Commit Graph
25 Commits
Author SHA1 Message Date
3c1505ac06 Cyborgs now use storage datum (#90927)
This moves Cyborgs onto using storage datums, removing the remenants of
the shitcode that was Cyborg inventory. It's now done mostly by
equipping/unequipping/storage items, much like how other mobs do.
This allows borgs to take advantage of more hand support stuff and
things like ``dropped()``, so borgs no longer have to copy paste drop
code to ``cyborg_unequip``

It also:
- Removes ``CYBORG_ITEM_TRAIT``
- Removes all borg items being ``NODROP``

https://github.com/user-attachments/assets/11442a10-3443-41f2-8c72-b38fb0126cdb

Currently borgs are able to have their entire inventory open and a bag
below it, which I thought was a little weird. I always assumed they WERE
storage items, so I guess I'm doing it myself.
Cyborgs using storage code makes it easier for contributors to actually
do stuff with, without risking breaking everything. It also hopefully
will make borg items more resilient against breaking in the future, now
that we're not relying on nodrop.
Also just brings them more in line with other mobs, all of which make
use of storages.

🆑
refactor: Cyborg's modules now use storage (so opening a bag will close
modules instead of overlap one over the other).
qol: Observers can now see Cyborg's inventories (like they can for
humans).
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-06-05 19:49:49 -04:00
SmArtKarandGitHub 7ddc30783a Adds better attack animations and alternate attack modes (#88418)
## About The Pull Request

This is the first PR in a series attempting to modernize our damage and
armor, both from a code and a gameplay perspective. This part implements
unique attack animations, adds alternate attack modes for items and
fixes some minor oversights.

Items now have unique attack animation based on their sharpness - sharp
items are now swung in an arc, while pointy items are thrust forward.
This change is ***purely visual***, this is not swing combat. (However,
this does assign icon rotation data to many items, which should help
swing combat later down the line).

Certain items like knives and swords now have secondary attacks - right
clicks will perform stabbing attacks instead of slashing for a chance to
leave piercing wounds, albeit with slightly lower damage - trying to
stick a katana through someone won't get you very far!

https://github.com/user-attachments/assets/1f92bbcd-9aa1-482f-bc26-5e84fe2a07e1

Turns out that spears acted as oversized knives this entire time, being
SHARP_EDGED instead of SHARP_POINTY - in order for their animations to
make sense, they're now once again pointy (according to comment,
originally they were made sharp because piercing wounds weren't very
threatening, which is no longer the case)

Another major change is that structure damage is now influenced by armor
penetration - I am not sure if this is intentional or not, but attacking
item's AP never applied to non-mob damage.

Additionally, also fixes an issue where attack verbs for you and
everyone else may differ.
2024-12-17 12:35:52 -06:00
grungussussandGitHub 58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
MrMelbertandGitHub ff6b41aa07 Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request

- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)


![image](https://github.com/tgstation/tgstation/assets/51863163/1e70f7be-0990-4827-a60a-0c9dd0e0ee49)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`

I have manually tested many of the refactored procs but there was 200+
so it's kinda hard

## Why It's Good For The Game

Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item

This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.

If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`

This does result in some instances of boilerplate as shown here:


![image](https://github.com/tgstation/tgstation/assets/51863163/a7e469dd-115e-4e5b-88e0-0c664619c878)

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution

~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~

## Changelog

🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
2024-06-11 21:58:09 -07:00
fde2eb3177 NEW BEPIS: Positronic sphere (#83688)
## About The Pull Request

Adds a new positronic brain variant to bepis tech
To save materials we took the corners off but now they can roll
It can roll around, knock items over and push other posibrains away
You can also kick it across the room and it's a lot cheaper because you
cut the corners off


https://github.com/tgstation/tgstation/assets/7501474/e4f913e8-cf2f-455a-b2eb-1654468df708

## Why It's Good For The Game
A chorus of whining posibrains is like heroine to the ears, now they can
aggresively shit around the robotics lab while whining for their DURAND
or cyborg shell, but the robo can also punt them into the disposal bin

## Changelog
🆑
add: Adds a positronic sphere to bepis tech and roboticist mail goodies.
It can now wreack havoc across the robotics lab while whining for a
DURAND body, but you can also punt it!
/🆑

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-06-09 14:52:00 +01:00
YesterdaysPromiseandGitHub fb10121022 Icons folder cleaning wave two (#76788)
## About The Pull Request

Further continous organizing and cleaning the Icons folder. There are
still some minior nitpicks left to do, but I reached my daily sanity
expenses limit again, and the faster these get in the less issues for
both me and others later. Also cleans some mess I caused by my blindness
last PR.

## Why It's Good For The Game

Saner spriters = better sprites
2023-07-14 18:36:41 +00:00
John WillardandGitHub 333bef46fe Improves jousting and gives it to more weapons (#76321)
## About The Pull Request

I was reading over components and saw one called jousting, I vividly
remember it being mentioned every so often but I've never seen it
in-game. Turns out the SINGLE case for it is when you are using a spear
on a borg. The code itself was also very over the place, making it a
little confusing to figure out what it did.

I tried cleaning the file up as much as I could, and since I wanted to
see this in-game more often, I made some player-facing changes too:

- You can now joust from any vehicle, not just borgs (Secway, ATV,
scooter, Charger holoparasite)
- Added jousting to the broom, pitchfork, captain's sabre, and energy
sword while active (ONLY esword, NOT desword).
- Added examine text to indicate this feature exists.

Extra notes:
Esword gains half the damage increase and half the knockdown chance than
other ways of jousting
Broom only gets 25% damage increase from jousting, since the broom is
already pretty strong I thought it would be better off as something used
mostly to knockdown.
Spears have to travel a longer distance than other weapons to get their
jousting benefits (since it's supposed to be a ghetto weapon)
Jousting now takes the minimum distance needed into account when
handling knockdown chance & damage dealt, so travelling 5 tiles will no
longer be 100% chance of knockdown if you need a minimum distance of 3
tiles to joust (it will instead be 40%, since you've only traveled 2
tiles in 'jousting' mode).

## Why It's Good For The Game

This is an underused component and I thought it would bring some pretty
cool interactions, especially for Holoparasite & Janitors, as a new way
to use vehicles to your advantage when it's otherwise seen as just a
slowdown.

## Changelog

🆑
balance: Jousting now works on anything you're buckled to, not just
Cyborgs.
balance: Brooms, Pitchforks, the Captain's Sabre, and Energy swords can
now be used for jousting.
balance: Spears need to travel a longer distance to joust now.
balance: Jousting's knockdown and damage now only gets stronger after
you've traveled the minimum tiles needed to joust.
/🆑
2023-07-01 21:52:08 +00:00
GhomandGitHub 24f01f4974 You can now sweep garbage into open trash bins (the crate subtype), not just disposal bins. (#75734)
## About The Pull Request
Re-read the title. I had to add a dcs signal to do this.

## Why It's Good For The Game
Empowering trash bins for the sake of consistency.

## Changelog

🆑
balance: You can now sweep garbage into open trash bins (the crate
subtype).
/🆑
2023-05-31 14:28:01 -04:00
san7890andGitHub ccef887efe Lints Against Unmanaged Local Defines (#74333)
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.

## About The Pull Request

Hey there,

This took a while to do, but here's the gist:

Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.

Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.

Scenarios this PR corrects:

* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*

(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game

If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).

Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.

I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.

(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
2023-03-29 10:17:03 -07:00
MothblocksandGitHub f54dcda1c0 afterattack now returns a flag if it's reasonable to suspect the user intends to act on an item (#72320)
Necessary for #72292 to work effectively, and probably not very useful
out of that context. Split out of its own PR because this is long and
boring.

I want to make sure that we're catching actual mistakes there, and not
just experiencing side effects of how shitty the attack chain is.
2023-01-04 21:10:41 -08:00
4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00
952c3ee0d3 Removes ComponentInitialize() (#69118)
* Removes ComponentInitialize()

Completely removes ComponentInitialize() as a proc, which was called on every single atom in the game, twice in some instances (like new players), over something that can already be done with Initialize().
This is the second attempt at doing this, after the first attempt fell apart for some reason. This time it was way easier though, since storages are no longer a Component.

* update icon blocker added before calling parent

* Update code/game/machinery/porta_turret/portable_turret.dm

Co-authored-by: san7890 <the@san7890.com>

* adds a mapload while I'm here

* moves human mood

* Does some UNRELATED thing to the PR

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-08-11 19:01:32 -04:00
Ryll RyllandGitHub e8f2441630 Minor twohanded component refactor (#66791)
The two handed component, while useful, has quite a bit of bloat that gets replicated whenever a new class of 2h items is added.

This PR cuts that bloat by replacing the use ofCOMSIG_TWOHANDED_WIELD and COMSIG_TWOHANDED_UNWIELD as ersatz callbacks with actual callbacks, the replacement of various var/wielded defs on items with a check for HAS_TRAIT(src, TRAIT_WIELDED), and the removal of any now-unnecessary on_wield()/on_unwield() procs that simply toggled those wielded vars
2022-05-10 20:09:23 -04:00
cacogenandGitHub a62dac9c2d Janitorial cart improvements (#64818)
About The Pull Request

    You now right-click to wet your mop and left-click to put it away to prevent having to double-click to get rid of it when it's not completely wet
    Can right-click with an empty hand to remove mop and skip radial menu
    You now right-click to put things in the trash bag (prevents trash bag unintentionally eating things, such as the crowbar you were trying to use to empty the cart)
    Left-clicking skips radial menu when there's only one item in the cart
    Can fill open reagent containers from drainables like the janitorial cart (useful to empty it)
    Adds examine hints for these changes
    Right-clicking to splash reagents now requires combat mode (this is because it interfered with using right-click to empty)
    Cyborg cleaning modules now use the NODROP trait to prevent them being put in the cart, instead of their own copypasted var and proc
    Fixes overlays not immediately updating when filling janitorial cart
    Fixes bludgeoning janitorial cart when filling it

Why It's Good For The Game

Should make it less clunky and more enjoyable to use.
Changelog

cl
add: Right-clicking to splash reagents requires combat mode
add: Remember the above
qol: You now right-click the janitorial cart to wet mops and left-click to put them away
qol: You can right-click the janitorial cart with an empty hand to quickly remove your mop
qol: You now right-click to put things in the trash bag
qol: Left-clicking the cart with an empty hand will skip the radial menu if there's only one item in the cart
add: Adds examine hints for these changes
fix: Fixes overlays not immediately updating when filling janitorial cart
fix: Fixes bludgeoning janitorial cart when filling it
add: You can right-click with "glass" reagent containers (e.g. buckets) to fill from drainable containers like janitorial carts
code: Improvements to janitorial cart code
/cl
2022-03-08 10:40:18 +13:00
tralezabandGitHub 6c01cc2c01 every case of initialize that should have mapload, does (#61623)
## About The Pull Request

stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it

for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

![](https://media.discordapp.net/attachments/823293417186000909/875122648605147146/image0.gif)

## Regex used:

procs without args, not even regex

`/Initialize()`

procs with args
`\/Initialize\((?!mapload)((.)*\w)?`

cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
2021-09-24 17:56:50 -04:00
Watermelon914andGitHub 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00
DexandGitHub 066a2faa48 Push broom now sweeps on pre move (#57105) 2021-02-23 03:59:26 -08:00
TemporalOroborosandGitHub e4079c87b8 update_appearance (#55468)
Creates update_name and update_desc
Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together
Less non-icon handling code in update_icon and friends
Signal hooks for things that want to change names and descriptions
99%+ of the changes in this are just from switching everything over to update_appearance from update_icon
2021-02-19 12:06:18 -03:00
TiviPlusandGitHub 0eaab0bc54 Grep for space indentation (#54850)
#54604 atomizing
Since a lot of the space indents are in lists ill atomize those later
2020-11-30 12:48:40 -05:00
Jared-FogleandGitHub 45c14f6330 Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.

Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.

This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.

To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.

Requested by @optimumtact.
Changelog

cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
2020-08-20 09:11:28 +12:00
kingofkosmosandGitHub 3263decaad Personalized combat messages part 2 (#52890)
Adds more "personalized" combat messages for all participants in a fight: the attacker, the victim and the spectators
2020-08-13 11:34:57 -03:00
BobbahbrownandGitHub 14871dd223 yes (#51995) 2020-07-03 21:14:59 +02:00
LemonInTheDarkandGitHub 3fe28a79ca Fixes brooms again, this one got caught in a refactor, don't mind me, just sweeping up (#49928) 2020-03-14 16:54:08 +08:00
a003e376ef Brooms Upgraded: Disposal Bin Edition (#49433)
* clean sensation

* speedmerge hack

* mso.webm

* Update code/game/objects/items/twohanded.dm

Co-Authored-By: nemvar <47324920+nemvar@users.noreply.github.com>

Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
Co-authored-by: spookydonut <github@spooksoftware.com>
2020-03-05 20:57:20 +08:00
nightredandGitHub 15452cac44 [READY] Two Handed Component (#49422)
About The Pull Request

For an item to be two handed just add this handy component.

All existing two handed items have been converted to use this component.
Why It's Good For The Game

It has components and signals, and now you can make items two handed so simply.

/obj/item/shockpaddles/ComponentInitialize()
	. = ..()
	AddComponent(/datum/component/two_handed)
2020-03-04 11:26:01 +13:00