48 Commits

Author SHA1 Message Date
MrMelbert 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
Ghom 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
Waterpig d3d3a12540 The big fix for pixel_x and pixel_y use cases. (#90124)
## About The Pull Request

516 requires float layered overlays to be using pixel_w and pixel_z
instead of pixel_x and pixel_y respectively, unless we want
visual/layering errors. This makes sense, as w,z are for visual effects
only. Sadly seems we were not entirely consistent in this, and many
things seem to have been using x,y incorrectly.

This hopefully fixes that, and thus also fixes layering issues. Complete
1:1 compatibility not guaranteed.

I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming
inside apply_overlays), and this is still included in the PR to flash
out possible issues in a TM (Plus I will need someone to grep the
runtimes for me after the TM period to make sure nothing was missed).
After this is done I'll remove all these extra checks.

Lints will probably be failing for a bit, got to wait for [this
update](https://github.com/SpaceManiac/SpacemanDMM/commit/4b77cd487d0a7b6a069df20356b701af5b20489d)
to them to make it into release. Or just unlint the lines, though that's
probably gonna produce code debt

## Why It's Good For The Game

Fixes this massive 516 mess, hopefully.

closes #90281

## Changelog
🆑
refactor: Changed many of our use cases for pixel_x and pixel_y
correctly into pixel_w and pixel_z, fixing layering issues in the
process.
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
2025-03-28 14:18:45 +00:00
Ben10Omintrix 91baa94ac5 event based incapicated and able_to_run (#86031)
## About The Pull Request
this is a revival of #82635 . i got permission from potato to reopen
this, he did almost all the work. i only just solved the conflicts and
fixed all the bugs that were preventing the original from being merged
(but it should be TMed first)

## Why It's Good For The Game
slightly improves the performance of basic mob AI

## Changelog
🆑
LemonInTheDark
refactor: able_to_run and incapacitated have been refactored to be event
based
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
2024-09-04 10:02:49 -04:00
Andrew 64d90c159d New closets (#79774) 2023-11-21 04:51:38 +00:00
Ghom 1be27a4ffe Dunking handle_atom_del() in the trash bin. (#77339)
Whatever you do, if it warrants the use of something like
`handle_atom_del`, chances are `Exited` can do it better, as most of
these cases involve movables that shouldn't be moved out of their loc
(`Destroy` forcefully moves movables to nullspace) without calling
specific procs, and for the remaining few, `handle_atom_del` doesn't
even cover the eventuality of a movable being deleted outside the source
atom, so it's quite garbage.

Beside, I feel confident in saying `handle_atom_del()` is older than the
DCS, an echo on the workarounds done at the time.
2023-08-18 11:02:22 +00:00
Singul0 865cd178bc Adds a new heavy weight space pirate variant: The space IRS! (#76115)
It seems the station has attracted the attention of a local polity! They
have sent a friendly reminder to pay their taxes, should the station
respond not in time or refuse to pay their taxes the polity will send a
heavily armed vessel to ensure they would pay their taxes. peacefully or
otherwise.
Gameplay aims: A different playstyle of pirates. most pirates (with the
exception of the greytide) have the same gameplay loop of raiding
vulnerable spots within the station and scurrying away and waiting out
their cooldown in the relative safety of their ship with turrets and
space to hamper the crew's attack my intention of this pirate variation
is to force them to actively fight the crew by making their armor
non-space worthy instead of hiding behind the wall of space

breaching shells for the space IRS to use and recode ammo box code to be
less snowflakey. Also my English isn't the very best and I wrote most of
it at 1AM. please point out any messages that feel strange or out of
place.

Notable Equipment list:

Combat:
1. 2 WT-550's with 6 normal mags + 6 AP
2. M911 with 2 mags
3. 2 combat knifes and a telebaton
4. breaching shotgun with breaching shells
5. Grenade launcher with 6 smoke shells and flashbangs

Armor:
2 Highly armoured sets of tactical vests and helmets and 3 EVA suits for
emergency

Engineering:
1. Sandbags
2. Jaws of Life
3. Syndicate toolbox

Medical:
1. Surgery tools and disk
2. Variety of medkits
3. Blood packs
2023-07-11 04:29:16 +00:00
AnturK 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
tattle d91390a447 [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) (#69416)
Moves singulo and supermatter dmis into obj/engine, renamed from obj/tesla_engine
Moves Halloween, Christmas, and misc holiday items to obj/holiday
Moves lollipops to obj/food
Moves crates, closets, and storage to obj/storage
Moves assemblies to obj/assemblies
Renames decals.dmi to signs.dmi ...because they're signs and not decals
Moves statues, cutouts, instruments, art supplies, and crayons to obj/art
Moves balloons, plushes, toys, cards, dice, the hourglass, and TCG to obj/toys
Moves guns, swords, shields to obj/weapons
2022-08-24 20:49:35 -03:00
Watermelon914 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
TemporalOroboros fb488fdfff Some explosions code cleanup (#57493)
Clears out two deprecated explosions systems (explosion ids and explosion levels)
Refactors a bunch of contents_explosions procs to be maybe slightly faster.
Cleans up a bunch of ex_act code.
Slightly cleaner code
A few less unused vars on /atom and /turf
2021-03-20 16:03:59 -07:00
TemporalOroboros 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
LemonInTheDark 5c22a0cfc1 Converts many proc overrides to properly use list/modifiers, lots of other smaller things (#56847)
Converts many proc overrides to properly use list/modifiers, fixes some spots where modifiers should have been passed, calls modifiers what it is, a lazy list, and cleans up some improper arg names like L, M, C, and N. Oh and I think there was a spot where someone was trying to pass M.name in as a string, but forgot to wrap it in []. I fixed that too.
2021-02-16 09:18:46 -05:00
Qustinnus 707fc287b4 Replaces intents with combat mode (#56601)
About The Pull Request

This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:

    Disarm and Grab intents have been removed.
    Harm/Help is now combat mode, toggled by F or 4 by default
    The context/verb/popup menu now only works when you do shift+right-click
    Right click is now disarm, both in and out of combat mode.
    Grabbing is now on ctrl-click.
    If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)

Minor interaction changes:

Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game

Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.

As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.

As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.

In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.

The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog

cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
2021-02-04 16:37:32 +13:00
TiviPlus 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
Rohesie 7859721611 Explosions SS runtime fix + code cleanup (#52894)
* runtime fix

* turf references are immortal
2020-08-21 21:57:29 +02:00
Rohesie 25f670f8de Opacity refactor (#52881)
Moves all opacity var manipulation to a proc which sends a signal.
    light_blocker element for movable opaque atoms made, which tracks its movement and updates the affected turfs for proper lighting updates.
    has_opaque_atom boolean replaced by the opacity_sources lazylist to keep track of the sources, and a directional_opacity which serves a similar function but also allows for future expansion with on-border opaque objects (not yet implemented).
    Some opacity-related sight procs optimized as a result of this.
    Some variables moved to the object's definition.
    A define or two added into the mix for clarity.
    Some code cleaning, like turning booleans into their defines.
    One file renamed for clarity.

Changelog

cl
balance: Mechs no longer block sight. It's a non-trivial cost for the lighting system with little to no gain.
/cl
2020-08-19 13:24:20 +12:00
Arkatos1 aa3a8e4722 Gun locker now uses a radial menu (#52506)
* Gun Locker Radials

* Smaller radius

* Review fixes

* Update code/game/objects/structures/guncase.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Review fixes 2

* Apply suggestions from code review

Co-authored-by: Rohesie <rohesie@gmail.com>

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-30 14:59:54 -03:00
Iamgoofball a3aa69701a [READY] Basically, Instant Explosions 2: The Search For More Money: Eternal: A Tail Of Two Kitties: 33 1/3 (#50594)
About The Pull Request

Extools maptick stuff is in the game. Stolen from BeeStation/BeeStation-Hornet#1119, improves performance. Requires ex-tools on the server, though.

Explosions have been refactored to do the actual exploding in a subsystem.

Credit to goon.

Here's some videos!

Why It's Good For The Game
Basically instant max-caps now.
We can now give more of a tick over to the sending of map updates

Changelog

cl Goonstation Coders, Beestation, Extools devs
refactor: Explosions have been heavily optimized.
/cl
2020-04-30 10:27:53 +12:00
MrPerson 26093e5ac2 Further update_icon splitup (#48784)
* Further update_icon splitup

After this there'll be just under 100 old update_icon() calls that need fixing.

* Thanks Travis
2020-01-22 10:18:05 -05:00
vuonojenmustaturska af552d9be5 fix guncase init (#43821) 2019-05-06 16:27:53 -04:00
MrDoomBringer 703a365aec Various code improvements (#40932)
* adsf

* asdf

* take these

* Further cleanup to windoor code
2018-10-21 03:01:02 -04:00
kevinz000 f300a5c155 Interaction/Attack Hand Refactor (#36405) 2018-03-23 11:20:54 +01:00
ShizCalev bfde5ac057 [s] Fixes altclick exploits (#35456)
* Fixes altclick exploits

* Removed free spam, fixes monkey altclicks

* replaced named args with proper defines

* More cleanup and fixes

* Better yet

* Another exploit fix

* pet carrier fix
2018-02-11 16:06:12 +13:00
Emmett Gaines 825ab4def4 [512] The great \ref purge (#31824)
* The great \ref purge

* cleanup
2017-10-28 17:20:04 -04:00
Jordan Brown b6d349e1d4 Remove drop_item, drop_item_v, put_in_hands_or_del (#31386) 2017-10-07 13:36:33 -04:00
Jordan Brown af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
ShizCalev 59ef81245b Changes some 1s and 0s to TRUE and FALSE (#29144) 2017-07-10 10:31:34 -04:00
MrPerson ff3f84ab81 Replaces /image with /mutable_appearance, where appropriate (#26518)
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism.

I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default.

Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
2017-04-25 12:15:16 +02:00
Joan Lung e1a2dea0fc Fixes a bunch of gun case code 2017-04-01 12:59:17 -04:00
Lzimann 5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
Cyberboss 5959ac32cc Refactors atom/Initialize. Fixes ruins being initialized twice (#22778)
* Refactors atom/Initialize

Captialized for compiling correctness and to be more inline with Destroy

Will now be called from atom/New if the world initialization loop in SSobj has already run. Should always call the base.

Now comes with the `roundstart` parameter indicating whether or not it was called by SSobj or atom/New

Other fixes/tweaks:
- Renamed a proc called Initialize in abduction consoles to Setup
- Removed /obj/item/device/radio/headset/headset_sec/department: Broken and referenced literally nowhere in the code
- Removed a spawn from the Initialize of turbine_computer which made literally zero sense
- Generalized the proc which fixes RND servers with no id set

Reasoning: It's better to check roundstart per function than to have to duplicate code in New and Initialize. Think of it as a safer New for atoms. If we move enough stuff to it, initial map load performance will increase due to less New calls

* Fixed a thing

* Actually, fuck the police

* >Expecting a merge without errors

* >Not calling ..() in New

* Sanic

* Fix the headset bug

* Makes sure the map loaders dew it right

* Fixes ruins being initialized twice

* Rename roundstart -> mapload

* Revert "Rename roundstart -> mapload"

This reverts commit 667c327fd2ccfa3ce4f4db52eac03f9e8b0f6812.

* Remove unrelated change

* A more direct solution to map loads

* And now we shouldnt need this warning

* Add the new var to SSobj recovery

* Revert "Revert "Rename roundstart -> mapload""

This reverts commit dee07dbd5e4696554ac43aae5b91cce743b9b9e0.

* Line endings
2017-01-23 09:37:45 +01:00
Mervill 0972f78800 a_intent now uses defines 2016-12-02 22:27:30 -08:00
phil235 b7efc2cef4 Make energy guns able to use burst fire. (#21005)
* Make energy guns able to use burst fire.

* Changed obj/item/weapon/gun/projectile to /gun/ballistic and the name of the folder from "projectile" to "ballistic" to avoid confusion between actually projectiles and guns.

Syringe gun, energy guns and magic guns can now use burst fire.

* fixing merge conflict shit

* fixing map conflicts

* more map conflict fix

* two tiny fixes.

* tiny tweak

* fixing merge conflicts.
Moving the practice mini egun to the gun module.
Renamed nuclear.dm to energy_gun.dm

* map conflict fixes
2016-11-02 16:16:21 +13:00
phil235 f6db08af2e Contents_explosion() tweaks (#20934)
* When any object is hit by an explosion, we no longer always call ex_act() on all its contents indiscriminately.
The default contents_explosion() does nothing and it's overriden for certain objects only like storage items, machines with occupants, mechs.

I've also overriden handle_atom_del() for many objects so that any sudden deletion of an object referenced in an object var of its container properly nullifies such references, avoiding potential runtime and updating the container's icon_state (e.g. admin-delete a mixer's beaker and the mixer's sprite updates immediately).

I've tweaked bomb effect on worn clothes, having some armor but not 100% now still protects your clothes somewhat.

Fixes some arguments of ex_act in living/ex_act() and other mobs.

* derp and map fixes.

* dem map fixes, man.

* More work on code that use implants, simplified now that we can use the "implants" carbon var.

* some fixes

* more typos and fixes.
2016-10-16 10:01:37 +13:00
Joan Lung bdcb16113a Adds a few turf istype helpers (#20754)
* a very calming act
when the world is too much, too fast

* i'm tired
but i have to be efficient, infinite

* lick your lips at the sight of me
a fantasy made reality
2016-10-01 19:25:46 +02:00
oranges 8b7eb11df9 Fix multiple href exploits from incorrectly scoped locates
Also adds a helper to flatten a keyed list to it's contents as it
turns out that byond cannot locate in a keyed list
2016-09-28 06:55:45 +00:00
Remie Richards 00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
Cruix ac0bad5d61 Added priority overlay system. (#18225)
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
2016-06-17 10:11:53 +12:00
phil235 0480790b0a Same things but with structures now. 2016-04-24 20:38:33 +02:00
xxalpha b2e84a0d3c Put drop_item() calls inside ifs. Replaced some drop_item() with unEquip( 2015-06-14 20:11:40 +01:00
Jordie0608 ad33641101 Merge branch 'master' of https://github.com/tgstation/-tg-station into howdoyouknowyourbestfriendisntsecretlyawizard
Conflicts:
	code/game/objects/structures/crates_lockers/closets/secure/freezer.dm
	code/game/objects/structures/crates_lockers/closets/secure/medical.dm
	icons/obj/closet.dmi
2015-04-08 22:51:45 +10:00
danno "big fucking moron" gonzales 1f94f2fe27 Update guncase.dm
change 4 to capacity
2015-04-03 13:19:45 -04:00
danno "big fucking moron" gonzales 8de848eccb Update guncase.dm 2015-04-03 13:16:25 -04:00
dannno 4051efc3a9 Proper UI for gun lockers 2015-03-31 12:54:24 -04:00
dannno d45b0aa656 improved gun case code 2015-03-25 12:01:06 -04:00
dannno 88e3bb1dc6 generalized procs for gun lockers 2015-03-19 16:23:06 -04:00
dannno 06b7bdb3e3 adds guncases that really work wooooooooooo hahahaaaaaaaaaa 2015-03-18 19:08:39 -04:00