* 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>
* 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
* 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>
* 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>
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
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.
* 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
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.
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.
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.
* 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 ..()
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.
* 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