Commit Graph
28 Commits
Author SHA1 Message Date
Thunder12345andnevimer 20118ad747 Converts a bunch of time/delay vars to use time defines (#92495)
## About The Pull Request

Converts as many time vars expressed in deciseconds as I could find to
use time defines.

## Why It's Good For The Game

Makes these values neater and more readable.

## Changelog
🆑
code: Converted a lot of time-based variables to be expressed with time
defines.
/🆑
# Conflicts:
#	code/modules/clothing/head/hat.dm
#	code/modules/clothing/shoes/boots.dm
#	code/modules/clothing/suits/utility.dm
2025-08-19 22:38:55 -04:00
GhomandGitHub 778ed9f1ab The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.

This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).

And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.

## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.

Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.

Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

![immagine](https://github.com/user-attachments/assets/2bb625c9-9233-42eb-b9b8-e0bd6909ce89)

## Changelog

🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
2024-10-30 08:03:02 +01:00
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
7088097eb8 [NO SELF SURGERY] Cybernetically augmented humanoids have alternative surgeries (both standard and advanced) [NO SELF SURGERY], as well as other misc additions (#84980)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

### Cybernetic variant surgeries

Many of the surgeries able to be performed on organic limbs now have a
version for robotic limbs. This includes;

### NONE OF THESE ARE SELF SURGERY OPTIONS

- Organ repair surgeries
- Stomach Pumps
- Blood filtering
- Autopsies
- Lobotomies
- Pacification
- Lipoplasty
- Amputation
- Brainwashing (including the Sleeper Agent protocol)
- Nerve Splicing and Nerve Grounding
- Vein Threading and Vein Muscle Membrane
- Ligament Hook and Ligament Reinforcement
- Cortex Folding and Cortex Imprint

These utilize mechanical steps and unique versions of their special step
that uses mechanical tools. But many of these are able to be performed
using standard surgery tools.

In fact, I've improved the chances for doing surgery using standard
tools for mechanical steps, recognizing that medical is often going to
end up with synths in medbay whether we like it or not.

### NONE OF THESE ARE SELF SURGERY OPTIONS

### Organ Repair Surgeries correct EMP Failure Cascades

When you repair a synthetic organ using the organ repair surgery, it
reverses the effects of organ failure from an EMP. That is, the
permanent failure of an organ. This allows for an alternative method to
replacing that organ wholesale, which makes treating synths a lot easier
for medical and EMPs less of a RNG death knell for people with
cybernetic organs. However, it still needs the surgery to correct the
error, so this isn't removing the danger of being EMP'd.

### Health Scanners report EMP Failure Cascades

Scanning someone with a cybernetic organ now actually tells you that the
organ is failing. Wow, why wasn't this already the case?

## Why It's Good For The Game

#### Surgeries

With the new techweb changes, augmented crew are becoming a lot, lot
more common place, as are the implantation of cybernetics. These are
required for research to be able to progress both medical and robotics
technology. Therefore, those using these items are becoming a lot more
common place.

However, our medical system is quite blind to these people as of the
moment. A lot of surgeries that are critical to recovering the
injured/dead do not work on them outright, and medical can't resolve the
problems that come with cybernetic organs entirely.

This change hopefully modernizes our surgeries to account for these
synthetic/cybernetically-altered crew members that neither forces people
to choose between taking them to medical or robotics (they're often
going to end up in medical regardless), and letting either department to
function as a place for these crew to obtain medical services.

Also gives them some cooler flavour to their surgeries, which I think is
the most important part of this change. It actually feels like you're
more than human without getting too much in the way of gameplay loops
and over complicating things.

Edit: To provide a bit of extra clarity on 'Why allow the advanced
surgeries?'

You can actually have the benefits of the advanced surgeries as an
augmented humanoid. The problem is that it has to take place before you
are augmented. They're not mutually exclusive, just slow to apply. There
isn't much reason for there not to be a method to apply them to robotic
people, particularly since augmentations are expected earlier in the
round than advanced surgeries.

#### EMP Failure and Detection

This mechanic is probably what people hate the most about cybernetics.
It is largely invisible, and forces you to have to go through a tedious
process of organ replacement on what could be any one of your organs,
since it wasn't being broadcast to the user which one is failing until
you are possibly already doubling over.

Now, it is easier for medical staff to identify if they have a
cybernetically enhanced patient in the midst of a failure cascade, and
have the means to resolve the problem. Robotics and cyborgs can too,
since sometimes they'll have the means usually to do the same operations
and detection.

## Changelog

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🆑
add: Robotic variants of many of the standard and advanced humanoid
surgeries. You cannot perform self surgery with these surgeries.
balance: It is easier to do robotic surgeries with normal surgery tools.
qol: It is now possible to detect EMP organ failure cascades via health
scanners.
qol: EMP organ failure cascades can be reversed by doing organ repair
surgeries targeting the failing organ.
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
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---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-07-22 18:07:05 +01:00
AfevisandGitHub eba7298ce0 Fixes certain surgery failure states not properly updating surgery moods (#83976)
Closes #83956 (which doesn't actually fix the issue that a few possible
ways to fail surgery were missed.)
Fixes #83932

🆑 ShizCalev
fix: Fixed some surgery failure states not properly setting the correct
mood event.
refactor: Minor refactor to how surgery events work, there is now better
support for per-surgery mood events!
/🆑
2024-06-14 23:54:46 -06:00
AfevisandGitHub 9e11a5c71d Getting surgically cut open while conscious will now give you the "THEY'RE CUTTING ME OPEN!!" surgical mood event. (#83797)
Implements an unused mood event found in #83741

🆑 ShizCalev
fix: Getting surgically cut open while conscious will now give you the
"THEY'RE CUTTING ME OPEN!!" surgical mood event.
/🆑
2024-06-08 19:18:55 -04:00
MrMelbertandGitHub a40986353d Fixes surgeries runtiming constantly when having the surgery initator open, fixes some surgeries missing sounds (#81307)
## About The Pull Request

Fixes #79318 

- See the issue for more information. I fixed the runtimes as expected,
and then removed `SURGERY_REQUIRE_LIMB` from some surgeries which don't
actually require a limb, such as implant removal, dissection, and living
revival. I could've easily missed some, and as a result some surgeries
are lost to the void and unselectable, but from what I could tell in
testing it seems... fine.

- Adds `SHOULD_CALL_PARENT` to surgery `can_start`. Cleans up some
surgery `can_start` overrides.

- Adds missing sounds to puncture repair surgery. 

## Changelog

🆑 Melbert
fix: Fixed Puncture Repair surgery not having surgical sounds
fix: Fixed Surgery Initiator potentially showing invalid surgeries 
/🆑
2024-02-08 13:37:02 +01:00
ecbcef778d Refactors Regenerate Organs, and a few organ helpers (#74219)
## About The Pull Request

Refactors regenerate organs to be slightly more intelligent in handling
organ changes and replacements.
Noteably:
- We don't remove organs that were modified by the owner; such as
changing out your heart for a cybernetic
- We early break out of the for loop if they aren't supposed to have an
organ there and remove it
- We check for the organ already being correct, and just healing it and
continuing if it is

Also changes the names of some of the organ helpers into snake_case
### Mapping March
Ckey to receive rewards: N/A

## Why It's Good For The Game
## Changelog

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-03-26 17:54:36 +01:00
Jack EdgeandGitHub 26c601147d Update surgery pain messages: grammar, spelling (#74113)
A number of "OH NO WHY IS THIS HAPPENING" surgery pain messages have
been tweaked for grammar and spelling. (For example, you no longer have
statements like "you can no longer feel your the liver anymore".)
2023-03-20 12:35:26 -06:00
John WillardandGitHub 3b0794eca9 Surgery code improvements (#71182)
## About The Pull Request

* Changes a lot of things about surgeries to hopefully bring it up to
more modern code standards.
* Removes a ton of single-letter vars used in checking surgeries on
people.
* Makes use of continue/break in for() loops.
* Properly documents the vars on surgeries
* Turns 'ignore clothes', 'self operating', 'lying required', 'require
limb' and 'require real limb' from vars into surgery flags
* Removes a lot re-defines of target_mobtype being set to human, as
that's the base anyways.
* Also tries to organize the vars on each surgery a bit.
* Makes the surgery initiator hopefully a little bit more sane
* Removes the surgery's can_cancel and stomach pump's
accumulated_experience vars, as they were entirely unused.

## Why It's Good For The Game

I looked at surgery code and couldn't stand it, this is hopefully
helping bring it to something we can stand.
This however doesn't touch the individual surgery steps.

## Changelog

im exhausted i don't know if this has in-game effects
2022-11-20 23:22:46 -08:00
588779256e Surgery computers tell which tool to use. (#70973)
## About The Pull Request


![image](https://user-images.githubusercontent.com/105025397/199194075-d1a3b42a-5c2e-4a02-84d1-84b4be2b601b.png)

All surgery step names, displayed in the surgical computer, will now
show which tool to use for that step in parentheses. In cases where
multiple tools have a 100% success chance, all are listed; if no tool
has a 100% chance then the "correct" one is shown.

Surgery computers will never display "alternate" tools for surgeries
(those with a lower success chance), but this shouldn't be a problem.
Surgical computers are _usually_ in places with surgical tools at hand,
and NanoTrasen wouldn't want to encourage doing brain surgery with a
screwdriver. Y'know, probably.
## Why It's Good For The Game

Firstly, this change is particularly helpful to new players. If you have
little experience with surgery, it's not always clear which tool you're
meant to use for which step. This is especially true for some of the
odder surgeries - if you didn't already know, it's not clear at all that
"brainwash" means "use a hemostat". While there are certainly guides on
the wiki, it's nice to have as much information provided in-game as
possible.

Secondly, this change brings consistency. A _small_ number of surgical
steps (healing broken bones, namely) already do this! I see no reason
why this shouldn't be extended to the remaining surgical steps,
especially because it's not particularly obtrusive to the surgery
computer interface.
## Changelog
🆑
qol: Made surgical computers tell you what tool to use for the current
surgical step.
/🆑

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-04 01:00:12 -07:00
Kapu1178andGitHub 6d470992cb This tail refactor turned into an organ refactor. Funny how that works. (#67017)
* Fuck you (refactors ur tails)

* Errors

* Wow. Pain.

* Fixes up probably everything

* finish up here

* Fixes hard del maybe

* original owner hard del

* garbage collection runtime

* suck my peen byond

* Mapped tails

* motherfucker.

* motherrfucker. again.

* Whooopppppsie

* yeah bad idea

* Turns out external organs literally just sat in nullspace forever if their parent was deleted, and didnt Remove() themselves, causing harddels.

* So anyways I repathed all organs

* Fixes

* really.

* unit test... test

* unit test-test but it passes linters this time because im a moh-ron

* I've lost track of what im doing at this point

* Hopefully fixes hard del?

* meh

* Update code/datums/dna.dm

* things n stuff

* repath from master pull
2022-05-30 21:18:34 -07:00
nmajaskandGitHub 64d5de009c Revives "Adds sound effects to surgeries" (#65578)
* Adds surgical sounds

Rough implementation as I don't have too much time tonight.

* Fixed falure_sound

Fixed a typo

* Removed the lists

Removed the lists and added sounds to revival surgery, stuff will probably break

* Fixes the playsounds still using pick

* Added sounds to more surgeries

Added sounds to four more surgeries
2022-03-25 20:07:00 -04:00
Seth SchererandGitHub 3a8df56b9b You can no longer continue a surgery if the organ in question is somehow removed whilst mid operation (#63459) 2021-12-23 14:05:59 -06:00
itseasytoseeandGitHub f51000f506 Repaths knives to not all be children of the kitchen knife. (#62035)
Basically makes the code less dumb, took a long time. I worked hard to make sure there were no unintended effects (minus the fact you can no longer get spoons from the experimentor). No player-facing effects

I thought it looked weird that all cultist and combat knives were subtypes of the kitchen knives
2021-10-15 15:28:01 -07:00
FlamingLilyandGitHub c5a110308d Surgery pain messages and screaming in agony (#61252)
Adds (purely flavourful) unique pain messages to surgery steps, with a 30% chance for forced screaming in agonizing pain

Messages are things like "You feel a horrible stabbing in your chest" and w/ever.

Also see Skyrat-SS13/Skyrat-tg#5899
2021-09-15 13:30:49 +01:00
MrMelbertandGitHub b3e8eebdc9 Kills /obj/item/melee/transforming, replaces it with a transforming weapon component (#60761)
This PR kills off the transforming subtype of /obj/item/melee and replaces it with a component to handle the transforming behavior, /datum/component/transforming.

The transforming component handles updating the variables of an item when it's transformed. Things like force, sharpness, whetstone force bonus, and attack verbs. Similar to the two-handed component, but instead of transforming into a two-hander it remains a one handed weapon.

The "nemesis" behavior (dealing addition damage to certain factions) of the transforming subtype was moved to the cleaving saw only, since it was the only transforming item that used it. In the future, this can be made into a bespoke element/component as well.

The following weapons and items have been updated to use this component:

    Energy Swords / Sabers / Bananium Energy Sword
    Energy Circular Saw
    Energy Dagger
    Energy Axe
    Toy Energy Sword
    Holographic Energy Sword
    Switchblade
    Advanced Medical Tools (Laser scalpel, Mechanical Pinches, Searing Tool)
    Advanced Engineering Tools (Hand Drill, Jaws of Life / Syndicate Jaws of Life)
    Combat Wrench
    Cleaving Saw
    Telescopic Batons / Contractor Batons
    Roasting Stick
    Telescopic Riot Shield
    Energy Shield / Bananium Energy Shield

This PR also touches up the code around the various above items.
2021-08-23 11:45:54 -07:00
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
FlamingLilyandGitHub 3958db8d27 Cleans up surgery and organ code. (#59068)
About The Pull Request

Scrubs those filthy single letter variables out of surgery and organ code.
Replaces a few 0s and 1s with FALSE and TRUE where relevant
Normalises and cleans up surgery step lists and surgical implements lists.
Replaces a whole lotta for loops with for x as anything in y lops

This is my first PR (upstream anyway) so I encourage you to treat my code with as much confidence as I treat it, which is to say none, because there's a strong chance I've totally broken everything.

But it compiles!
Why It's Good For The Game

code improvement, follows contributing guidelines.
Changelog

🆑 FlamingLily
code: Cleanup of surgery and organ code
/🆑
2021-05-22 19:49:47 +12:00
0f435d5dff Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm

We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.

There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.

Hi codeowners!

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-14 16:53:29 -08:00
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 418bd80a6b Remove healing skill (#52005)
* Remove healing skill

* Remove dissection from tech web
2020-07-07 10:10:12 -04:00
mooandGitHub bb3d562d01 Cobbduceus: Surgery Skill XP/Step Buffs (#49196)
* 💉

* 🐣

* excels help

* waaa_fb

* fixed lobotomy skill

* waaa_fb2
2020-02-14 19:17:27 +01:00
4022d0c427 Bumps up Surgery XP gains, Fixes Surgery XP Gains, Fixes Surgery Failure Bug (#48231)
* works on my machine

* saving is a sin 1% of the time!

* works... on... my... machine...?

* i can't test this but it worked on my machine too

Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>

* more testing /w TW

* caps XP gain (per iteration) for TW

* no skinnies

Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
2020-01-02 23:48:15 +01:00
964b3d65d5 Cobbduceus: Healing lvl? (Medical Skill) (#47538)
* b

* helps to commit huh

* math is hard

* parenthesis are even harder

* Update code/datums/skills/_skill.dm

Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>

* removes efficiency... or efficacy 😏

* baby sha... i mean files
2019-11-21 04:49:24 +00:00
Fikouandmoo e450be44dc surgery tool refactor (#46856)
* awooooooooooooooooo

* a

* aw shet

* woops!!

* a

* wow heck you
2019-10-09 12:25:42 -04:00
kingofkosmosandoranges df1fecc58c Adds notice-span to visible_messages with no spans (#46044)
About The Pull Request

Adds 'notice' span class to all visible_messages which had no span class, making all those black messages blue.
Why It's Good For The Game

This should help differentiate action-messages from talking-messages in the chat. More actions will be blue, thus black talking-messages should pop out more.
2019-08-26 20:50:00 +12:00
RandolfTheMehandRob Bailey 48fbc073e5 [TMC] Defib Rework, Organ Damage Effects (#45104)
* Brain damage works on organ damage procs, some defib reworks

* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again

* Cleans up reused global

* Organ damage procs on living and living/carbon

* Changes brain damage procs again

* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.

* Damage and failure effects for the appendix, ears, and some touchups on the stomach

* Committing changes so I don't lose them

* Organs now cease decaying in the proper containers

* Organ Fridges

* Reverts map changes

* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime

* Actually fixes merge conflict

* Smartfridge tweaks

* Think I figured out map merger

* Evidently not

* Still runtiming with glass shards even after I remove the map changes?

* Fixes runtime error with brain_item

* Runtime fix on living/carbon/life

* Cleaning up old PR code

* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were

* Wrong math operation used

* Brains in MMIs no longer decay

* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts

* Removes misleading comment

* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss

* Removes random spaces, scanners check brain damage severity now

* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it

* List change

* Runs off of an index instead of using cut

* Brains can be put into organ fridges

* Fixes minor type, hotfix for cloning problem

* Removes pointless check

* Demon hearts no longer decay

* Nightmare hearts no longer decay

* Removes istype() check on process, sets can_decompose instead

* Condenses organ damage report

* Removes organ failure messages

* Less organ damage spam, implements organ threshold messages instead

* Brain damage messages go to owner, not source

* Self-examine shows damaged organs

* Minor code cleanup, adds autodoc comments to the new procs

* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.

* Merged the booleans into a set of flags

* Healthy living improves organ healing rates

* dunno why this didn't update

* my actions have consequences

* Sets ORGAN_SYNTHETIC for overlooked robotics organs

* Doubles heart decay time

* 3 minute heart decay

* Lobectomy/Coronary_Bypass heal more

* removes hivemind spells from the changes
2019-07-29 02:18:22 -07:00