Commit Graph

21681 Commits

Author SHA1 Message Date
Ben
ecf43be4c7 Adds Gear for the Hoplan (#19994)
Adds uniform and armor for the Golden Deep Hoplan, one of the military
arms of the Golden Deep.


![image](https://github.com/user-attachments/assets/0be57450-fe68-4603-bcb1-3daae6c9d35c)

Added to traitor uplink

Thanks to @NobleRow for spritework and lore

- [x] fix worn sprites
- [x] Name,desc,extended desc for all items

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-10-10 17:48:23 +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
beepbopbeepbop
14d95a70c8 Adds Himean foods & drink to the loadout lunchbox selection. (#20013)
title
2024-10-10 17:48:09 +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
af863b9f56 Fixes exosuit sleeper TGUI runtime (#20023)
Fixes exosuit sleeper TGUI runtime due to invalid parameter

Potentially fixes #19997 since I tried to reproduce that issue 30 times
without success afterwards
2024-10-10 17:48:04 +00:00
Fluffy
ee930d675a Maploader tweaks (#20026)
Fixed the maploader sleeping without reinitializing SSAtoms to
initialize, which caused some runtimes in niche cases in the CI.
2024-10-09 22:52:06 +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
hazelrat
414173b0a0 Fixes the Vaurca autoinhaler (#20008)
This fixes the sprite of the special Vaurca phoron inhaler so it appears
properly. It doesn't seem like the current code was written with the
inhaler overlays in mind, so ingame it currently appears as a
phoron-coloured overlay without the intended sprite. Implements general
support for inhalers without overlays.

---------

Signed-off-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
Co-authored-by: Geeves <ggrobler447@gmail.com>
2024-10-08 14:59:37 +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
Joshie
b3b3543efa Makes Miniature Fusion Reactor Circuit Boards Accessible (#19992)
- Adds the circuit boards for the miniature fusion reactors to circuit
imprinters.
- Also adds a spare board (but no parts) and some extra tritium to
engineering hard storage. It could serve as an emergency power source
for the Horizon in the event something goes catastrophically wrong with
the main engines (provided Research can print upgraded parts too), or
even be used for power when establishing an outpost on an exoplanet (I'm
delusional).
2024-10-06 21:21:35 +00:00
Snowy1237
ff8ff7389a Makes power outlets not dense (#20002)
see title or something
2024-10-06 21:21:20 +00:00
hazelrat
997737cbfc Adds some flags (#19972)
Adds several flags to the codebase and loadout, sprited by Stev III.


![image](https://github.com/user-attachments/assets/2506db5c-eaca-41de-9591-c977b2276021)
2024-10-05 15:01:17 +00:00
hazelrat
4705353d3c Fixes SCC & TCAF flight helmets (#19984)
The parent type for flight helmets defines unique head sprites for
Tajara and Unathi, intended for variations with a longer visor to
accommodate snouts. These aren't sprited for the SCC or TCAF variants,
so they just turned out invisible ingame. This sets the definition to
null for both of those until someone decides to sprite species
variations for them.

Moves the TCAF flight helmet to pilot_helmet.dm for neatness.

Resolves https://github.com/Aurorastation/Aurora.3/issues/19968
2024-10-05 14:59:33 +00:00
courierbravo
ea56fbffc3 Randoms Part 1 and also Corn - Random object sprites and corn tank changes. (#19975)
Added new sprites for random objects for everything in random/clothing,
/food, /loot, /medical, and /misc.
Also got distracted and changed how the corn oil/cooking oil tank looks
and how much reagent it holds. Now looks like the rest of the reagent
tanks and holds the same amount of liquid, 1000u.
2024-10-05 01:02:16 +00:00
Geeves
af4da2bb06 Power Outlets (#19943)
* Added power outlets to the service area. More can be printed at RnD.
The capacitor can be upgraded to improve charging speed for connected
devices.
2024-10-04 14:53:51 +00:00
Joshie
fd7873647a Uranium Portable Generator Fix (#19978)
Fixes the uranium-powered portable generator exploding when it's used at
level 4. The safe heat threshold was supposed to be 300c, but a small
variance of 16c was causing it to just surpass that and go into overheat
when it's not supposed to.
2024-10-03 14:57:59 +00:00
Crosarius
b0c9d87635 Ethanol No Longer Makes Unathi Automatically Vomit (#19953)
After implementing this feature a few months ago, I've come to realize
that the effect this has isn't really what I intended, and it doesn't
really make much sense. Ethanol will still be toxic to Unathi.

Co-authored-by: Crozarius <cowsgomooand@gmail.com>
2024-10-02 15:05:56 +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
hazelrat
eafcc13b50 TCAF Corvette Remap (#19877)
This is a remap of the TCAF Corvette offship, intended to be more
intuitive than the current one.

**This is up for review.**

Notes:

1. The combustion engine isn't the only source of power in the ship,
there's also a portable generator that should be able to produce enough
to keep the ship going.
2. This adds a few clothing and overmap sprites for use in the
ghostrole, credit to Noble for them, and it also consolidates a few of
the existing TCAF assets into a single faction file. It isn't
comprehensive, but it's more organised than it was.
3. The armoury has been diversified a little. It's now composed of two
blaster rifles, one bolt slinger, one combat laser rifle, one pump
shotgun, and one burst rifle, plus the PEAC and six blaster revolvers as
sidearms. The primary intention of the combat laser rifle, pump shotgun,
and burst rifle is to provide a little AP which blasters universally
badly lack, so the ghostrole should be decently competitive against
armour. My hope is it should be roughly as strong as the Coalition
Ranger ship in combat.
4. I'm not totally happy with the hangar, but I'm not satisfied with any
of the docking port designs I've been able to think of, so I'm running
with it for now. I do believe a docking port is generally preferable.
5. Per Trio, species restrictions are tightened a bit on the Decurion to
only cover humans, Skrell, IPCs, and Vaurca Warriors. Liable to be
changed. Vaurca workers have also been excluded from every combatant
ghostrole, playable only as technicians. I'll be prodding at adding
bulwarks too, but they're not currently included due to some fickleness
with giving them appropriate uniforms.
6. The sensors are the strong variant for the shuttle and ship, with the
idea that it should be particularly good at reconnaissance. I doubt
anyone would use the shuttle to scout the sector, but the sensors are
good to throw a bone in that direction.
2024-09-30 22:00:15 +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
Fluffy
1a88f63cc3 Fixed a bug where lists with number-only elements were not displaying (#19962)
Fixed a bug where lists with number-only elements were not displaying in
VV.
Fixed an issue with extended list viewer mishandling special lists and
giving runtimes.
VV list unwrapping is now faster.
Some code comments and cleanup.
2024-09-29 15:25:43 +00:00
Geeves
be08270531 PDA Charging Tweak (#19942)
* PDAs and other modular devices now charge from APCs even when turned
off.
2024-09-28 10:47:26 +00:00
hazelrat
d50a5dc24e Fixes Lunan accent bug in character creation (#19947)
- The Lunan accent no longer appears twice under the megacorporate IPC
culture in character creation.

Resolves https://github.com/Aurorastation/Aurora.3/issues/19793
2024-09-27 22:15:22 +00:00
hazelrat
2ce80f7556 Adds an autocannon ship gun (#19927)
This adds the Goshawk heavy autocannon to the game, intended as a
generic gun emplacement available to be mapped into any appropriate
offship.

The AP shots are intended to be the weakest, but they do a lot of damage
on the off-chance they do hit someone. AP fires twelve shots, frag fires
nine, and HE only fires six - obviously ICly every salvo is the same
size, this is just for balance. As is currently, I'd say this is a
little stronger and generally a bit more versatile than the grauwolf.

**This is up for review.**

Credit to Noble for the spriting!
2024-09-27 10:00:27 +00:00
hazelrat
ea510eff29 icon_state QoL improvements (#19915)
A few items now show up with appropriate sprites in StrongDMM. Achieved
by adding an icon_state if one was lacking, or by adding a generic icon
variant in the case of the energy weapons for the icon_state to
reference.


![image](https://github.com/user-attachments/assets/d2d7f871-adcd-4f5f-828a-2f1247da8858)

Added a crude sprite for the wasteland goggles whenever toggled off the
eyes, so it doesn't disappear when a player does so.
2024-09-27 09:41:16 +00:00
CometBlaze
9755435d5b Adds uniforms for Nexus Corporate Security (#19925)
This PR adds three new uniforms meant to be worn by NCS employees, one
for security, one for paramedics and one for medics. In addition, it
also adds a labcoat which can be picked by anyone.

![image](https://github.com/user-attachments/assets/c9a8968a-cbf3-491c-98fd-514cdd40f52a)

![image](https://github.com/user-attachments/assets/88bcc9b1-7b49-4a5f-bc3c-153b86bb5530)
2024-09-27 09:41:12 +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
hazelrat
fb32ceb79f Prevents IPCs from licking bowls clean (#19948)
- IPCs can no longer lick bowls clean.

Resolves https://github.com/Aurorastation/Aurora.3/issues/19772
2024-09-27 09:39:31 +00:00
FabianK3
bc4bfcaaa0 Fixes UI navigation in engineering power-monitor program (#19940)
When selecting a sensor in the engineering power-monitor program, you
are not able to return to the sensor list without restarting the whole
console.
Even though the issue is known for some time now, i weren't able to find
an issue to reference in the PR.

- Fixes broken UI navigation when trying to return to the sensor list.
- Resets UI navigation state when program gets closed.
2024-09-27 09:38:30 +00:00
hazelrat
129839be66 Fixes a few incorrect fore dirs (#19935)
Corrects the erroneous fore_dirs of a few ships and shuttles so they
function properly in ship combat. Updates a few of the visitable/ship
variables with dmdocs for clarity.
2024-09-27 08:21:44 +00:00
Fluffy
4dfec1f1d3 Fixed VV not showing the list values (#19938)
Fixed VV not showing the list values
2024-09-27 08:13:13 +00:00
Fluffy
7cc7778131 Various VV work and fixes (#19288)
Refactored various procs used by VV: Header generation, dropdown menu
generation, moved various things around, some defines.
Fixed VV to be able to edit associative lists.
Fixed VV to be able to make a list ex nihilo on a var.
Removed various dropdown menus that didn't exist anymore and were doing
nothing.
Fixed add verb option to not wipe the already existing verbs of the mob.
Fixed a runtime error on some lists view building that were not handled
correctly.
Fixed an issue with build mode not having the correct permissions for
devs.
Fixed an issue with editing a list referenced by a key in another list
via the edit referenced object option.
Added DF_VAR_EDITED flag.
2024-09-23 19:26:17 +00:00
hazelrat
426c961e14 Fixes a few gun inhands (#19930)
Fixes the wield sprites of a few guns so they appear ingame. The
item_state definition seemed to cause the odd behaviour with the
Dominian rifles, and the Xanan rifles had a few mistyped icon names.

There seems to also be an issue in which inhand sprites for guns without
magazines don't appear, instead using the versions with magazines, which
is probably why the Dominian guns messed with the item_state in the
first place. Not tackling that here.
2024-09-23 11:33:24 +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
3ace4077d6 Fix molotovs (#19928)
Fixed molotovs not breaking on impact.
Fixed burning rags runtiming.
Made burning rags processing time constant.

Fixes #19901
2024-09-22 17:42:01 +00:00
AlaunusLux
64d913b36d Adds method for choosing friends that psi ability mirror shades won't attack (#19788)
This allows friends to be designated before casting the psi power mirror
shade, so that you and another psychic psycho don't kill each other on
accident.
2024-09-22 09:18:06 +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
Ben
3c474b70df New TCAF Legionnaire Hardsuit (#19892)
Adds new TCAF Hardsuit 'Legionnaire'. Sprites provided by @NobleRow 


![image](https://github.com/user-attachments/assets/5bd8f347-455d-4a69-91c7-713633ea3a00)

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-09-21 11:36:20 +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
hazelrat
8ca6459ab5 Adds radio channels to the Badlands (#19882)
Adds a few lore radio channels to the Badlands. Credit to Schwann for
the writing!
2024-09-21 11:25:11 +00:00
Fluffy
fe905b2953 Nano printers (computer component) will now refuse papers that are already written onto. (#19890)
Nano printers (computer component) will now refuse papers that are
already written onto.

Fixes #19889
2024-09-21 11:24:46 +00:00
Geeves
99b8b251eb Value Reorganization (#19879)
Deletes the worths files and moves them to their values instead, ctrl +
click will now go to the correct definition in VSCode.

No user facing changes.
2024-09-21 11:24:17 +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
Fluffy
530fbf11f5 Fluff paper tweaks (#19894)
Fluff papers now update the free space on the paper correctly on
initialization.
Moved all the fluff paper in code, from the maps.
Added maplinting for fluff papers.
Added DMDoc for fluff papers.
2024-09-21 11:23:37 +00:00
Geeves
6572cf3466 Short EAL (#19895)
* EAL is now much shorter to people who can't understand it, to
represent how effective it is at compressing communicated datapackets.
* Fixed scrambled languages causing double spaces and uncapitalized
words.


Showing how the shortened message looks:

![image](https://github.com/user-attachments/assets/c359dcca-8a48-4007-8243-72679a2dd88e)

![image](https://github.com/user-attachments/assets/26ebcab7-265a-4c5a-a13b-ea18ff56e8f8)

Showing the effect of the bugfix:

![image](https://github.com/user-attachments/assets/9cd19a05-392e-49b1-a47f-7df1c0f538b1)

---------

Signed-off-by: Geeves <ggrobler447@gmail.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2024-09-21 11:23:22 +00:00
feartheblackout
4dee47e3e7 Adds the Ta star cape that was missing from the loadout (#19911)
title
2024-09-21 11:21:36 +00:00