Commit Graph

4105 Commits

Author SHA1 Message Date
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
tralezab
b6dafef8e8 converts cows to basic mobs and ADDS MOONICORNS (#61446) 2021-09-16 17:47:06 -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
ArcaneDefence
85b555ac7e Fixes window opacity when repainting bug (#61268)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-09-09 21:32:57 -07:00
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
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
TemporalOroboros
a71327e028 Reduces copypasta in emissive code (#61249)
Implements a helper proc for generating emissive blockers.
Makes everything that generates an emissive blocker overlay use the new helper.
Grants all emissive blockers and emissive overlays KEEP_APART, RESET_COLOR, and RESET_TRANSFORM.
Also fixes the jack-o-lantern worn overlays so that they actually glow while they are active.
2021-09-07 16:15:02 +01:00
Kylerace
d9ee5e7297 moves obj_integrity and associated procs to the atom level (#61183) 2021-09-06 04:07:26 -07:00
小月猫
605a3a660c The Cycling 2.0, Airlocks can now be built in game to cycle and named (#61226)
You can now edit an airlock control board (both physically and through an RCD) to set the airlock name and what ID it cycles on
Airlocks now say what ID it cycles on when examined
when an airlock is made it takes its circuits set name and ID and updates the cycling
i redid how the cycle_id is updated on creation, so now when an airlock is made and grabbing airlocks with an identical ID to cycle it checks if the other airlocks with that ID needs a reference to the new airlock, and if so, it adds it, so you can add doors back to a cycle system if it breaks
NOTE: unfortunately the way linear airlocks, like the small 2 door airlocks to space, set their links, you cannot repair their cycle this way, you will have to deconstruct the remaining door and rebuild both to cycle again
2021-09-06 09:59:16 +01:00
GreatKingWombat
00124b7355 Adds some new (proper) tables. Also fixes the old reinforced glass table just making a regular metal table bug for the alloys included. (#61153) 2021-09-05 22:31:55 -07:00
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
ArcaneDefence
6a8139843f Fixes crowbars hitting toilets (#61171)
fixes #61125
It returns an attack chain cancel now
2021-09-02 19:27:21 -04:00
GoblinBackwards
53765ac6fa Fixes some unnecessary attack chain cancels (#61038)
Replaced attack chain cancels on some objects with parent calls
2021-09-01 16:26:05 +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
小月猫
62cf2ef21b small refactor to can_interact() so that borg range is fully respected (#60693)
Its a relatively small refactor that changes the previous machinery "can_interact()" proc that literally did a full override despite half of their checks already existing in not one, but TWO parent procs, so i removed the redundant checks, added callbacks to its parents and then added the cyborg range check on the can_interact_with() itself. in doing so i also moved the interaction range var from silicons only, to mobs as a whole and defaulted it to a single tile, silicons override it to 7 (so pAIs and borgs like before) but then set AI and AI.eye to "null", because i have a check in can_interact that if there is no range set, then the range is effectively unlimited. and i even added code for when AI is carded and their wireless transmission is disabled it sets their range to "0" aka, it has no range to do anything even if it could

this was really complicated for me so despite my extensive testing it probably would be a bad thing if any of you want to test my code yourself to ensure there isnt a bug with this (theres no runtimes ive come across)

note: i did a lot of searching and going through machinery to ensure i caught all the little snowflake overrides and added can_interact() checks to them, but i may have missed one or two things, especially maybe a altclick or ctrlclick somewhere, however i believe i caught most of them

one nice side effect of this refactor is that you can actually set another mobs range to something other than 1 tile and they can interact at range, rather than only silicons getting this ability, an admin could VV a human to have a 3 tile arm reach as a meme if they want
2021-08-31 13:59:39 -04:00
Rohesie
a7f81bd169 Uses regex datums and macros for text-manipulation (#61042) 2021-08-27 11:13:57 +02:00
MrMelbert
b3e8eebdc9 Kills /obj/item/melee/transforming, replaces it with a transforming weapon component (#60761)
This PR kills off the transforming subtype of /obj/item/melee and replaces it with a component to handle the transforming behavior, /datum/component/transforming.

The transforming component handles updating the variables of an item when it's transformed. Things like force, sharpness, whetstone force bonus, and attack verbs. Similar to the two-handed component, but instead of transforming into a two-hander it remains a one handed weapon.

The "nemesis" behavior (dealing addition damage to certain factions) of the transforming subtype was moved to the cleaving saw only, since it was the only transforming item that used it. In the future, this can be made into a bespoke element/component as well.

The following weapons and items have been updated to use this component:

    Energy Swords / Sabers / Bananium Energy Sword
    Energy Circular Saw
    Energy Dagger
    Energy Axe
    Toy Energy Sword
    Holographic Energy Sword
    Switchblade
    Advanced Medical Tools (Laser scalpel, Mechanical Pinches, Searing Tool)
    Advanced Engineering Tools (Hand Drill, Jaws of Life / Syndicate Jaws of Life)
    Combat Wrench
    Cleaving Saw
    Telescopic Batons / Contractor Batons
    Roasting Stick
    Telescopic Riot Shield
    Energy Shield / Bananium Energy Shield

This PR also touches up the code around the various above items.
2021-08-23 11:45:54 -07:00
manofpepsi
610b83831c [MDB IGNORE] beer and ale headsmash fix (#60748)
repaths the beer and ale to allow bottle headsmashing with them.
2021-08-22 17:17:37 -07:00
EOBGames
b08632353c [MDB IGNORE] Eliminates Toxins (#60619)
Repaths everything referring to "toxins" while actually meaning either the room in science or plasma gas. While this PR might be disrespectful to our forefathers, given this is (I believe) a holdover from as far back as the Exadv1 days, this has constantly irked me since I started working with the code. None of the player-facing stuff has referred to plasma as toxin since before 4407 hit, besides the Toxins Lab, and yet all of the type-paths are still pointing at toxins, making it a nightmare to search for in a map editor, and making the code needlessly easy to confuse with that of toxin damage. So this just fires it into the sun.

Anything relating to Toxins, the science subdepartment, now makes reference to Ordnance instead. This felt fitting enough given the focus of the subdepartment is around the creation of and testing of explosives.
Anything relating to plasma gas has, fittingly, been made to refer to plasma gas.

Edit: Ah yes, I feel I should probably apologise off the bat for the size of this PR- the code touched is mostly atmos machinery and simplemobs, a few sprites here and there, and of course the station maps + a few offstation maps.

Makes the code more legible and makes mapping less painful.

(The payment has been made)
2021-08-17 11:49:47 -07:00
Watermelon914
3d1d68d727 Fixes a warning that some guy left in freezer.dm code (#60887)
* Fixes a warning that some guy left in

* Changes

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2021-08-16 14:23:10 -07:00
LemonInTheDark
cd576ab519 Del The World: Unit testing for hard deletes (#59612)
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
2021-08-15 21:09:26 -07:00
Ghom
bcc6e272a1 freezers will now actually protect their contents from explosions once. (#60875)
It's supposed to shield contents from explosions, not only itself.
2021-08-15 17:28:21 -04:00
LemonInTheDark
79dc58fe2a Redoes how alarms are handled, moves their behavior to datums (#60060)
* Adds in a set of datums to support sending, listening and storing alerts
In contrast to the old system, we now store a list of send alerts on the listener, rather then the area itself.

This makes clearing "our" alerts on destroy not a massive headache.

In addition, we now use a direct ref to the area's cameras list and signals to prevent camera hard deletes. This, combined with the aformentioned ability to clear, virtually eliminates hard deletes
sourced from alerts caused by strange senarios like the alert source moving its tile.

* Converts areas to the system, of note is the fact that areas no longer store a bool that determins if an alert
for power or atmos has been sent, that's instead handled by the alert sender datum. This means the sources list
on alert listeners actually means something

additionally, in order to prevent dumbassery with fire alarms since they're area based, fire alerts are sent by
an alert handler on the area itself
2021-08-13 11:54:44 -07:00
Fikou
80ff565548 Revert "Revert "Barticles for bonfires 2021 (#59869)" (#59916)" (#60469) 2021-08-12 16:12:00 -07:00
Fikou
6807910a8d fixes cannons not working (#60757) 2021-08-11 23:40:42 +02:00
Fikou
270acce4f5 [Ready] Mining Loot Rework (#60516)
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2021-08-08 02:22:34 -07:00
aaaa1023
b247c2756f Toilet deconstruction error fix (#60725) 2021-08-07 19:43:52 -07:00
Ghom
ad5a01ba78 railings can now be vaulted/climbed over from both sides. (#60110)
Quality of life; it spares us from having to walk all the way around or destroy them with either a wirecutter (faster) or any impromptu weapon (slower, as they currently have 300 maximum integrity, despite taking only three iron rods - one more than grilles - to make) in certain occasions, and it's already a thing on other codebases that have railing objects.
2021-08-06 15:28:13 -03:00
InsaneRed
2b4b3f0790 removes TRAIT_RESTRAINED from xeno nests (#60676) 2021-08-04 01:42:50 -07:00
Paxilmaniac
d4fa2905ff Deployable Component (Big Dakka Included) (#60554) 2021-08-04 01:18:09 -07:00
Ghom
e13af3ab93 surgery_initiator component to element. (#60634) 2021-08-02 18:12:18 -07:00
Thunder12345
ff360dda43 Kills misc clothing files (Almost) (#60481)
Co-authored-by: Thunder12345 <stewart@critar.demon.co.uk>
2021-08-01 18:56:09 -07:00
tralezab
7ef1aa8922 fixes cannons losing their sprites (#60559) 2021-07-31 21:15:21 -07:00
tralezab
14045259fa Trash Cannons (#60476) 2021-07-29 02:17:03 -07:00
Mothblocks
bd6873fd4d Remove nanites (#60473)
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2021-07-28 16:00:56 -07:00
Greniza
d8aa3b4534 fixes issues with prisoner EPBs (#60435) 2021-07-28 17:03:32 -03:00
Tim
17c8b64675 Add plasma xeno statue (#60408)
The sprite existed for a long time but was never added to the code for some reason.
2021-07-26 00:27:04 -07:00
Imaginos16
30892aa892 Ports/Adds new outfits for command and centcom staff! (#60414) 2021-07-25 23:35:35 -07:00
tralezab
3326f9a439 Kills grown/misc.dm (#60360) 2021-07-22 03:38:35 -07:00
LemonInTheDark
96cc4a7260 EVEN MORE HARDDEL FIXES (#60228)
Fixes a ton of harddels, sourced from #59996 
I think this brings us down to like, ~100 per round from ~200, with only like 20 of those being proper hell failures. I've seen harddel profiles below 1 second of total cost. Feeling good.

See you on the other side

Makes the cryopod control computer into a weakref, never trust bee code 
Converts brig door timer internal lists to weakrefs
Fixes a harddel caused by qdeling a motion sensitive camera after it had left its source area, jesus christ why didn't we do this already holy shit
Converts the radio implant ref held by the antenna mutation to weakrefs because it isn't reliably cleaned up, makes the radio implant actually qdel its fucking radio
Removes the target var from the throwing datum, it does literally nothing and just exists to cause harddels, mostly for the singularity
 Fixes a cable harddel sourced from things that try to enter blueprints after smoothing, but before roundstart. IE, shuttles. Removes shuttles from the blueprints
Fixes emmisive blockers being added post qdel
Removes some manual ghosting from cryopods, I initially did this for harddel reasons, but I figured out a better fix for that. I'm now doing it because it's got this really strange logic for like "re-entering the game" that doesn't actually link to what the ghostize proc does. We should remove this at some point
Fixes robot hud objects harddeling due to hanging refs
Fixes buildmode related hanging refs, I'm coming for you admin team
Fixes a few instances of trying to add the forensics component post qdel, hhhhhhhhhhh
Fixes some split personality harddels/weirdness
Replaces a use of disconnect_duct with an init qdel hint, I suspect there's more issues with duct harddels, I've seen some odd logs about ahhh the area_contents list, but we can worry about that later
Makes teleporter targets into weakrefs, properly types them as /atom
Makes frequency devices into weakrefs
Makes cameras remove themselves from camera nets on Destroy
Makes tgui ui datums implement destroy, this means if I ever see one hang a ref to user or whatever, I know there's an error with calling close() properly. I've seen this harddel once, but not after this change so I assume there was some error with close(). IDK maybe this is a papering over? Would have to ask @stylemistake 
I've seen logs of beartraps being in world post del, putting a return there just in case. The same is true of nerf darts, but I haven't really looked into that yet
Makes a shoe's ref to untying alerts a weakref, yes this is needed.
Moves clearing client_in_contents to the Login of the new mob. This prevents doing things like ghosting someone before a mob qdel causing harddels
Fixes a harddel set sourced from adding a status effect to a qdeleted thing. Is this an error? I'm honestly not sure.
Converts bsa code to weakrefs
Converts the partner var of heat exchangers to weakrefs
Converts camera assemblies to weakrefs
Fixes some dumb behavior with ammo casings and assuming you'll be on a turf post Destroy parent call
Fixes? merger related harddels, you were never cleared from your own members list, so origin objects would end up making a new list, creating harddels. Potential input from @ninjanomnom about the logic
Chasms store a static list of "falling atoms", which only exists for chasms that go somewhere else. This list wasn't being cleared of qdeleted objects, which is what happens when you fall in most chasms. Fixes this, and converts the list to weakrefs.
Fixes some runtimes in both sheet code, and the weather listener element. This is here because runtime spam made testing more of a pain, didn't think it needed its own pr
Fixes colorful reagent harddels sourced from reagents that were qdel'd before roundstart. I'm only like 50% sure this actually got it, but the issue may have been solved by #60174, so eh
Turns the nuke op antag datum's ref to the war button into a weakref
Fixes some holopad code that was not nulling refs all the time
Converts camera bugs to weakrefs, this was the result of the bug being "reworked" like 6 years back without taking the existing ref clearing into account. Whole item needs a redo, but this'll do for now.
Ensures that the both pulling and pullee refs are cleared on Destroy
The crew monitor held all users in a non clearing list, makes that list a weakref because I hate everything

Oh and I removed all sources of gas_mixture qdeletion, I'm kinda unsure on this since it's not technically supported, but any harddels from it might? indicate something going wrong with like, gas passing logic. I'd like @MrStonedOne's thoughts, since I trust him to call me an idiot if I'm wrong.

<!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. -->

## Why it's not good for the game

I crashed sybil like 10 times to get this data, I'm gonna put it to good use. Don't think you're safe sybilites, I'm coming for you.
2021-07-19 12:41:21 -04:00
Rohesie
4c21166e4f Job refactor: strings to references and typepaths (#59841)
* Job refactor: strings to references and typepaths
2021-07-18 20:48:47 +02:00
coiax
e4e3195f88 Replace a number of New() overrides with Initialize() (#60223) 2021-07-15 18:14:20 -07:00
Beatrice
c36abfdb99 Fixing Energy Gun Weapon Description Runtimes + Miscellaneous Weapon Description Fixes, Take 2 (#59778)
Fixes a runtime issue cause by the possibility of loaded_projectile being null by changing how projectile stats are obtained on energy weapons, and adds a separate line for energy ammo types that deal stamina damage and regular damage to incorporate both damage types
2021-07-11 10:23:19 -03:00
Ghom
de4c7faa77 Less absurd sturdiness for railings, more in line with grilles now. (#60111) 2021-07-10 17:41:27 -07:00
Matthew J
5a5cf6933e Rust Component / Wirebrush Rust Remover (#59977)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-07-07 03:45:57 -07:00
Fikou
cd5c44d4ed Set commission plaques to below open door layer (#59984)
it looks bad when you drop an item
2021-07-04 17:47:51 +01:00
Greniza
b2ecb787e1 Environment Protection Bags + Minor Weather Changes (#59752)
Co-authored-by: Matthew J. <12817816+ZephyrTFA@users.noreply.github.com>
2021-07-03 22:05:58 -07:00
Arkatos1
be92d05a4b Large cardboard box icon fix (#59938)
* cardboard box fix
2021-07-03 20:39:56 +02:00
Timberpoes
d4ed79af38 Fix error on secondary attacking certain secure closets. (#59867)
* Feex

* Reviewify
2021-07-02 16:17:33 -07:00
aaaa1023
4ae906446f Sink frames are now deconstructable (#59887)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-07-01 21:32:19 -07:00