Commit Graph

68 Commits

Author SHA1 Message Date
MrMelbert
e8d209c6f4 Fixes runtime in golem body swap, Fixes some hard deletes assocaited with golems and mind masters (#73373)
## About The Pull Request

Fixes #73368 

Golems didn't mind transfer on body swap until after the body was
finished creating, this created an issue as golems also did mind
assignment business while creating the body. So the
`mind.enslave_to_creator()` part runtime error'd and caused the create
to fail, which in turn caused the shell to not be consumed.

While sorting this out, I noticed that shells and golems hold a hard
reference to their owner. Yep, hard deletes. Changes mind `enslaved_to`
to a weakref, changes golem `owner` to a weakref, straight up removes
golem `owner` tracking on species because it was ONLY used for card
board golems when it could've just grabbed mind master

## Why It's Good For The Game

No more infinite golem shells

## Changelog

🆑 Melbert
fix: Transferring golem shells no longer make you a free man and also
results in infinite golem shells
fix: Servant golems are considerably less free
fix: Fixes some hard deletes related to mob minds being enslaved to
other mobs
/🆑
2023-02-17 15:06:49 -07:00
MrMelbert
10f6825ae3 Updates policy to better warn players for any existing antagonist policy (#73408)
# Don't merge this without leading the headmins know so they can update
the server configs

### For headmins: 

The following roles need to be updated:
- "Obsession" -> `/datum/antagonist/obessed`
- "Heretic" -> `/datum/antagonist/heretic` (Though this one will still
work, change it to message them on spawn)
- "Headslug Changeling" -> `/datum/antagonist/changeling/headslug`
- "Pyroclastic Anomaly Slime" -> `/datum/antagonist/pyro_slime` (Though
this one will still work, technically, change it to message them on
spawn)

## About The Pull Request

So, we have this whole system in the code to allow all mob typepaths,
species typepaths, and even antag datum typepaths to have a set policy

But we like, don't use it? For some reason we rather set a million
`get_policy` calls than use this. They're all stuck in the policy verb
and not sent to the player in any obvious.

(Also, it's super fragile, which I hate. Change the typepath and the
policy silently fails. Maybe someone can change that afterwards)

This PR updates that. All antag datums will check in `on_gain` for
policy to show to the player if there's any.

It doesn't solve the entire issue. Mob policy and species policy is not
conveyed to the player in any way BESIDES the policy verb which no one
uses. So people have no idea that it's a thing. But it helps a bit.

## Why It's Good For The Game

Better ways to convey to players how they should be playing. 

Also Valentines day, because... it's crazy. 

## Changelog

🆑 Melbert
config: Policy.json config got updated. The following values need to be
updated:
config: "Obsession" -> /datum/antagonist/obessed
config: "Heretic" -> /datum/antagonist/heretic
config: "Headslug Changeling" -> /datum/antagonist/changeling/headslug
config: "Pyroclastic Anomaly Slime" -> /datum/antagonist/pyro_slime
config: ALL antags in the policy.json file will now get notified of any
existing policy set by the admin team, rather than only a handful.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Tim <timothymtorres@gmail.com>
2023-02-14 05:08:30 +00:00
Jacquerel
cbbf7b3613 Basic Mob Spiders III: Sgt. Araneus is no longer a bat (#73350)
## About The Pull Request

This PR converts giant spiders into basic mobs and resultingly fixes
#37793
They _should_ have the same behaviour as their simple mob versions
although I can't verify that their movement speeds are _exactly_ the
same. It should at least be pretty close.
A quirk of spiders is that they had a pretty large `move_to_delay` which
made them slow in the hands of AI (because it would just pause for ages
between taking steps) and faster in the hands of players, and they often
appear in both forms so I had to implement this as a speed modifier
based on player control.

Additionally this is the first basic mob which can be set on fire.
This is currently implemented as a var on `mob/living/basic` but I know
there was some annoyance at adding the environment tolerances as vars on
there so if desired I can try and extract it out, I'm just not sure how
easy it will be.

Something else I noticed is that spiders seem to take stamina damage
from bug spray... but stamina damage does nothing to either simple _or_
basic mobs. I have left it in for now in case I am missing something,
and rebalancing it to do something else would be more like a balance
change.

Oh also I killed the `mob/basic/retaliate` folder because that isn't a
classification that needs to exist or makes sense.

## Why It's Good For The Game

We don't want to use simple mobs any more.
Sergeant Araneus can finally actually be a spider, instead of being a
bat.

## Changelog

🆑
refactor: Spider code has been refactored and AI-controlled spiders may
have slightly different movement or reaction times.
fix: Basic mobs can now be slowed when they take stamina damage, however
currently only spiders actually _can_ take stamina damage.
fix: Spiders should now more reliably disable their AI when controlled
by a player.
fix: Araneus is no longer considered to be a bat and so cannot fly.
fix: Araneus is no longer considered to be a bat and so is no longer
frightening to people who are scared of the supernatural.
/🆑
2023-02-13 05:22:26 +00:00
Paxilmaniac
8a1cc5ccca Fixes ghost roles trying to spawn people when there /should/ be zero uses left (#73224)
## About The Pull Request

By means of making a particularly popular ghost role (do NOT put
catgirls on icebox bro you don't know the consequences) I have
discovered a strange bug where despite any of the checks that are in
place, it will still attempt to spawn more people than the role should
allow. I've found the likely caused to be that a lot of people are
clicking the role then clicking spawn at once, and the spawner simply
does not have time to tell everyone "wait no you can't do that" before
it deletes itself from running out of uses.

The solution? Even easier than the reservation thing: Subtract uses
**BEFORE** spawning the mob, as spawning the mob can take some time,
then if it fails to spawn somehow we can refund the uses.

## Why It's Good For The Game

Ghost roles spawning in the nullspace spawn room every now and then is a
bad thing I think.

## Changelog
🆑
fix: Ghost role spawners will now no longer try and spawn people when
they /should/ have been out of uses but due to a bug were not
/🆑
2023-02-10 09:54:49 -08:00
Jacquerel
8ee01d27b3 Basic Mob Spiders I: Ability refactor (#73201)
## About The Pull Request

This morning a man presented me with a mission

![image](https://user-images.githubusercontent.com/7483112/216712023-788f2f35-feaa-4152-acee-a2a58e1e6d2c.png)
I realised that I can achieve this in merely _three_ pull requests.
...because I'm leaving one that adds new AI until after feature freeze
february.

This one pulls all of the ability code out of the giant spider mob file
and spruces it up a bit in preparation for making them into basic mobs.
It removes an ancient "todo" about merging the spider and genetics web
abilities by, doing that.
Spider abilities no longer extend from a shared and reasonably pointless
"innate" root ability and also don't require their owners to be spiders
to work properly any more.

Also while I was in there I fixed a bug where the "set directive"
ability did not actually pass that into the antag datum of a new spider
unless they logged out and back in.

## Why It's Good For The Game

Code should smell nicer now.
Removes an essentially duplicated ability.
Clears up some chat log spam which didn't need to be in there.
You can actually set an objective for spiders you create as a spider
brood mother.
I guess you can make spiders-man as an admin by giving spider abilities
to other mobs.

## Changelog

🆑
refactor: Tidied up spider ability code, they should all work the same,
but please report if they do not.
refactor: Spiders and Geneticists now use the same ability to make webs
rather than two virtually-identical ones, which should also perform just
as it did before this change.
fix: Setting a directive as a Spider Midwife should properly pass and
announce itself to new spiders.
/🆑
2023-02-06 20:15:09 -07:00
Bloop
ff3f61985f Adds plasmaman support to mob spawners (#73068)
## About The Pull Request

A very minor change but one that will save headache down the line. Adds
plasmaman support to mob spawners, meaning they will be guaranteed to
get their internals and suit upon spawning from those.

Modified the equip proc to be able to automatically turn hand slot
internals on without the need for snowflakey open_internals checks
everywhere, as that should already handled by the it (shown below). Just
modified it to work on hand slots.


4b832e7d01/code/datums/outfit.dm (L245-L248)

## Why It's Good For The Game

Adds support for present and future mob spawners involving plasmapeople.

## Changelog

🆑
qol: prevents mob spawner plasmamen from spawning without their suit and
internals.
code: the equip proc can now find internals in the hand slot and
automatically open them, allowing for less snowflakey code down the
line.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-01-31 09:47:41 +01:00
Tim
fd85f5c67f Buff scythes, goats, and plantbgone vs PLANT biotypes (#72889)
## About The Pull Request
This buffs scythes, goats, and plantbgone vs PLANT biotypes:

- Scythes now deal x1.5 damage to venus flytraps (3 hits to kill)
- Scythes now target the flower bud vines
- Goats now target flower bud vines and deal 15 damage to PLANT biotypes
- Goats have a eating sound whenever they bite PLANT biotypes
- Plantbgone now does 2 dmg per unit to PLANT biotypes (10 dmg per
spray)
- Plantbgone now has a 75% chance to remove weeds and deals large damage
to flower buds
- Weed control crates now come with a pair of leather gloves
- Golems are immune to thorn effects
- Any kind of thick glove material will prevent thorn effects when
attacking
- Flower buds will now take x4 damage from fire and sharp weapons
(unless they have fire trait)
- Regular scythes are now a sharp object

Also this fixes a few runtimes with spacevines and nulls. The bane
element now accepts `mob_biotypes` bitflags as an argument.

## Why It's Good For The Game
Before my changes:

- Plant-b-gone was doing 0.4 dmg per unit to PLANT biotypes (2 dmg per
spray)
- Scythes took 5 hits to kill venus flytraps
- Goats only affected podpeople
- Flower bud vines were being ignored by weed killing code
- Plantbgone only had a 50% chance to remove weeds (and this was very
inconsistent due to RNG)
- Botanical gloves and thick gloves didn't protect from thorns
- Golems were getting pierced by thorns despite having pierce immunity
- Flower buds were not taking the x4 damage like they should have been
- Regular scythes were not a sharp object, but other scythes
(chaplain's, megafauna loot) were sharp

This makes the weed killer crate more effective since people were
complaining about it being worthless vs vines and flower buds. These
changes give people more options to respond to threats vs plants.

## Changelog
🆑
add: Add a pair of leather gloves to weed control crate
balance: Mobs with the PLANT biotypes (venus flytraps, pod people,
killer tomatoes) are now much weaker vs scythes, goats, and plantbgone.
balance: Plantbgone is now more effective at destroying weeds.
balance: Regular scythes are now a sharp object
fix: Fixed scythes, goats, and plantbgone not affecting flower bud
vines.
fix: Thick and botanical gloves not protecting from thorns
fix: Golems not having pierce immunity from thorns
fix: Runtime where vines tried to spread into null turf
fix: Runtime where null vines that were destroyed were trying to spread
to nearby turfs
soundadd: Add eat food sound when goats eat plants
code: Improved goat targeting code
code: The bane element now accepts `mob_biotypes` bitflags as an
argument.
/🆑
2023-01-26 14:29:48 -08:00
Jeremiah
85a0d42b7d Better groups for antagonists (#72576)
## About The Pull Request
Better categorizes antagonists into groups for the orbit UI, admin
traitor panel.
Permanently hostile antags were intermixed in the "Alive" section, and
it was sometimes tough to see what's going on.
To do this, many minor antags needed new antag datums which were added
with fluff objectives as a bonus.

Group Name | Antags
--- | ---
Syndicate | Nukies, battlecruiser crew, lone op
Extradimensional Abominations | Nightmare, morph, pyro
slime
Spaceborne Leviathans | Space dragon, (spawned) carps
Invasive Overgrowth | Venus human traps
Arachnid Infestation | Spiders
Eldritch Horrors | Cult constructs, revenant 

( = New antag datum, proper orbit category, new objective text)

<details>
<summary>Screenshots (outdated)</summary>

Antags get more tooltip info
![Screenshot 2023-01-08
173344](https://user-images.githubusercontent.com/42397676/211233179-d0e9229c-0f2e-4cd3-838b-fc0c5255ec9c.png)

Populating space dragon + carps (now leviathans)
![Screenshot 2023-01-08
235526](https://user-images.githubusercontent.com/42397676/211267252-2a86f8bc-4b4a-4ad6-81ed-f6b2e72d8fc0.png)

Detail to distinguish job & rank
![Screenshot 2023-01-08
233608](https://user-images.githubusercontent.com/42397676/211267334-60cabefc-b768-4a8e-8d4b-74b3d4fd45b1.png)

New categories in action
![Screenshot 2023-01-09
131003](https://user-images.githubusercontent.com/42397676/211408962-2e3c3cb9-f08e-4e27-a765-6485fe5064b0.png)

Organized Traitor Panel 

![Screenshot_20230109_113453](https://user-images.githubusercontent.com/42397676/211392793-a9e6c170-60de-46bc-b0b6-02d74d45e42d.png)

</details>

## Why It's Good For The Game
Better UI, observer experience, admin panel. 
It's now very obvious when something is hostile from the orbit panel.

## Changelog
🆑
qol: The orbit menu now sorts antagonists into groups more effectively.
Some get new named groups.
admin: Traitor panel should have slightly more sane categories.
add: Many minor antagonists now have "objectives".
refactor: Refactors code in several antag datums.
/🆑

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-01-20 11:18:30 +13:00
Fikou
519bf69869 Dynamic Human Icon Generation For Simple/Basic Mobs (& Cardboard Cutouts) (#72517)
## About The Pull Request
revive of #68760
this time a proc, not an element
this time supports cardboard cutouts
this time supports mob corpses

![image](https://user-images.githubusercontent.com/23585223/211064291-81070650-189f-4afa-8116-81b687e3ea35.png)

## Why It's Good For The Game
prevents these icons ever being outdated, they'll always look what they
are supposed to, saves spriting work

## Changelog
🆑 Fikou, a hood by Viro
refactor: humanoid mobs and cardboard cutouts automatically generate
their sprites, they no longer will be outdated
/🆑

Co-authored-by: Time-Green <timkoster1@hotmail.com>
2023-01-18 20:04:10 +00:00
Fikou
f62c491ca2 adds atmospheric gloves, small resprite of firefighter gear, repaths stupid glove paths (#72736)
## About The Pull Request
repaths a lot of gloves off /color because they were incredibly stupid
firefighter gear has gotten an update (it doesnt cover hands anymore
though, you need something else)
firefighter helmets no longer hide your mask or glasses

![image](https://user-images.githubusercontent.com/23585223/212542599-c004d0e4-c141-40b4-a1bb-c838f9893c4b.png)
fixed engine goggles starting with darkness vision
to the atmos lockers adds atmospheric gloves, a pair of thick (chunky
fingers) gloves that are fireproof and fire protective, slightly shock
resistant and let you fireman carry people faster.
atmospheric firefighter helmets now are a subtype of welding hardhats,
you can enable a welding visor.
welding hardhats change mode with right click instead of altclick

## Why It's Good For The Game
im not a good spriter but i think this resprite makes them fit nicer
with other engi equipment
lets me firefighter rp

## Changelog
🆑
add: Atmospheric Gloves, thick gloves that are fully fireproof and fire
protective and let you fireman carry people faster.
fix: fixes engine goggles starting with darkness vision
qol: firefighter helmets can now enable a welding visor
qol: welding hardhats change mode with right click instead of altclick
balance: firesuits no longer protect your hands
/🆑
2023-01-17 09:55:41 -08:00
GuillaumePrata
090ff86d31 Organizes mining corpses outfits and fixes power tools not spawning on golem corpses. (#72278)
## About The Pull Request
Just my average reorganization of outfits into a better order.
ID > Uniform > Suit > Backpack > Other clothing in alphabetical order >
Pockets > Hands > Others

Since I was there, I put some things into ABC order when it made sense,
lists with 1 item per line, trailing comma, yadda yadda yadda.

Also, as power tools are medium sized now and wouldn't spawn on a
corpse, I moved it into their belt slot to close #71885
## Why It's Good For The Game
Easier to clean code, bug fix.
## Changelog
🆑 Guillaume Prata
fix: Legion infested golem corpses can drop power tools again (Drill,
Jaws, Experimental Welder) but they were moved away from their pockets
and into the belt slot.
/🆑

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-01-05 19:39:58 -08:00
MrMelbert
acb96fee1d Refactors memories to be less painful to add and apply, moves memory detail / text to memory subtypes. Adds some new memories to demonstrate. (#72110)
## About The Pull Request

So, a huge issue with memories and - what I personally believe is the
reason why not many have been added since their inception is - they're
very annoying to add!

Normally, adding subtypes of stuff like traumas or hallucinations are as
easy as doing just that, adding a subtype.

But memories used this factory argument passing method combined with
holding all their strings in a JSON file which made it just frustrating
to add, debug, or just mess with.

It also made it much harder to organize new memories keep it clean for
stuff like downstreams.

So I refactored it. Memories are now handled on a subtype by subtype
basis, instead of all memories being a `/datum/memory`.

Any variety of arguments can be passed into memories like addcomponent
(KWARGS) so each subtype can have their own `new` parameters.

This makes it much much easier to add a new memory. All you need to do
is make your subtype and add it somewhere. Don't need to mess with jsons
or defines or anything.

To demonstrate this, I added a few memories. Some existing memories had
their story values tweak to compensate.

## Why It's Good For The Game

Makes it way simpler to add new memories. Maybe we'll get some more fun
ones now?

## Changelog

🆑 Melbert
add: Roundstart captains will now memorize the code to the spare ID
safe.
add: Traitors will now memorize the location and code to their uplink.
add: Heads of staff winning a revolution will now get a memory of their
success.
add: Heads of staff and head revolutionaries who lose their respective
sides of the revolution also get a memory of their failure.
add: Completing a ritual of knowledge as a heretic grants you a quality
memory.
add: Successfully defusing a bomb now grants you a cool memory. Failing
it will also grant you a memory, though you will likely not be alive to
see it.
add: Planting bombs now increase their memory quality depending on how
cool the bomb is.
refactor: Memories have been refactored to be much easier to add.
/🆑
2023-01-03 11:23:31 -08:00
GuillaumePrata
581828c421 Reorganize the outfits under 'mob_spawn' (#72345)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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## About The Pull Request
I got home, sat on my computer ready to work on an Goliath Infused
hermit idea I had, instead, I found more outfits that slipped through
the cracks and are not reorganized properly so I'm doing this again!
<!-- Describe The Pull Request. Please be sure every change is
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merging your PR! -->

## Why It's Good For The Game
Code improvement readability something
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probably isn't good for the game in the first place. -->


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2022-12-29 21:43:17 -08:00
MrMelbert
717e4f435c Quirks are passed an incoming client when applied, allowing quirks to read preferences in add and add_unique. Renders visual quirks on the preference menu dummy. (#72158)
## About The Pull Request

Closes #72141

Roundstart humans weren't in control of their mob by the time
`AssignQuirks` was called.
The call chain for roundstart goes `create_characters` ->
`equip_characters` -> `AssignQuirks` -> `transfer_characters`.
For latejoin, `create_character` -> `transfer_character` ->
`AssignQuirks`.

I could simply move around the call chain, but that feels much more
fragile and more liable to cause other issues to me. So instead, I
simply allowed add quirk to be passed a client, so that a client's
quirks can be applied to a mob they are not currently inhabiting.

In doing this, it became possible to show visual quirks on the prefs
dummy, like nearsighted glasses and heterochromia. So I put in a little
work to accomplish that as well.


![image](https://user-images.githubusercontent.com/51863163/209030560-58396d43-6ac2-40c5-b13f-1178dc8962fd.png)

Along side, some refactoring and documentation for quirk datums. 

## Why It's Good For The Game

People get what they expect on roundstart. 

## Changelog

🆑 Melbert
qol: The preview dummy in the preferences menu now shows some visual
quirks, like Heterochromia or nearsighted.
fix: Fixed some quirks which read a preference roundstart not applying
the preference.
refactor: Refactored some bits of quirk datums and the quirk application
process.
/🆑

Co-authored-by: Time-Green <timkoster1@hotmail.com>
2022-12-24 12:32:13 +00:00
jimmyl
100cb71111 Turned most syndicate mobs (+ viscerators) into basicmobs (#71871)
## About The Pull Request
Turns the syndicate simpleanimals into basicmobs: (+ stormtrooper, +
space variants) Base Mob, Knife syndies, pistol syndies, SMG
syndies,shotgun syndies, viscerators
also changes some instances of the simple_animal path into the basicmob
ones
Removes civillian syndicates which were useless and also completely
unused
Also removes mech pilots:
![2022-12-09
20_02_18-Window](https://user-images.githubusercontent.com/70376633/206777829-2e49e445-3532-4e8e-8e7c-8d9b0a3a14d0.png)

Also,
makes the basic targetting datums health check configurable
basic attack behavior can now fire in bursts


https://user-images.githubusercontent.com/70376633/206766607-cf2e3659-0c5e-4117-9af7-e573e35bdf80.mp4

https://user-images.githubusercontent.com/70376633/206766630-15b4469f-68be-44c7-9394-1f2b6fe07811.mp4

https://user-images.githubusercontent.com/70376633/206766613-69b42457-a03b-449d-a1b8-a5aa556c76e5.mp4

https://user-images.githubusercontent.com/70376633/206766619-5560a178-8d2f-4b22-adf1-22ace6f63a51.mp4

https://user-images.githubusercontent.com/70376633/206766627-e671d064-fd9e-4204-b823-aa2e07f7fc26.mp4

https://user-images.githubusercontent.com/70376633/206766633-108c1574-3554-4bc1-a9ac-8faed0ec4062.mp4
## Why It's Good For The Game

simpleanimal stinks basic mob good
syndicate AI was really bad to begin with so here we are

## Changelog
🆑
code: Turned most syndicate mobs into basicmobs, making their AI better
and (possibly) more deadlier!
del: Removed syndicate mech pilots and syndicate civvies
/🆑

Co-authored-by: kawoppi <94711066+kawoppi@users.noreply.github.com>
2022-12-22 00:47:28 -08:00
SkeletalElite
9e3a3caae9 Fixes HOS Beret (and all of its subtypes) having wrong path and thus not being armored (#72024)
The HoS' beret were not pathed properly so were no longer subtypes
of legitimate hos armor, this fixes that.
Now the HOS and syndicate berets have had their missing armor and strip
delay readded
2022-12-17 10:44:57 -05:00
tralezab
e9cff525dc Refactors Pirates into Pirate Gangs, Adds the Psyker-gang as new pirates (#71650)
## About The Pull Request

### Refactor
Pirate gangs are now datumized for extendability, custom dialogue, etc.

### Psyker Gang 🧠 
Psyker-gang Members are pirates who are... yes, Psykers. They're on a
gore-binge and need some money for more hits of gore!

- Gore autoinjectors, filled with dirty kronkaine. Don't overdose,
you'll go splat.
- Psykerboost armor, reactive armor that refreshes psychic abilities.
Given to the leader.

- [x] @Fikou is making the map :D

## Why It's Good For The Game

God I fucking love variety also now we can add as many different pirates
as we so desire

<details>
  <summary>Spoiler warning</summary>
  

![image](https://user-images.githubusercontent.com/40974010/205342701-9cba63ef-a22c-4f07-9b48-8793c4a2b5af.png)
  
</details>

## Changelog
🆑 Tralezab code, Fikou's map, PigeonVerde and Halcyon for sprites!
add: Psyker-gangers are new pirates
refactor: refactored pirate code so we can add more in the future
/🆑

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-12-05 02:18:23 +00:00
John Willard
2425531eb2 Removes tablets (not PDAs) entirely. (#71507)
## About The Pull Request

**Comes with an UpdatePaths!**

Removes the tablet subtype, PDAs now replaces them entirely.

Nukie and Silicon tablets are now subtypes of the PDA instead, while
contractor ones were removed entirely as they didn't do anything and
were unused (though it wouldn't be hard to re-add).

Nukie PDAs are now the only type of PDA that uses modular_tablets.dmi,
which is just larger icons of modular_pda. Each application requires an
icon state in both of these, for 2 different sizes, which makes it
annoying to make new applications, especially if it can also run on
computers/laptops.

### Icons

Because Silicon tablets are now a subtype of PDA, they use PDA icons
instead of tablet ones. Luckily for us, they already exist in code.

![image](https://user-images.githubusercontent.com/53777086/203876575-56eb1593-774c-47c6-8e7d-491a7805f28c.png)

AI's don't use a tablet icon though, so they aren't affected.

## Why It's Good For The Game

There's very little difference between tablets and PDAs, PDAs overshadow
them in every single way, so at this point I don't see why we should
have both of these, and if you compare the two in usefulness and actual
in-game use by players, it's a no-brainer than the item all players get
roundstart and comes with a messenger should be the one we go with.

Also as said in the about section, when making an app you would need to
make icon states for the program running for all hardware it can run on,
which is Computer, Laptop, PDA, and Tablet.

Laptop is just a smaller computer icon
PDA is just a smaller tablet icon

However, you can't simply shrink the size of the icon, instead you have
to completely resprite the same app icon FOUR TIMES for it to not
bluescreen on all these different devices.

<details>
<summary>
Here's examples of it
</summary>
Computer (NOTE: *They share the same icon file as regular computers*)
<img
src="https://user-images.githubusercontent.com/53777086/203876801-486a8054-489a-4983-bdad-a2599b4dc379.png"/>
Laptop
<img
src="https://user-images.githubusercontent.com/53777086/203876333-58e5d135-f4c6-4a02-8948-1df771e294a4.png"/>
Tablet
<img
src="https://user-images.githubusercontent.com/53777086/203876352-816c7fb1-c681-40b9-99e0-052f49632c7f.png"/>
PDA
<img
src="https://user-images.githubusercontent.com/53777086/203876358-1cf7253d-3c6a-456a-8133-ebf7f0351637.png"/>
</details>

If we wish to help in simplifying this, we should remove tablet icons
entirely, which means 1 less icon to worry about. To do this, we'd need
to resprite nukie PDAs, however I am very much not a spriter and never
tried GAGS, so I'll leave it to someone else to do.

## Changelog

🆑
del: Tablets are now removed, PDAs are now the base 'tablet'. Silicon
and nukie tablets are now PDAs.
/🆑
2022-12-02 00:15:14 -08:00
VexingRaven
d44abccb19 Fix allow_spawn check for Ashwalkers and Battlecruiser crew (#71480)
## About The Pull Request
Currently, if you fail the allow_spawn test for Ashwalkers or
Battlecruiser Crew you will get the deny message even if the check was
silent. Meaning every time you open the spawners menu you get "You have
exhausted your usefulness to the Necropolis." or "You have already used
up your chance to roll as Battlecruiser." All the other allow_spawn
checks have a `!silent` check before sending the message so that they
only show this message if the player actually clicks the spawner.

Also for some reason the ashwalker message is bold and it shouldn't be.
## Why It's Good For The Game
Consistency is good, as is not giving the player unnecessary chat
messages.
## Changelog
🆑 VexingRaven
fix: Ashwalker Eggs and Battlecruiser spawners no longer give you a
warning every time you open the spawn menu if you've already spawned as
that role once.
spellcheck: Ashwalker Egg warning message for having already spawned
once is no longer bolded for no reason.
/🆑
2022-11-25 00:28:43 -08:00
GuillaumePrata
71b63d9233 Moves the bulk of shield code from the riot subtype into the core shield. (#71066)
## About The Pull Request
I wanted to "rework" the riot shield security has but most other shields
are subtypes of it, making them all inherit those features.
So I made this PR first to make my job easier and fix some odd bugs like
fixing wooden bucklers by slapping them with titanium sheets...

There *shouldn't* be any other big change outside of the titanium
healing and baton bashing they all inherited but I have been staring at
shield code and worked on another branch before deciding to split the
code improvement/fixes from the features so I might have missed
something.

And while there, kill some single letter vars, remove unnecessary lines,
etc.
## Why It's Good For The Game
Fixing a wooden shield by slapping it with titanium is weird... so is
fixing a glass+iron shield but that is a bigger balance change.

And well, easier for future shield changes to not inherit weird
behaviors from the riot shield.
## Changelog
🆑 Guillaume Prata
fix: You can no longer repair wooden bucklers and roman shields by
slapping them with a titanium sheet.
/🆑
2022-11-22 19:51:21 +00:00
lizardqueenlexi
19291dd6cb Fixed survival boxes for plasmaman clowns and mimes. (#71185)
## About The Pull Request

Survival boxes for clowns and mimes have been made into a subtype of
standard survival boxes. This fixes a bug where, due to a missing
wardrobe_removal callback, plasmaman clowns and mimes would almost
always spawn with a useless oxygen tank instead of their second plasma
tank.

suicide_act and attack_self have been copied directly from the "box of
hugs" in order to maintain the same behavior despite the repathing.

(I made a similar PR some time ago, but for some reason I let it close
without finishing it.)
## Why It's Good For The Game

A single tank of plasma does not generally last long enough to survive a
longer round, and it's no fun to suffocate because the company sent you
to work with a tank of deadly poison instead of nice, breathable plasma.

Also, this makes the clown and mime survival boxes more consistent with
other job-specific survival boxes, which are all subtypes of the main
survival box. This does away with some ugly, error-prone code
duplication (with the concession of requiring smaller-scale, hopefully
less ugly code duplication).
## Changelog
🆑
fix: Made clown and mime survival boxes contain the correct internals
tank for plasmamen.
/🆑
2022-11-16 09:05:50 +00:00
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
MrMelbert
70db96c46f Convert mouse and rat to basic mobs (#70728)
* Converts mice and rats to basic mobs

* Update paths

* Fixes

* Tweaks

* .

* Use helpers

* Unit test

* Correct the targeting

* Fixes the unit test?

* Fixes the unit test

* Docs

* update the path script with pr id

* Faction check tweak

* Review

* AHH
2022-10-28 08:49:17 -04:00
John Willard
f1f46275f0 Removes tablet hard drives entirely (HDD & SSD) (#70678)
* Removes HDD's entirely

HDDs have been removed, though the code for it is still currently lingering as it's required for portable disks. I'll have to find a solution to this one day, but as I am going to sleep, this is a problem for future me.

* starts on removing SSD

* updatepaths and kills off SSD

* update path :D

* Fixes to programs and icons

* Ready for review now

I read over everything I did and tried to fix anything I saw wasn't done right. Hopefully better comments now.

* merge conflict  fix

* can't win them all

* takes viruses into account in paths, fixes it in snowcabin

* Renames the updatepaths

* removes the qdel loop

* accidentally new'ed programs twice

* Fix program's computer var

* destroy pen and disk, dont run kill program on something killed

* more fixes for pens and idle threads

* Fixes PDAs installing apps twice.

* simplifies inserted disk & PDA disk

* fuck's sake

* Use istype instead

* revert

* Revert "revert"

This reverts commit 9ede628c6fef9c7c86417234f6d8ada1ff9e2fef.

* why did that happen

* Update code/modules/modular_computers/computers/item/tablet.dm

* MC_SSD added to master lol

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2022-10-26 00:29:50 +00:00
Sealed101
562ff22b1c Properly kills the goliath outside Survival Pod Ruins ruin (#70734)
The ruin added way back in #17284 (8b656d2603) has a varedited goliath with 0 health.

In practice this goliath will not be dead or a one-hit-kill, as upon taking damage, it would revert to being at full health.

This PR replaces this goliath with a proper corpse, as well as adds a corresponding goliath corpse spawner.
2022-10-24 16:55:29 -06:00
John Willard
218a153464 Removes a ton of unused tablet vars, re-organizes the rest (#70344)
* Removes a ton of unused vars, re-organizes the rest

Removes a ton of unused vars from Modular computers
Re-organizes the rest, and adds autodoc comments to most of them
Moved 2 vars (saved_image and invisible) from the tablet to the messenger app, since that's where it was used. I didn't see the point of having these vars be on every computer anyways, only PDAs have the app.
Renames Clown's honk virus var
Makes Messenger app's saved image, actually used.

* static list and NODECONSTRUCT_1 check

* oops
2022-10-19 20:34:08 -04:00
Twaticus
c7dde06668 [MDB Ignore]Hats DMI split (#70060)
Splits head dmi into separate files for both mob and obj icons. Kept similar to suit split categorization + some more. New files include beanie, bio, chaplain, costume, cowboy, default, hats(softcaps, fedoras, head caps, generic hats), helmet(helmets and other armored headgear/hoods), spacehelm, utility(hardhats, mostly work related hats), wizard.
Moves animal/pet head sitting icons to 1 folder, pets_head.dmi
Renames PAI head sitting icon file to pai_head.dmi
2022-10-06 21:37:06 -07:00
Salex08
5dada0e63a Removes ghost check for battlecruiser objective and fixes players being able to roll it multiple times in a row (#70194)
Removes the ghost check for the battlecruiser objective
Fixes the same player being able to reroll battlecruiser
2022-09-29 22:52:21 +01:00
John Willard
2bac6a6acd Refactors team antagonists and roundend report handling (#69585)
* Refactors team antagonists and roundend report handling

Refactors teams and subtypes
* Makes use of ``as anything`` and ``\improper``
* Removes many single letter variables
* Moves team code to the team file
* Makes team objectives only allow objectives for SpacemanDMM
* Makes members and objectives clear when a team is deleted
* Generalizes team's add_objective
* Checks for show_roundend_report in roundend
* Replaces ``get_team == src`` with a simple mind check
* Makes Bloodbrothers fit using parent's endround report.
* Removes the unused procs ``is_solo`` and ``antag_listing_footer``
* Makes replaces ``get_team_antag`` ``specific`` with ``include_subtypes`` to be consistent with Antag helpers (and because I thought it looked better that way)
2022-09-18 19:10:12 -07:00
skylord-a52
be0e6efdf6 [IDB IGNORE] [MDB IGNORE] Makes the icons/mob folder sane (#69302)
About The Pull Request

Reorganizes the entire icons/mob folder.

Added the following new subfolders:

    nonhuman-player (this was initially just called "antag", but then I realized guardians aren't technically antags)
    simplemob
    silicon
    effects (for bloodstains, fire, etc)
    simplemob/held-pets (for exactly that -- I wasn't sure if this should go in inhands instead)
    species/monkey

Moves the following stuff:

    All human parts moved into species, with moth, lizard, monkey, etc parts moved to corresponding subfolders. Previously, there were some moth parts in mob/species/moth, and others just loose in mob. Other species were similar.
    icemoon, lavaland, and jungle folders made into subfolders of simplemob
    All AI and silicon stuff, as well as Beepsky et al. into the silicon folder, simplemobs into the simplemob folder, aliens into the nonhuman-player folder, etc.
    Split up animal_parts.dmi into two bodyparts.dmi which were put in their respective folders (species/alien and species/monkey)

Code changes:

    Filepath changes to account for all of this
    Adds a check when performing surgery on monkeys and xenos, because we can no longer assume their limbs are in the same file
    Turns some hardcoded statues and showcases that were built into maps into objects instead

Things I'd like to do in the future but cant be assed right now:

    Remove primarily-antag sprites from simplemob/mob.dmi (Revenant, Morph, etc.) and put them in the nonhuman-player folder
    Split up mutant_bodyparts.dmi into different files for Tizirans, Felinids, monkeys, etc and put them in their own folders. Those may have once been meant primarily for mutated humans but that's now how they're being used right now.
2022-09-03 11:52:54 -07:00
Tim
26fdfc3440 Fix legion dead miners not spawning species (#69622)
Fix legion miners not spawning species
2022-09-01 21:49:58 +02:00
itseasytosee
497fa7b23f Monkey trip mechanic removed from AI controller and added to brain. Adds organ based trait system. (#69496)
Alright, big exciting PR.

First big thing! Traits can now be tried to organs which are granted and removed from the mob with the organ.
The traits PRIMATIVE, LITERATE, CAN_STRIP, and ADVANCED_TOOL_USER have been removed from species inherent traits list, because they apply to the species brain in specific, not their whole body.
The baseline brain gives the traits LITERATE, CAN_STRIP, and ADVANCED_TOOL_USER, all species that had these traits have a baseline brain.
Ashwalkers have been given a "primitive brain" which gives ADVANCEDTOOLUSER, CAN_STRIP, PRIMITIVE, and notably not literacy. These give them the same traits as before, but their privative nature and lack of reading followers their brain no matter which body they inhabit.

Monkeys have been given the "primate brain" which gives CAN_STRIP and PRIMITIVE. The monkey's brain now holds the logic for the monkey tripping mechanic instead of the AI datum which is a huge win. Monkeys with clients can also now toggle if they would like to be tripped by people, in order to better blend in. AI monkeys will always have tripping on. I also have implemented my qol monkey tripping changes from #69478 (the videos on that PR are still accurate)

What this means, is a human's brain in a monkey's body will still be able to use tools, read, and even operate mechs. but will still have the other non mental monkey traits like being able to crawl though vents while naked. So lovely.

Conversely a monkey's brain (even a sentient one) that is put in a human body will still be illiterate, and will be unable to use complex tools.

Transforming into a monkey via genetics or other means will also change your brain into a monkey brain (this mechanic existed before now, it just wasn't applicable)

Some of this code might not be up to standard, please give me your corrections.
2022-08-29 11:41:26 -07:00
Tim
4e30e6e5fd Refactor hardcoded suit sensor defines (#69164)
* Refactor suit sensor defines

* Add suit sensor define to HoS suit

* Fix sensor_mode define to be accurate
2022-08-13 13:45:47 -04:00
John Willard
4a274a6e4b [MDB IGNORE] Refactors drinks and fixes a lot of food problems (#69081)
* Makes condiments their own subtype, fixes geese, prepares for merging

* Fixes geese checking drink type instead of edible foodtype to eat gross food.
* Renames foodtype var on drinks to drink_types to prevent above from happening again because it KEEPS HAPPENING. DRINKS AREN'T FOOD!
* Makes Condiments their own subtype of reagent_containers because they don't make any use of being a subtype of food, at all.
* Starts moving things from food to /food/drink subtype in preparation for merging /food/drink with /drink

* fully removes Food subtype

* /reagent_containers/drinks are now /reagent_containers/cup - This is so it's no longer confused with eachother.
* /food/drinks is now /reagent_containers/cup/drinks, so we can keep their special abilities.
* Fixes a LOT of errors with food, which are STILL checking the reagent_containers, despite ACTUAL food being refactored away from it a long time ago.

This doesn't compile yet, but I do want to make sure my progress is well tracked.

* remove copypaste code, changes soda cans

* Removes most copy paste code between the two drinks, moving most stuff to parent whenever needed.
* Made soda cans their own subtype since they didn't share anything with glass bottles anyways.
* Fixes more problems with food/drinks, especially with geese. Geese really were just broken this whole time and no one said a word...
* Removes a snowflake signal, now that both drink types share a common one.
* Adds everything to the .dme

Currently my goal is to get this all compiling, then remove isGlass var by making glass be all glass ones only.

* Moves all icons into a single drinks dmi

I'm not that great at icon stuff, hopefully I didn't forget/break anything.

* Turns juices into their own subtype

This allows us to let them check for type in molotov, to both get rid of a use of isGlass, and so non-glass non-cartons don't show up as 'carton'.

* fixes compile issues, adds updatepaths

* a better updatepaths

* updates the damn maps now

* properly names the updatepath

* how did that get there

* i suck at handling merge conflicts

* how am i this bad

* code improvement and soda fix

* more fixes

* Don't be a timer

Ports from old food bottles to trans the reagents, rather than add a timer to.

* Merge conflicts and fixes bottle smashing

* Bottle smashing is now consistently functional regardless of how much liquid they have in them, when before it would spill first, then smash on the second hit.

* runs updatepaths again
2022-08-12 15:24:14 -04:00
Mooshimi
b09f3868f8 individual LOG_GAME (#68683)
About The Pull Request

    replaces a ton of log_game with user.log_message so the log is added to individual and global logs.
    adds a few logs for individual LOG_VICTIM, LOG_ATTACK etc logging.
    adds logging for bluespace launchpad's tele coords being changed.
    took the word "has" out of log_combat, as it's extra and just lengthens the log.

Why It's Good For The Admins

It's extremely laggy to open game.txt so an alternative is individual game logs
Changelog

cl
admin: A lot of game logs will now also be in individual game logs, for convenience in log diving.
admin: Added logging for bluespace launchpad x and y offset changes, which go to individual game logs.
admin: Attack logs will now be slightly shorter, one useless word was removed.
/cl
2022-08-05 09:32:02 +12:00
Y0SH1M4S73R
196250c8f7 Concentrated barbers aid can give hairless species hair + fixes hair updating once and for all (probably) (#68580)
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
2022-07-25 03:21:23 -07:00
RandomGamer123
32e84471a9 [READY] Venus human trap fix 3.0: Allow ghosts to possess them even when obscured, use better spawning system (#67418)
Moves venus human traps to use the /obj/effect/mob_spawn/ghost_role/ system of spawning similar to things like spiders. Effects of this include: Having a notification to ghosts when one is ready to be spawned, having venus human traps respect role bans, and allowing them to be possessed from the ghost role menu.
Also adds poll ignore and role defines for venus human traps.

To clarify in more detail: Venus human traps spawn by flowering kudzu (with a 10% chance). However, they spawn immediately under the kudzu and can't be clicked on (even with the alt-click menu), so they can only be possessed by a ghost only if the kudzu above them gets destroyed or they get moved out of the kudzu.
Instead of just fiddling around with layers, moving venus human traps to the same ghost role system used by other ghost roles helps centralize them and make it more obvious that a) you can possess them to begin with, and b) how to possess them
2022-07-21 02:22:14 -07:00
Twaticus
0310aaa254 The GAGening: Clothesmate edition (#68111)
About The Pull Request

Resprites various clothing items from the clothesmate with GAGs.
Organizes the clothesmate. Recolorable items on top, in the order of head, mask, neck, glasses, gloves, acc, belt, under, suit, shoes.
Adds a pair of jean shorts.
Tweaks some already GAG'd sprite colors.

Top: OG
Mid: Resprite in the style of the OG
Bottom: Random colors to showcase colorable channels
yoopp
sundress, tango, plaid, slacks(khakis), shorts, jeans, turtleneck skirt. scarf, large scarf, beanie. new jean shorts.
(excuse the inconsistent pantyhoes, hair, and ears i was already done screenshotting before i realized)
Why It's Good For The Game

Expands the amount of in-game customization while also cutting down on current and future sprites at the same time its like magic.
Changelog

cl
imageadd: Various clothing items have been converted using GAGs, making them recolorable. Check it out at your local clothesmate!
/cl
2022-07-21 09:10:26 +12:00
necromanceranne
2bb313b697 Nukies Rework Part....2.1? Kinda?: Gives Battlecruiser operatives the Ansem pistol, as well as some internals in their currently empty bag. (#68419)
* Gives Battlecruiser operatives the Ansem pistol, as well as populate their bags with some internals.

* Box variable
2022-07-17 12:04:54 -04:00
Twaticus
f0a78409d8 [MDB Ignore]Suit DMI split p1: Mob icons (#68417)
Co-authored-by: TWAT <twaticus.tg@gmail.com>
2022-07-17 01:18:20 -07:00
BluBerry016
fdd8036140 Revisiting The Goliath: Or, that time I dripped out the SBC Starfury just because (#68126)
Drips the SHIT out of the SBC Starfury while not completely overhauling it. Touches everything NOT in engineering or southward (because I love how scuffed that part is and refuse to touch it on principle) - Also converts one map varedit into a real boy subtype, and moves tiny fans to their own file.

Mandatory disclosure on the gameplay changes:
Fighters 1 and 3 are now NOT in the hangar, and are now attached to the formerly unused gunnery rooms.
Cryo now works. Yeah. I know.
You can actually open the anesthetic closet now.
Everyone now shares three spawners. This doesn't reduce the amount of people who can play when this rolls, as I've adjusted var/uses in accordance: it just reduces clutter.
A few of the horizontal double airlocks have been compacted into glass_large airlocks.
The bar windows now actually have grilles like they were meant to.
Four turbines have shown up. They aren't functional*, they just look like gunnery and conveniently fit in the spots. I'm sure this is space OSHA compliant.
The map is ever so slightly smaller, vertically. This should distance us from an edge case where somehow all space levels are too cluttered for this to spawn properly, for the time being.

*Technically there's nothing stopping you from using them besides the amount of time it'd take for the operatives to kick your ass

This map was originally designed wayyy back before we even had the computer sprites we have now, (#27760 if you want to see SOUL) and it shows. While it will never have it's SM again, we can at least make the thing much nicer to look at.
2022-07-08 13:52:37 -06:00
Fikou
0c1e363768 fixes outfit sanity unit test initial (#67731)
* fixes outfit sanity unit test initial

* wahoo
2022-06-15 01:46:20 -04:00
san7890
682a48d7a1 An Exploration Into Lame Jobs - Syndicate Listening Post Remap (#67330)
* An Exploration Into Lame Jobs - Syndicate Listening Post Remap

Hey there,

Have you ever been bored at your job? A job where you can't scheme something up to get you up to date? Stranded at your job? Alone at your job? Has the job ever asked you a lot of question? Like I am right now? Should I stop?

Anyways, I decided to think about it, and I remapped the Syndicate's Space Listening Post. How nice!
2022-06-06 17:15:35 -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
Seth Scherer
035373e746 Repaths /obj/item/clothing/mask/animal/rat to make more sense (#66860)
* Repaths `/obj/item/clothing/mask/animal/rat` to make more sense
It was used as the parent for a lot of other small animal masks simply
because of its flags and a single proc, so i repathed it to
`/obj/item/cltohing/mask/animal/small/...` to make more sense

* adds an updatepaths

* fixes the got damned maps
2022-05-12 10:49:02 -04:00
magatsuchi
cd1b891d79 Modular Tablets: Converting PDAs to the NtOS System (#65755)
Converts PDA functions and applications over to modular tablets and devices, namely the messaging function. HREF data code is quite honestly clunky and difficult to work with, as I've definitely experienced whilst working on this. By moving from this system over the easier to read (and frankly, easier to add to) TGUI system, you get cleaner looking and more user friendly UIs and a greater degree of standardization amongst other UIs.

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2022-04-20 03:08:41 +03:00
Fikou
37eea8e19d [Ready] Hilbert Research Facility remap feat. tram (#66082)
* reworks hilbert's hotel ruin

* warooio

* you can now run multiple trams on the same z at the same time, trams are linked by id

* fuck

* sure

* you are a simulacra

* FUG

* dock
2022-04-14 02:15:21 +01:00
Zephyr
166dcdeb26 [NO GBP] Resolves Golems not being allowed in the areas they created (#66000)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-04-09 17:58:07 -07:00
Mothblocks
18849c0c25 Block free golems from using shuttle consoles, other than to go home (#65991)
* Block golems from using shuttle consoles

* Update code/modules/mob_spawn/ghost_roles/golem_roles.dm

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-04-09 13:03:45 -07:00
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