3600 Commits
Author SHA1 Message Date
40b8ac6a55 Replaces outdated Tajaran political books with versebooks (#19870)
The Political books for PRA,DPRA, and NKA have been replaced with
versebook equivalents, with extra quotes provided by Tajara Lore.

PRA:

![image](https://github.com/user-attachments/assets/d34208d7-c1cc-479b-aaa1-d3b3b2dc7b8c)

DPRA: 

![image](https://github.com/user-attachments/assets/714aac5c-b0a3-47df-b19f-8b3af388bce9)


NKA:

![image](https://github.com/user-attachments/assets/dfda1429-4578-40b0-9ecc-90972fd8236c)

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-09-13 10:17:11 +00:00
courierbravoandGitHub a5e0f1f712 The Great Sticker Update (#19867)
Added 79 new stickers. 60 by LforLouise, 1 by Noble Row, 2 by Ben10083,
10 by Hazelmouse, 1 by Mr.Popper, 4 by FabianK3, and 1 by Kermit.
Added sticker sheets, a storage that can only store stickers. Sprite by
Noble Row
Added the new sticker sheets to the loadout menu
Replaced gold star and googly eye boxes with sticker sheets.
2024-09-07 16:32:58 +00:00
HanSolo1519andGitHub b07ac3f533 Bugfix - Pill bottle name (#19816)
Nicotine pill bottle was incorrectly labled 10u, while only having 5u
pills.

Whoops.

Thanks Ofna01 for letting me know.

---------

Signed-off-by: HanSolo1519 <72716882+HanSolo1519@users.noreply.github.com>
2024-08-24 19:11:53 +00:00
FluffyandGitHub 41a05bc196 Refactored the abstract meta propriety (#19797)
Refactored the abstract meta propriety into defines.
It's now more easy to spot/see abstract types thanks to the macro that
defines them.
Added a check on initialization of atoms to avoid spawning abstract
types.
Made the spawn_atom proc check for abstractness.
Made the spawn_atom proc use tgui_list for types list shorter than 1000
elements, which enables to search in them. It's too laggy on larger
lists so above 1000 it uses the builtin input.
Made the spawn_atom use a list subtraction instead of a double list,
it's lighter on memory and processing.
2024-08-23 10:49:28 +00:00
HanSolo1519andGitHub e3a54abf58 Adds NanoPharm and Misc Fluff Meds, now with less Merge Conflicts (#19779)
Your coworkers getting you down? Struggling to keep that headache at bay
during a day at the office? Just need a pick-me-up? Look no further!

Adds the Nanopharm, a simple vending machine giving access to some
over-the-counter pharmaceuticals. Caffine pills, Cough medicine, that
sort of thing. Amazing for 'My coworkers are such a headache I need to
pop pills over it' rp.

Please actually do feel free to give feedback over what should be added
or omitted. I want to give some variety without adding things that
should be prescription and controlled substances. Current things of note
are caffeine pills, nicotine pills, and vitamins which this PR adds.


Same as #19740, but with less conflicts hopefully. Credit to
Courierbravo for helping with the map when my SDMM install messed up

---------

Signed-off-by: HanSolo1519 <72716882+HanSolo1519@users.noreply.github.com>
2024-08-20 14:02:03 +00:00
shimmeristakenandGitHub a39f7975bf Add a Callistean Lighter to the loadout options (#19765)
Take two; without panic closing a PR because it changed a file I didnt
want changed!

Adds a new item to the game and to the loadout options under 'zippos',
the Callistean lighter!

A cheap. Flimsy. Garbage lighter that Idris swears wasn't a money
laundering scheme.


![image](https://github.com/user-attachments/assets/cb2de131-d734-4633-9ae7-298e92528fa4)

This is intended as a warm up PR for me to re-familiarize myself with a
few tools; and to give something nice to the better moon.
2024-08-16 12:15:06 +00:00
hazelratandGitHub ef006612dd Stuff burns for longer (#19761)
This makes candles, matches, and cigarettes burn for longer than they
currently do. Matches burn for twice as long, candles for about +1/3 as
long, and cigarettes around twice as long.

Code note: I don't see any problems with this for matches and candles,
but there's a comment in the current code warning strictly not to lower
the smokable burn_rate below 0.01, see the changes. I haven't been able
to hunt down exactly why this is, and it seems like the burn_rate for
the parent type was already lowered down to 0.006 a few years ago by a
previous PR intended to extend cigarette burn times. From what I can
tell reagents are still being absorbed below 0.01 by having the
cigarette on your mask slot, so if there is a serious issue with this it
can be removed under review, but I'm not certain what it would be. I've
removed every subtype modification to burn_rate, which seems to have
been left a setting substantially higher than the parent, causing pipes
and cigars in live to seem to burn out very quickly - like in a little
over a minute.
2024-08-13 21:47:40 +00:00
AlaunusLuxandGitHub ee460b3167 Fix limb targeted explosive implant (#19750)
The removed `qdel` seemed extraneous from what I could gather. There may
be a niche instance that the `qdel` caught, but from what I read of the
code and testing it, the `qdel`s in `activate()` and `small_countdown()`
are sufficient. I could have put it behind an if statement, and still
could, but it looked messy and seemed unnecessary.

I have some small gripe with `DROPLIMB_BLUNT` somehow not causing injury
or a bleeding wound. If someone gets their hand hit so hard with a
baseball bat that they no longer have their hand, I doubt it would be
bloodless. I struggle to think of a scenario where the loss of a limb
does not involve heavy bleeding.

Anyway, I settled for changing it to a `DROPLIMB_EDGE.` I was
considering adding an instant bloodloss (5-10% depending on which limb
was exploded), but that felt a bit much.

Additionally, I would like to make the change from `_BLUNT` to `_EDGE`
for [Greimorian egg-bursting limb
loss](https://github.com/Aurorastation/Aurora.3/blob/5e69bf50bc9fd3c27284029bfd0eff8f4fbfc138/code/game/objects/effects/spiders.dm#L322),
but I worried it would muddle this PR too much.

Below image shows what a health analyzer scan prints with the new
`_EDGE` limb loss. When `_BLUNT` there is simply no wound, bleeding, or
pain.


![image](https://github.com/user-attachments/assets/c6a43744-cc94-49c0-9c34-51c342318204)
2024-08-11 09:42:29 +00:00
FluffyandGitHub a3a4d46fa7 Hitby refactor (#19624)
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.
2024-07-28 20:52:08 +00:00
FluffyandGitHub f26e4a0380 Collapse dmms (#19698)
Collapsed all the multi-z dmm maps into single-file dmms
Moved some of the map geometry into traits
2024-07-27 19:00:57 +00:00
FluffyandGitHub 3e1b9d4170 Repathed /obj/item/projectile to /obj/projectile (#19693)
Repathed /obj/item/projectile to /obj/projectile, same as TG and Bay,
that's pretty much it.
2024-07-27 10:09:46 +00:00
hazelratandGitHub 3d86952ac0 Reduces explosion radius of standstill landmines (#19685)
This reduces the explosion radius of standstills. Currently, standstill
landmines blow a hole in the ship so large that it can take engineering
an extremely long time to fix it, even with full staffing. If a
standstill goes off inside service, for instance, nobody is using
service for a very large portion of the round, if ever - between the
venting, the broken floors, walling, windows, furniture, and machines. I
think it'd benefit as a tool without its users having to worry about the
insane blast radius disrupting more than they intended.

This reduces the heavy and light impact ranges, so they'll do less
structural damage, but maintains their devastation range - so, if you're
caught at the epicentre of the blast, you should still be about as
immediately critical as before. Lethality shouldn't be strongly
influenced, just structural damage. The blast radius is still large
enough that, in my testing, it's impossible to fully escape the blast.

Current blast radius:

![image](https://github.com/user-attachments/assets/0d3aa191-bf04-4fd8-98f6-a9e7cd08e836)

PR blast radius:

![image](https://github.com/user-attachments/assets/44499f07-f866-4626-9d51-c1fb604daf17)
2024-07-26 12:20:35 +00:00
RustingWithYouandGitHub 7d8f1658e0 Adds a Nralakk Federation zippo lighter (#19638)
Like the title says, adds a Nralakk flag zippo lighter at the request of
Skrell lore. Sprites by Dekser
2024-07-25 13:20:15 +00:00
FluffyandGitHub 58acd61e33 Fixed traps not working (#19663)
Fixed traps runtiming and not working.
Moved the span macros (and font size macros) in their own file.

Fixes #19614
2024-07-25 13:12:08 +00:00
GeevesandGitHub eeca8237cc Trap Tweaks & Fixes (#19551)
* Animal traps now work based off mob size, instead of having a specific
mapped in list for animals it can or cannot capture.
* Added new examine text to traps that help explain how to use them.
* Added a verb to deploy / undeploy traps.
* Tweaked a couple interactions with traps, mechanically and
grammatically.
* Fixed a lot of bugs and issues with traps.

- [x] Finish looking over the file and removing the bad.
- [x] Clear out the TO-DO's I left in the file.
- [x] Add ability to examine the item to figure out how to use the item.
- [x] Test changes.
2024-07-09 15:42:17 +00:00
FluffyandGitHub b3a4aa501f Life changes (#19560)
Refactored Life() to receive seconds per tick and times fired as
parameters.
Life() now cannot be slept in, turned various sleepings into async calls
procs.
Optimized mob AI subsystems, gave them new priorities levels and flags.
Grab upgrades are now elaborated asynchronously, tweaked them to avoid
stacking multiple upgrades.
Fixed plains tyrants keeping sending messages about stomping even if
dead.
2024-07-08 12:48:18 +00:00
FluffyandGitHub 78348238a3 Removed the GELF logging infrastructure (#19577)
Removed the gelf logging infrastructure.
Refactored the various logging procs to be a direct call in light of the
above.
Removed ancilliary UDP related things.
2024-07-08 12:48:16 +00:00
feartheblackoutandGitHub d54d2b1fb5 Further adjusts the overlay of Vaurca tunnel cloaks (#19578)
![image](https://i.imgur.com/ZGQ2UYH.png)
![nudistjumpscare](https://i.imgur.com/kt5QDdp.gif)
2024-07-08 12:46:09 +00:00
LynxSolsticeandGitHub e0ef9115be Crowbar in your pocket be-gone (#19464)
Nerfs the size of the crowbar so it no longer fits in pockets. That's
it.
2024-07-01 09:06:17 +00:00
FluffyandGitHub d8d67ebd3a Refactored CollidedWith (#19541)
Refactored CollidedWith()
2024-06-29 10:01:18 +00:00
7868c811ac Lore Description for Monkey Cubes and Boxes (#19521)
As titled. It sets the idea that the cubed animals aren't exactly the
same as their regular counterparts. This might be something for lore to
decide though, not me. So this PR should probably stay up for a bit.

For those too scared of clicking the "files changed" section. The
description is as follows.

"The manufacture of a cubed animal produces subjects that are similar
but have marked differences compared to their ordinary cousins. Higher
brain functions are all but destroyed and the life expectancy of the
cubed animal is greatly reduced, with most expiring only a few days
after introduction with water."

---------

Co-authored-by: WickedCybs <wickedcybs@gmail.com>
2024-06-26 10:11:31 +00:00
CatsinHDandGitHub 443b44781e New IDs: De-NTifying your favorite IDs (#19522)
Resprites various IDs that used the original Nanotrasen ID despite being
separate organizations. Complete changes are:
-Resprited guest pass
--Fixed description to specify we are on a ship now
-Resprited Legion ID
-Resprited Centcom and CCIA ID
-3 new IDs for Command (silver stripe), Bridge Crew (no stripe), and
Captain (gold stripe)

All sprites are either made by myself, or modification of existing ID
sprites.

![New
IDs](https://github.com/Aurorastation/Aurora.3/assets/31459154/cd5b7db2-20f3-44e0-9a03-a1e7b3d1e5cd)
2024-06-26 10:10:53 +00:00
FluffyandGitHub ce3d24c520 Made door rigging landmines defusable (#19517)
Made door rigging landmines defusable
2024-06-26 10:09:42 +00:00
PirouetteandGitHub f8b3eb0c40 Buffs maglights + energy weapons force (#19461)
Trying to bring both in line with this PR:
https://github.com/Aurorastation/Aurora.3/pull/18708

Maglights have the same force as binoculars, multitools, etc - other
formerly 5-force items. They are still outclassed by crowbars and guns
in melee, so they shouldn't revert to being the default weapon of
choice.

Energy weapons were not buffed in the above PR, so I've simply adjusted
active_force by the formula above.
2024-06-24 10:15:33 +00:00
feartheblackoutandGitHub 71ef6c3bcd Adds a Lii'kenka origin & citizenship (#19437)
![image](https://github.com/Aurorastation/Aurora.3/assets/59633984/52ed81ab-06c0-427f-845d-14ec1563b7b1)

![image](https://github.com/Aurorastation/Aurora.3/assets/59633984/7aaee2a9-73ad-489e-abfc-b276e2a7bdeb)

![image](https://github.com/Aurorastation/Aurora.3/assets/59633984/b44e16b2-7844-46cc-a85e-595779ce16f5)
Done at the request of @desvenlafaxine.
2024-06-20 10:16:58 +00:00
SparkyandGitHub eff6ca9a7b Expedition Fluff Expansion - Tents & Sleeping Bags (#19362)
Adds tents, in two variants (A larger and smaller one). These utilise a
new large structure framework allowing a single item to spawn multiple
structures (The parts of the tent) in the correct places. The tents
count as inside, so can be used to shelter from weather. Tents have
roofs which become semi-transparent when entered. There are also
mappable effects which generate a tent at round start for mapping.

Adds sleeping bags, which can be attached to the outside of bags for
easy carrying. Ideally this would be an accessories interaction, but
backpacks aren't clothing and converting them to be such is outside of
the scope of this PR.

Adds foldable tables, for setting up on expeditions.
2024-06-19 19:51:25 +00:00
155b624e62 Adds box of psionic receivers to the Research Director's locker. (#19439)
Title, so you can perform more weird unethical psionic experiments.

---------

Co-authored-by: La Villa Strangiato <mangodeity@gmail.com~>
2024-06-19 09:16:34 +00:00
FluffyandGitHub 92c3ec6caf SSthrowing (#19421)
Ported SSThrowing from TG, to handle throwings.
Updated movement system to the latest iteration, made it a datum as per
latest iteration.
Updated pass/hit handling of atoms, introduced pass_flag_self to
determine what atoms allow to pass.
Moved procs and defines around to make them more organized.
2024-06-18 19:32:06 +00:00
LynxSolsticeandGitHub 4a45d5454b Return of the Paramedic (#19125)
This PR brings back the more accurate title for First Responders, of
Paramedic, to bring it in line with some snippets of the SOP and to be
more accurate to the role itself, as both Security Officers and the rare
and elusive Firefighting Atmospherics Technician can be considered first
responders.

also I just like it better.

Changes any mentions of first responder in gear/access/etc to Paramedic
or PARAMEDIC where applicable.
2024-06-14 21:05:34 +00:00
21de774cde Adds Megacorporate tunnel cloaks. (#19392)
Adds a bunch of variants of tunnel cloaks, for the five corporations
that employ Vaurca + Ve'katak Phalanx.
![Bulwark Corporate
Cloaks](https://github.com/Aurorastation/Aurora.3/assets/61610777/24d6c261-3749-44a6-8c19-229c8030f282)
![Vaurca
Cloaks](https://github.com/Aurorastation/Aurora.3/assets/61610777/c7c44164-3b5e-40fa-bd9c-05b244ec07cf)

Co-authored-by: Stev-the-third <Rose@flurf.net>
2024-06-11 08:34:46 +00:00
GeevesandGitHub 2bf39c7ee9 Exosuit Nuclear Power Cores (#18268)
* Added power cores, a type of large battery cell that get used by
exosuits. The nuclear and phoron variants are self-charging.
* Combat mechs now start with nuclear power cores, allowing them to
sustain themselves indefinitely, so long as they stay out of the action
for a bit.
* Removed basic power cells from the mechfab, replaced with the mech
powercores.
* Mech cell statuses now instantly update as soon as the cell charges or
discharges.
* Added a stack of 10 uranium to the machinist's workshop, which can
print two nuclear power cores.
2024-06-09 21:14:59 +00:00
RustingWithYouandGitHub 7e5ec54d67 Improves Vaurca Magboot Augment (#19137)
The Vaurca integrated mag-claw augment now mimics magboot functionality
(not slipping, etc) rather than deploying an entire pair of magboots
onto the user. Code shamelessly copied from #18875
2024-06-09 17:18:00 +00:00
ec194f9988 Tyrant tweaks (#19371)
Added some notifications of proximity to the plains tyrant.
Reduced health and auto-brute-healing of the plains tyrant.
Fixed traps pathing so that mobs should now pass in them.
Optimized SA_attackable proc.
Mechs are no longer opaque, this fixes the simplemobs not attacking them
(because the line of sight check fails as the turf they stand on is
opaque if they are opaque too) as well as avoid lighting recomputing on
every step.

---------

Signed-off-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2024-06-09 17:08:04 +00:00
FluffyandGitHub 9acce89e2a Weapons Racks (#19338)
Added weapons racks, can be locked/unlocked with an ID card.
Added weapons racks sprites, from Wezzy.
Refactored some circuitboard code, moved the defines, applied the
defines, DMDocs.
Moved mutable appearance appearance flag set to the mutable appearance
file.
Reorganized the Horizon armory with the weapons racks, moved things
around, put down markers on lockers depending on the danger level of
their content, reorganized content of the remaining lockers.
Made weapons racks constructable with circuitboards.


![image](https://github.com/Aurorastation/Aurora.3/assets/65877598/8b4ec7ae-40c4-4cd7-b338-76120d468b90)

![image](https://github.com/Aurorastation/Aurora.3/assets/65877598/a69d1f85-c4b2-4643-af2b-6832e3ea2c43)

![image](https://github.com/Aurorastation/Aurora.3/assets/65877598/11c1afe4-0fa1-4708-8eb4-64e1f5594913)

sound/items/metal_shutter.ogg -
https://freesound.org/people/bruno.auzet/sounds/524695/ (CC0, sound was
edited)
2024-06-09 17:07:52 +00:00
FluffyandGitHub 0b577daa9f Added a sawn-off shotgun to the uplink (#19342)
Added a sawn-off shotgun to the uplink, box with some ammo and a
holster, 4TC.

---------

Signed-off-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2024-06-08 19:08:13 +00:00
f8231cf1c7 Adds stress balls to loadout/psych office (#19352)
- rscadd: "Added colourable stress balls to the loadout."
  - rscadd: "Added a box of stress balls to the psychiatrist's locker."


![image](https://github.com/Aurorastation/Aurora.3/assets/82828093/36dfe154-ac3c-4fc9-8ec4-e17f4f15355e)

![image](https://github.com/Aurorastation/Aurora.3/assets/82828093/9728b052-3979-4ec0-b605-0a5e3df5ae19)

---------

Signed-off-by: Llywelwyn <82828093+Llywelwyn@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2024-06-08 16:40:49 +00:00
FluffyandGitHub aeb27e21e1 Fixed vars getting set twice in the same class (#19294)
Fixed vars getting set twice in the same class
2024-06-02 23:13:31 +00:00
91c081d044 Fluff examine fix (#18814)
Standard examination was in an examine box. This makes it so fluff
examines are also in a box.

Fixes #18438

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-06-02 18:42:22 +00:00
GeevesandGitHub 85c1422a90 Jumping Over Mines (#19195)
* You can now jump over landmines and other floor traps.


https://github.com/Aurorastation/Aurora.3/assets/22774890/1887ea1d-0853-4b07-98a5-0ad42f5a4b21
2024-05-31 21:27:07 +00:00
FluffyandGitHub 33fe9c55a1 Cleaned up the examination code (#19273)
Cleaned up the examination code a bit, added signal for atom
examination, DMDoc'd, SDMM headers.
Refactored mech missing parts code to be included in the examination.
Moved atom examine code to a separate file.
2024-05-31 21:23:58 +00:00
SparkyandGitHub 0639362a79 Fixes attempting surgery firing instead of normal actions (#19287)
Fixes surgery code from hijacking any attempt to use an item while
someone is on a bed. Rather than checking for a few allowed items, it
will now check for if the tool is meant for surgery, and only say "You
don't know what you can do" if so.
2024-05-31 21:19:34 +00:00
FluffyandGitHub 1e2fc585e7 Fixed background inventory screens not being clickable (#19284)
Fixed background inventory screens not being clickable.
Clicking on a storage item that is already open now closes it.

Fixes #18880
2024-05-31 21:18:56 +00:00
FluffyandGitHub ad37d8d81d Mining RFD can now make train engine and carts (#19235)
Improved / refactored some code, particularly around RFD.
Added the ability for mining RFD to build the mining train engine and
carts.
Removed the RFD, carts and engine from the mining vendor.
Added the RFD as a roundstart printable protolathe design.
Made the mining vendor list a GLOB variable.
Resolved a runtime on vehicles trying to turn on without a cell being
present.
Mining vendor pizzas now have a random pizza subtype.
2024-05-31 20:14:02 +00:00
feartheblackoutandGitHub d4f0e12150 Various Vaurca fixes (#19190)
see changelog
2024-05-31 20:13:13 +00:00
FluffyandGitHub db5b1ee6b2 Refactored fire_act (#19158)
Refactored fire_act() to be in line with TG version, removed useless
parameter, added signal, made non sleepable and forced to call parent.
Added atom_act.dm file for the various *_act procs.
2024-05-26 20:55:36 +00:00
8ee205a7aa Add support for item tooltips and outlines (#19154)
This adds support for item tooltips and outlines, if the item in
question is in an inventory and not in storage:

![image](https://github.com/Aurorastation/Aurora.3/assets/1779662/25a027b1-f78b-434c-971e-acd27c98eb3c)

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-05-22 09:09:12 +00:00
FluffyandGitHub 3dc4cce9c2 Minor span refactoring (#19177)
Minor span refactoring
2024-05-19 16:37:29 +00:00
CrosariusandGitHub 3120d2dda4 Chewing Koko (#19163)
Adds chewing koko, a chewable form of koko reeds available from smoking
vendors, and in the loadout.


![image](https://github.com/Aurorastation/Aurora.3/assets/30341877/ebddfe43-373b-4c37-9935-217e93fab710)
2024-05-19 16:25:28 +00:00
FluffyandGitHub 4d28057431 Added telefreedom implants (#19124)
Added telefreedom implants, including a box with (almost) everything you
need to make them work for 4 people, and added it to the uplink.
Fixed implanters not taking the implant and dropping it to the ground
when hit by one (while keeping it referenced).
2024-05-19 16:09:40 +00:00
CrosariusandGitHub 1f0d72bd49 Diona Lunchbox Loadout Fix (#19149)
Changed the name of the diona lunchbox so it is actually granted on
spawn, instead of becoming the rainbox lunchbox.
2024-05-19 15:52:54 +00:00