## About The Pull Request
Split this off from https://github.com/tgstation/tgstation/pull/81598 in
hopes to keep it as atomic as I can.
Genericizes the things that holographic monkey species existed to
replace, so now we don't have to worry about having to copy paste this
to any future mob later down the line.
## Why It's Good For The Game
Removes a monkey species subtype, and a pretty bad one at that.
Preferably makes hologram mobs more consistent with eachother and
prevents copy paste happening everywhere in the future if any new mobs
ever gets added to the holodeck.
## Changelog
🆑
refactor: Holographic mobs now gives better feedback to players and
should more consistently not give any drops.
/🆑
Productionizes #80615.
The core optimization is this:
```patch
- var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+ var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```
We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.
## About The Pull Request
- Deletes `spec_unarmedattack`
- Deletes `spec_unarmedattacked`
- Replaces `COMSIG_HUMAN_EARLY_UNARMED_ATTACK` with
`COMSIG_LIVING_EARLY_UNARMED_ATTACK`
- Replaces uses of `COMSIG_HUMAN_MELEE_UNARMED_ATTACK` with
`COMSIG_LIVING_EARLY_UNARMED_ATTACK`
- Fixes(?)(I've never seen this work) / Elementizes Monkey ability to
bite while handcuffed
- Monkey clever `attack paw` / `attack hand` thing is now handled the
same on the human level (via `resolve_unarmed_attack`)
## Why It's Good For The Game
Atomized from swing branch. I was really annoyed with these two signals,
this kinda unifies the behavior between living and human mobs (they were
already quite similar).
One thing of note is that this will make dis-coordinated humans use
`attack_paw` rather than `attack_hand`, so they'll bite people instead
of punching them. I'm not sure if this is what we want, if we wanna
tweak that before then I can by all means.
## Changelog
🆑 Melbert
refactor: Refactored unarmed attacking mechanisms, this means
dis-coordinated humans will now bite people like monkeys (like how
coordinated monkeys punch people like humans?)
refactor: Dis-coordinated humans smashing up machines now use their
hands, rather than their paws
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## 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.
/🆑
## About The Pull Request
Fixes#78386Fixes#60352
Butchering monkey meat or gibbing mobs will now properly transfer all
reagents and diseases to the byproducts.
## Why It's Good For The Game
More realism is nice.
## Changelog
🆑
fix: Fix butchered monkeys to transfer reagents and diseases to meat
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Heavily refactors wounds AGAIN.
The primary thing this PR does is completely change how wounds are
generated and added - while the normal "hit a guy til they bleed" stuff
works about the same, asking for a specific type of wound, say, like how
vending machines try to apply a compound fracture sometimes, isnt going
to work if we ever get any non-organic wounds, which the previous
refactor allowed.
With this PR, however...
* You can now ask for a specific type of wound via
get_corresponding_wound_type(), which takes wound types, a limb, wound
series, etc. and will try to give you a wound fitting those
specifications - but also, a wound that can be applied to a limb.
* This will allow for a vending machine to apply a compound fracture to
a human, but a collapsed superstructure (assuming my synth wounds go in)
to a robot
There are now new "series types" and "wound specific types" that allow
us to designate what series are "mainline" and randomly generatable, and
what are "alternate types" and must be generated manually - you can see
the documentation in wounds.dm.
The behavior of limping and interaction delays has been abstracted to
datum/wound from bone wounds to allow just, general ease of development
Pregen data now allows for series-specific wound penalties. Example: You
could set a burn wound's series wound penalty to 40, which would make
wound progression in the burn category easier - but it would not make it
any easier to get a slashing wound. As it stands wound penalties are for
wounds globally
Scar files are now picked in a "priority" list, where the wound checks
to see if the limb has a biostate before moving down in said list.
Example: Wounds will check for flesh first, if it finds it - it will use
the flesh scar list. Failing that, they then check bone - if it uses
that, it will use the bone scar list. This allows for significantly more
modular scars that dont even need much proc editing when a new wound
type is added
Misc changes: most initial() usage has been replaced by singleton
datums, wound_type is now wound_types and thus wounds can accept
multiple wound types, wounds can now accept multiple tool behaviors for
treatment, wounds now have a picking weight so we can make certain
wounds rarer flatly,
This PR also allows for wounds to override lower severity wounds on
generation, allowing eswords to jump to avulsions - but in spirit of
refactoring, this has been disabled by default (see pregen data's
competition_mode var).
## Why It's Good For The Game
Code quality is good!
Also, all the changes above allow wounds to be a MUCH more modular
system, which is one of its biggest problems right now - everything is
kinda hardcoded and static, making creative work within wounds harder to
do.
## Changelog
🆑
refactor: Refactored wounds yet again
fix: Wounds are now picked from the most severe down again, meaning
eswords can jump to avulsions
fix: Scar descs are now properly applied
/🆑
## About The Pull Request
**_THIS PR UPDATES THE SCAR VERSION - ALL EXISTING SCARS WILL BE
WIPED_**
Expands the wound system functionality to support any type of limb at
all.
To do this, wounds have been significantly refactored. For starters,
wounds now use limb biotype instead of wound type for determining what
they can be applied to. They also use singleton instances for most "can
we apply this" checks instead if copy pasted initial().
Wounds now use a "wound series" instead of wound_type for determining
the, well, series. Previously, all WOUND_BLUNT wounds were considered
bone wounds, making it impossible to have multiple WOUND_BLUNT wounds at
once. Now, its based on wound series - bone wounds are of the blunt bone
wound series, and use the typical logic.
One change that results from this is the ability for everything with a
jointed limb to get a dislocation. Yes, this includes things like
prosthetics.
On the note of external and internal biotypes: Exterior are bones,
Interior is flesh. Interior protects exterior from slash until its
mangled, at which point it either exposes exterior to slash or allows
dismemberment if theres no exterior.
Basically - it acts the exact same way, except its not hardcoded, and
its more modular.
A lot, lot more changes were made - I cant name them all, but if youre
interested, you can read up. Wounds have more procs, more
modularization, and less hardcoding.
Sadly, scars have been updated in such a way so that the wound version
must be updated. Scars will be deleted.
## Why It's Good For The Game
As it stands, half the limbs in the game can't be dismembered. This
changes that, allowing every single limb to be dismembered.
The two dismemberment critera are now:
1. If able to get mangled flesh or bone, it can be dismembered once it
gets mangled flesh and bone (or JUST flesh if it only has a internal
biostate, vice vers afor bone if external only)
2. If it cant be dismembered by the above, it will have a chance to
dismember when at or above 80% of its total max damage
Finally, code being better is usually a good thing.
## Changelog
🆑
balance: Prosthetics and slimepeople can now have limbs dismembered
balance: Slimepeople can now receive slash wounds, but cannot bleed
balance: Most limbs can now be dislocated
refactor: Scar backend reworked, scars will be wiped as they update to
the new format
/🆑
## About The Pull Request

Continuing the work of
https://github.com/tgstation/tgstation/pull/77850.
it started with finding one that was being missed and causing a
runtime...then I noticed a whole lot more. While I was doing this I
found callbacks that weren't being nulled in `Destroy()`, so I added
that wherever I found these spots as well as some general code cleanup.
There were a lot more of these than I initially hoped to encounter so
I'm labeling it as a refactor.
## Why It's Good For The Game
Fixes lots of runtimes, improves code resiliency.
## Changelog
🆑
refactor: fixed a bunch of instances of callbacks being qdeleted and
cleaned up related code
/🆑
## About The Pull Request
HackMD: https://hackmd.io/RE9uRwSYSjCch17-OQ4pjQ?view
Feedback link: https://tgstation13.org/phpBB/viewtopic.php?f=10&t=33972
Adds a Coroner job to the game, they work in the Medical department and
have their office in the Morgue.
I was inspired to make this after I had played my first round on
Paradise and messed around in there. The analyzer is copied from there
(https://github.com/ParadiseSS13/Paradise/pull/20957), and their
jumpsuit is also mostly stolen from it (i just copied the color scheme
onto our own suits).
Coroners can perform autopsies on people to see their stats, like this

They have access to Medbay, and on lowpop will get Pharmacy (to make
their own formaldehyde). They also have their own Secure Morgue access
for their office (doubles as a surgery room because they are edgelords
or whatever) and the secure morgue trays.
Secure Morgue trays spawn with their beepers off and is only accessible
by them, the CMO, and HoS. It's used to morgue Antagonists. Security's
own morgue trays have been removed.
The job in action
https://cdn.discordapp.com/attachments/950489581151735849/1102297675669442570/2023-04-30_14-16-06.mp4
### Surgery changes
Autopsies are a Surgery, and I tried to intertwine this with the
Dissection surgery.
Dissections and Autopsies both require the Autopsy scanner to perform
them, however you can only perform one on any given body. Dissections
are for experiments, Autopsies is for the paper of information.
Dissected bodies now also give a ~20% surgery speed boost, this was
added at the request of Fikou as a way to encourage Doctors to let the
Coroner do their job before reviving a body.
I also remember the Medical skill, which allowed Doctors to do surgery
faster on people, and I hope that this can do something like that
WITHOUT adding the potential for exploiting, which led to the skill's
downfall.
### Morgue Improvements
Morgue trays are no longer named with pens, they instead will steal the
name of the last bodybag to be put in them.
Morgue trays are also removed from Brig Medical areas and Robotics, now
they have to bring their corpses to the Morgue where the Coroner can
keep track and ensure records are properly updated.
### Sprite credits
I can't fit it all in the Changelog, so this is who made what
McRamon
- Autopsy scanner
Tattax
- Table clock sprites and in-hands
CoiledLamb
- Coroner jumpsuits & labcoats (inhand, on sprite, and their respective
alternatives)
- Coroner gloves
- CoronerDrobe (the vending machine)
## Why It's Good For The Game
This is mostly explained in the hackmd, but the goal of this is:
1. Increase the use of the Medical Records console.
2. Add a new and interesting way for Detectives to uncover mysteries.
3. Add a more RP-flavored role in Medical that still has mechanics tied
behind it.
## Changelog
🆑 JohnFulpWillard, sprites by McRamon, tattax, and Lamb
add: The Coroner, a new Medical role revolving around dead corpses and
autopsies.
add: The Coroner's Autopsy Scanner, used for discovering the cause for
someone's death, listing their wounds, the causes of them, their
reagents, and diseases (including stealth ones!)
qol: Morgue Trays are now named after the bodybags inside of them.
balance: The morgue now has 'Secure' morgue trays which by default don't
beep.
balance: Security Medical area and Robotics no longer have their own
morgue trays.
balance: Dissected bodies now have faster surgery speed. Autopsies also
count as dissections, however they're mutually exclusive.
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
## About The Pull Request
Well this started as a PR updating some of the spelling and grammar on
the biscuits... though spilled out a little into other aspects of the
relevant code.
There are a few things I've done here.
**Paper biscuits:**
- Updated spelling and grammar for paper biscuits. Confidental ->
confidential, that sort of thing.
- A little reorganisation and cleanup of the code itself.
- Preset slips are now generated on init on the parent from a var,
rather than each having its own init proc.
- Early returns, clearer vars, etc
**Paper Cutters**
Ended up doing more here, even though it wasn't the original reason I
started looking at this code.
- Added one (1) paper cutter blade to the paper cutters cargo crate.
Raised the price a little. This is just a reskinned hatchet, so I don't
think it's much of a balance concern.
- Clarifies and docs vars
- Cleans up refs on destroy
- Many `to_chat`s to `balloon_alert`s
- Removed single-letter vars
- Cancelled attack chains when trying to actually use the cutter. You
now pick it up either by having the blade secured and no paper inside,
or by dragging it into your hand.
## Changelog
🆑
spellcheck: Paper biscuits now have more proper spelling and grammar
qol: You now get one spare paper cutter blade in the paper cutter cargo
crate.
tweak: You now use right click to cut paper with a paper cutter
fix: You can now remove paper from a paper cutter if you change your
mind.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Neck slicing warning is completely useless and annoying, so i deleted
it. Everytime i sliced someone's neck i needed to turn off combat mode
just to continue killing them which is annoying as hell.
Eye stabs warnings are too completely useless and annoying. If you're in
the fight you definitely don't want to read warnings about them being
alien or their eyes being covered.
Also made it's code a little bit prettier?
Made the victim's of kneecapping scream on act. Everything for the
sadistic pleasurement!
## Why It's Good For The Game
Easier to fight with those things. More fun.
## Changelog
🆑
add: the victims of kneecapping will now scream.
qol: you will no longer gain useless message, when you're harming
someone in agro-grab in the head with their neck already slicen, instead
of continuing killing them.
qol: you will no longer gain irritating messages, when trying to stab
someone in the eye, instead of just stabbing them with screwdriver.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
This is a remake of #70242
Replaces all instances of ``do_mob`` and ``do_after_mob`` with
``do_after``.
## Why It's Good For The Game
All 3 of these are just copy pastes of eachother but some miss some
features (like do_after not checking for target loc change, which helps
towards fixing https://github.com/tgstation/tgstation/issues/66874
though it doesn't because mechs are setting ``do_after`` on the mob in
the mech) and signals only being used on ``do_after``.
## Changelog
🆑
fix: Mechs should now cancel out of drilling when they move.
/🆑
## About The Pull Request
Fixes#71146
Pacifists will no longer be able to slice peoples necks. (however they
can still butcher things)
## Why It's Good For The Game
Better consistency.
## Changelog
🆑
fix: Fix pacifists being able to slice necks
/🆑
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>
This was an oversight that occurred when intents were replaced with combat mode
if(user.a_intent != INTENT_HARM)
return
was never replaced by its combat mode equivalent.
This is relevant today because it makes it impossible to preform surgeries on dead monkeys (you will just butcher them)
* Replaces many instances of GetComponents in mining items with signals and better uses overall of Components, in drills and the GPS handcuffs.
* To do this, also added 3 new signals to mechs when you are adding/removing mech equipment onto one.
Atomizes a much larger PR for another time...
There are typos in span and other html messages that causes them to not render correctly or at all.
Bug fixes
Converts those instances of span to use the macro
See title. Also refactors caltrops into a component because they use connect_loc_behalf which requires them to hold the state.
This also fixes COMPONENT_DUPE_SELECTIVE from just outright not working.
connect_loc_behalf doesn't make sense as an element because it tries to hold states. There is also no way to maintain current behaviour and not have the states that it needs.
Due to the fact that it tries to hold states, it means the code itself is a lot more buggy because it's a lot harder to successfully manage these states without runtimes or bugs.
On metastation, there is only 2519 connect_loc_behalf components at roundstart. MrStonedOne has told me that datums take up this much space:
image
If we do the (oversimplified) math, there are only ever 5 variables that'll likely be changed on most connect_loc_behalf components at runtime:
connections,
tracked,
signal_atom,
parent,
signal_procs
This means that on metastation at roundstart, we take up this amount: (24 + 16 * 5) * 2519 = 261.97600 kilobytes
This is not really significant and the benefits of moving this to a component greatly outweighs the memory cost.
(Basically the memory cost is outweighed by the maint cost of tracking down issues with the thing. It's too buggy to be viable longterm basically)
* Makes turfs persist signals
* Splits connect_loc up into two elements, one for stuff that wishes to connect on behalf of something, and one for stuff that just wants to connect normally. Connecting on behalf of someone has a significant amount of overhead, so let's do this to keep things clear
* Converts all uses of connect_loc over to the new patterns
* Adds some comments, actually makes turfs persist signals
* There's no need to detach connect loc anymore, since all it does is unregister signals. Unregisters a signal from formorly decal'd turfs, and makes the changeturf signal persistance stuff actually work
* bro fuck documentation
* Changes from a var to a proc, prevents admemems and idiots
* Extra detail on why we do the copy post qdel
Enter(), Entered(), Exit() and Exited() all passed the old loc forward, but everything except a single a case cared about the direction of the movement more than about the specific source.
Since moving multi-tile objects will have multiple sources of movement but a single direction, this change makes it easier to track their movement.
Cleaned up a lot of code around and made proc inputs compatible.
I'll add opacity support for multi-tile objects in a different PR after this is merged, as this has grown large enough and I don't want to compromise the reviewability.
Tested this locally and as expected it didn't impair movement nor produced any runtimes.
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.
Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.
(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
About The Pull Request
This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:
Disarm and Grab intents have been removed.
Harm/Help is now combat mode, toggled by F or 4 by default
The context/verb/popup menu now only works when you do shift+right-click
Right click is now disarm, both in and out of combat mode.
Grabbing is now on ctrl-click.
If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)
Minor interaction changes:
Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game
Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.
As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.
As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.
In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.
The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog
cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
* Bespoke Material Backend
- Adds support for bespoke materials:
- Reimplements [/datum/material/var/id]
- Ports GetIdFromArguments from SSdcs
- Adds a wrapper define for GetMaterialRef
- Adds [MATERIAL_INIT_BESPOKE]
- Adds [/datum/material/proc/Initialize]
- Does not actually add any bespoke materials
- [ ] TODO: Code docs
- [ ] TODO: Actually adding bespoke materials
* Some has_material procs and cleaning up some spaghetti
- Adds a pair of has_material procs for use in checking whether a given atom has a given material
* Adds meat
- Adds bespoke meat variants
- Does not make them accessible
- Shuts up the linter
* Implements bespoke meat
- Makes the material container preserve bespoke materials
- Makes the sheetifier accept bespoke materials
- Makes the autolathe accept bespoke materials
- Makes the gibber produce bespoke meats
* Makes butchering produce bespoke meats
This is jank and really needs to be folded into a unified butchering and gibbing system
* Material documentation
- Adds, fixes, and touches up some documentation
* Material container insertion callback
- Changes the proc used to expand the material container's material list ot a proc used to check whether a material fits into a material container
- Instantiating new materials is no longer O(n) relative to the number of autolathes in existence.
* Makes processing meat conserve materials
- Makes bespoke meat carry over into meatballs
* Makes preserving custom materials an option
- Implements the ability to turn preserving custom materials _off_ for processor recipes
* Fixes all bespoke materials of the same type using the same singleton
- We use ids now, not just types.
* Makes the fat sucker produce bespoke meats
- Because consistency is good.
* Fixes autolathes merging bespoke stacks into normal stacks.
* Makes the callback to test materials for holdibility optional
- @Floyd
* GetMaterialRef -> GET_MATERIAL_REF
- We capitalize macros.
* Removes an extraneous callback
- Makes the sheetifier use functionality I didn't notice I implemented a few commits ago.
* Makes mob and species meat null compatible
* Fixes the ore silo
- The ore silo had really snowflake material handling that has been brought in line with the rest.
- The materials should show up in the correct order.
* Fixes minor lathe bugs
- Fixes stack_traces caused when lathes tried to fetch materials using reagent typepaths
- Fixed the selective reagent disposal topic. I have no idea how long this has been broken.
* Various documentation fixes
- Clarified a couple comments
- Removes an extraneous ?. operator
- Fixed mat floor tiles having bugged reagent temperatures
* More fixes
-/datum/material/meat/mob -> /datum/material/meat/mob_meat
- Adds atom typecheck to material containers.
* Fixes old typepaths
This is an alternative to the PR Ryll made, it does some things similar e.g. the default limit of 1 interaction per target for a person, however, it refactors do_afters to support overrides for max interaction counts and unique sources.
For example, stripping uses the item being stripped as the source, allowing you to strip multiple items, but not the same item multiple times.
I've also fixed most other edge-cases this could cause where balance would be affected, but feel free to point out any I might've missed, this'll probably require some longer-term testmerging.
The attack chain is a bit of a mess, and the introduction of signals hasn't helped in simplifying it.
In order to take a step into untangling this, I re-ordered the attack signals to no longer be by source type and instead to be grouped more modularly, as they are all members of the attack chain and function similarly. They all share the trait of potentially ending the attack chain via a return, but had several different names for it. I joined it into one.
Additionally, fixed a tk bug reported by @Timberpoes by adding a signal return check at the base of /mob/proc/RangedAttack
Lastly, removed the async call of /datum/mutation/human/telekinesis/proc/on_ranged_attack, which was added as a lazy patch to appease the linter complaining about a sleep on a signal handler (namely in /obj/singularity/attack_tk). Fixed the problem using timers.
Also cleaned some code here and there.
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
* pierce the heavens
* starts doing projs
* continue pierce
* before armor
* before sharpness redefine
* rename sharp defines, before further implementation
* finishing undoing atk_type back to sharpness
* neatens up sharpness defines, FALSE -> SHARP_NONE
* more piercing, removes brute damage bleed, bubblegum no longer wound
* starts letting embeds get in on the fun
* half with embed
* work on dismembering
* continued embed work
* more moving bandaging to limbs
* more dismemberment work
* removing embed pierce stuff
* tweaking bullets
* more docs and work on dismemberment
* spans, piercing, guns
* dismemberment and scar fixes
* bee changes
* bullets embedding
* more bullet and dismember work
* dismemberment, surgery, piercing, formaldehyde,
* pleases travis
* pierce smite
* nicer on blood
* Auto stash before rebase of "tgstation/master"
* more neatening
* wounds only consider up to 35 damage, wounds on l6 and 762
* updates hulk
* balance
* defines
* lower slug to 50 brute to accommodate wounds
* adds differentiation for having flesh/bones/both in mobs
* moves scar descs to json, renames organic_state
* excises removed healing skill
* fixes logs, inconsistencies, some balance changes
* untab
* slight compress
* a
* kills pointed global list
* dmdoc
* halfway through roh
* finishes roh review
* okay NOW i finished roh's reviews
* roh roh roh your boat
* gently down the stream
* global lists
* list ops, fix scanner for bone gel improvised fix
* travis moment
* sounds added and moved
* pellet clouds can join the fun fully, slight gun balancing for wounds
* doc moment
* unconflicts myself
* update hulk
* Update code/_onclick/item_attack.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* crying ascii face
* final rohview
* oops
* final final
Co-authored-by: Rohesie <rohesie@gmail.com>
About The Pull Request
This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!
Also there's a full guide here!
dreamseeker_2020-04-18_20-42-19.png
The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does
There's a lot to cover, but here's the bullet points of the main features and changes:
Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.
dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss
dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds
ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked
Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete
Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind
Quick balance pass to make sure nothing is horribly abuseable
Why It's Good For The Game
Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)
This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog
🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
Living and machine stat vars are pretty different, one uses flags and other number-defines.
This should make some other mass-replacements and searches a bit easier.
* adds "you" to some combat visible_messages.
* more you-messages and attack verbs to present tense.
* small fixes
* more additions and small fixes
* few message tweaks
* Fixes a typo and few other wordings.