* At first i thought that i was being forced to add a feature 🤮 but then i realized i was being encouraged to refactor 😄. Electrified chair is now a component instead of a failure (#57117)
* At first i thought that i was being forced to add a feature 🤮 but then i realized i was being encouraged to refactor 😄. Electrified chair is now a component instead of a failure
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Converting the EMP protection component into an element. (#54617)
* Converting the EMP protection component into an element.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* 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>
* Anonymizes chapel intercom, so chaplain doesn't know who's talking. (#54476)
Adds support for radio's that anonimize the user, and adds one to every chapel.
It adds a new layer of immersion, and the option to anonizmie the speaker adds new options for mappers.
* Anonymizes chapel intercom, so chaplain doesn't know who's talking.
Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>
* Sign language fixes (#53890)
If your hands are full, you make a visual attempt to sign, so others know you at least tried. If you have no hands, you simply cannot sign at all.
Having one arm gone and the other full properly makes one unable to sign
Runechat!
Uses TRAIT_HANDS_BLOCKED now
Any organ with ORGAN_UNREMOVABLE as a flag is no longer removed by aheals or full heals. Currently this only affects tied tongues, as no other organ really has that flag yet.
If you can't sign from your hands being full, you won't stand there silently staring at whoever you try to talk to.
People will actually see that you can't sign thanks to runechat
I finally fixed sign language for lings & xenobio mains
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Sign language fixes
Co-authored-by: Wallemations <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Enforce preserving parent proc return values across ui_act call stacks (#53964)
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
* Enforce preserving parent proc return values across ui_act call stacks
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Intercoms now have appropriate attack_tk_grab response (#52835)
Due to issues with item interaction code, this PR means the intercom is now viewable with telekinesis but is not interactable unless adjacent.
* Intercoms can now be interacted with via the telekinesis mutation
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.
* Fixes some comments
* Fixes map issue
* Restart lints
* Properly resolves conflicts
About The Pull Request
/area/proc/usage() attempts to give list-like access to a bunch of vars. Why not make it a list instead and avoid all the proc calls? Might be room for followup here, to do something to powered(), use_power() etc.
Some legacy machinery was ignoring the default machinery use_power pulling from the machine's power channel by default
Total power usage was unused, APCs ignored it in favor of calculating it themselves :)
I also renamed the defines because they were in the danger zone of being very common words.
Changelog
cl Naksu
code: optimized area power usage calculations.
/cl
* Intercom examine tells you about :i
If you're close enough to them
* Intercom exmaine message different depending on proximity
* Intercom examine isn't dynamic
* Radio interface
* Ore redemption machine interface
* Remove candystripe because it looks like shit
* Solar tracker interface
* Add more channels, add full color support to Box
* Cleanup README
* conversion guide draft 1
* Update documentation
* Implement an Input component, update component reference
* Nanotrasen fires the Wave Motion Gun at the Clock Cult
* Fixes a random changelog appearing from the reebe void.
* Fixes a wrong type reference regarding the bronze sheets in the Lavaland Ruin for it.
* Fixes redundant cells after CC removal in ruin by populating them with varied ore chunks, or destruction clutter.
* why is it /obj/item/stack/sheet/metal but not /obj/item/stack/sheet/iron
* Fixes the lavaland ratvar ruin to have fluff variant structures of deleted shit it referenced instead what I thought was reasonable.
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)
this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc.
also applies materials to everything, with fixes, which can close#46299
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