* Makes mutant bodyparts and mutcolors into editable genetic traits (plus a whole shitload of otherwise out of scope code improvements because I just HAD to touch old code)
* Mirror
* genetically-editable mutant bodyparts and colors - skyrat edition
Co-authored-by: Funce <funce.973@gmail.com>
* Starlight condensation fixes (#59091)
Changes the criteria for starlight condensation to heal you to reflect glass (and transparent) tiles (although at the weakened rate) and multi-z stations as well as on lavaland and unroofed structures in space.
* Starlight condensation fixes
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* I hate TGUI even if its better than what we had before
* this is why linters exist
* you need to be a Head or the Warden to get items
* does this please you linter?
* foundation
* basic interactions
* yea I can spell okay?
* linters please leave me alone
* begone debug code
* if you are dead, no interacting
* linters leave me alone
* linters are stealing my soul
* forgot to do this
* sound framework, probably wont work though
* max length, and interaction cooldowns
* message can now be a list and minor code improve
* I am a slave and linters are my master
* fix improper static reference
* add json loading/saving functionality
* default for message is now a list
* jsonize def interactions; implement requirements
* bad
* bug fix; CtrlShiftClick to interact
* minor qol fix
* fix CtrlShiftClick and remove debug code
* haha docker has security measures
* this was painful
* why are you in this branch
* begone
* bruh
* begone
Co-authored-by: Matthew <matthew@tfaluc.com>
Co-authored-by: Matthew J <GoldenKeyboard@users.noreply.github.com>
* Kills BOTH /poison paths by turning poisonous into an element. (+fantasty prefix, sanity on attackingtarget signal, and more) (#58882)
* Kills BOTH /poison paths by turning poisonous into an element. (+fantasty prefix, sanity on attackingtarget signal, and more)
* AAAAAAAA
* Update spellbook.dm
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* The shivering symptom now actually chills you like it says it does instead of heating you up (#58181)
* ice ice baby
* broader species compatibility
* are you HAPPY NOW?
* should make the code compile
* Apply suggestions from code review
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* The shivering symptom now actually chills you like it says it does instead of heating you up
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)
* Adds explosion SFX to the blastcannon and explosive compressor
- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.
* Miscellaneous changes
- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments
- Removes a whole bunch of argname = 0 in explosion calls.
* Removes named callback arguments.
* Changes the explosion signals to just use the arguments list
Adds a simple framework to let objects respond to explosions occurring inside of them.
Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.
Makes the explosive compressor and blastcannon actually use the TTVs they are given.
Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments
*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Gibs/Dead bodies no longer produce miasma (#57957)
* Gibs/Dead bodies no longer produce miasma
Miasma production as it is now is too little over too long a time span, and it just ends up spreading across the
station and having little effect. My goal here is to remove a source of uninteresting gas from the station's
air, and make corpses and gib piles more infectious.
I've placed the cap on disease payout at a strength of 7, so there's a slight chance of a positive disease, but
I think it's counteracted by the danger presented by just infecting yourself till you get what you want.
I've rewriten the rot component to just run a percent chance to infect someone with a disease based on the type
of rot, and moved almost all of its behavior to signals. There's one portion I can't rewrite without making
significant changes to how I handle atmos sensitivity, so that'll come later.
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Gibs/Dead bodies no longer produce miasma
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Refactor ventcrawling flag into traits (#56620)
Instead of using var/ventcrawling on `/mob/living`, it is now instead
two traits. It functions in exactly the same way.
This now ensures that manipulation of ventcrawling will not clash with
any other manipulation, such as a proposed genetics ability to give
people ventcrawling, versus abductor organs.
---
Intended to be a pure refactor, no functionality should change.
* Refactor ventcrawling flag into traits
* Update true_changeling.dm
* Update true_changeling.dm
Co-authored-by: coiax <yellowbounder@gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Fix viruses not working on human subtypes (#56585)
* Fix viruses not working on human subtypes
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Fixed caps (#55330)
The cap on fever and chills should not be absolute temp of the mob but amount of change.
This lowers the amount of change a small fever will hit you with.
* Fever Chills cap rework
Co-authored-by: NightRed <nightred@gmail.com>
* Humans have more complicated body temperatures (#54550)
This changes how carbon/humans stabilize body temperature, and changes how damage and wounds are applied based on temperature.
Humans now have a core body temperature along with body temperature. The core temperature is used for natural stabilization and what viruses like fever and shivers target by raising or lowing the core temperature of the mob.
The standard body temperature still exists and acts exactly the same for most items at this time but is now treated as surface temperature in humans.
Damage from body temperature for humans is now based on the core temperature instead of body temperature now.
Humans will now receive burn wounds when the body (surface) temperature is to high for to long.
This causes you to see alerts for the area temperature before you take damage in most cases improving visibility of dangerous situations.
* Humans have more complicated body temperatures
Co-authored-by: NightRed <nightred@gmail.com>
* Reverts metabolism on stomachs, keep them as important to eating (#54632)
* [ready] Reverts metabolism on stomachs, keep them as important to eating
* Merge branch 'master' into upstream-merge-54632
* Update food_reagents.dm
* Update alcohol_reagents.dm
Co-authored-by: NightRed <nightred@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Change cure and fix cure text for Gluttony's Blessing (#54822)
Changes the Gluttony's Blessing cure to Nothing, and fixes the cure text.
When you use a med scanner on someone with Gluttony's Blessing, the possible cure is a little funky.
It turns out the reason for this is that the cure_text for Gluttony's Blessing is just /datum/reagent/consumable/nothing, not even in quotes. The actual cure for Gluttony's Blessing is Adminordazine, so essentially, there is no cure.
* Change cure and fix cure text for Gluttony's Blessing
Co-authored-by: alphanerdd <60521518+alphanerdd@users.noreply.github.com>
* Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B
BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
* Converts all A && A.B into A?.B
Co-authored-by: ZeWaka <zewakagamer@gmail.com>
* Makes some things that rely on atmos adjacency more sane/faster. (#54096)
* Replaces some CANATMOSPASS calls with a new define that checks if the turfs are in each others atmos adjacent list, as that's the same info that they want.
* Makes some things that rely on atmos adjacency more sane/faster.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
This changes the has_reagent check to work with stomachs.
Several supporting procs have been added to fully support this behavior.
end_metabolization will work as expected again
expose is working with INGEST items again
on_mob_add working as intended
on_mob_life has been reviewed and worked over.
Health Analyzers now show stomach contents, same with the medical kiosk.
Included the unit test to validate reagent checks.
Unit tests for the new procs on mob
Co-authored-by: NightRed <nightred@gmail.com>
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>
* Fix broken span class tag in mutations and other locations. (#53064)
* Fix broken span class tag in mutations and other locations.
Co-authored-by: msgerbs <msgerbs@users.noreply.github.com>
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.
Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.
This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.
To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.
Requested by @optimumtact.
Changelog
cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Cleanup up all instances of using var/ definitions in proc parameters. (#52728)
* var/list cleanup
* The rest of the owl
* plushvar bad
* Can't follow my own advice.
* Cleanup up all instances of using var/ definitions in proc parameters.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Confusion will no longer continue to confuse after being cured (#52286)
* Confusion will no longer continue to confuse after being cured
* Grammar comment fix
* Move to status effect
* Remove test per request
* Make confusion a status effect, confusion curing now completely neuters the confusion
* set_confusion changes, get_confusion
* Fix confusion going down twice per tick
* Change strength = to proc
* Move procs to status_procs
* Confusion will no longer continue to confuse after being cured
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
About The Pull Request
Ears currently behave strangely compared to other organs, especially their most closely related sensory organ, eyes. They only assign a deafness trait for quirks, mutations, and clothing (which prevents empaths from noticing hearing damage deafness), have lots of unnecessary procs for dealing/assessing damage, and several audible events check istype() for earmuffs specifically for whether a mob can hear something.
This cuts down on all of that. I removed most ear related procs from mobs, tied deafness explicitly to TRAIT_DEAF (and added a new source for hearing damage), and generally neatened up related code. As a direct result, empaths can now detect deafness from hearing damage, as I assume was intended. I also fixed a bug with examining with med HUD's or as an observer not showing a person's quirks, though I'm not sure people will really care about the info with med HUDs. Also, full revives/regenerating organs now remove all damage from existing organs rather than only trying to replace missing ones
In addition, Inacusiate and Sensory Restoration no longer instantly cure all hearing damage when applied, they now rapidly decrease both ear damage and deafness each tick. This isn't really a fix, but I figured I'd throw it in since I think cobby wanted to move away from instant fix microdose chems, and I punted the restoreEars() procs anyway
Fixes: #51435Fixes: #48974
Why It's Good For The Game
Brings ears in line with how other organs operate, makes them easier to understand, and restores (what I assume to be) intended functionality for the empath quirk and medhud/observer examines
Changelog
cl Ryll/Shaps
fix: Empaths are able to detect deafness derived from hearing damage
tweak: Inacusiate and Sensory Restoration no longer instantly heal all hearing damage when applied, instead rapidly removing both ear damage and deafness.
fix: MedHUDs and observers now display quirks as intended on examine
/cl