Commit Graph

85 Commits

Author SHA1 Message Date
carlarctg
721fd30837 Heavily reworks and resprites first aid analyzers. (#76533)
## About The Pull Request

Heavily reworks and resprites first aid analyzers. They now display if
they're happy, sad, angry, or warning you! Also a 'pricking' animation.

First aid analyzers are now found in all basic and specialized medkits.
Toxin medkits get a new* disease analyzer. Miners get a miner-colored
one in their box.

Scanning yourself with a first aid analyzer will 'create a holo-image
with treatment instructions next to your wounds', doubling the speed of
treatment of scanned wounds!

Health analyzers now have a scanning sound, courtesy of CM.

Refactored some wound code to make treatment duration changes and
changes in the description of wounds easier.

Fixed a dummy parent feature of the health analyzer (Verbose mode)
showing up, uselessly, on the disease and first aid subtypes.

Surgical processors and slime scanners have recieved a similar resprite.
## Why It's Good For The Game

> Heavily reworks and resprites first aid analyzers. They now display if
they're happy, sad, angry, or warning you! Also a 'pricking' animation.

These things have long, long needed some sprite love. Displaying emotion
will make them have a lot more 'weight' to them, same with the prick.
The old, shitty spectrometer sprites have gone directly into the
dumpster.

> First aid analyzers are now found in all basic and specialized
medkits. Toxin medkits get a new* disease analyzer. Miners get a
miner-colored one in their box.

They have also needed some gameplay love! Placing them in these kits is
not going to be a massive game-changer when they were already easily
found around the station in emergency medkits, but it will fill up that
awkward empty slot.

> Scanning yourself with a first aid analyzer will 'create a holo-image
with treatment instructions next to your wounds', doubling the speed of
treatment of scanned wounds!

The biggest gameplay-impacting change in this PR, I *sincerely* believe
this is the perfect solution to first aid analyzers being completely
redundant with eyesight. This lets you/someone else scan your wounds to
speed up treatment, with a neat in-character reason for it -
'holo-images' appearing on your body, like penlights.

This will speed up wound treatment, but I believe that is for the best,
as currently treating wounds is so slow that half the time it's not
worth it (or more accurately, it doesn't feel worth it in comparison to
the effort you're putting in) and you're better off shrugging off minor
wounds. It will do so in a way that requires a modicum of effort, so
it's not just a flat buff across the land.

> Health analyzers and gene scanners now have a scanning sound, courtesy
of CM.

It's a neat sound that will make medbay feel more alive. First aid
analyzers get a beeboop instead.

> Surgical processors and slime scanners have recieved a similar
resprite.

IT'S SPRITE MANIA IN HERE
## Changelog
🆑
Carlarc, Weird Orb
image: Heavily reworks and resprites first aid analyzers. They now
display if they're happy, sad, angry, or warning you! Also a 'pricking'
animation.
add: First aid analyzers are now found in all basic and specialized
medkits. Toxin medkits get a new* disease analyzer. Miners get a
miner-colored one in their box.
balance: Scanning yourself with a first aid analyzer will 'create a
holo-image with treatment instructions next to your wounds', doubling
the speed of treatment of scanned wounds!
sound: Health analyzers and gene scanners now have a scanning sound,
courtesy of CM.
refactor: Refactored some wound code to make treatment duration changes
and changes in the description of wounds easier.
fix: Fixed a dummy parent feature of the health analyzer (Verbose mode)
showing up, uselessly, on the disease and first aid subtypes.
image: Surgical processors and slime scanners have recieved a similar
resprite.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-07 23:19:55 +01:00
GPeckman
920f96a027 Clarifies treatment for severe burn wounds when scanned with a health analyzer (#76415)
Severe burn wounds can become infected, and if the infection is left
untreated for too long, the limb will 'lock up completely.' When this
happens, then wound can no longer be disinfected. Instead, it must be
amputated, augmented, or treated with cryogenics. Previously, the health
analyzer would only mention augmentation and amputation as ways to treat
this, and only if it was set to the 'detailed information on wounds'
mode. On the normal mode, it would still say the same thing about
disinfecting, even after the limb locked up. Neither mode said anything
at all about cryogenics. Now, both modes will mention all three methods
of treatment.
2023-07-03 06:49:57 +00:00
MrMelbert
7f3d763285 Adds Roach Infusion to the DNA infuser (#76393)
## About The Pull Request

- Adds Roach Infusion to the DNA infuser. 
   - Bonuses include:
- All infused organs are 2x as healthy, notably your heart: Meaning
getting revived after being dead a while is easier
- When being attacked from behind or while lying down, take 50% less
damage from brute attacks
      - Lose disgust 32x faster, making it a non-issue
      - Higher toxin purge threshold (5 units, up from 3)
      - Virus resistance (same as spaceacillin)
      - 100 innate bomb armor, preventing explosions from gibbing you
      - 90 innate bio armor
- Immunity to appendicitis, radiation, and to being gibbed by nuclear
bombs
   - Downsides include:
      - Knockdowns are 3x as long
      - get 3x as hungry
      - Ingest reagents to your stomach 1.5x slower
      - Take 2x as much damage from toxins
- Toxins over the purge threshold deal 4x more liver damage (effectively
2x, as the liver has 2x health)
      - Becoming a bug
      - Roaches are gross

- Adds a way to kill roaches without having them splat. If they are
sprayed with bug spray, they will simply fall over, and can be scooped
up.


https://github.com/tgstation/tgstation/assets/51863163/5078c493-9e28-42cb-ae51-45fa25b67a34

## Why It's Good For The Game

More content for the DNA infuser, which benefits greatly from variety. 

While initially it may seem like a lot of bonuses, a lot of them are
very niche, with the exception being the brute resilience which is the
big "actually useful" bonus you gain.

The infusion is intended to be given to Engineers, offering innate
Radiation immunity to allow them to work on the Supermatter without
needing a rad suit. Likewise, if the work goes south and the Supermatter
goes boom, their body will more than likely survive the blast.

## Changelog

🆑 Melbert
add: Adds the Roach infusion to the DNA infuser. Do you want to survive
a nuclear apocalypse? Visit genetics today.
add: Adds a way to kill Roaches without splatting them. Visit botany for
a spray bottle of pestkiller.
qol: Infuser book is more book-like
fix: DNA infuser correctly gives on-success feedback messages
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-02 03:44:03 +01:00
ChungusGamer666
f030b3b5aa SPECIES NUKING 2023: Refactors a bunch of species traits into flags for the head bodypart (#76074)
## About The Pull Request

Title. 
I saw a comment on psyker code complaining about these species traits
(which admittedly, they suck) and heeded the call to turn all of this
crap into something defined almost entirely by the head bodypart.

## Why It's Good For The Game

Potential to simplify species code further in the future, by delegating
more visuals to bodyparts, which is where most of them should be
handled.

## Changelog

Should not be player facing, unless I fucked up.

---------

Co-authored-by: Time-Green <timkoster1@hotmail.com>
2023-06-22 10:23:19 +02:00
LemonInTheDark
ae5a4f955d Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request

Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.

This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.

[Renames comp_lookup to listen_lookup, since that's what it
does](102b79694f)

[Moves signal procs over to their own
file](33d07d01fd)

[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](335ea4ad08)

[Does something similar to the attackby comsigs (PARENT ->
ATOM)](210e57051d)

[And finally passes over the examine
signals](65917658fb)

## Why It's Good For The Game

Code makes more sense, things are better teased apart, s just good imo

## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
2023-06-09 06:14:31 +00:00
MrMelbert
332b383bb7 Fix people being immune to wounds after sustaining one (#75643)
## About The Pull Request

It's status flags not status effect

`if(list() & bitflag)` -> `if(list())` -> `TRUE`

<Details>


https://github.com/tgstation/tgstation/assets/51863163/f3a6dc5d-8458-4dd6-8852-93767b6e9e0e

</Details>

## Changelog

🆑 Melbert
fix: Fix being unable to wound people who are wounded
/🆑
2023-05-25 23:20:45 +02:00
Ryll Ryll
d814802419 Godmode now prevents wounds from applying (#75597)
## About The Pull Request
While being godmode'd prevents you from taking damage and suffering
wounds from normal attacks, you're still able to suffer forced wounds
from things like Heretic. This makes it so Godmode now flatly denies the
ability to be wounded.
## Why It's Good For The Game
Godmode more consistent
## Changelog
🆑 Ryll/Shaps
fix: Godmode now prevents people from suffering forced wounds
/🆑
2023-05-23 16:30:11 -06:00
John Willard
1674f25725 New Medical job: The Coroner (#75065)
## About The Pull Request

HackMD: https://hackmd.io/RE9uRwSYSjCch17-OQ4pjQ?view

Feedback link: https://tgstation13.org/phpBB/viewtopic.php?f=10&t=33972

Adds a Coroner job to the game, they work in the Medical department and
have their office in the Morgue.
I was inspired to make this after I had played my first round on
Paradise and messed around in there. The analyzer is copied from there
(https://github.com/ParadiseSS13/Paradise/pull/20957), and their
jumpsuit is also mostly stolen from it (i just copied the color scheme
onto our own suits).

Coroners can perform autopsies on people to see their stats, like this

![image](https://user-images.githubusercontent.com/53777086/235369225-805d482c-56c0-441c-9ef8-a42d0a0192bc.png)

They have access to Medbay, and on lowpop will get Pharmacy (to make
their own formaldehyde). They also have their own Secure Morgue access
for their office (doubles as a surgery room because they are edgelords
or whatever) and the secure morgue trays.

Secure Morgue trays spawn with their beepers off and is only accessible
by them, the CMO, and HoS. It's used to morgue Antagonists. Security's
own morgue trays have been removed.

The job in action


https://cdn.discordapp.com/attachments/950489581151735849/1102297675669442570/2023-04-30_14-16-06.mp4

### Surgery changes

Autopsies are a Surgery, and I tried to intertwine this with the
Dissection surgery.
Dissections and Autopsies both require the Autopsy scanner to perform
them, however you can only perform one on any given body. Dissections
are for experiments, Autopsies is for the paper of information.

Dissected bodies now also give a ~20% surgery speed boost, this was
added at the request of Fikou as a way to encourage Doctors to let the
Coroner do their job before reviving a body.
I also remember the Medical skill, which allowed Doctors to do surgery
faster on people, and I hope that this can do something like that
WITHOUT adding the potential for exploiting, which led to the skill's
downfall.

### Morgue Improvements

Morgue trays are no longer named with pens, they instead will steal the
name of the last bodybag to be put in them.

Morgue trays are also removed from Brig Medical areas and Robotics, now
they have to bring their corpses to the Morgue where the Coroner can
keep track and ensure records are properly updated.

### Sprite credits

I can't fit it all in the Changelog, so this is who made what

McRamon
- Autopsy scanner

Tattax 
- Table clock sprites and in-hands

CoiledLamb
- Coroner jumpsuits & labcoats (inhand, on sprite, and their respective
alternatives)
- Coroner gloves
- CoronerDrobe (the vending machine)

## Why It's Good For The Game

This is mostly explained in the hackmd, but the goal of this is:

1. Increase the use of the Medical Records console.
2. Add a new and interesting way for Detectives to uncover mysteries.
3. Add a more RP-flavored role in Medical that still has mechanics tied
behind it.

## Changelog

🆑 JohnFulpWillard, sprites by McRamon, tattax, and Lamb
add: The Coroner, a new Medical role revolving around dead corpses and
autopsies.
add: The Coroner's Autopsy Scanner, used for discovering the cause for
someone's death, listing their wounds, the causes of them, their
reagents, and diseases (including stealth ones!)
qol: Morgue Trays are now named after the bodybags inside of them.
balance: The morgue now has 'Secure' morgue trays which by default don't
beep.
balance: Security Medical area and Robotics no longer have their own
morgue trays.
balance: Dissected bodies now have faster surgery speed. Autopsies also
count as dissections, however they're mutually exclusive.
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-05-05 21:31:28 -04:00
necromanceranne
2778badd94 Tones down the power of nitrous oxide, the reagent. Makes heparin a bit harder to fix to compensate (#74703)
## About The Pull Request

Nitrous Oxide, rather than directly subtracting blood volume per tick,
instead applies the anticoagulant trait ''TRAIT_BLOODY_MESS''. It shares
this with heparin.

However, unlike, heparin, coagulants like Sanguirite will remove the
trait and allow for continued clotting while the reagent is present,
neutering the nitrous oxide's anticoagulant effects (but not the other
parts)

Heparin, on the other hand, will purge Sanguirite while it is in you
system. You must remove the heparin before you can apply an
anticoagulant.

## Why It's Good For The Game

Nitrous Oxide, on top of being a knockout chem that causes you to
suffocate and become drowsy, just starts deleting blood rapidly. About
15 units of it, standard in a syringe, will kill you in about a minute,
but you'll be unconscious for most of it (you'll be at around 50%-60%
blood by the time it is out of your system, so as good as dead). It
doesn't matter that it metabolizes quickly either, since because it
isn't a toxin, it doesn't get purged by livers/improved livers, so you
will probably metabolize all of the chem that enters your system.

Blood is one of those 'hidden damage types', a bit like brain damage.
Once you start losing it _directly,_ you probably don't have a lot of
options to resolve it (unlike a bleed, which you do in various manners),
and the means of causing blood loss has been mostly pretty well
controlled as of late. Heparin directly interacts with wounds as a good
example.

Blood loss is also tied into oxyloss, which is another very mean damage
type in that it causes you to fall into unconsciousness at 50 damage, so
significantly more lethal than normal damage, kept in check by the fact
that breathing restores some of it. Nitrous oxide, you might note,
causes you to stop breathing.

It's cheaper to make than either heparin or lexorin, and since it isn't
a toxin like those chems, it is able to circumvent a few game mechanics
to simply just start killing you. It does the work of chloral hydrate,
lexorin and heparin while it has a remarkably easy recipe.

Following the example of how lexorin was pulled into line, and
consistency with heparin, I've made nitrous oxide an anticoagulant that
may or may not come into play as one. I think this is more up to date
with the state of toxins and chem warefare as a whole, and works with
the relative ease in making nitrous oxide. And it has been this way for
about 5 years, before we got wounds.

(did I mention that nitrous oxide is also an explosive if it gets hot
enough?)

## TL;DR

I think a chem with a pretty basic recipe shouldn't be doing the work of
5 other, more complicated, chemicals while also not being a toxin and
also not interacting with the wounds system or purity system whatsoever.
And being an explosive.

## Changelog
🆑
balance: Nitrous oxide, the reagent, increases bleed rate from wounds
rather than directly subtracting blood. It can be counteracted using
coagulants (such as those in epipens).
balance: Heparin purges coagulants. You have to remove heparin from
someone's system before you can use coagulants.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-16 17:33:37 -06:00
oranges
4c48966ff8 Renames delta time to be a more obvious name (#74654)
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects

regexes used

git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
2023-04-11 21:31:07 -07:00
RikuTheKiller
47f33ea384 Removes dead clotting once more (#74412)
## About The Pull Request

It's very likely that wound clotting while dead was in fact broken all
the way until #66037 was merged.

Why do I think that? Well, if you've played medical for a long time, you
may have noticed that you haven't seen a single dead body with slash
wounds on it within the last, well, almost a year now. Why? Because
#66037 updated the dead clotting code to use the proper proc, very
likely fixing it in the process.

Turns out, dead clotting isn't actually that fun. I personally enjoyed
fixing people's wounds back when they didn't magically disappear while
you're dead. It's also a snowflake since it only applies to slash wounds
and nothing else.
## Why It's Good For The Game

Removing some snowflake code that's explained nowhere is pretty good.

It also happens to be unrealistic, not to mention the fact it removes
from the fun of playing medical.
## Changelog
🆑
balance: Slash wounds no longer clot while dead.
/🆑
2023-04-04 08:14:17 +02:00
Zephyr
ecbcef778d Refactors Regenerate Organs, and a few organ helpers (#74219)
## About The Pull Request

Refactors regenerate organs to be slightly more intelligent in handling
organ changes and replacements.
Noteably:
- We don't remove organs that were modified by the owner; such as
changing out your heart for a cybernetic
- We early break out of the for loop if they aren't supposed to have an
organ there and remove it
- We check for the organ already being correct, and just healing it and
continuing if it is

Also changes the names of some of the organ helpers into snake_case
### Mapping March
Ckey to receive rewards: N/A

## Why It's Good For The Game
## Changelog

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-03-26 17:54:36 +01:00
san7890
bf6f81a9b5 Implements AddTraits and RemoveTraits procs for adding/removing multiple traits + swag unit test (#74037)
On the tin, doing it like this means we can reduce our overall line
fingerprint whenever we have to add two or more traits from the same
source on the same target. Especially helps when we get to the 4+ range
of traits, a breath of fresh air even.

Doesn't mean we have to do for loops, as that's already handled within
the define as well. I replaced some of the checks with `length()`
checks, let me know if I should switch it over to something else (maybe
`islist()`)? We stack_trace whenever we're not passed a list reference
on purpose, and sometimes var/lists are null by default (or just empty,
making this redundant).
## Why It's Good For The Game

I commonly feel the urge to write "use `AddTraits()`" or something in
reviews, then am sad when I remember it doesn't exist. I will no longer
be sad.

Can ensure a lot more trait safety as well by using static lists- when
both ADD_TRAIT_LIST and REMOVE_TRAIT_LIST re-use the same list, you are
confident (from a static point of view) that everything that you want to
be adding/removing works.

I may have missed a few things where this could be used, but both macros
implemented in this PR still use the same framework that was being used
in the last four years- so stuff won't break if left untouched. Just a
nifty new tool for developers.

also fixed up some code in the area, numerous bugs were found and
exploded
2023-03-18 01:57:06 +00:00
Roryl-c
9c06a13d0c Burn wounds bugfixing (#73113)
## About The Pull Request
Fixes three bugs related to burn wounds and medical gauze:

- Septic limbs could still heal slowly in stasis, despite the intention
being for the limb to be totally lost
- Limbs undergoing sepsis did not apply the intended cerebral paralysis
trauma
- Medical gauze can be re-applied immediately to no effect
## Why It's Good For The Game
Restores the original intent of these mechanics. Burn wounds will be
more predictable, as a septic wound can no longer be healed through any
means except cryo. Medical gauze now makes more sense and stops you from
blowing a whole stack for no effect.
## Changelog
🆑
fix: burn wounds going septic now properly paralyze the limb
fix: septic burn wounds no longer heal on stasis
fix: gauze now properly stops you from re-wrapping limbs that already
have fresh gauze
/🆑
2023-02-03 14:22:06 -07:00
tralezab
27f09dd015 Cutting the Burdened Cheese Part 1: Removes free burden points from removing unnecessary or cosmetic organs. (#71938)
## About The Pull Request

Burdened organs now only count for the main organs only. Cyberimplants
don't count, alien organs don't count, etc. This is because someone
could get a bunch of extra organs, and then take the burdened sect and
remove them for free burden points.

Useless organs for species also do not count (stomachs given to species
that do not hunger, for instance)

Removes the error on burden points clamping on negative values. This can
happen when someone previously disabled takes burden sect.

## Why It's Good For The Game

Cheese is being used to bypass the unique gameplay goals burdened sect
provides. Will throw another pr when fikou finishes bat mutants ;)

## Changelog

🆑
fix: Removed some cheese strategies from burdened sect.
/🆑

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-01-03 22:36:48 +01:00
ChungusGamer666
f9bb9742e9 Makes biological states for wounding limb based, not species based (#71745)
## About The Pull Request

I noticed something pretty terrible when playing around with some humans
locally.
As it turns out, limbs did not preserve their biological state when
amputated - This meant that a skeleton limb on a normal human, still
behaved as if it had a bunch of flesh and veins on it.
I didn't like that, and it seems like an oversight, so I decoupled the
biological state from the species and made it limb based.

What does this mean?
Skeleton limbs on a human will not bleed, but will still break (and be
more prone to breaking)
Human limbs on a skeleton will not bleed, however they will get cuts and
pierces that will not clot and need to be treated to go away - These
limbs will have the same requirements for dismemberment on a skeleton as
they have on a human.

## Why It's Good For The Game

This makes limbs behave according to how they look instead of causing
mild confusion.

## Changelog

🆑 Big chungus wholesome 100
fix: Amputated and reattached limbs now get wounded based on their own
biology, not the current owner's biology.
/🆑
2022-12-21 19:35:12 +01:00
itseasytosee
478a969cbb Delimbs Stamina (#71663)
## About The Pull Request
This changes stamina damage from a damage that affects limbs (like brute
and burn) to a damage that affects the body at whole (such as tox or
oxy)
Stamina being run like brute or burn is rooted all the way back to when
it was halloss, and used exclusively for holodeck items and
hallucinations.
Most coders probably didn't even know that stamina worked like this, and
most implimentatiosn of stmaina mechanics use a generic "adjust stamina"
or a "apply_damage(type = stamina zone - body_zone_chest)" to avoid the
issues that come when stamina is evenly distributed among limbs (and
some limbs only count as a fraction to stamina damage total)

The only thing that is truly lost here, is disabling limbs (arms and
legs) with stamina damage, by aiming specifically at them with disablers
(batons always apply their stamina damage to the chest, no matter where
they hit) our through smashing limbs on tables.
The idea of making an opponent drop a weapon out of pain is fun, but
stamina doesn't support it, or make sense in context.

A depth filled limb-based pain system that has interactions with
painkillers and replaces damage based move slowdown would be fun, and
maybe something that could be implemented in the future.
## Why It's Good For The Game
The biggest draw here, is that it will make stamina easier to maintain 
## Changelog
🆑 itseasytosee
code: Stamina no longer affects individual limbs. 
/🆑

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-12-08 10:20:57 +13:00
MrMelbert
661eaa985e Important heretic spell rebalancing (#71620)
## About The Pull Request

Nerfs
- Furious steel cooldown: 30s -> 60 seconds (when ascended: 10s -> 30s)
- Furious steel: Now affected by antimagic
- Cleave cooldown: 40s -> 45s
- Cleave range: 9 tiles -> 4 tiles
- Cleave wound: Now has natural clotting, changing the amount of blood
loss from inf -> ~40%
- Blood siphon range: 9 tiles -> 6 tiles
- Void Pull: Now affected by antimagic
- Void Phase: Now affected by antimagic

Buffs
- Void Blast cooldown: 60s -> 30s

Other
- Rust Formation now has a "distinct" icon
- Void Blast now has a "distinct" icon

## Why It's Good For The Game

A lot of these spells were extremely oppressive, and made it pretty much
a joke to get away with anything.
They were no-brainer choices, and as a result no one really pathed into
anything else but these.

- Furious Steel: 
- Now that blade heretics have "realignment" in their repertoire, which
offers them another counter for being hit by disablers or batons, this
spell doesn't need to have such an insanely high uptime. The spell
should be used for initiating and obtaining the lead in a combat,
instead of having nigh-invulnerability for most periods.
- Additionally, antimagic protection was kind of missing, which was
partially an oversight of it not being a `/magic` projectile.
 
- Cleave:
- Cleave was by far the most absurd ability available bar none. This
spell was guaranteed death in 30 seconds if the target had no way to
stop the bloodflow immediately. AND it could be casted from across the
screen. This brings cleave's range into midrange between you and the
target, giving a lot more opportunity to be aware for the victim.
- Critical bleed wounds had a negative clotting rate, meaning that prior
you would bleed to 0% from cleave if you didn't stop it. Not very fun,
so with the default clotting rate it now stops at 60% blood flow -
enough to be lethal if untreated, but doesn't completely tap you out
   - **Alternatives**: 
      - Keep the no clotting, make it a pure melee / touch spell. 
      - Reduce the cooldown, make it a projectile
- Change it to be like a cool scythe attack that comes out of the caster
and does a sweep

- Blood Siphon: 
- This was primarily done to slot in better with Cleave's range
decrease, encouraging more close range combat between the two. Getting
point clicked from across the screen isn't fun.

- Void Pull and Phase:
- Largely done for consistency. These are spells which cause damage, so
anti-magic should stop the damage from the spells.

- Void Blast
- I have no idea why I made the cooldown so high on this, 1 minute made
it almost worthless.

TLDR: Instakill click spells from across the screen bad, invulnerability
bad

## Changelog

🆑 Melbert
balance: Heretic: Furious Steel's cooldown has been doubled (30s ->
60s), and abides by antimagic
balance: Heretic: Cleave's cooldown has increased by 5s, range has been
decreased to 4 tiles, and wound applied now has natural clotting
balance: Heretic: Blood Siphon's range has been decreased to 6 tiles
balance: Heretic: Void Pull and Phase abide by antimagic
balance: Heretic: Halved Void Blast's cooldown to 30s
qol: Heretic: Void Blast and Rust Formation now have distinct icons 
/🆑
2022-12-03 17:08:44 -08:00
Mothblocks
fa7688d043 Save 0.6-0.7s of init time by splitting registering lists of signals into its own proc, and optimizing QDELETED (#71056)
- Makes QDELETED use isnull(x) instead of !x, giving about 0.2 to 0.25s
of speed.
- Make disposal constructs only update icon state rather than go through
expensive overlay code. Unfortunately did not have much effect, but is
something they should've been doing nonetheless.
- Makes RegisterSignal only take signals directly as opposed to
allocating a fresh list of signals. Very few consumers actually used
this and it costs about 0.4s. Also I think this is just a bad API anyway
and that separate procs are important

`\bRegisterSignal\((.*)list\(` replaced with `RegisterSignals($1list(`
2022-11-22 07:40:05 +00:00
AnturK
4d6a8bc537 515 Compatibility (#71161)
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>
2022-11-15 03:50:11 +00:00
Marina
fcaa0b24db Alphabetized, fixed spelling error, clarifying event descriptions. Polish (#69707)
About The Pull Request

Alphabetized several long lists of strings so its easier for us to look through them, just code polish, nothing the players would see.

Fixed some minor spelling errors as well.

Clarified door bolt state to be less ambiguous in the door wiring gui.
Originally it would say the door bolts have fallen, and the door bolts "Look up". i dont know about you but that was very not clear for me to read. Like where are the bolts? In the door or the frame? Arnt there bolts on top and bottom? Just didn't make sense to me.

Now it says "Have engaged!" & "Have disengaged"
hopefully that makes the state clearer at a glance.

I also added a small handful of funny texts to some string files. See changelog
Why It's Good For The Game

Well, who doesn't like a bit of polish? Just makes the game a little easier for people.
Also funny text funny text.
Changelog

spelling: improves spelling and adds more flavortext
2022-09-11 21:51:01 +12:00
MrMelbert
b30ca4adc3 Fixes some cases of adjusting wound blood flow to use the helper (#69513)
Makes blood flow adjustments use the blood flow adjustment helper.
2022-09-04 15:49:58 -04:00
ShizCalev
b477a620e5 Limb targeting fix (#69405)
* makes targeting limbs work again
2022-08-23 21:17:30 +02:00
MrMelbert
cdc50e27eb Fixes some cases which references are used in trait sources, potentially causing hard deletes (#67974)
About The Pull Request

Fixes some cases in which actual references were used in trait sources instead of keys (or ref() keys).

This can cause some rare and difficult to find hard deletes.

Trait sources should be a string key relating to the source of it, not an actual reference to what added it. References within trait sources are never handled in Destroy(), because it's not expected behavior, meaning it can cause hanging references.

So, I went through with a regex to find some cases and replaced them.
I used the following and just picked through the few by hand to find erroneous ones.
ADD_TRAIT\(.+, .+, [a-z]+\)
REMOVE_TRAIT_TRAIT\(.+, .+, [a-z]+\)
Why It's Good For The Game

Less hard deletes, probably.
Changelog

cl Melbert
code: Some traits which mistakenly were sourced from a hard reference are no longer.
/cl
2022-07-04 12:02:17 +12:00
Ryll Ryll
6d3095b5c8 Continues removing unnecessary species names of bodyparts in visible messages (#67254)
* removes some more unnecessary species mentions from bodypart messages
2022-05-27 10:09:27 -04:00
MrMelbert
074da65fc7 Converts drunkness and dizziness to status effects. Refactors status effect examine text (and, subsequently, stabilized black extracts). (#66340)
* Refactors dizziness into a status effect

* Refactors the dizziness setter to use the new kind

* Drunkness.
- Should drunk continue to work off of a magic value or be swapped to duration? I've not yet decided: For understandability it's preferabale for "drunk" to use a timer (they are drunk for 3 more minutes), but both adding drunk and decreasing drunk currently use weird calculations which would be difficult to carry over.
- Ballmer is a liver trait

* Dizzy was a setter, not an adjuster

* Does all the drunk effects over
- refactors examine text fully
- refactors stabilized blacks because of this

* Removed

* repaths, fixes some issues

* Minor fixes

* Some erroneous changes

* Fixes some dizziness errors

* Consistency thing

* Warning

* Undoes this change, I dont like its implementation

* max_duration

* Max amount

* Should be a negative

* max duration

* drunk doesn't tick on death

* Rework dizziness strength

* Erroneous dizzy change

* Fixes return type
2022-05-04 23:33:59 -04:00
Ryll Ryll
fe770f419e Removes some unnecessary species mentions from kapuparts (#66112)
#65523 made some changes to bodypart names that messed with the grammar of a few messages around the codebase by inserting the species of a bodypart where it's really not needed. For example:

For most general combat/health cases, we don't need to worry about the species of a bodypart. So, this changes combat and wound messages back to simply displaying the relevant bodypart zone being attacked/affected. See below:

dreamseeker_2022-04-10_02-05-55.png

Let me know if I missed any!
Why It's Good For The Game

Better grammar
Changelog

cl Ryll/Shaps
spellcheck: Wound and combat messages will no longer mention the species of an attacked bodypart when not appropriate
/cl
2022-05-04 13:16:51 +12:00
LemonInTheDark
364d4bd987 Human Life Optimization: Citrus Flavored (#66037)
* Life() Optimization Part 1: Organ order

It turns out organ code is really quite dumb. Wastes a lot of time.
I'm going to be doing what I can to optimize it in this branch.

To start with:

If we can ensure organs are sorted according to organ_process_order inside
internal_organs_slot
We can do away with a needless get_organ_slot call in handle_organs, and
avoid needing to iterate over 30 entries, one per possible organ slot,
instead iterating just the ones we have

This saves roughly 5% of life

* Organ Optimization Part 2: base on_life()

Organ on_life, despite not looking it, is a remarkably hot proc. Called
something close to 9 times for each human on the map, it's worth taking
care to clean it up.

As things currently stand, we do two dumb things.
The first is manually checking for organ failure each iteration.
We do this because we allow organ damage to be modified outside of the
applyOrganDamage proc, which also calls check_failing_thresholds.

There's no reason to do this, so I've gone through and removed all
instances of it

The second is calling applyOrganDamage no matter what, to "heal" the
organ. Even if it isn't damaged.

The fix for this is simple, just an if check.

This saves roughly 10% of pre changes Life() cost

* Blood cleanup beta version

Blood code is slightly more sane, but it calls get_part_bleed_rate a
lot, and does other checks that are the same so long as the bleed rate
never changes. This is reasonably expensive

So, I'm going to make it event driven, and cache the bleed rate. But to
do that, I need to be able to react to limb ownership changes, and well,
there's a few that don't use the existing setter. This commit fixes that

* Blood cleanup beta 2.0

I'm starting on the work to make bleed rate cached

Adds NO_BLEED to the signal registration of set_owner
This lets us generically react to it

Makes changing your bleedstacks into a proc we can hook into
Fully implements it

* Blood optimization beta 3.0

Hooks into embedding/embed details updating, this ensures the embed
aspect of bleed rate is properly accounted for

* Blood optimization beta 4.0

Hooks wounds into refresh_bleed_rate, adds a setter for blood flow to
support this

I feel like there are places where this would be useful, but I'm not
totally sure
Kinda wanted to ask ryll

* Blood optimization, the final countdown

Fully caches bleed_rate. Because I can do this, we only need to call update_part_wound_overlay when bleed rate updates
This saves 15%! of human life tick. Get owned

* Optimizes body_temperature_alerts

It turns out that clearing alerts and sending signals every process is
wasteful. There's no reason to do it unless last process was a problem
one

The change for that is quite easy, literally just a new var on human.

Saves 2% of human life tick.
Very nice for the amount of time I put into it

BTW, I have a feeling that most of the overhead of bodytemp is caused by
human body temperature being higher then room temperature. Not sure
what to do about this though

* Does something similar to disgust

Basically, don't continusly send signals if you have no disgust
It's rare enough that this is all the caching we really need to do

Saves roughly 1% of life tick. Right on the edge of not worth it

* Some cleanup to how mob fires handle their lighting, adds a check to liver coder

* Cleans up update_gravity slightly

It's very close to outside a measurable deviation faster, but I honestly
just did it to make it easier to read

* Fuck you

* Very minor organ optimization

Instead of using internal_organs_slot for our organ iteration,
we use it to produce a sorted internal_organs list.

This is barely worth it, ends up being 0.7% of life saved.
I only did it because it makes a semi noticable impact on our current
numbers.

* Revert "Very minor organ optimization"

It turns out mutating internal_organs is important sometimes
The usefulness of this change is small enough that I don't want to spend
more time on it

So back it goes into the dirt
This reverts commit 622bd34adb8d8a3d5f2763ac659446ef3362e3cd.

* Properly returns false in IgniteMob

* Adds a parent call to setBleedStacks

I like it, it's a good idea
2022-04-25 20:33:47 -07:00
tralezab
b34f810f0c Festival Sect is back in 2022! (#64731)
Adds the "Festival Sect" to chaplains, focusing on healing and religious acts through music.
2022-04-10 16:35:28 -05:00
Kapu1178
1d0eadcb12 Kapulimbs (#65523)
* 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
2022-04-01 21:07:46 -04:00
Ryll Ryll
c4fa0d4aff Adds mob bleeding overlays, tweaks some bleeding balance (#65371) 2022-03-28 10:24:03 -07:00
John Willard
234d4c1217 makes most alerts, defines (#65086) 2022-02-25 00:37:01 -08:00
Ghom
b84ad2dde8 Removes useless status effect path defines. (#64490) 2022-01-30 01:26:04 -08:00
Tom
9dc8be2a63 Adjusts dismemberment message (#64171)
* Adjusts dismemberment message

* add to dark mode
2022-01-23 00:41:59 -05:00
Ryll Ryll
4f8e007b4d Ports flying bloodsplatters from Hippie for Wounds (#63140)
add: Suffering slashing or piercing wounds, as well as violent dismemberment
2022-01-15 10:34:51 -05:00
Jeremiah
415e9dd7c1 Fixes typos in span, other html elements (#63510)
Atomizes a much larger PR for another time...
There are typos in span and other html messages that causes them to not render correctly or at all.
Bug fixes
Converts those instances of span to use the macro
2021-12-23 17:06:01 +00:00
Seth Scherer
3429ac976a exploitation (#63168)
Co-authored-by: SuperNovaa41 <supernovaa41@protonmail.com>
2021-12-01 20:48:48 +01:00
Bond
e24237c6bb Improves the visible message from chest bone wounds (#62552) 2021-11-04 21:50:00 -04:00
John Willard
6c0aba5da4 removes double spaces AFTER symbols (#62515)
* removes double spaces AFTER symbols

* found more
2021-11-03 21:09:35 -04:00
Ryll Ryll
1b8fcac4f5 Nerfs bone wounds to make them less miserable (#61196)
So I've always kinda known that bone wounds are unpleasant to receive, but since paying some closer attention to how they affect peoples rounds in the last few months, I've realized that they need to be reigned in some more. So, let's break down the big changes...
General bone wound nerfs

Limping on a busted leg is now a chance with each step of that leg, instead of always happening: No matter how small the delay added to your move time after each step (like if it was just a dislocation), and even with slings, bone wounds on your leg crippled you with the constant slowdown, because they happened every time you stepped on that leg. Now, the chance to limp on any given step with that leg is higher with worse wounds, and applying a sling to that leg further lowers that chance, as well as lowering the delay from that limp. A dislocated leg, for example, only limps 30% of the time, while a compound fracture limps 70% of the time.

Skeletons and plasmamen (aka carbons with no flesh) can now use bone gel directly on cracked limbs to fix them, in 1/4th the time it takes the normal bone gel + surgical tape improvised fix to heal them, and with none of the damage. I felt bad that the ability for skeletons to stick dismembered limbs back into their slots was destroyed because the limbs would be critically wounded already, and still useless. Now, skeletons and plasmamen can be treated with just bone gel and some time. At some point after this is merged, someone should give the pirate ship some free bone gel.

The speed of the improvised bone gel + surgical fix for broken bones is even further improved by laying down and by sleeping than it was before, meaning the improvised fixes can be cut down further by laying down for a bit while it works.

Makes bone wounds less obnoxious, reducing their ability to single-handedly ruin your round when you suffer one. I want to go further in the future and add an easier improvised fix for hairline fractures soon, but those changes can come later after these are merged.
2021-09-17 21:25:46 -07:00
tralezab
b69d87a76e Sparring Sect! (#61316)
Adds the sparring god. Your deity wants you to go out and spar people for self improvement.

Sparring
You can create contracts from paper as the chaplain. The contracts come with a set of conditions for the battle.

You can set which weapons are allowed.

You can set what you earn from winning.

You can set where you fight.

BOTH participants in the sparring match must agree to the terms for the fight to begin. Changing the terms will remove any other signatures on the contract, requiring them to review and willingly sign again.

Setting the stakes to be holy will give you favor for winning the fight. You can only do this once per person, so you can't farm points. You can use points on declaring new areas as arenas, or if you save up enough, buff your heart to keep fighting in dangerous conditions.
2021-09-17 21:04:47 +01:00
Watermelon914
375a20e49b Refactors most spans into span procs (#59645)
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)
2021-06-14 13:03:53 -07:00
Y0SH1M4S73R
c7c984f8e4 Fixes a disembowelment typo (#59519) 2021-06-13 16:07:21 -03:00
LemonInTheDark
f90e8cf7a3 Fixes a bunch of harddels that are sourced from player action (#59371)
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
2021-06-10 21:44:23 -03:00
Kylerace
e13fe75590 use SIGNAL_HANDLER REEEEEE (#59242)
makes as many procs as i can find use the SIGNAL_HANDLER define which i assumed they all already did
2021-05-24 15:28:02 -04:00
Ryll Ryll
14d513bf4f Tend Wounds and Debride Infection surgeries now estimate how long you have left to finish (#58682) 2021-05-08 05:11:12 -07:00
LemonInTheDark
a7b06341db Fixes slightly more harddels (#58935) 2021-05-08 04:48:59 -07:00
LemonInTheDark
7f444f510e Fixes a ton of harddels (#57736)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2021-03-17 05:51:53 -07:00
TemporalOroboros
e2e7ccdbdc /mob/living/proc/Life(delta_time) (#55534)
- Makes `/mob/living/proc/Life` and most related procs use `delta_time`
- Procs that had snowflaked timing systems, such as breathing, addiction, and advanced diseases were left unchanged.
2021-02-19 10:24:20 -05:00
Kylerace
45ccba3809 replaces all instances of ammo_casing/BB to loaded_projectile again without crashing this time (#56989) 2021-02-18 02:50:56 -03:00