Commit Graph

293 Commits

Author SHA1 Message Date
SmArtKar
09f868f59e Fixes stingbangs using wrong sprites (#87812)
## About The Pull Request

Stingbangs (and much rarer rotfrags) used their disassembled sprite
until primed this entire time. Yeah.

## Why It's Good For The Game

Handle appearing out of nowhere looks very jarring
2024-11-13 12:11:18 -06:00
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
EnterTheJake
baaa96c357 Security Flashbangs cannot be instantly detonated anymore. (#86704)
## About The Pull Request

Removes the option of setting a sec flashbang to instant detonation.

## Why It's Good For The Game

My reasoning from my previous PR hasn't really changed, so excuse me for
the few copypasted bits.

Flashbang grenades are one of the best tools in Security arsenal. they
are available round-start, widely abundant, and part of the reason why
they are so strong is how rare ear protection tends to be.

But what tilts the scale from strong to just unfair, in my opinion, is
the combination of instant detonation and being able to pierce ear
protection entirely on adjacent tiles.

This is a hardcoded stun by the way, You could literally have no eyes
nor ears and it won't make a difference.

I initially considered just reducing the radius at which penetration
occurs, but i failed to consider how it would probably result in an
unintended buff due to the ability to drag a primed flashbang.

So instead, after discussing options with a few other people, including
mantainers I think the sanest option is to remove the ability for
instant detonation.

You can still technically run at someone as a desperate attempt to
disarm them, but they'll have a sliver of chance to react.

Flashbangs should be used as grenades, not as instant unreactable
hardstuns, this strategy requiring teamwork to pull off doesn't justify
it being completely unfair and unreactable on the receiver.

## Changelog

🆑
balance: Security Flashbangs can no longer be primed for instant
detonation.
/🆑

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2024-09-19 20:57:51 +02:00
grungussuss
a380e4c218 gives some items sound_vary true (#86467)
## About The Pull Request
changed the `sound_vary` var that gives `vary` to pickup/drop sounds to
`TRUE` on:
- grenade
- handcuffs
- lead pipe
- batons
- beaker
- drinking glass
## Why It's Good For The Game
will give more variety for the soundscape, only did it for items that
will sounds good with it
## Changelog
🆑 grungussuss
sound: some more items will vary in pitch when picking them up and
placing them down
/🆑
2024-09-05 15:10:32 +02:00
klorpa
d2c7806047 Spelling and Grammar Fixes (#85992)
## 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
/🆑
2024-08-21 17:07:02 +12:00
Da Cool Boss
06aa7b846a Fixes Donk Co. & Waffle Corp Trademark Issues (#85686)
## About The Pull Request
All references to "Waffle Co" and "Waffle Company" have been scrubbed
and replaced with appropriate branding. "The Waffle Corporation" may be
shortened to "Waffle Corporation", "Waffle Corp" or "Waffle Corp." only.

All references to "Donk Corp." and "Donk Corporation" have been scrubbed
and replaced with appropriate branding. "Donk Company" may be shortened
to "Donk", "Donk Co" or "Donk Co." only.
## Why It's Good For The Game
Keeps these names consistant and lore accurate.
## Changelog
🆑
spellcheck: fixed many incorrect spellings of Waffle Corp and Donk Co.
/🆑

---------

Co-authored-by: BlueMemesauce <47338680+BlueMemesauce@users.noreply.github.com>
2024-08-09 23:22:53 -04:00
grungussuss
f0575ec415 The Soundening: Security and guns edition. (#85309)
## About The Pull Request


https://github.com/user-attachments/assets/9c47c512-ff22-4832-9524-fd6f3e6147c7

Pickup sounds for:
- all guns
- riot shields
- handcuffs
- batons and telebatons
- pepper spray 
- all grenades

Storage open sound for:
- security belt, security webbing, all holsters

Successfully cuffing someone now has its own satisfying sound!
## Why It's Good For The Game
The most combat intensive role in the game doesn't have these sounds to
complement their gameplay, these sounds will increase the amount of
danger audio cues you can listen for and give feedback to players on
what others are doing.
## Changelog
🆑
sound: guns have pickup and drop sounds
sound: security belts and holsters have opening sounds
sound: handcuffs have pickup and drop sounds
sound: stun batons and telescopic batons now have pickup and drop sounds
sound: grenades have pickup and drop sounds
sounds: riot shields and telescopic shields have pickup and drop sounds
sound: successfully handcuffing someone has sound
/🆑
2024-07-31 14:59:22 +01:00
Afevis
9a4386d31d deletes wires on atom/destroy() (#85154)
Closes #85132
Fixes #85110
2024-07-21 21:56:01 -07:00
norsvenska
5f80128fa9 Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request

it's - conjunction of "it" and "is"
its - possessive form of "it"

grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good

## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
2024-07-21 13:41:37 -06:00
SmArtKar
b6c84135c3 Refactors embedding to use datums instead of storing data in bespoke elements (#84599)
## About The Pull Request

This refactors embedding elements to make them use singleton datums
(similarly to armor) instead being bespoke and creating a new element
every time armor values are supposed to be adjusted.
Default values have been removed from defines due to now being declared
in base class itself.
Additionally fixes vending machines and tackling gloves setting
generated shards (which they instantly embed into their victim) embed
properties to null after running the embedding code, despite said shards
having non-null embedding values by default, making them not be able to
embed into anyone else, also potentially breaking the pain/jostling code
if they somehow get updated.

## Why It's Good For The Game

Current embedding system is an unnecessarily complicated mess as bespoke
elements are hard to work with, and creating a new element every time
you change values is hacky at best. This change should make it easier to
read and work with.

## Changelog
🆑
fix: Fixed glass shards generated from falling vending machines or
tackling windows not being able to embed into anyone.
refactor: Refactored embedding code to use datums instead of bespoke
elements and ugly associated lists.
/🆑
2024-07-07 23:20:07 +02:00
Joshua Kidder
d10d790f67 Sparks ignite flammable things (including people), welding fuel pools now ignite in response to more things logically (#83673)
## About The Pull Request

Currently, sparks only ignite the air in rooms with
plasma/tritium/hydrogen in them. This PR changes sparks to ignite
flammable things they touch, including mobs covered in flammable
liquids. They also marginally heat containers (40K temp increase from a
broken light bulb).

The initial purpose was to make welding fuel pools more responsive to
flaming things being thrown into them. I have also done that. They now
respond to hot objects (including flaming mobs) entering their space or
being thrown onto them. They are also ignited by sparks.

This PR makes sparks a fire hazard. Keep a fire extinguisher handy.

## Why It's Good For The Game

Safety hazards are fun. Sparks should, logically, set flammable things
on fire, including YOU. Welding fuel pools should be more hazardous.

## Changelog

🆑 Bisar
add: Sparks now ignite flammable things. Including you. Keep a fire
extinguisher handy or stop dousing yourself in welding fuel!
fix: Fixed a few oversights with welding fuel pools not igniting when
you throw lit/hot things into them or when you walk into them while on
fire.
/🆑
2024-06-18 14:34:28 +01:00
MrMelbert
ff6b41aa07 Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request

- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)


![image](https://github.com/tgstation/tgstation/assets/51863163/1e70f7be-0990-4827-a60a-0c9dd0e0ee49)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`

I have manually tested many of the refactored procs but there was 200+
so it's kinda hard

## Why It's Good For The Game

Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item

This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.

If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`

This does result in some instances of boilerplate as shown here:


![image](https://github.com/tgstation/tgstation/assets/51863163/a7e469dd-115e-4e5b-88e0-0c664619c878)

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution

~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~

## Changelog

🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
2024-06-11 21:58:09 -07:00
Jeremiah
8e3f635b98 Alt click refactor (#82656)
## About The Pull Request
Rewrites how alt click works. 
Based heavily on #82625. What a cool concept, it flows nicely with
#82533.

Fixes #81242 
(tm bugs fixed)
Fixes #82668

<details><summary>More info for devs</summary>

Handy regex used for alt click s&r:
`AltClick\((.*).*\)(\n\t.*\.\.\(\))?`
`click_alt($1)` (yes I am aware this only copies the first arg. there
are no other args!)

### Obj reskins
No reason for obj reskin to check on every single alt click for every
object. It applies to only a few items.
- Moved to obj/item
- Made into signal
- Added screentips

### Ventcrawling
Every single atmospherics machine checked for ventcrawling capability on
alt click despite only 3 objects needing that functionality. This has
been moved down to those individual items.
</details>

## Why It's Good For The Game
For players: 
- Alt clicking should work more logically, not causing double actions
like eject disk and open item window
- Added context menus for reskinnable items
- Removed adjacency restriction on loot panel

For devs:
- Makes alt click interactions easier to work with, no more click chain
nonsense and redundant guard clauses.
- OOP hell reduced
- Pascal Case reduced
- Glorious snake case

## Changelog
🆑
add: The lootpanel now works at range.
add: Screentips for reskinnable items.
fix: Alt click interactions have been refactored, which may lead to
unintentional changes to gameplay. Report any issues, please.
/🆑
2024-04-16 17:48:03 -06:00
Jeremiah
d554ab7766 RPG Loot: Revisited & READY (#82533)
## About The Pull Request
Revival of #72881

A new alt click window with a tarkov-y loading spinner. Replaces the
object item window in stat panel.

## Videos
<details>
<summary>vids</summary>

toggleable grouping:

![syAA5zf6RK](https://github.com/tgstation/tgstation/assets/42397676/c89b372d-29f6-4ebe-895d-f73bbdc41c19)

now lists the floor as first obj:

![abc](https://github.com/tgstation/tgstation/assets/42397676/cd8dc962-2ac7-41bf-a5d3-b9e926116b06)

in action:

![dreamseeker_IkrPKt2QZt](https://github.com/tgstation/tgstation/assets/42397676/1f990aa0-60f0-47e7-9d93-b63e35d05273)

</details>

## features:
- search by name
- 515 image generator is much faster than alt click menu
- opening a gargantuan amount of items shouldnt freeze your screen
- groups similar items together in stacks by default, toggleable
- shows tile as first item
- <kbd>Shift</kbd> and <kbd>Ctrl</kbd> compatible with LMB
🖱️
- RMB points points at items (sry i could not get MMB working)
- key <kbd>Esc</kbd> to exit the window.


For devs:
- A new image generation tech.
- An error refetch mechanic to the Image component
- It does not "smart track" the items being added to the pile, just
reopen or refresh. This was a design decision.

## Why It's Good For The Game
Honestly I just dislike the stat panel

Fixes #53824

Fixes 

![image](https://github.com/tgstation/tgstation/assets/42397676/0e50faab-7d4d-4bf7-8c5b-4ac28547bfbd)

## Changelog
🆑
add: Added a loot window for alt-clicking tiles.
del: Removed the item browser from the stat panel.
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-04-14 17:35:03 -04:00
Thunder12345
920f2c6442 Explosions Part I - Directional Explosions (#82429)
## About The Pull Request

Adds the ability for explosions to be directional. This is achieved by
adding an angle check to `prepare_explosion_turfs()` to drop any turfs
outside the cone of the explosion. If the arc covers a full 360 degrees,
as is the default, it will accept all the turfs without performing the
angle check.

Uses this functionality to rework both rocket launcher backblast and X4
explosions. Rocket launcher backblast has been changed from a shotgun of
indendiary bullets to a directional explosion of similar length. X4 now
uses a directional explosion to "ensure user safety".

Apparently the old method of moving the explosion one tile away didn't
even work, as it blew up `target` before trying to check its density for
the directional behaviour.

https://youtu.be/Mzdt7d7Le2Y

## Why It's Good For The Game

Directional explosions - Useful functionality for a range of potential
use cases, which can be implemented with minimal extra processing cost
(Worst case scenario being very large directional explosions)

Backblast - Looks way cooler than a bunch of projectiles, and should be
significantly more functional in high-lag situations where projectile
code tends to get fucky

X4 - More predictable for players wanting to use it as a breaching
charge, you can actually stand near the charge and not have to worry
about being hoist upon your own petard.

## Changelog
🆑
add: Added support for directional explosions.
add: Rocket launcher backblast is now 271% more explosive, check your
six for friendlies!
add: X4 charges now explode in a cone away from the user when placed on
a sufficiently solid object.
fix: X4 charges will now behave correctly when placed on dense atoms
(note: don't try to read a variable from an atom you just blew up)
/🆑
2024-04-09 20:26:08 +02:00
Jeremiah
1443ef79d3 Replaces a number of deciseconds into SECONDS (#82436)
## About The Pull Request
Using these search regexes:

Number ending in 0:
`do_after\((\w+), (\d+)0,`
Replace:
`do_after($1, $2 SECONDS,`

Single digit number:
`do_after\((\w+), [1-9],`
replace:
`do_after($1, 0.$2 SECONDS,`

Double:
`do_after\((\w+), (\d)([1-9]),`
Replace:
`do_after($1, $2.$3 SECONDS,`

## Why It's Good For The Game
Code readability
2024-04-04 18:56:08 -06:00
SyncIt21
6dc40ca522 Standardizes object deconstruction throughout the codebase. (#82280)
## About The Pull Request
When it comes to deconstructing an object we have `proc/deconstruct()` &
`NO_DECONSTRUCT`

Lets talk about the flag first. 

**Problems with `NO_DECONSTRUCTION`**
I know what the comment says on what it should do

b5593bc693/code/__DEFINES/obj_flags.dm (L18)

But everywhere people have decided to give their own meaning/definition
to this flag. Here are some examples on how this flag is used

**1. Make the object just disappear(not drop anything) when
deconstructed**
This is by far the largest use case everywhere. If an object is
deconstructed(either via tools or smashed apart) then if it has this
flag it should not drop any of its contents but just disappear. You have
seen this code pattern used everywhere

b5593bc693/code/game/machinery/constructable_frame.dm (L26-L31)

This behaviour is then leveraged by 2 important components.

When an object is frozen, if it is deconstructed it should just
disappear without leaving any traces behind

b5593bc693/code/datums/elements/frozen.dm (L66-L67)

By hologram objects. Obviously if you destroy an hologram nothing real
should drop out

b5593bc693/code/modules/holodeck/computer.dm (L301-L304)

And there are other use cases as well but we won't go into them as they
aren't as significant as these.

**2. To stop an object from being wrenched ??**
Yeah this one is weird. Like why? I understand in some instances (chair,
table, rack etc) a wrench can be used to deconstruct a object so using
the flag there to stop it from happening makes sense but why can't we
even anchor an object just because of this flag?

b5593bc693/code/game/objects/objs.dm (L368-L369)
This is one of those instances where somebody just decided this
behaviour for their own convenience just like the above example with no
explanation as to why

**3. To stop using tools to deconstruct the object** 
This was the original intent of the flag but it is enforced in few
places far & between. One example is when deconstructing the a machine
via crowbar.

b5593bc693/code/game/machinery/_machinery.dm (L811)

But machines are a special dual use case for this flag. Because if you
look at its deconstruct proc the flag also prevents the machine from
spawning a frame.

b5593bc693/code/game/machinery/_machinery.dm (L820-L822)

How can 1 flag serve 2 purposes within the same type?

**4. Simply forget to check for this flag altogether**
Yup if you find this flag not doing its job for some objects don't be
surprised. People & sometimes even maintainers just forget that it even
exists

b5593bc693/code/game/objects/items/piggy_bank.dm (L66-L67)

**Solution**
These are the main examples i found. As you can see the same flag can
perform 2 different functions within the same type and do something else
in a different object & in some instances don't even work cause people
just forget, etc.

In order to bring consistency to this flag we need to move it to the
atom level where it means the same thing everywhere. Where in the atom
you may ask? .Well, I'll just post what MrMelbert said in
https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862

> ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION
handling as it wants,

Yup that's the ideal case now. This flag is checked directly in
`deconstruct()`. Now like i said we want to give a universal definition
to this flag and as you have seen from my examples it is used in 3 cases
1) Make an object disappear(doesn't dropping anything) when
deconstructed
2) Stop it from being wrenched
3) Stop it from being deconstructed via tools

We can't enforce points 2 & 3 inside `deconstruct()` which leaves us
with only case 1) i.e. make the object disappear. And that's what i have
done. Therefore after more than a decade or since this flag got
introduced `NO_DECONSTRUCT` now has a new definition as of 2024

_"Make an object disappear(don't dropping anything) when deconstructed
either via tools or forcefully smashed apart"_

Now i very well understand this will open up bugs in places where cases
2 & 3 are required but its worth it. In fact they could even be qol
changes for all we know so who knows it might even benefit us but for
now we need to give a universal definition to this flag to bring some
consistency & that's what this PR does.

**Problem with deconstruct()**
This proc actually sends out a signal which is currently used by the
material container but could be used by other objects later on.

3e84c3e6da/code/game/objects/obj_defense.dm (L160)

So objects that override this proc should call its parent. Sadly that
isn't the case in many instances like such

3e84c3e6da/code/game/machinery/deployable.dm (L20-L23)

Instead of `return ..()` which would delete the object & send the signal
it deletes the object directly thus the signal never gets sent.

**Solution**
Make this proc non overridable. For objects to add their own custom
deconstruction behaviour a new proc has been introduced
`atom_deconstruct()` Subtypes should now override this proc to handle
object deconstruction.

If objects have certain important stuff inside them (like mobs in
machines for example) they want to drop by handling `NO_DECONSTRUCT`
flag in a more carefully customized way they can do this by overriding
`handle_deconstruct()` which by default delegates to
`atom_deconstruct()` if the `NO_DECONSTRUCT` flag is absent. This proc
will allow you to handle the flag in a more customized way if you ever
need to.

## Why It's Good For The Game
1) I'm goanna post the full comment from MrMelbert
https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862

> ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION
handling as it wants, but there's a shocking lack of consistency around
NO_DECONSTRUCTION, where some objects treat it as "allow deconstruction,
but make it drop no parts" and others simply "disallow deconstruction at
all"

This PR now makes `NO_DECONSTRUCTION` handled by `deconstruct()` & gives
this flag the consistency it deserves. Not to mention as shown in case 4
there are objects that simply forgot to check for this flag. Now it
applies for those missing instances as well.

2) No more copying pasting the most overused code pattern in this code
base history `if(obj_flags & NO_DECONSTRUCTION)`. Just makes code
cleaner everywhere

3) All objects now send the `COMSIG_OBJ_DECONSTRUCT` signal on object
deconstruction which is now available for use should you need it

## Changelog
🆑
refactor: refactors how objects are deconstructed in relation to the
`NO_DECONSTRUCTION` flag. Certain objects & machinery may display
different tool interactions & behaviours when destroyed/deconstructed.
Report these changes if you feel like they are bugs
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2024-04-04 18:55:51 -06:00
Bilbo367
60e1f630a6 Stops cluster grenades from spamming admins (#82090)
## About The Pull Request

Stops cluster grenades from logging their children.

## Why It's Good For The Game

Helps out with https://github.com/tgstation/tgstation/issues/81865.

## Changelog

🆑
admin: cluster bombs stop spamming admin logs
/🆑
2024-03-19 19:38:42 -06:00
jimmyl
d629b5f3f1 pipebomb (#81529)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/70376633/2c2a8ddf-d210-468b-9403-f7de4fa1fd9b)

removes IEDs, these are its replacement


![image](https://github.com/tgstation/tgstation/assets/70376633/95cc67d7-ed41-481b-9b9d-f31897fdb46d)

this recipe produces a finished pipebomb

you can craft pipes (of the atmos kind) with some metal
then you can make it into a pair of halved pipes with a welder
then you stuff in items for extra effect (optional, only works if it
does something)
then you put in welding fuel OR gunpowder (no other options as of now,
gunpowder is a better explosive)
cable finishes that part
after that, you can attach an unsecured assembly to finish the bomb

also this is the math for the explosion, power is decided by fuel

![image](https://github.com/tgstation/tgstation/assets/70376633/95ac3101-a2af-4bdc-9730-6c9c20195b59)

using it in-hand activates the assembly, using it off-hand allows you to
configure the assembly

## Why It's Good For The Game

IEDs suck and stuff and this would be a better upgrade/replacement
because with assemblies you could make a circuit sentient pipebomb or
gift a pipebomb via cargo or something and gimmicks i guess
## Changelog
🆑
add: Pipebombs
del: Improvised Firebombs
/🆑
2024-02-29 20:33:59 +01:00
13spacemen
e0487fde27 [NO GBP] C4 notification jump works again (#80810)
## About The Pull Request
Didn't realize that the jump functionality was based on var/source
2024-01-07 01:00:13 -06:00
13spacemen
4514e23622 "Explosive Planted" C4 ghost notification actually shows the C4 (#80694)
## About The Pull Request
"Explosive Planted" C4 ghost notification actually shows the C4 on the
icon
## Why It's Good For The Game
It looks very strange seeing an image of just a wall, or just a
firelock, this give you info at a glance that "oh it's C4" rather than
having to read chat or hover over the alert
![Screenshot 2023-12-31
192717](https://github.com/tgstation/tgstation/assets/46101244/eef8c51c-1f86-48d4-8425-1622e9c1123b)


## Changelog
🆑
qol: The "Explosive Planted" alert for C4 actually shows the C4
/🆑
2024-01-01 21:15:57 +01:00
san7890
7f7688b60a Demotes the "electrical conductivity" flag from flags_1 to obj_flags (#80033)
## About The Pull Request

Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game

Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.

I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️
2023-12-01 21:43:46 -05:00
Vekter
c9d2c940d8 Ports feral cats and feral cat grenades from Hippie (#80031)
## About The Pull Request
Feral Cats are just a hostile variant of cats that will fuck you up if
they see you. They are added solely for the sake of feral cat grenades -
a new, interesting, and fuzzy way to get out of a jam or just wreak
havoc around you. Each one costs 5 TC and spawns 5 really pissed off
cats to chase down assistants in the hallway.

They don't currently ignore traitors or the person who threw them - I
haven't worked out how to do that with our faction system (Hippie gave
them the syndicate faction but traitors don't get that on our codebase).
If anyone wants to contribute or help me suss that out it'll be cool,
otherwise just don't be around if there's nobody else for them to maul.

## Why It's Good For The Game
They're funny.

## Changelog
🆑 Vekter
add: Added a new hostile variant of cats, "feral cats".
add: Added a new traitor item, "feral cat grenades". For 5 TC, you too
can throw a grenade at someone and make five cats maul them to death.
/🆑
2023-12-01 21:53:11 +00:00
Profakos
4b4ada0339 Slime type datum, and cleans up slime related code (#79852)
## About The Pull Request

I have decided to help out with basic mobbing slimes, and found out,
that this code is ancient and crusty. So I have decided to refactor and
tweak things bit but but, until the moment I will hit AI related stuff.

I might have gone a bit overboard, and performed a melange of fixes. I
have done the following in order:

- Slime colour, core type and mutation list are now held by a single
`slime_type datum`. This means the slime's core is no longer spawned
using text operations on the slime's colour, and the slime's mutation is
no longer a single large switch statement that returns an exactly four
element length array. Icons are still based on the slime's colour
define, but that is now more changeable.
- Autodocced all the slime procs and vars I could find, while also
renamed them to be more descriptive. Also made Booleans actual booleans.
Also added code to confused code segments. For example, did you know
that slimes would forgive all its stacks of Feeling Very Attack Right
Now, if it has exactly one level of Discipline? I didn't, and I almost
turned the 1 in the check into a TRUE before I had a second look.
- Added defines to the slime hunger checks
- Cleaned up a lot of single letter vars in all code that referenced the
now changed variables.
- Large amount of if-chain pyramids have been turned into early returns.
More readable.
- Made the xenobiology camera shortcuts and actions always do the same
thing, though the action buttons still loop through all of the conents.
In addition, after seeing a comment lamenting about varied load orders,
I have made autolinking the monkey recycler is now done in
LateInitialize, which didn't exist when it was made.
- I have included an UpdatePath that changes the colours of premapped
slimes, but I did not do anything for the other values.
- I noticed slimes were unable to attack pacifist humans, due to trait
checking the human instead of the attacking slime. This has been fixed.
- The slime scanner has an examine block, and it now describes your
slimes' "mutation attempt chance", instead of like, performing math in
case the slime's current colour is one of the mutations, or hiding it if
it has none. This value is needed to breed rainbow slimes.

This has been an extremely large scrubbing. I am willing to try rip it
up into smaller chunks, even if most of it is just single letter vars
and if pyramids.

## Why It's Good For The Game

If code is more readable and expandable, it will aid in further
refactors.

## Changelog

🆑
refactor: Slimes's colour, core type and mutation list is now held in a
slime type datum
code: Slime's variables have been documented, and renamed a bit to add
clarity. Please report bugs that might stem from renaming.
fix: Slimes are not longer prevented from attacking pacifist humans.
qol: Slime scans now display the actual amount of genetic instability,
instead of hiding it if a slime doesn't mutate further, or tweaking it
if it might mutate back into itself. This will make it easier to parse
which slime to breed further to get a rainbow slime.
/🆑
2023-11-25 18:10:55 +00:00
Jeremiah
bbe440b3d6 More standardization for ghost notifications (READY) (#79596)
## About The Pull Request
I'm still not satisfied with how ghost notifications work. This gives
every notification with a source (99% of all notifications, in other
words) a link to jump/orbit. Currently, notifications with "play"
interactions would only get the interact link, so jumping to the source
was pretty annoying.

It removes posting the entire message in the alert tooltip, as some got
pretty lengthy and it didn't seem to fit. To replace this, they will
always use headers

After:


![image](https://github.com/tgstation/tgstation/assets/42397676/debfce52-3627-4a43-8663-33d61d893161)


![image](https://github.com/tgstation/tgstation/assets/42397676/01f299ae-dc6a-45f8-a97a-cb2c815088b2)


![image](https://github.com/tgstation/tgstation/assets/42397676/99567376-063e-458e-af2a-2dd4306747cc)

NOTIFY_JUMP and NOTIFY_ORBIT have been merged, since the only difference
seems to be whether it's a turf. The result shaves off some redundant
lines of code, since most-every usage of notify_ghosts uses
NOTIFY_ORBIT.
## Why It's Good For The Game
More standardization for the ghost notification system. Adds a few alert
headers that never had them. All in all, makes it easier for creators to
throw alerts at ghosts
## Changelog
🆑
qol: Nearly every ghost alert should now feature a "VIEW" button, even
those with click interaction.
del: Ghost alerts no longer show the entire message in the tooltip,
instead have been replaced with titles.
/🆑
2023-11-19 05:13:25 +01:00
SyncIt21
130b3dfa64 Code compression for reagent holder. Lowers plumbing reaction chamber tick usage (#79686)
## About The Pull Request
More code improvements for reagent holder. As you can see it removes a
lot more code than it adds so code savings are significant. This does
not touch on any floating point arithmetic, all that is behind us, this
focuses on removing redundant procs and merging existing procs to
achieve the same functionality so if you do see any changes in reagent
related behaviour it's not intentional and should be reported as a bug
here.

The following code changes can be summarized into points.

**1. Removes procs `get_master_reagent_id()` &
`get_master_reagent_name()`**
Both of these procs have the exact same functionality as
`get_master_reagent()` with the only exception of returning a different
value. Instead we can just call `get_master_reagent()` directly and
infer the name & type of it ourselves rather than creating a wrapper
proc to do it for us, therefore reducing overall code

**2. Removes & Merges `remove_all_type()` proc into `remove_reagent()`**
The proc `remove_all_type()` is highly inefficient, it first uses a for
loop to look for the reagent to remove & then it again calls
`remove_reagent()` on the reagent once it has found it. We can just
embed this functionality directly into `remove_reagent()` by simply
adding an additional parameter `include_subtypes`. This way the
operation is faster, and we reduce the code to get the job done. Also
now `remove_reagent()` will return the total volume of reagents removed
rather that a simple TRUE/FALSE

**3. Removes & Merges `trans_id_to()` proc into `trans_to()`**
Both these procs have the same job of transferring either a single
reagent or all reagents. `trans_id_to()` is a scaled down version of
`trans_to()` because
- It does not have any `method` var. This means if you want to transfer
a single reagent to a mob/organ or any other object it does not have the
functionality to expose the target to that transferred reagent.
- It does not have a `multiplier` var to scale reagent volumes
- It does not have code to deal with organs or stop reactions i.e. it
does not have the `no_react` var.

We can overcome all these short comings by simply adding an extra var
`target_id` to specify what specific reagent to transfer therefore
attaining the same functionality while keeping the benefits of
`trans_to()` proc therefore reducing overall code

**4. Lowers plumbing reaction chamber tick usage for balancing ph.**
Rather than invoking a while loop to balance ph it's much easier for the
player to simply make the reaction chamber wait for e.g. add a reagent
that will never come. This will make the chamber wait therefore giving
the reaction chamber ample time to correctly balance the ph and then
remove that reagent from the list therefore getting correct ph levels.
No need to create code hacks when the player can do it themselves  so
the while loop has been removed

## Changelog
🆑
code: removed redundant procs `get_master_reagent_id()` &
`get_master_reagent_name()`
code: merged `remove_all_type()` proc with `remove_reagent()` now this
proc can perform both functions. `remove_reagent()` now returns the
total volume of reagents removed rather than a simple TRUE/FALSE.
code: merged `trans_id_to()` proc with `trans_to()` now this proc can
perform both functions
refactor: plumbing reaction chamber will now use only a single tick to
balance ph of a solution making it less efficient but more faster. Just
make the reaction chamber wait for longer periods of time to accurately
balance ph
refactor: reagent holder code has been condensed. Report any bugs on
GitHub
/🆑
2023-11-16 21:44:48 +01:00
Rhials
3c7005a37c Converts some notify_ghosts args to bitflags, multilines all notify_ghosts calls (#79320)
## About The Pull Request

This helps clean up my favorite helper proc in the whole codebase,
`notify_ghosts()`.

The notify_suiciders, ignore_mapload, and flashwindow args are GONE.
They have been replaced with the notify_flags bitflag argument. This was
intended to make deadchat announcements a bitflag argument too, but
those got reverted right before I originally wanted to submit this PR.

The on-screen popup now shows the notification body when you hover it
with your mouse again. The format is now `[notify_ghosts message] --
[click action (orbit/jump/play)]`

Every single `notify_ghosts()` call has been changed to multiline format
and has been given trailing commas. Pretty!
## Why It's Good For The Game

Cleans up a proc that is very popular and going through a lot of changes
at the time.

Allows for further flexibility when this proc inevitably gets tweaked or
improved. 12 -> 10 args is an improvement, and it doesn't impact the
helper's flexibility at all.
## Changelog
🆑 Rhials
code: The notify_ghosts proc has been cleaned up. Please report any
abnormal changes in deadchat notification behavior.
qol: The on-screen deadchat popups now contain the notification blurb
when hovered with your mouse again.
/🆑
2023-11-05 15:26:50 -08:00
MrMelbert
5bf6d09903 Cuts the number of apply_damage copypaste procs from 3(.5) to 1, fixing a few bugs along the way (#79207)
## About The Pull Request

- `apply_damage` is now uniform, handled, in a single place. At the
living level.
- Fixes people being held at gunpoint from being unable to flinch from
taking damage.
- Fixes a few signals (explodable, glass jaw) of apply damage maybe
potentially not having effects if the passed hit zone was a bodypart and
not a def zone.
- Fixes regenerator component always halting regeneration no matter what
damage taken.
- Fixes pressure damage being unaffected by `brute_mod` despite what
documentation claims.
- Signalizes the `check_species_weakness` proc on species. 

## Why It's Good For The Game

The copy+paste of this proc made it awful, awful to maintain or add
features to. And also made it very bug prone.

This just takes a step forward in making sustaining damage a lot more
consistent, not only across all mobs, but across all methods of...
taking damage. Unarmed attacks, hulk, item attacks, etc.

## Changelog

🆑 Melbert
fix: People held at gunpoint can now flinch when being hit. 
fix: Regenerating mobs no longer stop regenerating no matter hit with
what.
fix: Pressure damage is now properly modified by a mob's brute damage
modifier.
fix: Fixes some occasions which some effects (glass jaw, explodable worn
items) won't respond to hits.
refactor: Refactored core code related to mobs sustaining damage. 
/🆑
2023-10-27 18:55:30 +00:00
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
jimmyl
5db7992b09 basicmob clowns (#78448)
## About The Pull Request

this is a mostly 1 to 1 port of simpleanimal clowns to basicmob clowns
this means they have 1 more brain cell
and they waddle



https://github.com/tgstation/tgstation/assets/70376633/0c5f01c7-fea2-4d8c-9fc1-764c1557e1b8



## Why It's Good For The Game


![image](https://github.com/tgstation/tgstation/assets/70376633/f92c85ea-33f2-4cf3-858f-103c0958ff97)

## Changelog
🆑
refactor: clowns are basicmobs now
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-09-23 14:46:11 +00:00
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
Ben10Omintrix
43737e0b4b made the bee a basic insect (#76971)
## About The Pull Request
the bee now a baisc insect he will now go to find his home and he will
go and pollinated the plants and helped the queen make children by
polliniting the plants and he will. the queen will leve the hive more
rarely than the normal bees so she can stay in the hive to make kids

## Why It's Good For The Game
the bee now is a basic insect so it means he have a better ai

## Changelog
🆑
balance: the bee now can fly over the machines so its easy for him to go
to the hydroponics machine
fix: player bees now will not be stuck inside the hive if he entered it,
they can now leave it
fix: fixed a har deleted when the hive is deleted all the bees still
have a refence to the hive now its fixed
fix: now when a player interacted with the bee hive the bees will now
leave the hive to defend the hive (it was glitched)
refactor: the bees now are a basic insect.
/🆑
2023-07-23 22:22:14 -06:00
TheVekter
295d464e0b Removes actually concerning religious references (#76228)
## About The Pull Request
Someone said something stupid in a comment so I'm removing it

## Why It's Good For The Game
Not every religious reference is concerning, but the "allahu ackbar"
meme died out in the 2010s and was always kind of racist.

## Changelog
Doesn't need one.
2023-06-23 12:14:29 +12:00
LemonInTheDark
830d2e50b4 Fixes some stupid airlock sleeps (#75961)
## About The Pull Request

[A common problem with explosions is an overabundance of
sleeping](6499077a09)

In an attempt to solve this issue, let's not continue to sleep and do
work in door closing if the door is already deleted

(This is caused by firelocks activating due to other adjacent objects
deleting, triggering an atmos update, and closing the firelocks before
they get bombed. I don't have a elegant way of resolving that core
problem, so let's just minimize the impact)

[Nukes a stupid sleep loop in airlock
code](5b16360520)

When an airlock was depowered, it would enter a sleep loop, decrementing
its delay by 1 second every well, one second, so long as it had the
right wires flipped
This is very stupid

Instead, let's use signals off wire changes and a combo of timer and
remaining time var to do this with JUST a timer

Most of the changes here are just swapping over wires to a setter to
make signal registration work\

## Why It's Good For The Game

Less sleeping around explosions means less dropped ticks after a bomb
goes off. Good just in general
Also this excises dumb boomer code and adds some hooks for other devs to
use (we should use wires more man)
2023-06-19 02:18:48 +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
Zonespace
8414a7463e Fixes some other harddels (#75730)
## About The Pull Request
Cannot bother to atomize the rest of these

- Chem grenades didn't clean up their wires or beakers
- Implant cases didn't clean up their implants
- ammo boxes didn't clean up their ammo


![image](https://github.com/tgstation/tgstation/assets/41448081/afa57816-7c0e-4850-97f2-1fe712ac5395)

![image](https://github.com/tgstation/tgstation/assets/41448081/f3201e25-e8a7-4d9d-a0ef-443b0ce26e2e)

![image](https://github.com/tgstation/tgstation/assets/41448081/85944745-eb14-4fe4-9874-cee9c3ecab7c)
2023-05-30 19:55:04 +02:00
John Willard
0c99bd28f4 Makes gasses use defines (#75542)
## About The Pull Request

Adds defines for gasses and replaces uses I've found to instead use the
defines.

Can you believe I made this PR while trying to work with Xenos? This
sucks!

## Why It's Good For The Game

There's a lot of different uses of things like "o2" and "plasma", and
they are pretty inconsistent. In some places, it's "hydrogen", in others
it's "h2". In some it's "plasma", others "plasm". This unifies it all
under defines so it has a less chance of breaking in the future.

## Changelog

Nothing player-facing.
2023-05-27 19:45:22 -04:00
oranges
4c48966ff8 Renames delta time to be a more obvious name (#74654)
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects

regexes used

git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
2023-04-11 21:31:07 -07:00
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
Tim
a1ada2c9ef Refactor, improve, and rename canUseTopic to be can_perform_action (#73434)
This builds on what #69790 did and improved the code even further.
Notable things:
- `Topic()` is a deprecated proc in our codebase (replaced with
Javascript tgui) so it makes sense to rename `canUseTopic` to
`can_perform_action` which is more straightforward in what it does.
- Positional and named arguments have been converted into a easier to
use `action_bitflag`
- The bitflags adds some new checks you can use like: `NEED_GRAVITY |
NEED_LITERACY | NEED_LIGHT` when you want to perform an action.
- Redundant, duplicate, or dead code has been removed.
- Fixes several runtimes where `canUseTopic` was being called without a
proper target (IV drips, gibber, food processor)
- Better documentation for the proc and bitflags with examples
2023-02-16 20:22:14 -05:00
san7890
5264af1a34 Handles Log_Globally Being True When Log Type is LOG_VICTIM (#72643)
## About The Pull Request

Victim procs would cause a [runtime, click on me for a link to the
runtimebus
entry](https://runtimes.moth.fans/runtime/Invalid%20individual%20logging%20type%3A%20524288.%20Defaulting%20to%204096%20(LOG_GAME).%20(code%2F__HELPERS%2Flogging%2F_logging.dm%3A120)_______%2Fproc%2F_stack_trace)
when you tried to put a victim log in globally. This was the runtime
error for future reference, via
https://tgstation13.download/parsed-logs/manuel/data/logs/2023/01/06/round-197717/runtime.condensed.txt
-

```
The following runtime has occurred 3155 time(s).
runtime error: Invalid individual logging type: 524288. Defaulting to 4096 (LOG_GAME). (code/__HELPERS/logging/_logging.dm:120)
proc name:  stack trace (/proc/_stack_trace)
  source file: stack_trace.dm,4
  usr: 0
  src: null
```

`524288` is the bitflag for `LOG_VICTIM`.

I added in a custom error message for passing in LOG_VICTIM without
adding log_globally just so that we can pick up on it faster without
having to look up the bitflags. I think I prefer it failing loudly as
opposed to just returning, so that people can much more easily pick up
on this behavior being a wrong one. The pattern across the codebase
prior to this PR was pass in log_globally as false along with LOG_VICTIM
in the args to `log_message()`, so I decided to enforce doing that in
this PR. Alternative fix could be to just early return on LOG_VICTIM,
but that would leave a larger footprint and might be better suited for a
different PR, preferably after this one at least gets all of our ducks
in a row.
## Why It's Good For The Game

runtimes bad, actual logging of important stuff good.

apologies if i screwed up how LOG_VICTIM is meant to be used, but
something is definitely wrong and should be addressed. i'm pretty sure
victim logs are only done in addition to a proper log that gets sent
globally, and this is good just for visibility?
## Changelog
Nothing that players would notice.
2023-01-12 10:12:33 -08:00
Mothblocks
f54dcda1c0 afterattack now returns a flag if it's reasonable to suspect the user intends to act on an item (#72320)
Necessary for #72292 to work effectively, and probably not very useful
out of that context. Split out of its own PR because this is long and
boring.

I want to make sure that we're catching actual mistakes there, and not
just experiencing side effects of how shitty the attack chain is.
2023-01-04 21:10:41 -08:00
MrMelbert
acb96fee1d Refactors memories to be less painful to add and apply, moves memory detail / text to memory subtypes. Adds some new memories to demonstrate. (#72110)
## About The Pull Request

So, a huge issue with memories and - what I personally believe is the
reason why not many have been added since their inception is - they're
very annoying to add!

Normally, adding subtypes of stuff like traumas or hallucinations are as
easy as doing just that, adding a subtype.

But memories used this factory argument passing method combined with
holding all their strings in a JSON file which made it just frustrating
to add, debug, or just mess with.

It also made it much harder to organize new memories keep it clean for
stuff like downstreams.

So I refactored it. Memories are now handled on a subtype by subtype
basis, instead of all memories being a `/datum/memory`.

Any variety of arguments can be passed into memories like addcomponent
(KWARGS) so each subtype can have their own `new` parameters.

This makes it much much easier to add a new memory. All you need to do
is make your subtype and add it somewhere. Don't need to mess with jsons
or defines or anything.

To demonstrate this, I added a few memories. Some existing memories had
their story values tweak to compensate.

## Why It's Good For The Game

Makes it way simpler to add new memories. Maybe we'll get some more fun
ones now?

## Changelog

🆑 Melbert
add: Roundstart captains will now memorize the code to the spare ID
safe.
add: Traitors will now memorize the location and code to their uplink.
add: Heads of staff winning a revolution will now get a memory of their
success.
add: Heads of staff and head revolutionaries who lose their respective
sides of the revolution also get a memory of their failure.
add: Completing a ritual of knowledge as a heretic grants you a quality
memory.
add: Successfully defusing a bomb now grants you a cool memory. Failing
it will also grant you a memory, though you will likely not be alive to
see it.
add: Planting bombs now increase their memory quality depending on how
cool the bomb is.
refactor: Memories have been refactored to be much easier to add.
/🆑
2023-01-03 11:23:31 -08:00
Mothblocks
e9351f6ae0 Add lints for idiomatic balloon alert usage (#72280)
Adds lints for `balloon_alert(span_xxx(...))` (which is always wrong),
and balloon alert where the first letter is a capital (which is usually
wrong). Fixes everything that failed them. As a reminder, abbreviations
like "AI" and "GPS" shouldn't be capitalized in a balloon alert.

In cases where this is intentional for flavor (there was one case), you
can `UNLINT` like so:

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2022-12-29 19:01:45 +00:00
MrMelbert
0d4b56435b Converts drowsy and eye blur to status effects, striking yet another two carbon level status vars (#71950)
## About The Pull Request

You know the deal by now.

- Drowsiness is now tracked via status effect.
- Eye blue is now tracked via status effect.

In converting these over, cleaned up a bit of code relating to some
other effects. Attempts to unify behavior between some of them, namely
certain biotypes or mob types shouldn't be experiencing certain effects.

## Why It's Good For The Game

More stuff moved to status effects, slightly more cleaner and better to
work with code. Allows for all mobs that can sleep to be able to get
drowsy, too.

## Changelog

🆑 Melbert
refactor: Drowsiness and Blurred Eyes are now tracked via status effect.
/🆑
2022-12-26 19:58:21 +01:00
Jacquerel
b174af7661 Basic Mob Carp Part VIII: Basic Mob Carp (#72073)
## About The Pull Request

Wow we're finally here. This turns carp into Basic Mobs instead of
Simple Animals.
They use a variety of behaviours added in previous PRs to act in a
marginally more interesting way than they used to.
But don't worry there's still 2 or 3 PRs to follow this one until I'm
done with space fish.

Changes in this PR:
Carp will try to run away if they get below 50% health, to make use of
their "regenerate if not attacked" component.
Magicarp have different targetting behaviour for spells depending on
their spell;
- Ressurecting Carp will try to ressurect allied mobs.
- Animating Carp will try to animate nearby objects.
- Door-creating Carp will try to turn nearby walls into doors.

You can order Magicarp to cast their spell on something if you happen to
manage to tame one.
The eating element now has support for "getting hurt" when you eat
something. Carp eating can rings and hating it was too soulful not to
continue supporting.

## Why It's Good For The Game

Carp are iconic beasts and I think they should be more interesting.
Also we just want to turn mobs into basic mobs anyway.

## Changelog

🆑
add: Carp will now run away if their health gets low, meaning they may
have a chance to regenerate.
add: Lia will now fight back if attacked instead of letting herself get
killed, watch out!
balance: Magicarp will now aim their spells more intelligently.
add: Tame Magicarp can be ordered to use their spells on things.
refactor: Carp are now "Basic Mobs" instead of "Simple Mobs"
fix: Dehydrated carp no longer give you a bad feeling when they're your
friend and a good feeling when they're going to attack you.
balance: Tamed carp are now friendly only to their tamer rather than
their whole faction, which should make dehydrated carp more active.
Order them to stay or follow you if you want them to behave around your
friends.
/🆑
2022-12-25 18:24:18 -08:00
Andrew
0818d6ae4c Crafting/Cooking menu update (#71779)
## About The Pull Request

Updated crafting menu, adding a lot of new functions and recipes that
were not in the crafting menu before.

<img alt="cult"
src="https://user-images.githubusercontent.com/3625094/206009533-aec3a1dd-cbe5-45eb-8515-1b75fabb65c5.PNG">

<img alt="nH77dLyyGx"
src="https://user-images.githubusercontent.com/3625094/206009786-b6706f70-0599-40bf-b051-8f499de43abd.png">


![image](https://user-images.githubusercontent.com/3625094/206623881-12d8abfc-de5e-458e-a01c-3daac8dbe9bd.png)


https://user-images.githubusercontent.com/3625094/206009841-738e4a03-0660-45b7-8d83-15eeb6501967.mp4

## Why It's Good For The Game

It is easier to use, and it has a lot of recipes that were spread
throughout the game, some of which weren't even on the wiki.
Crafting and cooking now count about 1200 recipes in total, including
conditionally available ones.

## Changelog

🆑
qol: Rewrote the crafting/cooking menu UI
qol: Split crafting and cooking menus in two different menus
qol: Crafting is no longer blocking the entire UI, only the "Make"
buttons are disabled
qol: Added stack crafting recipes to the crafting menu
qol: Added cooking recipes that were absent in the crafting menu before
(tool recipes, machine recipes, reactions)
qol: Added option to search recipes by title
qol: Added option to filter recipes by required materials/ingredients
qol: Added food types to the cooking menu, highlighting diet of your
species (liked, disliked foods)
qol: Added total nutrition value of the result to the cooking menu
qol: Added option to filter cooking recipes by the food type of the
resulting food
qol: Added "Can make" category that lists all currently craftable
recipes throughout all categories
refactor: changed categories and reshuffled some items in them
code: Reagents now have default container to get an icon from the
reagent datum
code: Objects now have `desc_controls` var for OOC information about
mouse controls that are visible on examine, but not in the description
fix: Fixed alignment on many food icons
fix: Fixed missing icon for beef stroganoff
/🆑

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2022-12-25 12:27:49 -08:00
jimmyl
100cb71111 Turned most syndicate mobs (+ viscerators) into basicmobs (#71871)
## About The Pull Request
Turns the syndicate simpleanimals into basicmobs: (+ stormtrooper, +
space variants) Base Mob, Knife syndies, pistol syndies, SMG
syndies,shotgun syndies, viscerators
also changes some instances of the simple_animal path into the basicmob
ones
Removes civillian syndicates which were useless and also completely
unused
Also removes mech pilots:
![2022-12-09
20_02_18-Window](https://user-images.githubusercontent.com/70376633/206777829-2e49e445-3532-4e8e-8e7c-8d9b0a3a14d0.png)

Also,
makes the basic targetting datums health check configurable
basic attack behavior can now fire in bursts


https://user-images.githubusercontent.com/70376633/206766607-cf2e3659-0c5e-4117-9af7-e573e35bdf80.mp4

https://user-images.githubusercontent.com/70376633/206766630-15b4469f-68be-44c7-9394-1f2b6fe07811.mp4

https://user-images.githubusercontent.com/70376633/206766613-69b42457-a03b-449d-a1b8-a5aa556c76e5.mp4

https://user-images.githubusercontent.com/70376633/206766619-5560a178-8d2f-4b22-adf1-22ace6f63a51.mp4

https://user-images.githubusercontent.com/70376633/206766627-e671d064-fd9e-4204-b823-aa2e07f7fc26.mp4

https://user-images.githubusercontent.com/70376633/206766633-108c1574-3554-4bc1-a9ac-8faed0ec4062.mp4
## Why It's Good For The Game

simpleanimal stinks basic mob good
syndicate AI was really bad to begin with so here we are

## Changelog
🆑
code: Turned most syndicate mobs into basicmobs, making their AI better
and (possibly) more deadlier!
del: Removed syndicate mech pilots and syndicate civvies
/🆑

Co-authored-by: kawoppi <94711066+kawoppi@users.noreply.github.com>
2022-12-22 00:47:28 -08:00
tralezab
a592e157be Legitimizes BOMBGERs. Add grenades to burgers and assistants will still eat it. (#71552)
## About The Pull Request

Here's the changes to custom food:
- Can now accept grenades
- If you add something larger than the custom food, the custom food
becomes that size
- Biting down on food with grenades in them triggers the grenades

## Why It's Good For The Game

We're trying so hard to remove getting around this whole bombger thing
but wait it's actually based as hell. Why don't we just cut the fat of
what doesn't work (getting around sanity checks with deep frying) and
legitimize what does?

## Changelog
🆑
add: You can add grenades to food
add: Grenades explode when accidentally bitten into
balance: Adding something large to custom food will make it, too, also
large
/🆑
2022-12-01 20:03:39 +00:00
AnturK
84f69359a0 More horrible 515 proc compatibility. (#71333)
So i left over some basic `/whatever/proc/format` uses in the original
PR this fixes it.

Notable exceptions to the rule:
- Paths in add_verb/remove_verb, we need full path instead of a name
there to access verb metadata so we can't use proc ref macros there.
- regex.Replace, found out that it does not accept call by name. Instead
i added new REGEX_REPLACE_HANDLER so we can at least try to mark these.

There's still leftover global procs that do not use GLOBAL_PROC_REF but
they functionally equivalent so that's for later.

I don't see any reasonable way to grep for this. But if you got any
ideas please share.
2022-11-22 07:55:43 +00:00