Commit Graph

9568 Commits

Author SHA1 Message Date
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
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
ASmallCuteCat
f0602604e7 Harvestable Carpotoxin (#19794)
Adds the ability to obtain small amounts carpotoxin from space carps
without having to kill them! Beakers and buckets work, currently, I do
not believe eyedroppers or syringes can be used to do this.

Friendly space carps are now identified as being tame, and I have also
given them a few new idle emotes for additional cuteness.

You can harvest carpotoxin from hostile space carps, but good luck
trying to do that while they're chomping your fingers...

---------

Signed-off-by: ASmallCuteCat <neofelisnebulosa128@gmail.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-09-13 10:18:42 +00:00
Fluffy
6a54237998 Updated the callback datum (#19835)
Updated the callback datum to the latest TG iteration
2024-09-13 10:17:55 +00:00
Fluffy
0ae0b10764 Refactored all the backslash ref and ref() calls to use REF() instead (#19847)
Refactored all the backslash ref and ref() calls to use REF() instead.
Added a linting for raw ref proc calls.
2024-09-13 10:17:32 +00:00
Fluffy
b0c9a4649c Speed modifiers (#19845)
Ported and implemented movespeed_modifer, for most things, from TG.
Gave deprecation DMDocs to the old calculation system.
Some code cleanup around.
2024-09-06 22:20:56 +00:00
Cody Brittain
872df201a3 Changed minimum IPC heights to reflect lore (#19855)
Per NobleRow:

![image](https://github.com/user-attachments/assets/6812f9fd-54e7-4671-9a71-b1e2ce4076af)

The extremely low values were questioned for IPCs. The old values were
really small. This fixes it to lore-accurate values.

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-09-03 10:45:33 +00:00
HanSolo1519
c9c1de29f6 Adds NobleRow's New Bishop Headsprites (#19808)
Adds new headtypes made by NobleRow. Copies most of MattAtlas' code from
#18800


![image](https://github.com/user-attachments/assets/b88fe7be-a250-4f54-acf0-80b926fe342f)
 Selen, Sienna and Siseyo heads (and markings)
2024-08-24 11:17:08 +00:00
Matt Atlas
a64ccff050 Prevents gender from exploding the server on 1643. (#19822)
title

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-08-23 12:25:45 +00:00
Fluffy
41a05bc196 Refactored the abstract meta propriety (#19797)
Refactored the abstract meta propriety into defines.
It's now more easy to spot/see abstract types thanks to the macro that
defines them.
Added a check on initialization of atoms to avoid spawning abstract
types.
Made the spawn_atom proc check for abstractness.
Made the spawn_atom proc use tgui_list for types list shorter than 1000
elements, which enables to search in them. It's too laggy on larger
lists so above 1000 it uses the builtin input.
Made the spawn_atom use a list subtraction instead of a double list,
it's lighter on memory and processing.
2024-08-23 10:49:28 +00:00
feartheblackout
c3d55e84f5 Fixes Hivenet transmissions for characters with mononyms (#19810)
mainly for ipc characters with mononyms, who would otherwise transmit
blank messages before the bugfix, like so:

![image](https://github.com/user-attachments/assets/347d1e7d-830d-4e18-ad20-05c455b70efc)
2024-08-20 14:07:57 +00:00
AlaunusLux
5a69a1b28e Fixes borer progress bars and internal borers being attacked by mirror shades (#19778)
This fixes borers being permanently mid-ability after first awakening
their host's psionic powers, and thus unable to do anything else for the
remainder of the round.

I also found an issue with the psi ability mirror shade: somehow the
shades target internal borers, including the hosts. I'd like a more
generic fix for this so that they don't attack any internal borers, but
I'm not well versed in mob code.

Also removed an `add_verb` for `write_ambition` that I should've removed
in my last borer-based PR, as it's done above inside a client check, and
could cause RTEs in some circumstances.
2024-08-13 21:46:55 +00:00
feartheblackout
81025ab640 Moves forgotten Diona hair/facial hair styles to body markings (#19743)
title. im pretty sure i got all of them but let me know if i missed any
2024-08-11 09:42:36 +00:00
feartheblackout
06ac02d6c4 Honor, fire, burn thy fear: Adds a simple animal knockout technique to the Kis-Khan martial art (#19631)
Implements a disarm technique to Kis-Khan that "knocks out" simple
animals for a few seconds, allowing you to follow up with other attacks.
This is because shriekers are easy to encounter in the Untouched Lands
as a Kis-Khan master and are too difficult to get away from with Unathi
sprint, making it easy to get overwhelmed by multiple of them,
especially if you're in water. And dying to shriekers is, unfortunately,
not badass as a martial arts master.

Could also pave the way for other simple animal-based attacks for
Kis-Khan or other martial arts, if people are interested in that.
2024-08-02 10:41:08 +00:00
Geeves
f64885b714 AI Hologram Fix (#19732)
* Fixed AI hologram loadout characters being nude.

This fix worked on my local, but I'm not so sure about live, so I'm
requesting a test merge on this one.
2024-08-02 10:25:09 +00:00
Fluffy
d4e2df4123 Crusher will not stop and stare at effects anymore (#19724)
Crusher will not stop and stare at effects anymore

Fixes #19723
2024-08-01 15:53:47 +00:00
feartheblackout
e4d00403f3 Allows scientific grippers to hold integrated circuit printers (#19712)
title
2024-08-01 15:53:07 +00:00
Ben
df13ee2c09 Mining Module Given Hailing + Jetpack Material Change (#19715)
Cyborg mining module now has hailing channel

Cyborg Jetpack Module now requires silver instead of Phoron

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-08-01 15:52:56 +00:00
Pirouette
b4dbf61822 Skrell may now leap 3 tiles (#19716)
Skrell are not the best species in physical roles like Paramedic or
Officer for a number of reasons; this is a minor change that I think
will help with that without suddenly making them stronger in combat or
quicker (two of their weaknesses - they are slow (especially Axiori,)
IIRC have bad grab mods, and such.)

The real inspiration behind this was a Discord post that made me think
it'd be funny if they leapt like frogs.

![image](https://github.com/user-attachments/assets/1f571d1c-02a7-4fec-b4e9-8e669a40d5f3)
2024-08-01 15:52:02 +00:00
Fluffy
a3a4d46fa7 Hitby refactor (#19624)
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.
2024-07-28 20:52:08 +00:00
Fluffy
dc812d3e31 Updated progress bar datum to the latest iteration (#19672)
Updated progress bar datum to the latest iteration
2024-07-27 19:02:24 +00:00
Fluffy
f26e4a0380 Collapse dmms (#19698)
Collapsed all the multi-z dmm maps into single-file dmms
Moved some of the map geometry into traits
2024-07-27 19:00:57 +00:00
Fluffy
d380eef668 Diona nymphs can now run correctly (#19665)
Diona nymphs can now run correctly, without a weird empty stamina bar,
and stopping as appropriate when their stamina (health) is low, with a
message.

Fixes #14038
2024-07-27 10:10:27 +00:00
feartheblackout
8befc4aab8 The Tree Update: Makes it easier for Dionae to color their body markings, removes hairstyles and skin tone from them, makes the tail marking into an actual tail (#19589)
https://github.com/Aurorastation/Aurora.3/assets/59633984/76c7c7a4-fa06-457c-bf8c-0a9bda733f49

Basically, uses the species' list of skin color presets, if any, to add
a button for body markings to select the same presets. This is only
really useful for Dionae at the moment, or at least I imagine so. Skin
tones and hairstyles were also removed from Dionae, as figuring out how
to add selectable tone for body markings was too much of a hassle and
adding presets for hairstyles as well seemed redundant. I was thinking
of adding a "random body markings" proc to resolve the issue of newly
formed gestalts not spawning with any hair, but let me know if this is
desired.

I discussed this with the Diona lore maintainer beforehand, but the team
is free to change their mind or request more features at any time.
2024-07-27 10:10:10 +00:00
Fluffy
3e1b9d4170 Repathed /obj/item/projectile to /obj/projectile (#19693)
Repathed /obj/item/projectile to /obj/projectile, same as TG and Bay,
that's pretty much it.
2024-07-27 10:09:46 +00:00
feartheblackout
bbd2e74613 Adds skin presets for Vaurcae, based on brood colors from the wiki (#19585)
title
2024-07-26 12:31:42 +00:00
Wowzewow (Wezzy)
e1ac63fb1b Stubble Shadow (#19683)
- rscadd: "Adds new stubble shadow facial hair."

Originally called "Asian Shadow", but I'm unsure about the worldwide
inability to grow facial hair
2024-07-26 12:20:49 +00:00
Ben
ed188654a1 Temperature Pack Major Buffs (#19566)
Temperature Pack temperature changes majorly increased to fix
https://github.com/Aurorastation/Aurora.3/issues/16716

10 degrees of temperature for blizzard/volcano pack were far too little,
I thought at first temperature code was being weird but appears fine.

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-07-25 13:21:11 +00:00
Evandorf
8ab73519c6 Fixes Arterials Not Applying Bloodloss (#19658)
- ~~The handle_blood proc will now check all organs, not just damaged
ones, and apply bloodloss accurately; including arterials where the
external wounds are healed.~~

- Added an arterial check to the proc which determines which external
organs are damaged so that the handle_blood proc will correctly remove
blood for external organs with arterial bleeds with no damage.

- Arterial severity which applies less than 1u of bloodloss is now
accounted for properly and is no longer rounded down to 0.

Fixes: https://github.com/Aurorastation/Aurora.3/issues/17807
2024-07-25 13:13:28 +00:00
Fluffy
2e9e4a0c57 Fixed a runtime where a nullcheck was not present (#19666)
Fixed a runtime where a nullcheck was not present, possibly slightly
sped up the proc too
2024-07-25 13:11:53 +00:00
Fluffy
5f1c34269f Fix AI holograms rotating when follow is not enabled (#19675)
Fix AI holograms rotating when follow is not enabled

Fixes #15213
2024-07-25 13:11:34 +00:00
Fluffy
1345beac4b Added the z-level manager system from TG (#19532)
Added the z-level manager system from TG, mostly
2024-07-22 13:00:38 +00:00
Fluffy
947487ba62 Updated the Datum Component System and dcs signals handling (#19625)
Updated the Datum Component System and dcs signals handling
2024-07-20 17:33:21 +00:00
Geeves
f912910947 Hivebot Gib Reduction (#19599)
* Killed hivebots now only drop a single robot gib onto the turf beneath
it, and only if there isn't one on that turf already.
2024-07-17 21:11:15 +00:00
Geeves
f7930c2524 Hivebot Spawn Effect Tweak (#19600)
* Most hivebots now create sparks when they teleport in, instead of
smoke. The smokescreen created by beacons remain.
* Smoke now renders over mobs again.
2024-07-17 21:11:13 +00:00
feartheblackout
faf7833a9e Fixes mob holders being unremoveable from glass jars (#19633)
title
2024-07-17 21:10:43 +00:00