Commit Graph

35 Commits

Author SHA1 Message Date
John Willard
243231eb48 Properly checks flags with & instead of == (#70130)
* Makes flags properly check themselves

Byond ref: https://www.byond.com/docs/ref/#/operator/&
Basically, flags should use & instead of ==
We can have more than 1 slot on any item, so it's preferred that we do this instead. Even if it doesn't immediately fix any problems, it's something that should be the standard anyways to prevent it from ever being a problem.

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-09-27 21:51:45 +00:00
Xander3359
63d8a2cb49 Captain Jetpack now fits on suit storage slot. (#70107)
* Adds a base modsuit chestplate allow list, cutting down on copy paste
* Allows Jetpacks to work while equipped to a de-hardcoded slot_flags list
* Allows the Captain's jetpack to fit on space suits and MODsuits by default
* Makes the Captain's jetpack fit on the Suit storage slot.
2022-09-25 16:11:55 -04:00
Fikou
79ca96d8bc fixes a few small modsuit bugs (#69618)
the admin suit now has the advanced jetpack instead of the normal one
fixes chestplate unequipping no longer retracting the suit storage item
fixes the surgical processor causing runtimes with medborgs after the modsuit pr
fixes #68166
fixes #68574
2022-09-02 13:52:21 +01:00
Kylerace
fe7513d282 addresses reviews on the tram pr made after merge, fixes diagonal movement bugs (#68033) 2022-07-16 21:44:41 -07:00
MrMelbert
f8f3dbed98 Completely removes proc_holders from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code. (#67083)
* destroy proc holder pt1
- change proc_holder/spell to action/cooldown/spell
- docs all the spell vars, renames some of them
- removes some useless vars
- start with pointed spells, as they're easy

* kill proc_holder pt2
- kill a buncha vars and replace it with flags
- convert a ton over
- general code improvements

* kill proc_holders pt3
- convert a good few more spells
- rename some signals
- handle statpanel
- better docs

* kiill proc_holder pt4:
- restructure the file system of action.dm, separating a good amount of item actions and miscellaneous garbage into files where they belong slightly better. Also splits off item actions, cooldown actions, innate actions, etc. into their own files, overlal making it much better to work with
- converts touch attacks to actions
- converts blood crawl, jaunt subtype

* kills proc_holder pt5
- clears up some icon issues so all the currently converted pages don't have errors
- shapeshift
- some more action cleanup

* kills proc_holder pt5.5:
- some documentation
- reworks feedback to prevent oversight with teleports and stuff

* kills proc_holder pt6:
- converted cult spells
- converted magic missile
- converted mime spells
- chipped away at the errors
- removed some vars which were too general, replaced them with more locally applicable vars. for example "range" which could mean "projectile range" or "aoe radius" or whatever - instead of having a broad net which everyone applies to in a confusing matter, instead lets each spell delegate on their own.
- merged magic/spell and magic/aoe, as the comment intended
- more unified behavior for spell levelling

* kill proc_holders pt 6.5:
- replacing a buncha old proc_holders that have been updated to reduce some errors. sub 900 baby

* kills proc_holder pt 6.75:
- minor fixes

* kills proc_holder pt7:
- cuts down on some errors
- refactors some wiz events

* kills proc_holder pt 7.5:
- malf ranged modules
- some minor errors

* kills proc_holder pt 7.75:
- mor eminor error handling, cleaning up changes

* kill proc_holder pt8:
- refactors spell book
- refactors spell implant
- some more minor error fixing

* kill proc_holder pt 8.5:
- scan ability

* Adds some robust documentation

* kill proc_holder pt9:
- converts some / most mutations over

* kill proc_holder pt10:
- sort out all the granters
- refactor them slightly
- fix some compile errors

* Some set-unset sanity - going to need to test removing Share()

* Removes transfer actions. It doesn't seem to do anything.
- Transfer_actions was called when current = new_character so locially speaking the early return in Grant() should cause it to NOOP. Test this in the future though

* Removes sharing from actions, docs actions better

* Some better documentation for spell and spell components

* Kills proc_holder pt11:
- Finally finishes ALL THE SPELLS IN THE SPELL FOLDER
- Fixes some more errors

* kills proc_holder pt11.5:
- minor error fixing and sanity

* Method of sharing actions. Can be improved  in the future, needs testing

* Implements a way to update the stat panel entry for a spell. Also gets rid of VV stuff, as you can update the bigflags directly in VV now.

* Curse of madness bug I put in.

* kills proc_holder pt12:
- sub 500 errors!
- converts cytology mobs
- converts and refactors spiders slightly
- some minor fixing around the place as usual

* kill proc_holder pt13
- Finishes heretic spells
- Sub 300 errors!
- some touch refactoring to account for mansus grasp

* kills proc_holder pt14:
- revenant
- minor bugfixing for heretic stuff

* kills proc_holder pt14.5:
- some missed stuff for revenant + heretic

* kills proc_holder pt15:
- alien abilities
- more minor fixing
- sub 100 errors. The end is nigh

* kill proc_holder pt16? 17:
- Finishes cult spells
- sub 50 errors!
- refactors the way charge works
- renames / moves some signals

* kills proc_holder pt final:
- sdql spells
- no more errors!

* Bugfixes round 1

* Various bugfixing
- documentation done
- give spell works
- can cast spell gives feedback conditionally
- is available takes into account casting ability

* Some accidental reversions + fixes

* Unit tests

* Completely refactors jaunting
- All bloodcrawling is now handled on the action itself instead of across various living procs
- slaughter demons have their own blood crawls
- jaunting dummies don't have side effects on destroy() anymore

* Wizard spell logging and even more refactoring
2022-07-01 02:01:02 -04:00
Fikou
748fa2164f fixes modsuits fucking up when unequipping every item (wabbajack) (#67533)
sad
2022-06-05 23:07:50 -04:00
Fikou
ee3ab47e01 Adds the Ninja MODsuit (#67220)
Why It's Good For The Game

Ninja code is pretty bad, I think it's best to move away into nice modular stuff instead.
Changelog

cl Fikou, PositiveEntropy, Nerevar, InfraRedBaron
refactor: the ninja space suit is now a modsuit
fix: fixes dash beams not working
/cl
2022-06-01 09:25:27 +12:00
Fikou
f2a153833e Puts emp shields on some syndie and admin modsuits, adds advanced emp shields (#67152) 2022-05-22 17:22:18 -05:00
Fikou
f501b1e49e MODsuit module update: new stuff and improved old stuff (#67042)
Doubles the range of the MOD Pathfinder AI
Fixes modules rendering below the suit.
Adds the ability for modules to be used when inactive.
Documents/cleans up some code.
Updates some old descriptions and explains some concepts better.
Armor Booster and Ash Accretion can no longer boost your speed over no slowdown at all.
Makes flashlight module start with 4 instead of 3 range, so it's better for people that don't know about configuration.
Doubles t-ray module range, from 2 to 4 (t-ray scanner is 3).
Puts the noslip module lower in progression, lowers its' price to 2.
New sprites for the magnetic harness module by Onule.
Brings back the holster module, it can now be used when the suit is inactive, can be printed with security suit research.
Adds the power kick module for the ERT Commander. It's a powerful kick.
2022-05-18 01:19:31 -04:00
Fikou
a6ae1fb78a removes permeability, rolling it into bio armor (#66742)
refactors our disease code a tiny bit
removes permeability_coefficient variable from clothing, it decided how much stuff like chems or disease passed through your clothes, while BIO armor only decided how much you could spread diseases yourself, making it pretty much laughable
permeability_coefficient is now fully rolled into bio armor, so your bio protecting stuff will now protect you from other biological hazards like blobs
2022-05-08 10:10:54 -07:00
John Willard
8c90eb87b4 Allows modsuits to be set to wear on other slots. (#66667)
Allows for MODsuit control units to be worn on slots that isn't the bag slot and actually work.
So far no MODsuits will actually use this, but I would like to add one in the future, I'm just not motivated to do the MODsuit itself, so I'm adding the support for it at least to see if it would be approved.

Lawyer tie modsuit will be real in 2023.

This doesn't really change the game much so I don't know how much I actually have to explain here.
2022-05-06 00:53:10 -07:00
Fikou
8b6bdc87b4 fixes some modsuit bugs (#66574) 2022-04-29 14:14:46 -07:00
Fikou
1f6b7b328d genericizes modsuit parts more (#66520)
Refactors handling of overlapping modsuit parts.
2022-04-27 19:38:19 +02:00
Fikou
4fa85a37c1 [NO GBP] modsuits now retract if summoned through summon items or some other hijinx (#66208)
* modsuits now retract if summoned through summon items or some other hijinx
2022-04-17 13:03:37 +02:00
Fikou
db89670d3b makes modsuit locks a bit more clear (#66190) 2022-04-17 01:22:30 -04:00
Fikou
c614507dc9 MODsuit module update: clamp nerf, replacement of holster and pepper spray modules, some tweaks to suit starting modules (#66170)
* part 1

* Merge branch 'master' of https://github.com/tgstation/tgstation into magnet-holster

* modsuit module update: replacement of holster and pepper spray, nerf to clamp

* fixes

* this for some reason renders shit badly

* h

* test

* handles deleting as an arg, hopefully fixing the runtimes

* dusk to dawn

* fucking idiot

* you too

* slight speedup

* stiupid

* less capsaicin

* Apply suggestions from code review

use the typecache

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

* Update code/modules/mod/modules/_module.dm

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

* w

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-04-15 13:16:54 -07:00
Fikou
5bce3744f0 Syndicate MODsuit resprite - sleek edition (#66087)
Sorts MODsuit icon files into clothing and modules
Makes it so modules (specifically armor booster here, but also the loader arms and ash accretion) can be colored like the control unit. and also lets them use any icon file for the overlay, so downstreams dont suffer
Resprites the Syndicate MODsuit to a sleeker design, also abandoning the armor booster cutting like a third of the sprite out, instead its similar to the elite suit, where being in space mode just gives you a different helmet design, being slits rather than eyes
2022-04-11 12:31:26 -07:00
Zonespace
b62df3a2df MODSuit clothing icon files can be overridden by its skin (#65733)
This allows the MODSuit skin to change the icon and worn icon files of the modsuit pieces.
2022-04-05 14:02:54 -04:00
Fikou
db0c8a039c MODsuit painting (#65445)
Adds modsuit painting.
2022-03-27 13:50:07 +02:00
John Willard
234d4c1217 makes most alerts, defines (#65086) 2022-02-25 00:37:01 -08:00
Fikou
b272f1aa74 Fixes modsuit charging and sphere transformation in 0 gravity (#64857)
Handles modsuit borg recharging on the standard core itself instead of the modsuit modsuit, as it should.
2022-02-13 17:09:50 -06:00
Fikou
0d34bc7798 Mining MODsuit Rework (#64688)
makes dropkey deactivate device modules
fixes speed potion being fucky
fixes doubled up balloon alerts
makes some cell code better i think
makes the gps module open the gps tgui for you, instead of putting a gps in your hand
the loader suit can now hold mailbags

Reworks the mining modsuit.
The suit is no longer cold-proof (this can be mitigated by using module space for thermal regulators)
The suit fits less modules than standard suits, but cant burn in lava.
In suit storage it can carry ore bags, resonators and kinetic crushers.
It features a storage, gps, ore bag, drill, clamp and by default comes with a plasma core, being recharged with plasma ore rather than by power cell.
Features two new modules:

Ash Accretion, it gathers dust from basalt (or snow) you walk on to create a layer of ash around the suit, acting as armor and a speed up that quickly drains when you walk on other terrain.
Sphere Transform, turns you into a fast moving ball that can travel past lava, you cannot use your hands when in this form, but you can launch aoe mining bombs to attack or mine
2022-02-06 15:46:21 -08:00
LemonInTheDark
b48cda6afa Fixes harddels in pinned module code, cleans up a musty pattern that I want to die (#64674)
* Please stop typecasting target, noooooooooooooooooo

* Fixes harddels in pinned module code

The logic for pinned modules was intentionally hanging references to the
mob that pinned the action button. I have depression.

The pinned_to list also was never fully cleared, but that would have
just exasperated the issue. I've converted its use of mobs to refs, and
its use of the module var into something better managed

(Friendly reminder that actions will persist in your nightmares forever
unless they are manually qdel'd, this code wasn't doing that.

Also cleaned up how the pinned_to list is managed, hopefully it's a bit
more action centered now
2022-02-06 13:32:09 -06:00
Fikou
62add6c9a8 Loader Class MODsuit (#64359)
* loader modsuit
2022-01-28 15:10:02 +01:00
Fikou
0ba4436dd9 fixes mod devices permanently fucking up (#64237)
if you couldnt equip a device, it would drop it on the ground and fuck up being a nodrop item, fixes that
fixes the modsuit outfits not having internal slots set
adds feedback to not being able to turn on a module due to suit not being active
2022-01-21 02:47:24 -08:00
Fikou
505e441495 Kinesis Module (#64151)
fixes #64029 (Springlock MOD module kills you even when you have Memento Mori necklace)
fixes #64136 (modsuits cant run out of charge)
fixes #64158 (trying to install a battery into a modsuit with free storage space places the battery into storage)
fixes #64186 (ModSuits : taking out cell doesn't give it back)
fixes #64161 (Modsuit cores disappear in construction)
makes mod jetpacks show particles indoors
gives the prototype suit back their upgraded cell (they literally lose 1% of power per 3 seconds with their current one)
Fully reworks the kinesis module to not be TK but lamer, it is now a gravitational anomaly locked module. 

Unique stuff that can be used in fun scenarios
2022-01-18 16:30:11 -08:00
Fikou
fd9a7f8a58 MOD update: Modular Cores (#64042)
* Modsuit update - Cores
2022-01-15 13:54:53 +01:00
tralezab
a61b884f30 Time Eradication Modsuits (#63999)
* reworks chrono legionnaire into a MODsuit + modules

* organizes MODsuit files
2022-01-13 23:44:45 -06:00
Fikou
24082a2b4f Adds Maintenance MOD Modules! (#63791) 2022-01-04 15:47:21 -08:00
Fikou
017341d5ac MODsuit balance/content update: suits dont slow you down undeployed, waddle/noslip modules (#63749)
Modsuit balance update
2022-01-03 16:44:16 +01:00
Fikou
e72c035640 modsuit update: you can now pin modules to your action buttons (#63745) 2022-01-02 04:54:19 -08:00
SmArtKar
c7ac1eee59 Fixes runtime when MODsuit gets EMPed (#63706)
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2021-12-31 15:57:38 -08:00
Fikou
4adebd7f02 modsuit works with speed potions + ai movement fix + file sortage (#63670)
modsuit examining now tells you about wire panels
fixes being able to remove stuff with the dna lock
fixes 63650
fixes 63633
sorts module files
2021-12-29 13:44:27 -08:00
Fikou
f58848e2ec modsuit patch one (#63638)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2021-12-27 14:47:59 -08:00
Fikou
7b38dd4ff7 MODsuits (#59109) 2021-12-24 12:00:24 -08:00