Commit Graph

296 Commits

Author SHA1 Message Date
GoldenAlpharex
c3755c0506 Fixes wires not being placeable (#62455)
So, uh, well, basically, the condition was checking for something that was true in BYOND's terms when it shouldn't've been. Whoops!

We all love working power, don't we?
Fixes #62446 (Not being able to place cables at all)
2021-10-29 17:59:45 -07:00
John Willard
88d7dbfc10 removes double spaces before symbols (#62397)
This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all.
2021-10-28 19:25:50 -03:00
esainane
d521116acf Refactor /turf/var/intact (#62331)
Turfs have a variable, intact, which conflates three meanings:

    Determining whether there's something that can be pried out, such as directly with a crowbar or indirectly with a tile stack and a crowbar off-hand.
    Determining whether underfloor pieces are visible.
    Determining whether underfloor pieces can be interacted with - by players with tools, through interaction with effects like chemical acid, or foam.

When plating is hit with a stack of tiles, /turf/open/floor/attackby checks whether the turf is intact, and if so, ends the attack chain regardless of whether or not the attempt to hotswap a turf (with a crowbar) is successful or not. However, turfs which want the underfloor to be visible - such as catwalks and glass - set the intact variable to FALSE, and so can be repeatedly placed over one another, as if they were the first tile to be placed over the plating.

This refactors /turf/var/intact into two distinct variables:

    /turf/var/overfloor_placed, for whether or not there is something over plating.
    /turf/var/underfloor_visible, for whether or not the various underfloor pieces should be invisible, visible, or both visible and interactable.

All references to /turf/var/intact have been replaced with an equivalent overfloor_placed or underfloor_visible reference, depending on which check is appropriate. underfloor_accessibility can take one of UNDERFLOOR_HIDDEN, UNDERFLOOR_VISIBLE, or UNDERFLOOR_INTERACTABLE. This prevents cases such as acid foam or tools phasing through glass floors to affect the underfloor pieces underneath, and covers all kinds of unusual, not-wiring-visiblity usage such as Holodeck completeness, Revenant interaction, or station integrity checking.
2021-10-28 19:14:40 -03:00
Seris02
ff31569b14 no more regal rat runtimes, and, cheeeeeeeeeeeese can now be eaten by it (#62032) 2021-10-12 22:33:49 -07:00
Ghilker
b95c0366a4 _HELPERS/unsorted.dm has been sorted (#61882)
bring code up to latest standards, move many procs to named files inside _HELPERS
no idea where to put some of these procs, help is appreciated
made more files to contain some unique code, deleted unsorted.dm, we can rest now
2021-10-05 20:22:57 +01:00
Peter
32208dedff Fix cable restraint not rendering in crafting menu (#61842)
Fixed the cable restraints not showing up in the radial crafting menu. This was caused by the cable restraint (cuff) icon being moved to the restraint.dmi file - I didn't see this old reference elsewhere in the code. (first TG commit, please let me know if I am missing anything.
2021-10-03 12:38:37 +01:00
vincentiusvin
8a8c520000 Fix being shocked while laying cables having a 50% chance to give you two cables instead of one. (#61754)
Title

deconstruct already gives cable
2021-09-29 11:23:10 -04:00
Colovorat
5590e28db8 unused proc begone (#60843)
Co-authored-by: Colovorat <lolqwert569@gmail.com>
2021-08-20 13:05:37 +03:00
Watermelon914
375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00
peptron1
7ee65467de Allows ghosts to see the status of the power network by examining cables. (#59469)
Ghosts can now inspect cables to get the same readout that the multitool gives when you use it on a cable.
2021-06-04 11:58:11 -03:00
Maurukas
a826b9aeef Metastation Telecomms Powergrid Fix (#57370)
* Meta Tcomms Powerfix

adds multilayer cable mapping aid
rewires metastation grid into the correct side of tcomms smes

* Fix a doubled up cable

Oops
2021-03-08 18:16:18 +01:00
Ghilker
75d2107e08 Fix borgos infinite cable restrain (#57346)
fix #56330
2021-03-03 13:35:36 -05:00
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
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
eeSPee
e68d587969 Changes to Regal Rats (#56145)
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Paul, Sendroiu <AA2792@student.jamk.fi>
2021-02-09 17:58:52 -08:00
TemporalOroboros
976c1fcb8c [READY] Bespoke Datum Mats (#55296)
* Bespoke Material Backend

- Adds support for bespoke materials:
  - Reimplements [/datum/material/var/id]
  - Ports GetIdFromArguments from SSdcs
  - Adds a wrapper define for GetMaterialRef
  - Adds [MATERIAL_INIT_BESPOKE]
  - Adds [/datum/material/proc/Initialize]
- Does not actually add any bespoke materials

- [ ] TODO: Code docs
- [ ] TODO: Actually adding bespoke materials

* Some has_material procs and cleaning up some spaghetti

- Adds a pair of has_material procs for use in checking whether a given atom has a given material

* Adds meat

- Adds bespoke meat variants
  - Does not make them accessible
- Shuts up the linter

* Implements bespoke meat

- Makes the material container preserve bespoke materials
- Makes the sheetifier accept bespoke materials
- Makes the autolathe accept bespoke materials
- Makes the gibber produce bespoke meats

* Makes butchering produce bespoke meats

This is jank and really needs to be folded into a unified butchering and gibbing system

* Material documentation

- Adds, fixes, and touches up some documentation

* Material container insertion callback

- Changes the proc used to expand the material container's material list ot a proc used to check whether a material fits into a material container
- Instantiating new materials is no longer O(n) relative to the number of autolathes in existence.

* Makes processing meat conserve materials

- Makes bespoke meat carry over into meatballs

* Makes preserving custom materials an option

- Implements the ability to turn preserving custom materials _off_ for processor recipes

* Fixes all bespoke materials of the same type using the same singleton

- We use ids now, not just types.

* Makes the fat sucker produce bespoke meats

- Because consistency is good.

* Fixes autolathes merging bespoke stacks into normal stacks.

* Makes the callback to test materials for holdibility optional

- @Floyd

* GetMaterialRef -> GET_MATERIAL_REF

- We capitalize macros.

* Removes an extraneous callback

- Makes the sheetifier use functionality I didn't notice I implemented a few commits ago.

* Makes mob and species meat null compatible

* Fixes the ore silo

- The ore silo had really snowflake material handling that has been brought in line with the rest.
- The materials should show up in the correct order.

* Fixes minor lathe bugs

- Fixes stack_traces caused when lathes tried to fetch materials using reagent typepaths
- Fixed the selective reagent disposal topic. I have no idea how long this has been broken.

* Various documentation fixes

- Clarified a couple comments
- Removes an extraneous ?. operator
- Fixed mat floor tiles having bugged reagent temperatures

* More fixes

-/datum/material/meat/mob -> /datum/material/meat/mob_meat
- Adds atom typecheck to material containers.

* Fixes old typepaths
2021-01-15 23:39:58 -08:00
TemporalOroboros
31b940968e Fixes borg tiles (#55858)
- Fixes greyscale material floor tiles created from cyborg stacks
- Makes cyborg stacks contain materials
- Prevents a potential bug involving metalgen and stacks
2021-01-01 14:09:43 -05:00
Jared-Fogle
7d3fd4355f Everything that uses maptext now uses the class that makes it actually readable (#55420)
Adds a MAPTEXT macro that wraps the given text in the maptext class, the thing we use for Runechat to make it so you can actually read it. Everything that sets maptext now uses this.
2020-12-10 23:25:46 +00:00
TemporalOroboros
9f694d82ea Fixes cyborgs in general replenishing stack modules from external sources (#54935)
* Cyborg stack fix

- Makes cyborgs capable of recycling floor tiles again

* Touches up module code

- Makes module code slightly more OOP-compliant
- Speeds up module creation by an imperceptable amount
- Reworks how borg modules handle stacks
2020-11-26 00:45:52 -08:00
ArcaneMusic
5338ad1696 Re-assesses 99% of vending prices through Arconomics to match player resources and round-length. (#54715)
* The Re-pricening

* Rewritten and adjusted for paycheck defines.

* I made the map changes finally.

* And the refills too.

* "OH YEAH REPLACING IT ALL WITH DEFINES AND SCALING IT THE EXCEL DOCUMENT WILL BE EASY, ARCANE!!!"

* And the premium ones too.

* Accidently spoiled a future pr due to dme bleedover
2020-11-13 16:17:22 -05:00
Ghom
91bfedcd16 Refactored 'IsAdvancedToolUser' into a macro plus relative trait. Tweaked 'can_hold_items'. (#54665)
The PR aims to allow advanced tool users to be defined by traits rather than a hardcoded proc.
Also necessary for the CanUseTopic refactor I'm working on, which will be PRed separately for atomization purposes.
This PR also fixes an inconsistency with can_hold_items (since monkeys can actually hold items).
2020-11-10 15:15:31 -03:00
TemporalOroboros
4b4363be15 Fixes a few bugs with greyscale stacks. (#54858)
Fixes greyscale floor tiles merging regardless of their materials.
    Fixes greyscale floor tiles voiding materials when splitting the stack.
    Fixes greyscale floor tile stacks being created with no mats_per_unit and only enough custom materials for a single unit.
    Fixes greyscale tile flooring being created with the wrong amount of materials.
    Fixes greyscale tile flooring not producing floor tiles/producing floor tiles with 0 units.
2020-11-10 14:13:01 -03:00
Rohesie
c55bb1b6c8 Basepixels (#54652) 2020-10-28 20:31:13 -07:00
nicbn
a1c59cc9bc Moves screen objects from mob to hud (#54400)
This moves screen images from icons/mob to icons/hud
Makes more sense and it is easier to find
2020-10-15 19:46:36 -03:00
ArcaneMusic
d836946e8e Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#53305) 2020-09-16 16:11:23 -03:00
LemonInTheDark
7614f56d08 Fixes powernets imporoperly rebuilding when a ship moves (#53132) 2020-08-24 23:40:39 +08:00
kingofkosmos
3263decaad Personalized combat messages part 2 (#52890)
Adds more "personalized" combat messages for all participants in a fight: the attacker, the victim and the spectators
2020-08-13 11:34:57 -03:00
Jared-Fogle
00c593026b You can now craft cable restraints directly from the radial menu (#52614) 2020-08-11 21:54:22 -03:00
Dennok
a190d33cdb Move cable radial menu to attack_self. Move recipe crafting to radial menu chose (#52540)
* Move cable radial menu to attack_self

Move recipe crafting to radial menu chose

* Remove loc check in attack_self
2020-07-30 01:21:11 -03:00
Dennok
c327c76c13 Remove cable hubs from handcrafting (#52539) 2020-07-29 10:06:02 -03:00
jdawg1290
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
WarlockD
12540c7b30 Fixed cyborgs using multi layer cables. (#51714)
* Fixed cyborgs using multi layer cables.

* I guess human's should work on wires too

* Ugh I need to look more at the mob code some day
2020-06-19 11:55:50 -04:00
ShizCalev
cbaf10eea1 Fixes singular cable stacks never showing up properly 2020-06-15 02:07:14 -04:00
nemvar
6ef421be42 Renames a few variables. Also reorders icon fallback order again. (#51060)
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.

* Fixes some comments

* Fixes map issue

* Restart lints

* Properly resolves conflicts
2020-05-25 06:47:19 +02:00
Dennok
13456c32a7 remove hub coloring (#50345)
Remove hub color layer indication
Why It's Good For The Game

i see it redundant after i add cable visualization
2020-04-18 10:59:25 +12:00
Tad Hardesty
e699211c8a Fix editor icon state of layer 3 cables (#50400) 2020-04-06 16:50:20 +08:00
Dennok
08984765c8 [READY] Multi z and layer power rework (#49773)
* Multi z and layer power rework

* remove some

unfinished code

* some whitespaces

Co-Authored-By: Rohesie <rohesie@gmail.com>

* better bit

Co-Authored-By: Rohesie <rohesie@gmail.com>

* better bit

Co-Authored-By: Rohesie <rohesie@gmail.com>

* up EoL

* glob rad list

* up

* more glob radial lists

* up

* up

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-04-01 17:10:25 -03:00
Tad Hardesty
0c67ccf379 Fix runtime on cable bridge mapload initialization (#50280) 2020-03-30 22:27:46 +08:00
Time-Green
c04abab2bf [READY] Makes plumbing mappable and reworks hiding (#49644)
🆑
tweak: Ducts can now be hidden under tiles
code: tile hiding is now an element and way cooler and sexier
/🆑

Ducts can now be hidden under tiles
Plumbing machinery connects can now be hidden aswell
Plumbing can now also be properly mapped in without breaking anything
Plumbing component now uses the normal overlay systeem instead of being a weird exception

You can now add the /datum/element/undertile element to instantly make something hidable under tiles when appropriate.
2020-03-16 20:37:59 +13:00
skoglol
1cc3bd1b96 Merge pull request #49740 from Dennok/patch-13
get_cable_node() twix
2020-03-14 02:22:11 +01:00
Dennok
b53537533b Change cable layer only in hand. (#49852)
Now you can change cable layer only in hand
2020-03-10 01:32:39 -07:00
Dennok
fcf375d7d9 layer icon 2020-03-06 21:48:52 +02:00
Dennok
3eb15cdfbf up 2020-03-06 21:39:37 +02:00
ShizCalev
7209ac3c93 Removes unnessacary math defines 2020-02-17 23:09:09 -05:00
MrPerson
26093e5ac2 Further update_icon splitup (#48784)
* Further update_icon splitup

After this there'll be just under 100 old update_icon() calls that need fixing.

* Thanks Travis
2020-01-22 10:18:05 -05:00
AnturK
bca492823a Runtime fixes: Episode 113 (#48814)
* Fixes mood nanite settings

* Fixes yet another quirk runtime.

* Ugly paperplane fix

* Abductor armor runtime.

* cablecutting runtime

* Nukeop death runtime (were those spec deaths meant to fire on gibbing too ? )

* headpike runtime fix

* ERT outfit runtime

* bonfire oxygen runtime

* Rest of nanite updates
2020-01-16 11:16:37 -05:00
Mickyan
55f19df748 Normalizes payouts and vendor prices to an approximate of cargo's credit value (#48174)
* prices & income

* more prices

* lower megaseed premium prices

* custom prices for premium tools

* slightly lowers prices for some snacks/drinks/cigs

* hey get back here
2019-12-16 17:43:27 +01:00
ShizCalev
fc405b418a Fixes powernet avail checks (#47771) 2019-11-15 00:25:54 -08:00
Tad Hardesty
6bedaca6ce Add period to cable bridge description (#47689) 2019-11-11 11:51:49 -05:00