Useroth cca7f8ee4c Some missed mirrors (#13415)
* Refactors firestacks into status effects (#66573)

This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made.

Some fire related is moved away from species(what the fuck was it even doing there) into these as well.
Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient.

Also changed some related proc names to be snake_case like everything should be.

This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good.
Nothing to argue about since there's nothing player-facing

* Hud Image Culling By Z Level: Theft edition (#65189)

* makes hud images only apply by z level

* makes some of the atom_hud procs have better names

* fixes warning with the hud_user list and adds better documentation

* better docs for hud_images

* removes TODOs

* docs for hud_list

* adds support for linked z levels so mobs can see lower ones

* fixes merge conflict and shittily makes only shocked airlocks get added

* adds support for setting images in the hud as active and inactive

* gets rid of unatomic spatial grid change

* maybe i should actually try COMPILING my changes

* fixes merge skew and makes it compile again

* fixes huds refusing to remove from users who changed z level

* improves z level and registration logic

* fixes antag huds not appearing

* Fixes antag huds not properly setting. We now use hud_list in init, so it needs to be set before the new call, not after. Not sure why the use of appearance key was split like this, but none else knows either so none can stop me

* Ensures that hiding a basic appearance also hides the atom's active list too

* Fixes antag huds going poof

Ensures that remove_atom_from_hud will return false if the passed atom
isn't managed by it

This fixes antag huds disappearing randomly, since they assumed that if
the parent call of remove_atom_from_hud returned true, we should delete
ourselves. This is a safe assumption for them to make, since they should
only ever have one atom.

Does kinda bork if we call remove_atom_from_hud in a way that is unsure
if the passed atom is actually in that list. We were forced into doing
this by how atom huds use the qdeleting signal.

* makes basic alternate_appearance's only update themselves when setting their hud image to active and makes them not add themselves to the global huds_by_category list

* fixes mistake with hud_users list being set non associatively (bad)

* as anything in bot path loops

* Fixes merge skew problems

* Makes bot paths non global

This way they can show themselves to only the bot that "owns" them, ya
feel me?

* Fixes huds not showing up sometimes, cleans up some code

Post Kapu's limb refactor, we were calling prepare_huds twice in a human
init call chain. What was happening was this:

call prepare_huds() // Human
I gained a new hud image
I set active hud icons to mirror it
call prepare_huds() // Living
I overwrote the new hud image
I attempted to set active hud icons, which failed because it assumes
this can never happen

*cries*

* Renames add_hud_to_atom to show_to

My hope is this will make understanding hud code a bit easier, by tying
the behavior to a "verb" more closely. Also renamed a few vars

* remove_hud_from_mob -> hide_from

* Nitpicks a few comments

* Whoops/fuck/shit/damn it all/hhhhhhhhhhhh

* Moves check down, improves stack trace a bit

Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>

* small touch-up

* this should do it

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
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2022-05-08 03:59:40 +01:00

Skyrat 13 (/tg/station Downstream)

CI Suite Percentage of issues still open Average time to resolve an issue Coverage

resentment resentment forinfinityandbyond

This is Skyrat's downstream fork of /tg/station created in byond.

Please note that this repository contains sexually explicit content and is not suitable for those under the age of 18.

Space Station 13 is a paranoia-laden round-based roleplaying game set against the backdrop of a nonsensical, metal death trap masquerading as a space station, with charming spritework designed to represent the sci-fi setting and its dangerous undertones. Have fun, and survive!

Important note - TEST YOUR PULL REQUESTS

You are responsible for the testing of your content. You should not mark a pull request ready for review until you have actually tested it. If you require a separate client for testing, you can use a guest account by logging out of BYOND and connecting to your test server. Test merges are not for bug finding, they are for stress tests where local testing simply doesn't allow for this.

DEVELOPMENT FLOWCHART

image

Modularisation Guide

DOWNLOADING

Downloading

Running on the server

Maps and Away Missions

How to compile

On 2021-01-04 we have changed the way to compile the codebase.

Find BUILD.bat here in the root folder of tgstation, and double click it to initiate the build. It consists of multiple steps and might take around 1-5 minutes to compile.

The long way. Find bin/build.cmd in this folder, and double click it to initiate the build. It consists of multiple steps and might take around 1-5 minutes to compile. If it closes, it means it has finished its job. You can then setup the server normally by opening tgstation.dmb in DreamDaemon.

Building tgstation in DreamMaker directly is now deprecated and might produce errors, such as 'tgui.bundle.js': cannot find file.

How to compile in VSCode and other build options.

Contributors

Guides for Contributors

/tg/station HACKMD account - Design documentation here

Interested in some starting lore?

Current Skyrat Modules

LICENSE

All code after commit 333c566b88108de218d882840e61928a9b759d8f on 2014/31/12 at 4:38 PM PST is licensed under GNU AGPL v3.

All code before commit 333c566b88108de218d882840e61928a9b759d8f on 2014/31/12 at 4:38 PM PST is licensed under GNU GPL v3. (Including tools unless their readme specifies otherwise.)

See LICENSE and GPLv3.txt for more details.

The TGS DMAPI API is licensed as a subproject under the MIT license.

See the footer of code/__DEFINES/tgs.dm and code/modules/tgs/LICENSE for the MIT license.

All assets including icons and sound are under a Creative Commons 3.0 BY-SA license unless otherwise indicated.

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