In remembrance of all those people who used jump boots to cross lava unaware of an issue c*ders wouldn't fix....
EDIT: This is now a lava and weather immunities refactor:
Weather immunities are now status traits since they have a multitude of sources (especially for lava) which might conflict with one another otherwise.
The lava burn_stuff proc has also been been refactored in different procs, mostly because of that snowdin subtype with inconsistent, old checks.
Weather datums should now use can_weather_act instead of weather_act to check if something can be affected by weather or not, as they should.
All movables can protect contained mobs if they have the relative weather immunity traits. This works at any contents depth.
No more snowflake weather_protection variable for closets.
Removed the weather_immunities list from living mobs (simple animals still have it but it's only for traits assignment on init because way too many child types lack the immunities of their parents).
Removed some unused defines.
Renamed some variables as per guidelines.
It has been tested.
And yea, jump boots fixed because that's the original scope of this PR.
(Initially just made throwing make you fire immune, that was blocked because it breaks perma stuff, instead it ended up be a refactor to make jumpboots usable with weather immumnity stuff
Added a old_movement_type argument to the COMSIG_MOVETYPE_FLAG_ENABLED and COMSIG_MOVETYPE_FLAG_DISABLED signal, fixed the check for zero g movespeed and locomotion traits removal and made some statements easier to understand.
Simple_animals / mobs are the biggest lie in this code-base. They're far from simple and have an extreme god-object problem. Especially when you get to /hostile, where there is so many procs, vars, and what not, that you can't make any interesting additions without snowflaking the hell out of the code.
This PR hopes to help kill this problem by introducing a new /living subtype, /living/basic. The idea of this refactor is to slowly start moving all old simple_animals to this new system, moving over behaviors like charging and more extravagant mobs like megafauna over bit by bit similar to how newfood was implemented.
One of the other big goals of this refactor is to move many of the fringe simple animal behaviors into either AI datums, or components/elements. (Some of which still needs to be done in this PR).
As a proof of concept, I created the base mob/living/basic, and moved cockroaches over to the system. Since cockroaches have both a passive, melee and ranged mob.
This PR does slightly affect balance as the behavior isn't 1-on-1 due to it no longer running on the janky /hostile behavior, but I tried to keep the effects to a minimum, and the glockroach and hauberoach are not spawnable through many means as far as I know.
Admins can now give players a popup if they are not responding to tickets.
Popup is cleared when player replies or ticket is resolved/closed.
As more and more of the chat screen is made irrelevant, new players read it less and less.
This means that a lot of new players are ignoring ahelps, which is something I've encountered myself.
* Smart pipes now actually go over smart pipes
This was ostensibly the main feature of smart pipes, so should be
fairly important
Parentheses are technically not required around the |, but I think
it's important to emphasise the importance of parentheses around
bitwise operators as this was apparently broken since 3e8407c471
Also purge var/connections and var/connection_num, since it's
literally only used for a `machine.connection_num < 3` check
which is completely redundant, and we already build a bitfield
tracking active directions.
* Smart pipes bridge over straight pipe types
This improves bridging to now go over most devices where possible,
letting you, for example, bridge over a perpindicular layer adapter.
* Pipe construction: Better documentation
Cleans up smart pipe documentation to match what's actually happening.
No functional changes.
* Skip pipes on different layers earlier
This prevents a pipe being made into a bridge perpindicular to a pipe
on a completely different layer, then failing to turn into a bridge
perpindicular to a relevant pipe.
* Pop superfluous parentheses
* Prevent creation of stub pipes
Setting the RPD to create a smart pipe that can only connect in one
direction would cause it to create invisible pipes that would still
block the placement of other pipes.
* The RPD can now reprogram smart pipes
The RPD can only affect smart pipes in directions that they are not
currently connected to.
This makes it easier to adjust designs after the fact, including
prevening round-start pipes from eagerly linking to a grey layer
adapter.
* Even smarter pipes
No more turning into bridge pipes. We now only try to be smart if
placement would fail, and we do our best to find a solution
whenever there is at least one smart pipe involved, regardless
of whether we're currently placing a smart pipe or not.
We never reconfigure any directions that a smart pipe is currently
connected, and we never reconfigure a smart pipe to have one or less
usable directions.
* Smartly go across perpindicular layer adapters
Also works when we're placing a layer adapter perpindicular to a
promiscuous smart pipe
* Pipes: Factor out loops and some bitfiddling
Create and use helpers with documented purposes over inline bitfiddling,
when it makes sense.
Many loops and switch statements were recreating information that was
already there.
Some relationships between pipe bitfield states were already assumed.
This centralises the functionality that relies upon these assumptions,
places them where the bits are defined, and documents them.
Rewrite some bitwise operations to be more idiomatic.
* Smart pipes: Debugging output
I normally clean history before pushing changes to any project,
but I feel like this should be saved.
* Revert "Smart pipes: Debugging output"
This reverts commit bb3aa76cf6d08e4d0951113a26fc9d48b6bc1735.
* Add trailing comma
The lack of this was making the linter sad
This PR takes the atmospherics.dm in _DEFINES and split it into several files to lower the mess, increase readability and improve on the code for later uses
Also added some docs here and there
if you create a bunch of signallers then spam the send signal button you can grind the server to a halt at low numbers and crash it at high numbers of signallers
This is an imperfect fix as a proper fix would refactor signal datums to use a subsystem but I dont feel like rewriting all of signal code thank you very much
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
This PR kills off the transforming subtype of /obj/item/melee and replaces it with a component to handle the transforming behavior, /datum/component/transforming.
The transforming component handles updating the variables of an item when it's transformed. Things like force, sharpness, whetstone force bonus, and attack verbs. Similar to the two-handed component, but instead of transforming into a two-hander it remains a one handed weapon.
The "nemesis" behavior (dealing addition damage to certain factions) of the transforming subtype was moved to the cleaving saw only, since it was the only transforming item that used it. In the future, this can be made into a bespoke element/component as well.
The following weapons and items have been updated to use this component:
Energy Swords / Sabers / Bananium Energy Sword
Energy Circular Saw
Energy Dagger
Energy Axe
Toy Energy Sword
Holographic Energy Sword
Switchblade
Advanced Medical Tools (Laser scalpel, Mechanical Pinches, Searing Tool)
Advanced Engineering Tools (Hand Drill, Jaws of Life / Syndicate Jaws of Life)
Combat Wrench
Cleaving Saw
Telescopic Batons / Contractor Batons
Roasting Stick
Telescopic Riot Shield
Energy Shield / Bananium Energy Shield
This PR also touches up the code around the various above items.
* very slight tweak
"The solution freezes up into ice! x542"
BE GONE, THOT!
* comment
commented the change
* Update reagents.dm
Created a define for the melting/freezing point of water
* Update others.dm
changed 274 and 275 limits for water to WATER_MATTERSTATE_CHANGE_TEMP +-0.5
* defined drink dispenser temperature
* Added dispense temp define to service borg shaker
Sets the drink shaker reagents all to 274.5 with a define for future use. There is a 1 degree dead band for the water/ice reaction here, doing this makes it so water stays water and ice stays ice while still inside the shaker.
* Made the beer cold too
Did you know you've been drinking 26C/80F drinks this entire time? Gross.
More importantly, this gets the reagents all the same temperature, so that mixing drinks with the much colder stuff from the soda dispenser doesn't immediately raise the temperature and start things like the ice melt reaction.
* forgot a define in here
I put the define on the emagged borg shaker too, so that any drinks mixed in will not be an off temperature and start the ice melt reaction.
* Update code/__DEFINES/reagents.dm
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* The Failsafe can now recover from an deleted MC
Its also more reliable and can handle a situation where its main Loop runtimes and the MC is stuck
* Reset defcon level correctly
Oops left that in from debugging the levels
* Correctly recover SSasset
* Only decrease defcon if MC creation failed
Also add some sort sleep between emergency loops
* Makes the last two emergency actions manual procs
Since they are kinda unstantable its probalby best
if only admins call these manually
Its also more reliable and can handle a situation where its main Loop runtimes and the MC is stuck
You can also now debug Master/New()
While there will most likely never be any situation where the MC is just gone its still good to know that the game can recover from such a situation
For example maybe someone messed up a SDQL query or maybe someone wanted to delete the MC to create a new one hoping the Failsafe would do so for him
* Fix fire being extinguished by pAIs, borgs, and simple animals
* Add trait TRAIT_NOFIRE_SPREAD
* Add NOFIRE_SPREAD traits to simple and silicon mob types
* Refactor spreadFire proc to use check TRAIT_NOFIRE_SPREAD
Repaths everything referring to "toxins" while actually meaning either the room in science or plasma gas. While this PR might be disrespectful to our forefathers, given this is (I believe) a holdover from as far back as the Exadv1 days, this has constantly irked me since I started working with the code. None of the player-facing stuff has referred to plasma as toxin since before 4407 hit, besides the Toxins Lab, and yet all of the type-paths are still pointing at toxins, making it a nightmare to search for in a map editor, and making the code needlessly easy to confuse with that of toxin damage. So this just fires it into the sun.
Anything relating to Toxins, the science subdepartment, now makes reference to Ordnance instead. This felt fitting enough given the focus of the subdepartment is around the creation of and testing of explosives.
Anything relating to plasma gas has, fittingly, been made to refer to plasma gas.
Edit: Ah yes, I feel I should probably apologise off the bat for the size of this PR- the code touched is mostly atmos machinery and simplemobs, a few sprites here and there, and of course the station maps + a few offstation maps.
Makes the code more legible and makes mapping less painful.
(The payment has been made)
Mindshielding people isn't hardcoded to the mindshield's implanting anymore, instead sending a signal, which I find better in the long run (especially for downstreams).
* Adds in a set of datums to support sending, listening and storing alerts
In contrast to the old system, we now store a list of send alerts on the listener, rather then the area itself.
This makes clearing "our" alerts on destroy not a massive headache.
In addition, we now use a direct ref to the area's cameras list and signals to prevent camera hard deletes. This, combined with the aformentioned ability to clear, virtually eliminates hard deletes
sourced from alerts caused by strange senarios like the alert source moving its tile.
* Converts areas to the system, of note is the fact that areas no longer store a bool that determins if an alert
for power or atmos has been sent, that's instead handled by the alert sender datum. This means the sources list
on alert listeners actually means something
additionally, in order to prevent dumbassery with fire alarms since they're area based, fire alerts are sent by
an alert handler on the area itself
## About The Pull Request
- Each soapstone message receives one of six colours based on its vote count (plastic, iron, bronze, silver, gold, diamond)
- The colours rename the message (e.g. "iron engraved message") to make the system self-explanatory
<!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! -->
## Why It's Good For The Game
The only quality indicator we have for these is the vote count. There are a lot of engravings to examine to find the ones with high vote counts. This makes it so you can spot them at a glance and rewards players for making contributions people like.
* tgui bsod
* debug disconnections
* prelim
* recomment
* set_value -> put ._.
* DAMN IT
* reinsert subsystem
* prepare
* unditch signals
* remove combiner
* remove combiner some more
* how did router.dm get here? deleting.
* These two COMSIGS should be one.
* critical typo
* inline cast
* have your signals
* Have your set_input & set_output.
* make compile
* upgrade save/load to n-to-n-wires
* have your documentation
* have your unsafe proc
* pay no attention to the compile errors
* unlist the ref
* paste my for block back in ._.
* fix manual input
* oops pushed too soon
* Have your !port.connected_to?.length
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* lead stuff
* kronkus + loot table
* one drug sprite
* kroncaine
* drug items
* addiction stuff
* makes this compile
* plane master controllers
* small adjustments
* bro its a comment CHILL OUT
* temp
* desc and sprite update
* temp
* hmm
* invisible1
* invisible2
* fixes
* It compiles
* misc drug fixes
* signal
* synthesis
* fix
* span macros
* kroncaine filter removal + no speedup on cuffs n narsie rune
* makes the ampoule visible.
* hud-b-gone
* revert
* reverts more
* sound enviroment
* on_transfer & animated fade
* adrenal crisis + unknown
* blastoff signal
* blastoff adjustments
* filters
* small fixes
* animation parallel
* Taste, sounds and feel
* span proc
* final touches
* review and integration fix
* less blood, more fun
* moth and blood fix
* KronKaine and bLaSToFF spelling fix
* Assorted bLaSToFF fixes and range change
* suggestions from head head head coder
Co-authored-by: floyd <Floydje123@Hotmail.com>
* swap bodypart species checking to bitmap, fix surgery for monkey bodyparts on monkeys
* fix part_origin so it is used correctly
* remove tabs, change DEFAULT_BODY to NULL_BODY
* add requested documentation
Co-authored-by: whitecas18 <whitecas18@students.ecu.edu>
* Renames RemoveComponent, as its purpose was unclear. Fixes up some dumb uses, and properly docs its status as a helper proc for transfering components