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Vanguard Prae Pierce Refactor + Bugfix #4641

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merged 7 commits into from
Oct 26, 2023

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Birdtalon
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@Birdtalon Birdtalon commented Oct 11, 2023

About the pull request

Refactors a bit of praetorian_powers.dm

Fixes #4612

Previously the ability would check for opacity alone meaning that it could be used through doors with windows in and attack people on the other side. Now checks each turf in turn for any obj which has density and throwpass = 0

Also changed the visible message as the description for this ability says the Praetorian is using it's tail but the visible message says claws.

Explain why it's good for the game

Testing Photographs and Procedure

Screenshots & Videos ![dreamseeker_2023-10-11_21-26-49](https://github.com/cmss13-devs/cmss13/assets/25027759/f0d2ae9a-d730-4c86-892f-c1e980e50209) ![dreamseeker_2023-10-11_21-27-31](https://github.com/cmss13-devs/cmss13/assets/25027759/a310dbd3-e9f9-4e07-92b0-872da9254ed4)

Changelog

🆑
refactor: Refactored praetorian pierce ability
fix: Praetorian vanguard can no longer pierce through windowed doors
/:cl:

@github-actions github-actions bot added Refactor Make the code harder to read Fix Fix one bug, make ten more labels Oct 11, 2023
Comment on lines 15 to 20
//X = xeno user, A = target atom
var/list/turf/target_turfs = getline2(X, A, include_from_atom = FALSE)
var/len = LAZYLEN(target_turfs)
if(len > 3)
target_turfs = target_turfs.Copy(1, 4)

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I'd appreciate if someone could provide a more graceful solution here.

I'm trying to draw a line of turfs between the user and their target click but only take the first 3 turfs. getline2() doesn't have a limit param. So I just got all the turfs and discarded the ones I don't need. Feels wrong.

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This'd involve making a new proc that acts like getline2() but takes a numerical param and stops if the amt of turfs is >= the param

Comment on lines 41 to 44
if(istype(object, /obj/structure/window/framed))
var/obj/structure/window/framed/W = object
if(!W.unslashable)
W.deconstruct(disassembled = FALSE)
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This check for framed windows was here before so I kept it.

@Birdtalon Birdtalon marked this pull request as ready for review October 12, 2023 16:55
@Zonespace27 Zonespace27 marked this pull request as draft October 13, 2023 19:56
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Requested changes made

@Birdtalon Birdtalon marked this pull request as ready for review October 16, 2023 16:11
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This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

@github-actions github-actions bot added the Stale beg a maintainer to review your PR label Oct 24, 2023
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Sorry for not getting to this sooner!

@Zonespace27 Zonespace27 removed the Stale beg a maintainer to review your PR label Oct 26, 2023
@Zonespace27 Zonespace27 added this pull request to the merge queue Oct 26, 2023
Merged via the queue into cmss13-devs:master with commit 4b641b9 Oct 26, 2023
26 checks passed
cm13-github added a commit that referenced this pull request Oct 26, 2023
@Birdtalon Birdtalon deleted the vanguardprae branch October 27, 2023 09:00
Ireuldiz referenced this pull request in cmapplelings/cmreboot Oct 27, 2023
* fixes reqs emergency doors (#4763)

# About the pull request

The southern emergency shutters weren't properly aligned and it was
bothering me so i wanted to fix it

# Explain why it's good for the game

map fixes are probably always good :)

# Changelog

:cl: Backsea
fix: Fixed the incorrectly placed shutters at req and that one light
near CIC
/:cl:

* Re-removes bridge coats (#4784)

# About the pull request
Partially reverts cmss13-devs/cmss13#4751


# Explain why it's good for the game
Same reasoning as cmss13-devs/cmss13#1193

I fucked up and shouldn't have let this be readded in the first place.
Sprite maintainers can close this PR if they disagree with the
re-removal.

:cl:
del: Re-removed CO/XO bridge coat
/:cl:

* Automatic changelog for PR #4763 [ci skip]

* Add Item & Footprints offsets (#4762)

# About the pull request

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

This:
* Adds transverse offsets to blood footprints
* Adds notable pixel offsets to a few items
* Adds a very slight pixel offset to all items
* Enables rotation for thrown flashlights
* Cause objects exiting a surface (rack/table) to regenerate offset
instead of being stuck at center
* Stops random offsets from overwriting mapped offsets

# Explain why it's good for the game
The goal is to have map visuals more organic when we have a lot of
objects on the ground - targeting in particular items you find readily
in dense areas such as Reqs or a FOB.

Consider this for example, the blood footprints are all aligned, in more
extreme situations (eg WO) it makes an actual "grid" which i personally
find very immersion breaking

![image](https://github.com/cmss13-devs/cmss13/assets/604624/83883e15-a9a0-4a2d-aa90-41c785e047b9)

Adding a slight offset helps counter that:

![image](https://github.com/cmss13-devs/cmss13/assets/604624/504d1baf-385c-4774-86f3-6331c4ac87ed)

# Changelog
:cl:
add: Bloody footprints are now slightly offset to break long visual
straight lines.
fix: Items do not align back to the center of turfs anymore when picked
from a surface (table or rack)
add: Some more items now have offsets on the map display, and they all
can be slightly offset.
/:cl:

---------

Co-authored-by: harryob <[email protected]>

* Automatic changelog for PR #4762 [ci skip]

* reset CAS direct camera on change to avoid duplicated signal handlers (#4755)

# About the pull request

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

Explicitely resets CAS direct guidance camera before setting a new one,
avoiding log being flooded by double signal registrations

```
runtime error: mob_resist overridden. Use override = TRUE to suppress this warning
proc name: stack trace (/proc/stack_trace)
  source file: code/__HELPERS/unsorted.dm,1893
  usr: Honk (/mob/living/carbon/human)
  src: null
  usr.loc: the floor (206,40,4) (/turf/open/shuttle/dropship)
```

* Automatic changelog for PR #4784 [ci skip]

* Adds ~50 tips (#4772)

# About the pull request

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

Adds 38-or-something more tips, with some information on JTAC and
Settings esp for new players.

# Explain why it's good for the game
Nobody seems to bother doing it and the tips get stale over time.


# Changelog
:cl:
add: Added about 50 new tips.
/:cl:

---------

Co-authored-by: ihatethisengine <[email protected]>
Co-authored-by: forest2001 <[email protected]>
Co-authored-by: Zonespace <[email protected]>

* Automatic changelog for PR #4772 [ci skip]

* Rewrite Xeno Acid processing (#4759)

# About the pull request

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

Rewrites scheduling of xeno acid to hopefully finally be done with
dangling references warnings with acid. Also generally improves the
awful code quality

# Explain why it's good for the game
Like, dude, some of these values were outright inversed.
acid_**strength**=2.5 is noted as "250% speed" when it multiplies the
sleep delays. Can't leave code in that state.

# Testing Photographs and Procedure
Summary testing, timing appear correct overall but I'm not entirely
certain it's perfect due to random delays and obtuse code


# Changelog
:cl:
code: Rewrote Xeno Acid ticking code.
fix: Weather updates won't cause turfs to acid melt more rapidly anymore
/:cl:

* Automatic changelog for PR #4759 [ci skip]

* Fixes custom ERT calling (#4783)

# About the pull request
Removes announce_dispatch_message variable as it was a defunct duplicate
of a different variable.
Adds and fixes the announcement settings for custom ERTs.

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# Explain why it's good for the game
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: Fixes custom ERT calling broadcasting when it should not.
code: Removes unused vars from ERT procs.
code: Renames the announce var in ERT procs to be more indicative of
what it does.
add: Added a setting on custom ERTs for announcing beacon was received.
/:cl:

* Automatic changelog for PR #4783 [ci skip]

* Vanguard Prae Pierce Refactor + Bugfix (#4641)

# About the pull request

Refactors a bit of `praetorian_powers.dm`

Fixes #4612 

Previously the ability would check for `opacity` alone meaning that it
could be used through doors with windows in and attack people on the
other side. Now checks each turf in turn for any `obj` which has
`density` and `throwpass = 0`

Also changed the visible message as the description for this ability
says the Praetorian is using it's tail but the visible message says
claws.

# Explain why it's good for the game

# Testing Photographs and Procedure


<details>
<summary>Screenshots & Videos</summary>

![dreamseeker_2023-10-11_21-26-49](https://github.com/cmss13-devs/cmss13/assets/25027759/f0d2ae9a-d730-4c86-892f-c1e980e50209)

![dreamseeker_2023-10-11_21-27-31](https://github.com/cmss13-devs/cmss13/assets/25027759/a310dbd3-e9f9-4e07-92b0-872da9254ed4)

</details>


# Changelog
:cl:
refactor: Refactored praetorian pierce ability
fix: Praetorian vanguard can no longer pierce through windowed doors
/:cl:

---------

Co-authored-by: Lee B <[email protected]>

* Automatic changelog for PR #4641 [ci skip]

* Sprites changes for old donator kit (#4702)

# About the pull request

Added sprites for the Juggernaut Donator kit. 

# Explain why it's good for the game

Replaces the old donator set which was using the vanilla syndicate
hardsuit from SS13.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>


(https://media.discordapp.net/attachments/1155292420343345182/1158740768677175396/jbTCHQLNCAANgNFAq26gCqW1JQoiUKTlCe6Fw6MLaXkbaVde0BxSxRAQAeyREQFokxREQARQEEypikNABCACiPOu7WoWAWzX9ot68lkQwKIQ02KFgBAQAitBQASwEkPqMYSAEBACXgREAF7EJC8EhIAQWAkCIoCVGFKPIQSEgBDwIiAC8CImeSEgBITAShAQAazEkHoMISAEhIAXARGAFzHJCwEhIARWgoAIYCWG1GMIASEgBLwIiAC8iEleCAgBIbASBP4POBL9vytFWmQAAAAASUVORK5CYII.png?ex=652e7c6f&is=651c076f&hm=12a12a220c0c86891b429785dacdfc940dde3ac22dddd9f346ecf3b05be15459&)

</details>


# Changelog
:cl:
add: Added donator item and sprites
/:cl:

---------

Co-authored-by: Zonespace <[email protected]>

* Automatic changelog for PR #4702 [ci skip]

* Automatic changelog compile [ci skip]

---------

Co-authored-by: Releasethesea <[email protected]>
Co-authored-by: Zonespace <[email protected]>
Co-authored-by: cm13-github <[email protected]>
Co-authored-by: fira <[email protected]>
Co-authored-by: harryob <[email protected]>
Co-authored-by: ihatethisengine <[email protected]>
Co-authored-by: forest2001 <[email protected]>
Co-authored-by: Birdtalon <[email protected]>
Co-authored-by: Lee B <[email protected]>
Co-authored-by: SASoperative <[email protected]>
Co-authored-by: Changelogs <[email protected]>
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Praetorian can attack through closed doors
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