Commit Graph

3710 Commits

Author SHA1 Message Date
Timberpoes
8fc671f942 Implements job skillchip framework as per hackmd.io design document (#52630)
* Shift wire revealing logic to dedicated proc

* Bit of code modification. Framework for roundstart job skillchips.

* Implement roboticist skillchip trait functionality.

* Feex moth feet messup

* Add skill chips to robodrobe inventory

* Code refactor. Add missing skill_stations to Pubby and Delta.

* Implement special flags, changelings inherit skillchip skills

* Additional code refactor. Traitor chameleon skillchip framework.

* Implement traitor skillchip, fix up more code, move job chips to outfit datums

* Modify autosurgeon, create skillchip variant, add to uplink

* Implement chip cooldowns. Add new skillchip for station engineers. Cleanup some code. Add job chips to lockers.

* Feex

* Feex

* Code review implementation

* More feexes, improved chameleon chip code and more.

* Code review and minor refactor

* Additional review fixes, rebuild tgui

* Minor logic fixes

* Final Rohesie review

* Robust code changes, improved slot/complexity system.

* Rebuild tgui

* Code review

* Brain regeneration failsafe

* Lazylist cut fix
2020-08-05 21:21:29 +02:00
Rohesie
6ff08e1c69 Color standardization, vars moved, and signals (#52574)
Defined all the existing light_color values.
    Moved their definitions to colors.dm
    Made white the default color. It was so already, but that was very obscured.
    Moved the atom light-related variables to the atom definition.
    Wrapped changes to variables such as light_color into procs that report the event through signals.
    Moved the light_on variable to the atom level, also adding a signal for its changing, to represent toggling lights.
    Cleaned up a little bit of code in where new variables were defined before redefinitions.

This is all atomization to reduce changes in #52413
None of this affect gameplay at all, it's all code cleaning and refactoring.

There's more colors to standardize, a search for color = will find lots of targets, and I see little need to have both the LIGHT_COLOR and COLOR patterns, but I don't want to make this PR bigger than it already is.
2020-08-04 13:59:48 +12:00
girl
40bff016e8 Componentizes Surgery-Initiation Devices (#52295)
* meow

* doc moment

* meow
2020-08-03 01:38:32 -03:00
ShizCalev
47e93df584 Cleans up paicard and aicard code (#52575)
* Cleans up paicard and aicard code

* fix

* more fixes
2020-08-01 06:44:21 -03:00
Arkatos1
aa3a8e4722 Gun locker now uses a radial menu (#52506)
* Gun Locker Radials

* Smaller radius

* Review fixes

* Update code/game/objects/structures/guncase.dm

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

* Review fixes 2

* Apply suggestions from code review

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

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-30 14:59:54 -03:00
Daniel Hultgren
0741b1977f 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 09:31:38 -03:00
Rohesie
cb9f81e43c Renames smooth var to smoothing_flags (#52427)
* smooth_flags

* SMOOTH_FALSE

* smooth_flags
2020-07-29 10:19:23 +02:00
AnturK
e5cf3c05b8 Simple skill/skillchip framework (#52314)
* Simple skills framework.

* Map changes.

* Adds skillchips to vendor

* Adds skill stations to the map.

* Circuitboards

* Fix typo

* Some minimal instability

* Fixes,tweaks etc

* Suggest better names or we'll end up with these.

* sharpness thing

* tgui build

* Makes wine from booze synthetizer show to wine tasters.

* Makes wine from dispenser have taste for wine tasters.

* Apply suggestions from code review

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

* Swaps to carbon var.

* wordy helper proc

* While i'm at it, other relaymoves

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-29 05:13:36 -03:00
TemporalOroboros
5b99d66569 Replaces some zero-delay timers with INVOKE_ASYNC (#52434)
* INVOKE_ASYNC

Replaces a zero-delay timer with INVOKE_ASYNC

* More timers

Switches out some more zero-delay timers for `INVOKE_ASYNC`

* lib_codex_gigas

One last switch
2020-07-26 22:09:58 -04:00
ShizCalev
31d88c7454 Fixes display cases going invisible when you put shit into them (#52275)
* Fixes display cases going invisible when you put shit into them

* finished
2020-07-23 13:08:11 +02:00
skoglol
fa73ae9116 Removes forcesay on attack (#52341) 2020-07-22 05:29:41 -03:00
skoglol
83fde6527a Merge pull request #52294 from Donkie/reinf-wall-plasteel-fix
Added chat warning if you try to finish a reinforced girder with regular metal
2020-07-21 19:29:15 +02:00
AnturK
4e1f0c9664 Smoothing cleanup, variables moved, atom movable three Destroy() merged into one (#51878)
* smooth

* derp

* parent call order

* defined

* merge stuff

* tab

* merge conflicts

* call parent first
2020-07-21 19:28:06 +02:00
ShizCalev
4b6500fb67 Makes all anchored changes use setAnchored(), COMSIG_MOVABLE_SETANCHORED now only sent if an AM's anchored var has changed for more reliable usage. (#52254)
* Converts everything to use setAnchored() + other fixes

* Fixed singulo debug

* singulo again

* forgot to move the vv_edit proc

* caught that this time :)

* changes

* Update code/game/atoms_movable.dm

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

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-21 02:20:26 -03:00
Daniel Hultgren
792516a521 Added chat warning about using regular metal on a reinforced girder 2020-07-17 18:14:29 +02:00
Daniel Hultgren
78d8c697c6 Converted a if block to properly use else-if 2020-07-17 17:54:55 +02:00
Aleksej Komarov
0cf00a2645 tgui 4.0 (#52085)
* tgui 4.0 hyper squash

* Upgrade dependencies
2020-07-16 20:13:04 +02:00
L
84c44bc03c defined 2020-07-16 11:14:46 -03:00
skoglol
ed9a3ce516 Merge pull request #52241 from ShizCalev/false-wall-fix
Fixes sheets of glass / other materials that don't have a valid false wall type being consumed without doing anything when you try to construct a false wall with them
2020-07-16 08:52:56 +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
Jared-Fogle
ee5b005007 Add tests for outfits, fixes families outfits, Syndicate Ship Captain, and armored bounty hunters (#52210)
* Add tests for outfits, fixes families outfits and Syndicate Ship Captain

* Switch out captain uniform from tacticool to combat

* Consistent styling

* My weakness is I'm a pedant

* Check left and right pockets, and fix armored bounty hunter
2020-07-14 20:06:11 -04:00
ShizCalev
aa847113c5 Fixes using sheets of glass / other materials that don't have a valid false wall type consuming your sheets without doing anything when you click on a displaced girder 2020-07-14 15:53:03 -04:00
skoglol
496d4772ec Merge pull request #52179 from ArcaneMusic/fixeroni2
Makes vend-a-trays usable by bartenders, adds them to a technode.
2020-07-13 10:46:02 +02:00
LemonInTheDark
dbdb2d33fe Merge conflict begone 2020-07-12 17:37:14 -07:00
skoglol
a21edadf52 Merge pull request #52011 from ATH1909/patch-46
You can now actually sacrifice people who are strapped to sacrificial altars.
2020-07-12 13:30:17 +02:00
skoglol
06c5a7afdf Merge pull request #51854 from MrDoomBringer/supplyprettypod
Please check out this EPIC OFFICIAL PR TRAILER before reading (very important)
https://youtu.be/4RckVdx20oQ
the video is kinda autistic

dont forget to upvote
About The Pull Request

All sprites and epic meme videos made with love by yours truly
Except for the 2 missile sprites. Those were taken and modified from NSV13 who in turn ported them from TGMC
nupod_all_decals

Anyways, this adds:
New pod, reverse-pod, and target indicator sprites
Pod-ground collision effects (impact craters basically)
Cool looking vapor trails a la the half-life 2 headcrab shells

And also:
Fixes seethrough pods not actually working
Makes reverse-mode a bit more predictable
Has some minor code improvements with how supplypod-reverse-mode works
2020-07-12 13:24:37 +02:00
skoglol
5cb2316c5d Merge pull request #52068 from MrMelbert/railings
Fixes railings
2020-07-12 12:40:03 +02:00
skoglol
742b696f11 Merge pull request #52149 from ShizCalev/headpike-fix
Fixes mapspawned headpikes
2020-07-12 11:35:48 +02:00
ArcaneMusic
b26deb6707 Makes vend-a-trays usable by bartenders, adds them to a technode. 2020-07-12 01:44:40 -04:00
Dennok
c033e736ef Catwalk block uplifting from below. Base for similar Z move blocking things. (#52141)
* BLOCK_Z_FALL separate

Separate BLOCK_Z_FALL flag to BLOCK_Z_OUT_DOWN, BLOCK_Z_OUT_UP, BLOCK_Z_IN_DOWN, BLOCK_Z_IN_UP

* Propertly Z blocking for catwalk

Catwalk block z falling and uplifting from below

* Walkable lattice

Now lattice can support spaceman

* Replace BLOCK_Z_FALL flag

* Update _open.dm

* Update openspace.dm

* Update ladders.dm

* Update away_props.dm
2020-07-11 20:19:32 -03:00
AnturK
f4af5ed28c Makes CanReach default to blocking. (#52115) 2020-07-12 04:25:27 +10:00
ShizCalev
ef6fc627a6 Fixes mapspawned headpikes 2020-07-10 15:25:11 -04:00
LemonInTheDark
f59207ec83 Converts rad_flags to flags_1, holy shit why 2020-07-09 00:20:46 -07:00
ShizCalev
cc83c3598b Merge pull request #51919 from tralezab/branched-from-upstream-master
Painting frames are no longer ERRORs
2020-07-07 10:32:34 -04:00
MrMelbert
1e4ce1e4be lol 2020-07-07 01:52:24 -05:00
MrDoomBringer
719d3a1f45 first pass
WIP overlays


icon upd8


more


need to figure out whats going on with extractionpods


compile


the icon update


more!!


why are skillcapes broken


boat lmao


seethrough fix


Second drive-by


Code cleanup and improvements

Specifically surrounding contractor pods and reverse mode working properly
accidently left in an extra dmi whups


do the impossible see the invisible


new effect booster pack


MFW MRW Linter fail
2020-07-06 23:44:02 -04:00
ArcaneMusic
eee922ee7f Updates vend-a-trays to have a unique UI, improves accessibility. (#51931)
* Initial commit, updates trays into 2020

* Adds vend-a-trays as a service machine, without it being a machine.

* Replaced the mapped vend-a-trays with service unique versions.

* "YoUr BuIlD DiFfErS fRoM mAsTeR"

* Removes {}s from img, workin on the other part

* All my homies recompile on merge conflict

* Fixes end of line because honestly there must be no god on this green earth

* hopefully this isn't too excessive.

* How's this?

* Applies Anturk's Confirm suggestion.

* Shipped, workshopped with style a bit

* Alright that's probably enough fiddling for now

* Rebuilds.
2020-07-06 11:37:06 +03:00
ATH1909
0f7f57a0e9 ooga chaka ooga ooga ooga chaka 2020-07-04 05:20:22 -05:00
Rohesie
fc3a93323b lattice (#51880) 2020-07-04 05:03:59 +02:00
Jared-Fogle
a91066c3e4 Support fireman carrying people onto morgue trays and other bucklable objects (stasis beds, operating tables, chairs) (#51539)
* You can now fireman carry people onto trays

* Support putting fireman carried people to buckle

* Reverse conditions

* Only attach to bucklables if adjacent, and forcably move to the turf so you don't just drop them
2020-07-02 19:25:15 -04:00
WarlockD
a8f9415104 General washing fixes (#51904)
* Intaial Washing fixes

* Got to watch those copypasta

* Update atoms.dm

* Some day I will learn how to read

* Don't update at 5am kids
2020-07-02 13:17:29 +08:00
FloranOtten
0380aacbc7 Adds the Ice Hermit! (#51503)
* Adds hermit ruin

* adds the actual ghost role part

* is this the issue

* okay is THIS it

* Update icemoon_underground_hermit.dmm

* requested changes
2020-06-29 16:16:45 -03:00
tralezab
76e6562e8a E 2020-06-29 11:15:39 -07:00
AnturK
378cc1a8da Fixes painting dupes (#51868)
* Fixes painting dupes

* Actually let's only do it when it matters.
2020-06-28 14:19:45 -04:00
AnturK
a6c22323d7 Fixes name santization in few places. (#51837)
* Fixes name santization in few places.

* Update code/__HELPERS/text.dm

Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>

Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
2020-06-25 17:48:54 -04:00
spookydonut
88d1d36aef Removes some var/const that should be defines (#51461)
* Removes some var/const that should be defines

* change requests

* change requests
2020-06-25 03:00:09 -04:00
Jordan Brown
c89d7b188d Fix Docker Build (#51781)
* Change BYOND version to 513.1526

* Remove BSQL from docker image

* Add a docker publish action

* Add a docker test action

* Cleanup runtime icons

* Cleanup runtime sounds

* Correct docker workflow names

* Add Dockerfile as an appveyor cache dependency

* Fix build issues

* Copy all dlls

* No need for .dlls in docker

* Minor cleanups
2020-06-22 16:49:07 +02:00
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
LemonInTheDark
e5547a8f5c Supermatter variable documentation, cleanup, bugfixes. (#51345)
* 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
2020-06-19 18:48:06 -03:00
nemvar
b87f65d95e Converts ALL typepaths to lowercase (#51642)
* Case of lower

* More changes

* Ruins the nice 420 diff, brainfart when doing the second batch of conversions

* More changes

* Next batch. I think

* Converts even more paths

* Restarts bots

* Capital Free Zone

* Come on travis, do something

* Renames areas

* Bots, please stop dying

* Updates CONTRIBUTING.md and updates a few paths I missed.

* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
2020-06-17 20:47:57 -03:00