleted

4. Bonus fixes
- is removed redundant `Initialize()` proc inside light switch.
- arcd has all upgrades installed

## Changelog
🆑
fix: area machinery from breaking after creating & modifying areas via
the station blueprints.
refactor: turfs are cannonized from areas during creation/editing
operations & empty areas are deleted
refactor: removed duplicate Initialize() from light switch
refactor: arcd has all upgrades installed
/🆑
2023-03-16 11:32:54 -04:00
SyncIt21 8115310c6f More stuff to construct & destroy (#73942)
## About The Pull Request
**1. Suit Storage Units**
- What about them?

1. You can print "suit storage unit" circuit boards from engineering &
science circuit printer's after research to make more suit storage
units, now since they behave like regular constructable machines you can
deconstruct them via screwdriver & crowbar.
   2.  You can upgrade its capacitor to get faster charging speeds

- Why its good for the game?
   1. You can rebuild these in the event they get destroyed
   2. Better tier capacitors = faster charging speeds
3. More storage units = More places to decontaminate your equipment +
Recharge more mod suits made in robotics
4. If you decide to leave the game or your done using a mod suit e.g. a
mining mod suit rather than keeping it to yourself or throwing it away,
just build a suit storage unit and hang it there so other players can
use it i.e., sharing is caring.
  
**2. Freezer Cabinet**
- What about them?
 1. They are now craftable
       
![Screenshot
(133)](https://user-images.githubusercontent.com/110812394/224561037-5461be22-e651-4d72-8afc-f797bb7d8a47.png)

  3. You can deconstruct them with a welding tool.
   
- Why its good for the game?
  1. You can now make more of them if they get stolen/destroyed
  2. More places to store food, dead bodies, whatever

**3. Flood Lights**
- What about them?
They can now be fully deconstructed in the exact opposite sequence you
constructed them.
  - First use screwdriver to open its panel
  - Then use empty hand to remove light
  - Then use screwdriver to unscrew the wiring from frame
  - Use wire cutter to remove wiring completely
  - Finally use wrench to completely deconstruct frame
 
- Why it's good for the game?
Reclaim used material to build flood light else where . Also much more
clean than what the wiki is suggesting.
  
![Screenshot
(134)](https://user-images.githubusercontent.com/110812394/224561553-f44a97f3-ac70-49e7-892f-1a05e2323ecb.png)

  ## Changelog
🆑
add: suit storage unit circuit boards to engineering & science
department circuit printers.
add: freezer cabinet as a craftable & destructible item.
qol: flood light can now be deconstructed rather than destroyed/thrown
away.
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2023-03-16 01:31:09 -07:00
Time-Green 9843c23657 Replaces internal_organs with organs (#73918)
Internal_organs now also contains external organs, so the naming was
incorrect

Requested by @tralezab in #72734

Also removed some now incorrect 'as anythings' that assumed everything
in the internal_organs list was an internal_organ (which is a lie since
I put extorgans in there which means runtimes and unintentionakl
behaviour

🆑
fix: fixes deadly harvesting just taking harmless extorgans
code: renames internal_organs to organs now that it can also contain
external_organs
/🆑
2023-03-14 18:33:35 -06:00
LemonInTheDark 60e85fa947 Polishes some side sources of light and color (#73936)
## About The Pull Request

[Circuit Floor
Polish](https://github.com/tgstation/tgstation/commit/6b0ee9813271f693ceb44ad42277c36ef2e71268)

Circuit floors glow! but it looks like crap cause it's dim and the
colors are washed out.
I'd like to make them look nicer. Let's make them more intense and
longer range, and change the colors over to more vivid replacements.

While I'm here, these should really use power and turn on and off based
off that.
Simple enough to do, just need to hook into a signal (and add a setter
for turf area, which cleans up other code too).

[Desklamp
Upgrade](https://github.com/tgstation/tgstation/commit/8506b13b9c97bf740c3e97db04450555387dd126)

Desklamps look bad. They're fullwhite, have a way too large
range.Crummy.
Let's lower their lightrange from 5 to 3.5, and make the ornate ones
warmer, and the more utilitarian ones cooler. The clown one can be
yellow because it's funny

I'm renaming a color define here so I'm touching more files then you'd
expect

[Brightens
Niknacks](https://github.com/tgstation/tgstation/pull/73936/commits/835bae28e9eb9946be53c9f5dac0a0a39f15ef21)

Increases the light range of request consoles, status displays,
newscasters, and air alarms (keycard machines too, when they're awaiting
input at least)
Increases the brightness of air alarms, I think they should be on par
with apcs, should be able to tell when they're good/bad.
Increases the brightness of vending machines (I want them to light up
the tiles around them very lightly, I think it's a vibe)

Fixes a bug with ai status displays where they'd display an emissive
even if they didn't have anything on their screen, looking stupid.
This was decently easy but required a define. Looked really bad tho

## Why It's Good For The Game

Pretty

<details>
<summary>
Circuit Floors
</summary>

Old

![image](https://user-images.githubusercontent.com/58055496/224534470-c6eac5f5-5de6-40e9-897d-3212b8796d81.png)

![image](https://user-images.githubusercontent.com/58055496/224534477-ad412ad9-f7c4-44ae-ad75-a1a2c9bd17be.png)

New

![image](https://user-images.githubusercontent.com/58055496/224534486-b7b408a3-546c-4f90-aa9f-0e58bf8128ad.png)

![image](https://user-images.githubusercontent.com/58055496/224534496-626458f7-ab63-429c-a5db-eae9c784d06a.png)
</details>

<details>
<summary>
Desk Lights
</summary>

Old

![image](https://user-images.githubusercontent.com/58055496/224534513-9868b0b8-bc73-4b45-b986-8445078a8653.png)

![image](https://user-images.githubusercontent.com/58055496/224534518-bbbc8c6d-b59e-4f28-a31c-6c6a7e2c2885.png)

New

![image](https://user-images.githubusercontent.com/58055496/224534529-7988f440-03be-42ef-894c-b9e77f577ae5.png)

![image](https://user-images.githubusercontent.com/58055496/224534532-c3f2c6bf-c925-4a59-a8f9-10bb955a9942.png)
</details>

The niknack changes are more minor so I'm not gonna grab photos for
them. I can if you'd like but I don't think it's necessary. Mostly a
vibes in dark spaces sorta thing
 
## Changelog

🆑
add: I made circuit floors brighter and more vivid.
add: Made air alarms, vending machines, newscasters, request consoles,
status displays and keycard machines slightly "brighter" (larger light
range, tho I did make air alarms a bit brighter too)
add: Tweaked desklamps. Lower range, and each type gets its own coloring
instead of just fullwhite.
fix: AI displays are no longer always emissive, they'll stop doing it if
they aren't displaying anything. Hopefully this'll look nicer
/🆑
2023-03-14 16:34:52 -06:00
MrMelbert d755b70d76 Removes bad nodamage var from projectiles, fixes Juggernaut / Rust Walker projectiles doing zero damage (#73806)
## About The Pull Request

- Juggernaut and Rust Walker projectiles were subtyped off of magic,
which is `nodamage`.

- The juggernaut actually had a copy+paste error with their type
`on_hit` which caused none of their special effects on hit ("relative
patching catches this")

- Then I realized projectiles have this var `nodamage` which is, for all
intents and purposes, just `damage > 0`. it's not checked for pacifism,
it's just that. This is dumb. So very dumb, so I removed it.
- There are, however, a few situations which used it in a unique way,
such as the blast wave cannon. This is why I replaced it with a proc,
`is_hostile_projectile`, for certain situations to actually find out if
the projectile is damaging. Projectiles can override this on a per type
basis by default, damaging projectiles = hostile.
- This has a chance to break some things, but I ... kinda doubt it will.

Fixes #73756

## Why It's Good For The Game

Projectiles that act as they should, less dumb vars

## Changelog

🆑 Melbert
fix: Fixes Juggernaut / Rust Walker projectiles doing zero damage
fix: Fixes Juggernaut projectiles not doing bonus damage to nearby
structures
code: Removed projectile nodamage var, replaces it with just checking
for damage
/🆑
2023-03-10 17:51:31 -07:00
RikuTheKiller 574e131ca2 Thermomachines no longer self-destruct when built on blocked ports (#73580)
## About The Pull Request

Ever felt the utter pain when you make a new thermomachine, hook it up
perfectly and then screwdriver it only for it to immediately become a
pile of iron and components without warning? This PR fixes that.

Instead of doing what it did previously, it unanchors itself and opens
its panel.

Right, almost forgot to mention, failing to wrench down a thermomachine
no longer bonks it with the wrench.

Due to not being allowed to use visual messages for when the port is
blocked, I've added a mob/user variable to all on_construction() procs.
(This allowed me to use balloon messages instead.)
## Why It's Good For The Game

Saves a lot of unnecessary headaches when working with thermomachines.
## Changelog
🆑
fix: Atmosians have finally convinced the thermomachines to not
self-destruct when built on blocked ports.
fix: Failing to wrench down a thermomachine no longer hits it with the
wrench.
/🆑
2023-03-04 17:10:44 -08:00