* Makes turfs persist their signals, uses this to optimize connect_loc (#59608)
* Makes turfs persist signals
* Splits connect_loc up into two elements, one for stuff that wishes to connect on behalf of something, and one for stuff that just wants to connect normally. Connecting on behalf of someone has a significant amount of overhead, so let's do this to keep things clear
* Converts all uses of connect_loc over to the new patterns
* Adds some comments, actually makes turfs persist signals
* There's no need to detach connect loc anymore, since all it does is unregister signals. Unregisters a signal from formorly decal'd turfs, and makes the changeturf signal persistance stuff actually work
* bro fuck documentation
* Changes from a var to a proc, prevents admemems and idiots
* Extra detail on why we do the copy post qdel
* Makes turfs persist their signals, uses this to optimize connect_loc
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Auto doc'd much of grown botany food and plant traits and renamed a buncha variables and parameters to match modern contribution guidelines.
* Cleaned up a good bit of plant gene code left over from the prior refactor and modernized some of it.
All plant effects that were once unique to a plant are now un-graftable, un-mutatable, un-shearable plant traits - called IMMUTABLE traits.
The ultimate goal of this PR was to make all of the hidden, arcane traits that are spread through botany's various plants and add a way to figure out they exist in game. Take omega-weed, for example, which has a maximum volume of 420 units.
What does this mean for the enterprising botanist?
In most cases, all the plants should act the same way. None of the immutable traits are graftable from any of the plants, they cannot be sheared off of the plant, and they cannot be mutated randomly from strange seeds or high instability mutations.
Though, in refactoring these traits, two things have been fixed: Novaflower's on hit and Deathnettle's on hit now proc again. If you aren't aware, Novaflowers apply firestacks and Deathnettles paralyze on hit. They've been in an unreachable code segment for a few years now and i'm not sure if they should be "fixed" or not, since I think they don't need any buffs.
A few other things have changed:
* Liquid Contents can no longer be applied to plants with Hypodermic Prickles, and visa-versa. They already didn't work together, but this means you need to go through an extra step to make LC-deathnettles.
* Killer Tomatos no longer have liquid contents. Didn't really make sense, anyways.
Co-authored-by: MrMelbert <51863163+MrMelbert@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>
* use SIGNAL_HANDLER REEEEEE (#59242)
makes as many procs as i can find use the SIGNAL_HANDLER define which i assumed they all already did
* USE SIGNAL_HANDLER REEEEEE
Co-authored-by: Kylerace <kylerlumpkin1@gmail.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>
* Gives botany plants a new formula for calculating bite size, fixes swallowing watermelons whole (#58795)
About The Pull Request
This PR gives botany plants a new formula for getting the size of their bites.
The formula is (potency / 20) * (max_volume / 100) * (modifier) + 1.
This brings your average 100 potency plant to a bite size of 6 units per bite. [(5 * 1 * 1) + 1] - For reference, a Tomato has 14 units of reagents with default genes at 100 potency, so this means a tomato is eaten in 3 bites.
This PR also goes through and audits all the plant's bite modifiers to bring them in line with the new formula. This makes the bite modifier actually a bite modifier instead of some weird constant var that lies about what it actually does.
Fixes#55527
Why It's Good For The Game
Currently, all plants are eaten in a single bite. Including watermelons and the dank weeds. This is bad.
image
This PR brings them all in line so you no longer swallow watermelons whole, so you stop accidentally getting fat.
I also audited all the plants so their relative bitesizes make sense with the new formula. Only apples and potatos are eaten in 1 bite. Plants with more reagents naturally should now have larger bitesizes, and plants with less reagents have smaller bitesizes. Balance is restored.
Changelog
🆑 Melbert
fix: You no longer eat all botany plants plants in 1 bite. Apples and Potatos retain their unique 1 bite behavior.
code: Botany plants use a new formula for calculating bite size. All botany plants have had their bite modifier adjusted to match.
/🆑
* Gives botany plants a new formula for calculating bite size, fixes swallowing watermelons whole
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* (code bounty) refactors all uses of Crossed() and Uncrossed() into signals sent to loc, tracked by connect_loc
* WHEW THAT WAS EASY
* Update ammo.dm
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Fixes a fuck ton more harddels (#58779)
Redoes how geese handle eating shit, it was fucking stupid and caused harddels, and while this method is technically slower in the best case, it's a fucking goose
Fixes action related harddels, I hate how they work but at least this way they won't hold refs.
Fixes the hierophont causing its beacon to harddel
Removes the M variable from megafauna actions, it was used like a typed owner and caused harddels, so I burned it
Fixes target and targets_from harddels, replaces all setters of target with LoseTarget and GiveTarget, which should help maintain behavior. I'm not sure if this breaks anything, but if it does we should fix the assumptions that code makes instead of reverting this change
Fixes more area_senstive_contents related harddels, we need to allow the mob to move before clearing out its list.
Fixes marked object harddels (I'm coming for you admin team)
Fixes a language based human harddel
Fixes managed overlay related harddels (This was just emissive blockers, but I think this is a good safety net to have. If we clear the overlay list we should clear this one as well)
Fixes bot core harddels, I hate the fact that this exists but it has no reason to know who its owner is
Adds a walk(src, 0) to simple_animal destroy, it's the best bang for the buck in terms of stopping spurious harddels. Walk related harddels aren't that expensive in the first place, since byond does the same thing I'm doing here, but this makes finding mob harddels easier, so let's go with it
I fixed another source of part harddels, I hate fullupgrade so much
Fixes all the sound loop harddels
* Fixes a fuck ton more harddels
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* the backfire effect of killer tomatoes no longer requires the liquid contents trait (#58880)
* e
* accidentally modified the wrong one, whoops
* the backfire effect of killer tomatoes no longer requires the liquid contents trait
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Removes some boiler plate from working with atmos code (#58885)
Everything that called turf.assume_air and turf.remove_air was already updating turfs, and all that not tying
the two together did was add more boiler plate, and break things when people forgot about it.
This shouldn't add any overhead outside of hotspots, but I think that's trivial
* Removes some boiler plate from working with atmos code
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* whole bunch of shit
-gives quaaludes and opium more distinct effects
-adds pcp
-adds thc
-replaces space drugs in weed plants with thc
-adds hash
-adds dabs
-rebalances amount of drugs you can produce
* Update opium.dm
* newlines
* runtime fix
* runtime fix attempt 2
* amazing
* i dont recall the variable names being this fucked
* I FUCKING HATE GIT
* please so help me god
* 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>
* High-danger plants like deathnettles now require botanical gloves to hold instead of any glove type (#58503)
* High-danger plants like deathnettles now require botanical gloves to hold instead of any glove type
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Implements Plant Biotype (#57108)
Implements a plant biotype for plant based mobs. Changes the wood golem mob to be an organic, humanoid, and plant biotype---because wood is an organic substance, not a mineral.
This additionally adds the ability for plantbgone/weedkiller to deal damage to plant biotypes.
Why It's Good For The Game
There's a curious lack of a defined plant biotype, despite plants sharing a unique number of traits. Ideally, this behavior can be more consistently implemented with something like biotypes. A minor example of this is utilized in this PR: weedkiller and plantbgone impacting plant-like mobs, which is what you'd expect.
Changelog
cl
add: Plant-like mobs are now impacted and take damage from plant-b-gone and weedkiller reagents
add: Plant-like mobs can be health scanned with a plant analyzer
add: Plant-like mobs are impacted by the floral gun in the same manner pod people are
/cl
* Implements Plant Biotype
Co-authored-by: Fox McCloud <Fox-McCloud@users.noreply.github.com>
* Fix plant trash from grown food not inheriting their proper seeds (#57924)
This PR fixes plant trash not getting the seed from their parent.
trash_type is a type path, not an instantiated object. istype always fails trying to use it on trash_type. ispath is the correct helper to use here, because it's a type path and not an object.
* Fix plant trash from grown food not inheriting their proper seeds
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Some explosions code cleanup (#57493)
Clears out two deprecated explosions systems (explosion ids and explosion levels)
Refactors a bunch of contents_explosions procs to be maybe slightly faster.
Cleans up a bunch of ex_act code.
Slightly cleaner code
A few less unused vars on /atom and /turf
* Some explosions code cleanup
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Fixes food trash element not generating trash, including fixing gatfruits not dropping guns. (#57590)
* Fixes food trash element not generating trash, including fixing gatfruits not dropping guns.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Adds a hotkey that puts you in throw mode aslong as you hold it (#57331)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds a hotkey that puts you in throw mode aslong as you hold it
* a
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Remove sleep() from hydroponics.dm (#57344)
remove sleep() from a couple of hydroponic procs, use addtimer and callbacks instead, closes#56435
* Remove sleep() from hydroponics.dm
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Small plant tweaks, addition of chemicals to under utilized plants (#57302)
* Small plant tweaks, addition of chemicals to under utilized plants.
Co-authored-by: carshalash <carshalash@gmail.com>
* Adds a new type of botany experiment that tests plants. (#57166)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds a new type of botany experiment that tests plants.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* lowers the size of torches, and lets them be made with leafy mushrooms (#56877)
* lowers the size of torches, and lets them be made with leafy mushrooms
Co-authored-by: Elli-Skala <69182855+Elli-Skala@users.noreply.github.com>
* Moves the plant analyzer chem mode to right click + lets you read out a tray's chemical contents
* Update growninedible.dm
* Update grown.dm
* Create grown.dm
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Syringe toggle has been replaced with left-click to inject, right-click to draw. You can also now change transfer amount. (#56865)
* Syringe toggle has been replaced with left-click to inject, right-click to draw. You can also now change transfer amount.
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
* Refactors plant traits to use signals + autodocs a lot of plant gene stuff and better vars all over (#56841)
Refactors plant traits to use signals instead of looped proc-calls copy-pasted on both types of plant.
Comments / autodocs a lot of the plant genes and their procs.
Renamed a bunch of vars to be more descriptive.
* Refactors plant traits to use signals + autodocs a lot of plant gene stuff and better vars all over
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Refactor can_inject, and introduce try_inject (#56816)
Splits can_inject into can_inject and try_inject. The latter can perform side effects, while the former cannot. Moved the show_error bool parameter to a flag that try_inject checks.
Changes the signature to can_inject(mob/user, target_zone, injection_flags). This was previously redefined in several places, making it impossible to use named parameters. This refactor now allows named parameters to be used, and thus avoiding the ugliness of TRUE, FALSE, FALSE in parameters.
* Refactor can_inject, and introduce try_inject
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
* Increase hatchet throw range to 7 and allows them to embed (#56705)
I think it would be fun if you could throw hatchets and get them
embedded in your victims, I was surprised that it wasn't a thing in the
first place.
Co-authored-by: Sparkezel <1haslo4@ gmail.com>
* Increases hatchet throw range to 7 and allows them to embed
Co-authored-by: Sparkezel <53384660+Sparkezel@users.noreply.github.com>
Co-authored-by: Sparkezel <1haslo4@ gmail.com>
* Adds mouth slot sprites for roses (#56715)
This is a very important feature of roses that was neglected prior.
* Adds mouth slot sprites for roses
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* A Big Hydroponics Update: A Rose by any other name (2 new plants, 4 new traits, new genes, and more!)
* Update grafts.dm
* Update grafts.dm
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>