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Author SHA1 Message Date
SmArtKar f58b8511f0 Refactors effect_system (#94999)
## About The Pull Request

This PR refactors ``effect_system``s to be a bit easier to use by
getting rid of ``set_up``, allowing ``attach()`` to be chained into
``start()`` and refactoring most direct system usages in our code to use
helper procs.

``set_up`` was unnecessary and only existed to allow ``New``'s behavior
to be fully overriden, which is not required if we split
sparks/lightning/steam into a new ``/datum/effect_system/basic`` subtype
which houses the effect spreading behavior. This allows us to roll all
logic from ``set_up`` into ``New`` and cut down on code complexity.
Chaining setup as ``system.attach(src).start()`` also helps a bit in
case no helper method exists

I've added ``do_chem_smoke`` and ``do_foam`` helpers, which respectively
allow chemical smoke or foam to be spawned easily without having to
manually create effect datums and reagent holders.

Also turns out we've had some nonfunctional effect systems which either
never set themselves up, or never started, so I fixed those while I was
at it (mostly by moving them to aforementioned helper procs)

## Why It's Good For The Game

Cleaner code, makes it significantly easier for users to work with. Also
most of our effect system usage was copypasta which was passing booleans
as numbers, while perfectly fine helper procs existed in our code.

## Changelog
🆑
refactor: Refactored sparks, foam, smoke, and other miscellaneous effect
systems.
refactor: Vapes now have consistent rigging with cigs using the new
system.
fix: Fixed some effects never working.
/🆑
2026-02-03 22:23:09 -05:00
SmArtKar dbadf01a35 Readds sovlful IEDs and adds assembly beakerbombs (#94965)
## About The Pull Request

This PR sort-of brings back old IEDs, albeit much more freeform compared
to their previous iteration. Using #94861's ``spark_act`` interactions
they can now be made by filling up a soda can with a variety of
chemicals (welding fuel being the easiest to obtain), dunking in a piece
of wire, taping it up (optional, required if using welding fuel or
plasma) and lighting it on fire with a lighter or welding tool (anything
that's hot enough works, really)
They have a random delay of 2-4 seconds, and can be disarmed by snipping
the fuse with wirecutters in time before they detonate (or don't,
depending on the mixture)

There's also a new, more "professional" improvised chemical explosive in
the form of beakerbombs. These can be assembled by putting a lid on a
beaker (alt-click, prevents the beaker from spilling its contents when
thrown) and attaching an assembly with an igniter or a condenser to it.

<img width="150" height="90" alt="dreamseeker_2OKpZeN7ay"
src="https://github.com/user-attachments/assets/599e75ea-9653-4db9-a915-b2ca6307635f"
/>

When triggered, igniters will heat the reagents up by a bit while
condensers will cool them down. However, you can also attach and wire up
a power cell, which will cause it to dump all of its power into the
beaker when the igniter fires off, triggering ``spark_act`` interactions
potentially causing a larger explosion.

<img width="534" height="447" alt="dreamseeker_k9Uzf18Eoa"
src="https://github.com/user-attachments/assets/4cfed5b4-3875-4522-9bfa-5f6a3c8e0864"
/>

Decently sized boom from The Contraption.

Plasma and welding fuel's potency inside of beakerbombs/soda cans is
significantly reduced compared to other riggable objects (strengthdiv is
3 times higher) as they're very easy to obtain and would make for very
powerful explosives, considering their very strong strengthdiv as most
rigging interactions use very little fuel/plasma to cause a large
explosion, which was carried over to the new system. (Don't worry, this
still leaves them at sensible values with welding fuel being about as
strong as old IEDs on average)

Closes #94990 via having plasma's electrical power modifier have a
decline past a certain point based on its volume

## Why It's Good For The Game

#81529 didn't justify IED removal whatsoever and I think with new
mechanics these can be used as easier (but weaker) to make improvised
bombs, being much less clunky to make and use than pipebombs.
Beakerbombs are essentially a somewhat weaker (even with metamat
beakers, you're still 20u short of a normal large beaker grenade at
200u) form of grenades, but have access to new interactions involving
charged up explosions, which could make for some variety among chemists'
weaponry.

## Changelog
🆑
add: Added back IEDs made by attaching some wire and tape to a soda can
filled with fuel, plasma, or any other explosive of your choice. They
need to be lit on fire with a lighter or a welding tool.
add: You can now attach a lid to beakers with alt-click, preventing them
from being spilled when thrown.
add: Added beakerbombs, made by attaching an assembly (with optional
power cell and wiring) to a lidded beaker.
balance: Rigged explosions now create flames.
balance: Plasma explosions now limit their explosion potency past a
certain point based on their volume
/🆑
2026-01-28 09:11:50 +13:00
SuperDrish 827ae2fa5a Fix condenser not simulating turf air (#87319) 2024-10-21 09:11:09 +02:00
ArcaneMusic f2fd69a49a Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. (#75052)
Ladies, Gentlemen, Gamers. You're probably wondering why I've called you
all here (through the automatic reviewer request system). So, mineral
balance! Mineral balance is less a balance and more of a nervous white
dude juggling spinning plates on a high-wire on his first day. The fact
it hasn't failed after going on this long is a miracle in and of itself.

This PR does not change mineral balance. What this does is moves over
every individual cost, both in crafting recipes attached to an object
over to a define based system. We have 3 defines:

`sheet_material_amount=2000` . Stock standard mineral sheet. This being
our central mineral unit, this is used for all costs 2000+.
`half_sheet_material_amount=1000` . Same as above, but using iron rods
as our inbetween for costs of 1000-1999.
`small_material_amount=100` . This hits 1-999. This covers... a
startlingly large amount of the codebase. It's feast or famine out here
in terms of mineral costs as a result, items are either sheets upon
sheets, or some fraction of small mats.

Shout out to riot darts for being the worst material cost in the game. I
will not elaborate.

Regardless, this has no functional change, but it sets the groundwork
for making future changes to material costs much, MUCH easier, and moves
over to a single, standardized set of units to help enforce coding
standards on new items, and will bring up lots of uncomfortable balance
questions down the line.

For now though, this serves as some rough boundaries on how items costs
are related, and will make adjusting these values easier going forward.

Except for foam darts.

I did round up foam darts.

Adjusting mineral balance on the macro scale will be as simple as
changing the aforementioned mineral defines, where the alternative is a
rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam
dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~

Items individual numbers have not been adjusted yet, but we can
standardize how the conversation can be held and actually GET SOMEWHERE
on material balance as opposed to throwing our hands up or ignoring it
for another 10 years.
2023-05-03 14:44:51 +00:00
MrMelbert aa95daa4e8 Fixes an exploit with stacking igniters. Refactors some assembly flag oddities. Limits assembly holders at 12 assemblies. (#71264)
## About The Pull Request

Soft revert of #71224 , Fixes #71222

Fixes an exploit involving attachment of multiple igniters to one
assembly.
- Multiple igniters or condensers can no longer be attached to the same
assembly holder
- Assembly holders have a limit of 12 assemblies maximum
- I'm not sure if this is too low or limited, I picked it arbitrarily.
Please inform me if it could be upped a smidge.
- This lag exploit was born because of limitless assembly holders, which
is a little silly even with the exploit aside. All that uncapped holders
can bring are exploits or bugs, which I feel confident limited can
prevent. What use is there even for having so many?
- Cleans up / refactors some aspects of assemblies and assembly holders.
- Assemblies had a weird wire type flag that was only ever used by
signallers, but also used wrong by signallers. I did some scanning of
the code and realized that ... a lot of this was just straight up
unused, and not even assigned anywhere.
- Now, there is a flag assembly flag var, which everything is read off
of. Tested it and still seemed to all work fine.

## Why It's Good For The Game

Lag exploits are bad. 

## Changelog

🆑 Melbert
fix: Fixed an exploit involving igniters attached to themselves.
Assembly holders are now limited to 12 assemblies maximum, and you
cannot attach multiple igniters to the same assembly.
refactor: Refactored some assembly jank, namely in how they pulse and
are pulsed.
/🆑
2022-11-22 16:31:51 -08:00
Iamgoofball 1e63a23b83 Fixes a server lagging bug with igniters. (#71224)
🆑 Iamgoofball
fix: You can no longer attach igniters to igniters.
/🆑

Fixes #71222
Players were using this to lag the server.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-14 09:27:27 +13:00
robbertapir 902eaffe69 Fixes igniters, stunprods and teleprods not working properly (#67682)
makes igniters not runtime when activated outside a holder

Co-authored-by: robbertapir <robbertapir@airmail.cc>
2022-06-11 21:53:59 -04:00
13spacemen 5675e56a24 Advanced Welderbombing (#67160) 2022-06-06 16:53:22 -07:00
SmArtKar 442ef897bc Refactors firestacks into status effects (#66573)
This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made.

Some fire related is moved away from species(what the fuck was it even doing there) into these as well.
Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient.

Also changed some related proc names to be snake_case like everything should be.

This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good.
Nothing to argue about since there's nothing player-facing
2022-05-04 23:52:07 -07:00
John Willard 6c0aba5da4 removes double spaces AFTER symbols (#62515)
* removes double spaces AFTER symbols

* found more
2021-11-03 21:09:35 -04:00
tralezab 6c01cc2c01 every case of initialize that should have mapload, does (#61623)
## About The Pull Request

stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it

for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

![](https://media.discordapp.net/attachments/823293417186000909/875122648605147146/image0.gif)

## Regex used:

procs without args, not even regex

`/Initialize()`

procs with args
`\/Initialize\((?!mapload)((.)*\w)?`

cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
2021-09-24 17:56:50 -04:00
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
jdawg1290 62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
ArcaneMusic 138e332dc3 Adds the condenser, a new assembly component. (#50675)
* Adds a freezy igniter

* adds to component vendor.

* don't nightcode.

* Back to condenser names.

* Adds to autolathe as well.

* Applies heat to flamethrower_process.

* Refresh

* Review changes

* Undefines properly I think.
2020-05-22 03:28:05 -03:00
Bobbahbrown 476399a346 the span of these changes is immense (#49432) 2020-02-20 13:48:13 +01:00
timmyred456 aba80b9b45 Added Basic sounds to all componets. (igniter,infrared, ect)
Added pickup_sound and drop_sound to all componets using the provided sounds, they are not all unique sounds, and share the same sound files, but i think its a nice little addition,

also added these sounds to the mousetrap as it fit nicely.
2019-11-14 20:39:59 -05:00
Qustinnus a394ccdc2b Material datum chairs & tables and applies materials to all items (Now with less pain for mining & RnD) (#46525)
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)

this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc.

also applies materials to everything, with fixes, which can close #46299
2019-10-08 11:06:02 -04:00
Qustinnus b33d1c49a3 [READY] Floydmats (Datum materials) & custom toolboxes (#45118)
* Initial work

* more

* ass

* wsedfwedff

* asss

* test

* stuff

* fuck

* sss

a

* kms

* asdadwedwdfwefwef

* start

* test

* dwwdew

* ewefwfef

* Redemption machine (#8)

* Redemption machine

* Removes debug messages

* changes

* fuckmyshitup

* coin mint works with new material shenanigans (#10)

* Auto stash before merge of "materials" and "origin/materials"

* woops

* furnace (#11)

* autolathe manufacturing of toolboxes

* eggs in a basket

* some small changes

* matcolors

* documentation

* more documentation and effects

* done

* Color man bad (#12)

* fixes designs

* ass

* more fixes

* fuck me

* firestacks adder

* epic fixes

* fixes designs

* DONE DIDDILY DOO

* removes category macro

* ch-ch-ch-changes

* fixes some stuff

* Fixes display of ore values (#9)

* Redemption machine

* Removes debug messages

* Re-adds value display

* Replaces the fire stacking component with an element instead (#13)

* fixes examine

* fixes ligma bugs

* double ligma boofus

* fix

* misses some defines

* fixes ORM

* Update code/datums/components/material_container.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* fixes

* Makes glass objects weaker (#14)

* Makes glass objects weaker

* uses correct proc

* fixes shit

* honk honk

* better

* oh shit oh fuck

* fixes

* fuck ORMs

* fixes the biogen

* documentation

* ass (#15)

* component

* changes

* ass

* ass

* doc

* Auto stash before merge of "materials-plasmacomponent" and "origin/materials-plasmacomponent"

* fixes rounding

* fixed
2019-07-24 11:27:01 -04:00
nicbn c4213f13ab New() -> Initialize() (#41876) 2019-01-03 18:56:15 -08:00
Denton 877d3cea69 Fixes heat sources not igniting things 2018-12-02 19:06:20 +01:00
deathride58 c5a0e14acb Tones down values for a lot of different hotspot_expose calls (#38232)
* Tones down values for a lot of different hotspot_expose calls

* Update LINDA_fire.dm (#38217)

* Automatic changelog compile, [ci skip]

* Slight changes to camera network code (#38223)

* Removes a useless var and corrects two cameras to use the automatic naming system to reduce dv usage.

* Damn github didnt notice this was here....

* Fixes datediff not returning (#38215)

* Fixes pocket items being deleted when monkeyizing (#38220)

* Automatic changelog generation for PR #38220 [ci skip]

* readds atmos heating from hotspot_expose(), as requested by naksu

* Tones down hotspot_expose values for sparks moving and destroying

* tones down item heat by a lot. no more burning your face off after smoking a cigarette
2018-06-08 15:53:10 +03:00
ShizCalev b4d11c6eab Shows assemblies some love. ♥ (#37632)
* Shows assemblies some love.

* TRUE

* More cleanup and fixes

* feedback

* does needful

* true
2018-05-06 15:05:37 +03:00
Fox McCloud 057aa31cda Kills off /obj/item/device (#37297)
* Kills off /obj/item/device

* whoops

* whoops

* Fix
2018-04-23 15:00:23 +02:00
MrDoomBringer 20a6c0cdd7 Adds ~70 more suicides (#34522)
Does what it says on the tin, probably a terrible idea
2018-01-23 20:38:31 +13:00
kevinz000 caa1e1f400 Massive research refactor; changes research system to techwebs; Decentralized research 2017-11-18 19:55:40 -08:00
bgobandit b22e689417 Fixes some more goddamn typos and bad writing. (#24095)
* fixes some more goddamn typos

* ree

* ...

* seething hatred for typos

* wew
2017-02-17 14:10:58 +13:00
coiax 6449b65d30 Adds fireplaces, eswords are hot, cardboard is flammable (#19118)
Makes needed improvements to proposed fireplaces

- Fireplaces now use world.timer
- Fireplaces no longer prompt input() for inserting logs, it just
takes as many logs as possible
- Paper and paper bins can be thrown on the fire, thirty paper is worth
one log of burn time.
- One log gives 15 seconds of burn time, the fireplace can hold up to 5
minutes of fuel.
- Ignitable items now use a /obj level proc to generate their messages,
currently using this are cigarettes, candles, fireplaces
- The fireplace can be put out with an extinguisher
- Cardboard cutouts are now flammable
- The fireplace is only "warm and cozy" when lit
- Paperbins qdel their stored papers when destroyed (probably did that
already, but no harm in making sure)
- Also removed some returns hanging around

* Added new proc for lighting stuff

- Adds ignition_effect(atom/A, mob/user) to obj/item, which is called
when you're attempting to light things with that object. By default it
does nothing and prevents ignition, but if the object is hot, it returns
a message. May do other things for different stuff.

- Eswords now ignite flammable gasses in their area.

* Fireplace is no longer on fire when not on fire
2016-07-06 10:16:47 +12:00
Firecage 332bde0f4f Does the rest of the if()'s/ else's 2016-01-17 19:03:12 +02:00
phil235 d3ee910211 Makes effect system code more OOP.
obj/effect/effect is now renamed obj/effect/particle_effect for better usability.
datum/effect/system and /datum/effect/effect/system are now both /datum/effect_system.
Fixes a bug where wall mounted igniters (and other spark producing objects) didn't produce sparks sometimes.
Moved explosion_particles.dm into the effect_system folder, because it has effect_systems code.
2015-10-21 23:28:29 +02:00
xxalpha 655b1a77c7 Replaced refactored is_hot() to be an atom proc. 2015-09-24 01:12:38 +01:00
xxalpha b9db8ce854 A few qdel fixes. 2015-08-27 13:15:41 +01:00
Firecage 4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
xxalpha cfb5e724b6 Material container, all items can have materials, wake me up
cant wake up

go to sleep debug
2015-07-01 03:34:47 +01:00
Malkevin e2b6d49961 Igniter sparks
Added the spark effect to the assembly igniter for pretty shiney sparkies.
Makes the igniter more visible thats its been used instead of the current 'fire spawns at dudes feet if in plasma', also makes them useful for creating signaler alarms - albeit massive fire hazards.
2014-06-11 22:52:53 +01:00
Cheridan 899a53787a Removes an unused var defined for every obj. 2013-09-03 09:38:30 -05:00
petethegoat@gmail.com ce8d8be416 Made mousetraps an assembly.
The path has changed from /obj/item/weapon/mousetrap to /obj/item/device/assembly/mousetrap
Deleted mousetraps.dm, and removed the original define from weapon.dm

Added a new /obj/item proc, on_found(). It's called when pockets are emptied, and whenever someone looks in a storage item. Currently used only by mousetraps and facehuggers~

Updated the map with path changes.
Updated the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4969 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-27 16:39:52 +00:00
petethegoat@gmail.com c14f242b4e Some assembly fixes and tidying up. Plus, improved infrared emitters, with new sprites by Pewtershmitz!
Removed the infra sensor, as it was buggy, and, to be perfectly honest, utterly pointless.
Slightly improved and moved dice code.

Fixes issue 366.
Fixes issue 317.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4555 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 22:44:04 +00:00
mport2004@gmail.com 62e28c2abf Organs:
Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-08 10:38:01 +00:00
mport2004@gmail.com d95a351aba When I add a new proc to my interface like things I need to remember to actually update the rest of them, also a few runtime fixes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2166 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-10 04:47:01 +00:00
mport2004@gmail.com e98a7893fa The various assemblies should be working now.
Old style bombs and suicide vests temporarily removed.
Players can now be job banned from being a pAI.
Added null checks to explosion() due to runtime errors. 
Changelog updated


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1980 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-05 07:42:24 +00:00