9189 Commits

Author SHA1 Message Date
Null 91af7a636f Merge branch 'master' of github.com:tgstation/tgstation 2020-12-17 11:52:37 +01:00
interestingusernam3 0f9c59e31a Whetstone comments and code readability improvements (#55522)
Adds comments to sharpener.dm. Replaces all 1's and 0's in boolean value assignments with TRUE and FALSE.
2020-12-17 01:47:29 -08:00
Null 597919e863 Merge branch 'master' of github.com:tgstation/tgstation 2020-12-16 13:28:43 +01:00
Arkatos1 21f646c00e Adaptive Paint now uses a radial menu for choosing its color variants (#55307)
* Adaptive Paint now uses a radial menu

* Documentation lint fix
2020-12-16 04:05:22 -08:00
Ryll Ryll 9efd36f82d Fixes cleaving saw + whetstone interaction (#55520)
You can't use whetstones on most one-handed transforming weapons (anything in /obj/item/melee/transforming/energy), but there is one type of transforming weapon that can use it, the cleaving saw. However, since transforming weapons reset their force whenever activated/deactivated, and force is how whetstones track if something has been sharpened already, you could repeatedly enable/disable the saw to allow it to be sharpened again and again, allowing you to continually boost the wound_bonus each time (and also make the name really long). While the very limited number of whetstones in the game means this isn't a practical exploit, it's still worth fixing. This also lets the saw keep its sharpened damage bonus between reactivations.
2020-12-15 17:47:48 -08:00
Null adfa4949f8 Merge branch 'master' of github.com:tgstation/tgstation 2020-12-14 18:13:56 +01:00
TemporalOroboros 1714a98b47 Gives spoons TOOL_MINING, adds spoons to autolathe and prison vending machines (#55461) 2020-12-14 00:22:15 -08:00
Qustinnus c6570b3671 [READY] Kitchen Rework part 1: I just want to griddle! (#55319)
This PR essentialy moves away from the extremely microwave dependent cooking we have for meat right now, and making it a bit more sensical by making you use a grill to grill meat. The grill takes a different time (with variation) for different grilled things. Once finished it will turn that food into something else.

Yes, this does mean creating burgers takes longer, but in return you can make more patties at once, and you are not required to stay at the grill while its going. This lets you cook as much as you want at once, just make sure your meat doesn't burn!

In the future, I hope to move more things like this to machines similar to this (Pasta boiling, putting eggs on the griddle, soup making, etcetera) to create for a more interesting cooking experience.
2020-12-13 16:54:15 -08:00
Swept 59782f3fc3 Initial (#55274) 2020-12-13 13:29:28 +01:00
Qustinnus 12c1464bc3 [READY] Creates Datumized AI and applies it to monkeys (#55238)
New AI system, implemented for monkeys.
2020-12-13 13:19:54 +01:00
Ghilker d186c4f236 Temperature control unit (#55345)
This PR changes how freezers/heaters work by adding a button in the GUI that allow the users to switch between cooling and heating without the need to deconstruct the machine.
Circuitboards now will build the freezer and can't be changed by screwdriving the board.
Mapping isn't touched, all other functionalities are still there.
2020-12-13 07:16:53 +02:00
Ryll Ryll 1ead399589 You can sacrifice souls to toolboxes (#55306)
So, now that it's December, this PR makes it so you can use a soulstone with a shade in it on a mechanical toolbox to sacrifice the shade to give the toolbox back its SOUL (it goes back to the old sprite)
2020-12-13 00:12:58 +00:00
Null 8767905773 Merge branch 'master' of https://github.com/tgstation/tgstation 2020-12-12 23:06:39 +01:00
AnturK 85cbcb23aa Fixes RPD runtime (#55453)
Simple signal regregister runtime.
2020-12-12 19:15:03 +00:00
Null ecc6304feb Merge branch 'sugarcookie' 2020-12-12 13:35:41 +01:00
Null 2110c68fa6 Adds festive sugar cookie designs for holiday. 2020-12-12 13:29:02 +01:00
Null 835ebe0239 Merge branch 'master' of https://github.com/tgstation/tgstation 2020-12-12 13:14:48 +01:00
CRITAWAKETS c07574ae77 Adds in the admin outfit. (#55374)
So i was told to make this if i wanted to get an outfit that actually could work on things like radiation. I also gave it a box full of stabilized extracts because those give quite good effects like more speed and regeneration.
2020-12-11 00:10:33 +00:00
Jared-Fogle 0a77d27a1b Replace direct poi_list manipulation with element (#55416)
Replaces GLOB.poi_list |= src and GLOB.poi_list -= src with an element that handles it directly.

More consistent code, especially when a lot of code couldn't decide how to add/remove (some |=, some -=, some .Remove, etc).
2020-12-10 23:30:25 +00:00
Jared-Fogle 7d3fd4355f Everything that uses maptext now uses the class that makes it actually readable (#55420)
Adds a MAPTEXT macro that wraps the given text in the maptext class, the thing we use for Runechat to make it so you can actually read it. Everything that sets maptext now uses this.
2020-12-10 23:25:46 +00:00
LemonInTheDark 92f509ea80 Revert "Refactors how movetype flags are added and removed and the floating animation (#54963)" (#55432)
This reverts commit b8425c003a.
2020-12-09 19:30:28 -08:00
silicons 160175ee8b pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)
Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big.
If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self.
Pass flags:

Pass flags handling now uses an atom variable named pass_flags_self.
If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default.
This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why.
LETPASSTHROW is now on pass_flags_self
Projectiles:

Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake

Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future).

I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP.

Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful.

scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it.

scan_moved_turf() (WIP) will be used for handling moving onto a turf.

permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around.

A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things.
Movement types

UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping.
Why It's Good For The Game

Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general.

Fixes penetrating projectiles like sniper penetrators

This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)
2020-12-10 09:29:27 +13:00
Ghom b8425c003a Refactors how movetype flags are added and removed and the floating animation (#54963)
I wanted to refactor how movetype flags are added and removed into traits to prevent multiple sources of specific movement types from conflicting one other. I ended up also having to refactor the floating animation loop (the one that bobs up and down) code in the process.
Why It's Good For The Game

A way to avoid conflict from multiple sources of movement types.
This also stops melee attacks, jitteriness and update_transform() from temporarily disabling the floating movetype bitflag altogether until the next life tick.

Tested, but i'm pretty sure improvements could be made.
Changelog

cl
fix: jitteriness, melee attack animations and resting/standing up should no longer momentarily remove the floating movement type.
/cl
2020-12-10 09:28:32 +13:00
Null b61f478c97 Merge branch 'master' of https://github.com/tgstation/tgstation 2020-12-08 13:27:18 +01:00
Jared-Fogle f00e379939 Singularity component (#55096)
Adds singularity component
2020-12-08 10:58:03 +01:00
Qustinnus 8737e8cb80 Small do-after refactor (#55172)
This is an alternative to the PR Ryll made, it does some things similar e.g. the default limit of 1 interaction per target for a person, however, it refactors do_afters to support overrides for max interaction counts and unique sources.

For example, stripping uses the item being stripped as the source, allowing you to strip multiple items, but not the same item multiple times.

I've also fixed most other edge-cases this could cause where balance would be affected, but feel free to point out any I might've missed, this'll probably require some longer-term testmerging.
2020-12-07 13:04:51 -08:00
Null 3ead4e17e5 Merge branch 'master' of https://github.com/tgstation/tgstation 2020-12-07 20:29:19 +01:00
Emmanuel S 29c518ab17 Cargo can now order empty supplypods through the express console (#54215) 2020-12-05 17:55:13 -08:00
spessman #295383922964 6725f0b63e armor penetration wasn't defined cause im a tard 2020-12-05 14:52:49 -07:00
spessman #295383922964 4da3fb6e7c Buff the toy dual-saber
Gives it 1 force, makes it sharp, and gives it 100 armor piercing, as well as changing the attack verbs to fit the sharpness. Truly, the future of toys.
2020-12-05 14:47:05 -07:00
Qustinnus f887155b27 Kills oldfood, Puts newfood on top. (#55160)
Slays the last of old-food, making new-food the new normal.

Co-authored-by: MrMelbert <kmelbert4@gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-04 00:11:47 -08:00
Urumasi 5633cfb215 Make RCD suicide place wall and gib user (#55283)
* Make RCD suicide place wall

* gibbing should return MANUAL_SUICIDE

* return SHAME if no ammo

* Only set RCD to wall if the message says so
2020-12-03 19:38:56 -08:00
Null 5fffa66ca8 Merge branch 'master' of https://github.com/tgstation/tgstation 2020-12-02 20:59:44 +01:00
Null 4d381283b9 Code review from tgstation/tgstation 55279 2020-12-02 20:53:21 +01:00
ArcaneDefence e84df1a36e Fixes detdrobe construction bug (#55264)
Lets detectives disassemble their vendor to restock it I guess.
They could rebuild it if someone else broke in and took it apart too?
2020-12-01 23:11:24 -05:00
Jack LeCroy 40feaf238b Ports custom food to new food datum (#55207)
Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-01 17:01:05 -08:00
Null 750118c177 Removes mini e crossbow. 2020-12-01 23:56:26 +01:00
Null e3af9f461e Merge branch 'master' of https://github.com/tgstation/tgstation 2020-11-30 19:54:43 +01:00
TiviPlus 0eaab0bc54 Grep for space indentation (#54850)
#54604 atomizing
Since a lot of the space indents are in lists ill atomize those later
2020-11-30 12:48:40 -05:00
Ghilker 5d76efe40e More HFR fixes (#55203)
- Refractor HFR core from binary device to unary device to fix issue with cooling not properly connecting, that was deleting gases when tryed to use (only one port cooling now similar to a Thermomachine)
- Small fix of GUI data where two vars were inverted
2020-11-30 18:53:03 +02:00
Ryll Ryll f18ece0926 Small refactor for medical stack items (#55213)
Someone DM'd me asking a question about what the 'heal' var was for on aloe, I looked into it and realized it was an unnecessary variable that just replicated what heal_brute and heal_burn do. I then realized there was quite a lot of unnecessary copypasta in medical stack code, so I made some changes to make it neater and added some documentation in to boot
2020-11-30 11:51:40 -05:00
Winter Flare 760ea1e7ab Sets default food size to small. (#55210)
## About The Pull Request

Fixes an oversight done during the food refactor that makes all food items normal sized instead of small.
Instead of adding weight class to a bunch of individual items [(like this PR)](https://github.com/tgstation/tgstation/pull/55174) it just makes all food default to small unless tagged to be bigger.

## Why It's Good For The Game

Being able to put 7 items on a tray instead of 4 is good, and if a food item is "too powerful", that individual item (or subtype, such as soups) can be given a larger weight class.

Fixes #54818
2020-11-30 11:49:53 -05:00
Bobbahbrown 24e447418a tgui: Round Gauge (#55230)
This PR introduces the wacky round gauge for showing all of your favourite metrics in half-circle format. Show off those wacky numbers, use some scary blinking lights, feel alive!

I've also gone ahead and included this in the canister and tank (think internals) UIs. I've also done some refactoring of data sending from canisters because GOSH DANG it required some.
2020-11-30 18:48:52 +02:00
Null a43d31a254 Mail rate throttled, colors by department 2020-11-29 11:34:48 +01:00
Null d2d0169fec Merge branch 'master' of https://github.com/tgstation/tgstation 2020-11-28 12:31:27 +01:00
Ghom f77d48bc36 Fixing robot upgrades sometimes not being removed from lists. (#54842) 2020-11-28 08:01:34 -03:00
Jared-Fogle 96597d3157 Remove duplicate definitions of /obj/effect/ex_act, explicitly noop it (#55076)
/obj/effect/ex_act had several different re-definitions to make it a noop. The original definition would randomly delete it, which is bad news when a lot of /obj/effects are just that--effects, that shouldn't be blown up.

The ones that actually do want to be blown up (like decals) already have their own implementations. The one in place was never ran, and nobody had problems with it.
2020-11-28 07:55:26 -03:00
Ryll Ryll 1b9777df1f Changes grenade proc names to be more clear (#55181)
Grenades have, for the longest time, used the proc name preprime() to refer to arming a timed grenade so that it will boom in a few seconds, and prime() to refer to the grenade actually going boom (or releasing foam or anything else grenades do when they go off). This was very confusing, so now these two procs are called arm_grenade() and detonate().
2020-11-28 07:44:28 -03:00
LemonInTheDark 842942e885 Fixes improvised jetpacks working as infinite one tick boosters (#55202)
Fixes improvised jetpacks working as infinite one tick boosters
allow_thrust is used as a check when the jetpack is toggled on to see if it should be allowed to turn on. This line needs to return the parent call instead of presuming it passes.
2020-11-28 07:40:29 -03:00
Null 79ebf1bd4c Fixed spellings of CentCom. 2020-11-27 15:21:05 +01:00