Commit Graph

6546 Commits

Author SHA1 Message Date
Timberpoes
7df1931ab0 Reimagines the imaginary friend as a fancy new smite. (#61218)
Fixed imaginary friends being unable to turn by movement or holding down ctrl. I assume this was broken when abstract_move was implemented.

Makes some tweaks to the Imaginary Friend mob. It no longer cares about any brain traumas and can exist standalone.

Added the ability to take a set of datum prefs as an argument. It will attempt to create an imaginary friend as per those datum prefs.

This imaginary friend can be a cyborg or an AI core.

Takes this improved behaviour and packages it into a brand new smite that allows admins to inflict anyone with a permanent imaginary friend. This is not tied to a brain trauma. You can probably give imaginary friends imaginary friends. You can probably give the AI eye an imaginary friend. I have not tested this. It is probably a bad idea.

You can give simplemobs imaginary friends. Basic mobs. Silicons.

You choose whether the imaginary friend takes on the preferences of the person you choose to be the imaginary friend or is random
2021-09-05 11:23:09 -04:00
Ghom
d84ca1b6f6 Changes the mouse_opacity of imaginary friend mobs to MOUSE_OPACITY_ICON (#61036) 2021-09-05 13:54:07 +02:00
Kylerace
87f6ca1944 kills 4 object definitions that are inside of proc arguments (#61152)
thanks to putnam for reporting this in coderbus
/obj/machinery/smartfridge/drying_rack/load(/obj/item/dried_object)
looks pretty harmless right? youd think that this would make a proc argument called dried_object of type /obj/item but no, this defines a new /obj/item class definition called dried_object with zero changes from /obj/item

you can use this to do weird things, like /obj/machinery/smartfridge/drying_rack/load(/obj/item/var/dried_object = 3)
creates a new var on /obj/item called dried_object and is very cursed
gets rid of 4 of these abominations, they dont seem to have caused any bugs except for maybe behavior that relies on typesof(/some/path)
2021-09-05 11:54:40 +01:00
Kylerace
4f00c9dfa1 fixes bad arguments to /datum/footstep/Attach() (vary to sound_vary) (#61231)
#60479 changed the attach argument "vary" into "sound_vary" but didnt change the two associative arguments for vary to sound_vary. this does that. now Attach() wont runtime for the footstep element
2021-09-05 09:08:02 +01:00
Ghom
8829d6835e Fixes some problems with the stargazer slime link and an oversight shared with the mansus link. (#60966)
See #60870. For consistency, I also fixed a small oversight with mindshield implants not retroactively working against slime or mansus links. Furthermore, I renamed some variables accordingly to the guidelines. On top of that, another issue with being mindshield, protected against magic and/or dead as stargazer has been fixed (see cl).

EDIT: Somehow I haven't notice until now, but someone else seems to have already made a PR (#60960) to fix the aforementioned issue report (but not the rest). Feel free to merge it first, I'll resolve the conflicts and the cl later.

This also changes the var/obj/target variable on innate actions to be var/datum/target instead.
2021-09-04 12:27:05 +01:00
Ghom
38b81ec732 Replaces MATERIAL_NO_EFFECTS with MATERIAL_EFFECTS. (#61166)
* Replaces MATERIAL_NO_EFFECTS with MATERIAL_EFFECTS.

* build warning and codermonky's advice.
2021-09-04 13:35:24 +08:00
Couls
28942ca0d6 fix mind-reading/ling absorb text and remove duplicate logging (#61179)
* fix mind-reading/ling absorb text and remove duplicate logs

* add comments
2021-09-04 13:30:57 +08:00
Ghom
59a280078a Replaces bees and hivelord MOUSE_OPACITY_OPAQUE with a component. (#61032)
I have replaced the mouse opacity setting for bees and hivelord, its brood and legion skulls with a component that adds an almost (has to be 1 alpha to catch the click) invisible underlay to its target that doesn't block the entire turf.
The component prevents the underlay from shrinking or expanding above/below certain boundaries when the attached atom transform matrix is vv'd by an admin or if it's a mob being resized.
The component can be added to any atom, though there's no common signal for when objects are resized.
2021-09-03 22:33:44 +01:00
Watermelon914
a39b0d75d2 Fixes scanner gates (#61138)
Scanner gates will now properly function when anchored. This is done by having the signal id be COMSIG_MOVABLE_SET_ANCHORED instead of COMSIG_OBJ_DEFAULT_UNFASTEN_WRENCH.
Shells that require anchoring will now say they require anchoring.
2021-09-02 19:38:23 -04:00
BraveMole
aaeda1668d Fix dir delay when riding something and turning (#61056)
Fixed invalid arguments being passed into vehicle_moved
2021-09-02 12:47:57 +01:00
ArcaneDefence
92ceee1632 Fixes moths infinitely eating most clothing (#61082)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-09-01 11:57:53 -07:00
Timberpoes
25de7ded2b Fixes being able to spam ghost role notifications. (#61085)
There are methods that let players spam the everloving shit out of ghosts with BONG BONG BONG BONG BONG BONG BONG etc. through being able to constantly poll ghosts for roles with no restriction or cooldown.

Examples are laughter and slaughter demon antag_spawners.

It makes no sense to be able to concurrently poll for the same mob. As a result, I've now added a guard against this. The proc has been given a static list of mobs it's polling for ghost roles for. If it's already polling for ghost roles for a given mob, then it just early returns with an empty list, otherwise it adds the mob to the static list when the poll starts and removes it when the poll ends.

I've also done a little cleanup in var names and the proc name, with a find-and-replace done. There weren't many things calling it and none used named keywords in the args so should be fine.

There is also poll_candidates_for_mobs (also included in my cleanup) - This proc is basically only called by admins via sentience balloons and they have their own guards against spamming (the balloon pops and thus can only be used once)

Also fixes an issue in /mob/living/silicon/robot/proc/replace_banned_cyborg() where incorrect args were used in the proc call to poll for candidates.
2021-09-01 13:01:54 +01:00
Ghom
699563c233 lava and weather immunities refactor (also jump boots fix) (#61003)
In remembrance of all those people who used jump boots to cross lava unaware of an issue c*ders wouldn't fix....

EDIT: This is now a lava and weather immunities refactor:
Weather immunities are now status traits since they have a multitude of sources (especially for lava) which might conflict with one another otherwise.
The lava burn_stuff proc has also been been refactored in different procs, mostly because of that snowdin subtype with inconsistent, old checks.
Weather datums should now use can_weather_act instead of weather_act to check if something can be affected by weather or not, as they should.
All movables can protect contained mobs if they have the relative weather immunity traits. This works at any contents depth.
No more snowflake weather_protection variable for closets.
Removed the weather_immunities list from living mobs (simple animals still have it but it's only for traits assignment on init because way too many child types lack the immunities of their parents).
Removed some unused defines.
Renamed some variables as per guidelines.
It has been tested.
And yea, jump boots fixed because that's the original scope of this PR.

(Initially just made throwing make you fire immune, that was blocked because it breaks perma stuff, instead it ended up be a refactor to make jumpboots usable with weather immumnity stuff
2021-08-31 14:07:19 -07:00
Ghom
f545621655 Fixes floored mobs (paraplegia, missing limbs) not being able to stand up in zero G for real. (#61054)
Added a old_movement_type argument to the COMSIG_MOVETYPE_FLAG_ENABLED and COMSIG_MOVETYPE_FLAG_DISABLED signal, fixed the check for zero g movespeed and locomotion traits removal and made some statements easier to understand.
2021-08-31 17:22:24 +01:00
tralezab
eeea95e65a cannon recipe fix (#61014)
Cannons now accept all oxygen tanks, not just red ones
2021-08-31 12:28:20 +01:00
ArcaneMusic
66f1841850 Get your protein fix here (for monkey meat). (#60696)
Meat steaks now have the material flag to un-link from from material effects, meaning that monkey meat will now have the proper nutrients and reagents it was intended to, primarily that monkey meat will have protein for cytology purposes.

(Basically, the meat mat was not adding a food component, but then trying to remove "any" food component regardless of a material_no_effects flag. Kinda a mess, and maybe this could be done in an event based way, but this is a real sane fix. The hard part was tracking down the error anyway. Kudos fictional arcane who will read this commit message)
2021-08-30 23:18:53 -07:00
dragomagol
c4c0c38b0e Gives brainwashed victims an antag hud (#61077)
Gives brainwashed victims an antag hud icon
2021-08-30 22:42:01 +01:00
aaaa1023
f04df890dd fixes misspellings of "aggressive" in a few areas. (#61092)
Fixes the spelling of "aggressive" in a few items, comments and a define.
2021-08-30 20:49:35 +01:00
AMonkeyThatCodes
46cb925af0 Basic Mobs: the cooler simple mobs that run on datum AI. (With reworked cockroach AI as proof of concept) (#60694)
Simple_animals / mobs are the biggest lie in this code-base. They're far from simple and have an extreme god-object problem. Especially when you get to /hostile, where there is so many procs, vars, and what not, that you can't make any interesting additions without snowflaking the hell out of the code.

This PR hopes to help kill this problem by introducing a new /living subtype, /living/basic. The idea of this refactor is to slowly start moving all old simple_animals to this new system, moving over behaviors like charging and more extravagant mobs like megafauna over bit by bit similar to how newfood was implemented.

One of the other big goals of this refactor is to move many of the fringe simple animal behaviors into either AI datums, or components/elements. (Some of which still needs to be done in this PR).

As a proof of concept, I created the base mob/living/basic, and moved cockroaches over to the system. Since cockroaches have both a passive, melee and ranged mob.

This PR does slightly affect balance as the behavior isn't 1-on-1 due to it no longer running on the janky /hostile behavior, but I tried to keep the effects to a minimum, and the glockroach and hauberoach are not spawnable through many means as far as I know.
2021-08-30 16:22:24 +01:00
Y0SH1M4S73R
77aac1a518 Objective-specific equipment will always be given. (#60789) 2021-08-30 00:12:59 -07:00
Mothblocks
0990a8ddcf Give admins the ability to put a popup notice for players in tickets (#61010)
Admins can now give players a popup if they are not responding to tickets.
Popup is cleared when player replies or ticket is resolved/closed.
As more and more of the chat screen is made irrelevant, new players read it less and less.
This means that a lot of new players are ignoring ahelps, which is something I've encountered myself.
2021-08-29 21:11:38 -03:00
Y0SH1M4S73R
d00c721638 Refactors and improves SDQL spells (#60972)
SDQL spells have been improved in several ways:

- The behavior of executing SDQL spell queries using datums has been migrated to a component
- Projectile SDQL spells can now fire any subtype of /obj/projectile
- Touch SDQL spells can use any subtype of /obj/item/melee/touch_attack
- More robust parse error detection
- Parse errors while loading a file from json are displayed in a modal window, with the option to load whatever parts of the spell were correctly parsed (be forewarned, scrollable sections are scuffed, and the ones that appear in the parse error modal can only be scrolled through by drag-selecting the text within them)
- Fixes a bug with the names of variables within lists
- Compartmentalizes SDQL spell code into several .dm files.

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2021-08-30 00:03:01 +03:00
Arkatos1
ccfa0fba7d tgui: Silicon Station Alerts (#61070)
This PR unifies all Station Alert menus into one datum system.

This also means that the old html menus will be converted to tgui, which is a case for cyborg and AI menus. All menus above differ very little, practically only by amount of type of alerts they show except for the AI menu, which also has access to cameras in the alert areas and knows number of the alert sources.
2021-08-29 13:11:24 +03:00
Ghom
73e3afe5d2 bane component to element. nullrod now uses it for revenants. (#60640)
* bane component to element. nullrod uses it for revenants.

* TRUE to FALSE
2021-08-27 11:17:43 +02:00
tralezab
7007b33733 [READY] Honorbound fixes (#60720)
* we stan traits

* also stops them from punching

* moves logic around a little.
2021-08-26 20:11:01 +02:00
Ghom
dab3593259 forcepush from master because it's a webedit (#60984) 2021-08-25 16:20:12 -07:00
TiviPlus
e629c36feb Refactor area and turf lighting (#60954) 2021-08-25 15:07:38 -07:00
Watermelon914
fe7f73d6da Made admin only shells not interactable to non-admins (#60949)
Admins don't need to id lock their shells
2021-08-25 10:17:16 -03:00
Wayland-Smithy
fcb4f174d6 fix null owner (#60928) 2021-08-23 14:22:32 -07:00
MrMelbert
b3e8eebdc9 Kills /obj/item/melee/transforming, replaces it with a transforming weapon component (#60761)
This PR kills off the transforming subtype of /obj/item/melee and replaces it with a component to handle the transforming behavior, /datum/component/transforming.

The transforming component handles updating the variables of an item when it's transformed. Things like force, sharpness, whetstone force bonus, and attack verbs. Similar to the two-handed component, but instead of transforming into a two-hander it remains a one handed weapon.

The "nemesis" behavior (dealing addition damage to certain factions) of the transforming subtype was moved to the cleaving saw only, since it was the only transforming item that used it. In the future, this can be made into a bespoke element/component as well.

The following weapons and items have been updated to use this component:

    Energy Swords / Sabers / Bananium Energy Sword
    Energy Circular Saw
    Energy Dagger
    Energy Axe
    Toy Energy Sword
    Holographic Energy Sword
    Switchblade
    Advanced Medical Tools (Laser scalpel, Mechanical Pinches, Searing Tool)
    Advanced Engineering Tools (Hand Drill, Jaws of Life / Syndicate Jaws of Life)
    Combat Wrench
    Cleaving Saw
    Telescopic Batons / Contractor Batons
    Roasting Stick
    Telescopic Riot Shield
    Energy Shield / Bananium Energy Shield

This PR also touches up the code around the various above items.
2021-08-23 11:45:54 -07:00
manofpepsi
610b83831c [MDB IGNORE] beer and ale headsmash fix (#60748)
repaths the beer and ale to allow bottle headsmashing with them.
2021-08-22 17:17:37 -07:00
Timberpoes
5c601e026f Feex (#60976) 2021-08-22 15:39:34 +02:00
vincentiusvin
cc5671a1c9 Fixes hot ice using the wrong numbers for the plasma. (#60406)
* Implements a combustible_flooder component on plasma and hot ice. Numbers made to preserve old behaviour as much as possible for plasma. Nerfs hot ice to be in line with the original tweak PR

* Limited to only hot ice, removed traces of override temp

* Renamed gas_name into gas_id
2021-08-21 22:34:24 -07:00
Mothblocks
8e9c0b4e14 Fix AI controller runtime (#60964) 2021-08-21 19:37:02 +02:00
AnturK
02230b14ef Fixes rust cleaning deleting whole element. (#60947) 2021-08-21 12:48:22 -04:00
Watermelon914
25f3e7eedd Added component manipulation on objects (#60771)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2021-08-21 02:44:22 -07:00
AMonkeyThatCodes
a1f113b0eb All AI datum behaviors are now added using a wrapper (#60667) 2021-08-20 20:39:59 -07:00
aaaa1023
aee8c9cfb0 sleeping carp grammar fixes (#60860) 2021-08-19 18:50:35 -07:00
Ghom
38f12422a0 honkspam component to element. (#60635) 2021-08-19 18:40:40 -07:00
Tim
0a9d5ceb82 Fix mulebot movement while controlled by a player (#60909) 2021-08-18 23:15:30 -07:00
BarrelOfNapkins
1bba023eb3 Issue #52938 fix: blind people can tell how full they feel when eating (#60886) 2021-08-18 20:51:28 -07:00
Gurkenglas
781af013d7 fix ntnet circuit components (#60917)
* fix ntnet

* fix typos and switcheroos

* whoops, tracked a test circuit json.
2021-08-18 20:46:24 -07:00
Watermelon914
ffe2750744 Refactors connect_loc_behalf into a component (#60678)
See title. Also refactors caltrops into a component because they use connect_loc_behalf which requires them to hold the state.

This also fixes COMPONENT_DUPE_SELECTIVE from just outright not working.

connect_loc_behalf doesn't make sense as an element because it tries to hold states. There is also no way to maintain current behaviour and not have the states that it needs.
Due to the fact that it tries to hold states, it means the code itself is a lot more buggy because it's a lot harder to successfully manage these states without runtimes or bugs. 

On metastation, there is only 2519 connect_loc_behalf components at roundstart. MrStonedOne has told me that datums take up this much space:
image

If we do the (oversimplified) math, there are only ever 5 variables that'll likely be changed on most connect_loc_behalf components at runtime:
connections,
tracked,
signal_atom,
parent,
signal_procs

This means that on metastation at roundstart, we take up this amount: (24 + 16 * 5) * 2519 = 261.97600 kilobytes
This is not really significant and the benefits of moving this to a component greatly outweighs the memory cost.

(Basically the memory cost is outweighed by the maint cost of tracking down issues with the thing. It's too buggy to be viable longterm basically)
2021-08-17 12:16:12 -07:00
EOBGames
b08632353c [MDB IGNORE] Eliminates Toxins (#60619)
Repaths everything referring to "toxins" while actually meaning either the room in science or plasma gas. While this PR might be disrespectful to our forefathers, given this is (I believe) a holdover from as far back as the Exadv1 days, this has constantly irked me since I started working with the code. None of the player-facing stuff has referred to plasma as toxin since before 4407 hit, besides the Toxins Lab, and yet all of the type-paths are still pointing at toxins, making it a nightmare to search for in a map editor, and making the code needlessly easy to confuse with that of toxin damage. So this just fires it into the sun.

Anything relating to Toxins, the science subdepartment, now makes reference to Ordnance instead. This felt fitting enough given the focus of the subdepartment is around the creation of and testing of explosives.
Anything relating to plasma gas has, fittingly, been made to refer to plasma gas.

Edit: Ah yes, I feel I should probably apologise off the bat for the size of this PR- the code touched is mostly atmos machinery and simplemobs, a few sprites here and there, and of course the station maps + a few offstation maps.

Makes the code more legible and makes mapping less painful.

(The payment has been made)
2021-08-17 11:49:47 -07:00
LemonInTheDark
cd576ab519 Del The World: Unit testing for hard deletes (#59612)
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
2021-08-15 21:09:26 -07:00
Couls
05d9329c9b fix flashing white spheres when attacking items with light sources and light spheres on inventory/action buttons (#60756)
* fix white sphere bug

* fix overlay lighting creating lights in inventory and action button
2021-08-15 13:21:23 +02:00
Rohesie
a5cfa8e3fa Fixes TP assigned_role change, adds safety check (#60814) 2021-08-14 23:15:19 -07:00
Vladimir Veisman
0ff1d5934c Fixes changelogs parsing on linux (#60777) 2021-08-13 12:02:58 -07:00
LemonInTheDark
79dc58fe2a Redoes how alarms are handled, moves their behavior to datums (#60060)
* Adds in a set of datums to support sending, listening and storing alerts
In contrast to the old system, we now store a list of send alerts on the listener, rather then the area itself.

This makes clearing "our" alerts on destroy not a massive headache.

In addition, we now use a direct ref to the area's cameras list and signals to prevent camera hard deletes. This, combined with the aformentioned ability to clear, virtually eliminates hard deletes
sourced from alerts caused by strange senarios like the alert source moving its tile.

* Converts areas to the system, of note is the fact that areas no longer store a bool that determins if an alert
for power or atmos has been sent, that's instead handled by the alert sender datum. This means the sources list
on alert listeners actually means something

additionally, in order to prevent dumbassery with fire alarms since they're area based, fire alerts are sent by
an alert handler on the area itself
2021-08-13 11:54:44 -07:00
Ghom
d79c003962 knockback component to element. (#60633) 2021-08-13 03:17:51 -07:00