Commit Graph

154 Commits

Author SHA1 Message Date
SkyratBot
f5083f498b [MIRROR] *smacks table* Hot Damn! (#3734)
* *smacks table* Hot Damn! (#57269)

* *smacks table* Hot Damn!

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2021-03-01 17:49:38 +00:00
SkyratBot
98d17d7fee [MIRROR] Adds the Intento! (#3617)
* Adds the Intento! (#56770)

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

* Adds the Intento!

Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Jack Edge <yellowbounder@ gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-02-23 23:19:16 +00:00
SkyratBot
b332b46b65 [MIRROR] Remove hideous inline tab indentation, and bans it in contributing guidelines (#3394)
* Remove hideous inline tab indentation, and bans it in contributing guidelines

* a

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-15 15:32:02 +00:00
SkyratBot
495b35a679 [MIRROR] Converts all uses of modifiers to lazy access to avoid memes in future (#3331)
* Converts all uses of modifiers to lazy access to avoid memes in future

* Update work_tools.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>
2021-02-13 11:06:39 +00:00
SkyratBot
a51f056319 [MIRROR] Moves the plant analyzer chem mode to right click + lets you read out a tray's chemical contents (#3347)
* Moves the plant analyzer chem mode to right click + lets you read out a tray's chemical contents

* Update growninedible.dm

* Update grown.dm

* Create grown.dm

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-02-13 11:03:46 +00:00
SkyratBot
4de938ed65 [MIRROR] Fix pre_attack, fixing RPEDs (#3279)
* Fix pre_attack (#56798)

Someone passed in the thing being used as the target, this broke many things. Bad moth :newspaper2:

* Fix pre_attack, fixing RPEDs

Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-11 00:06:05 +00:00
SkyratBot
e3c1100920 [MIRROR] Add locking into portals with right click on hand tele, refactor hand tele code, add pre_attack_secondary (#3242)
* Add locking into portals with right click on hand tele, refactor hand tele code, add pre_attack_secondary (#56700)

Refactors hand tele code with better variable names, splitting procs, fixing C&P code, etc.
Adds pre_attack_secondary, the right click version of pre_attack.
Adds a new alternate function to hand teles, which will reopen the last location you opened. Works based off locations, not turfs. For example, right clicking after locking in "None (Dangerous)" will not teleport you to the same place.

* Add locking into portals with right click on hand tele, refactor hand tele code, add pre_attack_secondary

Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-09 19:44:07 +00:00
SkyratBot
367311f25f [MIRROR] Renames the _alt attacks to _secondary for clarity (#3222)
* Renames the _alt attacks to _secondary for clarity (#56752)

* Renames the _alt attacks to _secondary for clarity

Co-authored-by: Rohesie <rohesie@gmail.com>
2021-02-09 09:45:54 +00:00
SkyratBot
7acbd68644 [MIRROR] Add alternate attack procs (#3134)
* Add alternate attack procs (#56663)

Adds alternate attack procs for right-clicking. Updates the gunpoint code to use this new proc as an example (though I suspect this is being changed soon, so oops).

This makes it easier to add new behavior to right click, which we should be doing.

* Add alternate attack procs

Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-06 00:50:15 +00:00
SkyratBot
e890b1282b [MIRROR] Replaces intents with combat mode (#3063)
* Replaces intents with combat mode

* updates

* a

* Update living_defense.dm

* https://github.com/tgstation/tgstation/pull/56638/files

* gunsafety!

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-05 16:58:16 +01:00
Azarak
311089f611 [WIP] Combat rework - less lethality, less hardstuns, nonlethal takedowns. Focus on combat ineffectivity (#1285)
* woo

* ye

* base done

* some stuff

* weh

* bang bang

* Update carbon_defense.dm

* stuff

* Update stunbaton.dm

* flash

* Update carbon.dm

* weh

* weh

* Update stun.dm

* weh

* Update combat.dm

* a

* aaa

* a

* aaaa

* aa

* hh

* h

* Update combat.dm

* a

* Update other_reagents.dm

* a

* Update pie.dm

* Update combat.dm

* Update pie.dm

* Update combat.dm

* Update combat.dm

* Update combat.dm

* aaa

* aaa

* a

* aaa

* Update combat.dm

* Update combat.dm

* aa

* aaa

* Update carbon_defense.dm

* Update living.dm

* aaa

* Update combat.dm

* aaaa

* Update combat.dm

* aaaa

* Update combat.dm

* Update cat2_medicine_reagents.dm

* Update combat.dm

* Update misc.dm

* Update misc.dm

* Update misc.dm

* Update door.dm

* a

* Update life.dm

* aaa

* aaa

* Update code/_onclick/item_attack.dm

* Update code/game/machinery/doors/airlock.dm

* Update code/game/machinery/doors/door.dm

* Update code/game/machinery/doors/door.dm

* Update code/game/objects/items/grenades/flashbang.dm

* Update modular_skyrat/master_files/code/modules/mob/living/carbon/carbon_say.dm

* Update modular_skyrat/modules/blueshield/code/game/objects/items/melee/misc.dm

* Update modular_skyrat/modules/blueshield/code/game/objects/items/melee/misc.dm

* Update modular_skyrat/modules/blueshield/code/game/objects/items/melee/misc.dm

* Update code/modules/surgery/bodyparts/parts.dm

* Update code/game/objects/items/grenades/flashbang.dm

* Update code/game/objects/items/grenades/flashbang.dm

* Update code/game/objects/items/grenades/flashbang.dm

* Update code/game/objects/items/melee/misc.dm

* Update code/game/objects/items/melee/misc.dm

* Update code/game/objects/items/melee/misc.dm

* Update code/game/objects/items/melee/misc.dm

* Update code/game/objects/items/melee/misc.dm

* Update code/game/objects/items/melee/misc.dm

* Update code/game/objects/items/melee/misc.dm

* Update code/game/objects/items/stunbaton.dm

* Update code/game/objects/items/stunbaton.dm

* Update code/game/objects/items/stunbaton.dm

* Update code/game/objects/items/stunbaton.dm

* Update code/game/objects/items/stunbaton.dm

* Update code/game/objects/items/stunbaton.dm

* Update code/game/objects/items/stunbaton.dm

* Update code/game/objects/items/stunbaton.dm

* Update code/game/objects/items/stunbaton.dm

* Update code/game/objects/items/stunbaton.dm

* Update code/game/turfs/open/_open.dm

* Update code/game/turfs/turf.dm

* Update code/modules/antagonists/abductor/equipment/abduction_gear.dm

* Apply suggestions from code review

* Update modular_skyrat/master_files/code/modules/mob/living/carbon/carbon_say.dm

Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-01-29 23:16:05 +00:00
SkyratBot
d6fb024d57 [MIRROR] Fixing zero damage items with set attack verbs not showing chat messages anyway. (#2362)
* Fix zero damage items not showing explicitly set attack verbs in chat (#55509)

Borked exactly five months ago by #52890.

This will close #55219.

* Fixing zero damage items with set attack verbs not showing chat messages anyway.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-12-29 02:39:22 +00:00
SkyratBot
6307794db3 [MIRROR] unfucks hitting simplemobs with melee attacks (sorry!) (#1998)
* unfucks hitting simplemobs with melee attacks (sorry!) (#55269)

Adds a single "!" to the code I added (in #55023) to make it not make most simplemobs immune to being hit with most melee weapons.

* unfucks hitting simplemobs with melee attacks (sorry!)

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2020-12-01 20:31:37 +01:00
SkyratBot
c487c73f39 [MIRROR] Grep for space indentation (#1969)
* Grep for space indentation

* aa

* Update species.dm

* Update species.dm

* Update maps.dm

* Update examine.dm

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-12-01 12:26:41 +01:00
SkyratBot
19a920a268 [MIRROR] Makes the usage of force_threshold in the attackby() proc for simplemobs consistent with the way it's used everywhere else (#1970)
* Makes the usage of force_threshold in the attackby() proc for simplemobs consistent with the way it's used everywhere else (#55023)

## About The Pull Request

Namely, this means that a simplemob's immunity to melee attacks of force X or lower now accounts for that simplemobs damage multipliers to various damage types. It also means that simplemobs with a force_threshold of X are now immune to melee attacks of force X or lower, not melee attacks with a force less than X (<= vs. <).

## Why It's Good For The Game

**tldr;
This make the code for simplemob "your stick must be this strong to deal damage" thresholds more consistent.**

Xenomorphs, xenomorph larvae, barehanded monkeys, slimes, and simplemobs in general all multiply the damage of their attacks by the relevant damage resistance multiplier BEFORE checking it against the force_threshold of the simplemob they're attacking, and also check to see if their damage is <= the force_threshold of the simplemob they're attacking (instead of requiring it to be strictly < the force_threshold of the simplemob they're attacking).

As for balance concerns, while this will affect juggernauts *slightly* (as they'll now be immune to force <= 10 melee weapons instead of just force < 10 melee weapons), I'm not too worried about that. What I _am_ worried about is blobbernauts, who, after this change, will be immune to brute melee weapons of force 20 or lower (due to their 0.5 brute damage multiplier). You will, of course, still be able to welder them just as effectively as you could before, but I'm worried that this could make blob-aligned blobbernauts even stronger than they already are.

* Makes the usage of force_threshold in the attackby() proc for simplemobs consistent with the way it's used everywhere else

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2020-11-30 18:33:12 +00:00
SkyratBot
03d81cfb75 [MIRROR] Fixes the attack chain (#1520)
* Fixes the attack chain

* a

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-31 15:58:00 +01:00
SkyratBot
6ecaa9a994 [MIRROR] Standardizes attack chain signal returns and fixes a tk bug (#1409)
* Standardizes attack chain signal returns and fixes a tk bug (#54475)

The attack chain is a bit of a mess, and the introduction of signals hasn't helped in simplifying it.

In order to take a step into untangling this, I re-ordered the attack signals to no longer be by source type and instead to be grouped more modularly, as they are all members of the attack chain and function similarly. They all share the trait of potentially ending the attack chain via a return, but had several different names for it. I joined it into one.

Additionally, fixed a tk bug reported by @ Timberpoes by adding a signal return check at the base of /mob/proc/RangedAttack

Lastly, removed the async call of /datum/mutation/human/telekinesis/proc/on_ranged_attack, which was added as a lazy patch to appease the linter complaining about a sleep on a signal handler (namely in /obj/singularity/attack_tk). Fixed the problem using timers.

Also cleaned some code here and there.

* Standardizes attack chain signal returns and fixes a tk bug

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-10-21 07:39:32 +02:00
SkyratBot
d1315d9474 [MIRROR] Audio falloff re-work, and increased audio range. (#1406)
* Audio falloff re-work, and increased audio range.

* a

* a

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-21 07:36:31 +02:00
SkyratBot
ec28f27bf8 [MIRROR] Fix broken dmdoc crosslinks (#933)
* Fix broken dmdoc crosslinks

* Update species.dm

Co-authored-by: Tad Hardesty <tad@platymuus.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-23 15:14:45 +02:00
Azarak
786faaaf39 [SEMI-MODULAR] Gunpointing! Similar to bay-aiming (#800)
* Gunpoint!

* Spans

* linter moment

* wah

* weh
2020-09-17 02:18:01 +01:00
SkyratBot
3bd294f26f [MIRROR] Defines damage flags. (Hopefully without 50+ commits) (#491)
* Defines damage flags. (#53158)

* Defines damage flags. (Hopefully without 50+ commits)

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2020-08-24 22:52:31 +02:00
SkyratBot
49f7becb88 [MIRROR] Personalized combat messages part 2 (#334)
* Personalized combat messages part 2 (#52890)

Adds more "personalized" combat messages for all participants in a fight: the attacker, the victim and the spectators

* Personalized combat messages part 2

* Update misc.dm

Co-authored-by: kingofkosmos <riki.sundberg@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-08-14 23:29:15 +02:00
Ryll Ryll
a97c51b30b [READY] Wounds part 2: Piercing wounds, dismemberment changes, housekeeping (#51786)
* pierce the heavens

* starts doing projs

* continue pierce

* before armor

* before sharpness redefine

* rename sharp defines, before further implementation

* finishing undoing atk_type back to sharpness

* neatens up sharpness defines, FALSE -> SHARP_NONE

* more piercing, removes brute damage bleed, bubblegum no longer wound

* starts letting embeds get in on the fun

* half with embed

* work on dismembering

* continued embed work

* more moving bandaging to limbs

* more dismemberment work

* removing embed pierce stuff

* tweaking bullets

* more docs and work on dismemberment

* spans, piercing, guns

* dismemberment and scar fixes

* bee changes

* bullets embedding

* more bullet and dismember work

* dismemberment, surgery, piercing, formaldehyde,

* pleases travis

* pierce smite

* nicer on blood

* Auto stash before rebase of "tgstation/master"

* more neatening

* wounds only consider up to 35 damage, wounds on l6 and 762

* updates hulk

* balance

* defines

* lower slug to 50 brute to accommodate wounds

* adds differentiation for having flesh/bones/both in mobs

* moves scar descs to json, renames organic_state

* excises removed healing skill

* fixes logs, inconsistencies, some balance changes

* untab

* slight compress

* a

* kills pointed global list

* dmdoc

* halfway through roh

* finishes roh review

* okay NOW i finished roh's reviews

* roh roh roh your boat

* gently down the stream

* global lists

* list ops, fix scanner for bone gel improvised fix

* travis moment

* sounds added and moved

* pellet clouds can join the fun fully, slight gun balancing for wounds

* doc moment

* unconflicts myself

* update hulk

* Update code/_onclick/item_attack.dm

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

* crying ascii face

* final rohview

* oops

* final final

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-23 22:20:09 -04:00
jdawg1290
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
Tlaltecuhtli
9a15ba2eeb eye stabbing returns a normal attack if it fails instead of doing nothing (#51842)
* 2

* ghfdfsffhjftyfthfhttfhrsrgr

* dfonisdifoniosdfnosdfnoidf
2020-06-26 11:22:31 -04:00
Iamgoofball
c1aec94be8 Fixes the 50% time dilation on every server by removing demos, an admin only tool that is the laggiest thing on the planet for incredibly little gain. (#50658)
* Fixes the 50% time dilation on every server by removing demos, an admin only tool that is the laggiest thing on the planet for incredibly little gain.

* appeases the linter
2020-04-26 12:54:01 +12:00
spookydonut
a00778f16e Add EYE_STAB to item_flags (#50556)
* Add EYE_STAB to item_flags

* add to surgicaldrill and scalpel
2020-04-23 12:28:37 +02:00
Rob Bailey
c20a04543b Port of Replays from Yogstation (#48579)
* demos (ported from yogstation)

rustg update + write with no format

use external hook for logging

use proper log vars

fix + clarifying comment

don't start the log

release build of rust-g

fix something caught by the lint

Update code/__DEFINES/subsystems.dm

Co-Authored-By: Jordan Brown <Cyberboss@users.noreply.github.com>

Update code/controllers/subsystem/demo.dm

Co-Authored-By: JJRcop <jrubcop@gmail.com>

Update code/controllers/subsystem/demo.dm

Co-Authored-By: JJRcop <jrubcop@gmail.com>

moves hooks out of a dedicated file

len = 0 to Cut(), remove semicolons

untyped loop

* updated rust_g

* 513 updates
2020-04-06 13:15:48 -04:00
spookydonut
cdd1244904 update melee_attack_chain codedocs (#49471)
About The Pull Request

docs were incomplete and lacking the usage of the new hotlinking doc feature
2020-02-22 20:16:10 +13:00
ShizCalev
7209ac3c93 Removes unnessacary math defines 2020-02-17 23:09:09 -05:00
AnturK
7e78755bc3 Improves self-harm message formatting. (#48320) 2019-12-21 18:17:39 +01:00
Ryll Ryll
beff318999 Adds a bunch of new achievements (#48094)
About The Pull Request

Now that achievements are open for adding again, adds 7 new misc achievements-

    Disk, Please!: As a nuclear operative, hold up the captain with a loaded rocket launcher. The captain must be conscious for it to count!
    My Watchlist Status is Not Important: Get reported to security and medical staff by displaying antisocial tendencies in a video game.
    I Was a Teenage Anarchist: Get killed by a vending machine falling on you.
    Mister Sandman: Kill someone by botching surgery while they're asleep
    A Bowl-d New World: Die to a toilet
    How Do I Switch Hands???: Hit yourself idiot
    One Lean, Mean, Cleaning Machine: Gaze upon a fully promoted cleanbot

Why It's Good For The Game

Adds more fun things to do for the gamer cred that aren't just killing things on lavaland
Changelog

cl Ryll/Shaps
add: A bunch of new achievements have been added! To name a few, there are achievements for holding up the captain with a rocket launcher as a nuclear operative, dying to inanimate objects, dying in a toilet, and getting watchlisted! Go do some dumb stuff!
/cl
2019-12-11 14:36:31 +13:00
James
fffb74bdcf [READY] Welders consume fuel when they destroy an object during attack (#46842)
About The Pull Request

Welders didn't actually consume fuel if their attack deleted an object. This was first noticed when welding space vines, in that the welder didn't consume any fuel to do so. Further testing showed that this was the case for any object that gets destroyed on hit, including APCs, Air Alarms, Girders etc.

Problem was that the code for actually consuming fuel after an attack is in the afterattack proc which doesn't actually get called if the target is QDELETED. PR moves that code to the attack proc, along with (regrettably) implementing attack_obj too. This feels hacky and reeks of duplicate code, so if anyone has a better option for how I could implement this fix I'm all ears.
Why It's Good For The Game

Fixes unintentional behavior
Changelog

cl
fix: Welders now consume fuel when they destroy an object
/cl
2019-10-13 16:41:14 +13:00
nemvar
60d324d599 Prevent further logspam (#46503)
I added these stack_traces to check how much work would needed so these 
can be safely removed. Apparently it's way more work than I and 
probably anyone else would be willing to do. Lots of data is already 
collected so if someone wants to improve the situation, you can check 
the logs for it.
2019-09-16 19:57:42 -07:00
nemvar
84bee81790 Unscrambles melee_attack_chain 2019-09-07 16:12:01 +02:00
Rob Bailey
2029163d33 playsound vary boolean define conversion (#46254)
About The Pull Request

Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls

This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE

I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game

Code usability
2019-08-30 18:45:20 +12:00
William Wallace
f94756bdbf show correct attacker when being attacked by somebody with an item (#45783) 2019-08-07 15:53:44 -07:00
kingofkosmos
c3ea51908d Adds "you" to local visible_messages (#45631)
* adds "you" to some combat visible_messages.

* more you-messages and attack verbs to present tense.

* small fixes

* more additions and small fixes

* few message tweaks

* Fixes a typo and few other wordings.
2019-08-06 02:15:34 -07:00
nemvar
449e5d38e6 This turns butchering into something that resembles a component. (#45299)
* This turns butchering into something that resembles a component.

* Changes how the recycler works.
It no longer uses butchering in disgusting ways.

* I guess this works? It's not pretty though.

* How the fuck...
2019-07-26 23:57:37 -07:00
Garen Crownguard
3a37d0322c merge 2019-06-23 20:39:24 -05:00
Emmett Gaines
c3f95024b2 Gets rid of the GetComponent macros (#44220)
* Removes the GetComponent macros

* Regex replacement for GET_COMPONENT

Search: `GET_COMPONENT\( *(.+?) *, *(.+?) *\)`
Replace: `var$2/$1 = GetComponent($2)`

* Regex replacement for GET_COMPONENT_FROM

Search: `GET_COMPONENT_FROM\( *(.+?) *, *(.+?) *, *(.+?) *\)`
Replace: `var$2/$1 = $3.GetComponent($2)`
2019-06-04 17:39:58 +02:00
Garen Crownguard
4b2fc4cc05 Removes Hygiene 2019-06-04 06:25:51 -05:00
vuonojenmustaturska
fb45b7a017 Turns trait accessors into defines, fixes some bugs (#43820)
It's free performance.
2019-05-06 19:44:05 -04:00
Qustinnus
06171c1a79 Fix hygiene runtimes, lighten sprite (#42404)
Hygiene sprite is a bit more transparent.
2019-01-18 14:22:09 -08:00
Qustinnus
0de28b726a [READY]Humans now have hygiene (DOES NOT AFFECT MOOD GO AWAY MOODPOSTERS) (#41986)
cl Floyd / Qustinnus
tweak: You now have to be naked to get the nice shower moodlet, if you shower with clothes you get a bad moodie
add: Hygiene, you slowly become dirty over time, the more covered in blood you are the faster you will lose hygiene. When you are too dirty you will have a stink overlay. (Hygiene doesn't affect mood currently) It also spawns miasma slowly if you smell like shit.
add: adds NEET and neat traits. NEET's get 20 bucks social welfare extra and like being unhygienic, while neat people dislike being unhygienic and like being hygienic
/cl

This doesn't affect mood so plssss dont strawman in this PR about how I'm forcing you to shower or die or whatever

This PR is mostly visual and will allow for people to judge others for literaly being smelly as hell.

also NEET and neat traits which interact with being smelly. (neat likes hygiene, dislikes lack of it. NEETs like lack of hygiene and get some social welfare (20 bucks))
2019-01-02 01:04:51 +13:00
yoyobatty
f7b6b1eb30 Adds mob attack signals [READY] (#40221)
* Adds attack components to click.dm

* oops

* Hopefully this is better.

* One more try hopefully

* Redundancy reduction

* More info
2018-09-13 22:17:03 -04:00
Patrick Chieppe
2c8248575a Logging system refactor and improvement (#39521)
* Refactor several log lines to use datum_info_line and atom_loc_line

* Add default return strings from datum_info_line and atom_loc_line

* Add parentheses around atom_loc_line data

* Change more logs to use atom_loc_line

* Add check in atom_loc_line for turfs to avoid calling get_turf on them

* Re-add removed 'at'

* Replace datum_info_line with key_name and atom_loc_line with loc_name

* Refactor logging functions

* Avoid double-logging self-interactions

* Fallback to simple stringification if all else fails in key_name()

* Rewrite muscle spasm logging to use log_message

* Standardize logging of martial arts

* Tweak individual logging panel look

* Fix individual logging panel source

* When I typed || I really meant &&

* Fix Telecomms logging always showing client logs in the panel

* Reverts addition of buggy ownership log to panel

* Remove colon

* Fix missing log_directed_talk tag

* Add warning for missing type in log_direted_talk

* Change warnings to stack_traces

* Add square brackets around fallthrough key_name() case to help parsing

* Allow atom arguments/src in log_*() functions

* Change log_combat call with null argument to log_message

* Change mecha types' log_message() arguments to match atom and mob version

* Add key_name() case for atoms

* Fix resist_grab() unsetting pulledby before log_combat gets a chance to use it

* Fix log_globally logic

* Add logging for hitting objects with items

* Move log_combat() to atoms.dm

* Use utility functions for object stringification in log_combat()

* Use utility functions for object stringification in log_combat()

* Add missing logs for interacting with display cases

* Rewrite log_combat() comment

* Add missing space in log_combat()

* Add logging for hitting grilles barehanded

* Add missing ..()
2018-08-12 21:41:09 +02:00
Garen Crownguard
44b078e5a0 Fix COMSIG_PARENT_ATTACKBY for mobs (#39468)
mob/living isnt calling the attackby signal, now it is
2018-08-01 15:21:59 -07:00
Trevor Serpas
bee0b5b2c3 Afterattack() Signal (#38606)
* adds signal and modifies each call of afterattack to call it's inherited proc

* uses new macro for sendsignal()

* map fuck

* skip precommithooks

* combine and negate 2 ifs
2018-07-07 02:00:25 -04:00
Tad Hardesty
64886a75e6 Block default interact when opening an unlocked uplink 2018-06-15 19:36:44 -07:00