59 Commits

Author SHA1 Message Date
Batrachophreno 5277251959 Tool behaviors port (#21663)
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.
2026-01-27 08:44:49 +00:00
Batrachophreno 7d058fc613 Jukebox TGUI update, Earphones autoplay, sound keys refactor (#21630)
V2 of [previous music playing
PR](https://github.com/Aurorastation/Aurora.3/pull/21466). TLDR no
longer uses the connect_range component for implementation because it
turned out a bit too inflexible for overlapping music players.

Removes a NanoUI template for the [TGUI
update](https://github.com/Aurorastation/Aurora.3/pull/21046).

New changelog:
  - refactor: "Ported Jukebox's NanoUI interface to TGUI."
- refactor: "Ported Jukebox audio playing functionality to a component."
- refactor: "Sound keys refactored from singletons to datums, along with
larger breakout of sound.dm to allow for easier SFX updates in future."
  - code_imp: "Expanded track datums to include track lengths."
- code_imp: "Reorganized music file folders for more intuitive access."
  - rscadd: "Earphone status feedback text now includes track length."
  - rscadd: "Added autoplay functionality to earphones."
- bugfix: "Fixed earphones' 'Previous Song' verb not sending you to the
end of the playlist when used while the first track is selected."
- bugfix: "Fixed gain adjustment for 'Konyang-1' (-23 dB -> standard
-9.8 dB)."
- bugfix: "Fixed y-offset of audioconsole-running overlay animation to
line up with the actual screen."

---------

Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2026-01-22 16:54:40 +00:00
VMSolidus 41dedf13aa More Stasis Stuff (#21384)
This PR adds part upgrading for stasis beds, making it so that improving
the parts will also improve the stasis value provided by the bed.

I've also added new mechanics hints to both stasis beds and stasis bags
to help explain to players why they should totally be shoving dying
people into stasis.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
2025-10-03 15:51:57 +00:00
Batrachophreno 387cee9243 Object Examine Text Overhaul (#20923)
Extends and reworks how various extended information text (desc_info,
desc_build, desc_upgrades) are handled to make object interactions and
mechanics A.) much more clearly documented in-game and B.) much easier
to support from the back-end.

Almost certainly a candidate for test merge.

Assembly/Disassembly instructions are noticeably sporadic, largely due
to our current lack of a unified framework. That's a future thing I'd
like to attack so that it can be handled programmatically, but for now I
only targeted the biggest culprits as I came across them.

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2025-07-21 15:35:14 +00:00
Fluffy df014f9bc0 Mouse drop refactor (#20256)
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.
2024-12-26 14:26:32 +00:00
AlaunusLux 8a20610ce8 Bodybag and buckling layer fixes (#20174)
This PR is mostly about fixing body/cryo bag layering issues. 

Currently live and annoying to try and treat around:

![image](https://github.com/user-attachments/assets/b867af9a-8ab1-42cc-8503-bb252a3a86c7)


Currently, bags are are below roller beds when first deployed. If
buckled and unbuckled, they are then above, because of the + 0.1 on
buckling.

If buckled on a roller bed, dragged, and then unbuckled, they are then
above player mobs, because of the `layer + 1` on roller bed `Move()`
proc, which also doesn't get reset. I removed this +1 on Move() because
it was older than the +0.1 and seems to serve the same purpose.

The +0.1 did not have a method of reverting to the original buckled
atom's layer, so I added a var and check to handle that.

I also changed bullet casing's layer to `BELOW_TABLE_LAYER` with the
intent of not having them on top of stasis bags and roller beds, because
it causes issues as someone trying to treat wounded after a firefight.

Changing bullet casing's layer does have a consequence of putting
bullets underneath, for example, the soil in the public garden. Putting
the soil on `BELOW_TABLE_LAYER` would fix this, but with the consequence
of having the bushes be on top, making clicking the soil difficult for
farming purposes. Adding bushes to that layer causes consequences with
side window layering (like on deck three outside the public lounge.)

For this PR I only adjusted the bullet casing layer. I'm sure it has
other unintended layering interactions. Let me know if it would be
better to leave them where they are or on some other layer.

Current changes in PR: Bullets under soil/roller beds/stasis bags. 

![image](https://github.com/user-attachments/assets/b56b768f-b9d6-4aca-ad2a-cfc30fe6e66a)


(Example of why making bullets on top of soil is difficult) Screenshot
shows both bullets and the soil being `BELOW_TABLE_LAYER` with bushes on
top, as a reference. PR Currently has bullets underneath soil.

![image](https://github.com/user-attachments/assets/8cbf4b6d-8023-4138-86f1-f4cac106f647)
2024-11-24 17:42:33 +00:00
Fluffy a3a4d46fa7 Hitby refactor (#19624)
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.
2024-07-28 20:52:08 +00:00
Matt Atlas 7d2bfe6ebb Revert "Stairs are Dangerous" (#19484)
Unfortunately most of the map is kind of unplayable or not mapped in
mind with stairs being untraversable for roller beds or wheelchairs.
Remapping every map to work with this mechanic is also not something I
am interested in.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-07-27 15:55:38 +00:00
Sparky 451da23fe5 Bodybag Stairs Fix (#19199)
Fixes bodybags being affected by "Stairs are dangerous". They should
realistically be able to be dragged with minimal issues.
2024-05-22 09:11:30 +00:00
Fluffy 9afe761db3 Some refactors, DMDoc and UT (#18365)
* dsfa

* accessories fix

* fixed "has been hit by" message with intent check

* sdfa
2024-02-12 15:32:23 +00:00
Matt Atlas 4423d03f2f Adds examine boxes. (#18370)
* Adds examine boxes.

* lint

* what kind of dreams did you dream?

* unlimited

* midgardsormr

* sdsd

* fixes

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-02-11 21:58:20 +00:00
Matt Atlas 54dc8a0860 Adds TGUI say and TGUI input. (#17471)
* i alone am the honoured one

* THROUGHOUT HEAVEN AND EARTH I ALONE AM THE HONOURED ONE

* hollow point

* nanana

* ssss

* tgsay final touches

* stuff

* tgui inputs

* help

* carpal tunnel syndrome

* ffff

* again and again and again and again

* hehehehe

* dsada

* readd sanitize

* whoops

* dsad

* nah fuck that

* sd

* fix

* ow

* remove prefs for testmerging

* oops

* oops 2

* fix that

* f

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2023-10-11 23:26:59 +02:00
Cody Brittain ce5ac79e3c Split examine verb and function, and improve it (#17251)
* Split examine verb and function, and include adjacency and distance checking in examine function

* Fix various issues

* Update code/modules/mob/examinations.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>

* Add required define vars

* Update code/game/objects/items/stacks/wrap.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>

---------

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2023-09-09 08:07:36 +00:00
Doxxmedearly 70a4a50920 Fixes doubling up on bodybags (#16785)
* Fixes doubling up on bodybags

* Feedback edits
2023-07-21 19:35:09 +00:00
Fluffy 5e1332d60f OpenDream linting (#16468)
* I wanna set the universe on fire

* dfsaaf

* setup

* dir issue?

* dsf

* Perhaps the script

* saf

* cry

* pain

* sdfas

* Try reintroduction of tag-matcher

* Failed

* Tries to suppress dotnet compile warnings

* Like this maybe?

* woopsie

* Damn pathings

* Hate

* Pragmas

* unlint?

* Maybe?

* GDI

* Redundant ifdef removed and changelog

* Did I forgot the tag matcher, or it was still broken?

* Yea no that script is still broken

* Removed tag-matcher as requested

* *sigh*

* test

* bro what?

* hope

* just fixing the input

* Let's see if we catch it...
2023-06-26 17:05:38 +02:00
Wowzewow (Wezzy) 9ca13871fe Baby Got Back(Packs) (Resprites and sorts storage.dmi) (#14342) 2022-07-10 08:35:57 +02:00
Wowzewow (Wezzy) 8cdc20e4f1 New rollerbed and vitals monitor sprites (#14363) 2022-07-07 03:45:08 +02:00
Wowzewow (Wezzy) a65ef5cd26 The Crate Animatening, A.K.A. I hate Crate Trigonometry (#13339) 2022-04-30 02:04:15 -03:00
mikomyazaki e59589ec8a Gripper attackby fixes (#13571)
This cannot go wrong, can it?
2022-04-20 22:15:15 +02:00
Casper3667 d3604b939c fixes cryobags deploying (#12892) 2022-01-07 19:16:37 +01:00
Casper3667 9344e224ba fixes runtime errors and let bodybags be placed adjacent (#12774) 2021-11-21 21:03:54 +01:00
Sparky f59d57571c Body bag Label Fix (#11229) 2021-02-20 13:56:51 +01:00
Sparky bd4b88b045 You see me rollin' - Roller Bed Tweaks (#11150) 2021-02-16 19:41:55 +01:00
Wildkins 3d9543e877 Bugfix Shotgun 3: The Revengeance (#10737) 2020-12-08 11:45:05 +01:00
mikomyazaki 22b1ac855f Bodybags containing no living mobs can now be dragged significantly faster (#10606) 2020-11-23 09:19:57 +01:00
Wowzewow (Wezzy) 307c214541 makes w_class use defines (#9848) 2020-09-06 17:37:56 -03:00
Wowzewow (Wezzy) 7114d3525f More new sounds and fixes equip sounds (#9464) 2020-08-12 11:17:39 +02:00
Matt Atlas c7c5d44a97 Reworks stasis, reshuffles life order, makes gases use defines. (#9409) 2020-08-09 13:20:06 +02:00
Wowzewow (Wezzy) f882fc0762 Fixes bodybag examine text (#9066)
It was incorrectly using closet examine code and it incorrectly kept displaying it as empty.

This should resolve that issue.

Also tides up code here and there and some cleanup.

PR'd again, in an attempt to stop travis cloning itself.

Also makes a proc out of the examine to make things cleaner I guess
2020-06-10 09:03:13 +03:00
Matt Atlas 76fec1fea2 Quite a few brainmed changes + fixes. (#9015) 2020-06-05 20:54:17 +02:00
Werner cb4a712851 Enforces Lineendings and adds Editorconfig (#7657) 2019-12-21 16:19:24 +01:00
Werner af16a489a6 Removes Weapons (#7415)
* Adds icon and hitsound where needed.

* Moves alt_attack to /obj/item and deletes weapons.dm

* Replaced /obj/item/weapon with /obj/item

* Fixes merge issues.

* Fix merge issues.
2019-11-16 18:36:13 +01:00
JohnWildkins 9c335f6c00 Killing off inconsistencies with impact wrenches / combi-tools (#7269)
Part 1 in the "why my impact wrench no wrench bolt" saga

tl;dr for end users: combitools / impact wrenches now work on everything their non-powered versions do (except mechs and RIGs, tune in next time on dragon ball Z for that)

essentially all this PR does is murder every istype() check possible that could use a helper function instead, most notably many pen checks with ispen(). it also repaths combitools and powerdrills to /obj/item/weapon so they aren't instantly taken out of contention by half of the known attackby() prompts

I already squashed a couple runtimes here and there from the pen changes and it's possible I missed another because pencode is another scourge upon our lives
2019-10-26 22:20:40 +03:00
LordFowl 8d436c4a03 Converts all necessary << outputs into the to_chat() macro. (#6076)
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;

All << is converted into to_chat().
2019-03-10 23:39:03 +02:00
Alberyk 76b743a986 Adds the Aut'akh unathi (#5919)
* Base work for the unathi robot subspecies.

* Adds metabolism species, kidney vars, and the robot unathi organs.

* Moves some action buttons to organs, pretty much a bay port right now. Todo: the unathi and alien stuff should also go here.

* First autakh implant power.

* Fixes the organs action button this time.

* Finishes more implants, and interactions with flashs and vaurca.

* Prepare for great changes.

* Drops the real bomb, boss.

* He who fights with monsters.

* Far more work into augments and limb removing powers.

* Limb verbs should be good now.

* A LOT of work into the assited organ, allowing it to bleed and etc, as well adding a new chem that will stop bleeding in their case.

* Probably the last work on implants.

* Some extra touches.

* Some tweaks to the species.

* More fixes and adds kyre's sprites.

* More runtime fixes.

* Fixes the species name too.

* Fixes travis.

* Updates this file too to work with the new tools procs.

* Adds changelog

* Fixed changelog.

* Unathi hair and lore description.

* Some tweaks to this too.

* Locks away them for now, they will be released after we got all the events and etc done.

* Changes this chemical.

* Fixes an airlock runtime.

* Adds the non scan flag to the autakh, mostly due to some bizzare interactions with changelings and cloning.

* Organs removal changes; can't take out the organ if it is too damage.

* Restricts them back again.

* Robotic organs now have the proper icons and names.

* Adds sprites for their organs and some extra tweaks.

* Fixes this missing icon.

* emp should also now hurt assited organs.

* Tweaks more organ related things.

* Fixes the head not being properly set as well.

* Fixes their flags.

* fixes the flag for real this time.

* Poze's review.

* Changes the au'takh organ buttons to don't be animated.

* Helps with adminbus or something.

* Fowl's requested changes.

* Fixes a typo.

* Robotic limb's brute and burn mods are now controlled by the limb model.

* Fowl's changes once more.

* Stops some spam.

* More grammar.

* No eal.

* Skull's review.
2019-01-23 19:27:44 +01:00
Ron cb5e227320 Converts some istype's to use helpers (#3224)
Converts various istype's to use helpers. Mainly:
Cable
Wrench
Screwdriver
Multitool
Crowbar
Wirecutter

And makes the helpers defines.
2017-08-06 22:08:42 +03:00
Lohikar f6dc33a465 Newmap - SMC, Openturf, Arrivals Controller, and Mine Turf Improvements (#1958)
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.

* this is probably important

* Remove cascade disabling SSgarbage

* Fixed a bug where dust() did not qdel the target mob

* Misc fixes

* Fix decals surviving break-to-plating

* Subsystem flag tweaks

* Apparently subsystems are new'd before config is.

* Fix paper icons

* Speculative fix for insane lag

* Better machinery stat

* Make organs not use SSoverlay

* Misc bugfixes & tweaks

* Nightmode fixes

* Changelog for SMC

* Port /tg/'s improved MC crash handling

* Add some more SS Recover() procs

* supply_controller -> SScargo

* More New() -> Initialize()

* pAI and robot construction overlays

* Fix cargo unit tests

* Merge the DMM Suite's atom/New() into atoms_init

* Lighting pre-baking

* Lighting initialization logging

* Fix some bad SS init orders

* Fix SSlighting logging; rename Processes to MC

* Speculative fix for insane GC lag

* Prebaked openturf/icon_smooth & fix lighting prebake

* SS init status; SSatoms LATEQDEL

* Fix bug with MC init stat panel

* Fix parallax

* Misc

* Ignore SS_NO_DISPLAY during init

* apparently this is important

* REEEEEE

* Image GC fixes; broadcaster radio-new sanity

* RCON Cleanup

* Move pAI recruiter into subsystem

* Move global solars list into sun subsystem

* Make chickens not use a global

* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup

* Speed up space init a little

* Fix bad timer flags on floor drying

* Subsystem panic-restart verb for mins

* Explosion speedup

* Minor subsystem & MC logging tweaks

* SSopenturf improvements

* Make pipenet actually initialize (whoops)

* Minor tweaks

* Implement lighting rounding

* comments are hard okay

* Minor lattice tweaks

* Fix some timer issues & better closet init

* Timer sanity

* Request console tweaks + Storage init sanity

* Minor SSmachiner RCON improvements

* Further reduce world-start timer count

* Standardize subsystem logging

* Garbage hard delete profiling from /tg/

* Timer hang detection & recovery

* Log machines that sleep in process() and fuck up SSmachinery

* Fix an issue with external airlocks sleeping in process()

* Failsafe logging

* Minor tweaks

* Revert "Request console tweaks + Storage init sanity"

This reverts commit 98d3579e35.

* Re-implement RC changes

* Fix SQL FT saving

* Fix SSmachinery sleep in disposals

* Minor SS tweaks

* Paper fixes

* Blood drying fixes

* Merge gameticker and SSticker

* Minor global list init cleanup

* Lagcheck biogenerator & bags

* Tweak SScargo init order; RIG Initialize()

* Caching tweaks

* Remove rogue comma

* Initialize fixes

* Lighting destroy cleanup

* Fix emagging airlocks

* Initial SSicon implementation

* Tweaks & Fixes

* Fire + Air alarm queued icon updates

* Overlays + Queued icon cleanup

* Runtime & background fixes

* Kill some meaningless set statements

* Kill some image qdels

* Bump up lighting rounding val

* Fix adv. scanner destroy runtimes

* Remove unneeded icon update limiting

* Move icon smoothing into helpers

* Show a warning if DM 510 compiles without memory leak hack enabled

* Re-organize subsystems & MC defines a little

* Airlock SFX

* Log of Changes

* Make SSicon_update disable itself when not doing anything

* Fix respawn verb runtime when used early in server-init

* Add more information to MC's stat_entry()

* Replace direct refernces to gcDestroyed with QDEL* macros

* plant_controller -> SSplants

* More plant tweaks

* Add more humor to changelog

* Move parallax globals into SSparallax

* Lighting responsiveness tweaks

* Fix parallax init order & better MC init panel stat

* Make mobs GC

* More overlays + Remove intercom spawn()

* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.

* Update changelog

* Mob GC tweaks

* Del() cleanup

* Fix insomniac ZAS connection edges

* Minor pAI cleanup

* Convert more things to SSoverlay; fix duplicated overlay in field gens

* SM Bluespace turf tweaks

* Update SSgarbage debug globals list

* Human-type qdel tweaks

* Subsystem suspension; stat_entry improvements

* SQL Statistics cleanup

* Fix runtimes with ambrosia

* More disable() -> suspend(); fix nightmode again

* Human qdel fix; minor tweaks

* Update turbolift to work with StonedMC

* Make lifts use timers instead of a subsystem

* Make SSassets start earlier

* Convert the radio controller into a subsystem

* Fix some missing CHECK_TICKs in asteroid generation

* MC stat tweaks; make shouldnt_see a typecache

* Kill some redundant debug-controller entries

* radio_controller -> SSradio

* Better SSgarbage hard-del logging from /tg/ upstream

* Logging tweaks + GELF

* Misc client caching improvements

* Slime SSoverlay

* Oven icon fixes

* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.

* Holder tweaks + Welding tool Initialize()

* Fix some bad subsystem logging

* Fix suit cooling units spawning without cells

* Starlight tweaks

* Gibber infinite gib fix

* More SSoverlay stuff

* Make crates use CUT_OVERLAY_IN

* Make SSarrivals suspend instead of disable

* Make openturf use split/phased tick checks

* Speculative fix for unwet timer runtimes

* Blood overlay tweaks/fixes

* Update crusher to play nice with SMC + SSoverlay

* Openturf improvements and fixes

* Minor turbolift tweaks

* Lighting performance improvements + ChangeTurf tweaks

* this is probably important

* Fix wall weld noises on changeturf

* More ChangeTurf tweaks

* Explosion tweaks

* Pre-game lobby tweaks

* Openturf tweaks

* Prevent admins from starting the game before init finishes

* Fix Travis

* Kill an unused var

* Fix ChangeTurf runtimes on openturfs

* Fixes

* Browser datum fixes, asset caching

* Update changelog

* Changelog

* Lobby tweaks

* Ticker tweaks; kill ticker var

* Further lobby tweaks

* Cascade tweaks

* air_master -> SSair

* Reduce overhead from radio autosay

* alarm_manager -> SSalarm

* bomb_processor -> SSexplosives

* corp_regs -> SSlaw

* ZAS overlay fixes

* Small wall icon optimization

* Fix effects master

* Assembly tweaks

* Megavend fixes

* Shuttle fixes

* Camera alert performance improvements

* Fix some world.log spam from lighting overlays

* Fix some Initialize() procs

* Openspace responsiveness tweaks

* Make HE pipes animate through openturfs

* Kill a spawn
2017-05-02 14:40:40 -04:00
NanakoAC 5a71076761 Gripper, Nymph and Mob size fixes (#1575)
Fixes #1530 
Fixes #1529 
Fixes #1562
2017-01-15 20:56:15 +02:00
PsiOmegaDelta d891fba1cc Mob size tweaks.
Merges the use of the is_small and mob_size into one.
Changes the species size handling to set the mob size instead of being yet another separate var to check.
2015-09-20 17:12:07 +02:00
GinjaNinja32 c77605265c code/game/objects, code/game/machinery merge fix 2015-06-02 20:18:45 +01:00
PsiOmega 1ae0ad6d92 Updates the atom_pool, now datum_pool, to handle any datum object.
Makes the garbage collector similarly robust. Continues the whole Destroy/qdel porting.
2015-04-24 09:59:05 +02:00
volas 2622d2dbfc sanitize() refactor: fourth pass 2015-04-03 00:40:57 +03:00
volas 855755f808 sanitize() refactor: first pass (sanitize) 2015-03-22 23:31:19 +03:00
volas 8abd7d0735 correction of all copytext(sanitize(..)) to sanitize(copytext(..)) 2015-02-01 22:54:56 +03:00
Zuhayr b280cb6d42 Fixes #7919 2015-01-29 11:27:56 +10:30
PsiOmega e6a9e08886 Shapely body bags.
Body bags containing bodies now uses a previously unused icon_state with a more defined humanoid shape.
2014-11-11 11:44:33 +01:00
PsiOmega 4507be1430 Fixes #6735
Moves the open/closing sounds up the class hierarchy, from the statis bag to the body bag.
2014-10-16 10:03:48 +02:00
PsiOmega e4bffb2d76 Limits body/cryo bags to a single mob. 2014-09-03 10:43:04 +02:00
PsiOmega bad2f92e1c Mobs now requires 15 units of storage in a locker to fit. Allows two mobs in a single typical locker. 2014-08-30 18:06:21 +02:00
mwerezak 71ad2b3aae Fixes bodybags not being able to be put back...
...into their own box. Also affects folded cryobags.
2014-05-22 16:44:26 -04:00