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>
Brings a heavily improved, rewritten, and optimised fermichem to tg. I saw that tg seemed receptive to it, so I thought I’d do it myself. If you know of fermichem – there’s a lot changed and improved, so looking at other documents regarding it will not be accurate.
Revamps the main chemistry reaction handler to allow for over time reactions instead of instant reactions. This revamp allows for simultaneous reactions, exo/endothermic reactions and pH consuming/producing behaviours. Most of the reactions in game will now inherit an easy one size fits all reaction.
Temperature mechanics
Temperature affects reaction rate
The higher it is, the faster it is, but be careful, as chem reactions will perform special functions when overheated (presently it DOESN’T explode)
Temperature will increase or decrease depending on the exo/endothermic nature of the reaction
pH mechanics
Each reaction requires the pH of a beaker to be within a certain range.
If you are outside of the optimal, you'll incur impurity, which has a negative effect on the resultant chem
pH of a beaker will change during a reaction
Reacting Impure chem effects can vary from chem to chem, but for default will reduce the purity of other reagents in the beaker
Consuming an impure chem will either cause liver or tox damage dependant on how impure it is as well as reducing consumed volume
Purity can (presently) only be seen with a chemical analyser
Impure chems can purposely be made by making the reagent with a low, but not explosive, purity.
A chem made under the PurityMin will convert into the reagent’s failed chem in the beaker.
Optional catalysts
Reactions can use an optional catalyst to influence the reaction - at the more framework exists from tmeprature, reaction rate and pH changes as a result of a catalyst. Catalysts can be set to only work on a specific reagent subtype. It is preferable to those building upon this code that optional catalysts only affect a subsection of reagents.
Presently the only catalyst that uses this is Palladium synthate catalyst - a catalyst that increases the reaction speed of medicines.
Reaction agents
These are reagents that will consume themselves when added to a beaker - even a full one, and apply effects to the total solution. One example being Tempomyocin which will speed up a reaction, or the buffer reagents which change the pH.
Competitive reactions
These reactions will go towards a certain product depending on the conditions of the holder. The example one given is a little tricky and requires a lot of temperature to push it towards one end.
New and charged reactions
(see the wiki for details)
Acidic /basic buffer - These reagents will adjust the pH of a beaker/solution when added to one. If the beaker is empty it will fill it instead.
Tempomyocin - This will instantly speed up any reaction added it is added to, giving it a short burst of speed. Adding this reagent to a reaction will give it a suddent speed boost up to 3x times - with the output purity of the boost modified by the Tempomyocin's purity.5u per 100u will give you 2x, 10 u per 100u will give you 3x. IIt caps at 3x for a single addition, but there is nothing preventing you from adding multiple doses for multiple boosts.
Purit tester - this will fizzle if the solution it is added to has an inverse purity reagent present.
A few other reactions have been tweaked to make sure they work too. An example being meth - see the wikipage linked above.
A note on all reactions
The one size fits all reaction for all chems generally won’t create impure chems – it is very forgiving. The only thing to remember is to avoid heating reactions over 900 or you’ll reduce your yield, and try to keep your pH between 5 -9.
This PR doesn’t have specific example chems included (except for the buffers) – they will be atomised out and they use the mechanics in more depth
A note on plumbing
I reached out to Time Green and we worked together to make sure plumbing was fine. Time Green did some of his own tests too, and surprisingly it doesn't look like much needs to be changed.
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.
The Jolly and Depression quirks are much more active. You can expect the positive/negative moodlets to affect you around 50% of the time.
Previously, the probability of the Jolly/Depression moodlet firing was so low, you only have a less than 1/3 chance of seeing the 2 minute moodlet in an hour of play. Now they will be far more active.
Depression's hardcore point value has increased, since it is far more negative now.
The quirks now just add the TRAIT_JOLLY and TRAIT_DEPRESSION, which is then used by the mood component to have a chance of triggering the corresponding mood episode.
Gonbolas now have an always on positive mood message, rather than applying a do nothing TRAIT_JOLLY trait.
To demonstrate how the mood traits are independent of the quirks, There is now a "jolly grey cap", which gives you TRAIT_JOLLY while it is being worn.
Bounty cube announces its creation over Supply with its creator and
area, starting the speedy delivery bonus countdown
20% bonus for cargo if you send the cube within 5 minutes of its
creation.
Using an export scanner on it in the supply shuttle awards a 10%
personal handling tip when it reaches Centcom.
Cube nags at five minutes over Supply if it's not sent and cargo bonus
is lost.
All nags tell you the cube's area
Co-authored-by: coiax <yellowbounder@gmail.com>
pAIs are now a useful space travelling companion, they can help you
navigate if lost (although only the pAI has the GPS view, so they'll
need to communicate the information). If you're holding a GPS, then the
pAI can find you even if you get separated.
* Moves /datum/var/signal_enabled to datum flags
`signal_enabled` is a variable on /datum, so present almost every object
in the game. Folding it into the existing `datum_flags` variable will
save allocating a variable on every datum in the game.
- Clown weaponry was using the `signal_enabled` variable to turn their
attached slippery component on and off when the shield/sword was
toggled. They now just remove/add the component, rather than touching
deep datum internals.
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
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
* Fixes / refactors emotes
Crack emote no longer runtimes
Ghosts can use help emote
Exhale / inhale emote only work for living
Move beep emote living subtype
Help emote no longer tells you that you can't use it
* Remove var in arguments
Lint
* Replace loop with join
the current tolerance on jousting is 2 deciseconds not enough to do fun stuff with any of the mobs you can ride on station like cows or goliaths, this is now 3
mob riding never had a keycheck so u could ride goliaths without a lasso and stuff like that
Moods caused by areas can now be gated by requiring a specific trait
to trigger it.
Added a positive moodlet for the Chapel, but only for people with
the TRAIT_SPIRITUAL trait.
Monkeys cannot wield twohanded items.
But are not forced to drop items that must be wielded two handed.
This forces monkeys to drop items if they need to be two handed.
(Also makes monkey ais not try and pick up 2 handed weapons)
* Adds emissive carpet, adds plane support to decal element
- Adds a basic abstract/debugging emissive carpet
- Makes decals capable of supporting plane
- Adds auto-smoothing decals
* Adds simple neon carpet variations
* Adds neon carpet reagents and recipes
* Refactors emissive blockers to allow multiple layers of emissive / emissive blocking objects
- Splits the emissive and emissive blocker plane masters into several plane masters which handle different layers of emissiveness.
* Makes neon carpet tile stacks emissive
* Rearranges and docs some emissive plane masters
- Folds the overlay lighting plane master into the emissive planes since it is also used to mask the lighting plane
* Fixes null mats_per_unit stack recombining after splitting
- I think I broke this a while ago when I reworked how stacks handle materials. Whoops.
- This basically only effects carpet at the moment. Good thing I did this when I did!
* Adds neon carpets to cargo
- Adds a cargo supply crate containing a _lot_ of neon carpets for 3000 credits
* Fixes neon carpet highlights leaking through vending machines and such
- Turns out vending machines axed their own emissive blockers whenever they updated their icon because they cleared their managed_vis_overlays...
- Generic emissive blocking has been elementized and some update_overlays procs have been straightened out.
* Fixes id_arg_index for the emissive blocker element
* Commits @Rohsie's suggestions
Changes the references of borg module (type) to model, adds a file for robot declarations and one for model declarations. Basically trying to make the code layout a little more sane.
Initially changed them to 'configurations' but I prefer model; its meaning is closer to module than configuration and avoids confusion with actual config.
The current TCG code had some code for scaling its cards down when they're on the ground and then scaling them back in hand/inventory. This element aims to preserve this functionality and to allow it work for other items.
While the TCG makes the cards smaller on the ground, this element allows for items to be scaled up OR down when on the floor or in inventory.
While this particular element has to do with scaling, I am looking at ways to expand this sort of icon change functionality to icon_state as well, but there are additional issues with blood decals needing to be redrawn and possibly vis_contents.
* 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
Every prototype firearm in the game now utilizes crafting to construct it, usually sacrificing a standard version of that firearm in order to produce the new one. The guns are made using gun part kits you print from the security protolathe (or buy, in the case of hellfire lasers).
Refactors the nearly completely stateless component "caltrop" into an
element. The previous limit on "one message per caltrop per second" has
been changed to "one message (about caltrops) per mob per second".
This avoids a unique component for each shard of glass, and each cactus
in the world, so saves some much needed memory.
A message about "sliding over" caltrops has been removed, since it's
now intended that you only trigger caltrops if you're not lying down.
By moving the "special behaviour" of something like security officers
eating donuts, or engineers losing radiation by drinking Screwdrivers,
into traits on the liver, this makes the "origin" of that behaviour more
clearly defined, rather than something that's attached to the mind of
the person. (For example, now if a wizard mindswaps into a Security
Officer, they too can now digest donuts good.)
Having this behaviour be partially visible to the more medically
inclined members of the station (like doctors, and the chaplain for
"entrails reading mystic" themes), means that a dismembered liver tells
a story to those who know how to read it.
Some jobs have more "benefits" than others, for example the only thing
that the liver of a Quartermaster gives them is a sense of inadequacy
when consuming royal carpet.
Clowns having livers that honk make them easier to identify, and plays
into the retconned "bike horns are clown livers lore"? Also, why not cut
out a clown's liver then honk them with it? You monster.
* aa
* Removes archeology component. Nukes icon_plating and environment_type in favor of base_icon_state
* Actually maybe lets not use a proc for updating asteroid icon state when its dugged up
* Update plating.dm
This PR adds the backblast element, which when attached to a gun, creates giant plumes of fire when said gun is fired. The PM9 rocket launcher that nuke ops can buy kinda sucks and even a direct hit with the standard rockets loaded isn't enough to guarantee a one-hit crit on a direct hit against an armored opponent, which sucks for how much you pay for it. In that vein, I've also buffed the standard rockets a bit, they now do 50 brute up from 30 on a direct hit, and they create flames on their explosion.
Also makes a tweak to /proc/get_turf_in_angle(), since tile coordinates start at 1,1 instead of 0,0 that proc is now clamped to min 1,1 rather than 0,0
Speeds up gas movement significantly
Documents the intent and finer details of the atmos system (Thanks dunc)
Fixes excited groups constantly rebuilding, this broke 4 years ago
Fixes superconductors just straight up not working
Allows turfs to sleep while inside an excited group
Adds a new subprocess to SSAir to support rebuilding in this state
Most heat based behavior no longer relies on being inside a fire
Adds a new element to support doing this cleanly
Adds a new subprocess to SSAir to support doing this while a turf is asleep
Refactors air_update_turf to allow for finer control
Makes apcs take damage in heat to prevent infinite plasma fire diffs
Cleans up immutable gas mixtures to make them work properly when the mix has gas in it
Planetary turfs no longer create a new copy of themselves each time they process. We instead use a global
immutable mix
Cleans up a typed for loop in reactions
Canisters will take damage from outside heat now
Speeds up excited group dismantle
Increases the superconductor threshold by 200k
Cleans up some roundstart ATs on some ruins
Uses /turf/open/var/excited to track if a turf is actively processing, preventing a |=
Prevents openspace from trying to melt
Tweaks a canister examine line
Makes planetary turfs reset to base when broken down as part of an excited group
Makes it impossible for planetary turfs to rebuild, just like space tiles
Fixes closed turfs not activating their replacement when destroyed by moving closed -> open turf activation to
the adjacent air subsystem. They were activating and then going back to sleep before adjacent air got a chance
to tick.
Fire alarms will trigger when the area gets too cold for humans
These prevent some cheats or really low effort ways to get to where you really shouldn't be.
Mappers seriously fucking hate jaunting and phasing mechs, as they let you bypass their custom crafted ruins and the like. But it'll also stop more general "you shouldn't be here" stuff.
These felt like another good test-case for ai controllers that someone could easily grasp, this makes it so that we can use the actual vending machine instead of a fake mimic mob. In theory you could even still use the vending machine, if you like living on the edge ofcourse.
The vendors now try to move towards you, and try to dive on top of you to squish you.
* 👛 Add "Implant" to list of uplink locations
🆑 coiax
add: You may now pick Implant as a preferred uplink location, meaning
that if you become a traitor, you will start with an uplink implant. The
cost of the implant (4 TC) is deducted from your total starting TC,
because the Syndicate doesn't give freebies.
fix: Admins removing an uplink from a person with an uplink implant will
now destroy the implant, rather than leaving an implant that does
nothing.
/🆑
If you are the sort of person who gets their PDA, pen and radio stolen
really easily, then maybe you'd be interested in just spawning with an
implant. Be warned, all of the 17-20 TC items will be out of reach
because of the implant cost.
Could be considered slightly more powerful than just ordering the
implant at shift start, given you don't have to get rid of an implanter
and suspicious box anymore.
When testing with the admin grant uplink buttons, I discovered that the
"Take" uplink option was only half working when taking the uplink from a
person with only an implant uplink. It would take the component, but not
the implant, leaving the person with a do-nothing action button. This
has been fixed.
* Add missing DEFINES
* Remove one layer of spaces
Will this sate the linting gods?
* Replace 20 default with TELECRYSTALS_DEFAULT