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
Fixes#59235, fixes#59297, fixes#61012, and other similar bugs.
The global list of female uniforms now appends the greyscale color of the uniform to the index/name, so all GAGS female uniforms are unique and handled correctly.
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.
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)
Fixes the icon state of orange shoes being set to "" on detaching handcuffs, incidentally cleans up the use of src. in the vicinity of the fix
Co-authored-by: Thunder12345 <stewart@critar.demon.co.uk>
This PR allows gas masks to properly filter toxic gases by using one-time-use filters that can be made in any lathe from roundstart. All gas masks start with filters in at roundstart.
These filters will have different filtering abilities that differenciate what gas they'll be able to filter the most. The highest ones will be plasma gas, co2 and n2o.
Currently there is only one filter available, it will filter plasma, co2 and n2o at higher amount, while nitryl, stimulum, freon, hypernob and bz will be at a mid range and the more complex/dangerous gases healium, zauker, proto nitrate, tritium, halon will have easier time passing even at trace amounts
More filters with different filtering levels soon(tm)
Warning, the masks will filter traces amount of gases, but will also help slowdown the damage you'll get by breathing the gas by reducing the amounts of moles taken (example plasma intoxication will be slower)
Gas masks now properly filter gases when a filter is used (they will work normally otherwise)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Minature little mecha for critters (tiny simple animals) to ride around in. Comes with headlights, and the ability to chime or buzz (in case you cannot speak gal com)
Old PR #59736
I got the sprites for it now!
Fixes a ton of harddels, sourced from #59996
I think this brings us down to like, ~100 per round from ~200, with only like 20 of those being proper hell failures. I've seen harddel profiles below 1 second of total cost. Feeling good.
See you on the other side
Makes the cryopod control computer into a weakref, never trust bee code
Converts brig door timer internal lists to weakrefs
Fixes a harddel caused by qdeling a motion sensitive camera after it had left its source area, jesus christ why didn't we do this already holy shit
Converts the radio implant ref held by the antenna mutation to weakrefs because it isn't reliably cleaned up, makes the radio implant actually qdel its fucking radio
Removes the target var from the throwing datum, it does literally nothing and just exists to cause harddels, mostly for the singularity
Fixes a cable harddel sourced from things that try to enter blueprints after smoothing, but before roundstart. IE, shuttles. Removes shuttles from the blueprints
Fixes emmisive blockers being added post qdel
Removes some manual ghosting from cryopods, I initially did this for harddel reasons, but I figured out a better fix for that. I'm now doing it because it's got this really strange logic for like "re-entering the game" that doesn't actually link to what the ghostize proc does. We should remove this at some point
Fixes robot hud objects harddeling due to hanging refs
Fixes buildmode related hanging refs, I'm coming for you admin team
Fixes a few instances of trying to add the forensics component post qdel, hhhhhhhhhhh
Fixes some split personality harddels/weirdness
Replaces a use of disconnect_duct with an init qdel hint, I suspect there's more issues with duct harddels, I've seen some odd logs about ahhh the area_contents list, but we can worry about that later
Makes teleporter targets into weakrefs, properly types them as /atom
Makes frequency devices into weakrefs
Makes cameras remove themselves from camera nets on Destroy
Makes tgui ui datums implement destroy, this means if I ever see one hang a ref to user or whatever, I know there's an error with calling close() properly. I've seen this harddel once, but not after this change so I assume there was some error with close(). IDK maybe this is a papering over? Would have to ask @stylemistake
I've seen logs of beartraps being in world post del, putting a return there just in case. The same is true of nerf darts, but I haven't really looked into that yet
Makes a shoe's ref to untying alerts a weakref, yes this is needed.
Moves clearing client_in_contents to the Login of the new mob. This prevents doing things like ghosting someone before a mob qdel causing harddels
Fixes a harddel set sourced from adding a status effect to a qdeleted thing. Is this an error? I'm honestly not sure.
Converts bsa code to weakrefs
Converts the partner var of heat exchangers to weakrefs
Converts camera assemblies to weakrefs
Fixes some dumb behavior with ammo casings and assuming you'll be on a turf post Destroy parent call
Fixes? merger related harddels, you were never cleared from your own members list, so origin objects would end up making a new list, creating harddels. Potential input from @ninjanomnom about the logic
Chasms store a static list of "falling atoms", which only exists for chasms that go somewhere else. This list wasn't being cleared of qdeleted objects, which is what happens when you fall in most chasms. Fixes this, and converts the list to weakrefs.
Fixes some runtimes in both sheet code, and the weather listener element. This is here because runtime spam made testing more of a pain, didn't think it needed its own pr
Fixes colorful reagent harddels sourced from reagents that were qdel'd before roundstart. I'm only like 50% sure this actually got it, but the issue may have been solved by #60174, so eh
Turns the nuke op antag datum's ref to the war button into a weakref
Fixes some holopad code that was not nulling refs all the time
Converts camera bugs to weakrefs, this was the result of the bug being "reworked" like 6 years back without taking the existing ref clearing into account. Whole item needs a redo, but this'll do for now.
Ensures that the both pulling and pullee refs are cleared on Destroy
The crew monitor held all users in a non clearing list, makes that list a weakref because I hate everything
Oh and I removed all sources of gas_mixture qdeletion, I'm kinda unsure on this since it's not technically supported, but any harddels from it might? indicate something going wrong with like, gas passing logic. I'd like @MrStonedOne's thoughts, since I trust him to call me an idiot if I'm wrong.
<!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. -->
## Why it's not good for the game
I crashed sybil like 10 times to get this data, I'm gonna put it to good use. Don't think you're safe sybilites, I'm coming for you.
This PR improves item action button updating code by introducing a proc to update all item's associated action buttons, which simplifies the process and reduces code duplication.
I also fixed a relevant bug where a PDA's action button icon did not properly update upon light toggle because it did not force the button update. Forcing the button update is needed in this case due to how light overlay operates, where the button icon state stays the same, so the code thought updating the action button icon was unnecessary.
This PR resprites the pumpkin, blumpkin and the carved pumpkin hat.
It also adds a blumpkin variety of the carved pumpkin.
To avoid duplicate code, blumpkins and now children of pumpkins, this means some pumpkin recipes will also accept blumpkins.
Apparently calling updateappearance() resets hard-suit helmets to default icon_state, code has been rearranged so that the updates to the helmet icon are done last. This also fixes subtypes of the syndie hard-suit like the elite hard-suit and owl hard-suit.
fixes#57307
* Converts looping sounds from a list of play locations to just the one
* Updates all uses of looping sounds to match the new arg
* Adds an area based sound manager that hooks into looping sounds to drive the actual audio. I'll be using this to redo how weather effects handle sound
* Some structrual stuff to make everything else smoother
Timers now properly return the time left for client based timers
Weather sends global signals when it starts/stops
Looping sounds now use their timerid var for all their sound related timers, not just the main loop
* This is the painful part
Adds an area sound manager component, it handles the logic of moving into new areas potentially creating new
sound loops. We do some extra work to prevent stacking sound loops.
Adds an ash storm listener element that adds a tailored area sound manager to clients on the lavaland z level.
It's removed on logout.
Adds the ash_storm_sounds assoc list, a reference to this is passed into area sound managers, and it's modified
in a manner that doesn't break the reference in ash_storm (This is what I hate)
* Hooks ash storm listener into cliented mobs and possessed objects
* Documents the odd ref stuff, adds an ignore start var to looping sounds, fixes some errors and lint issues
* Applies kyler's review
banging
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Cleans up some var names, reduces the amount of looping we do in some areas
* Makes the code compile, redoes the movement listener to be more general
* fuck
* We don't need to detach on del if we're just removing signals on detach
* Should? work
* if(direct) memes
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Strips out the existing right click code - Due to the myriad of ways right clicking has been implemented, dedicated signals and procs for right clicking without modifiers are fundamentally incompatible with our system of primary and secondary attacks.
Adds additional signals to attacking code. These signals allow atoms to cancel the attack chain early on secondary attacks, or override the standard procs and not send signals to prevent any undesired behaviour from signal handlers.
Items that used RightClick procs have been converted to attack_hand_secondary.
The slaughter demon, having its own set of snowflake code as poor OOP principles have been applied in UnarmedAttack() procs with lacking calls to parent procs and arbitrary redefinition of behaviour, checks for a right click in its own UnarmedAttack() and performs a bodyslam off that.
Storage components now hijack the secondary attackby stage via signals to handle their opening and closing shortcuts on right click. When you right click a storage component equipped item with an object in your active hand, the object has an opportunity to perform its logic in pre secondary attack code and cancel the attack chain. If it does not cancel the attack chain in pre-attack, then the storage component takes over for attackby and, if possible, opens the relevant inventory and ends the attack chain.
The forensic scanner is a proof-of-concept of this working in action. With its scan logic moved from afterattack code to pre attack code for right clicking, right clicking with the scanner will now perform a scan where previously one was impossible. Left clicking still does what it always does - Scans at the very end of the attack chain.
The logic still isn't perfect - For example, you still can't attack containers in melee even in combat mode (you'll either open them or put your weapon into them regardless of which option you choose) - But this is a better setup overall which allows for items to at least override this behaviour in pre-attack if needed.
* Makes turfs persist signals
* Splits connect_loc up into two elements, one for stuff that wishes to connect on behalf of something, and one for stuff that just wants to connect normally. Connecting on behalf of someone has a significant amount of overhead, so let's do this to keep things clear
* Converts all uses of connect_loc over to the new patterns
* Adds some comments, actually makes turfs persist signals
* There's no need to detach connect loc anymore, since all it does is unregister signals. Unregisters a signal from formorly decal'd turfs, and makes the changeturf signal persistance stuff actually work
* bro fuck documentation
* Changes from a var to a proc, prevents admemems and idiots
* Extra detail on why we do the copy post qdel
Does a bit of a logic re-write on the cargo gauntlets and their strong_pull component.
Cargo gauntlets themselves have been converted to use signals for equipping and unequipping.
Their component reference has been changed to a weakref so if the component is ever Destroy()ed for any reason outside of the gauntlets it doesn't hard del.
The strong_pull component now registers signals with parent in RegisterWithParent() instead of Init() and removing the strong grip is no longer a SIGNAL_HANDLER proc. It is now called by the signal handler for no longer pulling things and in Destroy(). This stops instances where pulling things and removing the gloves didn't remove the pull effect appropriately.
Suspenders were already basically given a greyscale sprite by me in the past, this converts them to GAGS allowing custom recolors of them through existing code already in place.
Exactly what it says on the tin. This PR makes surgical aprons hold more things.
Presently, surgical aprons only hold surgery tools, which any medical doctor would store in their medical belt/medkit. This PR aims to make surgical aprons a more viable (and fashionable) choice for doctors looking at their wardrobes.
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
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)