Commit Graph
12 Commits
Author SHA1 Message Date
SyncIt21andnevimer 8b0d22d14b General maintenance for vending machines (#91987)
## About The Pull Request
**1. Code Improvements**
- Removed unused vars `coin`, `bill` & other stuff
- Removed duplicate definition of `on_deconstruction()`
- Autodoc for a lot of procs
- Merged smaller procs into larger ones to avoid scrolling in the code
editor & reduced overhead
- Split the vending machine file into several smaller files for easy
code management

**2. Qol**
- Implemented vending machine ads. They now display random stuff on the
UI

https://github.com/user-attachments/assets/9720ea60-f268-4ca2-940d-243e3d0ac75f
- More error messages for custom & normal vendors as to why an item
could not be loaded
- Custom vending machines can be deconstructed safely via crowbar
without any explosion only after unlinking your account from the machine
else you get the same explosion. Upon deconstruction all loaded items
are moved into its restock canister meaning the machine can be safely
moved with all its products just like a regular vending machine to a new
location

**3. Fixes**
- Fixes #81917. Any returned items in the vending machine now show up as
free in the UI & won't cost credits to buy them
- Fixes #87416. Custom & normal vendors now keep track of products
removed via `Exited()` so the UI gets always updated
- Fixes #83151. Items with different names & custom prices now show up
in unique rows
- Fixes #92170 Custom vendors now show the correct icon for inserted
items
- Closes #80010. From the above fix this situation is impossible so it's
safe to close this as a duplicate
- Closes #78016 same problem as above with `Exited()` duplicate
- Custom vendors can now actually be used by players who are not the
owner instead of locking down the UI
- Vending machines keep track of `max_amount` of stocked items by hand
as well & not just RPED

**4. Refactor**
- Separates custom vending machine code from normal vending machine
code. This prime Marely focus on the `vending_machine_input` list which
now only exists inside the custom vending machine
- Compressed the UI code for vending machine so both custom & normal
vending machines can send the same data instead of separating the 2.
Overall less code
- Moved attack chain from `attackby()` to `item_interaction()` for
loading items

## Changelog
🆑
code: cleaned up vending machine code
qol: vending machines now have more product slogans you never heard
before
qol: custom & normal vending machines now have more feedback on why an
item could not be loaded
qol: vending machines now display random ads on the UI
qol: custom vending machines can be deconstructed via crowbar safely
only after unlinking your account from the machine.
qol: upon deconstructing a custom vendor all its products are moved into
its refill canister & it will be restored when reconstructing the
machine elsewhere
fix: Returned items to the vending machine now show up as free in the UI
and won't be greyed out if you don't have credits to get them back
fix: items that leave the vending machine by any means will update the
UI in all cases
fix: loading items by hand to the vending machine now respects the
max_amount for that category
fix: custom vendors can now actually be used by players who are not the
owner thus enabling them to transfer credits to the owner during
purchases & basically they do their job again
fix: custom vendors now show the correct icon for inserted items
fix: Items with different names & custom prices now show up in unique
rows in custom vendors
refactor: separated custom & normal vending machine code. Reduced UI
code & improved attack chain
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
# Conflicts:
#	code/modules/vending/_vending.dm
#	tgui/packages/tgui/interfaces/Vending.tsx
2025-08-19 22:28:01 -04:00
MrMelbertandRoxy bc2215667f Re-refactors batons / Refactors attack chain force modifiers (#90809)
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-22 21:30:07 -04:00
GhomandShadow-Quill 11d82b7995 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

Improving old code. And I want to be able to pet mobroaches while
holding them too.

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-29 18:22:44 -06:00
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
feb474550f Removes vestigial req_access from vending machines + some cleanup (#86550)
## About The Pull Request

Once upon a time, vending machines were access locked I guess? It's been
so many years since that has been the case that most people don't
remember (including myself).

This just removes all the old unused req_access lists that reside on the
various vending machines.

## Why It's Good For The Game

Less chance of cargo culting something that serves no purpose anymore.

## Changelog

Nothing player facing I should hope

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-10 14:41:42 +00:00
carlarctgandGitHub 38e966014f Grammar pass on syndie SM shard (#75772)
## About The Pull Request

Fixes grammar error on syndie sm shard desc

## Why It's Good For The Game

gramar

## Changelog

🆑
spellcheck: Fixes grammar error on syndie sm shard desc
/🆑
2023-06-01 16:19:41 -04:00
be1edab621 Sign Language Refactor & Bugfixes (#71265)
## About The Pull Request
This PR contains an intermediate refactor and a bug-fix for sign
language, which was originally from the Tongue Tied quirk/tongue. With
helpful advice from @MrMelbert and @LemonInTheDark, I have successfully
decoupled sign language from the tongue and ported it into a highly
modular DCS component, and then added an Action for toggling it. Big
thanks to @Wallemations, the original creator of Tongue Tied, for
creating the new Action sprite and helping me to complete this project!

The new sign language component is added to all new Carbon mobs, and
incrementally overrides several critical functions, variables, and
argument lists relevant to a mob's speech; the component primarily
listens for the addition/removal of trait `TRAIT_SIGN_LANG` in order to
function.

Additionally, fixed a bug in the original implementation of sign
language that caused its say verbs such as "emphatically signs" to stop
working. The bug was caused by an unsafe early removal of exclamation
points from the input string, causing a conflict with the `say_mod` proc
which requires such punctuation points to be present.

Here's a granular list of changes:
- Added a ubiquitous signal to extend the behavior of
`/atom/movable/proc/say_quote`.
- Added a ubiquitous signal to extend the behavior of
`/atom/movable/proc/lang_treat`.
- Fixed a bug in the original implementation of sign language that
caused its `verb_yell` to stop working.
- Refactored sign language into a Carbon-only DCS component.
- Refactored the Tongue Tied tongue to use `TRAIT_SIGN_LANG` and
`TRAIT_MUTE`.
- Removed the Tongue Tied quirk, in favor of two separate quirks.
- Added the Signer quirk for sign language, good, costs 4 points.
- Added the Mute quirk, negative, gives 4 points.
- Added a rare sign language Action granter book to maint and space
loot, "Galactic Standard Sign Language".

## Why It's Good For The Game
This PR tactfully re-implements Tongue Tied, re-introducing it as two
new quirks: For sign language itself, I added the Signer quirk, which is
a good quirk which allows you to use sign language for 4 quirk points. I
also added the Mute quirk, which grants 4 quirk points in exchange for
your audible voice. There is also a marked improvement in the code
health as a result of my changes.

Here's a preview of the sign language Action. If you're also mute, it
becomes invisible to reduce clutter:

![image](https://cdn.discordapp.com/attachments/326831214667235328/1041669853741858816/GIF_11-13-2022.gif)

In regard to how useful sign language is, it can be used as:
1. A way to communicate across a vacuum without a radio.
2. An easy way to communicate with deaf people.
3. An easy way to communicate as a Mute person.

## Changelog

🆑 A.C.M.O.
del: Removed the Tongue Tied quirk. The tongue can still be found and
used in-game.
refactor: Refactored Tongue Tied's tongue to use the Sign Language and
Mute traits.
add: Added Sign Language innate action. Granted by book or quirk.
add: Added the Galactic Common Sign Language book as rare maint and
space loot.
add: Added the Signer quirk, which teaches you sign language in exchange
for 4 quirk points.
add: Added the Mute quirk, which grants you 4 quirk points in exchange
for your voice.
fix: Fixed sign language say_yell verb, which allows you to emphatically
sign.
/🆑

Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
2022-11-20 06:22:10 +00:00
John WillardandGitHub 4a274a6e4b [MDB IGNORE] Refactors drinks and fixes a lot of food problems (#69081)
* Makes condiments their own subtype, fixes geese, prepares for merging

* Fixes geese checking drink type instead of edible foodtype to eat gross food.
* Renames foodtype var on drinks to drink_types to prevent above from happening again because it KEEPS HAPPENING. DRINKS AREN'T FOOD!
* Makes Condiments their own subtype of reagent_containers because they don't make any use of being a subtype of food, at all.
* Starts moving things from food to /food/drink subtype in preparation for merging /food/drink with /drink

* fully removes Food subtype

* /reagent_containers/drinks are now /reagent_containers/cup - This is so it's no longer confused with eachother.
* /food/drinks is now /reagent_containers/cup/drinks, so we can keep their special abilities.
* Fixes a LOT of errors with food, which are STILL checking the reagent_containers, despite ACTUAL food being refactored away from it a long time ago.

This doesn't compile yet, but I do want to make sure my progress is well tracked.

* remove copypaste code, changes soda cans

* Removes most copy paste code between the two drinks, moving most stuff to parent whenever needed.
* Made soda cans their own subtype since they didn't share anything with glass bottles anyways.
* Fixes more problems with food/drinks, especially with geese. Geese really were just broken this whole time and no one said a word...
* Removes a snowflake signal, now that both drink types share a common one.
* Adds everything to the .dme

Currently my goal is to get this all compiling, then remove isGlass var by making glass be all glass ones only.

* Moves all icons into a single drinks dmi

I'm not that great at icon stuff, hopefully I didn't forget/break anything.

* Turns juices into their own subtype

This allows us to let them check for type in molotov, to both get rid of a use of isGlass, and so non-glass non-cartons don't show up as 'carton'.

* fixes compile issues, adds updatepaths

* a better updatepaths

* updates the damn maps now

* properly names the updatepath

* how did that get there

* i suck at handling merge conflicts

* how am i this bad

* code improvement and soda fix

* more fixes

* Don't be a timer

Ports from old food bottles to trans the reagents, rather than add a timer to.

* Merge conflicts and fixes bottle smashing

* Bottle smashing is now consistently functional regardless of how much liquid they have in them, when before it would spill first, then smash on the second hit.

* runs updatepaths again
2022-08-12 15:24:14 -04:00
vincentiusvinandGitHub b8551336aa Refactors SM Delaminations to be strategies (#68599)
I'm a badmin, how do I force a specific delam?

To set the sm to delam in a specific way, do set_delam(2, delam_path) delam_path is stuffs like /datum/sm_delam_strat/cascade
To make the sm delam, call force_delam()
About The Pull Request

If you're boring enough to click on a refactor pr you probably already know what a strat is, otherwise https://refactoring.guru/design-patterns/strategy.
Behavior Rundown
Note that the actual delamination event is evaluated at the end of countdown. It's possible for say a tesla delam to explode normally if at the end of the countdown it loses enough power. See: and commit
Why It's Good For The Game

a7ce9e2
Changelog

cl
refactor: All four SM delams got recoded, no significant gameplay changes expected.
qol: SM healing is broadcasted on crew radio too now instead of just engi
qol: SM going singulo or tesla will be announced on common comms when the damage is getting severe enough.
code: Only engines considered to be a main engine can spawn stationwide anomalies and trigger cascades.
fix: Fixed the sm not having a boxy overlay on normal delams when counting down. This is what the radio message was referring to as "causality field".
/cl
2022-08-03 12:57:55 +12:00
e0ad104620 Autosurgeon code improvement and light overlay (#68379)
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-07-17 00:45:40 -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
ZytolgandGitHub d411393e72 NukeOps Firebase Rework (#66149)
Attention Recruit: Welcome to Firebase Balthazord
Here you will lean how to:
-Kill corpo scum
-Kill corpo scum
-Kill corpo scu-

This has been on my docket for months. Ever since gave the Holding Facility a much needed facelift. I have been eyeballing the nukie base, waiting for that stroke of inspiration to hit me. It finally did. Gone are the aging walls of the old encampment. Nukies finally have what well-funded corpo-terrorists always dream of- a home.

It's more than a Home. This is a sweeping rework that is part of a series of reworks to revisit old locations and not only bring them up to date with our current asset roster, but to make them properly belong within the game world. The Nuke-Ops base may ultimately be a tiny chunk of the overall SS13 experience, but I'll be damned if it isn't a defining one. It's also a location that has the capacity to do one thing that I have always wanted to do. Purchase Property. You heard me right, you get to buy rooms now. The newly expanded Nuke-Ops base features, with @Mothblocks blessing, further expansions that you can purchase from your local Syndicate Uplink. Spend your TC, expand your capabilities, and utilize your expertise in order to create
the most mind-boggling disky heists there are.

Possible expansions to your terrorism suite include:
-Ordinance Lab
-Bio-Terrorism Lab
-Chemical Manufacturing Plant

Definite expansions to your Nuke-Ops Firebase include:
-Crew Bunks
-Lab Wing
-War Table
-Upgraded "Disembarkment" Bay"
2022-04-17 18:40:34 -06:00