* Tackles various problems with keyed_list config entries, fixing broken roundstart races and more! (#62359)
While helping RaveRadbury debug some issues with enabling Halloween species early via the brute force method of enabling them in the config rather than the gentleman's solution of testmerging a PR that changes the Halloween date, we discovered something dreadful.
Cloth golems cannot be enabled! Infact, any species with a space in the ID cannot be enabled.
It uses the splitter despite VALUE_MODE_FLAG being set. So a key entry like ROUNDSTART_RACES cloth golem would get parsed as cloth = golem, then entered into the config as cloth = TRUE
NEW AND IMPROVED PART HERE
I've re-written how keyed_list config entries are parsed, splitting it into a number of procs to do some discrete block of logic.
Based on feedback from MSO, he expected that VALUE_MODE_FLAG keyed_list entries could have elements overridden. However, this functionality was not present in the code.
I have implemented it. We now support 3 methods of setting VALUE_MODE_FLAGS.
Implicitly enable the config entry: CONFIG_ENTRY config_key_goes_here
Explicitly enable the config entry: CONFIG_ENTRY config_key_goes_here 1
Explicitly disable the config entry: CONFIG_ENTRY config_key_goes_here 0
There have been functionality changes too. Previously, everything before the first splitter was the key and everything after was the value. However, in ambiguous config entries (Such as ROUNDSTART_RACES cloth golem 0) it would be unclear if the intent was (cloth, golem 0) or (cloth golem, 0) or indeed if the intent was (cloth golem 0, 1).
As a result, there is now the following paradigm in place: Everything after the LAST splitter is the value, everything before is the key and a log_config warning is now given explaining the problem and showing how it was resolved.
[2021-10-27 19:48:12.840] WARNING: Multiple splitter characters (" ") found. Using "cloth golem" as config key and "1" as config value.
This warning will trigger if multiple splitters are present for any keyed_list config entry, and will trigger on implicit VALUE_MODE_FLAGS entries that have splitters. The example above is it triggering on ROUNDSTART_RACES cloth golem - It has detected that there is potential ambiguity between (cloth, golem) or (cloth golem, 1), has picked a sensible option for the data type and has warned about it.
The intent is that no config entry should be ambiguous. It should be clear what is key and what is value when dealing with keyed_list config entries.
There's probably more work to do on other config entries to bring them up to this standard, but this is the thing I'm hitting in this PR.
Similarly, I have improved the validation aspect of keyed_list config entries with additional logging in general.
[2021-10-27 19:47:53.135] ERROR: Invalid KEY_MODE_TYPE typepath. Is not a valid typepath: /mob/living/carbon/monkey
I have added a unit test to make sure species IDs do not contain splitters from the two keyed_list subtypes relating to species.
I have added sanity checking to the race config subtypes since we have a big dick global list of all races sorted by ID, so a race not existing will fail validation and output a meaningful config log entry.
I have removed /datum/config_entry/keyed_list/probability from the code as it is unused with the removal of all game modes except Dynamic.
The config change necessitated the renaming of all golem species IDs. Doing so and renaming the clothgolem.ts file to match has fixed the broken cloth golem page too.
* Tackles various problems with keyed_list config entries, fixing broken roundstart races and more!
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* removes double spaces before symbols (#62397)
This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all.
* removes double spaces before symbols
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* double bedsheets have the correct worn sprites. (#62372)
Double Bedsheets have a new icon_state, but in doing so, break their worn_icon_states, as their worn_icon_state was set by the icon_state.
This manually sets their worn icons in order to avoid funny broken sprites.
* Double bedsheets have the correct worn sprites.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* locker electronics no longer put the electronics inside the locker (#62358)
title
because somehow I never actually tested y'know, opening the locker with it on, apparently I just thought I did
* locker electronics no longer put the electronics inside the locker
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
* Refactored spawner window, removed HTML artifact (#62314)
Fixes#61876
I originally went in to edit out the HTML from flavor text. Pulling up the menu, it was just poorly formatted, so I got carried away redoing it.
Issues previously:
HTML artifacts in spawner text were visible, showing opening and closing tags
Spawner menu text was huge, unlabeled, looked very jumbled
Why it's good for the game:
You can now easily read the spawners menu
Having many spawners available should be easy to scroll through
No more HTML randomly
More error cases handled
* Refactored spawner window, removed HTML artifact
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* personal lockers will now allow you to actually un/lock them without swiping ID, ie, normal locker locking (#62341)
* personal lockers will now allow you to actually un/lock them without swiping ID, ie, normal locker locking
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
* Adds Hydroponic Door Sprites (#62249)
Adds sprites for the hydroponic doors
* Adds Hydroponic Door Sprites
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
* Fixes an issue where people with the doctor phobia were afraid of hydroponics doors. (#62089)
## About The Pull Request
Adds a hydroponics airlock type (same icon as medical airlocks), and edits Hydroponics on several maps to replace the old medical doors with the new ones. Fixes#61000
Also edited sheet_types.dm so a hydroponics door assembly can be built, in case anyone decides to give hydroponics entry way doors their own unique icon at some point.
## Why It's Good For The Game
Fixes#61000
* Fixes an issue where people with the doctor phobia were afraid of hydroponics doors.
Co-authored-by: Coconutwarrior97 <40315842+Coconutwarrior97@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Fixing issues with contents of some coded or mapped closets exceeding their storage capacity (#62221)
* Fixing issues with contents of some coded or mapped closets exceeding their storage capacity
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* runtime fix for borgs cryoing with upgrade modules + no more mmi laying around after they cryo, and various other runtime fixes
* Fixing conflicts
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* makes it so lockers/crates can have access electronics removed/inserted (#62022)
They can only have electronics inserted if they
are welded shut (if they can be welded)
don't have electronics already and aren't secure
They can only have electronics removed if they
are welded shut (if they can be welded)
are unlocked
are secure (even if they don't have electronics, then it'll create them)
* makes it so lockers/crates can have access electronics removed/inserted
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
* Makes the American sausage a sausage subtype & Advanced roasting stick fixes (#62193)
Makes the American sausage a proper subtype of sausage, which makes it actually edible, apparently. It also makes it stick on the advanced roasting stick!
The advanced roasting stick will no longer try to grill itself over a bonfire with a griddle installed, allowing you to use the actual bonfire for your roasting needs.
There was actually a check that was supposed to limit the amount of times you could roast a sausage to a measly 1. It wasn't actually working. This PR removes that in favor of mad cooks creating these:
* Makes the American sausage a sausage subtype & Advanced roasting stick fixes
* fixes
Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
* Oh hi Mark.
* hand dryer 4000
* E
* fur dyer
* actually makes it work
* Update fur_dyer.dm
* Update fur_dyer.dm
* Final touches!
* Update jobs.txt
* le straight razor
* f
* Update hhmirror.dm
* updoot
* Update IceBoxStation_skyrat.dmm
* E
* No more failure penalties, it's bad.
* logic errors
* actual hairdye
* Update barber.dm
* Rebases to newer map versions
Fixes multiple issues with the original map changes in this PR, which are as follows but not limited to:
• Trapping Lawyers in their office on Blueshift
• Incorrect curtain types
• Awkward atmos
• Broken disposals
• Missing wallmounts
• Missing firelocks
* camera on meta
* Update jobs.dm
* more dyesprays
Co-authored-by: Kat <evesovereign@hotmail.co.uk>
* Roller Beds: Add roll-up examine hint (#62139)
Adds an examine hint for how to roll up a roller bed.
* Roller Beds: Add roll-up examine hint
Co-authored-by: esainane <esainane+github@gmail.com>
* Drowsiness refactor (#62104)
Creates two procs in /mob/status_procs for handling drowsiness changes (with check for negative values), and refactors all code to use these procs instead of assigning values to the mob's drowsiness themselves.
* Drowsiness refactor
* Fixing more stuff in our code
Co-authored-by: thatoneplebeian <67017991+thatoneplebeian@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Printer Circuit Component (#62012)
I'm adding a circuit component that can print text string on a paper object in a variety of colors and font typefaces (currently only web-safe ones are available, maybe i'll add some fancy ones in the future but they'd need to be imported either through @ import of @ font-face in a separate CSS not imported by every tgui UI).
It's important to note that because the UI sanitizes new text inputed by users and not what's already written on the paper (so the pen_color and pen_font don't be purged in the process), we can't safely have these strings "printed" into the info variable directly, because of that these values will be stored in two new list variables, one for the text and one for font color, face and the signature. When the paper sheet UI is opened, these will be sanitized and then parsed into the text, so the next time the paper is edited we can clear these two lists.
Obviously better than a hacky byond proc - parsemarkdown() is outdated af -, albeit a bit messy... like the rest of paper code.
Requires #62033.
* Printer Circuit Component
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* The monkey portrait decoration is now a set of random pictures that also act as persistent photo frames. Every station map gets one.
* mirrors changes
* Update mothership_astrum.dmm
* Update BlueShift.dmm
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Kat <evesovereign@hotmail.co.uk>
* Fixes a few hard deletes and runtimes I either caused, or ran into when trying to fix hard deletes (#61953)
Please don't try and send chat messages if you have nothing to say
Fixes a spurious runtime.
Fixes a runtime caused by my lack of understanding of huds. remove_hud_from is intended for hud watchers, remove_from_hud is intended for hud items. Doesn't really make sense most of the time, and just runtimes out the ass
Fixes a runtime in shapeshifting, restore should not run if the object is not restoring, or if it's deleting. it should run if it's not restoring, and it's not deleted. 4head
Fun fact, if there's two turret control boards they'll override each other. Use weakrefs. Oh also removes a var called cp, nothing good will come of that
Today in: Good lord the stacking machine is an afront to god, we discover that the labor claims console was attempting to act as a console, which of course fails when it comes time to clear it's improperly named var. Disgusting
Attempts to fix potential wound ref hangs in surgeries? maybe?
Fixes a runtime in luminescent stuff I created in my big harddel crusade. owner is a mob, not a species
Fixes a runtime related to headspikes deleting themselves twice. Pain
Fixes hard deletes sourced from the prophet trauma. Good fucking lord this is awful
Offhand item is somehow hard deleting. I have no idea how. Here's hoping signals fixes it, because if it doesn't I'm stumped. It's not a common scenario, but it does happen in spurts that suggest repeated usage
* Fixes a few hard deletes and runtimes I either caused, or ran into when trying to fix hard deletes
* Update turret_id_system.dm
* Update turret_id_system.dm
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Rad collectors gone, tesla coils to generate power (#61917)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Rad collectors gone, tesla coils to generate power
* replaces rad collectors
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Kat <evesovereign@hotmail.co.uk>
* Borgs can close morgue trays now. (#61976)
Cyborgs can open/close a morgue if the click on the main structure but they couldn't interact with the trays if they are open, instead needing to click on the main structure to close it.
* Borgs can close morgue trays now.
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* Adds SHOULD_NOT_SLEEP to Destroy. Why didn't we do this before. (#61943)
* Adds SHOULD_NOT_SLEEP to Destroy. Why didn't we do this before.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fixes missing color for undershirt/socks
Added color choice to undershirt and socks selection.
* Added SKYRAT EDITs
Added SKYRAT EDITs
* Moved a file to the masterfiles
Moved a file to the masterfiles
* Getting hit by the tram will now smash people through lattice and unplated flooring (#61709)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Getting hit by the tram will now smash people through lattice and unplated flooring
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Corrects mapload args that sprug up in the past few days (#61759)
See #61623 . These were either merged after the prior PR, coded before the prior PR, or were made in between and not updated.
* Corrects mapload args that sprug up in the past few days
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixed holosigns not registering it's projector (#61755)
Before the mapload PR got merged, the mapload param got treated incorrectly as the loc param, allowing the proc to work without problems since source_projector is in the right place. But now that the mapload param is implemented here properly, the previous bad implementation turned into a working feature turned back into a bug. This took way longer than it should have.
* Fixed holosigns not registering it's projector
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
* Fix connect loc not respecting phasing in some cases when it should (#61698)
* Fix connect loc not respecting phasing in some cases when it should
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
* Fixes the auxiliary base construction console. (#61692)
* Fixes the auxiliary base construction console.
Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com>
* Changes a bunch of New()s to Initialize()s (#61626)
* Changes a bunch of New()s to Initialize()s
Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
* Removes the placeholder alien bed (#61690)
This PR removes the placeholder alien bed and its associated sprite from the game, and replaces its appearance in the snowdin ruin with the actual abductor bed.
* Removes the placeholder alien bed.
Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com>
* Fixes neglected fern cell ine amounts + reverts undocumented crate spawner change that removed my brand new fern from the game. (#61671)
* Fixes neglected fern cell ine amounts + reverts undocumented crate spawner change that removed my brand new fern from the game.
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>