9 Commits
Author SHA1 Message Date
b1029a24f8 Power Cell Rework + Energy Weapon Rebalance (& misc changes) (#7438)
- all cells in the game are now small, medium, large
- super, hyper capacity cells, device, and weapon cells are all removed
- cells now have standardized variants, some of which are printable by
R&D
- energy weapons rebalanced
- **advanced energy guns and stun revolvers removed** - use the new
modular weapon system and microfission cells.

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Co-authored-by: silicons <silicons@silicons.dev>
2025-12-24 12:15:01 +01:00
siliconsandGitHub 60db51850c experimental gc / init fixes and optimizations, and fixes emotes (#7431) 2025-12-15 09:13:19 +01:00
4ab234f10c maploader / overmaps update - struct system, overmaps location bindings, misc backend improvements (#6403)
tl;dr level collections that can easily be logically restructured/moved
as necessary

will eventually be used for radio and overmaps location resolution.

this is the last part of
https://github.com/Citadel-Station-13/Citadel-Station-13-RP/pull/4841
that has not yet been integrated.
this will be a draft for a while.

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Co-authored-by: LetterN <24603524+LetterN@users.noreply.github.com>
2025-11-06 17:49:23 -08:00
siliconsandGitHub b131da168a adds custom overmap loading and some general overmap / area fixes (#7357) 2025-10-16 18:53:52 +02:00
siliconsandGitHub 483d595d3e mass turf repath (#6865)
enough is enough with these damn planet subtypes

also drops unused 140x140's
2024-11-25 22:43:28 -07:00
Letter NandGitHub d38246bb69 Init-&-co (#6833)
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## About The Pull Request
update init code, LateInitialize now complains if it doesnt have
anything in it
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## Why It's Good For The Game

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## Changelog

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🆑
code: update how init does things
code: update matrix helpers
/🆑

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2024-11-03 10:06:10 -08:00
siliconsandGitHub 3df31fa2ff experimental maploader changes (#6586) 2024-07-19 22:27:03 -04:00
98436ee381 Fix hovering fire alarms, refactor DMM rotation code (#6589)
## About The Pull Request

Previously:

- A lot of unnecessary code to thread and repeatedly add
orientation-related variables to the preloader.
- dmm_parsed previously modified its own args, then used arglist(args)
This is bad energy -- as far as I can tell, this was was relying on the
fact that _load_impl didn't use the modified values.
- Fire alarms were hardcoded to deal with east/west incorrectly

Now:

- These variables now live in the dmm_context.
- _load_impl takes fewer unnecessary args, and all its args are explicit
- A few variables have been removed or had their scope limited.
- Fire alarms aren't hardcoded to do that anymore.

Bugs I didn't fix:

- When a map is rotated EAST or WEST, signs spawn in an overlapping
fashion that's really ugly.

## Why It's Good For The Game

### Correctness

Fire alarms were spawning sideways when rotated EAST or WEST and
probably shouldn't be. I've fixed this behavior now.

### Style

Threading a lot of variables in DM is pretty rough -- DM doesn't
actually warn if you do this wrong. Silicons specifically flagged this
as a rough spot for code quality, which is why I attacked it.

These variables never change during the load process, so threading them
as arguments creates the false implication that they can be different
per map object.

### Performance

My goal wasn't to make performance better, just to make the code more
readable without making it worse. Brief profiling implies it might be
faster, but the difference is marginal and possibly explained by bad
test conditions:

- map loading took 24.0, 24.3, 24.6 seconds before the change
- map loading took 23.0, 23.6, 23.8 seconds after this change

All tests were done with rotated Triumph. (I haven't profiled
non-rotated yet.)

Back of the envelope calculation implies the number of
variable-on-object lookups in the hot loop phase of the map load should
be pretty close to the original number -- maybe a little lower, since
I've turned some into locals.

The one lookup that looks new (where we get the context from the
preloader in preloader_load) was actually one that happened
unconditionally at the end of the procedure in the previous code.

## Images

Sign bug: I didn't fix this or introduce this.


![image](https://github.com/user-attachments/assets/47debb5e-00e4-4bf7-a404-94d315f07607)

Fire alarm bug living its best life. I fixed this:


![image](https://github.com/user-attachments/assets/f1db22d4-921c-4a1d-827f-cb49c76a2cb9)

Fire alarm is Tethered. (Post-fix):


![image](https://github.com/user-attachments/assets/b939842f-8dfc-45c3-bfcb-e6faf3a90ee8)

## Changelog

🆑 Pyrex
refactor: DMM rotation code is a little tidier
fix: fire alarms have a 0% chance of hovering
/🆑

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Co-authored-by: GDN <96800819+GDNgit@users.noreply.github.com>
2024-07-14 18:55:53 -07:00
siliconsandGitHub 6037dd194c shuttles/storytellers - maploader injections and context (#6464)
i decided to atomize my prs a little

- map obfuscation module upgraded
- obfuscation now happens via mangling id, inspired by nebula. atoms loaded with the same mangling id will generate the same obfuscated ids from a given and matching input id
- /datum/map_injection added; it's a composition-based system for modifying maps during spawn
- /datum/map_injection/starting_gear; inspired by barotrauma, pretty much just injects starting gear as necessary with a given configuration. multiple of these can be stacked in a given maploading.
- /obj/map_helper/gear_marker; markers for where starting_gear should populate things.
2024-06-04 20:47:18 +02:00