* organizing flora file and icon states, & flags
Changes the typepath for a lot of flora, and adds new paths depending on the amount of icon states the flora had, for better modularization on mappers. Also adds flags to the flora depending on what type it was, instead of 3 bools
* Getting ready to attempt to modularize flora
Moving most vars and procs from ash flora into the normal flora type path, as a general preparation to add more here
* Weighted products & Region Messages
Rewrites flora code so a flora's produced items can be initialized with a weighted list. Also has some improvements, relating to item stacks.
Adds an option via variables to separate 3 messages into 3 possible regions, or the old method where the message changes when the value is exactly the same as the low or high harvest value
* organizing + documentation on procs
* Documentation, Organization & Modularization
(DOMing) yeah, I dom
Gives variables for tools that can harvest flora, a blacklist of them, and modularizes variables a bit.
Retypes the stump to be a subtype of a tree, which just deletes after being harvested
* Adds the ability to uproot flora with a shovel
* added eswords to the list of things that can cut
* ausbush junk
* code review appreciation + changing drag_slowdown
* more code review appreciation
* kirbyplants ComponentInitialize() -> Initialize()
* forgot glob.
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
* 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
Alternative to #65354
Ok so like, there was a lot of not floor types on /floor. They didn't actually want any of their parent type's functionality, except maybe reacting to breaking (which was easy to move down) and some other minor stuff.
Part of what we don't want them to have is "plateable" logic.
I should not be able to put floor tiles on the snow and be fine. It's dumb.
Instead, I've moved all non floor types down to a new type, called /misc.
It holds very little logic. Mostly allowing pipes and wires and preventing blob stuff.
It also supports lattice based construction, which is one of the major changes here. I think it makes more sense, and it fixes an assumption in shuttle code that assumed you couldn't place "a new tile" by just hitting some snow with a floor tile.
Oh and lattices don't smooth with asteroid tiles anymore, this looks nicer I think.
Moving on to commits, and minor changes
Changes clf3 to try and burn any turfs it's exposed to, instead of just floors
Moves break_tile down to the turf definition, alongside burn_tile
If you're in basic buildmode and click on anything that's not handled in a targeted way, you just build plating
FUNCTION CHANGE: you can't use cult pylons to convert misc tiles over anymore
Generalizes building floors on top of something into two helper procs on /turf/open, reducing copypasta
Adds a new turf flag, IS_SOLID, that describes if a turf is tangible or not.
Uses this alongside a carpet and open check to replace plating and floor checks in carpet code. This does mean that non iron tiles can be carpeted, but I think that's fine
Moves the /floor update_icon -> update_visuals call to /open
This change is horrificly old, dating back to 8e112f6 but that commit describes nothing about why it was done. Choosing to believe it was a newfriend mistake. Uncomfortable nuking it though, because of just how old it is. Moving down instead
Create a buildable "misc" type off open, moves /dirt onto it
Basically, we want a type we can use to make something support
construction, since that can be a messy bit of logic. Also enough
structure to set things up sanely.
I'm planning on moving most misc turfs onto it, if only because
constructing on a dirt tile with rods should be possible, and the same
applies to most things
Murders captain planet, disentangles /turf/open/floor/grass/snow/basalt
Adds a diggable component that applies the behavior of "digging"
something out from a turf.
Uses it to free the above pain typepath into something a bit more
sensible
The typepaths that aren't actually used by floor tiles are moved onto
/misc
The others are given names that better describe them, and kept in
fancy_floor
Oh and snowshoes don't work on basalt anymore, sorry
Snowed over platings now actually have broken/burned icon states, fixing black holes to nowhere
Misc turfs no longer smooth as floors, so lattices will ignore them
Placing a lattice will no longer scrape the tile it's on
Ok this is a really old one.
I believe this logic is a holdover from kor's baseturf pr
(97990c9)
It used to be that turfs didn't have a concept of "beneath" and instead
just decided what should be under them by induction. This logic of "if
it's being latticed scapeaway to space" made sense then, but has since
been somewhat distorted
We do want to scape away on lattice spawn sometimes, mostly when we're
being destroyed, but not always. We especially don't want to scape away
if someone is just placing a rod, that's dumb.
Adds a path updating script for this change
I've done my best to find all the errors this repathing will pull out, but I may have missed some. I'm sorry.
Why It's Good For The Game
Very old code made better, more consistent turfs for lavaland and icebox, better visuals, minor fix to snowed plating, demon banishment in lattice placement, fixes the icebox mining shuttle not being repairable
Changelog
cl
add: Rather then being tileable with just floor tiles, lavaland turfs, asteroid and snow (among other things) now support lattice -> floor tile construction
fix: Because of the above, you can now properly fix the icebox mining shuttle
refactor: Non floor turfs are no longer typed as floor. This may break things, please yell at me if it does
/cl
About The Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor
The Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor is my attempt to clean up the file structure, the code, and the type tree for mob spawns.
Splits mob spawn types into corpses (dead spawns) and ghost roles (living spawns you can possess). The vars that didn't make sense for corpses and vice versa for ghost roles are now appropriately there
Because of above, there are no longer the fucking "death, roundstart, and instant" vars. thank god
Removes a lot of single or very few used vars, whose properties can be applied on special().
All Mob Spawns are given fitting folders instead of just being stuck in a single ghost roles file. Corpses are in the corpse folder, Ghost Roles are in the ghost role folder. Only exception are drones which should stay near their respective homes
Just generally cleaner all around you know
spider structures file renamed to spiderwebs now that spider eggs are gone
Why Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor Is Good For The Game
The Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor cleans up so many terrible cases and uses
Changelog For The Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor
cl armhulen
refactor: Mob spawns are refactored, no more assortment of "random, instant, and roundstart" vars on every mob spawn type
refactor: if there are some minimal differences in how mob spawners feel, that's why!
/cl
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else.
Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter.
Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
Bring _HELPERS/_lists.dm to latest standards by:
-Adding proper documentation and fixing existing one
-Giving vars proper names
-Procs now use snake case as per standard (many files that use those procs will be affected)
## About The Pull Request
stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it
for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

## Regex used:
procs without args, not even regex
`/Initialize()`
procs with args
`\/Initialize\((?!mapload)((.)*\w)?`
cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
First off, I am aware of the Feature Freeze for this month. This PR was initially started in #60401 about a month ago to break the changes into smaller PRs. The end result for this PR is a poor man's attempt at roguelike procedural generation. Enjoy!
Link to the README for how the new spawner system works.
Added the following new random mapping spawners:
pen, crayon, stamp, paper, pamphlet, briefcase, folder, wardrobe closet, wardrobe closet colored, backpack, narcotics, permabrig_weapon, permabrig_gear, prison, material, carpet, ornament, generic decoration, statue, showcase, paint, tool, tool_advanced, tool_rare, material_cheap, material, material_rare, toolbox, flashlight, canister, tank, vending_restock, atmospherics_portable, tracking_beacon, musical_instrument, gambling, coin, money_small, money, money_large, drugs, dice, cigarette_pack, cigarette, cigar, wallet_lighter, lighter, wallet_storage, deck, toy, toy_figure, booze, snack, condiment, cups, minor_healing, injector, surgery_tool, surgery_tool_advanced, surgery_tool_rare, firstaid_rare, firstaid, patient_stretcher, medical supplies, crate, crate_abandoned, girder, grille, lattice, spare_parts, table_or_rack, table, table_fancy, tank_holder, crate_empty, crate_loot, closet_private, closet_hallway, closet_empty, closet_maintencne, chair, chair_maintence, chair_flipped, chair_comfy, barricade, data_disk, graffiti, mopbucket, caution_sign, bucket, soap, box, bin, janitor_supplies, soup, salad, dinner
Removed deprecated wizard trap, vault, and armory spawners.
Adds some extra vars and logic to explosion code to make powerful logging entries that should help admins narrow down when explosives get misused.
Records this new info in the feedback database and bumps the explosion version +1 as a result of this.
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).
There are methods that let players spam the everloving shit out of ghosts with BONG BONG BONG BONG BONG BONG BONG etc. through being able to constantly poll ghosts for roles with no restriction or cooldown.
Examples are laughter and slaughter demon antag_spawners.
It makes no sense to be able to concurrently poll for the same mob. As a result, I've now added a guard against this. The proc has been given a static list of mobs it's polling for ghost roles for. If it's already polling for ghost roles for a given mob, then it just early returns with an empty list, otherwise it adds the mob to the static list when the poll starts and removes it when the poll ends.
I've also done a little cleanup in var names and the proc name, with a find-and-replace done. There weren't many things calling it and none used named keywords in the args so should be fine.
There is also poll_candidates_for_mobs (also included in my cleanup) - This proc is basically only called by admins via sentience balloons and they have their own guards against spamming (the balloon pops and thus can only be used once)
Also fixes an issue in /mob/living/silicon/robot/proc/replace_banned_cyborg() where incorrect args were used in the proc call to poll for candidates.
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
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.
Simply puts species IDs into defines ("lizard" turns into #define SPECIES_LIZARD "lizard"). This does not affect any gameplay, and is purely for making sure future code doesn't go all fucked up because someone accidentally misspells something
I only changed code that was spelt correctly, so if there actually is a typo somewhere, it isn't changed
Integrates spider egg clusters into the mob spawners instead of them being their own thing, which cleans up a code a fair bit, and gives players an overview of all available types of clusters in the ghost spawners menu, example image below. This also means players banned from ROLE_ALIEN will not be able to spawn as one, as they are very similiar antagonists in concept and it is probably wiser than using default ROLE_LAVALAND on mob spawners for restriction of this role.
Expanded mob spawners code to accomodate for a situations where spawners are using radials for handling mob choosing, and also for when spawners have special conditions for when they are available (like until eggs are mature, for example).
Mob spawners now support giving their mobs multiple factions membership, instead of being limited to only one.
Spider egg clusters now stop processing when they mature, as there is no need for them to do that anymore by that point.
Cleaned up and updated some spider variant radial info boxes, so players have better idea about each variant individual strengths and weaknesses.
* Makes turfs persist signals
* Splits connect_loc up into two elements, one for stuff that wishes to connect on behalf of something, and one for stuff that just wants to connect normally. Connecting on behalf of someone has a significant amount of overhead, so let's do this to keep things clear
* Converts all uses of connect_loc over to the new patterns
* Adds some comments, actually makes turfs persist signals
* There's no need to detach connect loc anymore, since all it does is unregister signals. Unregisters a signal from formorly decal'd turfs, and makes the changeturf signal persistance stuff actually work
* bro fuck documentation
* Changes from a var to a proc, prevents admemems and idiots
* Extra detail on why we do the copy post qdel
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.
Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.
(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
Sourced from #59118 and a cursed project I'll pr later, This pr contains a lot of harddel fixes for stuff that pops up after a player interacts with something. I'm not gonna list them all here because there's something like 60 130, check the commit log if you're curious
Oh and I moved ref tracking screaming to a separate define, and made some optimizations to the thing in general. I think that's it, this pr is a bit of a frankenstine
* Adds explosion SFX to the blastcannon and explosive compressor
- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.
* Miscellaneous changes
- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments
- Removes a whole bunch of argname = 0 in explosion calls.
* Removes named callback arguments.
* Changes the explosion signals to just use the arguments list
Adds a simple framework to let objects respond to explosions occurring inside of them.
Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.
Makes the explosive compressor and blastcannon actually use the TTVs they are given.
Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments
*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
Removes all /datum/game_mode except dynamic. Eventually, all of mode and game_mode will be removed, and Dynamic will become an ingrained system. Every single other gamemode was unmaintained at best and poisoned other code at worst. Currently all tg servers run 24/7 Dynamic, so the time to act is now.
* Remove gamemode references from age checks
* Monkey
* Remove heretics
* Remove BBs
* Refactor uplinks and remove clown ops
* Remove nuke ops
* Removes and refactors cult
* Remove extended
* Remove and move out meteors
* Removes wizard
* Remove sandbox
* Remove changelings
* Remove traitors
* Remove revs
* Remove gangs
* Remove changing mode and voting for new gamemodes
* get_candidates signature fix
* Summon ERT and NERD in their own panel
* Remove some old unneeded age_check stuff
* Fix old signatures of get_uplink_items
* Use Extended like config for dynamic.json
* Fix discounted gear
Creates update_name and update_desc
Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together
Less non-icon handling code in update_icon and friends
Signal hooks for things that want to change names and descriptions
99%+ of the changes in this are just from switching everything over to update_appearance from update_icon
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm
We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.
There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.
Hi codeowners!
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
There's a short 1 second delay between rolling the Die of Fate and it actually taking effect, meaning you can spam it in your hand multiple times in order to queue up multiple effects that the user may not actually survive to see if one of the first rolls kills or dusts them. This puts a 2.5 seconds cooldown on being able to roll the Die of Fate to prevent stacking
Added / improved documentation for buckling procs and variables
Removed / moved some unused things (removed 'buckling' var on mob, moved can_unbuckle() and can_buckle() from mob to living, removed can_unbuckle() and can_buckle() from slimes because they were ignoring everywhere it was checked anyways)
Moved can_buckle() check to is_buckle_possible() with the rest of the checks
Allowed mobs to buckle other mobs to things on the same turf as them ( I don't see why this was blocked in the first place. We have mobs on the same turf as each other all the time)
Changed silicons to use user_buckle_mob() instead of their own do_after system - now slightly longer to buckle mobs from another turf but instant to buckle mobs from the same turf. This means that borgs can't combatspin people who are still standing but have a slight slowdown, but can load people even faster if they're stunned/incapacitated and lying down. (But honestly, I did it for consistency, not balance)