73 Commits

Author SHA1 Message Date
SkyratBot aaf62b7fd3 [MIRROR] Holosignification (#28954)
* Holosignification (#85062)

* Holosignification

---------

Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-20 21:44:38 +05:30
SkyratBot 42f6f57dc0 [MIRROR] Replaces even more deciseconds with SECONDS (#27205)
Replaces even more deciseconds with SECONDS

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
2024-04-16 12:58:35 +02:00
SkyratBot 427b465e5c [MIRROR] Logs holosign swatting. (#26690)
* Logs holosign swatting. (#81733)

Logs holosign swatting.
## About The Pull Request
Logs holosign swatting.
## Why It's Good For The Game
Closes #81729
## Changelog
🆑
admin: Logs holosign swatting.
/🆑

* Logs holosign swatting.

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2024-02-29 22:59:08 +01:00
SkyratBot e0b46d5903 [MIRROR] Atmos Holofan Clearview [MDB IGNORE] (#25929)
* Atmos Holofan Clearview (#80662)

## Vid

https://github.com/tgstation/tgstation/assets/46101244/b322aac7-519f-4a55-8180-eb9a38b3abc7
## About The Pull Request
You can right-click the Atmos Holofan projector in-hand to make the
holograms more transparent and unclickable

Only lasts for 40 seconds if you don't toggle it off yourself
## Why It's Good For The Game
Sometimes you want to pipe under the holofan or put a machine there, and
it's frustrating having to alt-click the tile for every action since you
can't see anything under the holofan
## Changelog
🆑
add: Atmos Holofan projectors can be right-clicked inhand to make their
holograms more transparent
/🆑

* Atmos Holofan Clearview

---------

Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com>
2023-12-31 14:02:48 -05:00
SkyratBot 9a3fb5c5c1 [MIRROR] FOV is Dead (Long Live FOV) [MDB IGNORE] (#25600)
* FOV is Dead (Long Live FOV)

* Update _megafauna.dm

* Update _vehicle.dm

* FOV Hotfix: Actually offsets gameplane render relays

* removes redundant visual_shadow

* removes GAME_PLANE_UPPER references

* Update mob_movement.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-12-23 17:47:07 +00:00
SkyratBot 9910f1e7a7 [MIRROR] Holobarrier toggle removal [MDB IGNORE] (#24705)
* Holobarrier toggle removal (#79293)

## About The Pull Request
this PR removes the PENLITE holobarrier’s biometric scanner toggle
function activated by hitting the holobarrier.

## Why It's Good For The Game
This is good for the game as having the toggle is quite useless because
the only reason someone would have it up is to keep sick people out.

There is no point to turning off the biometric scanning because you may
as well have nothing put up in the first place.

This also prevents people from unknowingly turning it off allowing sick
patients to infect valuable medical staff.
## Changelog
:cl:deathrobotpunch1
del: Removed the biometric scanning toggle from the PENLITE holobarrier
/🆑

* Holobarrier toggle removal

---------

Co-authored-by: deathrobotpunch <87455177+deathrobotpunch@users.noreply.github.com>
2023-10-31 22:45:32 -04:00
SkyratBot b6da56408e [MIRROR] A comprehensive refactor / cleanup of bullet_hit and on_hit to cut out a single bad species / mob proc [MDB IGNORE] (#24430)
* A comprehensive refactor / cleanup of `bullet_hit` and `on_hit` to cut out a single bad species / mob proc (#79024)

## About The Pull Request

- Refactored `bullet_act`. Adds `should_call_parent` and refactors
associated children to support that.
   - Fixes silicons sparking off when hit by disabler fire.
- Desnowflakes firing range target integrity and cleans up its
bullet-hole code a bit.
- Cleans up changeling tentacle code a fair bit and fixes it not taking
off throw mode if you fail to catch something.
   - The Sleeping Carp deflection is now signalized
- Nightmare projectile dodging is now signalized and sourced from the
Nightmare's brain rather than species
- Refactored how cardboard cutouts get knocked over to be less
snowflaked / use integrity
- Also adds projectile `on_hit` `should_call_parent` and cleans up a bit
of that, particularly their arguments.
- On hit arguments were passed wrong this entire time, it's a good thing
nothing relied on that.

## Why It's Good For The Game

This is cringe.

https://github.com/tgstation/tgstation/blob/1863eb2cd82e7cee4fdfff37b42d3fd0c7edd797/code/modules/mob/living/carbon/human/_species.dm#L1430-L1442

Bullets should overall act more consistent across mob types and objects.

## Changelog

🆑 Melbert
fix: Silicons don't spark when shot by disablers
fix: Changelings who fail to catch something with a tencacle will have
throw mode disabled automatically
fix: Fixes occasions where you can reflect with Sleeping Carp when you
shouldn't be able to
fix: Fixes some projectiles causing like 20x less eye blur than they
should be
refactor: Refactored bullet-mob interactions
refactor: Nightmare "shadow dodge" projectile ability is now sourced
from their brain
/🆑

* A comprehensive refactor / cleanup of `bullet_hit` and `on_hit` to cut out a single bad species / mob proc

* Modular changes

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-19 22:18:41 -04:00
SkyratBot f8c5601160 [MIRROR] minor changes to living and mob vars [MDB IGNORE] (#23330)
* minor changes to living and mob vars

* Update mob_movement.dm

* Modular updates

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-26 04:21:42 -04:00
SkyratBot 606f0009a1 [MIRROR] Removes two redundant components [MDB IGNORE] (#22613)
* Removes two redundant components (#76866)

## About The Pull Request

We're starting to get to have enough components that people don't
realise that what they want already exists but doesn't have the name
they expect 🙃

I recently added `track_hierarchical_movement` which is similar enough
to `connect_containers` that it shouldn't independently exist, even if I
like sending a new signal more than the ugly setup pattern for
`connect_loc`.

`trait_loc` is actually older than `give_turf_traits` but
`give_turf_traits` covers more edge cases than `turf_loc` so seems like
the better one to maintain.
HOWEVER `give_turf_traits` held a list of references to atoms in it,
which isn't great in an element. I couldn't think of a way to completely
eliminate the list, but it isn't a list of references any more so it
shouldn't cause any hard deletions.

## Why It's Good For The Game

Having two components which do the same thing but marginally differently
is confusing and going to cause us trouble down the line.

## Changelog

Not player facing

* Removes two redundant components

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-21 13:27:45 -04:00
SkyratBot 36ac91b093 [MIRROR] Engineering, janitor and medical holosign projector changes. Much faster, more capacity, less integrity. [MDB IGNORE] (#21542)
* Engineering, janitor and medical holosign projector changes. Much faster, more capacity, less integrity. (#75543)

## About The Pull Request
The engineering, janitor and medical holosign projectors can project
their holosigns in 1 second. The holosign integrity has been reduced to
1. Engineering max capacity increased to 12, medical to 6.
## Why It's Good For The Game
The long time to project made these projectors, especially the
engineering ones, impractical to use during an emergency that warrents
their usage. Medical capacity increase allows them to block off a
typical hallway, which could be used if there's a biohazard (60 gibbed
monkeys, or botanist). Engineering capacity increase is warrented due to
the nature of breaches and how large they can get.

The integrity reduction should help prevent them from being used to
Fortnite people.
## Changelog
🆑
balance: Engineering, janitor and medical holosign projector projection
time reduced to 1 second.
balance: Engineering, janitor, and medical holosign integrity reduced to
1.
balance: Engineering holosign projector max capacity increased to 12.
balance: Medical holosign projector max capacity increased to 6.
/🆑

* Engineering, janitor and medical holosign projector changes. Much faster, more capacity, less integrity.

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2023-05-31 23:21:09 +12:00
SkyratBot f149912dbd [MIRROR] Fix holo signs being able to be frozen [MDB IGNORE] (#19980)
* Fix holo signs being able to be frozen (#74103)

🆑 coiax
fix: Holosigns, like the atmos holofan, can no longer be frozen by low
temperature water vapour.
/🆑

Seen this a couple of times where a holofan's been "frozen" which is
quite silly.

This won't actually _do_ anything until #74102 is merged though, but
let's keep our changes separate.

* Fix holo signs being able to be frozen

---------

Co-authored-by: Jack Edge <yellowbounder@gmail.com>
2023-03-20 00:16:17 -07:00
Zonespace 8fabd54ad6 Mirrors #72354 (#18654)
* [no gbp] removes all duplicate armor datums (#72354)

closes #72348
Title

My bad

Heres the script I used this time if you want to
```cs
var baseDir = Environment.CurrentDirectory;

var allFiles = Directory.EnumerateFiles($@"{baseDir}\code", "*.dm", SearchOption.AllDirectories).ToList();
var known = new Dictionary<string, List<KeyValuePair<string, int>>>();

foreach (var file in allFiles)
{
	var fileLines = File.ReadAllLines(file);
	for (var i = 0; i < fileLines.Length; i++)
	{
		var line = fileLines[i];
		if (line.StartsWith("/datum/armor/"))
		{
			var armorName = line.Replace("/datum/armor/", "").Trim();
			if (!known.ContainsKey(armorName))
				known[armorName] = new List<KeyValuePair<string, int>>();
			var knownList = known[armorName];
			knownList.Add(new KeyValuePair<string, int>(file, i));
		}
	}
}

Console.WriteLine($"There are {known.Sum(d => d.Value.Count)} duplicate armor datums.");

var duplicates = new Dictionary<string, List<int>>();
foreach (var (_, entries) in known)
{
	var actuals = entries.Skip(1).ToList();
	foreach (var actual in actuals)
	{
		if (!duplicates.ContainsKey(actual.Key))
			duplicates[actual.Key] = new List<int>();
		duplicates[actual.Key].Add(actual.Value);
	}
}

Console.WriteLine($"There are {duplicates.Count} files to update.");

foreach (var (file, idxes) in duplicates)
{
	var fileContents = File.ReadAllLines(file).ToList();
	foreach (var idx in idxes.OrderByDescending(i => i))
	{
		string line;
		do
		{
			line = fileContents[idx];
			fileContents.RemoveAt(idx);
		}
		while (!String.IsNullOrWhiteSpace(line));
	}
	File.WriteAllLines(file, fileContents);
}
```

* modular

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-01-13 18:05:12 -05:00
SkyratBot 011fefdd81 [MIRROR] Refactors armor into dedicated subtypes [MDB IGNORE] (#18291)
* Refactors armor into dedicated subtypes

* start

* most tg things

* pain (#18584)

* shit

* non-mod changes

* compile

Co-authored-by: John Doe <gamingskeleton3@gmail.com>

* #18291

* compile fix

* ???

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-01-07 20:06:16 -08:00
SkyratBot d865ae2531 [MIRROR] Tram QoL Improvements [MDB IGNORE] (#17517)
* Tram QoL Improvements (#70774)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
- Tram destination sign is expanded, so it can say 'Central' and 'Not In
Service', fits in better sprite wise anyways
- Engineers now have access to control the tram doors
- The tram now has its own set of door icons, matching the rest of the
tram. It makes it a titanium windoor instead of the standard windoor
icon
- Tram doors are now their own subtype, because it was backwards for
some reason
- Tram doors are now faster opening, because nobody wants to wait 3
seconds for the doors to open. Nice on arrivals, or make your daring
escape mid travel!
- Tram doors are responsive and let you jump out mid travel, for those
daring escapes
- The tram now has a coherent visual look of silver and grey
- The tram now has a touchscreen display instead of an atmos computer,
reflecting the TGUI panel
- Adds a new tram floor sprite reflecting the propulsion of the tram
- Tram has its own holobarriers instead of using firelocks

![tram-relift-2](https://user-images.githubusercontent.com/83487515/199634713-a942c82e-f6d4-4489-adde-66f859cefebb.gif)

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Improving the tram based on feedback from players, and making it look
better too.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑 LT3
qol: Tram destination sign is expanded and now properly says Central and
Not In Service.
qol: Tram doors now open faster on arrival and mid travel, so you don't
have to wait, and can also make a daring high speed escape from a tram
in motion.
fix: Improved tram door logic so they don't end up open/closed at the
wrong place.
fix: Tram doors are now their own subtype, it was backwards for some
reason.
fix: Tram doors while idle at a station can only be interacted with by
Engineering staff.
add: Tram controls are now a responsive touchscreen.
add: Tram crossings have their own holobarrier instead of using the
generic atmos fire barrier.
add: Tram now has a new set of doors in shiny titanium glass.
add: Tram is now powered by linear induction motors.
fix: Deltastation's EVA windoor for magboots are no longer tram doors.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Tram QoL Improvements

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2022-11-17 08:37:58 -05:00
Zonespace f7c26bbf25 515 Compat (#17465)
* ONLY SKYRAT CHANGES

* ACTUALLY SKYRAT CHANGES

* yolo, revert later

* Update alternate_byond_versions.txt

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2022-11-15 06:59:06 +00:00
SkyratBot 4c79b97104 [MIRROR] Refactors some signal misuse with the stationloving component [MDB IGNORE] (#17157)
* Refactors some signal misuse with the stationloving component (#70496)

* Refactors secluded locs

* Tweak

* Use traits instead of signals

* Review

* Type error

* Refactors some signal misuse with the stationloving component

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-10-25 14:13:46 -07:00
SkyratBot 9bf006d189 [MIRROR] Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) [MDB IGNORE] (#16472)
* Multiz Rework: Human Suffering Edition (Contains PLANE CUBE)

* skyrat changes

* bodyparts merge

* unres door floorlight fix

* Future upstream fix for blindness

* upcoming upstream airlock fix

* fix button emissive

* Fix FOV markings?

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-10-02 23:30:09 -04:00
SkyratBot 63561dd14f [MIRROR] Fireproofs holofans [MDB IGNORE] (#12846)
* Fireproof holofans (#66167)

* Fireproofs holofans

Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
2022-04-17 08:49:38 -07:00
SkyratBot b2cc74a77e [MIRROR] Fixes layering issues brought by the FoV PR. [MDB IGNORE] (#11411)
* Fixes layering issues brought by the FoV PR.

* Update code/__DEFINES/layers.dm

* Update code/modules/mob/living/living_defines.dm

* Update code/modules/mob/living/simple_animal/hostile/venus_human_trap.dm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-02-10 02:51:52 +00:00
SkyratBot e90627be0e [MIRROR] Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed [MDB IGNORE] (#9176)
* 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>
2021-11-02 10:36:46 -04:00
SkyratBot 230a34588f [MIRROR] modules/atmospherics major cleanup [MDB IGNORE] (#8818)
* modules/atmospherics major cleanup

* E

* E

* 0

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-14 22:44:30 +01:00
SkyratBot dc77053357 [MIRROR] Fixed holosigns not registering it's projector [MDB IGNORE] (#8486)
* Fixed holosigns not registering it's projector (#61755)

Before the mapload PR got merged, the mapload param got treated incorrectly as the loc param, allowing the proc to work without problems since source_projector is in the right place. But now that the mapload param is implemented here properly, the previous bad implementation turned into a working feature turned back into a bug. This took way longer than it should have.

* Fixed holosigns not registering it's projector

Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
2021-09-29 22:24:32 +01:00
SkyratBot c23bd1cb8c [MIRROR] every case of initialize that should have mapload, does (#8374)
* every case of initialize that should have mapload, does

* E

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 23:07:53 +01:00
SkyratBot a14b1dadb5 [MIRROR] CanPass refactor (#6527)
* CanPass refactor (#59804)

* CanPass refactor

Co-authored-by: Rohesie <rohesie@gmail.com>
2021-06-25 22:33:51 +01:00
SkyratBot 7d1d0e1fad [MIRROR] Refactors most spans into span procs (#6315)
* Refactors most spans into span procs

* AA

* a

* AAAAAAAAAAAAAAAAAAAAAA

* Update species.dm

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-16 00:24:49 +01:00
SkyratBot 5c2fdc82cb [MIRROR] Firelocks can't close if an holofan is placed on their turf (#4891)
* Firelocks can't close if an holofan is placed on their turf (#58332)

* Firelocks can't close if an holofan is placed on their turf

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
2021-04-13 14:39:14 +01:00
SkyratBot 84f6558402 [MIRROR] Tramstation: choo choo MORE MAP COMIN' THROUH (#4083)
* Tramstation: choo choo MORE MAP COMIN' THROUH

* Tramstation: Skyrat Edition (#4104)

* Decals Fixed

* Modularity? Whatever

* Fuck me if I need to make a second PR for this

* Blueshield + Cryo + Ian Fursuit

* Automatic changelog generation for PR #4104 [ci skip]

Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com>
2021-03-12 23:19:38 +00:00
SkyratBot 4770eca75e [MIRROR] Adds tourist robots that order food and drinks from the bar and cafeteria (#3651)
* Adds tourist robots that order food and drinks from the bar and cafeteria (#57010)

* Adds Tourism Economy

Co-authored-by: Emmanuel S. <emmanuelssr@ gmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@ gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Adds tourist robots that order food and drinks from the bar and cafeteria

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Emmanuel S. <emmanuelssr@ gmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@ gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-02-27 09:19:00 +00:00
SkyratBot 43febe3145 [MIRROR] Converts many proc overrides to properly use list/modifiers, lots of other smaller things (#3433)
* Converts many proc overrides to properly use list/modifiers, lots of other smaller things

* Update human_defense.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-17 14:18:21 +00:00
SkyratBot b332b46b65 [MIRROR] Remove hideous inline tab indentation, and bans it in contributing guidelines (#3394)
* Remove hideous inline tab indentation, and bans it in contributing guidelines

* a

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-15 15:32:02 +00:00
SkyratBot e890b1282b [MIRROR] Replaces intents with combat mode (#3063)
* Replaces intents with combat mode

* updates

* a

* Update living_defense.dm

* https://github.com/tgstation/tgstation/pull/56638/files

* gunsafety!

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-05 16:58:16 +01:00
SkyratBot f79e91462c [MIRROR] LINDA Reforged (#2573)
* LINDA Reforged

* Update airlock.dm

* Update biohazard_blob_controller.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2021-01-08 18:52:35 +01:00
SkyratBot afce3e2a94 [MIRROR] pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#2097)
* 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>
2020-12-09 23:44:54 +01:00
SkyratBot 6733d6debb [MIRROR] fixes the flags of some shocks (#1685)
* fixes the flags of some shocks (#54906)

## About The Pull Request

The shocks from the shock touch mutation now ignore insulated gloves, because you're touching your victim's body, not giving them a handshake.

The shocks from punching charged energy fields (special holosigns from emagged cyborgs) now DON'T ignore insulated gloves, because you're literally punching them with your hand.

The shocks from running into charged energy fields now DON'T ignore insulated gloves, to be consistent with things like electrified doors.

The shocks from the on_mob_life() effect of liquid electricity now ignore insulated gloves, like the shocks from the on_mob_life() effect of teslium do (thanks for pointing this out, Angustmeta!).

## Why It's Good For The Game

Logical sense and consistency in what forms of protection shocks check for are good things, I think.

* fixes the flags of some shocks

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2020-11-14 21:33:12 +01:00
SkyratBot 11ca98cbb9 [MIRROR] holosign little refractor (#1263)
* holosign little refractor (#54287)

* holosign little refractor

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
2020-10-12 23:16:23 +02:00
SkyratBot 3bd294f26f [MIRROR] Defines damage flags. (Hopefully without 50+ commits) (#491)
* Defines damage flags. (#53158)

* Defines damage flags. (Hopefully without 50+ commits)

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2020-08-24 22:52:31 +02:00
LemonInTheDark f59207ec83 Converts rad_flags to flags_1, holy shit why 2020-07-09 00:20:46 -07:00
Names Are Hard 4da5445620 Nonhuman things can now move through the barrier 2020-01-27 12:13:49 -08:00
Names Are Hard 6fb3c0dfdd Adds check to allow silicons through med barriers 2020-01-26 21:26:18 -08:00
Emmett Gaines 53024590de Can pass refactor (#48659)
* Makes all CanPass procs call parent

* Makes CanPass more extendable and gives the mover a say in the matter

* Replace CanPass with CanAllowThrough to use the new system

Regex replace `(?<!proc)/CanPass\(` => `/CanAllowThrough(`

* Simple optimization pass
2020-01-08 21:31:49 +01:00
skoglol 43a41e35a7 Janitors start with holosigns again (#47513)
* Janitor start with holosign instead of barrier, barrier now only blocks carbons.

* And unconscious for the other ones too
2019-11-03 01:42:17 -08:00
nemvar a148cae769 Kills obj/item/projectile in favour of obj/projectile (#46692)
* Kills obj/item/projectile in favour of obj/projectile

* Resolves conflicts properly

* fixes that one map

* it lives
2019-10-06 13:37:24 -04:00
nemvar daffaefb71 Switches out the three billion args of electrocute act for flags (#46564)
* 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
2019-10-02 23:14:19 +02:00
Rob Bailey 2029163d33 playsound vary boolean define conversion (#46254)
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
2019-08-30 18:45:20 +12:00
vuonojenmustaturska 8ddc9677c7 examine-code refactor (#44636)
* 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
2019-06-19 22:07:57 +02:00
skoglol 7969654ad1 Moves machine/computer frames and structures below object layer. (#44165)
* Moves machine and computer frames below object layer.

* Moves structures below object layer.

* moves mineral doors to airlock layer, removes excess layer overrides.
2019-05-31 19:18:41 +02:00
ShizCalev 1a8b17bdf8 Fixes janicart /holosign interactions 2019-02-26 02:20:17 -05:00
kevinz000 7370de6961 Fixes projectiles not hitting people resting, a bit of refactoring of how projectile target collision is done (#42241)
* Fixes projectiles not hitting mobs, some refactoring too

* some stuff for projectile can hit target to work with not being ontop of an object

* Yeah let's just refactor bullet_act while we're at it.

* Yeah let's just refactor bullet_act while we're at it.

* Yeah let's just refactor bullet_act while we're at it.

* CanPass returns true to projectiles regardless of hit

* snakecase?
2019-01-19 11:17:42 +13:00
nicbn 8e3a812bf2 You can now click on objects and mobs below flaps and signs (#41866)
* You can now click on objects and mobs below flaps and signs

* Update admins.txt

* Update code/controllers/subsystem/vis_overlays.dm

Co-Authored-By: nicbn <nicolas.nattis@gmail.com>
2018-12-20 12:34:58 -05:00
vuonojenmustaturska a287380797 Stops using the rad insulation component to provide default rad insulation features in order to save a bit of memory (#40662)
* henk

* oh yeah this

* undo this meme

* stuff
2018-10-06 14:28:28 +02:00