Commit Graph

27 Commits

Author SHA1 Message Date
Tim a1ada2c9ef Refactor, improve, and rename canUseTopic to be can_perform_action (#73434)
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
2023-02-16 20:22:14 -05:00
MrMelbert 0d4b56435b Converts drowsy and eye blur to status effects, striking yet another two carbon level status vars (#71950)
## About The Pull Request

You know the deal by now.

- Drowsiness is now tracked via status effect.
- Eye blue is now tracked via status effect.

In converting these over, cleaned up a bit of code relating to some
other effects. Attempts to unify behavior between some of them, namely
certain biotypes or mob types shouldn't be experiencing certain effects.

## Why It's Good For The Game

More stuff moved to status effects, slightly more cleaner and better to
work with code. Allows for all mobs that can sleep to be able to get
drowsy, too.

## Changelog

🆑 Melbert
refactor: Drowsiness and Blurred Eyes are now tracked via status effect.
/🆑
2022-12-26 19:58:21 +01:00
ShizCalev 9dab26371c Throws a bunch of parenthesis around to ensure dear Aunt Sally is always properly excused. (#71281)
Similar vein to #37116

This is supposed to be standard, yet here we are.

SHOULDN'T change anything, but there's likely something out there that's
bound to behave different because of it.


These were done manually, regex to find things that MIGHT need to be
corrected;
`^#define.+\+((?!\)).)*$`
`^#define.+-((?!\)).)*$`
`^#define.+\*((?!\)).)*$`
`^#define.+\/((?!\)).)*$` (yeah that's a lot of stuff.)
`^#define.+%((?!\)).)*$`
`^#define.+SECONDS((?!\)).)*$`
`^#define.+MINUTES((?!\)).)*$`
2022-11-21 20:53:06 -08:00
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
John Willard 91f02f2a6b canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE (#69790)
* 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.
2022-10-01 09:47:52 -07:00
MrMelbert 45516f4741 Adds macros to help with common set_- and adjust_timed_status_effect uses (#69951)
* Adds helpers for status effect application
2022-09-24 11:04:26 -04:00
Seth Scherer f1a363c825 Converts a shitload of istypes to their more concise macros (#69260)
* Converts a lot of istypes() to use their istype macro helpers.
2022-08-18 22:08:44 -04:00
OrionTheFox ea94e69674 Fixes the Pants Altar's pants' icon (#68788)
le cult pante
2022-07-30 04:55:42 -04:00
AnturK fddb6ea124 Fishing, Version 1 (#67691)
Adds fishing and fishing minigame.
You use fishing rod to fish.
Equipping specific bait/hook/reels will affect your success chances.
You can fish out fish,items and other things.

Fishing Equipment
Fishing rods have three slots: Bait, Reel and Hook.
Any food can be used as bait but dedicated bait makes fishing easier.
You can buy hook and line sets
New bait types:

Worms : Buy can of them at cargo (alternative acquirement method pending)
Doughballs : Use knife on flat piece of dough to get five of them.
Fishing rod types:

Basic : Print these at the lathe, nothing fancy here.
Tech: Experimental tech. Provides infinite bait
Fishing rods can also hook and reel normal items.

Equipment screen and reeling video
Fishing spots
Keep in mind this PR is meant to add the basic systems and i intend to fill these with more fish in future PR's so wait with suggestions until then.

Lavaland lava (no fish here right now, just other stuff), requires reinforced line to fish in.
Maintenance moisture traps.
Beach away mission water.
Fishing portal available for purchase from cargo - This is stopgap until we fill more spots.
Difficulty depends on fishing spot, fish type, and the fish traits and rod setup combinations.
All fish types can have specific traits, most common ones being favourite and disliked bait types/categories.

Other
Fishing catalog now lists fishing related info
New admin debug verb, fishing calculator that show probabilities with different setups so it's easier to balance this.
Fish now have average weight and size. Make sure to boast if you catch a big one.
Adds tgui mouse passthrough
Screens
Sprites:

Fishing portal sprite by @ArcaneMusic
Other sprites by @Mey-Ha-Zah
Bad ones by me. (Could still use better fishing minigame backgrounds)
Sounds:

https://freesound.org/people/soundscalpel.com/sounds/110393/
https://freesound.org/people/soundslikewillem/sounds/343748/
2022-06-16 22:36:10 +01:00
ArcaneMusic c24ff68629 Adds steam vents to maintenance, adds some flavor to maintenance. (#66915)
* Steam Vent Challenge (Do not meme)

* Fixes icebox, I think

* Changes to how smoke behaves appears to have removed the need for the opacity setting on the vent. Sounds.

* Mapmerge sama please

* Adds signal system, crafting recipe, and some basic crafting organization.

* Potential fix

* Apply suggestions from code review

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>

* makes changes thanks anturk

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
2022-06-01 23:07:50 +02:00
John Willard 0a4d82046a Fixes pants altars being spammable (#66911)
The cooldown doesn't start until the pants is finished being made, so while its still making the pants, you can spam the shit out of it
2022-05-13 07:59:26 -07:00
MrMelbert e63d556d83 Confusion status effect is now duration based instead of magic number based (#66801)
Refactors the confusion status effect. Removes "confusion strength" and replaces it with duration, which is measured in seconds.
This also allows them to use the adjust_timed_status_effect procs instead of their own.

Fun fact! 2 years ago when confusion was refactored into status effects, all confusion effects in the game were halved in duration. They were changed to status effects, which tick every 1 second by default, from life, which tick every 2 seconds by default, without any values changing.
2022-05-09 18:59:33 -07:00
Fikou a5de76df72 Adds an ancient altar to maintenance. (#66666)
Adds an ancient cult altar to the depths of maintenance.
It can create products woven by the ancient cultists.
2022-05-08 10:36:22 -07:00
AnturK fbba5abb72 Fish refactor. (#65785)
Refactors fish into proper paths.
Removes aquarium behaviour intermediary datums.
Moves fish functionality out of aquarium content component.
Fixes flopping animation resetting on dropping.

Simplifies everything. There should be no player facing changes.

The animate signal is kinda weak method of solving the animate queue issue but it seemed least intrusive to me.
Open to any better ideas.
2022-03-31 14:05:55 +13:00
tralezab 6b40645cd6 Fixes ratfish harddels, minor code improvements to moisture traps (#65100) 2022-02-22 17:41:59 -08:00
tralezab 59bcead233 Adds Ratfish to moisture traps. (#64888)
* ratfish

* ratfish

* ratfish

* ratfish

* ratfish
2022-02-21 23:33:55 -05:00
itseasytosee f51000f506 Repaths knives to not all be children of the kitchen knife. (#62035)
Basically makes the code less dumb, took a long time. I worked hard to make sure there were no unintended effects (minus the fact you can no longer get spoons from the experimentor). No player-facing effects

I thought it looked weird that all cultist and combat knives were subtypes of the kitchen knives
2021-10-15 15:28:01 -07:00
Ghilker 95c8e00af7 cleanup _HELPERS/_lists.dm and all the necessary files (#61827)
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)
2021-10-12 14:48:51 +01:00
tralezab 6c01cc2c01 every case of initialize that should have mapload, does (#61623)
## 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

![](https://media.discordapp.net/attachments/823293417186000909/875122648605147146/image0.gif)

## 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`
2021-09-24 17:56:50 -04:00
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
LemonInTheDark 5c22a0cfc1 Converts many proc overrides to properly use list/modifiers, lots of other smaller things (#56847)
Converts many proc overrides to properly use list/modifiers, fixes some spots where modifiers should have been passed, calls modifiers what it is, a lazy list, and cleans up some improper arg names like L, M, C, and N. Oh and I think there was a spot where someone was trying to pass M.name in as a string, but forgot to wrap it in []. I fixed that too.
2021-02-16 09:18:46 -05:00
Rohesie af65c90125 Mobility refactor: no more update_mobility() (#54183)
This is a pretty big change all around. The gist of it is that it moves the mobility_flags into traits or variables that can track the sources, and to which we can append code to react to the events, be it via signals or via on_event-like procs.

For example, MOBILITY_STAND could mean, depending on context, that the mob is either already standing or that it may be able to stand, and thus is lying down.

There was a lot of snowflakery and redefinitions on top of redefinitions, so this is bound to create bugs I'm willing to fix as I learn them.

The end-goal is for every living mob to use the same mobility system, for the traits to mean the same among them, and for no place to just mass-change settings without a way to trace it, such as with mobility_flags = NONE and mobility_flags = ALL

Fixes AIs being able to strip nearby people. They've lost their hands usage.
2020-10-09 16:04:30 -07:00
Qustinnus eca964db35 Ports soup, snacks, icecream, salads and meat to newfood (#54028)
Ports soup, snacks, icecream, salads and meat to newfood
2020-09-29 20:36:27 -07:00
floyd 4160ff60d9 donerino roheserino 2020-08-23 00:59:08 +02:00
Qustinnus 90c97b5494 Update code/game/objects/structures/maintenance.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-21 06:59:38 +02:00
Qustinnus 089175f771 Update code/game/objects/structures/maintenance.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-21 06:59:27 +02:00
floyd 9b4a488216 no food stuff 2020-08-20 23:36:18 +03:00