## About The Pull Request
Further continous organizing and cleaning the Icons folder. There are
still some minior nitpicks left to do, but I reached my daily sanity
expenses limit again, and the faster these get in the less issues for
both me and others later. Also cleans some mess I caused by my blindness
last PR.
## Why It's Good For The Game
Saner spriters = better sprites
## About The Pull Request
Resprites stock parts to bring them up to date, changes manipulators to
servo motors as I couldn't make manipulators work well at this scale.

(Power cells sold separately)
## Why It's Good For The Game
The old stock parts are dated, in some cased quite ugly, and in the case
of manipulators a ball of assorted pixels. Incidentally removed a couple
of single letter var names.
## Changelog
🆑
image: Stock parts have been resprited.
code: Manipulators have been renamed to servo motors, all related types
have been repathed to match.
/🆑
## About The Pull Request
These changes fix how machines are pried open with crowbars. Currently,
most machines can be pried open, but many of them have no method for
being closed again. This means they can be pried once, and then never
again (as their internal logic has them stuck in an "open" state).
Additionally, the densities of these machines is also inconsistent, as
density is tied to the procs for opening/closing machines (open =
non-dense, closed = dense). Thus, these new changes allow desired
densities to be passed to `open_machine()` and `close_machine()`, as
well as `default_pry_open()`, meaning that atypical machine densities
can be maintained (e.g. machines that should remain dense when open, or
non-dense when closed).
I've also added a `close_after_pry` boolean parameter to the
`default_pry_open()` proc, which determines whether to immediately close
a machine after opening it. This is useful for machines that don't
really have a use case for remaining open, often lacking a sprite to
represent this state as well.
* Note: Opening and immediately closing machines with this boolean will
still drop their contents onto the floor, but will now immediately
"close" in their logic, allowing for further prying attempts in the
future.
It's worth noting that this implements default density values for these
procs, which match the existing behavior for machines, so as to
(hopefully) not disrupt existing or expected machine behavior.
Two caveats to these changes currently exist:
1. On machines that immediately close after prying, the prying action
can now be spammed to the chat with repeated clicking. I'm uncertain if
this needs some sort of spam protection or if it's fine as is.
2. I've only been able to manually test this code. I'd love to write
unit tests for it, as it affects a lot of different machines, but don't
know where to begin with DM Unit Testing (or which files would be good
examples to reference in the code base).
* Note: I did manually test each and every machine that calls
`default_pry_open()` and they all seem to be working correctly. (Except
for `obj/machinery/plumbing/sender`, but that doesn't seem to need
prying, as it has no contents to drop, only reagents.)
As always, let me know if any improvements/changes should be made.
This closes#26833.
## Why It's Good For The Game
These changes allow crowbar prying to correctly occur multiple times on
any machine, which is intended behavior. It prevents player confusion
that could occur when a machine couldn't be pried open a second time
during a shift, even though it had previously been pried before, forcing
players to question themselves. (Are they missing something? Did they
perform the action a different way last time? Is the machine actually
still powered on instead of off? Etc.)
These changes also maintain the correct density for machines after
prying, preventing scenarios where a machine might behave differently
once it had been pried open. (An example of this was being able to walk
through a smartfridge after prying it open.) Additionally, players are
no longer required to know/use workarounds (such as machine disassembly)
to retrieve a powered-off machine's contents.
Overall, these changes improve consistency around machines, creating
more scenarios where they behave as players would expect.
## Changelog
🆑
fix: machines can now be pried open more than once.
fix: machines now have the correct density when pried open.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
Say you attack the seed extractor with a pumpkin, and it extracts 4
pumpkin seeds. Rather than dumping those 4 seed packets on the turf it
will now store them in the machine.
This feature is optional only if you right click. Left click does the
normal stuff
Saves you the manual work of picking up those packets from the turf and
again putting them in the machine. Keeps the turf clean.
So i accidently reverted all my commits in #72511 when resolving a merge
conflict So ummm yeah fuck my bad anyway
## About The Pull Request
Finishes what was started in #71693 and completes the
[initiative](https://github.com/tgstation/dev-cycles-initiative/issues/1)
Except for `obj/item/stock_parts/cell` and its subtypes. All machines
now use `datum/stock_part` for its requested components & component
parts
Not sure if i caught every machine & stuff in the game so merge with
caution
## Changelog
🆑
code: datum stock part for every obj stock part
refactor: all machines & dependent experiments to use datum stock parts
/🆑
* Fixes seed extractors not taking seeds from plant bags.
- When refactored, it accidently changed it from taking the seed "from its loc" to "from the extractor itself", which always failed
* Unit test
* Genericises it a bit
Currently, storage works as a subtype of /datum/component, utilizing GetComponent() and signals to operate. While this is a pretty good idea in theory, the execution was pretty trash, and we end up with alot of GetComponent() snowflake code (something that shouldn't even need to be used frankly), and a heaping load of scattered procs that lead into one another, and procs that don't get utilized properly.
Instead, this PR adds atom_storage and proc/create_storage(. . .) to every atom, allowing for the possibility of storage on quite frankly anything. Not only does this entirely remove the need for signals, but it heavily squashes down the number of needed procs in total (removing snowflake signal procs that just lead to one another), reducing overall proc overhead and improving performance.
This PR focuses on cleaning up two procs - updateDialog and updateUsrDialog. Both of which are/were used updating for old HTML UIs. As these UIs got converted to TGUI over time, these old code fragments started to pile up, often due to coders simply overlooking them. This resulted in them being dead code doing nothing when called, or randomly opening up windows when they shouldnt, for example when a vending machine is screwdrivered and UI cannot even be interacted with.
However, there were also some desirable uses - like opening a window when an ID is inserted into civilian bounty console, which you are then gonna obviously use to pick a bounty. I kept these uses and replaced them with proper ui_interact, so they now always work, instead of them working only when you had them set as a currently used machine on mob. The list of these changes is:
Civilian Bounty Console will now always bring up its UI when you insert the ID.
Air Alarm and APC will now always bring up its UI when you unlock their controls.
Portable Chem Mixer, Chem Dispenser, Chem Heater, Improvised Chem Heater, Chem Spectometer and Chem Master will now always bring up their UI when you add or replace beaker to them.
Two old /Topic calls were cleaned up as well, as they were no longer relevant.
Removes dead or outdated code, adds sensible UX when working with certain UIs.
I'll do more in the future but I'll limit myself to this because I'm tired, bored, and don't want to make so many PRs touching the same things that I have to deal with conflicts each time one is merged.
Just as an example, screwdriver's gotta be done as well, does the exact same thing wrenches do, I believe.
Standardizes (and touches) each time default_unfasten_wrench is used.
Fixes tool logs, since it relies on tool acts to exist, I'm trying to move as many tool acts to its proper proc. Like a spiritual successor to the tool superpack PRs.
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.
Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.
(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
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
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
* Initial Seed Extract Update
Updates the seed extractor to work and the ui
* Damnit, forgot to run webpack
* Removed the logger and fixed toTitleCase
You would think working on a PR for 14 hours you would remember the small stuff
* Fixed the wierd Table.cell spacing.
I have no clue how that got there.
* Trying to fix some webpack issues
Travis is reporing a dffrent webpack id so its failing? did a yarn update and repack
* forgot the lock file
* Clean up the code, final rebuild
* Deleted yarn.lock in the root
Co-authored-by: Style Mistake <stylemistake@gmail.com>
Living and machine stat vars are pretty different, one uses flags and other number-defines.
This should make some other mass-replacements and searches a bit easier.
* 1/4 done? maybe?
* more
* stuff
* incremental stuff
* stuff
* stuff & things
* mostly done but not yet
* stuffing
* stuffing 2: electric boogaloo
* Git Commit and the Kingdom of the Crystal Skull
* make it actually compile
* found more stuff
* fixes
* fix AI laws appearing out of order
* fix windows
* should be the remaining stuff
* this time for real
* i guess it should compile too
* fix sechuds
cl Denton
tweak: Most upgradeable machines now show their upgrade status when examined while standing right next to them.
tweak: Added examine messages to teleporter stations that hint at their multitool/wirecutter interactions.
tweak: Renamed teleporter stations from station to teleporter station.
code: Changed the teleporter hub accurate var to accuracy; the old name misled people into thinking that it was a boolean.
/cl
Machines don't really give players feedback about upgrades, aside from machines like the cloner where new functions are unlocked. I'm adding examine descriptions that should help with this:
* A few additions, tweaks, and fixes for integrated circuits, and some very minor tweaks to hydroponics and carbon/silicon examine() to support those changes.
🆑 SailorDave
rscadd: A new manipulation circuit, the Seed Extractor. Extracts seeds from produce, and outputs a list of the extracted seeds.
rscadd: A new list circuit, the List Filter. Searches through a list for anything matching the desired element and outputs two lists: one containing just the matches, and the other with matches filtered out.
rscadd: A new list circuit, the Set circuit. Removes duplicate entries from a list.
tweak: The Plant Manipulation circuit can now plant seeds, and outputs a list of harvested plants.
tweak: Reagent circuits can now irrigate connected hydroponic trays and inject blood samples into Replica pods.
tweak: The Examiner circuit outputs worn items and other examined details of carbon and silicon mobs into the description pin.
tweak: List Advanced Locator circuit now accepts refs as well as strings.
bugfix: Fixed the Power Transmitter circuit not properly displaying a message when activated.
bugfix: Medical Analyzer circuit can now properly scan non-human mobs.
/🆑
Additional details:
- Plant Manipulation: obj/item/seeds harvest() proc and obj/machinery/hydroponics attack_hand() procs were adjusted slightly to allow this, returning a list when harvested.
- Seed Extractor Module: obj/machinery/seed_extractor /proc/seedify() was adjusted to return a list of seeds.
- Hydroponics replica pod was adjusted to be injectable|drawable, and use reagents and on_reagent_change() rather than a hardcoded attackby(), so other injection methods can use it to allow blood sampling/future reagent reactions regardless of type.
- IC Examiner Module returns a list of examine() messages from mob/living/carbon, mob/living/carbon/human, mob/living/carbon/silicon, and mob/living/carbon/silicon/ai in the description data pin, rather than outputting null since they had an empty desc var. The relevant examine procs were adjusted to return their messages.
- IC get_data() and set_pin_data() adjusted to return text/num properly and to WEAKREF/un-WEAKREF the contents of passed lists.
* fixes errors from screwy merge conflicts and replaces illegal proc name
* re-added a traits tag that accidentally got removed
* review changes
* plant analyzer outputs irrigation status and connected trays, search circuit uses 2 Cx down from 6
* examiner outputs the occupied turf of the examined object and can also scan turfs
* string inputs on circuit pins now use multiline input; fixed edit/remove not working on list pins; fixed large screens not outputting visible messages when held
* locomotion now has a cooldown of 0.1sec and their complexity + pathfinder complexity reduced
* assemblies can open doors they have access to from a card reader through collision
* Merge master branch; fixes pathfinder AStar runtime; fixes tile pointer; fixes material manager self-ref; various grammar touchups
* review changes
* fixes improper weakref type checking
* fixes seed extractor merge confict, removes unnecessary weakref change
* dang ol merge undoing my changes HECK
* updated to robbym's tile pointer PR with clearer var names
* added missing "not scanned" results to tile analyzer, removes duplicate circuit entries(???? how)
Also changes New -> Initialize in most of them.
renamed: `code/game/machinery/computer/computer.dm` -> `code/game/machinery/computer/_computer.dm`
renamed: `code/game/machinery/machinery.dm` -> `code/game/machinery/_machinery.dm`
Moved all circuitboards to a new folder at `code/game/objects/items/weapons/circuitboards`
Fixes unscrewing a broken computer only dropping one glass shard instead of two.
Fixes AI holopad, recharger, keycard authentication device, reagent_dispensers reagentgrinder, and APC not being attackable.
Fixes APC cover knockdown being random, it now uses the take_damage() proc, which also allows animals and xenos to knock down the cover of a broken apc.
This contains the changes to item_attack.dm
Obj/attackby() now follows a similar structure as mob/living/attackby. It calls attack_obj() (like attack() but for obj) which calls attacked_by (just like attack() does)
The use of the NOBLUDGEON flag changes a bit, it is now used to signify the item cannot be used as a melee weapon at all. No attack animation, no attack message. I've given this bitflag to many items that have an afterattack() so as to not both attack and do the special action (among those items: the rcd)
There's also the code changes to attacking machines: attacking any machine now give a proper message and a sound. And with this, I made more machines breakable (using a health var and the very little used BROKEN stat). Most notably, tables can now be attacked when on harm intent and be destroyed.
The newly destroyable machines have a take_damage() proc used by all sorts of attack (weapon, xeno, animal, hulk, mech melee, gun projectile, thrown items).
There's some more stuff in there, see the PR's description and comments.