* This was probably originally intended...
* Fedoras hold small items, and exceptions for gimmicks
* Only create cache once
* Cache exception_hold, and adds other katana type
one of three things.
1. They don't use RegisterWithParent or UnregisterFromParent to unregister
and register signals
2. They use callbacks which refer to a source object, which is usually deleted
on transfer, or lost in some manner, or simply makes no sense at all to be
transferred
3. the component was never designed to be transferred at all
TransferComponents gave no shits about any of this and just blindly transferred
all components, if they were actually capable of it or not.
I only noticed this because it was causing chairs to break as they would not register signals
and verbs correctly for rotation after being picked up and then placed down, and a player
reported that issue via ahelp.
Luckily we caught it before the rot got anywhere, only chairs and the shuttle subystem
tend to use this proc (Shuttle uses it on turfs), can you imagine if everything was using
this LMAO
Which is good because it's more dangerous than a loaded gun
I have added a can_transfer var, that is true when a component is valid to
actually transfer, which means the dev has actually thought about what happens when
you take the parent object away and swap it for another and all the crazy that is entailed
by this
I have done my best to audit what components are actually
transferable, but things are basically a hot mess (Thanks @Cyberboss )
The following components required edits:
Forensics:
did not register/deregister the clean_act signal properly, did not checkblood on new parent
Rotation:
did not use RegisterWithParent or UnregisterFromParent, turned out
to not be transferable anyway due to having callbacks that can be
passed in to the parent with unknown sources that we can't feasibly
reuse (i.e if you're transferred from a chair to a bed, your old rotation
call backs are no longer valid). Turns out the use case it was for (just chairs)
didn't need it anyway, so I just made it non valid for transfer.
Wet Floor:
Honestly this one is just a hot mess, it should be a subtype of the slippery
component with the extra wet turf handling.
As it is it basically manages a slippery component on top of it's own extra
functionality, so that's a major code smell.
I added registration/unregistration of the signals, and made it's pretransfer
remove the slippery component and the posttransfer add it back (via update_flags)
Components that seem transferable without issues
mirage_border
orbiter
decal
spill
storage (I hope to earth)
* Update wallets.dm
* Update pockets.dm
* Apply suggestions from code review
For when people forget how sister code works
Co-Authored-By: Trilbyspaceclone <30435998+Trilbyspaceclone@users.noreply.github.com>
* Refactors NODROP flag into TRAIT_NODROP
🆑 coiax
fix: Anti-drop implants can no longer be used to drop objects that they
were not responsible for sticking to a person's hand.
fix: Backfiring with a Barnyard spellbook will now play a spooky horse sound.
refactor: Refactors the way that "NODROP" items work to a new system,
there should be no change in functionality.
/🆑
Various items in the codebase were doing weird hoop jumps in order to
preserve the nodrop flag's state when it also wanted to change it, so I
moved it to a trait system.
I may have gone overboard with the type of unique trait sources, but
those can be changed later. My long term plan is make a general "CURSED"
nodrop origin, which means you can unlock cursed items by being hit with
a bolt of door opening or something. But that's for another PR, this has
no functionality changes, apart from some slightly modified descriptions
on cursed masks.
- Removed a bunch of redundant voice changing code for all the voice
changing animal masks, used two new clothing flags for this purpose.
- Also refactored a bit the animal masks, making new cursed subtypes that play
the sound when created.
* Drop location
* Removes smugglers satchels
I love the cutie reading this
* remove smuggler's satchel from code
* removes all smugglers' satchel persistence code
* removes remaining things
storage component for smugglers, the miracle ruin (uses smugglers), the dme
🆑 coiax
fix: A player who bag of holding bombs now correctly has their
ckey entered in the admin log, and admin messages.
/🆑
The mob was gibbed (and thus destroyed) before the message
was being sent.
* Christmas code changes
🆑 coiax
add: Santa can now examine presents to see what's inside.
del: Santa no longer has a mass summon presents spell, because of his
new regenerating bag!
add: Santa's bag regenerates presents as long as Santa is holding it.
balance: You can only find one gift under a christmas tree per round, no
matter how many trees you search.
balance: Santa's teleport does not announce where he's going.
fix: Fixed Santa not having a full head and beard of white hair.
fix: Fixed Santa not being genetically white-haired.
fix: Fixed Concentrated Barber's Aid not growing extreme amounts of
hair.
/🆑
The `box` var has been moved down from `/datum/outfit/job` to
`/datum/outfit`.
Added unlimited christmas tree with presents, for testing.
Santa's restriction against opening presents is now done by
TRAIT_CANNOT_OPEN_PRESENTS. Santa's ability to see inside presents is
done by the TRAIT_PRESENT_VISION, which also determines if Santa's Bag
will regenerate presents every 30 to 60 seconds.
Santa no longer starts with a breath mask and O2 tank, but instead has
an internals box. Santa no longer has a no-access gold ID, he can
teleport from room to room!
Gifts determine what type is inside them on initialization, rather than
when unwrapped.
- Reasoning -
Unlike last year, there are various possible methods of accessing
christmas trees spawners, allowing for an unlimited number of anything
presents. Cutting down the presents to one per round regardless of tree
count will avoid this.
Santa should be able to see what he's giving, because then he can reward
the naughty and nice children with different gifts.
* Missed a merge
* Adds present investigate logs, and visible messages
* Use the body+mind checking of mob.has_trait
* Less globals, more static vars on types; also event renaming
Provides an alternative to click-dragging.
The on_alt_click() proc wasn't ever used, but seemed to be ready for replacing
the AltClick() overload from sabre sheath. I kept that part and added
fingerprints to it as well, and it is still good to go (if it really was)
whenever someone bothers.
* nerf boxes
* uuh i think i see what you mean. hows this
* shuffles it over to mob.dm
* asdf
* hows this
* ooga
* i should probably rebase
* t
* cheaper and stronger unlike me
* aaaaa
* does the thing with the words
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.
Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove
cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
> Take 1
> Length of cubes is above 1
> Cut(1)
> Wait that just cut the entire list to nothing
Now the signal should work properly instead of not working whenever there's
more of a thing than the requested amount.
* Refactor several log lines to use datum_info_line and atom_loc_line
* Add default return strings from datum_info_line and atom_loc_line
* Add parentheses around atom_loc_line data
* Change more logs to use atom_loc_line
* Add check in atom_loc_line for turfs to avoid calling get_turf on them
* Re-add removed 'at'
* Replace datum_info_line with key_name and atom_loc_line with loc_name
* Refactor logging functions
* Avoid double-logging self-interactions
* Fallback to simple stringification if all else fails in key_name()
* Rewrite muscle spasm logging to use log_message
* Standardize logging of martial arts
* Tweak individual logging panel look
* Fix individual logging panel source
* When I typed || I really meant &&
* Fix Telecomms logging always showing client logs in the panel
* Reverts addition of buggy ownership log to panel
* Remove colon
* Fix missing log_directed_talk tag
* Add warning for missing type in log_direted_talk
* Change warnings to stack_traces
* Add square brackets around fallthrough key_name() case to help parsing
* Allow atom arguments/src in log_*() functions
* Change log_combat call with null argument to log_message
* Change mecha types' log_message() arguments to match atom and mob version
* Add key_name() case for atoms
* Fix resist_grab() unsetting pulledby before log_combat gets a chance to use it
* Fix log_globally logic
* Add logging for hitting objects with items
* Move log_combat() to atoms.dm
* Use utility functions for object stringification in log_combat()
* Use utility functions for object stringification in log_combat()
* Add missing logs for interacting with display cases
* Rewrite log_combat() comment
* Add missing space in log_combat()
* Add logging for hitting grilles barehanded
* Add missing ..()
It doesn't seem right the user of a boh explosion gets off scott free especially when they just climb the ladder and use a hand tele, mine a little or whatever.
At least with autocloners there needs to be a autocloner and some more effort than printing two bags.