Commit Graph

23 Commits

Author SHA1 Message Date
Kylerace
08df8798ce (code bounty) refactors all uses of Crossed() and Uncrossed() into signals sent to loc, tracked by connect_loc (#58340)
Co-authored-by: Jared-Fogle <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
2021-05-07 03:54:03 -07:00
AnturK
d93a661a52 Fixes icon fetch mapping helper / chasms eating mapping helpers. (#57603)
Doing the fetches asynchronously both made cache irrelevant and caused mixup with icon use.

Also semi-related fix, where chasms could delete mapping helpers.
2021-03-12 10:40:29 +13:00
Mothblocks
0f435d5dff Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm

We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.

There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.

Hi codeowners!

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-14 16:53:29 -08:00
Ghom
7bc81e5831 Refactors how movetypes are added and removed, No timers this time. (#55444) 2020-12-28 17:57:51 -08:00
LemonInTheDark
92f509ea80 Revert "Refactors how movetype flags are added and removed and the floating animation (#54963)" (#55432)
This reverts commit b8425c003a.
2020-12-09 19:30:28 -08:00
Ghom
b8425c003a Refactors how movetype flags are added and removed and the floating animation (#54963)
I wanted to refactor how movetype flags are added and removed into traits to prevent multiple sources of specific movement types from conflicting one other. I ended up also having to refactor the floating animation loop (the one that bobs up and down) code in the process.
Why It's Good For The Game

A way to avoid conflict from multiple sources of movement types.
This also stops melee attacks, jitteriness and update_transform() from temporarily disabling the floating movetype bitflag altogether until the next life tick.

Tested, but i'm pretty sure improvements could be made.
Changelog

cl
fix: jitteriness, melee attack animations and resting/standing up should no longer momentarily remove the floating movement type.
/cl
2020-12-10 09:28:32 +13:00
Jared-Fogle
f00e379939 Singularity component (#55096)
Adds singularity component
2020-12-08 10:58:03 +01:00
Jared-Fogle
45c14f6330 Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.

Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.

This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.

To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.

Requested by @optimumtact.
Changelog

cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
2020-08-20 09:11:28 +12:00
Rohesie
8f917ff1d9 immobilized (#52578)
Adds an immobilized trait.
    Adds procs for several variable changes so we can respond to their events.
    Adds some signals for said variables changing.

Need to turn the variation in number of usable legs and arms (get_num_legs() and get_num_arms()) into events we can respond to, but they are pretty annoying to do so. Probably for a different PR.
2020-08-11 14:44:01 +12:00
Wayland-Smithy
672367590c Fixes chasms to oblivion not killing living mobs before deletion (#52556)
* Fix chasm death before deletion

* Thou shalt not kill what is already dead
2020-07-30 14:43:19 -03:00
nemvar
a148cae769 Kills obj/item/projectile in favour of obj/projectile (#46692)
* Kills obj/item/projectile in favour of obj/projectile

* Resolves conflicts properly

* fixes that one map

* it lives
2019-10-06 13:37:24 -04:00
ninjanomnom
4a1c6e7e8f Makes floating a movetype instead of a movable var 2018-10-31 12:19:18 -04:00
kevinz000
3e7184c975 Combat/Stun (slip) overhaul staging, mobility flags, adds crawling (#39967)
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.

Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove

cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
2018-10-11 11:22:21 +13:00
ShizCalev
6e1b3deb76 Fixes phased/jaunting mobs falling into chasms (#40316) 2018-09-18 11:14:33 -04:00
Emmett Gaines
0943e56e08 Adds the signal origin as the first arg to all signals (#39861)
* Adds the signal origin as the first arg to all signals

* Fixes some storage and nanite procs
2018-08-28 18:28:29 +03:00
Emmett Gaines
34a3d2da4d Refactors component signals registration (#38798)
Datums know what signals are being listened for and components can now be registered to listen for signals on more than one object.
2018-07-05 00:56:39 +03:00
81Denton
b944f523a5 Blacklist ion trails from chasms (#38284) 2018-06-05 11:29:15 -07:00
Tad Hardesty
70390c4a3c Blacklist projectile effects from chasms 2018-05-31 14:03:47 -07:00
kevinz000
4ddd28ce4d Chasms no longer drop those buckled to undroppable objects (#37970)
* Chasms no longer drop those buckled to undroppable objects

* Moves a check down for efficiency/not needing to check things twice

* Change logic order so this hack works
2018-05-22 16:25:29 +03:00
Fox McCloud
057aa31cda Kills off /obj/item/device (#37297)
* Kills off /obj/item/device

* whoops

* whoops

* Fix
2018-04-23 15:00:23 +02:00
vuonojenmustaturska
e62b750a78 Prevents docking ports from being thrown away by chasms 2018-02-13 02:53:33 +02:00
Jordan Brown
31fe63bbcf Adds hotspots to chasm blacklist (#34858)
* Adds hotspots to chasm blacklist

* Blacklists landmarks from chasms
2018-01-25 09:10:07 -02:00
Tad Hardesty
af7014efe9 Refactor chasm paths to be more sane (#32701)
In addition, makes chasm handling a component, so it could be reused for
chasm-likes which are not quite chasms.

Also fixes a couple of bugs relating to building on top of chasms
occasionally erasing the chasm.
2017-11-22 10:30:45 +01:00