* Completely removes `proc_holders` from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code.
* our changes
* yes
* 0
* Update blackmesa.dmm
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Fixes `Knockdown` signal being incorrect, making knock-off items (and others) trigger when they should again. Also cleans up the knockoff component and unit tests it. (#67720)
At some point, someone did a find and replace over this file, and completely screwed up the signal for Knockdown().
This caused components that relied on it, like the Knockoff component, to work way less often.
This PR fixes that.
It also goes through and cleans up the Knockoff component. More consistent style guide stuff, minor improvements, better documentation.
It also unit tests it.
* Fixes `Knockdown` signal being incorrect, making knock-off items (and others) trigger when they should again. Also cleans up the knockoff component and unit tests it.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes slips being broken and adds a unit test to catch it happening again. (#67741)
* Fixes slips being broken and adds a unit test to catch it happening again.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Implements a Demolition Modifier variable to items, affects damage vs structures and robots. (#66967)
Adds a modifier variable which can be used to increase or decrease a given items damage to structures, machinery, vehicles, and robots (including cyborgs, simple-bots, and anything else with the MOB_ROBOTIC biotype)
* Fixes attacks on mech equipment ignoring armor / melee damage, also fixes mech equipment not being disabled at 0% health, also also unit tests mech armor (#67411)
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes Novaflowers not lighting people on fire, again. Unit tests it. Cleans up some unique plant genes stuff too. (#67597)
* Fixes Novaflowers not lighting people on fire, again. Unit tests it. Cleans up some unique plant genes stuff too.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* fixes inconsistent lighting ci failure in icebox (#67430)
Fixes and adds test for get_pixel_turf returning null on tall objects on top of the map.
* fixes inconsistent lighting ci failure in icebox
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Unit tests for default hydroponic seed gene setups (#67029)
Adds a unit test that ensures the default list of genes for all plants is a valid setup.
* Unit tests for default hydroponic seed gene setups
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* unit test for /obj/item/stack singular_name (#66378)
Checks if all non-blacklisted stack items have singular_name set, because apparently that's pretty important
Gives it to a few ones that didn't
* unit test for /obj/item/stack singular_name
* fix
Co-authored-by: capsaicin <84609863+capsaicinz@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* adds a unique species id unit test + cleans up some golem mischief (#66050)
* adds a unique species id unit test + cleans up some golem mischief
Co-authored-by: capsaicin <84609863+capsaicinz@users.noreply.github.com>
* Becoming the patron of a painting now lets you select a different, persistent appearance for the frame it's in. (#65305)
* Painting frame selection for patrons, painting json version update.
* Becoming the patron of a painting now lets you select a different, persistent appearance for the frame it's in.
* fix unit test
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* standing here on the edge
* the irony of my own unit tests failing on me is not lost
* will this work? god knows
* okay, now that this works
* Update code/modules/unit_tests/_unit_tests.dm
* aye
* weh, fixed
* tired me is not a good coder
* correct this
* max_count + flashbang
* testing a change to the unit test
* weh
* i give up
* Update code/modules/unit_tests/_unit_tests.dm
* Pump pressure calculation now respects temperature. (#62320)
Ever pump hot nob into a tank of oxygen, see the pressure rise to 8000 kpa for a few seconds and have that deafening explosion sound play right after? This attempts to eliminate those by making the pressure transfer proc thingy in gas_mixture account for resulting temperature. The old one is preserved if the temperature difference isn't too big because it's most definitely more performant. The minimum temperature difference of 5 is completely arbitrary and I won't mind changing if asked. Math is a bit messy by necessity but I hope the comment is adequate.
While I'm at it i also changed the return value of those procs to return a removed gasmix instead of directly merging. I sort of needed this for a clean implementation of assume_air in #62284. Will need more testing though. Found a better solution.
Writes a small unit test to check for this too.
Cuts down on one unintended cause of explosions.
* Pump pressure calculation now respects temperature.
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
* Adds Modular Ruins (#64077)
Adds a new system to allow mappers to randomly load modular map segments.
For implementation details and a tutorial check the included README.md.
* Adds Modular Ruins
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
* Prepares unit tests for vscode extension update. (#63963)
* Prepares unit tests for vscode extension update.
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
* [Ready] MODsuits
* we dont need to add these people as codeowners, goodness gracious
* have to remove this because upstream
* part 1 of these fixes
* EEEE
* Update peacekeeper_clothing.dm
* E
* E
* Auto stash before merge of "upstream-merge-59109" and "origin/upstream-merge-59109"
* E
* Update expeditionary_trooper.dm
* more removal
* nice
* modsuti modstui modusuti
* fixes
* E
* ITS MODsuit not HARDSUIT
* more hardsuit references
* MODSUIT NOT HARSUITEDSA
* Maps
* More ,map
* oop
* e
* oo aa
* 0
* ting tang
* Update modsuit_tailsprites.dm
* hi fikou
* bs tech update
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Map load unit testing and directory whitelisting - Mojave Sun is a really cool downstream, like and subscribe for longer PR names. oranges was here and made this github PR name much longer, thereby proving once and for all that upstreams do add value to the downstream not just endless amounts of refactoring because we can't write any api's in a modular fashion the first time around so have to update them later to be modular. Anyway do you think a taco counts as a sandwich? (#62620)
About The Pull Request
This is a fix for map not load anymore because of security changes
Why It's Good For The Game
Maps are good as they encourage gameplay and differentiate ss13 from a classic MUD game
Changelog
cl
add: unit test for map load
add: directory param to map load + whitelist for data and _maps
add: advertising for mojave sun in tg commit logs
/cl
* Map load unit testing and directory whitelisting - Mojave Sun is a really cool downstream, like and subscribe for longer PR names. oranges was here and made this github PR name much longer, thereby proving once and for all that upstreams do add value to the downstream not just endless amounts of refactoring because we can't write any api's in a modular fashion the first time around so have to update them later to be modular. Anyway do you think a taco counts as a sandwich?
Co-authored-by: AndrewL97 <andrewjlove97@gmail.com>
* Tackles various problems with keyed_list config entries, fixing broken roundstart races and more! (#62359)
While helping RaveRadbury debug some issues with enabling Halloween species early via the brute force method of enabling them in the config rather than the gentleman's solution of testmerging a PR that changes the Halloween date, we discovered something dreadful.
Cloth golems cannot be enabled! Infact, any species with a space in the ID cannot be enabled.
It uses the splitter despite VALUE_MODE_FLAG being set. So a key entry like ROUNDSTART_RACES cloth golem would get parsed as cloth = golem, then entered into the config as cloth = TRUE
NEW AND IMPROVED PART HERE
I've re-written how keyed_list config entries are parsed, splitting it into a number of procs to do some discrete block of logic.
Based on feedback from MSO, he expected that VALUE_MODE_FLAG keyed_list entries could have elements overridden. However, this functionality was not present in the code.
I have implemented it. We now support 3 methods of setting VALUE_MODE_FLAGS.
Implicitly enable the config entry: CONFIG_ENTRY config_key_goes_here
Explicitly enable the config entry: CONFIG_ENTRY config_key_goes_here 1
Explicitly disable the config entry: CONFIG_ENTRY config_key_goes_here 0
There have been functionality changes too. Previously, everything before the first splitter was the key and everything after was the value. However, in ambiguous config entries (Such as ROUNDSTART_RACES cloth golem 0) it would be unclear if the intent was (cloth, golem 0) or (cloth golem, 0) or indeed if the intent was (cloth golem 0, 1).
As a result, there is now the following paradigm in place: Everything after the LAST splitter is the value, everything before is the key and a log_config warning is now given explaining the problem and showing how it was resolved.
[2021-10-27 19:48:12.840] WARNING: Multiple splitter characters (" ") found. Using "cloth golem" as config key and "1" as config value.
This warning will trigger if multiple splitters are present for any keyed_list config entry, and will trigger on implicit VALUE_MODE_FLAGS entries that have splitters. The example above is it triggering on ROUNDSTART_RACES cloth golem - It has detected that there is potential ambiguity between (cloth, golem) or (cloth golem, 1), has picked a sensible option for the data type and has warned about it.
The intent is that no config entry should be ambiguous. It should be clear what is key and what is value when dealing with keyed_list config entries.
There's probably more work to do on other config entries to bring them up to this standard, but this is the thing I'm hitting in this PR.
Similarly, I have improved the validation aspect of keyed_list config entries with additional logging in general.
[2021-10-27 19:47:53.135] ERROR: Invalid KEY_MODE_TYPE typepath. Is not a valid typepath: /mob/living/carbon/monkey
I have added a unit test to make sure species IDs do not contain splitters from the two keyed_list subtypes relating to species.
I have added sanity checking to the race config subtypes since we have a big dick global list of all races sorted by ID, so a race not existing will fail validation and output a meaningful config log entry.
I have removed /datum/config_entry/keyed_list/probability from the code as it is unused with the removal of all game modes except Dynamic.
The config change necessitated the renaming of all golem species IDs. Doing so and renaming the clothgolem.ts file to match has fixed the broken cloth golem page too.
* Tackles various problems with keyed_list config entries, fixing broken roundstart races and more!
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Integrated the component printer into the integrated circuit UI. You can now link integrated circuits to component printers (#62287)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Integrated the component printer into the integrated circuit UI. You can now link integrated circuits to component printers
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Fixing issues with contents of some coded or mapped closets exceeding their storage capacity (#62221)
* Fixing issues with contents of some coded or mapped closets exceeding their storage capacity
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Change the word filter configuration to allow providing reasons, fix emotes not working in filters, and implement separate OOC/IC/PDA filters (#61606)
* Change the word filter configuration to allow providing reasons, fix emotes not working in filters, and implement separate OOC/IC/PDA filters
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* tgui Preferences Menu + total rewrite of the preferences backend
* nah, we dont need to ping those people
* trying to remove the funny stuff
* unmodularizing this
* prefs reset
* this may need to be reverted, who knows
* okay, this part
* perhaps
* EEEEEEEEE
* unsanitary
* E
* Stage 1 + loadout system
* more fixes
* E
* I mean, it launches?
* More fixes and reorganisation
* E
* customisation code is spaget.
* disable ERP prefs
* Update erp_preferences.dm
* Update erp_preferences.dm
* E
* Slowly getting there
* It may be time for help :)
* tri...colors... help
* preferences now pass preferences
* Update dna.dm
* Fuck this man
* missing savefile return, set_species works, removed dumb stuff from updateappearance
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8199
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8224
* https://github.com/tgstation/tgstation/pull/61519
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8278
* e
* le butonAZARAK HELLO
* hhh
* Proper recognition where it's due, MrMelbert!
* EEEE
* examine block
* Better gen hit sounds from whitedream
* final loadout touches, more bug fixes im sure to come
* i said there would be bugfixes
* Update LoadoutManager.js
* Missing preferences in the html menu
* LIVE TESTING PHASE BABY
* Update LoadoutManager.js
* EEE
* LAUNCH TEST FIRE
* Update job.dm
* Update new_player.dm
* 50gb DAY ONE PATCH
* EEE
* Update preferences.dm
* buggle fixes
* Update examine.dm
* >LOOC starts on
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Del The World: Unit testing for hard deletes (#59612)
Co-authored-by: SteelSlayer <42044220+SteelSlayer@ users.noreply.github.com>
* Del The World: Unit testing for hard deletes
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@ users.noreply.github.com>
* Adds a unit test for icon states on GAGS items and fixes some inhand sprites (#59330)
This adds a unit test which goes through all items and makes sure all the icon states needed are in the greyscale configurations, if it has one.
* Adds a unit test for icon states on GAGS items and fixes some inhand sprites
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
* Fix invisible powder breaking color blending (#59188)
Fixes a bug where egg glands (eggs with a random reagent) would runtime if they combined with invisible powder.
Invisible powder was setting their color to null, which broke everything. This doesn't change any behavior as invisible powder hardly works anyway.
* Fix invisible powder breaking color blending, fixing a spurrious CI failure
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Fixes footprint stacking (#58918)
* Fixes footprint stacking, replace_decal needed to return parent, and just, didn't. I'm not sure where the fuck
this came from, or even how to test for it, but here you are
* Adds a unit test to prevent regressions on this error in future
* Uses TEST_ASSERT_EQUAL instead of TEST_ASSERT
Thank you moth man
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Updates a comment to more accurately describe my pain
* maybe fixes it?
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixes footprint stacking
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fix Wizard Loadouts from the Wizard Spellbook crashing the server. (#58939)
* Fix Wizard Loadouts from the Wizard Spellbook crashing the server.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Xenomorphs can now strip humans again (#58007)
* Xenomorphs can now strip humans again, create granular tgui state compositors
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>