Commit Graph

6580 Commits

Author SHA1 Message Date
TiviPlus
519a15032e Default Baselighting to white (#61544) 2021-09-19 03:18:24 -07:00
LemonInTheDark
b5fad7387f Fixes imaginary friends (#61538) 2021-09-19 03:16:26 -07:00
Ryll Ryll
6c6d8307b8 Ports text emphasis from TGMC (who ported it from Citadel) (#61543) 2021-09-19 03:11:34 -07:00
AMonkeyThatCodes
f2b6fcb253 Refactors datum AI idle behaviors into datums (#61455)
Co-authored-by: MonkeyThatCodes <monkey>
2021-09-18 23:00:17 -07:00
Watermelon914
0c010b93b7 BCIs now come with one bci action (#61521)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2021-09-18 17:15:41 -07:00
tralezab
79f6030eba Post Sparring Sect Merge MISTAKE (#61527)
I forgot to push one last review, without it there will be like 2 runtimes but no real problem gamewise
2021-09-18 22:10:20 +01:00
Timberpoes
d14b6cc849 Radically improves explosion logging. (#61419)
Adds some extra vars and logic to explosion code to make powerful logging entries that should help admins narrow down when explosives get misused.

Records this new info in the feedback database and bumps the explosion version +1 as a result of this.
2021-09-18 18:13:16 +01:00
Timberpoes
cbc6f35f54 Things that love the station may no longer leave the station, even when Dr. Anomaly says they should. (#61335)
Bluespace anomalies detonating Move() things. When something is Move()d, none of the logic in forceMove() or doMove() is called, and thus stationloving things can't tell when they've left the z-level (since that's where the logic for it is).

There are a number of approaches I could have taken: Refactoring anomalies to use different movement code. Refactoring Movement code to send more signals in various scenarios. Refactoring the stationloving component.

I settled on two steps. First, refactoring the component to bring it up to modern code standards. Second, moving the logic for COMSIG_MOVABLE_Z_CHANGED to Moved() so the signal always fires regardless of if Move() or forceMove() or doMove() is used, with an optional var for whether the z-change is communicated to contents. This means the ore box was changed to actually send the signal instead of just returning with no parent call or signal sent. Stationloving ore boxes when?

stationloving procs no longer call SIGNAL_HANDLERs directly. Var names are now more descriptive. Things are renamed and documented. At least for the parts of the code I know.

Probably some other code cleanups.
2021-09-18 17:29:55 +01:00
necromanceranne
25cfbef9cd Food decomposition can mold stuff into different items, and not just moldy messes. (#61233)
Originally the component only allowed food to decompose into the generic moldy mess. This PR changes the component so that what item the component decomposes something into can be changed per attached object. I've added a few examples; bread types > moldy bread, pizza slice types > moldy pizza slices, dead mice > moldy dead mice (they need a sprite still, I'll get to that later. Kinda catbrained rn.)

edit:
Makes sure that none of this moldy food touches cytology unnecessarily.

Rotten eggs have been added (decomposed eggs), along with rotten boiled eggs. The only way to determine if an egg is good or not requires using a container of water on the egg. If it floats, it's rotten! They also do not produce ants when they decompose, so chickens no longer get eaten alive by swarms of ants for producing all these eggs.

fixes #61188
2021-09-18 09:40:16 +01:00
Ryll Ryll
1b8fcac4f5 Nerfs bone wounds to make them less miserable (#61196)
So I've always kinda known that bone wounds are unpleasant to receive, but since paying some closer attention to how they affect peoples rounds in the last few months, I've realized that they need to be reigned in some more. So, let's break down the big changes...
General bone wound nerfs

Limping on a busted leg is now a chance with each step of that leg, instead of always happening: No matter how small the delay added to your move time after each step (like if it was just a dislocation), and even with slings, bone wounds on your leg crippled you with the constant slowdown, because they happened every time you stepped on that leg. Now, the chance to limp on any given step with that leg is higher with worse wounds, and applying a sling to that leg further lowers that chance, as well as lowering the delay from that limp. A dislocated leg, for example, only limps 30% of the time, while a compound fracture limps 70% of the time.

Skeletons and plasmamen (aka carbons with no flesh) can now use bone gel directly on cracked limbs to fix them, in 1/4th the time it takes the normal bone gel + surgical tape improvised fix to heal them, and with none of the damage. I felt bad that the ability for skeletons to stick dismembered limbs back into their slots was destroyed because the limbs would be critically wounded already, and still useless. Now, skeletons and plasmamen can be treated with just bone gel and some time. At some point after this is merged, someone should give the pirate ship some free bone gel.

The speed of the improvised bone gel + surgical fix for broken bones is even further improved by laying down and by sleeping than it was before, meaning the improvised fixes can be cut down further by laying down for a bit while it works.

Makes bone wounds less obnoxious, reducing their ability to single-handedly ruin your round when you suffer one. I want to go further in the future and add an easier improvised fix for hairline fractures soon, but those changes can come later after these are merged.
2021-09-17 21:25:46 -07:00
tralezab
b69d87a76e Sparring Sect! (#61316)
Adds the sparring god. Your deity wants you to go out and spar people for self improvement.

Sparring
You can create contracts from paper as the chaplain. The contracts come with a set of conditions for the battle.

You can set which weapons are allowed.

You can set what you earn from winning.

You can set where you fight.

BOTH participants in the sparring match must agree to the terms for the fight to begin. Changing the terms will remove any other signatures on the contract, requiring them to review and willingly sign again.

Setting the stakes to be holy will give you favor for winning the fight. You can only do this once per person, so you can't farm points. You can use points on declaring new areas as arenas, or if you save up enough, buff your heart to keep fighting in dangerous conditions.
2021-09-17 21:04:47 +01:00
Arkatos1
61fd1f1106 alert bugfixes (#61475) 2021-09-16 22:38:14 -07:00
tralezab
b6dafef8e8 converts cows to basic mobs and ADDS MOONICORNS (#61446) 2021-09-16 17:47:06 -07:00
Emmett Gaines
04dfcc6559 GAGS fix + debug improvements I needed to find it (#60819)
This fix was one hell of a debug journey. Icon.Insert() was the issue here but I'm not sure if it counts as byond bug in this particular case. When you insert a single frame icon, if an existing icon state of the same name exists normally it would be overridden. However different things happen if the icon that gets overridden has multiple frames. I'm not fully sure of the different behaviors but depending on what the icons consisted of you could get animated sprites where every frame was the same or appending frames to animated sprites in strange ways.

This has been fixed by making sure no Inserts are overriding existing icon states so that the strange behavior doesn't have to be dealt with.

The GAGS debug menu has been upgraded a bit on the way to fixing this bug. A toggle to automatically refresh icons when the dmi or json configuration are updated has been added and the step by step preview will only show steps now involved in the creation of the icon state you select.
2021-09-16 23:55:12 +01:00
John Willard
92309ed1ef Update memory.dm (#61489)
#61272 just got merged and idk what happened, these were never changed.
a9a73541c5 broke master
Likely skewed with with #60302
2021-09-15 23:00:39 +01:00
Fikou
a9a73541c5 turns stickmen into basic mobs (#61272) 2021-09-15 14:28:14 -07:00
ATH1909
4dfcf865ac the negative moodlet from being held at gunpoint will no longer last indefinitely under certain conditions (#61395) 2021-09-14 18:34:21 -07:00
Timberpoes
9cd3dc803c Fix lingering alpha issues when the Chameleon mutation is removed. (#61444)
The Chameleon mutation registers COMSIG_HUMAN_EARLY_UNARMED_ATTACK when it is gained, but never unregisters it when it is lost.

Mutation datums aren't necessarily deleted and can sit in the DNA dormant until activated, as a result there's no nice qdel() handler to clean up the mess.

An example of this is a changeling with Chameleon skin, that adds/activates/deactivates the Chameleon mutation as required.

Honestly, this could probably be refactored into a component since the behaviour is pretty generic and can mostly be applied to any atom. That is a bit more work for another day and a good first PR for someone to learn how to make components.

This at least fixes the underlying issue.
2021-09-14 18:01:55 -07:00
Mothblocks
5a4c87a9fc tgui Preferences Menu + total rewrite of the preferences backend (#61313)
About The Pull Request

Rewrites the entire preferences menu in tgui. Rewrites the entire backend to be built upon datumized preferences, rather than constant additions to the preferences base datum.

Splits game preferences into its own window.

Antagonists are now split into their individual rulesets. You can now be a roundstart heretic without signing up for latejoin heretic, as an example.

This iteration matches parity, and provides very little new functionality, but adding anything new will be much easier.

Fixes #60823
Fixes #28907
Fixes #44887
Fixes #59912
Fixes #58458
Fixes #59181
Major TODOs

Quirk icons, from @Fikou (with some slight adjustments from me)
Lore text, from @EOBGames (4/6, need moths and then ethereal lore from @AMonkeyThatCodes)
Heavy documentation on how one would add new preferences, species, jobs, etc

    A lot of specialized testing so that people's real data don't get corrupted

Changelog

cl Mothblocks, Floyd on lots of the design
refactor: The preferences menu has been completely rewritten in tgui.
refactor: The "Stop Sounds" verb has been moved to OOC.
/cl
2021-09-15 10:11:11 +12:00
ATH1909
049949249b multiplies the chance to start dreaming each sleep tick by 5 (#61348)
Fixes #61214.

The chance for snoring looks a bit low as well, but changing that wouldn't be a direct fix to an issue.
2021-09-11 06:51:50 +01:00
Ghom
1e2eab9f2e Fixes GetComponents() returning a list with a null entry when there's no component of a given type (#61267)
Fixes GetComponents() returning a list with a null entry when there's no component of a given type

This can cause runtimes. The lists should only contains instances of a specific component type.
2021-09-10 22:13:37 +01:00
Ghom
20468c3f15 Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton) (#61207)
Merged the item/melee/classic_baton and item/melee/baton families in this unholy matrimony.

Bad jokes aside. I have refactored the underlying code of both items with the scope of reducing potential copypasta,inconsistencies, logging, renewing some old code (like teleprods) and extending the anti-dual batoning and TRAIT_STUNRESISTANCE code** to all batons and not just security ones. Otherwise, I have tried to maintain the gameplay functionality of these items intact. They work just like they did for the most part.

** A badly designed feature that only considers one source of knockdowns - stunbatons - out of a multitude of different devices with corresponding purposes present in the game. The only thing it does is reduce the knockdown from them by 90%. The stamina damage and confusion are fully applied. The knockdown from batons is 5 seconds, standing up takes an extra 1 second and the baton cooldown is about 2.5. Doing the math, you'll have the grand advantage of one puny second of not lying horizontal on the floor with this trait before getting batoned again by the same guy because the stamina damage and the confusion have really hampered your chances of getting some distance. I wish to make the trait suck less in the future, but for now I'm including a slight gameplay change here, more for consistency than anything because as I already told you, it'll still be disappointingly bad per se.

The abductor baton is also no more a subtype of stun batons but batons, which don't use power cells to work. Its power cell is effectively infinite and can't be removed, and It overrides functions such as toggling the baton on/off. It hinders maintainability to keep it a subtype of stun batons.

Replaced the anchored check for mobs in teleprods with one for overwhelming move resistance and removed its clumsy_check copypasta (it was stunning clowns twices).
2021-09-09 16:40:20 +01:00
Tim
9eec84f84c Fix wormhole jaunter behavior with chasms and EMP (#61055)
Wormhole jaunters will now save the user from a chasm if they fall in and it's on their belt. Wormhole jaunters also are affected by EMP correctly. Before it would only be affected by an EMP if it was in the belt storage area which made no sense.

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>

(Lots of good work here, thank you tim)
2021-09-08 17:13:07 -07:00
tralezab
4d7f2952e4 [READY] Adds memory system, and engraving walls with chisels (#60302)
Co-authored-by: MonkeyThatCodes <monkey>
Co-authored-by: MonkeyThatCodes <MonkeyThatCodes@deez.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: AMonkeyThatCodes <20987591+AMonkeyThatCodes@users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
2021-09-08 15:03:07 -07:00
Ghom
05e0f03f30 "You step on the floor!" caltrop fixes (#61279)
The chat feedback for stepping on an object with a caltrop component still erroneously reads out the turf instead of the object.
2021-09-08 21:00:26 +01:00
Aki Ito
f205e72e0b Adds Custom Milj Option to Udders (#61224) 2021-09-07 14:45:43 -07:00
AMonkeyThatCodes
897c895f84 Robot tourists now know what mercy is again (#61270) 2021-09-07 14:44:31 -07:00
Watermelon914
41301892c9 Disables wrenching on money bot and scanner gate shells when they are locked (#61274)
* Tweaks to wrenching

* Addresses comments

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2021-09-07 17:02:02 -04:00
Couls
6ec7391ee2 restore removed individual logs and place them under LOG_VICTIM category (#61256)
it turns out that admins use the removed information in #61179 for faster live in-round logging, I've restored that information under a LOG_VICTIM category that should not interfere with mind-reading and ling absorb text
2021-09-07 18:39:09 +01:00
tralezab
9478a07195 Componentizes/Elementalizes Pride Struck Hammer Behavior + Carp'Sie Plushie Behavior (#60728)
Title, please say hello to the element "chemical_transfer" and the component "faction_granter"

Componentized behavior is easier for admins to make events out of, more modular for code maintainability, lowers the possibility of future copy and paste, set me up with my wife, and more

One of the things I personally like the most about it is the ability for each behavior to properly be described on examine, which I loooooove!

Also, these should be fantasy affixes after the freeze is done

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-09-06 23:07:33 -07:00
Kylerace
d9ee5e7297 moves obj_integrity and associated procs to the atom level (#61183) 2021-09-06 04:07:26 -07:00
tralezab
5c933d850d Pig Latin Mutation (#61184) 2021-09-06 02:35:41 -07:00
ArcaneDefence
f957feca85 Rebalances watchers, base damage and status effect (#61223)
fixes #49999
Gives them a bit of base damage that's burn for carbons and brute for borgs so they can still self-repair
Gives them a slowdown on par with hardsuits that lasts just long enough to wear off if you dodge one more shot while under its effects
2021-09-05 23:49:17 +01:00
Wallem
23ef1c255a Re-balances ant damage values & lets you pour ants on the floor (#60543)
One final change I wanted to make to ants was to rework their rather low damage values. While they by no means were ever intended to be a kill-chem, the fact that they only did 25 brute after being injected with 200u was just far too low.
To change this, I've reworked their damage formula, so now you do roughly 32 brute damage with 100u of ants. This scales significantly once you add more ants after that point.
This is still a rather low amount of damage for the amount of u it takes, so to balance that I made the chance for one to vomit out the ants also stun the user, however to balance that balance it will purge anywhere from 5-10u of ants upon doing so.
I have also changed how the debuff works somewhat. While it still does its normal damage over time, I have increased the damage done by the user scratching at themselves, which yielded an average of 100 brute when dumped with 200u ants during testing.
Finally, you can pour ants back onto the ground now, with the amount of ants being poured being directly proportional to the amount of damage they will do. You must pour more than 10 ants for it to appear, and the amount of ants will only change the maximum damage that the resulting caltrop will do, not the minimum damage. There is a hard-cap at a 10 damage maximum, with the minimum always being 0.5. The amount of damage this caltrop does is equal to `ant_volume * 0.2`
Finally to balance this a little more, breeding ants has gone from requiring 6u sugar to 8u sugar, making farming take a little longer.
2021-09-05 11:57:59 -04:00
Timberpoes
7df1931ab0 Reimagines the imaginary friend as a fancy new smite. (#61218)
Fixed imaginary friends being unable to turn by movement or holding down ctrl. I assume this was broken when abstract_move was implemented.

Makes some tweaks to the Imaginary Friend mob. It no longer cares about any brain traumas and can exist standalone.

Added the ability to take a set of datum prefs as an argument. It will attempt to create an imaginary friend as per those datum prefs.

This imaginary friend can be a cyborg or an AI core.

Takes this improved behaviour and packages it into a brand new smite that allows admins to inflict anyone with a permanent imaginary friend. This is not tied to a brain trauma. You can probably give imaginary friends imaginary friends. You can probably give the AI eye an imaginary friend. I have not tested this. It is probably a bad idea.

You can give simplemobs imaginary friends. Basic mobs. Silicons.

You choose whether the imaginary friend takes on the preferences of the person you choose to be the imaginary friend or is random
2021-09-05 11:23:09 -04:00
Ghom
d84ca1b6f6 Changes the mouse_opacity of imaginary friend mobs to MOUSE_OPACITY_ICON (#61036) 2021-09-05 13:54:07 +02:00
Kylerace
87f6ca1944 kills 4 object definitions that are inside of proc arguments (#61152)
thanks to putnam for reporting this in coderbus
/obj/machinery/smartfridge/drying_rack/load(/obj/item/dried_object)
looks pretty harmless right? youd think that this would make a proc argument called dried_object of type /obj/item but no, this defines a new /obj/item class definition called dried_object with zero changes from /obj/item

you can use this to do weird things, like /obj/machinery/smartfridge/drying_rack/load(/obj/item/var/dried_object = 3)
creates a new var on /obj/item called dried_object and is very cursed
gets rid of 4 of these abominations, they dont seem to have caused any bugs except for maybe behavior that relies on typesof(/some/path)
2021-09-05 11:54:40 +01:00
Kylerace
4f00c9dfa1 fixes bad arguments to /datum/footstep/Attach() (vary to sound_vary) (#61231)
#60479 changed the attach argument "vary" into "sound_vary" but didnt change the two associative arguments for vary to sound_vary. this does that. now Attach() wont runtime for the footstep element
2021-09-05 09:08:02 +01:00
Ghom
8829d6835e Fixes some problems with the stargazer slime link and an oversight shared with the mansus link. (#60966)
See #60870. For consistency, I also fixed a small oversight with mindshield implants not retroactively working against slime or mansus links. Furthermore, I renamed some variables accordingly to the guidelines. On top of that, another issue with being mindshield, protected against magic and/or dead as stargazer has been fixed (see cl).

EDIT: Somehow I haven't notice until now, but someone else seems to have already made a PR (#60960) to fix the aforementioned issue report (but not the rest). Feel free to merge it first, I'll resolve the conflicts and the cl later.

This also changes the var/obj/target variable on innate actions to be var/datum/target instead.
2021-09-04 12:27:05 +01:00
Ghom
38b81ec732 Replaces MATERIAL_NO_EFFECTS with MATERIAL_EFFECTS. (#61166)
* Replaces MATERIAL_NO_EFFECTS with MATERIAL_EFFECTS.

* build warning and codermonky's advice.
2021-09-04 13:35:24 +08:00
Couls
28942ca0d6 fix mind-reading/ling absorb text and remove duplicate logging (#61179)
* fix mind-reading/ling absorb text and remove duplicate logs

* add comments
2021-09-04 13:30:57 +08:00
Ghom
59a280078a Replaces bees and hivelord MOUSE_OPACITY_OPAQUE with a component. (#61032)
I have replaced the mouse opacity setting for bees and hivelord, its brood and legion skulls with a component that adds an almost (has to be 1 alpha to catch the click) invisible underlay to its target that doesn't block the entire turf.
The component prevents the underlay from shrinking or expanding above/below certain boundaries when the attached atom transform matrix is vv'd by an admin or if it's a mob being resized.
The component can be added to any atom, though there's no common signal for when objects are resized.
2021-09-03 22:33:44 +01:00
Watermelon914
a39b0d75d2 Fixes scanner gates (#61138)
Scanner gates will now properly function when anchored. This is done by having the signal id be COMSIG_MOVABLE_SET_ANCHORED instead of COMSIG_OBJ_DEFAULT_UNFASTEN_WRENCH.
Shells that require anchoring will now say they require anchoring.
2021-09-02 19:38:23 -04:00
BraveMole
aaeda1668d Fix dir delay when riding something and turning (#61056)
Fixed invalid arguments being passed into vehicle_moved
2021-09-02 12:47:57 +01:00
ArcaneDefence
92ceee1632 Fixes moths infinitely eating most clothing (#61082)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-09-01 11:57:53 -07:00
Timberpoes
25de7ded2b Fixes being able to spam ghost role notifications. (#61085)
There are methods that let players spam the everloving shit out of ghosts with BONG BONG BONG BONG BONG BONG BONG etc. through being able to constantly poll ghosts for roles with no restriction or cooldown.

Examples are laughter and slaughter demon antag_spawners.

It makes no sense to be able to concurrently poll for the same mob. As a result, I've now added a guard against this. The proc has been given a static list of mobs it's polling for ghost roles for. If it's already polling for ghost roles for a given mob, then it just early returns with an empty list, otherwise it adds the mob to the static list when the poll starts and removes it when the poll ends.

I've also done a little cleanup in var names and the proc name, with a find-and-replace done. There weren't many things calling it and none used named keywords in the args so should be fine.

There is also poll_candidates_for_mobs (also included in my cleanup) - This proc is basically only called by admins via sentience balloons and they have their own guards against spamming (the balloon pops and thus can only be used once)

Also fixes an issue in /mob/living/silicon/robot/proc/replace_banned_cyborg() where incorrect args were used in the proc call to poll for candidates.
2021-09-01 13:01:54 +01:00
Ghom
699563c233 lava and weather immunities refactor (also jump boots fix) (#61003)
In remembrance of all those people who used jump boots to cross lava unaware of an issue c*ders wouldn't fix....

EDIT: This is now a lava and weather immunities refactor:
Weather immunities are now status traits since they have a multitude of sources (especially for lava) which might conflict with one another otherwise.
The lava burn_stuff proc has also been been refactored in different procs, mostly because of that snowdin subtype with inconsistent, old checks.
Weather datums should now use can_weather_act instead of weather_act to check if something can be affected by weather or not, as they should.
All movables can protect contained mobs if they have the relative weather immunity traits. This works at any contents depth.
No more snowflake weather_protection variable for closets.
Removed the weather_immunities list from living mobs (simple animals still have it but it's only for traits assignment on init because way too many child types lack the immunities of their parents).
Removed some unused defines.
Renamed some variables as per guidelines.
It has been tested.
And yea, jump boots fixed because that's the original scope of this PR.

(Initially just made throwing make you fire immune, that was blocked because it breaks perma stuff, instead it ended up be a refactor to make jumpboots usable with weather immumnity stuff
2021-08-31 14:07:19 -07:00
Ghom
f545621655 Fixes floored mobs (paraplegia, missing limbs) not being able to stand up in zero G for real. (#61054)
Added a old_movement_type argument to the COMSIG_MOVETYPE_FLAG_ENABLED and COMSIG_MOVETYPE_FLAG_DISABLED signal, fixed the check for zero g movespeed and locomotion traits removal and made some statements easier to understand.
2021-08-31 17:22:24 +01:00
tralezab
eeea95e65a cannon recipe fix (#61014)
Cannons now accept all oxygen tanks, not just red ones
2021-08-31 12:28:20 +01:00
ArcaneMusic
66f1841850 Get your protein fix here (for monkey meat). (#60696)
Meat steaks now have the material flag to un-link from from material effects, meaning that monkey meat will now have the proper nutrients and reagents it was intended to, primarily that monkey meat will have protein for cytology purposes.

(Basically, the meat mat was not adding a food component, but then trying to remove "any" food component regardless of a material_no_effects flag. Kinda a mess, and maybe this could be done in an event based way, but this is a real sane fix. The hard part was tracking down the error anyway. Kudos fictional arcane who will read this commit message)
2021-08-30 23:18:53 -07:00