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.
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.
* SSatlas.current_map
* hardsuit spell tab appears to clear correctly
* sdfsa
* from the moment i understood the weakness of my flesh, it disgusted me
* sdf
The defines now create a subtype under cargo_master for every spawner
proc and use that to define probability and register the spawner instead
of making tons of proc overrides.
This also allows for more flexibility when defining the spawners if
desired.
Overview
This is the github WIP PR for the reagent system project. This is for other developers and users to track progress of the code if they're curious about it, as well as to show that it actually works.
Halloween is close, and due to such, we must increase the spookyness.
This pr adds zombies. They spread via the bite, that will infect someone with a chemical, that will create a parasite, if left unchecked, it will turn the victim into a flesh eating undead.
-removes the shotgun magazines things, not done properly by #5010
-fixes more secret chems showing up on cargo warehouse
-removes rainbow slime core, since there is no way you can get it, from the bounties
-fix the adhomian bread recipe
-removes the mining drone ore hunting behavior, which just ended with them falling down holes and other dumb things
-fixes #5097 by removing the bluespace leak ruin, since the bluespace walls had some bizarre interaction with simulated turfs in the asteroid, besides just pushing half of the loots into walls
I want mining to be able to find some unique, powerful kinetic accelerators while out on the dig. Most of these are pretty high tier (Class B to S, or BS for short) and should be great finds for miners.
I also made it so that you can only pump the assemblies if you have two hands, and some kinetic accelerators are just too heavy to fire with one hand.
The results are in: Science doesn't always provide mining with kinetic accelerators. As a result of these findings, high level kinetic accelerators now have increased drop chances in the warehouse and in abandoned crates.
Also, kinetic accelerators no longer dig holes.
This is honestly one of my biggest and most ambitious projects. I hope people are happy with this.
Custom kinetic accelerators are special, customizable mining weapons that are meant to give a sense of progression, and a sense of pride and accomplishment while mining. Each custom KA is made up of 3 or 4 parts:
The Frame (5 to choose from)
The Cell (5 to choose from, +1 traitor)
The Barrel (5 to choose from, +1 traitor)
The Upgrade Chip (7 to choose from, +1 traitor)
The sprites change with each addon, they are truly dynamic and there are so many combinations of parts that a miner can have. You can have several different builds for each desired mining style, it's quite a robust system.
You can have a KA that shoots slowly, but delivers high-penetrating shots that go through several walls of rock. You can have a KA that shoots REALLY fast, but precisely destroys 1 rock at a time. You can have an absolute canon of a beast, that destroys rocks in a 3 tile radius around it.
The parts can be obtained via research, via abandoned crates, or via RNG in the cargo warehouse. There are some custom KAs that spawn on the raider's ship, on the mercs ship, and a laser one on the merc's headquarters. That laser one can also be bought from the traitor uplink as well.
ERT get a class 4 KA for use in special operations, if they choose to use it.
The less controversial tweaks
Tweaked the metabolism rate of mental medication to reflect their intended values. Reduced the dosage threshold to suppress traumas to reflect their intended values.
Syringe (drugs) now contains truth serum.
Cardox is now slightly poisonous, and can directly remove phoron from blood when consumed. Cardox can now remove phoron in the air when applied to turfs.
A secure box of loyalty implants, hextrasenil pills, and cardox grenades are now located in the vault.
The vault now contains some misc emergency gear that a head of staff can access in case of a dire situation. Current gear are loyalty implants, expensive cardox grenades, and Hextrasenil pills.
Adds the following items:
-Dull Headwraps - JIX - kyres1
-Dull Robes - JIX - kyres1
-Titanium Faceplate - IRD - kyres1
-BARON's Dice - BARON - iamcrystalclear
-Vasili Mine Zippo - Nikit Vasili - simontheminer
-O.R.B. cyborg sprites
-COFFIN SENTINEL cyborg sprites
Other changes:
Removes Muhawir's wallet at the player request. Delete pointless items, that were just bloat since they had no custom sprite or function of their own, and implement them with the config. Also, adds support for weighted dices, since this was needed for an item.
Since the warehouse is now bigger, it would make sense to increase the amount of loot that spawns in the warehouse. This PR effectively does that, as well as removes some of the more useless items that can spawn in cargo.
Overview
With the new implementation of Brain Trauma, I find it would be best for the antidepressants to include some relation to it. Obviously, Lord Fowl was away ahead of me and implemented them in the update already, but not the way that I would like it to be implemented.
Antidepressants
Currently, taking antidepressants suppress brain trauma conditions, however the suppression of brain trauma is not relative to the strength and dosage of the medication much like actual antidepressants. This proof-of-concept update now introduces a framework that factors in the dosage of the medication when it comes to applying or removing brain trauma effects, as well as adds harsher penalties for missing dosages which are relative to your regular dose.
Additional antidepressants are added to the update. Antidepressants are no longer a "one pill cures all" but many pills that cures 1-4 things. There are also two additional medications that act as some sort of loyalty pill, and a pill that acts as a disloyalty pill. The messages for the disloyalty pill only express rebellious nature, and isn't meant as a pill that gives an excuse to antagonize.
The following brain traumas are no longer cured by pills:
Dumbness
Gerstmann Syndrome
Cerebral Near-Blindness
Mutism
Cerebral Blindness
Paralysis
Narcolepsy
Discoordination
Aphasia
Smoking Cigarettes and Cigars
All cigarettes and cigars have a tobacco and nicotine reagent. These reagents slowly deals minor organ damage to certain organs while acting as a very mild painkiller, antidepressant, and stimulant. Like before, cigarettes can be injected with additional medicine, however the medicine is applied over time while you're smoking it, instead of all at once. Custom cigarettes can be made in the biogenerator, our found elsewhere, and can hold up to 15 units of reagents.
Breathing
Breathing emotes are played every second. Before, being in a smoke cloud would force you to "eat" the smoke. This update fixes it so that the smoke is breathed in instead. Currently, there isn't really any change, but it adds potential for new reagent effects such as inhalers or gassing people properly. If you have a mask with internals on, you're immune to the effects.
Additional Changes
Most reagents had no effect if they had less than 0.01 metabolism. This update fixes that so that most reagents can metabolize at less than 0.01. Painkillers and other special reagents still have a similar cap.
Discussion thread: https://forums.aurorastation.org/viewtopic.php?f=18&t=10261
This pr ports some things from polaris and vore:
-gloves can now increase unarmed attack, as well change their sharpness and etc
-adds brass knuckles, that you can wear on your glove slots and punch people for extra damage
-adds power fist, that allows you to push people around by punching their faces
-adds clawed gloves, that turns regular normie attacks into sharp ones
-adds a verbs that allows you to select a type of attack, like the language, so things like grues could select to use their claws instead of bites
-changes the price of the kneebreaker hammer
changes:
The reagent and recipe lists have been moved fully into SSchemistry instead of a weird ref-shared global.
The reagent list is now sorted alphabetically, which should make dialogs that involve selecting reagents much nicer to use (such as Spawn-Chemical-Cartridge).
Butanol and Ethanol now share a parent: /datum/reagent/alcohol. Alcohol is an abstract type that won't be listed in any global reagent lists, and exists purely to pool code common to both butanol and ethanol.
Butanol-based drinks can now cause hallucinations, body temperature changes, and stimulation similar to ethanol-based drinks.
Reagent init is now in SSchemistry, both code-wise and init-stage wise.
-fixes #4168
-fixes #4165
-fixes #4161
-fixes a missing facial hair
-fixes flags on the warehouse
-fixes a message with rings
-removes the badges from the maint spawn as some player's request
I'm going full steam ahead with this.
Adds firing pins/ Authentication mechanisms. these are needed to fire any specific weapon.
Weapons generally spawn with firing pins in them. or at least should. The exception to this is anything made in R&D - which needs to secure a firing pin from somewhere.
There's currently the following firing pins:
One that checks for a specific implant, EG a loyalty implant one.
One that always fails, and can replace other pins. (this one would likely be admin only. it's clown themed)
The Laser tag code got refactored to the pins. so each gun has a different pin. if you somehow got this pin, you could make it so you could only shoot a gun while wearing a laser tag vest, for example.
A Testing range pin, which only allows firing in specific areas - of which are mapped in currently.
A DNA locked one. and a subtype which will explode if someone else tries to use it.
the system's designed to be easy enough to add on to.
Feedback fourm is here:
-tweaks cargo random stock a bit, and removes the borg chassis that caused a lot of bugs
-fixed a wrong name in some food trash type
-fixed the slime stunbaton having no in hand sprite
Makes all light tubes & bulbs have colour according to the light they emit. There are 6 preset colours: RGB CMY. Any other color is possible by simply changing the already present brightness_color variable. This PR makes it so it actually changes the color of the item and wall object too.
Added two new colour defines used only along with preset coloured lights.
Coloured lights are only obtainable by random maintenace loot, cargo spawn or trader.
Added box of randomly mixed light colours and box for every preset light colour.
Removed two sets of redundant defines.
Converted light item New() to Initialize() (hopefully correctly).
Made couple tiny tweaks to the lights code.
EDIT, 7. Oct 2017:
When you hit light machinery or item with paint, it will change it's brightness_color var, instead of the color var.
Paint buckets can now paint items and people again.
You can now wash paint off by spraying yourself with fire extinguisher or otherwise covering yourself in water.
EDIT, 8. Oct 2017:
Removed one apparently unused global list.
Converted pain bucket New to Initialize and changed it's pathing style.
Shower can now wash paint too.
Fixed paint bucket sprites to be bit more dynamic and fixed the in hand sprite. Also added bucket lid.
The top of the Tajaran industrial mining RIG chestpiece has been lowered to no-longer obscure the Tajaran's mouth from the front when the helmet is down. (Inconsistent with sidesprites anyway.)
The Ivancarp plushie can now spawn whenever the game calls for a random plushie, and the carp himself has a chance of appearing in cargo's warehouse.
Also made the latest attempt at fixing the phasing cigarettes.
Also changed that thing where part of the face is clearly exposed on the Rescue RIG's helmet when it is ''sealed''.
This pr will replace the cloaking device from cargo warehouse spawn,, because they pretty much fall under the same level of bullshit as thermals and etc, with the new portable ladders.
Also, removes from the traitor uplink, because it is only used for combat it seems, defeating the purpose of being a stealth item. The chameleon projector is a better, and far less bullshit item, to cover the same purpose.
-adds guard dogs, mobs you can command around like the wizard's bear, with basic things like attack, stay and follow
-they have a verb that allows one player to become their master, and change their name, by being near them
-added the dogs to the random cargo spawn