Commit Graph

477 Commits

Author SHA1 Message Date
MrMelbert
c92d338dad Refactors chameleon actions, Adds chameleon outfit saving, Adds chameleon scanner (#77140)
## About The Pull Request

- Refactors chameleon actions a good bit, reducing a lot of the
boilerplate copied around chameleon items.
- I noticed that the EMP comsig completely disregarded any EMP
protection the mob might have. I split the comsig into
`COMSIG_ATOM_PRE_EMP_ACT` and `COMSIG_ATOM_EMP_ACT` - the former now
used to aggregate protection flags and the latter to actually do EMP
stuff.
- As a result of above, this fixes a few oversights in which things
using `COMSIG_ATOM_EMP_ACT` disregarded EMP protection.

- Adds Chameleon Outfit saving. 
- RMB clicking the "Select Chameleon Outfit" will now save your current
chameleon setup as a custom outfit. They become selectable as any other
outfit afterwards.
- Because it might be *too* easy to bamboozle people / might make people
think you're a ling, I added a slight "animation" to swapping whole
chameleon outfits. It's less than a second long.

- Adds the Chameleon Scanner.
- The chameleon scanner is, surprise, a chameleon item that can disguise
as small gadgets or items (toys, cameras, analyzers, etc).
- On LMB, the chameleon scanner will copy the outfit of the target to a
custom outfit slot, allowing you to mimic them entirely without going
through all the menus.
- RMB does the same, but instantly equips the disguise you select in
addition to saving it to a slot.

## Why It's Good For The Game

Right now traitor stealth is very capable but cumbersome, which makes it
much less appealing than just running and gunning.

One big problem with it is that the chameleon kit is rather time
consuming to use. You have to sort through hundreds of items for each of
your chameleon items to find exactly the one you need.

These items seek to amend that time gate, allowing for much quicker
swapping between disguises or picking up the disguise of someone you
kill to replace them like a pseudo-changeling.

## Changelog

🆑 Melbert
refactor: Refactored chameleon actions a fair bit
add: Adds outfit saving to chameleon clothes. RMB the "chameleon outfit"
action to save your current chameleon setup for quick swapping.
add: Swapping between chameleon outfits now has a slight "animation"
associated, to distinguish traitors from lings slightly.
add: Adds a new chameleon item, the "Chameleon Scanner". Use it on other
crewmembers to stealthily save their current outfit as a custom outfit
to use later. And of course, it's chameleon too.
fix: Ethereals, the DNA lock mod, GPSs, and storage items now respect
EMP protection
/🆑
2023-07-29 15:39:06 -06:00
Ghom
6c80695bde Puts a cap to the amount of stickers that can be sticked to an atom. (#77160)
## About The Pull Request
The lack of a limit to the amount of stickers that can be attached on an
atom can lead overlays-related issues, as shown in #76987, likely by
going past the maximum number of overlays an atom can safely have.

The cap will be of 12 stickers per atom, an honest amount if you ask me.

Oh yeah, I've also taken the opportunity to improve the code a smidge I
guess.

## Why It's Good For The Game
This will fix #76987.

## Changelog

🆑
fix: Put a cap to the amount of stickers that can be sticked to an atom
(12) to prevent icon-related issues.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-07-28 19:48:45 -06:00
Time-Green
ec9434ea6b Adds cliffs to icebox (#77062)
## About The Pull Request

Adds cliffs to the game! They're tiles usable for mapping to make
mountainy area's and cliffs! I don't have any sprites for them yet, so
just imagine it's a cliff really hard


![image](https://github.com/tgstation/tgstation/assets/7501474/ab0f31b6-93d7-4964-8b9c-4fb3c774647a)

THESE DO NOT REPLACE MULTI-Z AND NEVER WILL! They're just a neat way to
add more depth to the game. You can’t really add 10 different z’s for
one mountain, so this can be used to help map area’s with depth without
overusing z-levels

They've been mapped into the top part of the icebox outside. There's not
a good way to do sides of cliffs yet (will need some thinking), so
they're mapped in such a fashion where it doesn't matter much. Later,
this area above icebox can be expanded with properly done side-cliffs,
something like in stardew-valley would work for our grid-system:


![image](https://github.com/tgstation/tgstation/assets/7501474/007964cc-49d5-489c-9a43-2140f29239ce)

Longer demonstration: https://www.youtube.com/watch?v=Eig4jXNZZRQ

Eventually, I'll redo mapgen and add 3x3 icebox (definitely not coping)

## Why It's Good For The Game

The incredible flatness of icebox drives me insane. While multi-z is
great at giving it more depth, the actual terrain itself is still
completely flat. Adding cliffs let's us add 'soft-mountains', which does
wonders for making an area feel more alive

(And I absolutely adore snowy mountains)

## Changelog
🆑
add: Adds cliffs to the north of icebox. Try not to fall of of them!
/🆑
<details>
  <summary>Additional images (now outdated)</summary>


https://github.com/tgstation/tgstation/assets/7501474/572dc749-596c-4cab-9693-43c2270aca96
 

![image](https://github.com/tgstation/tgstation/assets/7501474/e12236d1-fda8-406a-858b-84a9fe5b4dc7)

![image](https://github.com/tgstation/tgstation/assets/7501474/264ae9d8-2f84-4133-8eb3-29e8df6c976e)

![image](https://github.com/tgstation/tgstation/assets/7501474/15a7f378-b595-4d7b-b948-d405916cb431)

![image](https://github.com/tgstation/tgstation/assets/7501474/b058a184-9fd5-4fa9-b0de-9f687bdf4e43)
  
</details>

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-28 14:13:43 +00:00
Ghom
5d5492e111 Implements usage of the REVERSE_DIR macro throughout the code. (#77122)
## About The Pull Request
Replaces a ton of `turn(dir, 180)` calls with the aforementioned macro.

## Why It's Good For The Game
Afaik, `REVERSE_DIR` was coded to be faster than the classic `turn(dir,
180)` call, being a simple set of binary operations. To sum it up, micro
optimization.

## Changelog

N/A
2023-07-28 15:16:09 +02:00
Ghom
6f862d107f Adds a unit test to stop elements from using identical lists for their arguments. (#76322)
## About The Pull Request
Ok, so a few days ago I made an issue report about multiple instances of
identical elements being generated because of uncached lists.
ninjanomnom (the mind being the element datums) cleared it up and said
an implementation of GetIdFromArguments() that also checks the list
contents wouldn't be worth the performance cost, while adding that a
unit test should be written to check that it doesn't happen at least
during init, which should catch a good chunk of cases.

Also, i'm stopping RemoveElement() from initializing new elements
whenever a cached element is not found. Ideally, there should be a focus
only unit test for that too, but that's something we should tackle on a
different PR.

Some of the code comments may be a tad inaccurate, as much as I'd like
to blame drowsiness for it. Regardless, the unit test takes less than
0.2 seconds to complete on my potato so it's fairly lite.

## Why It's Good For The Game
This will close #76279.

## Changelog
No player-facing change to be logged.
2023-07-27 16:04:16 -07:00
Ghom
d9c8bd9bae [READY] Fishing and aquarium expansion. (#76531)
Listing the changes, off the top of my head:
- Resprited fishing rods, hooks, and the worm bait!
- Added a new, telescopic fishing rod, that can be bought as a goodie.
The master rod is also telescopic now.
- Added a couple hooks. One that lets you move the bait up and down,
otherwise keeping it in place, and another that stops the fish from
escaping, but slowly kills it. The former from the bepis fishing tech
node, the latter frm the black market.
- Added a fishing skill and relative legendary reward: A fishing hat,
like the one that recites "women fear me, fish fear me"
- You can now stop fishing by activating the fishing rod in your hand,
and stops it from stealing all clicks on other things if it isn't in
your active hand.
- Reworked fishing traits into fish traits, which can apply to fish
after it has been caught.
- Expanded the fish breeding system. Traits may be passed down to
offsprings, and offsprings may evolve (mutate?) into different kind of
fishes if conditions when conditions are met.
- Added half a dozen new fishes, each with its own traits: lubefish,
sludgefish (and its purple variant), slimefish, unmarine bonemass and
unmarine mastodon. Also, holodeck fish, as a joke.
- New traits: lubed skin, parthenogenesis, toxic (new reagent), toxin
immunity, predator, necrophage, no mating, crossbreeder, aggressive and
revival. Converted Emulsijack's ability and Donkfish's yuckiness into
traits as well.
- Added a fish analyzer that you can scan aquariums and fishes with.
- Fish can now be blended if you really want to. The number of reagents
from blending, w_class, and the number of fillets you get from cutting
fish now scale with size and weight.
- fish feed is no longer infinite (but it should still be plenty).
- Implemented temperature requirements for aquarium fish.
- You can now buy (dead) fish from the black market for dirt cheap.
- Last but now least, toilets are now valid fishing spots.
2023-07-27 22:50:36 +02:00
Ghom
d9677e39be Converting crabs to basic mobs (#77109)
## About The Pull Request
Exactly what it reads on the tin. As a bonus, they will flee from
attacking targets, hunt tiny critters (crabs are now small-sized) and
actually move sideways (it's an element that covers both client and
basic movement)


## Why It's Good For The Game
Another simple to basic mob refactor.

## Changelog

🆑
refactor: Crabs refactored into basic mobs. They now hunt tiny critters
and flee from attackers.
fix: Fixed crabs not crab-walking.
/🆑
2023-07-26 17:52:18 -06:00
Time-Green
12f5ece7ad [NO-GBP] Optimizes rad nebula (#77014)
Switches rad nebula to only directly irradiate carbons and use radiated component
2023-07-25 15:55:10 +02:00
John Willard
2d7251f446 Climbing on crates no longer stun you (#77049)
## About The Pull Request

Removes the stun from climbing on crates by fixing the climbable
Element.
This has been a bug for years and I just noticed it now lol.

## Why It's Good For The Game

Climbing on crates now work as God intended.

## Changelog

🆑
fix: Crates no longer stun you when you climb onto them.
/🆑
2023-07-24 16:23:00 -06:00
Ghom
c1122a0ae9 Adds an element to water turfs that makes things... look like they're actually immersed in water. (#76208)
## About The Pull Request
This PR adds an element, for now added to water turfs, that gives
passing movables an overlay to make them look immersed in that turf.

You can definitely see in the code what sort of stupid stuff I've had to
do to work around some of the flaws with the inbuilt features. Why?
Because I needed a (vis_contents) overlay that:
- can cover the entire width of the movable it's added to, whether it
has a 32 px icon, 64, 96 etc, plus some to be safe.
- doesn't look misplaced around movables with an icon larger than 32 px.
- can be animated, so it doesn't rotate or scale (or rather, do so but
in the opposite direction) with living mobs when resized, spinning or
lying down or standing up, despite the KEEP_TOGETHER appearance flag,
which ignores whether the overlay has the RESET_TRANSFORM flag.
- looks inset in the movable and doesn't spill into other movables of
the same plane (that's what happened with normal inset overlays without
the KEEP_TOGETHER flag)
- doesn't render above other movables covering the owner of the overlay.

If someone comes with a better and tested solution, go and tell I guess.
How visuals are handled by this engine still eludes me at times, but I
doubt planes would be a better solution to this.

The rest of the PR includes checks to make sure the overlay isn't added
to movables with planes lower/higher than
FLOOR_PLANE/ABOVE_ALL_MOB_PLANE, that are flying or being thrown, as
well as certain types such as effects.

## Why It's Good For The Game
Adding some literal immersion to the game, since movables and mobs look
like they're treading on water like Jesus right now. You can see a
couple screenshots by scrolling down a little.

## Changelog

🆑
image: walking on water will now immerse you in it... visually, at
least.
/🆑
2023-07-21 22:00:09 +02:00
Time-Green
42543ac141 NEW STATION TRAIT: Radioactive Nebula (#76825)
## About The Pull Request

Adds a new station trait: Radioactive Nebula!

The station is located inside a radioactive nebula. Space background and
lighting is different shades of green. Objects in space will also glow
green. (This is kinda lying, since the glowing stuff isn't radioactive,
you just get an element that slowly irradiates you, though people and
certain objects that get the 'IRRADIATED' status may still double-whammy
you)

Do not go into space without rad-protected gear, or you will get very
sick very fast. RAD-protection MODsuit modules spawn in robotics and are
also immediately researched.

The nebula does protect against external threats, like pirates, ninja's
and nukies. They can still get to the station pretty well, but they
can't stay in space for extended periods of time

To make it more livable, public rad protection gear will spawn in
lockers around the station. Everyone will also spawn with potassium
iodide pills in their emergency box. Dynamics threat is also reduced by
30, so there's a proclivity towards more lower threat rounds when the
radioactive nebula is present. Radioactive resonance virus cannot be
generated though, since it kinda obliterates any and all challenge and
threat


![image](https://github.com/tgstation/tgstation/assets/7501474/8eedcb85-1bb8-4e87-a794-d6781fee680d)

**Shielding**


![image](https://github.com/tgstation/tgstation/assets/7501474/ae1b25d7-6fbd-4a86-8c95-5947b1122632)

In order to protect the station from radiation, nebula shielding units
need to be constructed. Five spawn ready-to-built in engineering, and
more can be bought pretty cheap from cargo. (Normal radstorms are
disabled)

The gravity generator has 20 minutes of innate shielding, where every
nebula shielding unit adds another 20 minutes. 5 are needed to
completely block all radiation even when the gravity gen is down, but
constructing more is recommended in-case of sabotage/destructions/power
outtages.

Active nebula shielding will passively generate tritium. You can either
vent/ignore this, or use it for something. I'm not an atmos tech but I'm
sure you can do something with it

_What happens when no shielding units are constructed/they all fail?_
The station will suffer a 5 minute long radiation storm, with only
shuttles being excempt. The storm is nerfed strongly, and you can tank
the 5 minutes, but you'll be pretty sick. After the 5 minutes are over,
central command will send an emergency shielding unit which will block
the radiation for 10 minutes and warn the station to set up nebula
shielding.


## Why It's Good For The Game
The station being inside a radioactive nebula shakes up a pretty major
aspect of the game (that being the 'space' in space station 13). Hallway
decals are colored green, display screens will display radiation
markings, carps blend with the nebula, etc. Putting the station inside a
radioactive nebula shakes up the rules of the game and what people can
expect. Suddenly, you can no longer just go outside without taking meds
or getting proper radiation protection, encouraging people to stay cozy
and inside.


![image](https://github.com/tgstation/tgstation/assets/7501474/40112936-8514-47f7-b3e0-b1c782b6a0a6)

Inside, the crew gets the goal to set-up radiation shielding to defend
themselves against the nebula, rewarding a creative engineering
department with passive resource income and protecting the station
against massive radiation storms. I think it's nice to give engineering
something to set up. Even if they don't care, they can just plop it down
somewhere in a closed room and be done with it.

The radiation storm is pretty aggressive, but very survivable if you use
your potassium iodide pills, the extra radiation suits or whatever
chemistry has whipped up.

Most importantly, it gives the entire station a common enemy: the
nebula. Everyone is encouraged to prepare against the mechanics.
Chemistry can make meds, viro can make protective virusses, robotics
gets encouraged to make radprotected MODsuits, engineering gets to
set-up radiation shielding, assistants can look at space or whatever
assistants do.


<details>
  <summary>Cool images</summary>


![image](https://github.com/tgstation/tgstation/assets/7501474/387f2d75-8ba6-425b-8f0f-9423cf7aab19)


![image](https://github.com/tgstation/tgstation/assets/7501474/eb65de97-13ce-4ce9-8902-4144994d217f)


![image](https://github.com/tgstation/tgstation/assets/7501474/60b915a5-8549-4a3b-afe6-f0e823207883)


![image](https://github.com/tgstation/tgstation/assets/7501474/239ae614-8d26-4b77-936f-1d2baa38d32c)

  
</details>

## Changelog

🆑
add: Adds a new rare radioactive nebula station trait! Get ready and
PREPARE, before it gets in...
tweak: Nearstation space area lighting may look slightly different
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-21 16:51:15 +01:00
Jacquerel
0d769e0ffa Removes two redundant components (#76866)
## About The Pull Request

We're starting to get to have enough components that people don't
realise that what they want already exists but doesn't have the name
they expect 🙃

I recently added `track_hierarchical_movement` which is similar enough
to `connect_containers` that it shouldn't independently exist, even if I
like sending a new signal more than the ugly setup pattern for
`connect_loc`.

`trait_loc` is actually older than `give_turf_traits` but
`give_turf_traits` covers more edge cases than `turf_loc` so seems like
the better one to maintain.
HOWEVER `give_turf_traits` held a list of references to atoms in it,
which isn't great in an element. I couldn't think of a way to completely
eliminate the list, but it isn't a list of references any more so it
shouldn't cause any hard deletions.

## Why It's Good For The Game

Having two components which do the same thing but marginally differently
is confusing and going to cause us trouble down the line.

## Changelog

Not player facing
2023-07-21 14:51:56 +02:00
Tim
e3d68c0236 Robotic organ and disease improvements (#76766)
## About The Pull Request

In the code description for the `ORGAN_ROBOTIC` flag, it says that
robotic organs are not supposed to decay or regenerate health. I went
and fixed this and added some more "robotic" behavior.

New changes for robotic organs:
- No longer heal damage passively
- No longer gain health from revival
- No longer heal in the smart organ fridge
- No longer heal from pluoxium
- Robotic ears no longer heal from ear healing items (earmuffs, etc.)
- Robotic eyes are immune to changeling blind stings
- Robotic eyes no longer heal from occuline

New changes for diseases:
- Some diseases now require an organ to work. A robotic organ will give
immunity to the disease symptom unless the disease has "Inorganic
Biology".
- The transmission methods for diseases require organs to work but
robotic organs are immune. (except inorganic biology) Airborne disease
transmission require lungs. Ingested (drunk or eaten) disease
transmission requires a stomach. Blood (inject or patch) disease
transmission requires a heart.
- Organs removed from a mob that is afflicted with a disease will be
infectious while handling or transplanting it. (again, robotic organs
are immune unless inorganic biology is present) Certain admin spawned or
special diseases are exempt from this transmission method.
- A stomach is required for nebula nausea, gastritium, carpellosis,
metabolic boost, vomit, weight loss, death sandwich poisoning,
- Lungs are required for choking, asphyxiation, cough, cold9, oxygen
restoration, sneezing, flu, cold, spanish flu, tuberculosis
- A liver is required for tissue hydration, plasma fixation, parasitic
infection
- Ears are required for deafness, sensory restoration
- A heart is required for toxolysis, heart failure
- Eyes are required for sensory restoration, hyphema
- A tongue is required for voice change, parrot possession, pierrot
throat
- Wizarditis no longer requires a head (wtf?) to function

## Why It's Good For The Game

Robotic organs should behave as intended. Not naturally healing (like
organic organs) was supposed to be their downside to counteract their
their ability to not decay upon death.

## Changelog

🆑
fix: Fix robotic organs to not gain health passively, from revival,
smart organ fridge, pluxium, occuline, and earmuffs.
add: Some diseases now require the appropriate internal organ to work. A
robotic organ will give immunity to the disease symptom unless the
disease has "Inorganic Biology".
add: Disease transmission methods now require an internal organ to be
successful. Robotic organs give immunity. (except inorganic biology)
Airborne disease transmission require lungs. Ingested (drunk or eaten)
disease transmission requires a stomach. Blood (inject or patch) disease
transmission requires a heart.
add: Organs removed from a mob that is afflicted with a disease will be
infectious while handling or transplanting it. (again, robotic organs
are immune unless inorganic biology is present) Certain admin spawned or
special diseases are exempt from this transmission method.
add: A stomach is required for nebula nausea, gastritium, carpellosis,
metabolic boost, vomit, weight loss, death sandwich poisoning
add: Lungs are required for choking, asphyxiation, cough, cold9, oxygen
restoration, sneezing, flu, cold, spanish flu, tuberculosis
add: A liver is required for tissue hydration, plasma fixation,
parasitic infection
add: Ears are required for deafness, sensory restoration
add: A heart is required for toxolysis, heart failure
add: Eyes are required for sensory restoration, hyphema
add: A tongue is required for voice change, pierrot throat
bal: Remove head requirement for wizarditis disease
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-07-21 11:55:29 +01:00
Bloop
1a0a8e6e9a Attempts to fix an issue with gravity generators triggering CI failures (#76764)
## About The Pull Request

#76730 continuation, but I think I have found the actual source of the
bug. EDIT: Just kidding, that turned out to not be it either.

The issue:

During init, when the gravity generator is being set up and creating its
proximity field, a turf can get the `COMSIG_ATOM_HAS_GRAVITY` signal
registered to it multiple times. It seems like it shouldn't be possible
for this to happen due to the `HAS_TRAIT(TRAIT_FORCED_GRAVITY)` check,
but it can.

I've only seen this happen during CI and have not been able to reproduce
it during runtime, but it comes up often enough to be a nuisance when
testing PRs.

As seen below, causing CI failures. The problem turf is directly below
the `gravity_generator/main` object.


![firefox_D4BgPpRbW6](https://github.com/tgstation/tgstation/assets/13398309/d41355de-d05b-4f9d-8305-524408c93022)

I spent too much time trying to figure out the cause of this duped
signal when it really does not matter if this signal gets overridden
here, since it's always going to be from the same proximity field.
Suppressing the warning will stop the CI failures without any ill
effects in this case.

So let's just do that.

## Why It's Good For The Game

Less CI failures for something trivial.

## Changelog

🆑
fix: fixes gravity generators causing CI failures from overriding a
signal
/🆑
2023-07-19 10:10:49 +02:00
LemonInTheDark
41f20bc3ce [MDB IGNORE] Angled Lights & Lighting Prototyping Tool (#74365)
## About The Pull Request

Hello friends, I've been on a bit of a lighting kick recently, and I
decided I clearly do not have enough things to work on as it is.
This pr adds angle support to static lights, and a concepting/debug tool
for playing with lights on a map.

Let's start from first principles yeah?

### Why Angled Lights?

Mappers, since they can't actually see a light's effect in editor, tend
to go off gut.
That gut is based more off what "makes sense" then how things actually
work
This means they'll overplace light sources, and also they tend to treat
lights, particularly light "bars" (the bigger ones) as directional.
So you'll have two lights on either sides of a pillar, lights inside a
room with lights outside pointing out, etc.


![image](https://user-images.githubusercontent.com/58055496/228785032-63b86120-ea4c-4e52-b4e8-40a4b61e5bbc.png)

This has annoying side effects. A lot of our map is overlit, to the
point that knocking out a light does.... pretty much nothing.
I find this sad, and would like to work to prevent it. I think dark and
dim, while it does not suit the normal game, is amazing for vibes, and I
want it to be easier to see that.

Angled lights bring how lights work more in line with how mappers expect
lights work, and avoids bleedover into rooms that shouldn't be bled
into, working towards that goal of mine.

### How Angled Lights?

This is more complex then you'd first think so we'll go step by step


![image](https://user-images.githubusercontent.com/58055496/228786117-d937b408-9bc2-4066-9aee-aae21b047151.png)

Oh before we start, some catchup from the last time I touched lighting
code.
Instead of doing a lighting falloff calculation for each lighting corner
(a block that represents the resolution of our lights) in view we
instead generate cached lightsheets. These precalculate and store all
possible falloffs for x and y distances from a source.

This is very useful for angle work, since it makes it almost totally
free.
 
Atoms get 2 new values. light_angle and light_dir
Light angle is the angle the light uses, and light_dir is a cardinal
direction it displays in

We take these values, and inside sheetbuilding do some optional angle
work. getting the center angle, the angle of a pair of coords, and then
the delta between them.
This is then multiplied against the standard falloff formula, and job
done.

We do need some extra fenangling to make this all work nicely tho.

We currently use a pixel turf var stored on the light source to do
distance calculations.
This is the turf we pretend the light source is on for visuals, most
often used to make wall lights work nice.
The trouble is it's not very granular, and doesn't always have the
effect you might want.

So, instead of generating and storing a pixel turf to do our distance
calculations against, we store x and y offset variables.
We use them to expand our working range and sheet size to ensure things
visually make sense, and then offset any positions by them.

I've added a way for sources to have opinions on their offsets too, and
am using them for wall lights.
This ensures the angle calculations don't make the wall behind a light
fulldark, which would be silly.

### Debug Tool?

In the interest of helping with that core problem, lights being complex
to display, I've added a prototyping tool to the game.
It's locked behind mapping verbs, and works about like this.

Once the verb is activated, it iterates over all the sources in the
world (except turfs because those are kinda silly), outlining and
"freezing" them, preventing any future changes.
Then, it adds 3 buttons to the owners of a light source.

![image](https://user-images.githubusercontent.com/58055496/228776539-4b1d82af-1244-4ed6-8754-7f07e3e47cda.png)
The first button toggles the light on and off, as desired.
The third allows you to move the source around, with a little targeting
icon replacing your mouse
The second tho, that's more interesting.

The second button opens a debug menu for that light

![image](https://user-images.githubusercontent.com/58055496/228777811-ae620588-f08a-4b50-93a0-beea593aea77.png)
There's a lot here, let's go through it.

Bit on the left is a list of templates, which allow you to sample
existing light types (No I have no idea why the background is fullwhite,
need to work on that pre merge)
You can choose one by clicking it, and hitting the upload button.

This replaces your existing lighting values with the template's,
alongside replacing its icon and icon state so it looks right.
There are three types as of now, mostly for categorization. Bar, which
are the larger typically stronger lights, Bulb, which are well, bulbs,
and Misc which could be expanded, but currently just contains floor
lights.

Alongside that you can manually edit the power, range, color and angle
of the focused light.
I also have support for changing the direction of the light source,
since anything that uses directional lighting would also tie light dir
to it.
This isn't *always* done tho, so I should maybe find a way to edit light
dir too.

My hope is this tool will allow for better concepting of a room's
lights, and easier changing of individual object's light values to suit
the right visuals.

### Lemon No Why What

Ok so I applied angle lights to bars and bulbs, which means I am
changing the lighting of pretty much every map in the codebase.
I'm gonna uh, go check my work.

Alongside this I intend to give lighting some depth. So if there's room
to make a space warmer, or highlight light colors from other sources, I
will do that.

(Images as examples)

![image](https://user-images.githubusercontent.com/58055496/228786801-111b6493-c040-4199-ab99-ac1c914d034c.png)

I also want to work on that other goal of mine, making breaking lights
matter. So I'll be doing what I can to ensure you only need to break one
light to make a meaningful change in the scene.

This is semi complicated by one light source not ever actually reaching
fullbright on its own, but we do what we must because we can.


![image](https://user-images.githubusercontent.com/58055496/228786483-b7ad6ecd-874f-4d90-b5ca-6ef78cb70d2b.png)

I'm as I hope you know biased towards darker spaces, I think contrast
has vibes.
In particular I do not think strong lights really suit maintenance. 

Most of what is used there are bulbs, so I'm planning on replacing most
uses with low power bulbs, to keep light impacts to rooms, alongside
reducing the amount of lights placed in the main tunnels


![image](https://user-images.githubusercontent.com/58055496/228786594-c6d7610c-611e-478b-bcba-173ebf4c4b12.png)

**If you take issue with this methodology please do so NOW**, I don't
want to have to do another pass over things.
Oh also I'm saving station maps for last since ruins are less likely to
get touched in mapping march and all.

### Misc + Finishing Thoughts

Light templates support mirroring vars off typepaths using a subtype,
which means all the templates added here do not require updating if the
source type changes somehow. I'd like to expand the template list at
some point, perhaps in future.

I've opened this as a draft to make my intentions to make my changes to
lights known, and to serve as motivation for all the map changes I need
to do.

### Farish Future

I'm unhappy with how we currently configure lights. I would like a
system that more directly matches the idea of drawing falloff curves,
along with allowing for different falloffs for different colors,
alongside extending the idea to angle falloff.
This would make out of engine lighting easier, allow for nicer looking
lights (red to pink, blue to purple, etc), and improve accessibility by
artists.

This is slightly far off, because I have other obligations and it's
kinda complicated, but I'd like to mention it cause it's one of my many
pipedreams.

## Changelog
🆑
add: Added angle lighting, applies it to most wall lights!
add: Adds a lighting prototyping tool, mappers go try it out (it's
locked behind the mapping verb)
/🆑

---------

Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2023-07-19 04:39:55 +00:00
tattle
dfd4801122 Adds p_They (and friends) for capitalized pronoun helpers (#76910)
## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/66640614/f8afe149-85cf-40d2-a5c1-4c96a3ccdfe4)

Basically replaces p_they(TRUE) with p_They

## Why It's Good For The Game
Fewer ambiguous parameters (what does TRUE mean when passed to p_they?)
More comprehensive helper functions.

## Changelog
🆑 Tattle
spellcheck: Fixed the grammar on a few revenant messages
/🆑

---------

Co-authored-by: tattle <article.disaster@gmail.com>
2023-07-17 22:55:58 -07:00
LemonInTheDark
74892ae7ec Optimization pass focused on foam code (saves about 30% of cpu usage I think) (#76104)
## About The Pull Request

Foam is crummy at high load rn, both because it runs on a low priority
background subsystem, and because it wastes a bit of time.
Let's reduce usage (while speeding up a bunch of other stuff too), and
give it more cpu generally.

[Optimizes reagent processing
somewhat](d409bd4afc)

Turns out most of the cost of foam is the reagents it carries, and the
varying effects they have
I'm doing my best here to optimize them without touching "user space"
too much

That means doing things like prechecking if we're gonna spawn on top of
an existing decal (from glitter, flour, etc), and using that same proc
to also avoid spawning on unacceptable turfs (I had to convert
inheritance to a bitflag system to make this work, but I think that's ok
since we want it imparative anyhow)

It's actually nice for code quality too, since it lets me clean up code
that was using raw locates and weird var pong.
god I wish I had implied types man

[Optimizes foam spreading in its most accursed aspect, reagent
copying](5cc56a64ad)

Holy shit reagent code is a lot.

I'm doing a bunch of small things here. istype in init -> typecache,
removing procs that are called once and loop over a list we JUST looped
over (ph and the caching for reactions in particular)

I am mainly trying to optimize copy_to here, since that's what foam
spams
As a part of this, I removed a pair of update_total and handle_reactions
calls that were done on the reagents we are copying FROM

I have no god damn idea why you would want to do that, but if anything
is relying on the copy proc modifying the source, then that code
deserves to break

Speaking of, I cleaned up handle_reaction's main filter loop a lot,
removed a lot of redundant vars and changed it from a full loop w
tracker vars to an early exit pattern

This meant using a loop label, which is unfortunate, but this is the
fastest method, and it does end up cleaning up the code significantly,
Which is nice

Oh also I made the required_other var function even if there is no atom
attached to the reaction, since I don't see why it wouldn't

This last bit is gonna get a bit esoteric so bear with me

Failing calls (which are most of them) to handle_reactions are going to
be fastest if they need to check as few reactions as possible

One reagent in a reaction's required list is marked as the "primary",
and thus gets to trigger checking it.
We need all the reagents to react anyhow, so we might as well only check
if we have one particular one to avoid double checking

Anyhow, in order to make most calls the fastest, we want these reactions
distributed as evenly as possible across all our reagents.
The current way of doing this is just taking the first reagent in the
requirements list and using it, which is not ideal

Instead of that, lets figure out how many reactions each reagent is in,
then divy reactions up based off that and the currently divvied
reactions

This doubles the reagent index count, and takes the most common reagent,
water, from 67 reactions to I think like 22

Does some other general cleaning in reagent code too, etc etc etc

[Fixes runtimes from the forced gravity element being applied more then
once](941d067611)

I feel like this element should take a trait source or something to make
them potentially unique, it's too easy to accidentally override one with
another

[Removes connect_loc usage in atmos_sensitive, replaces it with direct
reg/unreg](de1c76029d)

I only really used it because I liked the componentization, but it costs
like 0.2 seconds off init alone which is really stupid, so let's just do
this the very slightly harder way

[Micros foam code slightly by inlining a LinkBlockedWithAccess
call](744da3694c)

This is in the space of like 0.05 seconds kinda save so I can put it
back if you'd like, the double loop just felt silly

[Changes how foam processes
slightly](ee5e633e32)

Rather then treating spreading and processing as separate actions, we do
both in sync.
This makes foam fade faster when spreading, which is good cause the
whole spread but unclearing foam thing looks silly.
It also avoids the potential bad ending of foam spreading into itself,
backwards and forwards. This is better I promise.

[Bumps fluid priority closer to heavy eaters, moves it off
background](811797f09d)

Also fixes a bug where foam would travel under public access airlocks.

## Why It's Good For The Game

Saves a lot of cpu just in general, from both init and live.
In theory makes foam faster, tho I'd have to test that on live at
highpop to see if I've actually succeeded or not. Guess we'll see.
2023-07-17 08:56:24 -07:00
Ben10Omintrix
46e819297a transform the paper wizard from a simple to a basic (#76688)
## About The Pull Request
i transfered paper wizard from simple to a basic and i also gaved him
new fetures he can go and do. now when he will go and walked when he
walks there will be a paper effects when he goes to walk. also he will
he will now go to look for paperes on the floor and then he will write
stuff inside the paper, so a player can maybe distracted the wizard with
a paper because the wizard will stop atacked him for a bit until he
finished writted stuff inside the paper. i follow the instrucions in the
learn-ai md to maked this to a new ai subtree behavier.

## Why It's Good For The Game
the paper wizard is now a basic so he is a better ai and he also have
more feture to gaved him depth mechanics

## Changelog
🆑
refactor: paper wizard have been refactored, please report any
bugs/unintended behavior
refactor: refacted the datum/elememt/trial to an bespoken element
add: paper wizard now have effects when he walking and he will now go
and look for paperes and write stuff in them
/🆑
2023-07-14 16:33:53 +01:00
nikothedude
dfe5d4ad25 Clarifies some silicon interactions via screentips, also converts some stuff to balloon alerts (#76690)
## About The Pull Request

APCs, fire alarms, and holopads now communicate a few more hotkeys for
interaction with silicons via examine. Ex. APCs now tell silicons they
can disable lighting with shift-click.
## Why It's Good For The Game

1. Balloon alerts are cool.
2. UX is also cool.
## Changelog
🆑
qol: APCs, fire alarms, and holopads now communicate some more of their
silicon interactions via screentips.
qol: APCs, fire alarms, holopads and turret control panels now use
balloon alerts for more of their notifications.
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-07-12 19:29:39 -06:00
Jacquerel
16cecf864d Goliath basic mob (#76754)
## About The Pull Request

Converts Goliaths to the basic mob framework and gives them some new
moves because I can't leave things well enough alone.
I am planning on touching all the lavaland fauna and then maybe even the
icebox ones if I haven't got bored. The Golaith is the first because it
is iconic.

https://www.youtube.com/watch?v=JNcKvMwT4-Q
Here's me getting killed by one as a demonstration. Despite my poor
performance I would contend that they aren't a _lot_ more dangerous, but
they are a little more dangerous.

The chief difference here is that they have two new attacks which they
will only use in response to being attacked.
If fired at from range, they will target the attacker with a line of
tentacles (it doesn't track you, so is easily sidestepped).
If attacked in melee, they will surround _themselves_ with tentacles, on
a longer cooldown.

Something else you may notice in this video: I discovered that basic
mobs are actually _too smart_ to be Lavaland fauna.
Typically (unlike their old form) a mob on our new AI system is smart
enough to attack someone _the moment they come into range_ rather than
only checking on predictable ticks, which would make using the Crusher
an essentially unviable prospect.
To counteract this, Goliaths now have a delayed attack component which
gives you a visual warning and short duration to get out of range before
they swing at you. I will probably put this on all mining fauna that get
reworked, it wouldn't be a terrible thing to put on other mobs to be
honest.

Other changes: The goliath stun is now a status effect with _buckles_
you to the tentacle as if grabbed, as well as its previous effects.
While this seems purely worse, any nearby helpers can now help-click on
you to instantly remove the debuff.
Experiencing the effect of a Lobstrosity Rush Gland makes you immune to
being grabbed by tentacles and an implanted one will automatically
trigger and free you if you are hit, and the explosive effect of
Brimdust also causes the tentacle to retract (although you'd need to
take damage for this to happen). Using the tools of the land, you can
make these creatures less threatening.

The ability for a Goliath to chain-apply the ability has now also been
reduced, it won't refresh its duration if you are hit when already
buckled.

When not occupied hounding miners, Goliaths will intermittently dig up
the asteroid sand and eat any worms that this produces.
I also made some new sprites for riding a Goliath because they've been
broken since the Lavaland mob update and also kind of were ugly before
then anyway:

![image](https://github.com/tgstation/tgstation/assets/7483112/90580403-d82f-4c29-b3e1-6c462e01edda)

Other code changes:
- I made an element which only lets an attached object move every x
seconds. This is because Goliaths are far too slow to use the speed
system (the glide just looks bugged as hell) but one thing I am invested
in when converting these is to make sure that they share the same
behaviour when player or AI controlled. This is disabled while you're
riding them because it was interminably slow.
- The Goliath tentacle trail uses a supertype object now shared with the
Meteor Heart which did something kind of similar.

## Why It's Good For The Game

It begins the process of moving one of our larger subsets of NPCs onto
the newer framework for NPC behaviour.
It adds a little bit more life to an iconic but slightly uninteresting
foe which mostly just walked at you slowly.
This PR contains a few components I expect to apply more widely to other
mobs in the future.

## Changelog

🆑
refactor: Goliaths now use the Basic Mob framework, please report any
unusual behaviour.
add: Goliaths learned a couple of new attacks which they will use in
self-defence.
balance: Help-clicking a miner grabbed by Goliath tentacles will
immediately free them, as will the effect of several items you can
scavenge from around Lavaland.
image: New sprites for the Goliath saddle.
/🆑
2023-07-12 18:52:02 -06:00
Jacquerel
61a9a9e1c3 Elementises mining mob resistance to being attacked from off screen (#76625)
## About The Pull Request

Converts the `bullet_act`/`hitby` overrides on
`simple_animal/hostile/asteroid` into an element,
This is currently "reused" in that it's also applied to its equivalent
on `basic/mining` although some day hopefully the `hostile/asteroid`
subtype will stop existing.

This is a specific-ass component but it's not totally impossible
something else will want it some day.

## Why It's Good For The Game

I'm a little mixed on this one honestly, I did this because I am
adapting some old code but I would be open to the idea that this should
just be left where it is (`bullet_act`/`hitby` overrides) and just
copied/pasted onto `basic/mining`.
I am also open to the idea that we don't need this at all and should
just delete it, it seems unecessarily protective to me but I wasn't
around at the time and maybe people really _were_ chucking hundreds of
floor tiles at goliaths and that was a problem.

If it _is_ a problem then I guess this extends those protections to
Bileworms now, because they need to be more durable and less possible to
take down using non-mining tools, obviously.

## Changelog

🆑
fix: Bile/Vileworms now have the same projectile and thrown weapon
resistances of other mining mobs.
/🆑
2023-07-11 03:15:02 +00:00
BlueMemesauce
a698aa2fd5 Simple and basic mobs can breath pluoxium (#76694)
## About The Pull Request

Fixes #76661

Also adds new PLUOXIUM_PROPORTION define, this is set to 8 which is
currently how better pluoxium is at metabolism compared to oxygen
## Why It's Good For The Game

Since pluoxium is 8 times as effective as oxygen, mobs only need 0.625
mol of it compared to 5 mol of oxygen. This is a very small amount,
maybe it should just be the same as oxygen?
Also pluoxium and oxygen are counted together, so you could have a mix
of 0.5 mol of pluoxium and 1 mol of oxygen for example.
## Changelog
🆑
fix:Mobs can breathe pluoxium
/🆑
Define not player-facing
2023-07-10 12:33:31 -06:00
Ghom
f5bfff758d [NO GBP] Fixes the venomous element for projectiles, invisible arrows and something off with envenomable casings. (#76565)
## About The Pull Request
See #76551. The on hit effect component was treating the `hit_limb` arg
of the projectile on_hit signals as if it were a bodypart item rather
than a string. This wasn't my fault.
Also, invisible arrows because I forgot to set up their definition of
update_icon_state() and base icon state var.
Lastly, the envenomable casing registering a signal on the wrong atom,
and the arrow bullet subtype being defined twice.

## Why It's Good For The Game
This will close #76551.

## Changelog

🆑
fix: Fixes venomous projectiles for real, and invisible arrow sprites.
/🆑
2023-07-10 13:00:01 +01:00
ChungusGamer666
ca401b57a7 Bargain bin organ quirks: Prosthetic organ and Tin Man (#76498)
## About The Pull Request

Basically, the organ equivalents of prosthetic limb and quadruple
amputee.
These replace your organs with absolutely terrible cybernetic
counterparts which also have absolutely no resistance against EMPs.

![image](https://github.com/tgstation/tgstation/assets/82850673/1e4a4abc-8871-41fc-b2f7-a2e626f1fdfb)

### ADDITIONAL FUN
Surplus organs are so awful that if surgically removed while not EMPed
nor failing, they *explode*!

## Why It's Good For The Game

More character customization, and more suffering for hardcore random
players.

## Changelog

🆑
add: Added two new quirks, prosthetic organ and tin man. Essentially,
they replace organs with bad bad not good cybernetic counterparts.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2023-07-08 00:31:43 +01:00
Ghom
d4cdd6b63e Replaces lava and chasm's "safeties" and ignoring turf slowdown on catwalks with traits and a new element. (#76376)
## About The Pull Request
This adds a new element for movables that grants turfs they're in
traits, changes lava and the chasm component to check for traits
instead, ditto for turf slowdown. It also implements another trait that
prevents wet floor from slipping people, as well as some other changes
(feel free to opine on them really):
- Tables and conveyor belts now stop turf slowdown, much like catwalks,
as I imagine people walking on them are not really touching the floor.
(I'd include protection against lava too... until they melt, but that'd
mean finding a way to have these objects burn in the first place, and
lava code is still stupid despite a years old refactor I did)
- Tables also stop slippery turfs from slipping (bananas, soaps etc.
still apply). I wish there were a way to make some objects slippery by
coating them in water vapor or splashing water/lube, but that's outside
the scope of this PR.
- Fixed an edge case in which a mob standing on a lava turf would be
left permanently visually on fire if the lava is changed to another kind
of turf.
- Removed unused code from stone tiles.

I'm going to include these traits in that global list for admin-added
traits... tomorrow perhaps. 💤

## Why It's Good For The Game
Replacing some hard-coded mechanics with easier to use traits and an
element, which I also need for the submerge element PR.

## Changelog

🆑
refactor: Replaced hardcoded "safeties" for lava, chasms and ignoring
turf slowdowns on catwalks with traits.
balance: much like catwalks, tables and conveyors also disable turf
slowdowns.
balance: slippery turfs won't slip you when walking on a table.
fix: Fixed an edge case in which a mob standing on a lava turf would be
left visually but permanently on fire if the lava is changed to another
kind of turf.
/🆑
2023-07-07 10:04:33 +01:00
ChungusGamer666
4f2227baf3 Implements a macro for checking mind traits (#76548)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/82850673/f85d0556-1806-40bf-92b8-597e46ccb4af)
Seeing this pattern repeated over various sections of code was starting
to piss me off

## Why It's Good For The Game

Lessens chance to cause errors with mind traits, ensures consistent
behavior, makes it easier to change how mind traits work if necessary.

## Changelog

hopefully not player facing

---------

Co-authored-by: san7890 <the@san7890.com>
2023-07-06 11:45:46 -06:00
Jacquerel
48cc57010d Various spider fixes (#76528)
## About The Pull Request

Fixes #76484
Then I noticed some weird stuff which slipped through the PR and poked
at that too.

- Spiderlings and Spiders once more have names ending in (###)
- Removed an unused property on Spiderlings.
- Rewrote the descriptions for a bunch of web-abilities and web-objects
to be clearer and have better capitalisation.
- Refactored the "Web Carcass" ability to not extend from "lay web" as
it didn't need to perform most of that behaviour.
- Also I renamed it and made the description give you a hint about why
you would want to instantly spawn a statue.
- The web effigy now despawns at the same rate as the ability cools down
so you're not dumping spider statues all over the place.
- I made spiderlings move at about the same speed as humans except if
they're on webs in which case they're still pretty fast.

To be honest I am not certain an instant statue spawning button is great
to begin with and I didn't even know it was added to the game but I am
not interested in messing much with the balance for now.

This made me look at spiderlings enough that I'm going to try and make a
new sprite for them that isn't awful.

## Why It's Good For The Game

Lets you differentiate individual spiders a little bit.
Makes usage of abilities clearer.

## Changelog

🆑
balance: Guard spider web statues despawn as the ability comes back off
cooldown.
balance: Spiderlings now only move at light speed if they're on webs,
stay safe little guys.
fix: Spiders once again have random numbers after their names.
/🆑
2023-07-05 19:26:45 -06:00
Ghom
55e00665f3 Walking on conveyors, catwalks and tables no longer plays the footstep sound of the turf, and have theirs. (#76391)
## About The Pull Request
Adds a footstep_override element to the game, that allows object to do
what it reads on the tin.
Only conveyor belts, catwalks and tables use it for now.

## Why It's Good For The Game
Consistency. If you're walking on a table or catwalk, the sound of shoes
trudging on snow or lava shouldn't be played. Tested.

## Changelog

🆑
sound: Walking on conveyors, catwalks and tables no longer plays the
footstep sound of the turf. They have theirs.
/🆑
2023-07-04 22:38:08 +01:00
MrMelbert
7f3d763285 Adds Roach Infusion to the DNA infuser (#76393)
## About The Pull Request

- Adds Roach Infusion to the DNA infuser. 
   - Bonuses include:
- All infused organs are 2x as healthy, notably your heart: Meaning
getting revived after being dead a while is easier
- When being attacked from behind or while lying down, take 50% less
damage from brute attacks
      - Lose disgust 32x faster, making it a non-issue
      - Higher toxin purge threshold (5 units, up from 3)
      - Virus resistance (same as spaceacillin)
      - 100 innate bomb armor, preventing explosions from gibbing you
      - 90 innate bio armor
- Immunity to appendicitis, radiation, and to being gibbed by nuclear
bombs
   - Downsides include:
      - Knockdowns are 3x as long
      - get 3x as hungry
      - Ingest reagents to your stomach 1.5x slower
      - Take 2x as much damage from toxins
- Toxins over the purge threshold deal 4x more liver damage (effectively
2x, as the liver has 2x health)
      - Becoming a bug
      - Roaches are gross

- Adds a way to kill roaches without having them splat. If they are
sprayed with bug spray, they will simply fall over, and can be scooped
up.


https://github.com/tgstation/tgstation/assets/51863163/5078c493-9e28-42cb-ae51-45fa25b67a34

## Why It's Good For The Game

More content for the DNA infuser, which benefits greatly from variety. 

While initially it may seem like a lot of bonuses, a lot of them are
very niche, with the exception being the brute resilience which is the
big "actually useful" bonus you gain.

The infusion is intended to be given to Engineers, offering innate
Radiation immunity to allow them to work on the Supermatter without
needing a rad suit. Likewise, if the work goes south and the Supermatter
goes boom, their body will more than likely survive the blast.

## Changelog

🆑 Melbert
add: Adds the Roach infusion to the DNA infuser. Do you want to survive
a nuclear apocalypse? Visit genetics today.
add: Adds a way to kill Roaches without splatting them. Visit botany for
a spray bottle of pestkiller.
qol: Infuser book is more book-like
fix: DNA infuser correctly gives on-success feedback messages
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-02 03:44:03 +01:00
Ghom
b82567ebd3 AddComponent() now throws a crash message when the comp type arg is not a component. (#76221)
## About The Pull Request
HEY! Did you know that the AddComponent() proc can complete without
throwing errors when the component type argument is actually not a type
or instance of a component? Me neither (until now), but I've recently
discovered that while working on #76219 (Make sure to merge that one
first).

Also adds early return checks to the AddElement and RemoveElement procs.

## Why It's Good For The Game
Silent bugs are awful.

## Changelog
N/A
2023-07-01 19:21:07 +01:00
Ghom
0f4be6d9b5 Adds an element for noisy movement (wheelchairs, office chairs, trashcarts etc. etc.) (#76378)
## About The Pull Request
Converts generic, copypasted behavior into an element.

## Why It's Good For The Game
I'd rather not have someone just copypaste the old thing, since there're
a few more things to take into account now than just whether the item
has gravity, and if that ever has to change, we will only have to modify
one line than several.

## Changelog

🆑
fix: Fixed the office chair being silent. My bad.
/🆑
2023-07-01 15:30:09 +01:00
Ghom
6b007f758b Replaces ammo_casing/caseless and bullet/reusable with elements. (#76335)
The reusable and caseless types only purposes are the behaviors of
deleting the casing when fired and spawning a new object when the
projectile ultimately reaches its maximum range or hits a target, both
of which are easily "elementizable". Also, I don't like those barely
filled sub-folders in the projectile module, and the fact we've
divergent reusable and single use arrow types.
2023-06-28 01:14:59 +00:00
MrMelbert
dc88203f0b Fix Too Slowing people with high fives (#76277)
## About The Pull Request

At some point with the refactors to offering it was made so that
dropping the item stops the offer, unfortunately too slowing people with
high fives relied on this behavior (dropping not stopping the offer).

Restores that behavior with a bit more code tweaking. 

## Why It's Good For The Game

How can I be too slow?

## Changelog

🆑 Melbert
fix: You can once again "too slow" someone with a high five
/🆑
2023-06-26 22:13:22 -06:00
Ghom
1436b3f63a Fixes the envenomable casing element and arrows. (#76219)
## About The Pull Request
Both the element and the object were trying to add an element as a
component, which to my amusement, just silently fails without throwing
any runtime, crash or stack trace (stuff for another PR, I suppose).

## Why It's Good For The Game
This will fix #75448.

## Changelog

🆑
fix: arrows can now be actually coated with reagents.
/🆑
2023-06-24 11:52:59 +02:00
Rhials
1f44eb9c5e Fixes a runtime when attacking non-carbon mobs with a cuffsnapper (#76190)
## About The Pull Request

The cuffsnapper component now checks to make sure the target is a carbon
before running the rest of the cuffsnapping process on them.

target.handcuffed is checked (handcuffed is defined on carbon), but
nowhere is it actually asserted that the target is a carbon, so a
runtime would occur when attacking non-carbon mobs.
## Why It's Good For The Game

This runtime fix was brought to you by https://runtimes.moth.fans
## Changelog
🆑
fix: attacking non-carbon mobs with a cuffsnapping object will no longer
runtime.
/🆑
2023-06-21 15:07:47 -04:00
Ghom
85b72e4b30 The honorbound trauma now makes use of the relay_attackers element. (#75908)
## About The Pull Request
Whoever made the relay_attackers element, thank you for streamlining the
bucketload of signals that had to be registered for everything that
counted as an attack. It's very much needed.

Beside, I only had to add a few flags to be sent by the
ATOM_WAS_ATTACKED signal, so that stamina and shoving doesn't
automatically make the attacker guilty.

Oh, one more thing I have forgot to mention. Currently medical staff is
immune to "guilt" altogether, while the comments suggest they should be
affected by declaration but not attacking. This PR also covers that
issue.

## Why It's Good For The Game
This will fix #75904.

## Changelog

🆑
fix: Fixed the honourbound trauma not reacting to attacks from basic
mobs
fix: Fixed the "Declare Evil" spell not working against the medical
department.
/🆑
2023-06-21 06:01:09 -07:00
carlarctg
3dac29f828 Fixes and adds an element for TC reimbursement. (#75816)
## About The Pull Request

Fixed being unable to reimburse syndicate spawners via uplinks. This
includes nukie reinforcements, cyborgs, and holoparasite injectors.

Turned TC reimbursement into a bespoke element.

Tuned demon's blood message when there's no ghosts to pick to be a
little more understandable and sensible.

## Why It's Good For The Game

> Fixed being unable to reimburse syndicate spawners via uplinks. This
includes nukie reinforcements, cyborgs, and holoparasite injectors.

This bug was, to my knowledge, introduced with bubby traitors when
uplinks were turned into components, as the code no longer supported it
due to what I presume to be an oversight, since there's plenty of
references to it ingame still.

> Turned TC reimbursement into a bespoke element.

Seemed like the best way of doing this. Since for some godforsaken
reason attackby() is one-way only (no attackto() ), the uplink component
sends a signal to any item hit with it instead.

## Changelog

🆑
fix: Fixed being unable to reimburse syndicate spawners via uplinks.
This includes nukie reinforcements, cyborgs, and holoparasite injectors.
refactor: Turned TC reimbursement into a bespoke element.
spellcheck: Tuned demon's blood message when there's no ghosts to pick
to be a little more understandable and sensible.
/🆑
2023-06-20 16:51:52 +01:00
Couls
c0e46fabf7 Standardize Welder Fuel Usage (#76021)
Remove welder fuel usage from all actions except attacking and leaving
it on
most welder tasks require a minimum of 1u of fuel, some longer tasks
require a minimum of 2 or 3u welders now drain 1u every 5 seconds
they're active
## About The Pull Request
Prior to this PR welder fuel usage was random, a lot of tasks didn't use
any welder fuel and welders were basically near infinite so long as you
didn't use them for combat, it took 26 seconds of activity to drain 1u
of fuel, that means an emergency welder alone could run for 5 minutes
straight before needing a refuel

After this PR all welders will drain 1u every 5 seconds instead of every
26 seconds, but welding objects won't require extra fuel anymore, making
the fuel usage much more consistent.

resolves #55018
## Why It's Good For The Game
Actually makes fuel tanks useful and relevant without making it
obnoxious to do repetitive quick tasks like turn rods into plates,
there's actually a reason to upgrade off the emergency welder now since
it lasts 50 seconds rather than 5 minutes
## Changelog
🆑
qol: Welders now have a more consistent fuel usage
/🆑
2023-06-19 23:01:10 -07:00
ChungusGamer666
ce2a1185ad Renames COMSIG_ITEM_ATTACK_OBJ to COMSIG_ITEM_ATTACK_ATOM (#76112)
## About The Pull Request
 
For some reason this was missed when moving attack_obj() to /atom level.

## Why It's Good For The Game

It peeves me that this signal is misnamed
2023-06-18 18:48:01 +08:00
ChungusGamer666
f85ffb6f49 Fixes a possible dupe bug with looming (#76059)
## About The Pull Request

Title.
Adds a second amount check to once the do_after() is done to prevent a
possible epic dupe minecraft pay to win server lag machine server crash
glitch.

## Why It's Good For The Game

Bugs are bad

## Changelog

🆑
fix: You can no longer make extra cloth when looming cotton by spamming
do afters.
/🆑
2023-06-16 15:17:06 +02:00
carlarctg
ee4aaebc5f Assistants get a liver trait + Officer's sabre banes against them (#75933)
## About The Pull Request

Assistants get a new liver trait, maintenance metabolism. This trait
only lets them process maintenance drugs, grey bull, and pump-up for 20%
more time and gives them a probably-positive 2 minute moodlet when
ingesting these.

The officer's sabre has gained a small amount of bloodthrist for
assistants!

Fixed liver masters being unable to inspect the liver of scientists.

## Why It's Good For The Game

> Assistants get a new liver trait, maintenance metabolism. This trait
only lets them process maintenance drugs, grey bull, and pump-up for 20%
more time and gives them a probably-positive 2 minute moodlet when
ingesting these.

This trait is pretty much entirely here for the actual
liver-identification of assistants the sabre uses, though I didn't want
to just add an empty trait so I gave it the above effects as pretty damn
harmless effects. I'm sure the maints will dislike even this so I'm open
to anything.

> The officer's sabre has gained a small amount of bloodthirst for
assistants! Or at least their livers.

I find the concept of the sabre having a bane against assistants
amusing, and it wouldn't hurt to give them something that may help
against tiders. As a smidgen of fairness, the detection is tied to the
liver - if they want to take less damage they can have it replaced,
though the captain can also help with that by disemboweling organs. The
liver being used for something that isn't reagents processing might be a
bit controversial, but like I said, I'd rather have that than have it
permanently, intrinsically tied to a job.

> Fixed liver masters being unable to inspect the liver of scientists.

Ballmer metabolism quacks like a duck, traits like a duck, and thus
should be able to be duck inspected by the duck master, since there is
no practical difference between it and other 'official' metabolisms.

## Changelog

🆑
add: Assistants get a new liver trait, maintenance metabolism. This
trait only lets them process maintenance drugs, grey bull, and pump-up
for 20% more time and gives them a probably-positive 2 minute moodlet
when ingesting these.
add: The officer's sabre has gained a small amount of bloodthrist for
assistants!
fix: Fixed liver masters being unable to inspect the liver of
scientists.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-06-10 20:17:30 -04:00
LemonInTheDark
ae5a4f955d Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request

Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.

This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.

[Renames comp_lookup to listen_lookup, since that's what it
does](102b79694f)

[Moves signal procs over to their own
file](33d07d01fd)

[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](335ea4ad08)

[Does something similar to the attackby comsigs (PARENT ->
ATOM)](210e57051d)

[And finally passes over the examine
signals](65917658fb)

## Why It's Good For The Game

Code makes more sense, things are better teased apart, s just good imo

## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
2023-06-09 06:14:31 +00:00
Ghom
7bc5e03ae5 Late adjustments to my previous move_loop PR. [NO GBP] (#75778)
## About The Pull Request
Lemon guy was a bit too late in reviewing #75732 because it got already
merged by someone else, and I too hadn't managed to make some adjustment
to that PR in time.

This PR applies suggested changes, turns a simple proc into a macro, and
makes it so that also waddling, squeaky shoes and swivel chair sounds
don't running when moved by conveyor belt.

This doesn't stop squeaking from happening when other
conveyor-belt-moved objects or mobs cross its tile. That'd be hacky and
I'm not here to fight sfx-spamming machines.

## Why It's Good For The Game
These are changes that should have been included in #75732 but couldn't.
See that PR for the general idea.

## Changelog

🆑
fix: waddling, squeaky shoes and swivel chair sound effects no longer
run when moved by conveyor belt.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-06-08 17:41:28 -07:00
LemonInTheDark
daf55e611c Cleans up/renames as private some internal var definitions, removes some fucked uses of internal list vars (#75769)
## About The Pull Request

[Improves the documentation of DCS lists, removes old list of callback
docs that no longer
apply](c3821d9f5f)

[Adds a second signal register to decal rotating, adds a trait to
objects under a tile. STOP DIRECTLY READING HIDDEN LISTS I SWEAR TO
GOD](6b3f97a76a)

[Removes direct reads of the timer list, they were redundant
mostly](14fcd9f8a6)

[Please stop directly reading/modifying the traits list to ensure your
dna rot follows the
brain](ec0e5237ec)

[Marks internal datum lists as well internal with
_](57c6577ff6)

[57c6577](57c6577ff6)

Does the same to _clear_signal_refs() in hopes of keeping people from
touching it

## Why It's Good For The Game

They pissed me off.

Users should not be touching these lists, especially in ways that make
assumptions about their structure and are thus prone to breaking if that
ever changes.
Most of these are close to zero cost changes, using a wrapper to solve
the problem, or just yeeting it

Two aren't, Decals with a direction have gained a second signal register
on init, and things that sit underfloor (cables/pipes) now get a trait
when inserted there.

This should have a minimal impact on memory/init time, bugging
@Mothblocks about it just in case
2023-06-05 22:25:09 -06:00
Pickle-Coding
e54136194c block_explosives remove remnants when detached. (#75794)
Removes the explosive resistance remnants on the turf(s) if
blocks_explosives gets detached.
## About The Pull Request
Closes #75793

Also this is an untested webedit.
## Why It's Good For The Game
hhhhhhhhhhhhhhhhh
## Changelog
🆑
fix: Fix movable explosive blockers leaving remnants of explosive
protection on turfs after they get destroyed.
/🆑
2023-06-05 04:13:40 -07:00
Ghom
88b898dffd Stops shields getting broken by pillows and disablers. (#75759)
## About The Pull Request
See the title. Doing so by adding a new arg for damage type to
`check_shields()` and `hit_reaction()`. The other way would had involved
a couple istype checks for item or projectile damage type, but this is a
longer term solution and can tackle more than just that.

## Why It's Good For The Game
Fixes #74876.

## Changelog

🆑
fix: Stops shields getting broken by pillows and disablers.
/🆑
2023-06-01 16:26:10 -04:00
Ghom
e1344a5ddc Being moved around by conveyor belt or tram no longer plays footsteps and wheelchair sounds. (#75732)
## About The Pull Request
More or less a triviality, currently footstep/wheelchai sounds are
played even when the mob is moved by a conveyor belt, or riding the
tram. This PR puts an end to that.

To clarify, this doesn't stop these sounds from being played if you're
walking/running/rolling along or against a belt, or inside the tram.

But more than that, I made this PR because, afaik, we don't have a good
way to tell if a given movement proc chain was caused by a move loop or
not, and I need one for something I'm working on. This is more of an
implementation and reason for this PR to be made.

Tested, no issue. Waiting for a review, specially from @LemonInTheDark,
since they're the mind behind the movement loop code. Hopefully I'm
right saying what I said.

## Why It's Good For The Game
This fixes a consistency issue (if it can be called such) and the lack
of a simple way to tell if a movable is being moved by a move loop
outside of its own code.

## Changelog

🆑
fix: Being moved around by conveyor belt or tram no longer play
footsteps and wheelchair sounds.
/🆑
2023-05-31 14:29:44 -04:00
FlufflesTheDog
76f5bb063e Prevent abstract items from being put onto others (#75739)
## About The Pull Request
Items with the abstract flag are stopped from being given to others
using the strip UI. This cleans up some general weirdness with being
able to put hand items like kiss or slap into people's hands just to see
them immediately vanish and cause a harddel.


https://github.com/tgstation/tgstation/assets/25628932/2f27a4d6-64f1-4e26-a5b5-219805f57875

Though perhaps a bit less subtle, this fixes a silly and somewhat
terrifying bug, that allows a body to be rapidly thrown without being
picked up or grabbed, or tableslammed through z-levels.


https://github.com/tgstation/tgstation/assets/25628932/0cd587ac-12dc-4ea3-9bf2-fc29603b1cda
## Why It's Good For The Game
Bugs bad, doesn't really make sense for abstract items to be physical
enough to placed into someone's hand or pocket.
We all know what the assistants will do with this
## Changelog
🆑
fix: Abstract items can no longer be placed in others' hands.
/🆑
2023-05-31 14:27:09 -04:00
carlarctg
285c7acf24 Refactors snipping cuffs into a bespoke cuffsnapping element (#75432)
Refactors snipping cuffs into a bespoke cuffsnapping element, adding
support for delayed cuffsnipping. Adds this element to box cutters!
Effectively speaking everything is the same as usual.

It's cool, it's based and elementized and modularized and not
hardcodeized on the jaws of life anymore. Plus it could be used in the
future for things (it won't)
2023-05-25 17:57:50 +00:00
John Willard
e38882179f Fixes mind traits (Curator, Miner, Clown) (#75593)
## About The Pull Request

Tower of Babel (Curator), Naive (Clown), and Storm detector (Shaft
Miner), are all traits that are given to your mind upon taking these
jobs.
However, we have been checking the body for these traits, not the mind.
This meant that Shaft miners werent alerted of ice storms, Clowns didnt
have their unique examine text, and Curators were affected by Tower of
Babel.
This fixes all those issues.

Naive and Tower of Babel realistically should only be on the mind, so I
changed all instances to check the mind. Storm detection is something
you can get through analyzers, so I left it as a check for both your
body and mind traits.

Clown's Naive:

![image](https://github.com/tgstation/tgstation/assets/53777086/30e92026-5d1d-44a5-9969-206df99c5e8f)

Tower of Babel:

![image](https://github.com/tgstation/tgstation/assets/53777086/b1d41f9d-e020-495c-89de-0d4e2c953442)

## Why It's Good For The Game

Fixes several bugs for 3 jobs all at once. I don't see any issue reports
on any of these, but they existed.

## Changelog

🆑
fix: Shaft Miners are now alerted of Icemoon storms, Clowns are naive,
and Curators are immune to the Tower of Babel again.
/🆑
2023-05-23 16:53:51 -06:00