This adds a signal that can be used to stop bone repair surgery for any
cause that might prevent such. In this particular case, I used it with
Kathira's leg aug to fit with it being a support for her leg, which
can't heal properly otherwise.
This is primarily for when she ends up in surgery and can't inform the
doctors they shouldn't be trying to begin with.
Revives https://github.com/Aurorastation/Aurora.3/pull/17215 with the
needed species changes.
As I said last time this was tried, the key issue is that our walkspeed
is a lot lower than any other server's. Even if we add atom gliding as
is, it would just look like gliding through molasses and would give you
motion sickness, because it takes a half-second to finish a glide to
another tile. Meaning that to compensate the movement speed has now been
significantly buffed for everyone. Yes, even dionae, G2, simple mobs,
everyone.
As compensation, m'sai/bishop/unathi sprint were especially nerfed
because otherwise they'd go lightspeed.
https://github.com/user-attachments/assets/7ba07389-b874-4a7d-8dd5-b5d3bfe611e4
---------
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Batrachophreno <Batrochophreno@gmail.com>
For a robust crafting system, I need a new materials framework.
For a new materials framework, I need to clean up reagents.
To clean up reagents, I need to pare down foods from reagent holders.
To pare down foods from reagent holders, I need to port edibility
components.
To port edibility components, I need to port processing components.
To port processing components, I need to port tool behaviors.
This is all back-end code, no new features or functionality from this.
https://www.youtube.com/watch?v=9mPvZ96pHJI
A pull request commissioned by the Synthetic Lore Team to
comprehensively rework synthetics (read: IPCs) and how they work in
Aurora. The objective is to make IPCs as unique as possible from humans,
upgrading the robotic feel and atmosphere, while also preserving a good
sense of balance in-game.
Key features:
- A comprehensive expansion of synthetic organs, all of which now
fulfill a purpose: hydraulics, cooling units, power systems, actuators,
diagnostics units.
- Customizable organs with benefits and drawbacks, such as with cooling
units and power systems.
- Unique ways to repair the organs and more involved steps.
- Unique damage mechanics - every organ has wiring and electronics which
affect its functioning, and they are defended by plating which provides
natural armour.
- Improved and immersive diagnostics.
- Unique features, benefits, and drawbacks for every IPC frame.
- A rework of the positronic brain, which can be either destroyed or
shut down, alongside effects caused by low integrity.
- A rework of how EMPs affect IPC organs.
- Non-binary damage states for each organ.
To-do:
- [x] Finish the unique features for each frame.
- [x] Look into if mechanical synthskin is possible.
- [x] Power system.
- [x] Posibrain mechanics.
- [ ] Passive cooling expansion.
- [x] EMP mechanics.
- [x] Repair mechanics.
- [x] Mob weight mechanics.
- [ ] Gurney for heavy mobs.
- [x] New augments.
- [ ] IPC tag scanning and flashing.
---------
Signed-off-by: Werner <1331699+Arrow768@users.noreply.github.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: Geeves <22774890+Geevies@users.noreply.github.com>
Co-authored-by: Werner <1331699+Arrow768@users.noreply.github.com>
Ship shields currently occupy something like 40% of every machinery
process ticks. Basically generators make a fuckhuge list of all
generated shields (1.5k in the Horizon's case) and then they iterate
over this list every tick strengthening the shields.
The idea in this PR is to shunt shield logic to an abstract datum.
Fields no longer store strength individually; they store damage taken.
They only process once they take damage, they reduce that damage by the
field gain tick value every tick, and then they stop processing when
they no longer need to. Shield strengthening is shunted off to a signal,
so we only need to traverse the big ass list once every round probably.
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
## About PR
PR'd again from #21045 because a mistake I made, apologies for this.
Off-ship packages are now spawned whenever they exist in the overmap.
Adjusted the warehouse to include a small room for newer packages to
come in, given the alternative was letting them spawn and scatter out of
nowhere in the middle of the round. Packages for roundstart non-hidden
locations like exoplanets or any other location with delivery spots
aren't affected by any of these changes.
Also when an off-ship becomes available for packages, operations receive
an announcement message about it.
## Images
<img width="416" height="512" alt="grr"
src="https://github.com/user-attachments/assets/a8d82a60-e18e-4fda-ac3f-acccc256c6f6"
/>
<img width="891" height="42"
alt="469941125-59633a9b-a32f-40ea-98b8-4a38fd0d31ac"
src="https://github.com/user-attachments/assets/bf5586e6-efea-4c01-af51-6c405107a8d0"
/>
This is a continuation of
https://github.com/Aurorastation/Aurora.3/pull/18875, full credit goes
to Matt for the original PR.
This adds an ability allowing Dionae to access the functionality of
magboots. As the only spaceborne species in the setting, they should
have more abilities allowing them to excel in their natural environment.
A slowdown has been added to using the ability that wasn't in the
original PR to establish a downside to using it, hopefully addressing
the feedback to the original PR. It can also now be toggled in space,
since I found it pretty frustrating having to find a floor turf every
time I was scrambling about on lattices wanting to toggle my roots.
Added various events to the dcs system in regards to click handling.
Refactored various mouse related procs.
Fixed MUI mask.
Fixed AI jump on double click.
Fixed some runtimes with the click handler system.
Updated the click handler system.
Fixed fireman carry.
Refactored mousedrag procs, added signals, some safeguards, did some
cleanups around, renamed them to make a little more sense. Mostly put in
line with TG's code.
Fast clicking and releasing with a drag, depending on the grace period
and how fast it is done, can be counted as clicks, to aid in combat
scenarios where you spamclick.
Refactored the attack proc signature.
Added signals and components for the attack proc.
Added signals and components for the attackby proc.
Adjusted some leftover attackby procs signatures.
Added grep test to ensure people don't keep adding attack/attackby procs
with the wrong signature.
Refactored the projectile code, mostly in line with TG's now.
Refactored various procs that are used or depends on it.
Projectiles can now ricochet if enabled to.
Damage falloffs with distance.
Homing projectiles can now have accuracy falloff with distance.
Projectiles have a maximum range.
Muzzle flash is configurable per projectile.
Impact effect of the projectile is configurable per projectile.
Accuracy decreases with distance.
Projectiles work with signals and emits them, for easy hooking up from
other parts of the code.
Meatshielding is now less effective .
Impact sound is now configurable per projectile.
High risk.
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.
Made relaymoves uniform in function header and non sleepable.
Improved IPC/borg recharger, made it time constant.
Tweaked client/Move() to avoid a range(), moved a relaymove around to
fix a bug, some minor tweaks.
Fixed IPC/borg recharge station not taking the IPC/Borg in on bump.
Ported SSThrowing from TG, to handle throwings.
Updated movement system to the latest iteration, made it a datum as per
latest iteration.
Updated pass/hit handling of atoms, introduced pass_flag_self to
determine what atoms allow to pass.
Moved procs and defines around to make them more organized.
* Added power cores, a type of large battery cell that get used by
exosuits. The nuclear and phoron variants are self-charging.
* Combat mechs now start with nuclear power cores, allowing them to
sustain themselves indefinitely, so long as they stay out of the action
for a bit.
* Removed basic power cells from the mechfab, replaced with the mech
powercores.
* Mech cell statuses now instantly update as soon as the cell charges or
discharges.
* Added a stack of 10 uranium to the machinist's workshop, which can
print two nuclear power cores.
Cleaned up the examination code a bit, added signal for atom
examination, DMDoc'd, SDMM headers.
Refactored mech missing parts code to be included in the examination.
Moved atom examine code to a separate file.
Refactored fire_act() to be in line with TG version, removed useless
parameter, added signal, made non sleepable and forced to call parent.
Added atom_act.dm file for the various *_act procs.
Tweaked gravity check proc to be more inline with TG's version.
Added signals for gravity check, that allows atoms to perform
anti-gravity.
Fixed roller beds thinking they have no gravity and thus not emitting
the rolling sound.
Fixes#19045
* radio stuff
* loads of code
* more news
* mor eradio stuff
* final fixes
* radio
* Lore Radio Tweaks (#32)
* adds geeves
* matt request
---------
Co-authored-by: Geeves <ggrobler447@gmail.com>
* pain
* sadfas
* sdfa
* sdfasf
* sfa
* sdf
* might the lord have mercy on our soul
* i cri everidai
* adeste fideles
* sdf
* where will this lead, what's coming next, from your inventions
* dear lord
* gjvhk
* i cri everidai
* fsgf
* sdfa
* sdaf
* hiuhi