* Fix hand teleporter and other portals looping forever (#59894)
Makes portals use Bumped() instead of COMSIG_ATOM_ENTERED for detecting atoms crossing the event horizon.
Removes unused and potential loop causing forceMove argument from do_teleport()
* Fix hand teleporter and other portals looping forever
Co-authored-by: Wayland-Smithy <64715958+Wayland-Smithy@users.noreply.github.com>
* Jaunting no longer allows you to end up inside a wall (#59520)
Jaunting now keeps track of the last five non-blocked tiles you moved across while in the jaunt. Upon exit, it will attempt to deposit you into the last unblocked tile. Should it run out of tiles to try, you will be returned to your starting location. As such, jaunting mobs can no longer end up inside walls or dense objects. Tables, and anything else with the climbable element, are still allowed.
Added support to /turf/proc/is_blocked_turf() to allow ignoring climbable atoms.
Added the TRAIT_CLIMBABLE trait, applied by the climbable element, to accomplish the above.
* Jaunting no longer allows you to end up inside a wall
Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
* The to_chat proc no longer accepts null or empty strings and runtimes instead. (#59843)
* Catch null text sent to to_chat
* Brain traumas no longer send empty to_chat gain strings
* Make to_chat_immediate changes and clean up args list formatting
* Fix empty to_chat message where there is no memo for admins
* Fix additional edge case where there are no messages for the ckey.
* The to_chat proc no longer accepts null or empty strings and runtimes instead.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Refactors species stomach code, makes ethereal charge inherent to their stomach (#59801)
A stomach would literally just ask the species datum how to be hungry and made a bunch of exceptions for ethereals. I mostly just moved code around so that hunger is handled by a persons stomach, thus shrinking the species.dm bloat.
This also makes it so ethereal's charge mechanic is unique to their stomache, instead of this really weird inbetween where just nothing happens and you kinda starve to death. You can stick an ethereal stomach in a human and this will replace their hunger mechanic with the charge mechanic and lets them absorb power from APCs and everything. You can also give ethereals a normal stomach and they'll use the normal hunger mechanics
* Refactors species stomach code, makes ethereal charge inherent to their stomach
Co-authored-by: Time-Green <timkoster1@hotmail.com>
* Adds a kneecapping element and adds that very element to baseball bats.
* Update signals.dm
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Fix missing SIGNAL_HANDLER (#59826)
Adds SIGNAL_HANDLER to everywhere that didn't have it that was picked up by dm-lua, which is now ready enough to catch these.
* Fix missing SIGNAL_HANDLER
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Modifies right click logic so that it is not the same priority as modifier keys. (#59656)
Strips out the existing right click code - Due to the myriad of ways right clicking has been implemented, dedicated signals and procs for right clicking without modifiers are fundamentally incompatible with our system of primary and secondary attacks.
Adds additional signals to attacking code. These signals allow atoms to cancel the attack chain early on secondary attacks, or override the standard procs and not send signals to prevent any undesired behaviour from signal handlers.
Items that used RightClick procs have been converted to attack_hand_secondary.
The slaughter demon, having its own set of snowflake code as poor OOP principles have been applied in UnarmedAttack() procs with lacking calls to parent procs and arbitrary redefinition of behaviour, checks for a right click in its own UnarmedAttack() and performs a bodyslam off that.
Storage components now hijack the secondary attackby stage via signals to handle their opening and closing shortcuts on right click. When you right click a storage component equipped item with an object in your active hand, the object has an opportunity to perform its logic in pre secondary attack code and cancel the attack chain. If it does not cancel the attack chain in pre-attack, then the storage component takes over for attackby and, if possible, opens the relevant inventory and ends the attack chain.
The forensic scanner is a proof-of-concept of this working in action. With its scan logic moved from afterattack code to pre attack code for right clicking, right clicking with the scanner will now perform a scan where previously one was impossible. Left clicking still does what it always does - Scans at the very end of the attack chain.
The logic still isn't perfect - For example, you still can't attack containers in melee even in combat mode (you'll either open them or put your weapon into them regardless of which option you choose) - But this is a better setup overall which allows for items to at least override this behaviour in pre-attack if needed.
* Modifies right click logic so that it is not the same priority as modifier keys.
* a
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Ghoul Moodlet + Max HP fix (#59682)
Adds ghoul moodlet.
Fixes a undocumented issue with ghouls dying and being revived with 25/50 max health.
* Ghoul Moodlet + Max HP fix
Co-authored-by: eeSPee <robotdevilinside@gmail.com>
* Adds the airlock shell, refactors USB code to be easier to use, implements USB cables for the binary valve and more. (#59728)
Adds the airlock shell. The circuit has full control over the airlock.
Refactors USB code to be easier to use for less experienced coders.
Implements USB cables for the binary valve to be able to open/close the valve.
Adds a private channel for radios that only lets circuits with the same owner's ID to interact with it.
* Adds the airlock shell, refactors USB code to be easier to use, implements USB cables for the binary valve and more.
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* Added circuit component UI details, added multiplexer and allowed inserting components directly into shells. (#59635)
Adds the multiplexer circuit component - en.wikipedia.org/wiki/Multiplexer
Circuit components can now be directly inserted into shells rather than having to take the integrated circuit out.
Special information can be accessed from components now through the "Info" button besides the eject button on a component.
* Added circuit component UI details, added multiplexer and allowed inserting components directly into shells.
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* Converts tippable behavior from cows and medibots to a component (tip over anything with adminbus) (#59705)
This PR converts cow-tipping and medibot-tipping into a component, /datum/component/tippable. Cows and medibots now use the tippable component to control their tipping behaviors.
This PR also goes through a few atom_attack_hand signals and makes them all send the same arguments.
* Converts tippable behavior from cows and medibots to a component (tip over anything with adminbus)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Makes turfs persist their signals, uses this to optimize connect_loc (#59608)
* Makes turfs persist signals
* Splits connect_loc up into two elements, one for stuff that wishes to connect on behalf of something, and one for stuff that just wants to connect normally. Connecting on behalf of someone has a significant amount of overhead, so let's do this to keep things clear
* Converts all uses of connect_loc over to the new patterns
* Adds some comments, actually makes turfs persist signals
* There's no need to detach connect loc anymore, since all it does is unregister signals. Unregisters a signal from formorly decal'd turfs, and makes the changeturf signal persistance stuff actually work
* bro fuck documentation
* Changes from a var to a proc, prevents admemems and idiots
* Extra detail on why we do the copy post qdel
* Makes turfs persist their signals, uses this to optimize connect_loc
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Adds set_density()
Fixes one instance of a duplicate density assignment on an object.
Comments two hacky usages of density which will have to forgo using the setter for now.
Lets us append code to the event of density changing.
Pretty sure this is leading up to some multitile object thing -Lemon
Co-authored-by: Rohesie <rohesie@gmail.com>
* Correctly pluralize multiple projectiles (#59702)
When something gets hit by multiple projectiles whose names end in "s", an extra "s" gets added to pluralize them. Sadly \s doesn't add the es, so I've made a proc with the other conjugation methods and used it for projectiles.
* Correctly pluralize multiple projectiles
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
* Improves H.A.U.L. gauntlets and /datum/component/strong_pull code, fixing a couple of little issues in the process (#59550)
Does a bit of a logic re-write on the cargo gauntlets and their strong_pull component.
Cargo gauntlets themselves have been converted to use signals for equipping and unequipping.
Their component reference has been changed to a weakref so if the component is ever Destroy()ed for any reason outside of the gauntlets it doesn't hard del.
The strong_pull component now registers signals with parent in RegisterWithParent() instead of Init() and removing the strong grip is no longer a SIGNAL_HANDLER proc. It is now called by the signal handler for no longer pulling things and in Destroy(). This stops instances where pulling things and removing the gloves didn't remove the pull effect appropriately.
* Improves H.A.U.L. gauntlets and /datum/component/strong_pull code, fixing a couple of little issues in the process
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Converts suspenders to GAGS. (#59537)
Suspenders were already basically given a greyscale sprite by me in the past, this converts them to GAGS allowing custom recolors of them through existing code already in place.
* Converts suspenders to GAGS.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Add ectoscopic sniffer to Robotics Labs (#59494)
This PR adds a new machine; the ectoscopic sniffer, to the robotics lab on each map.
The sniffer is small desktop machine used for detecting paranormal activity, it displays a green flash and a chime every time it is touched(as in attacked) by a ghost.
It has a single wire inside, when this wire is pulsed, it triggers the animation and chime, as if touched by a ghost, maybe some enterprising crewmember can use this to their advantage. When this wire is cut, the device won't trigger, no matter how many spooks or haunts touch it.
---
This PR is above all fun.
Of course, it can be used as the author of the previous PR intended; to alert the roboticists of souls willing to occupy a positronic brain.
Clever spacemen will always figure out how to use this kind of device for more creative parascientifc research.
It is still limited by its low bitrate and the very low quality of the information as compared to something like ghost court, since a single malevolent spirit is able to feed the living bullshit.
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* [READY]The smell of death! New machine to puts the spectre in spectroscopy.
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Fixes integrated circuits not being able to have more components added to them (#59724)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Fixes integrated circuits not being able to have more components added to them
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Auto doc'd much of grown botany food and plant traits and renamed a buncha variables and parameters to match modern contribution guidelines.
* Cleaned up a good bit of plant gene code left over from the prior refactor and modernized some of it.
All plant effects that were once unique to a plant are now un-graftable, un-mutatable, un-shearable plant traits - called IMMUTABLE traits.
The ultimate goal of this PR was to make all of the hidden, arcane traits that are spread through botany's various plants and add a way to figure out they exist in game. Take omega-weed, for example, which has a maximum volume of 420 units.
What does this mean for the enterprising botanist?
In most cases, all the plants should act the same way. None of the immutable traits are graftable from any of the plants, they cannot be sheared off of the plant, and they cannot be mutated randomly from strange seeds or high instability mutations.
Though, in refactoring these traits, two things have been fixed: Novaflower's on hit and Deathnettle's on hit now proc again. If you aren't aware, Novaflowers apply firestacks and Deathnettles paralyze on hit. They've been in an unreachable code segment for a few years now and i'm not sure if they should be "fixed" or not, since I think they don't need any buffs.
A few other things have changed:
* Liquid Contents can no longer be applied to plants with Hypodermic Prickles, and visa-versa. They already didn't work together, but this means you need to go through an extra step to make LC-deathnettles.
* Killer Tomatos no longer have liquid contents. Didn't really make sense, anyways.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* USB Cables -- Connect circuits to computers/machines (#59345)
* Initial commit
* Sprites, finishing work
* More ways to detach from circuitboards
* Clear TODOs, give bots a button
* Fix qdel loop
* Designs
* It's the bots that have them
* Grammar fix
* Feedback for connecting to circuit directly
* Add USB cable design to basic circuitry
* Better naming
* Feedback
* Fix for new code
* COMSIG_CIRCUIT_ADD_COMPONENT_MANUALLY
* span procs
* USB Cables -- Connect circuits to computers/machines
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Adds Neon Carpet (#59140)
Adds a couple varieties of neon carpet.
Makes decals care about their plane in addition to their layer.
* 0
* A
* a
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Fixes Cayenne's error sign flickering (#59614)
This PR fixes a case where Cayenne's sprite was flickering an error sign when carrying a disk and correctly assigns icon state names to JSON gags files for carp mouth and wirecutters as per newest standards to prevent further issues with them in the future.
* Fixes Cayenne's error sign flickering
Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
* Turns lighting objects into a datum, makes all lighting be performed with an underlay. big maptick fix very good!
* Mirror!
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
* Convert wrapping paper sprites to GAGS (#59374)
Wrapping paper has been put through GAGS. You can set the base color and ribbon color with right click, then apply it to a package.
Co-authored-by: coiax <yellowbounder@ gmail.com>
* Wrapping Paper GAGS
Co-authored-by: RaveRadbury <3204033+RaveRadbury@users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@ gmail.com>
* Corgis will no longer pick up non-items (like entire cars) (#59246)
I made one hell of a whoopsie with dog AI, letting dogs fetch and pick up and carry around things that are absolutely not meant to be carryable, basically anything that isn't anchored. This restricts their carrying ability to items.
Fixes: #59202
* Corgis will no longer pick up non-items (like entire cars)
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Additional GAGS configuration json verification (#59524)
This standardizes how values are read from the json for greyscale layers so that error handling can check for some additional things:
No extra keys in the json that are unknown
No missing keys that a layer needs to work
Values are the expected type for that key
A variety of error messages have been added for various ways the json can be malformed and should hopefully provide good feedback for anyone working with greyscale configurations.
* Additional GAGS configuration json verification
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
* Fixes slip mood debuff (#59586)
This PR fixes a case where slip mood debuff was not triggering at all due to the simple fact that the mood component was not listening for the mob slip signal, so the relevant on_slip proc was never called and therefore mood debuff was never given.
Fixes#59570
* Fixes slip mood debuff
Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
* Durathread Strangling Bug Fix and Better Feedback (#59572)
* Makes durathread strangling show up on examine
* Better and grammatically accurate feedback
* more grammar fixes
* Makes it work on jaws of life as well
* Make it check tool behavior as well
* Fixes some compile errors
* Durathread Strangling Bug Fix and Better Feedback
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>