Commit Graph

657 Commits

Author SHA1 Message Date
SkyratBot
cec72761ac [MIRROR] Action button refactor/rework: Enhanced Dragging [MDB IGNORE] (#12423)
* Action button refactor/rework: Enhanced Dragging

* PHEW

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-01 01:38:57 +01:00
SkyratBot
50db26ee28 [MIRROR] Refactors Lich Phylactery to be a component, makes it actually work [MDB IGNORE] (#12145)
* Refactors Lich Phylactery to be a component, makes it actually work (#65366)

* Refactors phylactery to be a component
- Overall improves lich code
- Changed the SOUL_IMBUE signal to return a bitflag
- Minor style  improvements (indentation and such)

* Tweak initialize + fixes a bug with being gibbed

* adds a clarification comment

* And fixes a compile error oops

* reorganizing

* clear the revive timer, just in case

* oops this should drop stuff

* missing no soul trait

* type in a variable name

* god damn devil removal
- this check was removed when devil was and i think it's kinda important to prevent stacking lichdom

* rework this a bit

* plurals

* also, wrong source

* updates the description

* Some review + undoes some changes
- Corrects some comments
- Uses defines
- Rewords the lichdom entry and spell desc
- Sets default time per res to 0 secs to avoid changing behaviors

* Refactors Lich Phylactery to be a component, makes it actually work

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-03-17 08:47:26 -07:00
SkyratBot
ceef4787ab [MIRROR] Liches can't use Soul Tap (again) [MDB IGNORE] (#12032)
* Liches can't use Soul Tap (again) (#65367)

* Makes soul tap respect liches again

* warning instead

* takes your soul on fully tapping

* might as well re-arrage this for cleanliness

* swap

* Liches can't use Soul Tap (again)

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-03-11 22:46:11 -07:00
SkyratBot
1f27c74a4b [MIRROR] Refactors and fixes summon events/guns/magic [MDB IGNORE] (#11768)
* Refactors and fixes summon events/guns/magic

* fix

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2022-03-05 10:47:33 -05:00
SkyratBot
262a6fd44d [MIRROR] Prevents instant summons from recalling anchored objects [MDB IGNORE] (#11823)
* Prevents instant summons from recalling anchored objects (#64862)

Small bug fix that prevents anchored objects from being taken, without sacrificing the rest of its intended features.
Why It's Good For The Game

Closes an issue from 2017 - #22837
Changelog

cl
fix: Instant recall spell no longer recalls anchored objects, such as microwaves, if the marked item is placed inside of one.
/cl

* Prevents instant summons from recalling anchored objects

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2022-03-03 18:28:01 -05:00
SkyratBot
562559d294 [MIRROR] prevents finger guns from being used with something in your hand [MDB IGNORE] (#11446)
* prevents finger guns from being used with something in your hand (#64800)

Removes the ability to fire mime's finger guns if you have something in your hand, simple as. I find it to be an oversight and I assume an exploit.

It makes no sense you can shoot finger guns while holding something you're currently SUPPOSEDLY using to make finger guns with.
Also it is very unfair

* prevents finger guns from being used with something in your hand

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2022-02-11 10:28:51 +00:00
SkyratBot
b8279a2b3c [MIRROR] BIDDLE HERETICS: Heretic revamp! (Shadow Realm, UI Overhaul, Refactoring, and Murderhoboing Tweaks) [MDB IGNORE] (#11427)
* BIDDLE HERETICS: Heretic revamp! (Shadow Realm, UI Overhaul, Refactoring, and Murderhoboing Tweaks)

* fex

* e

* Update zombieprison.dmm

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-02-11 02:53:01 +00:00
SkyratBot
ed4553405d [MIRROR] fire breath can be done without the ability to speak + SPELL code improvement [MDB IGNORE] (#11425)
* Fire breath can be used without the ability to speak (+ code improvement) (#64796)

* fire breath can be done without the ability to speak + SPELL code improvement

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2022-02-10 11:12:11 +00:00
SkyratBot
ccb0aaea1a [MIRROR] Ballistic to Energy: Autorifles for Thermal Pistols; Adds .38 Crate to Cargo [MDB IGNORE] (#11340)
* Ballistic to Energy: Autorifles for Thermal Pistols; Adds .38 Crate to Cargo

* eeee

* Update new_player.dm

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-02-08 01:59:42 +00:00
SkyratBot
df0625b449 [MIRROR] Fixes some rodform gibbing bugs [MDB IGNORE] (#11285)
* Fixes some rodform gibbing bugs (#64574)

When I initially did moveloops in like, febuary of last year or
something, I made what I thought was a minor change of turning a Move
override into a Moved override, alongside moving some parent calls.

It turns out by doing that I made wizard rods perform one bump before
exiting. This well uh, gibbed the wizard, cause of how explosion code
works.

Life is pain. This resolves that issue

* Fixes some rodform gibbing bugs

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2022-02-05 17:30:09 +00:00
SkyratBot
6aaf6d347b [MIRROR] Fixes a wizard rod form hard-del + cleans up code [MDB IGNORE] (#11222)
* Fixes a wizard rod form hard-del + cleans up code (#64469)

Fixes a hard delete with wizard rod form
Moves the wizard var from the base immovable rod to the wizard subtype
Cleans up the code a bit. Better var names / more modern.
Splits the suplex action into a separate proc for the wizard form of rods.

* Fixes a wizard rod form hard-del + cleans up code

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-02-02 17:00:27 +00:00
SkyratBot
abf7e98baa [MIRROR] Removes useless defines for mutation paths [MDB IGNORE] (#11138)
* Removes useless defines for mutation paths (#64512)

* Removes useless defines for mutation paths

* Update cortical_borer_abilities.dm

* Update cqcplus.dm

* Update clown.dm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-01-30 15:56:08 +00:00
SkyratBot
815edfa83a [MIRROR] Ash drake shapeshifting now converts health, fixes 60567 [MDB IGNORE] (#11068)
* Ash drake shapeshifting now converts health, fixes 60567 (#64141)

* Update shapeshift.dm

* Update shapeshift.dm

* Ash drake shapeshifting now converts health, fixes 60567

Co-authored-by: jughu <melvin2626@live.nl>
2022-01-28 10:25:49 +00:00
SkyratBot
0acc853c91 [MIRROR] Adds a movement looping system, replaces inbuild procs and spacedrift with it [MDB IGNORE] (#10749)
* Adds a movement looping system, replaces inbuild procs and spacedrift with it (#62567)

* Adds a subsystem to handle automated directional movement, replaces all instances of walk_towards with it. Makes meteors and immovable rods not drift in space, and makes immovable rods more destructive. Note, I've opted not to use byond's method of moving towards something, which is effectively Move(src, get_step(src, get_dir(src, target))) as it's cringe and doesn't make a smooth line. I've replaced it with a autoupdating rise over run setup, read the code for more details

* woop forgot the subsystem

* Documentation, contributing.md entry, and some cleanup

* Makes the moveloop datum more oop friendly, sets us up for a lot of conversions

* Converts the curseblob and walk_away() to the subsystem

* Changes the default for override from FALSE to TRUE

* converts walk() over, still need to add a replacement proc for it, but we didn't actually have anything that used the raw proc

* converts the rest of walk_to() over, nearing the end now

* cleans up some errors

* Fully documents everything, fills in some missing movement types, uses the power of oop to make things cleaner, and typepaths longer

* Finishes the contributing.md stuff

* Done

* Fefaults -> Defaults, can you tell I wrote this at 1AM?

* resolves bubblegum issues

* Roh's suggestions

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

* Cleanup

* Hey lemon, did you know that Destroy() lives on datums? ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

* Converts over the discrepencies created in my absense

* HAHA FUCK YOU I PAY MY DUES

* Whoops lost some stuff in the merge

* Converts the system from seconds to deciseconds to make dealing with the api more sane

* Some stuff I missed

* Makes movement an inheritable subsystem type, splits the moveloop file into two, one for the subsystem, and one for the datums

* Makes a subsystem that handles directing movers out to other subsystems. It's a bit bad right now, but it's a
good first step. I think I'll move the move loop datum to a lazy var on mobs instead of an assoc list, don't
like lists.

Also makes the movement procs global, I'll move em to the /movement subsystem at some point or something like
that

* Converts the existing uses of the procs over to the new format

* Adds support for subsystem precedence, so a type of A can override type B.
General cleanup, still kinda in debug mode but it's getting better

* I'll admit I'm not too familiar with this, but I think it will work

* Adds starting logic so movement types "pausing" makes any sense
Redoes how waiting is handled to make it based on world.time directly. I don't remember why. I think it's better
this way.

Adds a drifting movement type, moves space drift over to it.
Needs severe work before it's ready, too much info stored and modified on the moving object, see comment
Starts work on making drifting smooth

* Moves almost all space drifting vars over to signals on the movement datum
Properly implements glide size stuff for both the subsystem and the loops. Space drift will be smoother now.
It's not perfect, but it'll work just fine for now

Adds a way to override a client'd mob's glide size mid move, uses it to make entering a spacedrift look right
Adds a way to delay a client move outside of just move_delay, meant to be used for long periods, and setup such
that it doesn't make inputs persist

Adds flags to movement loops, alongside MOVELOOP_OVERRIDE_CLIENT_CONTROL, which blocks client movements while
the loop is firing, and for it's visual delay after

This means you can't exit a space drift until you hit the actual wall. This feels a lot better

Some general logic stuff, move() will return true/false if it succeeded or failed
Adds a stop_loop() proc that's called when a move loop is no longer active

Suck my nuts

* Moves precedence to the loop instead of the subsystem

* Moves drifting into a component, this lets me explictly block input after the move loop ends, so people can't
move the moment they functionally move onto a new tile
This is a bit underdeveloped currently, but that's a problem for another day

Cleans up some uses of move procs, fixes runtimes in metoer and curseblob code
Adds signals for stopping/starting a move loop, sending one for destroy is redundant.
Moves existing event signals from the movable being acted on to the loop itself, makes more sense this way
Makes the move handler return the created loop up the chain so we can register to it
Fixes a logic error in loop contesting code that lead to loops never actually being removed from subsystems
because they didn't know they should be.
Properly changes lifetime from a time to stop, to functionally an amount of moves to complete before stopping
Adds some new signals for pre/post loop process. This is to better tie into components.

I decided I didn't like the idea of tying all functionality to the loops themselves
The loop decides functionally how to move, components or just tied in signals can decide when/when not to move
and can modify properties of the loop

Making a new loop for things like atmos drift, something I'm interested in tackling in the future, seemed silly

* Moves movement procs directly to the subsystem for better namespacing or whatever

* Moves movement packets onto /atom/movable, no longer need the debugging
I've decided to not just put their contents fully onto atom movable, since it makes debugging on live much
harder, can't sdql for them anymore.

Fixes a runtime in meteor code, properly this time
Fixes a logic error in stop_looping
Makes move manager NO_INIT, because well, it doesn't init

* Commits human sin, makes Recover() work properly for movement subsystems

* Fixes immovable rod orbits not always working, they were returning too early in moved and fucking up the var we use to track move count, and thus not sending a signal properly

* Reworks the curseblob to use signals more, and to not use override

* Missed this in the movement ss commit

* Removes override, makes having a higher or equal precedence take its place

* Updates documentation

* Cleans up some unused defines

* Nukes the unused flags option

* Whoops forgot to qdel check

* Removes an unused var I had for client move prevention before I started using a component

* Let's do this properly

* Modernizes meteor code to better match how explosions actually work currently

* Some more cleanup

* Cleans up effect code a little bit
Nukes the effect system's sleep loop, we use movement loops instead
As a part of that, instead of 1 timer per effect spawned, we react to loop failure and make it 1 timer per
effect system
This should reduce the amoumt of slowdown we see after mass lighting break

It's not everything, we're still making a timer per spark effect, but it cuts things down significantly

* Updates explosions to not sleep

* Adds support for modifying a loops delay post process, makes extinguisher code suck less then it does currently, nukes some more sleeps and timer loops

* Converts water tank resin over to move loops rather then sleeps, minor behavior change mind, the cooldown starts on fire rather then on land, but I think that makes more sense anyway

* compile and runtime fix

* Fixes some runtimes, cleans up some code, ensures feature parity when it comes to logging

* Prevents resin foam from space drifting

* Adds support for flags back into the system, I need it for reasons

* Updates move_towards to fix some bugs and resolve some inconsistent behavior, implements a flag that makes a loop's first move start instantly

* Fixes extinguishers not actually transfering any reagents

* Converts sprays to the new system. This does actually minorly change behavior, in that I've changed the order of spray actions from step -> sleep -> wash to step -> wash -> sleep, but I'm not terribly torn up about it because frankly I think it feels better

* Converts grav catapults over to the new system

* Converts trays over to moveloops

* Converts robot streaking to move loops, the other two coming soon

* Compile you won't. Also fixes a behavior issue with oil streaks

* Does directional step_to properly, cleans up the other two streaking types

* Converts step_trigger over, not that it's actually used anywhere. Changes how stoping a move works, you need to explicitly qdel, other the step is just considered to be ignored. This will make life easier later

* Adds a jps movement loop. It's a bit bloaty, id is stupid, but it'll work just fine

* Makes the system support passing in a datum that's just used as extra context for the move. The hope is this makes signalizing things less of an absolute headache

* Begins the conversion of ai movement datums to movement loops

* These two are reasonably simple, only weird thing I'm doing is A: Not allowing target hotswapping, which I hope none is doing, and B: passing the controller into the move loop as extra context so things work properly

* JPS is a bit more complex, partially because the old implementation was a bit weird. 2 major things. 1: I'm dropping what I think was a redundant behavior minimum distance check from the premove bit of logic, since I'm pretty sure it didn't do anything. 2, instead of just stoping the step in an error state like being pulled, we count it against our max move total

* Audit

* Moves most forced movement to the framework, adds some components to make things nicer

* Implements a flag that makes the loop always operate, regardless of precedence and without impacting any other loops

* Moves movement subsystems into the right folder

* Hey potato what if you had two procs that did the same thing and one called the other? Wow it's useless

* Merges slipping and force movement

* Converys conveyors over to the system. It's a bit fragile, but I think it's totally worth it to save the sleep loop

* Precedence -> Priority, cleans up some logic errors, makes priority highest to lowest instead of lowest to highest, straight cleans some code up

* Makes poly and bubbles ignore spacedrift, now that precedence actually functions properly. I'm likely missing cases of this, will deal with it later

* Depression, thy name is linter

* Fixes linter, and hopefully fixes the runtimes in ci too

* Wew

* Sets sprays and extinguishers back to legacy, since people do actually seem to have noticed

* Spelling errors my beloved

Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>

* More detail, moves return descriptions

* Converts transit tubes to the system?

* Adds the glide size modifier. Not honestly sure that this should be default, considering how crummy it makes things look for normal walking, but it's useful as hell here

* Adds a force move in dir template, actual support for fast initial steps (wtf old me) and a helper proc for setting delay

* Cleans up displosal code a bit, I thought about adding it to the system but it would functionally be just 'disposal loops'. Maybe I'll make a template subtype? not sure how I want to handle stuff like this

* Cleans up mob movement a bit

* Let's use the controller's visual delay

* Makes the resin thrower nicer, cries

* Cleans up some comments, replaces an implicit world.icon_size with an explicit one, fixes up a typecheck

* typecache instead of double istype. Can't do much about the !atom/movable, list would be too big I feel

* hhh

* bro wtf

* Documents the why of SS_TICKER

* Puts SSmovement on SS_TICKER. Lets us support tick steps

* Cleans up the charge action. Makes it use moveloops

* Fixes CI? kinda worried that this just got dropped

* Converts disposal pipes to move loops. They stutter a bit more then usual as of now, hoping that's a me thing, if it's not I'ma look at uping the priority of the base subsystem

* Moves the move subsystems off background, puts some on ssticker

* Prevents some things that shouldn't move in space from moving in space

* Documents the general form and usage of the system

* Virgin one vs chad once

Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>

* Removes unneeded check

* Moves appropriate movement subsystems into SS_BACKGROUND. Removes redundant SS_KEEP_TIMINGs

I do want the behavior of SS_TICKER, which at this point is tick based waits, and ignoring overtime when
calculating next fire.
Since honestly, these subsystems should ignore overtime in regards to next fire, the cost of moving A may be
nothing compared to the cost of moving B.

* Makes the MODULUS macro use floor. I knew our coders would never let me down, glad this exists, thanks ninja
Fixes teleporting caused by shitty round() behavior, adds a "you hit your target" case to homing loops

* Converts blood splatters to move loops, that'll do it

Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>

* Adds a movement looping system, replaces inbuild procs and spacedrift with it

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
2022-01-18 00:54:06 +00:00
SkyratBot
ba4d737777 [MIRROR] fixes telepathy [MDB IGNORE] (#10756)
* fixes telepathy (#63918)

63354 made it return if the target was a mob, which shouldn't be the case since we WANT to send messages to mobs.

* fixes telepathy

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2022-01-17 00:00:31 +00:00
SkyratBot
65b8082678 [MIRROR] Harddel Fix Pack #42 + Better Live Reftracking Support [MDB IGNORE] (#10639)
* Harddel Fix Pack #42 + Better Live Reftracking Support

* awooga

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-01-12 21:57:49 +00:00
SkyratBot
092e534e75 [MIRROR] TGUI list conversions + bug fixes [MDB IGNORE] (#10355)
* TGUI list conversions + bug fixes

* Fixing conflicts

* Maintaining a few modular files while we're at it...

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-01-03 22:53:58 +00:00
SkyratBot
1393263dae [MIRROR] Fix immortality behavior for lich phylactery [MDB IGNORE] (#10304)
* Fixes immortality behavior for lich phylactery (#63540)

Players were able to use a soulstone on a lich's corpse or cut out their brains and stick them inside MMIs. This prevented revival from a phylactery.

With my changes, lich's gain a TRAIT_NO_SOUL when using a phylactery that prevents soulstone capture. This trait could be useful for other portions of the codebase, especially religious stuff but this is beyond the scope of the PR. To fix debraining into MMIs I used the code from how lings and dullahans work to have fake brains.

Please note - I am using webedits (laptop is broken atm) and cannot test any of the code until after new years. If someone wants to be a Chad and test this for me it would be much appreciated!

* Fix immortality behavior for lich phylactery

Co-authored-by: Tim <timothymtorres@gmail.com>
2021-12-27 15:11:02 +00:00
SkyratBot
58f82b5161 [MIRROR] [Ready] MODsuits [MDB IGNORE] (#10244)
* [Ready] MODsuits

* we dont need to add these people as codeowners, goodness gracious

* have to remove this because upstream

* part 1 of these fixes

* EEEE

* Update peacekeeper_clothing.dm

* E

* E

* Auto stash before merge of "upstream-merge-59109" and "origin/upstream-merge-59109"

* E

* Update expeditionary_trooper.dm

* more removal

* nice

* modsuti modstui modusuti

* fixes

* E

* ITS MODsuit not HARDSUIT

* more hardsuit references

* MODSUIT NOT HARSUITEDSA

* Maps

* More ,map

* oop

* e

* oo aa

* 0

* ting tang

* Update modsuit_tailsprites.dm

* hi fikou

* bs tech update

Co-authored-by: Fikou <23585223+Fikou@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: Tom <8881105+tf-4@users.noreply.github.com>
2021-12-25 13:32:49 +00:00
SkyratBot
32bc1eea41 [MIRROR] More standard tgui input conversions [MDB IGNORE] (#10238)
* More standard tgui input conversions

* More standard tgui input conversions

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2021-12-24 21:33:32 +00:00
SkyratBot
647b408d01 [MIRROR] Fixes typos in span, other html elements [MDB IGNORE] (#10222)
* Fixes typos in span, other html elements (#63510)

Atomizes a much larger PR for another time...
There are typos in span and other html messages that causes them to not render correctly or at all.
Bug fixes
Converts those instances of span to use the macro

* Fixes typos in span, other html elements

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2021-12-23 17:18:43 +00:00
SkyratBot
624c7d6d55 [MIRROR] TGUI input box conversions 1 [MDB IGNORE] (#10020)
* TGUI input box conversions 1

* Fixing conflicts!

* Whoops

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-12-13 10:41:44 +00:00
SkyratBot
b594cd424d [MIRROR] Mime projectile thing description change. [MDB IGNORE] (#9908)
* Mime projectile thing description change. (#63216)

Changes description to clarify that it mutes your target instead of stunning it.

* Mime projectile thing description change.

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2021-12-06 22:08:42 +00:00
SkyratBot
e598a0dd33 [MIRROR] Beepsky refactor and Bot code improvement [MDB IGNORE] (#9304)
* Beepsky refactor and Bot code improvement

* Feex

* Fixing the maps so they work :)

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-08 21:28:35 -05:00
SkyratBot
98428cdfb5 [MIRROR] Replaces a portion of C-style for loops with the more commonplace for loops, which are faster. [MDB IGNORE] (#9298)
* Replaces a portion of C-style for loops with the more commonplace for loops, which are faster.

* Update code/modules/projectiles/boxes_magazines/_box_magazine.dm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2021-11-08 10:50:29 -05:00
SkyratBot
b7b6bd501f [MIRROR] removes double spaces AFTER symbols [MDB IGNORE] (#9226)
* removes double spaces AFTER symbols

* Fixing conflicts

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-05 18:15:12 -04:00
SkyratBot
8fe6b675fe [MIRROR] Deletes a unused spookoween file and the related sound folder. Saves a few features off of it. [MDB IGNORE] (#9242)
* Deletes unused spookoween file and the related sound folder. Saves what can be saved. (#62518)

* Deletes a unused spookoween file and the related sound folder. Saves a few features off of it.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-11-04 07:09:27 -04:00
SkyratBot
93b3bdc347 [MIRROR] Shapeshift code improvement (+vent gib fix) [MDB IGNORE] (#9208)
* Shapeshift code improvement (+vent gib fix) (#62444)

* fuck

* Update shapeshift.dm

* fuck it, just check if the old body is in the vents before swapping.

* Shapeshift code improvement (+vent gib fix)

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2021-11-02 23:11:30 +00:00
SkyratBot
9b91cc9651 [MIRROR] prevents brains from becoming bats [MDB IGNORE] (#9159)
* prevents brains from becoming bats (#62436)

PR'ed for Hacktoberfest (so if this passes muster I'd appreciate it being tagged with hacktoberfest-accepted)
really MMI's
closes Bat form lets you talk as a brain #62431
doesn't prevent borgs from becoming vampire bats

* prevents brains from becoming bats

Co-authored-by: phasenoisepon <82134074+phasenoisepon@users.noreply.github.com>
2021-10-31 22:35:07 +00:00
SkyratBot
230a34588f [MIRROR] modules/atmospherics major cleanup [MDB IGNORE] (#8818)
* modules/atmospherics major cleanup

* E

* E

* 0

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-14 22:44:30 +01:00
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
25d1a5e7a2 [MIRROR] Fixes a few hard deletes and runtimes I either caused, or ran into when trying to fix hard deletes [MDB IGNORE] (#8713)
* Fixes a few hard deletes and runtimes I either caused, or ran into when trying to fix hard deletes (#61953)

Please don't try and send chat messages if you have nothing to say
Fixes a spurious runtime.
Fixes a runtime caused by my lack of understanding of huds. remove_hud_from is intended for hud watchers, remove_from_hud is intended for hud items. Doesn't really make sense most of the time, and just runtimes out the ass
Fixes a runtime in shapeshifting, restore should not run if the object is not restoring, or if it's deleting. it should run if it's not restoring, and it's not deleted. 4head
Fun fact, if there's two turret control boards they'll override each other. Use weakrefs. Oh also removes a var called cp, nothing good will come of that
Today in: Good lord the stacking machine is an afront to god, we discover that the labor claims console was attempting to act as a console, which of course fails when it comes time to clear it's improperly named var. Disgusting
Attempts to fix potential wound ref hangs in surgeries? maybe?
Fixes a runtime in luminescent stuff I created in my big harddel crusade. owner is a mob, not a species
Fixes a runtime related to headspikes deleting themselves twice. Pain
Fixes hard deletes sourced from the prophet trauma. Good fucking lord this is awful
Offhand item is somehow hard deleting. I have no idea how. Here's hoping signals fixes it, because if it doesn't I'm stumped. It's not a common scenario, but it does happen in spurts that suggest repeated usage

* Fixes a few hard deletes and runtimes I either caused, or ran into when trying to fix hard deletes

* Update turret_id_system.dm

* Update turret_id_system.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-13 19:23:32 +01:00
SkyratBot
cc93b11d23 [MIRROR] _HELPERS/unsorted.dm has been sorted [MDB IGNORE] (#8627)
* _HELPERS/unsorted.dm has been sorted

* Feexing conflicts

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-10-06 22:07:01 +01:00
SkyratBot
c23bd1cb8c [MIRROR] every case of initialize that should have mapload, does (#8374)
* every case of initialize that should have mapload, does

* E

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 23:07:53 +01:00
SkyratBot
e8d78089fc [MIRROR] [TM Candidate] Overhauls orbit and POI code to fix part of issue #61508 where players could observe /mob/living/new_player on the lobby. (#8339)
* [TM Candidate] Overhauls orbit and POI code to fix part of issue #61508 where players could observe /mob/living/new_player on the lobby.

* E

* Missed merge

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 18:16:17 +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
39ecb0a174 [MIRROR] Radically improves explosion logging. (#8255)
* Radically improves explosion logging.

* Update eldritch_effects.dm

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-19 22:25:20 +01:00
SkyratBot
c040bab62e [MIRROR] Fixed the Bloodcrawl spell not ejecting users if somehow lost. (#7918)
* Fixed the Bloodcrawl spell not ejecting users if somehow lost. (#61076)

* Fixed the Bloodcrawl spell not ejecting users if somehow lost.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-09-02 03:13:33 +01:00
SkyratBot
5169789861 [MIRROR] Refactors and improves SDQL spells (#7854)
* 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>

* Refactors and improves SDQL spells

Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
2021-08-29 23:00:33 +01:00
SkyratBot
b0c01e40af [MIRROR] Del The World: Unit testing for hard deletes (#7589)
* Del The World: Unit testing for hard deletes (#59612)

Co-authored-by: SteelSlayer <42044220+SteelSlayer@ users.noreply.github.com>

* Del The World: Unit testing for hard deletes

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@ users.noreply.github.com>
2021-08-17 18:58:57 +01:00
SkyratBot
5416eaf6f3 [MIRROR] Fixes a mind transfer exploit concerning holopara/guardians. (#7261)
* Fixes a mind transfer exploit concerning holopara/guardians. (#60533)

Inverts the positions of the guardian/holoparasite typecheck code and the anti_magic/antag datums one.

* Fixes a mind transfer exploit concerning holopara/guardians.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-08-01 11:39:17 +01:00
SkyratBot
57611052f9 [MIRROR] Fixes vatbeast slapping. (#7078)
* Fixes vatbeast slapping.

* Mirror

Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2021-07-28 22:36:38 +12:00
SkyratBot
f964a28ed7 [MIRROR] Fixes duffelbag curse and curse of hunger code in general. (#7010)
* Fixes duffelbag curse and curse of hunger code in general (#60290)

Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>

* Fixes duffelbag curse and curse of hunger code in general.

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
2021-07-19 15:58:57 +01:00
SkyratBot
0842c757f9 [MIRROR] makes a bunch of lists that use typecacheof() static. doesnt find out why its overtiming at all but what the hell it helps (#6885)
* makes a bunch of lists that use typecacheof() static. doesnt find out why its overtiming at all but what the hell it helps (#60147)

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* makes a bunch of lists that use typecacheof() static. doesnt find out why its overtiming at all but what the hell it helps

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-07-12 22:50:42 +01:00
Gandalf
778a589555 Removes a lot of redundant non-modular changes and maybe fixes cleanbots (#6615)
* oof

* Update _ai_controller.dm

* no need for this anymore
2021-06-30 21:50:50 +02:00
SkyratBot
6c7b083333 [MIRROR] Fix hand teleporter and other portals looping forever (#6598)
* Fix hand teleporter and other portals looping forever (#59894)

Makes portals use Bumped() instead of COMSIG_ATOM_ENTERED for detecting atoms crossing the event horizon.

Removes unused and potential loop causing forceMove argument from do_teleport()

* Fix hand teleporter and other portals looping forever

Co-authored-by: Wayland-Smithy <64715958+Wayland-Smithy@users.noreply.github.com>
2021-06-30 01:58:39 +01:00
SkyratBot
6be1440ec1 [MIRROR] Jaunting no longer allows you to end up inside a wall (#6573)
* Jaunting no longer allows you to end up inside a wall (#59520)

Jaunting now keeps track of the last five non-blocked tiles you moved across while in the jaunt. Upon exit, it will attempt to deposit you into the last unblocked tile. Should it run out of tiles to try, you will be returned to your starting location. As such, jaunting mobs can no longer end up inside walls or dense objects. Tables, and anything else with the climbable element, are still allowed.

Added support to /turf/proc/is_blocked_turf() to allow ignoring climbable atoms.

Added the TRAIT_CLIMBABLE trait, applied by the climbable element, to accomplish the above.

* Jaunting no longer allows you to end up inside a wall

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
2021-06-29 16:45:30 +01:00
SkyratBot
a14b1dadb5 [MIRROR] CanPass refactor (#6527)
* CanPass refactor (#59804)

* CanPass refactor

Co-authored-by: Rohesie <rohesie@gmail.com>
2021-06-25 22:33:51 +01:00
SkyratBot
5326760cb3 [MIRROR] Makes turfs persist their signals, uses this to optimize connect_loc (#6465)
* Makes turfs persist their signals, uses this to optimize connect_loc  (#59608)

* Makes turfs persist signals

* Splits connect_loc up into two elements, one for stuff that wishes to connect on behalf of something, and one for stuff that just wants to connect normally. Connecting on behalf of someone has a significant amount of overhead, so let's do this to keep things clear

* Converts all uses of connect_loc over to the new patterns

* Adds some comments, actually makes turfs persist signals

* There's no need to detach connect loc anymore, since all it does is unregister signals. Unregisters a signal from formorly decal'd turfs, and makes the changeturf signal persistance stuff actually work

* bro fuck documentation

* Changes from a var to a proc, prevents admemems and idiots

* Extra detail on why we do the copy post qdel

* Makes turfs persist their signals, uses this to optimize connect_loc

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-06-23 04:23:48 +01:00
SkyratBot
d85a02babd [MIRROR] Refactors move procs to support multitle objects (#6423)
* Refactors move procs to support multitle objects

* Update _blob.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-22 22:40:04 +01:00