About The Pull Request
This adds a new status effect called - Tower of Babel
Any carbon mob afflicted by the status effect will lose knowledge of every known language and gain a randomized one as a replacement. The affected mob will also be hit with a depressing moodlet that lasts for 15 seconds. Silicons are immune to all effects.
This effect is implemented in several ways:
Tower of Babel wizard event (all crew on the station z level are affected. The wizard is not and gains mastery of every language to taunt their victims)
Admin smite option
Admin secret event (can be reversed)
Staff of Babel (formerly the Staff of Sapping) will spawn during spawn magic wizard event
Magicarp will randomly shoot bolts of babel
Staff of Chaos will randomly shoot bolts of babel
Overdosing on Mushroom Hallucinogen will temporarily and sporadically acquire the effect
The effect can be blocked or cured in several ways:
Curators are given immunity
Reading a book of babel (via lavaland loot) cures and gives immunity
Reading a language book cures and gives immunity ONLY for that particular language
Note - The Tower of Babel does not allow tongueless, mute, or tongue tied people the ability to speak
before_cast returns a bitflag, shouldn't return a bool. Bools will break it, TRUE especially cause it's the same as CANCEL_CAST. See
Fixes tesla blast #69394Fixes#70302
I'll see if this can be unit tested as well
* Jaunt code path reworked so that traits and other effects can be removed consistently regardless of how effect is ended.
Jaunts will more consistently clean themselves up (and unjaunt you) when you lose the spell.
If a shuttle lands on you while you are jaunted it will now kill you instead of crashing and fucking with the shuttle landing process.
Z travelling while inside an object or mob will now relay that direction instead, allowing you to jaunt up and down as well as cardinally.
Mirror walk button updates at correct times.
Blood and Shadow walk buttons have same functionality as Mirror Walk.
* Gets rid of a lot of weird vocal checks
- unifies all vocal checks under can_speak and try_speak
- de-spaghettis a bit of sign language stuff
- introduce a silence status effect
About The Pull Request
Heretic curses have been buffed / reworked.
Curses can be cast on any crewmember, not just those who you have fingerprints to.
Having an item present in the ritual that contains fingerprints OR blood dna of a crewmember who you are cursing will boost the curse, causing it to last longer (and be stronger? Still undecided, but there's support for it)
Curses have a max range (64 by default) and don't work on people on a different z-level (Do not BTFO miners so easily)
Corrosion curse's numbers have been tweaked due to this, and it can no longer cause vital organ failure
Living Heart has been buffed
Cooldown cut in half, and it provides a bit more thorough instructions
Closes
Living heart targets who are located in non-turf locs and are off z-level will show as on the same z #67256
Leeching Walk has been buffed
Rust will also restore lost blood.
Technically buffs Entropic Plume by fixing some bugs
"Cloudstruck" has always meant to blind, but they used the wrong method, so I fixed that.
Also it was meant to inject multiple units of poison, but used "min" instead of "max" so it always did the lowest.
I also fixed the stink cloud lasting forever on people.
Amok also makes people holding guns to shoot people further away.
Closes
Admin healing removes heretic living heart #69167 while I'm here
Why It's Good For The Game
Heretic curses have pretty much always been bad, getting fingerprints is damn near impossible considering everyone uses gloves. Not only that but their requirements were very high. This should hopefully bring curses to the limelight, as they can be applied to any potential targets. It also rewards heretics who go out of their way to collect fingerprints and blood samples with even stronger curses.
The Living Heart was often hard to pinpoint people exactly, partially cause of an oversight. I improved the text to be clearer about potential locations of your targets.
Leeching Walk's healing was nice, but blood wounds were still a major threat. Some blood restoration should help.
Entropic Plume I think has never worked correctly, so that was a bummer. Fixes that.
Changelog
cl Melbert
balance: Heretic: Curses have been reworked. You can now curse any member of the crew, granted they're not too far away. If you additionally provide an item in the ritual containing a sample of the target's blood or fingerprints, the curse's duration will be increased and have its range uncapped.
balance: Heretic: The Curse of Corrosion has been nerfed slightly due to this rework, and can no longer cause vital organs to fail.
balance: Heretic: The Living Heart should now provide better directions, and had its cooldown halved to 4 seconds.
balance: Heretic: Leeching Walk (rust healing) now restores lost blood.
balance: Heretic: If you apply Amok (Entropic Plume) to someone holding a gun, they'll try to shoot it at people nearby.
fix: Entropic Plume's effect now blinds, as it should.
fix: Entropic Plume no longer sometimes applies the stink effect forever.
fix: Entropic Plume no longer always applies the lowest amount of poison, and properly scales on distance.
fix: Fixed an exploit which allowed people to figure out if a Heretic's heart was a previously a Living Heart after being removed.
fix: If a heretic is fully healed by something (such as ahealed), they'll not lose their living heart
/cl
About The Pull Request
Deletes /obj/shapeshift_holder, replaces it with /datum/status_effect/shapechange_mob
Refactors Heretic worm form into a shapeshift spell
Refactors Wabbajack, and associated code
Fixes#69117Fixes#65653Fixes#59127Fixes#52786
Why It's Good For The Game
/obj/shapeshift_holder was one of the worst remaining abuses of /obj direct subtypes, so I replaced it with a cool fancy datum.
This also decouples the shapeshifting behavior entirely from the shapeshifting spell. So we have support for shapeshifted mobs not sourced from a spell. Which is neat, we could technically swap Wabbajack to use this in the future.
Changelog
cl Melbert
fix: Wabbajacking a shapeshifted mob no longer runtimes horribly. When a shapeshifted mob is wabbajacked, they'll now be removed from their shapeshift and stunned.
fix: Transforming via a shapeshift should no longer rob you of your hearing / runechat awareness.
fix: Shapeshifting plays nicer with holoparasites.
fix: Being polymorphed from a xeno to a non-xeno correctly makes you a non-xeno
refactor: Refactored shapeshifting, the shapeshift holder is now a status effect instead of an object.
refactor: Heretic worm form is a shapeshift spell now, this might have some minor behavioral changes but should overall be the same.
refactor: Refactored Wabbajack (+ cursed pool). Overall a bit more clean / consistent behavior.
/cl
Moves singulo and supermatter dmis into obj/engine, renamed from obj/tesla_engine
Moves Halloween, Christmas, and misc holiday items to obj/holiday
Moves lollipops to obj/food
Moves crates, closets, and storage to obj/storage
Moves assemblies to obj/assemblies
Renames decals.dmi to signs.dmi ...because they're signs and not decals
Moves statues, cutouts, instruments, art supplies, and crayons to obj/art
Moves balloons, plushes, toys, cards, dice, the hourglass, and TCG to obj/toys
Moves guns, swords, shields to obj/weapons
Currently, if you invoke tesla blast, it gets stuck on channeling forever. This is due to an oversight in the new spell/action system; returning TRUE (1) is the same as returning SPELL_CANCEL_CAST (1), resulting in the spell being erroneously cancelled without any cleanup.
About The Pull Request
Mood was abusing signals and get component pretty badly, so I redid it as a datum to stop this.
Why It's Good For The CODEBASE
Better code pratices, also gives admins easier tools to manage mood
Changelog
cl
admin: Added two new procs into the VV dropdown menu to add and remove mood events from living mobs.
/cl
* Fixes some issues with shapechange.
- I relied on mind actions to transfer the spell over to the new mob, which kind of fell through when shapechange was given via non-mind.
- Also, some minor fixes n tweaks some other eldritch spells while I'm here.
- Bodybound actions should also transfer over, it just makes sense, I think.
* Sanity check owner to avoid mindswap memes
About The Pull Request
replaces a ton of log_game with user.log_message so the log is added to individual and global logs.
adds a few logs for individual LOG_VICTIM, LOG_ATTACK etc logging.
adds logging for bluespace launchpad's tele coords being changed.
took the word "has" out of log_combat, as it's extra and just lengthens the log.
Why It's Good For The Admins
It's extremely laggy to open game.txt so an alternative is individual game logs
Changelog
cl
admin: A lot of game logs will now also be in individual game logs, for convenience in log diving.
admin: Added logging for bluespace launchpad x and y offset changes, which go to individual game logs.
admin: Attack logs will now be slightly shorter, one useless word was removed.
/cl
Fixes#68779#68382 Added a "melee cooldown" to ALL cooldown actions by default, which is something I wasn't sure about in the PR, but Space suggested it wouldn't affect anything. Turns out did affect some things
I instead have overridden all the new cooldown actions (Alien, spells, and some misc ones) to have a 0 second melee cooldown, allowing constructs and similar to attack and use spells freely
* destroy proc holder pt1
- change proc_holder/spell to action/cooldown/spell
- docs all the spell vars, renames some of them
- removes some useless vars
- start with pointed spells, as they're easy
* kill proc_holder pt2
- kill a buncha vars and replace it with flags
- convert a ton over
- general code improvements
* kill proc_holders pt3
- convert a good few more spells
- rename some signals
- handle statpanel
- better docs
* kiill proc_holder pt4:
- restructure the file system of action.dm, separating a good amount of item actions and miscellaneous garbage into files where they belong slightly better. Also splits off item actions, cooldown actions, innate actions, etc. into their own files, overlal making it much better to work with
- converts touch attacks to actions
- converts blood crawl, jaunt subtype
* kills proc_holder pt5
- clears up some icon issues so all the currently converted pages don't have errors
- shapeshift
- some more action cleanup
* kills proc_holder pt5.5:
- some documentation
- reworks feedback to prevent oversight with teleports and stuff
* kills proc_holder pt6:
- converted cult spells
- converted magic missile
- converted mime spells
- chipped away at the errors
- removed some vars which were too general, replaced them with more locally applicable vars. for example "range" which could mean "projectile range" or "aoe radius" or whatever - instead of having a broad net which everyone applies to in a confusing matter, instead lets each spell delegate on their own.
- merged magic/spell and magic/aoe, as the comment intended
- more unified behavior for spell levelling
* kill proc_holders pt 6.5:
- replacing a buncha old proc_holders that have been updated to reduce some errors. sub 900 baby
* kills proc_holder pt 6.75:
- minor fixes
* kills proc_holder pt7:
- cuts down on some errors
- refactors some wiz events
* kills proc_holder pt 7.5:
- malf ranged modules
- some minor errors
* kills proc_holder pt 7.75:
- mor eminor error handling, cleaning up changes
* kill proc_holder pt8:
- refactors spell book
- refactors spell implant
- some more minor error fixing
* kill proc_holder pt 8.5:
- scan ability
* Adds some robust documentation
* kill proc_holder pt9:
- converts some / most mutations over
* kill proc_holder pt10:
- sort out all the granters
- refactor them slightly
- fix some compile errors
* Some set-unset sanity - going to need to test removing Share()
* Removes transfer actions. It doesn't seem to do anything.
- Transfer_actions was called when current = new_character so locially speaking the early return in Grant() should cause it to NOOP. Test this in the future though
* Removes sharing from actions, docs actions better
* Some better documentation for spell and spell components
* Kills proc_holder pt11:
- Finally finishes ALL THE SPELLS IN THE SPELL FOLDER
- Fixes some more errors
* kills proc_holder pt11.5:
- minor error fixing and sanity
* Method of sharing actions. Can be improved in the future, needs testing
* Implements a way to update the stat panel entry for a spell. Also gets rid of VV stuff, as you can update the bigflags directly in VV now.
* Curse of madness bug I put in.
* kills proc_holder pt12:
- sub 500 errors!
- converts cytology mobs
- converts and refactors spiders slightly
- some minor fixing around the place as usual
* kill proc_holder pt13
- Finishes heretic spells
- Sub 300 errors!
- some touch refactoring to account for mansus grasp
* kills proc_holder pt14:
- revenant
- minor bugfixing for heretic stuff
* kills proc_holder pt14.5:
- some missed stuff for revenant + heretic
* kills proc_holder pt15:
- alien abilities
- more minor fixing
- sub 100 errors. The end is nigh
* kill proc_holder pt16? 17:
- Finishes cult spells
- sub 50 errors!
- refactors the way charge works
- renames / moves some signals
* kills proc_holder pt final:
- sdql spells
- no more errors!
* Bugfixes round 1
* Various bugfixing
- documentation done
- give spell works
- can cast spell gives feedback conditionally
- is available takes into account casting ability
* Some accidental reversions + fixes
* Unit tests
* Completely refactors jaunting
- All bloodcrawling is now handled on the action itself instead of across various living procs
- slaughter demons have their own blood crawls
- jaunting dummies don't have side effects on destroy() anymore
* Wizard spell logging and even more refactoring
About The Pull Request
Makes smoke propagate the fingerprints of the last person to touch the source of the smoke.
This makes gunpowder smoke actually log the person responsible for the explosions.
Why It's Good For The Game
As of right now gunpowder smoke (and similar) doesn't actually have very good logging as as far as the smoke is concerned it's never been touched and so the resulting explosions are blameless. Obviously, scrolling up for a good minute looking for who has just obliterated the escape shuttle is slightly annoying for the admins. Ergo, making the explosions log who actually is responsible for making the smoke they originate from should reduce admin annoyance.
Changelog
cl
admin: Smoke now logs the last person to touch the source of the smoke as the last person to touch the smoke itself. Gunpowder smoke should be less annoying to log dive as a result as every explosion will log that person.
/cl
* Refactors warp whistle
Warp whistle is now a status effect that walks towards you.
If it hits the person that summoned it, it picks them up, and teleports them once it flies away.
The person then falls from the sky onto their destination.
This prevents Wizards from using the spell then just walking away, because now if they aren't in range, they won't get picked up.
It also means there's no weird code about godmode and stuff, like there used to have. *shiver.
Repathed the item and tornado effect it spawns, over just prefs.
* now goes through walls
* maybe helps with hard dels
* I forgot to add this for hard del too
* i forgot an early return after qdel
* nova's suggestion but not committed by him so he doesnt get co-author
* Warp whistle no longer on Destroy()
* adds incapacitated trait so you don't unbuckle
* Fuck you (refactors ur tails)
* Errors
* Wow. Pain.
* Fixes up probably everything
* finish up here
* Fixes hard del maybe
* original owner hard del
* garbage collection runtime
* suck my peen byond
* Mapped tails
* motherfucker.
* motherrfucker. again.
* Whooopppppsie
* yeah bad idea
* Turns out external organs literally just sat in nullspace forever if their parent was deleted, and didnt Remove() themselves, causing harddels.
* So anyways I repathed all organs
* Fixes
* really.
* unit test... test
* unit test-test but it passes linters this time because im a moh-ron
* I've lost track of what im doing at this point
* Hopefully fixes hard del?
* meh
* Update code/datums/dna.dm
* things n stuff
* repath from master pull
This PR refactors the "charge" spell to be signal based instead of looping over held items + istype checks.
This was atomized out of my proc holder removal PR. Figured it was small enough to handle on its own.
Have you ever noticed that the chemical smoke and chemical foam reactions are a lot less effective in confined spaces? This is because they currently attempt to spread to all tiles within n steps of their origin. If they can't expand onto a tile they get blocked and the expanding cloud/flood misses out on all the tiles that would be in range, but that can't be reached.
Obviously smoke and foam getting blocked by walls and the like makes intuitive sense, but it seemed a bit nonsensical that walls would basically delete a significant chunk of an expanding, amoebic mass. The solution I came up with is making smoke and foam expand until they cover a certain area, with a shared tracker for the target size and total size of the flood. The flood will simply expand as normal until it covers the desired target area. Blocked expansions just don't count and will be made up for with expansion elsewhere.
Attendant to these changes are a whole bunch of minor code improvement to smoke, foam, and one for wizard spells because I was already in the area and :pain:.
There have been some minor balance changes to the chemical smoke and foam reactions:
I converted them over to passing the desired area of the resulting smoke cloud/foam flood. The old equation for the resulting area was along the lines of 2sqrt(x)(sqrt(x) + 1) + 1 given reaction volume x and given unobstructed expansion. I've made them just pass around 2x instead. This is actually less than they used to try for, but now they're guaranteed to reach that unless the flood is fully contained. Not entirely certain if buff or nerf. Probably buff on the station.
Also, foam dilution is now based on covered area instead of target expansion range. Since this scales faster than it used to foam has been effectively nerfed at high volumes. To compensate for this I removed the jank 6/7 effect multiplier and increased the base reagent scaling a bit. Again, not certain if buff or nerf.
This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made.
Some fire related is moved away from species(what the fuck was it even doing there) into these as well.
Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient.
Also changed some related proc names to be snake_case like everything should be.
This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good.
Nothing to argue about since there's nothing player-facing
This PR adds a new heretic path.
The Path of the Blade, a path focused on becoming a powerful one-on-one combatant with your blades.
Main path:
Cutting Edge: Allows them to transmute up to five knives. Knives are made with two bars of silver.
Grasp of the Blade: The Mansus Grasp will stun and deal additional damage to people lying down or facing away from you.
Dance of the Brand: Being attacked while wielding a blade will cause you to counter-attack whoever hit you.
Mark of the Blade: Marked targets will be unable to exit their current area. Triggering the mark will give you a floating knife which will block the next attack you receive.
Stance of the Scarred Duelist: Blood wounds inflicted upon you are reduced in severity greatly, and you gain immunity to dismemberment. Dropping below 50% health will grant you stun resistance and wound resistance.
Swift Blades: Wielding a heretic blade in both hands will attack with both at once. The second attack has a small damage penalty.
Furious Steel: A spell that grants you three orbiting blades. Each blade will block an attack upon you, and you can fire the blades at people for decent damage and bleeding.
Maelstrom of Silver: Ascension ritual, surrounds you in a whirlwind of eight blades which block attacks. These regenerate over time. Heretic blades deal massively increased damage and offer lifesteal, and you become immune to stuns and wounds.
Side paths:
Void / blade 1: Shattered Risen. A summon like the voiceless dead, shattered risen are tankier and deal immense damage with their fists, especially to structures, but cannot hold items.
Void / blade 3: Maid in the Mirror. A summon that can jaunt infinitely around the station. They can only enter and exit the jaunt around reflective surfaces, such as mirrors, windows, titanium walls, or reflective armor.
Rust / blade 3: Lionhunter's rifle. A three shot rifle. When fired at a non-living or close range target, it fires like a normal weapon, however clicking on distant targets will aim at them. The projectile shot at aimed targets deal massively increased damage and cause stuns / knockdowns. It will also track them and travel through walls.
Rust / blade 3+1: Additional ammo for the lionhunter's rifle.
Other side path changes:
Blood Siphon is now a t2 side path, between Flesh and Void.
Cleave has been moved to between Flesh and Void
Rusted Ritual has been moved to beween ash and rust
Also refactors heretic paths a great deal, making it much easier to add new heretic paths.
About The Pull Request
the toolbox turret now has an unique sprite by infraredbaron
it can now be only deployed with a combat wrench (included in the toolbox)
it fires way quicker, with a bit lower power, but faster shots (they dont hit you either)
it has more health and doesnt break from low integrity
it can be repaired with a combat wrench after a few seconds or folded back into toolbox form
adds said toolbox turret to the nukie uplink (nukie version ignores everything with syndicate faction)
https://streamable.com/0i3q07
Why It's Good For The Game
this turret was always really laughable, it costed 11tc while being pretty much worthless
now it should be a bit fun, and for nukies its a nice area denial tool
Changelog
cl Fikou, InfraredBaron
balance: the traitor toolbox turret is now worth something
expansion: nukies can now buy the toolbox turret
imageadd: new sprites for the traitor turret
/cl
This refactors the antimagic component to use and have bitflags, documentation, defines, code comments, named arguments, and renames variable names for clarity.
- /obj/effect/proc_holder/spell/aoe_turf/conjure/creature/cult is not used anywhere and has been removed
- /obj/effect/proc_holder/spell/targeted/turf_teleport/blink/cult is not used anywhere and has been removed
- New sound effects are played when magic is blocked. Depending on the type of magic being used it will be either:
- Equipping antimagic now properly updates the magic buttons
- Any magic being blocked or restricting casting now displays a message
- MAGIC_RESISTANCE_MIND now properly blocks telepathy effects
- Removes blood splatter when fireball is blocked
- Magic projectiles for staff of locker no longer spawn lockers when blocked by antimagic
- Fire breath is no longer blocked by antimagic
- Spellcards are now blocked by antimagic
Any antimagic on a mob blocks that magic type from being casted. (certain spells such as mime abilities completely ignore antimagic)
- Foilhats prevent someone from casting mind magic (telepathy, mindswap, etc.)
- Bibles, ritual Totems, nullrods, holymelons, and TRAIT_HOLY prevent someone from casting unholy magic (cult spells, etc.)
- Nullrods, ritual totem, and holymelons prevent someone from casting wizard magic (fireball, magic missile, etc.)
- Immorality talismans, berserker suits, and TRAIT_ANTIMAGIC prevents all types of magic (except stuff like mime abilities)
- Touch of Madness and Mindswap is now blocked with MAGIC_RESISTANCE and MAGIC_RESISTANCE_MIND
- Voice of god is now blocked with MAGIC_RESISTANCE_HOLY and MAGIC_RESISTANCE_MIND
* i wanna go to bed so im pushing this
* It compiles but doesn't work yet
* It works!
* I WANT TO DIE
* Appease linters
* some CI fixes
* Address reviews + oversight
* Limb grower fix
* more icon fixes
* forgot to hit save
* I'm a dumbass
* Removes bodypart parent from unit test
* Fixes monkeys and CI
* Grammar pass
* I hate zombie code so much
* General code cleanup
* THE SHITCODERS ARE COMING FOR MY VARS
* THE UNIT TESTS ARE COMING FOR MY SHITCODE
* Reviews + skirts
* Removes an unused DMI
* Why didn't I do this in the first place?
* HAIR REFACTOR
* Haha whoops
* How did I miss this
* Admin spawned creatures now have their features
* Optimize me harder
* minor fix i need to push to merge master
* Fixes hair (maybe) and a runtime
* Maybe fixes mirrors
* Attempts to fix women
* Fixes hair on dismembered heads and a grammar change
* Caps lock did me dirty
* address reviews
* icon failures fix + missed reviews
* Fixes: Facehuggers and Regenerate_limb
* Fixes ethereal color pref appearance
* How the fuck did this not break everything else horribly?
* JESUS FUCKING CHRIST IM A MORON
* Fixes compile
* I'm not high I swear
* Im a dipshiiiit
* grumble grumble
* Fixes a visual bug with digitigrade legs. Adds \improper to roundstart species names. Added two new clothing-related helper procs. Renamed a couple procs to be more accurate. Adds SHOULD_CALL_PARENT(TRUE) to examine_more. Addresses reviews.
* Forgot this little readability thing.
* Updates CODEOWNERS
* Me when I forget how github works
* mapload me harder
* Last second fixes
About The Pull Request
I noticed a lot of strange and un-intuitive behavior in action buttons, and got stung by the bloat bug. Damn it hug #58027
I'll do my best to explain what I've changed and why, might get a bit long.
If you want a better idea, read the commits. Most of em are pretty solid, if long.
Whelp. Here we go.
How do action buttons currently work
All action buttons are draggable, to any place on the screen. They're held in an actions list on the player's mob.
Their location in this list determines their position on the top of the screen. If one is dragged away from the top, its position in the list is "saved". This looks really bad.
If two buttons are dragged over each other, their positions swap. (inside the actions list too)
If a button is shift clicked, it is brought back to the position it started at.
If the action collapse button that you likely just mentally edit out is alt clicked, it resets the position of all action buttons on the screen.
If an action is ctrl clicked, it is "locked". This prevents any future position changes, and also enables a saving feature. With this saving feature, locked button positions persist between rounds. So your first o2 canister will always start where you saved it, etc.
Actions and buttons are a one to one link. While there is functionality to share action buttons between two players, this means showing the same object to both. So one player can move a button on another's screen. Horrendous.
This also makes code that modifies properties of the screen object itself very clunky.
Why is this bad
A: None knew pretty much any of this information. It is actually documented, just in a horribly formatted screen tip on the collapse button, you know the one we all mentally delete from the hud.
B: None of this is intuitive. Dragging buttons makes the hud look much worse, and you get no feedback that you even can drag them. Depressing
C: We use actions to make new options clear to the player. This means players can have a lot of action buttons on the hud. This gets cluttery
D: The collapse button is useless. It lets you clear your screen if someone like me fucks up and gives you 2000 actions, but outside of that it just hides all information from you. You never want to see none of your action buttons, just a filtered list of them.
E: On a technical level, they're quite messy, and not fully functionally complete. This is depressing.
What I've done
Assuming the above to be true, how do we fix them?
Well first I'm going to go over everything I changed, including links to major commits. I'll then describe the finished product, and why I made the decisions I did.
Oh and I've moved some of the more niche or technical discussion to dropdowns. Hopefully this makes finding the major functional changes easier
Adds helper procs for turning screen_loc strings into more manageable arrays. This doesn't fully support all of the screen_loc spec, but it's enough for what I'm doing. (f54865f)
Uses these helper procs to improve existing code (6273b93)
Fixes an issue with tooltip code itself. If you tried to hold down a mouse button while dragging onto a tooltip enabled object, it would silently fail. The js made assumptions about the order args came in, which broke when buttons were held down (e0e42f6)
Adds a signal linked to /client/Click(). Surprised we didn't have this before honestly (c491a4a)
Makes /client/MouseDrag() return parent. If we don't do this, any overrides of MouseDrag will never actually be called (2190b2a)
Refactors how action buttons work under the hood (53ccce2)
Basically, rather then generating one button per action, we generate one button per viewer
Starts to change button behavior, more cleanup
Changes the mouse cursor when an action button is dragged. Hopefully
this makes moving things feel less like an accident, and makes you doing
it more clear
Removes the moved and locked vars. This will be more relevant later, but
for now:
Moved exists as a sort of budget "We've been dragged" variable. We can
handle this more cleanly, and the movable type doesn't care about it
Locked is a very old variable that is also not something that the
movable type "owns". It's more an action button thing that's been moved
down.
It exists so an action can be locked in place, and in that locking, be
treated as a "saved location"
(21e20fc)
Because I've nuked move, we don't need to directly set our button's
position. We can use the default_button_position var instead. This is
quite handy.
Please ignore position_action, I will explain that later
(83e265e)
Removes the buttons locked pref
It was another obscure part of action buttons, basically do buttons
start "locked" or not. See previous discussion of locked
(b58b1bd)
Major rework starts here
Alright. Sorry for this, this is where me not commiting regularly starts
to suck. I'll do my best though.
Rather then figuring out an action button's position via a combination
of the moved and ordered vars, we use a separate location var to store
one of a few defines. This makes life later much easier.
Adds tooltip support for dragging action buttons. The way the tooltip
just froze in place when dragging really bugged me, and lead to some
nasty visual artifacts.
This is a bit messy because the drag procs are horrible, but it's
workable
Dropping a button on another button will no longer swap their positions
Behavior instead depends on the target button.
If it's a part of a group (A concept I will explain later) the dragged
button is simply inserted before it in the group's list.
If it's floating on the general hud, we instead position the dragged
button to its right. There's extra logic here to ensure buttons will
never overflow the screen, but I'll get into that later.
Alright. That's most of the refactoring. Time for the larger behavior
changes.
Adds a button palette. This is a separate dropdown that renders
underneath buttons.
image
The idea is to allow for a conceptual separation between "important"
buttons and the ones that end up cluttering the screen.
You can click on the dropdown to open it, then any later clicks that
don't involve actions in some way will autoclose it.
My goal is to come up with an alternative for the action button that
just acted as a way to hide all buttons on screen. Not convinced it saw
much use.
As a side effect of removing that, I've moved its tooltip stuff to the
palette. I've properly formatted it, so hopefully it's easier to read
then the jumble that we used to have.
(You can alt click the palette button to reset all button positions)
Oh and the palette can scroll, since as you'll see later it has a
limited size.
image
Moving on from that, I've added what amounts to action landing buttons.
These allow buttons to rejoin groups, or be positioned at the end of a
line of buttons.
image
They've got a 32x32 hitbox, and only show up when dragging. Hopefully
this makes the system more clear just by dragging an action.
Oh and I've changed how button position updating works. The old system
of calling update_action_buttons on mob every time an action button
changes position is gone, mostly because I've setup more robust
grouping. Will discuss when I get to huds
(0d1e93f)
Adds the backbone behind action button position changes (94133bd)
Moves hud defines to the global folder, safer this way (7260117)
Adds color changing to the palette button, giving some heads up for buttons being inserted into the palette automatically
image
image
Ensures a landing button is always shown, even if it needs to break the
max row rule
Makes palettes auto contract if they have no buttons inside them
Prevents palettes from being opened if they have no buttons inside them
(f9417f3)
How it looks
2022-02-26.02-30-10.mp4
Why It's Good For The Game
Players have more control over the clutter on their screen.
Buttons are available, but not in the way,
Since any player move of a button saves it, any lack of clarity in the way buttons work will be forced out by buttons not just resetting when a new game starts.
We don't overlap any existing screen elements, unless the upper button list gets really long.
The code is much less crummy (I think, may have made it worse it's hard for me to judge my own work)
If it ends up not being as usable as I'd like, I'll rip out the existing changes and just implement the qol and backend stuff. I think it's worth doing though.
Changelog
cl
add: Expanded heavily on action buttons
add: Adds an action button dropdown that sits just under the normal list in the top left. You can drag new buttons onto it to insert them. Click on it to show its contents, do what you want to do, then click again anywhere to contract it. Alt click it to reset all button positions
add: Action buttons will now remember their position between rounds. So if you really like your flashlight right next to your player for some reason, we support that now
add: When you start to drag an action button, docking ports will appear in places that it can be inserted into. (Outside of just floating somewhere on your screen of course)
del: Removed action button locking, and the associated preference. I'm reasonably sure literally none uses this, but if you do hit me up
qol: Dragging an action button will now give you an outline of its size around your cursor
fix: You can no longer cause the screen to expand by putting an action button on the edge of widescreen, and then resizing to standard.
refactor: Refactors action and button code significantly. lots of little things.
/cl
* Refactors phylactery to be a component
- Overall improves lich code
- Changed the SOUL_IMBUE signal to return a bitflag
- Minor style improvements (indentation and such)
* Tweak initialize + fixes a bug with being gibbed
* adds a clarification comment
* And fixes a compile error oops
* reorganizing
* clear the revive timer, just in case
* oops this should drop stuff
* missing no soul trait
* type in a variable name
* god damn devil removal
- this check was removed when devil was and i think it's kinda important to prevent stacking lichdom
* rework this a bit
* plurals
* also, wrong source
* updates the description
* Some review + undoes some changes
- Corrects some comments
- Uses defines
- Rewords the lichdom entry and spell desc
- Sets default time per res to 0 secs to avoid changing behaviors
Small bug fix that prevents anchored objects from being taken, without sacrificing the rest of its intended features.
Why It's Good For The Game
Closes an issue from 2017 - #22837
Changelog
cl
fix: Instant recall spell no longer recalls anchored objects, such as microwaves, if the marked item is placed inside of one.
/cl
Removes the ability to fire mime's finger guns if you have something in your hand, simple as. I find it to be an oversight and I assume an exploit.
It makes no sense you can shoot finger guns while holding something you're currently SUPPOSEDLY using to make finger guns with.
Also it is very unfair
About The Pull Request
This PR seeks to revamp heretic in it's almost entirety.
Closes#58435Closes#62114Closes#63605
image
Gameplay changes:
The heretic no longer starts with a Codex Cicatrix or a Living Heart.
Heretics now draw transmutation runes by using any writing tool while having Mansus Grasp active.
The Mansus Grasp can be used to remove heretic runes.
Draining influences can be done with "right click".
While draining, people who examine you may get a message hinting that you're interacting with an influence.
Drained influences can also be dispersed with anomaly neutralizers!
The Codex Cicatrix is now a researchable item that lets you gain additional knowledge from influences.
The Codex can still draw and remove runes, and does it faster.
The Living Heart is now the heretic's heart. Literally. It's the heart in their chest. Their heart takes on the appearance of a living heart, and they can pulse it on demand to track their targets. This makes an audible noise.
If your heart is lost (you're disemboweled or whatever), you need to do a ritual to regain it!
Casting any heretic spell (besides Grasp) requires a Focus.
A Heretic Focus is a neck item they can transmute.
Heretic robes also function as a focus when toggled up.
Ascending also disables the need for a focus, because of course.
Heretics now gain 1 knowledge point passively every 20 minutes.
Sacrificing has been revamped entirely.
A heretic now gains four sacrifice targets on spawn.
One random crewmember
One member of their department
One member of security
One member of command (a "high value" sacrifice)
You can sacrifice people who are in in soft-crit, hard-crit, or dead.
Sacrificing someone will cuff them (if they are not), HEAL them, revive them, and set them unconscious. After a short time. they will be sent to a shadow realm. This shadow realm is themed to your heretic type.
The shadow realm is a 2 minute long survival challenge where the sacrificee is subject to a constant barrage of shadowy hands.
If they survive, they are teleported back to a random turf with no memory of how they got there. They'll also slur a TON to get the point across.
If they die, their corpse is teleported back to a random turf on the station.
No more multi-hearting! Your targets are your own.
BUT adds a knowledge that allows heretics to reroll their sacrifice targets with a ritual.
Each path now has a "Rituals of Knowledge". These are randomly generated rituals that may be difficult to complete but awards knowledge points in return.
Ascending now has some requirements.
To learn the ascension ritual, you need to complete all of the objective you are assigned.
The ascension ritual now each have a varied requirement, instead of "needing 3 bodies" only.
Other minor gameplay changes:
Lots of balance tweaking.
Buffed some summons.
Buffed the Lord of the Night very slightly.
Nerfed the Madness Mask.
Put a limit on the amount of blade transmutations possible at once. 3 for flesh, 2 for other paths.
Logs of BUG fixing.
Rust Grasp is now based on right click for surfaces instead of combat mode.
General grammar and flavor tweaks a ll around.
Admin / code changes:
Revamped the way heretics appear within the traitor panel.
You can now easily see who they're targeting for sacrifice and what they have researched
Also adds some helpful buttons to heretics, like giving them points!
Refactored much, much of heretic code
LIKE ALL OF HERETIC CODE WAS IN 4 FILES.
Split up all the knowledge, spells, and items that belong to the heretic into their own files and folders.
Not only that, but everything internally was still named "Eldritch Cultist" and similar.
Almost every mention of "Eldritch Cultist" has been properly replaced by "Heretic".
Much better reference handling all around.
General code improvements over heretic stuff.
Unit tests, because of course.
Todo
Sprites for the focus
Look at adding 1-2 other objectives prior to ascension. Theft? Special rituals? ("Rust [x] tiles to be able to ascend")
Why It's Good For The Game
Okay but why?
Heretics are not in a good place at the moment, this much is clear. They've been completely disabled on MRP for this reason.
The reasoning is simple: A lot of murder.
There's nothing inherently wrong with an antagonist heavy with murder, but the Heretic really missed the mark.
Gib, gib, gib, then ascend so you can keep killing.
In the background, the Heretic was FULL of flavorful spells, rituals, and "lore" stolen from Cultist Simulator that was unfortunate enough to be shackled to the heretic's gameplay loop.
So, this revamp aims to amend that:
Dial back the heretic's focus on mass murder and put more focus on the heretic's interesting flavor.
Spooky maintenance rituals, knowledge seeking maniac.
Sacrifice no longer outright kills / requires murder, meaning a heretic can progress without racking up a bodycount.
Influence is gained passively over time, so they can spend influence on more interesting side paths.
Side paths are required to progress to ascension, so they're encouraged to explore new things.
Ultimately, while there still may be a little way to go, this PR seeks to take a good leap in starting it.
Changelog
cl Melbert
add: Large scale heretic revamp!
expansion: The Codex Cicatrix is no longer a roundstart heretic item. Research is handled through their antag info UI. Rune drawing is done by using a writing tool with Mansus Grasp active in your offhand. The actual Codex is an unlockable ritual item now.
expansion: The Living Heart is no longer a roundstart heretic item - their actual heart now becomes their Living Heart, and it makes a sound when triggered. Losing your heart (being disemboweled) will require you to do a ritual to regain it.
expansion: The Hereic Antag UI has been overhauled, and now hosts much of their mechanics as well as providing some helpful tips for newer players.
expansion: Most heretic spells now require a focus to cast. All heretics can make a basic focus necklace, and some heretic equipment also functions as a focus. (Credit to Imaginos for the focus sprite!)
expansion: Heretics now passively gain +1 influence every 20 minutes.
expansion: Heretic sacrificing has been reworked. You can now sacrifice people who are in soft crit or weaker. Sacrificing someone heals them, cuffs them, and teleports them to the SHADOW REALM, where they must dodge a barrage of hands to survive. Survive long enough and you return without memory - die, and your body will be thrown back.
expansion: Heretics now have a few new rituals, including the Ritual of Knowledge, a randomly generated ritual that awards knowledge points.
expansion: Heretic ascension now has a few requirements - you must complete your objectives assigned to you prior to learning the final ritual, and all the final rituals have been changed a bit!
qol: Using the Heretic's Mansus Grasp on surfaces (EX: Rust Grasp) now works on right-click, instead of combat mode.
qol: Used heretic influences can now be removed with a Anomaly Neutralizers.
balance: Some heretic rituals are now limited in the amount they can make. You can only have up to 2 heretic blades crafted at once (3 if you are Path of Flesh).
balance: The Lord of the Night has been buffed to be a little scarier. Did you know the Lord of the Night can eat arms to regain body parts and heal?
balance: Buffed some heretic summons - mostly their health pools.
balance: Nerfed the heretic's Mask of Madness. It can no longer infinite stam-crit you.
balance: Nerfed the heretic's ash mark.
balance: Nerfed a bunch of on-hit-heretic-blade effects. Many effects only apply on mark detonation now: Void blade silence, flesh blade wounds, ash blade gasp cooldown refund.
fix: Fixed quite a few bugs and unintended behaviors with heretic code.
refactor: Refactored and improved much of Heretic code. Improved the file structure dramatically.
admin: The heretic's traitor panel has been beefed up a bit.
/cl
About The Pull Request
The design doc behind this PR, which is only mildy been deviated from on some of the end particulars. Cobby-Approved! Maintainer Discussed!
https://hackmd.io/@6DbtsAKCTtW_9MByKFjZqg/r1xYKCNOt
Cargo Changes
Cargo has had all WT-550's removed and replaced with Thermal Pistols.
Cargo can now order Thermal Pistols, a kind of energy/ballistic hybrid weapon shooting chunks of altered nanites into people. We couldn't use them in people, so maybe we'll use them as bullets! Magma/Ice bullets, to be exact.
You can, after paying a whopping 4K on a goodie pack (you have to pay from your own personal account) buy a .38 revolver. This is mostly to help some poor detective who lost their revolve in what I'm sure will be an inevitable scramble for ballistics. If even the 4K pricetag isn't enough, at least it requires detective access to open the pack...I hope.
Some of the crates that contained autorifle related items have been changed/removed.
unknown (2)
securarevolver 4 0
Science Changes
Ballistic Weaponry node no longer exists, and has been replaced with Exotic Ammo as both the pre-requisite to other nodes, as well as being able to be researched as soon as the Weaponry node is unlocked and not Advanced Weaponry.
Thermal Pistols
-Fairly average bullet statistics; 10 AP but shooting into Energy armor. 20 damage (Brute for cryo, Burn for inferno). Decent wounding potential, but individually much lower ammo counts than lasers.
-Bought in twinned pairs in a two gun holster (just for normal sized energy guns). They're normal sized.
-Each gun has 8 shots (thereabouts). 16 between two.
-Cryo pistols do a knockdown and extra damage against extremely hot targets. Inferno pistols do an explosion cantered on the target against extremely cold targets.
-The guns are EMP-proof.
Why It's Good For The Game
The current gameplay loop of crew combatants is them relying on backup and retreating as necessary to reload their weapons during fights. The ability to repeatedly harry opponents in the field reloads is something that should be moved away from for crew equipment, as it emphasizes lone wolf tactics and one-man army problems, with boxes full of spare ammo usually allowing any single combatant to outlast multiple foes. In addition, ballistics often are not subject to the same (interesting) limitations of energy weapons, so they're typically a no-brainer choice. We shouldn't have such an easy choice be readily available like that.
The thermal pistols present a more challenging weapon to use as a solo combatant but become far more versatile and potent when paired with a decent buddy and basic level co-ordination. They're not a straightforward choice for every situation, but instead are a weapon employed given the right circumstances for them to shine.
In addition to the gameplay issues that ballistics pose, we're in a goddamn spacegame. Unless the ballistics are noticeably weird (they're not), we should expect that our more advanced research station has some pretty odd guns of the energy variety.
Changelog
🆑 Necromanceranne, quin
add: Adds the Inferno and Cryo Pistols. A hybrid energy/ballistic weapon, to cargo. It can be purchased in either a goodies pack or a normal crate order.
add: Thermal Pistols do more damage and a special based on temperature of the target hit.
add: Inferno pistols cause an explosion when they hit a severely cold target.
add: Cryo pistols cause a knockdown and extra damage if they hit a severely hot target.
add: There is a special nanite pistol, which is admin spawned. Don't tell anyone about the forbidden ballistic energy gun.
add: You can order a .38 revolver as a goodie pack. It is expensive.
del: Removes WT-550's from cargo and related content from the techweb/protolathes.
balance: Exotic Ammo is now much earlier in the tech web to take the place of Ballistic Weaponry.
/🆑