* Refactors how movetypes are added and removed, No timers this time. (#55444)
* Refactors how movetypes are added and removed, No timers this time.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Fixes clown cars + Fixes mechs not being able to open doors (#55748)
* honk honk
* realized the speedbike and wagon are not sealed
* Fixes clown cars + Fixes mechs not being able to open doors
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Deadchat plays everything - A simple way for admins to let deadchat control things. (#55314)
* Deadchat plays things
* Pocket lint
* View those variables
* Arr var
* Arrr save changes and don't code while drunk
* Loog dot exe
* Big ol' changes
* Deadchat plays everything - A simple way for admins to let deadchat control things.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Rot component no longer makes miasma on planetary turfs, and has a time limit of 5 minutes (#55713)
* Update rot.dm
* Update rot.dm
* Update rot.dm
* Update rot.dm
* Rot component no longer makes miasma on planetary turfs, and has a time limit of 5 minutes
Co-authored-by: Azarak <azarak10@gmail.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>
* Cleans up a circular ref in status effect code, I'm not sure if it's causing harddels, but I don't like it (#55706)
* Cleans up a circular ref in status effect code
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fix radiation examine message ordering (#55696)
When examining radioactive game objects, the message about their
radiation levels, such as "The air around the screwdriver feels warm",
or "The air around the uranium statue feels warm, and it hurts to look
at." will now be printed after the main body of the examine text.
The examine signal was being used to trigger `to_chat` calls, causing
the radiation message to be sent before the main examine text, "That's a
large statue of a pig."
The pronouns of the text have also been tweaked, so examining the
radiation of a pair of gloves, or a man will produce appropriate
messages.
* Fix radiation examine message ordering
Co-authored-by: coiax <yellowbounder@gmail.com>
* DNA fix (#55669)
This PR fixes a problem where DNA proc "is_same_as" always returned FALSE because of bad assoc list comparison.
The use of the proc mentioned above is very limited, and only practical effect will be that changelings cannot extract DNA they already have stored, which is intended limitation as per can_absorb_dna proc in the changeling antagonist datum.
* DNA comparison fix
Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
* 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>
* Refactors Beams to use signals: Revived from 2019 edition! BONUS: Medbeams are also refactored to use signals (#55193)
Huge removal of dead vars, bad timers, and other sloppy jitteriness from beams. They go from checking movement to waiting for a signal.
VARIABLE KILL LIST:
sleep_time: signals baby
finished: signals BAYBEEE
target_oldloc: not only not typecasted as a turf or named as a turf, it was unused. when are we going to use this? the beam starts from the origin!
origin_oldloc: bad name, not typecasted. renamed to originturf
static_beam: how are you an unused variable and still get replaced by signals like really
timing_id: signallllss bbbaaaabbyy
recalculating: you get the drill by now signals baby
base_icon: unused, seemingly replaced by visuals I think
* Refactors Beams to use signals: Revived from 2019 edition! BONUS: Medbeams are also refactored to use signals
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* prevent phobias being triggered by words you don't understand (#55580)
* Prevent phobias being triggered by words you don't understand
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
* Fixes icebox gen (#55506)
Adds some more rock formations on the surface of icebox.
* Tweaks icebox cavegen a bit to have more rocks on the surface
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Makes it so player-controller monkeyized humans dont also keep AI control + extra AI controller fixes (#55515)
AI controllers now properly check if a mob is client-controlled and dont start processing if its the case.
AI controllers now handle deletion on unpossesion if that's filled in as an argument
Dead monkeys stop attacking things
* Makes it so player-controller monkeyized humans dont also keep AI control + extra AI controller fixes
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* putting a gun to my stupid fat brain (#55556)
Our new Pull Request is now established, and has an appearance that promises permanency; but in this world nothing can be said to be certain, except death and HARS bugs.
* Fixes HARS replacing the brain (which fixes various traumas)
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Fixes GC for observers and new players, and tons of loose references to stuff that shouldnt be (#55563)
I've done this on a signal because atom_hud is applied very loosely in some contexes, and the objects themselves dont have an easy way to track back into what huds they're affected by, so this seemed the best. Properly cleans up next_time_allowed, which was missing.
Update: I discovered this is also an issue for a lot of simple mobs, such as slimes and bots and such. So fixing this is huge
* Fixes GC for observers and new players, and tons of loose references to stuff that shouldnt be
Co-authored-by: Azarak <azarak10@gmail.com>
* Removes roundstart miasma. Yes, even the gibs that are marked as miasma producers. Fuck you. Carbons now start listening for death at init, then get the component when they die. Gibs behave just as they used to. (#55343)
* Removes roundstart miasma, from everything.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* [READY] Kitchen Rework part 1: I just want to griddle! (#55319)
This PR essentialy moves away from the extremely microwave dependent cooking we have for meat right now, and making it a bit more sensical by making you use a grill to grill meat. The grill takes a different time (with variation) for different grilled things. Once finished it will turn that food into something else.
Yes, this does mean creating burgers takes longer, but in return you can make more patties at once, and you are not required to stay at the grill while its going. This lets you cook as much as you want at once, just make sure your meat doesn't burn!
In the future, I hope to move more things like this to machines similar to this (Pasta boiling, putting eggs on the griddle, soup making, etcetera) to create for a more interesting cooking experience.
* [READY] Kitchen Rework part 1: I just want to griddle!
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* [READY] Creates Datumized AI and applies it to monkeys (#55238)
New AI system, implemented for monkeys.
* [READY] Creates Datumized AI and applies it to monkeys
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Stationloving objects now buzz when their stationloving component teleports them back to the station (#55469)
* Stationloving objects now buzz when their stationloving component teleports them back to the station
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* You can sacrifice souls to toolboxes (#55306)
So, now that it's December, this PR makes it so you can use a soulstone with a shade in it on a mechanical toolbox to sacrifice the shade to give the toolbox back its SOUL (it goes back to the old sprite)
* You can sacrifice souls to toolboxes
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Fix donuts always overriding species-level taste reaction (#55349)
Fixes#55302.
The donut `check_liked` callback would return null if its conditions
weren't met, so the `food_taste_reaction` checks would be totally
skipped over.
No donuts for you, carnivore.
* Fixes donuts overriding taste reaction
Co-authored-by: prodirus <44090982+prodirus@users.noreply.github.com>
* Caltrops and footsteps now properly check whether your shoes actually cover your feet (#55252)
Right now I believe it doesnt change anything, but it leaves
possibility for footwear around ankles, or funny shoes with no bottom
part. It makes sense, right?
* Caltrops and footsteps now properly check whether your shoes actually cover your feet.
Co-authored-by: Azarak <azarak10@gmail.com>
* Refactor the procedural generation of lavaland and turf/closed/mineral (#54915)
This replaces lavaland's old diagonal tunnel gen which was really
horrendously jammed into asteroid floor code (?????) with Cellular
Automata which runs in rust (PR for that here:
https://github.com/tgstation/rust-g/pull/57 ). The new code is a bit
cleaner, but also looks better.
VID: https://streamable.com/a45ke2
Things to do:
- Make an icemoon version
- Fix the roundstart atmos adjacency issues
I asked AnturK if this was an acceptable PR for this month; he said it
was okay as long as I didn't add new areas, which I don't plan to do.
But if anyone thinks this PR breaks the spirit of the month I'll open
it again in december.
* Refactors the procedural generation of lavaland and turf/closed/mineral
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Crates and bountes are now defined by crate's value and paygrades. Civilian bounty payout is higher and uncheesable.
* Update shuttles.dm
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Makes drying racks apply color properly (#55317)
Drying racks aren't coloring things currently because of how that typecheck works (It should be a type == current_type instead of !type)
* Makes drying racks apply color properly
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Replace direct poi_list manipulation with element (#55416)
Replaces GLOB.poi_list |= src and GLOB.poi_list -= src with an element that handles it directly.
More consistent code, especially when a lot of code couldn't decide how to add/remove (some |=, some -=, some .Remove, etc).
* Replace direct poi_list manipulation with element
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)
Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big.
If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self.
Pass flags:
Pass flags handling now uses an atom variable named pass_flags_self.
If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default.
This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why.
LETPASSTHROW is now on pass_flags_self
Projectiles:
Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake
Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future).
I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP.
Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful.
scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it.
scan_moved_turf() (WIP) will be used for handling moving onto a turf.
permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around.
A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things.
Movement types
UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping.
Why It's Good For The Game
Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general.
Fixes penetrating projectiles like sniper penetrators
This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)
* pass_flags handling refactor + rewrites a part of projectiles for the n-th time
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
* Refactors how movetype flags are added and removed and the floating animation (#54963)
I wanted to refactor how movetype flags are added and removed into traits to prevent multiple sources of specific movement types from conflicting one other. I ended up also having to refactor the floating animation loop (the one that bobs up and down) code in the process.
Why It's Good For The Game
A way to avoid conflict from multiple sources of movement types.
This also stops melee attacks, jitteriness and update_transform() from temporarily disabling the floating movetype bitflag altogether until the next life tick.
Tested, but i'm pretty sure improvements could be made.
Changelog
cl
fix: jitteriness, melee attack animations and resting/standing up should no longer momentarily remove the floating movement type.
/cl
* Refactors how movetype flags are added and removed and the floating animation
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Small do-after refactor (#55172)
This is an alternative to the PR Ryll made, it does some things similar e.g. the default limit of 1 interaction per target for a person, however, it refactors do_afters to support overrides for max interaction counts and unique sources.
For example, stripping uses the item being stripped as the source, allowing you to strip multiple items, but not the same item multiple times.
I've also fixed most other edge-cases this could cause where balance would be affected, but feel free to point out any I might've missed, this'll probably require some longer-term testmerging.
* Small do-after refactor
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Reworks the champion's hardsuit (#55337)
fixes hiero staff recall mesage not working
Reworks the champion's hardsuit
changes:
name: champion's hardsuit -> berserker hardsuit
armor: (MELEE = 65, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 80) -> (MELEE = 30, BULLET = 10, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 10, FIRE = 100, ACID = 100)
doesnt have ert stripping time so its shorter
it cant hold the pka or cutter on itself, but it carries knives, resonators, spears and the crusher
adds berserk mechanic: with every hit you take thats not from yourself, you get berserk charge equal to the damage dealt to you divided by 4, if its a projectile attack this value is multiplied by 1.5, so a 20 damage melee hit gives you 5 charge, while a 20 damage projectile gives you 7 charge
use berserk ability with 100 charge to go berserk
you move a bit faster, you hit 2 times faster, you get a cool color and your melee armor is massively increased for the duration (about 10 seconds?), but you cannot shoot guns during the effect
* Reworks the champion's hardsuit
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Fixed caps (#55330)
The cap on fever and chills should not be absolute temp of the mob but amount of change.
This lowers the amount of change a small fever will hit you with.
* Fever Chills cap rework
Co-authored-by: NightRed <nightred@gmail.com>
* Makes fearless trait affect social anxiety (#55284)
An oversight from when I added psicodine and happiness
* Makes fearless trait affect social anxiety
Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com>
* You can('t) whisper into comms in crit. (#54970)
* Stops critted people from speaking into the radio.
* Whitelist implementation and removal of unreachable/unused code.
* Woops.
* You can('t) whisper into comms in crit.
* Update living_say.dm
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>