Commit Graph

127 Commits

Author SHA1 Message Date
Mothblocks
f71b3a069b tgui strip panel + strippable element (#57889)
Completely removes show_inv and replaces it with /datum/element/strippable. It takes a list of instantiated /datum/strippable_item which communicate which slots are available and how to interact with them. This element has been added to humans, alien humanoids, parrots, and corgis.

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2021-03-26 11:33:46 +02:00
tralezab
5ae398a0b8 Tourists now pay for their DAMN items again. (#57611) 2021-03-11 17:34:46 -08:00
Timberpoes
672616331c Fixes food trash element not generating trash, including fixing gatfruits not dropping guns. (#57590) 2021-03-10 23:24:04 -08:00
tralezab
1390fe878e WOWZERS! tourist bot achievements and roundend economic report from Centcom (tm) (#57404) 2021-03-09 23:29:16 -08:00
spessbro
cbeb9c5be4 Refactors the paper bin behavior for dragging to pick up into an element (#57501)
* Drag pickup element for the paper bin behavior

* invokes async on put_in_hands to comply with the linter

* documented and like better names

* blackspace
2021-03-08 16:50:53 -08:00
Fikou
70249fdbd4 Adds Armhulen's PR of Dennok's shuttle decal PR with Mothblocks' reviews (#57456)
Co-authored-by: Dennok <Deneles@yandex.ru>
Co-authored-by: Couls <coul422@gmail.com>
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-03-06 14:54:13 -08:00
William Wallace
1938f06237 Beauty element fixes for hard-dels and super-beauty (#57396)
* pass correct material amount to on_removed

* skip detach logic in beauty element for objects that don't actually have beauty

* always remove area-sensitive trait when detaching beauty element
2021-03-04 20:49:37 +01:00
Qustinnus
dc78e93543 Adds tourist robots that order food and drinks from the bar and cafeteria (#57010)
* Adds Tourism Economy

Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-02-25 19:39:02 +01:00
Ghom
69711bde15 Beauty is now an element. Fixing an issue with enter/exit area comsigs. (#57147)
Co-authored-by: Ghommie <425422238+Ghommie@users.noreply.github.com>
2021-02-24 21:17:03 -08:00
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
Qustinnus
ef80ed1935 Addiction rework (#56923)
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-02-16 18:20:16 -08:00
TemporalOroboros
9c63024b59 Refactors the Light Eater and gives it some flavortext. Some minor behavior changes included. (#55551)
Converts the effects of the nightmares light eater into a component and a couple elements
Adds some flavor text to the light eater
Makes the effects of the nightmare's light eater dispel if the armblade is destroyed
Probably a net increase in code quality
More flavortext
The nightmare's light eater effect can be dispelled if you are willing to sacrifice the armblade
2021-02-15 19:11:52 -03:00
Mothblocks
0f435d5dff Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm

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

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

Hi codeowners!

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-14 16:53:29 -08:00
MrMelbert
84d63ccf71 Adds a punctuation and removes an egregious blind message in climbable element (#56744)
Adds a punctuation on the examine message for climbable things

Removes a really bad blind message
2021-02-08 17:55:33 -03:00
Ryll Ryll
293c9a4add You can now remove embedded objects directly with a hemostat (#56637) 2021-02-05 01:08:19 -08:00
AnturK
a1c11adb41 Aquarium fish improvements (#56573)
Co-authored-by: coiax <yellowbounder@gmail.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-04 00:55:18 -08:00
LemonInTheDark
20d2fb6787 reverts Adds Neon Carpet (#55782), it appears to have been causing massive amounts of maptick (#56496)
It appears to have been causing massive amounts of maptick, this'll need a testmerge so we can test my hypothesis
2021-02-03 06:27:53 +00:00
necromanceranne
0d97087d38 Fixes up the crate climbing element being incorrectly removed when opened (#56518) 2021-02-01 21:08:20 +01:00
Valtos
3d33e2ba58 leatherman (#56483)
Fixes stacks like wet leather not being dryable in a drying rack
2021-01-28 17:11:53 -08:00
AnturK
8c69586774 Adds aquariums and aquarium fish. (#56343)
Co-authored-by: tralezab <spamqetuo2@gmail.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: coiax <yellowbounder@gmail.com>
2021-01-27 12:44:36 -08:00
Qustinnus
c51b77f1de Adds the Hauntium material, which turns any item into a ghost (with AI) (#55728) 2021-01-27 12:27:47 -08:00
TemporalOroboros
1f1b58bb26 Adds Neon Carpet (#55782)
* Adds emissive carpet, adds plane support to decal element

- Adds a basic abstract/debugging emissive carpet
- Makes decals capable of supporting plane
- Adds auto-smoothing decals

* Adds simple neon carpet variations

* Adds neon carpet reagents and recipes

* Refactors emissive blockers to allow multiple layers of emissive / emissive blocking objects

- Splits the emissive and emissive blocker plane masters into several plane masters which handle different layers of emissiveness.

* Makes neon carpet tile stacks emissive

* Rearranges and docs some emissive plane masters

- Folds the overlay lighting plane master into the emissive planes since it is also used to mask the lighting plane

* Fixes null mats_per_unit stack recombining after splitting

- I think I broke this a while ago when I reworked how stacks handle materials. Whoops.
- This basically only effects carpet at the moment. Good thing I did this when I did!

* Adds neon carpets to cargo

- Adds a cargo supply crate containing a _lot_ of neon carpets for 3000 credits

* Fixes neon carpet highlights leaking through vending machines and such

- Turns out vending machines axed their own emissive blockers whenever they updated their icon because they cleared their managed_vis_overlays...
- Generic emissive blocking has been elementized and some update_overlays procs have been straightened out.

* Fixes id_arg_index for the emissive blocker element

* Commits @Rohsie's suggestions
2021-01-25 01:55:04 -08:00
Qustinnus
a6a334285a refactors climbing into an element (#55978)
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
2021-01-24 13:56:16 -08:00
coiax
5ea2c1dfb4 Reworks skittish quirk to be automatic (#56048)
* Reworks skittish quirk to be automatic

🆑 coiax
tweak: The Skittish quirk will now cause you to automatically dive into
a locker/crate if you move into it while it is closed. Walk to avoid
this behaviour.
/🆑

This makes the quirk more useful, while also making it more thematic,
since the "diving into" behaviour can't be disabled, only supressed by
walking.

The cost is unchanged, as the quirk in its current form is overcosted at
2 points.

The emergent effect of skittish people diving into closets when caught
into explosions is definitely a feature, and not a bug.

* Reworks skittish into a element

Skittish is now an element attached to mobs, when the TRAIT_SKITTISH is
added, rather than code that runs on every single Bump of a closet.

Some crates that don't function like normal crates, like the "loot
mastermind" crate, or the wooden crate than can only be deconstructed,
are not divable into.
2021-01-23 02:28:38 -08:00
Koshenko
51819e5a52 Refactor card scaling into an element for general item scaling (#56102)
The current TCG code had some code for scaling its cards down when they're on the ground and then scaling them back in hand/inventory. This element aims to preserve this functionality and to allow it work for other items.

While the TCG makes the cards smaller on the ground, this element allows for items to be scaled up OR down when on the floor or in inventory.

While this particular element has to do with scaling, I am looking at ways to expand this sort of icon change functionality to icon_state as well, but there are additional issues with blood decals needing to be redrawn and possibly vis_contents.
2021-01-21 09:49:33 -03:00
LemonInTheDark
8823354ac1 Increases the clarity of firealarms (#56188)
## About The Pull Request

Makes firelocks closed by atmos issues open when those issues are resolved
Adds a finished proc to atmos_sensitive
Adds a new overlay for fire alarms that are currently triggered due to atmos issues
Makes the detecting var work properly instead of shutting off behavior until the next activity (This avenue needs more work put into it, but that's out of scope for this pr)

## Why It's Good For The Game

I've been getting "complaints" from players about firelocks and cold, and while I think part of it is stuff that will smooth out over time, they do have a point. So let's make fixing firelocks less of a shot in the dark, and more of a minigame.
2021-01-16 13:52:30 -05:00
coiax
e986d3245c Refactor caltrop component into element (#56020)
Refactors the nearly completely stateless component "caltrop" into an
element. The previous limit on "one message per caltrop per second" has
been changed to "one message (about caltrops) per mob per second".

This avoids a unique component for each shard of glass, and each cactus
in the world, so saves some much needed memory.

A message about "sliding over" caltrops has been removed, since it's
now intended that you only trigger caltrops if you're not lying down.
2021-01-11 18:50:51 -03:00
Ghom
39a364b233 Removes the ANIMATION_PARALLEL flag from floating and fixes another issue with the refactor. (#55930)
Co-authored-by: Rohesie <rohesie@gmail.com>
2021-01-10 15:03:23 -08:00
Krysonism
b401d02eb0 Fixes 2 really annoying cytology virus bugs. (#56062)
This PR fixes the generate_sample proc so it properly uses virus_chance to determine when to generate a virus. Now most samples will be virus free as intended.

It also fixes the bug where virus penalty and spaceacillin consumption would be multiplied by the number of cell lines, rather than the number of viruses, as intended.
2021-01-10 20:30:04 +00:00
Ryll Ryll
6d186482ef Adds Rocket Backblast (#55681)
This PR adds the backblast element, which when attached to a gun, creates giant plumes of fire when said gun is fired. The PM9 rocket launcher that nuke ops can buy kinda sucks and even a direct hit with the standard rockets loaded isn't enough to guarantee a one-hit crit on a direct hit against an armored opponent, which sucks for how much you pay for it. In that vein, I've also buffed the standard rockets a bit, they now do 50 brute up from 30 on a direct hit, and they create flames on their explosion.

Also makes a tweak to /proc/get_turf_in_angle(), since tile coordinates start at 1,1 instead of 0,0 that proc is now clamped to min 1,1 rather than 0,0
2021-01-09 23:27:03 -08:00
Qustinnus
d9e29ff642 Turns squashing mobs into an element (#55725)
Opens up room for extending squashing behavior for future cytology updates.
2021-01-10 00:03:22 -03:00
Qustinnus
c9f74a1a92 Fixes slimes riding monkeys and thus falling off of each other (#55887)
Fixes slimes trying to ride monkeys.
2021-01-08 17:42:43 +01:00
LemonInTheDark
6d1cb94ffb LINDA Reforged (#55604)
Speeds up gas movement significantly
Documents the intent and finer details of the atmos system (Thanks dunc)
Fixes excited groups constantly rebuilding, this broke 4 years ago
Fixes superconductors just straight up not working
Allows turfs to sleep while inside an excited group
Adds a new subprocess to SSAir to support rebuilding in this state
Most heat based behavior no longer relies on being inside a fire
Adds a new element to support doing this cleanly
Adds a new subprocess to SSAir to support doing this while a turf is asleep
Refactors air_update_turf to allow for finer control
Makes apcs take damage in heat to prevent infinite plasma fire diffs
Cleans up immutable gas mixtures to make them work properly when the mix has gas in it
Planetary turfs no longer create a new copy of themselves each time they process. We instead use a global
immutable mix
Cleans up a typed for loop in reactions
Canisters will take damage from outside heat now
Speeds up excited group dismantle
Increases the superconductor threshold by 200k
Cleans up some roundstart ATs on some ruins
Uses /turf/open/var/excited to track if a turf is actively processing, preventing a |=
Prevents openspace from trying to melt
Tweaks a canister examine line
Makes planetary turfs reset to base when broken down as part of an excited group
Makes it impossible for planetary turfs to rebuild, just like space tiles
Fixes closed turfs not activating their replacement when destroyed by moving closed -> open turf activation to
the adjacent air subsystem. They were activating and then going back to sleep before adjacent air got a chance
to tick.
Fire alarms will trigger when the area gets too cold for humans
2021-01-08 08:14:08 +01:00
MrMelbert
4b9869b97d Allows you to tuck the nuclear authentication disk (and plushes) into bed. (#55940)
Adds an element, the tuckable element. Objects with this element can be tucked into bed by hitting a bed with it.

You can now make beds by hitting them with a blanket.
You can now tuck plushes into bed.
You can now tuck the disk into bed, too.
2021-01-05 17:57:11 -05:00
Ghom
7bc81e5831 Refactors how movetypes are added and removed, No timers this time. (#55444) 2020-12-28 17:57:51 -08:00
Ryll Ryll
161c734e11 [READY] Refactors riding (#54778) 2020-12-24 02:17:29 -08:00
LemonInTheDark
868402d902 Makes drying racks apply color properly (#55317)
Drying racks aren't coloring things currently because of how that typecheck works (It should be a type == current_type instead of !type)
2020-12-11 00:23:37 +00:00
Jared-Fogle
0a77d27a1b Replace direct poi_list manipulation with element (#55416)
Replaces GLOB.poi_list |= src and GLOB.poi_list -= src with an element that handles it directly.

More consistent code, especially when a lot of code couldn't decide how to add/remove (some |=, some -=, some .Remove, etc).
2020-12-10 23:30:25 +00:00
TemporalOroboros
e9f9ad1e34 Makes Metalgen Unrecycleable (#55417) 2020-12-09 23:34:27 -08:00
Qustinnus
8737e8cb80 Small do-after refactor (#55172)
This is an alternative to the PR Ryll made, it does some things similar e.g. the default limit of 1 interaction per target for a person, however, it refactors do_afters to support overrides for max interaction counts and unique sources.

For example, stripping uses the item being stripped as the source, allowing you to strip multiple items, but not the same item multiple times.

I've also fixed most other edge-cases this could cause where balance would be affected, but feel free to point out any I might've missed, this'll probably require some longer-term testmerging.
2020-12-07 13:04:51 -08:00
Qustinnus
f887155b27 Kills oldfood, Puts newfood on top. (#55160)
Slays the last of old-food, making new-food the new normal.

Co-authored-by: MrMelbert <kmelbert4@gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-04 00:11:47 -08:00
Qustinnus
9c85aba400 Fixes newfood reagent transfer and food trash' to_chat (#55150)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-02 02:04:58 -08:00
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
Qustinnus
41157f5d6b Moves grown food to newfood (#55040)
Moves grown food to newfood
Gives trash element support for callbacks for item creation override
2020-11-23 14:00:23 -08:00
Qustinnus
b713fa1bc3 moves misc food to newfood code (#54788)
misc food is now using newfood code
2020-11-18 12:20:47 -08:00
Qustinnus
6424b6136e Turns transparency for turfs into an element, and gives it to datum materials. (#54250) 2020-11-03 15:05:54 -08:00
Ghom
9597f2f97f Converting art component into element. (#54616)
* Only art is now an element. There have been some issues with beauty.

* Typo.

* Update art.dm

* Update art.dm

* Maintainer suggestions. Reversing order of switch(impress) for correct moodlets.

* Fixing some pre-existing oddities with art element.

* stating the right var.

* simplifying the component.

* Update art.dm

* lowercasing pronoun.
2020-11-03 19:00:50 +08:00
Ghom
2255256060 rad_insulation component is now an element. (#54625) 2020-10-27 18:59:31 -03:00
Ghom
247488d2fe Converting the EMP protection component into an element. (#54617) 2020-10-27 21:48:22 +08:00
Rohesie
af65c90125 Mobility refactor: no more update_mobility() (#54183)
This is a pretty big change all around. The gist of it is that it moves the mobility_flags into traits or variables that can track the sources, and to which we can append code to react to the events, be it via signals or via on_event-like procs.

For example, MOBILITY_STAND could mean, depending on context, that the mob is either already standing or that it may be able to stand, and thus is lying down.

There was a lot of snowflakery and redefinitions on top of redefinitions, so this is bound to create bugs I'm willing to fix as I learn them.

The end-goal is for every living mob to use the same mobility system, for the traits to mean the same among them, and for no place to just mass-change settings without a way to trace it, such as with mobility_flags = NONE and mobility_flags = ALL

Fixes AIs being able to strip nearby people. They've lost their hands usage.
2020-10-09 16:04:30 -07:00