Commit Graph

5882 Commits

Author SHA1 Message Date
Azarak
0a3edac8fb Fixes GC for observers and new players, and tons of loose references to stuff that shouldnt be (#55563)
I've done this on a signal because atom_hud is applied very loosely in some contexes, and the objects themselves dont have an easy way to track back into what huds they're affected by, so this seemed the best. Properly cleans up next_time_allowed, which was missing.

Update: I discovered this is also an issue for a lot of simple mobs, such as slimes and bots and such. So fixing this is huge
2020-12-17 01:42:49 -08:00
LemonInTheDark
c5698a21c4 Removes roundstart miasma. Yes, even the gibs that are marked as miasma producers. Fuck you. Carbons now start listening for death at init, then get the component when they die. Gibs behave just as they used to. (#55343) 2020-12-16 21:27:01 -08:00
Qustinnus
c6570b3671 [READY] Kitchen Rework part 1: I just want to griddle! (#55319)
This PR essentialy moves away from the extremely microwave dependent cooking we have for meat right now, and making it a bit more sensical by making you use a grill to grill meat. The grill takes a different time (with variation) for different grilled things. Once finished it will turn that food into something else.

Yes, this does mean creating burgers takes longer, but in return you can make more patties at once, and you are not required to stay at the grill while its going. This lets you cook as much as you want at once, just make sure your meat doesn't burn!

In the future, I hope to move more things like this to machines similar to this (Pasta boiling, putting eggs on the griddle, soup making, etcetera) to create for a more interesting cooking experience.
2020-12-13 16:54:15 -08:00
Qustinnus
12c1464bc3 [READY] Creates Datumized AI and applies it to monkeys (#55238)
New AI system, implemented for monkeys.
2020-12-13 13:19:54 +01:00
Mickyan
a721566364 album sprite variations (#55359) 2020-12-12 23:46:12 -08:00
Coffee
7f4b6aa0f5 Job gloves no longer override tongue-tied radio gloves (#55387) 2020-12-12 23:45:30 -08:00
ATH1909
68b5831475 Stationloving objects now buzz when their stationloving component teleports them back to the station (#55469) 2020-12-12 23:14:11 -08:00
Ryll Ryll
1ead399589 You can sacrifice souls to toolboxes (#55306)
So, now that it's December, this PR makes it so you can use a soulstone with a shade in it on a mechanical toolbox to sacrifice the shade to give the toolbox back its SOUL (it goes back to the old sprite)
2020-12-13 00:12:58 +00:00
Qustinnus
ff9d794e84 fix (#55462) 2020-12-11 16:51:24 +01:00
prodirus
70bf7e6d90 Fix donuts always overriding species-level taste reaction (#55349)
Fixes #55302.

The donut `check_liked` callback would return null if its conditions 
weren't met, so the `food_taste_reaction` checks would be totally 
skipped over.

No donuts for you, carnivore.
2020-12-10 23:34:30 -08:00
Azarak
7c6afdbb2a Caltrops and footsteps now properly check whether your shoes actually cover your feet (#55252)
Right now I believe it doesnt change anything, but it leaves 
possibility for footwear around ankles, or funny shoes with no bottom 
part. It makes sense, right?
2020-12-10 23:22:35 -08:00
Qustinnus
15c7de802a Refactor the procedural generation of lavaland and turf/closed/mineral (#54915)
This replaces lavaland's old diagonal tunnel gen which was really 
horrendously jammed into asteroid floor code (?????) with Cellular 
Automata which runs in rust (PR for that here: 
https://github.com/tgstation/rust-g/pull/57 ). The new code is a bit 
cleaner, but also looks better.

VID: https://streamable.com/a45ke2

Things to do:
- Make an icemoon version
- Fix the roundstart atmos adjacency issues

I asked AnturK if this was an acceptable PR for this month; he said it 
was okay as long as I didn't add new areas, which I don't plan to do. 
But if anyone thinks this PR breaks the spirit of the month I'll open 
it again in december.
2020-12-10 20:59:29 -08:00
Coffee
f1e339b86d Adds binds for targeting the eyes and mouth (#55299) 2020-12-10 19:17:22 -08:00
小月猫
26e6f8eac7 Fix spelling error in heretic rust plume (#55435)
Changes the heretic rust plume message from "Your feel filled ..." to 
"You feel filled ...", English is cool
2020-12-10 17:56:57 -08:00
LemonInTheDark
868402d902 Makes drying racks apply color properly (#55317)
Drying racks aren't coloring things currently because of how that typecheck works (It should be a type == current_type instead of !type)
2020-12-11 00:23:37 +00:00
ArcaneMusic
e09a9032da Crates and bountes are now defined by crate's value and paygrades. Civilian bounty payout is higher and uncheesable. (#55413)
Does a value-wise refactor of crates and bounties in order to scale the value of these imports and exports to the value of crate exports (500 credits each). Then, I have adjusted the value of crate exports to 200 credits down from 500 to place the most standard unit of profit within cargo to a scale within that of roundstart paygrades currently on station. (350-1400 credits).

This effectively balances one of the biggest disparities left within the in-game economy, which is that cargo's price scales have really never been re-balanced with the considerations of on station prices, and have been still to the same scale as when they were based on cargo points 3 years ago. While admittedly some prices in vendors were scale to those original cargo values, so many of them weren't that it warranted a massive rebalance PR in order to places the scale of these items within an appropriate range of their intended user's cost values.
2020-12-10 23:43:46 +00:00
Jared-Fogle
0a77d27a1b Replace direct poi_list manipulation with element (#55416)
Replaces GLOB.poi_list |= src and GLOB.poi_list -= src with an element that handles it directly.

More consistent code, especially when a lot of code couldn't decide how to add/remove (some |=, some -=, some .Remove, etc).
2020-12-10 23:30:25 +00:00
Jared-Fogle
7d3fd4355f Everything that uses maptext now uses the class that makes it actually readable (#55420)
Adds a MAPTEXT macro that wraps the given text in the maptext class, the thing we use for Runechat to make it so you can actually read it. Everything that sets maptext now uses this.
2020-12-10 23:25:46 +00:00
TemporalOroboros
e9f9ad1e34 Makes Metalgen Unrecycleable (#55417) 2020-12-09 23:34:27 -08:00
LemonInTheDark
92f509ea80 Revert "Refactors how movetype flags are added and removed and the floating animation (#54963)" (#55432)
This reverts commit b8425c003a.
2020-12-09 19:30:28 -08:00
silicons
160175ee8b pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)
Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big.
If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self.
Pass flags:

Pass flags handling now uses an atom variable named pass_flags_self.
If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default.
This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why.
LETPASSTHROW is now on pass_flags_self
Projectiles:

Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake

Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future).

I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP.

Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful.

scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it.

scan_moved_turf() (WIP) will be used for handling moving onto a turf.

permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around.

A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things.
Movement types

UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping.
Why It's Good For The Game

Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general.

Fixes penetrating projectiles like sniper penetrators

This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)
2020-12-10 09:29:27 +13:00
Ghom
b8425c003a Refactors how movetype flags are added and removed and the floating animation (#54963)
I wanted to refactor how movetype flags are added and removed into traits to prevent multiple sources of specific movement types from conflicting one other. I ended up also having to refactor the floating animation loop (the one that bobs up and down) code in the process.
Why It's Good For The Game

A way to avoid conflict from multiple sources of movement types.
This also stops melee attacks, jitteriness and update_transform() from temporarily disabling the floating movetype bitflag altogether until the next life tick.

Tested, but i'm pretty sure improvements could be made.
Changelog

cl
fix: jitteriness, melee attack animations and resting/standing up should no longer momentarily remove the floating movement type.
/cl
2020-12-10 09:28:32 +13:00
Jared-Fogle
f00e379939 Singularity component (#55096)
Adds singularity component
2020-12-08 10:58:03 +01:00
Qustinnus
8737e8cb80 Small do-after refactor (#55172)
This is an alternative to the PR Ryll made, it does some things similar e.g. the default limit of 1 interaction per target for a person, however, it refactors do_afters to support overrides for max interaction counts and unique sources.

For example, stripping uses the item being stripped as the source, allowing you to strip multiple items, but not the same item multiple times.

I've also fixed most other edge-cases this could cause where balance would be affected, but feel free to point out any I might've missed, this'll probably require some longer-term testmerging.
2020-12-07 13:04:51 -08:00
Qustinnus
4650a5d7ee Sound Environments - Adds reverb and echo to rooms (#55333)
Jack and Style figured out that sound environments can be cancelled by setting some settings in Echo. By default audio has no reverb, but if a sound environment is selected in playsound_local it will become a reverb sound.

This makes every room sound a bit different. The only caveat is is that if you move into another room, Already playing sounds will transition into the new environment, which sounds odd.

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-12-07 11:53:58 +02:00
Fikou
aa9c58f1f8 Reworks the champion's hardsuit (#55337)
fixes hiero staff recall mesage not working
Reworks the champion's hardsuit
changes:
name: champion's hardsuit -> berserker hardsuit
armor: (MELEE = 65, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 80) -> (MELEE = 30, BULLET = 10, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 10, FIRE = 100, ACID = 100)
doesnt have ert stripping time so its shorter
it cant hold the pka or cutter on itself, but it carries knives, resonators, spears and the crusher
adds berserk mechanic: with every hit you take thats not from yourself, you get berserk charge equal to the damage dealt to you divided by 4, if its a projectile attack this value is multiplied by 1.5, so a 20 damage melee hit gives you 5 charge, while a 20 damage projectile gives you 7 charge
use berserk ability with 100 charge to go berserk
you move a bit faster, you hit 2 times faster, you get a cool color and your melee armor is massively increased for the duration (about 10 seconds?), but you cannot shoot guns during the effect
2020-12-06 23:47:12 -08:00
NightRed
0d5c81df2f Fixed caps (#55330)
The cap on fever and chills should not be absolute temp of the mob but amount of change.
This lowers the amount of change a small fever will hit you with.
2020-12-06 12:02:45 -08:00
Qustinnus
f887155b27 Kills oldfood, Puts newfood on top. (#55160)
Slays the last of old-food, making new-food the new normal.

Co-authored-by: MrMelbert <kmelbert4@gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-04 00:11:47 -08:00
Tom
59aaae1523 Fixes perspective of mood messages (#55290) 2020-12-02 14:39:03 -05:00
Mickyan
8ff9883218 Makes fearless trait affect social anxiety (#55284)
An oversight from when I added psicodine and happiness
2020-12-02 14:36:52 -05:00
Ghom
016ce6093c You can('t) whisper into comms in crit. (#54970)
* Stops critted people from speaking into the radio.

* Whitelist implementation and removal of unreachable/unused code.

* Woops.
2020-12-02 19:00:13 +01:00
Qustinnus
9c85aba400 Fixes newfood reagent transfer and food trash' to_chat (#55150)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-02 02:04:58 -08:00
Jack LeCroy
40feaf238b Ports custom food to new food datum (#55207)
Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-01 17:01:05 -08:00
TiviPlus
0eaab0bc54 Grep for space indentation (#54850)
#54604 atomizing
Since a lot of the space indents are in lists ill atomize those later
2020-11-30 12:48:40 -05:00
Coffee
39c78439a5 Adds 3 periods to the game (#55243)
Fixes a single typo
2020-11-29 23:02:03 -05:00
Ryll Ryll
5e878f504c Kills the quickswap shortcut (#55209) 2020-11-28 23:58:20 -08:00
Ryll Ryll
1b9777df1f Changes grenade proc names to be more clear (#55181)
Grenades have, for the longest time, used the proc name preprime() to refer to arming a timed grenade so that it will boom in a few seconds, and prime() to refer to the grenade actually going boom (or releasing foam or anything else grenades do when they go off). This was very confusing, so now these two procs are called arm_grenade() and detonate().
2020-11-28 07:44:28 -03:00
prodirus
78caf0196d fixes ageusia (#55187) 2020-11-28 07:42:27 -03:00
MrMelbert
c8536907fc Accidental Consumption post-food refactor cleanup (#55152)
Renames a bunch of vars to be more descriptive
    Removes old references to snacks
    Updates some code slightly
2020-11-26 14:41:26 +00:00
Bobbahbrown
4201228541 Fixes template use for 'Report Issue' button in-game + show [s] testmerged prs (#55135)
Fixed and improved the bug report template use when the 'Report Issue' button is used in-game. It now uses the correct template location, as well as automatically filling in the round ID and testmerges.

We also now show [s] PRs that are testmerged, as ok-d by oranges, as this is an unofficial label that anyone can apply and doesn't necessitate hiding. It also makes debugging rounds where this was present but not reported more difficult.
2020-11-25 16:16:47 -05:00
Bobbahbrown
1b0b13a737 Replace tgalert with tgui_alert (#55157)
Adds TGUI-based alerts to replace the old tgalert system. Replaces all uses of tgalert with tgui_alert except for one, the 'Report Issue' button, as people were (understandably) concerned that this button using tgui will prevent a tgui bug from being easily reported.

These windows have a nice little progress bar indicator of how much time they have left, and will automatically close themselves after this time elapses.

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-11-25 22:46:19 +02:00
Ghom
4c31b0e116 CanUseTopic() refactor. (#54747)
* CanUseTopic() refactor.

* Forgot about default_can_use_topic. Tested and working.

* Update bin.dm

* no-nonsense.
2020-11-25 13:12:12 +01:00
prodirus
e83ae87461 Fixes chem and addiction scans, null checks for addiction_list (#55105)
So #54797 changed addiction_list to instantiate as a null instead of a list. Turns out a few things relied on the list existing!
Things like health analyser/medical kiosk chem and addiction scans broke, and smokers would no longer get addicted!
Made a few places check if addiction_list is null before continuing.

(Lemon's note, refactored some code to make it cleaner/removed some unneeded loop typechecks)
2020-11-24 22:43:51 -08:00
NightRed
fb51b24d21 Humans have more complicated body temperatures (#54550)
This changes how carbon/humans stabilize body temperature, and changes how damage and wounds are applied based on temperature.

Humans now have a core body temperature along with body temperature. The core temperature is used for natural stabilization and what viruses like fever and shivers target by raising or lowing the core temperature of the mob.
The standard body temperature still exists and acts exactly the same for most items at this time but is now treated as surface temperature in humans.

Damage from body temperature for humans is now based on the core temperature instead of body temperature now.
Humans will now receive burn wounds when the body (surface) temperature is to high for to long.

This causes you to see alerts for the area temperature before you take damage in most cases improving visibility of dangerous situations.
2020-11-24 22:37:36 -08:00
ArcaneMusic
bf39caca6a Refactors Pastries into newfood. (#54996)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Floyd <Floydje123@hotmail.com>
2020-11-24 16:18:10 -08:00
Qustinnus
869b5720e6 removes a direct use of Destroy() (#55043)
* cursed

* Update code/datums/mutations/antenna.dm

Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>

* Update code/datums/mutations/antenna.dm

Co-authored-by: spookydonut <github@spooksoftware.com>

* Update code/datums/mutations/antenna.dm

Co-authored-by: spookydonut <github@spooksoftware.com>

Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
Co-authored-by: spookydonut <github@spooksoftware.com>
2020-11-24 13:42:50 +08:00
Qustinnus
41157f5d6b Moves grown food to newfood (#55040)
Moves grown food to newfood
Gives trash element support for callbacks for item creation override
2020-11-23 14:00:23 -08:00
ArcaneMusic
b29a686f92 Hygienebots de/construct and behave like the other simplebots. (#55089)
Adds simple deconstruct steps to the hygiene bot assembly, as well as adds a simple crafting menu option to craft one.
Also, corrects an issue with hygienebots not needing to be opened in order to be emagged. They now need to be emagged to be opened with a screwdriver, then emag the open panel in order to emag the robot, just like every other robot.
2020-11-23 13:44:18 -08:00
Ghom
2bd9aca8b6 Removed effect/dummy/phased_mob copypasta. Fixed squeak component triggering from abstract effects & co. (#54783) 2020-11-23 13:27:18 -03:00
spookydonut
0383c19ac2 Minor refactor to signal handlers to remove potential sleeps (#54649)
About The Pull Request

These are legacy sleepers, the remaining 12 are non-trivial to fix.
2020-11-23 09:49:12 +13:00