Commit Graph

157 Commits

Author SHA1 Message Date
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
Arkatos1 ead0e859db Merge type variable fixes and unit test (#55173)
This PR fixes a case where certain materials caused issues when working with stacking machines, because they did not have set merge_type from the get go, which meant that initial() of that variable returned null.

To clarify further - if /obj/item/stack does not have set merge_type, it is generated merge_type upon Initialize(), which is the same as its typepath. For example, currently /obj/item/stack/sheet/bluespace_crystal does not have any merge_type set, and it is given merge_type = /obj/item/stack/sheet/bluespace_crystal upon Initialize(). Each Initialize(). Again and again.

There are quite a bit of these cases in the codebase, especially if its some older code. I have gone through them and set all of them their set merge_type, which they would inevitably receive anyway upon initializing and it fixes a bug mentioned above.

To prevent this happening again, I have also included unit test to check if merge types are set for stacks, included exceptions are usually abstract paths like /obj/item/stack/sheet/mineral, which contains zero behavior on its own and does not spawn unless done via admin tools.
2020-11-26 21:05:52 -05:00
TemporalOroboros 4b4363be15 Fixes a few bugs with greyscale stacks. (#54858)
Fixes greyscale floor tiles merging regardless of their materials.
    Fixes greyscale floor tiles voiding materials when splitting the stack.
    Fixes greyscale floor tile stacks being created with no mats_per_unit and only enough custom materials for a single unit.
    Fixes greyscale tile flooring being created with the wrong amount of materials.
    Fixes greyscale tile flooring not producing floor tiles/producing floor tiles with 0 units.
2020-11-10 14:13:01 -03:00
Rohesie c55bb1b6c8 Basepixels (#54652) 2020-10-28 20:31:13 -07:00
Timberpoes 19c3bbde31 Cleanup up all instances of using var/ definitions in proc parameters. (#52728)
* var/list cleanup

* The rest of the owl

* plushvar bad

* Can't follow my own advice.
2020-08-07 12:23:42 -03:00
Jared-Fogle 7df16c595e Confusion will no longer continue to confuse after being cured (#52286)
* Confusion will no longer continue to confuse after being cured

* Grammar comment fix

* Move to status effect

* Remove test per request

* Make confusion a status effect, confusion curing now completely neuters the confusion

* set_confusion changes, get_confusion

* Fix confusion going down twice per tick

* Change strength = to proc

* Move procs to status_procs
2020-08-05 16:36:00 -03:00
ArcaneMusic 72b7c738af Arconomy 1.0: Final Stage Capitalism (#52007)
* Part 1: Arcane is challeneged to rewrite all of economy at 4am on a wednesday, accepts

* Miasma? DUNKED
Bounties? CHUNKED
Hotel? TRIVAGO

* End of day... 2? 3? lockdown has ruined me

* Day 3. I cannot unto bogdanoff. Send help.

* So far so good.

* Day 4, in the ghost house. I've resprited a beloved machine with soul in it. There is a chance, I am losing my mind. Sometimes I hear the words, "When is economy done, arcane", and I look over my shoulder, and oranges isn't there, because he lives in New Zeland. Probably.

* We'll throw the technodes and mapchanges in too.

* Okay lets keep this a friendly debug item then

* yeah on second thought lets not make a precision testing instrument on a 50% success ratio.

* Newscaster updates.

* TGUI Rebuild 1 start counting fokes

* Runtime BEGONE FROM ME, fckn typepaths

* Cleans up autodocs, and other areas

* Updates tgui because I feel nothing anymore

* Recompiling tgui for that green check

* dunks the whole mint out of the code, get that hothead outta here.

* Green checkmark daily update.

* Should be decent from here.

* Resolves machine_design conflict

* Rebuilds TGUI again for the epic pogs

* Sweeping changes 2: See additional changelog

* Haunting insurance plus changes the define comment.

* Rounded vending prices, made bounties appear on examine, polish

* Atmos tanks now specify their mole requirements.

* TGUI 4.0 Updated.

* ACTUALLY updates to TGUI 4.0 standards.

* ThE bUiLd DiFfErS fRoM oUrS

* Ah, I didn't see the testmerge get re-upped.

* TGUI Rebuild.

* Shuffles some security-assistant bounties around
2020-07-19 13:44:25 +02:00
jdawg1290 62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
nemvar 6ef421be42 Renames a few variables. Also reorders icon fallback order again. (#51060)
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.

* Fixes some comments

* Fixes map issue

* Restart lints

* Properly resolves conflicts
2020-05-25 06:47:19 +02:00
kingofkosmos 79c5a80ca0 Visible_messages verb time tenses changed to present. 2020-03-16 14:55:25 +02:00
nightred 15452cac44 [READY] Two Handed Component (#49422)
About The Pull Request

For an item to be two handed just add this handy component.

All existing two handed items have been converted to use this component.
Why It's Good For The Game

It has components and signals, and now you can make items two handed so simply.

/obj/item/shockpaddles/ComponentInitialize()
	. = ..()
	AddComponent(/datum/component/two_handed)
2020-03-04 11:26:01 +13:00
Buggy123 800457ffc8 Random mineral spawns change less turfs. (#49205)
As-is, random mineral spawning changes the turf to the subtype with that mineral, which results in a lot of turf changes I guess. Now it just changes the mineralType of the turf. Unless it's gibtonite or a cave spawner, because the alternatives are worse and those aren't all that common anyway.

🆑
tweak: Random mineral turfs no longer cause large amounts of turf changes on initialization.
/🆑
2020-02-15 13:34:15 +13:00
MrPerson 26093e5ac2 Further update_icon splitup (#48784)
* Further update_icon splitup

After this there'll be just under 100 old update_icon() calls that need fixing.

* Thanks Travis
2020-01-22 10:18:05 -05:00
Qustinnus 8337ccac44 Fixes integrity issues related to datum mats (#48586) 2020-01-07 10:02:18 -05:00
nemvar c15b2bb785 Fixes a bug that allowed the multiplication of materials. (#48584)
* No more double mats

* this isn't even a stack. I have been bambozeeled.

* Turns out the src. was important

* Alright this should work better.

* Alright this does work.
2020-01-05 19:44:27 -05:00
Qustinnus b021210a2f [READY] Adds a basic skill framework to Physiology. (Only applied to mining) (#46913)
* levels

* mining

* ore exp

* fixes

* epic

* Update code/game/turfs/simulated/minerals.dm

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* fixes message

* dumb

* shreet

* epic

* fix

* ass

* scrape

* fixes bugs

* fixes

* reset

* test

* ??

* ok bye

* fix

* Adds skills

* skill
2019-10-18 19:59:35 -04:00
Qustinnus 472dd167ac fixes orm not giving mats and rods not having mats (#47163)
* o ok

* ok
2019-10-18 19:19:59 +02:00
nemvar 1c257a6302 fixes sand recipes (#47113) 2019-10-17 11:04:32 +02:00
William Wallace b77030ff80 extra icon_state -> item_state on /obj/item/stack/ore/gold & /obj/item/stack/ore/glass/basalt 2019-10-08 23:43:28 +01:00
Qustinnus a394ccdc2b Material datum chairs & tables and applies materials to all items (Now with less pain for mining & RnD) (#46525)
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)

this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc.

also applies materials to everything, with fixes, which can close #46299
2019-10-08 11:06:02 -04:00
nemvar a148cae769 Kills obj/item/projectile in favour of obj/projectile (#46692)
* Kills obj/item/projectile in favour of obj/projectile

* Resolves conflicts properly

* fixes that one map

* it lives
2019-10-06 13:37:24 -04:00
Qustinnus 20397d59f1 [READY] Roulette wheels (#46418)
* Basic roulette interface

* at least it compiles

* roulette

* fixes jackpot sound

* beacon

* epic

* push

* Update code/game/machinery/roulette_machine.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* sprites and more audio

* color

* Woops

* epic

* wires

* sprite

* Nya mergies pwease OwO (#17)

* Moves style to .styl

* test

* Fixed

* da real shiet

* fix

* fix

* fixes

* woops

* assets

* stop github stop

* fix

* static

* nya (#18)
2019-09-20 12:21:49 +02:00
Fikou ec4280f597 fixes antag token vendor sprite and kinda fixes cargo exports text (#46616)
* ye

* oop
2019-09-20 02:07:30 -04:00
Fikou 730d96ad06 bunch of datum mats stuff mostly related to coins (#46289)
adamantine and mythril are now datum mats (mythril still admin only), adamantine has 1.5 strength buff to whatever is made out of it, mythril adds rpg loot elements to whatever is made out of it
you can now put plastic, adamantine and mythril in the autolathe and coin mint
you can now put titanium in coin mint
switches a bunch of stuff in cargo exports, including mythril and plastic being worth cash money
coin code has been changed to datum mats, the custom sprites have been lost except for antag token
2019-09-17 10:50:32 -04:00
kingofkosmos 8358169b8e New 'hear' span class (#46369)
* Reverts italics-span back to no color.

* Cleans up many extra spaces and indents.

* Adds 'hear' span class.

* Replaces all 'italics' used in heard messages with 'hear'.
2019-09-14 23:56:34 -07:00
Rob Bailey 2029163d33 playsound vary boolean define conversion (#46254)
About The Pull Request

Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls

This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE

I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game

Code usability
2019-08-30 18:45:20 +12:00
kingofkosmos df1fecc58c Adds notice-span to visible_messages with no spans (#46044)
About The Pull Request

Adds 'notice' span class to all visible_messages which had no span class, making all those black messages blue.
Why It's Good For The Game

This should help differentiate action-messages from talking-messages in the chat. More actions will be blue, thus black talking-messages should pop out more.
2019-08-26 20:50:00 +12:00
nemvar e587b970da Adds parent calls to almost all tool_acts (#45582)
* Adds parent calls to almost all tool_acts

* actually compiles
2019-08-03 22:25:57 -07:00
FantasticFwoosh c85080e490 Fixes fake basalt tiles costings (#45445)
Stack recipie now relies upon 'glass ores' to craft, which when the tile is dug returns 2 sand, the same amount to craft one fake volcanic tile, ending the exploit.
2019-07-25 23:12:40 -07:00
Qustinnus b33d1c49a3 [READY] Floydmats (Datum materials) & custom toolboxes (#45118)
* Initial work

* more

* ass

* wsedfwedff

* asss

* test

* stuff

* fuck

* sss

a

* kms

* asdadwedwdfwefwef

* start

* test

* dwwdew

* ewefwfef

* Redemption machine (#8)

* Redemption machine

* Removes debug messages

* changes

* fuckmyshitup

* coin mint works with new material shenanigans (#10)

* Auto stash before merge of "materials" and "origin/materials"

* woops

* furnace (#11)

* autolathe manufacturing of toolboxes

* eggs in a basket

* some small changes

* matcolors

* documentation

* more documentation and effects

* done

* Color man bad (#12)

* fixes designs

* ass

* more fixes

* fuck me

* firestacks adder

* epic fixes

* fixes designs

* DONE DIDDILY DOO

* removes category macro

* ch-ch-ch-changes

* fixes some stuff

* Fixes display of ore values (#9)

* Redemption machine

* Removes debug messages

* Re-adds value display

* Replaces the fire stacking component with an element instead (#13)

* fixes examine

* fixes ligma bugs

* double ligma boofus

* fix

* misses some defines

* fixes ORM

* Update code/datums/components/material_container.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* fixes

* Makes glass objects weaker (#14)

* Makes glass objects weaker

* uses correct proc

* fixes shit

* honk honk

* better

* oh shit oh fuck

* fixes

* fuck ORMs

* fixes the biogen

* documentation

* ass (#15)

* component

* changes

* ass

* ass

* doc

* Auto stash before merge of "materials-plasmacomponent" and "origin/materials-plasmacomponent"

* fixes rounding

* fixed
2019-07-24 11:27:01 -04:00
vuonojenmustaturska 8ddc9677c7 examine-code refactor (#44636)
* 1/4 done? maybe?

* more

* stuff

* incremental stuff

* stuff

* stuff & things

* mostly done but not yet

* stuffing

* stuffing 2: electric boogaloo

* Git Commit and the Kingdom of the Crystal Skull

* make it actually compile

* found more stuff

* fixes

* fix AI laws appearing out of order

* fix windows

* should be the remaining stuff

* this time for real

* i guess it should compile too

* fix sechuds
2019-06-19 22:07:57 +02:00
vuonojenmustaturska 6a106bc877 Remove reagent ids and use typepaths where applicable (#44166)
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
2019-05-31 21:57:26 +12:00
Name 28db79575c Makes suicides log at the right times and not at the wrong times 2019-03-08 05:54:14 -05:00
kevinz000 7370de6961 Fixes projectiles not hitting people resting, a bit of refactoring of how projectile target collision is done (#42241)
* Fixes projectiles not hitting mobs, some refactoring too

* some stuff for projectile can hit target to work with not being ontop of an object

* Yeah let's just refactor bullet_act while we're at it.

* Yeah let's just refactor bullet_act while we're at it.

* Yeah let's just refactor bullet_act while we're at it.

* CanPass returns true to projectiles regardless of hit

* snakecase?
2019-01-19 11:17:42 +13:00
MMMiracles b79e7869cd prevents crashing the nanotrasen market with inflated coin prices 2018-12-13 10:57:35 -05:00
4dplanner c84a92f4ce Passes thrownthing to hitby (#41411)
* Passes thrownthing to hitby

* Items now also pass thrownthing

* No longer uses default arguments

Also fixes bananium shield

* Adds more arguments to hitby calls

* Standardises throw_impact

* Clears up some loose ends

* Adds back wacky comment

* Reinstates can_push=FALSE on bananium shield
2018-11-15 10:25:04 +01:00
ShizCalev ddeb5c5af2 Cleans up eye/mouth protection checks 2018-10-30 06:55:25 -04:00
ShizCalev ca57ca7bee Fix being unable to stuff money into IDs (#41006) 2018-10-19 22:17:28 -07:00
ShizCalev b7739a4a23 Standardizes bomb logging (#40474)
Fixes #39976

A good number of things were missing various parts of the logging (going to GLOB.bombers, not going to client logs, not logging to game, ect), or doing incorrect things like passing admin verbs to saved logs.

Unified all the necessary actions under a single proc log_bomber() which handles everything in most use cases. This way the log isn't all jumbled up with inconsistent messages, everything's one format so you can quickly find what you need to bwoink the right person.
2018-10-01 15:03:00 +13:00
ShizCalev 2fa1ac1349 Replaces istypes with the proper tool_behaviour checks. (#40414) 2018-10-01 03:10:31 +03:00
oranges 718682aad6 Remove stray debug message in coin suicide (#39736) 2018-08-16 19:24:27 -07:00
ShizCalev ff532a4ca4 Spellchecks TGStation 2018-06-19 18:57:44 -04:00
ShizCalev c41d6ac965 Standardizes and cleans up some admin messages & logging (#38128)
* Improved logging

* Fixes & emitter logging

* ded
2018-05-30 21:57:06 -07:00
ShizCalev b0387b17da Fixes glass stack explosion act (#37498) 2018-04-30 12:52:11 +03:00
81Denton 849adf62d3 adds grind_results to coins and diamonds (#37403) 2018-04-25 07:04:06 -04:00
Fox McCloud 057aa31cda Kills off /obj/item/device (#37297)
* Kills off /obj/item/device

* whoops

* whoops

* Fix
2018-04-23 15:00:23 +02:00
Grandmother of 50 180f980b79 Changes ore-burning math to avoid decimals (and raise RNG) (#37005)
* Update ores_coins.dm

* I want that to return watson

* Finally a stats course comes in handy...

* Update ores_coins.dm

* Yay mods :)

* pants on head
2018-04-12 13:44:08 +03:00
fludd12 b1c7bccf49 Burning ores (from either fire or lava) now yields materials at a decreased rate. (#36521)
* Burning ores (from either fire or lava) now yields materials at a decreased rate.

* Randomizes the returns!
2018-04-04 12:01:34 -05:00
vuonojenmustaturska f0ce8fd3fa Fixes ore stack sprites (#35802)
* Fixes ore sprites

* Update ores_coins.dm
2018-02-19 12:22:36 -05:00
ShizCalev 4b7297d576 Sheet icon fixes (#35772)
* Fixes sheet inhands

* Fixed transparency

* Ore fixes
2018-02-19 03:36:13 -05:00