## About The Pull Request
So, a huge issue with memories and - what I personally believe is the
reason why not many have been added since their inception is - they're
very annoying to add!
Normally, adding subtypes of stuff like traumas or hallucinations are as
easy as doing just that, adding a subtype.
But memories used this factory argument passing method combined with
holding all their strings in a JSON file which made it just frustrating
to add, debug, or just mess with.
It also made it much harder to organize new memories keep it clean for
stuff like downstreams.
So I refactored it. Memories are now handled on a subtype by subtype
basis, instead of all memories being a `/datum/memory`.
Any variety of arguments can be passed into memories like addcomponent
(KWARGS) so each subtype can have their own `new` parameters.
This makes it much much easier to add a new memory. All you need to do
is make your subtype and add it somewhere. Don't need to mess with jsons
or defines or anything.
To demonstrate this, I added a few memories. Some existing memories had
their story values tweak to compensate.
## Why It's Good For The Game
Makes it way simpler to add new memories. Maybe we'll get some more fun
ones now?
## Changelog
🆑 Melbert
add: Roundstart captains will now memorize the code to the spare ID
safe.
add: Traitors will now memorize the location and code to their uplink.
add: Heads of staff winning a revolution will now get a memory of their
success.
add: Heads of staff and head revolutionaries who lose their respective
sides of the revolution also get a memory of their failure.
add: Completing a ritual of knowledge as a heretic grants you a quality
memory.
add: Successfully defusing a bomb now grants you a cool memory. Failing
it will also grant you a memory, though you will likely not be alive to
see it.
add: Planting bombs now increase their memory quality depending on how
cool the bomb is.
refactor: Memories have been refactored to be much easier to add.
/🆑
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Makes flags properly check themselves
Byond ref: https://www.byond.com/docs/ref/#/operator/&
Basically, flags should use & instead of ==
We can have more than 1 slot on any item, so it's preferred that we do this instead. Even if it doesn't immediately fix any problems, it's something that should be the standard anyways to prevent it from ever being a problem.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Wack
Fixes#59342
Changelog
🆑
fix: Smoking no longer spills spaghetti from your pockets
fix: Lit cigarettes no longer keep falling off
spellcheck: Removed extra "the" from item knockdown messages
/🆑
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.
Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.
This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.
To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.
Requested by @optimumtact.
Changelog
cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
one of three things.
1. They don't use RegisterWithParent or UnregisterFromParent to unregister
and register signals
2. They use callbacks which refer to a source object, which is usually deleted
on transfer, or lost in some manner, or simply makes no sense at all to be
transferred
3. the component was never designed to be transferred at all
TransferComponents gave no shits about any of this and just blindly transferred
all components, if they were actually capable of it or not.
I only noticed this because it was causing chairs to break as they would not register signals
and verbs correctly for rotation after being picked up and then placed down, and a player
reported that issue via ahelp.
Luckily we caught it before the rot got anywhere, only chairs and the shuttle subystem
tend to use this proc (Shuttle uses it on turfs), can you imagine if everything was using
this LMAO
Which is good because it's more dangerous than a loaded gun
I have added a can_transfer var, that is true when a component is valid to
actually transfer, which means the dev has actually thought about what happens when
you take the parent object away and swap it for another and all the crazy that is entailed
by this
I have done my best to audit what components are actually
transferable, but things are basically a hot mess (Thanks @Cyberboss )
The following components required edits:
Forensics:
did not register/deregister the clean_act signal properly, did not checkblood on new parent
Rotation:
did not use RegisterWithParent or UnregisterFromParent, turned out
to not be transferable anyway due to having callbacks that can be
passed in to the parent with unknown sources that we can't feasibly
reuse (i.e if you're transferred from a chair to a bed, your old rotation
call backs are no longer valid). Turns out the use case it was for (just chairs)
didn't need it anyway, so I just made it non valid for transfer.
Wet Floor:
Honestly this one is just a hot mess, it should be a subtype of the slippery
component with the extra wet turf handling.
As it is it basically manages a slippery component on top of it's own extra
functionality, so that's a major code smell.
I added registration/unregistration of the signals, and made it's pretransfer
remove the slippery component and the posttransfer add it back (via update_flags)
Components that seem transferable without issues
mirage_border
orbiter
decal
spill
storage (I hope to earth)
GENETICS
The random hexadecimal rng game has been replaced with gene sequencing from goon.
Adds mutation activators and mutators
You can now store mutations
Everyone now has their own set of unique mutations
Limited mutations per person to 8 (including one always being monkey)
Adds race specific mutations (See fire breathing for lizads)
You can inspect discovered mutations, undiscovered mutations use an alias to recognize them by
Adds a sequence analyzer. Can be used to scan someones genes sequence. Useful for determing what mutations they can safely have and or collecting data for very difficult sequences
Adds mutation combining. It's currently only RADIOACTIVE + STRONG = HULK (So yes you will now need 2 mutations for to get hulk)
Adds several other mutations. Telepathy, firebreath, glowy, radioactive and strength
cl Time-Green
add: Goon genetics!
add: More mutations! Fire breath for lizards! Radioactive! Telepathy! Glowy! Strength, though its cosmetic and should be combined with radioactivity instead! Fiery sweat!
add: Adds void magnet mutation by @tralezab !
/cl