Commit Graph

27 Commits

Author SHA1 Message Date
Ghom 68a5a6f46c You can now revive dead fishes, bees and mice with a lazarus injector (#76252)
## About The Pull Request
This PR introduces a signal sent to the target when a lazarus injector
is being used on them, hence read the title.
EDIT: I've forgotten to add that Tom no longer counts toward the mice
population cap now, being unique.

## Why It's Good For The Game
Being items rather than simple/basic mobs, dead mice (without a mind
datum), bees and fishes cannot be revived by the lazarus injector. While
I agree that spending one for this may be an egregious waste of mining
points, it's still fleshing out the feature a bit.

## Changelog

🆑
add: You can now revive dead fishes, bees and (mindless) mice with a
lazarus injector.
balance: Tom, the mouse, no longer counts toward the mice population
cap.
/🆑
2023-06-26 22:17:01 -06:00
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no longer the case has lead to outdated documentation, names, and a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](https://github.com/tgstation/tgstation/commit/102b79694fa8eb57ecf7b36032616a9e368ccced)

[Moves signal procs over to their own
file](https://github.com/tgstation/tgstation/commit/33d07d01fd336726b4f6f6f1b61bb0b3f11a00dc)

[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](https://github.com/tgstation/tgstation/commit/335ea4ad081ec63c42cfa05856e582cca833af6e)

[Does something similar to the attackby comsigs (PARENT ->
ATOM)](https://github.com/tgstation/tgstation/commit/210e57051df63f88dac3dd83321236da825aae5e)

[And finally passes over the examine
signals](https://github.com/tgstation/tgstation/commit/65917658fb8a1e7d28ae23c9437a583d646f0302)

## 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
Zephyr 548fc4a104 Books now render Markdown, fixing paper importing (#74902)
## About The Pull Request

Books didn't render markdown and instead just dumped the raw contents,
(after a html encode), into the window.
Changes them to use tgui and support markdown rendering.
## Why It's Good For The Game

Books should should look the same as the paper used to make them.
## Changelog
🆑
fix: Book's no longer take your formatting and throw it out the window.
refactor: Book display and rendering
/🆑

---------

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-04-26 11:38:54 +12:00
Bloop 493c7f8bc9 Reduces the amount of dead bodies in the chasm when using the rescue hook (#74880)
## About The Pull Request

When trying to fish for bodies with a rescue hook, the chance of getting
a random 'default' generic skeleton is too high.

On top of that, there can be a number of legion skeletons clogging up
the contents list, making catching a sentient mob a RNG based nightmare.

---

This PR makes it far more likely to catch an actual person that has
fallen into the chasm when using the rescue hook, which is how it's
supposed to work, by doing two things:

1) Reduced the chance of getting a default skeleton regardless of the
chasm's contents from 50% to 12.5%.
2) If a body that once belonged to a sentient player is down there, that
will always be fished up before any of the non sentient ones are.

## Why It's Good For The Game

Makes using a rescue hook far less annoying to use when you just want to
save someone who has fallen in.

Duds can still happen as usual, and there is still a small chance of
getting a generic skeleton if you fail the 87.5% chance roll...but
overall, fishing someone up with the rescue rod is a lot better now.

## Changelog

🆑
qol: the rescue hook has a much greater chance at catching actual fallen
player bodies as opposed to generic skeletons/other npc corpses
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-21 15:19:26 -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
Tim 4397d63a55 Split weapons_and_items.dmi icons into their own categories (#74363)
## 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
/🆑
2023-04-06 08:30:57 +12:00
MrMelbert d755b70d76 Removes bad nodamage var from projectiles, fixes Juggernaut / Rust Walker projectiles doing zero damage (#73806)
## About The Pull Request

- Juggernaut and Rust Walker projectiles were subtyped off of magic,
which is `nodamage`.

- The juggernaut actually had a copy+paste error with their type
`on_hit` which caused none of their special effects on hit ("relative
patching catches this")

- Then I realized projectiles have this var `nodamage` which is, for all
intents and purposes, just `damage > 0`. it's not checked for pacifism,
it's just that. This is dumb. So very dumb, so I removed it.
- There are, however, a few situations which used it in a unique way,
such as the blast wave cannon. This is why I replaced it with a proc,
`is_hostile_projectile`, for certain situations to actually find out if
the projectile is damaging. Projectiles can override this on a per type
basis by default, damaging projectiles = hostile.
- This has a chance to break some things, but I ... kinda doubt it will.

Fixes #73756

## Why It's Good For The Game

Projectiles that act as they should, less dumb vars

## Changelog

🆑 Melbert
fix: Fixes Juggernaut / Rust Walker projectiles doing zero damage
fix: Fixes Juggernaut projectiles not doing bonus damage to nearby
structures
code: Removed projectile nodamage var, replaces it with just checking
for damage
/🆑
2023-03-10 17:51:31 -07:00
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
Mothblocks d67555a0b5 the inevitable Revert "Refactors admin verbs from giant ass lists into datums" in case stuff breaks (#73206)
Reverts tgstation/tgstation#72407
2023-02-05 11:44:38 +13:00
Zephyr 7f25d7f17b Refactors admin verbs from giant ass lists into datums (#72407)
## About The Pull Request

See title.
## Why It's Good For The Game

Makes it easier for people to add new admin buttons, and also removes
the giant ass ugly lists that are an affront to my eyes.

Yes you are still able to call them manually via the verb bar

![image](https://user-images.githubusercontent.com/12817816/210163285-2ecb4b59-67b4-47d2-b324-77048ce852fe.png)

![image](https://user-images.githubusercontent.com/12817816/210163288-5a0ec98c-9589-4cab-8a6b-1ab5151aa040.png)
## Changelog
🆑
refactor: Admin verbs are now datums with a dedicated panel handler
admin: Admin verbs now come with a handy description when you hover over
them!
/🆑

---------

Signed-off-by: GitHub <noreply@github.com>
2023-02-03 16:32:37 -08:00
Mothblocks f54dcda1c0 afterattack now returns a flag if it's reasonable to suspect the user intends to act on an item (#72320)
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.
2023-01-04 21:10:41 -08:00
Andrew 0818d6ae4c Crafting/Cooking menu update (#71779)
## About The Pull Request

Updated crafting menu, adding a lot of new functions and recipes that
were not in the crafting menu before.

<img alt="cult"
src="https://user-images.githubusercontent.com/3625094/206009533-aec3a1dd-cbe5-45eb-8515-1b75fabb65c5.PNG">

<img alt="nH77dLyyGx"
src="https://user-images.githubusercontent.com/3625094/206009786-b6706f70-0599-40bf-b051-8f499de43abd.png">


![image](https://user-images.githubusercontent.com/3625094/206623881-12d8abfc-de5e-458e-a01c-3daac8dbe9bd.png)


https://user-images.githubusercontent.com/3625094/206009841-738e4a03-0660-45b7-8d83-15eeb6501967.mp4

## Why It's Good For The Game

It is easier to use, and it has a lot of recipes that were spread
throughout the game, some of which weren't even on the wiki.
Crafting and cooking now count about 1200 recipes in total, including
conditionally available ones.

## Changelog

🆑
qol: Rewrote the crafting/cooking menu UI
qol: Split crafting and cooking menus in two different menus
qol: Crafting is no longer blocking the entire UI, only the "Make"
buttons are disabled
qol: Added stack crafting recipes to the crafting menu
qol: Added cooking recipes that were absent in the crafting menu before
(tool recipes, machine recipes, reactions)
qol: Added option to search recipes by title
qol: Added option to filter recipes by required materials/ingredients
qol: Added food types to the cooking menu, highlighting diet of your
species (liked, disliked foods)
qol: Added total nutrition value of the result to the cooking menu
qol: Added option to filter cooking recipes by the food type of the
resulting food
qol: Added "Can make" category that lists all currently craftable
recipes throughout all categories
refactor: changed categories and reshuffled some items in them
code: Reagents now have default container to get an icon from the
reagent datum
code: Objects now have `desc_controls` var for OOC information about
mouse controls that are visible on examine, but not in the description
fix: Fixed alignment on many food icons
fix: Fixed missing icon for beef stroganoff
/🆑

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2022-12-25 12:27:49 -08:00
ShizCalev ae8ed395e1 Changes the missing food icon test to cover ALL /obj's (#71908)
Might as well cover everyyyyyyyyything. :)

Fixes https://github.com/tgstation/tgstation/issues/71953
Fixes https://github.com/tgstation/tgstation/issues/71983

🆑 ShizCalev
code: We now unit test all /obj's for missing icons. :)
/🆑


todo: Fix the fucked up icons.

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-12-13 17:51:40 -08:00
AnturK 5c86033588 Cleans up toolbox initializes (#71585)
🆑
fix: normal toolboxes can't hold fishing rods anymore
/🆑
2022-11-29 20:46:02 +01:00
Sol N c9415b99de Gives bread and cake slice_types and adds screentip verbs to proccessed foods (#71449)
## About The Pull Request
 
A side effect of my pizza PR #71202 I added contextual screentips as
part of processable.dm. In doing this, I noticed that with a few
exceptions, almost every single bread and cake type copies the proc
exactly the same for every single child of cake or bread, so I put the
proc on the parent of bread and cake and gave them slice_types, making
them more similar to pizza.dm

For everything else I've changed the default that I put in
processable.dm into "slice" or "cut" for things that use the knife and
"flatten" for things that use the rolling pin.

Finally, you can slice bread with saws now, because I think its silly
that only pizza gets this luxury.

## Why It's Good For The Game

Because it wasnt the focus of #71202 I didn't mess with screentips
outside of the pizza file a lot, but now that it's merged I figure I
should go and do that.
As Bread and Cake's processables are almost fully standardized it seems
silly for them to call on the proc 12 times in the same document so I
did this, which also allows for more versatility in editing how they
work as well allow people to, if they want to, add more tool behaviours
in the future without adding in 12 lines of code. Also means that people
who want to add new cake or bread have one less thing to do.

## Changelog

🆑
add: you can saw bread with a saw into bread slices
qol: added screentip verbs to a bunch of food files
code: bread and cake now have slice types and all only have one call on
the processable.dm proc
/🆑
2022-11-24 09:17:21 +01:00
GoldenAlpharex fccd833526 Fishing Odds Code Improvements and Rescue Hooks (#71415)
## About The Pull Request
I wanted to try and implement an easier way for people to fish out
corpses from chasms, as I heard many tales of people trying to fish
others out of chasms and it taking over one IRL hour, with some cases
where it would take over two hours. Obviously, that's not really
interesting gameplay, and it doesn't really give people an incentive to
fish, it just turns it into an annoyance that people won't want to do
for fun. Now, we don't want that, do we?

As such, I've created the rescue hook, a special fishing hook that can
only be used in chasms (as that's currently the only place you can find
people into), which will only be able to fish out duds, skeleton
corpses, any mob that's fallen into a chasm and hasn't been rescued yet,
or rarely, a hostile monster lurking below. It has, at the time of
writing this, a weight of 5 (50 without bait, lower with bait) for duds
and a weight of 30 for chasm detritus, which themselves have a 50%
chance to be a random skeleton corpse, or a lobstrosity, and the
remaining 50% chance of fishing out a mob that's fallen into a chasm.
I'm open to tweaking these values if we think it's too easy or too hard,
but it's still a rather expensive item, so I'd consider it quite fine
the way it is myself, as it's still not risk-free.

It's currently only obtainable through buying it from cargo in the
goodies section, at a default price of 600 credits (making it
SIGNIFICANTLY more expensive than the rest of the fishing content, and
making it something that assistants will have to put some elbow grease
into if they want to be able to afford it).

As it stands currently, it can't be used to recover the fallen's
belongings that weren't on their person (i.e., their crusher if they
were holding it in hands), ~*but* I'm down to make that easier to fish
out using, for instance, the magnet hook, while also making it
incompatible with fishing out bodies, which would make it a nice way to
recover those lost items without spending over an hour fishing for them,
if that's something that maintainers would want.~ Maintainers did want
it, and as such...

The Magnetic hook is now the go-to hook to retrieve objects from chasms!
Not only does it inherently do a much better job at fishing out
non-fishes, it also has a lesser chance of retrieving random junk from
chasms, and an even lower chance of fishing out lobstrosities!

I also improved the code for the fishing weights calculation so that the
hooks and the rods can have an effect on the odds of certain types of
rewards more easily, with the option of offloading a more of what's
currently being calculated on `fishing_challenge` over on the rods or
even the hooks themselves.

I finished by fixing a handful of capitalization and punctuation issues
in various fishing items, as that bugged me when I was testing my
changes.

## Why It's Good For The Game
Corpses being recoverable from chasms was a great idea, however making
it so people would have to sink a major portion of their shift for a
chance at recovering a corpse doesn't create a particularly interesting
gameplay loop. However, being able to spend your hard-earned funds in
order to streamline that process without really being able to use that
to cheese other mechanics sounds like a great deal to me.

## Changelog

🆑 GoldenAlpharex
add: Added a Rescue Hook, that will allow the fishing rod it's attached
onto to become a lot more proficient at recovering corpses from chasms,
at the expense of making it unusable for more traditional fishing. It
isn't entirely lobstrosity-proof, however...
balance: The magnetic hook can no longer fish out corpses from chasms,
but will fish out items much more efficiently than any other hooks,
while also being much less attractive to lobstrosities. Some still fall
for it regardless, however.
spellcheck: Fixed the capitalization and punctuation in the description
of multiple fishing accessories.
code: Improved the code for fishing weights, to allow for different
hooks to have some more noticeable results on the weights without having
to add to an already massive proc.
/🆑
2022-11-23 15:30:36 +01:00
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
AnturK bf7c6e119f Removes fishing minimum duration check (#69783) 2022-09-09 08:24:52 -04:00
Jacquerel bcadead566 Chasm Fishing (#69252)
Adds the capability of fishing in chasms.
Chasms contain Chasm Chrabs, which are cute little crustaceans you can eat or put in an aquarium.
More importantly, chasms contain everything which has ever fallen into a chasm.
Falling into a chasm is no longer instant permanent round removal... as long as someone is willing to do some fishing, which means your chances of return haven't necessarily increased that much.

Potential rescuers (or people lamenting about how they dropped their necropolis chest into a hole) should also beware, chasm crabs are actually young Lobstrosities and there's a rare but not insubstantial chance that you'll fish one of them up instead, which won't make it very happy.

If you somehow come back to life inside a chasm (generally only likely by being a changeling or some admin interference, but perhaps you have some kind of implant which does it) you'll climb back out again, so holes are no longer a way of disposing of a changeling for good. You think The Thing would be defeated if you threw it down a hole?
Ethereals can't manage this because falling into a chasm causes too much damage and they simply smash on the way down.

add: You can now fish in chasms, and might manage to catch things that careless miners have dropped in there.
add: If your pole is long enough to reach into a deep hole, you might catch crabs.
balance: Changelings can climb out of chasms if you throw them into one.
imageadd: An icon of a nice little crab, who will grow up into something less nice.
add: You can craft fishing equipment from various lavaland materials, so that Ashwalkers can fish up dead miners before you.
add: You can sometimes find worms while digging up tiles, if appropriate for that material.
2022-08-25 20:13:36 -07:00
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
Kapu1178 2eccf3cea0 Cleans up update_icons, makes the update_icon_updates_onmob element bespoke, updates CODEOWNERS (#69179)
* I just realised this is all one commit.

* hail marry

* fix.

* FIXES IT FOR REAL

* Update code/datums/elements/update_icon_updates_onmob.dm
2022-08-16 13:50:21 -04:00
Seth Scherer 34b4034777 Replaces the mood component with a mood datum (#68592)
About The Pull Request

Mood was abusing signals and get component pretty badly, so I redid it as a datum to stop this.
Why It's Good For The CODEBASE

Better code pratices, also gives admins easier tools to manage mood
Changelog

cl
admin: Added two new procs into the VV dropdown menu to add and remove mood events from living mobs.
/cl
2022-08-12 08:59:20 +12:00
MrMelbert 92dc954ab5 Fixes 118(give or take) cases of mapload not being passed to initilaize (#69107)
fixes 114 cases of mapload not being passed to initilaize
2022-08-11 10:22:33 -04:00
Kylerace fe7513d282 addresses reviews on the tram pr made after merge, fixes diagonal movement bugs (#68033) 2022-07-16 21:44:41 -07:00
magatsuchi 7d0f393f5d Tsu's Brand Spanking New Storage: or, How I Learned To Pass Github Copilot As My Own Code (#67478)
Currently, storage works as a subtype of /datum/component, utilizing GetComponent() and signals to operate. While this is a pretty good idea in theory, the execution was pretty trash, and we end up with alot of GetComponent() snowflake code (something that shouldn't even need to be used frankly), and a heaping load of scattered procs that lead into one another, and procs that don't get utilized properly.

Instead, this PR adds atom_storage and proc/create_storage(. . .) to every atom, allowing for the possibility of storage on quite frankly anything. Not only does this entirely remove the need for signals, but it heavily squashes down the number of needed procs in total (removing snowflake signal procs that just lead to one another), reducing overall proc overhead and improving performance.
2022-07-08 18:13:18 -07:00
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