## About The Pull Request
moves all implementations (im aware of) for "Im a parent type dont spawn
me please" to the datum layer to standardized behavior
adds a standerized proc for filtering out "bad" items that we dont want
spawning. applies to it the subtype vendor, gifts, and a new spawner and
mystery box for a random gun (neither playerfacing)
"port" of https://github.com/shiptest-ss13/Shiptest/pull/4621https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa
small warning: I dont have EVERY abstract type defined right now but,
ive done a good enough job for now. Im tired of data entry rn
## Why It's Good For The Game
standardizing behavior. Might be a micro hit to performance however
having this lets us not rely on icon state to determine whether
something is a parent type and makes it much easier to tell something is
a parent type (could be applied further to things like admin spawning
menus and things like that).
need feedback on if this is actually good for the game.
## Changelog
🆑
add: Soda cans show up in the silver slime drink table.
add: Examine tag for items that are not mean to show up ingame.
refactor: Standardizes how gifts rule out abstract types.
fix: gifts no longer check if something has an inhand, massively
expanding the list of potential items.
/🆑
## About The Pull Request
This PR aims to clean or bring up to date portions of code about dna,
the dna console and mutations. This includes taking care of or removing
some of the awful choices like the pratically useless
`datum/mutation/human` pathing, or the class variable, in favor of using
sources to avoid potential issues with extraneous sources of a mutation.
The files changed are over a hundred just because I removed the
`datum/mutation/human` path, but the actual bulk of the code is mainly
shared between the datum/dna.dm, _mutations.dm and dna_console.dm.
## Why It's Good For The Game
Mutation shitcode is hurting my future plans for infusions a little.
Also it's a much needed refactor. Drafted 'till I'm sure it works
without issues.
## Changelog
🆑
refactor: Refactored mutation code backend. Report any issue.
/🆑
## About The Pull Request
I was about to start working on something, but then I've noticed
chromosomes-related code was looking quite old and had some magic
numbers in it, so I've decided to update it a little.
## Why It's Good For The Game
Better code.
## Changelog
N/A
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
## 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
* destroy proc holder pt1
- change proc_holder/spell to action/cooldown/spell
- docs all the spell vars, renames some of them
- removes some useless vars
- start with pointed spells, as they're easy
* kill proc_holder pt2
- kill a buncha vars and replace it with flags
- convert a ton over
- general code improvements
* kill proc_holders pt3
- convert a good few more spells
- rename some signals
- handle statpanel
- better docs
* kiill proc_holder pt4:
- restructure the file system of action.dm, separating a good amount of item actions and miscellaneous garbage into files where they belong slightly better. Also splits off item actions, cooldown actions, innate actions, etc. into their own files, overlal making it much better to work with
- converts touch attacks to actions
- converts blood crawl, jaunt subtype
* kills proc_holder pt5
- clears up some icon issues so all the currently converted pages don't have errors
- shapeshift
- some more action cleanup
* kills proc_holder pt5.5:
- some documentation
- reworks feedback to prevent oversight with teleports and stuff
* kills proc_holder pt6:
- converted cult spells
- converted magic missile
- converted mime spells
- chipped away at the errors
- removed some vars which were too general, replaced them with more locally applicable vars. for example "range" which could mean "projectile range" or "aoe radius" or whatever - instead of having a broad net which everyone applies to in a confusing matter, instead lets each spell delegate on their own.
- merged magic/spell and magic/aoe, as the comment intended
- more unified behavior for spell levelling
* kill proc_holders pt 6.5:
- replacing a buncha old proc_holders that have been updated to reduce some errors. sub 900 baby
* kills proc_holder pt 6.75:
- minor fixes
* kills proc_holder pt7:
- cuts down on some errors
- refactors some wiz events
* kills proc_holder pt 7.5:
- malf ranged modules
- some minor errors
* kills proc_holder pt 7.75:
- mor eminor error handling, cleaning up changes
* kill proc_holder pt8:
- refactors spell book
- refactors spell implant
- some more minor error fixing
* kill proc_holder pt 8.5:
- scan ability
* Adds some robust documentation
* kill proc_holder pt9:
- converts some / most mutations over
* kill proc_holder pt10:
- sort out all the granters
- refactor them slightly
- fix some compile errors
* Some set-unset sanity - going to need to test removing Share()
* Removes transfer actions. It doesn't seem to do anything.
- Transfer_actions was called when current = new_character so locially speaking the early return in Grant() should cause it to NOOP. Test this in the future though
* Removes sharing from actions, docs actions better
* Some better documentation for spell and spell components
* Kills proc_holder pt11:
- Finally finishes ALL THE SPELLS IN THE SPELL FOLDER
- Fixes some more errors
* kills proc_holder pt11.5:
- minor error fixing and sanity
* Method of sharing actions. Can be improved in the future, needs testing
* Implements a way to update the stat panel entry for a spell. Also gets rid of VV stuff, as you can update the bigflags directly in VV now.
* Curse of madness bug I put in.
* kills proc_holder pt12:
- sub 500 errors!
- converts cytology mobs
- converts and refactors spiders slightly
- some minor fixing around the place as usual
* kill proc_holder pt13
- Finishes heretic spells
- Sub 300 errors!
- some touch refactoring to account for mansus grasp
* kills proc_holder pt14:
- revenant
- minor bugfixing for heretic stuff
* kills proc_holder pt14.5:
- some missed stuff for revenant + heretic
* kills proc_holder pt15:
- alien abilities
- more minor fixing
- sub 100 errors. The end is nigh
* kill proc_holder pt16? 17:
- Finishes cult spells
- sub 50 errors!
- refactors the way charge works
- renames / moves some signals
* kills proc_holder pt final:
- sdql spells
- no more errors!
* Bugfixes round 1
* Various bugfixing
- documentation done
- give spell works
- can cast spell gives feedback conditionally
- is available takes into account casting ability
* Some accidental reversions + fixes
* Unit tests
* Completely refactors jaunting
- All bloodcrawling is now handled on the action itself instead of across various living procs
- slaughter demons have their own blood crawls
- jaunting dummies don't have side effects on destroy() anymore
* Wizard spell logging and even more refactoring
Bring _HELPERS/_lists.dm to latest standards by:
-Adding proper documentation and fixing existing one
-Giving vars proper names
-Procs now use snake case as per standard (many files that use those procs will be affected)
* Initial work on tgui conversion for DNA Consoles
* Some initial button logic complete
TODO: Scanner Open button should disable while scanner is locked
TODO: Scramble DNA should disable while on cooldown
* Tabs for the tab God
* Dropdown changes, genetic sequencer modifications
* Mutation and genetic sequencer functionality
Almost complete. Need to implement Advanced Injectors still.
* Mostly done, converted most of genetic makeup code
* Tactical pocket linting
* More changes
* Everything except advanced injectors complete
* First complete alpha version
* Fixed debug/testing change
* Removal of more debugging code
* Fix pulse bug
* Bugbusters
* Fix for accidental changes
* Fix broken genetics disk changes, fix list of lists
* Squash tgui tab-key bugs and clean up attackby
* Code documenting, refactoring, bugfixing, spellcheck
* Documentation and misc bug squashes and runtime error fixes
* Fixes, features and tweaks
* Special check for those who have shuffled off this mortal coil
* New interface concept for console storage
* Mini code refactor
* Massive refactoring of DnaConsole interface (WIP)
- De-spaghettifying of LawyerCode
- Fixed the flex-basis bug, and removed ForcedBox since it's no
longer needed.
- Added a Divider component.
* Implemented requested changes.
Removed list() versions of strings.
Removed used TGUI-exclusive constants from data object. Currently unused ones still remain, can be removed if they're no longer necessary.
Fixed other DM data structures to serialise as JS Arrays instead of Objects.
Minor TGUI logic fixes for various edge cases.
Added some comments in DnaConsole.js outlining some minor notes and TODOs.
* Fixes "Save to X" being disabled.
* Included 2px outline CSS
* Additional minor logic patches
Don't want certain buttons active unless the mutation relation to them is also active
* Makes these transforms use a timer
* Fixed transformation race condition and stuff.
* Mutation source defined in DM. Conditional formatting improvements.
* Custom cache directory with BYOND_CACHE env var
* Fix gene cycler on index of -1
* Framework and TODO for next interface element. Cleared TODO list a bit.
* Fix 1px shift in gene cycle buttons
* Pass raw event with GeneCycler
* More robust combining logic
* Fix some cycler bugs, start working on enzymes
* Conditional highlighting for unsolved mutations and X'd genes.
* Lint for the Lint God
* Enzyme UI and more refactoring incoming
* Finish tgui refactoring, enzymes injectors done
* Whack-a-Bug
* Unlinted. Advanced injectors moved and improved. Implemented disk genetic data readout.
* Partial linting
* Assorted bug fixes
* Remove debugging code
* DNA Consoles are now more conversational. Initial state set.
* Final tweaks, implemented mutation combining, complete?
* Fixes tooltop, re-enables delayed enzyme transfer, cleans up some data params
* 10 Fix a bug, 20 make a bug, 30 goto 10
* The definition of irony
* Don't drink and derive, kids || How I learned to stop coding while drunk and rely on stylemistake to Flex on my formatting.
* uniqBy
* Add support for dropdowns with disabilities.
* Cleanup
* Remove current mutation from combinations
* Dividing
* Document BYOND_CACHE env var
* Outline cleanup
* Declare radiation constants since they were removed in DM
* Combine mutations only after checking for null
* Advanced Injectors actually work now.
* Comment cleanup, DMDOC, stard and end processing at appropriate times
* Pressing Ctrl-S occasionally helps things
* Fix enzyme mutator timeout bug, added injector timeout display.
* Rebuild tgui
* Rebuild tgui
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Co-authored-by: spookydonut <github@spooksoftware.com>
* adds chromosomes
* Makes the framework nice and functional
* Adds chromosome interaction
* Makes chromosomes work
* removes the double instability update
* Apply suggestions from code review
Co-Authored-By: Time-Green <timkoster1@hotmail.com>
* more review stuff
also fixed some inconsistencies in chromosomes
* unfucks defines
* Fixes saved mutations runtiming with empty pods
* Adds stability to the dna console and advanced health scanner
* removes a random bug i stumbled upon
* Update code/game/machinery/computer/dna_console.dm
Co-Authored-By: Time-Green <timkoster1@hotmail.com>
* makes chromosomes harder to get
fixes double mutations, adds reinforcer and nerfs stabilizer
* fixes edge case where fireballs would be harmless
* cleans up find/replace all mess and 1 in 10 trillion chance of fireball breaking