* 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.
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
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>
I changed add_antag to add_antag_mind in borer/LateLogin because the
former proc re-created the borer, causing it to drop the src/client
reference. The only notable difference I observe is the antag noise
doesn't play, which could be added manually if needed. Alternative
methods to solve this would be welcome, though. I did have an
alternative method
[here](5d4157588b),
but that only "fixed" the ghost spawner, not admin possession. I also
say "fixed" because that method does not give the post ghost-spawn
message.
Fixes#18600
- The implant check was only checking for objs, which the borer implant
is not. The borer was also erroneously being removed from the implants
list when releasing control back to their host.
Fixes#18281
- This had a few pain points. psi was null, so it made the callback for
activating powers fail. Once that was fixed, it caused many RTEs when
trying to draw the HUD/screen for the powers. Refactoring a few
encoding/decoding procs fixed that.
Fixing these issues fixed borer monkeys not being able to speak TCB,
which is strange because I thought I'd seen a borer monkey speaking TCB
during a round where the psychic bug existed.
Fixes#9621
- For this, I switched rejuvenate to revive. This lets them move, and
also does not kill them again due to brain damage. If it proves to be
too strong, it can be tweaked, but I did want to get brain devouring
working for this PR.
- There's also the jumpstart verb, which seems will never be used with
this revive in place (or even before, with the rejuvenate). I suppose it
can be used if they die again after reviving.
- Should a message be added to the revive given during the devouring
process? Jumpstart gives one:
`visible_message(SPAN_WARNING("With a hideous, rattling moan, [src]
shudders back to life!"))`
Fixes#9523
Also fixes borers not being able to infest someone they are being held
by.
Existing Issues not addressed by this PR:
- Infesting a monkey does not give you the monkey's health HUD (because
it doesn't exist?). Assuming and releasing control will show it, though.
- Borer antag overlay icons on Mobs seems inconsistent. potentially due
to testing methods with clientless mobs
- Borers cannot use psychic lance while being held
- Psi aura on first receiving powers. Equip first ability and drop to
fix.
---------
Signed-off-by: AlaunusLux <89751433+AlaunusLux@users.noreply.github.com>
Added rotating alarm lights, ported (with modifications) from Baystation
12.
Cleaned up some code around visual flags and renamed one layer to align
with bay's name.
Title. Particularly useful while we're on Moghes, as other than those
mapped in engineering/in the engineering vendor, there is no way to
acquire these.
Fixed srom not working properly.
Fixed a runtime with translators implants.
Aligned runechat correctly in srom mobs.
Turned the srom entry points into a GLOB list.
Fixes#19207
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>
This ports smooth scrolling, the new icon, and the new font for status
displays from /tg/station.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/status_display.dmi | [DrDiasyl](https://github.com/DrDiasyl)
/tg/station) | CC-BY-SA |
---------
Signed-off-by: Cody Brittain <cbrittain10@yahoo.com>
Co-authored-by: Cody Brittain <cbrittain10@live.com>
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.
Refactored the machinery operable procs into a single one, DMDoc'd, SDMM
marked, made more readable.
Fixed suspension field generator not being able to be used as it was not
checking the power cell for operability.
Fixes#19249
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.
Minor refactor of the APC file, turned biteshifts into the BITFLAG
macro, reordering.
Added APCs maplints.
Fixed maps to pass the maplints.
APCs now draw time-constant power.
Removed power objects handling code, only the powersink existed that
used it.
Refactored powersink to use the processing subsystem, made it
time-constant, DMDoc'd.
Made powersinks drain power from an APC faster.
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.
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.
Takes on feedback from the implementation of the previous alcoholism
overhaul, and applies fixes to it to make things better, generally.
- Fixed up alcohol and butanol affect_ingest() to improve the logic
flow, and fix bugs where Unathi were able to drink alcohol without being
poisoned. Non-Unathi are now no longer intoxicated by butanol, as well.
- Better intoxication messages.
- Generally buffed intoxication resistances for Unathi, Tajara, and
Skrell, to compensate for recent changes to intoxication potency. Unathi
are MUCH more resistant to intoxication now (total resistance increased
from 0.4 to 0.8, which is slightly less than Tajara now) however they
can no longer drink alcohol at all without getting poisoned.
- Alcohol poisoning now does not kill by giving you liver damage and
MSOF, but by suppressing, and eventually stopping breathing.
- Ethylredoxrazine now prevents people from falling into comas from
alcohol toxicity alltogether.
- Vomiting from being intoxicated now happens much less often.
- Being drunk enough to cause vomiting now has a pulsing message to go
along with other drunkeness messages.
- You can now correctly black out or fall into an alcoholic coma while
buckled to a bed or laying down.
---------
Signed-off-by: Crosarius <30341877+Crosarius@users.noreply.github.com>
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).
as title, blueprints have regained their lost functionality of
displaying airlock & vending wire layouts. outpost blueprints don't have
this functionality
This PR creates a new subtype of meat, "moghresian meat", specific to
animals which are located in Uueoa-Esa.
It also adds "synthetic" blood to the biogenerator, for use in the many
recipes which require blood (I did this because it's actually impossible
to get blood from cows, chickens, etc - turns out you can't draw blood
frim simplemobs, and people have been either using their own blood, or
making monkey cubes and drawing blood from them, which is WEIRD.
Mechanically the "synthetic" blood is just generic blood. I have no idea
if vampires can abuse this, but it should be no different from them
making monkey cubes in the biogenerator and eating them, so... hopefully
that's ok?)
~I have also done a once-over on the reagent values of all the food in
the Unathi foods dm, and fixed the reagent value for them. Some foods
had far fewer reagents than their constituent ingredients, which
bothered me. I also fixed their flavours so you get nicer messages
instead of "some sort of protein"
I noticed that this food reagent issue is actually prevalent in ALL the
food .DMs. A good example of this is Black Eye Gumbo, which has no
reagents listed. It can be eaten in a single bite and tastes like
nothing, and cannot be ground. I think that some people have added foods
under the impression that the reagents of the ingredients are added by
the cooking process, when this doesn't actually seem to be the case. I
fixed this just for the Unathi foods, but I don't have the time to go
through them all.~
EDIT: Turns out the reagent thing was a red-herring caused by
adminspawning food. Fixed now!
A significant amount of influence was taken from
https://github.com/Baystation12/Baystation12/pull/33255, however adapted
to Aurora. Key things to note is the port of the newer alpha settings
from /tg/, among other improvements.
The ancient holographic and screen overlay code has been purged. This is
now handled with emissives, while holograms are handled with filters as
well.
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>