* Refactors memories to be less painful to add and apply, moves memory detail / text to memory subtypes. Adds some new memories to demonstrate. (#72110)
So, a huge issue with memories and - what I personally believe is the
reason why not many have been added since their inception is - they're
very annoying to add!
Normally, adding subtypes of stuff like traumas or hallucinations are as
easy as doing just that, adding a subtype.
But memories used this factory argument passing method combined with
holding all their strings in a JSON file which made it just frustrating
to add, debug, or just mess with.
It also made it much harder to organize new memories keep it clean for
stuff like downstreams.
So I refactored it. Memories are now handled on a subtype by subtype
basis, instead of all memories being a `/datum/memory`.
Any variety of arguments can be passed into memories like addcomponent
(KWARGS) so each subtype can have their own `new` parameters.
This makes it much much easier to add a new memory. All you need to do
is make your subtype and add it somewhere. Don't need to mess with jsons
or defines or anything.
To demonstrate this, I added a few memories. Some existing memories had
their story values tweak to compensate.
Makes it way simpler to add new memories. Maybe we'll get some more fun
ones now?
🆑 Melbert
add: Roundstart captains will now memorize the code to the spare ID
safe.
add: Traitors will now memorize the location and code to their uplink.
add: Heads of staff winning a revolution will now get a memory of their
success.
add: Heads of staff and head revolutionaries who lose their respective
sides of the revolution also get a memory of their failure.
add: Completing a ritual of knowledge as a heretic grants you a quality
memory.
add: Successfully defusing a bomb now grants you a cool memory. Failing
it will also grant you a memory, though you will likely not be alive to
see it.
add: Planting bombs now increase their memory quality depending on how
cool the bomb is.
refactor: Memories have been refactored to be much easier to add.
/🆑
* Modular!
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
* Refactors bar drink icons into datum singletons / unit tests them (#71810)
- Refactors bar drink icons.
- Juice boxes no longer have a hard-coded list of a bunch of reagent
types in their update state, and use a system similar to bar drinks.
- Glass and shot glass icon information are no longer stored on the
drink. Instead, they are now stored in glass style datums. These datums
store name, description, icon, and icon state of a certain container +
reagent type.
- Glass styles are applied via the `takes_reagent_appearance` component.
Glasses, shot glasses, and juice boxes have this component.
- This comes with support for being able to have drink icons from
different files, rather than requiring the drinks DMI.
- The britmug is now a subtype of mug.
- 1 new icon: britmug filled.
- Various small code clean-up around drink reagents.
- Unit tests icon state setups for glass styles as well as all `/drink`
reagent container subtypes.
- Splits up the massive `drinks.dmi` into separate files.
*Disclaimer: Much of the drinking glass datums were written via script
automatically, so there may be errors present.*
- Much easier to add new drink styles, much more modular.
- It is no longer necessary for new drinks to be added to the massive
`drinks.dmi`. People working with drinks in the future can simply add
their glass style datum and point it to their file wherever it may be.
- Expandable system. Adding a new type of reagent container that works
similarly to bar drinks but for different types of icons is a breeze.
- Ensures going forward no bar drinks have invisible sprites.
🆑 Melbert
refactor: Refactored how bar drinks set their icons. Juice boxes now use
the same system.
/🆑
* Well that's all of them, unit tests prove me wrong
* now its a mapping pr lmao
* SHUT THE FUCK UP
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
* Changes the missing food icon test to cover ALL /obj's
* Update implant.dm
* Hopefully fixes all the failing integration tests!
* Fixes more missing icons
* Even more icon fixes
* Hopefully that was all of them
* Okay now SURELY that's all of them
* I'm tired of this shit man
* Hopefully that's all, for real this time!
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Save 0.6-0.7s of init time by splitting registering lists of signals into its own proc, and optimizing QDELETED
* modular RegisterSignals
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Easy's Super Omega "unarmed strike based species var moved to limbs" refractor, unarmed strike striking with specific body parts rather than it just being flavor, and brain based attacking limb selection extra chunky edition. And also bodypart traits.
* Removed all the conflicts, and started converting all the arms and legs to the proper typepaths
* Actually makes the game compile :)
* Makes the maps compile too!
* Early mirror of #71143 because it's more relevant to us
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fixes runtime when putting a mmi into a borg (#69548)
Fixes runtime when putting a brain into a borg
* Fixes runtime when putting a mmi into a borg
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* [GBP No Update] Perish, individual logging runtime (#69024)
missed 2 or 3(lol it was more when I look back at the files), LOG_GAME tags on the log_message line, and did some cleaning up since i was looking through every log_message again
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
* [GBP No Update] Perish, individual logging runtime
Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
* Completely removes `proc_holders` from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code.
* our changes
* yes
* 0
* Update blackmesa.dmm
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* This tail refactor turned into an organ refactor. Funny how that works.
* Firstly, fixing all the conflicts.
* Fixes all our maps (hopefully)
* Actually, this should fix pod people hair :)
* Almost everything is working, just two major things to fix
* Fixed a certain kind of external organ
* Cleaning up some more stuff
* Turned tail_cat into tail because why the fuck are they separate?
* Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file
* Adds relevant_layers to organs to help with rendering
* Makes stored_feature_id also check mutant_bodyparts
* Fixes the icon_state names of ALL the tails (pain)
* Fixes wagging, gotta refactor most mutant bodyparts later on
* I Love Added Failures
* Fixed some organs that slipped through my searches
* This could possibly fix the CI for this?
* It doesn't look like it did fix it
* This will make it pass, even if it's ugly as sin.
* Fixed Felinids having a weird ghost tail
* Fixes instances of snouts and tails not being properly colored
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Move more silicon-relevant logs to silicon logs (#67340)
Moves a bunch of logs that were silicon-related but logged to game.log to silicon.log.
* Move more silicon-relevant logs to silicon logs
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
* Makes smoke and foam attempt to fill the available space.
* wew
* reset
* Revert "reset"
This reverts commit 75be4f934504793ceb5c9bf2f3774dc24517df5a.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Separates robot_items.dm and cleans up the code
I want to do a refactor for an item here, but I'd rather split all of
this up first, so as not to have a boat load of changes to review all
together
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Moves more chem machine eject beaker shortcuts to right click, allows silicons to use shortcut (#65978)
* Moves more of the alt-click functionality for ejecting beakers from chem machines over to right click
* Allows silicons to use right-click to eject beakers
* Removes the range requirement for cyborgs to be next to the machine to right-click eject (They can eject the beaker regardless of range anyway through the UI, just makes it more convenient)
* Fixes a runtime I found while testing happening when right clicking anything while holding an empty beaker holder as a borg
* Moves more chem machine eject beaker shortcuts to right click, allows silicons to use shortcut
Co-authored-by: GoblinBackwards <22856555+GoblinBackwards@users.noreply.github.com>
* Refactors speech impeding effects (drunken slurring / suttering) into status effects. Adds heretic slurring in addition to the existing cult slurring. Removes 4 vars from /living in return, which slightly optimizes Life() (wink)
* fex
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Removes the clown borg lollipop snowflake (#65960)
I have no fucking idea why this even exists, there is no difference
between regular borg lollipops and this one. I hate feature coders
* Removes the clown borg lollipop snowflake
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Initial
* You can't expand Tallborgs
* Better upgrade code
* Med module didn't loop
* windows+G enable xbox gamebar: Cargo-Module
* fix Meka ninja
* correct hat_offset
* update chat offset when they rest/raise
* fix the death state of mekamed
* temporarily disable MekaNIKA (lifted by the 31st)
* doesnt temporarily disable MekaNIKA and just makes the coder cry instead
* step sound (will get its own one day maybe)
* adjusts the typing indicator, and stealth fixes the OG cyborg indicator
* update it on resting too please
* small adjust of bubble indicator
* fix hanging speechbubble
* aahhh i broke speech bubbles!!
* move hat offset 1 px
* lower hat offset yet another pixel...
* Updated medical model!
* default meka facelift
* jani/service facelift + alternative service (maid skirt)
* unique tipped preparation
* unique iconstates for tipping
* a pixel
* robot_smoke component, preparation for mining meka
* no smoke when dead or chilling
* a quick interlude to fix resting borgs escaping tipping
* linter moment?
Co-authored-by: ghost sheep <donniescatch@gmail.com>
* Rebalances the stun arm for the engineering borg (#63917)
This hasn't been touched in a number of years, and has drifted over time
out of sync with battery values, this aligns it to the stunbaton cost
Engineering borgs would do well to avoid spamming this at risk of ending
up out of power and dead in the water.
Also incentivises malfunctioning AI's to stay under the radar until they
have better batteries in their borgs
* Rebalances the stun arm for the engineering borg
Co-authored-by: oranges <email@oranges.net.nz>
* Updates /code/game/objects/item/food/* to follow the style guide (#63051)
Updates every file in /code/game/objects/item/food/ to follow the style guide.
* Updates /code/game/objects/item/food/* to follow the style guide
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>