Commit Graph

268 Commits

Author SHA1 Message Date
Ghom
778ed9f1ab The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.

This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).

And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.

## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.

Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.

Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

![immagine](https://github.com/user-attachments/assets/2bb625c9-9233-42eb-b9b8-e0bd6909ce89)

## Changelog

🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
2024-10-30 08:03:02 +01:00
grungussuss
63bd34eff7 some code organization for playsound(smth, pick('... (#87211) 2024-10-17 21:35:02 +02:00
grungussuss
58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
Ben10Omintrix
91baa94ac5 event based incapicated and able_to_run (#86031)
## About The Pull Request
this is a revival of #82635 . i got permission from potato to reopen
this, he did almost all the work. i only just solved the conflicts and
fixed all the bugs that were preventing the original from being merged
(but it should be TMed first)

## Why It's Good For The Game
slightly improves the performance of basic mob AI

## Changelog
🆑
LemonInTheDark
refactor: able_to_run and incapacitated have been refactored to be event
based
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
2024-09-04 10:02:49 -04:00
klorpa
e1bf793264 Spelling and Grammar Fixes (#86022)
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
2024-08-23 21:49:46 +02:00
necromanceranne
0eb16b4f19 Adds Punching Mitts: Become a One-Spacemen Planetary Ecological Disaster. Available in any mining loot chests (and portals) (#85820)
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request process. -->

## About The Pull Request

Adds Punching Mitts, which grant the wearer Hunter Boxing. Hunter Boxing
works similar to boxing, but rather than just targeting those who are
boxing ready, it also allows you to apply your boxing skills to various
wildlife and creatures that deserve to be wiped off the face of the
earth in a violent manner.

While the gloves function as a lethal pair of boxing gloves, you still
cannot apply the new effects to normal humans. Even against other
boxers, the gloves operate as normal save that you are dealing Brute
damage instead of Stamina. This is NOT Evil Boxing.

Against wildlife, you gain an extra amount of damage and a much faster
punch speed. You also rebuke the targets that you crit, rather than
staggering/knockout. You also do three times the damage against wildlife
when you crit. You also..yell out your attacks. Loudly.

You can get these gloves from tendril chests and from demonic portals. I
replaced the Nuka Cola from the portals with these gloves. You're
welcome.

Megafauna can now be targeted by martial arts. This is really isn't a
major concern, since even if our martial artist had, say, Gloves of the
North Star, the highest damaging martial arts most people could access,
Sleeping Carp, does pathetically small amounts of damage to megafauna.
And you're in melee. And colossi eat you. This shouldn't be a problem.


![image](https://github.com/user-attachments/assets/53f74568-0a87-4d27-a413-b0ee73e6ebcf)

## Why It's Good For The Game

I just really, really, REALLY wanted to punch the absolute SHIT out of
Bubblegum while screaming the whole time, and by god I should be allowed
to do that because that's awesome as fuck.

Adds a very practical but very rare method of applying your athletics to
some very self-contained content. I was tempted to have this
increase/become stronger with mining skill instead of athletics, but I
actually thought it would be funny if miners were taking the time to
work out before heading down to throttle drakes.

## Changelog

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🆑
add: Punching mitts! Punch wildlife to death and scream the whole time.
ADVENTURE!
balance: Megafauna can be affected by martial arts.
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
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---------

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-08-22 15:18:44 +01:00
SmArtKar
ac750f358f Fixed monk staffs not displaying a wielded sprite (#85767)
## About The Pull Request

Closes #85764

## Changelog
🆑
fix: Fixed monk staffs not displaying a wielded sprite
/🆑
2024-08-14 12:19:01 +02:00
MrMelbert
34f3f479ae Small hulk cleanup / nukes TRAIT_IGNOREDAMAGESLOWDOWN (#85003)
## About The Pull Request

I was investigating a bug with hulk in which using it while damaged
doesn't put you back on full speed

I noticed `TRAIT_IGNOREDAMAGESLOWDOWN` on its own was subtly broken, in
that it did nothing if the user did not call `updatehealth` afterwards

And guess what, most (if not all) uses of the trait did not do this, so
it never applied correctly

So I nuked the trait entirely, made all uses of it use the same thing
morphine uses (`/datum/movespeed_modifier/damage_slowdown`)

And since I was auditing this I saw the ball module was broke, it
removed the immunity but never added it. Quick fix

I also cleaned up some Hulk stuff while I was in the area because I was
in the area. I removed all instances of `check_mutation` and replaced it
with trait checking because it made more sense.

I also also fixed a bug with the simple flying element never removing on
detach because I touched something that uses it for the above change.

## Changelog

🆑 Melbert
fix: Using hulk (and a myriad of similar effects) now properly updates
your movespeed to ignore the damage movespeed penalty
fix: Some things which temporarily make you fly don't make you fly
forever
fix: MODsuit ball module now properly makes you immune to damage
movespeed penalty when in ball form
fix: Adding Hulk via VV dropdown doesn't default to adding the strongest
hulk available (that which is used by the medieval pirates)
/🆑
2024-07-17 01:14:08 +02:00
paganiy
e2b755c728 If you can't shoot a gun, then... JUST TOSS IT AT THEM (#84827)
## About The Pull Request
Adds a new trait TRAIT_TOSS_GUN_HARD (which currently comes from the
Sleeping Carp scroll, ninja MODsuit, berserk armor, being a medieval
pirate or highlander). The owner of this trait deals an additional
**10-20** (depending on the size of the weapon) damage to the enemy by
throwing a gun, and also knocks them for 0.5 seconds. If a ballistic
weapon **with a magazine** was thrown, then the magazine is removed and
the bolt is racked, and if **without a magazine**, then all cartridges
(revolvers) or chambered one is removed. Here's a preview of how it
works:


https://github.com/tgstation/tgstation/assets/126676387/2a56eb74-6d37-4343-a685-3bf7159ab628


## Why It's Good For The Game
It's classic

![how-to-use-a-gun-in-katana-zero](https://github.com/tgstation/tgstation/assets/126676387/2d2e6be8-5fa2-4084-8928-a56bbf5fc82e)
## Changelog
🆑
add: If you can't shoot a gun, then... JUST TOSS IT AT THEM (for 0.5
seconds of knockdown and 10-20 an additional brute damage)
/🆑

---------

Co-authored-by: paganiy <leunscrupuloustrolle@gmail.com>
2024-07-15 14:10:01 +01:00
necromanceranne
eaa4d71c3c Adds the Herculean Gravitronic Spinal Implant; An Athletics focused implant. (#84532)
## About The Pull Request

Adds the Herculean Gravitronic Spinal Implant. A personal gravity
dampener that affords the user improved physical performance without all
the effort of actually working out.

This implant improves the user's ability in a variety of minor but
useful ways Including;

1) Faster climbing speeds with climbing hooks and ladders. (Athletics
now also influences this time)
2) Slightly less damage from falling from a height.
3) Faster fireman lifting and placing onto tables.
4) An easier time working out and stronger in boxing.
5) Standing up just a bit faster.
6) Throwing things just a little further.
7) Tackle performance, including offense, defense and safety if you
miss.

You can improve the implant by using a gravity anomaly core on it,
transforming it into an Atlas implant. This implant has considerably
better bonuses compared to the baselines fairly minor even if numerous
benefits. It also forces personal gravity to normal values.

As a result, the total number of gravity anomaly cores is now 6.


![image](https://github.com/tgstation/tgstation/assets/40847847/11180524-9e5a-4146-922f-1b935ff34764)

Has some little floating rocks around your head while active.

## Why It's Good For The Game

I attempted to add something fairly similar in the past, but didn't
quite like simply making an entirely combat related implant. Instead,
I've changed the concept towards generally improving some minor physical
world interactions. Things that you may not really think about or
notice.

I really enjoy getting just slight tweaks to the small little gameplay
activities that come up every so often, and even if this won't appeal to
most players, I know someone will see this and think to find a way to
make the most of the implant in some way that I didn't even think about.

## Changelog
🆑
add: Adds the Herculean Gravitronic Spinal Implant; an implant that
makes you better at athletics. You can upgrade it into an Atlas implant
using a gravity anomaly core.
balance: Gravity anomaly cores have had their max number of cores
reduces from 8 to 6.
balance: Your athletic ability allows you to climb faster.
/🆑
2024-07-12 22:36:26 +02:00
necromanceranne
fd17cc9fa5 Adjustments to athletics experience gain (#84258)
## About The Pull Request

Punching bags are now an actually reasonably alternative to the workout
machines for gaining athletics experience. They should be roughly
equivalent for stamina drain to experience gained.

Boxing in of itself is now a much better method of gaining athletics
experience. This encourages you to actually spar with people to train.

## Why It's Good For The Game

The punching bag is the single worst method in the game for getting fit.
The reason is likely that the math was never actually checked for
experience per stamina spent. While technically, it is possible to earn
this experience faster in a small window of time than the machine, you
are always still limited by your stamina drain. The rewards are
effectively dreadful for using the punching bag.

Boxing in of itself didn't give very good rewards despite being the
focus of Athletics. Now, getting punched by a boxer and punching a boxer
give pretty reasonable amounts of experience. Since it only matters for
boxing, it isn't exactly a Monk 2.0 scenario :U

## Changelog
🆑
qol: Punching bags are now a equal method of training to the fitness
machinery.
qol: Boxing grants more experience overall for participation.
/🆑
2024-06-29 01:15:07 +02:00
NewyearnewmeUwu
6065705ec8 Allows pacifists to use the psychotic brawling martial art, but at a cost. (#83605)
## About The Pull Request
There's a bug wherein you can use psychotic brawling as a pacifist if
you disarm, but rather than fix it I think leaning into it would be
really interesting. You get a big -20 mood debuff for 10 minutes, but
you can still harm people.
2024-06-11 13:03:21 -05:00
necromanceranne
ca2ff33292 Rocky DLXIII: Fitness to Athletics, Athletics skill influences Boxing against Boxers, Boxing overhaul, Evil Boxing (#82611)
## About The Pull Request

### Changes Fitness skill to Athletics skill; Removes the sprite growth
as the only meaningful reward

Basically just a rebranding so that it is more broad in its concept. It
isn't just about peak physique. It's about how you can apply it too.

Reaching Legendary rewards you with the Golden Gloves.

### Boxing Overhaul

I started it in this pr here
https://github.com/tgstation/tgstation/pull/80635

But this is a more significant overhaul of boxing from the ground up.
Namely, it now is majorly influenced by the Athletics skill, and also
more thoroughly aligns with conventional punching in its current state.
However, a major component of this is that boxing's breadth of mechanics
is only relevant when used against another boxer. Non-boxer targets are
only ever going to get smacked by a stamina punch, as it is currently
(and more or less the same values too). Additionally, boxers cannot
punch someone who is either unconscious or in stamina crit, so it can't
be used to maintain stamcrit.

- Boxing now has a One-Two Punch mechanic. Swapping between the left and
right mouse buttons to punch and maintaining this causes every second
punch to do more damage (to boxers). Breaking this chain by punching
with the same button twice will cause you to lose damage (against
boxers).

- Boxing now can have crits occur below 50 stamina damage (against
boxers). However, to knock someone out clean, the target must be
staggered from a previous crit first. (Or I guess be staggered at all,
maybe their shoelaces were tied or something). Crit probabilities are
determined by adding your Athletics probability skill bonuses to your
unarmed effectiveness, and then reduced by the targets own Athletics
skill bonuses. It is hard for two athletes to knock each other out in
one blow. It is trivial for a legendary boxer to knock out a novice in a
single punch. Cybernetically enhanced boxers are dangerously effective
at boxing.

- Boxers can block other boxers by using throw mode, but the chances of
doing so is based on Athletics skill bonuses. A successful block causes
the attacker to take stamina damage (as does the blocker, but less so).

- Participating in boxing increases the Athletics skill. Your gains are
probably slower than normal training, but you at least get some reward
for doing so. Only relevant if your opponent is a boxer. Get a sparring
partner!

### Evil Boxing (Admin Only)

So this is all well and good, but what if you're a scoundrel with no
care for the other person in this equation? Well, that's where Evil
Boxing comes in. Evil Boxing has absolutely no restrictions at all, and
can freely use its boxing abilities against anyone. Even non-boxers. You
can even grab people! Wow, what a scumbag. I bet you even king hit
people. Thankfully, only an admin can make you into an Evil Boxer.

### Strength and Stimmed Mutations now benefit Exercising and Boxing
(against boxers)

Both mutations have a flimsy increase to instability of 5 because of how
incredibly particular the bonus is.

Strength now reduces the amount of stamina damage inflicted via
exercising by half. Strength also adds a +2 damage bonus on boxing
punches while boxing against boxers (this doesn't influence normal
unarmed attacks whatsoever, or boxing against nonboxers). Obviously,
evil boxers just get this benefit against everyone because they're
knaves.

Stimmed increases the duration of the exercised status effect by one
factor. (That is, if you have no other modifiers, it will double the
duration on its own)

## Why It's Good For The Game

@Jacquerel was racking their brain trying to come up with an alternative
to the skill rewards of Fitness. At the moment, sprite growth is not
only a really bad bonus (it does literally nothing but make you big, and
thus is actually a detriment due to how intrusive sprite size is with
interaction, and plays weird with other sprite changing effects), but
isn't really all that interesting for all the effort put in.

Problem is, how do you make Fitness meaningful without making it a
powergame mechanic? Simple! You make it applicable to a really niche,
self-contained but still utilized game mechanic that is engaging to
participate in and makes you meaningfully very good in it. AND scratches
that power scaling itch that many players have.

Boxing is reasonably self-contained as is, but pretty bland due to how
old it is. While maintaining that self-contained nature, I hoped to
expand the interactivity of boxing a little bit by giving it a small
mini-game in of itself. And also introduce ways to simulate the idea of
boxing a bit better.

The idea of being an Evil Boxer is funny. For every Rocky, there is a
[Insert Rocky Villain Here that isn't Creed]. But in this case, it's
probably some Syndicate douchebag looking to punch clowns into a coma
and inspire the mime to take up shadowboxing in revenge.

## Changelog
🆑
add: Replaces Fitness with Athletics; same skill, but now more
specifically applicable to boxing.
add: Athletics does not increase sprite size.
balance: Overhauls Boxing to add a lot more depth to the interactions.
Only applicable to other boxers, however. You can still punch the snot
out of non-boxers though. But only up to stamcrit or unconsciousness. No
hitting someone who can't fight back!
balance: Adds Evil Boxing, which is the evil and fucked up version of
boxing that you kill people with and are allowed to flout the sacred
rules of boxing as you please. Everyone is a victim!
/🆑
2024-04-22 16:43:58 +01:00
jimmyl
b8059b97a0 turns martial arts gloves into a component (#82599)
## About The Pull Request

sleeping carp gloves also work on mind init

this means for the sake of deathmatch you dont have to put them off and
on

## Why It's Good For The Game

fixes #82321

## Changelog
🆑
fix: you no longer need to put your sleeping carp gloves off and on in
Deathmatch to get the martial art
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2024-04-17 18:52:01 +01:00
Jeremiah
9723b4b317 Replaces even more deciseconds with SECONDS (#82438)
## About The Pull Request
Using these search regexes:

Ending in 0:
`addtimer\((.*),\s?(\d{1,3})0\b\)`
replacement:
`addtimer($1, $2 SECONDS)`

Two digit ending in odd:
`addtimer\((.*), (\d)([1-9])\)$`
replacement:
`addtimer($1, $2.$3 SECONDS)`

Single digit ending odd:
`addtimer\((.*), ([1-9])\)$`
replacement:
`addtimer($1, 0.$2 SECONDS)`

## Why It's Good For The Game
Code readability

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-04-06 15:18:49 -06:00
Bilbo367
466b3df048 Refactor removing unused defines. (#82115)
## About The Pull Request

Refactors a lot of the unused defines.

## Why It's Good For The Game

Refactors a lot of the unused defines.

## Changelog
Nothing player facing

---------

Co-authored-by: san7890 <the@san7890.com>
2024-03-22 21:29:35 -06:00
jimmyl
54192fda81 deathmatch (#81444)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/70376633/44f1d1af-2cd6-4e69-a13e-6d2a663d668d)

adds a deathmatch minigame, a port and slightly redone version of the
aetherstation deathmatch (by TheChosenEvilOne)
the goal is to kill everyone else with loadouts

## Why It's Good For The Game

CTF sucks and this is probably better to filter out the bloodthirsty
terry players anyway

## Changelog
🆑
add: deathmatch minigame
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-18 03:39:00 +01:00
Iamgoofball
39e861cb04 Fixes Krav Maga allowing pacifism bypasses. (#81447)
## About The Pull Request

Fixes Krav Maga allowing pacifism bypasses.

## Why It's Good For The Game

Bugfixes are good for my GBP count. Also, pacifism bypasses bad.

## Changelog
🆑 CandleJaxx and Iamgoofball
fix: Fixes Krav Maga allowing pacifism bypasses.
/🆑
2024-02-14 11:47:16 -05:00
MrMelbert
49fc6207f4 Fix Krav Maga not shoving (#81340)
## About The Pull Request

I thought it was normal for Krav to not shove but apparently it was
reverted

## Changelog

🆑 Melbert
fix: Krav Maga users can shove again
/🆑
2024-02-08 21:15:34 +01:00
MrMelbert
e21dc5fec7 Kicks Martial Arts out of the attack chain (yippee), makes it use signals, plus a large clean up of existing martial arts (#81097)
## About The Pull Request

- Kicks Martial Arts out of the attack chain. 
- All Martial Arts attacks are now handled via unarmed attack or grab
signals
- This means all martial arts are now technically on the living level,
allowing any mob that can unarmed attack to martial arts. Sort of. YMMV.

- All martial arts block checking is now handled by the arts themselves,
meaning you can selectively decide for a martial arts strike to not be
blocked. Maybe good for the future.

- A comprehensive cleanup of all existing martial arts. Improving var
names, code, adding some missing animation calls, etc.

Fixes #74829

## Why It's Good For The Game

Untangles the mess that is martial arts, making it a lot easier to work
with the attack chain and making it overall a ton more consistent.

## Changelog

🆑 Melbert
refactor: Big martial arts refactor, they should now overall act a ton
more consistent. Also technically any mob can do martial arts. Let me
know if something is funky.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-01 14:18:46 +00:00
SkeletalElite
cc571582ff Gloves changes featuring nerfed shove cuffing (#81187)
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not be viewable. -->
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request process. -->

## About The Pull Request
This PR increases cuff time to 4 seconds, but adds a trait for gloves
that makes you cuff 1 second faster. Currently this is placed on black
gloves, the captain's gloves and any other gloves which are used for
combat (like krav maga, any tacklers, and combat gloves). Chameleon
gloves also have this trait so that traitors have a glove choice other
than the somewhat conspicuous combat gloves to help them with
kidnapping, something they may do for objectives or contracting.
It also makes nitrile and latex gloves hide your fingerprints once
again.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Latex gloves not hiding fingerprints was basically done purely for
balance reasons to make them not a direct upgrade over black gloves,
however it bothered me that this made little sense logically and is very
unintuitive and not something that's easy to tell in game. I've
personally arrested multiple people while playing sec using finger print
evidence they didn't even realize I could possibly have because they
thought their gloves would protect them.

Also I don't like playing against shove cuffing, dying because you dared
to stand within 1 tile of a wall or table and got shoved once is unfun
and takes basically zero effort or preparation and is one of the most
effective things you can do to fight someone, it discourages RP because
literally anyone can just turn on combat mode, walk you into the wall
while you're typing and kill you with nothing but a pair a cable cuffs.
This will make it take a little more prep and make you a little more
conspicuous when you intend to do it.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
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probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
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all you want, but it's best to shoot for clear communication right off
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🆑
add: Wearing certain gloves (such as black gloves and combat oriented
gloves) allow you to cuff people faster
balance: base handcuffing time is now 4 seconds
balance: latex gloves now hide your fingerprints
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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2024-02-01 14:16:31 +01:00
MrMelbert
b7a3e0c245 Fix neck snap not checking for the right mob to snap (#81086)
## About The Pull Request

Fixes #81084 

Nowhere did this procs checked that defender = the guy who is neck
grabbed.

I cleaned these up a bit as well since I was here. 

## Changelog

🆑 Melbert
fix: You can no longer neck snap anyone with martial arts assuming
you've got someone in a tight grip.
/🆑
2024-01-25 09:12:14 -05:00
itseasytosee
f3cd6c111d Adds neck-snapping to CQC and Sleeping carp (#79956)
## About The Pull Request
If you achieve a kill-grab on your target as a sleeping carp or CQC
user, you can use harm on their head to snap their neck, killing them
instantly.
## Why It's Good For The Game
Neck snapping is in line with that secret-agent/commando badassery that
sleeping carp and CQC emulate. If you are in a kill grab from a carp or
CQC user, you were probably dead anyways, so this shouldn't have large
balance implications.
## Changelog
🆑 itseasytosee
add: Sleeping carp/cqc users can now snap peoples necks by punching them
in the head while they are in a kill grab.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-12-08 05:39:19 +01:00
MrMelbert
365e50bbce Mob attackedby / check_block refactor, plus some minor cleanup of attack_x procs (#79563)
## About The Pull Request

- Deletes `spec_attacked_by`
- Elements simple/basic mob attack threshold
- There was a skeleton mob that "mimics armor" but didn't use the actual
mimicing armor thing we have, so I changed that.
- Moves `check_shields` down to the living level, renames it to
`check_block`
 - Martial art blocking is now signalized (only CQC uses it anyways) 
- Cleaned up a bit of `attack_x` procs, but not a lot. Should have an
entire PR dedicated to this .... mess.
 - Deprecates `/obj/item/melee`

## Why It's Good For The Game

Second verse, same as the first. 

- Less bad species related procs. 
- Largely brings a lot of code in line, making combat more consistent
across types.
- Makes it a lot easier to add new code relating to blocking or taking
damage.

## Changelog

🆑 Melbert
refactor: Refactored another large chuck of attack code, primarily
involving melee item attacks and non-human mob attacks. Report if you
see anything weird
fix: Pacifists clicking on simple robots or silicons no longer causes
sparks
fix: Blocked thrown batons are now properly... blocked
/🆑
2023-11-17 19:57:51 -07:00
Fikou
f6b7f96190 grabs no longer trigger krav maga (#79734)
## About The Pull Request
small thing introduced with combat mode, previously you needed to click
with an empty hand to do your moves, now you can just ctrl click while
holding anything
so we stop that

## Why It's Good For The Game
holding 2 riot shields and ctrl clicking on people to kill them is funny
but stupid
also one time as warden i tried to grab my dog and i neck chopped it

## Changelog
🆑
fix: grabs no longer trigger krav maga
/🆑
2023-11-16 02:47:21 +01:00
necromanceranne
81a7c75583 Hey what if I made Sleeping Carp better at nonlethal takedowns and also deflect with combat mode instead of throw mode (but cost more) (#79517)
## About The Pull Request

It's been a hot minute hasn't it?

When I initially reworked Sleeping Carp, we didn't have combat mode. Now
that we do, and that Sleeping Carp has substantially less defensive
power to justify having to make a choice between deflection and
attacking, it's probably about time we updated this aspect back to what
it was before my rework. Sorta.

Now, we can have all the deniability of the previous method, while also
letting you reliably protect yourself from ranged attacks at all times
while it matters. Because of this, I increased the price up to 17 TC
because of this change just to be on the safe side. The higher uptime of
projectile immunity while also being able to attack during that time
makes this a lot stronger overall.

Secondly, Sleeping Carp presently just isn't as good as a good ol'
baton. It takes a lot more hits to accomplish the same task that a baton
can. Many people feel like they can't even reasonably fight anyone for
fear of the baton, or they would rather use a baton and kill someone at
their leisure. So we've updated some of the moves in order to facilitate
Sleeping Carp as a substantial contender for 1v1 fighting, and lessen
the need for a baton by adding a lot more Stamina damage overall to the
various attacks;

**Keelhaul**: Now a Shove Shove combo. Does literally zero lethal
damage, but now temporarily blinds and dizzies the target as well as its
previous effects. The amount of lethal damage it did was...extremely
small, so this isn't a particularly big loss.

**Grabs and Shoves**: Deal some amount of stamina damage (20). You need
to be in combat mode in order to perform these special attacks (more
deniability). Grabbing someone while they have 80 Stamina damage or more
will cause them to fall unconscious. Yes, I really did just want to add
a Vulcan Nerve Pinch, what do you want from me?

That's it actually. Oh, I guess they are heavy sleepers now too. Because
its funny.

## Why It's Good For The Game

I often get told (read: thrown various insults and slurs at me while
mentioning this as the justification) that Sleeping Carp is not very
strong anymore since it lost all that invisible armor I added way back +
I removed the stuns in my initial rework. This made some people upset (I
think at least one person wished for my death).

So, having given it at least 2 years, I wanted to recapture parts of
what made the older Sleeping Carp (before my rework) strong, some of the
benefits of the new version, and introduce a brand new aspect; nonlethal
takedowns. This makes it beneficial for pacifists, as well as for
kidnapping.

This should not meaningfully make Sleeping Carp any stronger against the
things that typically ruin its day. I suspect in a straight joust with a
baton, Sleeping Carp will still struggle. But against what should be its
strong points (lone targets and ranged weapons), it will be strong once
again rather than clumsily unable to do very much at all.

## Changelog
🆑
balance: Harnessing Shoreline Quay (bluespace energy, probably), a
mystical energy (total bullshit) that permeates the Astral Waterways
(bluespace quantum dimensions, probably), Sleeping Carp users can now
once against deflect projectiles with their bare hands when focused in
on battle (in combat mode).
balance: The Keelhaul technique is now nonlethal (a philosophical
acknowledgement of the familial bond of sleep and death), but causes the
target to become temporarily blind and dizzy along with its previous
effects.
balance: Sleeping carp users, while in combat mode, deal Stamina damage
with their grabs and shoves. If the target of their grab has enough
Stamina damage (80), they are knocked unconscious from a well placed
nerve pinch.
balance: Sleeping carp users find it very hard to wake up once they fall
asleep....
/🆑
2023-11-07 23:21:04 +00:00
Tim
1718b88230 [NO GBP] Fix cqc kicks to only cause staminaloss when target is on the floor (#79119)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

A small thing I overlooked in: 
- #78341 

Was that stamina loss was supposed to be triggered from kicks as a
replacement for knockout prob chance. Except, this effect was only
supposed to happen when the target was _on the floor_. Right now it's
spammed for all kicks, meaning people don't even bother using the other
CQC combos since spamming LMB will eventually stam crit targets.

## Why It's Good For The Game

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

Oversight for something I missed when I made the original PR.

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
fix: Fix cqc kicks to only cause staminaloss when target is on the floor
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
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2023-10-21 13:35:22 -04:00
MrMelbert
93ec5a72f7 A comprehensive refactor / cleanup of bullet_hit and on_hit to cut out a single bad species / mob proc (#79024)
## About The Pull Request

- Refactored `bullet_act`. Adds `should_call_parent` and refactors
associated children to support that.
   - Fixes silicons sparking off when hit by disabler fire. 
- Desnowflakes firing range target integrity and cleans up its
bullet-hole code a bit.
- Cleans up changeling tentacle code a fair bit and fixes it not taking
off throw mode if you fail to catch something.
   - The Sleeping Carp deflection is now signalized 
- Nightmare projectile dodging is now signalized and sourced from the
Nightmare's brain rather than species
- Refactored how cardboard cutouts get knocked over to be less
snowflaked / use integrity
- Also adds projectile `on_hit` `should_call_parent` and cleans up a bit
of that, particularly their arguments.
- On hit arguments were passed wrong this entire time, it's a good thing
nothing relied on that.

## Why It's Good For The Game

This is cringe. 


1863eb2cd8/code/modules/mob/living/carbon/human/_species.dm (L1430-L1442)

Bullets should overall act more consistent across mob types and objects.

## Changelog

🆑 Melbert
fix: Silicons don't spark when shot by disablers
fix: Changelings who fail to catch something with a tencacle will have
throw mode disabled automatically
fix: Fixes occasions where you can reflect with Sleeping Carp when you
shouldn't be able to
fix: Fixes some projectiles causing like 20x less eye blur than they
should be
refactor: Refactored bullet-mob interactions
refactor: Nightmare "shadow dodge" projectile ability is now sourced
from their brain
/🆑
2023-10-18 23:08:13 -06:00
Tim
d6f79f4427 Refactor gib code to use bitflags and have documentation (#78754)
## About The Pull Request
This takes all the gib related procs:
- `gib()`
- `spawn_gibs()` 
- `spill_organs()`
- `spread_bodyparts()`

And adds heavy documentation that communicates what the procs are used
for and how the different bitflags affect them. The difference is
noticeable:

`gib(TRUE, FALSE, FALSE, null)` vs `gib(DROP_ORGANS|DROP_BODYPARTS)`

The code is now much more legible which is important considering it's
used in a lot of places!

Another robust change, is that we had several places in the code where
there were double negatives like so:

```
/mob/living/carbon/spill_organs(no_brain, no_organs, no_bodyparts)
	if(!no_bodyparts) // DOUBLE NEGATIVES ARE BAD M'KAY?!?
		// do stuff here
```

This is a mindfuck to untangle. I inverted a lot of these parts so we
don't lose our sanity.

Last thing that was changed was a big `if()` loop in the `spill_organ()`
proc. This was refactored to just be a simple `for` loop with `continue`
statements where we needed to skip enabled bitflags. It's now shorter
and cleaner than before.

The only slight gameplay change this affects is that gibbing a mob now
guarantees to drop all items unless the `DROP_ITEMS` bitflag is
deliberately omitted. Some places like admin gib self, we don't want
this to happen.

## Why It's Good For The Game
Gib code is very old. (~15 years) People kept adding more arguments to
the procs when it should have been a bitflag initially. By doing it this
way, there is more flexibility and readability when it comes to adding
new code in the future.

## Changelog
🆑
refactor: Refactor gib code to be more robust.
qol: Gibbing a mob will result in all items being dropped instead of
getting deleted. There are a few exceptions (like admin gib self) where
this will not take place.
/🆑
2023-10-06 13:12:22 +01:00
Tim
0948504b05 Rebalance CQC legsweeps and knockout kicks (#78341)
## About The Pull Request
This is a remake of #74764 but focused only on kicks.

#### Before my changes:
- Legsweeps dealt 6 seconds of paralysis for **23 damage**
- Knockout kicks dealt **30 seconds** of sleep that was guaranteed if
the target was on the floor

#### After my changes:
- Legsweeps deal 5 seconds of knockdown for 10 damage
- Knockout kick happens when a mob reaches 100 stamina loss and lasts 10
seconds. Helmet protection shortens the time length.

## Why It's Good For The Game

![chrome_UvcQ6vBQpH](https://github.com/tgstation/tgstation/assets/5195984/ea568e0f-7217-4e3c-be75-fa36996b73ae)

## Changelog
🆑
balance: CQC legsweeps now cause knockdown instead of paralysis. 
balance: CQC kicks now knockout a target on the floor for ten seconds if
they reach stam crit. Helmet protection shortens the knockout length.
/🆑
2023-10-04 15:56:26 +02:00
carlarctg
8d57758420 Converts slapcrafting into a component (#78450)
## About The Pull Request

Converts slapcrafting into a component!

The component is added on to an ingredient (presumably the main
ingredient) with a list of recipes attached. If you interact an
ingredient (if no ignredients, a tool) with it, you will start crafting
the recipe. If there's multiple, pick between them with a radial menu.

Opening on draft as there's just a liiiiil bit left to do. The actual
wired rod was left for last.

## Why It's Good For The Game

Slapcrafting is simply better and more accessible and less laggy than
menu crafting. By making it a component we can attach it to things in
which it'd make sense to while stopping unintended weirdness that might
arise from this being global.

Additionally the way examine lets you see crafting recipes opens up
visibility for those, which allows new players to learn about them in a
intuitive manner.

## Changelog

🆑
refactor: Turned slapcrafting into a component! You can examine
compatible items to see what recipes they can be used in, and what the
ingredients for them are. For example, spears and the head-on-spear
crafting recipe.
/🆑
2023-09-27 12:38:10 +01:00
YesterdaysPromise
fb10121022 Icons folder cleaning wave two (#76788)
## About The Pull Request

Further continous organizing and cleaning the Icons folder. There are
still some minior nitpicks left to do, but I reached my daily sanity
expenses limit again, and the faster these get in the less issues for
both me and others later. Also cleans some mess I caused by my blindness
last PR.

## Why It's Good For The Game

Saner spriters = better sprites
2023-07-14 18:36:41 +00:00
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
Hoolny
419dd2b754 Spider Infestation Balance Rebalance Expansion Part 1 (#75204)
## About The Pull Request
https://hackmd.io/dxhPOOdRRKW7siqPbpfmYQ?view The HackMD goes in-depth
into what this PR is about

## Content
### Ambush Spider

![image](https://user-images.githubusercontent.com/84478872/236697303-16fb5fee-7862-457f-a053-9e634873f205.png)

![image](https://user-images.githubusercontent.com/84478872/236697338-7908e9ba-07d2-4af6-9e0a-583e74d96634.png)
### Scout Spider

![image](https://user-images.githubusercontent.com/84478872/236697485-91560e01-365d-4a9e-8401-a52b412d865f.png)

![image](https://user-images.githubusercontent.com/84478872/236697489-a9f1d46d-1e65-4e9d-995e-335e4cf40f8c.png)

![dreamseeker_JtR1iVptrV](https://user-images.githubusercontent.com/84478872/236697538-4e9ac1a4-b2b7-463a-b4ff-75f8ae2d266a.png)
## Tangle

![image](https://github.com/tgstation/tgstation/assets/84478872/756de834-5470-4a2a-9e8e-55d6a3ca770d)

![TkK4NHc](https://github.com/tgstation/tgstation/assets/84478872/4fa15fa6-db11-46a5-9b56-8e5fce4bc1c0)

![XxcLU0z](https://github.com/tgstation/tgstation/assets/84478872/7a007a94-e9a4-4700-9a0e-f5e2a178c924)

### Spiderlings

![ruCweIc](https://user-images.githubusercontent.com/84478872/236697721-b96469df-e68b-47b7-9316-ec152629e9aa.png)

![SWE0bgo](https://user-images.githubusercontent.com/84478872/236697726-7753f363-99db-46b1-8181-0dc755c1804e.png)

![BYNLUQa](https://user-images.githubusercontent.com/84478872/236697753-48c1c5b0-064a-45e9-bf19-ad2e29cdb426.png)


## Why It's Good For The Game
Currently, spiders have plenty of issues that make them a very 2d
mentional antag they kill,die, and respawn which is boring and leads to
a bunch of balance issues for their current design this PR both fixes
the current issues spiders have and adds more depth into the antag.
## Changelog
🆑
add: Added 3 new spider types
add: Added more spider abilities
balance: Rebalanced spiders
fix: Fixes spiderlings having density
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-05-28 16:45:42 -07:00
Zephyr
fbec9c14e9 JSON Logging Take Two (#73604)
## About The Pull Request

Converts all logging, excluding perf and investigate, to json.
I focused on making the system as easy to use and as easy to add new
categories as possible.

Due to issues related to logging to world at global creation logger is
now a byond real, which is created directly before Master

Log categories support versioning, secret flagging, and sub-category
filtering. Although all of this is entirely optional for coders.
If you ever want to add a new category and use it, all you need to do is
make the barebones category datum and the define.
I've kept existing procs such as log_game, and simply turned them into a
wrapper for Logger.Log(xxx, ...)
## Why It's Good For The Game

Makes processing and filtering logs much easier in the future, while
only minimally downgrading log crawling experience.
I am also working on a log viewer frontend for admin usage however that
will take a little bit longer to finish up.
Also makes special logging and data tracking much easier thanks to a
data list processing implementation and handling
## Changelog
🆑
server: All logs are now formatted in json, excluding perf and
investigations
/🆑

---------

Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-05-22 14:51:00 +12:00
MrMelbert
b1b1c356ab Adds a macro for checking map job changes, makes captain outfit more runtime resilient (#74993)
## About The Pull Request

- Makes captain outfit more runtime resilient
- The initial reason for this PR was that the captain's outfit was not
very resistant to the case that something else changes the outfit's left
hand before `post_equip`. It would runtime due to assuming the left hand
is always the unique banner, and also cause no banner to be spawned.

- Adds a macro for accessing the map config job changes, to reduce
boilerplate.
- While I was fixing the above bug, I noticed that we had pretty bad
boilerplate copy pasted around for accessing job config changes. This
code is not ran so often that the job config needed to be cached
locally, nor was all this safety very necessary. So I added a wrapper to
handle it for the end user.

## Why It's Good For The Game

More runtime resistance is always nice, allows for future coders (or me)
to tread the area without worry.

## Changelog

🆑 Melbert
fix: Fixes rare occasions in which the captain can fail to spawn with
their banner on certain maps if their left hand was holding something
else.
/🆑
2023-04-27 14:01:14 -06:00
Tim
065eb27f9b Cleanup 1 letter var names in martial arts files (#74723)
## About The Pull Request
Cleans up var names `A` and `D` to be `attacker` and `defender`. The
same for `I` to be `held_item`.

## Why It's Good For The Game
Less illegible code is good.

## Changelog
🆑
code: Cleanup 1 letter var names in martial arts files
/🆑
2023-04-15 23:13:27 -07:00
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
san7890
ccef887efe Lints Against Unmanaged Local Defines (#74333)
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.

## About The Pull Request

Hey there,

This took a while to do, but here's the gist:

Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.

Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.

Scenarios this PR corrects:

* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*

(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game

If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).

Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.

I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.

(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
2023-03-29 10:17:03 -07:00
san7890
bf6f81a9b5 Implements AddTraits and RemoveTraits procs for adding/removing multiple traits + swag unit test (#74037)
On the tin, doing it like this means we can reduce our overall line
fingerprint whenever we have to add two or more traits from the same
source on the same target. Especially helps when we get to the 4+ range
of traits, a breath of fresh air even.

Doesn't mean we have to do for loops, as that's already handled within
the define as well. I replaced some of the checks with `length()`
checks, let me know if I should switch it over to something else (maybe
`islist()`)? We stack_trace whenever we're not passed a list reference
on purpose, and sometimes var/lists are null by default (or just empty,
making this redundant).
## Why It's Good For The Game

I commonly feel the urge to write "use `AddTraits()`" or something in
reviews, then am sad when I remember it doesn't exist. I will no longer
be sad.

Can ensure a lot more trait safety as well by using static lists- when
both ADD_TRAIT_LIST and REMOVE_TRAIT_LIST re-use the same list, you are
confident (from a static point of view) that everything that you want to
be adding/removing works.

I may have missed a few things where this could be used, but both macros
implemented in this PR still use the same framework that was being used
in the last four years- so stuff won't break if left untouched. Just a
nifty new tool for developers.

also fixed up some code in the area, numerous bugs were found and
exploded
2023-03-18 01:57:06 +00:00
tralezab
8d6091214f Adds Gondola Mutants + Progression to DNA Infuser + QoL (#73730)
Gondolas make you into the ultimate observer.
```diff
+Happy and Zenlike
+Can hug people to pacify them
-Pacified themselves
-Can't hold anything much larger than a pen
-Mute
```
Having every gondola organ at once allows you to survive crazy
environmental conditions!

DNA Infuser Entries are now split into three tiers. Starting at tier 1,
you unlock the next tier by infusing someone until they get a bonus at
the maximum tier allowed. Planning on adding a tier three, eventually.

Fly, Fox, Moth, and Felinid are tier zero
Rat, Carp, and Goliath are tier one
Gondola is tier two

DNA Infuser now prints a failure reason when you mess up.

As we've added a few more fluff dna infusions and I'm not venturing into
a harder dna mutant to obtain, I wanted to finally put in some
progression I've wanted for awhile. Now, people won't ignore tier 0 and
1 as much as that tier has to be used in some way to reach tier 2. As we
add stronger and stronger DNA mutants from rarer and deadlier mobs,
we're going to want to make sure people don't just skip easy mutants and
get something wild at the 20 minute mark.
2023-03-04 18:28:34 +00:00
Profakos
50b37c8c7f Faction defines (#73681)
## About The Pull Request

Quite a lot of mobs had faction defines as a string, which always has a
chance for error. For example, the clown mob spawner had their faction
written as "clown", when the official faction name was "clowns", and a
define existed for it anyways! This PR moves every single string based
factions over here. No references or special role factions. Hopefully I
didn't miss anything.

I also moved a global define used for picking your uplink provider's
flavour to the only file that used it, datum_traitor.dm, and renamed
them a bit to avoid confusion.

I have also noticed that the mimic faction was assigned to the petrified
player with += instead of |=. |= would ensure no duplicate factions, so
I have changed it.

Future improvement:
I have noticed that there is a lot of bloat with factions that contain
only one or two entries (examples: gnomes, floating eyeballs, penguins,
the pet lizards), and some always appear in pairs (vines and plants, the
rare exceptions being killer tomatoes and strange reagent spawned pine
trees), but trimming consolidating them is a matter for a different
time.

## Why It's Good For The Game

Makes assigning factions a bit less error prone.

I can finally remove the ```/// Later all mob factions will be moved
here and their current factions replaced with faction defines.```
comment. Later is NOW.

## Changelog
Nothing player facing
2023-02-28 16:44:08 -07:00
SuperSlayer
2d8a17d533 Replaces some decisecond things with time defines in martial art code (#73191)
## About The Pull Request

Replaces some decisecond things in martial art code with time defines

## Why It's Good For The Game

Improves code readability

## Changelog
🆑
code: Replaces some decisecond things in martial art code with time
defines
/🆑
2023-02-04 12:39:37 +01:00
Jeremiah
872e64fb05 Adds spaces around logical operators (#72603)
## About The Pull Request
Part of a prior PR that was closed (#72562). This version does not add
the check in CI.
## Why It's Good For The Game
The work is already done, so I figured why not.
## Changelog
N/A Nothing player facing

Co-authored-by: Jeremiah Snow <jlsnow301@pm.me>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-01-16 16:56:35 -08:00
Jacquerel
9cfde5b5c2 Pacifists can attack people with non-lethal weapons (#72183)
## About The Pull Request

Fixes #72054 
Allows pacifists to hit people with weapons which only do stamina
damage.
Additionally, allows pacifists to participate in boxing which also only
does stamina damage.
Is it pacifism to hit someone square in the face while wearing boxing
gloves? I say, maybe.

## Why It's Good For The Game

Pacifists were feeling left out after not being invited to your pillow
fights.
More seriously, they can use _guns_ which only do stamina damage so it
makes sense that they can use melee implements too.
Boxing is fun.

## Changelog

🆑
fix: Pacifists can now hit people with pillows and holographic weapons,
as well as participate in boxing.
/🆑
2022-12-24 02:37:20 -08:00
Zephyr
72add64520 Refactors armor into dedicated subtypes (#71986)
## About The Pull Request

See title.
## Why It's Good For The Game

Code is cleaner, and more readable/intuitive
Technically closes
https://github.com/tgstation/dev-cycles-initiative/issues/8
## Changelog
🆑
refactor: armor, from the ground up basically
/🆑

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-12-23 16:21:22 -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
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