What it says on the can; now we can better compensate for processing
spikes by queueing and accounting for verb times (assuming we actually
use this framework to invoke the bulk of them). I have added its use to
some of them, more can be ported as time goes on, eventually everything
but the most trivial ones should go through this.
No player facing changes. Hopefully.
Praise be the omnissiah.
Adds two new Dionae origins for the Viridis, reflecting the recent lore
changes for Hegemony Dionae. The Viridis noble origin comes with a new
accent, Gardensong.
Allows Dionae to be Hegemony consulars as noble Dionae now exist. Also
allows Dionae to take Sinta'Unathi to represent their greater levels of
integration into the Hegemony.
From previous PR:
- Fixes Quick Equip (Thanks, Matt)
- Fixes Loadout Preview, will override uniforms properly now
- Turns shirts into uniform items, so you can attach accessories to them
This also fixes the issue of people spawning in shirtless if they didn't
attach properly to the pants.
Additions:
- Shifts suspenders, leather chaps, and kneepads to be pants
accessories.
(This fixes the issue of accessories staying even without pants, e.g.
assless chaps)
(In future, hip holsters are to be added to this accessory list)
Anyway, that's the long and short of it. Have fun.
---------
Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
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.
Removes the min age of Geras Dionae from 30 to 1. While younger dionae
generally will still be a Coeus, Dionae exposed to extreme amounts of
radiation for a long period of time would grow to a Geras much quicker,
especially Dionae on Moghes.
---------
Signed-off-by: Yonnimer <31339047+Yonnimer@users.noreply.github.com>
Enabled new opendream pragmas
Fixed some runtime access check operators (`:`) around the codebase (not
all, some are unfixable as they're used in macros)
No player facing changes (hopefully)
Changes the name of "tame space carp" to "domesticated space carp", to
reflect what it says in their description.
(i also found out that there was an actual difference between 'tame' and
'domesticated'. the more you know)
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.
Added a bunch of flags for passflags on things that were previously
missing them.
Removed snowflake passthrow var, it's a passflag now.
Updated ClickCross and Adjacency code.
It's now possible to interact with things that are adjacent but
otherwise have a machine (or other appropriate items) blocking them, eg.
think of an APC on the wall with a machine in front of it.
* 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 sorting.
Added test to verify all horizon areas (outside exceptions) are marked
as station areas.
Added test to verify shuttle areas are not marked as station areas.
Refactored how the area sorting var is made and used.
Added a global list of all areas.
https://forums.aurorastation.org/topic/20198-mission-briefing-auroras-gamemode-revolution
To-do:
- [x] Finish storyteller verbs.
- [x] Storyteller landmarks.
- [x] Proper storyteller spawning. Right now the gamemode system is
happy with just picking one storyteller and no actors.
- [x] Antagonist whitelists code.
- [x] Adding the Storyteller whitelist.
- [x] Mission map loading code.
- [x] Map in a bunch of missions.
- [ ] Storyteller adminhelps.
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: DreamySkrell <>
Adds missing Machinist access and compatability for slime scanner to
Research module robots
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
### Introduction
The recently to atmos added hydraulic rescue tool is a robotic tool and
has none of the common item/tool properties. This PR refactors the tool
to a non-robotic version and fixes a bug in the recently added
functionality (#20138 - Airlocks can be opened instantly by moving
during the action duration).
### What changed?
- Added `/obj/item/crowbar/hydraulic_rescue_tool` to tools.dm
- Removed robotic version under AI
(`/obj/item/crowbar/robotic/jawsoflife`)
- Updated all occurrences (Sprite label due to updating the sprite
filename)
- Fix action skip bug in airlock.dm when using the tool (See
[5cc808b](https://github.com/Aurorastation/Aurora.3/pull/20162/commits/5cc808ba53787a2bf44be476e9503860e5440f9c))
Does what it says on the tin. Purely cosmetic for now. This is step
zero.
Basically, clothing is starting to get real bloated with a lot of
variants.
More pressingly, accessories as well, and we're probably going to get
accessories of accessories.
After seeing what's going on with arm guards, leg guards, plate carriers
and the like,
it's heading towards a really messy level of abstraction.
Hopefully this will nip it in the bud, so to speak.
I've also added the layering feature used in watches, so you can tuck in
your uniform in your pants, or your coat in your pants if you're so
inclined to.
This also means that in the near future, we'll finally have the ROLL
PANTS feature that has escaped us for so long.
For reviewers :
This PR is majority legwork of simply adding the new pants slot in. Very
similar to my previous Wrist slot PR.
The rest is just changing the existing pants/skirts over to a new
loadout slot and changing paths.
---------
Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Readds Dionae customization options to their hair and beard options in
the setup.
While I do sorta like the idea of just having them all be body markings,
this came with too many bugs, essentially bricking them in ghostroles
and some layering issues, this just readds most options.
---------
Signed-off-by: Yonnimer <31339047+Yonnimer@users.noreply.github.com>
Removes the confusingly unnecessary nerf to Columbo's damage (he did as
much as just punching someone) from the parent mob and increases his
health from 75 to 125 so he can withstand at least a little more
punishment.
The poor guy is quite literally never let out of his enclosure because
he's less useful than just throwing a floor tile at someone. He's also
the only "unique" thing the Head of Security has left, and people seem
warm to the idea of an actual incentive to bring him out more. With
these buffs he stands an actual chance of being able to fight and take
down someone unarmed and unarmored.
See title. Works so far in my testing, should prevent the 200 webs on a
single turf issue we've all loved dealing with. This doesn't seem to be
intended behaviour, given there's a check against it in the code
already, so I'm putting it under bugfix.
Fixed some situations where a null was being set as target.
Repathed the dreaded target_mob variable to last_found_target, and from
mob to atom, as it was not being used only for mobs.
Added procs to set and unset the last_found_target and setup the signals
relative to clear it, and validations.
Thanks to the above, removed a viewscan that was needed to delete
references when mobs die from their attacker.
General QoL of code, DMDocs.
Resolved some runtimes for mimic turfs on examine.
All examine headers respect the proc signature.
All examine that do not explicitly need not to, passthrough the arglist
to references examine target procs.
Replaced the outside turfs with exoplanet ones for the digsite.
Fixed some exoplanet areas not having an exoplanet base turf.
Wrote a unit test for exoplanet areas to ensure they have an exoplanet
base turf.
Fixed grippers icon not displaying the content of the gripper.
Gripper icon now updates when the item content changes (in most
situations?).
Fixes#19592Fixes#19738
Greimorians are no longer the ultimate lifeform and have lost their
mastery over recycling.
This will help with greimorian offsites/odysseys/any time it's not
intended for them to balloon into a singularity.
Adds two new hairstyles, Bobcut, overye and Diagonal Bangs. Humans and
Tajara get these. This is ported from a PR on CMSS13 and has some
preview images there if you'd like to see how it looks.
https://github.com/cmss13-devs/cmss13/pull/7304
All credit to Ansekishokuu. I've only done a straightforward port. In
the case of Tajara, some adjustments were made to better fit for them.
---------
Co-authored-by: WickedCybs <wickedcybs@gmail.com>
### Bug
Fixes#19753
### Changes
The auto refill logic was basically completely missing. I have added the
sink selection to `think()`, the refill action to `UnarmedAttack()` and
some light refactoring.
- rscadd: "Adds a new species trait, NO_EQUIP_SLOWDOWN. Ignores slowdown
effects from equipment and dragging things. G2s, Vaurca Bulwarks, and
Tajara Teslas."
Note that ignoring slowdown effects also ignores negative slowdown
(speed up), but it's so rare that it's probably negligible.
May or may not horrendously break balance.
Reasonably, these species are huge, slow, and strong to compensate.
They *reasonably* shouldn't be slowed down by pushing lockers and
carrying dufflebags.
Vaurca Bulwarks especially are gated from wearing a lot of clothing from
the get-go so the only change will be being able to not slowed down to
all hell trying to push a locker somewhere.
---------
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Fixed robots duplication on insertion of posibrain without a player.
Fixed runtime that caused the above.
Fixed runtime on cyborg building inspection.
Fixed runtime on cyborg building due to uninitalized list vars.
Fixes#20040