Commit Graph

21531 Commits

Author SHA1 Message Date
Geeves
eeca8237cc Trap Tweaks & Fixes (#19551)
* Animal traps now work based off mob size, instead of having a specific
mapped in list for animals it can or cannot capture.
* Added new examine text to traps that help explain how to use them.
* Added a verb to deploy / undeploy traps.
* Tweaked a couple interactions with traps, mechanically and
grammatically.
* Fixed a lot of bugs and issues with traps.

- [x] Finish looking over the file and removing the bad.
- [x] Clear out the TO-DO's I left in the file.
- [x] Add ability to examine the item to figure out how to use the item.
- [x] Test changes.
2024-07-09 15:42:17 +00:00
Geeves
dc80fc1ea3 Welding Tool Surgery Fuel Usage Fix (#19597)
* Fixed welding tools using fuel in prosthetic repairs during the check
to see if it CAN do the surgery. Instead, the fuel when be consumed once
the surgery completes.

I _think_ this fixes the issue where welding fuel usage for prosthetic
surgery is bonkers, but I wasn't able to reproduce the bug on my local,
so keep an eye out for it still.
2024-07-09 15:41:43 +00:00
Fluffy
e6917d84e5 Fixed relaymove blocking you in place (#19595)
Fixed relaymove blocking you in place

Should fix #19569 and #19507
2024-07-09 15:41:23 +00:00
Crosarius
ee060d1236 Anomalist Alt Title For Xenoarchaeologist (#19559)
This re-adds the Anomalist alt-title for Xenoarchaeologist, alongside
some uniforms for them (They're just Xenoarch radios and uniforms which
are renamed to say "Anomalist")

The justification for this is that Xenoarchaeology and Anomaly research
are pretty distinct mechanically and lorewise. This isn't to say
necessarily that a Xenoarchaeologist is incapable of doing research on
anomalies or vise versa, and I don't want to tell people that they
can't!

However, I would like to have a way for Science characters with
specialisations in anomaly research to be able to distinguish themselves
from Xenoarchaeology, because their field wouldn't really have much to
do with doing anthropological research or fossils or archaeology,
really.
2024-07-08 12:49:20 +00:00
feartheblackout
10b857596e Adds a list of valid species per loadout item (#19580)
![image](https://github.com/Aurorastation/Aurora.3/assets/59633984/5cbbed50-4cda-445a-8168-a50303198292)

![image](https://github.com/Aurorastation/Aurora.3/assets/59633984/6776cc43-30e7-4938-9b5e-3ac2e8cf528e)
2024-07-08 12:49:06 +00:00
feartheblackout
856d9b9468 Adds a Tretian Guild mantle (#19576)
![image](https://i.imgur.com/sWeaojJ.gif)
![image](https://i.imgur.com/jaP6LxN.gif)
![image](https://i.imgur.com/IER42Sl.gif)
Requires sign-off by Vaurca lore. @desvenlafaxine
2024-07-08 12:48:32 +00:00
Fluffy
b3a4aa501f Life changes (#19560)
Refactored Life() to receive seconds per tick and times fired as
parameters.
Life() now cannot be slept in, turned various sleepings into async calls
procs.
Optimized mob AI subsystems, gave them new priorities levels and flags.
Grab upgrades are now elaborated asynchronously, tweaked them to avoid
stacking multiple upgrades.
Fixed plains tyrants keeping sending messages about stomping even if
dead.
2024-07-08 12:48:18 +00:00
Fluffy
78348238a3 Removed the GELF logging infrastructure (#19577)
Removed the gelf logging infrastructure.
Refactored the various logging procs to be a direct call in light of the
above.
Removed ancilliary UDP related things.
2024-07-08 12:48:16 +00:00
ASmallCuteCat
d98be6b9de Plush carp (#19575)
Adds the ability to select the Plush Carp in the selection of plushies
in the loadout. Glub!
2024-07-08 12:46:11 +00:00
Fluffy
5c8ef56a6a Added a miners app preset for the PDA, with the away manifest program (#19596)
Added a miners app preset for the PDA, with the away manifest program

Fixes #19574
2024-07-08 12:45:51 +00:00
FlamingLily
6a9101e763 Fixes SMES hacking (#19549)
~~In preparation for my grand political strategy to get SMES hacking
wires added to the aurora wiki, I made sure they were working.~~

It's on the wiki now so you have to merge this it's canon 🫡 

Changes:
* The RCON wire in a SMES now actually disconnects a SMES from RCON
(before it only prevented AI control).
* When the input wire is cut in a SMES, it will now correctly report
that the SMES is not charging on the UI.
* The Failsafe and Grounding wires of a SMES now correctly trigger the
red light when only one is cut, instead of both needing to be triggered.

---------

Signed-off-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
2024-07-03 04:01:44 +00:00
RustingWithYou
81f77e6e43 Sandstorm Tweaks (#19370)
Sandstorm damage now respects armor, and will not damage Vaurca and IPCs
as much.
Ponchos, mantles, straw hats, Unathi robes, and hoods now protect
against weather.
Sandstorms can now cause pain and impair vision if a mob's eyes are
unprotected.
Adds protective gear to Wasteland ghostroles who didn't already have it.

---------

Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2024-07-01 13:12:32 +00:00
Magisterium2022
1926b6b612 AI misc QOL updates. (#19510)
Updated the AI's hardware from basic to higher-grade versions, as they
can't typically be upgraded during a round. Added potentially useful
software which was not previously available through their downloader.
Added drone language for communications and control. Disabled the block
on electrifying doors, as law conflicts may permit it in some cases.
2024-07-01 13:11:34 +00:00
Silvore
6dd7ec996a Adds tajara archeology gear to loadout + spelling changes (#19546)
Added tajara archeology items to the loadout menu so you can LARP as
your favorite archeologist, and changed the spelling of one of them to
be the US spelling like all of the other tajara archeology items.

---------

Signed-off-by: Silvore <62766806+Silvore@users.noreply.github.com>
2024-07-01 13:11:08 +00:00
feartheblackout
e6b762e803 Diona/Unathi loadout fixes (#19571)
see changelog
2024-07-01 13:09:51 +00:00
ASmallCuteCat
457e57a100 Adds a shawl (#19449)
Adds a colorable shawl to the loadout, as well as the ability to knit
one. Oppa grandma style.

Sprites by ASmallCuteCat (aka Revenant1367
2024-07-01 09:07:34 +00:00
Ben
55f52899f2 Water available for Loadout Items like Flasks (#19550)
Water added to list of drinks selectable in loadout.

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-06-29 20:45:31 +00:00
Matt Atlas
bd3cebd7f9 Idris IPCs can now use more accents. (#19542)
title, approved by synth lore

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-06-29 20:45:27 +00:00
Crosarius
bb3f4e69ba Helmet Headbutt Protection (#19531)
This makes headbutting correctly check for the head armour, to determine
whether it's possible to knock someone unconscious.

Head armour will now prevent you from being knocked unconscious by a
headbutt, unless the attacker has more head armour than you. (e.g.
breacher hardsuit vs corporate helmet)

You can also knock yourself unconscious by headbutting someone with more
head armour than you.
2024-06-29 20:45:26 +00:00
Pirouette
f7ddf04c89 Adds Golden Deep accents (#19520)
Sprites by whitewolftamer and descriptions by Noble Row.
2024-06-29 20:45:25 +00:00
Fluffy
d8d67ebd3a Refactored CollidedWith (#19541)
Refactored CollidedWith()
2024-06-29 10:01:18 +00:00
naut
d63d63d78c Visual / layering fixes (#19547)
Package of a few visual changes to make things prettier-er. Also added a
helper for mapping purposes.

  - bugfix: "Carpets now show proper edges again."
- bugfix: "Fixed layering of several map items, like disposal pipes,
that were previously buried underneath turfs in the map editor (and were
invisible as a result)."
- bugfix: "Fixed observer sprites occasionally going underneath certain
objects. Their layering has been fixed."
- bugfix: "Reinforced plastic tables now show up correctly in the map
editor."
- rscadd: "Added a special 'lock' door helper that automatically locks
doors underneath it so mappers don't have to edit variables/icon states
manually."


![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/53d97049-0104-491a-9a56-4d677afec536)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/a26c9cf6-1ea9-4654-bc5c-954c878efda3)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/6dbee17e-6a24-4cc9-b194-4c46530020be)

Fixes #18762 
Fixes #18840 
Fixes #19101
2024-06-29 09:02:23 +00:00
Fluffy
a63ddbfa68 Removes the Aurora map (#19534) 2024-06-27 20:04:33 +02:00
Sparky
2a30beca54 Expedition Fluff Expansion - Stasis cages, Safari Nets & Sampling Tools (#19365)
Ports stasis cages from Baystation, for storage and transport of simple
mobs. These mobs must first be caught in an energy net, and this adds a
weaker energy net variant (safari net) as well as a way to transport
them and a dispenser for them in xenobiology.

Adds science samplers, available to every science role (lockers or
xenobiology lab due to xenobiology not having lockers). These must be
loaded with vials, and can then be used to extract plant/animal tissue
samples, soil samples or water samples. Added a low power microscope, as
well as a centrifuge and spectrophotometer, for analysing each of those
sample types respectively.

Note: The fluff text for tissue samples at the moment has more detail
for common mobs, such as carp or greimorians, and Moghes mobs as they
are the most prevalent right now. I'm not great at writing, so I'd
encourage others who are to add more descriptions over time.

Microscope & Net Dispenser in Xenobiology

![image](https://github.com/Aurorastation/Aurora.3/assets/26849270/447f8e40-215a-411b-9939-e7c9d018f100)
Sampler + Tissue/Soil/Water attachments

![image](https://github.com/Aurorastation/Aurora.3/assets/26849270/e53342af-540a-498f-a6ed-b7138fb6b689)
![image](https://github.com/Aurorastation/Aurora.3/assets/26849270/eaa10ca8-9a2e-4ff5-93e2-686e981b2a7b)
![image](https://github.com/Aurorastation/Aurora.3/assets/26849270/272637da-3eee-460a-9320-467a04623ce5)
Net Container

![image](https://github.com/Aurorastation/Aurora.3/assets/26849270/45c598d9-c568-44fb-9f31-09fc2296e062)
Microscope, Centrifuge and Spectrophotometer in R&D

![image](https://github.com/Aurorastation/Aurora.3/assets/26849270/1b85dd86-074b-4dd2-a1f8-8da64486232c)
Stasis Cages

![image](https://github.com/Aurorastation/Aurora.3/assets/26849270/d3526762-41ae-4798-a4df-f41d2613664d)

### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:

| icons/obj/machinery/stasis_cage.dmi | mustafakalash (Baystation12) |
CC BY-SA 3.0 |

---------

Signed-off-by: Sparky. <ben.polwart@gmail.com>
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2024-06-26 12:08:27 +00:00
BulletBudgie
729c8252fe budgs loadout bloat - 6 new headwear (#19490)
+Added colourable slouch hat, found in colourable hat selection.
+Added colourable sun visor, found in colourable hat selection.
+Added colourable paperboy cap, found in colourable hat selection.
+Added colourable legionnaire cap, found in colourable hat selection.
+Added colourable artist beret, found in loadout.
+Added colourable tight beanie, found in loadout, hides hair.

-Moved TCFL softcap from 'softcap selection' to 'tcfl hat selection'.

All sprites made by me.
2024-06-26 10:42:47 +00:00
Sparky
af359ab854 Expedition Fluff Expansion - New Survey Probes (#19364)
Splits the current survey probes into two types: Atmosphere and Ground,
as well as adding a Geomagnetic variant. Replaces some of the currently
mapped in atmosphere probes with the two other types.
2024-06-26 10:26:53 +00:00
Crosarius
d75afedaef Allow Wireless Firing Pins (Disruptors) To Fire On Code Blue (#19434)
This adds code blue to the list of alert levels that allow wireless
firing pins to fire on lethal mode.

There's a cultural thing on Aurora where Code Red is never used, because
it stops the vote from being called. This means that during most high
intensity interactions, we stay on Code Blue, and the disruptor pistol
can't be used on lethal mode.

This simply adds code blue to the list of permissible codes for lethal.

---------

Signed-off-by: Crosarius <30341877+Crosarius@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2024-06-26 10:22:55 +00:00
Sparky
0666833d9a Shuttle manifest update (#19345)
Adds some new fields to the shuttle manifest:
- Destination (Per shuttle)
- Heading (Per shuttle)
- Mission (Per shuttle)
- Departure Time (Per Shuttle)
- Return Time (Per Shuttle)
- Expedition/Mission Leader (One per shuttle)
- Shuttle Pilot (One per shuttle)

Also adds the shuttle manifest to Bridge Crew PDAs by default.

<img width="458" alt="image"
src="https://github.com/Aurorastation/Aurora.3/assets/26849270/802d9a8d-9c43-4883-a5a7-d23967616766">
2024-06-26 10:16:53 +00:00
DreamySkrell
ef018f8b30 OX courier package reflavor (#19430)
![image](https://github.com/Aurorastation/Aurora.3/assets/107256943/dc14bf59-a321-45d7-acb1-12dbb8e9af18)

![image](https://github.com/Aurorastation/Aurora.3/assets/107256943/a49bdb7f-67e5-41ec-81ac-c0b13c7b0d58)

Co-authored-by: DreamySkrell <>
2024-06-26 10:16:00 +00:00
ASmallCuteCat
ac11e992d7 Adds a few more main dishes and snacks to the lunchbox options (#19530)
Very simple bit of code that adds a few more lunch-worthy options to the
lunchbox that you can obtain in the loadout.
2024-06-26 10:12:12 +00:00
CyberSpyXD
7868c811ac Lore Description for Monkey Cubes and Boxes (#19521)
As titled. It sets the idea that the cubed animals aren't exactly the
same as their regular counterparts. This might be something for lore to
decide though, not me. So this PR should probably stay up for a bit.

For those too scared of clicking the "files changed" section. The
description is as follows.

"The manufacture of a cubed animal produces subjects that are similar
but have marked differences compared to their ordinary cousins. Higher
brain functions are all but destroyed and the life expectancy of the
cubed animal is greatly reduced, with most expiring only a few days
after introduction with water."

---------

Co-authored-by: WickedCybs <wickedcybs@gmail.com>
2024-06-26 10:11:31 +00:00
Ben
c618d3261a Animal Cafe Holodeck (#19493)
![image](https://github.com/Aurorastation/Aurora.3/assets/91219575/aea40ea8-ab81-4041-abb1-496621416047)

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-06-25 14:00:29 +00:00
Matt Atlas
33301f1b33 Fixed melee weapons not applying their armour penetration. (#19539)
You don't want to know how long this was broken for.

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-06-25 00:09:33 +00:00
CyberSpyXD
c3ef5edcbf Gremorian Warriors/Workers Use Simple Melee AI (#19512)
Changes their smart melee var with the idea that warriors go for brute
strength over strategy and the workers are more simple in how they want
to spread the infestation. Makes the former a little different from most
of the usual greimorians and the latter less punishing when it comes to
spread.

---------

Co-authored-by: WickedCybs <wickedcybs@gmail.com>
2024-06-24 10:17:31 +00:00
FlamingLily
4b413026af Fixes the icons of the INDRA fuel assemblies. (#19533)
They are no longer invisible.


![image](https://github.com/Aurorastation/Aurora.3/assets/80451102/18562982-cf97-4afc-b830-3361b89ec740)

Fixes #19032
2024-06-24 09:17:49 +00:00
Crosarius
ac62427df6 Unrestricts Sk'akh and Si'akh robes in loadout (#19516)
This PR unrestricts the Sk'akh and Si'akh robes so that they can be
taken by any job, not just Off-Duty and Chaplain. It also allows it to
be taken by Humans and Skrell, on the off chance someone would like to
play an Ouerean Xeno or something.


![image](https://github.com/Aurorastation/Aurora.3/assets/30341877/1325f0a3-ef92-4bab-b05b-63f8068799ed)

![image](https://github.com/Aurorastation/Aurora.3/assets/30341877/10b57d58-6bc5-4cab-87a8-18aba5675fd1)

![image](https://github.com/Aurorastation/Aurora.3/assets/30341877/2d48b610-d77c-4878-af58-2107e045b5d1)
2024-06-24 09:17:40 +00:00
Fluffy
069a5e9d51 HUD tweaks and fixes (#19492)
Fixed paramedics not having the FR HUD icon anymore on the Security HUD.
Moved all the HUD icon files in the hud folder.
Changed the in_view() proc used for HUDs to use the more performant
get_hearers_in_LOS() / get_hearers_in_range() over view() and a list
traversal with range comparisons.
HUD now respects the client view size instead of just using the world
view size.
2024-06-23 12:07:31 +00:00
feartheblackout
7bdf48994f Adds colorable scrubs to the loadout (#19481)
![image](https://github.com/Aurorastation/Aurora.3/assets/59633984/019f61fd-8c4c-4ff9-8c60-a0620e6f814c)
Uses the generic scrubs in code that are currently only utilized by the
Gadpathur vessel.
2024-06-23 12:05:46 +00:00
Fluffy
67030cf90e Relaymove tweaks (#19489)
Made relaymoves uniform in function header and non sleepable.
Improved IPC/borg recharger, made it time constant.
Tweaked client/Move() to avoid a range(), moved a relaymove around to
fix a bug, some minor tweaks.
Fixed IPC/borg recharge station not taking the IPC/Borg in on bump.
2024-06-22 15:13:29 +00:00
Sparky
60b2f1330b Luthien Pact origin fix (#19504)
Fixes the Luthien Pact origin not being selectable. This was a mistake
according to Unathi Lore.
2024-06-21 22:37:32 +00:00
lavillastrangiato
98ba156064 Full Xenoarchaeology Belt (#19482)
* Adds a "full" variant of the xenoarchaeology belt that starts with a
GPS, hand pickaxe, wrench, excavation picks, depth scanner,
Alden-Saraspova scanner, ore detector, core sampler, and wrench.
* Makes radios and camera film able to be stored in a xenoarchaeology
belt.
* This PR is dedicated to the brave coders of events, RustingWithYou.

---------

Co-authored-by: La Villa Strangiato <mangodeity@gmail.com~>
2024-06-21 22:35:52 +00:00
Fluffy
c1a04de1d1 Fixed RIG leap actuator not working (#19495)
Fixed RIG leap actuator not working

Fixed #19494
2024-06-21 09:32:57 +00:00
RustingWithYou
d0e3da103e Premade exosuits now spawn with power cores (#19503)
Premade exosuits weren't spawning with power cores, which meant that
mapped-in mechs off the Horizon were effectively unusable. All premade
mechs will now spawn with an appropriate power core.
2024-06-21 05:35:14 +00:00
Fluffy
f9fe2d0391 Fixed gremorian cocoon verb (#19501)
Fixed gremorian cocoon verb.
Slight cleanup with usage of get_turf() in the cocoon verb, instead of
the loc variable.
2024-06-21 05:34:55 +00:00
Fluffy
2e87f4ebba Fixed statue (sculpture) rotation. (#19500)
Fixed statue (sculpture) rotation.
Some code clenaup and use of tgui input.

Fixes #19189
2024-06-21 05:34:47 +00:00
Stev-the-third
b3619f283f Misc sprites: Warehouse devices, dagamuir outfit, sinta tunic and xenogun. (#19450)
Adds inhand sprites for the price scanner, destination tagger and crate
scanner.
Adds new worn sprites for the Dagamuir suit and Sinta Tunic
Adds a new inhand sprite for the Xenofauna blaster, to be in line with
other sprites at a 45 degree angle.

![Scanners](https://github.com/Aurorastation/Aurora.3/assets/61610777/bc1998e2-59ef-4a5a-9254-f117a2f4aa56)

![Unathisuits](https://github.com/Aurorastation/Aurora.3/assets/61610777/067a3c6a-4c24-4f71-a6ed-66007307a65d)

![Xenoblaster](https://github.com/Aurorastation/Aurora.3/assets/61610777/49b118a9-9966-4493-a9ce-7afac29b394f)

---------

Co-authored-by: Stev-the-third <Rose@flurf.net>
2024-06-21 05:34:27 +00:00
feartheblackout
a320696cee Adds Han'san capes & clothing; allows Dominian Unathi to wear noble Unathi items (#19448)
![image](https://github.com/Aurorastation/Aurora.3/assets/59633984/1813eea8-3d41-4eaa-84a7-b262b01890ad)
Han'san sprites courtesy of anthony.albanese on Discord!
pinging @RustingWithYou for opinion/approval
2024-06-21 05:34:21 +00:00
Evandorf
fa843b8fa1 Fixes changeling thermal vision reverting. (#19486)
Reapplied the stop_sight_update check in life.dm. Tested successfully
with changeling thermal vision.
2024-06-20 10:24:43 +00:00
DreamySkrell
65b9a5f516 Synthetic Blood Substitute (#19381)
![image](https://github.com/Aurorastation/Aurora.3/assets/107256943/56844752-b8d9-402c-87aa-735481d0a3ef)

![image](https://github.com/Aurorastation/Aurora.3/assets/107256943/a961b871-0dc4-40da-827a-27041a823028)


changes:
  - rscadd: "Adds Synthetic Blood Substitute."

other info:
- ~~shell IPCs have white blood (other IPCs keep their black oil
blood)~~ (removed/reverted on request, shells keep black oil blood, no
change here with this PR)
- organics can optionally pick the SBS blood type to get white blood
- this is intended mainly for heavily augmented organics, and you have
to be have at least 8 augmented organs or limbs
- white blood has no mechanical differences (positive or negative)
represented in game, as it is supposed to still just be blood (but with
potentially better characteristics)
- white blood is incompatible with red blood, both ways, including organ
transplantations

---------

Co-authored-by: DreamySkrell <>
2024-06-20 10:18:39 +00:00
feartheblackout
71ef6c3bcd Adds a Lii'kenka origin & citizenship (#19437)
![image](https://github.com/Aurorastation/Aurora.3/assets/59633984/52ed81ab-06c0-427f-845d-14ec1563b7b1)

![image](https://github.com/Aurorastation/Aurora.3/assets/59633984/7aaee2a9-73ad-489e-abfc-b276e2a7bdeb)

![image](https://github.com/Aurorastation/Aurora.3/assets/59633984/b44e16b2-7844-46cc-a85e-595779ce16f5)
Done at the request of @desvenlafaxine.
2024-06-20 10:16:58 +00:00