Commit Graph

115 Commits

Author SHA1 Message Date
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
Jared-Fogle
f00e379939 Singularity component (#55096)
Adds singularity component
2020-12-08 10:58:03 +01:00
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
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
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
ArcaneMusic
d8f5fcd9fd Food processors and microwaves now respect food trays (#54927)
Really it's a bandaid as it would be better to wait until the refactor is done, but it turned out to be a rather easy fix.
Food trays may now once again mass insert both new and old food into the microwaves and food processors.

Prevents any manual handing when cooking large quantities of food at once.
Also, you get the switch gathering mode button when being given the serving tray again.
2020-11-18 00:33:27 -08:00
EdgeLordExe
2f18e6232c [ready]Heretic new path : Path of Void [sprites approved] (#54252)
* E

* E

* E

* E

* E

* E

* VOID FINALLY

* E

* E

* E

* VOID STORM

* e

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_magic.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_magic.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* E

* FUCKING FINALLY

* E

* E

* Voids Embrace

* E

* E

* E

* E

* some changes

* E

* E

* E

* EEE

* E

* E

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>

* E

* E

* E

* MERGE READY UWU

* Update code/modules/clothing/suits/toggles.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2020-11-17 12:37:45 -05:00
TemporalOroboros
4b4363be15 Fixes a few bugs with greyscale stacks. (#54858)
Fixes greyscale floor tiles merging regardless of their materials.
    Fixes greyscale floor tiles voiding materials when splitting the stack.
    Fixes greyscale floor tile stacks being created with no mats_per_unit and only enough custom materials for a single unit.
    Fixes greyscale tile flooring being created with the wrong amount of materials.
    Fixes greyscale tile flooring not producing floor tiles/producing floor tiles with 0 units.
2020-11-10 14:13:01 -03:00
TemporalOroboros
edd6500d78 /obj/screen --> /atom/movable/screen (#54403)
Repaths screen objects to /atom/movable
2020-11-08 23:07:15 -03:00
Rohesie
c07df08690 Standardizes attack chain signal returns and fixes a tk bug (#54475)
The attack chain is a bit of a mess, and the introduction of signals hasn't helped in simplifying it.

In order to take a step into untangling this, I re-ordered the attack signals to no longer be by source type and instead to be grouped more modularly, as they are all members of the attack chain and function similarly. They all share the trait of potentially ending the attack chain via a return, but had several different names for it. I joined it into one.

Additionally, fixed a tk bug reported by @Timberpoes by adding a signal return check at the base of /mob/proc/RangedAttack

Lastly, removed the async call of /datum/mutation/human/telekinesis/proc/on_ranged_attack, which was added as a lazy patch to appease the linter complaining about a sleep on a signal handler (namely in /obj/singularity/attack_tk). Fixed the problem using timers.

Also cleaned some code here and there.
2020-10-21 05:42:38 +01:00
Rohesie
29ec525147 Implements timed_action_flags for do_after-like procs (#54409)
Originally I wanted to fix an issue where the `get_up()` `do_after()` would ignore the callback checks, because it was `uninterruptible`, so that made me refactor these procs to allow for higher granularity on checks and standardize behavior a bit more.
There's more work to be done for them, but one thing at a time.

* Removes the `uninterruptible` check in favor of the more granular `timed_action_flags`
* Cleans code on the `do_atom`, `do_after_mob`, `do_mob` and `do_after` procs to standardize them a little better.
2020-10-19 17:06:49 -04:00
ZeWaka
9629feed35 Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B

BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
2020-10-13 16:43:53 -03:00
Rohesie
39507171d7 Converts some unique and typelists into stringlists (#54237) 2020-10-12 21:47:04 -07:00
spookydonut
2a0eac8772 Fix some potential sleeps as detected by SpacemanDMM improvements (#54230)
overrides weren't detected by should not sleep, i think i've mostly 
fixed that with SpaceManiac/SpacemanDMM#214

Some of these are wacky but overall this pr is harmless

signals shouldnt sleep even in weird 1 in a million situations or due 
to other people adding bad code

overrides of changeling can_sting() use alert() and input() and that's 
just too fucked for me to fix in this pr
2020-10-08 17:06:19 -07:00
NightRed
e9c47aa502 Unit tests for serving trays (#54224) 2020-10-07 15:33:44 -07:00
MrMelbert
f0df73559e Fixes for food storage component (#53894) 2020-09-24 07:19:38 -03:00
Qustinnus
c6be808bf3 Moves over cakes to newfood and transfers reagents when crafting (#53316) 2020-09-07 15:04:14 -03:00
ArcaneMusic
b9a4c97597 Adds TCG Decks in order to play with them like a TCG. (#53200)
* Card Decks n shuffling.

* the "crackling with sexual energy" update
}
Kept you waiting, hunh?
This adds a new multi-faceted object to the game, the TCG Card Pile. Using any 2 cards together on each other will create a pile, and the first card in the pile will determine if the card pile is face-up, or face-down. Depending on the orientation of the card pile, you'll draw cards out of it in the orientation. So, a "deck" card pile would be flipped face down, and would allow you to draw cards out of it also face down, and vis versa.
Decks can be renamed with a pen, and use a radial menu in order to enable quick action on the Trading Card game battlefield.
image

    Draw allows you to draw a single card from the deck, again based on the orientation of the cards used to build the deck.
    Shuffle calls the shuffle() proc on the deck, and (should) randomize the order of the cards in the deck for use.
    Pick up puts the deck into your hands instead of the nonsense dragging required with regular playing cards.
    Flip flips the orientation of the cards in the deck, turning a face up pile into a facedown pile, and a facedown, faceup. Also, calls reverseRange() on the contents of the deck, which should put the bottom of the deck on top, and vis verse, ALSO enabling you to put cards on the bottom or the top of your deck easily.

Card piles also operate with a custom storage component, so you can search for cards in your deck if need be, but also handle edge cases like when you only have 1 card in a pile left, or when you dump out a deck of cards like you would a bag.

This basically adds in more sane hands, more sane decks and discard piles, and a massive QOL update to the trading card game to make it actually playable (once potato actually puts the card stats and effects on the cards themselves.)
2020-08-31 00:01:25 -07:00
MrMelbert
391db22977 Componentizes Food Storage (#53116)
Moves the food storage behavior on (formerly) bread, cheese wheels, and cakes from /food/snacks/store/ to a component.
This lets just about any food/edible thing be used for storing fun things like glass shards, which is pretty neat. Also helps work towards the food refactor.
2020-08-27 23:08:35 -07:00
Jared-Fogle
45c14f6330 Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.

Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.

This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.

To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.

Requested by @optimumtact.
Changelog

cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
2020-08-20 09:11:28 +12:00
ATH1909
bbaec71193 you can no longer stuff a bajillion live mice into your chef's hat (#52640)
* fuck

* Update code/datums/components/storage/concrete/pockets.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-15 01:32:17 +02:00
ATH1909
539f50efd9 justice for dead mice (#52436) 2020-07-29 03:51:57 -03:00
ArcaneMusic
c69cb714f2 You can now store mice in your chef's hat. (#52253)
* Is that a mouse in your chef's hat.

* yeah that sounds about right

* Sure thing boss.
2020-07-18 14:37:29 -04:00
jdawg1290
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
AnturK
f4af5ed28c Makes CanReach default to blocking. (#52115) 2020-07-12 04:25:27 +10:00
Tad Hardesty
4e666f1325 Remove unnecessary incapacitated check 2020-06-27 14:39:20 -07:00
ivanmixo
6351f3837d replaces the thing with user.incapacitated() 2020-06-19 22:54:51 +02:00
ivanmixo
8622bcfa3e Makes it == to something 2020-06-19 18:48:42 +02:00
ivanmixo
39b38a223e Fixes altclicking wallet while unconscious or in soft crit 2020-06-19 12:08:19 +02:00
Rohesie
b940ce3ff9 progressbar refactor (#50316) 2020-04-01 14:38:55 +08:00
ShizCalev
7209ac3c93 Removes unnessacary math defines 2020-02-17 23:09:09 -05:00
skoglol
b735d25cb6 Swaps boh and ooc confirm dialog button positions (#48905)
* Swaps boh confirm dialog button positions

* and the ooc alert
2020-01-22 12:52:17 -05:00
Ghom
1e15900f2d Fixes shock paddles being insertable in BoH (#48643)
* Fixes shock paddles being insert able in BoH

* Redundant.
2020-01-12 19:34:20 -08:00
Dennok
a2fc1614a6 You do not lose the storage window on storage pickup. (#48685)
* do not lose the storage window on pickup

do not lose the storage window on pickup

* Keep update_actions()
2020-01-10 21:35:02 +11:00
spookydonut
2591ce17a6 Travis EOF newline detection v3 (#47539)
* scream

* aaa

* aaa

* new one
2019-11-04 19:16:50 -08:00
81Denton
f5bd6a381d Merge pull request #47052 from kingofkosmos/misc_span_fixes1
Misc span fixes
2019-10-20 18:46:54 +02:00
kingofkosmos
52325eda25 Merge branch 'master' of https://github.com/tgstation/tgstation into misc_span_fixes1
# Conflicts:
#	code/game/machinery/Sleeper.dm
#	code/game/machinery/doors/airlock.dm
#	code/game/objects/structures/beds_chairs/chair.dm
#	code/game/objects/structures/lavaland/geyser.dm
#	code/modules/antagonists/clockcult/clock_effects/clock_sigils.dm
#	code/modules/antagonists/clockcult/clock_mobs/_eminence.dm
#	code/modules/paperwork/contract.dm
2019-10-17 06:02:06 +03:00
nemvar
9467c73899 Checks if the tick has stopped. 2019-10-16 19:25:16 +02:00
nemvar
ced45cfddd Fixes forceMove to null 2019-10-16 19:21:41 +02:00
KomradeSpectre
9ff071af60 Clockcult Removal 2019 (#47057)
* Nanotrasen fires the Wave Motion Gun at the Clock Cult

* Fixes a random changelog appearing from the reebe void.

* Fixes a wrong type reference regarding the bronze sheets in the Lavaland Ruin for it.

* Fixes redundant cells after CC removal in ruin by populating them with varied ore chunks, or destruction clutter.

* why is it /obj/item/stack/sheet/metal but not /obj/item/stack/sheet/iron

* Fixes the lavaland ratvar ruin to have fluff variant structures of deleted shit it referenced instead what I thought was reasonable.
2019-10-15 10:13:41 +02:00
PKPenguin321
deeac2355a Big storage containers (like bags) in smaller ones (like boxes) can't have items placed in them (#46983)
* Bags in boxes can't have items placed in them

Untested webedit
Fixes https://github.com/tgstation/tgstation/issues/46345

* smooths a redundant check

* more squishing
2019-10-14 07:05:06 +02:00
kingofkosmos
280d416d4f Adds missing spans, missing periods and missing span endings. Also changes spans to suit the situation better. 2019-10-12 19:34:11 +03:00
William Wallace
53ed029490 remove duplicate /datum/component/storage/concrete/pockets definition 2019-10-08 22:38:57 +01:00
Qustinnus
81c3d92129 Adds pick-up, drop and throw sounds for items. (#46677)
* finishes up

* adds sound volumes

* woops

* forgot to ctrl + s

* cloth

* smh

* done
2019-10-04 18:53:09 -04:00
nemvar
8cfe0f6467 Slightly improves visible and audible messages. (#46499)
* Doubtful improvement

* Switches out all the magic numbers with defines

* Thanks travis for finally finding a real error

* properly resolves some left over conflict
2019-09-18 12:52:18 +02:00
Rob Bailey
2029163d33 playsound vary boolean define conversion (#46254)
About The Pull Request

Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls

This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE

I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game

Code usability
2019-08-30 18:45:20 +12:00
AnturK
a6232420de Fixes boh dumping runtime 2019-08-22 14:12:04 +02:00
nemvar
1ec07b1508 Fixes that pesky dumping issue (#46025) 2019-08-21 01:08:36 -07:00
nicbn
44a07d712d BoH bombing rework II (#45174)
Ever since the big BoH nerf, BoH bombing is kind of a joke. The damage it does is not really huge, and it's lame for traitors - it lacks emotion and their target may not even die, as they can use the ladders to get away.

So, what this does is add back some soul into BoH bombing, while not making it too round-ending and adding some degree of damage control for admins in case of griefing.
When BoH bombing, a stationary singulo with custom sprite will spawn. Its gravitational pull is REALLY strong, so people near it are probably going to get eaten, and there will be some real damage to the hull. The singulo will cease existing after 5 seconds.

For antags, I think this becomes much more interesting than the current BoH bombing. In the case of griefers, the damage to the station isn't too big because the singulo is stationary and fades away after some seconds. And then, admins can click a button in their chat to bring back everything the singulo ate into the game (the button expires in 10 minutes, however, but this can be changed if you think it is needed).

Settings like gravitational pull can be tweaked if yall find it to be too strong or something.
Changelog

cl
tweak: BoH bombing changed again. Now it's more violent.
/cl
2019-07-25 21:18:01 +12:00
Mickyan
e26abb7047 Random pixel shift for dropped/thrown objects (#45155)
* pixels

* offset for any throw, critical bedsheet bugfix

* nyeh

* might as well (autodoc)

* renamed proc

* removed redundant src

* moved call from dropped() to dropItemToGround()

* handles storage dumping, customizable max offset

* adjusted values

* inline
2019-07-16 00:51:17 -07:00