* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed
* Fixing conflicts
* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)
* Removing more lingering rad armor (woo)
* Damnit powerarmors
* Bye bye rad collectors!
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Make Monkified Affect Person's Name Again (#62127)
This PR re-adds a mechanic lost during the monkey species refactor where the monkified mutation gave the afflicted a generic monkey name as opposed to keeping their original name.
* Monkified Mutation Gives Generic Monkey Name Again
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
* Lizard Firebreath is now a cone of fire instead of a fireball (#61742)
This PR reworks the firebreath mutation from being a wizard fireball that one hit crits with a power chromosome to a wave of fire.
The cone is 3 tiles, or 5 with the power chromosome, and travels in mostly a three wide column.
The closer you are to the caster, the more fire damage you take.
Non-antags can get wizard fireball and that's really dumb, this re-flavors it to be more like a dragon's breath, while removing the stupid aspect.
* Lizard Firebreath is now a cone of fire instead of a fireball
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fix lingering alpha issues when the Chameleon mutation is removed. (#61444)
The Chameleon mutation registers COMSIG_HUMAN_EARLY_UNARMED_ATTACK when it is gained, but never unregisters it when it is lost.
Mutation datums aren't necessarily deleted and can sit in the DNA dormant until activated, as a result there's no nice qdel() handler to clean up the mess.
An example of this is a changeling with Chameleon skin, that adds/activates/deactivates the Chameleon mutation as required.
Honestly, this could probably be refactored into a component since the behaviour is pretty generic and can mostly be applied to any atom. That is a bit more work for another day and a good first PR for someone to learn how to make components.
This at least fixes the underlying issue.
* Fix lingering alpha issues when the Chameleon mutation is removed.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* 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>
* start
* saving
* so much to do, so little time
* seriously, so much
* to another pr I go and check
* awful the amount of things to do
* credit to vg
* there we go
* ghosts should hear borers to host talk too
* changes
* more changes
* oops, this ask
* increase ability cooldown, warn borers if someone died
* more chems, fix generation naming
* no pulling or pushing over tables
* borers can talk with sugar, just scramble
* borers can just fully emote now
* oh man, large commit
* changes to focus
* fucking bugs
* more changes
* no more nonorganics
* round end, objectives, etc.
* changes
* splits cortical files up
* solve something
* yea
* oops
* some changes for now
* okay, fixes borers
* logging
* come back to owner, trauma now
* [READY] Honorbound fixes (#60720)
* we stan traits
* also stops them from punching
* moves logic around a little.
* [READY] Honorbound fixes
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* EVEN MORE HARDDEL FIXES (#60228)
Fixes a ton of harddels, sourced from #59996
I think this brings us down to like, ~100 per round from ~200, with only like 20 of those being proper hell failures. I've seen harddel profiles below 1 second of total cost. Feeling good.
See you on the other side
Makes the cryopod control computer into a weakref, never trust bee code
Converts brig door timer internal lists to weakrefs
Fixes a harddel caused by qdeling a motion sensitive camera after it had left its source area, jesus christ why didn't we do this already holy shit
Converts the radio implant ref held by the antenna mutation to weakrefs because it isn't reliably cleaned up, makes the radio implant actually qdel its fucking radio
Removes the target var from the throwing datum, it does literally nothing and just exists to cause harddels, mostly for the singularity
Fixes a cable harddel sourced from things that try to enter blueprints after smoothing, but before roundstart. IE, shuttles. Removes shuttles from the blueprints
Fixes emmisive blockers being added post qdel
Removes some manual ghosting from cryopods, I initially did this for harddel reasons, but I figured out a better fix for that. I'm now doing it because it's got this really strange logic for like "re-entering the game" that doesn't actually link to what the ghostize proc does. We should remove this at some point
Fixes robot hud objects harddeling due to hanging refs
Fixes buildmode related hanging refs, I'm coming for you admin team
Fixes a few instances of trying to add the forensics component post qdel, hhhhhhhhhhh
Fixes some split personality harddels/weirdness
Replaces a use of disconnect_duct with an init qdel hint, I suspect there's more issues with duct harddels, I've seen some odd logs about ahhh the area_contents list, but we can worry about that later
Makes teleporter targets into weakrefs, properly types them as /atom
Makes frequency devices into weakrefs
Makes cameras remove themselves from camera nets on Destroy
Makes tgui ui datums implement destroy, this means if I ever see one hang a ref to user or whatever, I know there's an error with calling close() properly. I've seen this harddel once, but not after this change so I assume there was some error with close(). IDK maybe this is a papering over? Would have to ask @ stylemistake
I've seen logs of beartraps being in world post del, putting a return there just in case. The same is true of nerf darts, but I haven't really looked into that yet
Makes a shoe's ref to untying alerts a weakref, yes this is needed.
Moves clearing client_in_contents to the Login of the new mob. This prevents doing things like ghosting someone before a mob qdel causing harddels
Fixes a harddel set sourced from adding a status effect to a qdeleted thing. Is this an error? I'm honestly not sure.
Converts bsa code to weakrefs
Converts the partner var of heat exchangers to weakrefs
Converts camera assemblies to weakrefs
Fixes some dumb behavior with ammo casings and assuming you'll be on a turf post Destroy parent call
Fixes? merger related harddels, you were never cleared from your own members list, so origin objects would end up making a new list, creating harddels. Potential input from @ ninjanomnom about the logic
Chasms store a static list of "falling atoms", which only exists for chasms that go somewhere else. This list wasn't being cleared of qdeleted objects, which is what happens when you fall in most chasms. Fixes this, and converts the list to weakrefs.
Fixes some runtimes in both sheet code, and the weather listener element. This is here because runtime spam made testing more of a pain, didn't think it needed its own pr
Fixes colorful reagent harddels sourced from reagents that were qdel'd before roundstart. I'm only like 50% sure this actually got it, but the issue may have been solved by #60174, so eh
Turns the nuke op antag datum's ref to the war button into a weakref
Fixes some holopad code that was not nulling refs all the time
Converts camera bugs to weakrefs, this was the result of the bug being "reworked" like 6 years back without taking the existing ref clearing into account. Whole item needs a redo, but this'll do for now.
Ensures that the both pulling and pullee refs are cleared on Destroy
The crew monitor held all users in a non clearing list, makes that list a weakref because I hate everything
Oh and I removed all sources of gas_mixture qdeletion, I'm kinda unsure on this since it's not technically supported, but any harddels from it might? indicate something going wrong with like, gas passing logic. I'd like @ MrStonedOne's thoughts, since I trust him to call me an idiot if I'm wrong.
<!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. -->
## Why it's not good for the game
I crashed sybil like 10 times to get this data, I'm gonna put it to good use. Don't think you're safe sybilites, I'm coming for you.
* EVEN MORE HARDDEL FIXES
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@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 (#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>
* Makes mutant bodyparts and mutcolors into editable genetic traits (plus a whole shitload of otherwise out of scope code improvements because I just HAD to touch old code)
* Mirror
* genetically-editable mutant bodyparts and colors - skyrat edition
Co-authored-by: Funce <funce.973@gmail.com>
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)
* Adds explosion SFX to the blastcannon and explosive compressor
- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.
* Miscellaneous changes
- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments
- Removes a whole bunch of argname = 0 in explosion calls.
* Removes named callback arguments.
* Changes the explosion signals to just use the arguments list
Adds a simple framework to let objects respond to explosions occurring inside of them.
Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.
Makes the explosive compressor and blastcannon actually use the TTVs they are given.
Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments
*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Adds a hotkey that puts you in throw mode aslong as you hold it (#57331)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds a hotkey that puts you in throw mode aslong as you hold it
* a
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Line change to fix monkeys never devolving into humans if they started as a monkey (#56007)
I wondered if this would be a problem when I originally made #55844 since I only tested on humans devolving into monkeys and back, but not monkeys into humans if the monkey spawned as one.
* Line change to fix monkeys never devolving into humans if they started as a monkey
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Makes the monkey mutation remember your species through transformations (#55844)
* Makes the monkey mutation remember your species through transformations
* Implements suggestions by ghommie
* Makes the monkey mutation remember your species through transformations
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Add the license information (#55678)
Fixes goofs mistake when porting wrestling and adds a notif to hulk
swing loop
* Add the license information
Co-authored-by: oranges <email@oranges.net.nz>
* Hulks can now swing people by their tails + small changes to carbon throw impacts (#55383)
This PR adds another little interaction to hulks, letting them swing monkeys and humanoids with tails (so lizardpeople and felinids mainly) similar to (copied from) the wrestling move. To do this, be a hulk, have a carbon with a tail in at least a neck grab, target the groin, enable throw mode, then click in the direction you'd like to chuck them. After a short 2 second do_after, you'll start swinging your victim around and around by the tail, eventually sending them flying at a very, very high speed! The full process takes about 14 seconds from start to finish, not including getting them in a neck grab to begin with. Impacting a solid wall with no armor will do about 30 brute damage and can cause up to a hairline fracture if you're very unlucky.
This PR also makes a few changes to the effects of being thrown into things. Previously, you'd only suffer damage and a 2 second paralyze if you were thrown into solid turfs or carbon mobs, which meant smashing into windows or girders at high speed didn't do anything. This PR makes it so high speed impacts (I.E. hulk throws and high speed disposal outputs, not normal body throwing) into solid atoms will still deal a lesser amount of damage. Structures like windows and girders will deal a bit more damage and a small 1 second paralyze compared to other atoms
Why It's Good For The Game
Tail spinning adds a goofy niche power to hulk that doesn't just involve deleting walls and shrugging off stuns, and the other throw impact changes make being thrown into things at high speed more consistent rather than only applying to a specific type of atom.
* Hulks can now swing people by their tails + small changes to carbon throw impacts
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>