Commit Graph

110 Commits

Author SHA1 Message Date
SkyratBot
71b5f92eda [MIRROR] [MDB IGNORE] dir sanity, primarily on WALLITEMs [MDB IGNORE] (#9315)
* [MDB IGNORE] dir sanity, primarily on WALLITEMs (#62601)

About The Pull Request

Wall items mostly use the direction from the floor to the wall in the named mapping helper. Wall items mostly use the direction from the wall to the floor for the internal dir variable.

This leads to a headache when it comes to working out what conflicts with what, and what needs placing where.

Wall frames provided a member, inverse, which specified whether or not to invert the direction of the item when looking for conflicts. It was also used to specify whether to look for conflicts outside of the wall (cameras and lights appear external to the wall) or inside the wall (most wall items). This flag was set for Intercoms, APCs, and Lights. Since APCs and Lights expect a floor-to-wall direction, and Intercoms expect a wall-to-floor direction, this means that APCs and Lights were getting the correct direction, and Intercoms were getting the wrong direction.

Some implications of this setup were:

    You could build an APC on top of another wall item, provided there was nothing external attached to the wall and the area didn't have an APC.
    You could stack Intercoms indefinitely on top of the same wall, provided you weren't in a one-tile wide corridor with something on the opposite wall.

Or both! Here's twenty Intercoms placed on the wall, and a freshly placed APC frame after placing all Intercoms and deconstructing the old APC:

endless-stack-of-intercoms

Not everything used this inverse variable to adjust to the correct direction. For example, /obj/machinery/defibrillator_mount just used a negative pixel_offset to be visually placed in the correct direction, even though the internal direction was wrong, and never set! This also let you stack an indefinite number of defib mounts on the same wall, provided it wasn't a northern wall... except you could do this to northern walls too, since defibs weren't considered a wall item for the purposes of checking collisions at all!

Ultimately, every constructable interior wall item either used this inverse variable to adjust to the correct placement, set a negative pixel_offset variable to have its offset adjusted to the correct placement, or overrode New or Initialize to run its own checks and assignment to pixel_x and pixel_y!
Inventory: Table of various paths, related paths, and the adjustments they used

Unfortunately, untangling /obj/structure/sign is going to be another major headache, and this has already exploded in scope enough already, so we can't get rid of the get_turf_pixel call just yet. This also doesn't fix problems with the special 2x1 /obj/structure/sign/barsign.

Some non-wall items have been made to use the new MAPPING_DIRECTIONAL_HELPERS as part of the directional cleanup.

tl;dr: All wall mounted items and some directional objects now use the same direction that they were labelled as. More consistent directional types everywhere.
Why It's Good For The Game

fml
Changelog

cl
refactor: Wall mounted and directional objects have undergone major internal simplification. Please report anything unusual!
fix: You can no longer stack an indefinite amount of Intercoms on the same wall.
fix: Defibrillator Mounts, Bluespace Gas Vendors, Turret Controlers, and Ticket Machines are now considered wall items.
fix: Wall mounted items on top of the wall now consistently check against other items on top of the wall, and items coming out of the wall now consistently check against other items coming out of the wall.
fix: The various directional pixel offsets within an APC, Fire Extinguisher Cabinet, Intercom, or Newscaster have been made consistent with each other.
fix: The pixel offsets of Intercoms, Fire Alarms, Fire Extinguisher Cabinets, Flashers, and Newscasters have been made consistent between roundstart and constructed instances.
fix: Constructed Turret Controls will no longer oddly overhang the wall they were placed on.
qol: Defibrillator mounts now better indicate which side of the wall they are on.
fix: Some instances where there were multiple identical lights on the same tile have been fixed to only have one.
/cl

* [MDB IGNORE] dir sanity, primarily on WALLITEMs

* apc directionals

* bluespace vendor fix

* defib fix

Co-authored-by: esainane <esainane+github@gmail.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2021-11-10 17:17:26 -05:00
SkyratBot
a31e4bedfa [MIRROR] Tackles various problems with keyed_list config entries, fixing broken roundstart races and more! [MDB IGNORE] (#9131)
* Tackles various problems with keyed_list config entries, fixing broken roundstart races and more! (#62359)

While helping RaveRadbury debug some issues with enabling Halloween species early via the brute force method of enabling them in the config rather than the gentleman's solution of testmerging a PR that changes the Halloween date, we discovered something dreadful.

Cloth golems cannot be enabled! Infact, any species with a space in the ID cannot be enabled.

It uses the splitter despite VALUE_MODE_FLAG being set. So a key entry like ROUNDSTART_RACES cloth golem would get parsed as cloth = golem, then entered into the config as cloth = TRUE
NEW AND IMPROVED PART HERE

I've re-written how keyed_list config entries are parsed, splitting it into a number of procs to do some discrete block of logic.

Based on feedback from MSO, he expected that VALUE_MODE_FLAG keyed_list entries could have elements overridden. However, this functionality was not present in the code.

I have implemented it. We now support 3 methods of setting VALUE_MODE_FLAGS.

Implicitly enable the config entry: CONFIG_ENTRY config_key_goes_here
Explicitly enable the config entry: CONFIG_ENTRY config_key_goes_here 1
Explicitly disable the config entry: CONFIG_ENTRY config_key_goes_here 0

There have been functionality changes too. Previously, everything before the first splitter was the key and everything after was the value. However, in ambiguous config entries (Such as ROUNDSTART_RACES cloth golem 0) it would be unclear if the intent was (cloth, golem 0) or (cloth golem, 0) or indeed if the intent was (cloth golem 0, 1).

As a result, there is now the following paradigm in place: Everything after the LAST splitter is the value, everything before is the key and a log_config warning is now given explaining the problem and showing how it was resolved.

[2021-10-27 19:48:12.840] WARNING: Multiple splitter characters (" ") found. Using "cloth golem" as config key and "1" as config value.

This warning will trigger if multiple splitters are present for any keyed_list config entry, and will trigger on implicit VALUE_MODE_FLAGS entries that have splitters. The example above is it triggering on ROUNDSTART_RACES cloth golem - It has detected that there is potential ambiguity between (cloth, golem) or (cloth golem, 1), has picked a sensible option for the data type and has warned about it.

The intent is that no config entry should be ambiguous. It should be clear what is key and what is value when dealing with keyed_list config entries.

There's probably more work to do on other config entries to bring them up to this standard, but this is the thing I'm hitting in this PR.

Similarly, I have improved the validation aspect of keyed_list config entries with additional logging in general.
[2021-10-27 19:47:53.135] ERROR: Invalid KEY_MODE_TYPE typepath. Is not a valid typepath: /mob/living/carbon/monkey

I have added a unit test to make sure species IDs do not contain splitters from the two keyed_list subtypes relating to species.

I have added sanity checking to the race config subtypes since we have a big dick global list of all races sorted by ID, so a race not existing will fail validation and output a meaningful config log entry.

I have removed /datum/config_entry/keyed_list/probability from the code as it is unused with the removal of all game modes except Dynamic.

The config change necessitated the renaming of all golem species IDs. Doing so and renaming the clothgolem.ts file to match has fixed the broken cloth golem page too.

* Tackles various problems with keyed_list config entries, fixing broken roundstart races and more!

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2021-10-29 21:07:21 +01:00
Gandalf
d095ec38a8 New job! Barber and salon! (#8756)
* Oh hi Mark.

* hand dryer 4000

* E

* fur dyer

* actually makes it work

* Update fur_dyer.dm

* Update fur_dyer.dm

* Final touches!

* Update jobs.txt

* le straight razor

* f

* Update hhmirror.dm

* updoot

* Update IceBoxStation_skyrat.dmm

* E

* No more failure penalties, it's bad.

* logic errors

* actual hairdye

* Update barber.dm

* Rebases to newer map versions

Fixes multiple issues with the original map changes in this PR, which are as follows but not limited to:
• Trapping Lawyers in their office on Blueshift
• Incorrect curtain types
• Awkward atmos
• Broken disposals
• Missing wallmounts
• Missing firelocks

* camera on meta

* Update jobs.dm

* more dyesprays

Co-authored-by: Kat <evesovereign@hotmail.co.uk>
2021-10-18 13:11:11 +13:00
SkyratBot
f0db07b17d [MIRROR] makes it so the sanitize_hexcolors' default is 6 characters rather than 3 and gets rid of color_legacy [MDB IGNORE] (#8840)
* makes it so the sanitize_hexcolors' default is 6 characters rather than 3 and gets rid of color_legacy

* Feex

* Feex some more

* Final feex

* Please no more I'm tired

* <<<<<<< HEAD

Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-10-17 00:30:28 -04:00
SkyratBot
fa519bdde3 [MIRROR] cleanup _HELPERS/_lists.dm and all the necessary files [MDB IGNORE] (#8783)
* cleanup _HELPERS/_lists.dm and all the necessary files

* Epbic

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-13 21:07:35 +01:00
SkyratBot
93675c6c6f [MIRROR] Changes a bunch of New()s to Initialize()s (#8408)
* Changes a bunch of New()s to Initialize()s (#61626)

* Changes a bunch of New()s to Initialize()s

Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
2021-09-26 14:27:27 +01:00
SkyratBot
124ddd7cca [MIRROR] tgui Preferences Menu + total rewrite of the preferences backend (#8153)
* tgui Preferences Menu + total rewrite of the preferences backend

* nah, we dont need to ping those people

* trying to remove the funny stuff

* unmodularizing this

* prefs reset

* this may need to be reverted, who knows

* okay, this part

* perhaps

* EEEEEEEEE

* unsanitary

* E

* Stage 1 + loadout system

* more fixes

* E

* I mean, it launches?

* More fixes and reorganisation

* E

* customisation code is spaget.

* disable ERP prefs

* Update erp_preferences.dm

* Update erp_preferences.dm

* E

* Slowly getting there

* It may be time for help :)

* tri...colors... help

* preferences now pass preferences

* Update dna.dm

* Fuck this man

* missing savefile return, set_species works, removed dumb stuff from updateappearance

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8199

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8224

* https://github.com/tgstation/tgstation/pull/61519

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8278

* e

* le butonAZARAK HELLO

* hhh

* Proper recognition where it's due, MrMelbert!

* EEEE

* examine block

* Better gen hit sounds from whitedream

* final loadout touches, more bug fixes im sure to come

* i said there would be bugfixes

* Update LoadoutManager.js

* Missing preferences in the html menu

* LIVE TESTING PHASE BABY

* Update LoadoutManager.js

* EEE

* LAUNCH TEST FIRE

* Update job.dm

* Update new_player.dm

* 50gb DAY ONE PATCH

* EEE

* Update preferences.dm

* buggle fixes

* Update examine.dm

* >LOOC starts on

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2021-09-23 00:40:37 +01:00
SkyratBot
04302a770a [MIRROR] moves obj_integrity and associated procs to the atom level (#8016)
* moves obj_integrity and associated procs to the atom level

* Feex good

* Whoops forgot the maps

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-10 16:47:01 +01:00
GoldenAlpharex
1426798fea Magic mirrors are no longer scared of colorful ears and tails (#7112) 2021-07-26 18:38:13 +01:00
Y0SH1M4S73R
93d03dc6bb [Alternative to #6407] Makes mutant bodyparts and mutcolors into editable genetic traits (#6750)
* 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>
2021-07-08 16:04:19 +01:00
SkyratBot
7d1d0e1fad [MIRROR] Refactors most spans into span procs (#6315)
* Refactors most spans into span procs

* AA

* a

* AAAAAAAAAAAAAAAAAAAAAA

* Update species.dm

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-16 00:24:49 +01:00
SkyratBot
54f74233aa [MIRROR] Makes canister leaking and blowing up use a component and element respectively (#5958)
* Makes canister leaking and blowing up use a component and element respectively (#59075)

I want to use this behavior on some other things so into a component and element it goes. Gas leaking is handled by a component so it can process whereas the object breaking and causing an explosion is handled by an element. Some minor changes were made so canisters were more consistent in leaking.

* Makes canister leaking and blowing up use a component and element respectively

Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
2021-05-26 01:00:43 +01:00
SkyratBot
ea9aed5554 [MIRROR] Replace alert usage with tgui_alert (#5815)
* Replace alert usage with tgui_alert

* a

* Update observer.dm

Co-authored-by: Celotajs <81999976+celotajstg@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-05-21 00:06:09 +01:00
SkyratBot
945bff2c10 [MIRROR] The Wallening Approacheth: Adds directional variants to most wall mounts (#5551)
* The Wallening Approacheth: Adds directional variants to most wall mounts

* Update reagent_dispenser.dm

* Update CentCom_skyrat.dmm

Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>
Co-authored-by: KathrinBailey <evesovereign@hotmail.co.uk>
2021-05-08 14:46:01 +01:00
SkyratBot
06f2155c3b [MIRROR] Breaking a mirror now gives you a bad omen (#4908)
* breaking a mirror is bad for your health (#58381)

* Breaking a mirror now gives you a bad omen

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2021-04-14 21:03:49 +01:00
SkyratBot
43febe3145 [MIRROR] Converts many proc overrides to properly use list/modifiers, lots of other smaller things (#3433)
* Converts many proc overrides to properly use list/modifiers, lots of other smaller things

* Update human_defense.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-17 14:18:21 +00:00
SkyratBot
b332b46b65 [MIRROR] Remove hideous inline tab indentation, and bans it in contributing guidelines (#3394)
* Remove hideous inline tab indentation, and bans it in contributing guidelines

* a

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-15 15:32:02 +00:00
SkyratBot
e890b1282b [MIRROR] Replaces intents with combat mode (#3063)
* Replaces intents with combat mode

* updates

* a

* Update living_defense.dm

* https://github.com/tgstation/tgstation/pull/56638/files

* gunsafety!

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-05 16:58:16 +01:00
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
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
Ryll Ryll
6bf874839a Adds new body type pref (#51058)
* tgdb

* tgdb

* Auto stash before cherry pick of "balance changes, enables burn surgery, various body improvements"

* moves unnecessary list out of client

* describes a var

* corrects
2020-05-29 14:25:01 -03:00
Mickyan
c6b0774b86 [READY]Adds the Smooth-Headed (super bald) quirk (#49932)
* super baldness

* cleanup

* fix

* stuff

* woops

* and done

* docs, changed proc names

Co-authored-by: Unknown <Floydje123@hotmail.com>
2020-03-20 00:15:10 -07:00
MrPerson
f7eb2c905b Unicode awareness Part 2 -- copytext() (#48512)
* Unicode support Part 2 -- copytext()

This is the transition of all copytext() calls to be unicode aware and also some nearby calls in the same functions. Most things are just replacing copytext() with copytext_char() as a terrible character limiter but a few others were slightly more involved.

I replaced a ton of
````
var/something = sanitize(input())
something = copytext(something, 1, MAX_MESSAGE_LEN)
````

with a single stripped_input() call. stripped_input() already calls html_encode(), trim(), and some other sanitization so there shouldn't be any major issues there.

This is still VERY rough btw; DNA is a mess, the status displays are complete ass, there's a copytext() in code\datums\shuttles.dm that I'm not sure what to do with, and I didn't touch anything in the tools folder. I haven't tested this much at all yet, I only got it to compile earlier this morning. There's also likely to be weird bugs until I get around to fixing length(), findtext(), and the rest of the string procs.

* Makes the code functional

* Assume color hex strings are always # followed by ascii.
Properly encodes and decodes the stuff in mob_helpers.dm which fixes some issues there.

* Removes ninjaspeak since it's unused
2020-01-18 13:07:22 +13:00
Ty-the-Smonk
5f9ebbe223 no more " " wizard for you (#48308) 2019-12-20 19:43:04 +01:00
skoglol
938e66f62c Adds sorting to most input() lists (#47117)
* Adds sorting to most input() lists.

* Sorted some global lists, added more input sorting

* Should now use correct sort everywhere.

* compiles

* Last fixes.
2019-10-22 04:28:42 -07:00
Qustinnus
a394ccdc2b Material datum chairs & tables and applies materials to all items (Now with less pain for mining & RnD) (#46525)
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)

this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc.

also applies materials to everything, with fixes, which can close #46299
2019-10-08 11:06:02 -04:00
cacogen
1f010e7144 Selectively randomisable characters (#46108)
* Selectively randomisable characters

* it's a list now

* this doesn't work

* it's totally fucking fucked mate big time

* it works

* so sick of this goddamn pull request and yes i know this is a retarded way to do this it didn't work the other way

* anturk forestalls the inevitable suicide

'associative lists are more performant'

* final changes anturk requested

'remove all the "in randomise" and it's ready'
2019-09-06 08:50:12 +02:00
Rob Bailey
2029163d33 playsound vary boolean define conversion (#46254)
About The Pull Request

Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls

This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE

I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game

Code usability
2019-08-30 18:45:20 +12:00
tralezab
b5de31638d You can no longer name some things after words in the ic filter (#45696)
* quick sanity fix

* more things i found

* better list used, updated comment
2019-08-11 18:33:39 -04:00
nemvar
e587b970da Adds parent calls to almost all tool_acts (#45582)
* Adds parent calls to almost all tool_acts

* actually compiles
2019-08-03 22:25:57 -07:00
Shaps
8954265573 Agender fixes (#44597)
Credits to Europaisch for help finding all the records stuff

Fixes a few issues I was not aware of with my initial PR

* Being agender is now a distinct DNA value (fixes agender spessmen
  turning female when having their DNA referenced, like during cloning
  and some rudimentary transformations)
* Neatens up preference code, more in line with previous code, fixes
  an issue with male underwear not surviving preference loading and
  defaulting to female underwear
* Allows agender spessmen to change their facial hair with mirrors
* Change medical, personnel, and security records from sex to gender
  and add "Other" option (they currently display "plural" even for
  agendered species like ethereals)
* The -san honorific now applies to plural gender instead of just
  neuter with the Chinese Cartoons admin secret (highly important)

I have never really played genetics and only tested the DNA code with
cloning and rudimentary transformations while still in a body (which
causes it to reference the old body's DNA, like with cloning). Please
let me know if there's a better way to do this and/or if this is apt
to create issues.
2019-06-19 13:59:39 -07:00
vuonojenmustaturska
8ddc9677c7 examine-code refactor (#44636)
* 1/4 done? maybe?

* more

* stuff

* incremental stuff

* stuff

* stuff & things

* mostly done but not yet

* stuffing

* stuffing 2: electric boogaloo

* Git Commit and the Kingdom of the Crystal Skull

* make it actually compile

* found more stuff

* fixes

* fix AI laws appearing out of order

* fix windows

* should be the remaining stuff

* this time for real

* i guess it should compile too

* fix sechuds
2019-06-19 22:07:57 +02:00
oranges
cd05d64bcf Species types sources refactor (#42523)
There is now a bitflag that controls all the ways a species can be
selected from the different methods of changing species, xeno spawn,
pride mirror, magic mirror etc.

The soviet and capitalist golems are no longer selectable from the pride
or magic mirrors (just the badmin one)

interesting thing I found, androids and synths (including military
synth) are acheivable via xeno extracts!
2019-02-03 20:33:11 +11:00
subject217
12fbbf3b21 can we get 5 likes? (#41505) 2018-11-16 23:03:31 -05:00
ShizCalev
c66cbad2d0 [s] Fixes pride mirror exploit (#40477)
* Fixes pride mirror exploit

* Cleanup, adds no_tk check to canUseTopic
2018-09-26 12:34:10 +03:00
kevinz000
f300a5c155 Interaction/Attack Hand Refactor (#36405) 2018-03-23 11:20:54 +01:00
Ian Turk
fbe5f4a062 Replaced body zone magic strings with defines 2018-03-19 15:44:51 -05:00
ShizCalev
bfd724e12d Fixes mirror var desync (#36251) 2018-03-10 02:20:38 -06:00
Armhulen
84d4b3aae6 Mushroom people, revived! (#35858)
* caps fixed, small other fixes and mushpunch

* honey, i fixed the bugs!

* STUPID YORII DUMB GIRL STINK LEAVE

* boolean is such a fun word

* zoinks

* F_XED

* fixes part 2

* TRUEs and FALSEs

* don't drink and code boys unless you're goofball or like maybe kor

* for entirely different reasons i mean

* at what point is goofball too drunk to troll but not drunk enough to shitcode

* cool your jets, travis.

* what a TRAVIS-TY

* mush added to yet another blacklist!
2018-03-07 21:34:56 -06:00
vuonojenmustaturska
dd9ae40cf7 Merge pull request #35360 from Robustin/blackmirror
Removes synths and androids from magic mirror
2018-02-07 12:41:12 +02:00
ACCount
100c4b6114 Adds new helper: use_tool, shakes things up in tool code (#35095)
* small changes

* Adds a use_tool helper and changes some tools to use it

* Ports most tool operations to use_tool

* Converts more tool operations to use_tool and tool_act

* Changes some things to default_unfasten_wrench

* Improves tool_behavior support in mech construction

* Code review memes

* Fixes all instant use_tool calls failing

* Code improvements

* merge fixes
2018-02-06 11:02:53 +01:00
Robustin
03237ad529 More mirror species blacklisted 2018-02-05 14:22:06 -05:00
Ashe Higgs
6164e25f3e Blacklists servant golems from the magic mirror (#35147) 2018-01-31 17:19:18 -05:00
ChuckTheJittai
02033f1756 All color inputs use current color as default choice
Went through all the color inputs and made the "default" argument the current color of what is being selected.
2018-01-21 13:07:35 -05:00
Evsey Antonovich
ab1297d157 changes one letter (#33591) 2017-12-17 18:30:06 +01:00
KorPhaeron
dcddc79e11 Allows species to be blocked from ever being roundstart, can now choose your Halloween species (#31877)
* Hardlocked species, halloween now lets you choose your spooky race

* Code standards, moving procs around
2017-10-20 11:10:54 -04:00
Jordan Brown
4178c209f1 Configuration datum refactor (#30763)
* Configuration datum refactor

* More WIP

* New easier on the eyes format

* More WIP

* Finished config.txt

* Fucktons more WIP

* The end of conversion draws near...

* Add all this shit

* Done converting entries finally

* Hunting down compile errors

* More WIP

* MORE CONVERSIONS

* More WIP

* More WIP

* Oh shit only 90 errors this time!

* IT COMPILES!!!

* Fixes world start runtimes
2017-09-29 15:36:51 +13:00
Ian Turk
7460f2c5b8 Replaced flags with flags_1 2017-08-16 13:01:15 -06:00
Jordan Brown
af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
ShizCalev
59ef81245b Changes some 1s and 0s to TRUE and FALSE (#29144) 2017-07-10 10:31:34 -04:00