## About The Pull Request
I was reading over components and saw one called jousting, I vividly
remember it being mentioned every so often but I've never seen it
in-game. Turns out the SINGLE case for it is when you are using a spear
on a borg. The code itself was also very over the place, making it a
little confusing to figure out what it did.
I tried cleaning the file up as much as I could, and since I wanted to
see this in-game more often, I made some player-facing changes too:
- You can now joust from any vehicle, not just borgs (Secway, ATV,
scooter, Charger holoparasite)
- Added jousting to the broom, pitchfork, captain's sabre, and energy
sword while active (ONLY esword, NOT desword).
- Added examine text to indicate this feature exists.
Extra notes:
Esword gains half the damage increase and half the knockdown chance than
other ways of jousting
Broom only gets 25% damage increase from jousting, since the broom is
already pretty strong I thought it would be better off as something used
mostly to knockdown.
Spears have to travel a longer distance than other weapons to get their
jousting benefits (since it's supposed to be a ghetto weapon)
Jousting now takes the minimum distance needed into account when
handling knockdown chance & damage dealt, so travelling 5 tiles will no
longer be 100% chance of knockdown if you need a minimum distance of 3
tiles to joust (it will instead be 40%, since you've only traveled 2
tiles in 'jousting' mode).
## Why It's Good For The Game
This is an underused component and I thought it would bring some pretty
cool interactions, especially for Holoparasite & Janitors, as a new way
to use vehicles to your advantage when it's otherwise seen as just a
slowdown.
## Changelog
🆑
balance: Jousting now works on anything you're buckled to, not just
Cyborgs.
balance: Brooms, Pitchforks, the Captain's Sabre, and Energy swords can
now be used for jousting.
balance: Spears need to travel a longer distance to joust now.
balance: Jousting's knockdown and damage now only gets stronger after
you've traveled the minimum tiles needed to joust.
/🆑
Ladies, Gentlemen, Gamers. You're probably wondering why I've called you
all here (through the automatic reviewer request system). So, mineral
balance! Mineral balance is less a balance and more of a nervous white
dude juggling spinning plates on a high-wire on his first day. The fact
it hasn't failed after going on this long is a miracle in and of itself.
This PR does not change mineral balance. What this does is moves over
every individual cost, both in crafting recipes attached to an object
over to a define based system. We have 3 defines:
`sheet_material_amount=2000` . Stock standard mineral sheet. This being
our central mineral unit, this is used for all costs 2000+.
`half_sheet_material_amount=1000` . Same as above, but using iron rods
as our inbetween for costs of 1000-1999.
`small_material_amount=100` . This hits 1-999. This covers... a
startlingly large amount of the codebase. It's feast or famine out here
in terms of mineral costs as a result, items are either sheets upon
sheets, or some fraction of small mats.
Shout out to riot darts for being the worst material cost in the game. I
will not elaborate.
Regardless, this has no functional change, but it sets the groundwork
for making future changes to material costs much, MUCH easier, and moves
over to a single, standardized set of units to help enforce coding
standards on new items, and will bring up lots of uncomfortable balance
questions down the line.
For now though, this serves as some rough boundaries on how items costs
are related, and will make adjusting these values easier going forward.
Except for foam darts.
I did round up foam darts.
Adjusting mineral balance on the macro scale will be as simple as
changing the aforementioned mineral defines, where the alternative is a
rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam
dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~
Items individual numbers have not been adjusted yet, but we can
standardize how the conversation can be held and actually GET SOMEWHERE
on material balance as opposed to throwing our hands up or ignoring it
for another 10 years.
## About The Pull Request
This sprite file had been a dumping ground for miscellaneous sprites for
the past decade. It's bloated and full of random kinds of icons and even
has a few unused ones. It's time to reorganize them into their own
separate dmi's based on theme.
## Why It's Good For The Game
Better organization and easier access when looking for stuff.
## Changelog
🆑
imageadd: Split all icons in weapons_and_items.dmi to their own
categories
imagedel: Removed some unused icons
/🆑
This builds on what #69790 did and improved the code even further.
Notable things:
- `Topic()` is a deprecated proc in our codebase (replaced with
Javascript tgui) so it makes sense to rename `canUseTopic` to
`can_perform_action` which is more straightforward in what it does.
- Positional and named arguments have been converted into a easier to
use `action_bitflag`
- The bitflags adds some new checks you can use like: `NEED_GRAVITY |
NEED_LITERACY | NEED_LIGHT` when you want to perform an action.
- Redundant, duplicate, or dead code has been removed.
- Fixes several runtimes where `canUseTopic` was being called without a
proper target (IV drips, gibber, food processor)
- Better documentation for the proc and bitflags with examples
## About The Pull Request
The iron and glass spear was, for some reason, given material values
that perfectly encapsulated the cost of making it: accounting for rod,
cable, and shard. No other items as far as I can tell do this, with most
tools recycling at a material loss. The material total for the basic
spear now only accounts for the rod and the glass, introducing a small
loss factor into autolathe recycling.
Different glass spears, such as plasma glass and titanium glass spears,
also have been given their appropriate material values.
Bamboo and bone spears are now made of bamboo and bone, and recycle at a
much bigger loss factor than their rod/glass counterparts. [Recycling
these into an autolathe gets those materials stuck uselessly in the
lathe unless you deconstruct the lathe, but that's a completely separate
problem that requires a smarter coder than I to fix. autolathes accept a
LOT of materials they can't actually use/print rn. #73123]
## Why It's Good For The Game
Crafting and de-crafting a spear is no longer a materially perfect
process. Examining a spear made of plant no longer tells you that it's
made of iron and glass.
## Changelog
🆑
fix: Different types of spear now display accurate materials on examine,
and recycle appropriately.
/🆑
Necessary for #72292 to work effectively, and probably not very useful
out of that context. Split out of its own PR because this is long and
boring.
I want to make sure that we're catching actual mistakes there, and not
just experiencing side effects of how shitty the attack chain is.
## About The Pull Request
closes#72348
Title
## Why It's Good For The Game
My bad
## Changelog
Heres the script I used this time if you want to
```cs
var baseDir = Environment.CurrentDirectory;
var allFiles = Directory.EnumerateFiles($@"{baseDir}\code", "*.dm", SearchOption.AllDirectories).ToList();
var known = new Dictionary<string, List<KeyValuePair<string, int>>>();
foreach (var file in allFiles)
{
var fileLines = File.ReadAllLines(file);
for (var i = 0; i < fileLines.Length; i++)
{
var line = fileLines[i];
if (line.StartsWith("/datum/armor/"))
{
var armorName = line.Replace("/datum/armor/", "").Trim();
if (!known.ContainsKey(armorName))
known[armorName] = new List<KeyValuePair<string, int>>();
var knownList = known[armorName];
knownList.Add(new KeyValuePair<string, int>(file, i));
}
}
}
Console.WriteLine($"There are {known.Sum(d => d.Value.Count)} duplicate armor datums.");
var duplicates = new Dictionary<string, List<int>>();
foreach (var (_, entries) in known)
{
var actuals = entries.Skip(1).ToList();
foreach (var actual in actuals)
{
if (!duplicates.ContainsKey(actual.Key))
duplicates[actual.Key] = new List<int>();
duplicates[actual.Key].Add(actual.Value);
}
}
Console.WriteLine($"There are {duplicates.Count} files to update.");
foreach (var (file, idxes) in duplicates)
{
var fileContents = File.ReadAllLines(file).ToList();
foreach (var idx in idxes.OrderByDescending(i => i))
{
string line;
do
{
line = fileContents[idx];
fileContents.RemoveAt(idx);
}
while (!String.IsNullOrWhiteSpace(line));
}
File.WriteAllLines(file, fileContents);
}
```
* canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE
The most idiotic thing I've seen is canUseTopic's defines, they literally just define TRUE, you can use it however you want, it doesn't matter, it just means TRUE. You can mix and match the args and it will set that arg to true, despite the name.
It's so idiotic I decided to remove it, so now I can reclaim a little bit of my sanity.
* Removes ComponentInitialize()
Completely removes ComponentInitialize() as a proc, which was called on every single atom in the game, twice in some instances (like new players), over something that can already be done with Initialize().
This is the second attempt at doing this, after the first attempt fell apart for some reason. This time it was way easier though, since storages are no longer a Component.
* update icon blocker added before calling parent
* Update code/game/machinery/porta_turret/portable_turret.dm
Co-authored-by: san7890 <the@san7890.com>
* adds a mapload while I'm here
* moves human mood
* Does some UNRELATED thing to the PR
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Replaces many instances of GetComponents in mining items with signals and better uses overall of Components, in drills and the GPS handcuffs.
* To do this, also added 3 new signals to mechs when you are adding/removing mech equipment onto one.
Adds a modifier variable which can be used to increase or decrease a given items damage to structures, machinery, vehicles, and robots (including cyborgs, simple-bots, and anything else with the MOB_ROBOTIC biotype)
The two handed component, while useful, has quite a bit of bloat that gets replicated whenever a new class of 2h items is added.
This PR cuts that bloat by replacing the use ofCOMSIG_TWOHANDED_WIELD and COMSIG_TWOHANDED_UNWIELD as ersatz callbacks with actual callbacks, the replacement of various var/wielded defs on items with a check for HAS_TRAIT(src, TRAIT_WIELDED), and the removal of any now-unnecessary on_wield()/on_unwield() procs that simply toggled those wielded vars
Ever been bothered by why titanium glass and plastitanium glass do not drop their own shard types? Well this is the perfect PR for you! Titanium and plastitanium glass shards never existed, and it is probably because the person who made glass way back in the day didn't have time to add these shards. Luckily I decided to add them after all this time. Every piece of code created has been carefully considered and copied form other code, so then you know it is good code. Also I added more tags, I looked at the guidelines and found that adding the fix and qol tags probably boosts my pr score so it will get merged.
More text inputs converted to tgui, TGUI text and number input now more sanely handles ENTER key being pressed, you can now press anywhere in the window to enter the input. TGUI text input now considers placeholder text for the default valid state. IE, if there is default text you can press enter immediately without having to rewrite it just to recheck validity. Fixes: useSharedState => useLocalState. not only was sharedstate not needed but it opened up the ui to vulnerabilities
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!
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)
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>
Fixes#56154. Spears were missing an update_icon on initialize, this adds one. Now, spears will show their grenade upon construction. Works just fine in testing.
Grenades have, for the longest time, used the proc name preprime() to refer to arming a timed grenade so that it will boom in a few seconds, and prime() to refer to the grenade actually going boom (or releasing foam or anything else grenades do when they go off). This was very confusing, so now these two procs are called arm_grenade() and detonate().
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
* pierce the heavens
* starts doing projs
* continue pierce
* before armor
* before sharpness redefine
* rename sharp defines, before further implementation
* finishing undoing atk_type back to sharpness
* neatens up sharpness defines, FALSE -> SHARP_NONE
* more piercing, removes brute damage bleed, bubblegum no longer wound
* starts letting embeds get in on the fun
* half with embed
* work on dismembering
* continued embed work
* more moving bandaging to limbs
* more dismemberment work
* removing embed pierce stuff
* tweaking bullets
* more docs and work on dismemberment
* spans, piercing, guns
* dismemberment and scar fixes
* bee changes
* bullets embedding
* more bullet and dismember work
* dismemberment, surgery, piercing, formaldehyde,
* pleases travis
* pierce smite
* nicer on blood
* Auto stash before rebase of "tgstation/master"
* more neatening
* wounds only consider up to 35 damage, wounds on l6 and 762
* updates hulk
* balance
* defines
* lower slug to 50 brute to accommodate wounds
* adds differentiation for having flesh/bones/both in mobs
* moves scar descs to json, renames organic_state
* excises removed healing skill
* fixes logs, inconsistencies, some balance changes
* untab
* slight compress
* a
* kills pointed global list
* dmdoc
* halfway through roh
* finishes roh review
* okay NOW i finished roh's reviews
* roh roh roh your boat
* gently down the stream
* global lists
* list ops, fix scanner for bone gel improvised fix
* travis moment
* sounds added and moved
* pellet clouds can join the fun fully, slight gun balancing for wounds
* doc moment
* unconflicts myself
* update hulk
* Update code/_onclick/item_attack.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* crying ascii face
* final rohview
* oops
* final final
Co-authored-by: Rohesie <rohesie@gmail.com>
About The Pull Request
This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!
Also there's a full guide here!
dreamseeker_2020-04-18_20-42-19.png
The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does
There's a lot to cover, but here's the bullet points of the main features and changes:
Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.
dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss
dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds
ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked
Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete
Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind
Quick balance pass to make sure nothing is horribly abuseable
Why It's Good For The Game
Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)
This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog
🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
About The Pull Request
For an item to be two handed just add this handy component.
All existing two handed items have been converted to use this component.
Why It's Good For The Game
It has components and signals, and now you can make items two handed so simply.
/obj/item/shockpaddles/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed)