* Fix: #41250 You can't use a tablet while inside a locker (#68171)
* Fix: #41250 You can't use a tablet while inside a locker
Co-authored-by: Matt <gavxn@zanidrak.com>
* Tsu's Brand Spanking New Storage: or, How I Learned To Pass Github Copilot As My Own Code
* Delete storage.dm
* yippee
* shit
* holy shit i am stupid
* more fixes
* fuck
* woops
* (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE
* fex
* fex
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Adds bitflag defs for flags_inv (#64993)
Simple little PR that adds bitflag defs for the flags_inv var on /obj/item, so editing it in VV shows you the values as a toggle instead of the raw number.
* Adds bitflag defs for flags_inv
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Contextual screentips -- Screentips now show you what items/objects can do (#64502)
Adds the foundational system for contextual screentips, which will show you what you can do with objects/items, including through context, such as what you are holding.
Provides several helper elements for most use cases, and applies it to a handful of common objects in order to show the full breadth of the system.
Changes screentips preference from on/off to on/off/only with context. Players who originally had it on off will have it migrated to only with context, though can re-disable it.
* Contextual screentips -- Screentips now show you what items/objects can do
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* [Ready] MODsuits
* we dont need to add these people as codeowners, goodness gracious
* have to remove this because upstream
* part 1 of these fixes
* EEEE
* Update peacekeeper_clothing.dm
* E
* E
* Auto stash before merge of "upstream-merge-59109" and "origin/upstream-merge-59109"
* E
* Update expeditionary_trooper.dm
* more removal
* nice
* modsuti modstui modusuti
* fixes
* E
* ITS MODsuit not HARDSUIT
* more hardsuit references
* MODSUIT NOT HARSUITEDSA
* Maps
* More ,map
* oop
* e
* oo aa
* 0
* ting tang
* Update modsuit_tailsprites.dm
* hi fikou
* bs tech update
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed
* Fixing conflicts
* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)
* Removing more lingering rad armor (woo)
* Damnit powerarmors
* Bye bye rad collectors!
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* removes double spaces before symbols (#62397)
This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all.
* removes double spaces before symbols
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Spiders/carp will now pull/move water/welding fuel tanks/canisters slower and won't be able to attack stationary atmospherics equipment (#61616)
Adds 2 new elements, one for slowing down pulling of dangerous objects (dispenser tanks and canisters), and one for preventing hostile attacking of elements in a typecache.
Also updates the obj_flags bitfield 'cause I thought I was gonna use that, but I didn't.
Adds these elements to spiders and space carp (from space dragon)
* Spiders/carp will now pull/move water/welding fuel tanks/canisters slower and won't be able to attack stationary atmospherics equipment
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Revert "Revert "[MIRROR] Refactor area and turf lighting (#7775)" (#7902)"
This reverts commit 64c4c52d12.
* This should probably fix it
* I love linters
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fix two appearance_flags missing from the varedit menu (#61034)
* Fix two appearance_flags missing from the varedit menu
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
* optimizes some internals of signal and component code (#59154)
* optimizes some internals of signal and component code
* comment and a better var name
* gets rid of DF_SIGNAL_ENABLED and all referencing code because its dumb
* gets rid of NONE | CallAsync(stuff)
* fixes conflicts
* puts NONE back in
* optimizes some internals of signal and component code
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Implements Plant Biotype (#57108)
Implements a plant biotype for plant based mobs. Changes the wood golem mob to be an organic, humanoid, and plant biotype---because wood is an organic substance, not a mineral.
This additionally adds the ability for plantbgone/weedkiller to deal damage to plant biotypes.
Why It's Good For The Game
There's a curious lack of a defined plant biotype, despite plants sharing a unique number of traits. Ideally, this behavior can be more consistently implemented with something like biotypes. A minor example of this is utilized in this PR: weedkiller and plantbgone impacting plant-like mobs, which is what you'd expect.
Changelog
cl
add: Plant-like mobs are now impacted and take damage from plant-b-gone and weedkiller reagents
add: Plant-like mobs can be health scanned with a plant analyzer
add: Plant-like mobs are impacted by the floral gun in the same manner pod people are
/cl
* Implements Plant Biotype
Co-authored-by: Fox McCloud <Fox-McCloud@users.noreply.github.com>
* Removes the excited cleanup subprocess (#57381)
When I was in the process of developing my atmos fixes/optimizations, I focused heavily on maintaining the area
of excited groups, since growing delayed self_breakdown(), and lead to shitty behavior which I thought was the
result of my sleeping changes.
This was not the case, those who came before me knew better, as always.
Especially now, since I've unhooked breakdown from excited groups gaining new tiles, my concern was unfounded,
and actually lead to shitty behavior and wasted time.
I failed to recognize the value in random garbage_collect()s, they help prevent mass gas equalization over large
spaces, they make gas appear to move more consistently when in these large spaces, and they lessen the amount of
self_breakdown()s over large turf lists, which is very helpful for lowering the overall overtime of the
subsystem.
This fixes my mistake, and purges the excited cleanup subprocess from the air subsystem. It's free real estate
babyyyyyyyy.
* Removes the excited cleanup subprocess
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* adds a bitflag for no random pixel shift on dropping, adds turf_flags var to replace usage of flags_1 on turfs (#57263)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* adds a bitflag for no random pixel shift on dropping, adds turf_flags var to replace usage of flags_1 on turfs
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Moves /datum/var/signal_enabled to datum flags (#56372)
* Moves /datum/var/signal_enabled to datum flags
`signal_enabled` is a variable on /datum, so present almost every object
in the game. Folding it into the existing `datum_flags` variable will
save allocating a variable on every datum in the game.
- Clown weaponry was using the `signal_enabled` variable to turn their
attached slippery component on and off when the shield/sword was
toggled. They now just remove/add the component, rather than touching
deep datum internals.
* Moves /datum/var/signal_enabled to datum flags
Co-authored-by: coiax <yellowbounder@gmail.com>
* adds xenomorph holdable flag (#55814)
adds a flag that lets something be held by xenos
adds it to facehuggers
makes the xeno "can i hold this item" check check for flag instead of facehuggers
* adds xenomorph holdable flag
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Refactor the procedural generation of lavaland and turf/closed/mineral (#54915)
This replaces lavaland's old diagonal tunnel gen which was really
horrendously jammed into asteroid floor code (?????) with Cellular
Automata which runs in rust (PR for that here:
https://github.com/tgstation/rust-g/pull/57 ). The new code is a bit
cleaner, but also looks better.
VID: https://streamable.com/a45ke2
Things to do:
- Make an icemoon version
- Fix the roundstart atmos adjacency issues
I asked AnturK if this was an acceptable PR for this month; he said it
was okay as long as I didn't add new areas, which I don't plan to do.
But if anyone thinks this PR breaks the spirit of the month I'll open
it again in december.
* Refactors the procedural generation of lavaland and turf/closed/mineral
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)
Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big.
If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self.
Pass flags:
Pass flags handling now uses an atom variable named pass_flags_self.
If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default.
This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why.
LETPASSTHROW is now on pass_flags_self
Projectiles:
Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake
Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future).
I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP.
Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful.
scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it.
scan_moved_turf() (WIP) will be used for handling moving onto a turf.
permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around.
A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things.
Movement types
UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping.
Why It's Good For The Game
Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general.
Fixes penetrating projectiles like sniper penetrators
This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)
* pass_flags handling refactor + rewrites a part of projectiles for the n-th time
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
* minor material_container args/vars refactor and Mk-honk shoes peeve. (#54863)
My original intention was just fixing an issue with the Mk-honk banana shoes but, considering I didn't want to add two new variables to a component with already lot of args and lengthy AddComponent() calls in term of text, I had to merge some TRUE/FALSE variable/args into the breakdown_flags bitfield (now named mat_container_flags) in the process.
* minor material_container args/vars refactor and Mk-honk shoes peeve.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.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>
* Mecha followup one (#53470)
fixes#53384fixes#53327
fixes a bug where mechs could move too fast
fixes cooldown being inconsistent
makes strafe behavior better
fixes lights being very small
fixes#50639fixes#47373fixes#43605
Moved some code to the correct spots and did the varedit bitfield thing
* Mecha followup one
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
* Merge pull request #52895 from MrMelbert/blindmanwalking
Prevents blinded people from using camera consoles perfectly fine
* Prevents blinded people from using camera consoles perfectly fine
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
* Icon smooth refactor (#52864)
bitflag list construct added: an associative list of bitflags for cheap and quick element comparison between two lists using the same system.
canSmoothWith list turned into a bitflag list.
smoothing_groups list added to substitute the type path list.
smoothing procs turned into atom procs, refactored and optimized a bit.
smooth directions redefined in order to fit in 8 bits for a future smoothing system
some variable names changed, foreseeing a second smoothing system
SMOOTH_OBJ flag added, for things that need to scan turfs for smoothing. The old locate() optimization has the risk of returning false negatives by finding a child and returning null while there might be one of the wanted type as well, as it doesn't match the type exactly.
SMOOTH_TRUE and SMOOTH_MORE condensed into SMOOTH_CORNERS. The old behavior can be replicated using smoothing groups without loss.
Does very minor code cleanup.
Processing-wise didn't find a noticeable difference. The system loses on init a bit by setting the bitflag_lists, and by scanning whole turf contents for object smoothing (increasing accuracy), and gains by making less checks per target to smooth, through the same bitflag_lists.
Memory-wise there should be a small improvement, given that on the old system we had 63512 canSmoothWith lists (a few typelists, most unique), and on this new system canSmoothWith + smoothing_groups are both bitflag_lists from the same pool, totaling 46 in number.
Could be tested a bit to see if I missed any icons not properly smoothing.
* Icon smooth refactor
Co-authored-by: Rohesie <rohesie@gmail.com>
* Refactors area stuff (#52751)
-bitfielded a bunch of bools on /area, I left some untouched cus they get called a lot
-Unused vars
-Fixed a var pretending to be a fake bool
-Probably more
* Refactors area stuff
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>