Repaths everything referring to "toxins" while actually meaning either the room in science or plasma gas. While this PR might be disrespectful to our forefathers, given this is (I believe) a holdover from as far back as the Exadv1 days, this has constantly irked me since I started working with the code. None of the player-facing stuff has referred to plasma as toxin since before 4407 hit, besides the Toxins Lab, and yet all of the type-paths are still pointing at toxins, making it a nightmare to search for in a map editor, and making the code needlessly easy to confuse with that of toxin damage. So this just fires it into the sun.
Anything relating to Toxins, the science subdepartment, now makes reference to Ordnance instead. This felt fitting enough given the focus of the subdepartment is around the creation of and testing of explosives.
Anything relating to plasma gas has, fittingly, been made to refer to plasma gas.
Edit: Ah yes, I feel I should probably apologise off the bat for the size of this PR- the code touched is mostly atmos machinery and simplemobs, a few sprites here and there, and of course the station maps + a few offstation maps.
Makes the code more legible and makes mapping less painful.
(The payment has been made)
Fixes a ton of harddels, sourced from #59996
I think this brings us down to like, ~100 per round from ~200, with only like 20 of those being proper hell failures. I've seen harddel profiles below 1 second of total cost. Feeling good.
See you on the other side
Makes the cryopod control computer into a weakref, never trust bee code
Converts brig door timer internal lists to weakrefs
Fixes a harddel caused by qdeling a motion sensitive camera after it had left its source area, jesus christ why didn't we do this already holy shit
Converts the radio implant ref held by the antenna mutation to weakrefs because it isn't reliably cleaned up, makes the radio implant actually qdel its fucking radio
Removes the target var from the throwing datum, it does literally nothing and just exists to cause harddels, mostly for the singularity
Fixes a cable harddel sourced from things that try to enter blueprints after smoothing, but before roundstart. IE, shuttles. Removes shuttles from the blueprints
Fixes emmisive blockers being added post qdel
Removes some manual ghosting from cryopods, I initially did this for harddel reasons, but I figured out a better fix for that. I'm now doing it because it's got this really strange logic for like "re-entering the game" that doesn't actually link to what the ghostize proc does. We should remove this at some point
Fixes robot hud objects harddeling due to hanging refs
Fixes buildmode related hanging refs, I'm coming for you admin team
Fixes a few instances of trying to add the forensics component post qdel, hhhhhhhhhhh
Fixes some split personality harddels/weirdness
Replaces a use of disconnect_duct with an init qdel hint, I suspect there's more issues with duct harddels, I've seen some odd logs about ahhh the area_contents list, but we can worry about that later
Makes teleporter targets into weakrefs, properly types them as /atom
Makes frequency devices into weakrefs
Makes cameras remove themselves from camera nets on Destroy
Makes tgui ui datums implement destroy, this means if I ever see one hang a ref to user or whatever, I know there's an error with calling close() properly. I've seen this harddel once, but not after this change so I assume there was some error with close(). IDK maybe this is a papering over? Would have to ask @stylemistake
I've seen logs of beartraps being in world post del, putting a return there just in case. The same is true of nerf darts, but I haven't really looked into that yet
Makes a shoe's ref to untying alerts a weakref, yes this is needed.
Moves clearing client_in_contents to the Login of the new mob. This prevents doing things like ghosting someone before a mob qdel causing harddels
Fixes a harddel set sourced from adding a status effect to a qdeleted thing. Is this an error? I'm honestly not sure.
Converts bsa code to weakrefs
Converts the partner var of heat exchangers to weakrefs
Converts camera assemblies to weakrefs
Fixes some dumb behavior with ammo casings and assuming you'll be on a turf post Destroy parent call
Fixes? merger related harddels, you were never cleared from your own members list, so origin objects would end up making a new list, creating harddels. Potential input from @ninjanomnom about the logic
Chasms store a static list of "falling atoms", which only exists for chasms that go somewhere else. This list wasn't being cleared of qdeleted objects, which is what happens when you fall in most chasms. Fixes this, and converts the list to weakrefs.
Fixes some runtimes in both sheet code, and the weather listener element. This is here because runtime spam made testing more of a pain, didn't think it needed its own pr
Fixes colorful reagent harddels sourced from reagents that were qdel'd before roundstart. I'm only like 50% sure this actually got it, but the issue may have been solved by #60174, so eh
Turns the nuke op antag datum's ref to the war button into a weakref
Fixes some holopad code that was not nulling refs all the time
Converts camera bugs to weakrefs, this was the result of the bug being "reworked" like 6 years back without taking the existing ref clearing into account. Whole item needs a redo, but this'll do for now.
Ensures that the both pulling and pullee refs are cleared on Destroy
The crew monitor held all users in a non clearing list, makes that list a weakref because I hate everything
Oh and I removed all sources of gas_mixture qdeletion, I'm kinda unsure on this since it's not technically supported, but any harddels from it might? indicate something going wrong with like, gas passing logic. I'd like @MrStonedOne's thoughts, since I trust him to call me an idiot if I'm wrong.
<!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. -->
## Why it's not good for the game
I crashed sybil like 10 times to get this data, I'm gonna put it to good use. Don't think you're safe sybilites, I'm coming for you.
* Fixes a good few improper overlay icon_states, fuck gun code edition
* Rewrites comment to be less word salad, changes display_mag to the already existing and unused mag_display
I noticed that various nonhuman body features can't be changed using genetics. I corrected this by adding a block to character genomes allowing you to edit features in the DNA console.
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.
Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.
(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
* Beep beep gamemode removal coming through
* More cleaning
* More cleaning
* Clean up station_was_nuked
* Station nuke source
* Remove name
* More unused functions
* Remove antag rep, which was unused in dynamic
* Remove more antag rep stuff, which was UNUSED IN DYNAMIC
* Station goals outside of mode
* Remove setup_done
* Remove player lists
* Move some older procs
* Fix simulations
* Attempt to fix this stupid case sensitive bullshit
* Revert "Attempt to fix this stupid case sensitive bullshit"
This reverts commit 8693c02d67602543d7d4b92130a7a32cd973e5bf.
* ???
* Delete icons/Testing directory
* Move station_goals global definition
* Adds explosion SFX to the blastcannon and explosive compressor
- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.
* Miscellaneous changes
- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments
- Removes a whole bunch of argname = 0 in explosion calls.
* Removes named callback arguments.
* Changes the explosion signals to just use the arguments list
Adds a simple framework to let objects respond to explosions occurring inside of them.
Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.
Makes the explosive compressor and blastcannon actually use the TTVs they are given.
Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments
*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
Clears out two deprecated explosions systems (explosion ids and explosion levels)
Refactors a bunch of contents_explosions procs to be maybe slightly faster.
Cleans up a bunch of ex_act code.
Slightly cleaner code
A few less unused vars on /atom and /turf
Creates update_name and update_desc
Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together
Less non-icon handling code in update_icon and friends
Signal hooks for things that want to change names and descriptions
99%+ of the changes in this are just from switching everything over to update_appearance from update_icon
This PR adds station traits which are essentially small changes to a normal round that can be used to create small variations in how a round might play out, sometimes there might be only one, very simple trait, but you might have a round where they have a somewhat bigger impact, to make rounds feel slightly more different from each other.
The following traits have been added:
Positive:
Lucky winner - Free pizza and beer every 6-12 minutes
Galactic Grant - Larger starting funds for cargo
Premium internals boxes - emergency box has flare + radio as bonus
Bountiful bounties - Bounties pay 20% more
Strong supply lines - Imports 20% cheaper
Filled maint - More loot in maint
Fast shuttle - Cargo shuttle is faster
Free scarves - Free scarfs if a slot is free
Neutral:
Bananium shipment - Clown starts with 5 sheets of bananium (Neutral because this helps noone but the clown)
Unnatural atmosphere - Lava planet can get more restricted gasses
Unique AI - Random lawset at roundstart for AI
Ian adventure - Ian teleports to a random spot on the station
Glitched PDAs - PDA's have a different beep
Announcer intern - Changes the announcement messages to sound like they're from an intern at Centcom
Negative:
Carp infestation - Carp event is more common and can start earlier
Weak supply lines - Imports 20% more expensive
Blackout - Station lights are partially broken around the station
Empty maint - Less loot in maint
Overflow bureacracy mistake - Random overflow job (From a vetted list)
Late Arrivals - Everyone starts in arrivals
Random spawns - Random spawn location (by drop pod)
Slow shuttle - Cargo shuttle is slower
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@gmail.com>
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
Implements the ?. operator, replacing code like A && A.B with A?.B
BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
* Converts everything to use setAnchored() + other fixes
* Fixed singulo debug
* singulo again
* forgot to move the vv_edit proc
* caught that this time :)
* changes
* Update code/game/atoms_movable.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
* 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
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
* initial
small thing
* improvements
1. Removes loops for picking up items. its now an item by item basis unless there is an ore box involved
2. Removed pickup_rate and ore_buffer var for the ORM, they aren't needed anymore
3. Fixed conveyors not moving items that get created on top of them (New / Initialize), by sending signals when atoms are created.
* renames the registered signal proc name so travis doesn't throw a fit
* signal improvement
* forgot to update other proc names
* ninjanomnom review changes
replace NEVER_PROCESS with START_PROCESSING_MANUALLY
default_unfasten_wrench override for ORM
50 -> 5 SECONDS
I totally didn't mispell anything
* makes a new signal: COMSIG_ATOM_CREATED
* more review changes
* duh
* even more review improvements
* switch >= to >
* reverts conveyors back to using process() for moving stuff
* various touch ups, adds documentation
* rebase to fix map conflicts with forgottenship.dmm
Co-authored-by: SteelSlayer <SteelSlayer@users.noreply.github.com>
Living and machine stat vars are pretty different, one uses flags and other number-defines.
This should make some other mass-replacements and searches a bit easier.
* BSA beam delams the SM via a new signal
Adds a BSA beam blocker element that blocks bluespace artillery beams. SM and singulo have it.
* Shut up Travis
* Destroy the singularity when it's BSA'd
* No shooting nar-nar with BSA
* Removed an incorrect and unhelpful comment
* Initial tgui-next commit
* Improve dev server, slight changes to layout.
* Add more components, fix dragging, finalize scrubber list
* Complete an air alarm interface.
* Multiple improvements based on feedback
- LabeledList now has a "buttons" prop, where you can put buttons.
- Improved Box and Flex components
- Whole UI is now dimmable if non-interactive
- Basic documentation of components (Box and Flex so far).
- Icon and Box now accept a "color" prop.
- Routing improved in "Layout" component, you can now specify whether an interface is scrollable.
* Less harsh dimming
* Redux, Toasts
- Fixed inconsistent backend updates with Redux.
- Added Toasts which are currently unused, but are functional.
* acclimator + ai airlock ui
* Add a progress bar component, implement resizing
* Fix a zero in title bar
* Add a linter to keep shit tidy, fix danger level mapping, add some more docs
* better ai door interact ui
* final ai airlock interface
* Fix issues with code, enforce hard 120 line length cap, automerge binaries
* Implement hot module reloading
* Fix progress bar, add color support
* Fix ProgressBar baseline alignment issues
* Remove unwanted padding on the bottom of the LabeledList.
* Component improvements
- Fix baseline issues with Button and ProgressBar components
- Box how inherits props from Box
- Atomic colors and Button colors are now auto-generated, all range of colors supported
* Chem Dispenser UI, animated numbers, more style fixes
* Add an IE8 polyfill
* Intermediate state of fixing IE8
* Lots of shimming and general misery
* Fully working old TGUI chainloader for IE8, more pipeline improvements
* Support title-less Sections
* Delete Yarn, use Lerna for workspace management
* Improve maths and animated numbers
* Fix loss of focus for scrollable content, activate buttons with keyboard
* Attempt to bust the cache, grab focus on keyboard presses too
* Fix hot module replacement by manually pulling replaced modules.
* backend logging
un-nuke line endings
changes without insane line endings
* helper procs + href support
* slight optimization
* compiles
* Redux, Hotkeys, Kitchen Sink (for UI testing), Tabs component
* Push logs to backend, small kitchen sink changes, tab fixes
* Update component reference in README
* Small fixes
* Next bunch of IE8 fixes, PureComponent optimization for Inferno
* Delete old tgui html
* Log the event of loading the old tgui
* Enable tgui logging on server by default
* Final solution
* Extract routes into a separate file, fix ChemDispenser bug
- Chem dispenser was needlessly disabling transfer amount buttons
* Disable baseline alignment for vertical tabs
* Fix tabs and box units
- Tab content was not taking full page width
- Box can now accepts strings as units, which will be treated as raw style values.
* Fix tgui on Terry
* Fix sending all logs with an "error" flag
* Some macro UI component changes and improvements
- Refer to README.md diff to see what's new
* Tooltip component
* Add support for themes, nanotrasen logo is back
* Clockwork theme hotfix
* Slight adjustment to logo positioning
* Actually proper solution for logo positioning
* Fix color maps
* tgui-next thermomachine interface
* tgui-next canister interface
* Add icon_class_name proc to asset cache
* Lots of stuff backported from actioninja's repo
* Cleanup oopsies
* Cargo UI adjustments
* Nuke lodash
* Minor fixes and cleanup
- Remove local Inferno package in favor of upstream Inferno
- Fix "initial" prop on AnimatedNumber
- Force fancy=0 for IE8
- Click-through dimmer
* Add a bat file for dummies
* podlauncher interface fix
* Update README, assert code dominance
* Clarify usage of event handlers in Inferno
* Document LabeledList.Divider
* Fukken grammar
* fixes cellular emporium readapt button not working
* fixes incorrect action on button in atmos control interface
* remove unneeded data from airlock electronics ui
* Set +x mode on bin/tgui
* Fix filename cases
- They were untracked by git on windows
* Ignore package lock, make batch more robust
- package-lock.json is very random and unreliable as fuck. Yarn was better.
* Build tgui-next in travis
* bruh
- fixes tgui error reporting
* logging cleanup + always log
* Adds a GPS component. Megafauna no longer needs gps implants.
* Removes commented out code.
* Removes the last internal radio
* I was already wondering why the diff was so small
The old Laser Sprite was pretty old, literally just a 4 color line.
Decided that it should probably look more in line with a 2,000,000
Watt beam of pure destruction.
As an added bonus, the laser now fires on the correct tile in front of
the BSA now, in addition to having a built in splashwave around where
it's fired.
* adds signal and modifies each call of afterattack to call it's inherited proc
* uses new macro for sendsignal()
* map fuck
* skip precommithooks
* combine and negate 2 ifs