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>
This PR includes several changes to bring our wound code up to date with
baystation, nebula, and modern standards. Highlights include:
- The usage of integers between 0 and 100 for ratios (expressed as a
percentage), instead of 0.0 to 1.0. Small decimal values are prone to
floating point precision errors, but by moving to a percentage instead,
we can reduce the impact of this.
- The untangling of damage flags and injury flags, which were used
interchangably in the code. This could have caused issues should we
expand any of these.
- Larger embedded objects now halt bleeding in wounds, until they are
pulled out. In exchange however, embedded objects will halt healing in
wounds (it is difficult to close an open wound that currently has a rod
stuck in it)
- A lot of data, such as implanted objects and organs, are now stored in
amputated limbs.
1. Look up now follows your mob (no more auto-removal when you move,
only when you go below a solid tile). Maybe add a hotkey?
2. Made the codebase work with the latest version of spacemandmm lint.
3. Advanced kits don't work on robotic limbs.
4. Density shifting should now always use set_density. Ported
TRAIT_UNDENSE from CM to better control the density of living mobs.
Fixes weird shifting behaviour with wall leaning -- what was happening
is that mob density was getting reset to TRUE because the mob wasn't
lying down.
5. TGUI say light prefs actually save.
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* Bandages now do not disappear as damage heals, instead, a special
Remove Bandages verb must be used to remove bandages. This cannot be
used to re-open wounds for now, and can only be used if the bandage
would've downgraded / disappeared at that point.
* Taking damage on a bandaged limb now removes the bandages.
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 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.
Our SSOverlays system is outdated, and is likely the cause of many of
the issues seen in #18895. It has also been linked to a massive server
performance decrease.
This brings an updated system from Baystation, hopefully with speed
increases.
Should be testmerged, ideally with #18895.
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
* Refactored do_after to use a flag-based system for options
* More flags
* Ditto
* Use the HAS_FLAG macro
* do_after pass
* Fix burning paper code
* Resolve issues from Fluffy's code reviews
* .
Adds full variants of stacks of items in the spawn menu.
Adds local narrate, which allows you to narrate to all mobs in a 7 tile radius.
Allows admins to reset stationbounds via right click or Special Verbs menu.
Adds a random type golem rune to the spawn menu, if an admin wants to adminbus a random golem into a round.
Tweaks:
With the gripper, hitting the drop hotkey (Q) now drops the held item. If no item is held, the grabber is put away as normal.
The scientific gripper can now hold slime steroids.
The chemistry gripper can now hold paper.
Bugfixes:
Using the drop hotkey (Q) to put away a module now correctly updates the module list interface. Fixes#4343.
Modules relying on cyborg synthesizers (nanopaste, et al.) now cannot be used when their synthesizer charge is depleted. Fixes#1288.
Injecting a monkey cube held in a gripper no longer places the monkey inside the gripper's internal contents. Fixes#1097.
Cyborgs can now re-lock secured crates. Fixes#4833.
Service borgs can no longer open a portal to infinite grass tiles. Fixes#3814.
Clerical borgs can now browse through paper bundles held in their gripper, and can pick up taped paper. Fixes#4479. Fixes#6501.
Refactors objects.dmi and items.dmi
Adds some more uses to glass jar - now you can use it as a tip jar AND a reagent container!
you can also see reagents inside like a beaker
also improves sprites for wrapping paper and the pocketwatch
This basically makes it easier for future sprite improvements
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().
* 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.
This pr ports some sounds effects from baystation12, it has sounds for:
-using medical items
-using hyposprays
-opening some storages, like briefcases and toolboxes
-lighting matches
-magboot activation sounds
-holster sounds
-tape sounds
-pen and stamp sounds
Top is a stack over 2/3 full, middle is between 1/3 and 2/3 full, bottom is under 1/3 full.
Also converted stacks to use Initialize().
affected stacks:
Ointment
Bandages
Steel Sheets
Plastic Sheets
Glass Sheets
Plasteel Sheets
Reinforced Glass Sheets
Leather
Wet Leather
Hide
Sprites from /tg/.
-fix missing bottles sprites
-fix some things related to custom items sprites and desc
-fix missing syndicate cyborg
-add delay to repairing robotic limbs and using first aid items
-allows sprints to be applied to hands and feet
-nanopaste can be used on robotic limbs, not only surgery
-fix #1512
-fix cargo maglocks beind centcom ones
-fix hardsuit vision restrictions not working as intended
-fix webbing being able to hold medium items
Fixes animal healing with food, which i broke a couple patches ago, and healing animals with medical kits, which has never really worked right
I tweaked the heal values on the kits slightly, this wont make much difference to healing humans, only to healing animals.
Also added a doafter thing to make it a tiny bit more involved.
Also adds a little text for animals to make it visible on examination if they're wounded
Protolathe and CI build procs moved to them from RD console.
Protolathe and CI now have a build queue. Designs take varying time to
build.
P and CI material storage is now a list instead of a set of vars.
origin_tech is now a list.
All sheets now contain exactly 2000 units of matter.
In design datum, chemicals and materials are two separate lists.
Designs are now sorted. The method is kinda hacky but flexible. They
have a var, sort_string. Designs are sorted alphabetically using it.
Circuits how show whether they build a machine or a computer in CI menu.
Adds item construction, for now protolathe is used.