Commit Graph

140 Commits

Author SHA1 Message Date
SkyratBot
33d7bdecc2 [MIRROR] Removes material breakdown flags, traits & miscellaneous fixes. [MDB IGNORE] (#25836)
* Removes material breakdown flags, traits & miscellaneous fixes. (#80389)

## About The Pull Request
1. Removes material breakdown flags i.e. all flags with the format
`BREAKDOWN_XXX`. These flags do nothing, there are no special checks to
transform materials based on these flags, they are passed around just
because certain procs require them for syntax purposes only.

Apparently there were plans to make these flags do something special
from the comment

302247c0d1/code/__DEFINES/construction/material.dm (L43)
But nobody got any ideas for years now. The only special thing we can do
with them now is remove them and reduce code clutter, so let's do that

The only flag that ever did something was the
`BREAKDOWN_INCLUDE_ALCHEMY` flag. This only worked when coupled together
with `TRAIT_MAT_TRANSMUTED` trait(which is only used by the reagent
metalgen) and when both this trait & flag are combined together... they
still do nothing

302247c0d1/code/game/atom/atom_materials.dm (L41-L42)
Yup they cancel out each other to prevent returning an empty list, the
traits only job was to prevent materials from being recycled (like why?
what's the benefit of that? nothing) and the flag was meant to bypass
this restriction so both the trait & the flag cancel out each other
therefore doing nothing meaningful. Best remove them both and call it a
day.

2. Fixes an error in displaying number of sheets inserted into a mat
container when that sheet is made up of alloy materials. it would count
as 2 or more because it would take the sum of total material amount
inserted and not the actual sheets. That's fixed now.

3. Remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag

4. Adds helper proc to insert materials via the remote material
component with proper context

## Changelog
🆑
fix: mat container displays correct number of sheets inserted for alloy
materials.
fix: remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag.
code: removes material breakdown flags and related traits.
code: adds helper proc to insert materials via the remote material
component with proper context.
/🆑

* Removes material breakdown flags, traits & miscellaneous fixes.

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-12-25 10:13:29 +00:00
SkyratBot
41ea46d5f2 [MIRROR] Scopes NODECONSTRUCT_1 from flags_1 to obj_flags [MDB IGNORE] (#25496)
* Scopes `NODECONSTRUCT_1` from `flags_1` to `obj_flags`

* Update bitfields.dm

* Modular

* Update rack.dm

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-12-08 23:24:46 -05:00
SkyratBot
9b146e388f [MIRROR] Retools IS_SPINNING_1 into a trait [MDB IGNORE] (#25399)
* Retools `IS_SPINNING_1` into a trait

* Modular

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-12-03 05:43:07 -05:00
SkyratBot
4c01e3f805 [MIRROR] Demotes the "electrical conductivity" flag from flags_1 to obj_flags [MDB IGNORE] (#25381)
* Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags` (#80033)

## About The Pull Request

Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game

Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.

I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️

* Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags`

* Modular

* Update misc.dm

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-12-03 07:58:26 +00:00
SkyratBot
3fa98bd2cc [MIRROR] Adds UPSIDE_DOWN movetype for negative gravity / makes Atrocinator affected by less things [MDB IGNORE] (#25155)
* Adds `UPSIDE_DOWN` movetype for negative gravity / makes Atrocinator affected by less things (#79785)

## About The Pull Request

Fixes #79764

I was going to tackle this issue by slamming `TRAIT_NO_SLIP_ALL` on
Atrocinator users and calling it a day, but like, that didn't feel
proper.

So I thought hey, we could just give them the flying movetype, even
though they technically aren't flying it means they're unaffected by
things that flying would make you unaffected by.

Nope, this means the mob technically "negates gravity", so no falling
and no feetsteps.

Let's try floating - this give us feetsteps but no falling upwards.

So instead of going back to square one, with `TRAIT_NO_SLIP_ALL`, I
decided to go for the more complex route of just adding a movetype.

Hence, move type `UPSIDE_DOWN`. This covers situations where a mob would
be "floating" above the ground, but still walking. ...Negative gravity.

This means overall the Atrociator acts more as you'd expect - you don't
slip on ice, you don't trigger bear traps or mouse traps, you can walk
over railings, unaffected by conveyor belts, etc.

## Why It's Good For The Game

Makes the Atrocinator a lot more consistent with how you'd expect for it
to work.

Admittedly it is a bit niche use of movetypes, but it can possibly be
expanded to more things in the future, who knows? I applied it to mobs
on meat spikes (even though they don't move), just for proof of concept.

## Changelog

🆑 Melbert
fix: Atrocinating mobs will now behave more as you'd expect. Meaning
they don't slip on wet patches, can't trigger bear traps / landmines /
mouse traps, ignore conveyors, and can walk over tables and railings.
fix: Floating mobs are unaffected by conveyor belts, acid (on the
ground), glass tables
fix: Floating mobs won't squish stuff like roaches anymore
fix: Fixes bear traps triggering on floating / flying mobs
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>

* Adds `UPSIDE_DOWN` movetype for negative gravity / makes Atrocinator affected by less things

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2023-11-20 17:10:59 -05:00
SkyratBot
17a7b8f2fb [MIRROR] Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects) [MDB IGNORE] (#24406)
* Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects) (#78877)

## About The Pull Request

[Implements a setter for starlight
variables](af34f06b41)

I want to start to modify starlight more, and that means I need a way to
hook into everything that uses it and update it, so we can modify it on
the fly.

This does that, alongside removing space overlays from nearspace (too
many false positives) and making the aurora modify all turfs projecting
starlight, rather then all turfs in an area.

Do still need to figure out handling for the starlight color usage in
turf underlays tho (I gave up, we just keep it static. I'll fix it
someday but the render_relay strategy just doesn't work with its masking
setup)

[Reworks how starlight overlays
work](9da4bc38e2)

Instead of setting color on the overlays directly, we instead store an
object with our current settings in every mob's screen, and
render_target it down onto our overlays.

This lets us update overlay colors VERY trivially. Just need to set
color on the overlay var. Makes modifying starlight a lot cheaper.

It doesn't work on area overlays, because suffering, and it MIGHT induce
extra cost on clients. if it does we can do something about that, we'll
play it by ear

[Removes parallax starlight
coloring.](5f701a1b13)

I'm sorta iffy on the color, the effect can be real oppressive in some
cases, and I'd like to use starlight color for more events in world, and
having it vary can make that looking nice hard.

[Adds some visual effects to narsie being
summoned](a423cfcb2b)

As the rune drawing progresses space (starlight and parallax) go from
normal to greyscale. Then, right about when narsie shows up, starlight
becomes vibrant red.

It's a nice effect. I wanna do more shit like this, I think it'll
improve vibes significantly.
## Why It's Good For The Game

Can't embed it because of github's upload limit, can show a
[link](https://cdn.discordapp.com/attachments/458452245256601615/1160821856358645860/2023-10-08_22-31-22.mp4?ex=65360e99&is=65239999&hm=680e33e4e0026b89e132afc50c04a648a24f869eb662f274a381a5de5c5a36f2&)
for the narsie stuff

Here's
[one](https://cdn.discordapp.com/attachments/326831214667235328/1160813747196141568/2023-10-08_22-34-10.mp4?ex=6536070c&is=6523920c&hm=f8d571d1013da89887f49f3fec99f632251eeeac83085aa7dde97009aee3922f&)
for the aurora too.

This gives us more pretty starlight shit, and the ABILITY to do more
pretty starlight shit. I'm pretty jazzed, and I hope people use this
proc more (keeping in mind that it's pretty hard on the lighting system,
and needs significant delay between changes)
## Changelog

🆑
add: Narsie summoning has had some effects added to space and starlight
del: Removes the link between spacegas color and starlight. It was a
slight bit too vibrant and I think impacted the vibe too wildly to be
incidental.
fix: The aurora event actually... works now. Space lights up and all
that
/🆑

* Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects)

* Update space.dm

* Update shuttles.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-10-18 01:23:18 -04:00
SkyratBot
d9624bdf97 [MIRROR] Multi-Z Support for Lazy Templates | Cleans up some turf flag misuse [MDB IGNORE] (#23794)
* Multi-Z Support for Lazy Templates | Cleans up some turf flag misuse

* Update hilbertshotel.dm

* Modular proc ref

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-09-19 13:26:14 -04:00
SkyratBot
5f3d027c70 [MIRROR] Medbots are roundstart possessable again [MDB IGNORE] (#23677)
* Medbots are roundstart possessable again (#78295)

## About The Pull Request

We attached this to a bitflag and then didnt check that bitflag was
present on all subtypes, so `medbot/autopatrol`, `cleanbot/autopatrol`.
and `honkbot` didnt have it.
I don't think any map _has_ a honkbot on it but... it could...

Also makes bot_mode_flags into a bitfield admins can easily edit,
because one of them said it was annoying that players could toggle the
button to kick ghosts out of bots which admins had put in there for some
purpose.

![image](https://github.com/tgstation/tgstation/assets/7483112/221e4552-0218-4582-ab62-6bc6733206f0)
Now you can just turn the button off by toggling this flag. Wow.

## Changelog

🆑
fix: Roundstart medbots and cleanbots are now more likely to be able to
be possessed by observers.
admin: It's easier to modify the properties of bots to stop them from
being possessed or depossessed.
/🆑

* Medbots are roundstart possessable again

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-09-13 15:44:07 -07:00
SkyratBot
8248bb90df [MIRROR] Polymorph belt blacklists several biotypes instead of allowing only organics [MDB IGNORE] (#23620)
* Polymorph belt blacklists several biotypes instead of allowing only organics (#78229)

## About The Pull Request

Title; this makes the belt able to morph into _more_ mobs, but _less
problematic/abusable_ mobs hopefully. It still only functions on
basic/simple_animals, however.

~~Headslugs get a `MOB_UNDEAD` bioflag to prevent morphing into them
completely. Though catching a sentient ling slug and morphing everyone
into it is funny, it's only funny the first 5 times someone does it.
(disclaimer: this is an approximation, i did not actually see a
polymorph belt in-game because i currently play miner and like 10 games
a week tops)
Arguably, this isn't ideal, but it's the closest we get unless we rename
`MOB_EPIC` or something into `MOB_SPECIAL` and let that one be the go-to
bioflag for mobs we don't want **fun** things happen to.~~
`MOB_EPIC` is now `MOB_SPECIAL`. Headslugs get that.
I think the alternative methow could use whatever the gold cores use to
determine what to spawn but that would shift the mobs available for the
belt even more and I can't be assed to figure out how _much_ of a shift
that would be. Dragons or slimes or lavaland mobs would be out, for
example. Don't really vibe with that.

Fixes headslug's description bit that discerns a sentient slug from an
AI one showing up on a dead slug. It can't move while it's dead, no
matter its mind/AI.

Also adds simple dmdoc comments to the defines to help discern a few of
them more easily. Non-quip text suggestions welcome.

## Why It's Good For The Game
- Resolves #77756
- Resolves #78227

More mobs available for the funny belt but less _fun_ mobs should allow
for more stable use of the damn thing. Arguably, some of the mobs that
have been found to be incompatible with the belt are simply lacking a
`MOB_ORGANIC` flag, some of them with no apparent reason. However,
blacklisting potentially problematic biotypes should be easier to design
the unwanted mobs around.
Also consistency, less all-ling stations, code clarity. Whatever.

## Changelog

🆑
balance: polymorph belt now blacklists mobs that are undead, humanoid,
robotic or spiritual (in nature, not religiously), as well as megafauna
balance: however, this means that it works with more mobs that it should
logically work with, like slimes/bugs/lightgeists etc
fix: fixed headslug shenanigans with the polymorph belt hopefully for
good this time
fix: fixed headslug description mentioning its movement despite the slug
being dead
/🆑

* Polymorph belt blacklists several biotypes instead of allowing only organics

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
2023-09-10 21:43:42 -04:00
SkyratBot
30d57e41dc [MIRROR] Replaces Camera bug with Camera tablet app [MDB IGNORE] (#23275)
* Replaces Camera bug with Camera tablet app

* Modular changes

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-23 16:33:01 -04:00
SkyratBot
2644a9e37d [MIRROR] New Mech UI and equipment refactor [MDB IGNORE] (#23098)
* New Mech UI and equipment refactor

* Update mecha_defense.dm

* Update clothing.dm

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-15 19:59:50 -04:00
SkyratBot
fc4b15b830 [MIRROR] removes dextrous_hud_type and healable var [MDB IGNORE] (#22992)
* removes dextrous_hud_type and healable var (#77244)

## About The Pull Request

I was working on some basic mob stuff and noticed this is a little
messy, so I made these changes separately.
I removed ``dextrous_hud_type`` because ``hud_type`` exists and can just
be used instead.
I also removed the ``healable`` var, because it was incorrectly used
(with the expectation that basic mobs had it too). Instead it will rely
on the mob being Organic, the check right under it, and I gave mob
biotypes to mobs that were not healable and had no biotype already.
I made a new biotype for slimes because I didn't find any other ones
that fit it (and gave it to slimepeople), but it is not used anywhere
other than to prevent them from healing from sutures, as I didn't want
to just set it to NONE. Thought this may be useful for the future.

## Why It's Good For The Game

``healable`` is checked on simple animals and basic mobs, despite basic
mobs not having this var. I do not want to add this var to basic mobs
either, I think checking for them being organic makes much more sense
and avoids having to make basic mobs less basic.

## Changelog

Nothing player-facing.

* removes dextrous_hud_type and healable var

* Modular

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-10 13:19:53 -04:00
SkyratBot
3ea0f05168 [MIRROR] kinesis changes + smaller misc modsuit stuff [MDB IGNORE] (#22846)
* kinesis changes + smaller misc modsuit stuff (#77241)

## About The Pull Request
renames plasmaman helmet exempt flag to stackable helmet exempt. hat
stabilizer now cares about this instead of letting you stack eva helmets
on top of modsuit helmets
improves some code that dripped in quality when i was on break
kinesis has some tweaks
previously it used to stun for a set amount of time - i think this is
because the creator couldnt figure out how to stop movement while being
held? this is changed, now as long as youre holding someone they are
immobilized
you can cancel your kinesis without throwing or moving out of range by
using right click on the click catcher
adds an admin version of kinesis just for the admin suit. it can grab
(almost) ANYTHING and config menu lets you enable phasing, which makes
it so the atom you grabbed phases through everything. pick up that can.

## Why It's Good For The Game
its fun

## Changelog
🆑
balance: hat stabilizer module can now hold what plasmaman helmets can
hold
qol: kinesis module can be stopped without launching an object with
right click
balance: kinesis module stuns last until the kinesis stops
add: admin suit has a version of kinesis that can pick up anything at
any range and can be configured to make grabbed mobs phase through walls
:)
/🆑

* kinesis changes + smaller misc modsuit stuff

* modular adjustments

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-02 21:17:05 -04:00
GoldenAlpharex
4844839beb Hemophagus, The Hemophage Revamp, Part Four: Blood Depravity (#22625)
* First step, it compiles

* The tongue likes BLOODY again

* Properly implemented organ corruption, and componentalized the behavior of corrupted organs

* Fixes the stomach not working properly

* Properly handles the liked and disliked foodtypes for the corrupted tongue

Also adds it to the bitflags variables (WHY IS IT THREE COPYPASTED LISTS WHYYYYYYYYYY????)

* Fixes Hemophages having lungs (again)

* Adds an owner check to the tumor changes

* Refactored the blood_drain code, so it's a bit cleaner and spread between more procs
2023-08-02 17:16:18 -04:00
GoldenAlpharex
4aec91cc06 [MANUAL MIRROR] Fixes carbon bodytypes not always being synchronized with bodyparts + Fixes dumb usage of TRAIT_LIVERLESS_METABOLISM i caused [MDB IGNORE] (#22519)
* Fixes carbon bodytypes not always being synchronized with bodyparts (#76522)

Fixes https://github.com/tgstation/tgstation/issues/76481
TLDR /mob/living/carbon/human/species subtypes were NOT updating their
bodytypes on spawn due to absurd and wacky carbon bodypart creation code
that meant try_attach_limb() never got called (What the FUCK?)

* Fixes CI too

* [NO GBP] Fixes dumb usage of TRAIT_LIVERLESS_METABOLISM i caused (#76500)

## About The Pull Request

TRAIT_LIVERLESS_METABOLISM should do what it implies, and make you
always metabolize as if you were liverless.
This was a stupid mistake on my part because I wasn't aware
TRAIT_STABLELIVER was a thing.

## Why It's Good For The Game

TRAIT_LIVERLESS_METABOLISM and TRAIT_STABLELIVER should not behave the
exact same.

## Changelog

Not quite player facing.

* I fucking swear I fixed this before

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
2023-07-16 20:33:33 -04:00
Zergspower
bb3d041572 [Manual Mirror Fix] Removes shitty "status" variable on organs, makes them use organ_flag (#22480)
* Removes shitty "status" variable on organs, makes them use organ_flags instead (#76350)

Title.

Seriously this shit pisses me off, why are ORGAN_SYNTHETIC and
ORGAN_ROBOTIC two different things?

not applicable unless i fucked up

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>

* Modulars

* Some merge skew

* More diffs

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-15 17:27:49 -04:00
SkyratBot
b6f130d011 [MIRROR] SPECIES NUKING 2023: Makes tongues handle liked/disliked food instead of species datum [MDB IGNORE] (#22066)
* SPECIES NUKING 2023: Makes tongues handle liked/disliked food instead of species datum

* Fixes all of the left-over issues

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/22137

https://github.com/tgstation/tgstation/pull/76359

* Applies https://github.com/Skyrat-SS13/Skyrat-tg/pull/22251

https://github.com/tgstation/tgstation/pull/76537

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-07-14 16:54:10 -04:00
SkyratBot
ab4cc06c55 [MIRROR] Coroner Update: Pickle-Eating Morbid Weirdo Obsessed with Death and Perfectionism [MDB IGNORE] (#22155)
* Coroner Update: Pickle-Eating Morbid Weirdo Obsessed with Death and Perfectionism

* skyrat edits

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-07-09 12:05:05 -07:00
SkyratBot
7a504490f0 [MIRROR] SPECIES NUKING 2023: Refactors a bunch of species traits into flags for the head bodypart [MDB IGNORE] (#21991)
* SPECIES NUKING 2023: Refactors a bunch of species traits into flags for the head bodypart

* Makes it all compile, for now

* Fixes eye emissives not working right.

* Fixes the plasmaman head (oof conflicts)

* Fixes the screenshot tests

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-07-08 15:25:17 -04:00
SkyratBot
86092e0f55 [MIRROR] Removes obsolete obj_flags flag [MDB IGNORE] (#21418)
* Removes obsolete obj_flags flag (#75356)

This flag is literally only used in two objects in the game and
seemingly does nothing

* Removes obsolete obj_flags flag

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
2023-05-25 23:12:12 +01:00
SkyratBot
acd25a0934 [MIRROR] Adds a blacklist for putting guns in turrets [MDB IGNORE] (#21286)
* Adds a blacklist for putting guns in turrets

* Update code/game/machinery/porta_turret/portable_turret_construct.dm

Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>

---------

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2023-05-20 21:47:51 +00:00
SkyratBot
0795195533 [MIRROR] Adds mobility_ui bypass flag [MDB IGNORE] (#20705)
* Adds mobility_ui bypass flag (#72934)

A flag that lets you use an interactive TGUI screen while laying down.

Adds this flag to the PDA.

You're relaxing on a bed or something and it's annoying having to stand
up just to reply to a PDA message and then lay back down. We know how to
text without dropping the PDA on our face. (Usually)

The flag can be applied to anything else you should be able to interact
with while laying down.

* Adds mobility_ui bypass flag

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-04-22 22:00:20 -04:00
SkyratBot
fe47d6ba35 [MIRROR] Refactors sheet crafting to better support directional construction [MDB IGNORE] (#20594)
* Refactors sheet crafting to better support directional construction (#74572)

## About The Pull Request

0426f7ddba/code/game/objects/items/stacks/stack.dm (L449)

Ok, but can we not?

This PR refactors sheet crafting to generalize all the cases that were
previously locked behind grille/window type checks and such. In their
stead there are bitflags that can be set to achieve certain behaviors.

All the behavior from before should be preserved, but now it can be
extended to other items. E.g. if you want a railing that can be crafted
underneath directional windows, or an item that behaves like a grille
does--it's just a matter of setting the right obj_flags for it now.

This makes it very simple and painless to add new recipes that use
directional crafting! It's all modular now.

<details><summary>Details</summary>

---

### What I've done:

-Eliminated all the type checks, instead it will now be handled by
object flags and recipe vars, making for a much more configurable
system.

-Added two new obj_flags: `BLOCKS_CONSTRUCTION_DIR` and
`IGNORE_DENSITY`.
-Additionally, I renamed the existing flag `NO_BUILD` to
`BLOCKS_CONSTRUCTION`.

-Changes the proc `valid_window_location` to `valid_build_direction`,
and makes it work for things other than windows.

-Removed a deprecated `window_checks` var from the stack_recipe datum.
-Added three more vars to the stack_recipe datum: `check_direction` and
`check_density`, `is_fulltile`

-Decoupled `on_solid_ground` from the object density check. Now you can
set those separately, allowing you to make recipes that forbid/allow
building things over other things while in space.

---

### What the new flags do:

`BLOCKS_CONSTRUCTION` works as before---prevents objects from being
built on the object. I felt that the previous name was not descriptive
enough, you should know exactly what it does just from looking at the
name.
_example: dna scanner_

`BLOCKS_CONSTRUCTION_DIR` -- setting this on an object will prevent
objects from being built on it when their directions are the same.
_example: directional windows, windoors, railings_

`IGNORE_DENSITY` -- setting this on an object will cause its density to
be ignored when performing the construction density check. This could
have other potential uses as well in the future.
_example: grilles, directional windows, tables_

These three flags cover all the bases for the types of items that are
currently craftable, so there is no more need for any type checking or
weird snowflake window checks. Simply set the appropriate flag and it'll
work as you would expect.

---

### What the recipe vars do:
`check_direction` tells the recipe to check if there's something in that
direction with the `BLOCKS_CONSTRUCTION_DIR` flag set.

`check_density` tells the recipe to run the density check when set. This
is true by default. There are very few items in the game that currently
have this set to false--namely grilles. Setting this to false will make
it so that the object can be constructed regardless of what is in that
tile (unless `one_per_turf` is also set, which will make it so that you
can't craft the same thing twice in the same turf).

`is_fulltile` is used for fulltile windows, but it doesn't necessarily
have to be--you can give this to any recipe and it will adopt the same
properties as that of the fulltile window. Basically they have a special
case where they shouldn't be able to be built over directional
constructions, where normally things would be able to be. Setting this
makes check_direction true as well.

---

### In summary:

Sheet crafting still works just as it did before. But the backend of it
has gotten a glow up and will be able to more easily support new
behaviors.

</details>

## Why It's Good For The Game

This makes the crafting system much more flexible to add recipes to, and
will prevent bad code practices of stacking more conditionals down the
line whenever someone wants to add an item that behaves like grilles or
directional windows in how they are constructed.

It had to be done. Those window checks were a mess.

## Changelog

🆑
qol: added fifty stack versions of remaining glass sheet stacks for ease
of debugging
refactor: refactored sheet crafting to better support directional
constructions that aren't windows
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Refactors sheet crafting to better support directional construction

* fex

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/20636

---------

Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-21 02:14:10 +01:00
SkyratBot
fcfcc2f9d9 [MIRROR] Implanted foreign bodyparts will resist being removed on species change [MDB IGNORE] (#20555)
* Implanted foreign bodyparts will resist being removed on species change (#74701)

## About The Pull Request

Title.
Also, to make bodypart code slightly nicer, I retooled some variables to
be part of a new bitfield called bodypart_flags.

## Why It's Good For The Game

We've been trying to move away from the species datum for limb stuff
precisely because of funny shenanigans like this, no?

## Changelog

🆑
refactor: Implanted foreign limbs will no longer be wiped by species
change.
/🆑

* Implanted foreign bodyparts will resist being removed on species change

* fex

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-21 01:57:46 +01:00
SkyratBot
1df520a7df [MIRROR] Refactors and optimizes breath code (Saves 12% of carbon/Life()) [MDB IGNORE] (#20080)
* Refactors and optimizes breath code (Saves 12% of carbon/Life())

* Update lungs.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-30 21:59:20 -07:00
SkyratBot
dbb6c5fba4 [MIRROR] Adds non-clothing item equipping others feedback messages [MDB IGNORE] (#19881)
* Adds non-clothing item equipping others feedback messages (#73982)

## About The Pull Request
Things like pens weren't giving any feedback messages when you put them
on someone else, and I ran into this while working on another PR so I've
dealt with that

Renames `worn_dangerous` to `show_visible_message` as it was only used
to confirm if there would be visible messages or not
The `DANGEROUS_OBJECT` clothing flag is a trait now, so it can be put on
non-clothing items too
Removing non-clothing items from someone has been unchanged.

## Why It's Good For The Game
People should be able to identify that someone is putting something on
them, and recognize what that is if they pay attention.
This means that a player cannot reverse pickpocket a grenade onto
someone else without giving any indication of doing so

## Changelog

🆑
balance: Putting a non-clothing item onto someone else creates a visible
message the same way a clothing item would.
/🆑

* Adds non-clothing item equipping others feedback messages

---------

Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
2023-03-25 23:28:13 -07:00
SkyratBot
7fe3ebcaf7 [MIRROR] Fixes Ice Slipping, Refactors noslip mechanics, Allows magboots to prevent slip slides (but not the slip itself) [MDB IGNORE] (#19874)
* Fixes Ice Slipping, Refactors noslip mechanics, Allows magboots to prevent slip slides (but not the slip itself)

* Update snail.dm

* NOSLIP

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-03-25 23:22:58 -07:00
Dani Glore
cc3459ed86 Add: More Monkey Clothes (#19164)
* Change monkey clothing DMI path to skyrat file

* Add supports_variations_flags = CLOTHING_MONKEY_VARIATION to several uniforms

* Correct colors of util_eng and add missing util_com

* Adding missing security_white and security_blue sprites, updated utility uniforms

* Add missing waiter sprites

* Changing color jumpsuit typepath

* Add conditional for greyscale_config_worn_monkey

* Add worn_icon_monkey support to changelings

* Add GAGS for monkeys to /obj/item/update_greyscale()

* Add greyscale_configs for monkey jumpsuits

* Add worn_icon_monkey and greyscale_config_worn_monkey vars to /obj/item

* Add get_custom_worn_icon and set_custom_worn_icon for monkey species

* Add monkey support to prison jumpsuit

* Adding missing placeholder sprite for adjusted monkey jumpsuit, added missing overlay icon for monkey prison jumpsuit

* Add monkey greyscale_config to /obj/item/clothing/under/color

* Adding adjusted jumpsuit sprite and prison jumpsuit sprite overlay

* Remove BODYTYPE_CUSTOM Monkey hacks

* Relocating override

* Moving overrides to proper locations

* Adding missing CLOTHING_MONKEY_VARIATION bitflag to definitions list

* Relocating overrides to better files, adding missing sprite accessory for adjusted jumpsuit

* Adding custom_worn_icons override var to /datum/species/monkey

* Resetting redsec uniform supports_variations_flags to whats expected

* Relocating more overrides to appropriate folders
2023-03-10 18:05:09 +00:00
Bloop
4119b0fbf8 [NO GBP] Hotfix for the glasses drawing over hats on all snouted mobs (#19573)
* Fix for the glasses drawing over hats, & limits this fix to only the snouts that it is needed for

* Small adjustment

* Typo in doc

* This was probably only going to cause problems + some final cleanup

* thank you linters

* Small fix + doc

* Some trimming of unneeded code

* unending pain
2023-03-01 21:39:15 +00:00
SkyratBot
45439f2d93 [MIRROR] [NO GBP] Hotfixes lungless oxyloss immunity, and lungless plasmamen being able to be healed by salbutanol etc. [MDB IGNORE] (#19339)
* [NO GBP] Hotfixes lungless oxyloss immunity, and lungless plasmamen being able to be healed by salbutanol etc.

* resolve conflicts

* Update damage_procs.dm

---------

Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-02-21 01:15:20 -08:00
SkyratBot
ed09da54b9 [MIRROR] Fixes being able to breathe in space, fixes any lingering biotype related damage issues [MDB IGNORE] (#19206)
* Fixes being able to breathe in space, fixes any lingering biotype related damage issues

* Update damage_procs.dm

* Update damage_procs.dm

---------

Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-02-21 00:42:28 -08:00
SkyratBot
12f7f33acc [MIRROR] Adds some missing turf_flag defines [MDB IGNORE] (#19034)
Adds some missing turf_flag defines  (#73007)

## About The Pull Request

Fixes #55151 is fixed it seems and can be closed.

Edit: OK, the carpet bug issue I'm not able to reproduce, I'll chalk it
up to late night brain. but feel free to merge this anyway for the
missing bitfields if you'd like. I'll leave it open.

---

</details>


## Why It's Good For The Game

Adds missing bitfield vars for turf_flags, which allows it to show up in
the vars which leads to less confusion.

## Changelog

🆑
fix: adds some messing bitfield defines for turf_flags
/🆑

Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-01-31 02:08:05 +00:00
SkyratBot
dde03402b8 [MIRROR] You can see and fix short circuits in mechs again [MDB IGNORE] (#18903) 2023-01-23 10:25:31 -08:00
GoldenAlpharex
fc2ca7dbaf At Long Last, Towels (#18391)
* Added towels (honestly I should have committed earlier)

* More modifications to the sprites

* Fixes a runtime in ears while I'm at it

* Moves the dropped() call in the cryopod computer to be AFTER the transferItemToLoc, like it should be

* Properly fixes the ear is_hidden proc

* Fixes a small typo in the onwear_mood code that made it just not work (I'll fix it upstream in a moment)

* Makes the hints more coherent and fixes a few things that didn't work properly

* Adds our flags_inv to the flags_inv bitfield that can be used in VV, so we can properly interact with it

* A few more adjustments to the obj sprites

* Makes the towels cover bodyparts properly

* Adds towel bins for mapping needs!

* Addresses review comments (lazy lists)

* Addresses even more review comments

* One last comment addressed

* Thanks Zone :)

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-01-15 23:53:43 +00:00
SkyratBot
0fd25257a9 [MIRROR] Fix blood overlays on energy daggers [MDB IGNORE] (#18682)
* Fix blood overlays on energy daggers

* CLANG

* has this ever worked?

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2023-01-13 21:56:37 -08:00
SkyratBot
8d9c65008a [MIRROR] Adds some various flags to their respective bitfield defines [MDB IGNORE] (#17925)
* Adds some various flags to their respective bitfield defines (#71685)

Adds and alphabetizes some bitfield flags for admins to more easily manage it in VV.

* Adds some various flags to their respective bitfield defines

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2022-12-06 02:46:13 +00:00
SkyratBot
629dd42b25 [MIRROR] [MDB IGNORE] Makes only station areas, station areas. [MDB IGNORE] (#16989)
* [MDB IGNORE] Makes only station areas, station areas.

* should fix it

* area fixes for AM templates

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
2022-10-19 16:45:37 -04:00
SkyratBot
5a044ef44c [MIRROR] Reverts #68155 (Fix simple mob deaths causing deadchat notifications), Fixes living level mobs being able to die while dead [MDB IGNORE] (#16504)
* Reverts #68155 (Fix simple mob deaths causing deadchat notifications), Fixes living level mobs being able to die while dead

* conflicts, poppy

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-09-28 17:10:25 -04:00
SkyratBot
e142e098b4 [MIRROR] Removes overlay queuing, saves 6/7 seconds of initialize. Lightly modifies stat tracking macros [MDB IGNORE] (#16449)
* Removes overlay queuing, saves 6/7 seconds of initialize. Lightly modifies stat tracking macros

* merge conflict

* other changes

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-09-27 17:52:53 -04:00
SkyratBot
bd265161a9 [MIRROR] Replaces obj flag being_shocked and flag_1 shocked_1 with TRAIT_BEING_SHOCKED [MDB IGNORE] (#16379)
* Replaces obj flag `being_shocked` and flag_1 `shocked_1` with `TRAIT_BEING_SHOCKED` (#69978)

* Replaces `being_shocked` and `shocked_1` with `TRAIT_BEING_SHOCKED`, removing a flag_1, taking us away from the possibility of hitting the flag limit.

* Replaces obj flag `being_shocked` and flag_1 `shocked_1` with `TRAIT_BEING_SHOCKED`

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-09-27 14:28:22 -04:00
SkyratBot
049b19bb18 [MIRROR] Moves "catch this var/flag" code from obj/init and datum/new into the types that use it [MDB IGNORE] (#16091)
* Moves "catch this var/flag" code from obj/init and datum/new into the types that use it

* Update atoms_movable.dm

* Update airlock.dm

* SRCC

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-09-11 22:21:16 -07:00
SkyratBot
43fdd93586 [MIRROR] Small organ code clean up [MDB IGNORE] (#15626)
* Small organ code clean up (#69123)

* Cleans up organ code, removing the EXTERNAL_ORGAN flag, as it can just simply use the external organ subtype instead

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@ users.noreply.github.com>

* Small organ code clean up

* Update taur_types.dm

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@ users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-08-17 16:44:25 +00:00
SkyratBot
417e938fb2 [MIRROR] emote_type refactor to bitflags [MDB IGNORE] (#15430)
* emote_type refactor to bitflags

* Update emotes.dm

Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-08-08 01:12:28 +01:00
SkyratBot
758914d69a [MIRROR] Fix: #41250 You can't use a tablet while inside a locker [MDB IGNORE] (#15177)
* Fix: #41250 You can't use a tablet while inside a locker (#68171)

* Fix: #41250 You can't use a tablet while inside a locker

Co-authored-by: Matt <gavxn@zanidrak.com>
2022-07-25 11:49:11 +01:00
magatsuchi
4f9df17cb1 [FIXED MIRROR] Tsu's Brand Spanking New Storage: or, How I Learned to Refactor For Skyrat (#14868)
* Tsu's Brand Spanking New Storage: or, How I Learned To Pass Github Copilot As My Own Code

* Delete storage.dm

* yippee

* shit

* holy shit i am stupid

* more fixes

* fuck

* woops
2022-07-17 21:16:59 -04:00
SkyratBot
0777ed611a [MIRROR] You can now tape people's mouths closed (Also tape GAGS) [MDB IGNORE] (#14894)
* You can now tape people's mouths closed (Also tape GAGS)

* Apply suggestions from code review

Co-authored-by: Ebb-Real <95765134+Ebb-Real@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-07-13 21:32:06 +00:00
SkyratBot
18a56ffeeb [MIRROR] (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE [MDB IGNORE] (#14477)
* (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE

* fex

* fex

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-25 01:24:00 +01:00
Tastyfish
c9639f415d Fixes adjustable masks with snouts and makes teshari try to use muzzled masks and hats (#14040) 2022-06-01 22:37:07 -04:00
SkyratBot
eb96261bf7 [MIRROR] New illiterate quirk [MDB IGNORE] (#13846)
* New illiterate quirk

* Update health_analyzer.dm

* Update health_analyzer.dm

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-24 16:33:47 +01:00
SkyratBot
6bea86d98f [MIRROR] [MDB Ignore] Refactoring Flora code [MDB IGNORE] (#13651)
* [MDB Ignore] Refactoring Flora code

* update bushes

Co-authored-by: DragonTrance <dylan661993@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-05-20 16:01:51 +01:00