Commit Graph

265 Commits

Author SHA1 Message Date
Katherine Kiefer
575cbe8c3e little trolling 2022-05-30 18:47:18 +10:00
ynot01
a94aa9a6f4 round actually ends on narsie & time defines (#14207)
* round actually ends on narsie

* time defines

* time defines
2022-05-28 22:56:57 +01:00
Byemoh
71b21283a9 Update atoms_movable.dm (#14206) 2022-05-21 17:32:15 -04:00
TheGamerdk
1d21a4cbef [PORT] Secret Gateways: Config loaded Away Missions + Anti-observing Z level traits (#13967)
* Secret Gateways: Config loaded Away Missions + Anti-observing Z level traits (#61719)

* Removed effect/dummy/phased_mob copypasta. Fixed squeak component triggering from abstract effects & co. (#54783)

* bonkies

* fix merge

* secret gateway update (#62003)

admins are now notified about a secret gateway load failing, also logs this
secret z levels are protected from incorporeal movement
fixes unpowered ruin areas being powered
adds a bunch of new areas for secret gateways, since var edited areas probably arent a good idea its good to have a few presets
adds cordon turfs and areas, ingame they just look like the z level border, they are completely indestructible, you cant pass them, and if you somehow do, the cordon area kills you (idea from goon but the code and sprites are mine)
adds a z level injector mapping trait, injects a z level trait into the z level its placed on, if you want to add something like ash storms or whatever to your map
adds an anti xray z level trait, you can optionally add this with the z level injector to protect your map against any xray or whatever

* yesss

* Update walks.dm

* last fixed

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2022-05-16 19:53:46 +01:00
adamsong
e5a1515de1 Refactors VV (#13312)
* Refactors VV

* Copied more tg code

* Fixes renameing by copying more tg code

* Copies some code from yogs this time
2022-03-13 11:22:11 +00:00
nmajask
314aa5fe59 Ports "Environment Protection Bags + Minor Weather Changes" and others (#13144)
* Ports the bodybag changes

Many changes

* Fixes the thing

Fixes the random change and gives the mining medic locker an environmental protection bag

* Fixed syndicate bags leaking gasses

This seems like a sloppy fix, but it works I guess
2022-02-10 18:21:41 +00:00
adamsong
3baeaeb0c4 Steals tg's span macros (#12232)
* Steals tg's span macros

* Fix alphabet

* Updated some more spans

* Misses a conflict

* Fix compile errors

* Converts more spans

* oops
2021-09-17 12:50:16 +01:00
Jamie D
b80a77572d Fixes Runechat runtimes and Adds Singing And fixes lots of other runtimes (#10325)
* E

* More runtimes

* Fucking i(n)dent I swear
2020-11-05 20:25:37 +00:00
Jamie D
0dd6fae119 [Port] Explosions Subsystem Test 1 (#10202)
* Explosions Subsystem Test 1

* Fucking linter

* Fucking TG Are Dents

* SCREW OFF LINTER
2020-10-28 17:54:13 +00:00
Redmoogle
5b44f36a07 Optimize (#10185)
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
2020-10-27 09:40:15 +00:00
TheGamerdk
ed272794f7 Better Glowing Lights (#9256)
* lights

* better

Co-authored-by: Rob Bailey <actioninja@gmail.com>
Co-authored-by: 81Denton <32391752+81Denton@users.noreply.github.com>
2020-08-08 17:11:44 -04:00
alexkar598
dab25cb5a6 Dreamchecker (#8977)
* Changes obj_break on machines to use parent calls (#46485)

The way stat |= BROKEN was done was a mess, this makes everywhere use obj_break with proper parent calls and adds a signal for when a machine enters the broken state.
Why It's Good For The Game

Better code quality, more signals.

* e

* 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

* Adds linting for equipped() pickup() dropped() (#46614)

* lint some inventory procs

* lineends

* f

*  line end

* lineend

* fuck

* changes per review

* does more

* Changes power_change() to respect parent calls for toggling NOPOWER (#46486)

About The Pull Request

Similar to #46485
Now all relevant uses of power_change() call parent, theres a signal sent when a machine changes the NOPOWER flag, all remaining machines that were using power_change() instead of update_icon() have been fixed.
Why It's Good For The Game

code quality, eventually signal stuff. and signal stuff

* Fix Crossed/Entered/Exited/Bump/ui_act parameter casting (#49016)

About The Pull Request

Detected as part of my work on SpaceManiac/SpacemanDMM#167

* Makes Crossed and Moved should call parent (#49671)

* makes setDir shouldcallparent (#49692)

* owo

* hehe

* Update atoms.dm

* Update atoms.dm

* Update atoms_movable.dm

Co-authored-by: spookydonut <github@spooksoftware.com>
Co-authored-by: alexkar598 <>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
2020-06-23 16:15:23 -04:00
monster860
390b7a9b48 smooth movement (#8132) 2020-04-10 17:51:10 -04:00
Nichlas Pihl
3d4e6dccb6 More tgui-next (#7383)
* Tgui-next pandemic (#48074)

* pandemic

* rebuild

* flatten object

* use the correct var derp

* lint fixes + rebuild

* Rebuild tgui

* Tgui-next pandemic (#48074)

* pandemic

* rebuild

* flatten object

* use the correct var derp

* lint fixes + rebuild

* Rebuild tgui

* tgui-next portable atmos (#48081)

* portable atmos stuff

* better titlecase handling

* Rebuild tgui

* Update tgui dependencies, improve window dragging (#48213)

* Update tgui dependencies

* Rework window drag and vectors

* Refactors language holder (#48106)

* Language holder refactor

* Ironed out bugs, testing

* adds sourced language, blocking list. more useful helpers.

* Replaced old usage

* Adresses requests

* Autodoc attempt #1

* Fixed monkeyize (again)

* Travis happy

* Language menu updated

* Final pass

* durrrr (#48329)

* Refactors language holder (#48106)

* Language holder refactor

* Ironed out bugs, testing

* adds sourced language, blocking list. more useful helpers.

* Replaced old usage

* Adresses requests

* Autodoc attempt #1

* Fixed monkeyize (again)

* Travis happy

* Language menu updated

* Final pass

* lol

* lol2

* lol

Co-authored-by: Rob Bailey <actioninja@gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Co-authored-by: skoglol <33292112+kriskog@users.noreply.github.com>
Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
2020-01-02 16:03:14 +01:00
monster860
61ac3dc3b8 Replays 2019-11-13 00:19:57 -05:00
alexkar598
fe934644ac Actually commits the line ending changes 2019-08-12 07:47:43 -04:00
yogstation13-bot
db2a973fb8 [READY] Cleans up saycode by removing random hook stubs and using a signal where relevant 2019-06-06 07:33:20 +01:00
Joe Schmoe
8ddd6879e6 pulling offset fixes 2019-05-19 17:54:05 +02:00
yogstation13-bot
0d10868e9b [MIRROR] Fixes venus human traps not respecting density, and grasping vines (#5397)
* mistakes were made (#43957)
2019-05-19 01:27:53 -05:00
4dplanner
1b12c96113 Sepia extract rebalance [TM Cand/Ready] (#42933)
* Sepia slime has a timer before activating

* Chilling and recurring

* Rewind camera

* Camera variable to disable customisation

* Removes unnecessary selfieing

* Changes rewind time to 10 seconds

* Simple animal fixes

* properly freezes bots

* Mech timestop

* P -> M

* Gives a warning message

* This should have commited with the last set

* Just screw my line lengths up

* Big changes

Adds pre-move COMSIG
Cuts down on lists in timestop
Adds the overlay to frozen projectiles
Timestopped things have INFINITY move_resist as opposed to being
anchored
Timestop will now unfreeze things that somehow leave it
Cleans up timestop code
mobs in the middle of a walk_to will have their walk stopped by timestop
mobs that are stunned will be stopped mid walk as well
Slimes respect mobility_flags & MOBILITY_MOVE
Slimes no longer automatically regain MOBILITY_MOVE whenever not cold

* Pulling and swapping places respect move_force

* Update code/modules/research/xenobiology/crossbreeding/_misc.dm

Co-Authored-By: 4dplanner <3combined@gmail.com>
2019-03-14 12:47:27 +01:00
monster860
0437e816a8 Prevent admins from setting the "bounds" var (#42534) 2019-01-30 08:38:46 +01:00
monster860
439b7d0fb6 SPACEPODS! 2019-01-01 01:39:01 -05:00
kevinz000
8ced578215 [READY]IMMERSIVE ROLEPLAY - Mobs now turn towards and are shifted based on grab state towards something pulling them (#41768)
In other words, you can now dance.
@subject217
cl
experimental: Mobs now turn towards anything grabbing them when they move.
experimental: Mobs are shifted towards anything grabbing them based on move state too. You can now dance by grabbing each other!
/cl
2018-12-16 22:07:38 +01:00
kevinz000
d1411a8eee [READY]MultiZ stuff - tile atmos, movement backend, falling backend, etc etc - Electric boogaloo (#40428)
Basic multiZ mob movement procs (Observers can always move)
Open space, showing what things are below it, and everything that entails. No complex support for dynamic generation just yet.
Decide how openspace should look :/

    Atoms falling through open space (NO MOB SUPPORT/DAMAGE/ANYTHING YET.)

//CANCELLED FOR ANOTHER PR - [ ] Being able to see upwards? Downwards is going to be handled by open space.

MultiZ tile atmospherics - EDIT: Working demo! https://puu.sh/B7mUs/3f6274740f.mp4
Bugtest the heck out of this trainwreck.
2018-12-11 10:09:09 +01:00
Jordan Brown
77bdf0f349 Merge pull request #41574 from 4dplanner/throwforce2
Sets lower default value for throw force
2018-11-20 11:16:57 +01:00
4dplanner
8d1be69d22 Passes thrownthing to hitby (#41411)
* Passes thrownthing to hitby

* Items now also pass thrownthing

* No longer uses default arguments

Also fixes bananium shield

* Adds more arguments to hitby calls

* Standardises throw_impact

* Clears up some loose ends

* Adds back wacky comment

* Reinstates can_push=FALSE on bananium shield
2018-11-15 14:30:27 +01:00
oranges
8628212755 Merge pull request #41261 from ninjanomnom/floating-movetype
Makes floating a movetype instead of a movable var
2018-11-05 17:47:32 +01:00
Dennok
a156ecc56f Fix pulling being broken by Z transitions (#40778) 2018-10-20 22:47:43 +01:00
Emmett Gaines
cf8c3233b6 Adds movetype based speed modifiers and makes the mood speed mod use it (#40581)
This allows us to more easily keep track of speed modifiers which only affect certain move modes. Also cleans up a small bit of movespeed and mood code while I'm at it.
2018-10-17 11:16:04 +01:00
kevinz000
1f7a76ade0 Combat/Stun (slip) overhaul staging, mobility flags, adds crawling (#39967)
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.

Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove

cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
2018-10-10 23:21:27 +01:00
Emmett Gaines
1d157c337d Componentizes orbiting (#40433)
cl ninjanomnom
fix: Orbiting is a little more aggressive about staying in orbit. The wisp as a result now correctly follows you over shuttle moves.
/cl

Goodbye SSorbit you ticking piece of shit

This also gives update_sight a signal so wisp code isn't hardcoded into it.
2018-09-25 09:07:24 +01:00
kevinz000
bb5cca1893 Adds move force and move resist, movement/pushing/pulling tweaks (#39556)
* Removes anchroed from mobs, adds move force/resist

* Move force and move resist

* WIP, still has debug messages.

* Fixes

* Update living.dm

* Anchored removal

* Stuff

* Unit tests

* Removes anchored from dview

* DME

* Update anchored_mobs.dm

* Fix

* No ghost spacewind

* Update mulebot.dm

* Update temporary_visual.dm

* Update forcefields.dm

* Update step_triggers.dm

* Update portals.dm

* Update alien_acid.dm

* Update bump_teleporter.dm

* Update landmarks.dm

* Update countdown.dm

* Update blessing.dm

* Update shieldgen.dm

* Update containment_field.dm

* Update field_generator.dm

* Update singularity.dm

* Update atmosmachinery.dm

* Update door.dm

* Update gravitygenerator.dm

* Update door.dm

* Update effects.dm

* Update temporary_visual.dm

* Update bump_teleporter.dm

* Update forcefields.dm

* Update landmarks.dm

* Update portals.dm

* Fixes

* Throwforce annnd done, finally

* Fixes

* Haha I'm dumb sometimes
2018-09-15 21:58:05 +01:00
Nich
7215a69ceb Update atoms_movable.dm 2018-08-27 00:15:30 +02:00
Nich
7586affc1b ports a para thing 2018-08-27 00:09:47 +02:00
oranges
2e3c000bf7 Merge pull request #39728 from YPOQ/areaenteredfix
Fixes Move() not calling area/Entered and area/Exited()
2018-08-16 00:42:39 +01:00
Patrick Chieppe
584ab92bc3 Logging system refactor and improvement (#39521)
* Refactor several log lines to use datum_info_line and atom_loc_line

* Add default return strings from datum_info_line and atom_loc_line

* Add parentheses around atom_loc_line data

* Change more logs to use atom_loc_line

* Add check in atom_loc_line for turfs to avoid calling get_turf on them

* Re-add removed 'at'

* Replace datum_info_line with key_name and atom_loc_line with loc_name

* Refactor logging functions

* Avoid double-logging self-interactions

* Fallback to simple stringification if all else fails in key_name()

* Rewrite muscle spasm logging to use log_message

* Standardize logging of martial arts

* Tweak individual logging panel look

* Fix individual logging panel source

* When I typed || I really meant &&

* Fix Telecomms logging always showing client logs in the panel

* Reverts addition of buggy ownership log to panel

* Remove colon

* Fix missing log_directed_talk tag

* Add warning for missing type in log_direted_talk

* Change warnings to stack_traces

* Add square brackets around fallthrough key_name() case to help parsing

* Allow atom arguments/src in log_*() functions

* Change log_combat call with null argument to log_message

* Change mecha types' log_message() arguments to match atom and mob version

* Add key_name() case for atoms

* Fix resist_grab() unsetting pulledby before log_combat gets a chance to use it

* Fix log_globally logic

* Add logging for hitting objects with items

* Move log_combat() to atoms.dm

* Use utility functions for object stringification in log_combat()

* Use utility functions for object stringification in log_combat()

* Add missing logs for interacting with display cases

* Rewrite log_combat() comment

* Add missing space in log_combat()

* Add logging for hitting grilles barehanded

* Add missing ..()
2018-08-12 20:40:46 +01:00
Ling
8f51e31dc5 Merge pull request #2114 from yogstation13/upstream-merge-39181
[MIRROR] Movespeed Modification System
2018-08-12 10:50:10 +02:00
YPOQ
42373a7688 Fix Uncrossed being called on the wrong turf's contents (#39625)
Footprints should no longer spread out of control
2018-08-10 20:34:07 +01:00
kevinz000
b5e2daa978 Movespeed Modification System (#39181)
In preparation of pixel movement, I want to refactor our slowdown system to something more modular, and something that doesn't require /quite/ as many proccalls/calculations a tick. The way this works is intended to only have things recalculate when it's necessary, rather than calling it every move.
However, I've left movement_delay() in, as without completely redoing a lot of code it's not /quite/ ready at this point to tear it out completely, but I'm hoping everything can be transitioned over to this system later.
2018-08-09 21:55:07 +01:00
Emmett Gaines
d4d8b08185 Adds Uncrossed to forceMove (#39434)
Objects picked up from tables blocking throws will no longer be forever
unthrowable
2018-07-29 23:45:16 +01:00
Iamgoofball
8d1c48a78e Anim bugfixes (#39311)
* Adds juice to picking up stuff

Stolen completely from https://github.com/OracleStation/OracleStation/pull/1072

* perfection

* Pickup animation now tweens to the correct spot if you move

* mutable appearance

* Fixes the item pickup animation

* eh whatever

* Update atoms_movable.dm
2018-07-26 19:36:16 +02:00
JJRcop
6025285ab0 Pickup animation now tweens to the correct spot if you move (#39292) 2018-07-25 18:35:08 +02:00
Ling
b7f6bf3334 Merge pull request #1833 from yogstation13/upstream-merge-39245
[MIRROR] Fixes VV on movables not being able to move things into nullspace
2018-07-22 11:40:40 +02:00
Iamgoofball
e463968c2e Fixes the pickup animation. (#39261)
I'm not certain if it was the static, the mutable appearance, or the JJR PR that broke it, but I'm going to assume all of the above.
2018-07-22 07:38:22 +01:00
kevinz000
c247379b98 Fixes VV on movables not being able to move things into nullspace (#39245)
forcemove was refactored and no longer will let you pass in null.
2018-07-21 22:29:41 +01:00
AnturK
9eee86d4c1 Makes objects blocking air restore airflow in /atom/Destroy (#39210) 2018-07-21 11:28:49 +01:00
Iamgoofball
0ec3213f7d Adds juice to picking up stuff (#39231)
* Adds juice to picking up stuff

Stolen completely from https://github.com/OracleStation/OracleStation/pull/1072

* perfection

* Pickup animation now tweens to the correct spot if you move

* mutable appearance
2018-07-21 00:22:39 +01:00
Emmett Gaines
aaf66aac78 Fixes mech equipment being unremovable (#39161)
And probably other issues with objects in objects moving out
2018-07-17 10:04:47 +01:00
Emmett Gaines
165a9f7b28 Makes magnetic catch cleaner in game (#38956)
Utilizes the new signal refactor to cancel throws before they happen. This prevents the silly spin even though the throw was stopped.
2018-07-13 09:31:42 +01:00
Jordan Brown
703d9c0943 Merge pull request #38938 from ninjanomnom/b-b-bump
Converts collide back to bump and fixes double bumping in another way
2018-07-09 19:51:07 +01:00