Commit Graph

627 Commits

Author SHA1 Message Date
phasenoisepon
030af8dc0b prevents brains from becoming bats (#62436)
PR'ed for Hacktoberfest (so if this passes muster I'd appreciate it being tagged with hacktoberfest-accepted)
really MMI's
closes Bat form lets you talk as a brain #62431
doesn't prevent borgs from becoming vampire bats
2021-10-31 18:18:57 +00:00
Ghilker
cb5fb1df2d modules/atmospherics major cleanup (#61904)
major cleanup of modules/atmospherics folder and all related files, still many missing
-cleanup of procs name
-cleanup of vars name
-documentation of some of the procs
-minor changes to some for() logic (no in game changes just early continue or as anything checks)

No in game changes, only code and docs
2021-10-14 01:13:57 -07:00
Ghilker
95c8e00af7 cleanup _HELPERS/_lists.dm and all the necessary files (#61827)
Bring _HELPERS/_lists.dm to latest standards by:
-Adding proper documentation and fixing existing one
-Giving vars proper names
-Procs now use snake case as per standard (many files that use those procs will be affected)
2021-10-12 14:48:51 +01:00
LemonInTheDark
861bf808bc Fixes a few hard deletes and runtimes I either caused, or ran into when trying to fix hard deletes (#61953)
Please don't try and send chat messages if you have nothing to say
Fixes a spurious runtime.
Fixes a runtime caused by my lack of understanding of huds. remove_hud_from is intended for hud watchers, remove_from_hud is intended for hud items. Doesn't really make sense most of the time, and just runtimes out the ass
Fixes a runtime in shapeshifting, restore should not run if the object is not restoring, or if it's deleting. it should run if it's not restoring, and it's not deleted. 4head
Fun fact, if there's two turret control boards they'll override each other. Use weakrefs. Oh also removes a var called cp, nothing good will come of that
Today in: Good lord the stacking machine is an afront to god, we discover that the labor claims console was attempting to act as a console, which of course fails when it comes time to clear it's improperly named var. Disgusting
Attempts to fix potential wound ref hangs in surgeries? maybe?
Fixes a runtime in luminescent stuff I created in my big harddel crusade. owner is a mob, not a species
Fixes a runtime related to headspikes deleting themselves twice. Pain
Fixes hard deletes sourced from the prophet trauma. Good fucking lord this is awful
Offhand item is somehow hard deleting. I have no idea how. Here's hoping signals fixes it, because if it doesn't I'm stumped. It's not a common scenario, but it does happen in spurts that suggest repeated usage
2021-10-09 09:44:21 +01:00
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
tralezab
6c01cc2c01 every case of initialize that should have mapload, does (#61623)
## About The Pull Request

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

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

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

## Regex used:

procs without args, not even regex

`/Initialize()`

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

cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
2021-09-24 17:56:50 -04:00
Timberpoes
16d541e975 [TM Candidate] Overhauls orbit and POI code to fix part of issue #61508 where players could observe /mob/living/new_player on the lobby. (#61509) 2021-09-22 15:54:15 -07:00
Timberpoes
d14b6cc849 Radically improves explosion logging. (#61419)
Adds some extra vars and logic to explosion code to make powerful logging entries that should help admins narrow down when explosives get misused.

Records this new info in the feedback database and bumps the explosion version +1 as a result of this.
2021-09-18 18:13:16 +01:00
Ghom
2f7404f8b1 Fixes Everyone Is A Traitor not affecting latejoins. (#61071)
I have made the admin sheanigean use a datum that registers the COMSIG_GLOB_CREWMEMBER_JOINED signal to give latejoins the traitor antag datum. I have also moved the global comsig at the end of AttemptLateSpawn(), which is necessary to stop latejoins who already rolled antag from getting the role and also make it work for non humans (though robots can't be latejoined as right now). For summon guns/magic, a ishuman check has been added, and the definition of the make_scottish() has been moved to living. This shouldn't affect how the other datums who use the same comsig work.
2021-09-15 13:32:26 +01:00
Ghom
60911d76be Fixed the Bloodcrawl spell not ejecting users if somehow lost. (#61076) 2021-09-01 17:50:18 -07:00
Y0SH1M4S73R
d00c721638 Refactors and improves SDQL spells (#60972)
SDQL spells have been improved in several ways:

- The behavior of executing SDQL spell queries using datums has been migrated to a component
- Projectile SDQL spells can now fire any subtype of /obj/projectile
- Touch SDQL spells can use any subtype of /obj/item/melee/touch_attack
- More robust parse error detection
- Parse errors while loading a file from json are displayed in a modal window, with the option to load whatever parts of the spell were correctly parsed (be forewarned, scrollable sections are scuffed, and the ones that appear in the parse error modal can only be scrolled through by drag-selecting the text within them)
- Fixes a bug with the names of variables within lists
- Compartmentalizes SDQL spell code into several .dm files.

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2021-08-30 00:03:01 +03:00
LemonInTheDark
cd576ab519 Del The World: Unit testing for hard deletes (#59612)
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
2021-08-15 21:09:26 -07:00
Ghom
9c2d95885d Fixes a mind transfer exploit concerning holopara/guardians. (#60533)
Inverts the positions of the guardian/holoparasite typecheck code and the anti_magic/antag datums one.
2021-07-30 12:06:03 -03:00
Krysonism
b5480b0924 Fix vatbeast slapping (#60206)
This fixes a bug that caused the vat beast slap ability to runtime and fail.

This was caused by the owner variable on the proc holder never being set.
2021-07-22 20:37:31 +01:00
Watermelon914
bad807638c Fixes duffelbag curse and curse of hunger code in general (#60290)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2021-07-18 17:37:46 -07:00
Kylerace
5d6e93510f makes a bunch of lists that use typecacheof() static. doesnt find out why its overtiming at all but what the hell it helps (#60147)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-07-12 14:08:46 -07:00
Wayland-Smithy
03c1ce3932 Fix hand teleporter and other portals looping forever (#59894)
Makes portals use Bumped() instead of COMSIG_ATOM_ENTERED for detecting atoms crossing the event horizon.

Removes unused and potential loop causing forceMove argument from do_teleport()
2021-06-29 21:53:37 -03:00
zxaber
24be009e96 Jaunting no longer allows you to end up inside a wall (#59520)
Jaunting now keeps track of the last five non-blocked tiles you moved across while in the jaunt. Upon exit, it will attempt to deposit you into the last unblocked tile. Should it run out of tiles to try, you will be returned to your starting location. As such, jaunting mobs can no longer end up inside walls or dense objects. Tables, and anything else with the climbable element, are still allowed.

Added support to /turf/proc/is_blocked_turf() to allow ignoring climbable atoms.

Added the TRAIT_CLIMBABLE trait, applied by the climbable element, to accomplish the above.
2021-06-28 11:03:22 -03:00
Rohesie
82dc71c3ae CanPass refactor (#59804) 2021-06-25 13:36:00 -07:00
LemonInTheDark
6fcbce39cd Makes turfs persist their signals, uses this to optimize connect_loc (#59608)
* Makes turfs persist signals

* Splits connect_loc up into two elements, one for stuff that wishes to connect on behalf of something, and one for stuff that just wants to connect normally. Connecting on behalf of someone has a significant amount of overhead, so let's do this to keep things clear

* Converts all uses of connect_loc over to the new patterns

* Adds some comments, actually makes turfs persist signals

* There's no need to detach connect loc anymore, since all it does is unregister signals. Unregisters a signal from formorly decal'd turfs, and makes the changeturf signal persistance stuff actually work

* bro fuck documentation

* Changes from a var to a proc, prevents admemems and idiots

* Extra detail on why we do the copy post qdel
2021-06-22 23:12:34 -04:00
Rohesie
e03cd1aada Refactors move procs to support multitle objects (#59658)
Enter(), Entered(), Exit() and Exited() all passed the old loc forward, but everything except a single a case cared about the direction of the movement more than about the specific source.
Since moving multi-tile objects will have multiple sources of movement but a single direction, this change makes it easier to track their movement.

Cleaned up a lot of code around and made proc inputs compatible.

I'll add opacity support for multi-tile objects in a different PR after this is merged, as this has grown large enough and I don't want to compromise the reviewability.

Tested this locally and as expected it didn't impair movement nor produced any runtimes.
2021-06-20 14:55:37 -07:00
Rohesie
0ec599786a Adds a setter for density (#59529)
Adds set_density()
Fixes one instance of a duplicate density assignment on an object.
Comments two hacky usages of density which will have to forgo using the setter for now.

Lets us append code to the event of density changing.
Pretty sure this is leading up to some multitile object thing -Lemon
2021-06-16 15:06:10 -07:00
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
LemonInTheDark
f90e8cf7a3 Fixes a bunch of harddels that are sourced from player action (#59371)
Sourced from #59118 and a cursed project I'll pr later, This pr contains a lot of harddel fixes for stuff that pops up after a player interacts with something. I'm not gonna list them all here because there's something like 60 130, check the commit log if you're curious

Oh and I moved ref tracking screaming to a separate define, and made some optimizations to the thing in general. I think that's it, this pr is a bit of a frankenstine
2021-06-10 21:44:23 -03:00
Mothblocks
e2b929974e Remove a bunch of old gamemode code (#59067)
* Beep beep gamemode removal coming through

* More cleaning

* More cleaning

* Clean up station_was_nuked

* Station nuke source

* Remove name

* More unused functions

* Remove antag rep, which was unused in dynamic

* Remove more antag rep stuff, which was UNUSED IN DYNAMIC

* Station goals outside of mode

* Remove setup_done

* Remove player lists

* Move some older procs

* Fix simulations

* Attempt to fix this stupid case sensitive bullshit

* Revert "Attempt to fix this stupid case sensitive bullshit"

This reverts commit 8693c02d67602543d7d4b92130a7a32cd973e5bf.

* ???

* Delete icons/Testing directory

* Move station_goals global definition
2021-05-29 11:03:41 +02:00
tralezab
132a755aa3 Componentizes Duffelbag Curse and turns it into an RPGloot modifier (+ curse announcement element) (#59029)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-05-14 01:03:45 -07:00
tralezab
ea57e3f960 Kills BOTH /poison paths by turning poisonous into an element. (+fantasty prefix, sanity on attackingtarget signal, and more) (#58882) 2021-05-09 16:49:59 -07:00
Kylerace
08df8798ce (code bounty) refactors all uses of Crossed() and Uncrossed() into signals sent to loc, tracked by connect_loc (#58340)
Co-authored-by: Jared-Fogle <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
2021-05-07 03:54:03 -07:00
Y0SH1M4S73R
3bd7a0db6b SDQL Spells & Menu to Give Them to Players (#58118)
SDQL spells are spells that execute an SDQL query. This requires a config flag to be enabled in game_options.txt. When enabled, admins with debug verbs have the ability to open a menu allowing them to define all the relevant vars for the spell, including icons and spell requirements.

It also fixes a bug with superuser SDQL queries always runtime if they try to call a proc.

Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2021-04-28 03:23:51 +03:00
TemporalOroboros
9f598a9662 Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)
* Adds explosion SFX to the blastcannon and explosive compressor

- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.

* Miscellaneous changes

- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments

- Removes a whole bunch of argname = 0 in explosion calls.

* Removes named callback arguments.

* Changes the explosion signals to just use the arguments list

Adds a simple framework to let objects respond to explosions occurring inside of them.

Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.

Makes the explosive compressor and blastcannon actually use the TTVs they are given.

Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments

*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
2021-04-26 17:31:25 -07:00
Mothblocks
7e4de07506 Remove all gamemodes except Dynamic (#58470)
Removes all /datum/game_mode except dynamic. Eventually, all of mode and game_mode will be removed, and Dynamic will become an ingrained system. Every single other gamemode was unmaintained at best and poisoned other code at worst. Currently all tg servers run 24/7 Dynamic, so the time to act is now.

* Remove gamemode references from age checks

* Monkey

* Remove heretics

* Remove BBs

* Refactor uplinks and remove clown ops

* Remove nuke ops

* Removes and refactors cult

* Remove extended

* Remove and move out meteors

* Removes wizard

* Remove sandbox

* Remove changelings

* Remove traitors

* Remove revs

* Remove gangs

* Remove changing mode and voting for new gamemodes

* get_candidates signature fix

* Summon ERT and NERD in their own panel

* Remove some old unneeded age_check stuff

* Fix old signatures of get_uplink_items

* Use Extended like config for dynamic.json

* Fix discounted gear
2021-04-25 01:55:10 -07:00
tralezab
09ab61ae05 Four New Sects, small rethemes to first 3 (#57820)
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2021-04-11 22:57:43 +03:00
tralezab
09b9ba6ce6 Highlander + Summon Guns and Magic now uses signals to equip new crewmembers (#57817) 2021-03-23 20:26:21 -07:00
Mothblocks
84fc8464a3 Remove the voodoo doll (#57780)
A clunky to use grief tool that is near exclusively used to just make
people say slurs and WGW and copypastas and rule breaking stuff and
yadda yadda.
2021-03-18 13:18:57 +00:00
LemonInTheDark
7f444f510e Fixes a ton of harddels (#57736)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2021-03-17 05:51:53 -07:00
TiviPlus
f0cf7ea5ac Replace some turf in range() with RANGETURFS and fix(?) bspace trauma (#57566) 2021-03-11 02:26:21 -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
Timberpoes
b1a5815314 Greatly improve give/remove/general spell VV experience. (#57469) 2021-03-07 22:22:44 -08:00
Ghilker
492fe4ee24 Shapeshifting runtime fix (#57286)
Fixes a runtime when shapeshifting into any form due to a wrong parenthesis for ventcrawling flags
2021-03-01 13:53:46 -05:00
Fikou
eea0599511 moves gun related icons to guns folder (#57077)
moves ammo icons, projectile icons and hitscan effect icons to guns folder
renames projectile.dmi to ballistic.dmi so its less confusing
moves rcd ammo from ammo.dmi to tools.dmi with the rcd
2021-02-21 13:58:33 -05:00
Fikou
98c3a4ff0b cult construct stuff (#57027)
edits sprites for wizard cult constructs to have more sheen
fixes wizard cult constructs not working
makes soulstone code a bit cleaner i think
makes cult spells use second defines
fixes wraith jaunts being invisible
2021-02-20 23:16:35 -03:00
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
Timberpoes
341e479ef5 The immovable rod is now crazy fast, is overpowered broken and doesn't afraid of anything. (#56794)
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-10 23:36:54 -08:00
coiax
b0f7381aa2 Refactor ventcrawling flag into traits (#56620)
Instead of using var/ventcrawling on `/mob/living`, it is now instead
two traits. It functions in exactly the same way.

This now ensures that manipulation of ventcrawling will not clash with
any other manipulation, such as a proposed genetics ability to give
people ventcrawling, versus abductor organs.

---

Intended to be a pure refactor, no functionality should change.
2021-02-07 14:12:50 -05:00
tralezab
c16e314815 You can no longer enter jaunt in NOJAUNT areas (#56604) 2021-02-04 19:05:32 -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
necromanceranne
1611aaa70a Pipeguns: Elitism Edition (#56322)
About The Pull Request

The core of the PR:

The improvised shotgun that was is dead and removed.

Now we have Pipeguns. Pipeguns are bolt action rifles that have a damage multiplier that reduces their damage to 75%, and can be modified to fit the rare 7.62mm bullets. If you want to that is.

The pipegun also slowly increases in misfire probability for every shot at a rate of 5% per shot.

Pipeguns can also be upgraded to Regal Pipeguns. These contain more bullets, don't misfire and don't have a damage multiplier. To acquire one is a maint secret, only available to lucky assistants who come across the diary of a dead assistant. The probability of finding the book is quite, quite low.

Bandoliers now fit individual 7.62mm. Because why not. Currently they're available in stripper clips that fit into most combat belts so this is mostly a style preference at the moment

Other shit

Ammo modification and misfire behaviour is now generalized to all ballistics. You can now make any gun misfire and any internal magazine gun swap ammunition.

Misfires are not a flat chance. Instead, they increment as the gun fires over time.

Ports over this PR Citadel-Station-13/Citadel-Station-13#12274 which I felt was pretty neat conceptually for making some weapons weaker.

Makes the icemoon hermit's mosin into a regal pipegun, just to get mosins out of easy access.
Why It's Good For The Game

Improvised shotguns were one of my favourite weapons to horribly abuse while they were utterly broken a nice alternative, but I fully support moving towards curbing gun power curve. Part of that should include looking at improvised weapons like this which are seeing considerable usage with the removal of buckshot and slugs.

Initially I wanted to pair this with a PR of my own to bop Mosins on the skull along with it, but #56319 is already doing that, and while it's a very lenient approach to my own (I was going to remove them entirely from cargo), I respect it.

Changelog

cl
add: Replaces improvised shotguns with Pipeguns (with a special variant for those willing to go through arbitrary bullshit to acquire it and sheer good luck).
add: Now all guns can be set to misfire and swap ammunition.
add: Misfire chance is incremental as you fire the weapon, and not a flat static chance. This can be reset by using a piece of cloth on the gun and 10 seconds of cleaning.
balance: This has been applied to the detective revolver, but it only increments while using .357 bullets.
add: Guns can have damage multipliers attached for the bullets they fire. The pipegun (but not the regal version) is the first example with a 75% damage output.
balance: The Ice Hermit now has a regal pipegun instead of a Mosin Nagant.
balance: The bandolier fits 7.62mm.
balance: You can construct receivers and rifle stocks in the crafting menu.
balance: Detaches the magical rifles from the boltaction subtype, since they are just basically not using any variables attached to that subtype and made from a series of early returns.
/cl
2021-02-04 11:37:01 +13:00
necromanceranne
1bfcf2a02c Duffelbag Curse: Sane Edition 2: Melee? (#56438)
* Makes duffelbag curse less cheesey and more for what it was intended to do by limiting the number of bags you can have forced on you

* Makes casting the spell a whisper. Because putting duffelbags on sec while disguised sounds really funny.

* Makes duffelcurse equivalent to the blind spell in cooldown and cost
2021-02-03 13:27:01 -08:00