1626 Commits

Author SHA1 Message Date
VMSolidus 30fb0f69a0 Processing Audit Part 1 (#22803)
Oh look at that, every modular computer in existence was always
processing at all times, regardless of if it was actually needed.
There's a couple more small examples I caught in my first pass, but all
of the rest are very low incidence. There are of course a very large
number of modular computers at any one point in time.
2026-07-09 21:03:42 +00:00
VMSolidus 75dfa30013 More Atom Cleanup (#22777)
Unused vars take up memory and worsen proc overhead. By far the worst
offenders to this are vars on /atom and /mob since they more or less
globally stack lots and lots and lots and lots of proc overhead. So I'm
cleaning up unused vars on these to save resources. I also noted several
vars that are excellent candidates for making components or elements.
When I'm not drowning in school work anymore, their time is numbered.

Mfw every space carp forever has a CCIA record, no wonder mobs are
laggy.
2026-07-07 14:13:51 +00:00
FenodyreeAv 788861ba12 Nerfs human shields (#22670)
Human shields are no longer a 100% chance to block any frontal damage.

The opposite arm, legs and head are always exposed and can hit despite
the human shield, though this comes with the additional miss-chance from
targeting limbs.

Additionally, destroyed limbs allow shots to damage both the hostage and
the hostage taker when hit.

This doesn't make the situation much better for the hostage, but it does
mean that carrying around a corpse as a shield in combat is no longer
viable.

Size also matters, a Ta holding up a human as a shield isn't going to
get much cover.

<img width="1390" height="325" alt="image"
src="https://github.com/user-attachments/assets/cfe61f99-89bb-428d-9f96-4b1fff32c646"
/>


https://github.com/user-attachments/assets/593acc65-f327-4058-ba8d-9bb596a43d3b
2026-06-22 13:54:03 +00:00
c#min7 60d09f31b1 TCAF expansion/rework stuff (#22717)
- renames/redescs/etc existing stuff to fit new TCAF lore
- lots of 4 years defunct TCFL stuff has been deleted or
repathed/renamed
- the tcfl peacekeeper ship that was soft-removed has been deleted
- the uniforms has also been modified and have had the necessary amount
of blue added. essentially i kitbashed the old TCFL uniforms with the
new TCAF uniforms

i probably missed a lot of tcfl stuff still.

---------

Signed-off-by: c#min7 <sadkermit01@gmail.com>
Co-authored-by: Kano <89972582+kano-dot@users.noreply.github.com>
2026-06-22 13:53:32 +00:00
FenodyreeAv 222505f244 Fixes modular laser basic focusing lens (#22721)
changes:
- bugfix: "Fixes the base focusing lens for modular lasers not having
reliability."
2026-06-19 16:08:10 +00:00
FenodyreeAv ab65965c5c Fixes guns being unwielded by mousing over the inventory UI (#22712)
Fixes #22036 

changes:
- bugfix: "Fixed guns getting unwielded when mousing over UI elements."
- bugfix: "Fixed mob_can_equip using M as mob, instead of mob/M. Also
adds its parameters to all its children."


https://github.com/user-attachments/assets/0f427609-3cfc-4c71-b817-44a8d2c6350d
2026-06-16 19:21:38 +00:00
FenodyreeAv 987a08bf87 Fixes a modlaser improvement exploit and an upgrade bug (#22646)
Added an on_hit signal, instead of using the target in post_fire.
This fixes cheesing upgrades by standing behind a wall and shooting at a
target you will never hit.

Moved improvement cap from a define, onto the base object.
This fixes some components continuing to eat improvement potential, even
when they are fully upgraded.

Fixes Ions dealing damage in addition to EMPing their target. Also
reduced the max number of shots when an Ion emitter is fitted.
2026-06-08 10:44:15 +00:00
VMSolidus bf1196e6f1 High Gun Skill Fix (#22587)
This fixes a math error that caused sufficiently high firearms skill to
wrap back around to less accurate guns. The fix is pretty simple, if the
calculated dispersion (in degrees) is a negative number, it instead
becomes 0. The dispersion math downstream of this effectively treats
dispersion as a magnitude, meaning -15 degrees of dispersion was the
same thing as 15 degrees, when the intended interaction was "Having -15
degrees of dispersion offsets the penalty from less accurate guns".
2026-06-03 18:20:24 +00:00
FenodyreeAv cf585ef505 Ship combat rework (#22566)
Makes ship combat significantly more destructive (and a bit deadlier),
especially with non-explosive projectiles.

**Additions:**
- A shell that penetrates a solid (dense) structure will cause spalling.
This spall does 2-30 damage, depending on range and has a high embed
chance. These embedded chunks are large enough to be ripped out by hand.
(But you probably shouldn't). The pilot's suit has 30 ballistic armor,
so a prepared bridge crew can survive a lot of spall.
- Adds a gun that shoots any ship weapon that admins can spawn. Useful
for testing, or for adminbus where they don't want to have to spawn a
whole overmap ship.
- Made several structures destructible, vending machines, computer
frames, grilles (these were just bugged) and watertanks (and their
children). These structures could just block infinite shots and were
common enough to serve as effective armor for the horizon. These now
spawn shrapnel (of their material if it's set), in addition to sheets of
steel when destroyed.
- Added support for negative maim chance. This allows chosen projectiles
to be prevented from decapitating. No more accidentally gibbing the
bridge crew's heads. (Unless they get hit with something really really
big).

**Balance:**
- All non-explosive anti ship rounds got significant buffs. Typically
2-3x Anti-Material numbers.
- Armour piercing anti-ship rounds got massively increased penetration
stats. Typically 4-8 from 1-2.
- Doors now get destroyed in less hits, if they are hit by anti-material
projectiles. Hits to destroy -= Antimaterial / 2
- Francisca frag shells now shoot less fragments but deal more damage.
394 projectiles for every shot was a bit laggy, now it's only 280.

**Shields:**
Shields now take more power. 13-14 megawatts for a 10 strength shield.
Just inside the ship's generation capacity with both the INDRA and
Supermatter running.

Instead of deleting any projectile they are hit by, shields now have
different failure modes.
- Firstly, a piercing projectile has it's penetration reduced by the
shield strength. Eg A shot that would go through 10 walls, only
penetrates 4 after going through a 6 strength shield.
- Secondly, a projectile has it's damage multiplied by 1 - shield
strength / 10, then has shield strength subtracted from it's damage. Eg.
A damage 100 projectile, hitting a 5 strength shield, has it's damaged
reduced to 50, (100 * 0.5), then to 45. (50-5)
- Thirdly, an explosive projectile (that does not penetrate per the
first step) does not explode, but instead deals it's full damage to the
shield.

Hits to the shield now also damage the field itself, not just the shield
tile. As such, a very big hit on the shield can bring the whole thing
down, requiring an engineer to reset it.

Shields can now be upgraded with research components. Additionally,
shield generators can now support more than one capacitor. The
roundstart capacitor on the Horizon is only good enough to support a 6
strength shield.
The upgrades increase efficiency, strength loss over time and charge
speed.

**Overmap Targetting**
Previously, shells would spawn within 20 tiles of their target and aim
directly forwards. This was bugged for shots with burst, which would
instead all aim inwards and mostly miss. This is the reason the Grauwolf
(in addition to the explosion bug below) and Fransisca felt so useless,
only one of every shell in a burst would hit.

Shots now spawn at the map edge, based on the orientation of the
projectile and ship. Diagonals are now accounted for.
Shots are then aimed directly at the target selected on the console,
with 3 degrees of dispersion.

**Bugfixes:**
- Fixes lots of explosions that didn't pass a turf to the explosions
subsystem. This caused the explosion not to happen if the thing hit got
qdeled before the subsystem could get the turf to spawn the explosion
on.
- Embedded shrapnel no longer gets the initial projectile name, this
prevents it getting named shrapnelshrapnel.
- Fixes a bunch of projectile piercing bugs, mostly with grilles and
windows. Shots now go past window frames without hitting them.
- Fixes shields not having a click delay when attacked.

---------

Signed-off-by: FenodyreeAv <fenodyree.av@gmail.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2026-06-03 16:52:13 +00:00
FenodyreeAv f66007e324 Modlaser fixes (#22550)
Fixes the easy stuff from: #22545

The only real balance change, dropped improvement per variable by 50%.
Should have been like this from the start, but I mistakenly assumed no
one would even reach close to the cap.

Makes repairs with welders go through .use_tool, fixes not needing
welding goggles and adds nice sparky visuals.
Much more robust handling of improvable variables, negatives don't break
improvement assignment now.
Fixes improvement cap, missed a *100 to convert from decimal to
percentage.
Fixes improvement potential being assigned to things that couldn't be
upgraded.
Fixes the Gatling mod upgrading fire delay (pretty useless on something
with a 3 second warmup)
Fixes the weapon analyzer print out showing completely incorrect
numbers.
Fixes the weapon analyzer eating your combitool and being
indestructible.
Gives some more feedback on why things can and can't be upgraded.
2026-06-03 15:24:32 +00:00
VMSolidus 201592f6bd Mob Destroy Refactoring (#22573)
Refactoring the entire destroy proc path from Mob Human all the way down
to Atom while trying to find the causes for the damn mob human hard
deletes. This PR comprehensively reorganizes every single stray
snowflake var used by /atom/ all the way to /mob/living/carbon/human,
and makes sure that every var that COULD store a reference, is now
cleared during the entirety of the Mob Destroy() parent hierarchy.

This may very well be the end of the lag war. 

In total, I've hunted down and cleared 39 hanging references between
/atom and /mob/living/carbon/human

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
2026-06-03 15:15:56 +00:00
lew 68c5b95f8b Fixes modular guns not self-recharging until first shot is fired (#22567)
fixes #22025 

- bugfix: "Modular energy guns with a reactor now self-recharge from
assembly, instead of only starting after the first shot is fired."

try_recharge is currently only triggered on fire and loops until charge
is full. this triggers it when a modular gun is completed to initiate
the recharging
2026-06-01 10:32:05 +00:00
Wowzewow (Wezzy) e3d3d00347 More Handling Sounds (#22528)
Just ports more pickup, drop and handling sounds from /tg/ to keep pace.

Attributions in their own .txt files.
2026-05-30 12:07:44 +00:00
FenodyreeAv 87848fbdc3 Adds skill based upgrades to modular lasers. (#22425)
**Modular laser changes**

- tl:dr Shooting mod laser at a mob counts up an improvement potential
variable, which when the gun is disassembled, gets spread across the
components.
- When the components are repaired, by someone with high skill, there is
a chance to increase a variable, such as damage, shot count, accuracy.
- Players give the biggest increase, followed by non-player humans
(protohumans & mechs fall in this catagory), then simple mobs and
finally monkeys. Non combat modlasers improve slowly when used for their
intended task (betarays slowly tick up when shooting hydroponics bays)

The philosophy for these changes is that research should continue to be
involved with the equipment they give out.
It should also be difficult (but not impossible) for research to upgrade
their weapons without support from other departments.
Xenobio slimes, protohumans, medical help to keep the protohuman alive
while you shoot it, security help to actually use the guns on real
targets (this gives the biggest increases).

The more powerful a weapon is the harder it is to upgrade, as it'll kill
it's targets quicker. The more upgraded a weapon is the more difficult
it is to upgrade further, improvement potential will get wasted on
components that have already hit their cap.

On their own, by the time the 5 monkeys research start with are dead,
it's possible for a max skill scientist to improve one gun's worth of
components by ~25%.

The weapons research can now make at roundstart (with max tech) are
significantly worse than what spawns in the armoury.
The weapons research can make with gold, silver, uranium and phoron are
equal to what spawns in the armoury.
The weapons research can make with diamonds are better than what spawns
in the armoury.

Major nerfs to heat vents, auxiliary capacitor and capacitor overcharge,
these were the problem children.
It is now impossible to make a weapon that does not take damage through
use. Safe designs will only break with heavy use, by people who don't
bring them back to research for repairs.
Powerful designs break quickly and need repeated repairs.

Adds two side grade capacitors that can be made at roundstart (with max
tech), one higher damage and fewer shots. One lower damage and more
shots.

High skill characters get much more information when examining modular
lasers and a chance to throw the gun away before it explodes.

Adds some defines to help balance these changes:
Improvement cap (the total percent a component can increase) Currently
100%.
Increase & Decrease Cap, how much an individual variable can be
increased or decreased. Currently 2x and 0.2x.
Improvement multiplier, multiplies all improvement gains. Currently 1x.

**Firing Pin fixes & changes**
Fixed ID locked firing pins and adds them to R&D.

Adds the inner research department to the firing range locked pins. This
is so xenobotanists, xenobiologists & xenoarchs can use the modular
lasers. Freeze rays for slimes, betarays for xenobotanists, laser
activation for artifacts for xenoarch.

It is still impossible for a scientist to make a weapon they can use
anywhere, but they can give them to security who can use them freely.

**Misc bug fixes**
The weapon analyzer UI now updates and only shows relevant statistics,
instead of displaying every variable even when they do nothing.
Replaces the buggy tesla zap with just electrocuting the holder.
Fixes a few broken visual messages.
Fixes the vermin modulator not killing anything, now it also works on
grems.
Fixes click delay on malfunction.
Fixes radiation damage numbers.
Fixes the temperature modulator.
Fixes the report printout showing the wrong numbers.

---------

Co-authored-by: Copilot <copilot@github.com>
2026-05-27 15:51:37 +00:00
Casper3667 29bc02f44e Various bullet fixes and changes (#22503)
fixes https://github.com/Aurorastation/Aurora.3/issues/22370 and
https://github.com/Aurorastation/Aurora.3/issues/22475

I decided to lower the amount of bullets to increase the item pile, as
otherwise removing a single shotgun shell from a pile would be enough to
reduce its size, and that felt wrong.

  - rscadd: "Added the ability to stack spent bullet casings."
- balance: "Ammo piles now increase in size the second time when there
is 6 items in the pile, rather than 8"
- bugfix: "Fixed bullet casings being ejected when trying to suicide
with a gun on safety."
- bugfix: "Fixed that bullet piles didn't update their size correctly."
- bugfix: "Fixed that shotgun practice shells were labelled incorrectly
in the autolathe."
  - bugfix: "Singular bullets no longer layer under tables."
2026-05-27 15:39:42 +00:00
Batrachophreno 4ecb0bc21c Repath obj/machinery to obj/structure/machinery [MDB Ignore] (#22500)
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.
2026-05-26 19:35:48 +00:00
FenodyreeAv d8e02149e0 Fixes EMPs affecting carried items twice, fixes EMPs not disabling energy guns. (#22482)
Human_defense was calling it's parent, which also EMP'd all carried
items, so carried items were taking two EMP acts.
This mean that PDAs always exploded from light EMPs.

Energy guns used sleep() in their EMP act and didn't multiply by *
SECONDS.
EMP_LIGHT is 2 and EMP_HEAVY is 1, previous implementation was
multiplying where it should divide.
Also added some feedback about why the gun won't fire.

Now decrements a timer in process, 10 seconds for a light EMP, 20
seconds for a heavy EMP.
2026-05-26 17:58:27 +00:00
Batrachophreno 374e220be6 Hardsuit interface overhaul (#22403)
**Summary**
Converts hardsuit NanoUI to TGUI and overhauls much of the associated UI
and module code.

The conversion alone is what necessitated quite a bit of cleanup of our
11-year-old hardsuit code, for which I leaned heavily upon tg's
implementation of MODsuits. Therefore, this is a PARTIAL (???) port of
both https://github.com/tgstation/tgstation/pull/59109 and
https://github.com/tgstation/tgstation/pull/77022. While a lot of
wonderful code and UI design was ported 1:1 (for which I am grateful!),
our hardsuits are still NOT MODsuits. Most of our back-end remains the
same.

Fixes https://github.com/Aurorastation/Aurora.3/issues/22071

changes:
  - refactor: "Migrates Hardsuit NanoUI to TGUI."
- refactor: "Updates Hardsuit module type definitions, configuration
data, many misc other functions for the purpose of the UI refactor
(general utility and readability improvements)."
- balance: "Hardsuits now passively consume a small amount of energy
while online, even when retracted."
- balance: "Hardsuit boots can no longer be retracted without also
retracting the chest piece first."
- balance: "Mounted hardsuit storage module max space increased from 9
to 14."
- balance: "Plasma cutter (standalone and mounted) damage increased and
range decreased by 50% each."
- soundadd: "Adds several new sounds for hardsuit use (attribution
located w/ files)."
- code_imp: "Makes power_wattage_readable() a global proc and adds
power_joules_readable()."
  - code_imp: "Lots of misc DMdoc updates."
- bugfix: "Synthetic Charging Stations now charge hardsuit power cells
as intended."

**Old UI**
<img width="804" height="1321" alt="Screenshot 2026-05-04 135705"
src="https://github.com/user-attachments/assets/f01957a0-7cec-4fcc-b862-c9dfde0dcc43"
/>

**New UI**
<img width="998" height="782" alt="Screenshot 2026-05-04 174658"
src="https://github.com/user-attachments/assets/ad402902-d489-435a-9c16-82150ed82618"
/>

### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/mob/rig_modules.dmi (mounted-plasmacutter)|
[Ghostsheet](https://github.com/ghostsheet) | CC-BY-SA |

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2026-05-18 19:21:11 +00:00
VMSolidus 582d213b8d Some Misc Bugfixes (#22225)
This PR fixes a few bugs that were recently reported both by players and
by our new bug monitoring system. An AI agent (specifically Gemini 3)
was used to do some of the code diving process, while the fixes were
tested and verified myself manually. Yes I have actually verified the
fixes in this PR in testing.

The swap to Calculus methods for organ EMP was done by me, no AI. I love
Calculus to much to let a bot do it for me. In particular my fix to
organ EMP was to make it so that EMP damage is handled directly as
"number of fractional seconds the EMP will last", and that they tick
down cleanly per second. I did this because after fixing mechanical
organs not doing ANY EMP effects at all, I tested them and discovered
that the EMP effects were extremely underwhelming. They were like, "Your
screen only briefly filling with static for like 2 ticks", and "your
heart skips a single beat", which was lame and nonthreatening.
Significantly more fun is making the static last for N number of
seconds, and for the Heart to fail to pump for N number of seconds (very
life threatening!)

The new organ EMP handling vars are per-organ rather than a define, so
if we want there to be different EMP times for hearts vs eyes, that's
totally doable. Just make the heart have a larger recovery rate, or the
eyes have a smaller recovery rate.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Arrow768 <1331699+Arrow768@users.noreply.github.com>
2026-05-03 17:07:44 +00:00
FenodyreeAv 3f97096fe1 Fixes projectile accuracy checks (#22285)
Fixes projectiles always hitting.

When a projectile rolled a 'miss', and returned Null as it's bodypart to
hit, it was being defaulted to hit the torso.

This meant that a low accuracy weapon, was not more likely to miss than
a high accuracy one.
In fact, low accuracy was a significant buff, because it made your shots
scatter to random limbs 30% of the time.
There was also no reason ever to aim for the torso, shooting the head or
hands was mechanically correct.

This is why mercs one handing the STS in burst mode were breaking so
many hands.

<img width="386" height="226" alt="image"
src="https://github.com/user-attachments/assets/a0c2992f-ca5b-41cb-84c9-c6a3f74e09d0"
/>
This is the table of the chance to hit the torso, after this fix.

Point blank shots (range 1 and 2) always hit.

Almost all lasers have 2 accuracy (when wielded, if they are 2 handed)
Almost all ballistics have 1 accuracy (likewise when wielded, if
possible)

Snipers have up to 4 accuracy. (When scoped)

Burst fire imposes an accuracy malus, the STS-35 is the heaviest malus
outside of admin spawn guns like the L6 SAW.

burst=5, burst_accuracy=list(1,0,0,-1,-1)

This means the first shot of the burst is accuracy 1, then it falls off.

If you aim for a different body part, these are the base chances to
miss:
	BP_HEAD = 70,
	BP_CHEST = 10,
	BP_GROIN = 20,
	BP_L_LEG = 40,
	BP_R_LEG = 40,
	BP_L_ARM = 40,
	BP_R_ARM = 40,
	BP_L_HAND = 60,
	BP_R_HAND = 60,
	BP_L_FOOT = 60,
	BP_R_FOOT = 60

There is a minimum 30% chance to hit, regardless of any modifiers.
2026-04-23 00:35:06 +00:00
FenodyreeAv 6f2253a658 Nerfs projectile piercing and makes it's chance based more on armour piercing than damage. (#22248)
- Projectiles now lose 30% of their damage for every pierce they go
through by default.

- Ship weapons only lose 5% damage on pierce. 
  
- The default chance was changed from (Pierce Chance (20%) + Damage, to
Pierce Chance (0%) + Damage / 4 + Armour Piercing.
This means the merc's STS, went from 55% chance to pierce, down to 30%,
with reduced damage when it does.

- Specialist anti-tank weapons, such as the PEAC, now have their pierce
chance multiplied by their anti-material potential.
This gives the PEAC 100% piercing chance.


<img width="327" height="261" alt="image"
src="https://github.com/user-attachments/assets/661904ec-3957-4116-a10b-e8a8fc14cd2d"
/>
2026-04-20 11:32:22 +00:00
FenodyreeAv 48bd18b651 Fixes human shields (#22279)
Fixes #22107, human shields not working.
The code that handled humans shields got removed in the projectile
refactor, this restores it exactly as it was.

- If you are facing the shooter, with someone in a neck grab, the shots
will hit your hostage.
- Point blank shots will ignore the hostage.
- Piercing shots can go through the hostage and hit you.

I think here or Collide is the best place for this check to happen. I
tried placing it further down the chain, but couldn't get it working
without much bigger changes.



https://github.com/user-attachments/assets/f79a62d4-f7f3-450f-8a83-51e7133c063b

---------

Signed-off-by: FenodyreeAv <fenodyree.av@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2026-04-20 11:31:58 +00:00
FenodyreeAv 8d92c62a1f Fixes one handed firing dispersion penalties (#22252)
Fixes One Handed Dispersion & Accuracy penalties only applying to full
auto.
Removes one handed penalty from guns that can only be fired one handed.

<img width="903" height="201" alt="image"
src="https://github.com/user-attachments/assets/5306410b-6ecf-43fe-bf5c-f7a2d407ca27"
/>
<img width="904" height="201" alt="image"
src="https://github.com/user-attachments/assets/9e9d243c-5daa-410e-89f7-aad23b1256bc"
/>

The STS dispersion penalty (the worst, except for the light machine gun)
is 5, 5, 15.
So short bursts from the STS one handed have: 
79%, 79%, 41%, 41%, 41% chance to hit at 7 tiles.
Down from:
100%, 100%, 58%, 58%, 58% chance to hit at 7 tiles.

As the first 2 shots of your burst are still 100% accurate, this gives a
very tiny reason to actually wield your STS, if you're shooting bursts
at max range.
2026-04-19 05:24:46 +00:00
VMSolidus 260f744906 Skills System Revival: The Things She Remembered Had Never Been Her Own (#21853)
This PR is a revisit to the previously derelict PR #20159 that has been
unfinished for sometime now. More details about it in general can be
found here:
https://github.com/orgs/Aurorastation/projects/2?pane=issue&itemId=53167153

For awhile I've been talking about "Things I've been doing but it would
be really nice to do them with a skills system", or "And here's how I
would put this into the skills system when it's done". The main thing
that was stopping me from building it myself was having poor real life
skills in UI code and in DB code. However, I've gotten permission to
resume this PR, which has already completed the steps I would not have
been able to do myself. The rest of the PR fits well into my skillset as
a dev.

I'm opening this PR as a draft so as to enable my dev environment to
locally track all the previously modified files. I'll take this PR out
of draft and give this a full writeup when I have more work to show for
the PR this weekend.

### TODO

- [x] Rework a decent chunk of the currently existing skills to no
longer require hardcoded inserts into other systems. EG, converting from
classical ss13 methods, to modern /tg/-style ECS coding methods that
work off of component-signal patterns.
- [x] Make sure all of the existing skills have actual game
functionality (I won't PR a 2016 Baystation12 situation where 90% of the
skills are fluff only)
- [x] Add the various skills not yet made but are necessary for
completion sake, EG: Pilot (Spacecraft), Gunnery, Pilot (Walkers).
- [x] Examine each existing job in the game and assess whether it should
have a skill made with it in mind, or if it's covered by an existing
skill.
- [x] TO DISCUSS, BUT NOT ESSENTIAL: Additional skill proposals not
currently in the pre-existing TODO list, proposing subcategories.
- [x] Ensure that the previous TODO list is completed.

### Current Skills
The current list of skills, checkmarked for if I've completed them/they
have actual game mechanics. Or if we're just relegating them to separate
PRs. Originally this list was going to be forced to visit for a bare
minimum "does at least one thing" requirement, but now that is being
forgone due to this PR ballooning out of control and in complexity, as
well as development time overruns.

- [x] Bartending
- [x] Cooking
- [x] Gardening
- [x] Entertaining
- [x] Electrical Engineering
- [x] Mechanical Engineering
- [x] Atmospherics Systems
- [x] Reactor Systems
- [x] Medicine
- [x] Surgery
- [x] Pharmacology
- [x] Anatomy
- [x] Forensics
- [x] Robotics
- [x] Pilot: Spacecraft
- [x] Pilot: Exosuits
- [x] Research
- [x] Xenobotany
- [x] Xenoarchaeology
- [x] Xenobiology
- [x] Unarmed Combat
- [x] Armed Combat
- [x] Firearms
- [x] Leadership

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: FabianK3 <21039694+FabianK3@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2026-04-18 14:33:48 +00:00
Matt Atlas d5931c5ffe Adds an universal object health system. (#21266)
https://www.youtube.com/watch?v=ZpUYjpKg9KY

As per title. The goal is to add health to most objects in the game and
thus allow them to be dynamically destructible, while also avoiding
shitcode like each structure having its own snowflake health update
proc.

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2026-04-16 23:22:08 +00:00
VMSolidus ba0bb16435 Some Projectile Code Cleanup (#22217)
Cleaning up some memory leaks due to projectiles. This one I've actually
made by hand.
2026-04-12 22:20:07 +00:00
VMSolidus 96d0ab85f1 Point Blank Guns Fixes (#22195)
closes #22065
closes #22107

This PR fixes some bugs with point blank gunfire that made it not work
as intended. It's now possible to shoot someone on the same tile as you
(such as a Human Shield Hostage) if you click on them directly,
otherwise your bullets will bypass them by shooting in the direction you
declare. You can also no longer shoot people who have a one way glass
window between you and them, the bullet will hit the glass first.

Finally, you can also no longer accidentally shoot yourself if you
sprint forwards in the same direction you are shooting (by running into
your own bullets).

Basically, you can now take a human shield, use them as cover, and then
when security tries to run in you can execute the human shield by
clicking on their head.

Yes, you can also still shoot yourself if you deliberately click on your
own sprite. Suicide by gun still works.


https://github.com/user-attachments/assets/fbfe0eea-03ee-419a-b9ae-c08af79c1e15
2026-04-11 12:12:21 +00:00
FenodyreeAv e8944e087d Modular laser fixes and nerfs (#22147)
**Fixes the bugs found on the recent nations round.**

- Fixed firedelay doing nothing on modlasers with the shotgun lens. Also
fixed the existing laser shotgun as a side effect. Fixes #22141 and
Fixes #22137
- Fixes the shotgun lens not having any dispersion.
- Fixes bluespace capacitors not teleporting you on a failure.
- Fixes phoron capacitors not hurting the user when they explode.
- Fixes messages about malfunctions not displaying to the user.
- Fixes a bunch of bugs related to repairing components
- Stops components getting qdeled but leaving their references on all
other components, breaking them if reused.

**Nerfs a few of the most problematic things.**

- Cut the damage of the blaster projectile by 20% and reduced it's AP
from 60 to 35, also drops it's incendiary value to 1.
This projectile was FAR more powerful than any other, ignored all armour
and set the user on fire without a damage penalty.
With this change, lasers are now better on unarmoured targets, the
blaster is better on 40+ armour, so Heavy and Specialist Ablative.

- Added an immediate electric shock to the user (and anyone within one
tile if the capacitor is unstable enough).
The previous low level failures all irradiated the user. This did more
damage in the long term, but didn't affect the outcome of any fights and
was easy to negate with suits.
The tesla shock is obvious to everyone nearby, causes immediate pain and
the gun to be dropped if the capacitor is overcharged.
This makes minor failures a significant factor mid fight, especially on
powerful guns.

- Makes the phoron capacitor directly damage the hand holding it when it
explodes.
This capacitor can be built with phoron and uranium, which both spawn at
roundstart, though uranium isn't accessible.
It's therefore the most common capacitor, and the second most powerful.
This increases downside a lot, in addition to the explosion being fixed,
it will break the hand that fires it when it malfunctions.
If the capacitor is unstable, such as in a 60 damage monster, it will
gib the hand that fires it on malfunction.


**Tweaks, aimed at making the guns easier to understand, repair and
test**

- Adds a locker and boxes of modlaser parts. Not mapped in, but easy to
spawn for testing.
- Adds big red warning messages, visible to everyone nearby, explaining
what happened to the gun, who was holding it and how bad the malfunction
was.
- Made the lenses repairable with glass, or reinforced glass. The
nanopaste cost of a repair was more than 50x the cost of just printing a
new lens.
2026-04-07 20:08:41 +00:00
FenodyreeAv 5f06d51da3 Projectile piercing fix (#22157)
Fixes the fact that no projectiles could pierce.
Uses the bitflags introduced in the projectile refactor.
Only some heavy rifle bullets and most ship weapons will pierce.
This also indirectly fixes how anemic all the non-explosive ship weapons
were.

This should probably also check armour piercing, the armor on a mob and
have some values tweaked for some weapons, but I wanted to keep this a
pure bugfix, so the numbers are exactly as they were before this was
broken.

Lore people might want to check their weapons to decide what they should
pierce, how much and how often.



https://github.com/user-attachments/assets/538a3a21-a796-4a81-ba53-6f91addd6785
2026-04-07 14:52:10 +00:00
Casper3667 a772f72fee Fixes sec revolver lethals (#22129)
I did a small fuckup by not doublechecking stats. This makes them equal
to the .45 pistols.
2026-04-01 10:12:55 +00:00
CatsinHD 130988fa44 6.8mm and PRA rifle rebalance (#22089)
Rebalances the 6.8mm bullet and it's AP variant to not be antag shredder
9000. Additionally, alters pricing in the cargo order list and adds an
AP variant of the 6.8mm to the cargo order list. The values for the
rounds are below.

6.8mm: 40 dam | 12 AP
6.8mm AP: 30 dam | 30 AP

Against 55 armor (major ballistics armor):
6.8mm: 13 damage
6.8mm AP: 18 damage
5.56: 16.67 Damage
5.56 AP: 25 Damage
7.62: 18.56 Damage

The thought process behind these values:
<details><summary></summary>
<p>
Adhomai does not make wide use of personal body armor. As a result,
ammunition does not prioritize defeating body armor. Therefore, it is
more effective the less armor one has, leading to a high damage value
but low AP values. As they are rifle power cartridges, there is still
some AP. The specific 6.8mm AP cartridge was created for defeating the
armor of the S'rand'marr coalition, thus why it is comparable to 7.62
</p>
</details> 

These values can be tweaked as needed to make the rifle and ammo
reasonable.
This PR DOES NOT modify the rifle itself, and therefore should not
conflict with #22088
2026-03-26 21:49:14 +00:00
Birigilis e5b8918885 Fixes tajaran rifles loading more ammo than intended (#22090)
Bugfix
made a hacky fix for the tajaran rifle issue in
https://github.com/Aurorastation/Aurora.3/pull/22088

---------

Signed-off-by: Birigilis <kavbest10@gmail.com>
Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
Co-authored-by: bovvv <kavbest11@gmail.com>
Co-authored-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
2026-03-26 10:06:30 +00:00
Casper3667 f09bcd6cdd Replaces security disruptors with ballistics and removes all disruptors (#21987)
Security officers and the warden each get a .45 pistol loaded with
rubbers, and a spare rubber mag in their lockers.
The investigator get a new .45 revolver loaded with rubbers, based on
the konyang revolver, and a speedloader, also with rubbers.

The armory has had .45 speedloaders added to it, but is otherwise
untouched.

Also the autolathe gets to print .45 speedloaders now for the
investigator gun.

Practice ammo has been added to the autolathe.

The Elyran ERT had their disruptors replaced with plasma pistols.
Other non-Horizon disruptors were replaced with lethal .45.
Horizon disruptors were replaced with rubber .45.
2026-03-25 21:19:47 +00:00
Cody Brittain 23789d4113 Sorts out existing projectile weapons (#22059)
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.
2026-03-25 15:37:50 +00:00
FenodyreeAv 13083e7c55 Fixes Modular Lasers (#22054)
Fixes very old bugs with modular lasers that prevented them from taking
damage when fired.
Fixes a multiply by zero error that removed their fire delay.
Fixes the weapon analyzer, so it correctly shows their damage and number
of shots.
Fixes the shot-multiplier of the two capacitor mods.

Tweaks the damage chance, so that it's not a guarantee that you gun
breaks on the first shot if you have more than 1 mod.
Reduces the size of components, so that people can pick them up and put
them in their bags after their guns break.

Forum thread about these changes:

https://forums.aurorastation.org/topic/22876-modular-laser-rework-and-fix/

---------

Signed-off-by: FenodyreeAv <fenodyree.av@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2026-03-17 16:19:54 +00:00
SabreML 7be78d4c50 Fixed the last round in an ammo pile getting deleted (#22052)
## Description
Fixed a bug where splitting a stack of two cartridges would delete one
of them and cause a runtime. Both of these were caused in
`/obj/item/ammo_pile/proc/check_ammo()`.

In this case the proc is called after the second-to-last round has been
removed. The *intention* is for the final bullet to be moved onto the
floor, then the `/obj/item/ammo_pile` item is deleted, then the bullet
is equipped into the user's hand in its place.
In practice, the bullet is never actually removed from the pile's `ammo`
list, so it gets deleted alongside it when the list is cleaned up in
`/obj/item/ammo_pile/Destroy()`.

https://github.com/Aurorastation/Aurora.3/blob/ea939d0aa2cae35dc14dc1f41c94773b87b40003/code/modules/projectiles/ammunition/ammo_pile.dm#L125-L135
The runtime happens on L135 when it continues on after that since there
isn't a return. (`ammo` doesn't exist anymore).

## Media
### Before:


https://github.com/user-attachments/assets/dadad09f-5291-4f90-ad5b-9989d5d11735

**Result after unloading and manually reloading a magazine:**
<img width="315" height="82" alt="before 1"
src="https://github.com/user-attachments/assets/69e4ae2b-dbb9-4c2e-a1b9-30c911b08463"
/>

### After:


https://github.com/user-attachments/assets/13a5f4c4-0711-4f64-b74c-3f2bc968a4d3

**Result after unloading and manually reloading a magazine:**
<img width="315" height="81" alt="after 1"
src="https://github.com/user-attachments/assets/911e25e0-84b1-4a98-9bb3-8bca9469349e"
/>

## Changelog
  - ~~rscdel: Banished the ammo goblin, who fed upon loose cartridges.~~
- bugfix: Fixed the last round in an ammo pile (stack of cartridges)
getting deleted after the second-to-last round was removed.
- bugfix: Fixed 'runtime error: list index out of bounds' in
`/obj/item/ammo_pile/proc/check_ammo()`. (Not player facing)
2026-03-16 23:08:35 +00:00
Cody Brittain b525005618 Nerf incendiary projectiles (#22015)
Incendiary projectiles, from things like hivebots, plasma weapons, and
incendiary shotguns, were too powerful. This nerfs them drastically.
2026-03-16 21:10:32 +00:00
Matt Atlas 1beef3d476 Collapses the lying down intent into normal resting. (#21967)
Instead of middle clicking to lie down, you now simply rest. You can
also now do it with your gun in your hand. Removes all code related to
bespoke lying down.

To-do:

- [x] Add a signal to make firearm accuracies update on lying down.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2026-03-09 21:47:47 +00:00
Wildkins 538fd914bb Lag War Day 5: Hard Dels and Status Displays (#21888)
- status displays no longer delete 50 overlays a second
- fauna spawners no longer cause carp harddels
- ammo piles and rocket launchers no longer cause harddels
2026-02-27 00:35:50 +00:00
Wildkins e1770df81e Lag War Day 4: Under Pressure, High Voltage (#21878)
Replace /datum/gas_mixture/proc/return_pressure with XGM_PRESSURE(xgm)
macro. Having such a relatively simple statement contributing proc
overhead to procs called millions of times is ridiculous

Rename /datum/gas_mixture/proc/zburn to react, deleting the old react
which was just an alias for it. Free proc overhead

Turn check_combustibility into a macro CHECK_COMBUSTIBLE(is_cmb, xgm).
also rewrite it slightly so that it only needs to do one pass. Its a bit
nasty so I apologize for that, but speeeeed.

Delete most powernet and obj/machinery/power procs for handling power,
replacing them with macros. The fact that we were unironically calling a
draw_power() on APCs to call draw_power() on their terminals to call
draw_power() on their powernet every single process tick was insane.

Turn `between` into a macro alias for clamp() since the param order is
different

turn `Percent` into a macro AS_PCT

Rewrite significant chunks of update_canmove so its not quite as
horrifying of a proc and hopefully doesn't eat the entire mob subsystem
every movement now
2026-02-27 00:35:41 +00:00
CatsinHD a1e55d0958 Right Arms of the Broken World - Tajara Gun Resprites (#21743)
Resprites 3 Tajaran rifles, expanding them to use a 48x32 canvas, and
brings them in-line with lore as written in terms of weapon design
history. Additionally, adds 6.8mm in the form of the Tajaran Z33
Tamparii cartridge to further separate Tajara and Human history and arms
development.

All weapon sprites are made by me, except the ba and ss sling which was
borrowed from the Dominian rifle sprites. Special thanks to Elorg for
help in making these not look awful.
<details><summary>Z33 Tamparii</summary>
<p>
<img width="331" height="332" alt="image"
src="https://github.com/user-attachments/assets/f9892dc8-9c6d-45c6-8779-3ad3e39abaed"
/>

An old caliber that continues to show its usefulness. The compromise
between weight and firepower, as well as room to change the powder load
has seen the cartridge remain in service across Adhomai.
</p>
</details> 
<details><summary>Tsarrayut Rifle (PRA)</summary>
<p>
<img width="572" height="387" alt="image"
src="https://github.com/user-attachments/assets/53327f3b-4b87-415e-8215-b1c2ccc08c9c"
/>

Redesigned to a general magazine-fed rifle. Not meant to be flashy or
cool, simply easy to mass-produce and train conscripts. Additionally,
still takes old bolt action rifle clips.
</p>
</details> 
<details><summary>Hotaki Marksman Rifle (ALA)</summary>
<p>
<img width="586" height="400" alt="image"
src="https://github.com/user-attachments/assets/c08986ec-1134-4869-8dc2-36b981a211f9"
/>

Carries many of the same lines and design from the Tsarrayut, especially
in the receiver. However, it was modified to be a bullpup for a longer
barrel. Higher bullet velocity for a similar overall length; perfect for
a marksman harassing down an enemy.
</p>
</details> 
<details><summary>Mrrazhak Assault Rifle (ALA)</summary>
<p>
<img width="483" height="332" alt="image"
src="https://github.com/user-attachments/assets/3f0a2885-49bb-418b-b956-4d2f89a60b40"
/>

Pretty much a shortened Hotaki. Intended to have a similar barrel length
to the Tsarrayut, but a shorter overall gun.
</p>
</details> 

WIP for the following items:

- [x] Golden Mrrazhak
- [x] Cartridge balancing
- [x] Addition/clean-up with uplink items
- [x] Addition/clean-up with ghost roles

---------

Signed-off-by: CatsinHD <31459154+CatsinHD@users.noreply.github.com>
Signed-off-by: Wildkins <john.wildkins@gmail.com>
Co-authored-by: Wildkins <john.wildkins@gmail.com>
2026-02-17 16:30:22 +00:00
Matt Atlas fa7214de3c Adds smooth movement/atom gliding, buffs everyone's speed by 2x. (#21662)
Revives https://github.com/Aurorastation/Aurora.3/pull/17215 with the
needed species changes.

As I said last time this was tried, the key issue is that our walkspeed
is a lot lower than any other server's. Even if we add atom gliding as
is, it would just look like gliding through molasses and would give you
motion sickness, because it takes a half-second to finish a glide to
another tile. Meaning that to compensate the movement speed has now been
significantly buffed for everyone. Yes, even dionae, G2, simple mobs,
everyone.

As compensation, m'sai/bishop/unathi sprint were especially nerfed
because otherwise they'd go lightspeed.



https://github.com/user-attachments/assets/7ba07389-b874-4a7d-8dd5-b5d3bfe611e4

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Batrachophreno <Batrochophreno@gmail.com>
2026-02-03 17:17:11 +00:00
Cody Brittain 3f62424312 [MDB Ignore] [IDB Ignore] Kills off /obj/item/device (#21774)
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.

---------

Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
2026-02-01 05:14:26 +00:00
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 edd8698ffe Bugfixes (#21741)
Fixes https://github.com/Aurorastation/Aurora.3/issues/20990
Fixes https://github.com/Aurorastation/Aurora.3/issues/21730
Fixes https://github.com/Aurorastation/Aurora.3/issues/21735

changes:
- bugfix: "Mechatronic fabricator no longer needs to be manually synced
on round start to populate all available parts."
  - bugfix: "Freebooters can now pilot their own subshuttle."
- bugfix: "Greimorian eggs toxin can no longer infest synthetic limbs."
- qol: "Vintage rifle mechanical feedback text has been clarified for
ease of use (before it wouldn't tell you how to rack it properly)."
- rscdel: "Removes pause/unpause functionality from earbuds due to
general bugginess in favor of play/stop."
2026-01-25 18:06:48 +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
4000daniel1 aa7e23f758 Holodeck Combat Training Arena Fix and Tweaks (#21603)
This PR maps in the combat training arena AREA into the map, allowing
for it to be actually spawned.

Also changed its layout and added in in two self recharging xenofauna
guns for people to shoot the carp with.
2026-01-17 10:57:11 +00:00
Batrachophreno ad2a83db85 Add various additional hints to guns, minor projectiles code cleanup (#21633)
As title. Adds several mechanics/assembly/disassembly hints to several
gun types, and also handles some minor code cleanup where I found
issues. No mechanical changes.
2025-12-23 20:05:54 +00:00
Matt Atlas e0aa218843 Shell May Cry: A comprehensive rework of synthetics. (#20721)
https://www.youtube.com/watch?v=9mPvZ96pHJI

A pull request commissioned by the Synthetic Lore Team to
comprehensively rework synthetics (read: IPCs) and how they work in
Aurora. The objective is to make IPCs as unique as possible from humans,
upgrading the robotic feel and atmosphere, while also preserving a good
sense of balance in-game.

Key features:

- A comprehensive expansion of synthetic organs, all of which now
fulfill a purpose: hydraulics, cooling units, power systems, actuators,
diagnostics units.
- Customizable organs with benefits and drawbacks, such as with cooling
units and power systems.
- Unique ways to repair the organs and more involved steps.
- Unique damage mechanics - every organ has wiring and electronics which
affect its functioning, and they are defended by plating which provides
natural armour.
- Improved and immersive diagnostics.
- Unique features, benefits, and drawbacks for every IPC frame.
- A rework of the positronic brain, which can be either destroyed or
shut down, alongside effects caused by low integrity.
- A rework of how EMPs affect IPC organs.
- Non-binary damage states for each organ.

To-do:

- [x] Finish the unique features for each frame.
- [x] Look into if mechanical synthskin is possible.
- [x] Power system.
- [x] Posibrain mechanics.
- [ ] Passive cooling expansion.
- [x] EMP mechanics.
- [x] Repair mechanics.
- [x] Mob weight mechanics.
- [ ] Gurney for heavy mobs.
- [x] New augments.
- [ ] IPC tag scanning and flashing.

---------

Signed-off-by: Werner <1331699+Arrow768@users.noreply.github.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: Geeves <22774890+Geevies@users.noreply.github.com>
Co-authored-by: Werner <1331699+Arrow768@users.noreply.github.com>
2025-12-21 16:26:23 +00:00
Kano 47c9f48d5d Misc bugfixes (#21643)
## About PR

- Fixes #21487
- Fixes #21634
- Fixes #21639
- Fixes #21640
- Also turns some comments into dmdocs in touched files, documents some
missing stuff
2025-12-09 16:59:51 +00:00