* Refactors occupant to use setter (#54373)
This is to make it easier to attach a signal to the setting of the occupant.
* Refactors occupant to use setter
Co-authored-by: nicbn <nicolas.nattis@gmail.com>
* 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>
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>
* Adds the anti-teleportation implant to the game/the space hotel (#52660)
* stay in the goddamn hotel
* Adds the anti-teleportation implant to the game/the space hotel
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Opacity refactor (#52881)
Moves all opacity var manipulation to a proc which sends a signal.
light_blocker element for movable opaque atoms made, which tracks its movement and updates the affected turfs for proper lighting updates.
has_opaque_atom boolean replaced by the opacity_sources lazylist to keep track of the sources, and a directional_opacity which serves a similar function but also allows for future expansion with on-border opaque objects (not yet implemented).
Some opacity-related sight procs optimized as a result of this.
Some variables moved to the object's definition.
A define or two added into the mix for clarity.
Some code cleaning, like turning booleans into their defines.
One file renamed for clarity.
Changelog
cl
balance: Mechs no longer block sight. It's a non-trivial cost for the lighting system with little to no gain.
/cl
* Opacity refactor
Co-authored-by: Rohesie <rohesie@gmail.com>
* Makes the supermatter file smaller.
AHAHAHAHHAHA YOU FOOL YOU HAVE FALLEN FOR MY TRAP CARD
* stable build maybe? sm cleanup begins
* The old ones knew
* lemme atomize actually
* I know how to spell ok? OK?
* braindamage
* That'll do it
* That do it?
* There we go
* Wow I should test things
* test?
* I hope that clears it
* Should fix the formatting trouble
* isolates the opening proc
* Lowercase and fixes messed up proccall
* 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
* update_icon() improvements
Fixes some update_icon() calls to properly call parent and use update_overlays() and update_icon_state().
The rest of obj/item fuck it
* Suggested fixes, also passes the linter
* I always forget . = ..() is faster than return ..() FOR SOME FUCKING REASON
* Actually this is better
* Signilzes datum/action to update its icon when its connected item does.
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
* Reverts italics-span back to no color.
* Cleans up many extra spaces and indents.
* Adds 'hear' span class.
* Replaces all 'italics' used in heard messages with 'hear'.
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
About The Pull Request
Adds 'notice' span class to all visible_messages which had no span class, making all those black messages blue.
Why It's Good For The Game
This should help differentiate action-messages from talking-messages in the chat. More actions will be blue, thus black talking-messages should pop out more.
About The Pull Request
Completely removes item_color and the clusterfuck of bad programming it caused.
In places where item_color was used for entirely unique purposes it was split off and renamed to a new var on that typepath only, or refactored so it wasn't needed
In places where item_color was used as a dye color, it was converted to the new dye_color var
In places where item_color was used as the worn overlay it was removed and instead now icon_state is always used as the clothing overlay.
A new mob_overlay_icon var was added for manually setting where the mob overlay icon path is for specific items.
Moved some mob overlay files relating to clothing to their own directory as well for organization purposes.
Totally refactors washing machines, instead of the horrible abortion that was iterating through the typepath it now uses a registry of dye results.
Some bonus functionality to come out of this:
the washing machine now supports arbitrary dye colors.
Why It's Good For The Game
It's been 4 years since the "this should be deprecated soonish" comment was added, and this var is a shitpile of confusion if you just trace the usage of it.
Changelog
cl
add: Washing machines now support arbitrary dye color
add: Washing machines now dye nearly every item.
refactor: lots of backend changes to clothing overlays, report any issues
/cl
About The Pull Request
Lowers the integrity of the implant box from 70 (normal cardboard boxes) to 1
fixes#38612
Why It's Good For The Game
The stealth box is already an extremely powerful item, mostly due to a bug #38612 that has been around ever since we could move diagonally and hasn't been fixed.
The box is supposed to be comparable to the other stealthy item, the Chameleon Projector. However, the box has several large advantages, including:
-Full invisibility
-Faster movement (especially with the bug)
-Less obvious when moving around
-The box takes more hits to reveal you
-Easier to get back to being hard to find when revealed
-You need an open hand to open the box manually, putting you in melee range and without a weapon in the selected hand, leaving you at a major disadvantage.
-The projector can be taken away from you / dropped and takes up inventory space
-The projector needs to be in hand to use, implant is hands free
-Projector needs to be in your in-use hand to disable yourself, the box is a button, meaning you can be more prepared with the box to strike out from stealth.
The projector still has a niche, however the box is currently the meta stealth item to pick.
This PR fixes the movement bug (no more wavedashing) and makes any damage to the box reveal the user, no longer letting it be a massive damage sponge. This should bring the box much closer in line to where the Chameleon Projector is, balance wise.
Changelog
cl Chen Yakumo
balance: The stealth implant box is now flimsier than it was before.
fix: You can no longer zoom around in a box by hugging walls.
/cl
* 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
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
* one
* ???
* big
* sprites
* it is done
* oofs
* no more bad jokes
* location -> reception
* i forgot a feature lmao
* yo lemme nerf this op power
* adjust removal and makes panic less insane
* hey i forgot another feature
* one mind removals
* *laser eyes meme*
* Disables multiple one minds for real this time