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.
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 <>
Adds missing Machinist access and compatability for slime scanner to
Research module robots
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
### 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))
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>
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>
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.
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.
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.
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.
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.
Fixed grippers icon not displaying the content of the gripper.
Gripper icon now updates when the item content changes (in most
situations?).
Fixes#19592Fixes#19738
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.
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>
### 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.
- 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>
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
* 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

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.
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.
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.
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.
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

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
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>
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.
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
* 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.