Commit Graph

860 Commits

Author SHA1 Message Date
Wayland-Smithy
d785eb7ae2 The great Spectral Blade permanent ghost trap unGBJing - 10/10 ghosts currently hate this blade (#53324)
Fixes a bug caused by transferring an orbiter component to a parent where one already exists. Causing the old original orbiter to update the added ghosts positions when the parent moves, but not allowing them to ever break orbit and also setting the ref to null for the component on the whole due to old signals it would seem.

Also tweaks the blades use in hand ghost notification message to remove the redundant (Orbit) link.
2020-09-01 18:32:33 -03:00
ArcaneMusic
b9a4c97597 Adds TCG Decks in order to play with them like a TCG. (#53200)
* Card Decks n shuffling.

* the "crackling with sexual energy" update
}
Kept you waiting, hunh?
This adds a new multi-faceted object to the game, the TCG Card Pile. Using any 2 cards together on each other will create a pile, and the first card in the pile will determine if the card pile is face-up, or face-down. Depending on the orientation of the card pile, you'll draw cards out of it in the orientation. So, a "deck" card pile would be flipped face down, and would allow you to draw cards out of it also face down, and vis versa.
Decks can be renamed with a pen, and use a radial menu in order to enable quick action on the Trading Card game battlefield.
image

    Draw allows you to draw a single card from the deck, again based on the orientation of the cards used to build the deck.
    Shuffle calls the shuffle() proc on the deck, and (should) randomize the order of the cards in the deck for use.
    Pick up puts the deck into your hands instead of the nonsense dragging required with regular playing cards.
    Flip flips the orientation of the cards in the deck, turning a face up pile into a facedown pile, and a facedown, faceup. Also, calls reverseRange() on the contents of the deck, which should put the bottom of the deck on top, and vis verse, ALSO enabling you to put cards on the bottom or the top of your deck easily.

Card piles also operate with a custom storage component, so you can search for cards in your deck if need be, but also handle edge cases like when you only have 1 card in a pile left, or when you dump out a deck of cards like you would a bag.

This basically adds in more sane hands, more sane decks and discard piles, and a massive QOL update to the trading card game to make it actually playable (once potato actually puts the card stats and effects on the cards themselves.)
2020-08-31 00:01:25 -07:00
Donkie
4867a04c98 Converted check_obscured_slots() output to bitfield instead of list (#53241) 2020-08-30 03:33:01 -07:00
TiviPlus
ce3d7e2f0d Mecha refactor 2020 (#52902)
-Mechs are a vehicle subtype
-Mech equipment half-rewritten
-Mech actions completely redone
-Cooldown macros
-New movement macros & replacing all var in GLOB.diagonals with ISDIAGONALDIR(var)
-New lazylist macro
-Support for lavaland only mechs
-Removed the tank because fuck off with that hacky shit
-Documentation
-Fuckton of fixes
2020-08-29 23:33:47 -03:00
Qustinnus
f84c8e44c0 Adds a food trash element (#53225)
adds a food trash element, for dumping trash when u eat food

unused now, needed for food refactor. spawns trash in your hands (or on the floor) when the food this is attached to is eaten.
2020-08-29 16:48:17 -07:00
Jared-Fogle
b617c16356 Bring back painting arbitrary objects with spray cans (#52936)
Brings back the behavior removed from #52186 with cleaner code.

Differences in the code:

    No more explicit type checks in the spray paint code, other than a broad isobj.
    Checking for dark colors is now based on luminosity, rather than unscientifically summing all the RGB components and checking an arbitrary number.
    Removes the paintable component. This was used on one item, and its behavior is replicated in the spray can.
    Instead of checking for windows specifically and changing opacity through there, atoms can now specify through init flags whether or not they allow dark colors. Windows set this flag.
    Adds a COMSIG_OBJ_PAINTED signal. Windows use this signal to dynamically update opacity, just like how they did before.

This was a fun cosmetic feature that I'm not sure anyone had a problem with. The original reason for removal seemed to be because of code quality, and not because of negatives about the feature.

Makes canvasses unpaintable
2020-08-29 03:15:28 -07:00
Qustinnus
75415d3eb5 Refactors burgers to use components & auto-eating (#53224) 2020-08-29 03:11:37 -07:00
TiviPlus
ca366c3ea1 Bools and returns super-pr (#53221)
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>
2020-08-28 14:26:37 -07:00
ArcaneMusic
4187c6f791 Waterworks: Plumbing enabled sinks, tanks, plant trays, and showers. (#52865)
https://cdn.discordapp.com/attachments/326831214667235328/740812723956482118/2020-08-06_02-04-14.mp4
For everything in this PR working at the same time, watch this video!

Alright, from the top:
Sinks now need plumbing to pump out liquids.

All sinks now has a demand-only plumbing pipe face the opposite direction of the sink itself. A standard iron sink will hold 100 units of water, and must be constructed from a sink frame. To complete the frame, a new stock part, the water recycler must be applied to the frame. Once the sink is constructed, it will only hold those 100 units of water until new water is piped in.
This however doesn't extend just to water, as a result. Any reagent can be piped into the sink, and will be used 5 units at a time per use. This means water isn't just an infinite resource, and will need to be resupplied to the station if, somehow, you're using a metric ton of water somehow.
image
A basic sink setup with water being plumbed in.
Showers now need plumbing to wash you off.

Want to dispense reagents faster on your Patients Victims Friends Coworkers? Well, you may also construct a shower frame, in a similar fashion to a sink frame, and pipe in your own reagents into the loop. The shower drains reagents much faster than the shower, and also preforms vapor and touch reagent reactions, resulting in a constant stream of chemicals being processed. This can lead to horrible situations, like a chemical heater hooked up to a vat of cooking oil being pumped into a shower.
Additionally, showers will display the reagents they're pumping out visually based on the color of their chemical contents. As a result, dangerous or unique showers are going to look noticeably different if their contents are dangerous looking.
image
A safe shower.
image
A very unsafe shower.
Wait what was that bit about cooking oil?

So, reagent dispensers, like water/fuel tanks, Virus Food, Cooking Oil Vats, Pepperspray, and the like, can now be converted into a stationary tank of reagents by using a sheet of metal on it, allowing it to behave as a simple supply of their respective contents, and can be pumped into a plumbing network. This means rolling water tanks can be used to resupply sinks and showers, as well as allow for inventive uses of otherwise unused chemicals located all around the station. Pump welding fuel into a resupply line to fight a blob! Pump pepper spray into the dorms showers! Create a deep fryer shower! The possibilities are LIMITED (Because we have very few reagent dispensers)! Still, this will prevent sinks and showers from being completely unfix-able should all the water run out, as cargo can purchase many of these chemical tanks at will.
Hydroponics is now also plumbing enabled.

So there I was, thinking, have I gone mad? Is the barking I hear in my noggin my own dogs rattling and raging against the eternal ocean tide, or are these the hounds of tindalos come to finally rip me to shreds within the sea of causality?
The answer to this is quite simple: I added plumbing simple-demand components to hydroponics.
Now, the trays will accept a pumping input, which can provide the plants themselves a reagent input for their nutrients, and SHOULD (current not fixed yet) also contribute to refilling the trays water. As a check to this horrible decision, there are very few plumbing chems that don't suffer from some kind of downside if exclusively pumped into the trays, so this should be done delicately and with forethought applied, or you'll have a row of plants with dead stats because they OD'd on ammonia.
image
Holy damn why are you doing this

I'm thinking this pr is probably in need of some serious trimming and will probably be closed as a result of the need to atomize this down, but this way I can start to get some feedback and ideas on which aspects would be better suited towards the current design direction of plumbing/bio-chem/reagent heavy jobs. As far as I'm aware, this is all in accordance with the relevant design docs, but this way I'll know for sure 🤷‍♂️
To-do before being 100% sparkly and clean

Fix hydroponics trays adding water to the nutrient reagents slot (NOT A TRUE FIX, SEE COMMENTS BELOW PLEASE)
Make disconnected sinks/showers slowly regenerate water so that a stationwide plumbing net isn't required so Anturk doesn't snap my kneecaps off
Make water/fuel tanks use their snowflaked stationary tank sprites instead of the custom overlay version

    Yeet out the existing psudo-plumbing from hydroponics

Why It's Good For The Game

We've discussed adding plumbing into the game for forever now, and with all the new and tangentally related plumbing content we have, almost everything we have now perfectly enables servers to properly create a station-wide plumbing network.

Sinks and showers provide an infinite supply of water all shift long, and since they can be produced with any material, anywhere, practically for free, that was the first and foremost reason why I made this PR, to make water slightly more precious on station, to justify the 20+ water tanks mapped across every station. Plus, no more meatsink spam in the middle of the hallways.

Hydroponics has a built in feature that was intended to work similar to plumbing, before we had plumbing, for sharing resources/water, but it was pretty rough and is still exceptionally difficult to make look very pretty on live servers. By integrating them with actual plumbing pipes, this enables one step closer to integrating chemistry and botany to merge going forward, and give them an incentive to include each other in their supply chains each shift.

On the reagent tank conversion, That's just an interesting feature I felt the need for while testing everything else, and found pretty great success in. Being able to pipe in large supplies of a single reagent that ordinarily would just sit on a wall or in mait somewhere proved extra useful, and would be beneficial for refilling plumbing heavy areas like bathrooms/medbay, etc.
2020-08-27 23:23:55 -07:00
MrMelbert
391db22977 Componentizes Food Storage (#53116)
Moves the food storage behavior on (formerly) bread, cheese wheels, and cakes from /food/snacks/store/ to a component.
This lets just about any food/edible thing be used for storing fun things like glass shards, which is pretty neat. Also helps work towards the food refactor.
2020-08-27 23:08:35 -07:00
Rob Bailey
533201a9f1 Smooth Movement: Resurrection: Resurgence: Revengeance 4: The Return of Smooth Movement: Smooth Edition Director's Cut (#52515)
Automatic glide size adjustment based on move delay.
Essentially a port of https://github.com/yogstation13/Yogstation/pull/8132 but that was mostly my code with some fixes.

Why again? well it turns out the recent byond fixes to glide size actually worked and solved the issues that were unsolvable.
https://file.house/0B3u.mp4
Glide size no longer incorrectly scales at fps, so it works as intended at any framerate with the only stuttering being normal byond suck stuttering.
2020-08-27 18:34:11 -07:00
Ryll Ryll
93cb4cddc4 Execution/gunpoint shots work properly with pellet clouds, buffs piercing wounds a bit (#52995)
Made a few changes to gunpoints and some related mechanics while tidying up and adding docs. Here's a quick list

-Execution (point blank help intent shot aimed at the mouth) and gunpoint shots now apply their bonuses to every pellet fired rather than only the first, generally making them gushier. They also buff wound power as well as damage
-You can no longer punch yourself while holding someone up to trigger the charged shot
-You can no longer purposely fail executions and gunpoints with pax or whatever to endlessly spike the damage in a loaded round
-Attacks with extremely high wounding power can now outright dismember limbs regardless of mangled status. The threshold is high enough that it mostly applies for admin edited weapons or execution shots with shotguns (or people with the frail quirk!)
-Piercing wounds make further wounds a bit easier to apply to give them a bit more power
-Hellguns now cost 2250 credits instead of 2000 to make them a bit harder for random crew to get
-Adds special bouncy L6 rounds for admins to use to bounce off anything and everything en-masse

Also as a minor note

Projectiles with no trajectory (meaning they were likely spawned in manually) now qdel themselves on bumping something, rather than runtiming helplessly
2020-08-26 17:22:59 -07:00
LemonInTheDark
0ff2029119 Fixes merge skew issues (#53244)
Not using updated accessors
2020-08-27 11:10:32 +12:00
Donkie
9c3846885f Bloody feet update (#53109)
Componentized the bloody feet feature.

* Hardsuits and other feet-covering clothing can now get bloody feet as well and spread gunk around.
* Bare feet can now get bloody as well and spread gunk around.
* Shoes/feet won't get bloody if something is covering them.
* Improved blood spreading behaviour. Previously, magic numbers were used in the blood pick up and drop off process. Now, when you step in blood, you and the floor share the blood volume. When you step on a non-bloody tile, you give away half of your shoe blood to the tile, and so on. This means the total blood volume always stays constant when moving around. * Blood doesn't appear out of thin air, nor get flushed to bluespace.
* Lowered footprint minimum opacity. Because it looks better, imo.
* Improved footprint exit/enter dirs.
* Improved footprint examine.
* Removed code for cult magic where a spell can suck up blood on your shoes. I'm pretty sure this code didn't work anyway. Implementing that for this new system would require a new signal and I just don't think it's worth it.

How can this game make you spend 20 hours on fucking spaceman footprints

Hardsuits will become "fully bloody" by just stepping in blood. This is a limitation of the current forensics system, as that is what is used to determine if an item is bloody or not. I'm aware of this but I don't think it fits to fix that in this PR.

cl
add: Footprints and bloody shoes major update. Hardsuits and bare feet can now get bloody as well. Improved blood spreading behaviour.
fix: Shoes will no longer get bloody while wearing something that covers them.
/cl
2020-08-27 09:57:20 +12:00
OnlineGirlfriend
c838ba21da [Ready] Wedding Content! Crate with tuxedo, wedding dress, cummerbund, veil, and craftable bouquets (#52733)
Adds wedding content.
2020-08-26 15:01:16 +02:00
TemporalOroboros
70d4bcaf3c Makes reagent exposure methods bitflags (#53164) 2020-08-25 16:40:15 -07:00
Qustinnus
4925565a2b Adds an action speed modifier system (#53023) 2020-08-25 09:49:41 -07:00
Rohesie
988319b3e3 mobility refactor (#52929) 2020-08-24 13:56:07 -07:00
81Denton
3858b72bdb Merge pull request #53020 from Qustinnus/fatgrowing
[READY] Vatgrowing: Third time's the charm
2020-08-24 22:46:08 +02:00
Ryll Ryll
22b282634f Tackling now disables throwmode when you hit something + a few small buffs/changes (#53050)
* hugboxes tackling

* gorilla gloves a bit better

* update comments

* health update

* update

* less annoying doc
2020-08-25 00:13:09 +08:00
TemporalOroboros
6e950daccc Defines damage flags. (#53158) 2020-08-24 08:20:33 -03:00
floyd
df065fb46b snake case 2020-08-23 02:05:35 +02:00
floyd
6acbd68576 done 2020-08-23 01:52:28 +02:00
floyd
4160ff60d9 donerino roheserino 2020-08-23 00:59:08 +02:00
floyd
d8c2e683a0 Merge branch 'master' into fatgrowing 2020-08-22 23:01:19 +02:00
Qustinnus
f5eec08566 Update code/datums/components/swabbing.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-22 22:45:17 +02:00
Qustinnus
409f931591 Update code/datums/components/swabbing.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-22 22:44:57 +02:00
Qustinnus
86a6d900b7 Update code/datums/components/swabbing.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-22 22:44:48 +02:00
Qustinnus
fad1290bed Update code/datums/components/swabbing.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-22 22:44:37 +02:00
Rohesie
eda7c6ca55 Overlay lighting component (#52413)
Sparks no longer lag, projectile beams move super smoothly, same with mobs and whatnot. This also allows for easy expansion into directional lights, field-of-view, wee-woo rotating lights or whatever.

It does have a downside: things right-clicked or checked through the alt+click tab will show the light overlay:


This is a BYOND limitation, very well worth it IMO.

🆑
add: Smooth movable lighting system implemented. Projectiles, sparks, thrown flashlights or moving mobs with lights should be much smoother and less laggy.
balance: Light sources no longer stack in range, though they still do in intensity.
/🆑
2020-08-22 14:56:38 +12:00
Qustinnus
3ad50dadc0 Update code/datums/components/swabbing.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-21 06:58:50 +02:00
Qustinnus
e9dc954ab9 Update code/datums/components/swabbing.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-21 06:58:40 +02:00
Qustinnus
87c4df3880 Food refactor part 1: Bread destruction and processable element (#53047) 2020-08-20 21:07:05 -03:00
Qustinnus
8447972770 Update code/datums/components/swabbing.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-20 23:37:20 +03:00
floyd
c9238dfdce all done 2020-08-20 23:37:16 +03:00
floyd
4e1b95c7e0 done 2020-08-20 23:37:12 +03:00
floyd
4fa95f900f fixes 2020-08-20 23:36:31 +03:00
floyd
9b4a488216 no food stuff 2020-08-20 23:36:18 +03:00
Jared-Fogle
d4f8c10f49 Monkeys are now disarmed like humans (#53036)
Previously, monkey disarming was the old system of RNG stun/lose item. This PR makes disarming monkeys the same as disarming humans.
2020-08-20 12:48:54 -03:00
Jared-Fogle
45c14f6330 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
2020-08-20 09:11:28 +12:00
tralezab
6a25b30b12 Removes "availible" mispellings in codebase (#53046)
* AVAILABLE

* Rebuild tgui

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-08-19 23:57:37 +03:00
Rohesie
25f670f8de 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
2020-08-19 13:24:20 +12:00
tralezab
728d1ca524 cleanup the corpse file, cleanup stationstuck component, adds stationstuck to the reanimated skeleton (and zombie, why not) (#52940)
all living spawners in corpse.dm are now in ghost_role_spawners. I hate having to search two different files to HOPEFULLY find which ghost role I need to edit.

Added a disclaimer about giving guidance or at least stationstuck component to stuff so this doesn't happen again

Cleaned up stationstuck. Man, I know I made this, but damn I did kind of a shit job
2020-08-18 22:20:25 -03:00
Timberpoes
3ccd58639c Fix runtime with CANT_WOUND weapons that use pellet_cloud (#53001)
In /datum/component/pellet_cloud/proc/pellet_hit if the projectile's wound_bonus is CANT_WOUND, then wound_info_by_part[hit_part] never gets a value set.

This causes an issue in /datum/component/pellet_cloud/proc/finalize() where it assumes that wound_info_by_part[hit_part] has always been set to a list(x,y,z).

I added a quick if check to skip this where there's no wound info for a part.

Weapon this behaviour manifested on: DRAGnet on net mode. Due to the runtime, I didn't notice it dealing any stamina damage. This should fix that scenario as well as any other CANT_WOUND projectiles and prevent them from runtiming early.
2020-08-18 21:26:29 -03:00
ATH1909
bbaec71193 you can no longer stuff a bajillion live mice into your chef's hat (#52640)
* fuck

* Update code/datums/components/storage/concrete/pockets.dm

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

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-15 01:32:17 +02:00
Rohesie
7586d20c23 Fixes staminacrit not paralyzing (#52906)
Additionally removes the now-superfluous stam_paralyzed variable. We can already track this with the incapacitated effect from the stamina source.
2020-08-13 14:51:56 +12:00
WarlockD
6317c371c2 Various Paper bug fixes (#52470)
* Ugh too tired fix latter

* Ok think its fixed, still need to make the stamp working

* Major fixes done, but still the ui dosn't pop up once you examine the door

* Ok you can read doors now, that was annoying.

Ok we done

* Update paper.dm

oh fix

* I have DONE it! Alright

* Miner fixes on order

* Update tgui.bundle.js

* Update code/modules/paperwork/paper.dm

Sure

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

* Update code/modules/paperwork/paper.dm

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

* Alright some fixes

* Update tgstation.dme

* Revert "Update tgstation.dme"

This reverts commit 3eaa48d9fcfa2645663420165c39643c3ae5d939.

* Update tgui.bundle.js

* Update code/datums/components/honkspam.dm

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

* Update code/datums/components/honkspam.dm

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

* Update code/modules/paperwork/paper.dm

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

* Update code/modules/paperwork/paper.dm

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

* Bahhh...me..so..tired

* pointless uistate gooone

* Update tgui.bundle.js

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-11 23:39:10 +03:00
Fikou
1904c7aadb you can now make extendohands with a right and left arm (#52826) 2020-08-11 12:12:27 -03:00
Rohesie
8f917ff1d9 immobilized (#52578)
Adds an immobilized trait.
    Adds procs for several variable changes so we can respond to their events.
    Adds some signals for said variables changing.

Need to turn the variation in number of usable legs and arms (get_num_legs() and get_num_arms()) into events we can respond to, but they are pretty annoying to do so. Probably for a different PR.
2020-08-11 14:44:01 +12:00
KathyRyals
20989d255b Added the ability to upload honk viruses to doors, machines and computers. Added new sound_player component. (#52593)
* Added the ability to upload honk viruses to airlocks.

* Removed shoes requirements. Added charge gain sound.

* Revert "Removed shoes requirements. Added charge gain sound."

This reverts commit 641fe91a1c936c2de0cdd8104304d7f25bc831a8.

* Added ping on charge gain.

* Refactored to use components and signals.

* Now works on all machines / computers.

* implements suggested changes

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

* Moved signals around.

* WIP

* Finally added sound_playing component.

* Rohesie provides good code

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

* More Rohesie goodies

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

* Everything is fucked oh god

* Clean sweep

* Update code/game/objects/items/devices/PDA/PDA.dm

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

* Update code/game/objects/items/devices/PDA/PDA.dm

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

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-10 19:41:34 -03:00