* lowers the size of torches, and lets them be made with leafy mushrooms (#56877)
* lowers the size of torches, and lets them be made with leafy mushrooms
Co-authored-by: Elli-Skala <69182855+Elli-Skala@users.noreply.github.com>
* Moves the plant analyzer chem mode to right click + lets you read out a tray's chemical contents
* Update growninedible.dm
* Update grown.dm
* Create grown.dm
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Syringe toggle has been replaced with left-click to inject, right-click to draw. You can also now change transfer amount. (#56865)
* Syringe toggle has been replaced with left-click to inject, right-click to draw. You can also now change transfer amount.
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
* Refactors plant traits to use signals + autodocs a lot of plant gene stuff and better vars all over (#56841)
Refactors plant traits to use signals instead of looped proc-calls copy-pasted on both types of plant.
Comments / autodocs a lot of the plant genes and their procs.
Renamed a bunch of vars to be more descriptive.
* Refactors plant traits to use signals + autodocs a lot of plant gene stuff and better vars all over
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Refactor can_inject, and introduce try_inject (#56816)
Splits can_inject into can_inject and try_inject. The latter can perform side effects, while the former cannot. Moved the show_error bool parameter to a flag that try_inject checks.
Changes the signature to can_inject(mob/user, target_zone, injection_flags). This was previously redefined in several places, making it impossible to use named parameters. This refactor now allows named parameters to be used, and thus avoiding the ugliness of TRUE, FALSE, FALSE in parameters.
* Refactor can_inject, and introduce try_inject
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
* Increase hatchet throw range to 7 and allows them to embed (#56705)
I think it would be fun if you could throw hatchets and get them
embedded in your victims, I was surprised that it wasn't a thing in the
first place.
Co-authored-by: Sparkezel <1haslo4@ gmail.com>
* Increases hatchet throw range to 7 and allows them to embed
Co-authored-by: Sparkezel <53384660+Sparkezel@users.noreply.github.com>
Co-authored-by: Sparkezel <1haslo4@ gmail.com>
* Adds mouth slot sprites for roses (#56715)
This is a very important feature of roses that was neglected prior.
* Adds mouth slot sprites for roses
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* A Big Hydroponics Update: A Rose by any other name (2 new plants, 4 new traits, new genes, and more!)
* Update grafts.dm
* Update grafts.dm
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Fixes minor logging issue with hydroponics trays (#56381)
Hydroponics trays have a var, lastuser, that it's supposed to use in logging as the last person who modified a tray's reagents
this variable was only set if you transferred reagents to the tray via composting, so it was null 99% of the time.
The var is now set when any reagents are transferred and the logging for spawning spiders now uses this var.
The var is now a weakref, to prevent hydroponics trays from harddels.
"null last modified a tray's contents that spawned spiderlings." Not very helpful to admins, is it.
* Fixes minor logging issue with hydroponics trays
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes for the invasive spreading trait (#56300)
Fixes invasive spreading overtaking same type plants (It was checking for dead plants instead of alive ones)
Fixes invasive spreading going through glass (It only checked plants one step away, regardless of adjacency)
Better var names (HY -> spread_tray, H -> our_tray)
Slight visual feedback when plants are destroyed
TRUE / FALSE instead of 1 / 0
* Fixes for the invasive spreading trait
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Patches gene shears click stack exploit (#56301)
Fixes#55390 by checking the plant's heath again after the input is done and before the gene is removed. I'm not sure if it's the cleanest way to get around stacking inputs to exploit the health, but it works?
* Patches gene shears click stack exploit
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Barrels work with science goggles (#56035)
Barrel have TRANSPARENT flag when open instead of AMOUNT_VISIBLE letting you see the contents with reagent scanners
* Barrels work with science goggles
Co-authored-by: spessbro <51048066+spessbro@users.noreply.github.com>
* Fix chemical grafts (#56000)
Fixes chemical grafts in botany so their seeds actually gain the reagents they offer.
For those who didn't know, Spaceman's Trumpet is the only plant (for now) that allows you you graft it and get a chemical instead of a trait (Polypyrylium Oligomers). Only this graft doesn't work. It shows up in the plant, but on harvest there is none of that chemical inside of it. Now it works.
* Fix Botany chemical gene grafts
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* fixes densified (#55967)
Densified Chemicals broke with the food refactor. Food has a max_volume var that it uses to create the reagent container which was overriding the reagents.maximum_volume change. Now it changes the proper var and works again.
* Fixes Densified Chemicals
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fix hydroponics tray examine messages (#55861)
Some oversights when examine procs were changed to return lists of
strings, rather than using `to_chat()`, meant that the examine for
hydroponics was printing some messages in the wrong order.
In addition, examining the tray when close to it was only printing the
`to_chat()` messages, so it has been changed to `examinate`.
* Fix hydroponics tray examine messages
Co-authored-by: coiax <yellowbounder@gmail.com>
* Fix onyo (#55650)
Regular onions no longer turn into red onion slices when cut
* Regular onions no longer turn into red onion slices when cut
Co-authored-by: Dex <60656530+Ewwmewgewd@users.noreply.github.com>
* Adds hydroponics shrubs, allowing botanists to grow hedges. (#55496)
Replaces one of the rainbow seeds in the exotic seeds crate with a pack of shrub seeds.
Adds a new, growable seed species for shrubs. Shrubs, when planted (similar to kudzu!) plants a solid, weak barrier in hedges.
These hedges block vision, unless trimmed. Thankfully, we already have a hedge trimming skillchip, so using a sharp implement on the hedge will make it non-opaque.
* Adds hydroponics shrubs, allowing botanists to grow hedges.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)
Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big.
If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self.
Pass flags:
Pass flags handling now uses an atom variable named pass_flags_self.
If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default.
This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why.
LETPASSTHROW is now on pass_flags_self
Projectiles:
Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake
Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future).
I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP.
Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful.
scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it.
scan_moved_turf() (WIP) will be used for handling moving onto a turf.
permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around.
A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things.
Movement types
UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping.
Why It's Good For The Game
Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general.
Fixes penetrating projectiles like sniper penetrators
This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)
* pass_flags handling refactor + rewrites a part of projectiles for the n-th time
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
* Changes grenade proc names to be more clear (#55181)
Grenades have, for the longest time, used the proc name preprime() to refer to arming a timed grenade so that it will boom in a few seconds, and prime() to refer to the grenade actually going boom (or releasing foam or anything else grenades do when they go off). This was very confusing, so now these two procs are called arm_grenade() and detonate().
* Changes grenade proc names to be more clear
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Moves grown food to newfood (#55040)
Moves grown food to newfood
Gives trash element support for callbacks for item creation override
* Moves grown food to newfood
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Typo fix and bug fix (#55075)
Replica pods were calling CanUse as opposed to canUseTopic when harvesting seeds, and since CanUse hinges on the machinery being usable and powered, it was preventing the harvesting of replica pods when depowered as expected. The only thing that should be needed for harvesting trays should pretty exclusively be the standard level of adjacency.
also corrects a line of spelling.
Fixes a bug, corrects some grammar. Makes the world a better place.
* You may now correctly harvest replica pod seeds when the hydroponics tray has no power.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* moves misc food to newfood code (#54788)
misc food is now using newfood code
* moves misc food to newfood code
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* 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
* Re-assesses 99% of vending prices through Arconomics to match player resources and round-length.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Finally, peas for the whole station. (#54573)
This PR brings three new plants, and 6 new food recipes into being. This is a combined port of Citadel-Station-13/Citadel-Station-13#12211 and Citadel-Station-13/Citadel-Station-13#12510, along with the fixes made along the way.
Laugh Peas contains 7% Laughter.
World Peas contains 10% Pax and Happiness, but takes at least 21 cycles to bear a harvest, by having a maturation time of 20.
Salad of Eden contains 3 units of Earthsblood, 5 units of Omnizine, and 2 units of Happiness, but requires one of every ambrosia leaf, as well as a world pea.
Credits to TripleZeta for the base peas sprite, and Stewydeadmike for the Laugh, World, and food sprites. Without them, the peas would have remained an ideasguy sort of deal.
* Finally, peas for the whole station.
Co-authored-by: TheObserver-sys <58029438+TheObserver-sys@users.noreply.github.com>
* Implements timed_action_flags for do_after-like procs (#54409)
Originally I wanted to fix an issue where the `get_up()` `do_after()` would ignore the callback checks, because it was `uninterruptible`, so that made me refactor these procs to allow for higher granularity on checks and standardize behavior a bit more.
There's more work to be done for them, but one thing at a time.
* Removes the `uninterruptible` check in favor of the more granular `timed_action_flags`
* Cleans code on the `do_atom`, `do_after_mob`, `do_mob` and `do_after` procs to standardize them a little better.
* Implements timed_action_flags for do_after-like procs
* Update horror_form.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B
BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
* Converts all A && A.B into A?.B
Co-authored-by: ZeWaka <zewakagamer@gmail.com>
* Fix incorrect Initialize arguments again (#54123)
Fixes#54013 because loc is not the second arg
* Fix Fix incorrect Initialize arguments
Co-authored-by: spookydonut <github@spooksoftware.com>