136 Commits

Author SHA1 Message Date
Waterpig bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

Update install_node.sh

Update byond.js

oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

aaaaaaaaaaaaaaaaaaa

not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00
Waterpig 4c4930c71d Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit 2024-09-08 00:59:39 +02:00
norsvenska aefec7cb2b Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request

it's - conjunction of "it" and "is"
its - possessive form of "it"

grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good

## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
2024-07-21 15:47:03 -04:00
norsvenska 5f80128fa9 Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request

it's - conjunction of "it" and "is"
its - possessive form of "it"

grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good

## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
2024-07-21 13:41:37 -06:00
SpaceLoveSs13 7aa6664021 Mirror (#27453)
* Fix Conflicts

* Change COGBAR_ANIMATION_TIME to seconds and not deciseconds (#82530)

Most people should not be using this define

* New Battle Arcade (#81810)

Remakes Battle Arcade from just about the ground up, with exceptions
taken for emagged stuff since I didn't really want to touch its
behavior.

The Battle Arcade now has stages that players can go through, unlocking
a stage by beating 2 enemies and the boss of the previous one, but this
must all be done in a row. You can choose to take a break between each
battle and there's a good chance you'll sleep just fine but there's also
a chance it can go wrong either through an ambush or robbery.

The Inn lets you restore everything for 15 gold and you can buy a sword
and armor, each level you unlock is a new sword and armor pair you can
buy that's better than the last, it's 30 gold each but scales up as you
progress through levels. They are really worth getting so it's best to
try to not lose your money early in.

The battle system is nearly the same as how it was before but I removed
the poor combo system that plagued the old arcade as one big knowledge
lock, now it's more just turn based. The game is built on permadeath so
dying means you restart from the beginning, but if you are going to lose
you can try to escape instead which costs you half of your gold.

Getting to higher levels increases the difficulty of enemies but also
increases the gaming exp rewards which could make this a better way to
get exp if you can get good at it.

Gaming EXP is used to increase chances of counterattacking but doesn't
give any extra health to the player.

I also removed the exploit of being able to screwdriver arcade cabinets
because people would do that if they thought they were on the verge of
losing to bypass the effects of loss. I instead replaced it with a new
interaction that the Curator's display case key can be used to reset
arcade cabinets (there's several keys on the chain so it made sense to
me), which I added solely because I thought Curators would be the type
of person to have run an actual arcade.

This is some gameplay

https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede

As a misc sidenote, I also split up the arcade file just like how Orion
Trail was before, just for neat code organization.
The Inn keeper is straight up just a photo of my localhost dude, he's
not a player reference or anything it's not my actual character.
I also have no idea how well balanced this is cause I suck at it lol.

Battle Arcade is one of 3 last machines in my hackmd here to turn into
TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view
I've always thought the current version of battle arcade is quite lame
and lacks any progression, like Orion Trail I thought that since I was
moving this to TGUI, it would also be a perfect opportunity to revamp it
and try to improve on where it failed before, especially since the
alternative (NTOS Arcade) is also lame as hell and is even lamer than
HTML battle arcade (spam mana, then spam health, then just spam attack,
rinse and repeat).
This will hopefully be more entertaining and give players sense that
they are getting through a series of tasks rather than doing one same
one again and again.

🆑 JohnFulpWillard, Zeek the Rat
add: Battle Arcade has been completely overhauled in a new progression
system, this time using TGUI.
add: The Curator's keys can now reset arcade cabinets.
balance: You now need to be literate to play arcade games, except for
Mediborg's Amputation Adventure.
fix: You can no longer screwdriver emagged arcade consoles. Accept your
fate.
fix: Silicons can no longer play Mediborg's Amputation Adventure.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>

* Change setting item weight class to a setter to patch some weight class related shenanigans (#82494)

## About The Pull Request

Fixes #81052 
Fixes #58008

Setting weight class of items is now done via `update_weight_class`.

I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.

This is done to allow datums to react to an item having its weight class
changed.

Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.

## Changelog

🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑

* Material datum color update, plus touching up some material items (knight armor, tiles) (#82500)

## About The Pull Request

Tries to bring the material datum colors in closer approximation to the
stacks they're attached too. I literally used the colors on the stacks.
some might need to be lighter or darker, but for the most part they'll
look...closer to their actual material hues.

![material datum stuff
2](https://github.com/tgstation/tgstation/assets/40847847/a3a5968f-cab3-43dd-8699-3dae879b21fb)

I've also tweaked the sprites of both the tile object and the actual
material tile turf to give it the right shading.


![image](https://github.com/tgstation/tgstation/assets/40847847/56489479-8774-492b-b8cc-aeabc6c0a67f)

In addition to the tiles, I've also updated the knight armor and helmet
to look closer to the much higher quality plate armor already in the
game.

## Why It's Good For The Game

It bothered me that the material datum coloring was inconsistent with
the actual colors used for the material stacks. When they were updated,
and even before they were updated, material datum stuff just never
looked _right_. I wanted to change that so that it looks just right.

I did not like the old material knight armor whatsoever. It was a
dithered mess, and seemed to already use parts of the standard plate
armor but with all the actual shading removed or replaced with the wrong
colors. This fixes that so that the armor is actually readable for what
it is.

## Changelog
🆑
image: Updates the colors of various material datum to bring them closer
in-line with their actual material stacks
image: Improves the sprites for the material knight armor and helmet.
/🆑

* LateInitialize is not allowed to call parent anymore (#82540)

## About The Pull Request

I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.

This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.

Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).

## Why It's Good For The Game

I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.

## Changelog

🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑

* Fix table top deconstruction (#82508)

## About The Pull Request

Edited: updated changelog, read comments for changes in implementation
details

So previously, tables would let you use a wrench to fully deconstruct
them, or a screwdriver to take off only their top.
This, however, broke in two different ways in #82280, when their
deconstruction logic got changed.

First off, deconstructed tables would only drop the materials for their
top and not their frame.
For this, the primary culprit seems to be on line 307:

https://github.com/tgstation/tgstation/blob/c34d56a45b0461f5e0fad3cc75e81580c3357119/code/game/objects/structures/tables_racks.dm#L300-L307
Where `new framestack(target_turf, framestackamount)` accidentally got
an extra indent, and ended up in the less common half of the if-else
chain.
Just moving this outside of the if-else chain again fixes it.

Secondly, tables had their own special deconstruction logic, which got
'standardized'.
Issue. This was special to accommodate for having two different
deconstruction logics: full or top only.
With `deconstruct(...)` no longer being overridable, I feel it's awkward
to attempt to proxy that information to the new `atom_deconstruct(...)`
So we introduce a new method, `deconstruct_top`, for the screwdriver to
use, which handles deconstructing only the top.
```dm
/obj/structure/table/proc/deconstruct_top()
	var/obj/table_frame = new frame(loc)
	if(obj_flags & NO_DECONSTRUCTION)
		table_frame.obj_flags |= NO_DECONSTRUCTION
	else // Mimic deconstruction logic, only drop our materials without NO_DECONSTRUCTION
		var/turf/target_turf = get_turf(src)
		drop_top_mats(target_turf)
	qdel(src)
```
Mimicking the `NO_DECONSTRUCTION` logic of normal deconstruction, and
copying over the flag onto its frames if need be.
This fixes screwdriver deconstruction.
## Why It's Good For The Game

Fixes #82503.
We can now deconstruct the table top separately again, AND get the right
materials back too.

## Changelog
🆑 00-Steven, SyncIt21
fix: Wrench table deconstruction gives the right materials again.
fix: Screwdriver table deconstruction only deconstructs the top again.
/🆑

* [NO GBP] Reagent grinders display reagents on examination (#82535)

## About The Pull Request
- Fixes #82531

Somehow omitted this during the general maintenance thing

## Changelog
🆑
fix: Reagent grinders display reagents of its beaker on examination
/🆑

* Monkeys now use height offset (and monkey tail works) (#81598)

This PR adds the ability for monkeys to wear any jumpsuit in the game,
and adds support for them to wear things like coats, gloves, and shoes
(though this cannot be obtained in-game and is solely achieved through
admins, which I also improved a bit upon by adding a defined bitfield
for no equip flags).

This reverts a lot of changes from
https://github.com/tgstation/tgstation/pull/73325 - We no longer check
height from limbs and such to bring sprites down, instead monkeys now
work more similarly to humans, so the entire PR was made irrelevant, and
I didn't really want to leave around dead code for the sake of having a
human with longer legs.

I've now also added support for Dwarfism, which makes monkeys look even
smaller. Very minor change but at least now the mutation doesn't feel
like it does literally nothing to monkeys (since they can already walk
over tables).

Here's a few examples of how it can appear in game (purely for
demonstration, as it is currently intentionally made impossible to
obtain in-game, though if someone wants to change that post-this PR now
that support is added, feel free):

Tails have been broken for a while now, the only reason you see them
in-game is because they are baked into the monkey sprites. This fixes
that, which means humans can now get monkey tails implanted into them
(hell yeah) and monkeys can have their tails removed (also hell yeah)

* Gets [weird] with (spies) by adding protect and deuteragonist-flavored objectives. (#82447)

## About The Pull Request

What are their goals? Why are they doing this? gets weird with Spy
objectives - namely by adding a lot more ways spies might be asked to
affect various targets around the station.

the first of these is by several flavors of Protecting targets (these do
NOT print a success at roundend in keeping with Spy design:)
- Protect (get a humanoid target off alive)
- Protect Nonhuman (get an entity off alive)
- Jailbreak (make sure a humanoid target escapes free)
- Detain (make sure a humanoid target gets taken out arrested)

the second of this is by a new escape condition: 
- Exile (get off-station or off the Z-level by the end of the shift -
sometimes it's not just pods, you need to fuck off to space to win.)

the third is through a massive increase in the number of possible:
- objective templates 
- departments to target (Command + Service added)
- specific locations to target
- general classes of objects to target (medicines, floor tiles, critical
infrastructure, etc.)
- efforts to target (such as meals, mechs, public supplies)
- ways to leave (you can be asked to abscond from the scene of your
crimes?)

## Why It's Good For The Game

More goofy and weird prompts to do more interesting things with Spies.
One thing I think we're sorely missing in our lineup is antagonists that
can act a bit more as deuteragonists - very possibly helping the crew
under certain conditions and frustrating the Hell out of them in others.

Since there's no way to check their objectives, and they get their
gear/progression through stealing shit, they're still very much an
antagonist and exist under the suspicion of doing bad... but, just going
by their objectives, introducing more varied (and in some cases even
benign) goals for them creates suggestions pointing to a lot more varied
and interesting stories if people choose to run with it.

* Adds anosmia quirk (#82206)

## About The Pull Request

Adds anosmia quirk. Anosmia, also known as smell blindness, is the loss
of the ability to detect one or more smells.

I tried to find all smells action and (most likely) update all of them,
unfortunately I can't change descriptions for this quirk.

## Why It's Good For The Game

Some characters will be able to not feel smells
That affect:
* Gases feelings and alerts (CO2, Plasma, miasm) - you don't feel them
* Bakery and cooking
* Changeling ability to feel other changelings by smell
* Some unimportant spans

* Explosions Part I - Directional Explosions (#82429)

## About The Pull Request

Adds the ability for explosions to be directional. This is achieved by
adding an angle check to `prepare_explosion_turfs()` to drop any turfs
outside the cone of the explosion. If the arc covers a full 360 degrees,
as is the default, it will accept all the turfs without performing the
angle check.

Uses this functionality to rework both rocket launcher backblast and X4
explosions. Rocket launcher backblast has been changed from a shotgun of
indendiary bullets to a directional explosion of similar length. X4 now
uses a directional explosion to "ensure user safety".

Apparently the old method of moving the explosion one tile away didn't
even work, as it blew up `target` before trying to check its density for
the directional behaviour.

https://youtu.be/Mzdt7d7Le2Y

## Why It's Good For The Game

Directional explosions - Useful functionality for a range of potential
use cases, which can be implemented with minimal extra processing cost
(Worst case scenario being very large directional explosions)

Backblast - Looks way cooler than a bunch of projectiles, and should be
significantly more functional in high-lag situations where projectile
code tends to get fucky

X4 - More predictable for players wanting to use it as a breaching
charge, you can actually stand near the charge and not have to worry
about being hoist upon your own petard.

## Changelog
🆑
add: Added support for directional explosions.
add: Rocket launcher backblast is now 271% more explosive, check your
six for friendlies!
add: X4 charges now explode in a cone away from the user when placed on
a sufficiently solid object.
fix: X4 charges will now behave correctly when placed on dense atoms
(note: don't try to read a variable from an atom you just blew up)
/🆑

* Add balloon alerts to plunging (#82559)

## About The Pull Request

Makes all plunging actions (pretty much anything using `plunger_act`)
have a visible balloon alert.

## Why It's Good For The Game

Makes sense that others would easily notice you plunging the shit out of
something.

Also, more people might finally learn that you can plunge the vent clogs
instead of welding them.

## Changelog
🆑
qol: Added balloon alerts whenever you start plunging something (i.e )
/🆑

* Fixes spurious runtime on Icemoon caused by turf calling unimplemented LateInitialize() (#82572)

## About The Pull Request

As of https://github.com/tgstation/tgstation/pull/82540 this runtime was
happening,


![image](https://github.com/tgstation/tgstation/assets/13398309/4d838fda-c157-4e33-ae64-77eafca1806f)

`/turf/open/openspace/icemoon/` can be changed to
`/turf/open/misc/asteroid/snow/icemoon/do_not_chasm` before
`Initialize()` returns, which resulted in it `INITIALIZE_HINT_LATELOAD`
getting returned on a turf that does not have an implementation of that
proc.

This should fix that.

## Why It's Good For The Game

Fixes CI error

* Blueprints tgui (#82565)

Blueprints now use a TGUI panel instead of the old HTML one.
Also did general code improvement and maintaining to blueprints in
general and also destroyed the ``areaeditor`` level, repathing it to
just 'blueprints'.
Also adds a sound when you look at structural data cause why not

Video demonstration:

https://github.com/tgstation/tgstation/assets/53777086/861773fd-3d57-472d-bc94-d67b0d4f1dbd

The 4 blueprint types:

![image](https://github.com/tgstation/tgstation/assets/53777086/bfd68eb5-c430-4608-a3f7-d6ac86727882)

Another HTML menu dead underground.
This is more responsive and doesn't require constant updating to see
which area you're in, feels less OOC (instead of saying "the blueprints
say", just say it, you ARE the blueprints).

Like, come on

![image](https://github.com/tgstation/tgstation/assets/53777086/fcf1b8b6-37c3-4c94-969f-3b121c983dc0)

Look at all this wasted space

![image](https://github.com/tgstation/tgstation/assets/53777086/1d3e61cd-bc56-4280-a3bb-0c66604e75b3)

🆑
refactor: Blueprints now use TGUI.
qol: Blueprints can now be used while lying down.
/🆑

* General maintenance for chem master (#82002)

**1. Qol**
- Adds screen tips & examines for screwdriver, wrench, crowbar & beaker
insertion, removal & replacing actions
- Analyzing reagents is now a client side feature & not a back end mode,
meaning one person can see details of a reagent while the other can
print stuff and do other operations so it's a non blocking operation.
This also means 2 players can see information of 2 different reagents in
their own screens, With that the overlay for analysis mode has been
removed
- You cannot do any tool acts on machines while printing. Balloon alerts
will be displayed warning you of that.
- The preferred container for the master reagent in the beaker is now
showed in both condiment & chem master. It can be enabled/disabled via a
CheckBox

**2. Code Improvements**
- Removed defines like `TARGET_BEAKER` , `TARGET_BEAKER` etc. ther
functionality is implemented as params in the `transfer_reagent()` proc
directly
- Removed all variables relating to analyzing reagents like
`reagent_analysis_mode`, `has_container_suggestion` etc. all memory
savings
- `printable_containers` now stores static values that can be shared
across many chem masters
- Updates only overlays and not the whole icon during operations for
efficiency

**3. Fixes**
- You can hit the chem master with the screwdriver, wrench, crowbar &
beaker when in combat mode
 - You cannot insert hologram items into the chem master
- Deconstructing a condiment master will give you the circuit board
already pre-programmed with that option selected so you don't need to
use a screwdriver to re program it
- `printing_amount` is now the maximum number of containers that can be
printed at a time. Presently this number with upgraded parts would print
out empty containers especially for patches. This is because
`volume_per_item` does not take into consideration this var. Also this
var would not give control to the player on exactly how many containers
to print as whatever amount the player entered would be multiplied with
this value producing a lot of waste & worse empty containers. Now this
var determines exactly how many containers you can print and is imposed
on the client side UI as well

**4. Refactors (UI performance)**
- Beaker data is compressed into a single entity & sent to the UI. This
is set to null if no beaker is loaded thus saving data sent
- Reuses Beaker props from chem synthesizer to reduce code
- reagent REF replaced with direct type converted to text and later
converted with `text2path()` cause its much faster

🆑
qol: Adds screen tips & examines for screwdriver, wrench, crowbar &
beaker insertion, removal & replacing actions
qol: Analyzing reagents no longer blocks other players from doing other
operations. Multiple players can analyze different reagents on the same
machine
qol: You cannot do any tool acts on the machine while printing to
prevent any side effects.
qol: The preferred container for the master reagent in the beaker is now
showed in both condiment & chem master. The feature can be
enabled/disabled via a check box
code: removed defines for reagent transfer, vars for reagent analyzis to
save memory. Autodoc for other vars & procs
fix: You can hit the chem master with tools like screwdriver, crowbar,
wrench & beaker in combat mode
fix: You cannot insert hologram items into the chem master
fix: Deconstructing a condiment master will give you the circuit board
already pre-programmed with that option
fix: You now print the exact amount of containers requested even with
upgraded parts without creating empty containers. Max printable
containers is 13 with tier 4 parts able to print 50 containers.
refactor: Optimized client side UI code & chem master as a whole.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* Wraps `lowertext()` to ensure proper stringification. (#82442)

Fixes #82440

This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not
lost on me) to wrap around all calls of `lowertext()` and ensure that
whatever we input into that proc will be stringified using the `"[]"`
(or `tostring()` for the nerds) operator. very simple.

I also added a linter to enforce this (and prevent all forms of
regression) because I think that machines should do the menial work and
we shouldn't expect maintainers to remember this, let me know if you
disagree. if there is a time when it should be opted out for some
reason, the linter does respect it if you wrap your input with the
`UNLINT()` function.

* Clowns can now make balloon... toys. And also mallets and hats. (#82288)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

Clowns will now start with a box of 24 random long balloons and a
skillchip in their noggin allowing them to create balloon animals by
combining two of them of different colour together. Owners of the
skillchip also gain access to crafting recepies of balloon mallets,
vests, helmets and tophats, all created from long balloons. A crate of
long balloons, with a box of balloons inside, can be bought at cargo, in
case the clown runs out. I might edit this once I wake up, its 3 in the
morning right now.
Oh also, resprited how balloons look in inventory.

![image](https://github.com/tgstation/tgstation/assets/122572637/2d7ce955-c787-48a5-bfda-4613d2eed837)

Balloon animals funny.
Silly features are my favourite kind of features, and this one's
open-ended too.
Someone on the coder chat recommended someone would do it that one time,
here it goes.

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🆑
add: Added long balloon box to the clown's starting inventory, and a
skill-chip of long lost honk-motherian knowledge to their brain.
add: Added long balloons. Consequently, added balloon animals to make
from such balloons. Also, balloon top hat, vest, helmet, and a mallet.
Don't ask about the mallet.
add: A long balloons box harvested fresh from the farms on the clown
planet will be able to be shipped in a crate to the cargo department
near you!
add: As per requests; water balloons can now be printed at service
lathe, and entertainment modsuit can now blow long balloons!
image: Balloons will now have an unique sprite when in the inventory,
compared when to on the ground.
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
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---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>

* Quick spellcheck 'steall' (#82560)

## About The Pull Request

https://github.com/tgstation/tgstation/pull/82447 quick followup to
this, caught it while glancing through the code.

* Fix

* merge conflicts

* Revert "Monkeys now use height offset (and monkey tail works) (#81598)"

This reverts commit 5cfdc5972d.

* fix

* Fixed lateinitialize

* This should cut it

* Oh right

* There?

* Damn, here?

* There

* [NO GBP] Fixes spurious runtime caused by icemoon (again) (#82582)

## About The Pull Request

https://github.com/tgstation/tgstation/pull/82572 I tried to fix this
but there was an unaccounted race condition which just caused a separate
runtime...


![firefox_GxGibAO281](https://github.com/tgstation/tgstation/assets/13398309/f251aecc-ef17-4bae-a741-5aade40de423)

Since the type is being changed mid-execution `replacement_turf` will
become out of scope. My bad--this should fix it now for good.

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Higgin <cdonny11@yahoo.com>
Co-authored-by: NeonNik2245 <106491639+NeonNik2245@users.noreply.github.com>
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-04-26 01:22:24 +02:00
SpaceLoveSs13 a9ff046352 Administrator Cherrypick (#27405)
* Admin Verb Datums MkIII | Now with functional command bar (#82511)

* Modular stuffs

* Put some admin jump verbs back into the context menu | sorts area jump list again (#82647)

## About The Pull Request

See title.

## Why It's Good For The Game

Some admins wanted all the jump verbs back, aswell as making them not
AGhost you.
Also make the Jump To Area verb use a sorted list again

* Hey what if admins were allowed to use the player panel (#82682)

Re-adds the player panel verb to the verb panel.

* Controller Overview UI (#82739)

* Fixes a minor spelling mistake on the admin panel/verb list (#82747)

## About The Pull Request

Corrects `inisimin` to `invisimin`. This addresses #82728, but only
fixes one of the two issues mentioned

## Why It's Good For The Game

-1 spelling mistake

## Changelog
🆑
spellcheck: 'inisimin' verb corrected to 'invisimin'
/🆑

* Player Panel-age (#82757)

* Admin Forced Mob Rename and Preference Update (#82715)

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: chel <64568243+iliyaxox@users.noreply.github.com>
2024-04-23 20:43:45 +02:00
Zephyr 7f8752be14 Admin Verb Datums MkIII | Now with functional command bar (#82511) 2024-04-12 12:27:09 -07:00
san7890 c403a6eccc Wraps lowertext() to ensure proper stringification. (#82442)
## About The Pull Request

Fixes #82440

This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not
lost on me) to wrap around all calls of `lowertext()` and ensure that
whatever we input into that proc will be stringified using the `"[]"`
(or `tostring()` for the nerds) operator. very simple.

I also added a linter to enforce this (and prevent all forms of
regression) because I think that machines should do the menial work and
we shouldn't expect maintainers to remember this, let me know if you
disagree. if there is a time when it should be opted out for some
reason, the linter does respect it if you wrap your input with the
`UNLINT()` function.
2024-04-10 12:19:43 -07:00
SkyratBot 6c4c965ea4 [MIRROR] Changes occurrences of recieve in code to receive [MDB IGNORE] (#25393)
* Changes occurrences of `recieve` in code to `receive`

* Fix conflict

---------

Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
Co-authored-by: SomeRandomOwl <somerandomowl@ratchtnet.com>
2023-12-02 20:40:07 -06:00
distributivgesetz f8b41f9442 Changes occurrences of recieve in code to receive (#80065)
## About The Pull Request

I've stumbled across this enough to finally go through the entire
codebase and fix it. I left out changelogs simply because rewriting
history logs is bad.
## Why It's Good For The Game

I find it pretty annoying because I stumble across words that are
misspelled for a few seconds, and I'm likely not the only one who feels
like this. Less spelling mistakes in code are better.
## Changelog
🆑
spellcheck: Occurrences of "recieve" has been changed to "receive".
/🆑
2023-12-02 14:50:57 -07:00
SkyratBot 84e42fd0eb [MIRROR] Removes some code soul (IF YOU ARE COPY PASTING THIS...), replaces it with a macro [MDB IGNORE] (#25272)
* Removes some code soul (`IF YOU ARE COPY PASTING THIS...`), replaces it with a macro (#79935)

## About The Pull Request

Replaces all instances of `SSblackbox.record_feedback\("tally",
"admin_verb", 1, (.+)\)` with `BLACKBOX_LOG_ADMIN_VERB($1)`

This makes so the funny comment isn't necessary.

It also reveals one location which someone did not heed the comment, the
`debug_controller` proc copy+pasted the line but did not change the
fourth argument. PEOPLE DON'T READ!

* Removes some code soul (`IF YOU ARE COPY PASTING THIS...`), replaces it with a macro

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-11-27 01:02:37 -05:00
MrMelbert 566c7ba9c2 Removes some code soul (IF YOU ARE COPY PASTING THIS...), replaces it with a macro (#79935)
## About The Pull Request

Replaces all instances of `SSblackbox.record_feedback\("tally",
"admin_verb", 1, (.+)\)` with `BLACKBOX_LOG_ADMIN_VERB($1)`

This makes so the funny comment isn't necessary. 

It also reveals one location which someone did not heed the comment, the
`debug_controller` proc copy+pasted the line but did not change the
fourth argument. PEOPLE DON'T READ!
2023-11-26 20:17:04 -07:00
SkyratBot ae475697c0 [MIRROR] Corrects record_feedback()'s copy/paste comment [MDB IGNORE] (#20777)
* Corrects record_feedback()'s copy/paste comment (#74962)

## About The Pull Request

Corrects `record_feedback()`'s copy/paste comment.

## Pointless history

Originally being added in e2a8a5e, it kept its name and args for quite a
few years, that was until #32188 which had it renamed to
`record_feedback` and its args pretty much doubled. In between these
times the known copy/paste comment was already around, but that wasn't
updated, until now apparently.

* Corrects record_feedback()'s copy/paste comment

---------

Co-authored-by: Zandario <zandarioh@gmail.com>
2023-04-25 22:38:37 -07:00
Zandario 77db52dc6b Corrects record_feedback()'s copy/paste comment (#74962)
## About The Pull Request

Corrects `record_feedback()`'s copy/paste comment.

## Pointless history

Originally being added in e2a8a5e, it kept its name and args for quite a
few years, that was until #32188 which had it renamed to
`record_feedback` and its args pretty much doubled. In between these
times the known copy/paste comment was already around, but that wasn't
updated, until now apparently.
2023-04-25 20:20:02 -06:00
Gandalf e4b4d4d3c0 MISSED MIRROR [Lints Against Unmanaged Local Defines] (#20204)
* https://github.com/tgstation/tgstation/pull/74333

https: //github.com/tgstation/tgstation/pull/74333
Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* var stuff

Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* vars

* Update sol_fed.dm

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2023-04-01 01:15:22 +01:00
san7890 ccef887efe Lints Against Unmanaged Local Defines (#74333)
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.

## About The Pull Request

Hey there,

This took a while to do, but here's the gist:

Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.

Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.

Scenarios this PR corrects:

* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*

(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game

If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).

Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.

I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.

(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
2023-03-29 10:17:03 -07:00
lessthanthree 12d989be4c [MANUAL MIRROR] Adds an Escape Menu (#19217)
* Adds an Escape Menu (#72906)

* suicide

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-02-08 02:20:09 +00:00
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 9d0cdfe909 Adds an Escape Menu (#72906) 2023-01-26 00:25:16 -08:00
SkyratBot 087fb00859 [MIRROR] adminhelp logs are now sanitized correctly [MDB IGNORE] (#18600)
* adminhelp logs are now sanitized correctly (#72501)

## About The Pull Request
Properly sanitizes adminhelp replies to match the sanitization given to
the initial adminhelp

![image](https://user-images.githubusercontent.com/41448081/210929570-e1d3c29b-93aa-4140-a52e-e15c4222c2e6.png)

## Why It's Good For The Game
LogBuddy breaks if any admin replies to a message over multiple lines,
so this fixes that

## Changelog
🆑
admin: Logbuddy should no longer fail to parse logs with multi-line
adminhelp replies
/🆑

* adminhelp logs are now sanitized correctly

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-01-08 21:24:40 +00:00
Zonespace 862c079d4e adminhelp logs are now sanitized correctly (#72501)
## About The Pull Request
Properly sanitizes adminhelp replies to match the sanitization given to
the initial adminhelp


![image](https://user-images.githubusercontent.com/41448081/210929570-e1d3c29b-93aa-4140-a52e-e15c4222c2e6.png)

## Why It's Good For The Game
LogBuddy breaks if any admin replies to a message over multiple lines,
so this fixes that

## Changelog
🆑
admin: Logbuddy should no longer fail to parse logs with multi-line
adminhelp replies
/🆑
2023-01-08 13:09:12 -08:00
GoldenAlpharex f162639d09 Fixes various issues with Admin Ticket Handling (#17408)
Fixes various issues with admin ticket handling
2022-11-09 18:14:17 +00:00
SkyratBot 7b2b8f1f05 [MIRROR] Admins can now safely cancel the "Admin PM" verb [MDB IGNORE] (#17093)
* Admins can now safely cancel the "Admin PM" verb (#70705)

* Admins can now safely cancel the "Admin PM" verb

Co-authored-by: Funce <funce.973@gmail.com>
2022-10-22 02:29:16 -04:00
Funce a5e579e0c8 Admins can now safely cancel the "Admin PM" verb (#70705) 2022-10-21 21:24:57 -07:00
SkyratBot 2a1c0668b6 [MIRROR] Catches an edge case in ahelp replies [MDB IGNORE] (#15454)
* Catches an edge case in ahelp replies (#69053)

It turns out if you hit reply to an ahelp before it was closed, and then
sent back the input() after close, you'd end up with a runtime leaking
your reply, and no feedback.

This catches that case, and instead forwards it to a new ahelp, so the
text isn't lost, and the closed ticket is respected

Approved by sitting headcatmin Timberpose

🆑
fix: Attempting to send back a reply to an ahelp after it is closed now sends the reply to a new ticket, rather then just dropping it and leaving you for dead with a runtime
admin: see above
/🆑

* Catches an edge case in ahelp replies

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2022-08-07 08:43:42 -07:00
LemonInTheDark f531e30962 Catches an edge case in ahelp replies (#69053)
It turns out if you hit reply to an ahelp before it was closed, and then
sent back the input() after close, you'd end up with a runtime leaking
your reply, and no feedback.

This catches that case, and instead forwards it to a new ahelp, so the
text isn't lost, and the closed ticket is respected

Approved by sitting headcatmin Timberpose

🆑
fix: Attempting to send back a reply to an ahelp after it is closed now sends the reply to a new ticket, rather then just dropping it and leaving you for dead with a runtime
admin: see above
/🆑
2022-08-07 13:35:28 +01:00
SkyratBot de72cc696d [MIRROR] Fixes admin recipients seeing double pm messages [MDB IGNORE] (#15424)
* Fixes admin recipients seeing double pm messages (#68977)

* Fixes admin recipients seeing double pm messages

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2022-08-05 10:02:09 -07:00
LemonInTheDark 4b0b64df6b Fixes admin recipients seeing double pm messages (#68977) 2022-08-05 06:57:56 -07:00
SkyratBot def879e5b4 [MIRROR] Refactors admin PMs to be hopefully more resilient [MDB IGNORE] (#15348)
* Refactors admin PMs to be hopefully more resilient

* autoconflict resolution

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-08-04 15:47:52 +01:00
LemonInTheDark 59285861dd Refactors admin PMs to be hopefully more resilient (#68344)
* Begins refactoring admin pms, with a focus on runtime safety and ease of understanding

There's more I want to do here, mostly with spans and cleaning up sone
logic flow to be easier to understand

The primary thrust of it is making explicit any assumptions we make about values
This is important because this is sensitive code, and runtimes are not acceptable, since they both leak information and could lead to dropped ahelps, which is almost worse.

I'm also splitting the proc up into subsections, in an attempt to make it easier to reason about and work with
As a side effect of this, some operations need to be done more then once to avoid potential debugger escalation.

Related to this, I'm also no longer directly passing around client references through the procs. I instead pass the result of a pretty basic proc into each, to avoid issues with sleeping and such.

Oh, and I fixed a bug that made it impossible to reply to remote ahelp
responses. I hate this place.

* Converts all uses of the linkify span to a macro. One of these doesn't have a closing span, not sure if that's a bug or a feature

* Cleans up more logic embedded inside data, since this is critical code

Changes the backup for replying to someone who logs out, instead of
using the first person to send something to the ticket as our backup, we
use the recipient's ckey.

* some cleanup

* Converts a few more things over to the pattern

Reorganizes and deocuments sends_adminpm_message to be less hard to
track/read

* Cleans up a hanging proc that needed filtering

* Does a passthrough over tgs, makes stealthmin keys actually unique

* cleanup, screed at the top of the file

* cleanup, comments, etc

* Thanks trash, I can in fact not spell

* ok yeah I really can't spell

* updated comment to explain how code works

* messsage -> message spellcheck

* Nullchecking prevention

if for whatever reason someone in the future adds code that lummox says can sneakily allow for Logout() to execute between this and the last time client was checked, this could potentially runtime without nullchecking

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-08-01 20:58:15 -07:00
SkyratBot 9adea37b6b [MIRROR] [s] Patches potential runtimes in AdminPM [MDB IGNORE] (#14845)
* [s] Patches potential runtimes in AdminPM (#68324)

About The Pull Request

Hey there,

6e29689 seemed to work alright on my end, but apparently there are cases where current_ticket.id = NULL. This would cause runtime trace errors that would start to list out the first few words of most adminhelps. Fuck.

You probably could use recipient.current_ticket.id on the "else" portion but I woke up to this and I'm not 100% certain if that will null out at this time. Might also be apt to revert #68215 entirely?
Why It's Good For The Game

Those shouldn't show up in runtimes!
Changelog

Nothing particularly player facing.

* [s] Patches potential runtimes in AdminPM

Co-authored-by: san7890 <the@san7890.com>
2022-07-10 22:13:44 -04:00
san7890 9f3035389b [s] Patches potential runtimes in AdminPM (#68324)
About The Pull Request

Hey there,

6e29689 seemed to work alright on my end, but apparently there are cases where current_ticket.id = NULL. This would cause runtime trace errors that would start to list out the first few words of most adminhelps. Fuck.

You probably could use recipient.current_ticket.id on the "else" portion but I woke up to this and I'm not 100% certain if that will null out at this time. Might also be apt to revert #68215 entirely?
Why It's Good For The Game

Those shouldn't show up in runtimes!
Changelog

Nothing particularly player facing.
2022-07-11 08:51:00 +12:00
SkyratBot 6d77e1f5d7 [MIRROR] Adds the Ticket #ID To AdminPM Logs [MDB IGNORE] (#14801)
* Adds the Ticket #ID To AdminPM Logs (#68215)

Hey there,

Statbus has been broken for 2 months+, and what I've been doing when I need to reference a ticket is to go into the raw-logs and parse it for the involved CKey. However, you tend to get a lot of noise searching for the signal when you filter in Notepad++, so I decided today would be a good day to have the Ticket #ID in all associated AdminPMs (which are already logged in ADMINPRIVATE).

* Adds the Ticket #ID To AdminPM Logs

Co-authored-by: san7890 <the@san7890.com>
2022-07-08 19:27:43 +00:00
san7890 6e29689e60 Adds the Ticket #ID To AdminPM Logs (#68215)
Hey there,

Statbus has been broken for 2 months+, and what I've been doing when I need to reference a ticket is to go into the raw-logs and parse it for the involved CKey. However, you tend to get a lot of noise searching for the signal when you filter in Notepad++, so I decided today would be a good day to have the Ticket #ID in all associated AdminPMs (which are already logged in ADMINPRIVATE).
2022-07-08 15:00:44 -04:00
SkyratBot 0cd6d5fc1b [MIRROR] Ports the player ticket panel from skyrat [MDB IGNORE] (#13765)
* Ports the player ticket panel from skyrat

* keeps admin ping and handle function

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-23 20:52:10 +01:00
Seth Scherer 2baeb1b635 Ports the player ticket panel from skyrat (#66954)
* Ports the player ticket panel from skyrat
Adds a player side panel to view active admin tickets, this will make it
easier for players to find previous admin messages, remember what they
said previously etc. This is especially good for the cases that TGchat
drops messages
2022-05-20 15:15:32 -04:00
GoldenAlpharex 6dfe650f1a Finally fixed the issues with handling ahelps (#13078)
* Finally fixed the issues with handling ahelps

* Applied suggestion

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-04-25 14:34:40 +01:00
SkyratBot 3571a7db8b [MIRROR] Adds additional DB logging for admin help interactions [MDB IGNORE] (#9627)
* Adds additional DB logging for admin help interactions

* fixed conflicts

Co-authored-by: Nick <nick@nfreader.net>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2021-11-23 11:33:38 -05:00
Nick 2b411035c4 Adds additional DB logging for admin help interactions (#62994)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-11-22 14:53:08 -08:00
SkyratBot 7dbc5324f9 [MIRROR] Admins now get a little notice if they start responding to a ticket someone else is already responding to [MDB IGNORE] (#8922)
* Admins now get a little notice if they start responding to a ticket someone else is already responding to

* Fixing a conflict

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-10-19 01:17:42 +01:00
Ryll Ryll 3ef17dd5ad Admins now get a little notice if they start responding to a ticket someone else is already responding to (#62025) 2021-10-18 16:40:01 -07:00
SkyratBot fa519bdde3 [MIRROR] cleanup _HELPERS/_lists.dm and all the necessary files [MDB IGNORE] (#8783)
* cleanup _HELPERS/_lists.dm and all the necessary files

* Epbic

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-13 21:07:35 +01:00
Ghilker 95c8e00af7 cleanup _HELPERS/_lists.dm and all the necessary files (#61827)
Bring _HELPERS/_lists.dm to latest standards by:
-Adding proper documentation and fixing existing one
-Giving vars proper names
-Procs now use snake case as per standard (many files that use those procs will be affected)
2021-10-12 14:48:51 +01:00
SkyratBot 1efa5bb148 [MIRROR] Give admins the ability to put a popup notice for players in tickets (#7856)
* Give admins the ability to put a popup notice for players in tickets (#61010)

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.

* Give admins the ability to put a popup notice for players in tickets

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-09-01 16:06:09 +01:00
Mothblocks 0990a8ddcf Give admins the ability to put a popup notice for players in tickets (#61010)
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.
2021-08-29 21:11:38 -03:00
SkyratBot d379f5425e [MIRROR] removes some uses of var in world (#7150)
* removes some uses of var in world (#60407)

Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>

* removes some uses of var in world

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
2021-07-28 19:00:36 +01:00
Fikou 51cba51347 removes some uses of var in world (#60407)
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
2021-07-26 16:25:06 -07:00
SkyratBot 7d1d0e1fad [MIRROR] Refactors most spans into span procs (#6315)
* Refactors most spans into span procs

* AA

* a

* AAAAAAAAAAAAAAAAAAAAAA

* Update species.dm

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-16 00:24:49 +01:00
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