Commit Graph

1331 Commits

Author SHA1 Message Date
LemonInTheDark
99cd00f5fe Makes gas actually dissipate (#57634)
* Raises the quantize threshold from 1E-7 to 1E-4.

This makes gas dissipate as expected, and should help with the amount of useless gas floating around the station
at highpop

Adds a garbage_collect() call to the portion of pipeline code where all gasmixes are in one place, this should
clean things up properly.

Changes BREATH_VOLUME from 2 to 1.99. This is imperative
Documents a FUCKING HELLBUG in quantize/breathcode that can lead to breaths just not working sometimes. I'm not
sure how to fix this totally, so I'll document it and pray.
See <https://www.desmos.com/calculator/5icdlnktus>
Adds a unit test to check for this sort of failure.

Addendum for people tweaking this value in the future.
Because o2 tank release values/human o2 requirements are very strictly set to the same pressure, small errors
can cause breakage
This comes from QUANTIZE being used in /datum/gas_mixture.remove(), forming a slight sawtooth pattern of the
added/removed gas, centered on the actual pressure
Changing BREATH_VOLUME can set us on the lower half of this sawtooth, making humans unable to breath at standard
pressure.
There's no good way I can come up with to hardcode a fix for this. So if you're going to change this variable
graph the functions that describe how it is used/how it interacts with breath code, and pick something on the
upper half of the sawtooth
NOTE: I've made this change with a focus on o2 requirements. Changing this will effect other settings, but most
all of them can be ignored, as none will notice.

* Thank you moth man

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Docs the purpose of the breath unit test, and better explains partial pressure

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-03-13 14:49:50 +13:00
necromanceranne
787d88352a Fixes grab telekinesis with CQC (#57602) 2021-03-10 17:31:02 +00:00
wesoda25
26053c296b Fixes ethereals being unable to channel power into APCs, readds some defines (#57417) 2021-03-09 16:12:47 -08:00
Qustinnus
93fdfa1ab4 Adds a hotkey that puts you in throw mode aslong as you hold it (#57331)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-03-08 05:17:19 -08:00
Jack LeCroy
7f99f1bbb3 Fix issues with martial arts attacks not registering (#57131) 2021-03-07 15:22:18 -08:00
Mothblocks
b8ea8ffe2c Replaces Jump to Mob with Spawners Menu (#57471)
The Jump to Mob verb still exists for the 3 people who think they had a good use case for it, but it is no longer front and center.
2021-03-07 10:42:35 -05:00
Ryll Ryll
ced28d5cec Dog AI 2.0 (#57186)
Now that JPS and AI movement datums are fully merged, I'm here to take another (my third actually) crack at giving dogs fun AI. Here's a video demonstration (somewhat WIP), and a quick rundown of everything dogs will be able to do. Basically all of these behaviors are generic and can be extended to other simple mobs,
Commands and Friendship
Fetching
Attack/Harass
Heel
Play Dead
2021-03-07 02:19:38 +00:00
Arkatos1
6cee74d347 HUD cleanup and fixes (#57297) 2021-03-02 15:39:53 -08:00
Fikou
60424d0e0e adds a bitflag for no random pixel shift on dropping, adds turf_flags var to replace usage of flags_1 on turfs (#57263)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-03-01 01:23:38 -08:00
Ryll Ryll
66daec9eb8 *smacks table* Hot Damn! (#57269) 2021-02-28 22:22:33 -08:00
Gurkenglas
95f37913d9 RangedAttack now takes modifiers. (#57214) 2021-02-27 19:55:23 -08:00
Ghom
6554334e33 Combo streaks (not just the hud icons) now reset after half a dozen seconds (amount subject to change). (#57167)
Co-authored-by: Ghommie <425422238+Ghommie@users.noreply.github.com>
2021-02-26 00:13:35 -08:00
Arkatos1
58559751ee Fixes action button movement not working (#57177) 2021-02-25 19:02:35 -08:00
Gurkenglas
9f0579812b ninjaDrainAct is now used with rightclick, not toggled with HUD. (#57153) 2021-02-24 15:21:41 -08:00
Fikou
38fbe0f26b Adds the Intento! (#56770)
Co-authored-by: Jack Edge <yellowbounder@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-02-23 14:42:54 -08:00
Qustinnus
931a32ffb3 Experi-Sci: Techweb nodes may now require you to perform "scientific" experiments (#54093)
Co-authored-by: Brett Williams <bobbahbrown@gmail.com>
Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-02-23 13:30:24 -08:00
Timberpoes
6d8d0a415e Fixes restraint alerts doing nothing when clicked. (#57034) 2021-02-20 00:36:59 -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
Timberpoes
25b6d73f9b Fix oversight allowing orbiting players to force the player they're orbitting to *surrender (#56972)
Observers with auto-observe inherit the HUD of the person they're observing. This includes Alerts. Alerts can be clicked. Alerts have varying levels of snowflaked checks. Some called parent and didn't check the return value. Some perform actions direct on usr instead of owner.

All of this has been standardised. Every single screen alert now calls ..() on Click() and returns early if the parent proc call returns false.

/atom/movable/screen/alert/Click now returns some useful value to children that call it.
2021-02-18 00:46:07 -03:00
Qustinnus
e8a7bd566f Hovering your mouse over things now shows their name on the top of the screen (#56729)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-02-16 18:57:34 -08:00
Arkatos1
abacfdd0af Replaces Construct HUD with a generic version (#56942) 2021-02-16 15:25:57 -08:00
LemonInTheDark
5c22a0cfc1 Converts many proc overrides to properly use list/modifiers, lots of other smaller things (#56847)
Converts many proc overrides to properly use list/modifiers, fixes some spots where modifiers should have been passed, calls modifiers what it is, a lazy list, and cleans up some improper arg names like L, M, C, and N. Oh and I think there was a spot where someone was trying to pass M.name in as a string, but forgot to wrap it in []. I fixed that too.
2021-02-16 09:18:46 -05:00
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
4f7a73c3e0 Moves the plant analyzer chem mode to right click + lets you read out a tray's chemical contents (#56836) 2021-02-13 00:35:29 -08:00
LemonInTheDark
f4160f26db Converts all uses of modifiers to lazy access to avoid memes in future (#56846) 2021-02-12 15:25:31 -08:00
LemonInTheDark
6947493a5f Makes n2o nontoxic, for reasons (#56839)
Counter to the original intent of the change seen here #50126, n2o will currently deal damage when used with both internal tanks and floods, as the threshold picked for it was about 0.15 moles at room temperature. Even outside this oversight, the original goal can't easily be achieved. Because breathing works off partial pressures, anything you can do with an anesthetic can you can do with an n2o flood.

Therefore I don't think it's behavior worth keeping, as even as a way to disincentivize non-antag n2o floods it would do little.
2021-02-12 05:50:05 -03:00
TJatPBnJ
e3d444eda7 right clicking on a ranged attack now calls afterattack when it's supposed to (#56829)
Makes right-click ranged attacks run afterattack, if afterattack_secondary returns SECONDARY_ATTACK_CALL_NORMAL, as it's supposed to.

Fixes #56795 and #56810
2021-02-11 17:58:39 -03:00
TJatPBnJ
27e51bc557 fixes 2 runtimes caused by holding people up with a gun (#56800)
Fixes two runtimes, one caused by status effects always expecting a return from throw_alert, and another caused by holding yourself up (which you shouldn't even be able to do). Also fixes an issue caused by multiple people holding up the same person, when one of the perpetrators stopped holding up the victim, all of the victim's related alerts disappeared.
2021-02-10 22:56:38 -05:00
Mothblocks
e1560e7299 Fix pre_attack (#56798)
Someone passed in the thing being used as the target, this broke many things. Bad moth :newspaper2:
2021-02-10 15:12:11 -08:00
Mothblocks
4846652b52 Fix jumpsuit right click (#56781)
I had accidentally tested this with a medkit in my hand (I'm a CMO on my test server).

Now correctly uses an attack_hand adjacent proc, rather than attackby.
2021-02-10 14:05:32 -08:00
Mothblocks
99cfe63121 Change health analyzer, chemical scan is now on right click (#56779)
Health analyzer is now left click for health (or wounds, if you toggle
it) and right click for chemical scans.

Ever since the tgchat combine-previous-chats-in-one thing, knowing what
mode you're on has been a pain for me, as well as needing to cycle
through all of them. Furthermore, this is just a sane right-click
action to have.
2021-02-10 08:58:41 +00:00
Mothblocks
1e9962d0c0 Add locking into portals with right click on hand tele, refactor hand tele code, add pre_attack_secondary (#56700)
Refactors hand tele code with better variable names, splitting procs, fixing C&P code, etc.
Adds pre_attack_secondary, the right click version of pre_attack.
Adds a new alternate function to hand teles, which will reopen the last location you opened. Works based off locations, not turfs. For example, right clicking after locking in "None (Dangerous)" will not teleport you to the same place.
2021-02-09 15:32:39 -03:00
Qustinnus
340f3bb478 Refactors plane masters a bit and introduces plane master controllers (#56717)
* plane master controllers

* small adjustments

* bro its a comment CHILL OUT

* powerful
2021-02-09 15:12:24 +08:00
TJatPBnJ
b89748f8fd M90 changes (#56667)
The m90 is now 14tc instead of 18. Its grenades can be bought from the uplink in boxes for 6tc, instead of individual grenades for 2tc each. You can also fire the m90's grenade launcher with right click.
2021-02-08 22:35:48 -08:00
Rohesie
596a5ec731 Renames the _alt attacks to _secondary for clarity (#56752) 2021-02-08 21:33:15 -08:00
coiax
345152280f Add pAI internal GPS to possible software (#56404)
pAIs are now a useful space travelling companion, they can help you
navigate if lost (although only the pAI has the GPS view, so they'll
need to communicate the information). If you're holding a GPS, then the
pAI can find you even if you get separated.
2021-02-07 17:57:36 -03:00
Mothblocks
33ca41c0bd Add alternate attack procs (#56663)
Adds alternate attack procs for right-clicking. Updates the gunpoint code to use this new proc as an example (though I suspect this is being changed soon, so oops).

This makes it easier to add new behavior to right click, which we should be doing.
2021-02-05 16:23:09 -08:00
Qustinnus
707fc287b4 Replaces intents with combat mode (#56601)
About The Pull Request

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

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

Minor interaction changes:

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

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

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

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

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

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

cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
2021-02-04 16:37:32 +13:00
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
NotRanged
2c12e87256 Cleans up blob code, removes a lot of hardcoded stuff, many new defines (#56306)
Cleaned up, commented on, and (hopefully) improves a lot of blob code.
Put pretty much everything balance-related (except for the strains themselves) into a define file, for easier viewing, changing, and balancing.
Added a bunch of new functionality that new strains (some of which I plan to add in the future) could use: from increased expansion range to more spores per factory.
2021-02-02 14:20:28 -03:00
Jack LeCroy
8e68af9935 Martial arts combo meter (#56520) 2021-02-01 21:47:15 -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
Arkatos1
01172d58af 1:1 HUD layout fix (#56321) 2021-01-22 13:26:30 -08:00
dragomagol
f837ce4397 Cyborg modules renamed to models (#56312)
Changes the references of borg module (type) to model, adds a file for robot declarations and one for model declarations. Basically trying to make the code layout a little more sane.

Initially changed them to 'configurations' but I prefer model; its meaning is closer to module than configuration and avoids confusion with actual config.
2021-01-22 21:38:35 +02:00
dragomagol
f54fb8f2fd Replacing magic numbers with defines in robot code (#56241)
While scouring robot code for some (hopefully upcoming) fixes, I found a bunch of gross numbers. These numbers are now letters.
2021-01-19 21:08:10 -05:00
Gamer025
3762c735e0 Fixes parallax runtime when observing someone without client (#56092)
When observing someone without client (because they for example disconnected) a runtime happened:
This was because update_parallax didn't take a mob as parameter but instead always updated the parallax of the mob to which the HUD datum belonged (which was the HUD of the person who you tried to observe)
If that mob had no client this caused a runtime.
If you observe someone now the game updates parallax for your client and not the client of the person you tried to observe.
2021-01-15 22:51:10 -08:00
Gamer025
23793fa028 Telekinesis can throw non items (vending machines, lockers) only 1 tile far (#56063)
Telekinesis users can now only throw items 10 tiles, everything else can only be thrown 1 tile
2021-01-10 20:28:13 +00:00
81Denton
a0571e2324 Merge pull request #55869 from LemonInTheDark/fixes-plasma-alerts
Fixes plasma alerts not showing up
2021-01-03 12:15:57 +01:00
NotRanged
907170321d Fixes two bugs with Blob strain rerolling (#55833)
* tested locally and it works

* As suggested

Co-authored-by: Ranged <nickvanderkroon@gmail.com>
2021-01-01 20:08:27 -08:00
LemonInTheDark
130d974faa adds new sprites for n2o damage, and makes a new alert for them. Fixes plasma alerts never showing, the n2o alerts were overriding them 2020-12-31 16:59:48 -08:00