* Layer overhaul (#57915)
## About The Pull Request
Changes up some layer and plane defines for no particular reason lol
## Why It's Good For The Game
Planes actually override layers, and layers control ordering within planes. A lot of the usage of plane and layer was wholly unnecessary. This refactor helps future maintainability while also being needed staging for _future features._
* Layer overhaul
* aaaaaaaaa
a
Co-authored-by: Rob Bailey <actioninja@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Draws the singularity and other large objects that create their own light or break/effect turfs above the lighting plane, to prevent shitty appearences when the lighting subsystem lags behind (#57512)
* Draws the singularity and some other things above the lighting plane
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Makes telsas move properly, they were ping ponging around due to how miniballs move, I've made the shocked targets list properly fill, and make the shocked targets list retain some entries to preserve momentum (#55712)
* Makes a few changes to tesla movment
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Refactors Beams to use signals: Revived from 2019 edition! BONUS: Medbeams are also refactored to use signals (#55193)
Huge removal of dead vars, bad timers, and other sloppy jitteriness from beams. They go from checking movement to waiting for a signal.
VARIABLE KILL LIST:
sleep_time: signals baby
finished: signals BAYBEEE
target_oldloc: not only not typecasted as a turf or named as a turf, it was unused. when are we going to use this? the beam starts from the origin!
origin_oldloc: bad name, not typecasted. renamed to originturf
static_beam: how are you an unused variable and still get replaced by signals like really
timing_id: signallllss bbbaaaabbyy
recalculating: you get the drill by now signals baby
base_icon: unused, seemingly replaced by visuals I think
* Refactors Beams to use signals: Revived from 2019 edition! BONUS: Medbeams are also refactored to use signals
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Replace direct poi_list manipulation with element (#55416)
Replaces GLOB.poi_list |= src and GLOB.poi_list -= src with an element that handles it directly.
More consistent code, especially when a lot of code couldn't decide how to add/remove (some |=, some -=, some .Remove, etc).
* Replace direct poi_list manipulation with element
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Standardizes attack chain signal returns and fixes a tk bug (#54475)
The attack chain is a bit of a mess, and the introduction of signals hasn't helped in simplifying it.
In order to take a step into untangling this, I re-ordered the attack signals to no longer be by source type and instead to be grouped more modularly, as they are all members of the attack chain and function similarly. They all share the trait of potentially ending the attack chain via a return, but had several different names for it. I joined it into one.
Additionally, fixed a tk bug reported by @ Timberpoes by adding a signal return check at the base of /mob/proc/RangedAttack
Lastly, removed the async call of /datum/mutation/human/telekinesis/proc/on_ranged_attack, which was added as a lazy patch to appease the linter complaining about a sleep on a signal handler (namely in /obj/singularity/attack_tk). Fixed the problem using timers.
Also cleaned some code here and there.
* Standardizes attack chain signal returns and fixes a tk bug
Co-authored-by: Rohesie <rohesie@gmail.com>
* Readds the tesla, reworks it a bit (#53072)
* Makes tesla movement nicer, fixes some atmos concerns, changes how energy is handled, and readds the tesla
* readds delam and desc
* I fucked it
* flags
* holy fuck
* Constricts the zaps that can generate power from a tesla coil
* *kick?
* Readds the tesla, reworks it a bit
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is
Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
* Removes singularity, tesla, TEG and Mrs. Pacman. Changes supermatter overcharge delam. (#52873)
About The Pull Request
This PR removes the tesla and Mrs. Pacman from the game. The title is actually misleading, the TEG and singularity are still in the game but inaccessible and the singularity no longer has its generator.
Field generators and tesla coils have been kept because shocking your fellow man is the greatest sensation of power in the world.
The overcharging delamination for the supermatter has been replaced by the release of 2500 mols of tritium at 500,000 kelvin. An engineer who's really hateful of the station can use this for fusion, if they desire. Otherwise, its a tritium fire in engineering alongside the explosion. This will probably be changed in the future to be more potent since the explosion will pretty much just space all the tritium away.
Singularities no longer produce radiation. Now, keeping one is less about making power and more about making a statement, especially since you need to delaminate an SM shard for it.
Why It's Good For The Game
Having power optimized for one generator (SM+Turbine) will allow balancing to be feasible, also oranges wanted this. The other generators may later return but with tweaked values and different roles.
Changelog
🆑
del: Nanotrasen has removed their outdated teslas, singularities, TEGs and Mrs. Pacman generators from their servers and warehouse.
/🆑
* Removes singularity, tesla, TEG and Mrs. Pacman. Changes supermatter overcharge delam.
Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com>
* Fixes tesla coil hell contraptions (#52889)
Removes the ability for tesla coils to generate power with more then 85% efficiency.
Cleans up the remainder of my zap_act refactor, making the proc better fit its usecase and removing some unneeded code.
Adds a check in the tesla coil zap() proc that makes sure we're not trying to use power that's not there.
Removes some seemingly complex math from said proc, replaces it with a static 20% draw * the efficiency.
* Fixes tesla coil hell contraptions
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Cleanup up all instances of using var/ definitions in proc parameters. (#52728)
* var/list cleanup
* The rest of the owl
* plushvar bad
* Can't follow my own advice.
* Cleanup up all instances of using var/ definitions in proc parameters.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
About The Pull Request
Removes the research point gen modes from tesla coils and rad collectors.
Someone is gonna take some flak for removing these at some point, may as well be me.
Why It's Good For The Game
THE DESIGN DOC DICTACT-
Nah powergen should be valid on it's own, it shouldn't need to rely on other econs to make it worth the work. We can try that later, but not now.
Changelog
cl
del: Removed the research modes from tesla coils and radiation collectors.
/cl
* Case of lower
* More changes
* Ruins the nice 420 diff, brainfart when doing the second batch of conversions
* More changes
* Next batch. I think
* Converts even more paths
* Restarts bots
* Capital Free Zone
* Come on travis, do something
* Renames areas
* Bots, please stop dying
* Updates CONTRIBUTING.md and updates a few paths I missed.
* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
* Cleans shit up, adds some upper limits on zap count, makes explosions less commen. Need to fix apc issue before
I test how it plays
* Mood, buffs and nerfs tesla
* Cherry-Picking
* eyyo
* back to basics
* aight
* broooooooooooooooooo
* adds else
* range
* fixes shit
* Sure
* Cleans shit up
* Fixes prob issue
* Gee I like this spooky guy
* I swear to god if prob picks just makes a list I am gonna blow a gasket
* Goof I will find you and I will berate you
holy hell
Calm and peaceful ahhhhh
I swear goofs pc failing was the biggest tragedy in gaming
Fixes some flags
More touchups
Now to squash
Goofs PC failing was the biggest tragady in GAMING
* Fixing some misspellings before the bee gets me
* GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
* Full vehicle support
* Changes some flags around, "fixes" some bugs, makes being shocked less insane
* Makes spliting more reasonable, unfucks some shitty tesla code I copypasta'd into the sm, godspeed shitcode,
none noticed you.
* Removes my tesla_ignore_1 fix, another pr is up that should solve things, so we're just leaving it in for now,
gonna have to deal with merge conflicts when it gets merged, but that won't be too bad
* tfw
* Nothing to see here folks
* I'm a boomer
Potentially stops machines from getting tesla zap multiple times which
could result in explosions occuring dozens of times even when they've
been deleted.
* Switches out the three billion args of electrocute act for flags
* Adds autodoc to electrocute flags, sets the boolean I removed and tries to fix the ed209 file
* tries to fix ed209 again
* Fixes 209 hopefully
* Finally fixes that darn file
* one final one to fix the diff
* Or i guess i'll just do it myself
About The Pull Request
Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls
This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE
I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game
Code usability
Cables now autoconnect on cardinal directions. All cable placement has been completely stripped out and replaced with simple single cable per tile logic.
Low effort demo: https://www.youtube.com/watch?v=fXp8s6ORWbA
Yes I am aware that cutting it is not dropping wire, that version was bugged.
Cables no longer need a knot specifically placed to link to power objects. The sprite is automatically changed to represent this.
The only exception to this logic is that on smes units, due to the terminal being next to the output, they will not link there.
On a technical powernet side, this is the same as old cables once actually placed. They still use the existing powernet system, just the placement and connection works differently.
Old cables have been turned into "pipe cleaners" for wire art purposes. they work just like the old ones, just missing all the powernet functionality, and also you can put them on top of the floor.
Why It's Good For The Game
How obnoxious cables were to both map and work with in game has been something that has annoyed me for a really long time now.
This is both easier for new players to learn, and easier for experienced players to work with.
Along with making in game much more intuitive and easier, it makes mapping much easier as well. Mad lad wjohn was able to rip out all the mapping conversion in one day because of how much faster it is to work with.
cl actioninja and wjohn
add: Cables have been completely reworked. Simple per tile connection logic, automatically connects to things above it. Think minecraft redstone.
add: Old cables have been kept as pipe cleaner. They are non-functional in terms of power, but otherwise have the same connection logic. Also can go on top of tiles.
remove: mech cable layer has been removed because it was terrible shitcode nobody used
tweak: (sort of balance) cable stack sized has been reduced to 15.
/cl
* 1/4 done? maybe?
* more
* stuff
* incremental stuff
* stuff
* stuff & things
* mostly done but not yet
* stuffing
* stuffing 2: electric boogaloo
* Git Commit and the Kingdom of the Crystal Skull
* make it actually compile
* found more stuff
* fixes
* fix AI laws appearing out of order
* fix windows
* should be the remaining stuff
* this time for real
* i guess it should compile too
* fix sechuds
cl Denton
tweak: Most upgradeable machines now show their upgrade status when examined while standing right next to them.
tweak: Added examine messages to teleporter stations that hint at their multitool/wirecutter interactions.
tweak: Renamed teleporter stations from station to teleporter station.
code: Changed the teleporter hub accurate var to accuracy; the old name misled people into thinking that it was a boolean.
/cl
Machines don't really give players feedback about upgrades, aside from machines like the cloner where new functions are unlocked. I'm adding examine descriptions that should help with this:
Attempt 2 at fixing the remaining bugs with orbits
Incorpmove had to be converted to forceMove() to make orbits able to tell when they move. They used loc setting before. This likely breaks some things but I couldn't find any particular issues. We should be overriding forceMove anyway for things that need to handle loc changes like that differently.
fixes#40544fixes#40522
cl ninjanomnom
fix: Orbiting is a little more aggressive about staying in orbit. The wisp as a result now correctly follows you over shuttle moves.
/cl
Goodbye SSorbit you ticking piece of shit
This also gives update_sight a signal so wisp code isn't hardcoded into it.
honestly? i'm a little hurt nobody else did this when @XDTM made the great suggestion. There are a few problems with the tear in the fabric interaction, hoping a maintainer can help out
This is in preparation for step_x support as the default behavior for these procs is necessary for proper functionality.
turf/Enter and atom/movable/Move default code got rewritten to replicate default byond functionality with minor changes.
experimental: Tesla damage has been reworked to structures and objects have been worked with a linear scaling.
experimental: All tesla weapons now no longer need to hit a mob to arc lightning; however, they will no longer stun, and only hit each target once.
tesla_zap vars are now a single bitfield.
* kill BANG_PROTECT_2
* let's put this back in
* dirty
* kill OMNITONGUE_2
This is a write-only variable, probably leftover from some refactor years ago
* kill flags_2