Repaths obj/machinery to obj/structure/machinery. **Note for
reviewers:** the only meaningful changed code exists within
**code/game/objects/structures.dm** and
**code/game/objects/structures/_machinery.dm**, largely concerning
damage procs. With the exception of moving airlock defines to their own
file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES.
Objects, _categorically_, are largely divided between those you can hold
in your hand/inventory and those you can't. Machinery objects are
already subtypes of Structures behaviorally, this PR just makes their
pathing reflect that, and allows for future work (tool actions, more
health/destruction functionality) to be developed without unnecessary
code duplication.
I have tested this PR by loading up the Horizon and dismantling various
machines and structures with tools, shooting guns of various types
throughout the ship, and detonating a bunch of explosions throughout the
ship.
This PR is intended to sort out our existing guns into something
resembling organization. In addition, ancient decrepit guns are removed,
and abstract paths are labeled as such.
In addition, all guns are now standardized to refer to their model.
Considering the huge number of weapons we have, a `pistol` is not
descriptive enough.
NOTE: At over 200 files touched, this is being split. Not everything was
sorted, but this is already a monster to sort through. The rest can
wait.
This has zero reason to exist in our code base. We have no procs or
variables tied to this. I removed it to make future modifications
cleaner.
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Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
Traders used to only do greetings based on each subspecies, due to
significant overlap for some (ie, IPCs), functionality added for traders
to greet based on general species, if a specific subspecies is not
found.
Adds new defines for each species that is a list that has all subspecies
for them (ALL_IPC covers all frames for examples)
Biases for Species
DENY: "No service for Bots here"
UPCHARGE: Service, but prices higher
DISCOUNT: Special prrrices forrr comrrrades
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Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Right now you can trade some really easy to get items for really dumb bullshit. Look at this:
A single telecrystal = any of these: energy axe, lwap, combat mech, merc rig, force gloves, A SYNDICATE CYBORG.
-tweaks some of the merchant's grammar
-fixes the antique shop missing the zweihander like it was supossed to have and the padded cap
-adds belt sprites to the claymore and dao, made by dronz
Overview
K'ois bars are now replaced with a less dangerous variant with the same name. These K'ois bars do not cause medical nightmares to occur, however the dangerous ones are moved to the "contraband" section of the vending machine and can be vended for free.
New Chemicals
Unfiltered K'ois can still be found in K'ois spores. They can be filtered by grinding them up and adding Cardox . Cooking recipes are untouched, and still contain unfiltered K'ois.
Platinum can now be put into reagent form by grinding up platinum.
Cardox is a new chemical designed by nanotrasen that eliminates liquid phoron. It can be made by mixing Platinum, Sterilzine, and Carbon.
This pr adds the second essential part of the merchant's implementation, mapping the merchant's shuttle, base and the dock. And more merchant related fixes and tweaks.
Port of the merchant mechanics from baystation12.
All of the trader, prices and most essential system are done, as well the job datum and the like. Mapping the shuttle, the base and a new dock will be done in a later pr.
Also adds phazon construction and several other items used in this pr.
The chance of the merchant slow being open at round start can be changed via the config, it is 20% by default.