Commit Graph

9490 Commits

Author SHA1 Message Date
RustingWithYou 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
Pirouette 551b153d49 Ports 8 hairstyles from Citadel (#19205)
From
https://github.com/Citadel-Station-13/Citadel-Station-13-RP/pull/6109

To address the elephant in the room; yes, these are reference hairs. I
think they should get in anyway because they look good, we don't have
enough good hairstyles, and we literally have Vegeta hair titled
'Vegeta' ingame already. I can rename them if you suggest new names, if
that is preferred. I just couldn't think of any.

Accidentally deleted the branch. Oopsies! Old PR:
https://github.com/Aurorastation/Aurora.3/pull/19204
2024-06-09 17:08:13 +00:00
Fluffy 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
Fluffy 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
RustingWithYou ddbe7073eb Ve'katak Hivenet Receiver (#18771)
Adds a new augment, available in loadout to non-Vaurca members of the
Ve'katak Phalanx, which can receive Hivenet broadcasts and transmit from
a selection of preset messages. Sprites done by @GMR25

---------

Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>
Co-authored-by: GMR25 <GMR25@users.noreply.github.com>
Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>
2024-06-09 12:09:08 +00:00
AlaunusLux 6bf406067c Various Borer fixes (#18969)
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](https://github.com/Aurorastation/Aurora.3/commit/5d4157588baa0998f499aba7678bf8c6551247ca),
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>
2024-06-08 16:54:28 +00:00
feartheblackout 68036358cc Vaurca Warrior fixes (#19315)
![image](https://github.com/Aurorastation/Aurora.3/assets/59633984/4adcade7-d7d8-45df-93f3-5f8b63a8cb60)
You can still select the normal Vaurca prosthetic hands as a Warrior if
you want, because I am a benevolent Goddess.
2024-06-08 16:47:02 +00:00
Fluffy d46ea07125 Fixed Srom not working properly (#19357)
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
2024-06-08 16:39:33 +00:00
Fluffy 9783fa55c9 Fixed ling stings targeting (#19377)
Fixed ling stings targeting.
A DMDoc and some SDMM markings.
Marked one proc for the hostile mobs AI as waitfor = FALSE.
2024-06-08 16:31:36 +00:00
RustingWithYou 89bcccc82d Fixes mobspam and incorrect species requirements on Moghes (#19312)
Sk'akh faithful can no longer be human
Siro will no longer spam the chat by attacking every other living thing
on Moghes
2024-06-02 23:14:21 +00:00
Fluffy 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
Fluffy 0dc6f03a46 Slight refactor and improvement of the hands inventory handling (#19282)
Slight refactor and improvement of the hands inventory handling procs,
DMDoc, SDMM markings.
Fixed a runtime with RIG cells removal.
2024-06-02 18:44:17 +00:00
Cody Brittain 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
Sparky 637492f7c0 Adds a new mullet hairstyle (#19252)
Adds a mullet hairstyle.



![image](https://github.com/Aurorastation/Aurora.3/assets/26849270/d19ef1be-96f7-4b6b-b8f8-0671c376f2a6)
2024-06-01 18:29:23 +00:00
Fluffy 37814ef383 Refactored item equipement observable away (#19241)
Refactored item equipement observable away, turned them into signals.
Partially ported on_equipped / equipped procs from TG, updated logic,
added signals for them.
2024-05-31 21:25:02 +00:00
Fluffy 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
Ben 4ed453199f Messa Banner Description Fix (#19295)
Description of Messa Banner fixed (it used the other Sun god by mistake)

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-05-31 20:16:05 +00:00
Sparky b1ab39b645 Alien Sleep Fixes (#19292)
Fixes standing sleep triggering on surgical beds, and fixes all species
having access to sleeping indefinitely.
2024-05-31 20:15:57 +00:00
Fluffy e4ae8e75fd Fixed changing specie for a mob to throw him into the void until relo… (#19290)
Fixed changing specie for a mob to throw him into the void until
relogged.
2024-05-31 20:15:47 +00:00
Fluffy d0d98edb8f Slime core mob selection fix (#19289)
Marked some mobs that were not meant to be spawned as abstracts.
Updated the reaction of the slime core to not spawn abstract mobs.

Fixes #19276
2024-05-31 20:15:42 +00:00
Sparky 7dedc58faf Various Clip-On Radio Fixes (#19224)
Fixes Clip-On Radios layering under head items when on ear slots. Also
fixed the flipped sprites being one pixel closer to the centre, due to
asymmetry.
2024-05-31 20:13:34 +00:00
feartheblackout d294808d0e Adds upper and lower mecha eyes for Vaurcae (#19222)
![image](https://github.com/Aurorastation/Aurora.3/assets/59633984/962aa75a-b407-4fc0-a925-478f671baf5b)
2024-05-31 20:13:29 +00:00
Geeves fce5368a82 Synth Eye Emissives (#19197)
* Synthetic eyes can now glow in the dark. In character creation, when
selecting the brand of the eyes, select Unbranded Emissive.


![image](https://github.com/Aurorastation/Aurora.3/assets/22774890/4a3b1bbf-90da-4e58-8030-e423882e3027)
2024-05-28 20:55:38 +00:00
TheDanseMacabre 5096544cf2 Adds a new hairstyle, Short Curtain (#19248)
Slight resprite of one of the undercut sprites. God, we need more male
hair...


![eSZt0uOExf](https://github.com/Aurorastation/Aurora.3/assets/57339900/733998d0-5499-40e2-a601-86ed076b4553)

![k2iHrCsHui](https://github.com/Aurorastation/Aurora.3/assets/57339900/fb93a3bb-bd0f-43a4-99f5-5e47cc2e1c5b)

---------

Co-authored-by: DanseMacabre <rsurname1212@gmail.com>
2024-05-28 20:51:49 +00:00
Fluffy 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
Crosarius 7bdf4cafa5 Alcoholism overhaul (#19179)
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>
2024-05-23 19:22:44 +00:00
Jason 20cd67d6d5 Fix cavern geist being targeted by Adhomai wildlife (#19233)
Adds Adhomai faction flag to prevent wildlife swarming the cavern geist
and killing it
2024-05-23 19:16:04 +00:00
Geeves c2ae767e15 Character Preview Augments (#19196)
* Augments such as the Idris Faceplate are now visible in the character
preview screen.


![image](https://github.com/Aurorastation/Aurora.3/assets/22774890/2d3ffadf-5754-488f-8b55-da191f6b67ba)
2024-05-22 16:11:22 +00:00
Sparky 5404c03a45 Alien Sleep Updates - Allows upright sleeping, and indefinite sleep. (#19178)
This allows certain alien species (Currently Vaurcae, IPCs and Dionae)
to sleep while standing, and gives them a verb to let them choose to
sleep indefinitely.

It also adds custom messages for enter sleep and examining, as well as
changing the snoring emote for the above aliens too.

---------

Signed-off-by: Sparky. <ben.polwart@gmail.com>
Co-authored-by: Llywelwyn <82828093+Llywelwyn@users.noreply.github.com>
2024-05-22 09:10:16 +00:00
Sparky 32a63d39a8 Clip-On Radios (#19164)
Adds Clip-On Radios, which can be equipped to both ear or wrist slots,
always appearing on the body, clipped onto your uniform or jacket.
2024-05-22 09:09:35 +00:00
Acetrea 750a923087 Stok and Vxrexi Meat (#19185)
Changes stoks meat type to moghresian meat.
Fixes sprite issue with vaurca meat (bugmeat).
Adds sprite for moghresian meat.
2024-05-19 16:44:19 +00:00
Fluffy 3dc4cce9c2 Minor span refactoring (#19177)
Minor span refactoring
2024-05-19 16:37:29 +00:00
Crosarius 0af399e3f9 Moghresian Meat & Unathi Food Nutrition Improvement (#19135)
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!
2024-05-15 17:09:56 +00:00
Geeves 86d3b89a52 Simple Mob Notifications (#19102)
* Tweaked some messages to be based on time since last message, instead
of being based on probability. This includes low blood messages,
infected liver messages, fever messages, and some drug messages.
2024-05-15 17:09:49 +00:00
Crosarius 5c01dd9bcd Make it mechanically possible for tall people to "tower over" short people (#19107)
This is a simple value change that makes the "they are absolutely tiny
compared to you!" and "they tower over you!" messages appear at 50 cm
height difference, instead of 100 cm height difference.

This will make it mechanically possible to actually get these messages
outside of edge cases like Vaurca Bulwarks or Breeders or max-height
G2s. Now tall Unathi will be able to tower over shorter Humans, Skrell,
etc. Previously, this was impossible due to the difference between the
minimum heights for Skrell, Humans, etc and the maximum heights for
Unathi, etc being less than 100.
2024-05-15 17:09:41 +00:00
Cody Brittain d95734c606 Emissives (#18895)
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>
2024-05-12 20:51:45 +00:00
MelNye 53f3be09e8 Makes Wounds Appear on the Health Doll (#19111)
Adds wound overlays to the health doll. Basically ports [what I did on
Baystation12](https://github.com/Baystation12/Baystation12/pull/33765)
in a roundabout way.

**Why?**
Personally, it felt pretty jarring _not_ having them. More broadly, it's
a nice indicator of how hurt your character is and makes the health doll
a little less misleading about how beat up you are (as it only displays
the level of pain a certain body part is in).

**Did you test this?**
I did. It works fine with Humans, Skrell, Machines, Unathi, Diona, and
Tajara. If there's species I missed, it shouldn't be too tricky to go
back and check those, too.

**Some examples**
Let's say you've been stabbed with a kitchen knife a few times. That
might look a bit like this.

![image](https://github.com/Aurorastation/Aurora.3/assets/77447558/aa0cef03-aba9-407b-8002-cba8856b5290)
And once it's bandaged, it'd look like this.

![image](https://github.com/Aurorastation/Aurora.3/assets/77447558/60da7c3b-100e-48f1-ac6e-7d8cb168390b)

Co-authored-by: Nyello <karljohanssonpublic@gmail.com>
2024-05-12 19:02:47 +00:00
feartheblackout f5f7ea6d6e Changes "Void Hivenet User" to "Untether Hivenet User" (#19114)
Requested by @desvenlafaxine, as voiding is a separate act in Vaurca
society entirely.
2024-05-11 12:51:00 +00:00
Cody Brittain c01768e45c Assisted organ sprites, and assisted brains (#19087)
This PR adds several sprites for assisted organs, which previously
lacked any sprites at all. In addition, this adds an assisted brain,
which is now available to pick in character creation. Long-term, I'd
like to look into adding assisted implants into the medical gameplay
loop, but for now these are character-creation only. "Mechanical"
prosthetic brains are not possible, and have been excised entirely.

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

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/organs/organs.dmi | Mechoid (Polaris) | CC-BY-SA |

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-05-09 15:08:00 +00:00
Crosarius 5eb6738fa7 Alcohol Intoxication Overhaul (#19062)
This PR will make broad changes to the way that alcohol/butanol
intoxication works in game, with the intention of making alcohol
consumption actually impactful, and last much longer than it currently
does. It also includes some quality of life changes to the way that
liver damage works, better indication of the player's level of
intoxication to better communicate when the player is getting **too**
drunk, and the frequency of vomiting. Players will **no longer** die
extremely fast from getting drunk, will be able to get drunk, and stay
drunk.

- The rate of liver alcohol filtration has been reduced to 0.015
intoxication every second. This calculates out to the elimination of
0.015 BAC (One standard drink) every ten minutes.
- New messages have been added to indicate when the player is drunker
than drunk.
- At 0.10 BAC the "You feel drunk!" message is replaced with the message
"You feel absolutely smashed!"
- At 0.15 BAC the "You feel drunk!" message is replaced with the message
"You feel the room spinning..."
- Liver damage no longer occurs when the player vomits from
intoxication, and instead occurs when the player blacks out or loses
consciousness (0.20 and 0.30 BAC, respectively)
- The liver will no longer regenerate BAC is above 0.20.
- The coefficient multiplier that Unathi metabolise butanol has been
buffed from 3 to 9 (They now metabolise butanol at roughly the same rate
that Humans metabolise Alcohol)

One thing of note is that these changes have indirectly fixed a "bug"
that was occurring for Unathi with Butanolic beverages; The liver was
filtering out intoxication faster than Unathi were able to metabolise
some lower strength butanolic drinks, making them unable to get drunk
from things like sarezhi wine. With the buff to intoxication, and the
reduction in liver filtration speed, butanol is going to be returned to
being very potent for Unathi (This seems to be the way it was originally
intended?) so Unathi players who are used to Butanol being quite useless
at intoxicating Unathi are going to need to be especially careful.

Also, I have done testing on my local test server, but to be frank the
tickrate of my test server is very fast, and I'm not entirely sure just
how well these changes will translate to a live environment with a
heavier server load and longer tick times.

---------

Signed-off-by: Crosarius <30341877+Crosarius@users.noreply.github.com>
Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>
2024-05-05 21:13:27 +00:00
Fluffy 3bbc802413 Gravity proc tweaks (#19047)
Tweaked gravity check proc to be more inline with TG's version.
Added signals for gravity check, that allows atoms to perform
anti-gravity.
Fixed roller beds thinking they have no gravity and thus not emitting
the rolling sound.

Fixes #19045
2024-05-05 14:10:49 +00:00
Llywelwyn d6c24f11c4 Adds gradient style/colour selection to the appearance changer (#19020)
now the ghostspawner and augs and stuff can change gradient style/colour
too where applicable


![image](https://github.com/Aurorastation/Aurora.3/assets/82828093/3c6a7f54-3ec4-447d-a46d-c22ca9cc5a55)

changes:
- rscadd: "Added gradient style/colour selection to the appearance
changer."
- bugfix: "Fixed hair colour being unable to be the same as eye colour."
2024-05-05 14:08:09 +00:00
Geeves 521cc1a4ba Hemophilia Disability (#18948)
* Added hemophilia and major hemophilia to the disabilities list. The
former will cause wounds to bleed for twice as long, while the latter
will cause wounds to bleed forever.
2024-05-05 13:58:04 +00:00
Geeves 68e1eb504e New Hair Gradient, Short Highlights (#19036)
* Added a new type of hair gradient, short highlights, suited to shorter
hairstyles. There are upshifted and downshift variants to cater for
different lengths of hair.

Standard

![image](https://github.com/Aurorastation/Aurora.3/assets/22774890/fff2ade2-df0c-49c9-830d-3dd3ba369492)

![image](https://github.com/Aurorastation/Aurora.3/assets/22774890/19367abe-59c0-464f-a898-ab8063ba8242)

Downshifted

![image](https://github.com/Aurorastation/Aurora.3/assets/22774890/82150b61-5e45-42fa-a013-cb79daaf6bc9)
2024-05-01 23:06:14 +00:00
Fluffy 4e532ee760 Hivebot scaling and minor refactor (#18984)
Hivebot beacons scale with the currently playing player count, if they
spawn on the main map (the Horizon, most likely).
Refactored the hivebot code slightly, mostly in terms of DMDoc and
reordering.
2024-05-01 22:35:32 +00:00
Fluffy 5de8d81b8a Turned various icons into static paths (#19035)
Turned various icons into static paths
2024-05-01 22:32:29 +00:00
Cody Brittain 9983fca311 Update SSOverlays (ported from Baystation) (#19051)
Our SSOverlays system is outdated, and is likely the cause of many of
the issues seen in #18895. It has also been linked to a massive server
performance decrease.

This brings an updated system from Baystation, hopefully with speed
increases.

Should be testmerged, ideally with #18895.

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-05-01 07:46:27 +00:00
Geeves 48cdec5c04 Fix Sofa Armrest Colors (#19037)
* Fixed sofa armrests being the wrong colour.
2024-04-28 16:57:04 +00:00
Geeves 2adca97623 Wrist Layer Toggling (#18889)
* You can now set wristwear to layer under your uniform, over your
uniform, or over your suit.
2024-04-26 09:01:59 +00:00
Geeves 88bcd3390f Intentionally Lying Down Stuff (#18995)
* Lying down intentionally is now instant.
* Added a new macro that makes you lie down, the key is lie_down.
2024-04-26 08:57:15 +00:00