* Barrels work with science goggles (#56035)
Barrel have TRANSPARENT flag when open instead of AMOUNT_VISIBLE letting you see the contents with reagent scanners
* Barrels work with science goggles
Co-authored-by: spessbro <51048066+spessbro@users.noreply.github.com>
* Fix chemical grafts (#56000)
Fixes chemical grafts in botany so their seeds actually gain the reagents they offer.
For those who didn't know, Spaceman's Trumpet is the only plant (for now) that allows you you graft it and get a chemical instead of a trait (Polypyrylium Oligomers). Only this graft doesn't work. It shows up in the plant, but on harvest there is none of that chemical inside of it. Now it works.
* Fix Botany chemical gene grafts
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* fixes densified (#55967)
Densified Chemicals broke with the food refactor. Food has a max_volume var that it uses to create the reagent container which was overriding the reagents.maximum_volume change. Now it changes the proper var and works again.
* Fixes Densified Chemicals
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fix hydroponics tray examine messages (#55861)
Some oversights when examine procs were changed to return lists of
strings, rather than using `to_chat()`, meant that the examine for
hydroponics was printing some messages in the wrong order.
In addition, examining the tray when close to it was only printing the
`to_chat()` messages, so it has been changed to `examinate`.
* Fix hydroponics tray examine messages
Co-authored-by: coiax <yellowbounder@gmail.com>
* Fix onyo (#55650)
Regular onions no longer turn into red onion slices when cut
* Regular onions no longer turn into red onion slices when cut
Co-authored-by: Dex <60656530+Ewwmewgewd@users.noreply.github.com>
* Adds hydroponics shrubs, allowing botanists to grow hedges. (#55496)
Replaces one of the rainbow seeds in the exotic seeds crate with a pack of shrub seeds.
Adds a new, growable seed species for shrubs. Shrubs, when planted (similar to kudzu!) plants a solid, weak barrier in hedges.
These hedges block vision, unless trimmed. Thankfully, we already have a hedge trimming skillchip, so using a sharp implement on the hedge will make it non-opaque.
* Adds hydroponics shrubs, allowing botanists to grow hedges.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)
Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big.
If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self.
Pass flags:
Pass flags handling now uses an atom variable named pass_flags_self.
If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default.
This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why.
LETPASSTHROW is now on pass_flags_self
Projectiles:
Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake
Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future).
I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP.
Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful.
scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it.
scan_moved_turf() (WIP) will be used for handling moving onto a turf.
permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around.
A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things.
Movement types
UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping.
Why It's Good For The Game
Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general.
Fixes penetrating projectiles like sniper penetrators
This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)
* pass_flags handling refactor + rewrites a part of projectiles for the n-th time
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
* Changes grenade proc names to be more clear (#55181)
Grenades have, for the longest time, used the proc name preprime() to refer to arming a timed grenade so that it will boom in a few seconds, and prime() to refer to the grenade actually going boom (or releasing foam or anything else grenades do when they go off). This was very confusing, so now these two procs are called arm_grenade() and detonate().
* Changes grenade proc names to be more clear
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Moves grown food to newfood (#55040)
Moves grown food to newfood
Gives trash element support for callbacks for item creation override
* Moves grown food to newfood
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Typo fix and bug fix (#55075)
Replica pods were calling CanUse as opposed to canUseTopic when harvesting seeds, and since CanUse hinges on the machinery being usable and powered, it was preventing the harvesting of replica pods when depowered as expected. The only thing that should be needed for harvesting trays should pretty exclusively be the standard level of adjacency.
also corrects a line of spelling.
Fixes a bug, corrects some grammar. Makes the world a better place.
* You may now correctly harvest replica pod seeds when the hydroponics tray has no power.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* moves misc food to newfood code (#54788)
misc food is now using newfood code
* moves misc food to newfood code
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Re-assesses 99% of vending prices through Arconomics to match player resources and round-length. (#54715)
* The Re-pricening
* Rewritten and adjusted for paycheck defines.
* I made the map changes finally.
* And the refills too.
* "OH YEAH REPLACING IT ALL WITH DEFINES AND SCALING IT THE EXCEL DOCUMENT WILL BE EASY, ARCANE!!!"
* And the premium ones too.
* Accidently spoiled a future pr due to dme bleedover
* Re-assesses 99% of vending prices through Arconomics to match player resources and round-length.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Finally, peas for the whole station. (#54573)
This PR brings three new plants, and 6 new food recipes into being. This is a combined port of Citadel-Station-13/Citadel-Station-13#12211 and Citadel-Station-13/Citadel-Station-13#12510, along with the fixes made along the way.
Laugh Peas contains 7% Laughter.
World Peas contains 10% Pax and Happiness, but takes at least 21 cycles to bear a harvest, by having a maturation time of 20.
Salad of Eden contains 3 units of Earthsblood, 5 units of Omnizine, and 2 units of Happiness, but requires one of every ambrosia leaf, as well as a world pea.
Credits to TripleZeta for the base peas sprite, and Stewydeadmike for the Laugh, World, and food sprites. Without them, the peas would have remained an ideasguy sort of deal.
* Finally, peas for the whole station.
Co-authored-by: TheObserver-sys <58029438+TheObserver-sys@users.noreply.github.com>
* Implements timed_action_flags for do_after-like procs (#54409)
Originally I wanted to fix an issue where the `get_up()` `do_after()` would ignore the callback checks, because it was `uninterruptible`, so that made me refactor these procs to allow for higher granularity on checks and standardize behavior a bit more.
There's more work to be done for them, but one thing at a time.
* Removes the `uninterruptible` check in favor of the more granular `timed_action_flags`
* Cleans code on the `do_atom`, `do_after_mob`, `do_mob` and `do_after` procs to standardize them a little better.
* Implements timed_action_flags for do_after-like procs
* Update horror_form.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B
BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
* Converts all A && A.B into A?.B
Co-authored-by: ZeWaka <zewakagamer@gmail.com>
* Fix incorrect Initialize arguments again (#54123)
Fixes#54013 because loc is not the second arg
* Fix Fix incorrect Initialize arguments
Co-authored-by: spookydonut <github@spooksoftware.com>
* Enforce preserving parent proc return values across ui_act call stacks (#53964)
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
* Enforce preserving parent proc return values across ui_act call stacks
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Fully removes devil and affiliated shitcode (#53612)
Its all over the place, messy, and overall a bad enough gamemode to be removed from rotation.
A rework would have to tear out everything as is so there is no reason to allow the shitcode to live beyond tripping up everything.
* Fully removes devil and affiliated shitcode
* weh
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#53305)
* Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Add a confirmation for harvesting Replica Pods with associated ckeys/minds that aren't ready to be revived. (#53567)
* Early return logic, add alert
* Robustify code.
* Minor tweak.
* Interaction check
* Add a confirmation for harvesting Replica Pods with associated ckeys/minds that aren't ready to be revived.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)
* Process procs now properly use deltatime when implementing rates, timers and probabilities
* Review fixes
* Geiger counters cleanup
Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now
* Moved SS*_DT defines to subsystems.dm
* Rebase fix
* Redefined the SS*_DT defines to use the subsystem wait vars
* Implemented suggested changes by @AnturK
* Commented /datum/proc/process about the deltatime stuff
* Send delta_time as a process parameter instead of the defines
Also DTfied acid_processing
* Dtfied new acid component
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities
Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
* Wild Mutation crops now carry over traits from the parent plant. (#53413)
This results in wild mutation carrying over possible traits from parent to child, in a way that will also be displayed by the plant analyzer.
This means if you gene splice a parent plant and it wild mutates into a different species, the wild mutation will take the trait genes of the parent, with none of the reagents as reagents are specific to the species in most cases, but can be bred back in via cross-pollination.
* Wild Mutation crops now carry over traits from the parent plant.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is
Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
* Waterworks: Plumbing enabled sinks, tanks, plant trays, and showers. (#52865)
https://cdn.discordapp.com/attachments/326831214667235328/740812723956482118/2020-08-06_02-04-14.mp4
For everything in this PR working at the same time, watch this video!
Alright, from the top:
Sinks now need plumbing to pump out liquids.
All sinks now has a demand-only plumbing pipe face the opposite direction of the sink itself. A standard iron sink will hold 100 units of water, and must be constructed from a sink frame. To complete the frame, a new stock part, the water recycler must be applied to the frame. Once the sink is constructed, it will only hold those 100 units of water until new water is piped in.
This however doesn't extend just to water, as a result. Any reagent can be piped into the sink, and will be used 5 units at a time per use. This means water isn't just an infinite resource, and will need to be resupplied to the station if, somehow, you're using a metric ton of water somehow.
image
A basic sink setup with water being plumbed in.
Showers now need plumbing to wash you off.
Want to dispense reagents faster on your Patients Victims Friends Coworkers? Well, you may also construct a shower frame, in a similar fashion to a sink frame, and pipe in your own reagents into the loop. The shower drains reagents much faster than the shower, and also preforms vapor and touch reagent reactions, resulting in a constant stream of chemicals being processed. This can lead to horrible situations, like a chemical heater hooked up to a vat of cooking oil being pumped into a shower.
Additionally, showers will display the reagents they're pumping out visually based on the color of their chemical contents. As a result, dangerous or unique showers are going to look noticeably different if their contents are dangerous looking.
image
A safe shower.
image
A very unsafe shower.
Wait what was that bit about cooking oil?
So, reagent dispensers, like water/fuel tanks, Virus Food, Cooking Oil Vats, Pepperspray, and the like, can now be converted into a stationary tank of reagents by using a sheet of metal on it, allowing it to behave as a simple supply of their respective contents, and can be pumped into a plumbing network. This means rolling water tanks can be used to resupply sinks and showers, as well as allow for inventive uses of otherwise unused chemicals located all around the station. Pump welding fuel into a resupply line to fight a blob! Pump pepper spray into the dorms showers! Create a deep fryer shower! The possibilities are LIMITED (Because we have very few reagent dispensers)! Still, this will prevent sinks and showers from being completely unfix-able should all the water run out, as cargo can purchase many of these chemical tanks at will.
Hydroponics is now also plumbing enabled.
So there I was, thinking, have I gone mad? Is the barking I hear in my noggin my own dogs rattling and raging against the eternal ocean tide, or are these the hounds of tindalos come to finally rip me to shreds within the sea of causality?
The answer to this is quite simple: I added plumbing simple-demand components to hydroponics.
Now, the trays will accept a pumping input, which can provide the plants themselves a reagent input for their nutrients, and SHOULD (current not fixed yet) also contribute to refilling the trays water. As a check to this horrible decision, there are very few plumbing chems that don't suffer from some kind of downside if exclusively pumped into the trays, so this should be done delicately and with forethought applied, or you'll have a row of plants with dead stats because they OD'd on ammonia.
image
Holy damn why are you doing this
I'm thinking this pr is probably in need of some serious trimming and will probably be closed as a result of the need to atomize this down, but this way I can start to get some feedback and ideas on which aspects would be better suited towards the current design direction of plumbing/bio-chem/reagent heavy jobs. As far as I'm aware, this is all in accordance with the relevant design docs, but this way I'll know for sure 🤷♂️
To-do before being 100% sparkly and clean
Fix hydroponics trays adding water to the nutrient reagents slot (NOT A TRUE FIX, SEE COMMENTS BELOW PLEASE)
Make disconnected sinks/showers slowly regenerate water so that a stationwide plumbing net isn't required so Anturk doesn't snap my kneecaps off
Make water/fuel tanks use their snowflaked stationary tank sprites instead of the custom overlay version
Yeet out the existing psudo-plumbing from hydroponics
Why It's Good For The Game
We've discussed adding plumbing into the game for forever now, and with all the new and tangentally related plumbing content we have, almost everything we have now perfectly enables servers to properly create a station-wide plumbing network.
Sinks and showers provide an infinite supply of water all shift long, and since they can be produced with any material, anywhere, practically for free, that was the first and foremost reason why I made this PR, to make water slightly more precious on station, to justify the 20+ water tanks mapped across every station. Plus, no more meatsink spam in the middle of the hallways.
Hydroponics has a built in feature that was intended to work similar to plumbing, before we had plumbing, for sharing resources/water, but it was pretty rough and is still exceptionally difficult to make look very pretty on live servers. By integrating them with actual plumbing pipes, this enables one step closer to integrating chemistry and botany to merge going forward, and give them an incentive to include each other in their supply chains each shift.
On the reagent tank conversion, That's just an interesting feature I felt the need for while testing everything else, and found pretty great success in. Being able to pipe in large supplies of a single reagent that ordinarily would just sit on a wall or in mait somewhere proved extra useful, and would be beneficial for refilling plumbing heavy areas like bathrooms/medbay, etc.
* Waterworks: Plumbing enabled sinks, tanks, plant trays, and showers.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Grabbing Yourself + Wound Fixes: Take 2 (+Minor Scar Changes) (#52951)
By clicking yourself with grab intent while targeting a limb of yours that's bleeding, you'll "grab" onto it with your free hand to apply pressure. This takes 1.5 seconds to do, takes up a hand while you do so, and applies a slowdown while you're holding it. In return, that limb will bleed 30% less while you're holding it (though it won't clot any faster). This stacks with the 25% reduction in bleeding you get from being horizontal, so laying down clutching your gushing gut while waiting for help is now both thematic and viable!
Other fixes and changes
I also made some other changes to wounds of various importance. Here's a quick list
-Most wound treatments now respect thick clothing/materials, so you can no longer suture slashes through spacesuits.
-Using sutures on slashes and pierces now actually use up sutures, and regen mesh must be opened to treat wounds with
-Infectious zombies (romerol) can now be wounded as intended
-Coagulant has been nerfed again to reduce bleeding less for every wound it's reducing bleeding on. This'll still need more love and attention later, but I need to find a good middle point where medipens are good for bleeding in an emergency without being a way to sidestep any and all bleeding wounds in one go.
-I added a recipe for improvised coagulant in the Wounds 2 PR using baked pulped banana peels and salglu, but then realized that recipe sucked and was overly complicated. You can now drink straight up ground/juiced banana peels to help close up slashes and piercings. Yuckm!
-You can no longer repeatedly disembowel people who have already lost their internal organs
-Whetstones now make things edged sharp rather than pointy sharp, fixing a carryover from when sharpness = 2 used to be accurate sharpness. This'll have the effect of making sharpened weapons less sucky at chopping people apart since slashing is usually more devastating than piercing
I've also made a few tweaks to scars, mostly making them a bit smaller. It now takes twice as much scar severity to reach "absolutely fucked up" when examined, and the other steps have been raised a few points as well. Minor scar examine text is a tad smaller text-wise, and the precise locations for the scars are a bit more procedural as well (more location modifiers like upper/lower/inner/outer wrist/whatever). These changes will hopefully add a bit more variety to the scarring you see on random crew members, since it's pretty easy to hit max examine severity as is.
* Grabbing Yourself + Wound Fixes: Take 2 (+Minor Scar Changes)
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Overlay lighting component (#52413)
Sparks no longer lag, projectile beams move super smoothly, same with mobs and whatnot. This also allows for easy expansion into directional lights, field-of-view, wee-woo rotating lights or whatever.
It does have a downside: things right-clicked or checked through the alt+click tab will show the light overlay:
This is a BYOND limitation, very well worth it IMO.
🆑
add: Smooth movable lighting system implemented. Projectiles, sparks, thrown flashlights or moving mobs with lights should be much smoother and less laggy.
balance: Light sources no longer stack in range, though they still do in intensity.
/🆑
* Overlay lighting component
Co-authored-by: Rohesie <rohesie@gmail.com>
* Personalized combat messages part 2 (#52890)
Adds more "personalized" combat messages for all participants in a fight: the attacker, the victim and the spectators
* Personalized combat messages part 2
* Update misc.dm
Co-authored-by: kingofkosmos <riki.sundberg@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Fixes a couple things not sending icon update signals (#52778)
* Fixes a couple things not sending icon update signals
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>