Commit Graph

428 Commits

Author SHA1 Message Date
Rohesie
eda7c6ca55 Overlay lighting component (#52413)
Sparks no longer lag, projectile beams move super smoothly, same with mobs and whatnot. This also allows for easy expansion into directional lights, field-of-view, wee-woo rotating lights or whatever.

It does have a downside: things right-clicked or checked through the alt+click tab will show the light overlay:


This is a BYOND limitation, very well worth it IMO.

🆑
add: Smooth movable lighting system implemented. Projectiles, sparks, thrown flashlights or moving mobs with lights should be much smoother and less laggy.
balance: Light sources no longer stack in range, though they still do in intensity.
/🆑
2020-08-22 14:56:38 +12:00
Jared-Fogle
4027285701 Voice analyzers will no longer accept any message when not recorded (#53033) 2020-08-20 02:55:19 -03:00
Jared-Fogle
45c14f6330 Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.

Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.

This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.

To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.

Requested by @optimumtact.
Changelog

cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
2020-08-20 09:11:28 +12:00
LemonInTheDark
d71a896267 Tweaks voice analyzers, pulsing a grenade's bomb wire now uses the grenade's timer delay. (#52710)
Makes suicide bombing with voice analyzers harder, while keeping the more fun behavior by adding some tells and delays.
Things attached to a grenade's pulse wire use the grenades timer, rather then just insta booming.
2020-08-11 20:02:36 -03:00
Jared-Fogle
7df16c595e Confusion will no longer continue to confuse after being cured (#52286)
* Confusion will no longer continue to confuse after being cured

* Grammar comment fix

* Move to status effect

* Remove test per request

* Make confusion a status effect, confusion curing now completely neuters the confusion

* set_confusion changes, get_confusion

* Fix confusion going down twice per tick

* Change strength = to proc

* Move procs to status_procs
2020-08-05 16:36:00 -03:00
Rohesie
6ff08e1c69 Color standardization, vars moved, and signals (#52574)
Defined all the existing light_color values.
    Moved their definitions to colors.dm
    Made white the default color. It was so already, but that was very obscured.
    Moved the atom light-related variables to the atom definition.
    Wrapped changes to variables such as light_color into procs that report the event through signals.
    Moved the light_on variable to the atom level, also adding a signal for its changing, to represent toggling lights.
    Cleaned up a little bit of code in where new variables were defined before redefinitions.

This is all atomization to reduce changes in #52413
None of this affect gameplay at all, it's all code cleaning and refactoring.

There's more colors to standardize, a search for color = will find lots of targets, and I see little need to have both the LIGHT_COLOR and COLOR patterns, but I don't want to make this PR bigger than it already is.
2020-08-04 13:59:48 +12:00
Daniel Hultgren
dd359582d4 Fixes #51574 - Added a whitespace sanitizing proc (#52350)
* Fixed #51574 - Added htmlrendertext and implemented it for the voice analyzer

* Made a htmlrendertext regex static

Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>

* Made a htmlrendertext regex static again

Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
2020-07-24 22:32:27 +02:00
LemonInTheDark
d3f9b70c0f Adds a message modification packet to saycode to allow for unordered parsing of operator chars, like ;, #, :, or % (#51790) 2020-07-18 18:18:23 +02:00
Aleksej Komarov
0cf00a2645 tgui 4.0 (#52085)
* tgui 4.0 hyper squash

* Upgrade dependencies
2020-07-16 20:13:04 +02:00
jdawg1290
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
silicons
5413ed0f7d Anomaly Core Production (but I actually finish it this time) (#51432)
Remake of #50528
About The Pull Request

https://hackmd.io/@tgstation/r1tzxpwPL

Basically that.
Raw anomaly cores
Cargo crates for them (currently 5k credits each, please tell me if this is good I balanced it relative to other crates I have no clue what the current cargo "meta"/power levels are)

Finish the explosive/implosion compressor attackby and implosion procs

Map in the implosion compressor

    Map in the roundstart 2 cores each type for science

Current values are set to maxcap at the 8th core, and 4 light radius (1/2/4 explosion required) at the first core. I think this is a bit low but I'm just going off the document.

The implosion compressor consumes the TTV + tanks on an attempted detonation, regardless of success. However, the "bare minimum" of checks are included (it won't let you insert incomplete TTVs. It will however, let you insert TTVs that have no explosive potential (test your bombs like you test your code ;) ), and will not waste the raw core if you fail to make a high enough radius.

Props to @ArcaneMusic for the machine sprite!

Why It's Good For The Game

image

Start of the anomaly core system I guess, gives toxins a use other than doing the quirky 50k maxcap tritium speedrun rush (or was that removed already?).

Yadda yadda allows locking items behind it and another method of getting these other than supermatter overloads (I don't know if that is already gone either by the by).
Changelog

🆑
add: An explosion compressor has been added to science. It makes raw anomaly cores into proper anomaly cores using prepared TTVs of a specific required blast radius.
/🆑
2020-06-28 23:56:40 +12:00
nemvar
6ef421be42 Renames a few variables. Also reorders icon fallback order again. (#51060)
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.

* Fixes some comments

* Fixes map issue

* Restart lints

* Properly resolves conflicts
2020-05-25 06:47:19 +02:00
ArcaneMusic
138e332dc3 Adds the condenser, a new assembly component. (#50675)
* Adds a freezy igniter

* adds to component vendor.

* don't nightcode.

* Back to condenser names.

* Adds to autolathe as well.

* Applies heat to flamethrower_process.

* Refresh

* Review changes

* Undefines properly I think.
2020-05-22 03:28:05 -03:00
Iamgoofball
a3aa69701a [READY] Basically, Instant Explosions 2: The Search For More Money: Eternal: A Tail Of Two Kitties: 33 1/3 (#50594)
About The Pull Request

Extools maptick stuff is in the game. Stolen from BeeStation/BeeStation-Hornet#1119, improves performance. Requires ex-tools on the server, though.

Explosions have been refactored to do the actual exploding in a subsystem.

Credit to goon.

Here's some videos!

Why It's Good For The Game
Basically instant max-caps now.
We can now give more of a tick over to the sending of map updates

Changelog

cl Goonstation Coders, Beestation, Extools devs
refactor: Explosions have been heavily optimized.
/cl
2020-04-30 10:27:53 +12:00
actioninja
b5dfd8880d id to component name 2020-04-19 19:36:35 +03:00
Arkatos1
de4b485dd4 Assemblies, TTV and Electropack now require you to hold them i… (#49987)
* Electropack status fix

* Hands check

* Cleanup

* TTV and assemblies hands state
2020-03-20 00:25:41 -07:00
Emmett Gaines
d0870a95ac Makes Crossed and Moved should call parent (#49671) 2020-03-05 10:25:24 -05:00
ShizCalev
df81c5be4a Fixes blindfolds not properly counting as being blind 2020-02-24 01:10:34 -05:00
TheVekter
bc44988ba2 [READY] R&D Rework: Splits anomaly cores into separate versions, modifies build paths (#49448)
* Splits anomaly cores into separate versions

* Converts the wormhole projector to require a bluespace core.

* Cleaned up a few lines

* Fixed small bug issues

* The gravity gun now requires a grav core. Increased weight of some anomalies.

* Enables high-intensity grav anomaly

* Fixing minor issues
2020-02-22 20:40:40 +01:00
XDTM
ef5ef2d463 Adds a hypnotic flashbang to the uplink (#49137)
Adds a hypnotic flashbang, disguised as a regular flashbang, to the traitor/nuke op uplink. Pretty much an AoE one-use hypnotic flash, but it doesn't require weakening the targets as long as they can be affected by the sound of the grenade, since it causes minor hallucinations.
Why It's Good For The Game

Effectively this is a non-lethal, non-destructive chaos-making tool. Even without the hypnosis it's a better flashbang; if everything goes right you've got a roomful of followers obeying your orders, but on the other hand something might go wrong, and then Poly is the one with the roomful of followers.
Changelog

🆑
add: Added a hypnotic flashbang to the uplink for 12 TC. It can hypnotize people much like a hypnoflash, and the sound will automatically make victims vulnerable to the trance.
/🆑
2020-02-22 22:13:27 +13:00
Arkatos
0b11eeb09a Conflict resolution 2020-02-20 13:50:13 +01:00
Bobbahbrown
476399a346 the span of these changes is immense (#49432) 2020-02-20 13:48:13 +01:00
Arkatos
1bd1ecb22e Review fixes and conflict resolution 2020-02-20 13:45:31 +01:00
spookydonut
6401ba5708 Merge pull request #49421 from ShizCalev/define-cleanup
Cleans up redundant math defines
2020-02-20 19:32:36 +08:00
ShizCalev
eb1ebaaad3 Merge pull request #49350 from Iamgoofball/you_son_of_a_bitch_im_in
Adds more flavor to conversion.
2020-02-18 23:32:58 -05:00
Arkatos
d37ea7cf19 Final cleanup 2020-02-18 15:32:48 +01:00
ShizCalev
7209ac3c93 Removes unnessacary math defines 2020-02-17 23:09:09 -05:00
Iamgoofball
573f408407 Update flash.dm 2020-02-17 16:00:33 -08:00
Arkatos
14fd4d745b Basic assembly cleanup, ui_status and ui_host fixes 2020-02-17 19:58:40 +01:00
Emmett Gaines
9e34b3d6a1 Supports named arguments in AddComponent and AddElement (#49098)
AddComponent/AddElement now support named arguments. This requires passing around an argument list instead of using actual proc args which a bit gross but we can blame byond for forcing this.

InheritComponent uses mirrored init arguments instead of an argument list which means no more accessing it via index to get to the same arguments as in init.

As a small bonus I restructured dcs defines to be a bit more manageable. Mainly just splits them into separate files and gives them their own folder.
2020-02-17 17:57:52 +13:00
iamgoofball
a799487fb5 fixes 2020-02-14 04:47:02 -08:00
iamgoofball
b8cb713aad You son of a bitch! I'm in. 2020-02-14 03:04:42 -08:00
Arkatos1
5de97518b8 tgui-next: Infrared emitter & Proximity Sensor (#49076)
* InfraredEmitter UI

* Proximity Sensor UI

* Scanning code improvement

* Clamp
2020-02-13 09:39:46 +01:00
blessedmulligan
54dc879f19 Cyborg spin throwing now depends on intent (#48891)
Trying this again. When *spin-ing as a cyborg, the way mobs are thrown off you depends on your intent. On help intent, they will be thrown a shorter distance from you and will never be damaged or stunned (they will still be knocked down). On harm intent, they will be thrown the current distance and will be damaged and stunned if they hit a wall or another person.

WHAT THIS ACTUALLY CHANGES:
Currently, whether or not *spin-ing will actually hurt/stun someone depends on whether or not the *spin-ing borg is emagged. This PR also reduces the range of the help intent throw, but since the knockdown happens whether or not the thrown mob hits something this is in most circumstances a cosmetic change. So, in summary, if you are a non-emagged borg in help intent the only thing this changes is you will chuck people a slightly shorter distance.
Why It's Good For The Game

This isn't exactly the most important change, but a borg should be able to control their behavior. Having damage/stun from throwing determined solely by emag-ness seems more like a hacky kludge than a legitimate design choice. Also, having the behavior of borg-throwing determined in the code for carbons is messy.
Changelog

🆑
add: The behavior of cyborg's *spin emote now changes with intent; on harm intent, it will throw its passenger farther and damage and stun them if they hit a wall or another person.
/🆑
2020-02-01 20:30:57 +13:00
Arkatos1
c59daa3b9e tgui-next: Timer (#48981)
* Timer UI tgui-next

* Finishing touches
2020-01-26 21:36:01 +01:00
MrPerson
26093e5ac2 Further update_icon splitup (#48784)
* Further update_icon splitup

After this there'll be just under 100 old update_icon() calls that need fixing.

* Thanks Travis
2020-01-22 10:18:05 -05:00
SteelSlayer
22ccb3b336 Coverted UI over to use <Table> for aesthetic reasons 2020-01-07 11:51:09 -06:00
SteelSlayer
3c6c182086 decrease width of window 2020-01-05 09:28:57 -06:00
SteelSlayer
9cde143dd4 tgui-next: Remote signalers 2020-01-05 05:40:35 -06:00
timmyred456
aba80b9b45 Added Basic sounds to all componets. (igniter,infrared, ect)
Added pickup_sound and drop_sound to all componets using the provided sounds, they are not all unique sounds, and share the same sound files, but i think its a nice little addition,

also added these sounds to the mousetrap as it fit nicely.
2019-11-14 20:39:59 -05:00
kingofkosmos
8768b6b3b5 Removes unused & undefined spans (#47436)
* Removes all instances of 'caution', 'error' and 'notify'.

* Removes span classes which were either not used at all or were used very infrequently.
2019-10-30 02:00:11 -07:00
81Denton
f5bd6a381d Merge pull request #47052 from kingofkosmos/misc_span_fixes1
Misc span fixes
2019-10-20 18:46:54 +02:00
spookydonut
4e8ff18b07 Fix Travis grep script to use PCRE to actually match things (#47065)
Several of the greps were missing the `-P` switch which caused them to 
fail to match things. The EOL grep also wasn't working right so I 
replaced it with the one I added to TGMC.
2019-10-19 10:21:05 -07:00
Emmett Gaines
8982f509b5 Refactors screen object update_icon to call parent (#47094)
* Refactors screen object update_icon to call parent

And makes update_icon an /atom proc

* Cleans up some missed null checks

The student teaches the master
2019-10-17 18:21:50 -07:00
kingofkosmos
280d416d4f Adds missing spans, missing periods and missing span endings. Also changes spans to suit the situation better. 2019-10-12 19:34:11 +03:00
Qustinnus
a394ccdc2b Material datum chairs & tables and applies materials to all items (Now with less pain for mining & RnD) (#46525)
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)

this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc.

also applies materials to everything, with fixes, which can close #46299
2019-10-08 11:06:02 -04:00
MacBlaze1
67f9b0c550 More explosion sizes for single tanks (NOT GREATER) (#46032)
* Update bomb.dm

Added more variable explosion sizes for singletanks, one for >=1

* Update bomb.dm

* Update bomb.dm

* Shit uh, I think this needs to be fixed

Just edited some spaces
2019-08-23 16:43:05 -07:00
nemvar
19a35f6217 [s] Fixes signaler exploit (#45865)
* [s] Fixes signaler exploit

This prevents wizards from being epic gamers.

* grammar fix

* Update code/modules/assembly/signaler.dm

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2019-08-13 17:04:30 -04:00
nemvar
e587b970da Adds parent calls to almost all tool_acts (#45582)
* Adds parent calls to almost all tool_acts

* actually compiles
2019-08-03 22:25:57 -07:00
spookydonut
88eca69eb5 converts some spawns into timers (#45429)
* converts spawns into timers

* linter

* change per review
2019-07-29 02:23:15 -07:00