Commit Graph

62 Commits

Author SHA1 Message Date
shayoki f601a6ddaf Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 2026-06-03 01:23:54 -05:00
MrMelbert e68c1edad1 Streamlines Life() a little (#96215)
## About The Pull Request

Main changes

- `handle_mutations` is gone, DNA Injectors are now managed via a status
effect
- `handle_diseases` is gone, disease stages are just handled via life
signal
- `handle_bodyparts` is gone, it was unused and in the future any
implementations should use a life signal
- `spec_life` is gone, the main content of it is now in `human/Life`,
most children implementations now use life signal, zombie tongues now
handle zombie groans
- Life signal was split in two (pre and active)

Other changes

- DNA injector code was cleaned up considerably
- HARS now alerts admins when you inject someone else with it like
Monkey
- `COPY_DNA_SE` is no longer mistakenly unused (meaning stuff like
transformation sting no longer copies "active mutations")

## Why It's Good For The Game

Across the course of a full round we spend the same amount of time doing
literally nothing in life as we spend on handling human breathing.

Now in the context of a full round this is 8 seconds. Which in the grand
scheme of things, not a whole lot, but if we can get a tiny performance
gain from... not doing literally nothing (especially when we can do
these things cleaner with signals) that's a win in my book

## Changelog

🆑 Melbert
refactor: Refactored dna injectors (both the ones that change appearance
and activate mutations), report any oddities with them like failing to
revert your appearance or mutations not applying correctly
code: Ever so slightly changed how diseases tick, report any oddities
code: Ever so slightly changed how some species mechanics tick, like
golems and slimes, report any oddities
code: The code behind printing appearance modifying dna injectors from
genetics has changed, report any oddities
code: Some backend transformation sting code changed slightly, report
any oddities
code: Zombie "idle" groaning is now tied to the tongue rather than the
species itself
admin: Force-injecting someone with HARS give an admin alert, the same
as force-injecting someone with Monkey
fix: Several methods of copying DNA (including transformation sting)
mistakenly copied "active mutations", this has been fixed
/🆑

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2026-05-29 22:48:16 -06:00
Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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2026-05-16 00:56:00 +02:00
John Willard 9a87ffeb6f Removes Spells tab (#95293) 2026-03-03 19:42:30 +01:00
nevimer 00ccf0c6b5 Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
# Conflicts:
#	.github/CODEOWNERS
#	.github/workflows/compile_changelogs.yml
#	.github/workflows/stale.yml
#	SQL/database_changelog.md
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/__DEFINES/atom_hud.dm
#	code/__DEFINES/inventory.dm
#	code/__DEFINES/mobs.dm
#	code/__DEFINES/species_clothing_paths.dm
#	code/__DEFINES/subsystems.dm
#	code/__DEFINES/surgery.dm
#	code/__HELPERS/global_lists.dm
#	code/_globalvars/lists/maintenance_loot.dm
#	code/_globalvars/traits/_traits.dm
#	code/controllers/subsystem/minor_mapping.dm
#	code/controllers/subsystem/processing/quirks.dm
#	code/controllers/subsystem/shuttle.dm
#	code/datums/components/palette.dm
#	code/datums/components/surgery_initiator.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/hud.dm
#	code/datums/mood.dm
#	code/datums/mutations/chameleon.dm
#	code/datums/quirks/negative_quirks/nyctophobia.dm
#	code/datums/status_effects/debuffs/debuffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/slime/slime_leech.dm
#	code/datums/weather/weather.dm
#	code/game/data_huds.dm
#	code/game/objects/items.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/frog_statue.dm
#	code/game/objects/items/rcd/RLD.dm
#	code/game/objects/items/robot/items/hypo.dm
#	code/game/objects/items/stacks/medical.dm
#	code/game/objects/items/stacks/wrap.dm
#	code/game/objects/items/storage/garment.dm
#	code/game/objects/items/tools/medical/defib.dm
#	code/game/objects/items/weaponry.dm
#	code/game/objects/items/weaponry/melee/misc.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/game/objects/structures/curtains.dm
#	code/game/objects/structures/dresser.dm
#	code/game/objects/structures/girders.dm
#	code/game/objects/structures/maintenance.dm
#	code/game/objects/structures/mirror.dm
#	code/modules/admin/greyscale_modify_menu.dm
#	code/modules/admin/verbs/light_debug.dm
#	code/modules/antagonists/ashwalker/ashwalker.dm
#	code/modules/antagonists/heretic/knowledge/starting_lore.dm
#	code/modules/antagonists/ninja/ninjaDrainAct.dm
#	code/modules/art/paintings.dm
#	code/modules/client/preferences.dm
#	code/modules/client/verbs/ooc.dm
#	code/modules/clothing/head/wig.dm
#	code/modules/events/disease_outbreak.dm
#	code/modules/holodeck/holo_effect.dm
#	code/modules/jobs/job_types/head_of_security.dm
#	code/modules/jobs/job_types/security_officer.dm
#	code/modules/library/skill_learning/generic_skillchips/point.dm
#	code/modules/mining/lavaland/ash_flora.dm
#	code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm
#	code/modules/mob/dead/new_player/new_player.dm
#	code/modules/mob/living/basic/guardian/guardian.dm
#	code/modules/mob/living/basic/space_fauna/space_dragon/space_dragon.dm
#	code/modules/mob/living/carbon/carbon.dm
#	code/modules/mob/living/carbon/human/human.dm
#	code/modules/mob/living/carbon/human/human_defines.dm
#	code/modules/mob/living/carbon/life.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob/living/living_defines.dm
#	code/modules/mob/mob.dm
#	code/modules/mob_spawn/ghost_roles/mining_roles.dm
#	code/modules/mod/mod_control.dm
#	code/modules/mod/modules/modules_general.dm
#	code/modules/modular_computers/computers/item/computer_ui.dm
#	code/modules/paperwork/paper.dm
#	code/modules/paperwork/paperbin.dm
#	code/modules/power/lighting/light.dm
#	code/modules/projectiles/guns/energy/kinetic_accelerator.dm
#	code/modules/projectiles/projectile.dm
#	code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
#	code/modules/reagents/chemistry/reagents/food_reagents.dm
#	code/modules/reagents/chemistry/reagents/other_reagents.dm
#	code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm
#	code/modules/research/xenobiology/crossbreeding/_clothing.dm
#	code/modules/research/xenobiology/crossbreeding/prismatic.dm
#	code/modules/surgery/advanced/brainwashing.dm
#	code/modules/surgery/advanced/lobotomy.dm
#	code/modules/surgery/amputation.dm
#	code/modules/surgery/blood_filter.dm
#	code/modules/surgery/bodyparts/_bodyparts.dm
#	code/modules/surgery/brain_surgery.dm
#	code/modules/surgery/cavity_implant.dm
#	code/modules/surgery/coronary_bypass.dm
#	code/modules/surgery/gastrectomy.dm
#	code/modules/surgery/healing.dm
#	code/modules/surgery/limb_augmentation.dm
#	code/modules/surgery/organ_manipulation.dm
#	code/modules/surgery/revival.dm
#	code/modules/surgery/sleeper_protocol.dm
#	code/modules/surgery/surgery_helpers.dm
#	code/modules/surgery/surgery_step.dm
#	code/modules/unit_tests/_unit_tests.dm
#	code/modules/unit_tests/designs.dm
#	code/modules/unit_tests/icon_state_worn.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png
#	code/modules/unit_tests/screenshots/screenshot_husk_body.png
#	code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png
#	icons/map_icons/clothing/head/_head.dmi
#	icons/map_icons/clothing/shoes.dmi
#	icons/map_icons/items/_item.dmi
#	icons/mob/huds/hud.dmi
#	icons/mob/inhands/64x64_lefthand.dmi
#	icons/mob/inhands/64x64_righthand.dmi
#	icons/obj/machines/computer.dmi
#	tgui/packages/tgui/interfaces/OperatingComputer.jsx
#	tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx
#	tgui/packages/tgui/interfaces/PreferencesMenu/types.ts
#	tgui/packages/tgui/interfaces/SurgeryInitiator.tsx
#	tools/icon_cutter/check.py
2026-02-12 23:50:09 -05:00
Bloop 53ed83bb9d Makes some more lists lazy (#94388)
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-12-28 19:57:42 +01:00
SyncIt21 7c5ef1cfb8 Removes unused parameter times_fired from mob procs (#94590)
## About The Pull Request
What it says on the tin. `times_fired` is the most unused parameter in
all mob procs. I say most because there were just 2 cases where it was
used
- handling breathing
- handling heartbeat

Besides these 2 cases this parameter did nothing in every proc. Removing
it does 2 things
- Makes those procs more readable as it now has 1 less parameter that
was documented poorly and did nothing
- Makes those procs slightly faster as we are passing 1 less variable to
its parameter call stack

It can easily be substituted with `SSmobs.times_fired` which was its
original value anyways

## Changelog
🆑
code: removes an unused parameter `times_fired` from mob life procs.
Making them function slightly faster
/🆑
2025-12-26 09:51:33 -05:00
xPokee b308ee9d78 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-24 10:13:01 -04:00
necromanceranne d556e92d52 Special version of hulk (wizard, warlord superhuman powers) no longer suffer recoil damage from breaking walls. Recoil actually uses wound rolls and not forced wounds (#92992)
## About The Pull Request

### Special versions are no longer vulnerable to recoil

There are two versions of hulk that are not available under normal
circumstances. The version given by wizard's Transformation, and the
version that Warlord pirates spawn with. These versions no longer break
their arms when destroying walls.

Normal versions, like the genetic hulks and the orc variant, still
suffer this effect.

### oof ow my bones

Hulk recoil damage now utilizes RNG wound determination. This allows for
the wound to escalate normally if the wound meets the threshold. The
damage passed means that there is a roughly 50/50 chance to cause a
dislocation, a very slim chance to roll a fracture, and this probability
will grow worse once the arm is wounded and threshold penalties start to
take effect.

This also means that the mutation respects wound resistance and wound
vulnerability, where as the previous behavior did not.

### Cleans up some mutation code a smidge

There is clearly some leftovers from prior refactors still littered
through mutation code, so I did some maintenance while I was here.

## Why It's Good For The Game

https://github.com/tgstation/tgstation/pull/51389 introduced this
weakness to dissuade hulks from flattening walls all the way to the
armory (for the fuckbillionth time). However, it applies to all versions
of hulk, including instances where it is an antagonist's ability or
power. Rather than have antagonists suffer from balance considerations
largely aimed at crew/tiders, we make them exempt so that they can SMASH
to their heart's content.

Hulk wound determination was kind of weird. For one, it relied heavily
on the arm health consistently being 50. When it wasn't, you started
getting into less reliable behaviour. In addition, it does not at all
respect any kind of vulnerability or resistance to wounding.

It is possible that utilizing this system was so that the wounding
effects would be staggered out rather than sporadic, and so slightly
fairer on the user by being more reliable. However, I think letting it
operate similarly to how our natural wound determination effects work
provides some more interesting outcomes for those who might want to use
the mutation in an earnest fashion, and still otherwise limits those
people who are just looking to low effort grief.

I think in retrospect this might have been a pretty heavy-handed nerf,
but I'm not wholly reversing it, I'm just making it...different.
Outcomes should be largely the same.
2025-09-22 19:54:07 -05:00
Ghom 93b13deed1 Fixing more dna console / mutation issues [NO GBP] (#91717) 2025-06-21 22:36:03 -04:00
Ghom 5096b311b8 Fixing more dna console / mutation issues [NO GBP] (#91717) 2025-06-21 03:12:07 +02:00
Ghom 75e7ef6def Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
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.

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.

🆑
refactor: Refactored mutation code backend. Report any issue.
/🆑
2025-06-15 15:50:31 -04:00
Ghom 14fb86e3e8 Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
## 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.
/🆑
2025-06-08 13:57:10 +02:00
Ghom 34ba1755cb Mutation chromosomes code improvement (#91033)
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.

Better code.

N/A

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-05-22 21:19:04 -04:00
Ghom 075ed50650 Mutation chromosomes code improvement (#91033)
## 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>
2025-05-17 12:41:25 -07:00
MrMelbert 7817527eb3 Adds some positive mutations (#90393)
## About The Pull Request

- Hypermetabolic Blood
   - You bleed 1.5x more, but regenerate blood 6x faster. 
- For reference: A moderate slash wound is ~2 blood loss per tick, a
crit slash wound is ~4 blood loss per tick, and you regenerate ~0.25
blood per tick.
- For weak bleed wounds, you will net lose less blood per tick with the
mutation than without.
- However, for strong bleed wounds you will net lose more blood per tick
with the mutation.
- Ultimately, you will (obviously) recover much faster once closing the
wound.
   - Affected by synchronizer and power
- Rock Eater
 	- You can eat materials like a golem.
- Rock Absorber
- You can eat materials like a golem, and you will also gain golem buffs
from them.
	- Combination gene from "Rock Eater" and "Stoner" 
- I didn't (deeply) vet if any of these effects would be OP combined
with other genes, but I'm chalking it up to emergent gameplay if I miss
something
- Farsight
	- Gives you an action button which lets you expand your view range
	- Affected by power
 - Inexorable
- Disables soft crit, but entering the threshold for soft crit will
cause ticking brute/toxin damage and force you to whisper.
       - No slimepeople can't cheese this 
    - Also is an innate "painkiller".
    - Affected by synchronizer

## Why It's Good For The Game

Just some random mutation ideas I had, for more genetics shenanigans.
They're all relatively unobtrusive but have some niche potential
(Bleeding more for Blood Cult? Farsight + Thermals? Inexorable +
Martyrdom?)

## Changelog

🆑 Melbert
add: "Hypermetabolic Blood" Mutation
add: "Rock Eater" Mutation
add: "Rock Absorber" Combination Mutation
add: "Farsight" Mutation
add: "Inexorable" Mutation
/🆑
2025-04-29 17:51:08 -06:00
MrMelbert e99048d37f Adds some positive mutations (#90393)
## About The Pull Request

- Hypermetabolic Blood
   - You bleed 1.5x more, but regenerate blood 6x faster. 
- For reference: A moderate slash wound is ~2 blood loss per tick, a
crit slash wound is ~4 blood loss per tick, and you regenerate ~0.25
blood per tick.
- For weak bleed wounds, you will net lose less blood per tick with the
mutation than without.
- However, for strong bleed wounds you will net lose more blood per tick
with the mutation.
- Ultimately, you will (obviously) recover much faster once closing the
wound.
   - Affected by synchronizer and power
- Rock Eater
 	- You can eat materials like a golem.
- Rock Absorber
- You can eat materials like a golem, and you will also gain golem buffs
from them.
	- Combination gene from "Rock Eater" and "Stoner" 
- I didn't (deeply) vet if any of these effects would be OP combined
with other genes, but I'm chalking it up to emergent gameplay if I miss
something
- Farsight
	- Gives you an action button which lets you expand your view range
	- Affected by power
 - Inexorable
- Disables soft crit, but entering the threshold for soft crit will
cause ticking brute/toxin damage and force you to whisper.
       - No slimepeople can't cheese this 
    - Also is an innate "painkiller".
    - Affected by synchronizer

## Why It's Good For The Game

Just some random mutation ideas I had, for more genetics shenanigans.
They're all relatively unobtrusive but have some niche potential
(Bleeding more for Blood Cult? Farsight + Thermals? Inexorable +
Martyrdom?)

## Changelog

🆑 Melbert
add: "Hypermetabolic Blood" Mutation
add: "Rock Eater" Mutation
add: "Rock Absorber" Combination Mutation
add: "Farsight" Mutation
add: "Inexorable" Mutation
/🆑
2025-04-12 14:02:53 +10:00
SkyratBot 99337c670f [MIRROR] Converts common speech modifiers into a component (#28752)
* Converts common speech modifiers into a component

* modular

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-11 19:38:22 +05:30
SmArtKar 565c548108 Converts common speech modifiers into a component (#84675)
## About The Pull Request

Added a ``/datum/component/speechmod`` component which can be used to
perform basic speech modifications. It use either simple replacements or
regex, add a string at the end of any message (at a chance if required)
and convert speech to uppercase. However, a good chunk of speechmods are
far too niche and specific to be put into a speechmod component and thus
have been left alone.

## Why It's Good For The Game

Cuts down on copypasted code, makes making new speechmods easier.

## Changelog
🆑
refactor: Refactored a lot of speech modifiers to use a component
instead of copied over code.
/🆑
2024-07-08 22:52:45 -06:00
SkyratBot d13ba21201 [MIRROR] First Genetics Content in 5 Years (Adds new positive mutations!) (#28449)
* First Genetics Content in 5 Years (Adds new positive mutations!)

* Update reach.dm

* delete

* Update adaptation.dm

* Update reach.dm

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-06-30 16:30:13 +05:30
SkyratBot 7248740fca [MIRROR] Genetics Rebalance: Negative mutations add stability, standarized instability cost for mutations (#28235)
* Genetics Rebalance: Negative mutations add stability, standarized instability cost for mutations

* Modular

* Update mobs.dm

* Update human_helpers.dm

* Update human_update_icons.dm

* Fixing a missing old stuff

* Fixes months old prerequisites that was missed
from "https://github.com/Skyrat-SS13/Skyrat-tg/pull/27244"

* fix tails.dm

* Revert "Fixes months old prerequisites that was missed"

This reverts commit ce86da89ec110b69dbc9ed3653bf2abc2000a8c9.

* Update tails.dm

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-06-29 21:37:24 +05:30
carlarctg ff836e10be First Genetics Content in 5 Years (Adds new positive mutations!) (#83652)
## About The Pull Request

Sister PR to #83439, that needs to be merged before this.

Adds a plethora of new positive mutations to the game!

Mutations now have a variable that directly adds and removes traits
instead of manually doing so for idk

Tripled cryobeam range.

Made the mushroom hallucinogen's code more readable.

- Adrenaline Rush
Trigger your body's adrenaline response, granting you 10 * P units of
pump-up, synaptizine, and determination. After 25 seconds, you crash,
recieving 7 * S units of tiring and dizzying solution. Can be Energized,
Powered, and Synchronized.
- Mending Touch
Transfer injuries from the target to yourself! Heal 35 * P damage,
recieving up to 35 * S damage in turn. Transfers moderate wounds, fire
stacks, and attempts to parallel limb-to-limb damage. Has bonuses for
pacifist players. Can be Energized, Powered, and Synchronized.
- Elastic Arms
Your arms become floppy and you can interact with things as if you were
adjacent to them from one tile further! Does not work through walls or
dense objects, and you become unable to lift huge items, pull large
corpses, and you get chunky fingers.

Split temperature adaptation into three:
- Cold Adaptation
Gain cold immunity, gain ice slip immunity!
- Heat Adaptation
Gain heat and ash storm immunity 
- Thermal Adaptation
Resist both cold and heat, but no extra fancies. The sprite is green
now!
Pressure Adapt has a purple sprite.

You can mix the cold mutations with Fiery Sweat to make these new ones:

- Cindikinesis
Instead of summoning snow, you can now summon... ash. Wow. Very cool.
- Pyrokinesis
You can fire fire now! Fires beams of heat that, unlike the temperature
gun, actually ignite on hit. Higher instability cost than its sister
mutation.

The changes have been themed primarily around classic superhero
gimmicks. Genetics feels like a natural spawning point for superheroes,
and its mutations show this via the good ol' 'radiation made me fire eye
lasers' hero backstory. Adding more ways to be a superhero is fun.

Also, added two new speech mutations:
- Trichromatic Larynx
Every word you say is now either red, green, or blue!
- Heckacious Larynx (Trichromatic Larynx x Wacky)
You sound, well. Absolutely ridiculous. Spectacularly silly. Profoundly
wacky. Don't give it to the clown.
Unlocked the Elvis mutation as well.

## Why It's Good For The Game

> Adds a plethora of new positive mutations to the game!

Genetics is in desperate need of new content, all it's had for years is
a slow gutting and removal of the few things it does have. Hulk is,
being real, stupid, dumb, stagnated, and overpowered, but it's been
begrudgingly accepted because genetics is quite literally just, nothing
without it. I'm here to add the somethings to genetics and add some more
variety (and no i'm not touching hulk)

> Mutations now have a variable that directly adds and removes traits
instead of manually doing so for every mutation.

Less stupid

> Tripled cryobeam range.

Shit joke mutation is now long-range shit joke mutation!

> Made the mushroom hallucinogen's code more readable.

Slightly OOS because I was going to add color blind mutations but
decided not to creep. This piece o shit code has been hurting my head
for years and now that I've finally understood it I want to make sure
others don't go through that pani.

> - Adrenaline Rush
A quick burst of some mild chemicals at the cost of eventual nausea,
sounds like a fair trade to me! If you're already on the ground, this
isn't going to do anything.
> - Mending Touch
Healing is something that's lacking from the mutations, and this puts a
fun spin on it, making the caster a damage pincushion as they heal and
absorb damage.
> - Elastic Arms
Classic superhero power, very funny, lots of silly and sandbox
potential. Has innate drawbacks because 1. thematic and 2. it's pretty
strong

> Split temperature adaptation into three:
They combine into the same thing it used to be, so don't freak out. This
just adds some separation between the immune types, for things like
themed superheroes.

> - Cold Adaptation
Perhaps mildly concerning, but I think this might be a fun spin on it?
TODO: make hiking boots effect?
> - Heat Adaptation
Nothing to say. It's cool.
> - Thermal Adaptation
Nothing wrong with this mutation so it stays in

> You can mix the cold mutations with Fiery Sweat to make these new
ones:
How can we have frozone and not, uh human torch or something. why are
there no heavy hitter fire superheroes in marvel or dc???
> - Cindikinesis
Can't really summon an equivalent to snow that's actually useful, so
here's this instead. Clown might like it, or maybe the chemist.
> - Pyrokinesis
The ignition effect is fairly weak and mostly a deterrent. I think this
is the most dangerous ranged mutation in the game, which is kinda sad.

> - Trichromatic Larynx
Colors are fun! We have speech mutations that change words but none that
change their color. Though, to be fair, this was mostly added for the
mutation below's combination.
> - Heckacious Larynx (Trichromatic Larynx x Wacky)
I felt that Wacky wasn't nearly wacky enough. It just made your speech
comic sans. That's great and all, but. It's not much? This will be a
truly clownly mutation, the Genetics equivalent of a HONK mech. I made
it a combination mutation specifically to restrain its power level.
> Unlocked the Elvis mutation as well.
Was there a reason to lock this?

## Changelog

🆑
add: Added tons of new mutations to Genetics, alongside some recipes!
add: Thermal Adaptation has been made a combination mutation from the
stronger but narrower Cold and Heat adaptations.
balance: Cryobeams have 9 tile range, and fiery sweat doesn't cause
spread on contact.
image: Added some neat new sprites for the new mutations, and added a
greyscale version of the magic hand sprites.
code: Infinitesmally improved mutation code.
/🆑
2024-06-28 17:52:09 -04:00
carlarctg 0119b95d2d Genetics Rebalance: Negative mutations add stability, standarized instability cost for mutations (#83439)
## About The Pull Request

PR has been reworked a bunch! Changes in bold. Some of the **HATE** is
now outdated.

**Negative mutations now allow you to have more positive mutations, via
reducing your instability!**

**All mutations have been overall standardized via defines on their
instability values. Many mediocre positive mutations have had their cost
reduced significantly!**

```
/// Negatives that are virtually harmless and mostly just funny (language)
// Set to 0 because munchkinning via miscommunication = bad
#define NEGATIVE_STABILITY_MINI 0
/// Negatives that are slightly annoying (unused)
#define NEGATIVE_STABILITY_MINOR -20
/// Negatives that present an uncommon or weak, consistent hindrance to gameplay (cough, paranoia)
#define NEGATIVE_STABILITY_MODERATE -30
/// Negatives that present a major consistent hindrance to gameplay (deaf, mute, acid flesh)
#define NEGATIVE_STABILITY_MAJOR -40

/// Positives that provide basically no benefit (glowy)
#define POSITIVE_INSTABILITY_MINI 5
/// Positives that are niche in application or useful in rare circumstances (parlor tricks, geladikinesis, autotomy)
#define POSITIVE_INSTABILITY_MINOR 10
/// Positives that provide a new ability that's roughly par with station equipment (insulated, cryokinesis)
#define POSITIVE_INSTABILITY_MODERATE 25
/// Positives that are unique, very powerful, and noticeably change combat/gameplay (hulk, tk)
#define POSITIVE_INSTABILITY_MAJOR 35

```

Added a new height mutation: Acromegaly! It's the opposite of Dwarfism
and makes you uncannily tall. It also makes you hit your head 8% or 4%
(with synch) of the time you pass through airlocks. Wear a helmet!

**Injectors and activators' duration is now dependent on the
in/stability (absolute value) of the mutations to be injected! With a
minimum of 5-10-15 seconds for each type of injector. Also changed up a
bit how part upgrade cooldowns work, by making each tier reduce
cooldowns by 25-15-10% for each injector type.**

## Why It's Good For The Game


**> Negative mutations now allow you to have more positive mutations,
via reducing your instability!**

Genetics has been long in dire need of a rework. This isn't really one,
but it IS intended to increase genetics depth a bit and stave off its
stagnation, making it slightly more interesting than 'free shit', by
making it so **you can now gain more positive mutations, but you need to
figure out what you're going to take as a downgrade in turn.**

Genetic powers are heavily themed around comic book superheroes, and you
know what those had a lot? Debilitating drawbacks to their powers. Let's
replicate that.

**I intend to make a sister PR for this that adds more interesting
positive mutations (for the first time in decades) to genetics, so
there's an actual element of pick-and-choose involved**

> Added a new height mutation: Acromegaly! It's the opposite of Dwarfism
and makes you uncannily tall. It also makes you hit your head 8% or 4%
(with synch) of the time you pass through airlocks. Wear a helmet!

We have Super Tall. Let's add it to the game somewhere! With a fun
downside, of course.

**Gigantism is now a recipe mutation, mix Acromegaly with Strength to
get it.**

> **Injectors and activators' duration is now dependent on the
in/stability (absolute value) of the mutations to be injected! With a
minimum of 5-10-15 seconds for each type of injector. Also changed up a
bit how part upgrade cooldowns work, by making each tier reduce
cooldowns by 25-15-10% for each injector type.**

**Made no sense that a Glowy injector cost the same as a Hulk injector.
Just annoying. The cooldown is based on the absolute value, so a -30
instability injector would take ~30 seconds. This mostly so that
geneticists can't make a million modded syringe gun supersyringes**
2024-06-18 04:39:04 +00:00
SkyratBot ad4007e3f5 [MIRROR] Aheal no longer turns monkies in to humans (#27160)
* Aheal no longer turns monkies in to humans (#82393)

## About The Pull Request

Also changes the Make Monkey Admin button to turn you into a monkey with
mutations instead of just creating a new being.
Closes: https://github.com/tgstation/tgstation/issues/80744
Mabye Closes: https://github.com/tgstation/tgstation/issues/81722

## Changelog

🆑
fix: aheal no longer turns monkies into humans
qol: Player panel "make monkey" turns humans into monkeys through
mutation instead of making a new mob
/🆑

* Aheal no longer turns monkies in to humans

---------

Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com>
2024-04-04 21:50:40 +02:00
Bilbo367 1ace94c7bb Aheal no longer turns monkies in to humans (#82393)
## About The Pull Request

Also changes the Make Monkey Admin button to turn you into a monkey with
mutations instead of just creating a new being.
Closes: https://github.com/tgstation/tgstation/issues/80744
Mabye Closes: https://github.com/tgstation/tgstation/issues/81722

## Changelog

🆑
fix: aheal no longer turns monkies into humans
qol: Player panel "make monkey" turns humans into monkeys through
mutation instead of making a new mob
/🆑
2024-04-02 21:45:33 -06:00
SkyratBot 745e59b941 [MIRROR] [NO GBP] Fixes a mistake with mutation cleanup [MDB IGNORE] (#25615)
* [NO GBP] Fixes a mistake with mutation cleanup (#80242)

## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/80199

`on_lose()` tends to call the parent first, where the `qdel(src)` was
happening. The issue with that: it returns from the parent call, and now
due to being qdeled the `owner` is set to `null`. Certain mutations try
to access owner to do various things post-removal, cue the runtimes...

---

I just moved the mutation qdeletion out of the proc and into
`force_lose()` instead. There are only two other places where
`on_lose()` gets called, one of which is for unstable mutations and it
already immediately qdels the mutation afterwards.

The other is when hulks get put into crit. I added a qdel to the latter.
This should ensure that mutations always get deleted after removal (but
without breaking anything this time).

Also renamed some abbreviated vars.

Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/25543

## Why It's Good For The Game

Fixes a bug that I accidentally introduced.

## Changelog

🆑
fix: fixes a bug which was causing certain mutations to only get
partially removed
/🆑

* [NO GBP] Fixes a mistake with mutation cleanup

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
2023-12-14 21:57:01 -05:00
Bloop 3a1496bb18 [NO GBP] Fixes a mistake with mutation cleanup (#80242)
## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/80199

`on_lose()` tends to call the parent first, where the `qdel(src)` was
happening. The issue with that: it returns from the parent call, and now
due to being qdeled the `owner` is set to `null`. Certain mutations try
to access owner to do various things post-removal, cue the runtimes...

---

I just moved the mutation qdeletion out of the proc and into
`force_lose()` instead. There are only two other places where
`on_lose()` gets called, one of which is for unstable mutations and it
already immediately qdels the mutation afterwards.

The other is when hulks get put into crit. I added a qdel to the latter.
This should ensure that mutations always get deleted after removal (but
without breaking anything this time).

Also renamed some abbreviated vars.

Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/25543

## Why It's Good For The Game

Fixes a bug that I accidentally introduced.

## Changelog

🆑
fix: fixes a bug which was causing certain mutations to only get
partially removed
/🆑
2023-12-14 17:20:45 +01:00
SkyratBot 6f652ee74e [MIRROR] Makes mutations clean up after themselves [MDB IGNORE] (#25481)
* Makes mutations clean up after themselves (#80107)

## About The Pull Request

They weren't doing this before. This was an issue because they hold refs
to a `mob/living/carbon/owner` as well as a `datum/dna`, making it a
potential source of hard dels.

As far as I can tell, I do not see this causing any issues as
`remove_mutation(mutation)` takes a type path as an arg rather than a
reference, same thing with `get_mutation(mutation)`. I couldn't find any
examples of a reference to a mutation being reused by anything after
being removed.

---

When I was investigating potential reasons for why it might have been
like this I found more problem code. Timed dna injectors were setting
`target` to the return value of `add_mutation()`/`remove_mutation()`
which is a bool. This made no sense and would cause runtimes as well as
mislead people into thinking that the return value of those procs was a
`mob/living/carbon`.

## Why It's Good For The Game

Fixes an oversight, and headache further down the line.

## Changelog

🆑
fix: fixed mutations holding onto refs after removal
fix: fixes timed dna injectors
/🆑

* Makes mutations clean up after themselves

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-12-07 04:01:01 +00:00
Bloop 3294d7bb2d Makes mutations clean up after themselves (#80107)
## About The Pull Request

They weren't doing this before. This was an issue because they hold refs
to a `mob/living/carbon/owner` as well as a `datum/dna`, making it a
potential source of hard dels.

As far as I can tell, I do not see this causing any issues as
`remove_mutation(mutation)` takes a type path as an arg rather than a
reference, same thing with `get_mutation(mutation)`. I couldn't find any
examples of a reference to a mutation being reused by anything after
being removed.

---

When I was investigating potential reasons for why it might have been
like this I found more problem code. Timed dna injectors were setting
`target` to the return value of `add_mutation()`/`remove_mutation()`
which is a bool. This made no sense and would cause runtimes as well as
mislead people into thinking that the return value of those procs was a
`mob/living/carbon`.

## Why It's Good For The Game

Fixes an oversight, and headache further down the line.

## Changelog

🆑
fix: fixed mutations holding onto refs after removal
fix: fixes timed dna injectors
/🆑
2023-12-06 19:59:32 -07:00
SkyratBot 0edf5c1f70 [MIRROR] Fixes a race condition in mutations code [MDB IGNORE] (#25116)
* Fixes a race condition in mutations code (#79829)

## About The Pull Request

One of the timers has a callback to the `modify()` proc which also
doesn't check whether the mutation owner has been deleted since the
timer began, potentially resulting in a runtime.

![image](https://github.com/tgstation/tgstation/assets/13398309/1e41c48b-2620-4473-9278-702d490871cc)

## Why It's Good For The Game

Fixes bugs

## Changelog

🆑
fix: fixed a race condition with mutations
/🆑

* Fixes a race condition in mutations code

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-19 17:14:48 +00:00
Bloop f77d9a7270 Fixes a race condition in mutations code (#79829)
## About The Pull Request

One of the timers has a callback to the `modify()` proc which also
doesn't check whether the mutation owner has been deleted since the
timer began, potentially resulting in a runtime.


![image](https://github.com/tgstation/tgstation/assets/13398309/1e41c48b-2620-4473-9278-702d490871cc)

## Why It's Good For The Game

Fixes bugs

## Changelog

🆑
fix: fixed a race condition with mutations
/🆑
2023-11-19 18:08:59 +01:00
SkyratBot 44e8be8991 [MIRROR] SPECIES NUKING 2023: Mein leber! Allows livers to handle reagents in special ways, instead of the species datum doing it [MDB IGNORE] (#22047)
* SPECIES NUKING 2023: Mein leber! Allows livers to handle reagents in special ways, instead of the species datum doing it

* Fixes another conflict that it decided not to take in

* Fixes the linters!

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-07-13 19:12:37 -04:00
ChungusGamer666 6da96bef84 SPECIES NUKING 2023: Mein leber! Allows livers to handle reagents in special ways, instead of the species datum doing it (#76184)
## About The Pull Request

Refactors livers so special chemical handling can be done by them,
instead of the species datum.
Plasmamen, skeletons and golems all use the liver for all their species
specific chem handling now.

## Why It's Good For The Game

SPECIES DATUM I HATE YOU!
Also, being able to handle reagents like any species if you have their
liver is REALLY FREAKING COOL and allows for emergent gameplay by mixing
various organs from various sources.

## Changelog

🆑
refactor: Mutant livers can now handle chemicals in special ways.
Currently, only plasmaman, skeleton and golem livers do it. Every other
species is the same.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-06-24 21:05:29 +02:00
SkyratBot 9a594755f3 [MIRROR] Renames delta time to be a more obvious name [MDB IGNORE] (#20507)
* Renames delta time to be a more obvious name

* updates to our code

---------

Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:45:43 +01:00
oranges 4c48966ff8 Renames delta time to be a more obvious name (#74654)
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects

regexes used

git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
2023-04-11 21:31:07 -07:00
SkyratBot bb9b68a88d [MIRROR] Basic Mob Spiders I: Ability refactor [MDB IGNORE] (#19200)
* Basic Mob Spiders I: Ability refactor

* Update tgstation.dme

* Update tgstation.dme

* Update tgstation.dme

* Update tgstation.dme

* Update tgstation.dme

* Update tgstation.dme

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>
Co-authored-by: KathrinBailey <kat892@outlook.com>
2023-02-22 18:49:39 +00:00
Jacquerel 8ee01d27b3 Basic Mob Spiders I: Ability refactor (#73201)
## About The Pull Request

This morning a man presented me with a mission

![image](https://user-images.githubusercontent.com/7483112/216712023-788f2f35-feaa-4152-acee-a2a58e1e6d2c.png)
I realised that I can achieve this in merely _three_ pull requests.
...because I'm leaving one that adds new AI until after feature freeze
february.

This one pulls all of the ability code out of the giant spider mob file
and spruces it up a bit in preparation for making them into basic mobs.
It removes an ancient "todo" about merging the spider and genetics web
abilities by, doing that.
Spider abilities no longer extend from a shared and reasonably pointless
"innate" root ability and also don't require their owners to be spiders
to work properly any more.

Also while I was in there I fixed a bug where the "set directive"
ability did not actually pass that into the antag datum of a new spider
unless they logged out and back in.

## Why It's Good For The Game

Code should smell nicer now.
Removes an essentially duplicated ability.
Clears up some chat log spam which didn't need to be in there.
You can actually set an objective for spiders you create as a spider
brood mother.
I guess you can make spiders-man as an admin by giving spider abilities
to other mobs.

## Changelog

🆑
refactor: Tidied up spider ability code, they should all work the same,
but please report if they do not.
refactor: Spiders and Geneticists now use the same ability to make webs
rather than two virtually-identical ones, which should also perform just
as it did before this change.
fix: Setting a directive as a Spider Midwife should properly pass and
announce itself to new spiders.
/🆑
2023-02-06 20:15:09 -07:00
SkyratBot 15faaa54f5 [MIRROR] Rewrites how action buttons icons are generated, makes them layer nicer. Allows observers to see a mob's action buttons. [MDB IGNORE] (#17907)
* Rewrites how action buttons icons are generated, makes them layer nicer. Allows observers to see a mob's action buttons.

* conflicts

* Modular!

* update modular

* icon icon icon icon icon

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2022-12-16 16:01:41 +00:00
MrMelbert 329921639a Rewrites how action buttons icons are generated, makes them layer nicer. Allows observers to see a mob's action buttons. (#71339)
## About The Pull Request

- Rewrites how action button icons are generated.
- Prior, generated an action button icon was fairly simplistic and
didn't allow for many changes. Someone recently added the option for
overlays to be generated over action buttons, but the framework was very
weak.
- Now, action button icon generation is split across multiple procs,
like atom icon updates.
      - The background of action buttons are underlays
- The actual icon of the action button is the icon and icon state of the
action button movable
- The rim / border of the button is an overlay, layered overtop the
button.

- Allows observers to see what action buttons a mob has. They even
update in real time! And no, the observers cannot click on them.

## Why It's Good For The Game

- Runechat text of action buttons are no longer hidden behind the actual
icon. This was very ugly with cooldown actions, as the cooldown text was
hidden behind a lot of spell icons.
- Cuts down on a lot of icon duplication. 
- Gives much finer control over action button icons
- Saves a bit of processing from generating full action button icons
when not necessary. Not implemented in many places, but is in some.


![image](https://user-images.githubusercontent.com/51863163/202816617-342e87e6-2cc6-488e-9af2-4b2053dc3dc6.png)


![image](https://user-images.githubusercontent.com/51863163/202816604-da8d4821-0e2b-45af-b289-7442367f98ce.png)

## Changelog

🆑 Melbert
add: Observers can now see what action buttons an observed mob has. No,
you can't click them. And no it doesn't show EVERY action.
refactor: Refactored how action button icons are generated. Some actions
will now use a colored border when active instead of just turning green.
Cooldown text will also appear on the top layer of actions too. If you
see any funky lookin' icons (namely their borders), let me know.
refactor: Bluespace Golem's teleport action is now a cooldown action.
fix: Construct actions go to the middle of the screen like expected. 
/🆑
2022-12-03 19:01:08 -08:00
Zonespace f7c26bbf25 515 Compat (#17465)
* ONLY SKYRAT CHANGES

* ACTUALLY SKYRAT CHANGES

* yolo, revert later

* Update alternate_byond_versions.txt

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2022-11-15 06:59:06 +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
SkyratBot c68fea7cba [MIRROR] Completely removes proc_holders from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code. [MDB IGNORE] (#14666)
* Completely removes `proc_holders` from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code.

* our changes

* yes

* 0

* Update blackmesa.dmm

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-07-01 20:33:30 +01:00
MrMelbert f8f3dbed98 Completely removes proc_holders from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code. (#67083)
* 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
2022-07-01 02:01:02 -04:00
Gandalf 92d43127c3 https://github.com/tgstation/tgstation/pull/66654 2022-05-08 00:02:06 +01:00
Seth Scherer 3fe4caaa8a Improves mutation code a bit (#66654)
* Removes allow_transfer from /datum/mutation/human
This was needed for cloning, however, that has long since been removed

* Removes var/time_coeff
This hasn't been used in a very long time

* Removes var/get_chance
This was literally used NOWHERE

* Removes var/lowest_value
This was ALSO used literally nowhere

* Updates _mutations.dm to code standards
This was all out of date, looks a little better now

* small code improvement

* im stupid
2022-05-06 01:30:47 -07:00
SkyratBot 13cd9771ce [MIRROR] DNA console no longer lists reinforcement chromosome [MDB IGNORE] (#11775)
* remove reinforcement more (#65147)

* DNA console no longer lists reinforcement chromosome

Co-authored-by: alphanerdd <60521518+alphanerdd@users.noreply.github.com>
2022-02-28 11:38:38 -05:00
alphanerdd 2a8ee7da64 remove reinforcement more (#65147) 2022-02-26 19:59:33 -08:00
SkyratBot 65b8082678 [MIRROR] Harddel Fix Pack #42 + Better Live Reftracking Support [MDB IGNORE] (#10639)
* Harddel Fix Pack #42 + Better Live Reftracking Support

* awooga

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-01-12 21:57:49 +00:00
LemonInTheDark f8aad14ae8 Harddel Fix Pack #42 + Better Live Reftracking Support (#63877)
* Hard Del Fixes, Ref Tracking Changes
2022-01-12 22:46:13 +01:00
jjpark-kb 5a6f51a51c cortical borer (#7554)
* start

* saving

* so much to do, so little time

* seriously, so much

* to another pr I go and check

* awful the amount of things to do

* credit to vg

* there we go

* ghosts should hear borers to host talk too

* changes

* more changes

* oops, this ask

* increase ability cooldown, warn borers if someone died

* more chems, fix generation naming

* no pulling or pushing over tables

* borers can talk with sugar, just scramble

* borers can just fully emote now

* oh man, large commit

* changes to focus

* fucking bugs

* more changes

* no more nonorganics

* round end, objectives, etc.

* changes

* splits cortical files up

* solve something

* yea

* oops

* some changes for now

* okay, fixes borers

* logging

* come back to owner, trauma now
2021-08-28 02:10:59 +01:00