Commit Graph

31 Commits

Author SHA1 Message Date
SkyratBot
98568e191a [MIRROR] Enforce preserving parent proc return values across ui_act call stacks (#999)
* Enforce preserving parent proc return values across ui_act call stacks (#53964)

All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.

* Enforce preserving parent proc return values across ui_act call stacks

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-09-26 17:17:59 +02:00
SkyratBot
29b79b3350 [MIRROR] Refactors decals to an element (#973)
* Refactors decals to an element (#53922)

* Refactors decals to an element

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
2020-09-25 13:38:52 +02:00
SkyratBot
ec09510459 Bools and returns super-pr (#53221) (#565)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
2020-08-30 05:12:59 +02:00
Daniel Hultgren
bae9371da5 Cleanable cleanup (#52477)
* Don't initialize the atom_colours list on atoms until it's actually needed

* Moved bloody_hands var to mob/living/carbon/human instead

* Added COMSIG_COMPONENT_CLEAN_RADIATION signal to reduce moms spaghetti

The shower and suit storage unit now calls this signal instead of either doing it manually or doing it via the washed proc

* Cleaned up carbon washing, renamed washed to wash

* The wash proc now doesn't take the washer as first arg because that wasn't used anywhere
* The wash strength is no longer optional
* Carbons now overrides the wash proc instead of using the signal
* Properly check for obscuredness before washing any equipped items
* Properly wash all items and bloody hands etc
* Added clean_lips proc for humans for cleaning any lipstick

* Cleaned up washing. Washy stuff now calls wash instead of calling the clean signal directly

* Renamed is_cleanable to ismopable, gives this category a more fitting purpose. Many things beyond floor decals are cleanable. It is now also determined using the atom layer instead to make it more generic.
* Properly utilize the is_cleanable define
* Added wash override for turfs where they also wash any mopables on the same tile
* Space cleaner and cleaning element etc now simply washes the mob instead of doing its own manual cleaning on ~some~ equipped items

* Non-component washables now simply override wash instead of registering for the clean signal

* Fixed some left over clean signal registers not returning true

* Added clean_strength var to space cleaner

* Moved human wash proc next to the other washing procs

* Also wash glasses and mask if not obscured when washing face

* Fixed attempting to "scoop up" cleanable decals using a rag

* Fixed plasmaman spacehelm icon not updating when washed

Also removed a duplicated worn_overlays proc

* Fixed head icon not updating when washing lipstick

* Moved radioactive clean signal register to where it should be

* Added atom radiate VV verb for debugging

* Redesigned the CLEAN constants into a more sensible flags setup

This makes it more dynamic, cleaning apparatuses can clean more specific than just a cleaning strength.

* CLEAN_TYPE_* flags indicate a specific cleanable, such as blood, fingerprints or disease
* CLEAN_* consts consist of a combination of cleaning types to make cleaning apparatuses have a consistent behaviour on what they clean

* Fixed broken rad removal logic in showers

* Apply suggestions from code review

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

* Removed unneccesary bool from sink code

* Fixed wrongly named variable in turf wash

* Renamed bloody_hands to blood_in_hands

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-29 08:32:30 -04:00
ArcaneMusic
aade6fcdd3 Adds an metric ton of belt sprites and suit sprites for worn objects. (#52390)
* Plant Belt sprites are fixed, Engy Sprites too

* I did belt sprites until my eyes started hurting
2020-07-25 01:59:31 -04:00
Aleksej Komarov
0cf00a2645 tgui 4.0 (#52085)
* tgui 4.0 hyper squash

* Upgrade dependencies
2020-07-16 20:13:04 +02:00
jdawg1290
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
Radacitus
2e2fa5579f makes decal painter a basic tool (#51762)
* makes decal painter a basic tool

Makes the Decal Painter into a Basic Tool instead of a BEPIS unlock. It's very meh for a BEPIS unlock, especially for the Scientists that'll be using it. Though, it does have a use that some builders might like.

* Update maintenance_loot.dm

* decal painter value decrease

decal painter now contains much less mats since it is a basic tool

* decal painter no longer needs an empty ink cartridge to eject
2020-06-27 18:26:57 -03:00
TemporalOroboros
e78d82592f Refactors reagent exposure code (#51396)
* Refactors reagent exposure code

Removes istype clutter. Renames a few procs

* == TRUE

Adjusts COMPONENT_NO_EXPOSE_REAGENTS bitflag offset.

TODO: Remove comment

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

* == TRUE

Adjusts COMONENT_NO_EXPOSE REAGENTS bitflag offset.

Removes comment

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-06-21 20:03:19 -03:00
nemvar
6ef421be42 Renames a few variables. Also reorders icon fallback order again. (#51060)
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.

* Fixes some comments

* Fixes map issue

* Restart lints

* Properly resolves conflicts
2020-05-25 06:47:19 +02:00
actioninja
b5dfd8880d id to component name 2020-04-19 19:36:35 +03:00
SteelSlayer
5ee0cf0f32 airlock painter 2020-02-27 15:17:06 -06:00
ArcaneMusic
e39eea7b17 [Ready] Adds a new RnD method, the B.E.P.I.S. (#48040)
* Squashes Commits, has BEPIS, Techs, TGUIs, Rewards, and fixes.

* Makes rewardable techs a variable in all_nodes, and removes RnD Points rewards from the minor reward pool.

* Fixes conflict with pubby and beam icon.

* Review comments and basic cleanup A

* Review Comments and basic cleanup B, also cleans up icon states to work fluidly.

* Map Update

* Indentation, flipped Update_decal_path, and rebuilds tgui

* One last clean up of icon_state, adds the last bit of changes from review, and that should be everything.

* Alright last change for real I swear 105%

* Last change, adds simple sanity check for silicons.

* Moved Human and card variables into ui_interact.

* Fixes map conflict

* Alright Review Round 2 Part A, Fixes Grammar, splits polycircuit into it's own file, UI QOL improvements, Withdrawing credits, changes from arbitary values on the mini RLD, etc.

* More review bits, Part 2:B. Easier returns for less processing, Defines, fixes the merge conflict and updates the UI with new buttons. Just need to figure out Button Mapping for the UI and Duplicate prevention.

* Implemented duplicate tech protection. Yeet.

* Get back in there you

* Alright why are you breaking on me god damnit.

* It's optimized, closer to god, nearly perfect, all together it's ready to ship.

* Cleans up all of the decal painter, shorter, cleaner, works around all the turf_decal quirks.

* Tab spacing on github will look fucky

* More review changes.

* Uses use_power == ACTIVE_POWER_USE instead of powered except for the UI
2019-12-25 23:48:28 +01:00
kingofkosmos
dba1d2eb2d Fail-messages from notice-spans to warning-span. 2019-10-12 21:24:52 +03:00
kingofkosmos
280d416d4f Adds missing spans, missing periods and missing span endings. Also changes spans to suit the situation better. 2019-10-12 19:34:11 +03:00
Qustinnus
a394ccdc2b Material datum chairs & tables and applies materials to all items (Now with less pain for mining & RnD) (#46525)
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)

this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc.

also applies materials to everything, with fixes, which can close #46299
2019-10-08 11:06:02 -04:00
Rob Bailey
2029163d33 playsound vary boolean define conversion (#46254)
About The Pull Request

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

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

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

Code usability
2019-08-30 18:45:20 +12:00
Qustinnus
b33d1c49a3 [READY] Floydmats (Datum materials) & custom toolboxes (#45118)
* Initial work

* more

* ass

* wsedfwedff

* asss

* test

* stuff

* fuck

* sss

a

* kms

* asdadwedwdfwefwef

* start

* test

* dwwdew

* ewefwfef

* Redemption machine (#8)

* Redemption machine

* Removes debug messages

* changes

* fuckmyshitup

* coin mint works with new material shenanigans (#10)

* Auto stash before merge of "materials" and "origin/materials"

* woops

* furnace (#11)

* autolathe manufacturing of toolboxes

* eggs in a basket

* some small changes

* matcolors

* documentation

* more documentation and effects

* done

* Color man bad (#12)

* fixes designs

* ass

* more fixes

* fuck me

* firestacks adder

* epic fixes

* fixes designs

* DONE DIDDILY DOO

* removes category macro

* ch-ch-ch-changes

* fixes some stuff

* Fixes display of ore values (#9)

* Redemption machine

* Removes debug messages

* Re-adds value display

* Replaces the fire stacking component with an element instead (#13)

* fixes examine

* fixes ligma bugs

* double ligma boofus

* fix

* misses some defines

* fixes ORM

* Update code/datums/components/material_container.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* fixes

* Makes glass objects weaker (#14)

* Makes glass objects weaker

* uses correct proc

* fixes shit

* honk honk

* better

* oh shit oh fuck

* fixes

* fuck ORMs

* fixes the biogen

* documentation

* ass (#15)

* component

* changes

* ass

* ass

* doc

* Auto stash before merge of "materials-plasmacomponent" and "origin/materials-plasmacomponent"

* fixes rounding

* fixed
2019-07-24 11:27:01 -04:00
vuonojenmustaturska
8ddc9677c7 examine-code refactor (#44636)
* 1/4 done? maybe?

* more

* stuff

* incremental stuff

* stuff

* stuff & things

* mostly done but not yet

* stuffing

* stuffing 2: electric boogaloo

* Git Commit and the Kingdom of the Crystal Skull

* make it actually compile

* found more stuff

* fixes

* fix AI laws appearing out of order

* fix windows

* should be the remaining stuff

* this time for real

* i guess it should compile too

* fix sechuds
2019-06-19 22:07:57 +02:00
vuonojenmustaturska
6a106bc877 Remove reagent ids and use typepaths where applicable (#44166)
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
2019-05-31 21:57:26 +12:00
Jordan Brown
6a603b733d Ports more things to Initialize (#38653) 2018-06-22 16:56:09 -07:00
vuonojenmustaturska
c65a99f130 Move NODROP_1, DROPDEL_1, ABSTRACT_1 and NOBLUDGEON_1 to item_flags where they belong (#38171)
* (mostly) nodrop

* (mostly) dropdel

* (mostly) abstract

* nobludgeon

* things i missed

* forgot one

* unintended changes

* energy handcuffs
2018-06-01 11:36:31 +02:00
ShizCalev
ba1030f803 Makes more messages pronoun sensitive (#37582)
* Makes more messages pronoun sensitive

* Some cleanup

* more pronouns

* rever
2018-05-03 18:45:55 -04:00
AnturK
4c5a43eeb8 Prefix for item flag slot defines. 2018-04-27 10:30:48 +02:00
Fox McCloud
057aa31cda Kills off /obj/item/device (#37297)
* Kills off /obj/item/device

* whoops

* whoops

* Fix
2018-04-23 15:00:23 +02:00
ACCount
100c4b6114 Adds new helper: use_tool, shakes things up in tool code (#35095)
* small changes

* Adds a use_tool helper and changes some tools to use it

* Ports most tool operations to use_tool

* Converts more tool operations to use_tool and tool_act

* Changes some things to default_unfasten_wrench

* Improves tool_behavior support in mech construction

* Code review memes

* Fixes all instant use_tool calls failing

* Code improvements

* merge fixes
2018-02-06 11:02:53 +01:00
vuonojenmustaturska
a162837faf Replaces a bunch of loc assignments with forcemoves and moves to nullspace (#33465)
* big batch of loc assignments

* Update emergency.dm

* Update spiders.dm

* Update parrot.dm

* Update ripley.dm

* Update firealarm.dm

* seems to work

* this maybe works?

* brainmemes, again

* stuff

* fix brainmob, camera runtimes
2017-12-13 20:56:39 +01:00
kevinz000
caa1e1f400 Massive research refactor; changes research system to techwebs; Decentralized research 2017-11-18 19:55:40 -08:00
Jordan Brown
04c05d8e5c Adds defines for organ slots (#31737) 2017-10-15 20:33:35 -04:00
Ian Turk
7460f2c5b8 Replaced flags with flags_1 2017-08-16 13:01:15 -06:00
Jordan Brown
af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00