So i was told to make this if i wanted to get an outfit that actually could work on things like radiation. I also gave it a box full of stabilized extracts because those give quite good effects like more speed and regeneration.
Does a value-wise refactor of crates and bounties in order to scale the value of these imports and exports to the value of crate exports (500 credits each). Then, I have adjusted the value of crate exports to 200 credits down from 500 to place the most standard unit of profit within cargo to a scale within that of roundstart paygrades currently on station. (350-1400 credits).
This effectively balances one of the biggest disparities left within the in-game economy, which is that cargo's price scales have really never been re-balanced with the considerations of on station prices, and have been still to the same scale as when they were based on cargo points 3 years ago. While admittedly some prices in vendors were scale to those original cargo values, so many of them weren't that it warranted a massive rebalance PR in order to places the scale of these items within an appropriate range of their intended user's cost values.
Replaces GLOB.poi_list |= src and GLOB.poi_list -= src with an element that handles it directly.
More consistent code, especially when a lot of code couldn't decide how to add/remove (some |=, some -=, some .Remove, etc).
Adds a MAPTEXT macro that wraps the given text in the maptext class, the thing we use for Runechat to make it so you can actually read it. Everything that sets maptext now uses this.
This replaces Pubbystation with Kilostation. Kilostation was originally created by Okand, you can read about it [here](https://tgstation13.org/phpBB/viewtopic.php?f=11&t=22551). Kilo has been out of rotation for quite a while, as it was causing out of memory crashes for reasons no one could find. This was recently fixed in #54245 through the effort of quite a few people. Paxilmaniac brought the map back, I've gone through and done the necessary cleanup. Things that were identified from the test merges (including the SM), or I've found elsewhere should now be fixed. All the varedited atmos mixes should be gone, though there may be a few oddly edited icons remaining.
Overrides bumpopen() on firelocks to just return. Vehicles call bumpopen() instead of Bumped() because mechs now block hands on the pilot and this prevents Bumped() from completing (which, in turn, prevented normal Airlocks from opening even if the pilot had the correct access). Since firelocks normally never reached bumpopen(), no special handling of the proc was done. This PR fixes that.
Why It's Good For The Game
Vehicles no longer get to bypass firelocks for free.
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.)
I wanted to refactor how movetype flags are added and removed into traits to prevent multiple sources of specific movement types from conflicting one other. I ended up also having to refactor the floating animation loop (the one that bobs up and down) code in the process.
Why It's Good For The Game
A way to avoid conflict from multiple sources of movement types.
This also stops melee attacks, jitteriness and update_transform() from temporarily disabling the floating movetype bitflag altogether until the next life tick.
Tested, but i'm pretty sure improvements could be made.
Changelog
cl
fix: jitteriness, melee attack animations and resting/standing up should no longer momentarily remove the floating movement type.
/cl
Change to Move() to make only anchored windows to update the air when they move through the turfs (should prevent abusable situations of lag machines too)
Makes singulo from stage 2 unanchor windows when pulling them (low performance increment for singulo(?))
Why It's Good For The Game
less abusable lag good
Changelog
cl
tweak: only anchored windows call move_update_turf()
tweak: singularities from stage 2 and over will unanchor windows
/cl
This is an alternative to the PR Ryll made, it does some things similar e.g. the default limit of 1 interaction per target for a person, however, it refactors do_afters to support overrides for max interaction counts and unique sources.
For example, stripping uses the item being stripped as the source, allowing you to strip multiple items, but not the same item multiple times.
I've also fixed most other edge-cases this could cause where balance would be affected, but feel free to point out any I might've missed, this'll probably require some longer-term testmerging.
Jack and Style figured out that sound environments can be cancelled by setting some settings in Echo. By default audio has no reverb, but if a sound environment is selected in playsound_local it will become a reverb sound.
This makes every room sound a bit different. The only caveat is is that if you move into another room, Already playing sounds will transition into the new environment, which sounds odd.
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
About The Pull Request
Honestly, I'm not sure this is the... Correct solution? But people more familiar with this will likely show me da wae.
Prohibits creating names that can't actually be spoken in-character due to chat filters by adding CHAT_FILTER_CHECKs to the procs that handle sanitising them.
For admin-utilised renaming procs, they'll be given a simple alert box to warn them their chosen name contains words prohibited by the IC chat filter and be allowed to confirm or cancel out.
Why It's Good For The Game
If you can't speak the name IC, chances are the name shouldn't be allowed at all. Players may occasionally be forced to ahelp certain names because they contain words prohibited in chat filters.
- Refractor HFR core from binary device to unary device to fix issue with cooling not properly connecting, that was deleting gases when tryed to use (only one port cooling now similar to a Thermomachine)
- Small fix of GUI data where two vars were inverted
Someone DM'd me asking a question about what the 'heal' var was for on aloe, I looked into it and realized it was an unnecessary variable that just replicated what heal_brute and heal_burn do. I then realized there was quite a lot of unnecessary copypasta in medical stack code, so I made some changes to make it neater and added some documentation in to boot
## About The Pull Request
Fixes an oversight done during the food refactor that makes all food items normal sized instead of small.
Instead of adding weight class to a bunch of individual items [(like this PR)](https://github.com/tgstation/tgstation/pull/55174) it just makes all food default to small unless tagged to be bigger.
## Why It's Good For The Game
Being able to put 7 items on a tray instead of 4 is good, and if a food item is "too powerful", that individual item (or subtype, such as soups) can be given a larger weight class.
Fixes#54818
This PR introduces the wacky round gauge for showing all of your favourite metrics in half-circle format. Show off those wacky numbers, use some scary blinking lights, feel alive!
I've also gone ahead and included this in the canister and tank (think internals) UIs. I've also done some refactoring of data sending from canisters because GOSH DANG it required some.
Currently for headmins to disable game modes they need to set the list of valid threats to 101, counting on the fact that the threat level doesn't go higher than 100.
This is brittle, bypasses checks for having enough valid game modes, and a hacky solution at best.
Made it so that setting the weight of a ruleset set to zero, be it via configs or by var-editing, will no longer draft it for picking, effectively disabling it.
This PR fixes the issue where people couldn't teleport to spider egg clusters using the notification.
It also adds both the swarmer beacon and spider egg clusters to the ghost orbit menu. This should make it easier to find instances of both in cases where a player might miss the initial notification.
/obj/effect/ex_act had several different re-definitions to make it a noop. The original definition would randomly delete it, which is bad news when a lot of /obj/effects are just that--effects, that shouldn't be blown up.
The ones that actually do want to be blown up (like decals) already have their own implementations. The one in place was never ran, and nobody had problems with it.
Fixes an issue where an abductor team was created every time a midround antagonist was created by Dynamic, even if it wasn't Abductors. This was simply due to some misplaced code.
Grenades have, for the longest time, used the proc name preprime() to refer to arming a timed grenade so that it will boom in a few seconds, and prime() to refer to the grenade actually going boom (or releasing foam or anything else grenades do when they go off). This was very confusing, so now these two procs are called arm_grenade() and detonate().
Fixes improvised jetpacks working as infinite one tick boosters
allow_thrust is used as a check when the jetpack is toggled on to see if it should be allowed to turn on. This line needs to return the parent call instead of presuming it passes.
Fixes the random incapacitating sleep test failure
Tests now provide the option to use a custom turf, by default uses plasteel tiles instead of space
Tests now reserve turf instead of just using a corner in CentCom (which had unaccounted for tiles)
Removes a source of ian harddels, keeps mcgruff's bed description from getting overwritten at roundstart, moves the bed claiming feature to just the dogbed typepath, blacklisting subtypes. This applies to buckling too.
This means that a dogbed can only ever belong to one dog. Fuck you.
Remake of #54892, github doesn't like force pushes, not sure why
This fixes the improvised jetpack, which currently cannot be activated.
Fixed [#50396](https://github.com/tgstation/tgstation/issues/50396)
The code change was very minor and everything seems to work properly now.
Bonus: New custom icons for this item, better representing what it most likely would look like