Productionizes #80615.
The core optimization is this:
```patch
- var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+ var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```
We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.
## About The Pull Request
This PR elementises two kinds of spider behaviour in preparation for
making them into Basic Mobs, which in turn will solve a bug with
Araneus.
This will probably conflict with my other PR but I'll deal with it.
The Nurse Spider and Flesh Spider healing abilities which were similar
but not _quite_ the same now share the same component.
Also Lightgeists because they also did this.
I'll be honest I think Flesh Spider would be better off with the
"Regenerator" component instead but that would be a balance change so I
can't do that right now.
The Tarantula "slower when not on webs" passive is also now an element.
This will make my third PR (to be opened when these two are merged)
easier.
Also I noticed we were using the same colour for spawning a particle in
a few places so I moved that hash into the colours define file.
ALSO while making this the linter identified that a shitload of procs
were passing `required_bodytype` to `heal_overall_damage` as if it was
`stamina` which probably caused some bugs. Don't know which though!
https://user-images.githubusercontent.com/7483112/217679050-b728ee98-3ba1-4663-bb6b-75295d5f9a6a.mp4
## Why It's Good For The Game
Reduces amount of duplicated code, making it easier to maintain.
Elements can be reused for other things later, like the infuser?
## Changelog
🆑
refactor: Spider healing abilities have been refactored to reuse the
same code rather than reimplement it across two different mobs, it
should work the same as it used to. This is also used by Lightgeists.
fix: Mob biotype on `heal_overall_damage` should be applied more
consistently. This might mean that some things which were previously
healing prosthetic limbs have stopped doing that.
/🆑
## About The Pull Request
This changes stamina damage from a damage that affects limbs (like brute
and burn) to a damage that affects the body at whole (such as tox or
oxy)
Stamina being run like brute or burn is rooted all the way back to when
it was halloss, and used exclusively for holodeck items and
hallucinations.
Most coders probably didn't even know that stamina worked like this, and
most implimentatiosn of stmaina mechanics use a generic "adjust stamina"
or a "apply_damage(type = stamina zone - body_zone_chest)" to avoid the
issues that come when stamina is evenly distributed among limbs (and
some limbs only count as a fraction to stamina damage total)
The only thing that is truly lost here, is disabling limbs (arms and
legs) with stamina damage, by aiming specifically at them with disablers
(batons always apply their stamina damage to the chest, no matter where
they hit) our through smashing limbs on tables.
The idea of making an opponent drop a weapon out of pain is fun, but
stamina doesn't support it, or make sense in context.
A depth filled limb-based pain system that has interactions with
painkillers and replaces damage based move slowdown would be fun, and
maybe something that could be implemented in the future.
## Why It's Good For The Game
The biggest draw here, is that it will make stamina easier to maintain
## Changelog
🆑 itseasytosee
code: Stamina no longer affects individual limbs.
/🆑
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* i wanna go to bed so im pushing this
* It compiles but doesn't work yet
* It works!
* I WANT TO DIE
* Appease linters
* some CI fixes
* Address reviews + oversight
* Limb grower fix
* more icon fixes
* forgot to hit save
* I'm a dumbass
* Removes bodypart parent from unit test
* Fixes monkeys and CI
* Grammar pass
* I hate zombie code so much
* General code cleanup
* THE SHITCODERS ARE COMING FOR MY VARS
* THE UNIT TESTS ARE COMING FOR MY SHITCODE
* Reviews + skirts
* Removes an unused DMI
* Why didn't I do this in the first place?
* HAIR REFACTOR
* Haha whoops
* How did I miss this
* Admin spawned creatures now have their features
* Optimize me harder
* minor fix i need to push to merge master
* Fixes hair (maybe) and a runtime
* Maybe fixes mirrors
* Attempts to fix women
* Fixes hair on dismembered heads and a grammar change
* Caps lock did me dirty
* address reviews
* icon failures fix + missed reviews
* Fixes: Facehuggers and Regenerate_limb
* Fixes ethereal color pref appearance
* How the fuck did this not break everything else horribly?
* JESUS FUCKING CHRIST IM A MORON
* Fixes compile
* I'm not high I swear
* Im a dipshiiiit
* grumble grumble
* Fixes a visual bug with digitigrade legs. Adds \improper to roundstart species names. Added two new clothing-related helper procs. Renamed a couple procs to be more accurate. Adds SHOULD_CALL_PARENT(TRUE) to examine_more. Addresses reviews.
* Forgot this little readability thing.
* Updates CODEOWNERS
* Me when I forget how github works
* mapload me harder
* Last second fixes
Adds the sparring god. Your deity wants you to go out and spar people for self improvement.
Sparring
You can create contracts from paper as the chaplain. The contracts come with a set of conditions for the battle.
You can set which weapons are allowed.
You can set what you earn from winning.
You can set where you fight.
BOTH participants in the sparring match must agree to the terms for the fight to begin. Changing the terms will remove any other signatures on the contract, requiring them to review and willingly sign again.
Setting the stakes to be holy will give you favor for winning the fight. You can only do this once per person, so you can't farm points. You can use points on declaring new areas as arenas, or if you save up enough, buff your heart to keep fighting in dangerous conditions.