Commit Graph

71 Commits

Author SHA1 Message Date
John Willard
9ac81e1a64 New station trait job: Human AI (#81681)
## About The Pull Request

This PR does many things, I'll try to explain the basic/background stuff
to the main thing first:

1. Adds a new remote that allows a human to function like an AI. It
controls a fly that will fly around the station slowly, and when it
reaches a machine then the person can interact with it as if they were
an AI. This required changing a lot of silicon/AI checks with one that
also checks for this remote, and some messing with shared ui state.
2. Moves req_access from the obj and bot to ``/atom/movable`` which lets
it be shared between the two, no more copy-paste and one side lacking
features/checks/signals the other has.
3. Adds a check for AI config for AI-related station traits, which was
lacking prior

Now for the good part...
Adds a new station trait that replaces the AI with a Human.
This person is equipped with an AI headset (including Binary), an
advanced camera console, an omni door wand, the machine controller, and
their laws.
They are immune to the SAT's turrets (even if set to target borgs) and
are slow outside of the SAT, mimicing the actions of the AI.

They interact with the world through their advanced camera console,
which allows them to do most AI stuff needed, and the holopad they can
connect to without having to ring first (like Command can).

They are given a paper with the laws they must follow, but since they
are human they are able to bend it. Cyborgs that run the default lawset
are "slaved" to them via an unremovable law 0, so the Human AI can bend
the laws if they really need to (for their own survival n such), and
make the cyborgs obey their commands above laws, but in general this
shouldn't be a frequent occurrence. This does take into account the
unique AI trait, so it's not guaranteed Asimov.

When this station trait rolls, all Intellicards, AI uploads, and AI core
boards are destroyed and are unresearchable. They can be spawned by
admins in-game if necessary. Maybe in the future we can also exclude
Oldstation from this but I haven't really decided.

Extra perks:

Human AI spawns with a Robotic voicebox (unless they are a body purist)
and teleport blocking implant, so they can't use teleporters to bypass
their on-station slowdown.
They also have an infinite laser pointer that can be used to blind
through their camera console. This is unfortunately nerfed from the
recent borg balance PR that removed its stun. This was meant to be the
alternative to no longer being able to permanently lock borgs down like
AIs can (or more than one, for that matter).
They aren't affected by Roburgers, Acid, and Fuel's toxicity.
Bots salute them like they do Beepsky (which is now a trait)
They spawn with SyndEye to replace the AI's tracking ability
They do not have a bank account

### The machine remote

The machine remote has a little fly in it that flies to the machines it
is pointed to, working as the arms and legs of the Human AI. It scans
the machine and punches in the action the AI does, and is how the AI
accesses basically anything. This fly slowly moves from one machine to
the next, and can be recalled with Alt Click.
It works on machines and bots.

### Video (Low quality to fit Github)


https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8

## Why It's Good For The Game

I've seen a funny screenshot one day of a person replacing the AI by
using a bunch of door remotes, camera console, crew monitoring console,
and a few other things. I've been thinking about that for a few years
and really wanted to make it official if not easier to make possible,
because it is an incredibly funny interaction.
This makes it a reality, and while they aren't as powerful as regular
AIs, I think it makes for better and funnier in-game moments. With the
same weight as Cargorilla (1), I hope this wouldn't be rolling too often
and ruin rounds, but instead show off the different capabilities that
Humans and AIs can do, to do the job of an AI. You win some you lose
some.

## Changelog

🆑 JohnFulpWillard, Tattax
add: Adds a new station trait job: The Human AI.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-03-09 23:48:39 +01:00
MrMelbert
f1a3fc839f Replaces /obj:: -> parent_type:: (#81146)
## About The Pull Request

This just seemed like a minor error with the new syntax that popped up:

The intent of these seem to be "take our obj flags and add
`NO_DECONSTRUCTION` to it", which was perfectly serviceable in a
majority of places, as the parent type had the same obj flags as `/obj`.
But in a small handfull of places (such as any table subtypes) this was
not the case, and it caused some objects to have missing flags that they
were otherwise intended(?) to inherit.

So I replaced `/obj::` with `parent_type::` meaning rather than using
the base obj flags and then adding `NO_DECONSTRUCTION`, they use their
parent type's obj flags and then add `NO_DECONSTRUCTION`.

## Changelog

🆑 Melbert
fix: You can build on some niche tables again, such as the Wabbajack
Altar.
/🆑
2024-01-29 11:37:04 -05:00
MrMelbert
279904e079 Saves some free lag by removing some in area (in world) loops (#80644)
## About The Pull Request

Goes through and changes some `in area` / `in a` loops to use
`get_contained_turfs` to cut down on `in_world` loops. Saves some free
lag.

## Changelog

🆑 Melbert
fix: Some things which affect everything in an area are less laggy, the
"all lights are broken" station trait especially
/🆑
2024-01-04 02:13:48 +01:00
Bloop
f34174414d Cleans up some extra args in Destroy() (#80642)
## About The Pull Request

After https://github.com/tgstation/tgstation/pull/80628, these shouldn't
be needed anymore right?

## Why It's Good For The Game

Cleans up some vestigial code

## Changelog
EDIT: Not player-facing.
2023-12-30 03:54:07 +01:00
Mothblocks
c1d68698fb Micro-optimize qdel by only permitting one parameter (#80628)
Productionizes #80615.

The core optimization is this:

```patch
-	var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+	var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```

We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.
2023-12-28 13:52:44 -08:00
Ghom
260b98c277 Alien nests and some other stuf can be hit again. (#80418)
## About The Pull Request
Another small issue fixed. Thanks Melbert for telling us what's wrong
with it.

EDIT: other objects were rendered unhittable by that flags refactor PR.

## Why It's Good For The Game
Fixes #80311. I made the xmas tree indestructible because the comment to
the `NO_DECONSTRUCTION` flag didn't make a load of sense since that
doesn't stop it from getting destroyed anyway.

## Changelog

🆑 MrMelbert, Ghommie
fix: Alien nests, and some other stuff, can be physically attacked
again.
balance: x-mas trees (the ones with presents), are indestructibles.
Truly protected by a yuletide spirit.
/🆑
2023-12-19 20:06:34 +00:00
YesterdaysPromise
71a1fee2f1 Explodes device.dmi (#80025)
## About The Pull Request

I woke up today and thought 'what would be easy thing to do today so I
can say I've done something?'. Then I remembered I saw several gangtool
usages the time I split radio up, and I could remedy those. 7 hours
later, device.dmi is split in a folder of its own, and I've also given
unique sprites to door remotes and landing desginators.


## Why It's Good For The Game

The device.dmi was kind of a mess.

## Changelog

🆑
/🆑
2023-12-09 13:31:50 +01:00
san7890
5ce9d5806d Scopes NODECONSTRUCT_1 from flags_1 to obj_flags (#80104)
This flag only worked on the `/obj/structure` and `/obj/machinery`
level, so let's rescope it from `flags_1` and put it where it belongs -
`obj_flags`.
Bitflag operators should be scoped to their subtype specific bitfield,
not really useful to have this take up a spot on the `/atom` level if
absolutely nothing other than `/obj`s use it.
2023-12-08 08:49:14 +00:00
Jeremiah
bbe440b3d6 More standardization for ghost notifications (READY) (#79596)
## About The Pull Request
I'm still not satisfied with how ghost notifications work. This gives
every notification with a source (99% of all notifications, in other
words) a link to jump/orbit. Currently, notifications with "play"
interactions would only get the interact link, so jumping to the source
was pretty annoying.

It removes posting the entire message in the alert tooltip, as some got
pretty lengthy and it didn't seem to fit. To replace this, they will
always use headers

After:


![image](https://github.com/tgstation/tgstation/assets/42397676/debfce52-3627-4a43-8663-33d61d893161)


![image](https://github.com/tgstation/tgstation/assets/42397676/01f299ae-dc6a-45f8-a97a-cb2c815088b2)


![image](https://github.com/tgstation/tgstation/assets/42397676/99567376-063e-458e-af2a-2dd4306747cc)

NOTIFY_JUMP and NOTIFY_ORBIT have been merged, since the only difference
seems to be whether it's a turf. The result shaves off some redundant
lines of code, since most-every usage of notify_ghosts uses
NOTIFY_ORBIT.
## Why It's Good For The Game
More standardization for the ghost notification system. Adds a few alert
headers that never had them. All in all, makes it easier for creators to
throw alerts at ghosts
## Changelog
🆑
qol: Nearly every ghost alert should now feature a "VIEW" button, even
those with click interaction.
del: Ghost alerts no longer show the entire message in the tooltip,
instead have been replaced with titles.
/🆑
2023-11-19 05:13:25 +01:00
MrMelbert
08cbf579fe Fixes some shielded component jank (#79674)
## About The Pull Request

If you attempted to use the shielded component properly (applying it in
`Init`), it would not work because the equipped signal was improperly
passing its arguments to `set_wearer`.

The only reason why this worked now is that every consumer added the
component after it was `equipped`... usually in `equipped`.

This also meant shielded items that added it in equipped were open to an
exploit, allowing you to reset the charges by unequip / re-equip.

## Changelog

🆑 Melbert
fix: Fixes some potential exploits and issues involving shielded
equipment.
/🆑
2023-11-12 23:42:16 -07:00
Rhials
3c7005a37c Converts some notify_ghosts args to bitflags, multilines all notify_ghosts calls (#79320)
## About The Pull Request

This helps clean up my favorite helper proc in the whole codebase,
`notify_ghosts()`.

The notify_suiciders, ignore_mapload, and flashwindow args are GONE.
They have been replaced with the notify_flags bitflag argument. This was
intended to make deadchat announcements a bitflag argument too, but
those got reverted right before I originally wanted to submit this PR.

The on-screen popup now shows the notification body when you hover it
with your mouse again. The format is now `[notify_ghosts message] --
[click action (orbit/jump/play)]`

Every single `notify_ghosts()` call has been changed to multiline format
and has been given trailing commas. Pretty!
## Why It's Good For The Game

Cleans up a proc that is very popular and going through a lot of changes
at the time.

Allows for further flexibility when this proc inevitably gets tweaked or
improved. 12 -> 10 args is an improvement, and it doesn't impact the
helper's flexibility at all.
## Changelog
🆑 Rhials
code: The notify_ghosts proc has been cleaned up. Please report any
abnormal changes in deadchat notification behavior.
qol: The on-screen deadchat popups now contain the notification blurb
when hovered with your mouse again.
/🆑
2023-11-05 15:26:50 -08:00
MrMelbert
93ec5a72f7 A comprehensive refactor / cleanup of bullet_hit and on_hit to cut out a single bad species / mob proc (#79024)
## About The Pull Request

- Refactored `bullet_act`. Adds `should_call_parent` and refactors
associated children to support that.
   - Fixes silicons sparking off when hit by disabler fire. 
- Desnowflakes firing range target integrity and cleans up its
bullet-hole code a bit.
- Cleans up changeling tentacle code a fair bit and fixes it not taking
off throw mode if you fail to catch something.
   - The Sleeping Carp deflection is now signalized 
- Nightmare projectile dodging is now signalized and sourced from the
Nightmare's brain rather than species
- Refactored how cardboard cutouts get knocked over to be less
snowflaked / use integrity
- Also adds projectile `on_hit` `should_call_parent` and cleans up a bit
of that, particularly their arguments.
- On hit arguments were passed wrong this entire time, it's a good thing
nothing relied on that.

## Why It's Good For The Game

This is cringe. 


1863eb2cd8/code/modules/mob/living/carbon/human/_species.dm (L1430-L1442)

Bullets should overall act more consistent across mob types and objects.

## Changelog

🆑 Melbert
fix: Silicons don't spark when shot by disablers
fix: Changelings who fail to catch something with a tencacle will have
throw mode disabled automatically
fix: Fixes occasions where you can reflect with Sleeping Carp when you
shouldn't be able to
fix: Fixes some projectiles causing like 20x less eye blur than they
should be
refactor: Refactored bullet-mob interactions
refactor: Nightmare "shadow dodge" projectile ability is now sourced
from their brain
/🆑
2023-10-18 23:08:13 -06:00
NamelessFairy
b527d465ec Observers can now play CTF again. (#79000)
## About The Pull Request

#78957 accidently made it so CTF could only be played by people with
mobs to return to after dying. I've made it so those who don't have mobs
to return to (e.g. roundstart observers) can play CTF again.
## Why It's Good For The Game

Everyone should be allowed to play CTF without needing to engage with
the space roleplay game we've strapped on.
## Changelog
🆑
fix: Players without bodies to return to can play CTF again.
/🆑
2023-10-16 17:23:58 -06:00
GPeckman
b764f0e8c3 Improves code for power usage of energy weapons (#78677)
## About The Pull Request

Currently, the power cost for each shot is just written as a number, and
you have to know the size of the cell to know what this number means. If
you just see than a laser gun costs 83 energy, then it's not clear that
this translates to 12 shots unless you know that the cell holds 1000
units of energy. Now, all energy weapons (except those that cost 0
energy and one that costs 10000) use a macro define in the form of
`LASER_SHOTS(X)`. So the laser gun would example be `LASER_SHOTS(12)`,
to clearly convey that it gets 12 shots out of a full charge.

I also removed the `laser/hellfire/antique` subtype because it had no
mechanical difference from `laser/hellfire` whatsoever.
## Why It's Good For The Game
Readable code is good.

## Changelog
No player facing changes.
2023-10-13 20:58:25 +02:00
Rhials
78463cda4c Manifest Rune/Capture the Flag no longer DNR you. Blocks suicides in CTF areas (#78957)
## About The Pull Request

You can return to your old body after playing CTF or being summoned as a
manifest rune cult ghost. This is done by slapping the temporary_body
component onto cult rune summons and CTF bodies. This also extends to
Medisim Shuttle knights.

This also blocks suicides from being performed in CTF areas. Ghosting
and "manually" suiciding is, of course, still an option.
## Why It's Good For The Game

There's no reason these two cases should lock you out of being revived.
They both also dust bodies on death or after their job is done, making
them a perfect fit for this component.

Blocking suicides ensures that all bodies are properly "cleaned up" by
the death dusting process. Gun suicides, for instance, would remove the
brain from the body and bypass cleanup. This not only prevents the user
from being returned to their old body, but likely has other unforeseen
problems that leaving a body behind might cause.
## Changelog
🆑 Rhials
qol: You can now return to your old body after being summoned by a
manifest rune.
qol: You can now return to your old body after dying in CTF.
qol: You can now return to your old body after dying in the Medisim
Shuttle battle area.
qol: You can no longer suicide in CTF areas, for integrity purposes.
/🆑
2023-10-13 18:24:21 +02:00
Jacquerel
15efbf64a5 Grand Ritual Finale: An end to death (#78497)
## About The Pull Request

Adds a new Wizard Ritual Finale effect which makes everything immortal.
By this I mean, 10 seconds after death a ghostly image of them will
appear somewhere near where the corpse was and then 50 seconds after
that the mob will return to life at that location.
This applies to every mob, everywhere.
This is likely to cause a little bit of disruption to the rest of the
round, so you can only do it after at least 30 minutes have passed.
After that the crew will have to figure out how to deal with their new
gift of immortality. It will involve throwing people into chasms and
lava, probably.


![dreamseeker_7SwMsSrnt1](https://github.com/tgstation/tgstation/assets/7483112/5b794bcc-fcba-46b5-b228-e95aa685942d)
Here's a gif sped up for example purposes.

You can escape from the cycle of death and rebirth via suicide, purely
because it's pointless to try and force people to play the video game if
they don't want to.

Also I split all of these effects into their own files, the only new
code for those is in `immortality.dm`

shout out to Vekter for distracting Oranges while I posted this
wizard-related PR so I didn't get disapprovingly reacted for posting
magic shit (yet)

## Why It's Good For The Game

This might be _too_ much but I want to see what would happen.
It will allow us to simulate whether polite society can survive when
violence has no consequences.

## Changelog

🆑
add: Wizards who complete the grand ritual can now gift everyone with
eternal life
/🆑
2023-09-30 23:34:02 -04:00
Helg2
803f9edabe Few CTF changes. (#77533)
## About The Pull Request
- Fixed that if you chose to press a cross while toggling instagib mode
it will react as `Yes` instead of just canceling
- Added description for assault class (with shotgun and rocket gloves)
so you know that you have faster moving speed and lover armor.
- Fixed that when you already chose a team and try to click on other
teams spawners you'll be asked to consider other teams to make them
equal.
- Decreased time of recharge start delay from 20 seconds to 12, because
when it takes soo much to regen your shield its just faster to die and
respawn with a new one.
- Added 1.7 scope to marksmans rifle.
- Little cleanup.

**Everything is arguable.**
**Ask if something is unclear or confusing.**
## Why It's Good For The Game
Less buggs, less wondering why do you die in 1 hit and others don't, a
little bit of consistency.
## Changelog
🆑
qol: CTF assault class' (with shotgun and rocket gloves) description now
mentions that it has low armor and increased moving speed.
balance: Decreased CTF recharge start delay for shields from 20 seconds
to 12 seconds.
balance: Marksmans rifle now has 1.7 scope.
fix: When toggling instagib mode for CTF and pressing a cross now will
just cancel instead of proceeding.
fix: When clicking on other CTF teams spawners and after you already
chose your team no more will ask you to join some other team to make
them even.
/🆑
2023-08-19 01:10:22 +02:00
Watermelon914
69827604c4 Improves the RPG loot wizard event. (#77218)
## About The Pull Request
As the title says. Adds a bunch more stat changes to various different
items and a somewhat simple way of modifying them whilst minimizing
side-effects as much as possible.
Added a new negative curse of polymorph suffix that can randomly
polymorph you once you pick up the item.
Curse of hunger items won't start on items that are not on a turf.
Curse of polymorph will only activate when equipped.

Bodyparts, two-handed melees, bags, guns and grenades, to name a few,
have a bunch of type-specific stat changes depending on their quality.

Some items won't gain fantasy suffixes during the RPG loot event, like
stacks, chairs and paper, to make gamifying the stats a bit harder.
I'm sure there'll still be other ways to game the event, but it's not
that big of a deal since these are the easiest ways to game it.
High level items also have a cool unusual effect aura

## Why It's Good For The Game
Makes the RPG item event cooler. Right now, it's a bit lame since
everything only gains force value and wound bonus on attack. This makes
the statistic increases more type-based and make it interesting to use

It's okay for some items to be powerful since this is a wizard event and
a very impactful one too. By making the curse of hunger items not spawn
on people, it'll also make it a less painful event too.

## Changelog
🆑
add: Expanded the RPG loot wizard event by giving various different
items their own statistic boost.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2023-07-31 17:09:53 +00:00
Paxilmaniac
69a7f56cbc Splits ballistic firearms "mag_type" into "accepted_magazine_type" and "spawn_magazine_type", fixing a few funny magazine bugs (#76973)
## About The Pull Request

As the title says, mag type has been split into two variable that do
different things:

Accepted magazine type handles what magazines that gun will accept, type
and any subtypes. If spawn magazine type isnt defined, then it will be
made equal to accepted magazine type to prevent having to double define
magazines on every gun ever.

Spawn magazine type is separate from accepted magazine type, spawn
magazine type is what magazine the gun will actually spawn with. This
exists because there are a few weapons which are made to spawn with
special magazines, that can't use normal magazines anymore. For example,
the riot dart pre-loaded donk soft pistol can only ever be reloaded with
the riot subtype of donk soft magazines at the moment. This isn't
typically something people notice because new magazines are usually not
a thing people come by with these specific weapons, but its a problem I
noticed while coding some weapons.
## Why It's Good For The Game

In short, certain weapons (mostly donksoft weapons, but there's a single
traitor pistol subtype that spawns with fire ammo) will no longer be
limited to the exact subtype of magazine they spawned with, allowing
them to use the normal versions of those magazines as well.
## Changelog
🆑
refactor: The mag_type variable on guns has been split between
accepted_magazine_type and spawn_magazine_type, allowing weapons to
safely spawn with subtypes of their normal magazines without breaking
the weapon
fix: Several weapons that spawned with special magazines, the riot dart
pre-loaded donk pistol for example, will now be able to accept normal
donksoft magazines that don't spawn loaded with riot darts.
/🆑
2023-07-25 14:42:40 -06:00
OrionTheFox
ad43eece56 Standardizes a majority of the GAGS configs for Clothing (#76384)
## About The Pull Request
Yikes this stuff is messy to work with...

Fairly comprehensive changelist:
- Removed a LOT of redundant .json files, huzzah!
- Moves the Large Scarf into the normal Scarves .json since they're both
2 component states and can thus share a file
- Renamed almost every single config to have the same naming schemes
("Name (Type)")
- Subtyped a majority of the configs to related ones, inheriting where
possible
- Renamed some icons to account for now-inherited .jsons where needed

---

**A relevant question for coders/maintainers:**
As of now, the .json configs are structured with a few rules in place:
- a .json config's states MUST have the same amount of colored component
states
- a .json config can not have states that are not buildable via a linked
.dmi

The second one is proving troublesome; namely, for toggleable clothing.
The object sprites of a majority of these don't change, but the worn
sprites have _d added to the end. For a majority of the cases I've been
able to just share a .json for the object and worn GAGS configs, but for
every toggleable item (such as jumpsuits) they need to keep their own
separate .json just to add a new state.
I'm not knowledged in coding proper systems like this, so I was just
wanting to ask, is there a way that GAGS's .json configs can have
toggle-states without assembling one for the objects?
## Why It's Good For The Game
Code standardization and legibility yahoo
## Changelog
🆑
refactor: refactored some code relating to greyscale clothing - please
report relevant issues on github!
/🆑
2023-07-17 22:31:39 -07:00
Thunder12345
f2fe624ca4 Stops CTF players delivering the flag to the flag (#76789)
## About The Pull Request

Adds more warnings telling CTF players the flag has to be taken to the
controller to capture it by:

Text when picking up the flag
Text and angry buzz when trying to hit another flag with it

## Why It's Good For The Game

Players continue to obliviously drop flags on the ground on top of their
own flag despite being told what to do when joining the match, so this
information needs to be reiterated during the match when relevant to the
player.

## Changelog
🆑
qol: CTF has more reminders of how to capture flags.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-07-14 19:07:42 -06:00
YesterdaysPromise
a373b4cb08 Icon folder cleaning wave one (#76703)
## About The Pull Request

Due to a mental breakdown caused by unfathomable abomination that is
icons folder, I swore to myself to one day clean it. Today is kind of
that day. Been at it for around 6, you gotta understand I need a rest. I
tracked most changes in descriptions of commits if you are looking for
details.

## Why It's Good For The Game

Saner spriters make better sprites. And also, just helps keep track of
things.

## Changelog

🆑
image: added sprites for different variants of scrolls.
image: modified couple posters with ghost pixels.
/🆑

---------

Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
2023-07-11 10:50:10 -07:00
Ghom
6b007f758b Replaces ammo_casing/caseless and bullet/reusable with elements. (#76335)
The reusable and caseless types only purposes are the behaviors of
deleting the casing when fired and spawning a new object when the
projectile ultimately reaches its maximum range or hits a target, both
of which are easily "elementizable". Also, I don't like those barely
filled sub-folders in the projectile module, and the fact we've
divergent reusable and single use arrow types.
2023-06-28 01:14:59 +00:00
Ghom
6e5ae1cc24 Fixing a few minor maintenance hindrances. (#75594)
## About The Pull Request
See the title and relative issue reports mentioned in the section below.

## Why It's Good For The Game
Closes #75461, closes  #75462, closes #75467.

## Changelog

🆑
fix: Capturing CTF control points no longer requires the active hand to
be empty.
/🆑
2023-05-23 16:51:36 -06:00
Thunder12345
75537b97a5 GAGSifies Plushies (#75442)
image: Space lizard, carp, slime and snake plushies have been resprited and set up to support GAGS.
2023-05-20 04:16:45 -04:00
oranges
4c48966ff8 Renames delta time to be a more obvious name (#74654)
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects

regexes used

git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
2023-04-11 21:31:07 -07:00
NamelessFairy
670136a239 Refactors CTF (#74342)
## About The Pull Request
CTF code is rather infamous for being poor and hard to actually work
with, I wanted to add a feature for a mapping march project but the code
would not allow for it, so here we are refactoring the entire thing.
## Why It's Good For The Game

Replaces some really bad code with slightly less bad code. Should make
it much easier to add features onto CTF in the future.
## Changelog
🆑
refactor: CTF has been entirely refactored.
fix: Respawn times for CTF now work.
qol: CTF players are alerted during control point games when one team is
half way to winning.
admin: CTF instagib mode can now be toggled from the secrets panel.
/🆑
2023-04-09 17:13:06 -06:00
NamelessFairy
b3cce8cfa4 Fixes the basketball and thunderdome baseturf issue. (#74461)
## About The Pull Request

Simply modifies the should_place_on_top value on these maps templates so
that they overwrite their baseturfs rather that creating an evergrowing
stack. I've also done the same for Mafia and CTF which should also not
be creating stacked baseturfs.
Fixes #69711
Should fix #74443 too since its the same issue.
## Why It's Good For The Game

Bugfix good.
## Changelog
🆑
fix: Basketball and Thunderdome maps should not load with broken turfs
are several resets of their maps.
/🆑
2023-04-06 16:26:49 -06:00
san7890
ccef887efe Lints Against Unmanaged Local Defines (#74333)
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.

## About The Pull Request

Hey there,

This took a while to do, but here's the gist:

Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.

Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.

Scenarios this PR corrects:

* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*

(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game

If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).

Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.

I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.

(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
2023-03-29 10:17:03 -07:00
san7890
bf6f81a9b5 Implements AddTraits and RemoveTraits procs for adding/removing multiple traits + swag unit test (#74037)
On the tin, doing it like this means we can reduce our overall line
fingerprint whenever we have to add two or more traits from the same
source on the same target. Especially helps when we get to the 4+ range
of traits, a breath of fresh air even.

Doesn't mean we have to do for loops, as that's already handled within
the define as well. I replaced some of the checks with `length()`
checks, let me know if I should switch it over to something else (maybe
`islist()`)? We stack_trace whenever we're not passed a list reference
on purpose, and sometimes var/lists are null by default (or just empty,
making this redundant).
## Why It's Good For The Game

I commonly feel the urge to write "use `AddTraits()`" or something in
reviews, then am sad when I remember it doesn't exist. I will no longer
be sad.

Can ensure a lot more trait safety as well by using static lists- when
both ADD_TRAIT_LIST and REMOVE_TRAIT_LIST re-use the same list, you are
confident (from a static point of view) that everything that you want to
be adding/removing works.

I may have missed a few things where this could be used, but both macros
implemented in this PR still use the same framework that was being used
in the last four years- so stuff won't break if left untouched. Just a
nifty new tool for developers.

also fixed up some code in the area, numerous bugs were found and
exploded
2023-03-18 01:57:06 +00:00
Jolly
928ba9103f Now Heading to: Turbine - A "new" CTF map (#73824) 2023-03-16 18:53:59 -07:00
NamelessFairy
f57d0a7d3f CTF flags can now be admin deleted, they also wont catch fire now (bugfix) (#73595)
## About The Pull Request

CTF flags used to respawn whenever deleted, this made it impractical to
implement any way of fully unloading the map and made it so admins
couldn't delete the flag if one had been spawned on accident, this is
now gone.

While doing this I also found out CTF flags were not lava proof which
meant that they could catch fire and the shotgun class would then be
unable to pick them up without burning their hands.

The only impact of the respawn change is that CTF maps cannot contain a
supermatter crystal anymore but this should be easy enough to avoid.
## Why It's Good For The Game

Bug fix + removes some bad code
## Changelog
🆑
fix: CTF flags will no longer catch fire when placed into lava,
preventing one class from picking it up.
code: CTF flags no longer respawn when they get qdeleted, this means you
can now delete them when debugging/as an admin.
/🆑
2023-02-23 23:52:21 -07:00
Jacquerel
6dabf2ff7e Medieval Sim holograms won't spawn with an unusable laser rifle (#73422)
## About The Pull Request

In #72960 the CTF outfits were updated to move all weapons to the left
hand instead of the right.
The medieval sim outfits are children of the CTF outfits (because it's
essentially a CTF map inside a shuttle) but were not also updated.
This meant that medieval sim spawns would be created with a bow/claymore
in one hand and a laser rifle in the other, rendering them unable to use
either as all of these items require a second free hand.

## Why It's Good For The Game

This is a fun shuttle and it's a shame when it stops working.

## Changelog

🆑
fix: Medieval Sim holograms no longer spawn holding unusable laser
rifles which also block using their old timey weaponry.
/🆑
2023-02-15 16:39:41 +01:00
Thunder12345
c87cc44e04 Capture The Flag: Skill Issue (#72960)
## About The Pull Request

QoL update for CTF to make the experience better and smoother.

## Why It's Good For The Game

The CTF experience is a bit unpolished in some areas such as important
information (shield charge, control point score) being obscured,
mandatory hand switching on spawning, and players messing with their
team by blocking the controller.

## Changelog
🆑
qol: CTF guns spawn in the default active hand
qol: CTF shields become transparent as they lose charge
qol: CTF King of the Hill scores are visible to players in-game
qol: CTF controllers can no longer be blocked by players standing on
them
/🆑
2023-02-07 15:41:44 -08:00
Jeremiah
872e64fb05 Adds spaces around logical operators (#72603)
## About The Pull Request
Part of a prior PR that was closed (#72562). This version does not add
the check in CI.
## Why It's Good For The Game
The work is already done, so I figured why not.
## Changelog
N/A Nothing player facing

Co-authored-by: Jeremiah Snow <jlsnow301@pm.me>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-01-16 16:56:35 -08:00
Zephyr
72add64520 Refactors armor into dedicated subtypes (#71986)
## About The Pull Request

See title.
## Why It's Good For The Game

Code is cleaner, and more readable/intuitive
Technically closes
https://github.com/tgstation/dev-cycles-initiative/issues/8
## Changelog
🆑
refactor: armor, from the ground up basically
/🆑

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-12-23 16:21:22 -08:00
ShizCalev
ae8ed395e1 Changes the missing food icon test to cover ALL /obj's (#71908)
Might as well cover everyyyyyyyyything. :)

Fixes https://github.com/tgstation/tgstation/issues/71953
Fixes https://github.com/tgstation/tgstation/issues/71983

🆑 ShizCalev
code: We now unit test all /obj's for missing icons. :)
/🆑


todo: Fix the fucked up icons.

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-12-13 17:51:40 -08:00
John Willard
ac8dc42060 Strays away from GLOB.machines when possible (#71100)
## About The Pull Request

This replaces needless GLOB.machines with more precise lists whenever
one existed, plus adding a new one for CTF machines.

## Why It's Good For The Game

GLOB.machines holds every single /obj/machinery in the game, so checking
the whole list for stuff is pretty big. This aims to cut that down by
using smaller lists whenever possible. I also gave CTF a new list
because it checked machines very often.

## Changelog

Nothing player facing.
2022-11-15 08:59:22 -08:00
AnturK
4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00
tattle
ad5debaaa1 Add investigate_deaths (#71112)
## About The Pull Request
Adds INVESTIGATE_DEATHS, an investigate category intended to better show
causes of death.


![image](https://user-images.githubusercontent.com/66640614/200142461-c17b5e51-1116-4eef-bbfb-49bc024c0953.png)


![image](https://user-images.githubusercontent.com/66640614/200147306-09bef76e-68c6-4f0a-bdf9-0211eb274e66.png)

Also makes suicide_act take a `mob/living` as an argument instead of a
`mob`, and some minor style improvements since apparently I hate
atomicity.

## Why It's Good For The Game
Inspired by a mysterious death and dusting. More logging and leads for
admins investigating deaths.

Also fixes #59028

## Changelog
🆑 Tattle
admin: added investigate deaths to shed some more light on unusual
demises, dustings, and gibbings
/🆑

Co-authored-by: tattle <article.disaster@gmail.com>
2022-11-07 16:22:37 -08:00
MrMelbert
29350d704f Frequency locks Confessional intercoms, but an emag can bypass it (#70745)
* Confessional intercoms are frequency locked, but can be emagged to bypass the restriction.
2022-10-26 06:38:06 -04:00
ShizCalev
1a32f60cf4 [ready] adds unit test for missing inhand icons. fixes a bunch of missing inhand icons (#70037)
fix: Fixed a bunch of missing inhand icons.
fix: Fixed cables in electrical toolboxes not randomizing their colors.
fix: Fixed the wrong colored icon showing when trying to make cable cuffs out of cables.
fix: The collectable SWAT helmet is now using the proper icon again!
refactor: Pipecleaners and power cables now share a unified color system, so they're once again available in ALL the same colors.
imageadd: Updated the screwdriver belt overlay to represent the newer sprite.
imageadd: Added a bunch of new inhand icons. Special thanks to Twaticus for doing the helmets! <3
fix: Wirecutters now have an icon when inside a belt again!
admin: Added a new omnitool subtype that allows you to spawn all items in a typepath!
fix: Explorer gaskmasks now properly reflect their adjusted state when held.
fix: Fixed balaclavas having the wrong icon when pulled up.
fix: Fixed the base energy sword (admin spawn only) being invisible.
fix: The rainbow energy sword is now a little bit more rainbowy!
fix: Fixed an tk exploit with orange handcuffed shoes.
fix: The traitor outfit in the select equipment panel is now actually functional!
2022-10-04 10:20:24 -07:00
NamelessFairy
6c4903d9b4 Fixes CTF Instagib mode and you can now toggle it while CTF is not running (#69917)
Fixes CTF Instagib mode and you can now toggle modes while CTF isn't running
2022-09-15 22:31:26 -04:00
NamelessFairy
f7ce249cb0 CTF qol update for admins, map selection and admins can't render CTF unplayable by accident anymore. (#69710)
About The Pull Request

When CTF map unloading was originally created in had an unforeseen consequence of not entirely removing parts of the ongoing CTF round, namely the flags, as a result of this, this system that was originally made as a precursor to map rotation was not really usable. Since this was added various PRs have made this more and less buggy but the recent CTF voting PR has caused unloading CTF rounds to be a one way process without far more involved admin intervention to reverse. As such, I've made the disable CTF buttons admins have access to only disable CTF and not unload the map entirely. I've left the function to unload the map in incase a situation arises where an admin or maintainer really needs to get rid of the CTF map.

Removing this functionality also removes a really clunky but theoretical function of it, being that you could repeatedly unload and reload the CTF map to get one of your choice, since this is not an option anymore this PR also allows admins to pick a CTF map when they start CTF themself.

EDIT: I fixed the bug introduced by the CTF voting PR, CTF maps can now be reloaded after being unloaded, the flag issue is still around so it shouldn't be used without admin supervision however. Also unloading is a debug verb now.
Why It's Good For The Game

Map unloading was super buggy so it shouldn't be easily accessible.
Since admins cannot repeatedly unload and reload CTF maps anymore to get the one they want they can now just pick the one they want from a list which is significantly less dumb.
Changelog

cl
admin: When admins start CTF they can now choose which map is played or choose random as its always been
admin: Admins can no-longer permanently break CTF by unloading the map accidentally
spellcheck: Fixed a typo in the Map Description for CTF Cruiser
fix: CTF can now be reloaded after being unloaded
/cl
2022-09-07 08:49:52 +12:00
Mothblocks
bb77fac3a6 Don't load CTF until it's requested (saves several seconds of init time) (#69662)
* Don't load CTF until it's requested

* Remove unused import

* Fix voting
2022-09-04 09:39:00 +12:00
tattle
d91390a447 [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) (#69416)
Moves singulo and supermatter dmis into obj/engine, renamed from obj/tesla_engine
Moves Halloween, Christmas, and misc holiday items to obj/holiday
Moves lollipops to obj/food
Moves crates, closets, and storage to obj/storage
Moves assemblies to obj/assemblies
Renames decals.dmi to signs.dmi ...because they're signs and not decals
Moves statues, cutouts, instruments, art supplies, and crayons to obj/art
Moves balloons, plushes, toys, cards, dice, the hourglass, and TCG to obj/toys
Moves guns, swords, shields to obj/weapons
2022-08-24 20:49:35 -03:00
FernandoJ8
aa2eee2ded De-hardcodes randomize_human() and fixes some related issues along the way (#68876)
* First draft on this branch. Should work.

* Whoopsie

* Some fixes

* And again

* Final draft, question mark?

* Please enter the commit message for your changes

* Uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

* please work

* Saving for the week offline

* Final draft

* Final final draft

* Oh and clean this up

* eah

* Okay, final for real.

* I lied.

* Sure thing boss

* clinclin

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>

* That's all of em I think

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2022-08-14 19:55:13 -07:00
Jolly
cfc2330528 [MDB IGNORE] More /area/ typepath organization and cleanup (#67107)
This further continues what I did in b4fb8f3ed1 (but instead of just stations, its now every (most) applicable area in the game
2022-05-23 13:01:19 -06:00
Kapu1178
1d0eadcb12 Kapulimbs (#65523)
* i wanna go to bed so im pushing this

* It compiles but doesn't work yet

* It works!

* I WANT TO DIE

* Appease linters

* some CI fixes

* Address reviews + oversight

* Limb grower fix

* more icon fixes

* forgot to hit save

* I'm a dumbass

* Removes bodypart parent from unit test

* Fixes monkeys and CI

* Grammar pass

* I hate zombie code so much

* General code cleanup

* THE SHITCODERS ARE COMING FOR MY VARS

* THE UNIT TESTS ARE COMING FOR MY SHITCODE

* Reviews + skirts

* Removes an unused DMI

* Why didn't I do this in the first place?

* HAIR REFACTOR

* Haha whoops

* How did I miss this

* Admin spawned creatures now have their features

* Optimize me harder

* minor fix i need to push to merge master

* Fixes hair (maybe) and a runtime

* Maybe fixes mirrors

* Attempts to fix women

* Fixes hair on dismembered heads and a grammar change

* Caps lock did me dirty

* address reviews

* icon failures fix + missed reviews

* Fixes: Facehuggers and Regenerate_limb

* Fixes ethereal color pref appearance

* How the fuck did this not break everything else horribly?

* JESUS FUCKING CHRIST IM A MORON

* Fixes compile

* I'm not high I swear

* Im a dipshiiiit

* grumble grumble

* Fixes a visual bug with digitigrade legs. Adds \improper to roundstart species names. Added two new clothing-related helper procs. Renamed a couple procs to be more accurate. Adds SHOULD_CALL_PARENT(TRUE) to examine_more. Addresses reviews.

* Forgot this little readability thing.

* Updates CODEOWNERS

* Me when I forget how github works

* mapload me harder

* Last second fixes
2022-04-01 21:07:46 -04:00
NamelessFairy
3297fbf452 Control Points now generate 1 point rather than 0.5 (#64718) 2022-02-07 19:38:57 -08:00