Commit Graph

587 Commits

Author SHA1 Message Date
Ghilker b95c0366a4 _HELPERS/unsorted.dm has been sorted (#61882)
bring code up to latest standards, move many procs to named files inside _HELPERS
no idea where to put some of these procs, help is appreciated
made more files to contain some unique code, deleted unsorted.dm, we can rest now
2021-10-05 20:22:57 +01:00
tralezab 6c01cc2c01 every case of initialize that should have mapload, does (#61623)
## About The Pull Request

stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it

for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

![](https://media.discordapp.net/attachments/823293417186000909/875122648605147146/image0.gif)

## Regex used:

procs without args, not even regex

`/Initialize()`

procs with args
`\/Initialize\((?!mapload)((.)*\w)?`

cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
2021-09-24 17:56:50 -04:00
FernandoJ8 7def9d23b4 Removes the superfluous breathing mask from the survival box of plasmamen (#61603)
What it says in the title, plasmamen no longer have a breathing mask in their survival box.
2021-09-23 22:34:00 +01:00
Tim e26a859016 Mapping DLC - Random Spawner Pack [MDB IGNORE] (#60522)
First off, I am aware of the Feature Freeze for this month. This PR was initially started in #60401 about a month ago to break the changes into smaller PRs. The end result for this PR is a poor man's attempt at roguelike procedural generation. Enjoy!

Link to the README for how the new spawner system works.

Added the following new random mapping spawners:

pen, crayon, stamp, paper, pamphlet, briefcase, folder, wardrobe closet, wardrobe closet colored, backpack, narcotics, permabrig_weapon, permabrig_gear, prison, material, carpet, ornament, generic decoration, statue, showcase, paint, tool, tool_advanced, tool_rare, material_cheap, material, material_rare, toolbox, flashlight, canister, tank, vending_restock, atmospherics_portable, tracking_beacon, musical_instrument, gambling, coin, money_small, money, money_large, drugs, dice, cigarette_pack, cigarette, cigar, wallet_lighter, lighter, wallet_storage, deck, toy, toy_figure, booze, snack, condiment, cups, minor_healing, injector, surgery_tool, surgery_tool_advanced, surgery_tool_rare, firstaid_rare, firstaid, patient_stretcher, medical supplies, crate, crate_abandoned, girder, grille, lattice, spare_parts, table_or_rack, table, table_fancy, tank_holder, crate_empty, crate_loot, closet_private, closet_hallway, closet_empty, closet_maintencne, chair, chair_maintence, chair_flipped, chair_comfy, barricade, data_disk, graffiti, mopbucket, caution_sign, bucket, soap, box, bin, janitor_supplies, soup, salad, dinner

Removed deprecated wizard trap, vault, and armory spawners.
2021-09-23 03:30:28 +01:00
JosephJomama 21bc0d9e3a Adds SEAFOOD foodtype, felinid diet changes (#61506) 2021-09-22 17:21:10 -07:00
Ghom 20468c3f15 Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton) (#61207)
Merged the item/melee/classic_baton and item/melee/baton families in this unholy matrimony.

Bad jokes aside. I have refactored the underlying code of both items with the scope of reducing potential copypasta,inconsistencies, logging, renewing some old code (like teleprods) and extending the anti-dual batoning and TRAIT_STUNRESISTANCE code** to all batons and not just security ones. Otherwise, I have tried to maintain the gameplay functionality of these items intact. They work just like they did for the most part.

** A badly designed feature that only considers one source of knockdowns - stunbatons - out of a multitude of different devices with corresponding purposes present in the game. The only thing it does is reduce the knockdown from them by 90%. The stamina damage and confusion are fully applied. The knockdown from batons is 5 seconds, standing up takes an extra 1 second and the baton cooldown is about 2.5. Doing the math, you'll have the grand advantage of one puny second of not lying horizontal on the floor with this trait before getting batoned again by the same guy because the stamina damage and the confusion have really hampered your chances of getting some distance. I wish to make the trait suck less in the future, but for now I'm including a slight gameplay change here, more for consistency than anything because as I already told you, it'll still be disappointingly bad per se.

The abductor baton is also no more a subtype of stun batons but batons, which don't use power cells to work. Its power cell is effectively infinite and can't be removed, and It overrides functions such as toggling the baton on/off. It hinders maintainability to keep it a subtype of stun batons.

Replaced the anchored check for mobs in teleprods with one for overwhelming move resistance and removed its clumsy_check copypasta (it was stunning clowns twices).
2021-09-09 16:40:20 +01:00
Ghom 38b81ec732 Replaces MATERIAL_NO_EFFECTS with MATERIAL_EFFECTS. (#61166)
* Replaces MATERIAL_NO_EFFECTS with MATERIAL_EFFECTS.

* build warning and codermonky's advice.
2021-09-04 13:35:24 +08:00
tralezab 38000dfa10 partially fixes medical phobia by splitting dice bags off of pillbottles as a subtype (#61015) 2021-09-03 21:21:53 -07:00
Y0SH1M4S73R 77aac1a518 Objective-specific equipment will always be given. (#60789) 2021-08-30 00:12:59 -07:00
MrMelbert b3e8eebdc9 Kills /obj/item/melee/transforming, replaces it with a transforming weapon component (#60761)
This PR kills off the transforming subtype of /obj/item/melee and replaces it with a component to handle the transforming behavior, /datum/component/transforming.

The transforming component handles updating the variables of an item when it's transformed. Things like force, sharpness, whetstone force bonus, and attack verbs. Similar to the two-handed component, but instead of transforming into a two-hander it remains a one handed weapon.

The "nemesis" behavior (dealing addition damage to certain factions) of the transforming subtype was moved to the cleaving saw only, since it was the only transforming item that used it. In the future, this can be made into a bespoke element/component as well.

The following weapons and items have been updated to use this component:

    Energy Swords / Sabers / Bananium Energy Sword
    Energy Circular Saw
    Energy Dagger
    Energy Axe
    Toy Energy Sword
    Holographic Energy Sword
    Switchblade
    Advanced Medical Tools (Laser scalpel, Mechanical Pinches, Searing Tool)
    Advanced Engineering Tools (Hand Drill, Jaws of Life / Syndicate Jaws of Life)
    Combat Wrench
    Cleaving Saw
    Telescopic Batons / Contractor Batons
    Roasting Stick
    Telescopic Riot Shield
    Energy Shield / Bananium Energy Shield

This PR also touches up the code around the various above items.
2021-08-23 11:45:54 -07:00
manofpepsi 610b83831c [MDB IGNORE] beer and ale headsmash fix (#60748)
repaths the beer and ale to allow bottle headsmashing with them.
2021-08-22 17:17:37 -07:00
tralezab 226f42ced6 i have moved some bible exorcism functionality to a signal on soulstones (#60768)
moves functionality of exorcising soulstones to soulstones themselves
2021-08-17 23:26:23 -07:00
EOBGames b08632353c [MDB IGNORE] Eliminates Toxins (#60619)
Repaths everything referring to "toxins" while actually meaning either the room in science or plasma gas. While this PR might be disrespectful to our forefathers, given this is (I believe) a holdover from as far back as the Exadv1 days, this has constantly irked me since I started working with the code. None of the player-facing stuff has referred to plasma as toxin since before 4407 hit, besides the Toxins Lab, and yet all of the type-paths are still pointing at toxins, making it a nightmare to search for in a map editor, and making the code needlessly easy to confuse with that of toxin damage. So this just fires it into the sun.

Anything relating to Toxins, the science subdepartment, now makes reference to Ordnance instead. This felt fitting enough given the focus of the subdepartment is around the creation of and testing of explosives.
Anything relating to plasma gas has, fittingly, been made to refer to plasma gas.

Edit: Ah yes, I feel I should probably apologise off the bat for the size of this PR- the code touched is mostly atmos machinery and simplemobs, a few sprites here and there, and of course the station maps + a few offstation maps.

Makes the code more legible and makes mapping less painful.

(The payment has been made)
2021-08-17 11:49:47 -07:00
Paxilmaniac d4fa2905ff Deployable Component (Big Dakka Included) (#60554) 2021-08-04 01:18:09 -07:00
tralezab 40003fe2ad componentized spirit item possession (#60614)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-08-02 22:21:23 -07:00
Mothblocks bd6873fd4d Remove nanites (#60473)
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2021-07-28 16:00:56 -07:00
jughu 3b5f4b6c63 Lets construction bags be put in pockets like they were intended to (#60460) 2021-07-28 01:43:22 -07:00
Tim 1df7b8d768 Fix wallet ID access (#60449)
* Fix wallets ID access

* Refactor id_card code to be simple

* Refactor id_card even further
2021-07-26 20:09:50 -07:00
Thunder12345 137c700bd8 Kills the misc items file (#60380)
Co-authored-by: Thunder12345 <stewart@critar.demon.co.uk>
2021-07-26 16:35:46 -07:00
MrMelbert 17750e76a5 Revert "right click to activate porta-seeder" / switches porta-seeder hotkey to ctrl-click (#60316) 2021-07-23 13:59:10 -07:00
aaaa1023 2d0b48e164 Fixes missing space in happiness description (#60391) 2021-07-23 13:57:54 -07:00
aaaa1023 95e187316c Adds missing space in medical ERT plushie box description (#60238) 2021-07-16 17:39:21 +01:00
ATH1909 853a7128a7 adds a suicide for space helmets, fixes some other suicides (#60173) 2021-07-15 14:41:35 -07:00
Paxilmaniac f98ffcb19a Refactors a little bit of belt.dm and holsters.dm (#60104) 2021-07-13 02:52:48 -07:00
Beatrice c36abfdb99 Fixing Energy Gun Weapon Description Runtimes + Miscellaneous Weapon Description Fixes, Take 2 (#59778)
Fixes a runtime issue cause by the possibility of loaded_projectile being null by changing how projectile stats are obtained on energy weapons, and adds a separate line for energy ammo types that deal stamina damage and regular damage to incorporate both damage types
2021-07-11 10:23:19 -03:00
LemonInTheDark 0654cde093 Fixes a good few improper overlay icon_states, fuck gun code edition (#59580)
* Fixes a good few improper overlay icon_states, fuck gun code edition

* Rewrites comment to be less word salad, changes display_mag to the already existing and unused mag_display
2021-07-06 21:05:37 -07:00
Paxilmaniac 340a0e0392 CARP Team Six: Nanotrasen's Finest* (#60012) 2021-07-06 16:14:09 -07:00
spessbro 25eb59c9fb Control click Portaseeder (#59975) 2021-07-05 20:40:16 -07:00
Paxilmaniac 92c6b5f4f2 Allows the detective's and nuke op's holsters to be placed in the suit storage slot of armor vests (#59976)
* single line change that will break everything

* now they work even better

* Trailing comma

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-07-04 02:37:30 -07:00
coiax e4d8795e9c Add new Wallets! station trait (#59877)
Add a new simple station trait, that replaces everyone's ID with a
    wallet containing said ID, as well as their starting money, and if
    they're lucky, a little bonus surprise.

        In addition, adds a force variable to station traits, which will
        always enable them, rather than having to edit weight and probability
        of rolling a trait of that sign (postive, negative).

Co-authored-by: Rohesie <rohesie@gmail.com>
2021-07-04 10:20:42 +01:00
death and coding 5adf4f17d2 Allows Bananas to be holstered (#59917)
Clowntectives can now comically whip out their trusty potassium pistol to brutally feed mimes to death. Or sneak into the detective's office and replace their actual gun with a banana.

Get it, because I call you guys the banana bros all the time?
2021-07-03 14:53:01 -03:00
Rohesie 2c5a357035 Reverts Entered() passing dir instead of old loc (#59910) 2021-07-01 17:06:42 -07:00
Timberpoes c9a9c2bf4d Change agent ID cards to jump to the front of wallets; disguise other more powerful ID cards (#59652)
Many moons after I reworked ID cards, I feel the Agent ID card needs a little bit of extra love.

This change adds an option during forging which allows the user to specify whether the agent ID card will force itself to the front-facing/visible ID slot in wallets.

This provides traitors with a way to effectively disguse any special ID cards and accesses they may have without making the agent ID card a must-buy TC tax. If your traitor strategy involves gathering many ID cards, this is a definite buff to an item that took a heavy hit to power in the rework.
2021-06-21 19:49:40 +01:00
Rohesie e03cd1aada Refactors move procs to support multitle objects (#59658)
Enter(), Entered(), Exit() and Exited() all passed the old loc forward, but everything except a single a case cared about the direction of the movement more than about the specific source.
Since moving multi-tile objects will have multiple sources of movement but a single direction, this change makes it easier to track their movement.

Cleaned up a lot of code around and made proc inputs compatible.

I'll add opacity support for multi-tile objects in a different PR after this is merged, as this has grown large enough and I don't want to compromise the reviewability.

Tested this locally and as expected it didn't impair movement nor produced any runtimes.
2021-06-20 14:55:37 -07:00
Emmett Gaines 5adb8df64a During unit tests, does extra verification on text based overlays (#59553)
This makes it so during unit tests, adding a text based overlay to something will runtime if the icon does not have an icon state matching that text. I would do this during normal compiles as well but getting the icon states from an icon is surprisingly expensive.

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-06-20 14:02:01 -07:00
Watermelon914 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00
Wallemations fa8b9a9b87 Makes it so the matchbox's matches visibly empty from the sprite when you take matches out (#59575)
* 4 fucking sprites

* forgot to make it call parent

* uses base_icon_state

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>

* adds base_icon_state variable to matches

* base_icon_state fix

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2021-06-10 01:05:45 -07:00
MrMelbert 3e355b091c GAGS Lizard Plushes (#59323)
* greyscale lizards

* repathing

* uses set greyscale

* mapped sprite
2021-05-27 19:50:36 +02:00
Kylerace e13fe75590 use SIGNAL_HANDLER REEEEEE (#59242)
makes as many procs as i can find use the SIGNAL_HANDLER define which i assumed they all already did
2021-05-24 15:28:02 -04:00
tralezab 132a755aa3 Componentizes Duffelbag Curse and turns it into an RPGloot modifier (+ curse announcement element) (#59029)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-05-14 01:03:45 -07:00
dragomagol c86aff9a82 The Wallening Approacheth: Adds directional variants to most wall mounts (#58809) 2021-05-08 02:57:36 -07:00
Fikou c0f9d2e7e8 [READY] Tile Reskinning 2: Epic Winaloo (#58801)
extends the tile reskinning functionality to iron, bronze, plastitanium, carpet and pod floors
makes a bit of tile code better
moves some paths around, like elevator shafts being plating instead of floor
adds rotating as a tile reskinning function available on chapel or side floors for example

lets players customize any rooms they would want much more than it is possible now, allowing for more creativity
2021-05-01 02:20:45 -07:00
Celotajs 574c81a143 Resolve chameleon GAGS item issues (#58808)
This PR fixes issues with the chameleon jumpsuit and sneakers. In addition to that, it properly defines setting for GAGS worn and inhand icons instead of having them be in Initialize() for specific item types. Names for the prisoner jumpsuits and wheelys have also been reverted to how they were before the GAGS PR.
2021-04-30 22:16:18 -07:00
Fikou 7e3a4f2442 fixes stuff made with bronze sheets deconstructing into tiles or not being able to make bronze golems (#58708) 2021-04-26 16:15:18 -07:00
Mothblocks 7e4de07506 Remove all gamemodes except Dynamic (#58470)
Removes all /datum/game_mode except dynamic. Eventually, all of mode and game_mode will be removed, and Dynamic will become an ingrained system. Every single other gamemode was unmaintained at best and poisoned other code at worst. Currently all tg servers run 24/7 Dynamic, so the time to act is now.

* Remove gamemode references from age checks

* Monkey

* Remove heretics

* Remove BBs

* Refactor uplinks and remove clown ops

* Remove nuke ops

* Removes and refactors cult

* Remove extended

* Remove and move out meteors

* Removes wizard

* Remove sandbox

* Remove changelings

* Remove traitors

* Remove revs

* Remove gangs

* Remove changing mode and voting for new gamemodes

* get_candidates signature fix

* Summon ERT and NERD in their own panel

* Remove some old unneeded age_check stuff

* Fix old signatures of get_uplink_items

* Use Extended like config for dynamic.json

* Fix discounted gear
2021-04-25 01:55:10 -07:00
manofpepsi 5f8c253b6f nitrile gloves buff (#58594) 2021-04-22 14:48:47 -07:00
tralezab 7d58d8de6c REOPEN: REVERT: Changes faster fireman carrying from a trait on gloves to a skillchip (#58268)
Co-authored-by: SuperNovaa41 <supernovaa41@protonmail.com>
2021-04-15 00:15:45 -07:00
Mothblocks 92b32c3f00 Refactor /obj/item/food/chewable into a chewable element (#58243)
* Refactor /obj/item/food/chewable into a chewable component

* Element, always process
2021-04-12 16:18:00 +02:00
TemporalOroboros fb488fdfff Some explosions code cleanup (#57493)
Clears out two deprecated explosions systems (explosion ids and explosion levels)
Refactors a bunch of contents_explosions procs to be maybe slightly faster.
Cleans up a bunch of ex_act code.
Slightly cleaner code
A few less unused vars on /atom and /turf
2021-03-20 16:03:59 -07:00
Fikou 96c60822a8 fixes the ancient bundle not working at all (#57741) 2021-03-16 21:22:37 -04:00