Commit Graph

735 Commits

Author SHA1 Message Date
san7890
63f7eb1a6a Fixes Ticked File Enforcement and Missing Unit Test (and makes said Unit Test Compile) (and genericizes the C&D list to the base unit test datum) (#77632)
Closes #77631

## About The Pull Request

Hey there,

Ticked File Enforcement simply wasn't catching files that were missed.
That's a bit stupid, so I decided to look into what the issue might be,
and whoopsie daisies I did double periods back in #76592
(020ac24053).

![image](https://github.com/tgstation/tgstation/assets/34697715/6023afe8-313d-4550-9a60-58a8bc211b4f)

I also added some debug info and some more checks to prevent such a
break from happening again on runtime of this script. I thought it was a
weird string concatenation issue (and not the simple break I thought it
was), so I rewrote how it adds `glob`s. I think it's cleaner so I'll
keep it anyhow

This PR also corrects the oversight of the missing unit test (introduced
in #77218 (69827604c4)) by reticking it in
the `_unit_tests.dm` file, and also makes it compile because it didn't
do that.

I also then had to do some more work to get the unit test to work.
* Genericizes the Create-and-Destroy "ignore" list to be a static list
on `/datum/unit_test` to allow it to be shared between these types of
tests that we need to test.
* Adds that list to C&D and the broken unit test regarding fantasy
bonuses
* Fixes some actually broken that the unit test was made to catch (beam
rifles, butterdogs and other slippery items, random ingredient boxes).
* Adds cases for things that the unit test and overall framework really
shouldn't be altering anyways (mythril), and was likely causing
inappropriate stack traces on master

## Why It's Good For The Game

Unit Tests WORK. Tools WORK.


![image](https://github.com/tgstation/tgstation/assets/34697715/9a59c0db-7a33-4546-918b-c73372a5b867)


## Changelog

🆑
fix: Beam rifles will no longer inappropriately retain any bonuses they
may gain from wizardry.
fix: Inappropriate stack traces over bonuses being applied to components
that gain bonuses innately (like Mythril stacks) should cease.
/🆑
2023-08-15 23:51:26 -07:00
Jacquerel
a148379092 pAIs can be inserted into a MODsuit (#77212)
## About The Pull Request

Ressurects this old concept from (#64530), if we're making pAIs conform
to being personal assistants more often then they should be better at
assisting your person.

You can insert a pAI into a MODsuit simply by using the card on a
MODsuit with an open panel. You can eject it again from the MODsuit
control panel UI (though the maintenance panel still needs to be
unscrewed).

Inserted pAIs can:
- Deploy and undeploy suit parts.
- Turn the suit on and off.
- Monitor any stats on the MODsuit panel.
- Activate any of your suit actions.

Inserted pAIs cannot:
- Move the suit.

This does not remove the ability to place AIs into your suit. AIs can do
all of the above but can _also_ move the suit around while you are
critically injured.
You can't have _both_ an AI and a pAI in your suit at the same time.

Additionally I had to mess around with the backend for pinning actions a
little bit.
AIs who tried to pin MODsuit actions to their screen would pin them to
the UI of the person wearing the suit instead, because it passed through
`grant_item_action`. We _want_ to use that interface for the other stuff
it does, but we need to catch and override who is _actually_ being
granted the action so it goes to the person who pinned it rather than
the person wearing the suit.

## Why It's Good For The Game

Gives more things for your pAI to do, now you can delegate manging some
suit functions to your little buddy.

## Changelog

🆑
add: pAIs can be inserted into MODsuits and can control suit modules
(but are not capable of moving the suit).
fix: AIs/pAIs in MODsuits can properly pin actions
/🆑
2023-08-03 11:01:15 +02:00
Watermelon914
69827604c4 Improves the RPG loot wizard event. (#77218)
## About The Pull Request
As the title says. Adds a bunch more stat changes to various different
items and a somewhat simple way of modifying them whilst minimizing
side-effects as much as possible.
Added a new negative curse of polymorph suffix that can randomly
polymorph you once you pick up the item.
Curse of hunger items won't start on items that are not on a turf.
Curse of polymorph will only activate when equipped.

Bodyparts, two-handed melees, bags, guns and grenades, to name a few,
have a bunch of type-specific stat changes depending on their quality.

Some items won't gain fantasy suffixes during the RPG loot event, like
stacks, chairs and paper, to make gamifying the stats a bit harder.
I'm sure there'll still be other ways to game the event, but it's not
that big of a deal since these are the easiest ways to game it.
High level items also have a cool unusual effect aura

## Why It's Good For The Game
Makes the RPG item event cooler. Right now, it's a bit lame since
everything only gains force value and wound bonus on attack. This makes
the statistic increases more type-based and make it interesting to use

It's okay for some items to be powerful since this is a wizard event and
a very impactful one too. By making the curse of hunger items not spawn
on people, it'll also make it a less painful event too.

## Changelog
🆑
add: Expanded the RPG loot wizard event by giving various different
items their own statistic boost.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2023-07-31 17:09:53 +00:00
Ghom
d9c8bd9bae [READY] Fishing and aquarium expansion. (#76531)
Listing the changes, off the top of my head:
- Resprited fishing rods, hooks, and the worm bait!
- Added a new, telescopic fishing rod, that can be bought as a goodie.
The master rod is also telescopic now.
- Added a couple hooks. One that lets you move the bait up and down,
otherwise keeping it in place, and another that stops the fish from
escaping, but slowly kills it. The former from the bepis fishing tech
node, the latter frm the black market.
- Added a fishing skill and relative legendary reward: A fishing hat,
like the one that recites "women fear me, fish fear me"
- You can now stop fishing by activating the fishing rod in your hand,
and stops it from stealing all clicks on other things if it isn't in
your active hand.
- Reworked fishing traits into fish traits, which can apply to fish
after it has been caught.
- Expanded the fish breeding system. Traits may be passed down to
offsprings, and offsprings may evolve (mutate?) into different kind of
fishes if conditions when conditions are met.
- Added half a dozen new fishes, each with its own traits: lubefish,
sludgefish (and its purple variant), slimefish, unmarine bonemass and
unmarine mastodon. Also, holodeck fish, as a joke.
- New traits: lubed skin, parthenogenesis, toxic (new reagent), toxin
immunity, predator, necrophage, no mating, crossbreeder, aggressive and
revival. Converted Emulsijack's ability and Donkfish's yuckiness into
traits as well.
- Added a fish analyzer that you can scan aquariums and fishes with.
- Fish can now be blended if you really want to. The number of reagents
from blending, w_class, and the number of fillets you get from cutting
fish now scale with size and weight.
- fish feed is no longer infinite (but it should still be plenty).
- Implemented temperature requirements for aquarium fish.
- You can now buy (dead) fish from the black market for dirt cheap.
- Last but now least, toilets are now valid fishing spots.
2023-07-27 22:50:36 +02:00
itseasytosee
88f259980b The Leaning Update (and Density Refractor) (#76704)
## About The Pull Request
WHAT HAS CHANGED MECHANICALLY
You can now lean up against walls.


https://github.com/tgstation/tgstation/assets/55666666/bf81b7b5-6cab-4fc3-9887-075351511505

To lean against a wall, simply face opposite to it and drag your sprite
onto it.
Doing so makes you non-dense, just like if you were laying down. This
means people can walk through you, but you are still susceptible to
melee and ranged attacks. Leaning up against a wall also mitigates your
FOV loss by 30 degrees, as you can have a better look at your
surrounding when you put more of your surroundings infront of you.
Because it seemed thematic to lean up against the wall while smoking and
then flick a cigarette away, cigarettes will now say they where
"flicked" instead of thrown when you toss them, I also took the time to
add a bit of variation into the throw text.

A few bugs where you could become non dense and then run straight
through people has been patched.

NOT PLAYER FACING
So basically I've implemented a system that keeps effects that manage a
mob's density consistent with eachother.
An example of some of the situations that could occur
Effect A would render a spaceman undense and turn the player dense again
once it was concluded
Effect B would render a spaceman undense and then after a timer revert
the spaceman to whatever state the spaceman was in before effect B
started.
Thus if you enabled effect A and then Effect B, setting your previous
state of denseness to undense, and then concluded effect A, when Effect
B would finish it would put you back into the state of density you were
in when you started. This would render the spaceman permanently undense.

To solve this, the system has been updated so that all instances of
density adjustment to mobs are handled by traits from unique sources
(with the exception undensity gained by laying down due to its
prevalence.) All effects that handle density will no longer step on each
others toes and can now be rain simultaneously without fear.
## Why It's Good For The Game
Leaning is cool. Bugs are bad.
## Changelog
🆑 itseasytosee
add: You can now lean against walls! Simply turn your back to the wall
and clickdrag yourself onto it.
fix: There should no longer be any instances of spacemen being able to
run straight through eachother as if they weren't even there.
spellcheck: Added more variance to item throwing text.
refactor: Mob density has been refactored
/🆑
2023-07-21 07:58:05 +02:00
LemonInTheDark
68184a2e50 Stabilizes code that flicks overlays to view/all clients (#76937)
## About The Pull Request

Rather then using images and displaying them with client.images, we can
instead simply make an object, give it the passed in image/MA's
appearance, and then vis_contents it where we want.

If you want to animate things, you can just use the atom we return from
the proc call.

This ends up costing about 25% of the best case scenario (one guy
online)
It will save more time with more users, but it also allows us to avoid
the hypersuffering that is passing GLOB.clients into the flick proc. So
I think I'm happy enough with this.

For context, here's average per call cost for flick_overlay_view() right
now.
It winds between 5e-5 and 1e-4. With these changes we should pretty
consistently hit the low end of this, because none of our work really
varies all that much.


![flick_avg](https://github.com/tgstation/tgstation/assets/58055496/3483e022-9cc5-490a-be5e-eb79f4e2110b)

(I was using sswardrobe for this, but it ends up being a lot slower so
like, why yaknow)
```
/atom/movable/flick_visual
        New: 3.65625ms
        Provide: 7.4375ms
        Qdel: 9.4375ms
        Stash: 9.46875ms
```

## Why It's Good For The Game

Using our tools should not make your code eat cpu time for no reason.
Hearers is expensive, iterating clients is expensive, let's not be
expensive.
2023-07-20 13:00:52 -06:00
YesterdaysPromise
a373b4cb08 Icon folder cleaning wave one (#76703)
## About The Pull Request

Due to a mental breakdown caused by unfathomable abomination that is
icons folder, I swore to myself to one day clean it. Today is kind of
that day. Been at it for around 6, you gotta understand I need a rest. I
tracked most changes in descriptions of commits if you are looking for
details.

## Why It's Good For The Game

Saner spriters make better sprites. And also, just helps keep track of
things.

## Changelog

🆑
image: added sprites for different variants of scrolls.
image: modified couple posters with ghost pixels.
/🆑

---------

Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
2023-07-11 10:50:10 -07:00
Jacquerel
61a9a9e1c3 Elementises mining mob resistance to being attacked from off screen (#76625)
## About The Pull Request

Converts the `bullet_act`/`hitby` overrides on
`simple_animal/hostile/asteroid` into an element,
This is currently "reused" in that it's also applied to its equivalent
on `basic/mining` although some day hopefully the `hostile/asteroid`
subtype will stop existing.

This is a specific-ass component but it's not totally impossible
something else will want it some day.

## Why It's Good For The Game

I'm a little mixed on this one honestly, I did this because I am
adapting some old code but I would be open to the idea that this should
just be left where it is (`bullet_act`/`hitby` overrides) and just
copied/pasted onto `basic/mining`.
I am also open to the idea that we don't need this at all and should
just delete it, it seems unecessarily protective to me but I wasn't
around at the time and maybe people really _were_ chucking hundreds of
floor tiles at goliaths and that was a problem.

If it _is_ a problem then I guess this extends those protections to
Bileworms now, because they need to be more durable and less possible to
take down using non-mining tools, obviously.

## Changelog

🆑
fix: Bile/Vileworms now have the same projectile and thrown weapon
resistances of other mining mobs.
/🆑
2023-07-11 03:15:02 +00:00
LemonInTheDark
8c2c72b0ed Duiffel Spotfix (#76442)
## About The Pull Request

Gives duffelbags their proper slot count
They inherited this from backpacks, but I sorta just forgot about that

[Creates "levels" of locked objects, uses that to make locked duffels
work](c613c00f62)

[c613c00](c613c00f62)

Turns locked into something that holds defines, this makes life a lot
easier.
Requires a lot of boilerplate because of how many uses of these procs
there are and all the passthrough and shit.

Adds a few outfit subtypes to avoid this class of failure in future.

Renames the args in a few but not all touched procs, one thing at a time

Closes #76407
Closes #76430 Had the lock check in the wrong place
Closes #76441 GOD I HATE TK SO MUCH

Wrote half the pr without glasses so if it's weird gimme some grace
yeah?

## Changelog
🆑
fix: Fixes some fuck with duffelbags, them not holding enough + issues
with spawning gear in them (job shit and all)
/🆑
2023-07-01 15:36:26 +01:00
necromanceranne
2600f23ebb Coroner Update: Pickle-Eating Morbid Weirdo Obsessed with Death and Perfectionism (#76318)
This PR introduces a whole bunch of Coroner and Morbid related content.

Firstly, Morbid is now a mind trait, and specifically, coroners start
with it.

Coroners also have a liver trait that allows them to heal toxins (very
slowly) from eating pickles and drinking pickle juice. They also
can...drink formaldehyde. I guess. Dissections is thirsty work.

Coroners gain a whole set of special tools specifically for use in any
surgeries marked as interests of the Morbid. This is determined by the
``surgery_flag`` called ``SURGERY_MORBID_CURIOSITY``. Currently, these
surgeries are included;

dissections, autospies, revival surgery, plastic surgery, organ/feature
manipulations, amputations

To fit the theme, TRAIT_MORBID also applies the reduction to eye
snatchers.

While using their special tools, and the surgery is a morbid curiosity,
the coroner/anyone who is morbid gains a 30% speed boost! This stacks
with the dissection speed boost. Otherwise, the tools are just regular
tools with a special name (though the scalpel is better at killing
undead, because, you know, you're watching over the dead).

The coroner's special medkit, which is the only one you can get in a
round, can fit their autopsy scanners and tools. Anything that comes
standard with their kit can go back into it.

Anyone who is morbid can safely retrieve the secrets of the elephant
graveyard. The serrated shovel, notably, is a much better tool and
notably better at killing organics, but not inorganics (like the dead).

(Gives roboticists secure morgue access during skeleton crew pop totals)
2023-06-30 12:55:14 +00:00
Jacquerel
630a445072 [no gbp] Fixes item action buttons (#76411)
## About The Pull Request

Fixes #76405
Closes #76408


![image](https://github.com/tgstation/tgstation/assets/7483112/c0e8ba32-781a-4079-a8bf-1136b416a7d7)
I goofed this one by not properly testing my review changes after moving
some code around.
Also comes with a nicer solution to a problem I was having with
deletion.

## Why It's Good For The Game

I think it's good to be able to use item actions.

## Changelog

🆑
fix: Actions granted by equipped or held items now actually appear again
/🆑
2023-06-30 04:19:43 -07:00
Andrew
626e5c9dea Eating from floor may cause disease (#76018)
![image](https://github.com/tgstation/tgstation/assets/3625094/a60ac166-5772-4ee1-aa08-4f82828033e7)

## About The Pull Request

There is a 10% chance of getting one of 3 new diseases when you eat
dirty things.

Things become dirty when left on the floor for [more than 5
seconds](https://en.wikipedia.org/wiki/Five-second_rule).

But you can wash (with any method you know from spraying water to
cleaning with soap) or cook them later to avoid this.


![image](https://github.com/tgstation/tgstation/assets/3625094/0f78ef11-1737-4c9c-aecd-072dd95ef013)

Packaged, bowled, canned food (any food that spawns package as trash
afterwards) is protected from this effect.

Makes crafted food spawn on nearby tables when the hands are full.
Except the one behind you.


![8wSPp0hsx1](https://github.com/tgstation/tgstation/assets/3625094/6a51ebce-5626-4aac-9e59-cc4eab46a95a)

#### New diseases:

40% chance:

![image](https://github.com/tgstation/tgstation/assets/3625094/a0b72459-cc10-47e1-99db-b11013eaa61b)

40% chance (Vomiting is of special type that does not stun):

![image](https://github.com/tgstation/tgstation/assets/3625094/ce8e254c-7a65-49ed-bfb2-68652a624aed)

20% chance:

![image](https://github.com/tgstation/tgstation/assets/3625094/b792ae5e-8a99-4271-93d1-bcc172292049)

## Why It's Good For The Game

Things that are left on the floor for too long intentionally are trash
that should be disposed by janitor. If you make a meal or prepare a
medication, it makes sense that you should keep your product sanitized.

Things that are dropped unintentionally are supposed to be picked up
quickly. "Oops I dropped this pie, need to pick it up quickly before the
germs spread". 5 seconds are enough for this. If you didn't manage you
will be like "Oh dammit, now I need to wash this pie in a sink".

Now players will consider to not just throw items meant for eating onto
the floor neglecting the fact that it looks odd. If they still ignore
it, people who consume the items will receive a harmless but annoying
disease.

In general this PR aims to force some IC gameplay onto Medics, Chefs and
Botanists so that they care a bit more about things they make for other
players.

The items have a warning message saying that they are dirty and
dangerous, so the consumers have a way to detect dirty items and an
option to wash them with soap/rag/sink/shower/fire extinguisher to
remove the harmful part from the edible item.

So to avoid this, players just need to examine an item before eating it.

Botanists can spray a pile of fruits from a hose for the same effect,
and washed items that stay on floor dont regain germs until moved to
another tile.

Food that converts into another item during cooking (like meat slab
turning into steak) or crafting, will not retain the infection. This
kinda simulates the sanitizing during cooking.

Medics can use elevated structures (e.g. conveyor belt) to avoid getting
their pills dirty during creation in plumbing. Or they can wash the
pills they want to distribute in the shower before packaging them into
pill bottles or a bag.

## Changelog

🆑
add: Food and pills have a 10% chance to infect with one of three new
diseases on consumption when left for more than 5 seconds on the floor.
You can wash it to avoid disease. ChemMaster and Pill Press are added to
the list of elevated structures (Considered as tables for pills). Made
harvest spawn on top of hydrotrays to stay protected from germs.
add: Added three new advanced diseases: Gastritium, Carpellosis, Nebula
Nausea with static cures obtained by digesting dirty food.
fix: Food no longer decomposes on Hydrotrays, Grilles, Bonfires and all
dense kitchen machinery
code: Decomposition now uses `germ_sensitive` component and follows 5
second rule too.
qol: Crafted food items spawns on nearby tables (except the one behind
you) instead of dropping on floor when hands are full.
/🆑
2023-06-30 01:28:12 -07:00
Jacquerel
973a76b29a Makes hoods into a component (#75977)
## About The Pull Request

Refactors the behaviour of "one clothing item deploying another clothing
item" from `/obj/item/clothing/suit/hooded` and makes it into a
component.
This allows you to make hooded items which are not part of that
typepath. It also means you could make (for instance) a hat which can
deploy a pair of sunglasses into the eye slot or a jumpsuit with
deployable clown shoes or something.

I need to pass in an assload of callbacks because we have a bunch of
special hoodies that want to do things when you raise and lower the
hood, but for a normal item you would not need these.

## Why It's Good For The Game

Frees people from the tyrrany of typepaths, mostly.
Plausibly you could use it to do something fun we don't currently do.

## Changelog

Not player facing, hopefully. As long as I did this all right.
2023-06-28 18:58:30 -06:00
ChungusGamer666
1bede4dcff Acid particles (+unsorted acid/burning/thermite component changes) (#75248)
This PR is way less than the file changes make it seem like it is.
Okay, first, the boring part:
- Picking up burning items is now a signal registered on the burning
component itself, instead of being a direct /obj/item/attack_hand()
check
- Sear sound now has an SFX define for convenience, since it is very
commonly used
- Fire stacks when extinguished on mobs will no longer clean acid on
items (WTF?)
2023-06-16 06:39:24 +00:00
Ghom
56f4698b5a Taking items from your inventory while flying over lava or a chasm will NOT set them on fire or drop them ANYMORE (#75899)
## About The Pull Request
Read the title. The code was modified a little to allow the pickup
animation to play even if the item is being moved from movable to
movable, and cut copypasta.

## Why It's Good For The Game
This will fix #75081

## Changelog

🆑
fix: Taking items from your inventory while flying over lava or a chasm
will NOT set them on fire or drop them into chasms ANYMORE
/🆑
2023-06-09 17:16:58 -04:00
LemonInTheDark
ae5a4f955d Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request

Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.

This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.

[Renames comp_lookup to listen_lookup, since that's what it
does](102b79694f)

[Moves signal procs over to their own
file](33d07d01fd)

[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](335ea4ad08)

[Does something similar to the attackby comsigs (PARENT ->
ATOM)](210e57051d)

[And finally passes over the examine
signals](65917658fb)

## Why It's Good For The Game

Code makes more sense, things are better teased apart, s just good imo

## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
2023-06-09 06:14:31 +00:00
Ghom
88b898dffd Stops shields getting broken by pillows and disablers. (#75759)
## About The Pull Request
See the title. Doing so by adding a new arg for damage type to
`check_shields()` and `hit_reaction()`. The other way would had involved
a couple istype checks for item or projectile damage type, but this is a
longer term solution and can tackle more than just that.

## Why It's Good For The Game
Fixes #74876.

## Changelog

🆑
fix: Stops shields getting broken by pillows and disablers.
/🆑
2023-06-01 16:26:10 -04:00
DrTuxedo
a4822c165b Now blocking is more noticeable! New blocking and parrying sounds (#74998)
## About The Pull Request
Now whenever an attack is blocked, the sound will play and deflection
with the item now plays sound too:


https://github.com/tgstation/tgstation/assets/42353186/1a0cc5b7-f2af-4d72-88d7-57cc11f5baa3

The parry.ogg was updated to a better-sounding one


https://github.com/tgstation/tgstation/assets/42353186/5ffc53d8-0b3c-4e6b-9256-b7b9735918bc

Every item now has a "block_sound" that can be set, it determines what
sound is played when you block an attack with it.
Cult items no longer have their own way of fuckery to play parry sounds,
now they use this system as well.

Now shield bash sound is 80% smaller after cutting out all of its noise
and silence.
## Why It's Good For The Game
Adds feedback on whether the attack was blocked or not, signalling both
to the attacker and defender that it didn't go through even if the
animation played, which is a great QoL. Same with the deflection sound
(although deflection is still pretty visible, the sound would not hurt)

New sounds add more flavour to the weapons, especially the energy sword,
giving it even more badassery.

Cutting down the noise from the shield bash sound has made it better to
listen and saved some kilobytes of information. And making every item
use the universal system for blocking sounds, removing cultist items'
own code for playing parrying sounds.
## Changelog
🆑 DrDiasyl aka DrTuxedo#0931
qol: Now blocking an attack will play a sound and display a spark
effect, giving back feedback
sound: parry.ogg was updated to a better-sounding version
sound: shieldbash.ogg no longer has noise and unnecessary silence
sound: New block_shield.ogg and block_blade.ogg for shields and energy
swords
code: Cultists items no longer have their own code for playing parrying
sounds
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-05-11 17:53:46 +00:00
John Willard
1c4166c81c Tablet UI update (mostly fixes) (#74844)
## About The Pull Request

Tablet UIs are now changed when opening/closing an app, instead of
constantly checking for a UI change every ui update.

Program UI acts no longer call parent, as it was unnecessary, Computers
are the ones that should be calling it.

Fixes a ton of problems with static data not updating, such as in
Messenger, ID management, Siliconnect, and Chat client

Chat Client's Admin mode also works again, which was broken when
accesses to check was turned into a list.

Turns a few lists in Robocontrol into static ones when we aren't
changing anything, and makes it actually scan your ID's access.

Fixes budget ordering being unable to show the cart/call the cargo
shuttle.

## Why It's Good For The Game

While I can't seem to find a single issue report on any of the above,
these are still problems that should be fixed.

## Changelog

🆑
fix: SiliConnect can download borg logs again.
fix: The RD can once again enable Admin mode on Wirecarp
fix: NT IRN can once again see the shopping cart and call the cargo
shuttle.
fix: Chat Client, ID Management and Messenger should now update their
UIs properly.
code: PDAs will hopefully not lag as much when clicking on buttons (such
as in ID management).
/🆑
2023-04-26 23:29:20 -06:00
ChungusGamer666
b093b12e03 Burning and acid components fixes and improvements (#74803)
## About The Pull Request

Generally cleans up code on both components.
Moves burn proc back to /obj level, I'm not sure why I moved it to /atom
level, it was unnecessary.
Acid component generalized so it can be used on any atom that uses
atom_integrity.
Fixes a bug where objects that stopped burning didn't update their burn
overlay properly due to bad removal logic and leftover code.
Standardizes examine messages on burning items by just slapping an
examine signal registration on the component.
Adds fire particles to items thanks to Lemon's PR:
https://github.com/tgstation/tgstation/pull/74524

## Why It's Good For The Game

Particles look cool

![image](https://user-images.githubusercontent.com/82850673/232605615-6e3bc804-bc68-4f09-8615-5e5946acbc10.png)

![image](https://user-images.githubusercontent.com/82850673/232664951-e0474331-495f-4717-8b0f-a647aedc4d9f.png)

Bugfixes are good
Code improvements are good

## Changelog

🆑
add: Burning items now get (small) smoke particles. Sick.
fix: Burning objects now clear their burning overlay properly.
qol: Examining burning objects will always tell you that they are
burning.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-23 17:50:58 -06:00
ChungusGamer666
c09eb15abf Makes burning items actually hot (#74874)
## About The Pull Request

Simply put, unless overriden, items with the ON_FIRE flag will always be
at least 150º C (491,15 kelvin).
I didn't want to pack this change with
https://github.com/tgstation/tgstation/pull/74803 because I feel this
might have some weird unintended consequences, maybe.

## Why It's Good For The Game

Emergent gameplay like lighting a cigarette with a burning piece of
paper, I guess.

## Changelog

🆑
add: Burning items are now actually considered to be at a minimum, 150
degrees celsius by the game.
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-04-21 13:07:22 -06:00
tralezab
42b16f61b4 fixes all the issues with gondola mutants + small rat spell check (#74837)
## About The Pull Request

list of fixes:
- dna infusers got a random check for the dna infuser to be open when
adding what you're infusing from. i made it intentional that they don't
require this for the infusion items, and it just seems to confuse people
so i'm reverting
- gondola martial art works again, the martial arts help proc literally
never worked GUHHHH
- gondola now correctly can't pick up items they're not able to hold
- adds a missing period to a rat organ examine
- small code cleanup in the species grab proc

## Why It's Good For The Game

feeexes

## Changelog
🆑
qol: made dna infusers less confusing to use by removing the "must be
opened" check
fix: fixed up gondola mutants and how to obtain them
/🆑
2023-04-19 16:18:39 -06:00
ChungusGamer666
a0e368930f Reworks burning objects to be a component (#74688)
## About The Pull Request

Title.

## Why It's Good For The Game

Simply put, allows for atoms which are not /obj but use atom_integrity
to burn up too, which is nice and good.
But also, it allows for neat behavior like burning particle effects
(only structures use that right now to spawn smoke)

![image](https://user-images.githubusercontent.com/82850673/231595051-2a8d0574-33cc-4cd9-9d61-65566decf4ef.png)

## Changelog

🆑
add: Burning structures spawn smoke particles. Sick.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-04-13 22:19:25 -06:00
Sneeker134
7a404e8de9 Monkeys no longer drop items taken from storage onto the ground. (#74689)
Fixes #74313.

## About The Pull Request

During a refactor to storage in #73761 , they forgot to add a check to
loc.atom_storage in attack_paw to mirror the check made in attack_hand.
This meant that monkeys and other mobs that used attack_paw always
dropped items taken from storage onto the ground. Now, the code to check
if they should go into your hand instead is properly checked.

## Why It's Good For The Game

Bugs are bad mkay

## Changelog

🆑
fix: Monkeys and some other mobs no longer drop items they've grabbed
from storage onto the ground.
/🆑
2023-04-13 21:56:09 -06:00
Tim
4397d63a55 Split weapons_and_items.dmi icons into their own categories (#74363)
## About The Pull Request
This sprite file had been a dumping ground for miscellaneous sprites for
the past decade. It's bloated and full of random kinds of icons and even
has a few unused ones. It's time to reorganize them into their own
separate dmi's based on theme.

## Why It's Good For The Game
Better organization and easier access when looking for stuff.

## Changelog
🆑
imageadd: Split all icons in weapons_and_items.dmi to their own
categories
imagedel: Removed some unused icons
/🆑
2023-04-06 08:30:57 +12:00
MrMelbert
f7492d3b15 Two small throw impact things (#74386)
## About The Pull Request

- No use of weight class define in item throw impact
- No parent call in plate throw impact, despite checking `.`

## Changelog

🆑 Melbert
fix: Plates are no longer ephemeral when throwing at people. 
/🆑
2023-03-31 22:10:43 -06:00
John Willard
70ed01ed72 Adds the Janitor access keyring (#73768)
## About The Pull Request

HackMD for this can be found here:
https://hackmd.io/VEbjO1kaQJarao4KqGfzgw?view

Basically, this gives the first Janitor an access key that they can use
to enter departments. This requires a Head of Staff to approve it
through the keycard authenticator, and only holds one department at a
time, and will clear itself out after 10 minutes.
This gives departmental AA, including the head of staff's office, adding
a tradeoff.

The Janitor is alerted when access is given to their key (as their
keyring will say such) and everyone can see janitors trying to open a
door when they use it (with a cool sound, too).
You can't bump open airlocks with it, I limited it to directly using it
on the door, because I thought it made it feel more realistic to a
keyring.

I had an earlier version of this that gave the key it's own access,
which allowed bumping open, but it also allowed things like locking RD
consoles, and I dunno how strong I want this key to be.

I also wanted to limit how easy this is to greytide/steal, currently
only the first Janitor spawns with the key. I thought it would be too
easy to exploit otherwise, or essentially stolen roundstart if there
were no Janitors. Maybe this can also fit as a Traitor objective after
melon's new objective PR is done?

### Minor detail

While adding icons, I realized inhands don't actually set its icon state
to the default if it's null, so I removed that LYING comment.

## Why It's Good For The Game


![geromekey](https://user-images.githubusercontent.com/53777086/222824948-4d42d801-fea5-423b-9050-2a23d02f8ea4.gif)

![gerome](https://user-images.githubusercontent.com/53777086/222824598-1225aeb0-4aa8-4826-bf29-5674e9cda7ad.gif)

Alternatively, https://youtu.be/dlkSbQ-IkRM?t=182 (timestamp)

## Changelog

🆑 JohnFulpWillard, sprites by BalkyGoat
add: The Janitor Access key: Janitors can now be given departmental AA
(one at a time) using the Keycard authentication device in Command
offices. Use it if you need cleaning!
fix: HoP's trim is no longer set to edit Supply access.
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-03-20 15:05:48 +00:00
ArcaneDefence
f8c6f01507 Adds non-clothing item equipping others feedback messages (#73982)
## About The Pull Request
Things like pens weren't giving any feedback messages when you put them
on someone else, and I ran into this while working on another PR so I've
dealt with that

Renames `worn_dangerous` to `show_visible_message` as it was only used
to confirm if there would be visible messages or not
The `DANGEROUS_OBJECT` clothing flag is a trait now, so it can be put on
non-clothing items too
Removing non-clothing items from someone has been unchanged.

## Why It's Good For The Game
People should be able to identify that someone is putting something on
them, and recognize what that is if they pay attention.
This means that a player cannot reverse pickpocket a grenade onto
someone else without giving any indication of doing so

## Changelog

🆑
balance: Putting a non-clothing item onto someone else creates a visible
message the same way a clothing item would.
/🆑
2023-03-14 22:55:56 -06:00
LemonInTheDark
33d9a0338f Reworks trashbags slightly (#73761)
## About The Pull Request

I'm a bit sad about the state of trashbags. 
They're very clunky to use, so they almost never get touched. S
depressing. Let's try and fix that.

Let's make em fit in the belt slot (again), but as a tradeoff we'll make
it harder to pull one thing from your bag.
We'll give it a say, 1.5 second delay, so you can't quickdraw from em.
If you try and dump them out into something else, we'll throw any
spillover on the ground below you

I'm also doing some general code cleanup here. Making procs more
readable, vars more direct, removing some old legacy stuff.
I've added a remove_single proc to hook into via subtype, which takes a
mob as input. this has required placing extra requirement on some helper
procs, but fortunately it's not something they're unable to meet.

My hope is this will make garbage bags usable without being stupid.

## Why It's Good For The Game

I don't see these get used at all, cause they're a pain to carry around.
They got gimped because people were using them as infinite storage for
shotgun shells and other small items.
I've made using them for this sort of thing hard and slow, so I think we
oughta be fine. If not I'll do some more touching, maybe give the
autodrop a delay.

## Changelog
🆑
balance: The janitor's trashbag now fits on his belt. In exchange,
taking something out of it sends a visible message, and has a delay.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-03-14 16:39:24 -06:00
Watermelon914
67f57be22c Removes bug room objective, Reworks primary objective and steal objectives. (#73763)
## About The Pull Request
Traitor steal objectives now have a completely separate set of steal
items compared to the regular objectives that a traitor may get for
steal objectives.
This re-adds steal objectives back to traitor and gives them back their
hijack/die a glorious death/escape objectives.
The way that the traitor steal objective works has been changed backend
to work on items created on the station, since det's revolver only
spawns when their closet is opened.

## Why It's Good For The Game
Re-adds variety to the permanent traitor objectives and shifts steal
objective to be more focused towards items of conflict rather than high
value items.
Items of conflict are items such as det revolver, clown shoes, chief
engineer's belt, captain's spare id and more. And generally, it's these
sort of items that you'll probably want to keep (except the low value
ones, but we need low value ones for traitors starting out)

## Changelog
🆑
balance: Removed a lot of item targets from the temporary steal traitor
objectives and replaced them with more useful items that don't intersect
with the list of items that a traitor can be tasked with stealing for
their permanent steal objective.
add: Re-added permanent steal traitor objectives and maroon/hijack/die a
glorious death objectives.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2023-03-13 12:23:18 +00:00
Jacquerel
4ffd487520 Forcing an embed means that it will always happen (Effects trapped posters, accidental consumption, and bullet shrapnel) (#73729)
## About The Pull Request

Addresses #73105
I confidently asserted in the issue that the current behaviour was not a
bug, but lo and behold when I went to investigate this on March 1st what
did I find... a bug! Force embed actually never worked in the first
place because the passed arguments were in the wrong order. Now they are
named, so the order doesn't matter any more.
Also there was an argument called "silent" which did literally nothing,
I just deleted it.

Sending the force flag will now mean that the forced embed _always_
embeds unless it is literally impossible. The only other place this
effects is when you accidentally eat glass, so a similar case to this
one.

While I was in there, I made posters _very slightly_ more discerning
about what gloves block glass. Unfortunately there's no widely applied
and useful trait like `THICK_MATERIAL` for gloves so I mostly just
exluded latex and fingerless gloves... but that's better than nothing.

Anyway now if you bother to place a glass shard inside a poster and
someone tries to pull it down and they're not wearing thin or fingerless
gloves it will _always_ embed in their hand.

Oh and I put some balloon alerts in there.

**Unrelatedly to this change** fixing this seems to also fix an ancient
bug where bullet shrapnel would roll its embed chance twice in a row,
meaning that it had an (x/100)^2% chance of applying rather than an
(x/100)% chance, significantly less than written.
It is weird for that to go in this PR, but seems to be an effect of
fixing this bug? Not sure there's a way of not fixing both at the same
time.

## Why It's Good For The Game

You go to the effort of putting a glass shard behind a poster (the only
way to associate your own fingerprints with the deed) and are lucky
enough that the person who pulls it down isn't wearing gloves (almost
everyone does) and it _still_ only has a 50% chance to embed the glass?
The trap should work at least _some_ of the time.

## Changelog

🆑
fix: Something which is "forced" to embed will now always actually
embed. Resultingly, accidentally swallowing glass or encountering it
behind a poster without adequate protection will now always cause it to
embed into your body.
balance: Thin and fingerless gloves may no longer protect you from
having glass in your hand after pulling down a poster
fix: Bullets containing shrapnel now use their correct chance to embed,
which may cause bullet wounds to contain shrapnel more frequently.
/🆑
2023-03-09 00:55:12 +00:00
NamelessFairy
27388a8aee A worn item which has its color changed (such as by a slime potion) with now have its color change reflected on mobs. (#73627)
## About The Pull Request

If I'm wearing an outfit and use a slime fireproof potion on it at
present it wont become blue until taking it off and putting it back on
again, this PR makes it so it changes immediately. Also means if an
admin VVs the color value of a worn item its icon worn color will update
to reflect this change immediately.
## Why It's Good For The Game

Bugfix!
## Changelog
🆑
fix: Any worn item that has its color changed will now have its color
change reflected on the item's worn icon immediately.
/🆑
2023-02-25 23:29:44 -07:00
John Willard
c097f167b1 Completely removes do_mob and do_after_mob (#73117)
## About The Pull Request

This is a remake of #70242

Replaces all instances of ``do_mob`` and ``do_after_mob`` with
``do_after``.

## Why It's Good For The Game

All 3 of these are just copy pastes of eachother but some miss some
features (like do_after not checking for target loc change, which helps
towards fixing https://github.com/tgstation/tgstation/issues/66874
though it doesn't because mechs are setting ``do_after`` on the mob in
the mech) and signals only being used on ``do_after``.

## Changelog

🆑
fix: Mechs should now cancel out of drilling when they move.
/🆑
2023-02-02 21:17:20 +00:00
itseasytosee
e977974750 Implements functionality for variable weapon attack and secondary weapon attack speeds. (#72959)
## About The Pull Request
The click cooldown after attacking with a weapon can now be controlled
with a var. A var can also be set for secondary attack cooldown, if
unset it is the same as the weapon's normal attack speed.

The two weapons who already had hardcoded mechanics to achieve this
effect (see: The Stinger, Hyper Frequency Blade) have been converted to
this system.
## Why It's Good For The Game
Future varying of weapon qualities and admin shenanigans.
## Changelog
🆑
code: Greater support for variability in weapon attack speed 
admin: Admins are now able to grief you by hitting you with a toolbox 10
times in one second.
/🆑
2023-01-30 20:20:43 -07:00
Mothblocks
9740f104d0 Contextual tutorials for swapping hands and dropping items (#72292)
# Requires https://github.com/tgstation/tgstation/pull/72320

## About The Pull Request


https://user-images.githubusercontent.com/35135081/209700892-e54be6cf-d18c-4d12-acd1-e5eb46e9d82d.mp4


https://user-images.githubusercontent.com/35135081/209700911-751b8a0e-d770-49fa-a6eb-ce50aa0fa670.mp4

---

Adds a system for tutorials that:

- Are contextually given
- Are not given again after completion
- Can optionally not trigger for anyone who first played before a
certain date

Uses this system for a tutorial for switching hands/dropping items. This
tutorial is triggered when you try to click on an item with another
item, and `afterattack` return FALSE. In order for this to work as
smoothly as possible, I'm going to open a separate PR that cleans up the
`afterattack` on everything to either return TRUE/FALSE.

## Why It's Good For The Game

SS13 is an extremely confusing game, being able to do tutorials in a
non-intrusive way (like a separate tutorial mode) is nice.

The system in place is going to be perfectly usable for introducing
mechanics to both fresh players and experienced players alike (such as
for future content).

## Changelog
🆑
qol: New players will now get a contextual tutorial for how to switch
hands and drop items.
/🆑

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-01-09 01:29:18 +01:00
Tim
7d47fbef42 Refactor lighting items that use fuel (#72146)
## About The Pull Request
Fixes #71826

This does the following:
- Makes candles a subtype of flare
- Fixes candles having lighting inconsistencies
- Fixes burning items (welder, candles, flares, etc.) not causing
ignition effects when held in hand
- Adds burnt flares and melted candles to maint loot and trash spawners
- Add match lighting sound when candles are lit
- Add time defines for fuel amounts and rounded them (ex. instead of
32.3333 minutes, it's now 35 minutes)
- Light sources that burn will now spawn a trash item once fuel is spent
- Light sources that burn now have a welder hitsound
- Light sources that burn can now be extinguished by a fire extinguisher
(except flares)
- Light sources that burn can now be used to ignite another object on
fire (ex. a lit candle can be used to light a cigarette)
- Light sources that burn and are lit now do `BURN` damage while
attacking

## Why It's Good For The Game
Code is more cleaner and consistent.  Also fixes some bugs.

## Changelog
🆑
soundadd: Candles will now use the match lighting sound when lit
soundadd: Light sources that burn will now have a welding hitsound
fix: Fix candle light behaving erratically
fix: Fix burning items that are held in hand will now have an ignition
effect on the turf. (ex. lit welders in hand will now ignite plasma in
the air)
balance: Light sources that burn and are lit now do `BURN` damage while
attacking
balance: Light sources fuel amounts were rounded to exact numbers (ex.
instead of 32.3333 minutes, it's now 35 minutes)
qol: Light items that burn can now be extinguished by a fire
extinguisher (except flares), used to ignite another object on fire, and
will now leave a trash item once fuel is used
qol: Add burnt flares and melted candles to trash spawners
refactor: Refactor lighting items that use fuel to be more robust
/🆑

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2023-01-06 12:19:33 -08:00
Fikou
3daf3b0643 fixes silly stuff about basic mobs (#72260)
## About The Pull Request
makes basic mob attacks call their default attacks when done by a
player, rather than calling simple mob attacks
makes basic mob attacks call simple animal attacks by default, until we
remove simplemobs
moves some stuff off to procs and flags, fixes some stuff

## Why It's Good For The Game
im moving holoparasites to basic mobs and i literally cant give them
secondary click attacks

## Changelog
🆑
fix: fixes moonicorns not applying pax
/🆑
2022-12-27 14:29:14 -08:00
GoldenAlpharex
00e7d5d746 *hand, or That /One/ Emote You Always Felt Was Missing (#71600)
## About The Pull Request
It's happened to me _repeatedly_ that I'd see someone down on the floor,
and wanted to just, give them a hand, so they could take it and get up
that way, without just, directly clicking on them, since that's a little
bland. I've also wanted to just, offer my hand to someone so they could
grab it, so that I could pull them alongside me, rather than just
targeting one of their arms and ctrl-clicking them.

I've had this idea for a _long_ time, and only just decided to do this
today.

Now, I know what you might say. "Golden, that's a lot of code for
something this simple!" You're not wrong. _However_. I decided to go
along and to give some more love to the `/datum/status_effect/offering`
status effect and the offering-related alerts, to make them a lot more
versatile and a lot less hardcoded. Hence the whole "refactoring" part
of this.

Of course, when I add something, I don't do it half-way. So, the way the
emote works is much like the `*slap` emote, except that:

- When you click on someone, it does the exact same as if you were
offering the item to them, except that it's targeted (much like
ctrl-shift-click).
- If there's nobody directly adjacent to you, it won't do anything.
- If there's at least one person lying down around you, you will offer
them your help to get up. Should they take your hand and let you help
them up, you will both receive a simple memory about being helped up (or
helping up), as well as a 45-seconds-long small mood buff, because it
feels nice to be on either end of such a friendly gesture. If they get
up, they automatically get disqualified from being offered some help
standing up, and likewise, if you lie down, that offer goes away as
well.
- If there's at least one person around you, you will instead extend
your hand in their direction, for them to grab onto it. Should they do
so, you will then grab them by their arms and pull them.

I reworked the offering status effect to no longer have a hardcoded
`can_hold_items()` check, so that kisses and the hand offering would no
longer need you to have free hands to complete. The logic here is that
you can still pull someone even with both hands filled, so I figured I'd
leave it this way.

Note: If anyone would like to give the item a better sprite, by all
means, go ahead, that'd be amazing. I'm just not really a great spriter
and couldn't be bothered to waste hours making a very _meh_ hand.

## Why It's Good For The Game
It's fluff, and nice fluff at that. It makes it easier for people to be
nice to one-another without having to necessarily spend so long writing
up an emote that the person on the floor will already have gotten back
up. I'm sure the MRP folks will like it, and I'm certain the HRP
downstreams will love it too ;)

## Changelog

🆑
add: Added the *hand emote, which you can offer to someone standing up
in order to give them the possibility to grab onto your hand and let you
drag them away, or to someone lying down to help them back up, which
always makes everyone involved a little happier!
refactor: De-hardcoded and genericized a lot of the offering status
effect and alert code, to make it require a lot less copy-paste to
handle new cases.
fix: Offering a kiss no longer requires the receiver to have free hands
to accept said kiss!
/🆑
2022-12-17 20:30:14 -08:00
MrMelbert
329921639a Rewrites how action buttons icons are generated, makes them layer nicer. Allows observers to see a mob's action buttons. (#71339)
## About The Pull Request

- Rewrites how action button icons are generated.
- Prior, generated an action button icon was fairly simplistic and
didn't allow for many changes. Someone recently added the option for
overlays to be generated over action buttons, but the framework was very
weak.
- Now, action button icon generation is split across multiple procs,
like atom icon updates.
      - The background of action buttons are underlays
- The actual icon of the action button is the icon and icon state of the
action button movable
- The rim / border of the button is an overlay, layered overtop the
button.

- Allows observers to see what action buttons a mob has. They even
update in real time! And no, the observers cannot click on them.

## Why It's Good For The Game

- Runechat text of action buttons are no longer hidden behind the actual
icon. This was very ugly with cooldown actions, as the cooldown text was
hidden behind a lot of spell icons.
- Cuts down on a lot of icon duplication. 
- Gives much finer control over action button icons
- Saves a bit of processing from generating full action button icons
when not necessary. Not implemented in many places, but is in some.


![image](https://user-images.githubusercontent.com/51863163/202816617-342e87e6-2cc6-488e-9af2-4b2053dc3dc6.png)


![image](https://user-images.githubusercontent.com/51863163/202816604-da8d4821-0e2b-45af-b289-7442367f98ce.png)

## Changelog

🆑 Melbert
add: Observers can now see what action buttons an observed mob has. No,
you can't click them. And no it doesn't show EVERY action.
refactor: Refactored how action button icons are generated. Some actions
will now use a colored border when active instead of just turning green.
Cooldown text will also appear on the top layer of actions too. If you
see any funky lookin' icons (namely their borders), let me know.
refactor: Bluespace Golem's teleport action is now a cooldown action.
fix: Construct actions go to the middle of the screen like expected. 
/🆑
2022-12-03 19:01:08 -08:00
texan-down-under
3f56f3fb46 Moves flick_overlay to atom instead of being global (#71045)
## About The Pull Request
Moves flick_overlay and flick_overlay_view to atom instead of being a
global proc
## Why It's Good For The Game
General performance and syntaxical improvements, makes it easier to
retrieve iconstates
## Changelog
🆑
fix: flick_overlay is an atom proc
/🆑

Co-authored-by: etherware-novice <candy@notarealaddr.com>
Co-authored-by: Candycaneannihalator <candycane@thisisnotarealaddr.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-17 08:54:24 -08:00
AnturK
4d6a8bc537 515 Compatibility (#71161)
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>
2022-11-15 03:50:11 +00:00
tattle
ad5debaaa1 Add investigate_deaths (#71112)
## About The Pull Request
Adds INVESTIGATE_DEATHS, an investigate category intended to better show
causes of death.


![image](https://user-images.githubusercontent.com/66640614/200142461-c17b5e51-1116-4eef-bbfb-49bc024c0953.png)


![image](https://user-images.githubusercontent.com/66640614/200147306-09bef76e-68c6-4f0a-bdf9-0211eb274e66.png)

Also makes suicide_act take a `mob/living` as an argument instead of a
`mob`, and some minor style improvements since apparently I hate
atomicity.

## Why It's Good For The Game
Inspired by a mysterious death and dusting. More logging and leads for
admins investigating deaths.

Also fixes #59028

## Changelog
🆑 Tattle
admin: added investigate deaths to shed some more light on unusual
demises, dustings, and gibbings
/🆑

Co-authored-by: tattle <article.disaster@gmail.com>
2022-11-07 16:22:37 -08:00
ShizCalev
9ebdbe1b3d randomizes the pixel offset of stuff when it comes out of a microwave (#71091)
Randomizes the pixel offset of stuff when it comes out of the microwave
2022-11-06 05:24:27 -05:00
MrMelbert
1ac4a67c27 Chefs can now kiss food they make to make it with love. (And a lot of cooking refactoring) (#70409)
About The Pull Request

    Adds a skillchip to the chef's vendor. This vendor allows the chef to kiss their food to deliver a chef's kiss.
        Chef's kissing your food will add the "love" reagent to the food, which makes people much happier when they eat it. Be careful, overdosing on love can cause heart attacks.

    Refactors microwaving.
        Separates microwaving out of the edible component and makes it its own element, like grillable and bakeable.
        Also removes some magic numbers from microwave code.

    Code improvements all around baking and grilling code.

    Refactors edible component inheritance.
        Inheriting the edible component is now a viable way to cleanly add food types, flags, and callbacks. This makes it much much easier to change the values of an edible item without adding hacky signals / procs / getcomponent.

Why It's Good For The Game

Emergent chef gameplay.
Being able to further enhance your food with mood buffs.
Better code.
Changelog

cl Melbert
add: Chefs can now make food with love. They can purchase a skillchip from their vendor which enhances their kiss emote. Using your kiss on food you create will add a special reagent to it which makes it nicer.
refactor: Separated Microwavable from the Edible component, refactored microwave act to accompany this
refactor: Refactored how grilled items are generated
refactor: Refactored how silver slime food items are generated
refactor: Refactored how edible items inherit new edible statuses
code: Removed some magic numbers from microwaves
code: General code improvements for grillable / bakeable / etc
/cl
2022-11-04 09:45:01 +13:00
ShizCalev
f9c07743d4 Adds unit test for items that can be equipped to suit storage slots that are missing sprites (#70643) 2022-10-26 18:21:58 -07:00
LemonInTheDark
a625fc8038 Cleans up the fallout from plane cube (#70235)
* Cleans up the fallout from plane cube

Alright.
Makes cleaning bubbles respect planes
Adds support for updating overlays on move, fixing an issue with pointing at items
Adds better error messages for failing to provide args for mutable_appearance()
Fixes a bug where string overlays were not respecting insertion order

* Adds documentation for offset spokesman and offset_const

* Better stack trace

* Removes some redundant uses of cached MAs

At this scale, attempting to cache MAs like this has 0 impact on anything
And just makes things more messy then they need to be

* ensures fullscreen objects START offset, so things are always proper

* ensures chatmessages always have the right offset

* fixes compile

* whoops, the above lighting plane should actually be ABOVE the lighting plane

* fixes compile, also cleans up the fire overlay a tad

* Adds a unit test for plane masters that are shrunk by multiz being double shrunk

This is slightly hacky because of how I'm handing the plane master
group, but it's not THAT bad, and gives me some real good coverage

* Properly targets the seethrough plane at the game world plate. This fixes unit tests, and also just makes more sense

* whoops

* oh

* adds datum support for allocate(), cleans up a harddel from testing

* Makes camera chunks index at 1, and also makes them support non powers of two sizes, since that was unneeded

* fixes runtime in allocate
2022-10-20 09:00:02 +13:00
John Willard
41ca4962db Moves cleaning to an atom proc to afterattack signal (#70239)
* Hopefully fixes Cleaning

* Cleaning off window blood is now handled by the Window itself
* Cleanbots now have an advanced mop built into them, I am hoping in the future we can make cleanbots have their mops taken off, but I'm not good at spriting so it isn't a thing yet.
* Adds a pre_clean_callback to replace the should_clean arg (mostly)
* Removes the atom cleaning proc, replaces it with a signal for afterattack on a cleaning tool.

* Fixes and improvements

* adds a new define that allows pre_clean_callback to cancel cleaning entirely, used for mops to check for being wet or attacking buckets and such.
* Fixes cleanbots not properly working, removing their mop and just registering for a signal that bots send instead.
* Changes cleaner component to take proximity into account, that way we don't have to check it on each item's individual afterattacks, that way we don't have to call parent at the end either.
* Improves check_allowed_items a little bit because I hated how it was used for soap.

* Update cleaner.dm

* reviews
2022-10-12 11:22:04 +02:00
itseasytosee
e0b706c36c Put clothing on people by clicking on them with clothing inhand + targeting correct area. (#69560)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-10-08 18:51:29 -07:00
ShizCalev
1a32f60cf4 [ready] adds unit test for missing inhand icons. fixes a bunch of missing inhand icons (#70037)
fix: Fixed a bunch of missing inhand icons.
fix: Fixed cables in electrical toolboxes not randomizing their colors.
fix: Fixed the wrong colored icon showing when trying to make cable cuffs out of cables.
fix: The collectable SWAT helmet is now using the proper icon again!
refactor: Pipecleaners and power cables now share a unified color system, so they're once again available in ALL the same colors.
imageadd: Updated the screwdriver belt overlay to represent the newer sprite.
imageadd: Added a bunch of new inhand icons. Special thanks to Twaticus for doing the helmets! <3
fix: Wirecutters now have an icon when inside a belt again!
admin: Added a new omnitool subtype that allows you to spawn all items in a typepath!
fix: Explorer gaskmasks now properly reflect their adjusted state when held.
fix: Fixed balaclavas having the wrong icon when pulled up.
fix: Fixed the base energy sword (admin spawn only) being invisible.
fix: The rainbow energy sword is now a little bit more rainbowy!
fix: Fixed an tk exploit with orange handcuffed shoes.
fix: The traitor outfit in the select equipment panel is now actually functional!
2022-10-04 10:20:24 -07:00
tralezab
0bb22f59b5 Baguette swords make proper sounds and are toggled from left clicking the baguette, not right click (#69769)
Baguette swords make proper sounds and are toggled from left clicking the baguette, not right click
2022-09-29 10:32:55 -07:00