Turns the z-level restriction procs into macros
Changes z-level restrictions to use the macros
Use contact_levels for announcements (instead of player_levels)
Restricts the teleporter to station_levels instead of player_levels
Restricts AI tracking to station_levels instead of player_levels
Mechs only get tracking beacons if they are on station_levels (instead of player_levels)
Construction Drones gib if they enter a station level
Mining Drones gib if they leave the station levels
Removes the mining equipment vendor from the scrapheap
Replaced all the snowflakey shuttle turfs with either /turf/simulated/wall/shuttle or /turf/simulated/floor/shuttle where I could, meaning shuttles are no longer indestructible but they can still take a lot of punishment.
Added a few unsimulated turf variants to use on the cc z-level rather than having to use their simulated counterparts.
Added smooth dark shuttle wall icons and a few more shuttle floor variants by AmoryBlaine.
Fixed the dark shuttle corner blocks from looking weird after transit.
A side effect of removing these shuttle turf types, conjure spells will now work inside of shuttles that used these removed turfs. Could perhaps be readded using areas if needed.
This is part 1 of the stuff from #5771 which will be split up and added in smaller batches beginning with adding the turf types with this pr.
Made it so items get their pixel x/y reset on pickup.
Thrown items now also get their pixel placement slightly randomized.
Tweaked the center of mass on a boatload of items to be more accurate to their sprite art.
Replaced a bunch of randomized pixel placement code into a unifying proc; randpixel_xy() that uses an item's randpixel var.
This PR revives Burger's PR #5797
Fire extinguishing foam now works properly. It is 3 times stronger than water.
Walking through a foam will extenguish your fire stacks.
Atmos suit max temperature threshold was increased from 30k to 40k. Atmos firefighter suit max temperature was increased from 30k to 45k. Heavy firesuit max temperature was increased from 30k to 55k. Same goes for their helmets.
Firesuits and red/white/atmos hardhats no longer protect wearer from pressure. So people cannot use it in space. For areas with 2000+ KPa fire people need to use atmos voidsuit.
Fixes#867
Cyborg stations now refill cyborg's fire extinguishers. Fixes#6171
Fire now produces CO2 while burning, with amount varying by fire severity
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;
All << is converted into to_chat().
This pr creates a new check, can_feel_pain, it checks for the NO_PAIN flag, if the target is under influence of mind altering drugs or strong painkillers. This check replaces all the species procs and fixes somethings, like people under the influence of pain killers still getting knocked out from pain and etc.
* Base work for the unathi robot subspecies.
* Adds metabolism species, kidney vars, and the robot unathi organs.
* Moves some action buttons to organs, pretty much a bay port right now. Todo: the unathi and alien stuff should also go here.
* First autakh implant power.
* Fixes the organs action button this time.
* Finishes more implants, and interactions with flashs and vaurca.
* Prepare for great changes.
* Drops the real bomb, boss.
* He who fights with monsters.
* Far more work into augments and limb removing powers.
* Limb verbs should be good now.
* A LOT of work into the assited organ, allowing it to bleed and etc, as well adding a new chem that will stop bleeding in their case.
* Probably the last work on implants.
* Some extra touches.
* Some tweaks to the species.
* More fixes and adds kyre's sprites.
* More runtime fixes.
* Fixes the species name too.
* Fixes travis.
* Updates this file too to work with the new tools procs.
* Adds changelog
* Fixed changelog.
* Unathi hair and lore description.
* Some tweaks to this too.
* Locks away them for now, they will be released after we got all the events and etc done.
* Changes this chemical.
* Fixes an airlock runtime.
* Adds the non scan flag to the autakh, mostly due to some bizzare interactions with changelings and cloning.
* Organs removal changes; can't take out the organ if it is too damage.
* Restricts them back again.
* Robotic organs now have the proper icons and names.
* Adds sprites for their organs and some extra tweaks.
* Fixes this missing icon.
* emp should also now hurt assited organs.
* Tweaks more organ related things.
* Fixes the head not being properly set as well.
* Fixes their flags.
* fixes the flag for real this time.
* Poze's review.
* Changes the au'takh organ buttons to don't be animated.
* Helps with adminbus or something.
* Fowl's requested changes.
* Fixes a typo.
* Robotic limb's brute and burn mods are now controlled by the limb model.
* Fowl's changes once more.
* Stops some spam.
* More grammar.
* No eal.
* Skull's review.
-removes mind control and golem summon from the battlemage, so they can't be a robust combat focused wizard that can also create a legion of followers
-fixes an issue with mind control not taking in consideration the target moving away
-increases the golem spell cooldown
Adds telescience inhibitors to the station. These are fragile, powered machines that inhibit where bluespace activity can occur. The way it works is that it creates an 8 radius (16 tile wide) circular field that displaces any incoming or outgoing bluespace signal to an unintended destination just outside the area of effect.
Basically, incoming teleport signals are redirected to around a random location around the circle, and outgoing teleport signals are redirected to around a random location around the circle. For example, if a ninja was inside the area of effect and tried to teleport outside of it, it wouldn't work but instead teleport something else around me just outside the circle. This will very rarely occur, so most that will happen is that the ninja won't be able to teleport while inside the area of effect. If a ninja was outside the area of effect and tried teleporting inside the circle, they would instead teleport to a random location outside the circle.
A semi-intended side effect is that it would be harder for ninjas/wizards to break into the armory/vault/ai core. Of course, they could use other tools and walk inside the vault. This does not stop them from ever entering it, but makes it unsafe to teleport out.
EMPing a bluespace inhibitor teleports everything in a 20 tile radius to a random location on the station. This teleportation is "safe" and will only teleport the objects in a random station area in unoccupied space.
It's bugged me for a while that wizards rely on not just obviously mystical clothing, but wearing a special pair of utterly nonmagical sandals, or, in a singular special case, literal 'magic shoes'.
I've always felt magic clothing should be enough, honestly. I feel like the shoes thing was only added in the ancient past to give players the ability to shoot off a wizard's feet to take away their casting powers.
So I removed the footwear requirement. Now, wizards shall be free to wear whatever they want on their assorted leg appendages.
Feedback thread https://forums.aurorastation.org/viewtopic.php?f=18&t=11999
-Changed the name of Subjugate to Mind Blast, and rewrote its description to actually explain what it does.
-Removed the annoying and unfun stuttering effect from Mind Blast, but upped the dizziness a little to compensate.
-Mind Bend now properly explains to the user that it is an actual mind control spell, and that they need to have a restrained target for it to work.
-Mind Bend is also now in the Necromancer, Battlemage, and Standard spellbooks.
-Mind Blast is now also in the Spacial spellbook.
-That awful spell that turns you into an easily killable parrot for a few seconds has been cut from the spellbooks entirely.
This pr revives and improve one of fowl's project: material golems
Instead of creating the same boring adamantine golems always, anyone with access to a golem rune can now place an offering of materials, and the materials will influence the creation of a certain type of golem.
Each golem has different status and powers:
Steel, Bronze, Iron, Plasteel, Titanium golem: they are slower than the regular human, but take less damage and are more powerful in melee combat, but unable to use ranged weapons.
Cloth and cardboard golems: they are faster than a human mob, take less fall damage, but are more fragile and are weak to fire.
Glass golem: fragile to brute damage, resistent to burn and shocks, has a chance of deflecting lasers. explodes into pieces of glass upon death.
Diamond golem: resistent to burn and brute damage and has a chance of deflecting lasers.
Uranium golem: has a passive chance of irradiating mobs around
Sand golems: sand golems can vent crawl, and they will turn into glass golems when exposed to enough heat or fire
Phoron golem: melee attacks have a chance to set their victims on fire, they explode into a cloud of fire and phoron upon their death
Metallic Hydrogen Golem: weak to being shocked, can shock its victims with meele attacks, can discharge dangerous lighting and recharge powercells and other objects.
Homunculus: an organic golem, not stronger like his cousins, but has most of the advantages that a human and others species do. It can also bring other golems back to life if it can get hold of its brain
Sprites are mostly from tgstation, vgstation and europa.
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.
Reworked how slipping on tiles work. If there is too much lube/water on one tile, it will spread to all adjacent tiles.
Fixed a potential bug where spilling copious amounts of water on a tile will turn it to ice.
Containers are much more saner now. They all share a standard system, unless specified.
You can drink from any open holdable container using help intent. You can splash the contents of the container on anything via harm intent.
Sinks are more saner, you can refill or empty them easier with various refill amounts.
Removed silly exclusive cyborg limb checking for hyposprays.
Added a new chemsprayer, the "Xenoblaster" which is a significantly weaker chem sprayer. Two can be found in xenobiology.
Large reagent containers (beer kegs, water tanks, fuel tanks) now share a system together. Both can leak their reagents via harm intent with a wrench, and bother can accept any sort of reagent, with exception to the fuel tank.
Large reagent container leaking happens over time as opposed to just leaking every time it moves.
New chemical, Monoammonium phosphate. Monoammonium phosphate is a fertilizer and also a potent fire extinguishing and preventing chemical. It can be made with 1 part ammonia, 1 part sulfuric acid, 1 part sodium, 1 part phosphorus.
All extinguishers now have monoammonium phosphate in them instead of water.
Extinguishers can hold any reagent, however they must be filled using an extinguisher refiller cartridge. These can be ordered or found in atmospherics.
Nerfed the extinguisher range so it only sprays in a 3x3 radius.
Mini-extinguishers spray in a 1x1 radius.
Adds Monoammonium phosphate containers across the station.
Most watertanks are replaced with Monoammonium phosphate containers.
Removes the phantom global definitions that Fowl found.
Fixes:
Game log in GELF not logging proper target.
Pylon attacks not detecting the actual firer of a damaging bullet.
A message in the mixer cooking machine.
A message in airbubbles.
A use_check sanity check in landmines.
Some messages in psych therapy code.
A view() checkk in psych therapy code.
CCIA being unable to announce incoming faxes in some circumstances.
Language whitelists potentially checking the whitelists of the last person to throw a tray in addition to the pref mob.
Fixes some messages/sounds with some custom items.
Fixes a message with digging into the asteroid.
Fixes electrocution code not properly checking for absurdly long hair.
Fixes a broken message in devour.
Fixes a targeting issue with player-controlled hostile ranged mobs.
Fixes failure behavior for modular RnD guns.
Fixes an intent safety check on gun aim.
Fixes the Harvester knock spell potentially not working.
Made generic empulse_exclusive which takes list of atoms that needs to be excluded.
Wizard disable technology(emp) spell uses empulse_exclusive with caster being excluded from being EMPed. This will allow IPC wizard not damage themselves with cast. But it will still damage other wizard IPCs.
Added screwdriver, crowbar and a wrench to janitor's closet. Fixed#4755
Replaced turrets in ERT ready room with cencomm check turrets. Fixed#4742
This pr adds a magic poppet, a doll that can be infused with some spessmen's blood to bind them to it. From there, the person can mess with the dolls in some manners, and fun things will happen to the unfortunate victim of said sorcery. Added to some wizard spellbooks and a mining abandoned crate.
This PR implements a system for manipulating a client's color safely and also ports a prioritization system for sorting client color from /tg/. Currently this PR also implements client coloration in the form of color blindness, namely:
Monochromacy
Deuteranopia
Tritanopia
Protanopia
DTP are mild brain traumas, whereas monocrhomacy is a severe brain trauma.
Furthermore, this PR removes the Needs Glasses prompt in character creation, and replaces it with a disability selector, allowing people to more closely refine their special little snowflakes.
Current disabilities available:
Nervousness
Nearsightedness
Deuteranopia
Tritanopia
Protanopia
Deafness
Muteness
Projectile hitscan effects moved to /effects/projectiles folder.
Most of projectile firing code and some of impact code refactored, and projectile hitscan effects refactored with ported TGcode (which is mostly TGcode I wrote anyways 😎)
Projectiles can now be fired at any angle, instead of just at the center of turfs!
Projectiles are now [in theory] 100% accurate down to 0.001 of a pixel.
This PR rips out the old Bump() and Bumped() procs and replaces them with Collide() and CollidedWith() respectively. Behavior should be the same, but Bump() should no longer be double-called, and no longer relies on spawns.
Other changes:
LAssailant is now a weakref.
Some direct loc setting are now forceMove().
Druids and clerics will have the ability to petrify their victims temporarily, something that was previously reserved to battlemages for reasons that didn't really make sense to me.
-picking up a phylactery now gives a message of how this thing might be bad and flickers the lights around you
-holy water will now set the undead on fire
* Repaths eyes, observers, dview, and new_players to /mob/abstract subtypes.
* Adds /mob/abstract, a base type for 'abstract' mobs that aren't meant to be directly affected by the game world.
Fixes#3742 - someone unfucked the fix again.
Resolves#3740 and resolves#3739.
Fixes#1558 - a 10 month long meme is dead.
Resolves#3720 by making robo-eyes immune only to the eye stinging effects of pepperspray. Let there be equality amongst the synths.
Fixes#3676 - tested, shouldn't break. It was double-calling set_death_timer.
Fixes#3672 and fixes#3658 - that was my bad on not noticing the diff around hologram.icon = icon vs add_overlay(icon).
Fixes#3762 - I'm surprised this didn't fuck over more.
changes:
Maps are no longer compiled in, instead loaded directly from the DMMs at runtime.
Z level defines have been moved from the config to map datums.
Unit tests now use typecaches.
DMMS now actually works.
DMMS has been updated slightly.
DMMS is now capable of loading simple lists of non-text types.
DMMS is now faster when loading many types without mapped in attributes and when loading area instances.
Asteroid generation is now defined on the map datum instead of being hard-coded in SSasteroid.
Holodeck presets are now defined on the map datum.
Atmos machinery now uses Initialize().
-removes mind swap from the wizard books, because it is really broken right now
-adds different sprites for different levels of bears in the summon bear spell, polar and armored bears
-increases the hp of the avian form
-gives druids access to new spells
-adds the mend would spell; a spell that allows the wizard to close bleeding, heal internal bleeding, broken bones and organ damage by selecting the hurt zone
-adds the resurrection spell, that brings a dead target to life, it will not work if he has been dead for too long
-adds mind bend, that allows the wizard to turn his victim into his lobotomized slave, like the vampire thrall power
-buffs some healing spell, summon bats and summon bear
-adds more wizard related sounds
-adds an emote when someone is firing their eye lasers
Mostly synthetic code cleanup, some tweaks to human examine and ID cards too.
changes:
Synthetic sprint procs have been compressed down to one proc for all machine subspecies vs. one per subspecies.
Synthetic sprint now only stuns synthetics with empty cells for 30 seconds for all types.
Refactored synthetic limb roboticization.
Changed how a lot of synthetic/industrial checks work.
ID portraits are now 128x128, and scaled without blurring.
Species can now specify an examine text color (for their species name) that differs from their flesh color.
Fixed some eye checks not respecting species.vision_organ.
Examine pulse-checking now uses do_mob & has a progress bar.
-removes the jaunt spell from the wizard corrupt form
-increases the price of raise dead to two points
-adds a new wizards spell; flesh to stone, that traps your target in a statue for some time
-added a chance of creating a central command report everytime the lich is send back to his heart, telling the possible location of the heart
-removes the need for word research
-allows nullrods to shatter pylons on hit, to disable forcewalls, close gateways, and turn cult swords in less powerful claymores
-allows ghosts to flicks lights if the round is spooky enough
-renames some cult items
-converts ritual.dm and rune.dm into proper pathing and remove some in world from it
-adds a machine that allows people around it to see ghosts, with some side effects
-manifested ghosts don't count for nar'sie summoning anymore
-manifested ghosts do not use the dummy type anymore, they are their own species with a similar behavior
-visible ghosts can now whisper to people and move small objects around
-fixes #3145
changes:
Organs now use Initialize().
The observe message now shows the configured respawn delay instead of always 30 minutes.
Seed datums no longer have a timer in New().
External organs no longer have a timer in New()/Initialize()
Converted some spawns in organs to timers.
Floor init no longer breaks to plating first for mapped in tiles.
Added the INITIALIZE_IMMEDIATE macro to make Initialize() not wait for SSatoms init.
Mannequins now use INITIALIZE_IMMEDIATE instead of a custom-defined New().
Mannequins (from get_mannequin) now delete themselves if unused for 5 minutes or longer.
Fixes#2939 by removing the simple animal mind datum that replaced the assigned_role with animal instead of keeping as it is.
Also, adds apprentices to the wizard antag list, allowing them to use aooc and etc.
Fixes#1550Fixes#1609
Fixes pumpkins having the wrong sprite
Fixes clothing not updating the blood overlay when you spray it with cleaner
Fixes wizards being able to select the apprentice book