Commit Graph

9603 Commits

Author SHA1 Message Date
Ben
4dcdc3883a Advanced Health Analyser Fixes (#20226)
Should fix https://github.com/Aurorastation/Aurora.3/issues/18325
Fixes for Advanced Health Analyser for shell and exosuit

QoL for Exosuit analyzer full scan, making it clearer which mode you are
on, and having the scan print alongside displaying it to the pilot(s)

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-12-03 12:44:56 +00:00
Ben
534a0774eb AI Remote Control Fixes (#20198)
Fixes https://github.com/Aurorastation/Aurora.3/issues/13267
Fixes https://github.com/Aurorastation/Aurora.3/issues/16881
Fixes https://github.com/Aurorastation/Aurora.3/issues/14039
Fixes https://github.com/Aurorastation/Aurora.3/issues/14062

Also adds QoL where pressing eject on remote controlled mechs exits
remote control.

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-12-03 12:44:02 +00:00
Fluffy
389466360e Areas and station areas work (#20195)
Refactored sorting.
Added test to verify all horizon areas (outside exceptions) are marked
as station areas.
Added test to verify shuttle areas are not marked as station areas.
Refactored how the area sorting var is made and used.
Added a global list of all areas.
2024-11-27 13:13:44 +00:00
Matt Atlas
1da20ad33f Adds the Odyssey gamemode. (#18972)
https://forums.aurorastation.org/topic/20198-mission-briefing-auroras-gamemode-revolution

To-do:

- [x] Finish storyteller verbs.
- [x] Storyteller landmarks.
- [x] Proper storyteller spawning. Right now the gamemode system is
happy with just picking one storyteller and no actors.
- [x] Antagonist whitelists code.
- [x] Adding the Storyteller whitelist.
- [x] Mission map loading code.
- [x] Map in a bunch of missions.
- [ ] Storyteller adminhelps.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: DreamySkrell <>
2024-11-26 20:18:43 +00:00
Ben
b5064af1f2 Research Borg Fixes (#20185)
Adds missing Machinist access and compatability for slime scanner to
Research module robots

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-11-24 13:10:54 +00:00
CometBlaze
ce84659fa5 Adds new hairstyles (#20183)
Adds the following hairstyles to the game:

Gentle 3

![image](https://github.com/user-attachments/assets/ea22258c-8c86-4e0f-b6d8-792027893a79)

Gentle 3, Alt

![image](https://github.com/user-attachments/assets/e459e3c2-7804-474e-946e-26b8cc2ffd1a)

Long Hair, Wavy

![image](https://github.com/user-attachments/assets/0f7694c2-43fa-49fc-aa79-3be03a816d0d)

Surfer

![image](https://github.com/user-attachments/assets/e316ba49-afdf-488a-b9f5-596ac96b4940)

Wolfcut

![image](https://github.com/user-attachments/assets/27aa7e89-6290-429c-96a9-04675037a724)

Wolfcut, Alt

![image](https://github.com/user-attachments/assets/dcf3820c-329b-42f7-b7c9-ee70fdafd44d)
2024-11-21 11:45:20 +00:00
Matt Atlas
cb857366c8 Fixes a medbot harddel. (#20179)
i think these don't always spawn, hence why this harddel only happens
sometimes in the UTs

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-11-17 19:01:38 +00:00
Matt Atlas
17df1ff2b4 Revert "Adds a Pants slot" (#20173)
There are some bugs that need to be addressed.
2024-11-15 23:26:13 +01:00
FabianK3
4560f008fc Hydraulic rescue tool refactoring (#20162)
### Introduction
The recently to atmos added hydraulic rescue tool is a robotic tool and
has none of the common item/tool properties. This PR refactors the tool
to a non-robotic version and fixes a bug in the recently added
functionality (#20138 - Airlocks can be opened instantly by moving
during the action duration).

### What changed?

- Added `/obj/item/crowbar/hydraulic_rescue_tool` to tools.dm
- Removed robotic version under AI
(`/obj/item/crowbar/robotic/jawsoflife`)
- Updated all occurrences (Sprite label due to updating the sprite
filename)
- Fix action skip bug in airlock.dm when using the tool (See
[5cc808b](5cc808ba53))
2024-11-15 19:55:07 +00:00
Wowzewow (Wezzy)
de81867784 Adds a Pants slot (#19999)
Does what it says on the tin. Purely cosmetic for now. This is step
zero.

Basically, clothing is starting to get real bloated with a lot of
variants.
More pressingly, accessories as well, and we're probably going to get
accessories of accessories.
After seeing what's going on with arm guards, leg guards, plate carriers
and the like,
it's heading towards a really messy level of abstraction.

Hopefully this will nip it in the bud, so to speak.

I've also added the layering feature used in watches, so you can tuck in
your uniform in your pants, or your coat in your pants if you're so
inclined to.

This also means that in the near future, we'll finally have the ROLL
PANTS feature that has escaped us for so long.

For reviewers : 
This PR is majority legwork of simply adding the new pants slot in. Very
similar to my previous Wrist slot PR.
The rest is just changing the existing pants/skirts over to a new
loadout slot and changing paths.

---------

Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2024-11-15 19:41:09 +00:00
Yonnimer
e65d59714b Readds Dionae Setup Options (#20147)
Readds Dionae customization options to their hair and beard options in
the setup.

While I do sorta like the idea of just having them all be body markings,
this came with too many bugs, essentially bricking them in ghostroles
and some layering issues, this just readds most options.

---------

Signed-off-by: Yonnimer <31339047+Yonnimer@users.noreply.github.com>
2024-11-11 19:52:04 +00:00
OolongCow
46a9269847 Columbo Buffs (#20151)
Removes the confusingly unnecessary nerf to Columbo's damage (he did as
much as just punching someone) from the parent mob and increases his
health from 75 to 125 so he can withstand at least a little more
punishment.

The poor guy is quite literally never let out of his enclosure because
he's less useful than just throwing a floor tile at someone. He's also
the only "unique" thing the Head of Security has left, and people seem
warm to the idea of an actual incentive to bring him out more. With
these buffs he stands an actual chance of being able to fight and take
down someone unarmed and unarmored.
2024-11-11 19:52:02 +00:00
hazelrat
cdea6ec56d Prevents greimorians from stacking multiple webs on one tile (#20140)
See title. Works so far in my testing, should prevent the 200 webs on a
single turf issue we've all loved dealing with. This doesn't seem to be
intended behaviour, given there's a check against it in the code
already, so I'm putting it under bugfix.
2024-11-06 17:10:25 +00:00
Fluffy
0b4bb4ead1 Bluespace drive (#20053)
![immagine](https://github.com/user-attachments/assets/1e75f35b-b795-44ac-af96-0fecb0fedf9a)

Added the bluespace drive.
Fixed overmap projectiles not transferring correctly.
Code improvements. A lot of.

---------

Co-authored-by: courierbravo <73250577+courierbravo@users.noreply.github.com>
2024-11-06 17:10:10 +00:00
Fluffy
513facdb0d Refactored deletion observables to use the COMSIG_QDELETING signal (#20121)
Refactored deletion observables to use the COMSIG_QDELETING signal
instead, removed the observable.
2024-11-04 21:51:18 +00:00
Fluffy
e8eacd9486 Some hostile mob code AI cleanup (#20116)
Fixed some situations where a null was being set as target.
Repathed the dreaded target_mob variable to last_found_target, and from
mob to atom, as it was not being used only for mobs.
Added procs to set and unset the last_found_target and setup the signals
relative to clear it, and validations.
Thanks to the above, removed a viewscan that was needed to delete
references when mobs die from their attacker.
General QoL of code, DMDocs.
2024-11-02 10:40:01 +00:00
FearTheGabby
89d5d9ef15 Allows Vaurca Attendants to use hair gradients (#20103)
title

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
2024-10-30 21:33:33 +00:00
FearTheGabby
54920cbc76 Allows Myrmidons to select remaining mecha eye body markings (#20106)
title

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
2024-10-30 21:33:30 +00:00
Fluffy
d40d459d42 Refactored movement observable away (#20083)
Refactored movement observable away, use only the signal.
Some tweaks to the signal.
2024-10-26 15:53:07 +00:00
Fluffy
67b8b58e91 Fixed harvesters vision not making them shoot at opaque turfs on non-vertical alignments (#20104)
Fixed harvesters vision not making them shoot at opaque turfs on
non-vertical alignments.
Some code QoL changes.

Fixes #19684
2024-10-25 20:38:42 +00:00
Fluffy
d9c44532fc Refactored directionals (#20082)
Refactored directionals, ported lists of directions from TG, got rid of
useless proc to get the reverse direction.
2024-10-25 17:56:02 +00:00
Fluffy
fd44e83b3c Fixed a runtime in handle_intoxication() (#20090)
Fixed a runtime in handle_intoxication()
2024-10-25 17:55:43 +00:00
Fluffy
5f19862083 Fixed a runtime in floating message generator when the client disconnects (#20095)
Fixed a runtime in floating message generator when the client
disconnects
2024-10-25 17:55:34 +00:00
Fluffy
30ab355943 Resolved some runtimes for mimic turfs on examine (#20097)
Resolved some runtimes for mimic turfs on examine.
All examine headers respect the proc signature.
All examine that do not explicitly need not to, passthrough the arglist
to references examine target procs.
2024-10-25 17:55:29 +00:00
Fluffy
a0632afa95 Fix lazarus injector not working (#20100)
Fix lazarus injector not working.
Fix corgi attack resolution not returning parent result.

Fixes #19861
2024-10-25 17:55:26 +00:00
Fluffy
404c90f688 Replaced the outside turfs with exoplanet ones for the digsite (#20066)
Replaced the outside turfs with exoplanet ones for the digsite.
Fixed some exoplanet areas not having an exoplanet base turf.
Wrote a unit test for exoplanet areas to ensure they have an exoplanet
base turf.
2024-10-20 18:49:39 +00:00
FearTheGabby
b1c8350a83 Gives mecha eye body markings to Attendants (#20054)
title

---------

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
2024-10-20 11:28:46 +00:00
Fluffy
354fb8442b Fixed grippers icon not displaying the content of the gripper (#20086)
Fixed grippers icon not displaying the content of the gripper.
Gripper icon now updates when the item content changes (in most
situations?).

Fixes #19592 
Fixes #19738
2024-10-20 11:28:16 +00:00
Fluffy
0f2ad38f81 Added a robotic syringe (#20063)
Added a robotic syringe, to be used by borgs, that do not get dirty and
gives infection to people after the first use.

Fixes #19817

---------

Signed-off-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
2024-10-20 11:27:31 +00:00
Snowy1237
e1af66e523 Fixes greimorian workers making greimorians out of dead greimorians. (#20084)
Greimorians are no longer the ultimate lifeform and have lost their
mastery over recycling.

This will help with greimorian offsites/odysseys/any time it's not
intended for them to balloon into a singularity.
2024-10-20 11:22:12 +00:00
CyberSpyXD
0b705c8ae0 2 New Hairstyles (#20055)
Adds two new hairstyles, Bobcut, overye and Diagonal Bangs. Humans and
Tajara get these. This is ported from a PR on CMSS13 and has some
preview images there if you'd like to see how it looks.

https://github.com/cmss13-devs/cmss13/pull/7304

All credit to Ansekishokuu. I've only done a straightforward port. In
the case of Tajara, some adjustments were made to better fit for them.

---------

Co-authored-by: WickedCybs <wickedcybs@gmail.com>
2024-10-18 14:20:15 +00:00
FabianK3
e756d2f5bc Fixed Farmbot water auto refill (#20073)
### Bug
Fixes #19753 

### Changes
The auto refill logic was basically completely missing. I have added the
sink selection to `think()`, the refill action to `UnarmedAttack()` and
some light refactoring.
2024-10-18 14:19:37 +00:00
Wowzewow (Wezzy)
3bfd1e6671 No Equip Slowdown Trait (#19964)
- rscadd: "Adds a new species trait, NO_EQUIP_SLOWDOWN. Ignores slowdown
effects from equipment and dragging things. G2s, Vaurca Bulwarks, and
Tajara Teslas."

Note that ignoring slowdown effects also ignores negative slowdown
(speed up), but it's so rare that it's probably negligible.

May or may not horrendously break balance.

Reasonably, these species are huge, slow, and strong to compensate.
They *reasonably* shouldn't be slowed down by pushing lockers and
carrying dufflebags.
Vaurca Bulwarks especially are gated from wearing a lot of clothing from
the get-go so the only change will be being able to not slowed down to
all hell trying to push a locker somewhere.

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2024-10-13 21:35:44 +00:00
Fluffy
22954ffed4 Some Robot Fixes (#20049)
Fixed robots duplication on insertion of posibrain without a player.
Fixed runtime that caused the above.
Fixed runtime on cyborg building inspection.
Fixed runtime on cyborg building due to uninitalized list vars.

Fixes #20040
2024-10-13 21:18:16 +00:00
Geeves
851c34337f Custom Item Limb Framework + Gracia's Aut'akh Arm (#20004)
* You can now view your custom items from within the loadout.

Also implements the framework necessary for custom items to be limbs,
and to automatically replace the limb it's meant to replace.

Implements the Aut'akh arm mentioned in this request:
https://forums.aurorastation.org/topic/21092-gracias-autakh-arm
2024-10-13 21:16:01 +00:00
hazelrat
6968e0d55a Adds a rattling emote for Attendants (#20007)
At request of bug lore, adds a *rattle audible emote available
exclusively to Vaurca Attendants.

[Sound
origin.](https://uppbeat.io/sfx/rattlesnake-tail-shake-aggressive/6100/21239)
As far as I know this shouldn't require attribution.
2024-10-10 17:48:10 +00:00
Ben
2aecf05db9 Schlorrgo Egg Fix (#20016)
Only Fat Schlorrgos and above can produce eggs (forgot to add this)

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-10-10 17:48:07 +00:00
Fluffy
30cf844cb4 Shower related bug fixes (#20018)
![Doom_cover_art](https://github.com/user-attachments/assets/216f8485-a8dc-490b-a526-f1acbfe7d8f6)


Fixed monkey cubes under showers from turning the game into Doom 3.
Fixed showers not showering you because of an improper early return on
wet floors.
Fixed blood overlays being wrongly cleared when you shower.
Sonme code improvements.
2024-10-10 17:48:06 +00:00
Fluffy
1614f9ade4 Fix gremorian nurses (#20022)
Generic attacks below 15 damage were being ignored due to a logic error
in how the shields are handled, now they aren't anymore, fixes gremorian
nurses doing no damage and possibly other things.
2024-10-09 05:06:49 +00:00
Fluffy
b8902e2e16 Runtime map now loads in ~11 seconds instead of ~40, sped up various other things (#19957)
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.
2024-10-06 21:31:01 +00:00
Fluffy
9636363e60 Refactored the attack proc (#19908)
Refactored the attack proc signature.
Added signals and components for the attack proc.
Added signals and components for the attackby proc.
Adjusted some leftover attackby procs signatures.
Added grep test to ensure people don't keep adding attack/attackby procs
with the wrong signature.
2024-10-06 21:30:00 +00:00
hazelrat
c9e5c6e591 Vaurca Attendant bugfixes (#19976)
This resolves every issue I could eyeball with Vaurca Attendants.

Added to every ghostrole where they're appropriate, mostly wherever
warriors are. Included as non-combatants in the TCAF ghostspawn.
Added to every list for species-specific loadout items and augments, so
they should be able to select them now.
Added to every job blacklist warriors were already on, most notably so
you can't join as a consular officer or corporate representative.
Accounts for attendants with a lot of admin outfits and ERT spawns.

Resolves https://github.com/Aurorastation/Aurora.3/issues/19974
2024-10-02 10:19:45 +00:00
feartheblackout
54212e9a80 Life Could Be A Dream: Adds Vaurca Attendant as a Warrior subspecies (#19529)
![image](https://github.com/user-attachments/assets/0ee377f9-8321-4928-93d7-9b6d9a62fb83)
Basically, Attendants are now a subspecies of Warriors instead of a
subspecies of Workers, meaning they carry most of the traits over from
Warriors aside from the ones that have been modified by me. They also
have a unique appearance that should still work with Vaurca clothing,
instead of needing adjustments a la Bulwark. Hopefully, an acceptable
alternative to the Attendant subspecies that was previously offered in
#17550.

@desvenlafaxine
2024-09-30 09:54:27 +00:00
Ben
6f1e1534b4 Schlorrgo Powercreep (#19420)
Schlorrgo mob given various tweaks to increase resposiveness and QOL

Eggs now process growth as intended (let me know if the way i did it
wasn't the right way, far as I can tell eggs didnt process yet. Testing
shows eggs in cartoons not growing even went removed.)

- Look into Egg Wierdness (No longer doing since better to have that
handled in own PR)
- Make Schlorrgos roll down stairs (Stair PR reverted lol, maybe another
time)
- [x] Make Schlorrgos lay eggs (use ice tunnelers as baseline)
- [x] Kill Commander Nated
- [x] More Schlorrgo interactions?

---------

Signed-off-by: Ben <91219575+Ben10083@users.noreply.github.com>
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-09-29 15:29:53 +00:00
hazelrat
764abab600 Greimorian queen bugfixes (#19951)
- Greimorian queens now have functional rest and dead sprites.
- Greimorian queens no longer continue to regenerate after being killed.
- Greimorian queens now appear closer to the centre of the occupied tile
while facing west or east.

For context, this is what the east/west sprites currently look like.


![image](https://github.com/user-attachments/assets/135fceb5-5661-4aa1-a744-b0d0b2aebdd4)

And this is how they look with this PR.


![image](https://github.com/user-attachments/assets/7c56d7f7-0926-415f-859c-90a7ca599aaa)
2024-09-27 09:40:37 +00:00
Fluffy
c24b4c7097 Projectile refactoring madness (#19878)
Refactored the projectile code, mostly in line with TG's now.
Refactored various procs that are used or depends on it.
Projectiles can now ricochet if enabled to.
Damage falloffs with distance.
Homing projectiles can now have accuracy falloff with distance.
Projectiles have a maximum range.
Muzzle flash is configurable per projectile.
Impact effect of the projectile is configurable per projectile.
Accuracy decreases with distance.
Projectiles work with signals and emits them, for easy hooking up from
other parts of the code.
Meatshielding is now less effective .
Impact sound is now configurable per projectile.

High risk.
2024-09-23 10:12:57 +00:00
Fluffy
8f9de7c3e2 Text() away (#19850)
Refactored all the builtin text procs to use string interpolation
instead.
Added a linting for the above.

This is based on, and should only be merged after, #19847
2024-09-21 12:46:31 +00:00
Cody Brittain
dc610520fe Refactor /obj/screen to /atom/movable/screen (#19852)
Part of backend stuff required for #19188. Should probably be test
merged.

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-09-21 12:12:07 +00:00
Geeves
75eed5504d Synthetic Loadout Stuff (#19763)
* AIs can now dress up their preview mob.
* Cyborgs now have the cardboard outfit in the loadout again. You can
toggle it by deselecting the job suit and hat options.
* Job suits are now hidden correctly when the job suit is deselected.
2024-09-21 11:35:48 +00:00
feartheblackout
f2d65081e1 The Ve'katak Phalanx Hivenet receiver messages are now visible/audible (#19880)
https://github.com/user-attachments/assets/f2c31fb2-4f01-4475-ba69-1ad121ce0875


![image](https://github.com/user-attachments/assets/fdc9f52c-c65b-41b0-b7ec-ce6c127730b4)
2024-09-21 11:24:16 +00:00