Commit Graph

204 Commits

Author SHA1 Message Date
MrMelbert
a9bf19ecc7 Fixes seed extractors not taking seeds from plant bags. (#68842)
* Fixes seed extractors not taking seeds from plant bags.
- When refactored, it accidently changed it from taking the seed "from its loc" to "from the extractor itself", which always failed

* Unit test

* Genericises it a bit
2022-07-30 04:16:56 -04:00
Y0SH1M4S73R
196250c8f7 Concentrated barbers aid can give hairless species hair + fixes hair updating once and for all (probably) (#68580)
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
2022-07-25 03:21:23 -07:00
Imaginos16
e1be797c25 New Satchel and Backpack Sprites! (#68524) 2022-07-18 16:52:32 -07:00
Seth Scherer
caef4900b5 Removes the Families gamemode (#68480) 2022-07-17 17:47:02 -07:00
san7890
b7760b85a6 Adds Merge Conflicts Markers to Create_And_Destroy Blacklist (#68427)
* Adds Merge Conflicts Markers to Create_And_Destroy Blacklist

Hey there,

My bad, I forgot this used. It was suggested to use an #IFNDEF UNIT_TESTS, but the sole purpose of this is to fail very, very loudly in any context. I don't want linters to somehow fail and have this be ignored by unit tests such that it doesn't show up during that part of CI. I want it to fail and yell at you and scream every time this motherfucker initializes, so let's not bug this fella for the purposes of this test.

* small comment update

* lets move it to the list
2022-07-16 23:41:21 -05:00
LemonInTheDark
6f533ae620 Refactors mothweek check (#68280)
* Refactors mothweek check

Mothweek HAS SIDE EFFECTS
Checking it on a day that causes a week offset will currently cause that
week offset to persist
That's dumb.

Also it's not very expansive, only covers a slim set of possibilities.

Instead, lets build something to generate all passing days over a period
of time, maybe 3 months out of 2 years.
Then we'll crosscheck that against some predecided "ok" dates

If either list disagrees with each other, we'll fail. That way we can't
miss an edgecase. or have issues with side effects

I like this pattern.
2022-07-10 15:44:58 -07:00
magatsuchi
7d0f393f5d Tsu's Brand Spanking New Storage: or, How I Learned To Pass Github Copilot As My Own Code (#67478)
Currently, storage works as a subtype of /datum/component, utilizing GetComponent() and signals to operate. While this is a pretty good idea in theory, the execution was pretty trash, and we end up with alot of GetComponent() snowflake code (something that shouldn't even need to be used frankly), and a heaping load of scattered procs that lead into one another, and procs that don't get utilized properly.

Instead, this PR adds atom_storage and proc/create_storage(. . .) to every atom, allowing for the possibility of storage on quite frankly anything. Not only does this entirely remove the need for signals, but it heavily squashes down the number of needed procs in total (removing snowflake signal procs that just lead to one another), reducing overall proc overhead and improving performance.
2022-07-08 18:13:18 -07:00
Tastyfish
c070dd4ffd Adds unit tests for bar sign datums (#68046) 2022-07-08 05:36:10 -07:00
John Willard
c882c59779 Fixes Thief's preference icon (#68107)
* Fixes thief's prefs

* screenshot test
2022-07-04 18:03:54 -05:00
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
GoldenAlpharex
4a8ba544ea Snails have eyes again (#68013)
* Fixes snail eyes being errors

* Fixes the screenshot for the snails (smh there was an error in there Mothblocks)
2022-06-27 17:13:30 -04:00
Gandalf
110edaa153 Security Level Datums (#67949) 2022-06-24 17:01:45 -07:00
Kylerace
8f0df7816b (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE (#66657)
ever see the tram take 10 milliseconds per movement to move 2100 objects? now you have
https://user-images.githubusercontent.com/15794172/166198184-8bab93bd-f584-4269-9ed1-6aee746f8f3c.mp4
About The Pull Request

fixes #66887

done for the code bounty posted by @MMMiracles to optimize the tram so that it can be sped up. the tram is now twice as fast, firing every tick instead of every 2 ticks. and is now around 10x cheaper to move. also adds support for multiz trams, as in trams that span multiple z levels.

the tram on master takes around 10-15 milliseconds per movement with nothing on it other than its starting contents. why is this? because the tram is the canary in the coal mines when it comes to movement code, which is normally expensive as fuck. the tram does way more work than it needs to, and even finds new ways to slow the game down. I'll walk you through a few of the dumber things the tram currently does and how i fixed them.

    the tram, at absolute minimum, has to move 55 separate industrial_lift platforms once per movement. this means that the tram has to unregister its entered/exited signals 55 times when "the tram" as a singular object is only entering 5 new turfs and exiting 5 old turfs every movement, this means that each of the 55 platforms calculates their own destination turfs and checks their contents every movement. The biggest single optimization in this pr was that I made the tram into a single 5x11 multitile object and made it only do entering/exiting checks on the 5 new and 5 old turfs in each movement.
    way too many of the default tram contents are expensive to move for something that has to move a lot. fun fact, did you know that the walls on the tram have opacity? do you know what opacity does for movables? it makes them recalculate static lighting every time they move. did you know that the tram, this entire time, was taking JUST as much time spamming SSlighting updates as it was spending time in SStramprocess? well it is! now it doesnt do that, the walls are transparent. also, every window and every grille on the tram had the atmos_sensitive element applied to them which then added connect_loc to them, causing them to update signals every movement. that is also dumb and i got rid of that with snowflake overrides. Now we must take care to not add things that sneakily register to Moved() or the moved signal to the roundstart tram, because that is dumb, and the relative utility of simulating objects that should normally shatter due to heat and conduct heat from the atmosphere is far less than the cost of moving them, for this one object.
    all tram contents physically Entered() and Exited() their destination and old turfs every movement, even though because they are on a tram they literally do not interact with the turf, the tram does. also, any objects that use connect_loc or connect_loc behalf that are on the same point on the tram also interact with each other because of this. now all contents of the tram act as if theyre being abstract_move()'d to their destination so that (almost) nothing thats in the destination turf or the exit turf can react to the event of "something laying on the tram is moving over you". the rare things that DO need to know what is physically entering or exiting their turf regardless of whether theyre interacting with the ground can register to the abstract entered and exited signals which are now always sent.
    many of the things hooked into Moved(), whether it be overrides of Moved() itself, or handlers for the moved signal, add up to a LOT of processing time. especially for humans. now ive gotten rid of a lot of it, mostly for the tram but also for normal movement. i made footsteps (a significant portion of human movement cost) not do any work if the human themselves didnt do the movement. i optimized has_gravity() a fair amount, and then realized that since everything on the tram isnt changing momentum, i didnt actually need to check gravity for the purposes of drifting (newtonian_move() was taking a significant portion of the cost of movement at some points along the development process). so now it simply doesnt call newtonian_move() for movements that dont represent a change in momentum (by default all movements do).

also i put effort into 1. better organizing tram/lift code so that most of it is inside of a dedicated modules folder instead of scattered around 5 generic folders and 2. moved a lot of behavior from lift platforms themselves into their lift_master_datum since ideally the platforms would just handle moving themselves, while any behavior involving the entire lift such as "move to destination" and "blow up" would be handled by the lift_master_datum.

also
https://user-images.githubusercontent.com/15794172/166220129-ff2ea344-442f-4e3e-94f0-ec58ab438563.mp4
multiz tram (this just adds the capability to map it like this, no tram does this)
Actual Performance Differences

to benchmark this, i added a world.Profile(PROFILER_START) and world.Profile(PROFILER_START) to the tram moving, so that it generates a profiler output of all tram movement without any unrelated procs being recorded (except for world.Profile() overhead). this made it a lot easier to quantify what was slowing down both the tram and movement in general. and i did 3 types of tests on both master and my branch.

also i should note that i sped up the "master" tram test to move once per tick as well, simply because the normal movement speed seems unbearably slow now. so all recorded videos are done at twice the speed of the real tram on master. this doesnt affect the main thing i was trying to measure: cost for each movement.

the first test was the base tram, containing only my player mob and the movables starting on the tram roundstart. on master, this takes around 13 milliseconds or so on my computer (which is pretty close to what it takes on the servers), on this branch, it takes between 0.9-1.3 milliseconds.

ALSO in these benchmarks youll see that tram/proc/travel() will vary significantly between the master and optimized branches. this is 100% because there are 55 times more platforms moving on master compared to the master branch, and thus 55x more calls to this proc. every test was recorded with the exact same amount of distance moved

here are the master and optimized benchmark text files:
master
master base tram.txt
https://user-images.githubusercontent.com/15794172/166210149-f118683d-6f6d-4dfb-b9e4-14f17b26aad8.mp4
also this shows the increased SSlighting usage resulting from the tram on master spamming updates, which doesnt happen on the optimized branch

optimized
optimization base tram.txt
https://user-images.githubusercontent.com/15794172/166206280-cd849aaa-ed3b-4e2f-b741-b8a5726091a9.mp4

the second test is meant to benchmark the best case scaling cost of moving objects, where nothing extra is registered to movement besides the bare minimum stuff on the /atom/movable level. Each of the open tiles of the tram had 1 bluespace rped filled with parts dumped onto it, to the point that the tram in total was moving 2100 objects. the vast majority of these objects did nothing special in movement so they serve as a good base case. only slightly off due to the rped's registering to movement.

on master, this test takes over 100 milliseconds per movement
master 2000 obj's.txt
https://user-images.githubusercontent.com/15794172/166210560-f4de620d-7dc6-4dbd-8b61-4a48149af707.mp4

when optimized, about 10 milliseconds per movement
https://user-images.githubusercontent.com/15794172/166208654-bc10086b-bbfc-49fa-9987-d7558109cc1d.mp4
optimization 2000 obj's.txt

the third test is 300 humans spawned onto the tram, meant to test all the shit added on to movement cost for humans/carbons. in retrospect this test is actually way too biased in favor of my optimizations since the humans are all in only 3 tiles, so all 100 humans on a tile are reacting to the other 99 humans movements, which wouldnt be as bad if they were distributed across 20 tiles like in the second test. so dont read into this one too hard.

on master, this test takes 200 milliseconds
master 300 catgirls.txt

when optimized, this takes about 13-14 milliseconds.
optimization 300 catgirls on ram ranch.txt
Why It's Good For The Game

the tram is literally 10x cheaper to move. and the code is better organized.
currently on master the tram is as fast as running speed, meaning it has no real relative utility compared to just running the tracks (except for the added safety of not having to risk being ran over by the tram). now the tram of which we have an entire map based around can be used to its full potential.

also, has some fixes to things on the tram reacting to movement. for example on master if you are standing on a tram tile that contains a banana and the TRAM moves, you will slip if the banana was in that spot before you (not if you were there first however). this is because the banana has no concept of relative movement, you and it are in the same reference frame but the banana, which failed highschool physics, believes you to have moved onto it and thus subjected you to the humiliation of an unjust slipping. now since tram contents that dont register to abstract entered/exited cannot know about other tram contents on the same tile during a movement, this cannot happen.

also, you no longer make footstep sounds when the tram moves you over a floor
TODO

mainly opened it now so i can create a stopping point and attend to my other now staling prs, we're at a state of functionality far enough to start testmerging it anyways.

add a better way for admins to be notified of the tram overloading the server if someone purposefully stuffs it with as much shit as they can, and for admins to clear said shit.
automatically slow down the tram if SStramprocess takes over like, 10 milliseconds complete. the tram still cant really check tick and yield without introducing logic holes, so making sure it doesnt take half of the tick every tick is important
go over my code to catch dumb shit i forgot about, there always is for these kinds of refactors because im very messy
remove the area based forced_gravity optimization its not worth figuring out why it doesnt work
fix the inevitable merge conflict with master lol
create an icon for the tram_tunnel area type i made so that objects on the tram dont have to enter and exit areas twice in a cross-station traversal

    add an easy way to vv tram lethality for mobs/things being hit by it. its an easy target in another thing i already wanted to do: a reinforced concept of shared variables from any particular tram platform and the entire tram itself. admins should be able to slow down the tram by vv'ing one platform and have it apply to the entire tram for example.

Changelog

cl
balance: the tram is now twice as fast, pray it doesnt get any faster (it cant without raising world fps)
performance: the tram is now about 10 times cheaper to move for the server
add: mappers can now create trams with multiple z levels
code: industrial_lift's now have more of their behavior pertaining to "the entire lift" being handled by their lift_master_datum as opposed to belonging to a random platform on the lift.
/cl
2022-06-24 13:42:09 +12:00
MrMelbert
b438cc0039 Fixes Knockdown signal being incorrect, making knock-off items (and others) trigger when they should again. Also cleans up the knockoff component and unit tests it. (#67720)
At some point, someone did a find and replace over this file, and completely screwed up the signal for Knockdown().

This caused components that relied on it, like the Knockoff component, to work way less often.

This PR fixes that.
It also goes through and cleans up the Knockoff component. More consistent style guide stuff, minor improvements, better documentation.

It also unit tests it.
2022-06-16 16:39:15 +01:00
Fikou
0c1e363768 fixes outfit sanity unit test initial (#67731)
* fixes outfit sanity unit test initial

* wahoo
2022-06-15 01:46:20 -04:00
Timberpoes
a26927fabf Fixes slips being broken and adds a unit test to catch it happening again. (#67741) 2022-06-13 21:41:43 -07:00
AnturK
b640669b6d Fixes clown faction runtimes. (#67707) 2022-06-12 17:28:51 -07:00
Fikou
6732c4fda6 fixes ninja naked outfit and sec mod theme mentioning shockproofness (#67693) 2022-06-11 17:25:15 -07:00
Mothblocks
f82b5b320b Fix thieves icon (#67692)
* Fix thieves icon

* Update screenshot tests
2022-06-11 17:57:28 -04:00
MrMelbert
c34afedcfc Fixes Novaflowers not lighting people on fire, again. Unit tests it. Cleans up some unique plant genes stuff too. (#67597) 2022-06-11 02:04:32 -07:00
MrMelbert
a6b4a4354f Fixes attacks on mech equipment ignoring armor / melee damage, also fixes mech equipment not being disabled at 0% health, also also unit tests mech armor (#67411) 2022-06-11 02:01:23 -07:00
Mothblocks
7cab049dd1 Screenshot tests (#67679)
Adds screenshot visual testing workflow and scripts.
2022-06-11 00:02:30 +02:00
Kylerace
040c664ec2 fixes inconsistent lighting ci failure in icebox (#67430)
Fixes and adds test for get_pixel_turf returning null on tall objects on top of the map.
2022-06-07 20:19:54 +02:00
Kapu1178
6d470992cb This tail refactor turned into an organ refactor. Funny how that works. (#67017)
* Fuck you (refactors ur tails)

* Errors

* Wow. Pain.

* Fixes up probably everything

* finish up here

* Fixes hard del maybe

* original owner hard del

* garbage collection runtime

* suck my peen byond

* Mapped tails

* motherfucker.

* motherrfucker. again.

* Whooopppppsie

* yeah bad idea

* Turns out external organs literally just sat in nullspace forever if their parent was deleted, and didnt Remove() themselves, causing harddels.

* So anyways I repathed all organs

* Fixes

* really.

* unit test... test

* unit test-test but it passes linters this time because im a moh-ron

* I've lost track of what im doing at this point

* Hopefully fixes hard del?

* meh

* Update code/datums/dna.dm

* things n stuff

* repath from master pull
2022-05-30 21:18:34 -07:00
MrMelbert
e2e658db41 Refactors and sorts Nuclear Bombs and Cinematics. Fixes and unit tests nuke cinematics, and re-adds a missing malf ai cinematic. (#67144) 2022-05-21 22:49:06 -07:00
Mothblocks
09a6cdb4e0 Dynamic 2022, Part 1 - Redesigning midround rolls (Midrounds happen far more frequently now, and scale their power over time) (#65997)
Implements the new midround roll changes.

1. Split midround rulesets into heavy/light impact
First, midround rulesets will be split into light/heavy impact categories. For example, sleeper agent and midround thief would be classified as light impact, while blob/ninja would be classified as heavy impact.

This split will then be used to spawn lighter impact antagonists earlier into the round, and higher impact antagonists later into the round.

Midrounds before 25 minutes = 100% light impact / 0% heavy impact
Midrounds from 25-60 minutes = Varying chances, increasing in favor of heavy impact after enough time
Midrounds from 60+ minutes = 0% light impact / 100% heavy impact
Low impact threat rulesets are guaranteed to roll if there is enough threat. High impact threat rulesets will carry the same % chance as they do now. If a heavy impact threat ruleset cannot be rolled, but there is enough threat, a light impact threat ruleset will roll in its place. In the future, this can potentially be changed into not spawning any ruleset if the station is deemed extremely hostile, or even be tweaked into spawning protagonists like ERTs.

Alongside this, rulesets should be able to determine their minimum time required. For example, nuclear assault has terrible numbers--it's very high cost, and very low weight, which are basically the only variables it can configure. In Dynamic 2022, it should be able to have low cost, still low weight (though maybe nto as much), while only being rollable after 70 minutes or so.

2. Midround antagonists now roll as intervals, determined by midround threat
In order to make sure 50 midround threat spawns more antagonists than 10 midround threat, the intervals at which midround threats are spawned will change from 15-45 minutes to increments determined by midround threat. Larger midround threat = more, close intervals, smaller midround threat = less, farther intervals.

Any threat not spent on midrounds will still be carried into latejoins, which as before will still consume midround threat, and are unchanged by this document.
2022-05-18 20:16:46 -07:00
MrMelbert
f968e21b1a Unit tests for default hydroponic seed gene setups (#67029)
Adds a unit test that ensures the default list of genes for all plants is a valid setup.
2022-05-17 12:26:46 -04:00
Tastyfish
d8d29f6701 Test all maps in parallel integration tests (#66864) 2022-05-12 00:12:02 -07:00
MrMelbert
e63d556d83 Confusion status effect is now duration based instead of magic number based (#66801)
Refactors the confusion status effect. Removes "confusion strength" and replaces it with duration, which is measured in seconds.
This also allows them to use the adjust_timed_status_effect procs instead of their own.

Fun fact! 2 years ago when confusion was refactored into status effects, all confusion effects in the game were halved in duration. They were changed to status effects, which tick every 1 second by default, from life, which tick every 2 seconds by default, without any values changing.
2022-05-09 18:59:33 -07:00
Tastyfish
129bc94df2 Blacklists holodeck computer from unit_test/create_and_destroy (#66765)
The holodeck runtimes if it's not linked to a holodeck area.
When running integration tests on the default CI map, metastation, this is fine because the one created by create_and_destroy just links to the holodeck on-station. This technically would cause problems in a real game since it's a 2-way link, (create_and_destroy breaks the link to the real on-station computer when it does its test) but no unit tests check that.
Unfortunately, runtime and multiz debug don't have holodecks (for good reason, it's completely unnecessary for testing literally anything but specifically the holodeck) and fail CI as a result.

Since the unit test isn't trying to test for the existence of a well-designed recreation area, I've set unit_test/create_and_destroy to ignore the holodeck computer.

Edit: I've added better mapping error handling for this case in the holodeck. I still don't want a pointless mapping error in my CI either so I'm keeping the ignore.
2022-05-08 10:11:58 -07:00
Tastyfish
52d7aadbfa Forgot about CI failure due to runtime (whoops) (#66762) 2022-05-07 23:55:41 -07:00
vincentiusvin
f4c04f38c8 [NO GBP] Loosens gas pressure transfer calculation limit a bit. (#66553)
I initially kept it an exclusive check so funny things like division by inf doesnt get in, but I implemented more inf checks on the quadratic proc and the likes so it really shouldnt be necessary now. This should hopefully reduce cases when the target pressure hits the upper limit because the target gasmix has a miniscule amount of moles, having the result be rejected by the code, and triggering a runtime.

And some minor improvements to the code so it doesnt iterate through the gaslist multiple times.
Nicer code
2022-05-06 01:18:06 -07:00
SmArtKar
442ef897bc Refactors firestacks into status effects (#66573)
This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made.

Some fire related is moved away from species(what the fuck was it even doing there) into these as well.
Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient.

Also changed some related proc names to be snake_case like everything should be.

This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good.
Nothing to argue about since there's nothing player-facing
2022-05-04 23:52:07 -07:00
Tastyfish
bca463316b Makes integration test results be in color and have annotations (#66649)
About The Pull Request

    Separated compiling the integration tests and running them as separate steps for organization purposes.
    Added a TEST_ASSERT_NULL(value, reason) and TEST_ASSERT_NOTNULL(value, reason) because those are conceptually simple tests.
    Makes the PASS and FAIL prefixes in the integration test log be green and red for better readability.
    Failure reasons now display the file and line number.
        In order to achieve this, direct calls to Fail() are now wrapped in a macro, TEST_FAIL(), as Fail() itself needs preprocessor stuff passed to it.
        In the midst of updating it, I noticed multiple cases of tests directly calling Fail() and returning when they should have used a better macro, so those were updated. There was at least one case where it appeared that the code assumed that the test ended at Fail(), but made no attempt to do so, such as with the RCD test.
        Feel free to double check all of the changed unit tests in case I made a functional behavior change, but they currently pass.
    To take advantage of the previous change, failures are now marked as annotations. Note that outside of github, this creates an ugly-looking line but the primary environment is as a github action.

Examples with intentionally botched unit test:

image

image

image
Why It's Good For The Game

Makes inspecting failed unit tests significantly easier.
Changelog

N/A
2022-05-04 13:19:01 +12:00
Tim
22aa3566ab Card Shark DLC - GIMMIE MY MONEY OR I BREAK YOUR KNEECAPS (#64200)
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-05-02 16:56:30 -07:00
sergeirocks100
3f15c6359c Replaces the weed sprites, and removes the /goon folder. (#66136)
Replaces weed sprites, and removes the goon folder
2022-04-27 16:36:58 -03:00
magatsuchi
2c74bb39e9 fixes unintended merge behavior (#66495) 2022-04-25 22:00:47 -07:00
LemonInTheDark
c63a210eb6 [MDB IGNORE] Removes ballast from thermomachines (#66411)
* Removes all thermal ballast piping from our maps

* Removes co2 recirculation from our maps, no reason to have it if ballast isn't a thing

* Removes all behavior that's linked to ballast

I don't think ballast is something that's useful to keep around, since
it functions to make cooling things harder for what amounts to no real
reason.

We still have space as an infinite source of cold, it's pointless to
gate it.

Anyway, this commit.

I'm removing all uses of two ports, cooling, efficency, work skipping, and
safeties.
This means dropping quite a lot of behavior.

There's no emag effect currently for instance, because it renabled some
previously buggy behavior that was caused by ballast, which I'm nuking.

Also doing away with metal h2, because even though I like the idea, it
has no purpose as of now.

Removing ballast has made a lot of the logic and checks that were done
in process_atmos pointless, so they can go too.
I'm keeping the barebones behavior of how power consumption works,
because I like it.

Efficency is going because it was almost always like 80% without
ballast, and I didn't think it was something worth having.
Cooling as a concept can go interestingly enough, because there's no
difference between heating and cooling, just the temperature we're
targeting.

I think that's about it? I'm also removing failure states, because they
too were linked to ballast

Oh, and I'm removing the redundant icon states and gags entries, since
well, they aren't used anymore. Also removed some from the js file
2022-04-24 21:27:28 -07:00
capsaicin
bf76be4978 unit test for /obj/item/stack singular_name (#66378)
Checks if all non-blacklisted stack items have singular_name set, because apparently that's pretty important
Gives it to a few ones that didn't
2022-04-22 21:14:45 -05:00
Fikou
cbf63a5970 Mapping helpers are ignored by create and destroy (#66353) 2022-04-21 13:54:13 -05:00
Gandalf
8422e0a3d1 Adds baseturf helpers to create and destroy ignore list (#65910)
This simply adds baseturf helpers to the ignore list of create and destroy to prevent future issues. Currently only breaks downstream. If you add more than 10 baseturf helpers, the CI test will fail.
2022-04-11 18:49:14 -05:00
capsaicin
abc2109a5d adds a unique species id unit test + cleans up some golem mischief (#66050) 2022-04-10 22:33:24 -07:00
Kapu1178
1d0eadcb12 Kapulimbs (#65523)
* i wanna go to bed so im pushing this

* It compiles but doesn't work yet

* It works!

* I WANT TO DIE

* Appease linters

* some CI fixes

* Address reviews + oversight

* Limb grower fix

* more icon fixes

* forgot to hit save

* I'm a dumbass

* Removes bodypart parent from unit test

* Fixes monkeys and CI

* Grammar pass

* I hate zombie code so much

* General code cleanup

* THE SHITCODERS ARE COMING FOR MY VARS

* THE UNIT TESTS ARE COMING FOR MY SHITCODE

* Reviews + skirts

* Removes an unused DMI

* Why didn't I do this in the first place?

* HAIR REFACTOR

* Haha whoops

* How did I miss this

* Admin spawned creatures now have their features

* Optimize me harder

* minor fix i need to push to merge master

* Fixes hair (maybe) and a runtime

* Maybe fixes mirrors

* Attempts to fix women

* Fixes hair on dismembered heads and a grammar change

* Caps lock did me dirty

* address reviews

* icon failures fix + missed reviews

* Fixes: Facehuggers and Regenerate_limb

* Fixes ethereal color pref appearance

* How the fuck did this not break everything else horribly?

* JESUS FUCKING CHRIST IM A MORON

* Fixes compile

* I'm not high I swear

* Im a dipshiiiit

* grumble grumble

* Fixes a visual bug with digitigrade legs. Adds \improper to roundstart species names. Added two new clothing-related helper procs. Renamed a couple procs to be more accurate. Adds SHOULD_CALL_PARENT(TRUE) to examine_more. Addresses reviews.

* Forgot this little readability thing.

* Updates CODEOWNERS

* Me when I forget how github works

* mapload me harder

* Last second fixes
2022-04-01 21:07:46 -04:00
Ghom
3bc48ce599 Extra-large painting canvases: 36x24 and 45x27 (#65642) 2022-03-31 03:24:02 -07:00
MrMelbert
f7e10caa68 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
2022-03-17 18:18:33 +08:00
LemonInTheDark
12a90800c5 Adds tooltips to /tg/c keywords. Adds support for chat embedded tgui components (#65383)
* Refactors tcg code a bit. Adds support for "keywords"

Idea is to allow card makers to embed tooltips in their card
descriptions.
These tooltips are defined in the keywords.json file
They can be referenced using {$keyword_name}

I've also done some refactoring to move more logic and state onto the
subsystem, and implemented a few keywords from the wiki

* New keywords, applies the old ones to the second card set

* Adds support for embedding react components in tgui chat

This is done by adding the data-component attribute to an html element
The value of that attibute is the component you want to use.
New components can be added by modifying the TGUI_CHAT_COMPONENTS list
in tgui-panel/chat/renderer.js.

Props can also be passed in in a limited capacity.
Any props you wish to pass must be added to
TGUI_CHAT_ATTRIBUTES_TO_PROPS.
This is due to a style restriction of html attributes, they cannot
contain an upper case char.
Use this list to convert between attibute compatible text and the prop's
name.

Props support 3 datatypes.
true and false can be passed by wrapping them in ""s. (Note to self add
a special char here to prevent colison with people just passing the
string true.
Numbers are supported in a limited capacity. Whitespace is not allowed,
but floats and ints are fair game.
And of course, strings are fully supported.

I've currently added support for Tooltip, since that's what I'm using
this for. Also added some tooltip html styles to the chat css.

* Implements the embedded component system to make tcg cards have nice pretty tooltips so people don't need to have the wiki open on one screen

* Adds documentation for embedding tgui components in chat, adds some protection against accidentially sending true as a bool

* Adds italitcs to the tooltips, moves the span stuff to a macro

* tGUI -> tgui, thank fikou

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>

* Style suggestions

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>

* Removes unneeded key from the components list

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>

* Removes needless span

* Actually adds the tooltip, oops

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2022-03-15 11:36:31 +02:00
Ghom
ac88a9a57f Becoming the patron of a painting now lets you select a different, persistent appearance for the frame it's in. (#65305)
* Painting frame selection for patrons, painting json version update.
2022-03-11 15:44:40 +01:00
Mothblocks
0bab3d1cfb [COOL BUG READ FOR MORE INFO] Fix vaccines not working in chem masters by giving Fungal TB's vaccine (and others) a name + Add unit test for duplicate chem names + Rename fake beer + Ratio (#65241)
Reagents work based off their name. Vaccines and fungal TB's vaccine had the same name.

Renames fake beer from "Beer" to "Beer...?", because it's been used 10 times this entire year and it's obvious it doesn't matter.

Fixes some typos in some other chemical names, where typepaths were not correct.
2022-03-04 21:15:32 -06:00
MrMelbert
3a2bd5516d Overhauls heretic rituals slightly for better user feedback (and to help locate a bug) (#65223) 2022-03-04 03:15:12 -08:00
MrMelbert
7bb2f0b96c De-hardcodes the species preference pages, deleting the species pages and generating them in constant data on the DM side instead (#65140) 2022-02-26 19:04:34 -08:00