Commit Graph

2493 Commits

Author SHA1 Message Date
MrMelbert
b3e8eebdc9 Kills /obj/item/melee/transforming, replaces it with a transforming weapon component (#60761)
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.
2021-08-23 11:45:54 -07:00
LemonInTheDark
cd576ab519 Del The World: Unit testing for hard deletes (#59612)
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
2021-08-15 21:09:26 -07:00
Ghom
68aa7ebe4d wormhole projectors now fire blue wormholes with lmb and orange ones with rmb. (#60563) 2021-08-15 20:30:19 -07:00
Wayland-Smithy
7b4f75a699 Fixes shotgun meteorslugs not displacing airlocks (#60808)
Gives meteorslugs MOVE_FORCE_EXTREMELY_STRONG force.

Turns out safe_throw_at was created to fix "situations involving mechas and the clock cult, and meteor slugs moving grav gen" (rip clock clut) and then later some force checks were added that made some movables resist meteorslugs with default force like airlocks.
2021-08-11 22:44:50 -03:00
LemonInTheDark
9c2c6f3ef0 Fixes a hanging reference to decaying lockers in locker spell code, weakrefs babyyyy (#60764) 2021-08-10 20:52:14 -07:00
Fikou
270acce4f5 [Ready] Mining Loot Rework (#60516)
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2021-08-08 02:22:34 -07:00
Tim
9479c5ec5b Fix polymorph behavior for pAIs and mimics (#60502)
This fixes #58258. Basically anytime a pAI holoform gets shot with a staff of changing or polymorph item it would change their mob type. This allowed ghost roles infinite respawns since the pAI card is not destroyed when it gets polymorphed. An unlimited army can be created with no downsides since you can keep bringing people back to life with the pAI requests.

I also went and fixed another strange behavior with polymorph, where if you used a staff of animate on an object, you could turn around and then polymorph the object into a mob. The animate magic is supposed to wear off the object after a certain while so I made the mimic immune to polymorph effects.
2021-08-05 13:29:32 -03:00
Paxilmaniac
d4fa2905ff Deployable Component (Big Dakka Included) (#60554) 2021-08-04 01:18:09 -07:00
Kokonut
c2b5ea9311 ballistic.dm text cleanup (#60536) 2021-07-31 21:18:05 -07:00
InvalidArgument3
b10397cf67 Exosuit Proto-kinetic Accelerator (#60384)
Adds new equipment for mechas: the Exosuit Proto-kinetic Accelerator, unlocked with the mining tech research. Compared to the standard one, it is able to hit 5 tiles away with a low cooldown.

However, unlike the handheld version, it draws a considerable amount of power from the battery, pretty much requiring you to bring generator equipment or upgraded parts.

The projectile is identical to the standard handheld version otherwise and will do little damage in pressurized environments.
2021-07-29 11:27:13 -03:00
tralezab
14045259fa Trash Cannons (#60476) 2021-07-29 02:17:03 -07:00
itseasytosee
bebac1ee3f Makes it so you actually SPIN YOUR GUN while gun-spinning (#60457) 2021-07-28 14:24:55 -07:00
itseasytosee
447b43fa17 Meat-hooks and changeling tentacle's firing pins are no longer visable (#60455)
Adds a Boolean to mark guns as "pinless" so they don't care about or show firing pins
2021-07-28 17:35:10 -03:00
Thunder12345
391a71ba30 removes all misc files/folders from the projectiles module (#60478)
Co-authored-by: Thunder12345 <stewart@critar.demon.co.uk>
2021-07-28 01:46:25 -07:00
Mothblocks
e0c72b16b3 Fix runtime when deleting crossbows/syringe guns (#60421) 2021-07-26 03:59:24 -07:00
Thunder12345
39da0b0407 Capture The Flag: Class Warfare (#59629)
Co-authored-by: Thunder12345 <stewart@critar.demon.co.uk>
2021-07-23 15:49:22 -07:00
LemonInTheDark
96cc4a7260 EVEN MORE HARDDEL FIXES (#60228)
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.
2021-07-19 12:41:21 -04:00
Rohesie
4c21166e4f Job refactor: strings to references and typepaths (#59841)
* Job refactor: strings to references and typepaths
2021-07-18 20:48:47 +02:00
MrMelbert
eb932b5468 Balloon alert for energy gun swap mode (#60279) 2021-07-18 01:45:30 -07:00
Arkatos1
ac5a414e78 Improves item's action button updating code (#60149)
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.
2021-07-16 19:58:05 -03:00
小月猫
654e3f1c31 Fix honkstaff not being affected by antimagic (#60164)
* Fix honkstaff not being affected by antimagic

* Update special.dm

removes a line that doesnt do anything
2021-07-12 13:37:37 -07:00
Ghom
577bcebeff cannon balls should no longer destroy "indestructible" walls. (#60136) 2021-07-11 23:23:00 -07:00
Beatrice
c36abfdb99 Fixing Energy Gun Weapon Description Runtimes + Miscellaneous Weapon Description Fixes, Take 2 (#59778)
Fixes a runtime issue cause by the possibility of loaded_projectile being null by changing how projectile stats are obtained on energy weapons, and adds a separate line for energy ammo types that deal stamina damage and regular damage to incorporate both damage types
2021-07-11 10:23:19 -03:00
Wayland-Smithy
1f301f8270 Better wabbajack polymorph logging (#59991) 2021-07-08 22:41:12 -07:00
Spookuni
ddb489dac6 Increase the number of shots for laser rifles, energy guns and hellfire lasers (#60015)
* Lasers get more shooty

* down to 15%
2021-07-07 17:08:45 -04:00
LemonInTheDark
0654cde093 Fixes a good few improper overlay icon_states, fuck gun code edition (#59580)
* Fixes a good few improper overlay icon_states, fuck gun code edition

* Rewrites comment to be less word salad, changes display_mag to the already existing and unused mag_display
2021-07-06 21:05:37 -07:00
AnturK
04e845fa77 Fixes projectile runtime (#59824)
For example projectile moving into a chasm on last step.
2021-06-27 12:33:23 -03:00
Rohesie
82dc71c3ae CanPass refactor (#59804) 2021-06-25 13:36:00 -07:00
LemonInTheDark
6fcbce39cd Makes turfs persist their signals, uses this to optimize connect_loc (#59608)
* 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
2021-06-22 23:12:34 -04:00
Rohesie
e03cd1aada Refactors move procs to support multitle objects (#59658)
Enter(), Entered(), Exit() and Exited() all passed the old loc forward, but everything except a single a case cared about the direction of the movement more than about the specific source.
Since moving multi-tile objects will have multiple sources of movement but a single direction, this change makes it easier to track their movement.

Cleaned up a lot of code around and made proc inputs compatible.

I'll add opacity support for multi-tile objects in a different PR after this is merged, as this has grown large enough and I don't want to compromise the reviewability.

Tested this locally and as expected it didn't impair movement nor produced any runtimes.
2021-06-20 14:55:37 -07:00
Fikou
f9767a23ab overheating of the laser minigun doesnt care about burst size anymore (#59733)
with autofire, burst size is always 1
2021-06-20 14:39:30 -07:00
Emmett Gaines
5adb8df64a During unit tests, does extra verification on text based overlays (#59553)
This makes it so during unit tests, adding a text based overlay to something will runtime if the icon does not have an icon state matching that text. I would do this during normal compiles as well but getting the icon states from an icon is surprisingly expensive.

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-06-20 14:02:01 -07:00
Y0SH1M4S73R
63e33bd709 Makes mutant bodyparts and mutcolors into editable genetic traits (plus a whole shitload of otherwise out of scope code improvements because I just HAD to touch old code) (#59636)
I noticed that various nonhuman body features can't be changed using genetics. I corrected this by adding a block to character genomes allowing you to edit features in the DNA console.
2021-06-20 16:20:09 -03:00
John Willard
c939b73541 Makes revolvers not drop bullets if you're just flipping it (#59625) 2021-06-15 09:39:51 -07:00
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
TemporalOroboros
daec5002fc Adds Neon Carpet (#59140)
Adds a couple varieties of neon carpet.
Makes decals care about their plane in addition to their layer.
2021-06-13 15:40:53 -03:00
LemonInTheDark
f90e8cf7a3 Fixes a bunch of harddels that are sourced from player action (#59371)
Sourced from #59118 and a cursed project I'll pr later, This pr contains a lot of harddel fixes for stuff that pops up after a player interacts with something. I'm not gonna list them all here because there's something like 60 130, check the commit log if you're curious

Oh and I moved ref tracking screaming to a separate define, and made some optimizations to the thing in general. I think that's it, this pr is a bit of a frankenstine
2021-06-10 21:44:23 -03:00
RandomGamer123
4d0996a18c Fixes rifle scopes working despite not having the gun in hand (#59403)
Gun scopes no longer work unless you are holding them in hand (they persist even if you switch your active hand though, useful for reloading)
2021-06-04 11:32:36 -03:00
Beatrice
9dea259764 Replacing Ebow's Default Shot Sound (#59416)
Replace the default (Unused) fire sound of the basic energy crossbow with the suppressed sound effect
2021-06-01 22:30:55 -07:00
Kylerace
e13fe75590 use SIGNAL_HANDLER REEEEEE (#59242)
makes as many procs as i can find use the SIGNAL_HANDLER define which i assumed they all already did
2021-05-24 15:28:02 -04:00
Beatrice
0568e85ca7 Nanotransen Legal Liability Initiative - Weapon Stats but more RP (#58865)
* Weapon Descriptions (And Also Reversion)

Adds support for weapon statistics to be shown as part of examining an item, similar to the tags found on armor. Also, reverts the small changes I made on master because I'm a fucking idiot and made those changes on master.

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-05-23 01:17:05 -07:00
Celotajs
190d0a0384 Replace alert usage with tgui_alert (#58419)
Pretty much every alert() call is replaced with tgui_alert, except one I replaced with tgalert as a fallback. If tgui_alert exists, why not use it?
2021-05-20 22:43:27 +12:00
Ryll Ryll
b1edc496db Is that a fucking rocke- (#59056)
Being hit directly by a rocket launcher now has a 1% chance to make you briefly try processing what's about to happen before exploding you.
2021-05-15 02:04:33 -07:00
tralezab
ea57e3f960 Kills BOTH /poison paths by turning poisonous into an element. (+fantasty prefix, sanity on attackingtarget signal, and more) (#58882) 2021-05-09 16:49:59 -07:00
Kylerace
08df8798ce (code bounty) refactors all uses of Crossed() and Uncrossed() into signals sent to loc, tracked by connect_loc (#58340)
Co-authored-by: Jared-Fogle <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
2021-05-07 03:54:03 -07:00
necromanceranne
67fb690ed8 Caps misfire probability (#58902)
Not the proper fix for this but it at least prevents the exploitative behaviour.
This'll do for now, prevents infinite recursive loops
2021-05-06 16:47:21 -07:00
Jonathan Rubenstein
d79db03bfc Lowers chem gun capacity to 90 units (#58807)
Reduces the capacity of the Reagent Dartgun from 100 to 90.

From Minor Suggestion: https://tgstation13.org/phpBB/viewtopic.php?p=598719#p598719
2021-05-03 21:55:29 +01:00
TemporalOroboros
9f598a9662 Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)
* Adds explosion SFX to the blastcannon and explosive compressor

- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.

* Miscellaneous changes

- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments

- Removes a whole bunch of argname = 0 in explosion calls.

* Removes named callback arguments.

* Changes the explosion signals to just use the arguments list

Adds a simple framework to let objects respond to explosions occurring inside of them.

Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.

Makes the explosive compressor and blastcannon actually use the TTVs they are given.

Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments

*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
2021-04-26 17:31:25 -07:00
Mothblocks
7e4de07506 Remove all gamemodes except Dynamic (#58470)
Removes all /datum/game_mode except dynamic. Eventually, all of mode and game_mode will be removed, and Dynamic will become an ingrained system. Every single other gamemode was unmaintained at best and poisoned other code at worst. Currently all tg servers run 24/7 Dynamic, so the time to act is now.

* Remove gamemode references from age checks

* Monkey

* Remove heretics

* Remove BBs

* Refactor uplinks and remove clown ops

* Remove nuke ops

* Removes and refactors cult

* Remove extended

* Remove and move out meteors

* Removes wizard

* Remove sandbox

* Remove changelings

* Remove traitors

* Remove revs

* Remove gangs

* Remove changing mode and voting for new gamemodes

* get_candidates signature fix

* Summon ERT and NERD in their own panel

* Remove some old unneeded age_check stuff

* Fix old signatures of get_uplink_items

* Use Extended like config for dynamic.json

* Fix discounted gear
2021-04-25 01:55:10 -07:00
LemonInTheDark
39016d2895 Fixes a bunch of invalid icon states. There's more, but my brain isn't fried enough for that. (#58608)
gibup1 and gibdown1 don't exist
items_and_weapons.dmi doesn't have an icon state called his_grace_ascended, in fact nothing does
items_cyborg.dmi doesn't have an icon state called laser, it  does however have an icon state called
laser_cyborg
no porta_turret has an icon state with the _unpowered suffix, in fact I'm convinced none of them ever have
2021-04-23 02:47:24 -07:00