428 Commits

Author SHA1 Message Date
Batrachophreno b3b4f4b9c6 INDRA, general nuclear fusion update (#21285)
Fixes https://github.com/Aurorastation/Aurora.3/issues/18951
Fixes https://github.com/Aurorastation/Aurora.3/issues/19447
Fixes https://github.com/Aurorastation/Aurora.3/issues/20283
Fixes https://github.com/Aurorastation/Aurora.3/issues/21395

Overhauls a wide variety of INDRA behaviors and related gas/material
properties.
changes:
- balance: "Fusion reaction modifications. Higher radiation and
temperature output, comparable power output."
- balance: "Increased rad resistance modifier of Borosilicate Windows
from 1 -> 4 and (closed) Blast Doors from 1 -> 6."
- balance: "INDRA Field Strength minima/maxima changed from 1-100 ->
20-120. Power costs increased significantly."
- balance: "INDRA instability increase per tick now limited, similar to
Supermatter (prevents sudden instability spike from instantly nuking
it)."
  - balance: "APC cell charge rate increased 10x."
  - balance: "Rebalanced contents of INDRA hard storage compartment."
  - balance: "SMES coils capacities halved, throughputs doubled."
  - balance: "SMES unit maximum coil capacity increased from 6 -> 8."
- balance: "TEG maximum power output increased from 500000 -> 2500000."
- balance: "Power wasted from exceeding TEG maximum power output
decreased from 50% to 33%."
- balance: "Portable generators of all types have had their power
generation capacity doubled."
- rscadd: "New 'Fusion Codex' app added for all crew with ACCESS_ENGINE
that details all available nuclear fusion chains."
- rscadd: "Boron added as a singleton/reagent. Poisonous to vaurca,
still usable in nuclear fusion as fuel assembly rods."
- rscadd: "INDRA Field Strength now scales plasma temperature entropy,
power output from temperature multiplier, and instability increase per
tick."
- refactor: "'Boron' gas renamed to 'Helium-3'. Boron is not a gas. Deal
with it."
  - refactor: "'Steam' gas renamed to 'Water Vapor'."
  - code_imp: "Descriptions added to gas singletons for future use."
  - qol: "Minor remap of INDRA control room for usability."
  - qol: "Standardized gas canister naming conventions."
- qol: "INDRA and APC TGUI interfaces now use use kW, MW abbreviations
for high wattages."
- bugfix: "INDRA Kinetic Harvester no longer rapidly deselects materials
for harvest when too many are being generated at once."
- bugfix: "INDRA EM Field effect no longer considers the camera within
its reactor chamber a destabilizing influence."
  - bugfix: "INDRA reactor core now produces radiation as intended."
- bugfix: "Deuterium and Tritium canisters no longer contain 50%
standard hydrogen (inheritance issue)."

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Geeves <22774890+Geevies@users.noreply.github.com>
2025-10-05 20:13:06 +00:00
Batrachophreno b743c82739 Signals update to power_change() (#21421)
As title. Makes area/power_change() and area on_enter/on_exit procs both
rely on signals for machinery handling where they draw power from.
2025-10-03 15:50:29 +00:00
hazelrat eef80013fa Introduces starlight to all Horizon exterior areas (#21396)
This introduces logic to place starlight onto turfs under
horizon/exterior, and extends that area across the entirety of the
Horizon's EVA areas, to remove the anachronistic darkness that's been
atop the wings up to now. Handling this at the area level was the
cleanest way I could think to implement it.

<details>
<summary>How it looks!</summary>
<img width="954" height="711" alt="image"
src="https://github.com/user-attachments/assets/ef82f1fe-0720-4559-8dca-390bf1ddff4d"
/>
<img width="924" height="878" alt="image"
src="https://github.com/user-attachments/assets/ffa37bd2-7814-42eb-99ae-ebfc1ed1b680"
/>
<img width="917" height="904" alt="image"
src="https://github.com/user-attachments/assets/8b36f9c9-dbe1-4c5a-bb0c-f5080eb359f4"
/>
<img width="953" height="952" alt="image"
src="https://github.com/user-attachments/assets/531724ba-2a19-4ddd-bd31-70a1ebfb4543"
/>
</details>

**Potential problems:**

<details>
<summary>Shuttle logic problems</summary>
To get this working, all of the Horizon's EVA areas have had to be
covered in the horizon/exterior area - which means there's now an area
clash on the south, west, and east shuttle port, which falls afoul of
the current is_valid check for shuttle landmarks. Notably, how this is
mapped also means that an rfloor silhouette of a shuttle is always left
on the Horizon after a shuttle undocks from any of these landmarks.

<img width="864" height="704" alt="image"
src="https://github.com/user-attachments/assets/4fd27d84-8d7c-4ed7-8333-f934a2d77e03"
/>

The problem here is on the mapping, not the logic - it seems like these
areas were formerly excluded from the horizon/exterior area exactly to
dance around this problem. The solution I've taken tentatively is simply
to remove the area check. This doesn't feel great, but I don't think
there's many situations in which it could bite us - maybe on exoplanets?

The only other solution here is to remap the Horizon's docking ports to
not suffer from this issue, which I'm not eager to do. I honestly just
attribute this to being another fundamental flaw of the Horizon's design
that we have to just dance around until we move off the map. I've
documented that it's purely a mapping issue on the commented code
segment, and that once the mapping issue is resolved there's no issue
with an area check.
</details>

- [x] Figure out how to have starlight carry over after a shuttle
departs
- [x] Resolve the Horizon's shuttles being unable to dock with its
docking ports

---------

Signed-off-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2025-10-01 18:14:21 +00:00
Matt Atlas 7f474bd363 Fix some harddels. (#21373)
Let's try to haunt down this brain and mannequin harddel bullshit

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-09-29 23:20:44 +00:00
Wildkins 290032afc7 Turn hydroponics get and set_trait into defines (#21404)
Hydroponics tray processing is a massive chunk of machinery processing
for no good reason, I have a sneaking suspicion that this is due to proc
overhead on get_trait, as process can call it upwards of 30 times per
tick per tray.

Realistically most of the things that are traits should instead be
variables, but that's a refactor for someone with more time.
2025-09-28 12:09:49 +00:00
Batrachophreno 0aafc46e0f Further reduce phoron sources (#21364)
Removes reagent phoron from possible plant products, gaseous phoron from
exoplanet atmospheres.
2025-09-15 12:14:59 +00:00
Batrachophreno 7196ebb10a Spacevines, Comet Expulsion event balances (#21256)
Slightly increases potency of Spacevines random seeds, and increases
range of areas which can spawn them.

Makes Comet Expulsion event populate a whole bunch of meteors on the
overmap, but most of them are just traveling in random directions. Makes
it less trivial for bridge crew to just scoot one tile to the left and
everything's fine. Tested it multiple times on local instance to find
numbers that tended to make the overmap dangerous, but not bullet-hell
levels. It should be okay for the Horizon to get hit once or thrice-
dodging them all ought to be a really nice trick. Also increased minimum
spawn distance from the edges of the overmap on round start to prevent
comet spawn from deciding 'hey fuck you' and nuking you with 4 meteors
to the face and 0 time to maneuver. That's too mean, even for me.

changes:
- balance: "Spacevines event has more area types to potentially spawn
in."
  - balance: "Spacevines event potency_min increased from 70 -> 85."
- balance: "Comet Expulsion event chances slightly increased with
greater weighting towards Bridge Crew availability."
- balance: "Comet Expulsion event now generates many overmap hazards,
mostly in random directions, to make evasion less trivial."
- balance: "Comet Expulsion event meteors now have a small chance to do
greater damage."
- balance: "Horizon and other overmap visitable sites minimum spawn
distance from overmap edge increased from 2 to 4."
  - qol: "Provided additional admin logging for Comet Expulsion event."
2025-09-15 12:12:08 +00:00
Ben b88f19690d The Great Station Site Refactor (#21172)
**Requesting Test Merge**

Refactors multiple stationary away sites (like sensor array) to
ship/stationary to allow for their systems to properly function

Current maps refactored
- Sensor Array
- Hedgemony Waypoint
- People's Station
- IHSS Reclamation

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2025-09-06 10:32:02 +00:00
Batrachophreno 7b806f06b9 Fire behavior update (#21223)
Fire burn temperature formula updated to longer treat you like you're
100,000 Kelvin for neglecting to stop drop and roll after accidentally
fumbling your lighter.

changes:
- balance: "Updated fire_burn_temperature() calculations so that being
on fire will no longer arbitrarily return temperatures hotter than most
stars."
- balance: "Modified engineering voidsuit to have low-level thermal
protection (similar to atmos voidsuit having low-level radiation
protection)."
- bugfix: "Fixed cases where you ought to have been set on fire, but
weren't."
  - code_imp: "Cleaned up function names, booleans; added more dmdocs."

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2025-09-06 10:20:33 +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
smellie 7b865b9f2e Adds the Xanu System & Xanu Prime (#20917)
Adds a Xanu region for Xanu Prime to spawn in. Ice/barren asteroids as
possible spawns for mining operations.

Adds Xanu Prime as a visitable planet, with 2 regions: the arid
grasslands of Naya-Khyber; the tundra of Himavatia.

Only basic, super generic planet ruins included.

Random ground survey data available for scientific investigations.

The following assets that **have not** been created by myself are
included in this PR:

| Path | Original Author | License |
| --- | --- | --- |
| /html/images/scans/exoplanets/xanu_prime.png | Kyres1 (Sourced from
our own wiki) | CC BY-SA 4.0 |
| /sound/music/regional/xanu/xanu_rock_1.ogg | Swara Sutra
(https://swarasutra.bandcamp.com/album/indulgence) | CC BY-NC-SA 3.0 |
| /sound/music/regional/xanu/xanu_rock_2.ogg | Swara Sutra
(https://swarasutra.bandcamp.com/album/indulgence) | CC BY-NC-SA 3.0 |
2025-07-10 17:27:38 +00:00
Batrachophreno 6ab37f221a Missing Upgrades Feedback Fix (#20924)
Bugfixes- changes weren't committed in original PR :(

This PR makes component upgrade text viewable in all circumstances,
restores component detection text to RPED, and excludes ship sensors
from updating their power draws based on components (they all use a huge
number of stock components compared to most machines, so their power
draws turned whack. They can be tuned later.)

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-07-03 14:08:46 +00:00
Stev-the-third b52a5c8e49 Himeo Ship (#20835)
Adds a Himean Patrol Corvette, along with all of its associated
features. Also adds the Nephilim blaster repeater cannon.

D1

![image](https://github.com/user-attachments/assets/b1693a9f-e095-4cf0-b2f8-4c53f0c3698d)
D2

![image](https://github.com/user-attachments/assets/4521c1fe-d542-411b-bc15-e332ab34fa97)
Submaps

![image](https://github.com/user-attachments/assets/0d8e290d-cd09-43d1-9d58-3027871cdc7c)


- [x] Fix the merge conflict
- [x] Role descriptions
- [x] Remember to delete the gold marker tiles
- [x] Door names
- [x] Deck 2 Atmos

---------

Co-authored-by: steviii <cormallenfield123@gmail.com>
2025-07-01 15:51:52 +00:00
SleepyGemmy f8c39bfe82 Fixes Grass Edges (#18737)
fixes grass edges spilling over onto tiles as seen around the Horizon.
2025-06-30 18:05:13 +00:00
SleepyGemmy ea2a6b1204 Typos and Cigarette Fixes (#20878)
this PR fixes some typos and increases the S'rendarr's Hand content in
the adhomian cigarette from 5 to 10 to match the total amount found in
other cigarettes. also removes "vanilla cigarettes" from the code
because it isn't used anywhere.
2025-06-25 21:10:02 +00:00
Matt Atlas 3837112bd1 Revert "Fix missing pixels in new hairstyle" (#20854)
bad merge
2025-06-17 02:33:31 +02:00
hazelrat 7cdfaa1d4b Sewage + shallow water bugfixes (#20846)
Sewage no longer inexplicably changes colour when a mob goes over it,
and you aren't climbing out of water with every turf you take in it.
2025-06-16 22:17:08 +00:00
Batrachophreno 156620ad4f Fix missing pixels in new hairstyle (#20828)
See title- the new haircuts leave two pixels of the head uncovered, this
fixes that. My bad, know better testing now... :(
2025-06-16 22:16:59 +00:00
Batrachophreno ba1a757909 Wires interface must require panel to be open (#20764)
https://github.com/Aurorastation/Aurora.3/issues/18299

Original bug report was for Air Alarms always displaying their wiring
interface when interacted with, even when the maintenance panel was
still closed.

I found a few other objects which also did not correctly check if wires
were accessible before displaying the interface.

There also remains some inconsistency: some objects will always display
the wire interface when clicked on with panel open, but others require
you to have certain tools in hand too (wirecutter, multitool, etc.).
Without them in-hand, they won't give you the wire UI. I'm indifferent
to which option is better, but it should be made consistent. If someone
feels at all strongly about having tools in-hand vs. not to see the
interface, then I can also make that change with whatever the prevailing
opinion is.
2025-06-01 10:54:51 +00:00
DreamySkrell a24345a43b Scenario - Environmental Testing Facility (#19611)
changes:
- rscadd: "Adds Environmental Testing Facility odyssey scenario. Big
map."
  - rscadd: "Removes green tint from the minimap program/reader."
  - rscadd: "Adds/reorganizes some generic outfits."
  - rscadd: "Adds some generic odyssey actor roles."
- rscadd: "Adds actor accesses system to odyssey scenarios, and a
self-service access terminal."
- rscadd: "Adds some warnings to odyssey actor teleporter, in case ID
access or headset are missing."
  - rscadd: "Adds some more random spawners."
  - rscadd: "Adds better sprites door helpers."
  - rscadd: "Adds access door helper."
  - rscadd: "Adds info box to odyssey actor panel about roles."



![image](https://github.com/user-attachments/assets/fc2c0316-e95b-49f8-ac8b-55d03ef47b18)

![image](https://github.com/user-attachments/assets/36a680e8-47bf-4a12-b0a4-7c83cad9e74e)

![image](https://github.com/user-attachments/assets/fca04220-5457-4fa0-9045-cbf9f3f7e013)

![image](https://github.com/user-attachments/assets/6c0c4af2-ae63-4824-bcbe-59519156d288)

![image](https://github.com/user-attachments/assets/a5022487-b2db-4b37-ad16-a9e287ea1695)

![image](https://github.com/user-attachments/assets/96eee079-5aa4-4606-8c7e-ca8f5c3444d4)

---------

Signed-off-by: DreamySkrell <107256943+DreamySkrell@users.noreply.github.com>
Co-authored-by: DreamySkrell <>
Co-authored-by: AuroraBuildBot <action@github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2025-03-25 20:40:32 +00:00
Fluffy 86f8d6fd4f Movement update v2 (#20548)
Refactored (second passage) how movement works, now it's mostly in line
with TG handling and avoids calling 3 gazillion Cross() Uncross() etc.
on every atom in a turf.
Fixed EMP protection from species not actually protecting (this includes
the surge prevention for IPCs).
Fixed EMP 3D calculation runtiming because I forgot to make the value
absolute and it was doing the square root of a negative number.
It's now possible to queue the round to start with the Start Round verb
even while the system is initializing, for an even faster pain train to
enter the round and test things.
2025-03-22 11:38:05 +00:00
Greenjoe12345 7a7999b58d Exoplanet turf adjustments (#20568)
Adjusts the generic exoplanet dirt turf so it doesn't leave footprints,
it's used in maps such as odyssey ones and the footprints get hellish on
those.
Also gives many exoplanet turfs descriptions, as well as adjusts the
names of some of them.
2025-03-10 08:07:47 +00:00
courierbravo bd9e058938 Name Change - Oriental Tree (#20545)
Changes the name of the "potted oriental tree" to "potted cherry blossom
tree", along with changing the description.
2025-03-09 21:38:02 +00:00
Fluffy 3185c10cf1 516 internal links (#20428)
Convert all (appropriate) links to use the required `byond://` for 516

Added a grep to detect incompatible ones
2025-02-20 22:54:10 +00:00
hazelrat bcf56bcb71 Rough desert turf fix (#20499)
![image](https://github.com/user-attachments/assets/879a6421-120f-448d-b4f7-e303049aed9b)

The exoplanet/desert/rough subtype currently references icons that don't
exist, so it appears black ingame. This comments out the icon_state
definition pending on the rough subtype actually having sprites, so for
now it uses the same sprites as the regular desert turfs.
2025-02-20 11:50:40 +00:00
Fluffy 7265630dde Turn more unmanaged global vars into GLOB (#20446)
Turned a ton of unmanaged globals into managed globals.
Refactored some UT output.
Removed some unused things, including vars.
Added a test to ensure people don't keep adding new unmanaged vars.
2025-02-17 23:34:02 +00:00
Fluffy f3dab68568 Area tweaks (#20391)
Reworked area changes and power define channels

No player visible changes (hopefully)
2025-02-16 18:53:46 +00:00
Fluffy 1810ac27a8 Initiate 516 compatibility efforts (#20426)
Renamed all the "caller" vars to "requester", as the var would otherwise
overshadow the new one that is present in 516

No player facing changes
2025-02-05 13:09:42 +00:00
Ben a13f33a6e3 Ship/Shuttle Terminal Access Checks (#20227)
Ship consoles such as targeting and sensors now check for access.

Emagging a ship console disables access checks

Horizon shuttles given access requirements (bridge crew can access any
ship)

Went through most offships and added access requirements, likely missed
some however.

For access requirements, I only added them for helm control, targetting,
and shuttle control consoles

---------

Signed-off-by: Ben <91219575+Ben10083@users.noreply.github.com>
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2025-01-31 13:53:50 +00:00
DreamySkrell f9c78c9dc5 More potted plants (#20305)
```
author: DreamySkrell, Tomixcomics

delete-after: True

changes:
  - rscadd: "Adds three new potted plants."
```

sprited by @tomixcomics

Co-authored-by: DreamySkrell <>
2024-12-31 10:43:35 +00:00
hazelrat 68069400ab Removes footprints from (most) exoplanet turfs (#20306)
See title. It's pretty soulful for shuttles, but it's incredibly
irritating for any buildings on exoplanets in which you mess up all the
flooring if you take so much as one step outside.
2024-12-29 18:36:27 +00:00
Geeves 67360a9bea Weather Warnings (#19934)
* Atmospheric probes will now relay changes in weather when deployed.
Analog radios can be tuned into the weather broadcast and receive it,
provided they're in the same sector / connected z-levels.
* Fixed weather transitions to rainy / icy weather not working.
* Changed rainy / icy weather to have a blue color, reducing eye strain.


![image](https://github.com/user-attachments/assets/b8439595-25ff-4df0-8f5d-b2d27d147b70)

![image-1](https://github.com/user-attachments/assets/cf0018c2-c6c7-4cf6-8069-543ad98cd597)

![image](https://github.com/user-attachments/assets/5e4d87e2-33c8-494a-9b8f-8a62f12c496a)
2024-12-24 16:04:51 +00:00
DreamySkrell e545213323 Away Site Exoplanet Generation Improvements + Crystal Planet and Cryo Outpost Updates (#19735)
changes:
- rscadd: "Crystal Planet Outpost Update. Adds submaps and exoplanet
generation."
  - rscadd: "Cryo Outpost Update. Updates exoplanet generation."
- rscadd: "Away Site Exoplanet Generation Improvements. Allows setting
atmos for all exoplanet turfs on the map."
- rscadd: "Away Site Exoplanet Generation Improvements. Exoplanet turfs
can have light if they are outside."
- rscadd: "Away Site Exoplanet Generation Improvements. Base Turf fixes,
explosions do not turn turfs into space, and destroying or mining turfs
is generally better handled."

---------

Signed-off-by: DreamySkrell <107256943+DreamySkrell@users.noreply.github.com>
Co-authored-by: DreamySkrell <>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2024-12-18 20:44:41 +00:00
Matt Atlas 1da20ad33f Adds the Odyssey gamemode. (#18972)
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 <>
2024-11-26 20:18:43 +00:00
Fluffy ad563abffa Frag grenades buff (#20135)
Frag grenades projectiles now apply some agony and eyeblur.
Frag grenades projectiles have damage augmented by 3 points (~10%).
Frag grenades projectiles have an augmented chance of leaving a shrapnel
(+30%).
Frag grenades projectiles have a chance to ricochet up to 2 times.
Some code cleanup and removed some procs that were no longer used
(nothing called them anymore) from the projectile refactor.
2024-11-08 15:38:57 +00:00
Fluffy 0b4bb4ead1 Bluespace drive (#20053)
![immagine](https://github.com/user-attachments/assets/1e75f35b-b795-44ac-af96-0fecb0fedf9a)

Added the bluespace drive.
Fixed overmap projectiles not transferring correctly.
Code improvements. A lot of.

---------

Co-authored-by: courierbravo <73250577+courierbravo@users.noreply.github.com>
2024-11-06 17:10:10 +00:00
Fluffy 513facdb0d Refactored deletion observables to use the COMSIG_QDELETING signal (#20121)
Refactored deletion observables to use the COMSIG_QDELETING signal
instead, removed the observable.
2024-11-04 21:51:18 +00:00
Fluffy d40d459d42 Refactored movement observable away (#20083)
Refactored movement observable away, use only the signal.
Some tweaks to the signal.
2024-10-26 15:53:07 +00:00
Fluffy d9c44532fc Refactored directionals (#20082)
Refactored directionals, ported lists of directions from TG, got rid of
useless proc to get the reverse direction.
2024-10-25 17:56:02 +00:00
Fluffy 657adfb3c8 Fixed even more active edges on the abandoned adhomian village turfs (#20093)
Fixed even more active edges on the abandoned adhomian village turfs
2024-10-25 17:55:36 +00:00
Fluffy 30ab355943 Resolved some runtimes for mimic turfs on examine (#20097)
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.
2024-10-25 17:55:29 +00:00
Fluffy 404c90f688 Replaced the outside turfs with exoplanet ones for the digsite (#20066)
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.
2024-10-20 18:49:39 +00:00
Fluffy a623e22eda AmbiguousInOrder ODLint (#20046)
Enabled AmbiguousInOrder OpenDream linting to error out
Fixed ambiguous orders with parenthesis to explicit orders
No player facing changes
2024-10-16 21:14:20 +00:00
Fluffy b8902e2e16 Runtime map now loads in ~11 seconds instead of ~40, sped up various other things (#19957)
Runtime map now has a bunch of new areas / items with often-tested
stuffs, and some hard-to-put-at-runtime stuffs.
Runtime map jobs now are positioned to make it faster to reach the
aforementioned often-tested stuffs.
Runtime map doesn't generate an overmap anymore by default, which speeds
up the process.
Runtime map now loads in ~11 seconds instead of ~40 seconds as it was
before.
Updated the maploader to be faster in parsing maps.
Bapi is not engaged anymore if we're only measuring the map size, which
speeds up the process.
In fastboot we do not generate the codexes anymore, which speeds up the
process.
In fastboot and if exoplanets and away sites are not enabled, we do not
parse the map templates anymore, which speeds up the process.
Updated the icon smoothing to be faster.
Optimized cargo area code.
Other optimizations.
2024-10-06 21:31:01 +00:00
Fluffy 9636363e60 Refactored the attack proc (#19908)
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.
2024-10-06 21:30:00 +00:00
hazelrat 2ce80f7556 Adds an autocannon ship gun (#19927)
This adds the Goshawk heavy autocannon to the game, intended as a
generic gun emplacement available to be mapped into any appropriate
offship.

The AP shots are intended to be the weakest, but they do a lot of damage
on the off-chance they do hit someone. AP fires twelve shots, frag fires
nine, and HE only fires six - obviously ICly every salvo is the same
size, this is just for balance. As is currently, I'd say this is a
little stronger and generally a bit more versatile than the grauwolf.

**This is up for review.**

Credit to Noble for the spriting!
2024-09-27 10:00:27 +00:00
hazelrat 129839be66 Fixes a few incorrect fore dirs (#19935)
Corrects the erroneous fore_dirs of a few ships and shuttles so they
function properly in ship combat. Updates a few of the visitable/ship
variables with dmdocs for clarity.
2024-09-27 08:21:44 +00:00
Fluffy c24b4c7097 Projectile refactoring madness (#19878)
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.
2024-09-23 10:12:57 +00:00
Fluffy 0ae0b10764 Refactored all the backslash ref and ref() calls to use REF() instead (#19847)
Refactored all the backslash ref and ref() calls to use REF() instead.
Added a linting for raw ref proc calls.
2024-09-13 10:17:32 +00:00
Ben 3c433fae00 Updates Alignment for Lore Planets + Adds Alignment to Scan Report for Exoplanets (#19783)
Updates alignment variable for colonized lore planets such as Moghes and
Biesel
Alignment now shows for exoplanets

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-08-20 14:02:12 +00:00